1 /* $Id: gameseq.c,v 1.25 2003/03/25 10:17:05 btb Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
13 */
14
15 #ifdef HAVE_CONFIG_H
16 #include <conf.h>
17 #endif
18
19 #ifdef RCS
20 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.25 2003/03/25 10:17:05 btb Exp $";
21 #endif
22
23 #ifdef WINDOWS
24 #include "desw.h"
25 #endif
26
27
28 #include <stdio.h>
29 #include <stdlib.h>
30 #include <string.h>
31 #include <unistd.h>
32 #include <time.h>
33
34 #ifdef OGL
35 #include "ogl_init.h"
36 #endif
37
38 #include "pa_enabl.h" //$$POLY_ACC
39 #include "inferno.h"
40 #include "game.h"
41 #include "player.h"
42 #include "key.h"
43 #include "object.h"
44 #include "physics.h"
45 #include "error.h"
46 #include "joy.h"
47 #include "mono.h"
48 #include "iff.h"
49 #include "pcx.h"
50 #include "timer.h"
51 #include "render.h"
52 #include "laser.h"
53 #include "screens.h"
54 #include "textures.h"
55 #include "slew.h"
56 #include "gauges.h"
57 #include "texmap.h"
58 #include "3d.h"
59 #include "effects.h"
60 #include "menu.h"
61 #include "gameseg.h"
62 #include "wall.h"
63 #include "ai.h"
64 #include "fuelcen.h"
65 #include "switch.h"
66 #include "digi.h"
67 #include "gamesave.h"
68 #include "scores.h"
69 #include "ibitblt.h"
70 #include "u_mem.h"
71 #include "palette.h"
72 #include "morph.h"
73 #include "lighting.h"
74 #include "newdemo.h"
75 #include "titles.h"
76 #include "collide.h"
77 #include "weapon.h"
78 #include "sounds.h"
79 #include "args.h"
80 #include "gameseq.h"
81 #include "gamefont.h"
82 #include "newmenu.h"
83 #include "endlevel.h"
84 #ifdef NETWORK
85 #include "network.h"
86 #endif
87 #include "playsave.h"
88 #include "ctype.h"
89 #include "multi.h"
90 #include "fireball.h"
91 #include "kconfig.h"
92 #include "config.h"
93 #include "robot.h"
94 #include "automap.h"
95 #include "cntrlcen.h"
96 #include "powerup.h"
97 #include "modem.h"
98 #include "text.h"
99 #include "cfile.h"
100 #include "piggy.h"
101 #include "texmerge.h"
102 #include "paging.h"
103 #include "mission.h"
104 #include "state.h"
105 #include "songs.h"
106 #ifdef NETWORK
107 #include "netmisc.h"
108 #endif
109 #include "gamepal.h"
110 #include "movie.h"
111 #include "controls.h"
112 #include "credits.h"
113 #include "gamemine.h"
114
115 #if defined(POLY_ACC)
116 #include "poly_acc.h"
117 #endif
118 #if defined (TACTILE)
119 #include "tactile.h"
120 #endif
121
122 #ifdef EDITOR
123 #include "editor/editor.h"
124 #endif
125
126 #include "strutil.h"
127 #include "rle.h"
128
129 void StartNewLevelSecret(int level_num, int page_in_textures);
130 void InitPlayerPosition(int random_flag);
131 void load_stars();
132 void returning_to_level_message(void);
133 void advancing_to_level_message(void);
134 void DoEndGame(void);
135 void AdvanceLevel(int secret_flag);
136 void filter_objects_from_level();
137
138 // From allender -- you'll find these defines in state.c and cntrlcen.c
139 // since I couldn't think of a good place to put them and i wanted to
140 // fix this stuff fast! Sorry about that...
141
142 #ifndef MACINTOSH
143 #define SECRETB_FILENAME "secret.sgb"
144 #define SECRETC_FILENAME "secret.sgc"
145 #else
146 #define SECRETB_FILENAME ":Players:secret.sgb"
147 #define SECRETC_FILENAME ":Players:secret.sgc"
148 #endif
149
150 //Current_level_num starts at 1 for the first level
151 //-1,-2,-3 are secret levels
152 //0 means not a real level loaded
153 int Current_level_num=0,Next_level_num;
154 char Current_level_name[LEVEL_NAME_LEN];
155
156 #if !defined(SHAREWARE) && !defined(D2_OEM)
157 int Last_level,Last_secret_level;
158 #endif
159
160 // Global variables describing the player
161 int N_players=1; // Number of players ( >1 means a net game, eh?)
162 int Player_num=0; // The player number who is on the console.
163 player Players[MAX_PLAYERS+4]; // Misc player info
164 obj_position Player_init[MAX_PLAYERS];
165
166 // Global variables telling what sort of game we have
167 int MaxNumNetPlayers = -1;
168 int NumNetPlayerPositions = -1;
169
170 extern fix ThisLevelTime;
171
172 // Extern from game.c to fix a bug in the cockpit!
173
174 extern int last_drawn_cockpit[2];
175 extern int Last_level_path_created;
176
177 // HUD_clear_messages external, declared in gauges.h
178 #ifndef _GAUGES_H
179 extern void HUD_clear_messages(); // From hud.c
180 #endif
181
182 // Extra prototypes declared for the sake of LINT
183 void init_player_stats_new_ship(void);
184 void copy_defaults_to_robot_all(void);
185
186 int Do_appearance_effect=0;
187
188 extern int Rear_view;
189
190 int First_secret_visit = 1;
191
192 extern int descent_critical_error;
193
194 extern int Last_msg_ycrd;
195
196 //--------------------------------------------------------------------
verify_console_object()197 void verify_console_object()
198 {
199 Assert( Player_num > -1 );
200 Assert( Players[Player_num].objnum > -1 );
201 ConsoleObject = &Objects[Players[Player_num].objnum];
202 Assert( ConsoleObject->type==OBJ_PLAYER );
203 Assert( ConsoleObject->id==Player_num );
204 }
205
count_number_of_robots()206 int count_number_of_robots()
207 {
208 int robot_count;
209 int i;
210
211 robot_count = 0;
212 for (i=0;i<=Highest_object_index;i++) {
213 if (Objects[i].type == OBJ_ROBOT)
214 robot_count++;
215 }
216
217 return robot_count;
218 }
219
220
count_number_of_hostages()221 int count_number_of_hostages()
222 {
223 int count;
224 int i;
225
226 count = 0;
227 for (i=0;i<=Highest_object_index;i++) {
228 if (Objects[i].type == OBJ_HOSTAGE)
229 count++;
230 }
231
232 return count;
233 }
234
235 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
236 void
gameseq_init_network_players()237 gameseq_init_network_players()
238 {
239 int i,k,j;
240
241 // Initialize network player start locations and object numbers
242
243 ConsoleObject = &Objects[0];
244 k = 0;
245 j = 0;
246 for (i=0;i<=Highest_object_index;i++) {
247
248 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
249 {
250 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
251 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
252 {
253 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
254 Objects[i].type=OBJ_PLAYER;
255 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
256 Player_init[k].pos = Objects[i].pos;
257 Player_init[k].orient = Objects[i].orient;
258 Player_init[k].segnum = Objects[i].segnum;
259 Players[k].objnum = i;
260 Objects[i].id = k;
261 k++;
262 }
263 else
264 obj_delete(i);
265 j++;
266 }
267
268 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
269 obj_delete(i); //kill the buddy in netgames
270
271 }
272 NumNetPlayerPositions = k;
273
274 #ifndef NDEBUG
275 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
276 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
277 {
278 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
279 //Int3(); // Not enough positions!!
280 }
281 #endif
282 #if defined (D2_OEM)
283
284 if ((Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num==8)
285 {
286 for (i=0;i<N_players;i++)
287 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
288 {
289 nm_messagebox ("Warning!",1,TXT_OK,"This special version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");
290 return;
291 }
292 }
293 #endif
294 }
295
gameseq_remove_unused_players()296 void gameseq_remove_unused_players()
297 {
298 int i;
299
300 // 'Remove' the unused players
301
302 #ifdef NETWORK
303 if (Game_mode & GM_MULTI)
304 {
305 for (i=0; i < NumNetPlayerPositions; i++)
306 {
307 if ((!Players[i].connected) || (i >= N_players))
308 {
309 #ifndef NDEBUG
310 // mprintf((0, "Ghosting player ship %d.\n", i+1));
311 #endif
312 multi_make_player_ghost(i);
313 }
314 }
315 }
316 else
317 #endif
318 { // Note link to above if!!!
