dxx-rebirth/main/gameseq.c

1376 lines
34 KiB
C

/*
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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Routines for EndGame, EndLevel, etc.
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include <errno.h>
#include <time.h>
#ifdef OGL
#include "ogl_init.h"
#endif
#include "inferno.h"
#include "game.h"
#include "key.h"
#include "object.h"
#include "physics.h"
#include "error.h"
#include "joy.h"
#include "iff.h"
#include "pcx.h"
#include "timer.h"
#include "render.h"
#include "laser.h"
#include "screens.h"
#include "textures.h"
#include "slew.h"
#include "gauges.h"
#include "texmap.h"
#include "3d.h"
#include "effects.h"
#include "menu.h"
#include "gameseg.h"
#include "wall.h"
#include "ai.h"
#include "hostage.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 "endlevel.h"
#include "network.h"
#include "playsave.h"
#include "ctype.h"
#include "multi.h"
#include "fireball.h"
#include "kconfig.h"
#include "config.h"
#include "robot.h"
#include "automap.h"
#include "cntrlcen.h"
#include "powerup.h"
#include "text.h"
#include "cfile.h"
#include "piggy.h"
#include "texmerge.h"
#include "paging.h"
#include "mission.h"
#include "state.h"
#include "songs.h"
#ifdef NETWORK
#include "netpkt.h"
#endif
#include "strutil.h"
#ifdef EDITOR
#include "editor/editor.h"
#endif
#include "custom.h"
#ifdef SCRIPT
#include "script.h"
#endif
void init_player_stats_new_ship();
void copy_defaults_to_robot_all(void);
int AdvanceLevel(int secret_flag);
void StartLevel(int random);
//Current_level_num starts at 1 for the first level
//-1,-2,-3 are secret levels
//0 means not a real level loaded
int Current_level_num=0,Next_level_num;
char Current_level_name[LEVEL_NAME_LEN];
// #ifndef SHAREWARE
// int Last_level,Last_secret_level;
// #endif
// Global variables describing the player
int N_players=1; // Number of players ( >1 means a net game, eh?)
int Player_num=0; // The player number who is on the console.
player Players[MAX_PLAYERS]; // Misc player info
obj_position Player_init[MAX_PLAYERS];
// Global variables telling what sort of game we have
int MaxNumNetPlayers = -1;
int NumNetPlayerPositions = -1;
// Extern from game.c to fix a bug in the cockpit!
extern int last_drawn_cockpit;
extern int Last_level_path_created;
void HUD_clear_messages(); // From hud.c
void verify_console_object()
{
Assert( Player_num > -1 );
Assert( Players[Player_num].objnum > -1 );
ConsoleObject = &Objects[Players[Player_num].objnum];
Assert( ConsoleObject->id==Player_num );
}
int count_number_of_robots()
{
int robot_count;
int i;
robot_count = 0;
for (i=0;i<=Highest_object_index;i++) {
if (Objects[i].type == OBJ_ROBOT)
robot_count++;
}
return robot_count;
}
int count_number_of_hostages()
{
int count;
int i;
count = 0;
for (i=0;i<=Highest_object_index;i++) {
if (Objects[i].type == OBJ_HOSTAGE)
count++;
}
return count;
}
void
gameseq_init_network_players()
{
int i,k,j;
// Initialize network player start locations and object numbers
ConsoleObject = &Objects[0];
k = 0;
j = 0;
for (i=0;i<=Highest_object_index;i++) {
if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
{
#ifndef SHAREWARE
if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
{
Objects[i].type=OBJ_PLAYER;
#endif
Player_init[k].pos = Objects[i].pos;
Player_init[k].orient = Objects[i].orient;
Player_init[k].segnum = Objects[i].segnum;
Players[k].objnum = i;
Objects[i].id = k;
k++;
#ifndef SHAREWARE
}
else
obj_delete(i);
j++;
#endif
}
}
NumNetPlayerPositions = k;
}
void gameseq_remove_unused_players()
{
int i;
// 'Remove' the unused players
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
for (i=0; i < NumNetPlayerPositions; i++)
{
if ((!Players[i].connected) || (i >= N_players))
{
multi_make_player_ghost(i);
}
}
}
else
#endif
{ // Note link to above if!!!
