148 lines
4 KiB
C++
148 lines
4 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Prototypes for functions for game sequencing.
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*
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*/
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#pragma once
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#include <cstddef>
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#include "fwd-player.h"
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#include "fwd-object.h"
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#include "fwd-window.h"
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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namespace dcx {
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template <std::size_t>
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struct PHYSFSX_gets_line_t;
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constexpr std::integral_constant<unsigned, 36> LEVEL_NAME_LEN{}; //make sure this is multiple 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 used to mean not a real level loaded (i.e. editor generated level), but this hack has been removed
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extern int Current_level_num, Next_level_num;
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extern PHYSFSX_gets_line_t<LEVEL_NAME_LEN> Current_level_name;
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extern array<obj_position, MAX_PLAYERS> Player_init;
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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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//
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// New game sequencing functions
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//
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// starts a new game on the given level
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#ifdef dsx
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namespace dsx {
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void StartNewGame(int start_level);
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// starts the next level
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window_event_result StartNewLevel(int level_num);
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}
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#endif
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void InitPlayerObject(); //make sure player's object set up
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namespace dsx {
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void init_player_stats_game(playernum_t pnum); //clear all stats
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}
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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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#ifdef dsx
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namespace dsx {
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window_event_result PlayerFinishedLevel(int secret_flag);
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}
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#endif
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namespace dsx {
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// called when the player has died
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window_event_result DoPlayerDead(void);
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}
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#if defined(DXX_BUILD_DESCENT_I)
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static inline void load_level_robots(int level_num)
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{
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(void)level_num;
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}
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#elif defined(DXX_BUILD_DESCENT_II)
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namespace dsx {
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// load just the hxm file
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void load_level_robots(int level_num);
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extern int First_secret_visit;
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window_event_result ExitSecretLevel();
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}
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#endif
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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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#ifdef dsx
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namespace dsx {
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void LoadLevel(int level_num, int page_in_textures);
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}
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#endif
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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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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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void bash_to_shield(const vmobjptr_t i);
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#ifdef dsx
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namespace dsx {
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void create_player_appearance_effect(const object_base &player_obj);
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void copy_defaults_to_robot(vmobjptr_t objp);
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void gameseq_remove_unused_players();
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}
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#endif
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// Show endlevel bonus scores
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namespace dcx {
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// stuff for multiplayer
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extern unsigned NumNetPlayerPositions;
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extern fix StartingShields;
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extern int Do_appearance_effect;
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}
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int p_secret_level_destroyed(void);
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namespace dsx {
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#if defined(DXX_BUILD_DESCENT_II)
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void do_cloak_invul_secret_stuff(fix64 old_gametime, player_info &player_info);
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#endif
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void EnterSecretLevel(void);
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void init_player_stats_ship(object &);
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void init_player_stats_new_ship(playernum_t pnum);
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}
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#endif
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