319 #ifndef NDEBUG
320 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
321 #endif
322 for (i=1; i < NumNetPlayerPositions; i++)
323 {
324 obj_delete(Players[i].objnum);
325 }
326 }
327 }
328
329 fix StartingShields=INITIAL_SHIELDS;
330
331 // Setup player for new game
init_player_stats_game()332 void init_player_stats_game()
333 {
334 Players[Player_num].score = 0;
335 Players[Player_num].last_score = 0;
336 Players[Player_num].lives = INITIAL_LIVES;
337 Players[Player_num].level = 1;
338
339 Players[Player_num].time_level = 0;
340 Players[Player_num].time_total = 0;
341 Players[Player_num].hours_level = 0;
342 Players[Player_num].hours_total = 0;
343
344 Players[Player_num].energy = INITIAL_ENERGY;
345 Players[Player_num].shields = StartingShields;
346 Players[Player_num].killer_objnum = -1;
347
348 Players[Player_num].net_killed_total = 0;
349 Players[Player_num].net_kills_total = 0;
350
351 Players[Player_num].num_kills_level = 0;
352 Players[Player_num].num_kills_total = 0;
353 Players[Player_num].num_robots_level = 0;
354 Players[Player_num].num_robots_total = 0;
355 Players[Player_num].KillGoalCount = 0;
356
357 Players[Player_num].hostages_rescued_total = 0;
358 Players[Player_num].hostages_level = 0;
359 Players[Player_num].hostages_total = 0;
360
361 Players[Player_num].laser_level = 0;
362 Players[Player_num].flags = 0;
363
364 init_player_stats_new_ship();
365
366 First_secret_visit = 1;
367 }
368
init_ammo_and_energy(void)369 void init_ammo_and_energy(void)
370 {
371 if (Players[Player_num].energy < INITIAL_ENERGY)
372 Players[Player_num].energy = INITIAL_ENERGY;
373 if (Players[Player_num].shields < StartingShields)
374 Players[Player_num].shields = StartingShields;
375
376 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
377 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
378 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
379
380 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
381 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
382 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
383 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
384 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
385 }
386
387 extern ubyte Last_afterburner_state;
388
389 // Setup player for new level (After completion of previous level)
init_player_stats_level(int secret_flag)390 void init_player_stats_level(int secret_flag)
391 {
392 // int i;
393
394 Players[Player_num].last_score = Players[Player_num].score;
395
396 Players[Player_num].level = Current_level_num;
397
398 #ifdef NETWORK
399 if (!Network_rejoined) {
400 #endif
401 Players[Player_num].time_level = 0;
402 Players[Player_num].hours_level = 0;
403 #ifdef NETWORK
404 }
405 #endif
406
407 Players[Player_num].killer_objnum = -1;
408
409 Players[Player_num].num_kills_level = 0;
410 Players[Player_num].num_robots_level = count_number_of_robots();
411 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
412
413 Players[Player_num].hostages_level = count_number_of_hostages();
414 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
415 Players[Player_num].hostages_on_board = 0;
416
417 if (!secret_flag) {
418 init_ammo_and_energy();
419
420 Players[Player_num].flags &= (~KEY_BLUE);
421 Players[Player_num].flags &= (~KEY_RED);
422 Players[Player_num].flags &= (~KEY_GOLD);
423
424 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
425 PLAYER_FLAGS_CLOAKED |
426 PLAYER_FLAGS_MAP_ALL);
427
428 Players[Player_num].cloak_time = 0;
429 Players[Player_num].invulnerable_time = 0;
430
431 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
432 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
433 }
434
435 Player_is_dead = 0; // Added by RH
436 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
437
438 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
439
440 Controls.afterburner_state = 0;
441 Last_afterburner_state = 0;
442
443 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
444
445 init_gauges();
446
447 #ifdef TACTILE
448 if (TactileStick)
449 tactile_set_button_jolt();
450 #endif
451
452 Missile_viewer = NULL;
453 }
454
455 extern void init_ai_for_ship(void);
456
457 // Setup player for a brand-new ship
init_player_stats_new_ship()458 void init_player_stats_new_ship()
459 {
460 int i;
461
462 if (Newdemo_state == ND_STATE_RECORDING) {
463 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
464 newdemo_record_player_weapon(0, 0);
465 newdemo_record_player_weapon(1, 0);
466 }
467
468 Players[Player_num].energy = INITIAL_ENERGY;
469 Players[Player_num].shields = StartingShields;
470 Players[Player_num].laser_level = 0;
471 Players[Player_num].killer_objnum = -1;
472 Players[Player_num].hostages_on_board = 0;
473
474 Afterburner_charge = 0;
475
476 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
477 Players[Player_num].primary_ammo[i] = 0;
478 Primary_last_was_super[i] = 0;
479 }
480
481 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
482 Players[Player_num].secondary_ammo[i] = 0;
483 Secondary_last_was_super[i] = 0;
484 }
485 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
486
487 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
488 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
489
490 Primary_weapon = 0;
491 Secondary_weapon = 0;
492
493 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
494 PLAYER_FLAGS_AFTERBURNER |
495 PLAYER_FLAGS_CLOAKED |
496 PLAYER_FLAGS_INVULNERABLE |
497 PLAYER_FLAGS_MAP_ALL |
498 PLAYER_FLAGS_CONVERTER |
499 PLAYER_FLAGS_AMMO_RACK |
500 PLAYER_FLAGS_HEADLIGHT |
501 PLAYER_FLAGS_HEADLIGHT_ON |
502 PLAYER_FLAGS_FLAG);
503
504 Players[Player_num].cloak_time = 0;
505 Players[Player_num].invulnerable_time = 0;
506
507 Player_is_dead = 0; //player no longer dead
508
509 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
510
511 Controls.afterburner_state = 0;
512 Last_afterburner_state = 0;
513
514 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
515
516 Missile_viewer=NULL; ///reset missile camera if out there
517
518 #ifdef TACTILE
519 if (TactileStick)
520 {
521 tactile_set_button_jolt();
522 }
523 #endif
524
525
526 init_ai_for_ship();
527 }
528
529 #ifdef NETWORK
reset_network_objects()530 void reset_network_objects()
531 {
532 memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
533 memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
534 memset(object_owner, -1, MAX_OBJECTS);
535 }
536 #endif
537
538 extern void init_stuck_objects(void);
539
540 #ifdef EDITOR
541
542 extern int Slide_segs_computed;
543
544 //reset stuff so game is semi-normal when playing from editor
editor_reset_stuff_on_level()545 void editor_reset_stuff_on_level()
546 {
547 gameseq_init_network_players();
548 init_player_stats_level(0);
549 Viewer = ConsoleObject;
550 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
551 ConsoleObject->id=Player_num;
552 ConsoleObject->control_type = CT_FLYING;
553 ConsoleObject->movement_type = MT_PHYSICS;
554 Game_suspended = 0;
555 verify_console_object();
556 Control_center_destroyed = 0;
557 if (Newdemo_state != ND_STATE_PLAYBACK)
558 gameseq_remove_unused_players();
559 init_cockpit();
560 init_robots_for_level();
561 init_ai_objects();
562 init_morphs();
563 init_all_matcens();
564 init_player_stats_new_ship();
565 init_controlcen_for_level();
566 automap_clear_visited();
567 init_stuck_objects();
568 init_thief_for_level();
569
570 Slide_segs_computed = 0;
571 }
572 #endif
573
574 //do whatever needs to be done when a player dies in multiplayer
575
DoGameOver()576 void DoGameOver()
577 {
578 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
579
580 if (Current_mission_num == Builtin_mission_num)
581 scores_maybe_add_player(0);
582
583 Function_mode = FMODE_MENU;
584 Game_mode = GM_GAME_OVER;
585 longjmp( LeaveGame, 0 ); // Exit out of game loop
586
587 }
588
589 extern void do_save_game_menu();
590
591 //update various information about the player
update_player_stats()592 void update_player_stats()
593 {
594 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
595 if ( Players[Player_num].time_level > i2f(3600) ) {
596 Players[Player_num].time_level -= i2f(3600);
597 Players[Player_num].hours_level++;
598 }
599
600 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
601 if ( Players[Player_num].time_total > i2f(3600) ) {
602 Players[Player_num].time_total -= i2f(3600);
603 Players[Player_num].hours_total++;
604 }
605 }
606
607 //hack to not start object when loading level
608 extern int Dont_start_sound_objects;
609
610 //go through this level and start any eclip sounds
set_sound_sources()611 void set_sound_sources()
612 {
613 int segnum,sidenum;
614 segment *seg;
615
616 digi_init_sounds(); //clear old sounds
617
618 Dont_start_sound_objects = 1;
619
620 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
621 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
622 int tm,ec,sn;
623
624 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
625 if ((((tm=seg->sides[sidenum].tmap_num2) != 0) && ((ec=TmapInfo[tm&0x3fff].eclip_num)!=-1)) || ((ec=TmapInfo[seg->sides[sidenum].tmap_num].eclip_num)!=-1))
626 if ((sn=Effects[ec].sound_num)!=-1) {
627 vms_vector pnt;
628 int csegnum = seg->children[sidenum];
629
630 //check for sound on other side of wall. Don't add on
631 //both walls if sound travels through wall. If sound
632 //does travel through wall, add sound for lower-numbered
633 //segment.
