9bd1ba7c47
which included commits to RCS files with non-trunk default branches.
128 lines
3.7 KiB
C
128 lines
3.7 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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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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#if defined(SHAREWARE)
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#define Last_level 3 //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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#if defined(D2_OEM)
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#define Last_level 8 // 8 levels for Diamond/S3 version
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#define Last_secret_level -2 // 2 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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#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 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 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[LEVEL_NAME_LEN];
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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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int 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, int secret_flag);
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void StartLevel(int random_flag);
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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, int secret_flag);
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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(void);
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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,int page_in_textures);
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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(int secret_flag);
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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 void 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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void bash_to_shield(int, char *);
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#endif
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