dxx-rebirth/main/gameseq.h
Bradley Bell 9bd1ba7c47 This commit was generated by cvs2svn to compensate for changes in r2,
which included commits to RCS files with non-trunk default branches.
2001-01-19 03:30:16 +00:00

128 lines
3.7 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.
*/
#ifndef _GAMESEQ_H
#define _GAMESEQ_H
#include "player.h"
#include "mission.h"
#define SUPER_MISSILE 0
#define SUPER_SEEKER 1
#define SUPER_SMARTBOMB 2
#define SUPER_SHOCKWAVE 3
#if defined(SHAREWARE)
#define Last_level 3 //the number of the very last level for shareware
#define Last_secret_level 0 // No secret levels!
#else
#if defined(D2_OEM)
#define Last_level 8 // 8 levels for Diamond/S3 version
#define Last_secret_level -2 // 2 secret levels
#else
extern int Last_level,Last_secret_level; //set by mission code
#endif
#endif
extern int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
#define LEVEL_NAME_LEN 36 //make sure this is multiple of 4!
//Current_level_num starts at 1 for the first level
//-1,-2,-3 are secret levels
//0 means not a real level loaded
extern int Current_level_num,Next_level_num;
extern char Current_level_name[LEVEL_NAME_LEN];
extern obj_position Player_init[MAX_PLAYERS];
//This is the highest level the player has ever reached
extern int Player_highest_level;
//
// New game sequencing functions
//
//called once at program startup to get the player's name
int RegisterPlayer();
//Inputs the player's name, without putting up the background screen
int RegisterPlayerSub(int allow_abort_flag);
//starts a new game on the given level
void StartNewGame(int start_level);
//starts the next level
void StartNewLevel(int level_num, int secret_flag);
void StartLevel(int random_flag);
// Actually does the work to start new level
void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag);
void InitPlayerObject(); //make sure player's object set up
void init_player_stats_game(); //clear all stats
//starts a resumed game loaded from disk
void ResumeSavedGame(int start_level);
//called when the player has finished a level
//if secret flag is true, advance to secret level, else next normal level
void PlayerFinishedLevel(int secret_flag);
//called when the player has died
void DoPlayerDead(void);
//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);
extern void gameseq_remove_unused_players();
extern void show_help();
extern void update_player_stats();
//from scores.c
extern void show_high_scores( int place );
extern void draw_high_scores( int place );
extern int add_player_to_high_scores(player *pp);
extern void input_name ( int place );
extern int reset_high_scores();
extern void init_player_stats_level(int secret_flag);
void open_message_window(void);
void close_message_window(void);
//create flash for player appearance
extern void create_player_appearance_effect(object *player_obj);
//goto whatever secrect level is appropriate given the current level
extern void goto_secret_level();
//reset stuff so game is semi-normal when playing from editor
void editor_reset_stuff_on_level();
//Show endlevel bonus scores
extern void DoEndLevelScoreGlitz(int network);
//stuff for multiplayer
extern int MaxNumNetPlayers;
extern int NumNetPlayerPositions;
void bash_to_shield(int, char *);
#endif