634
635 if (IS_CHILD(csegnum) && csegnum < segnum) {
636 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
637 segment *csegp;
638 int csidenum;
639
640 csegp = &Segments[seg->children[sidenum]];
641 csidenum = find_connect_side(seg, csegp);
642
643 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
644 continue; //skip this one
645 }
646 }
647
648 compute_center_point_on_side(&pnt,seg,sidenum);
649 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
650 }
651 }
652
653 Dont_start_sound_objects = 0;
654
655 }
656
657
658 //fix flash_dist=i2f(1);
659 fix flash_dist=fl2f(.9);
660
661 //create flash for player appearance
create_player_appearance_effect(object * player_obj)662 void create_player_appearance_effect(object *player_obj)
663 {
664 vms_vector pos;
665 object *effect_obj;
666
667 #ifndef NDEBUG
668 {
669 int objnum = player_obj-Objects;
670 if ( (objnum < 0) || (objnum > Highest_object_index) )
671 Int3(); // See Rob, trying to track down weird network bug
672 }
673 #endif
674
675 if (player_obj == Viewer)
676 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
677 else
678 pos = player_obj->pos;
679
680 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
681
682 if (effect_obj) {
683 effect_obj->orient = player_obj->orient;
684
685 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
686 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
687 }
688 }
689
690 //
691 // New Game sequencing functions
692 //
693
694 //pairs of chars describing ranges
695 char playername_allowed_chars[] = "azAZ09__--";
696
MakeNewPlayerFile(int allow_abort)697 int MakeNewPlayerFile(int allow_abort)
698 {
699 int x;
700 char filename[14];
701 newmenu_item m;
702 char text[CALLSIGN_LEN+1]="";
703 FILE *fp;
704
705 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
706
707 try_again:
708 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
709
710 Newmenu_allowed_chars = playername_allowed_chars;
711 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
712 Newmenu_allowed_chars = NULL;
713
714 if ( x < 0 ) {
715 if ( allow_abort ) return 0;
716 goto try_again;
717 }
718
719 if (text[0]==0) //null string
720 goto try_again;
721
722 sprintf( filename, "%s.plr", text );
723
724 fp = fopen( filename, "rb" );
725
726 #ifndef MACINTOSH
727 //if the callsign is the name of a tty device, prepend a char
728 if (fp && isatty(fileno(fp))) {
729 fclose(fp);
730 sprintf(filename,"$%.7s.plr",text);
731 fp = fopen(filename,"rb");
732 }
733 #endif
734
735 if ( fp ) {
736 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
737 fclose(fp);
738 goto try_again;
739 }
740
741 if ( !new_player_config() )
742 goto try_again; // They hit Esc during New player config
743
744 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
745
746 write_player_file();
747
748 return 1;
749 }
750
751 #ifdef WINDOWS
752 #undef TXT_SELECT_PILOT
753 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
754 #endif
755
756 //Inputs the player's name, without putting up the background screen
RegisterPlayer()757 int RegisterPlayer()
758 {
759 int i,j;
760 char filename[14];
761 int allow_abort_flag = 1;
762
763 if ( Players[Player_num].callsign[0] == 0 ) {
764 //---------------------------------------------------------------------
765 // Set default config options in case there is no config file
766 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
767 Config_joystick_sensitivity = 8;
768 Config_control_type =CONTROL_NONE;
769 for (i=0; i<CONTROL_MAX_TYPES; i++ )
770 for (j=0; j<MAX_CONTROLS; j++ )
771 kconfig_settings[i][j] = default_kconfig_settings[i][j];
772 kc_set_controls();
773 //----------------------------------------------------------------
774
775 // Read the last player's name from config file, not lastplr.txt
776 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
777
778 if (config_last_player[0]==0)
779 allow_abort_flag = 0;
780 }
781
782 do_menu_again:
783 ;
784
785 #ifndef MACINTOSH
786 if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag )) {
787 goto do_menu_again; //return 0; // They hit Esc in file selector
788 }
789 #else
790 #ifndef APPLE_DEMO
791 if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
792 goto do_menu_again; // They hit Esc in file selector
793 }
794 #else
795 newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
796 #endif
797 #endif
798
799 if ( filename[0] == '<' ) {
800 // They selected 'create new pilot'
801 if (!MakeNewPlayerFile(allow_abort_flag))
802 //return 0; // They hit Esc during enter name stage
803 goto do_menu_again;
804 } else {
805 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
806 }
807
808 if (read_player_file() != EZERO)
809 goto do_menu_again;
810
811 Auto_leveling_on = Default_leveling_on;
812
813 set_display_mode(Default_display_mode);
814
815 WriteConfigFile(); // Update lastplr
816
817 return 1;
818 }
819
820
821 void load_robot_replacements(char *level_name);
822 int read_hamfile();
823 extern int Robot_replacements_loaded;
824
825 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
LoadLevel(int level_num,int page_in_textures)826 void LoadLevel(int level_num,int page_in_textures)
827 {
828 char *level_name;
829 player save_player;
830 int load_ret;
831
832 save_player = Players[Player_num];
833
834 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
835
836 if (level_num<0) //secret level
837 level_name = Secret_level_names[-level_num-1];
838 else //normal level
839 level_name = Level_names[level_num-1];
840
841 undo_bm_read_all_d1();
842 d1_pig_loaded = cfexist(D1_PIGFILE);
843
844 #ifdef WINDOWS
845 dd_gr_set_current_canvas(NULL);
846 dd_gr_clear_canvas(BM_XRGB(0,0,0));
847 #else
848 gr_set_current_canvas(NULL);
849 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
850 #endif
851
852 Last_msg_ycrd = -1; //so we don't restore backgound under msg
853
854 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
855 // WIN(ShowCursorW());
856
857 #if 1 //defined(POLY_ACC) || defined(OGL)
858 gr_palette_load(gr_palette);
859 show_boxed_message(TXT_LOADING);
860 #else
861 show_boxed_message(TXT_LOADING);
862 gr_palette_load(gr_palette);
863 #endif
864
865 load_ret = load_level(level_name); //actually load the data from disk!
