dxx-rebirth/d2x-rebirth/main/gameseq.c

1844 lines
48 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Routines for EndGame, EndLevel, etc.
*
*/
#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 "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 "endlevel.h"
#ifdef NETWORK
# include "multi.h"
#endif
#include "playsave.h"
#include "ctype.h"
#include "fireball.h"
#include "kconfig.h"
#include "config.h"
#include "robot.h"
#include "automap.h"
#include "cntrlcen.h"
#include "powerup.h"
#include "text.h"
#include "piggy.h"
#include "texmerge.h"
#include "paging.h"
#include "mission.h"
#include "state.h"
#include "songs.h"
#include "gamepal.h"
#include "movie.h"
#include "controls.h"
#include "credits.h"
#include "gamemine.h"
#ifdef EDITOR
#include "editor/editor.h"
#endif
#include "strutil.h"
#include "rle.h"
#include "byteswap.h"
#include "segment.h"
#include "gameseg.h"
void StartNewLevelSecret(int level_num, int page_in_textures);
void InitPlayerPosition(int random_flag);
void DoEndGame(void);
void AdvanceLevel(int secret_flag);
void StartLevel(int random);
void filter_objects_from_level();
//Current_level_num starts at 1 for the first level
//-1,-2,-3 are secret levels
//0 means not a real level loaded
int Current_level_num=0,Next_level_num;
char Current_level_name[LEVEL_NAME_LEN];
// Global variables describing the player
int N_players=1; // Number of players ( >1 means a net game, eh?)
int Player_num=0; // The player number who is on the console.
player Players[MAX_PLAYERS+4]; // Misc player info
obj_position Player_init[MAX_PLAYERS];
// Global variables telling what sort of game we have
int NumNetPlayerPositions = -1;
extern fix ThisLevelTime;
// Extern from game.c to fix a bug in the cockpit!
extern int Last_level_path_created;
// HUD_clear_messages external, declared in gauges.h
#ifndef _GAUGES_H
extern void HUD_clear_messages(); // From hud.c
#endif
// Extra prototypes declared for the sake of LINT
void init_player_stats_new_ship(ubyte pnum);
void copy_defaults_to_robot_all(void);
int Do_appearance_effect=0;
extern int Rear_view;
int First_secret_visit = 1;
extern int descent_critical_error;
//--------------------------------------------------------------------
void verify_console_object()
{
Assert( Player_num > -1 );
Assert( Players[Player_num].objnum > -1 );
ConsoleObject = &Objects[Players[Player_num].objnum];
Assert( ConsoleObject->type==OBJ_PLAYER );
Assert( ConsoleObject->id==Player_num );
}
int count_number_of_robots()
{
int robot_count;
int i;
robot_count = 0;
for (i=0;i<=Highest_object_index;i++) {
if (Objects[i].type == OBJ_ROBOT)
robot_count++;
}
return robot_count;
}
int count_number_of_hostages()
{
int count;
int i;
count = 0;
for (i=0;i<=Highest_object_index;i++) {
if (Objects[i].type == OBJ_HOSTAGE)
count++;
}
return count;
}
//added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
void
gameseq_init_network_players()
{
int i,k,j;
// Initialize network player start locations and object numbers
ConsoleObject = &Objects[0];
k = 0;
j = 0;
for (i=0;i<=Highest_object_index;i++) {
if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
{
if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
{
Objects[i].type=OBJ_PLAYER;
Player_init[k].pos = Objects[i].pos;
Player_init[k].orient = Objects[i].orient;
Player_init[k].segnum = Objects[i].segnum;
Players[k].objnum = i;
Objects[i].id = k;
k++;
}
else
obj_delete(i);
j++;
}
if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
obj_delete(i); //kill the buddy in netgames
}
NumNetPlayerPositions = k;
}
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);
}
}
}
fix StartingShields=INITIAL_SHIELDS;
// 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].killer_objnum = -1;
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;
Players[pnum].laser_level = 0;
Players[pnum].flags = 0;
init_player_stats_new_ship(pnum);
if (pnum == Player_num)
First_secret_visit = 1;
}
void init_ammo_and_energy(void)
{
if (Players[Player_num].energy < INITIAL_ENERGY)
Players[Player_num].energy = INITIAL_ENERGY;
if (Players[Player_num].shields < StartingShields)
Players[Player_num].shields = StartingShields;
// for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
// if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
// Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
// for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
// if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
// Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
}
extern ubyte Last_afterburner_state;
// Setup player for new level (After completion of previous level)
void init_player_stats_level(int secret_flag)
{
// int i;
