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| Rev | Author | Line No. | Line |
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| 1 | pmbaty | 1 | /* |
| 2 | * Portions of this file are copyright Rebirth contributors and licensed as |
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| 3 | * described in COPYING.txt. |
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| 4 | * Portions of this file are copyright Parallax Software and licensed |
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| 5 | * according to the Parallax license below. |
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| 6 | * See COPYING.txt for license details. |
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| 7 | |||
| 8 | THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX |
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| 9 | SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO |
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| 10 | END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A |
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| 11 | ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS |
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| 12 | IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS |
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| 13 | SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE |
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| 14 | FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE |
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| 15 | CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS |
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| 16 | AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. |
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| 17 | COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. |
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| 18 | */ |
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| 19 | |||
| 20 | /* |
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| 21 | * |
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| 22 | * Prototypes for functions for game sequencing. |
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| 23 | * |
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| 24 | */ |
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| 25 | |||
| 26 | #pragma once |
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| 27 | |||
| 28 | #include <cstddef> |
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| 29 | #include "fwd-player.h" |
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| 30 | #include "fwd-object.h" |
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| 31 | #include "fwd-vclip.h" |
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| 32 | #include "fwd-window.h" |
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| 33 | #include "powerup.h" |
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| 34 | |||
| 35 | #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) |
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| 36 | |||
| 37 | namespace dcx { |
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| 38 | template <std::size_t> |
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| 39 | struct PHYSFSX_gets_line_t; |
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| 40 | |||
| 41 | constexpr std::integral_constant<unsigned, 36> LEVEL_NAME_LEN{}; //make sure this is multiple of 4! |
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| 42 | |||
| 43 | // Current_level_num starts at 1 for the first level |
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| 44 | // -1,-2,-3 are secret levels |
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| 45 | // 0 used to mean not a real level loaded (i.e. editor generated level), but this hack has been removed |
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| 46 | extern int Current_level_num, Next_level_num; |
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| 47 | extern PHYSFSX_gets_line_t<LEVEL_NAME_LEN> Current_level_name; |
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| 48 | extern std::array<obj_position, MAX_PLAYERS> Player_init; |
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| 49 | |||
| 50 | // This is the highest level the player has ever reached |
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| 51 | extern int Player_highest_level; |
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| 52 | } |
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| 53 | |||
| 54 | // |
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| 55 | // New game sequencing functions |
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| 56 | // |
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| 57 | |||
| 58 | // starts a new game on the given level |
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| 59 | #ifdef dsx |
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| 60 | namespace dsx { |
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| 61 | void StartNewGame(int start_level); |
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| 62 | |||
| 63 | // starts the next level |
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| 64 | window_event_result StartNewLevel(int level_num); |
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| 65 | |||
| 66 | } |
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| 67 | #endif |
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| 68 | void InitPlayerObject(); //make sure player's object set up |
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| 69 | namespace dsx { |
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| 70 | void init_player_stats_game(playernum_t pnum); //clear all stats |
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| 71 | } |
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| 72 | |||
| 73 | // called when the player has finished a level |
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| 74 | // if secret flag is true, advance to secret level, else next normal level |
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| 75 | #ifdef dsx |
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| 76 | namespace dsx { |
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| 77 | window_event_result PlayerFinishedLevel(int secret_flag); |
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| 78 | |||
| 79 | } |
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| 80 | #endif |
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| 81 | namespace dsx { |
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| 82 | // called when the player has died |
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| 83 | window_event_result DoPlayerDead(void); |
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| 84 | } |
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| 85 | |||
| 86 | #if defined(DXX_BUILD_DESCENT_I) |
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| 87 | static inline void load_level_robots(int level_num) |
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| 88 | { |
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| 89 | (void)level_num; |
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| 90 | } |
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| 91 | #elif defined(DXX_BUILD_DESCENT_II) |
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| 92 | namespace dsx { |
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| 93 | // load just the hxm file |
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| 94 | void load_level_robots(int level_num); |
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| 95 | extern int First_secret_visit; |
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| 96 | window_event_result ExitSecretLevel(); |
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| 97 | } |
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| 98 | #endif |
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| 99 | |||
| 100 | // load a level off disk. level numbers start at 1. |
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| 101 | // Secret levels are -1,-2,-3 |
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| 102 | #ifdef dsx |
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| 103 | namespace dsx { |
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| 104 | void LoadLevel(int level_num, int page_in_textures); |
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| 105 | |||
| 106 | } |
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| 107 | #endif |
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| 108 | extern void update_player_stats(); |
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| 109 | |||
| 110 | // from scores.c |
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| 111 | |||
| 112 | extern void show_high_scores(int place); |
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| 113 | extern void draw_high_scores(int place); |
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| 114 | extern int add_player_to_high_scores(player *pp); |
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| 115 | extern void input_name (int place); |
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| 116 | extern int reset_high_scores(); |
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| 117 | |||
| 118 | void open_message_window(void); |
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| 119 | void close_message_window(void); |
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| 120 | |||
| 121 | // create flash for player appearance |
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| 122 | #ifdef dsx |
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| 123 | namespace dsx { |
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| 124 | void create_player_appearance_effect(const d_vclip_array &Vclip, const object_base &player_obj); |
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| 125 | void bash_to_shield(const d_powerup_info_array &Powerup_info, const d_vclip_array &Vclip, object_base &i); |
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| 126 | void copy_defaults_to_robot(object_base &objp); |
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| 127 | void gameseq_remove_unused_players(); |
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| 128 | } |
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| 129 | #endif |
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| 130 | |||
| 131 | // Show endlevel bonus scores |
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| 132 | namespace dcx { |
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| 133 | // stuff for multiplayer |
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| 134 | extern unsigned NumNetPlayerPositions; |
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| 135 | extern fix StartingShields; |
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| 136 | extern int Do_appearance_effect; |
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| 137 | } |
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| 138 | |||
| 139 | |||
| 140 | int p_secret_level_destroyed(void); |
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| 141 | namespace dsx { |
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| 142 | #if defined(DXX_BUILD_DESCENT_II) |
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| 143 | void do_cloak_invul_secret_stuff(fix64 old_gametime, player_info &player_info); |
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| 144 | #endif |
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| 145 | void EnterSecretLevel(void); |
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| 146 | void init_player_stats_new_ship(playernum_t pnum); |
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| 147 | } |
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| 148 | #endif |