dxx-rebirth/common/main/gameseq.h
Kp e3faab0899 Use alias template per_player_array for arrays that are MAX_PLAYERS long
This removes the need to repeat MAX_PLAYERS in every usage, and prepares
for a future change to use enumerated_array instead of std::array.
2022-09-24 17:47:53 +00:00

151 lines
4.4 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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.
*
*/
#pragma once
#include <cstddef>
#include "fwd-inferno.h"
#include "fwd-player.h"
#include "fwd-object.h"
#include "fwd-robot.h"
#include "fwd-vclip.h"
#include "fwd-window.h"
#include "powerup.h"
#ifdef dsx
namespace dcx {
template <std::size_t>
struct PHYSFSX_gets_line_t;
constexpr std::integral_constant<unsigned, 36> LEVEL_NAME_LEN{}; //make sure this is multiple of 4!
// Current_level_num starts at 1 for the first level
// -1,-2,-3 are secret levels
// 0 used to mean not a real level loaded (i.e. editor generated level), but this hack has been removed
extern int Current_level_num;
extern PHYSFSX_gets_line_t<LEVEL_NAME_LEN> Current_level_name;
extern per_player_array<obj_position> Player_init;
// This is the highest level the player has ever reached
extern int Player_highest_level;
}
//
// New game sequencing functions
//
// starts a new game on the given level
namespace dsx {
enum class next_level_request_secret_flag : uint8_t
{
only_normal_level,
#if defined(DXX_BUILD_DESCENT_I)
use_secret,
#endif
};
void StartNewGame(int start_level);
// starts the next level
window_event_result StartNewLevel(int level_num);
}
void InitPlayerObject(); //make sure player's object set up
namespace dsx {
void init_player_stats_game(playernum_t pnum); //clear all stats
// called when the player has finished a level
// if secret flag is true, advance to secret level, else next normal level
window_event_result PlayerFinishedLevel(
#if defined(DXX_BUILD_DESCENT_I)
next_level_request_secret_flag secret_flag
#endif
);
// called when the player has died
window_event_result DoPlayerDead(void);
#if defined(DXX_BUILD_DESCENT_I)
#define gameseq_remove_unused_players(Robot_info) gameseq_remove_unused_players()
#undef PlayerFinishedLevel
#elif defined(DXX_BUILD_DESCENT_II)
#undef gameseq_remove_unused_players
#define PlayerFinishedLevel(secret_flag) ((void)secret_flag,PlayerFinishedLevel())
// load just the hxm file
void load_level_robots(int level_num);
void load_level_robots(const d_fname &level_name);
extern int First_secret_visit;
window_event_result ExitSecretLevel();
#endif
// 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);
}
#endif
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();
void open_message_window(void);
void close_message_window(void);
// create flash for player appearance
#ifdef dsx
namespace dsx {
void create_player_appearance_effect(const d_vclip_array &Vclip, const object_base &player_obj);
void bash_to_shield(const d_powerup_info_array &Powerup_info, const d_vclip_array &Vclip, object_base &i);
}
// Show endlevel bonus scores
namespace dcx {
// stuff for multiplayer
extern unsigned NumNetPlayerPositions;
extern fix StartingShields;
extern int Do_appearance_effect;
}
namespace dsx {
#if defined(DXX_BUILD_DESCENT_II)
int p_secret_level_destroyed();
void do_cloak_invul_secret_stuff(fix64 old_gametime, player_info &player_info);
#endif
void EnterSecretLevel(void);
void init_player_stats_new_ship(playernum_t pnum);
void copy_defaults_to_robot(const d_robot_info_array &Robot_info, object_base &objp);
void gameseq_remove_unused_players(const d_robot_info_array &Robot_info);
}
#endif