866
867 if (load_ret)
868 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
869
870 Current_level_num=level_num;
871
872 // load_palette_pig(Current_level_palette); //load just the pig
873
874 load_palette(Current_level_palette,1,1); //don't change screen
875
876 load_endlevel_data(level_num);
877
878 if ( page_in_textures )
879 piggy_load_level_data();
880
881 if (Mission_list[Current_mission_num].descent_version == 1)
882 load_d1_bitmap_replacements();
883 else
884 load_bitmap_replacements(level_name);
885
886 if (Robot_replacements_loaded) {
887 read_hamfile(); //load original data
888 Robot_replacements_loaded = 0;
889 }
890 load_robot_replacements(level_name);
891
892 #ifdef NETWORK
893 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
894
895 reset_network_objects();
896 #endif
897
898 Players[Player_num] = save_player;
899
900 set_sound_sources();
901
902 songs_play_level_song( Current_level_num );
903
904 clear_boxed_message(); //remove message before new palette loaded
905
906 gr_palette_load(gr_palette); //actually load the palette
907
908 // WIN(HideCursorW());
909 }
910
911 //sets up Player_num & ConsoleObject
InitPlayerObject()912 void InitPlayerObject()
913 {
914 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
915
916 if (Player_num != 0 ) {
917 Players[0] = Players[Player_num];
918 Player_num = 0;
919 }
920
921 Players[Player_num].objnum = 0;
922
923 ConsoleObject = &Objects[Players[Player_num].objnum];
924
925 ConsoleObject->type = OBJ_PLAYER;
926 ConsoleObject->id = Player_num;
927 ConsoleObject->control_type = CT_FLYING;
928 ConsoleObject->movement_type = MT_PHYSICS;
929 }
930
931 extern void game_disable_cheats();
932 extern void turn_cheats_off();
933 extern void init_seismic_disturbances(void);
934
935 //starts a new game on the given level
StartNewGame(int start_level)936 void StartNewGame(int start_level)
937 {
938 Game_mode = GM_NORMAL;
939 Function_mode = FMODE_GAME;
940
941 Next_level_num = 0;
942
943 InitPlayerObject(); //make sure player's object set up
944
945 init_player_stats_game(); //clear all stats
946
947 N_players = 1;
948 #ifdef NETWORK
949 Network_new_game = 0;
950 #endif
951
952 if (start_level < 0)
953 StartNewLevelSecret(start_level, 0);
954 else
955 StartNewLevel(start_level, 0);
956
957 Players[Player_num].starting_level = start_level; // Mark where they started
958
959 game_disable_cheats();
960
961 init_seismic_disturbances();
962 }
963
964 //@@//starts a resumed game loaded from disk
965 //@@void ResumeSavedGame(int start_level)
966 //@@{
967 //@@ Game_mode = GM_NORMAL;
968 //@@ Function_mode = FMODE_GAME;
969 //@@
970 //@@ N_players = 1;
971 //@@ Network_new_game = 0;
972 //@@
973 //@@ InitPlayerObject(); //make sure player's object set up
974 //@@
975 //@@ StartNewLevel(start_level, 0);
976 //@@
977 //@@ game_disable_cheats();
978 //@@}
979
980 #ifndef _NETWORK_H
981 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
982 #endif
983
984 extern int N_secret_levels;
985
986 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":"stars.pcx")
987
988 // -----------------------------------------------------------------------------
989 // Does the bonus scoring.
990 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
DoEndLevelScoreGlitz(int network)991 void DoEndLevelScoreGlitz(int network)
992 {
993 int level_points, skill_points, energy_points, shield_points, hostage_points;
994 int all_hostage_points;
995 int endgame_points;
996 char all_hostage_text[64];
997 char endgame_text[64];
998 #define N_GLITZITEMS 11
999 char m_str[N_GLITZITEMS][30];
1000 newmenu_item m[N_GLITZITEMS+1];
1001 int i,c;
1002 char title[128];
1003 int is_last_level;
1004 int mine_level;
1005
1006 set_screen_mode(SCREEN_MENU); //go into menu mode
1007
1008 #ifdef TACTILE
1009 if (TactileStick)
1010 ClearForces();
1011 #endif
1012
1013 mprintf((0,"DoEndLevelScoreGlitz\n"));
1014
1015 // Compute level player is on, deal with secret levels (negative numbers)
1016 mine_level = Players[Player_num].level;
1017 if (mine_level < 0)
1018 mine_level *= -(Last_level/N_secret_levels);
1019
1020 level_points = Players[Player_num].score-Players[Player_num].last_score;
1021
1022 if (!Cheats_enabled) {
1023 if (Difficulty_level > 1) {
1024 skill_points = level_points*(Difficulty_level)/4;
1025 skill_points -= skill_points % 100;
1026 } else
1027 skill_points = 0;
1028
1029 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1030 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1031 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1032
1033 shield_points -= shield_points % 50;
1034 energy_points -= energy_points % 50;
1035 } else {
1036 skill_points = 0;
1037 shield_points = 0;
1038 energy_points = 0;
1039 hostage_points = 0;
1040 }
1041
1042 all_hostage_text[0] = 0;
1043 endgame_text[0] = 0;
1044
1045 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1046 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1047 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1048 } else
1049 all_hostage_points = 0;
1050
1051 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
1052 endgame_points = Players[Player_num].lives * 10000;
1053 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1054 is_last_level=1;
1055 } else
1056 endgame_points = is_last_level = 0;
1057
1058 mprintf((0,"adding bonus points\n"));
1059 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1060
1061 c = 0;
1062 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
1063 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1064 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1065 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1066
1067 sprintf(m_str[c++], "%s", all_hostage_text);
1068 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1069 sprintf(m_str[c++], "%s", endgame_text);
1070
1071 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1072 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1073
1074 #ifdef WINDOWS
1075 sprintf(m_str[c++], "");
1076 sprintf(m_str[c++], " Done");
1077 #endif
1078
1079 for (i=0; i<c; i++) {
1080 m[i].type = NM_TYPE_TEXT;
1081 m[i].text = m_str[i];
1082 }
1083
1084 #ifdef WINDOWS
1085 m[c-1].type = NM_TYPE_MENU;
1086 #endif
1087
1088 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
1089
1090 if (Current_level_num < 0)
1091 sprintf(title,"%s%s %d %s\n %s %s",is_last_level?"\n\n\n":"\n",TXT_SECRET_LEVEL, -Current_level_num, TXT_COMPLETE, Current_level_name, TXT_DESTROYED);
1092 else
1093 sprintf(title,"%s%s %d %s\n%s %s",is_last_level?"\n\n\n":"\n",TXT_LEVEL, Current_level_num, TXT_COMPLETE, Current_level_name, TXT_DESTROYED);
1094
1095 Assert(c <= N_GLITZITEMS);
1096
1097 gr_palette_fade_out(gr_palette, 32, 0);
1098
1099 mprintf((0,"doing menu\n"));
1100
1101 PA_DFX (pa_alpha_always());
1102
1103 #ifdef NETWORK
1104 if ( network && (Game_mode & GM_NETWORK) )
1105 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1106 else
1107 #endif
1108 // NOTE LINK TO ABOVE!!!
1109 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1110
1111 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1112 }
1113
1114 //give the player the opportunity to save his game
DoEndlevelMenu()1115 void DoEndlevelMenu()
1116 {
1117 //No between level saves......!!! state_save_all(1);
1118 }
1119
1120 // -----------------------------------------------------------------------------------------------------
1121 //called when the player is starting a level (new game or new ship)
StartSecretLevel()1122 void StartSecretLevel()
1123 {
1124 Assert(!Player_is_dead);
1125
1126 InitPlayerPosition(0);
1127
1128 verify_console_object();
1129
1130 ConsoleObject->control_type = CT_FLYING;
1131 ConsoleObject->movement_type = MT_PHYSICS;
1132
1133 // -- WHY? -- disable_matcens();
1134 clear_transient_objects(0); //0 means leave proximity bombs
1135
1136 // create_player_appearance_effect(ConsoleObject);
1137 Do_appearance_effect = 1;
1138
1139 ai_reset_all_paths();
1140 // -- NO? -- reset_time();
1141
1142 reset_rear_view();
1143 Auto_fire_fusion_cannon_time = 0;
1144 Fusion_charge = 0;
1145
1146 Robot_firing_enabled = 1;
1147 }
1148
1149 extern void set_pos_from_return_segment(void);
1150
1151 // Returns true if secret level has been destroyed.
p_secret_level_destroyed(void)1152 int p_secret_level_destroyed(void)
1153 {
1154 if (First_secret_visit) {
1155 return 0; // Never been there, can't have been destroyed.
1156 } else {
1157 FILE *fp;
1158 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1159 fclose(fp);
1160 return 0;
1161 } else {
1162 return 1;
1163 }
1164 }
1165 }
1166
1167 // -----------------------------------------------------------------------------------------------------
do_secret_message(char * msg)1168 void do_secret_message(char *msg)
1169 {
1170 int old_fmode;
1171
1172 load_stars();
1173
1174 #if defined(POLY_ACC)
1175 pa_save_clut();
1176 pa_update_clut(gr_palette, 0, 256, 0);
1177 #endif
1178
1179 old_fmode = Function_mode;
1180 Function_mode = FMODE_MENU;
1181 nm_messagebox(NULL, 1, TXT_OK, msg);
1182 Function_mode = old_fmode;
1183
1184 #if defined(POLY_ACC)
1185 pa_restore_clut();
1186 #endif
1187
1188 WIN(DEFINE_SCREEN(NULL));
1189 }
1190
1191 // -----------------------------------------------------------------------------------------------------
1192 // called when the player is starting a new level for normal game mode and restore state
1193 // Need to deal with whether this is the first time coming to this level or not. If not the
1194 // first time, instead of initializing various things, need to do a game restore for all the
1195 // robots, powerups, walls, doors, etc.