Players[Player_num].last_score = Players[Player_num].score;
Players[Player_num].level = Current_level_num;
#ifdef NETWORK
if (!Network_rejoined) {
#endif
Players[Player_num].time_level = 0;
Players[Player_num].hours_level = 0;
#ifdef NETWORK
}
#endif
Players[Player_num].killer_objnum = -1;
Players[Player_num].num_kills_level = 0;
Players[Player_num].num_robots_level = count_number_of_robots();
Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
Players[Player_num].hostages_level = count_number_of_hostages();
Players[Player_num].hostages_total += Players[Player_num].hostages_level;
Players[Player_num].hostages_on_board = 0;
if (!secret_flag) {
init_ammo_and_energy();
Players[Player_num].flags &= (~KEY_BLUE);
Players[Player_num].flags &= (~KEY_RED);
Players[Player_num].flags &= (~KEY_GOLD);
Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
PLAYER_FLAGS_CLOAKED |
PLAYER_FLAGS_MAP_ALL);
Players[Player_num].cloak_time = 0;
Players[Player_num].invulnerable_time = 0;
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
}
Player_is_dead = 0; // Added by RH
Dead_player_camera = NULL;
Players[Player_num].homing_object_dist = -F1_0; // Added by RH
// properly init these cursed globals
Next_flare_fire_time = Last_laser_fired_time = Next_laser_fire_time = Next_missile_fire_time = GameTime64;
Controls.afterburner_state = 0;
Last_afterburner_state = 0;
digi_kill_sound_linked_to_object(Players[Player_num].objnum);
init_gauges();
Missile_viewer = NULL;
}
extern void init_ai_for_ship(void);
// Setup player for a brand-new ship
void init_player_stats_new_ship(ubyte pnum)
{
int i;
if (pnum == Player_num)
{
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);
}
Primary_weapon = 0;
Secondary_weapon = 0;
for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
Primary_last_was_super[i] = 0;
for (i=1; i<MAX_SECONDARY_WEAPONS; i++)
Secondary_last_was_super[i] = 0;
dead_player_end(); //player no longer dead
Player_is_dead = 0;
Player_exploded = 0;
Player_eggs_dropped = 0;
Dead_player_camera = 0;
Global_laser_firing_count=0;
Afterburner_charge = 0;
Controls.afterburner_state = 0;
Last_afterburner_state = 0;
Missile_viewer=NULL; //reset missile camera if out there
Missile_viewer_sig=-1;
init_ai_for_ship();
}
Players[pnum].energy = INITIAL_ENERGY;
Players[pnum].shields = StartingShields;
Players[pnum].laser_level = 0;
Players[pnum].killer_objnum = -1;
Players[pnum].hostages_on_board = 0;
for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
Players[pnum].primary_ammo[i] = 0;
for (i=1; i<MAX_SECONDARY_WEAPONS; i++)
Players[pnum].secondary_ammo[i] = 0;
Players[pnum].secondary_ammo[0] = 2 + NDL - Difficulty_level;
Players[pnum].primary_weapon_flags = HAS_LASER_FLAG;
Players[pnum].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
Players[pnum].flags &= ~( PLAYER_FLAGS_QUAD_LASERS | PLAYER_FLAGS_AFTERBURNER | PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE | PLAYER_FLAGS_MAP_ALL | PLAYER_FLAGS_CONVERTER | PLAYER_FLAGS_AMMO_RACK | PLAYER_FLAGS_HEADLIGHT | PLAYER_FLAGS_HEADLIGHT_ON | PLAYER_FLAGS_FLAG);
Players[pnum].cloak_time = 0;
Players[pnum].invulnerable_time = 0;
Players[pnum].homing_object_dist = -F1_0; // Added by RH
digi_kill_sound_linked_to_object(Players[pnum].objnum);
}
extern void init_stuck_objects(void);
#ifdef EDITOR
extern int Slide_segs_computed;
extern int game_handler(window *wind, d_event *event, void *data);
//reset stuff so game is semi-normal when playing from editor
void editor_reset_stuff_on_level()
{
gameseq_init_network_players();
init_player_stats_level(0);
Viewer = ConsoleObject;
ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
ConsoleObject->id=Player_num;
ConsoleObject->control_type = CT_FLYING;
ConsoleObject->movement_type = MT_PHYSICS;
Game_suspended = 0;
verify_console_object();
Control_center_destroyed = 0;
if (Newdemo_state != ND_STATE_PLAYBACK)
gameseq_remove_unused_players();
init_cockpit();
init_robots_for_level();
init_ai_objects();
init_morphs();
init_all_matcens();
init_player_stats_new_ship(Player_num);
init_controlcen_for_level();
automap_clear_visited();
init_stuck_objects();
init_thief_for_level();
Slide_segs_computed = 0;
if (!Game_wind)
Game_wind = window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, game_handler, NULL);
}
#endif
//do whatever needs to be done when a player dies in multiplayer
void DoGameOver()
{
// nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
if (PLAYING_BUILTIN_MISSION)
scores_maybe_add_player(0);
if (Game_wind)
window_close(Game_wind); // Exit out of game loop
}
//update various information about the player
void update_player_stats()
{
Players[Player_num].time_level += FrameTime; //the never-ending march of time...
