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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 |