for (i=1; i < NumNetPlayerPositions; i++)
{
obj_delete(Players[i].objnum);
}
}
}
// Setup player for new game
void init_player_stats_game()
{
Players[Player_num].score = 0;
Players[Player_num].last_score = 0;
Players[Player_num].lives = INITIAL_LIVES;
Players[Player_num].level = 1;
Players[Player_num].time_level = 0;
Players[Player_num].time_total = 0;
Players[Player_num].hours_level = 0;
Players[Player_num].hours_total = 0;
//added/killed on 11/9/98 by Victor Rachels because of init_player_stats_new_ship()
//-killed- Players[Player_num].energy = MAX_ENERGY;
//-killed- Players[Player_num].shields = MAX_SHIELDS;
//end this kill - VR
Players[Player_num].killer_objnum = -1;
Players[Player_num].net_killed_total = 0;
Players[Player_num].net_kills_total = 0;
Players[Player_num].num_kills_level = 0;
Players[Player_num].num_kills_total = 0;
Players[Player_num].num_robots_level = 0;
Players[Player_num].num_robots_total = 0;
Players[Player_num].hostages_rescued_total = 0;
Players[Player_num].hostages_level = 0;
Players[Player_num].hostages_total = 0;
Players[Player_num].laser_level = 0;
Players[Player_num].flags = 0;
init_player_stats_new_ship();
}
void init_ammo_and_energy(void)
{
if (Players[Player_num].energy < MAX_ENERGY)
Players[Player_num].energy = MAX_ENERGY;
if (Players[Player_num].shields < MAX_SHIELDS)
Players[Player_num].shields = MAX_SHIELDS;
// for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
// if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
// Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
// for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
// if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
// Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
}
// Setup player for new level (After completion of previous level)
void init_player_stats_level()
{
// int i;
Players[Player_num].last_score = Players[Player_num].score;
Players[Player_num].level = Current_level_num;
#ifdef NETWORK
if (!Network_rejoined)
#endif
Players[Player_num].time_level = 0; //Note link to above if !!!!!!
init_ammo_and_energy();
Players[Player_num].killer_objnum = -1;
Players[Player_num].num_kills_level = 0;
Players[Player_num].num_robots_level = count_number_of_robots();
Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
Players[Player_num].hostages_level = count_number_of_hostages();
Players[Player_num].hostages_total += Players[Player_num].hostages_level;
Players[Player_num].hostages_on_board = 0;
Players[Player_num].flags &= (~KEY_BLUE);
Players[Player_num].flags &= (~KEY_RED);
Players[Player_num].flags &= (~KEY_GOLD);
Players[Player_num].flags &= (~PLAYER_FLAGS_INVULNERABLE);
Players[Player_num].flags &= (~PLAYER_FLAGS_CLOAKED);
Players[Player_num].cloak_time = 0;
Players[Player_num].invulnerable_time = 0;
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
Player_is_dead = 0; // Added by RH
Players[Player_num].homing_object_dist = -F1_0; // Added by RH
Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
init_gauges();
}
// Setup player for a brand-new ship
void init_player_stats_new_ship()
{
int i;
if (Newdemo_state == ND_STATE_RECORDING) {
newdemo_record_laser_level(Players[Player_num].laser_level, 0);
newdemo_record_player_weapon(0, 0);
newdemo_record_player_weapon(1, 0);
}
Players[Player_num].energy = MAX_ENERGY;
Players[Player_num].shields = MAX_SHIELDS;
//added on 3/15/99 by Victor Rachels to maybe fix respawn-shoot
Global_laser_firing_count=0;
//end this section addition - VR
Players[Player_num].laser_level = 0;
Players[Player_num].killer_objnum = -1;
Players[Player_num].hostages_on_board = 0;
for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
Players[Player_num].primary_ammo[i] = 0;
for (i=1; i<MAX_SECONDARY_WEAPONS; i++)
Players[Player_num].secondary_ammo[i] = 0;
Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
Primary_weapon = 0;
Secondary_weapon = 0;
Players[Player_num].flags &= ~(PLAYER_FLAGS_QUAD_LASERS | PLAYER_FLAGS_AFTERBURNER | PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE);
Players[Player_num].cloak_time = 0;