if ( Players[Player_num].time_level > i2f(3600) ) {
Players[Player_num].time_level -= i2f(3600);
Players[Player_num].hours_level++;
}
Players[Player_num].time_total += FrameTime; //the never-ending march of time...
if ( Players[Player_num].time_total > i2f(3600) ) {
Players[Player_num].time_total -= i2f(3600);
Players[Player_num].hours_total++;
}
}
//hack to not start object when loading level
extern int Dont_start_sound_objects;
//go through this level and start any eclip sounds
void set_sound_sources()
{
int segnum,sidenum;
segment *seg;
digi_init_sounds(); //clear old sounds
Dont_start_sound_objects = 1;
for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
int tm,ec,sn;
if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
if ((((tm=seg->sides[sidenum].tmap_num2) != 0) && ((ec=TmapInfo[tm&0x3fff].eclip_num)!=-1)) || ((ec=TmapInfo[seg->sides[sidenum].tmap_num].eclip_num)!=-1))
if ((sn=Effects[ec].sound_num)!=-1) {
vms_vector pnt;
int csegnum = seg->children[sidenum];
//check for sound on other side of wall. Don't add on
//both walls if sound travels through wall. If sound
//does travel through wall, add sound for lower-numbered
//segment.
if (IS_CHILD(csegnum) && csegnum < segnum) {
if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
segment *csegp;
int csidenum;
csegp = &Segments[seg->children[sidenum]];
csidenum = find_connect_side(seg, csegp);
if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
continue; //skip this one
}
}
compute_center_point_on_side(&pnt,seg,sidenum);
digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
}
}
Dont_start_sound_objects = 0;
}
//fix flash_dist=i2f(1);
fix flash_dist=fl2f(.9);
//create flash for player appearance
void create_player_appearance_effect(object *player_obj)
{
vms_vector pos;
object *effect_obj;
#ifndef NDEBUG
{
int objnum = player_obj-Objects;
if ( (objnum < 0) || (objnum > Highest_object_index) )
Int3(); // See Rob, trying to track down weird network bug
}
#endif
if (player_obj == Viewer)
vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
else
pos = player_obj->pos;
effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
if (effect_obj) {
effect_obj->orient = player_obj->orient;
if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
}
}
//
// New Game sequencing functions
//
// routine to calculate the checksum of the segments.
