dxx-rebirth/main/gameseq.h
md2211 a0b4cac982 * Removed executable flag on most files
* Reverted value of SOUND_MAX_VOLUME
2007-09-21 19:06:05 +00:00

119 lines
3.5 KiB
C

/* $Id: gameseq.h,v 1.1.1.1 2006/03/17 19:57:54 zicodxx Exp $ */
/*
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.
*/
/*
*
* Prototypes for functions for game sequencing.
*
*/
#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
#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 /* _GAMESEQ_H */