Players[Player_num].invulnerable_time = 0;
Player_is_dead = 0; //player no longer dead
Players[Player_num].homing_object_dist = -F1_0; // Added by RH
}
#ifdef NETWORK
void reset_network_objects()
{
memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
memset(object_owner, -1, MAX_OBJECTS);
}
#endif
#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();
Viewer = ConsoleObject;
ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
ConsoleObject->id=Player_num;
ConsoleObject->control_type = CT_FLYING;
ConsoleObject->movement_type = MT_PHYSICS;
Game_suspended = 0;
verify_console_object();
Fuelcen_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();
}
#endif
void reset_player_object();
static fix time_out_value;
void DoEndLevelScoreGlitzPoll( int nitems, newmenu_item * menus, int * key, int citem )
{
if ( timer_get_approx_seconds() > time_out_value ) {
*key = -2;
}
}
//do whatever needs to be done when a player dies in multiplayer
void DoGameOver()
{
time_out_value = timer_get_approx_seconds() + i2f(60*5);
// nm_messagebox1( TXT_GAME_OVER, DoEndLevelScoreGlitzPoll, 1, TXT_OK, "" );
#ifndef SHAREWARE
if (PLAYING_BUILTIN_MISSION)
#endif
scores_maybe_add_player(0);
Function_mode = FMODE_MENU;
Game_mode = GM_GAME_OVER;
longjmp( LeaveGame, 1 ); // Exit out of game loop
}
//update various information about the player
void update_player_stats()
{
// I took out this 'if' because it was causing the reactor invul time to be
// off for players that sit in the death screen. -JS jul 6,95
// if (!Player_exploded) {
Players[Player_num].time_level += FrameTime; //the never-ending march of time...
if ( Players[Player_num].time_level > i2f(3600) ) {
Players[Player_num].time_level -= i2f(3600);
Players[Player_num].hours_level++;
}
Players[Player_num].time_total += FrameTime; //the never-ending march of time...
if ( Players[Player_num].time_total > i2f(3600) ) {
Players[Player_num].time_total -= i2f(3600);
Players[Player_num].hours_total++;
}
// }
// Players[Player_num].energy += FrameTime*Energy_regen_ratio; //slowly regenerate energy
//MK1015: //slowly reduces player's energy & shields if over max
//MK1015:
//MK1015: if (Players[Player_num].energy > MAX_ENERGY) {
//MK1015: Players[Player_num].energy -= FrameTime/8;
//MK1015: if (Players[Player_num].energy < MAX_ENERGY)
//MK1015: Players[Player_num].energy = MAX_ENERGY;
//MK1015: }
//MK1015:
//MK1015: if (Players[Player_num].shields > MAX_SHIELDS) {
//MK1015: Players[Player_num].shields -= FrameTime/8;
//MK1015: if (Players[Player_num].shields < MAX_SHIELDS)
//MK1015: Players[Player_num].shields = MAX_SHIELDS;
//MK1015: }
}
//go through this level and start any eclip sounds
void set_sound_sources()
{
int segnum,sidenum;
segment *seg;
digi_init_sounds(); //clear old sounds
for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
int tm,ec,sn;
if ((tm=seg->sides[sidenum].tmap_num2) != 0)
if ((ec=TmapInfo[tm&0x3fff].eclip_num)!=-1)
if ((sn=Effects[ec].sound_num)!=-1) {
vms_vector pnt;
compute_center_point_on_side(&pnt,seg,sidenum);
digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
}
}
}
//fix flash_dist=i2f(1);
fix flash_dist=fl2f(.9);
//create flash for player appearance
void create_player_appearance_effect(object *player_obj)
{
vms_vector pos;
object *effect_obj;
#ifndef NDEBUG
{
int objnum = player_obj-Objects;
if ( (objnum < 0) || (objnum > Highest_object_index) )
Int3(); // See Rob, trying to track down weird network bug
}
#endif
if (player_obj == Viewer)
vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
else
pos = player_obj->pos;
effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
if (effect_obj) {
effect_obj->orient = player_obj->orient;
if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
}
}
//
// New Game sequencing functions
//
//pairs of chars describing ranges
char playername_allowed_chars[] = "azAZ09__--";
int MakeNewPlayerFile(int allow_abort)
{
int x;
char filename[14];
newmenu_item m;
char text[CALLSIGN_LEN+1]="";
strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
try_again:
m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