void do_checksum_calc(ubyte *b, int len, unsigned int *s1, unsigned int *s2)
{
while(len--) {
*s1 += *b++;
if (*s1 >= 255) *s1 -= 255;
*s2 += *s1;
}
}
ushort netmisc_calc_checksum()
{
int i, j, k;
unsigned int sum1,sum2;
short s;
int t;
sum1 = sum2 = 0;
for (i = 0; i < Highest_segment_index + 1; i++) {
for (j = 0; j < MAX_SIDES_PER_SEGMENT; j++) {
do_checksum_calc((unsigned char *)&(Segments[i].sides[j].type), 1, &sum1, &sum2);
do_checksum_calc(&(Segments[i].sides[j].pad), 1, &sum1, &sum2);
s = INTEL_SHORT(Segments[i].sides[j].wall_num);
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
s = INTEL_SHORT(Segments[i].sides[j].tmap_num);
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
s = INTEL_SHORT(Segments[i].sides[j].tmap_num2);
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
for (k = 0; k < 4; k++) {
t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].u));
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].v));
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].l));
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
}
for (k = 0; k < 2; k++) {
t = INTEL_INT(((int)Segments[i].sides[j].normals[k].x));
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
t = INTEL_INT(((int)Segments[i].sides[j].normals[k].y));
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
t = INTEL_INT(((int)Segments[i].sides[j].normals[k].z));
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
}
}
for (j = 0; j < MAX_SIDES_PER_SEGMENT; j++) {
s = INTEL_SHORT(Segments[i].children[j]);
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
}
for (j = 0; j < MAX_VERTICES_PER_SEGMENT; j++) {
s = INTEL_SHORT(Segments[i].verts[j]);
do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
}
t = INTEL_INT(Segments[i].objects);
do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
}
sum2 %= 255;
return ((sum1<<8)+ sum2);
}
void free_polygon_models();
void load_robot_replacements(char *level_name);
int read_hamfile();
extern int Robot_replacements_loaded;
// load just the hxm file
void load_level_robots(int level_num)
{
char *level_name;
Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
if (level_num<0) //secret level
level_name = Secret_level_names[-level_num-1];
else //normal level
level_name = Level_names[level_num-1];
if (Robot_replacements_loaded) {
free_polygon_models();
read_hamfile(); //load original data
if (Current_mission->enhanced) {
// load extra data
char t[50];
extern void bm_read_extra_robots();
sprintf(t,"%s.ham",Current_mission_filename);
bm_read_extra_robots(t, Current_mission->enhanced);
}
Robot_replacements_loaded = 0;
}
load_robot_replacements(level_name);
}
//load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
void LoadLevel(int level_num,int page_in_textures)
{
char *level_name;
player save_player;
int load_ret;
save_player = Players[Player_num];
Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
if (level_num<0) //secret level
level_name = Secret_level_names[-level_num-1];
else //normal level
level_name = Level_names[level_num-1];
gr_set_current_canvas(NULL);
gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
load_ret = load_level(level_name); //actually load the data from disk!
if (load_ret)
Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
Current_level_num=level_num;
load_palette(Current_level_palette,1,1); //don't change screen
show_boxed_message(TXT_LOADING, 0);
#ifdef RELEASE
timer_delay(F1_0);
#endif
load_endlevel_data(level_num);
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();
#ifdef NETWORK
my_segments_checksum = netmisc_calc_checksum();
reset_network_objects();
#endif
Players[Player_num] = save_player;
set_sound_sources();
songs_play_level_song( Current_level_num, 0 );
gr_palette_load(gr_palette); //actually load the palette
// WIN(HideCursorW());
}
//sets up Player_num & ConsoleObject
void InitPlayerObject()
{
Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
if (Player_num != 0 ) {
Players[0] = Players[Player_num];
Player_num = 0;
}
Players[Player_num].objnum = 0;
ConsoleObject = &Objects[Players[Player_num].objnum];
ConsoleObject->type = OBJ_PLAYER;
ConsoleObject->id = Player_num;
ConsoleObject->control_type = CT_FLYING;
ConsoleObject->movement_type = MT_PHYSICS;
}
extern void init_seismic_disturbances(void);
//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 (start_level < 0)
StartNewLevelSecret(start_level, 0);
else
StartNewLevel(start_level, 0);
Players[Player_num].starting_level = start_level; // Mark where they started
game_disable_cheats();
init_seismic_disturbances();
}
// -----------------------------------------------------------------------------
// Does the bonus scoring.
// Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
void DoEndLevelScoreGlitz(int network)
{
int level_points, skill_points, energy_points, shield_points, hostage_points;
int all_hostage_points;
int endgame_points;
char all_hostage_text[64];
char endgame_text[64];
#define N_GLITZITEMS 11
char m_str[N_GLITZITEMS][30];
newmenu_item m[N_GLITZITEMS+1];
int i,c;
char title[128];
int is_last_level;
int mine_level;
// Compute level player is on, deal with secret levels (negative numbers)
mine_level = Players[Player_num].level;
if (mine_level < 0)
mine_level *= -(Last_level/N_secret_levels);
level_points = Players[Player_num].score-Players[Player_num].last_score;
if (!cheats.enabled) {
if (Difficulty_level > 1) {
skill_points = level_points*(Difficulty_level)/4;
skill_points -= skill_points % 100;
} else
skill_points = 0;
shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
shield_points -= shield_points % 50;
energy_points -= energy_points % 50;
} else {
skill_points = 0;
shield_points = 0;
energy_points = 0;
hostage_points = 0;
}
all_hostage_text[0] = 0;
endgame_text[0] = 0;
if (!cheats.enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
} else
all_hostage_points = 0;
if (!cheats.enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
endgame_points = Players[Player_num].lives * 10000;
sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
is_last_level=1;
} else
endgame_points = is_last_level = 0;
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);
#ifdef NETWORK
if ( network && (Game_mode & GM_NETWORK) )
newmenu_do2(NULL, title, c, m, multi_endlevel_poll1, NULL, 0, STARS_BACKGROUND);
else
#endif
// NOTE LINK TO ABOVE!!!
newmenu_do2(NULL, title, c, m, NULL, NULL, 0, STARS_BACKGROUND);
}
// -----------------------------------------------------------------------------------------------------
//called when the player is starting a level (new game or new ship)
void StartSecretLevel()
{
Assert(!Player_is_dead);
InitPlayerPosition(0);
verify_console_object();
ConsoleObject->control_type = CT_FLYING;
ConsoleObject->movement_type = MT_PHYSICS;
// -- WHY? -- disable_matcens();
clear_transient_objects(0); //0 means leave proximity bombs
// create_player_appearance_effect(ConsoleObject);
Do_appearance_effect = 1;
ai_reset_all_paths();
// -- NO? -- reset_time();
reset_rear_view();
Auto_fire_fusion_cannon_time = 0;
Fusion_charge = 0;
}
extern void set_pos_from_return_segment(void);
// Returns true if secret level has been destroyed.
int p_secret_level_destroyed(void)
{
if (First_secret_visit) {
return 0; // Never been there, can't have been destroyed.
} else {
if (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
int draw_stars_bg(newmenu *menu, d_event *event, grs_bitmap *background)
{
menu = menu;
switch (event->type)
{
case EVENT_WINDOW_DRAW:
gr_set_current_canvas(NULL);
show_fullscr(background);
break;
default:
break;
}
return 0;
}
void do_screen_message(char *fmt, ...)
{
va_list arglist;
grs_bitmap background;
char msg[1024];
if (Game_mode & GM_MULTI)
return;
gr_init_bitmap_data(&background);
if (pcx_read_bitmap(STARS_BACKGROUND, &background, BM_LINEAR, gr_palette) != PCX_ERROR_NONE)
return;
gr_palette_load(gr_palette);
va_start(arglist, fmt);
vsprintf(msg, fmt, arglist);
va_end(arglist);
nm_messagebox1(NULL, (int (*)(newmenu *, d_event *, void *))draw_stars_bg, &background, 1, TXT_OK, msg);
gr_free_bitmap_data(&background);
}
// -----------------------------------------------------------------------------------------------------
// called when the player is starting a new level for normal game mode and restore state
// Need to deal with whether this is the first time coming to this level or not. If not the
// first time, instead of initializing various things, need to do a game restore for all the
// robots, powerups, walls, doors, etc.
void StartNewLevelSecret(int level_num, int page_in_textures)
{
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
gameseq_init_network_players(); // Initialize the Players array for this level
HUD_clear_messages();
automap_clear_visited();
Viewer = &Objects[Players[Player_num].objnum];
gameseq_remove_unused_players();
Game_suspended = 0;
Control_center_destroyed = 0;
init_cockpit();
reset_palette_add();
if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
init_robots_for_level();
init_ai_objects();
init_smega_detonates();
init_morphs();
init_all_matcens();
reset_special_effects();
StartSecretLevel();
} else {
if (PHYSFSX_exists(SECRETC_FILENAME,0))
{
int pw_save, sw_save;
pw_save = Primary_weapon;
sw_save = Secondary_weapon;
state_restore_all(1, 1, SECRETC_FILENAME);
Primary_weapon = pw_save;
Secondary_weapon = sw_save;
reset_special_effects();
StartSecretLevel();
// -- No: This is only for returning to base level: set_pos_from_return_segment();
} else {
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;
}
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(2, SECRETC_FILENAME, 0);
}
if (PHYSFSX_exists(SECRETB_FILENAME,0))
{
int pw_save, sw_save;
do_screen_message(TXT_SECRET_RETURN);
pw_save = Primary_weapon;
sw_save = Secondary_weapon;
state_restore_all(1, 1, SECRETB_FILENAME);
Primary_weapon = pw_save;
Secondary_weapon = sw_save;
} else {
// File doesn't exist, so can't return to base level. Advance to next one.