StartNewLevelSecret(int level_num,int page_in_textures)1196 void StartNewLevelSecret(int level_num, int page_in_textures)
1197 {
1198 newmenu_item m[1];
1199 //int i;
1200
1201 ThisLevelTime=0;
1202
1203 m[0].type = NM_TYPE_TEXT;
1204 m[0].text = " ";
1205
1206 last_drawn_cockpit[0] = -1;
1207 last_drawn_cockpit[1] = -1;
1208
1209 if (Newdemo_state == ND_STATE_PAUSED)
1210 Newdemo_state = ND_STATE_RECORDING;
1211
1212 if (Newdemo_state == ND_STATE_RECORDING) {
1213 newdemo_set_new_level(level_num);
1214 newdemo_record_start_frame(FrameCount, FrameTime );
1215 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1216
1217 gr_palette_fade_out(gr_palette, 32, 0);
1218
1219 set_screen_mode(SCREEN_MENU); //go into menu mode
1220
1221 if (First_secret_visit) {
1222 do_secret_message(TXT_SECRET_EXIT);
1223 } else {
1224 FILE *fp;
1225 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1226 fclose(fp);
1227 do_secret_message(TXT_SECRET_EXIT);
1228 } else {
1229 char text_str[128];
1230
1231 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1232 do_secret_message(text_str);
1233 }
1234 }
1235 }
1236
1237 LoadLevel(level_num,page_in_textures);
1238
1239 Assert(Current_level_num == level_num); //make sure level set right
1240
1241 Assert(Function_mode == FMODE_GAME);
1242
1243 gameseq_init_network_players(); // Initialize the Players array for
1244 // this level
1245
1246 HUD_clear_messages();
1247
1248 automap_clear_visited();
1249
1250 // -- init_player_stats_level();
1251
1252 Viewer = &Objects[Players[Player_num].objnum];
1253
1254 gameseq_remove_unused_players();
1255
1256 Game_suspended = 0;
1257
1258 Control_center_destroyed = 0;
1259
1260 init_cockpit();
1261 reset_palette_add();
1262
1263 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1264 init_robots_for_level();
1265 init_ai_objects();
1266 init_smega_detonates();
1267 init_morphs();
1268 init_all_matcens();
1269 reset_special_effects();
1270 StartSecretLevel();
1271 } else {
1272 FILE *fp;
1273 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1274 int pw_save, sw_save;
1275
1276 fclose(fp);
1277
1278 pw_save = Primary_weapon;
1279 sw_save = Secondary_weapon;
1280 state_restore_all(1, 1, SECRETC_FILENAME);
1281 Primary_weapon = pw_save;
1282 Secondary_weapon = sw_save;
1283 reset_special_effects();
1284 StartSecretLevel();
1285 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1286 } else {
1287 char text_str[128];
1288
1289 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1290 do_secret_message(text_str);
1291 return;
1292
1293 // -- // If file doesn't exist, it's because reactor was destroyed.
1294 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1295 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1296 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1297 // -- return;
1298 }
1299 }
1300
1301 if (First_secret_visit) {
1302 copy_defaults_to_robot_all();
1303 }
1304
1305 turn_cheats_off();
1306
1307 init_controlcen_for_level();
1308
1309 // Say player can use FLASH cheat to mark path to exit.
1310 Last_level_path_created = -1;
1311
1312 First_secret_visit = 0;
1313 }
1314
1315 int Entered_from_level;
1316
1317 // ---------------------------------------------------------------------------------------------------------------
1318 // Called from switch.c when player is on a secret level and hits exit to return to base level.
ExitSecretLevel(void)1319 void ExitSecretLevel(void)
1320 {
1321 FILE *fp;
1322
1323 if (Newdemo_state == ND_STATE_PLAYBACK)
1324 return;
1325
1326 if (!Control_center_destroyed) {
1327 state_save_all(0, 2, SECRETC_FILENAME);
1328 }
1329
1330 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1331 int pw_save, sw_save;
1332
1333 returning_to_level_message();
1334 fclose(fp);
1335 pw_save = Primary_weapon;
1336 sw_save = Secondary_weapon;
1337 state_restore_all(1, 1, SECRETB_FILENAME);
1338 Primary_weapon = pw_save;
1339 Secondary_weapon = sw_save;
1340 } else {
1341 // File doesn't exist, so can't return to base level. Advance to next one.
1342 if (Entered_from_level == Last_level)
1343 DoEndGame();
1344 else {
1345 advancing_to_level_message();
1346 StartNewLevel(Entered_from_level+1, 0);
1347 }
1348 }
1349 }
1350
1351 // ---------------------------------------------------------------------------------------------------------------
1352 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1353 // be invulnerable or cloaked.
do_cloak_invul_secret_stuff(fix old_gametime)1354 void do_cloak_invul_secret_stuff(fix old_gametime)
1355 {
1356 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1357 fix time_used;
1358
1359 time_used = old_gametime - Players[Player_num].invulnerable_time;
1360 Players[Player_num].invulnerable_time = GameTime - time_used;
1361 }
1362
1363 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1364 fix time_used;
1365
1366 time_used = old_gametime - Players[Player_num].cloak_time;
1367 Players[Player_num].cloak_time = GameTime - time_used;
1368 }
1369 }
1370
1371 // ---------------------------------------------------------------------------------------------------------------
1372 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1373 // is passing to the secret level.
1374 // Do a savegame.
EnterSecretLevel(void)1375 void EnterSecretLevel(void)
1376 {
1377 fix old_gametime;
1378 int i;
1379
1380 Assert(! (Game_mode & GM_MULTI) );
1381
1382 Entered_from_level = Current_level_num;
1383
1384 if (Control_center_destroyed)
1385 DoEndLevelScoreGlitz(0);
1386
1387 if (Newdemo_state != ND_STATE_PLAYBACK)
1388 state_save_all(0, 1, NULL); // Not between levels (ie, save all), IS a secret level, NO filename override
1389
1390 // Find secret level number to go to, stuff in Next_level_num.
1391 for (i=0; i<-Last_secret_level; i++)
1392 if (Secret_level_table[i]==Current_level_num) {
1393 Next_level_num = -(i+1);
1394 break;
1395 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1396 Next_level_num = -i;
1397 break;
1398 }
1399
1400 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1401 Next_level_num = Last_secret_level;
1402
1403 old_gametime = GameTime;
1404
1405 StartNewLevelSecret(Next_level_num, 1);
1406
1407 // do_cloak_invul_stuff();
1408 }
1409
1410 //called when the player has finished a level
PlayerFinishedLevel(int secret_flag)1411 void PlayerFinishedLevel(int secret_flag)
1412 {
1413 Assert(!secret_flag);
1414
1415 //credit the player for hostages
1416 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1417
1418 if (Game_mode & GM_NETWORK)
1419 Players[Player_num].connected = 2; // Finished but did not die
1420
1421 last_drawn_cockpit[0] = -1;
1422 last_drawn_cockpit[1] = -1;
1423
1424 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1425 }
1426
1427 #if defined(D2_OEM) || defined(COMPILATION)
1428 #define MOVIE_REQUIRED 0
1429 #else
1430 #define MOVIE_REQUIRED 1
1431 #endif
1432
1433 #ifdef D2_OEM
1434 #define ENDMOVIE "endo"
1435 #else
1436 #define ENDMOVIE "end"
1437 #endif
1438
1439 void show_order_form();
1440 extern void com_hangup(void);
1441
1442 //called when the player has finished the last level
DoEndGame(void)1443 void DoEndGame(void)
1444 {
1445 mprintf((0,"DoEndGame\n"));
1446
1447 Function_mode = FMODE_MENU;
1448 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1449 newdemo_stop_recording();
1450
1451 set_screen_mode( SCREEN_MENU );
1452
1453 WINDOS(
1454 dd_gr_set_current_canvas(NULL),
1455 gr_set_current_canvas(NULL)
1456 );
1457
1458 key_flush();
1459
1460 if (Current_mission_num == Builtin_mission_num && !(Game_mode & GM_MULTI)) { //only built-in mission, & not multi
1461 #ifndef SHAREWARE
1462 int played=MOVIE_NOT_PLAYED; //default is not played
1463 #endif
1464
1465 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1466 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1467 close_subtitles();
1468 if (!played) {
1469 if (cfexist("end2oem.txb") || cfexist("end2oem.tex")) { // #ifdef D2_OEM
1470 songs_play_song( SONG_TITLE, 0 );
1471 do_briefing_screens("end2oem.tex",1);
1472 } else {
1473 songs_play_song( SONG_ENDGAME, 0 );
1474 mprintf((0,"doing briefing\n"));
1475 do_briefing_screens("ending2.tex",1);
1476 mprintf((0,"briefing done\n"));
1477 }
1478 }
1479 } else if (!(Game_mode & GM_MULTI)) { //not multi
1480 char tname[FILENAME_LEN];
1481 sprintf(tname,"%s.tex",Current_mission_filename);
1482 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1483
1484 //try doing special credits
1485 sprintf(tname,"%s.ctb",Current_mission_filename);
1486 credits_show(tname);
1487 }
1488
1489 key_flush();
1490
1491 #ifdef SHAREWARE
1492 show_order_form();
1493 #endif
1494
1495 #ifdef NETWORK
1496 if (Game_mode & GM_MULTI)
1497 multi_endlevel_score();
1498 else
1499 #endif
1500 // NOTE LINK TO ABOVE
1501 DoEndLevelScoreGlitz(0);
1502
1503 if (Current_mission_num == Builtin_mission_num && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1504 WINDOS(
1505 dd_gr_set_current_canvas(NULL),
1506 gr_set_current_canvas( NULL )
1507 );
1508 WINDOS(
1509 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1510 gr_clear_canvas(BM_XRGB(0,0,0))
1511 );
1512 gr_palette_clear();
1513 load_palette(DEFAULT_PALETTE,0,1);
1514 scores_maybe_add_player(0);
1515 }
1516
1517 Function_mode = FMODE_MENU;
1518
1519 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1520 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1521 else
1522 Game_mode = GM_GAME_OVER;
1523
1524
1525 longjmp( LeaveGame, 0 ); // Exit out of game loop
1526 }
1527
1528 //from which level each do you get to each secret level
1529 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1530
1531 //called to go to the next level (if there is one)
1532 //if secret_flag is true, advance to secret level, else next normal one
1533 // Return true if game over.