Newmenu_allowed_chars = playername_allowed_chars;
x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
Newmenu_allowed_chars = NULL;
if ( x < 0 ) {
if ( allow_abort ) return 0;
goto try_again;
}
if (text[0]==0) //null string
goto try_again;
strlwr(text);
sprintf( filename, GameArg.SysUsePlayersDir? "Players/%s.plr" : "%s.plr", text );
if (PHYSFS_exists(filename))
{
nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
goto try_again;
}
if ( !new_player_config() )
goto try_again; // They hit Esc during New player config
strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
strlwr(Players[Player_num].callsign);
write_player_file();
return 1;
}
//Inputs the player's name, without putting up the background screen
int RegisterPlayer()
{
char filename[14];
int allow_abort_flag = 1;
if ( Players[Player_num].callsign[0] == 0 ) {
// Read the last player's name from config file, not lastplr.txt
strncpy( Players[Player_num].callsign, GameCfg.LastPlayer, CALLSIGN_LEN );
if (GameCfg.LastPlayer[0]==0)
allow_abort_flag = 0;
}
do_menu_again:
;
if (!newmenu_get_filename( TXT_SELECT_PILOT, ".plr", filename, allow_abort_flag )) {
goto do_menu_again; // They hit Esc in file selector
}
if ( filename[0] == '<' ) {
// They selected 'create new pilot'
if (!MakeNewPlayerFile(allow_abort_flag))
//return 0; // They hit Esc during enter name stage
goto do_menu_again;
} else {
strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
strlwr(Players[Player_num].callsign);
}
read_player_file();
WriteConfigFile(); // Update lastplr
return 1;
}
extern int descent_critical_error;
//get level filename. level numbers start at 1. Secret levels are -1,-2,-3
char *get_level_file(int level_num)
{
#ifdef SHAREWARE
{
static char t[13];
sprintf(t, "level%02d.sdl", level_num);
return t;
}
#else
if (level_num<0) //secret level
return Secret_level_names[-level_num-1];
else //normal level
return Level_names[level_num-1];
#endif
}
//load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
void LoadLevel(int level_num)
{
char *level_name;
player save_player;
save_player = Players[Player_num];
Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
level_name = get_level_file(level_num);
if (!load_level(level_name))
Current_level_num=level_num;
gr_use_palette_table( "palette.256" );
show_boxed_message(TXT_LOADING, 0);
timer_delay2(1);
#ifdef NETWORK
my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
#endif
load_endlevel_data(level_num);
#ifdef NETWORK
reset_network_objects();
#endif
Players[Player_num] = save_player;
set_sound_sources();
songs_play_level_song( Current_level_num );
}
//sets up Player_num & ConsoleObject
void InitPlayerObject()
{
Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
if (Player_num != 0 ) {
Players[0] = Players[Player_num];
Player_num = 0;
}
Players[Player_num].objnum = 0;
ConsoleObject = &Objects[Players[Player_num].objnum];
ConsoleObject->type = OBJ_PLAYER;
ConsoleObject->id = Player_num;
ConsoleObject->control_type = CT_FLYING;
ConsoleObject->movement_type = MT_PHYSICS;
}
extern void game_disable_cheats();
//starts a new game on the given level
void StartNewGame(int start_level)
{
Game_mode = GM_NORMAL;
Function_mode = FMODE_GAME;
Next_level_num = 0;
InitPlayerObject(); //make sure player's object set up
init_player_stats_game(); //clear all stats
N_players = 1;
#ifdef NETWORK
Network_new_game = 0;
#endif
#ifdef SCRIPT
script_reset();
script_load("default.scr");
#endif
StartNewLevel(start_level);
Players[Player_num].starting_level = start_level; // Mark where they started
game_disable_cheats();
}
//starts a resumed game loaded from disk
void ResumeSavedGame(int start_level)
{
Game_mode = GM_NORMAL;
Function_mode = FMODE_GAME;
N_players = 1;
#ifdef NETWORK
Network_new_game = 0;
#endif
InitPlayerObject(); //make sure player's object set up
StartNewLevel(start_level);
game_disable_cheats();
}
#ifdef NETWORK
extern void network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
#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[9];
int i,c;
char title[128];
int is_last_level;
gr_palette_load( gr_palette );