if (Entered_from_level == Last_level)
DoEndGame();
else {
do_screen_message(TXT_SECRET_ADVANCE);
StartNewLevel(Entered_from_level+1, 0);
}
}
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 (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
fix64 time_used;
time_used = old_gametime - Players[Player_num].invulnerable_time;
Players[Player_num].invulnerable_time = GameTime64 - time_used;
}
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
fix time_used;
time_used = old_gametime - Players[Player_num].cloak_time;
Players[Player_num].cloak_time = 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(1, NULL, 0); // Not between levels (ie, save all), IS a secret level, NO filename override
// Find secret level number to go to, stuff in Next_level_num.
for (i=0; i<-Last_secret_level; i++)
if (Secret_level_table[i]==Current_level_num) {
Next_level_num = -(i+1);
break;
} else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
Next_level_num = -i;
break;
}
if (! (i<-Last_secret_level)) //didn't find level, so must be last
Next_level_num = Last_secret_level;
// 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, 0);
} else {
StartNewLevelSecret(Next_level_num, 1);
}
// END NMN
// do_cloak_invul_stuff();
if (Game_wind)
window_set_visible(Game_wind, 1);
reset_time();
}
//called when the player has finished a level
void PlayerFinishedLevel(int secret_flag)
{
Assert(!secret_flag);
if (Game_wind)
window_set_visible(Game_wind, 0);
//credit the player for hostages
Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
if (Game_mode & GM_NETWORK)
Players[Player_num].connected = 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(D2_OEM) || defined(COMPILATION)
#define MOVIE_REQUIRED 0
#else
#define MOVIE_REQUIRED 1
#endif
#ifdef D2_OEM
#define ENDMOVIE "endo"
#else
#define ENDMOVIE "end"
#endif
void show_order_form();
//called when the player has finished the last level
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
int played=MOVIE_NOT_PLAYED; //default is not played
init_subtitles(ENDMOVIE ".tex"); //ingore errors
played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
close_subtitles();
if (!played)
{
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
sprintf(tname,"%s.ctb",Current_mission_filename);
credits_show(tname);
}
key_flush();
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_endlevel_score();
else
#endif
// NOTE LINK TO ABOVE
DoEndLevelScoreGlitz(0);
if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
gr_set_current_canvas( NULL );
gr_clear_canvas(BM_XRGB(0,0,0));
load_palette(D2_DEFAULT_PALETTE,0,1);
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.
void AdvanceLevel(int secret_flag)
{
#ifdef NETWORK
int result;
#endif
Assert(!secret_flag);
if (Current_level_num != Last_level) {
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_endlevel_score();
else
#endif
// NOTE LINK TO ABOVE!!!
DoEndLevelScoreGlitz(0); //give bonuses
}
Control_center_destroyed = 0;
#ifdef EDITOR
if (Current_level_num == 0)
{
window_close(Game_wind); //not a real level
}
#endif
#ifdef NETWORK
if (Game_mode & GM_MULTI) {
result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
if (result) // failed to sync
{
if (Current_level_num == Last_level) //player has finished the game!
if (Game_wind)
window_close(Game_wind); // Exit out of game loop
return;
}
}
#endif
if (Current_level_num == Last_level) { //player has finished the game!
DoEndGame();
} else {
//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
StartNewLevel(Next_level_num, 0);
}
}
void digi_stop_digi_sounds();
void DoPlayerDead()
{
if (Game_wind)
window_set_visible(Game_wind, 0);
reset_palette_add();
gr_palette_load (gr_palette);
// digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
dead_player_end(); //terminate death sequence (if playing)
#ifdef EDITOR
if (Game_mode == GM_EDITOR) { //test mine, not real level
object * playerobj = &Objects[Players[Player_num].objnum];
//nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
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
#ifdef NETWORK
if ( Game_mode&GM_MULTI )
{
multi_do_death(Players[Player_num].objnum);
}
else
#endif
{ //Note link to above else!
