1 /*
2  * Portions of this file are copyright Rebirth contributors and licensed as
3  * described in COPYING.txt.
4  * Portions of this file are copyright Parallax Software and licensed
5  * according to the Parallax license below.
6  * See COPYING.txt for license details.
7 
8 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
9 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
10 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
11 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
12 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
13 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
14 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
15 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
16 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
17 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
18 */
19 
20 /*
21  *
22  * Prototypes for functions for game sequencing.
23  *
24  */
25 
26 #pragma once
27 
28 #include <cstddef>
29 #include "fwd-player.h"
30 #include "fwd-object.h"
31 #include "fwd-vclip.h"
32 #include "fwd-window.h"
33 #include "powerup.h"
34 
35 #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
36 
37 namespace dcx {
38 template <std::size_t>
39 struct PHYSFSX_gets_line_t;
40 
41 constexpr std::integral_constant<unsigned, 36> LEVEL_NAME_LEN{};       //make sure this is multiple of 4!
42 
43 // Current_level_num starts at 1 for the first level
44 // -1,-2,-3 are secret levels
45 // 0 used to mean not a real level loaded (i.e. editor generated level), but this hack has been removed
46 extern int Current_level_num;
47 extern PHYSFSX_gets_line_t<LEVEL_NAME_LEN> Current_level_name;
48 extern std::array<obj_position, MAX_PLAYERS> Player_init;
49 
50 // This is the highest level the player has ever reached
51 extern int Player_highest_level;
52 }
53 
54 //
55 // New game sequencing functions
56 //
57 
58 // starts a new game on the given level
59 #ifdef dsx
60 namespace dsx {
61 void StartNewGame(int start_level);
62 
63 // starts the next level
64 window_event_result StartNewLevel(int level_num);
65 
66 }
67 #endif
68 void InitPlayerObject();            //make sure player's object set up
69 namespace dsx {
70 void init_player_stats_game(playernum_t pnum);      //clear all stats
71 }
72 
73 // called when the player has finished a level
74 // if secret flag is true, advance to secret level, else next normal level
75 #ifdef dsx
76 namespace dsx {
77 window_event_result PlayerFinishedLevel(int secret_flag);
78 
79 }
80 #endif
81 namespace dsx {
82 // called when the player has died
83 window_event_result DoPlayerDead(void);
84 }
85 
86 #if defined(DXX_BUILD_DESCENT_I)
87 #elif defined(DXX_BUILD_DESCENT_II)
88 namespace dsx {
89 // load just the hxm file
90 void load_level_robots(int level_num);
91 void load_level_robots(const d_fname &level_name);
92 extern int	First_secret_visit;
93 window_event_result ExitSecretLevel();
94 }
95 #endif
96 
97 // load a level off disk. level numbers start at 1.
98 // Secret levels are -1,-2,-3
99 #ifdef dsx
100 namespace dsx {
101 void LoadLevel(int level_num, int page_in_textures);
102 
103 }
104 #endif
105 extern void update_player_stats();
106 
107 // from scores.c
108 
109 extern void show_high_scores(int place);
110 extern void draw_high_scores(int place);
111 extern int add_player_to_high_scores(player *pp);
112 extern void input_name (int place);
113 extern int reset_high_scores();
114 
115 void open_message_window(void);
116 void close_message_window(void);
117 
118 // create flash for player appearance
119 #ifdef dsx
120 namespace dsx {
121 void create_player_appearance_effect(const d_vclip_array &Vclip, const object_base &player_obj);
122 void bash_to_shield(const d_powerup_info_array &Powerup_info, const d_vclip_array &Vclip, object_base &i);
123 void copy_defaults_to_robot(object_base &objp);
124 void gameseq_remove_unused_players();
125 }
126 #endif
127 
128 // Show endlevel bonus scores
129 namespace dcx {
130 // stuff for multiplayer
131 extern unsigned NumNetPlayerPositions;
132 extern fix StartingShields;
133 extern int	Do_appearance_effect;
134 }
135 
136 
137 namespace dsx {
138 #if defined(DXX_BUILD_DESCENT_II)
139 int p_secret_level_destroyed();
140 void do_cloak_invul_secret_stuff(fix64 old_gametime, player_info &player_info);
141 #endif
142 void EnterSecretLevel(void);
143 void init_player_stats_new_ship(playernum_t pnum);
144 }
145 #endif
146