set_screen_mode(SCREEN_MENU);
level_points = Players[Player_num].score-Players[Player_num].last_score;
if (!Cheats_enabled) {
if (Difficulty_level > 1) {
skill_points = level_points*(Difficulty_level-1)/2;
skill_points -= skill_points % 100;
} else
skill_points = 0;
shield_points = f2i(Players[Player_num].shields) * 10 * (Difficulty_level+1);
energy_points = f2i(Players[Player_num].energy) * 5 * (Difficulty_level+1);
hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
} else {
skill_points = 0;
shield_points = 0;
energy_points = 0;
hostage_points = 0;
}
all_hostage_text[0] = 0;
endgame_text[0] = 0;
if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
} else
all_hostage_points = 0;
if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
endgame_points = Players[Player_num].lives * 10000;
sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
is_last_level=1;
} else
endgame_points = is_last_level = 0;
add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
c = 0;
sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
sprintf(m_str[c++], "%s", all_hostage_text);
if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
sprintf(m_str[c++], "%s", endgame_text);
sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
for (i=0; i<c; i++) {
m[i].type = NM_TYPE_TEXT;
m[i].text = m_str[i];
}
// m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
if (Current_level_num < 0)
sprintf(title,"%s%s %d %s\n %s %s",is_last_level?"\n\n\n":"\n",TXT_SECRET_LEVEL, -Current_level_num, TXT_COMPLETE, Current_level_name, TXT_DESTROYED);
else
sprintf(title,"%s%s %d %s\n%s %s",is_last_level?"\n\n\n":"\n",TXT_LEVEL, Current_level_num, TXT_COMPLETE, Current_level_name, TXT_DESTROYED);
Assert(c <= N_GLITZITEMS);
time_out_value = timer_get_approx_seconds() + i2f(60*5);
#ifdef NETWORK
if ( network && (Game_mode & GM_NETWORK) )
newmenu_do2(NULL, title, c, m, network_endlevel_poll2, 0, Menu_pcx_name);
else
#endif // Note link!
newmenu_do2(NULL, title, c, m, DoEndLevelScoreGlitzPoll, 0, Menu_pcx_name);
}
//called when the player has finished a level
void PlayerFinishedLevel(int secret_flag)
{
int rval;
int was_multi = 0;
//credit the player for hostages
Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
#ifndef SHAREWARE
if (!(Game_mode & GM_MULTI) && (secret_flag)) {
newmenu_item m[1];
m[0].type = NM_TYPE_TEXT;
m[0].text = " "; //TXT_SECRET_EXIT;
newmenu_do2(NULL, TXT_SECRET_EXIT, 1, m, NULL, 0, Menu_pcx_name);
}
#endif
// -- mk mk mk -- used to be here -- mk mk mk --
if (Game_mode & GM_NETWORK)
{
if (secret_flag)
Players[Player_num].connected = 4; // Finished and went to secret level
else
Players[Player_num].connected = 2; // Finished but did not die
}
last_drawn_cockpit = -1;
if (Current_level_num == Last_level) {
#ifdef NETWORK
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
{
was_multi = 1;
multi_endlevel_score();
rval = AdvanceLevel(secret_flag); //now go on to the next one (if one)
}
else
#endif
{ // Note link to above else!
rval = AdvanceLevel(secret_flag); //now go on to the next one (if one)
DoEndLevelScoreGlitz(0); //give bonuses
}
} else {
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_endlevel_score();
else
#endif // Note link!!
DoEndLevelScoreGlitz(0); //give bonuses
rval = AdvanceLevel(secret_flag); //now go on to the next one (if one)
}
if (!was_multi && rval) {
#ifndef SHAREWARE
if (PLAYING_BUILTIN_MISSION)
#endif
scores_maybe_add_player(0);
longjmp( LeaveGame, 1 ); // Exit out of game loop
}
else if (rval)
longjmp( LeaveGame, 1 );
}
extern void do_end_game(void);
//from which level each do you get to each secret level
// int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
//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.
int AdvanceLevel(int secret_flag)
{
Fuelcen_control_center_destroyed = 0;
#ifdef EDITOR
if (PLAYING_BUILTIN_MISSION)
return 0; //not a real level
#endif
#ifdef NETWORK
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
return (Current_level_num == Last_level);
}
#endif
if (Current_level_num == Last_level) { //player has finished the game!