AdvanceLevel(int secret_flag)1534 void AdvanceLevel(int secret_flag)
1535 {
1536 #ifdef NETWORK
1537 int result;
1538 #endif
1539
1540 mprintf((0,"AdvanceLevel\n"));
1541
1542 Assert(!secret_flag);
1543
1544 if (Current_level_num != Last_level) {
1545 #ifdef NETWORK
1546 if (Game_mode & GM_MULTI)
1547 multi_endlevel_score();
1548 else
1549 #endif
1550 // NOTE LINK TO ABOVE!!!
1551 DoEndLevelScoreGlitz(0); //give bonuses
1552 }
1553
1554 Control_center_destroyed = 0;
1555
1556 #ifdef EDITOR
1557 if (Current_level_num == 0)
1558 return; //not a real level
1559 #endif
1560
1561 #ifdef NETWORK
1562 if (Game_mode & GM_MULTI) {
1563 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1564 if (result) // failed to sync
1565 {
1566 if (Current_level_num == Last_level) //player has finished the game!
1567 longjmp( LeaveGame, 0 ); // Exit out of game loop
1568 else
1569 return;
1570 }
1571 }
1572 #endif
1573
1574 if (Current_level_num == Last_level) { //player has finished the game!
1575
1576 mprintf((0,"Finished last level!\n"));
1577
1578 DoEndGame();
1579
1580 } else {
1581
1582 Next_level_num = Current_level_num+1; //assume go to next normal level
1583
1584 if (!(Game_mode & GM_MULTI))
1585 DoEndlevelMenu(); // Let use save their game
1586
1587 StartNewLevel(Next_level_num, 0);
1588
1589 }
1590 }
1591
1592 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1593
1594 extern char last_palette_loaded[];
1595
load_stars_palette()1596 void load_stars_palette()
1597 {
1598 int pcx_error;
1599 ubyte pal[256*3];
1600
1601 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1602 Assert(pcx_error == PCX_ERROR_NONE);
1603
1604 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1605
1606
1607 { //remap stuff. this code is kindof a hack
1608
1609 //now, before we bring up the menu, we need to
1610 //do some stuff to make sure the palette is ok. First, we need to
1611 //get our current palette into the 2d's array, so the remapping will
1612 //work. Second, we need to remap the fonts. Third, we need to fill
1613 //in part of the fade tables so the darkening of the menu edges works
1614
1615 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1616 remap_fonts_and_menus(1);
1617
1618 }
1619
1620 strcpy(last_palette_loaded,""); //force palette load next time
1621 }
1622 #endif
1623
1624 void nm_draw_background1(char * filename);
1625
load_stars()1626 void load_stars()
1627 {
1628 //@@ int pcx_error;
1629 //@@ ubyte pal[256*3];
1630 //@@
1631 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1632 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1633 //@@
1634 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1635
1636 WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1637
1638 nm_draw_background1(STARS_BACKGROUND);
1639
1640 }
1641
1642
1643 void
died_in_mine_message(void)1644 died_in_mine_message(void)
1645 {
1646 // Tell the player he died in the mine, explain why
1647 int old_fmode;
1648
1649 if (Game_mode & GM_MULTI)
1650 return;
1651
1652 gr_palette_fade_out(gr_palette, 32, 0);
1653
1654 set_screen_mode(SCREEN_MENU); //go into menu mode
1655
1656 WINDOS(
1657 dd_gr_set_current_canvas(NULL),
1658 gr_set_current_canvas(NULL)
1659 );
1660
1661 load_stars();
1662
1663 #if defined(POLY_ACC)
1664 pa_save_clut();
1665 pa_update_clut(gr_palette, 0, 256, 0);
1666 #endif
1667
1668 old_fmode = Function_mode;
1669 Function_mode = FMODE_MENU;
1670 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1671 Function_mode = old_fmode;
1672
1673 #if defined(POLY_ACC)
1674 pa_restore_clut();
1675 #endif
1676
1677 WIN(DEFINE_SCREEN(NULL));
1678 }
1679
1680 // Called when player dies on secret level.
returning_to_level_message(void)1681 void returning_to_level_message(void)
1682 {
1683 char msg[128];
1684
1685 int old_fmode;
1686
1687 if (Game_mode & GM_MULTI)
1688 return;
1689
1690 gr_palette_fade_out(gr_palette, 32, 0);
1691
1692 set_screen_mode(SCREEN_MENU); //go into menu mode
1693
1694 gr_set_current_canvas(NULL);
1695
1696 load_stars();
1697
1698 #if defined(POLY_ACC)
1699 pa_save_clut();
1700 pa_update_clut(gr_palette, 0, 256, 0);
1701 #endif
1702
1703 old_fmode = Function_mode;
1704 Function_mode = FMODE_MENU;
1705 sprintf(msg, "Returning to level %i", Entered_from_level);
1706 nm_messagebox(NULL, 1, TXT_OK, msg);
1707 Function_mode = old_fmode;
1708
1709 #if defined(POLY_ACC)
1710 pa_restore_clut();
1711 #endif
1712
1713 WIN(DEFINE_SCREEN(NULL));
1714 }
1715
1716 // Called when player dies on secret level.
advancing_to_level_message(void)1717 void advancing_to_level_message(void)
1718 {
1719 char msg[128];
1720
1721 int old_fmode;
1722
1723 // Only supposed to come here from a secret level.
1724 Assert(Current_level_num < 0);
1725
1726 if (Game_mode & GM_MULTI)
1727 return;
1728
1729 gr_palette_fade_out(gr_palette, 32, 0);
1730
1731 set_screen_mode(SCREEN_MENU); //go into menu mode
1732
1733 gr_set_current_canvas(NULL);
1734
1735 load_stars();
1736
1737 #if defined(POLY_ACC)
1738 pa_save_clut();
1739 pa_update_clut(gr_palette, 0, 256, 0);
1740 #endif
1741
1742 old_fmode = Function_mode;
1743 Function_mode = FMODE_MENU;
1744 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1745 nm_messagebox(NULL, 1, TXT_OK, msg);
1746 Function_mode = old_fmode;
1747
1748 #if defined(POLY_ACC)
1749 pa_restore_clut();
1750 #endif
1751
1752 WIN(DEFINE_SCREEN(NULL));
1753 }
1754
1755 void digi_stop_digi_sounds();
1756
DoPlayerDead()1757 void DoPlayerDead()
1758 {
1759 reset_palette_add();
1760
1761 gr_palette_load (gr_palette);
1762
1763 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1764 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1765
1766 dead_player_end(); //terminate death sequence (if playing)
1767
1768 #ifdef EDITOR
1769 if (Game_mode == GM_EDITOR) { //test mine, not real level
1770 object * playerobj = &Objects[Players[Player_num].objnum];
1771 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1772 load_level("gamesave.lvl");
1773 init_player_stats_new_ship();
1774 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1775 StartLevel(0);
1776 return;
1777 }
1778 #endif
1779
1780 #ifdef NETWORK
1781 if ( Game_mode&GM_MULTI )
1782 {
1783 multi_do_death(Players[Player_num].objnum);
1784 }
1785 else
1786 #endif
1787 { //Note link to above else!
