d393f32eed
* Reverted value of SOUND_MAX_VOLUME
273 lines
8.1 KiB
C
273 lines
8.1 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/gameseq.h,v $
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* $Revision: 1.1.1.1 $
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* $Author: zicodxx $
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* $Date: 2006/03/17 19:45:04 $
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*
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* Prototypes for functions for game sequencing.
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*
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* $Log: gameseq.h,v $
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* Revision 1.1.1.1 2006/03/17 19:45:04 zicodxx
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* initial import
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*
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* Revision 1.1.1.1 1999/06/14 22:12:27 donut
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* Import of d1x 1.37 source.
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*
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* Revision 2.0 1995/02/27 11:32:03 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.41 1995/02/07 10:51:54 rob
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* fix typo.
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*
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* Revision 1.40 1995/02/06 20:10:16 rob
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* Extern'ed DoEndLevelScoreGlitz.
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*
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* Revision 1.39 1995/02/01 16:34:13 john
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* Linted.
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*
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* Revision 1.38 1995/01/27 11:15:03 rob
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* Added extern for player position vars.
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*
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* Revision 1.37 1995/01/20 22:47:38 matt
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* Mission system implemented, though imcompletely
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*
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* Revision 1.36 1995/01/17 13:36:08 john
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* Moved pig loading into StartNewLevelSub.
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*
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* Revision 1.35 1995/01/04 12:21:28 john
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* *** empty log message ***
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*
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* Revision 1.34 1995/01/04 12:20:47 john
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* Declearations to work better with game state save.
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*
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*
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* Revision 1.33 1994/12/08 09:46:35 matt
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* Made level name len a multiple of 4 for alignment
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*
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* Revision 1.32 1994/11/29 16:33:29 rob
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* Added new defines for last_secret_level based on shareware or not shareware.
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*
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* Revision 1.31 1994/11/26 15:30:20 matt
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* Allow escape out of change pilot menu
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*
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* Revision 1.30 1994/11/21 17:29:38 matt
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* Cleaned up sequencing & game saving for secret levels
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*
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* Revision 1.29 1994/11/21 15:55:03 matt
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* Corrected LAST_LEVEL
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*
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* Revision 1.28 1994/11/20 22:12:43 mike
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* set LAST_LEVEL based on SHAREWARE.
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*
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* Revision 1.27 1994/11/09 10:55:51 matt
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* Cleaned up initialization for editor -> game transitions
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*
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* Revision 1.26 1994/11/08 17:50:48 rob
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* ADded prototype for StartNewLEvel.
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*
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*
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* Revision 1.25 1994/11/07 17:50:57 rob
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* Added extern prototype for init_player_stats_level called for
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* network games.
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*
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* Revision 1.24 1994/10/25 15:40:03 yuan
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* *** empty log message ***
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*
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* Revision 1.23 1994/10/22 00:08:52 matt
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* Fixed up problems with bonus & game sequencing
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* Player doesn't get credit for hostages unless he gets them out alive
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*
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* Revision 1.22 1994/10/18 18:57:08 matt
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* Added main menu option to enter new player name
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*
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* Revision 1.21 1994/10/07 23:37:32 matt
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* Added prototype
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*
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* Revision 1.20 1994/10/07 16:02:53 matt
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* Loading saved game no longer clears players weapons & other stats
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*
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* Revision 1.19 1994/10/06 14:12:46 matt
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* Added flash effect when player appears
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*
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* Revision 1.18 1994/10/03 13:34:44 matt
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* Added new (and hopefully better) game sequencing functions
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*
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* Revision 1.17 1994/09/30 15:19:53 matt
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* Added new game sequencing functions, but left them disabled for now.
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*
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* Revision 1.16 1994/09/28 17:24:34 matt
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* Added first draft of game save/load system
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*
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* Revision 1.15 1994/09/27 12:29:42 matt
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* Changed level naming
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*
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* Revision 1.14 1994/09/02 11:53:55 mike
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* Rename init_player_stats to init_player_stats_game.
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*
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* Revision 1.13 1994/08/31 20:57:34 matt
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* Cleaned up endlevel/death code
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*
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* Revision 1.12 1994/08/23 18:45:06 yuan
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* Added level 10 capability.. (LEDGES)
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*
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* Revision 1.11 1994/08/18 10:47:38 john
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* Cleaned up game sequencing and player death stuff
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* in preparation for making the player explode into
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* pieces when dead.