Function_mode = FMODE_MENU;
if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
newdemo_stop_recording();
#ifndef SHAREWARE
songs_play_song( SONG_ENDGAME, 0 );
#endif
do_end_game();
return 1;
} else {
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;
}
StartNewLevel(Next_level_num);
}
return 0;
}
void
died_in_mine_message(void)
{
// Tell the player he died in the mine, explain why
int old_fmode;
if (Game_mode & GM_MULTI)
return;
gr_set_current_canvas(NULL);
old_fmode = Function_mode;
Function_mode = FMODE_MENU;
nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
Function_mode = old_fmode;
}
//called when the player has died
void DoPlayerDead()
{
reset_palette_add();
gr_palette_load (gr_palette);
dead_player_end(); //terminate death sequence (if playing)
#ifdef HOSTAGE_FACES
stop_all_hostage_clips();
#endif
#ifdef EDITOR
if (Game_mode == GM_EDITOR) { //test mine, not real level
object * player = &Objects[Players[Player_num].objnum];
//nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
load_level("gamesave.lvl");
init_player_stats_new_ship();
player->flags &= ~OF_SHOULD_BE_DEAD;
StartLevel(0);
return;
}
#endif
#ifdef NETWORK
if ( Game_mode&GM_MULTI )
{
multi_do_death(Players[Player_num].objnum);
}
else
#endif
{ //Note link to above else!
Players[Player_num].lives--;
if (Players[Player_num].lives == 0)
{
DoGameOver();
return;
}
}
if ( Fuelcen_control_center_destroyed ) {
int rval;
//clear out stuff so no bonus
Players[Player_num].hostages_on_board = 0;
Players[Player_num].energy = 0;
Players[Player_num].shields = 0;
Players[Player_num].connected = 3;
died_in_mine_message(); // Give them some indication of what happened
if (Current_level_num == Last_level) {
#ifdef NETWORK
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
{
multi_endlevel_score();
rval = AdvanceLevel(0); //if finished, go on to next level
}
else
#endif
{ // Note link to above else!
rval = AdvanceLevel(0); //if finished, go on to next level
DoEndLevelScoreGlitz(0);
}
init_player_stats_new_ship();
last_drawn_cockpit = -1;
} else {
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_endlevel_score();
else
#endif
DoEndLevelScoreGlitz(0); // Note above link!
rval = AdvanceLevel(0); //if finished, go on to next level
init_player_stats_new_ship();
last_drawn_cockpit = -1;
}
if (rval) {
#ifndef SHAREWARE
if (PLAYING_BUILTIN_MISSION)
#endif
scores_maybe_add_player(0);
longjmp( LeaveGame, 1 ); // Exit out of game loop
}
} else {
init_player_stats_new_ship();
StartLevel(1);
}
}
//called when the player is starting a new level for normal game mode and restore state
void StartNewLevelSub(int level_num, int page_in_textures)
{
if (!(Game_mode & GM_MULTI)) {
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 );
}
if (Game_mode & GM_MULTI)
Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
LoadLevel(level_num);
if ( page_in_textures ) {
piggy_load_level_data();
}
Assert(Current_level_num == level_num); //make sure level set right
gameseq_init_network_players(); // Initialize the Players array for
// this level
#ifdef NETWORK
if (Game_mode & GM_NETWORK)
{
if(network_level_sync()) // After calling this, Player_num is set
return;
}
#endif
Assert(Function_mode == FMODE_GAME);
HUD_clear_messages();
automap_clear_visited();
#ifdef NETWORK
if (Network_new_game == 1)
{
Network_new_game = 0;
init_player_stats_new_ship();
}
#endif
init_player_stats_level();
#ifndef SHAREWARE
#ifdef NETWORK
if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
{
int i;
for (i = 0; i < N_players; i++)
Players[i].flags |= Netgame.player_flags[i];
}
#endif
#endif
Viewer = &Objects[Players[Player_num].objnum];
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
multi_prep_level(); // Removes robots from level if necessary
}
#endif
gameseq_remove_unused_players();
count_powerup_start_level();
Game_suspended = 0;
Fuelcen_control_center_destroyed = 0;
init_cockpit();
init_robots_for_level();
init_ai_objects();
init_morphs();
init_all_matcens();
reset_palette_add();
game_flush_inputs(); // clear out the keyboard
if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
set_highest_level(Current_level_num);
reset_special_effects();
#ifdef OGL
ogl_cache_level_textures();
#endif
#ifdef NETWORK
if (Network_rejoined == 1)
{
Network_rejoined = 0;
StartLevel(1);
}
else
#endif
StartLevel(0); // Note link to above if!