1788 Players[Player_num].lives--;
1789 if (Players[Player_num].lives == 0)
1790 {
1791 DoGameOver();
1792 return;
1793 }
1794 }
1795
1796 if ( Control_center_destroyed ) {
1797
1798 //clear out stuff so no bonus
1799 Players[Player_num].hostages_on_board = 0;
1800 Players[Player_num].energy = 0;
1801 Players[Player_num].shields = 0;
1802 Players[Player_num].connected = 3;
1803
1804 died_in_mine_message(); // Give them some indication of what happened
1805
1806 if (Current_level_num < 0) {
1807 FILE *fp;
1808
1809 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1810 fclose(fp);
1811 returning_to_level_message();
1812 state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
1813 set_pos_from_return_segment();
1814 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1815 } else {
1816 advancing_to_level_message();
1817 StartNewLevel(Entered_from_level+1, 0);
1818 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1819 }
1820 } else {
1821
1822 AdvanceLevel(0); //if finished, go on to next level
1823
1824 init_player_stats_new_ship();
1825 last_drawn_cockpit[0] = -1;
1826 last_drawn_cockpit[1] = -1;
1827 }
1828
1829 } else if (Current_level_num < 0) {
1830 FILE *fp;
1831 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1832 fclose(fp);
1833 returning_to_level_message();
1834 if (!Control_center_destroyed)
1835 state_save_all(0, 2, SECRETC_FILENAME);
1836 state_restore_all(1, 2, SECRETB_FILENAME);
1837 set_pos_from_return_segment();
1838 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1839 } else {
1840 died_in_mine_message(); // Give them some indication of what happened
1841 advancing_to_level_message();
1842 StartNewLevel(Entered_from_level+1, 0);
1843 init_player_stats_new_ship();
1844 }
1845 } else {
1846 init_player_stats_new_ship();
1847 StartLevel(1);
1848 }
1849
1850 digi_sync_sounds();
1851 }
1852
1853 extern int BigWindowSwitch;
1854
1855 //called when the player is starting a new level for normal game mode and restore state
1856 // secret_flag set if came from a secret level
StartNewLevelSub(int level_num,int page_in_textures,int secret_flag)1857 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1858 {
1859 if (!(Game_mode & GM_MULTI)) {
1860 last_drawn_cockpit[0] = -1;
1861 last_drawn_cockpit[1] = -1;
1862 }
1863 BigWindowSwitch=0;
1864
1865
1866 if (Newdemo_state == ND_STATE_PAUSED)
1867 Newdemo_state = ND_STATE_RECORDING;
1868
1869 if (Newdemo_state == ND_STATE_RECORDING) {
1870 newdemo_set_new_level(level_num);
1871 newdemo_record_start_frame(FrameCount, FrameTime );
1872 }
1873
1874 if (Game_mode & GM_MULTI)
1875 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1876
1877 LoadLevel(level_num,page_in_textures);
1878
1879 Assert(Current_level_num == level_num); //make sure level set right
1880
1881 gameseq_init_network_players(); // Initialize the Players array for
1882 // this level
1883
1884 Viewer = &Objects[Players[Player_num].objnum];
1885
1886 Assert(N_players <= NumNetPlayerPositions);
1887 //If this assert fails, there's not enough start positions
1888
1889 #ifdef NETWORK
1890 if (Game_mode & GM_NETWORK)
1891 {
1892 if(network_level_sync()) // After calling this, Player_num is set
1893 return;
1894 }
1895 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1896 {
1897 if(com_level_sync())
1898 return;
1899 }
1900 #endif
1901
1902 Assert(Function_mode == FMODE_GAME);
1903
1904 #ifndef NDEBUG
1905 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1906 #endif
1907
1908 HUD_clear_messages();
1909
1910 automap_clear_visited();
1911
1912 #ifdef NETWORK
1913 if (Network_new_game == 1)
1914 {
1915 Network_new_game = 0;
1916 init_player_stats_new_ship();
1917 }
1918 #endif
1919 init_player_stats_level(secret_flag);
1920
1921 #ifdef NETWORK
1922 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1923 {
1924 int i;
1925 for (i = 0; i < N_players; i++)
1926 Players[i].flags |= Netgame.player_flags[i];
1927 }
1928
1929 if (Game_mode & GM_MULTI)
1930 {
1931 multi_prep_level(); // Removes robots from level if necessary
1932 }
1933 #endif
1934
1935 gameseq_remove_unused_players();
1936
1937 Game_suspended = 0;
1938
1939 Control_center_destroyed = 0;
1940
1941 set_screen_mode(SCREEN_GAME);
1942 init_cockpit();
1943 init_robots_for_level();
1944 init_ai_objects();
1945 init_smega_detonates();
1946 init_morphs();
1947 init_all_matcens();
1948 reset_palette_add();
1949 init_thief_for_level();
1950 init_stuck_objects();
1951 game_flush_inputs(); // clear out the keyboard
1952 if (!(Game_mode & GM_MULTI))
1953 filter_objects_from_level();
1954
1955 turn_cheats_off();
1956
1957 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1958 set_highest_level(Current_level_num);
1959 else
1960 read_player_file(); //get window sizes
1961
1962 reset_special_effects();
1963
1964 #ifdef OGL
1965 ogl_cache_level_textures();
1966 #endif
1967
1968
1969 #ifdef NETWORK
1970 if (Network_rejoined == 1)
1971 {
1972 #ifndef NDEBUG
1973 mprintf((0, "Restarting - joining in random location.\n"));
1974 #endif
1975 Network_rejoined = 0;
1976 StartLevel(1);
1977 }
1978 else
1979 #endif
1980 StartLevel(0); // Note link to above if!
1981
1982 copy_defaults_to_robot_all();
1983 init_controlcen_for_level();
1984
1985 // Say player can use FLASH cheat to mark path to exit.
1986 Last_level_path_created = -1;
1987 }
1988
1989 #ifdef NETWORK
1990 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1991 #endif
bash_to_shield(int i,char * s)1992 void bash_to_shield (int i,char *s)
1993 {
1994 #ifdef NETWORK
1995 int type=Objects[i].id;
1996 #endif
1997
1998 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1999
2000 #ifdef NETWORK
2001 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2002 #endif
2003
2004 Objects[i].id = POW_SHIELD_BOOST;
2005 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2006 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2007 }
2008
2009
filter_objects_from_level()2010 void filter_objects_from_level()
2011 {
2012 int i;
2013
2014 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2015
2016 for (i=0;i<=Highest_object_index;i++)
2017 {
2018 if (Objects[i].type==OBJ_POWERUP)
2019 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2020 bash_to_shield (i,"Flag!!!!");
2021 }
2022
2023 }
2024
2025 struct {
2026 int level_num;
2027 char movie_name[FILENAME_LEN];
2028 } intro_movie[] = { { 1,"pla"},
2029 { 5,"plb"},
2030 { 9,"plc"},
2031 {13,"pld"},
2032 {17,"ple"},
2033 {21,"plf"},
2034 {24,"plg"}};
2035
2036 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2037
2038 extern int MenuHiresAvailable;
2039 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
2040 extern int intro_played; //true if big intro movie played
2041
ShowLevelIntro(int level_num)2042 void ShowLevelIntro(int level_num)
2043 {
2044 //if shareware, show a briefing?