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*
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* Revision 1.10 1994/08/15 15:24:45 john
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* Made players know who killed them; Disabled cheat menu
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* during net player; fixed bug with not being able to turn
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* of invulnerability; Made going into edit/starting new leve
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* l drop you out of a net game; made death dialog box.
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*
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* Revision 1.9 1994/08/13 12:20:56 john
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* Made the networking uise the Players array.
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*
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* Revision 1.8 1994/07/22 12:36:24 matt
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* Cleaned up editor/game interactions some more.
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*
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* Revision 1.7 1994/07/19 20:15:33 matt
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* Name for each level now saved in the .SAV file & stored in Current_level_name
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*
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* Revision 1.6 1994/07/02 13:49:33 matt
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* Cleaned up includes
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*
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* Revision 1.5 1994/07/02 13:09:52 matt
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* Moved player stats struct from gameseq.h to player.h
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*
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* Revision 1.4 1994/07/01 16:35:35 yuan
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* Added key system
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*
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* Revision 1.3 1994/06/26 14:07:35 matt
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* Added prototypes
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*
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* Revision 1.2 1994/06/24 17:03:56 john
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* Added VFX support. Also took all game sequencing stuff like
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* EndGame out and put it into gameseq.c
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*
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* Revision 1.1 1994/06/24 14:13:53 john
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* Initial revision
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*
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*
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*/
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#ifndef _GAMESEQ_H
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#define _GAMESEQ_H
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#include "player.h"
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#include "mission.h"
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#define SUPER_MISSILE 0
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#define SUPER_SEEKER 1
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#define SUPER_SMARTBOMB 2
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#define SUPER_SHOCKWAVE 3
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#ifdef SHAREWARE
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#define Last_level 7 //the number of the very last level for shareware
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#define Last_secret_level 0 // No secret levels!
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#else
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extern int Last_level,Last_secret_level; //set by mission code
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#endif
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extern int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
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#define LEVEL_NAME_LEN 36 //make sure this is multipe of 4!
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//Current_level_num starts at 1 for the first level
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//-1,-2,-3 are secret levels
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//0 means not a real level loaded
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extern int Current_level_num,Next_level_num;
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extern char Current_level_name[];
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extern obj_position Player_init[MAX_PLAYERS];
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//This is the highest level the player has ever reached
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extern int Player_highest_level;
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//
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// New game sequencing functions
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//
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//called once at program startup to get the player's name
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int RegisterPlayer();
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//Inputs the player's name, without putting up the background screen
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void RegisterPlayerSub(int allow_abort_flag);
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//starts a new game on the given level
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void StartNewGame(int start_level);
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//starts the next level
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void StartNewLevel(int level_num);
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// Actually does the work to start new level
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void StartNewLevelSub(int level_num, int page_in_textures);
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void InitPlayerObject(); //make sure player's object set up
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void init_player_stats_game(); //clear all stats
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//starts a resumed game loaded from disk
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void ResumeSavedGame(int start_level);
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//called when the player has finished a level
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//if secret flag is true, advance to secret level, else next normal level
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void PlayerFinishedLevel(int secret_flag);
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//called when the player has died
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void DoPlayerDead();
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//load a level off disk. level numbers start at 1.
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//Secret levels are -1,-2,-3
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void LoadLevel(int level_num);
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extern void gameseq_remove_unused_players();
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extern void show_help();
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extern void update_player_stats();
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//from scores.c
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extern void show_high_scores( int place );
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extern void draw_high_scores( int place );
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extern int add_player_to_high_scores(player *pp);
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extern void input_name ( int place );
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extern int reset_high_scores();
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extern void init_player_stats_level();
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void open_message_window(void);
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void close_message_window(void);
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//create flash for player appearance
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extern void create_player_appearance_effect(object *player_obj);
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//goto whatever secrect level is appropriate given the current level
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//extern int goto_secret_level();
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//reset stuff so game is semi-normal when playing from editor
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void editor_reset_stuff_on_level();
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//Show endlevel bonus scores
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extern void DoEndLevelScoreGlitz(int network);
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//stuff for multiplayer
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extern int MaxNumNetPlayers;
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extern int NumNetPlayerPositions;
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#endif
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