Players[Player_num].lives--;
if (Players[Player_num].lives == 0)
{
DoGameOver();
return;
}
}
if ( Control_center_destroyed ) {
//clear out stuff so no bonus
Players[Player_num].hostages_on_board = 0;
Players[Player_num].energy = 0;
Players[Player_num].shields = 0;
Players[Player_num].connected = CONNECT_DIED_IN_MINE;
do_screen_message(TXT_DIED_IN_MINE); // Give them some indication of what happened
if (Current_level_num < 0) {
if (PHYSFSX_exists(SECRETB_FILENAME,0))
{
do_screen_message(TXT_SECRET_RETURN);
state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
set_pos_from_return_segment();
Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
} else {
if (Entered_from_level == Last_level)
DoEndGame();
else {
do_screen_message(TXT_SECRET_ADVANCE);
StartNewLevel(Entered_from_level+1, 0);
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 {
AdvanceLevel(0); //if finished, go on to next level
init_player_stats_new_ship(Player_num);
last_drawn_cockpit = -1;
}
} 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(2, SECRETC_FILENAME, 0);
state_restore_all(1, 2, SECRETB_FILENAME);
set_pos_from_return_segment();
Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
} else {
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, 0);
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 {
init_player_stats_new_ship(Player_num);
StartLevel(1);
}
digi_sync_sounds();
if (Game_wind)
window_set_visible(Game_wind, 1);
reset_time();
}
extern int BigWindowSwitch;
//called when the player is starting a new level for normal game mode and restore state
// secret_flag set if came from a secret level
void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
{
if (!(Game_mode & GM_MULTI)) {
last_drawn_cockpit = -1;
}
BigWindowSwitch=0;
if (Newdemo_state == ND_STATE_PAUSED)
Newdemo_state = ND_STATE_RECORDING;
if (Newdemo_state == ND_STATE_RECORDING) {
newdemo_set_new_level(level_num);
newdemo_record_start_frame(FrameTime );
}
LoadLevel(level_num,page_in_textures);
Assert(Current_level_num == level_num); //make sure level set right
gameseq_init_network_players(); // Initialize the Players array for
// this level
Viewer = &Objects[Players[Player_num].objnum];
Assert(N_players <= NumNetPlayerPositions);
//If this assert fails, there's not enough start positions
#ifdef NETWORK
if (Game_mode & GM_NETWORK)
{
if(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;
}
}
#endif
HUD_clear_messages();
automap_clear_visited();
init_player_stats_level(secret_flag);
load_palette(Current_level_palette,0,1);
gr_palette_load(gr_palette);
#ifdef NETWORK
if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
{
int i;
for (i = 0; i < N_players; i++)
Players[i].flags |= Netgame.player_flags[i];
}
if (Game_mode & GM_MULTI)
{
multi_prep_level(); // Removes robots from level if necessary
}
#endif
gameseq_remove_unused_players();
Game_suspended = 0;
Control_center_destroyed = 0;
set_screen_mode(SCREEN_GAME);
init_cockpit();
init_robots_for_level();
init_ai_objects();
init_smega_detonates();
init_morphs();
init_all_matcens();
reset_palette_add();
init_thief_for_level();
init_stuck_objects();
if (!(Game_mode & GM_MULTI))
filter_objects_from_level();
if (!(Game_mode & GM_MULTI) && !cheats.enabled)
set_highest_level(Current_level_num);
else
read_player_file(); //get window sizes
reset_special_effects();
#ifdef OGL
gr_remap_mono_fonts();
ogl_cache_level_textures();
#endif
#ifdef NETWORK
if (Network_rejoined == 1)
{
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;
// 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();
}
#ifdef NETWORK
extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
#endif
void bash_to_shield (int i,char *s)
{
#ifdef NETWORK
int type=Objects[i].id;
#endif
#ifdef NETWORK
PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
#endif
Objects[i].id = POW_SHIELD_BOOST;
Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
}
void filter_objects_from_level()
{
int i;
for (i=0;i<=Highest_object_index;i++)
{
if (Objects[i].type==OBJ_POWERUP)
if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
bash_to_shield (i,"Flag!!!!");
}
}
struct {
int level_num;
char movie_name[FILENAME_LEN];
} intro_movie[] = { { 1,"pla"},
{ 5,"plb"},
{ 9,"plc"},
{13,"pld"},
{17,"ple"},
{21,"plf"},
{24,"plg"}};
#define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
extern int intro_played; //true if big intro movie played
void ShowLevelIntro(int level_num)
{
//if shareware, show a briefing?