2045
2046 if (!(Game_mode & GM_MULTI)) {
2047 int i;
2048
2049 ubyte save_pal[sizeof(gr_palette)];
2050
2051 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2052
2053 if (Current_mission_num == Builtin_mission_num) {
2054 int movie=0;
2055
2056 if (cfexist("brief2.txb") || cfexist("brief2.tex")) { // SHAREWARE
2057 if (level_num==1)
2058 do_briefing_screens ("brief2.tex", 1);
2059 } else if (cfexist("brief2o.txb") || cfexist("brief2o.tex")) { // OEM
2060 if (level_num == 1 && !intro_played)
2061 do_briefing_screens("brief2o.tex", 1);
2062 } else { // full version
2063 for (i=0;i<NUM_INTRO_MOVIES;i++)
2064 {
2065 if (intro_movie[i].level_num == level_num)
2066 {
2067 Screen_mode = -1;
2068 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2069 movie=1;
2070 break;
2071 }
2072 }
2073
2074 #ifdef WINDOWS
2075 if (!movie) { //must go before briefing
2076 dd_gr_init_screen();
2077 Screen_mode = -1;
2078 }
2079 #endif
2080
2081 if (robot_movies)
2082 {
2083 int hires_save=MenuHiresAvailable;
2084
2085 if (robot_movies == 1) //lowres only
2086 {
2087 MenuHiresAvailable = 0; //pretend we can't do highres
2088
2089 if (hires_save != MenuHiresAvailable)
2090 Screen_mode = -1; //force reset
2091
2092 }
2093 do_briefing_screens ("robot.tex",level_num);
2094 MenuHiresAvailable = hires_save;
2095 }
2096
2097 }
2098 }
2099 else { //not the built-in mission. check for add-on briefing
2100 if (Mission_list[Current_mission_num].descent_version == 1)
2101 do_briefing_screens(Briefing_text_filename, level_num);
2102 else {
2103 char tname[FILENAME_LEN];
2104 sprintf(tname, "%s.tex", Current_mission_filename);
2105 do_briefing_screens(tname, level_num);
2106 }
2107 }
2108
2109
2110 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2111 }
2112 }
2113
2114 // ---------------------------------------------------------------------------
2115 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2116 // Reason: On this level, if player goes to a secret level, he will be going to a different
2117 // secret level than he's ever been to before.
2118 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
maybe_set_first_secret_visit(int level_num)2119 void maybe_set_first_secret_visit(int level_num)
2120 {
2121 int i;
2122
2123 for (i=0; i<N_secret_levels; i++) {
2124 if (Secret_level_table[i] == level_num) {
2125 First_secret_visit = 1;
2126 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2127 }
2128 }
2129 }
2130
2131 //called when the player is starting a new level for normal game model
2132 // secret_flag if came from a secret level
StartNewLevel(int level_num,int secret_flag)2133 void StartNewLevel(int level_num, int secret_flag)
2134 {
2135 ThisLevelTime=0;
2136
2137 if ((level_num > 0) && (!secret_flag)) {
2138 maybe_set_first_secret_visit(level_num);
2139 }
2140
2141 ShowLevelIntro(level_num);
2142
2143 WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background.
2144
2145 StartNewLevelSub(level_num, 1, secret_flag );
2146
2147 }
2148
2149 //initialize the player object position & orientation (at start of game, or new ship)
InitPlayerPosition(int random_flag)2150 void InitPlayerPosition(int random_flag)
2151 {
2152 int NewPlayer=0;
2153
2154 #ifdef NETWORK
2155 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2156 #endif
2157 NewPlayer = Player_num;
2158 #ifdef NETWORK
2159 else if (random_flag == 1)
2160 {
2161 int i, closest = -1, trys=0;
2162 fix closest_dist = 0x7ffffff, dist;
2163
2164 d_srand(clock());
2165
2166 #ifndef NDEBUG
2167 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2168 {
2169 mprintf((1, "WARNING: There are only %d start positions!\n"));
2170 //Int3();
2171 }
2172 #endif
2173
2174 do {
2175 if (trys > 0)
2176 {
2177 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2178 }
2179 trys++;
2180
2181 NewPlayer = d_rand() % NumNetPlayerPositions;
2182
2183 closest = -1;
2184 closest_dist = 0x7fffffff;
2185
2186 for (i=0; i<N_players; i++ ) {
2187 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2188 dist = find_connected_distance(&Objects[Players[i].objnum].pos, Objects[Players[i].objnum].segnum, &Player_init[NewPlayer].pos, Player_init[NewPlayer].segnum, 10, WID_FLY_FLAG ); // Used to be 5, search up to 10 segments
2189 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2190 if ( (dist < closest_dist) && (dist >= 0) ) {
2191 closest_dist = dist;
2192 closest = i;
2193 }
2194 }
2195 }
2196
2197 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2198 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2199 }
2200 else {
2201 mprintf((0, "Starting position is not being changed.\n"));
2202 goto done; // If deathmatch and not random, positions were already determined by sync packet
2203 }
2204 Assert(NewPlayer >= 0);
2205 Assert(NewPlayer < NumNetPlayerPositions);
2206 #endif
2207
2208 ConsoleObject->pos = Player_init[NewPlayer].pos;
2209 ConsoleObject->orient = Player_init[NewPlayer].orient;
2210 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2211
2212 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2213
2214 obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2215
2216 #ifdef NETWORK
2217 done:
2218 #endif
2219 reset_player_object();
2220 reset_cruise();
2221 }
2222
2223 // -----------------------------------------------------------------------------------------------------
2224 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2225 // What about setting size!? Where does that come from?
copy_defaults_to_robot(object * objp)2226 void copy_defaults_to_robot(object *objp)
2227 {
2228 robot_info *robptr;
2229 int objid;
2230
2231 Assert(objp->type == OBJ_ROBOT);
2232 objid = objp->id;
2233 Assert(objid < N_robot_types);
2234
2235 robptr = &Robot_info[objid];
2236
2237 // Boost shield for Thief and Buddy based on level.
2238 objp->shields = robptr->strength;
2239
2240 if ((robptr->thief) || (robptr->companion)) {
2241 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2242
2243 if (robptr->companion) {
2244 // Now, scale guide-bot hits by skill level
2245 switch (Difficulty_level) {
2246 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2247 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2248 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2249 default: break;
2250 }
2251 }
2252 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2253 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2254
2255 // Additional wimpification of bosses at Trainee
2256 if ((robptr->boss_flag) && (Difficulty_level == 0))
2257 objp->shields /= 2;
2258 }
2259
2260 // -----------------------------------------------------------------------------------------------------
2261 // Copy all values from the robot info structure to all instances of robots.
2262 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2263 // This function should be called at level load time.
copy_defaults_to_robot_all()2264 void copy_defaults_to_robot_all()
2265 {
2266 int i;
2267
2268 for (i=0; i<=Highest_object_index; i++)
2269 if (Objects[i].type == OBJ_ROBOT)
2270 copy_defaults_to_robot(&Objects[i]);
2271
2272 }
2273
2274 extern void clear_stuck_objects(void);
2275
2276 // -----------------------------------------------------------------------------------------------------
2277 //called when the player is starting a level (new game or new ship)
StartLevel(int random_flag)2278 void StartLevel(int random_flag)
2279 {
2280 Assert(!Player_is_dead);
2281
2282 InitPlayerPosition(random_flag);
2283
2284 verify_console_object();
2285
2286 ConsoleObject->control_type = CT_FLYING;
2287 ConsoleObject->movement_type = MT_PHYSICS;
2288
2289 disable_matcens();
2290
2291 clear_transient_objects(0); //0 means leave proximity bombs
2292
2293 // create_player_appearance_effect(ConsoleObject);
2294 Do_appearance_effect = 1;
2295
2296 #ifdef NETWORK
2297 if (Game_mode & GM_MULTI)
2298 {
2299 if (Game_mode & GM_MULTI_COOP)
2300 multi_send_score();
2301 multi_send_position(Players[Player_num].objnum);
2302 multi_send_reappear();
2303 }
2304
2305 if (Game_mode & GM_NETWORK)
2306 network_do_frame(1, 1);
2307 #endif
2308
2309 ai_reset_all_paths();
2310 ai_init_boss_for_ship();
2311 clear_stuck_objects();
2312
2313 #ifdef EDITOR
2314 // Note, this is only done if editor builtin. Calling this from here
2315 // will cause it to be called after the player dies, resetting the
2316 // hits for the buddy and thief. This is ok, since it will work ok
2317 // in a shipped version.
2318 init_ai_objects();
2319 #endif
2320
2321 reset_time();
2322
2323 reset_rear_view();
2324 Auto_fire_fusion_cannon_time = 0;
2325 Fusion_charge = 0;
2326
2327 Robot_firing_enabled = 1;
2328 }
2329