copy_defaults_to_robot_all();
init_controlcen_for_level();
// Say player can use FLASH cheat to mark path to exit.
Last_level_path_created = -1;
}
//called when the player is starting a new level for normal game model
void StartNewLevel(int level_num)
{
GameTime = FrameTime;
load_custom_data(get_level_file(level_num));
if (!(Game_mode & GM_MULTI)) {
do_briefing_screens(level_num);
}
StartNewLevelSub(level_num, 1 );
}
//initialize the player object position & orientation (at start of game, or new ship)
void InitPlayerPosition(int random)
{
int NewPlayer=0;
if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
NewPlayer = Player_num;
#ifdef NETWORK
else if (random == 1)
{
int i, closest = -1, trys=0;
fix closest_dist = 0x7ffffff, dist;
d_srand(clock());
do {
trys++;
NewPlayer = d_rand() % NumNetPlayerPositions;
closest = -1;
closest_dist = 0x7fffffff;
for (i=0; i<N_players; i++ ) {
if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
dist = find_connected_distance(&Objects[Players[i].objnum].pos, Objects[Players[i].objnum].segnum, &Player_init[NewPlayer].pos, Player_init[NewPlayer].segnum, 5, WID_FLY_FLAG );
if ( (dist < closest_dist) && (dist >= 0) ) {
closest_dist = dist;
closest = i;
}
}
}
} while ( (closest_dist<i2f(10*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
}
#endif
else {
goto done; // If deathmatch and not random, positions were already determined by sync packet
}
Assert(NewPlayer >= 0);
Assert(NewPlayer < NumNetPlayerPositions);
ConsoleObject->pos = Player_init[NewPlayer].pos;
ConsoleObject->orient = Player_init[NewPlayer].orient;
obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
done:
reset_player_object();
reset_cruise();
}
// -----------------------------------------------------------------------------------------------------
// Initialize default parameters for one robot, copying from Robot_info to *objp.
// What about setting size!? Where does that come from?
void copy_defaults_to_robot(object *objp)
{
robot_info *robptr;
int objid;
Assert(objp->type == OBJ_ROBOT);
objid = objp->id;
Assert(objid < N_robot_types);
robptr = &Robot_info[objid];
objp->shields = robptr->strength;
}
// -----------------------------------------------------------------------------------------------------
// Copy all values from the robot info structure to all instances of robots.
// This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
// This function should be called at level load time.
void copy_defaults_to_robot_all(void)
{
int i;
for (i=0; i<=Highest_object_index; i++)
if (Objects[i].type == OBJ_ROBOT)
copy_defaults_to_robot(&Objects[i]);
}
int Do_appearance_effect=0;
extern int Rear_view;
// -----------------------------------------------------------------------------------------------------
//called when the player is starting a level (new game or new ship)
void StartLevel(int random)
{
Assert(!Player_is_dead);
InitPlayerPosition(random);
verify_console_object();
ConsoleObject->control_type = CT_FLYING;
ConsoleObject->movement_type = MT_PHYSICS;
disable_matcens();
clear_transient_objects(0); //0 means leave proximity bombs
// create_player_appearance_effect(ConsoleObject);
Do_appearance_effect = 1;
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
#ifndef SHAREWARE
if (Game_mode & GM_MULTI_COOP)
multi_send_score();
#endif
multi_send_position(Players[Player_num].objnum);
multi_send_reappear();
}
if (Game_mode & GM_NETWORK)
network_do_frame(1, 1);
#endif
ai_reset_all_paths();
ai_init_boss_for_ship();
reset_time();
reset_rear_view();
Auto_fire_fusion_cannon_time = 0;
Fusion_charge = 0;
Robot_firing_enabled = 1;
}