if (!(Game_mode & GM_MULTI)) {
int i;
ubyte save_pal[sizeof(gr_palette)];
memcpy(save_pal,gr_palette,sizeof(gr_palette));
if (PLAYING_BUILTIN_MISSION) {
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
{
for (i=0;i<NUM_INTRO_MOVIES;i++)
{
if (intro_movie[i].level_num == level_num)
{
Screen_mode = -1;
PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
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);
}
memcpy(gr_palette,save_pal,sizeof(gr_palette));
}
}
// ---------------------------------------------------------------------------
// If starting a level which appears in the Secret_level_table, then set First_secret_visit.
// Reason: On this level, if player goes to a secret level, he will be going to a different
// secret level than he's ever been to before.
// Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
void maybe_set_first_secret_visit(int level_num)
{
int i;
for (i=0; i<N_secret_levels; i++) {
if (Secret_level_table[i] == level_num) {
First_secret_visit = 1;
}
}
}
//called when the player is starting a new level for normal game model
// secret_flag if came from a secret level
void StartNewLevel(int level_num, int secret_flag)
{
hide_menus();
GameTime64 = 0;
ThisLevelTime=0;
if ((level_num > 0) && (!secret_flag)) {
maybe_set_first_secret_visit(level_num);
}
ShowLevelIntro(level_num);
StartNewLevelSub(level_num, 1, secret_flag );
}
//initialize the player object position & orientation (at start of game, or new ship)
void InitPlayerPosition(int random_flag)
{
int NewPlayer=0;
if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
NewPlayer = Player_num;
else if (random_flag == 1)
{
int i, trys=0;
fix closest_dist = 0x7ffffff, dist;
timer_update();
d_srand((fix)timer_query());
do {
trys++;
NewPlayer = d_rand() % NumNetPlayerPositions;
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, 15, WID_FLY_FLAG ); // Used to be 5, search up to 15 segments
if ( (dist < closest_dist) && (dist >= 0) ) {
closest_dist = dist;
}
}
}
} while ( (closest_dist<i2f(15*20)) && (trys<MAX_PLAYERS*2) );
}
else {
// If deathmatch and not random, positions were already determined by sync packet
reset_player_object();
reset_cruise();
return;
}
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);
reset_player_object();
reset_cruise();
}
// -----------------------------------------------------------------------------------------------------
// Initialize default parameters for one robot, copying from Robot_info to *objp.
// What about setting size!? Where does that come from?
void copy_defaults_to_robot(object *objp)
{
robot_info *robptr;
int objid;
Assert(objp->type == OBJ_ROBOT);
objid = objp->id;
Assert(objid < N_robot_types);
robptr = &Robot_info[objid];
// Boost shield for Thief and Buddy based on level.
objp->shields = robptr->strength;
if ((robptr->thief) || (robptr->companion)) {
objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
if (robptr->companion) {
// Now, scale guide-bot hits by skill level
switch (Difficulty_level) {
case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
case 2: objp->shields *= 2; break; // Hotshot, a bit tough
default: break;
}
}
} else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
// Additional wimpification of bosses at Trainee
if ((robptr->boss_flag) && (Difficulty_level == 0))
objp->shields /= 2;
}
// -----------------------------------------------------------------------------------------------------
// Copy all values from the robot info structure to all instances of robots.
// This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
// This function should be called at level load time.
void copy_defaults_to_robot_all()
{
int i;
for (i=0; i<=Highest_object_index; i++)
if (Objects[i].type == OBJ_ROBOT)
copy_defaults_to_robot(&Objects[i]);
}
extern void clear_stuck_objects(void);
// -----------------------------------------------------------------------------------------------------
//called when the player is starting a level (new game or new ship)
void StartLevel(int random_flag)
{
Assert(!Player_is_dead);
InitPlayerPosition(random_flag);
verify_console_object();
ConsoleObject->control_type = CT_FLYING;
ConsoleObject->movement_type = MT_PHYSICS;
// 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.
clear_stuck_objects(); // and stuck ones.
}
ai_reset_all_paths();
ai_init_boss_for_ship();
reset_rear_view();
Auto_fire_fusion_cannon_time = 0;
Fusion_charge = 0;
}