Esempio n. 1
0
//called when the player has finished a level
PlayerFinishedLevel(int secret_flag)
{
	int	rval;
	int 	was_multi = 0;

	//credit the player for hostages
	Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;

	if (!(Game_mode & GM_MULTI) && (secret_flag)) {
		newmenu_item	m[1];

		m[0].type = NM_TYPE_TEXT;
		m[0].text = " ";			//TXT_SECRET_EXIT;

		newmenu_do2(NULL, TXT_SECRET_EXIT, 1, m, NULL, 0, "MENU.PCX");
	}

// -- mk mk mk -- used to be here -- mk mk mk --

	if (Game_mode & GM_NETWORK)
		if (secret_flag)
			Players[Player_num].connected = 4; // Finished and went to secret level
		else
			Players[Player_num].connected = 2; // Finished but did not die

	last_drawn_cockpit = -1;

	if (Current_level_num == Last_level) {
		#ifdef NETWORK
		if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
		{
			was_multi = 1;
			multi_endlevel_score();
			rval = AdvanceLevel(secret_flag);				//now go on to the next one (if one)
		}
		else 
		#endif
		{	// Note link to above else!
			rval = AdvanceLevel(secret_flag);				//now go on to the next one (if one)
			DoEndLevelScoreGlitz(0);		//give bonuses
		}
	} else {
		#ifdef NETWORK
		if (Game_mode & GM_MULTI)
			multi_endlevel_score();
		else 
		#endif	// Note link!!
			DoEndLevelScoreGlitz(0);		//give bonuses
		rval = AdvanceLevel(secret_flag);				//now go on to the next one (if one)
	}

	if (!was_multi && rval) {
		if (Current_mission_num == 0)
			scores_maybe_add_player(0);
		longjmp( LeaveGame, 0 );		// Exit out of game loop
	}
	else if (rval)
		longjmp( LeaveGame, 0 );
}
Esempio n. 2
0
void DoGameOver()
{
#ifndef SHAREWARE
	if (PLAYING_BUILTIN_MISSION)
#endif
		scores_maybe_add_player(0);

	if (Game_wind)
		window_close(Game_wind);		// Exit out of game loop
}
Esempio n. 3
0
void DoGameOver()
{
	time_out_value = timer_get_approx_seconds() + i2f(60*5);
	nm_messagebox1( TXT_GAME_OVER, DoEndLevelScoreGlitzPoll, 1, TXT_OK, "" );

	if (Current_mission_num == 0)
		scores_maybe_add_player(0);

	Function_mode = FMODE_MENU;
	Game_mode = GM_GAME_OVER;
	longjmp( LeaveGame, 0 );		// Exit out of game loop

}
Esempio n. 4
0
void DoGameOver()
{
	time_out_value = timer_get_approx_seconds() + i2f(60*5);
// 	nm_messagebox1( TXT_GAME_OVER, DoEndLevelScoreGlitzPoll, 1, TXT_OK, "" );

#ifndef SHAREWARE
	if (PLAYING_BUILTIN_MISSION)
#endif
		scores_maybe_add_player(0);

	Function_mode = FMODE_MENU;
	Game_mode = GM_GAME_OVER;
	longjmp( LeaveGame, 1 );		// Exit out of game loop

}
Esempio n. 5
0
//called when the player has died
void DoPlayerDead()
{
	int cycle_window_vis = 1;
#ifdef NETWORK
	if ( (Game_mode & GM_MULTI) && (Netgame.SpawnStyle == SPAWN_STYLE_PREVIEW))  {
		cycle_window_vis = 0; 
	}
#endif

	if (Game_wind && cycle_window_vis)
		window_set_visible(Game_wind, 0);

	reset_palette_add();

	gr_palette_load (gr_palette);

	dead_player_end();		//terminate death sequence (if playing)

	#ifdef EDITOR
	if (Game_mode == GM_EDITOR) {			//test mine, not real level
		object * player = &Objects[Players[Player_num].objnum];
		//nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
		if (Game_wind)
			window_set_visible(Game_wind, 1);
		load_level("gamesave.lvl");
		init_player_stats_new_ship(Player_num);
		player->flags &= ~OF_SHOULD_BE_DEAD;
		StartLevel(0);
		return;
	}
	#endif

#ifdef NETWORK
	if ( Game_mode&GM_MULTI )
	{
		multi_do_death(Players[Player_num].objnum);
	}
	else
#endif
	{				//Note link to above else!
		Players[Player_num].lives--;
		if (Players[Player_num].lives == 0)
		{
			DoGameOver();
			return;
		}
	}

	if ( Control_center_destroyed ) {
		int	rval;

		//clear out stuff so no bonus
		Players[Player_num].hostages_on_board = 0;
		Players[Player_num].energy = 0;
		Players[Player_num].shields = 0;
#ifdef NETWORK
		Players[Player_num].connected = CONNECT_DIED_IN_MINE;
#endif

		do_screen_message(TXT_DIED_IN_MINE); // Give them some indication of what happened

		if (Current_level_num == Last_level) {
#ifdef NETWORK
			if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
			{
				multi_endlevel_score();
				rval = AdvanceLevel(0);			//if finished, go on to next level
			}
			else
#endif
			{			// Note link to above else!
				rval = AdvanceLevel(0);			//if finished, go on to next level
				DoEndLevelScoreGlitz(0);
			}
			init_player_stats_new_ship(Player_num);
			last_drawn_cockpit = -1;
		} else {
#ifdef NETWORK
			if (Game_mode & GM_MULTI)
				multi_endlevel_score();
			else
#endif
				DoEndLevelScoreGlitz(0);		// Note above link!

			rval = AdvanceLevel(0);			//if finished, go on to next level
			init_player_stats_new_ship(Player_num);
			last_drawn_cockpit = -1;
		}

		if (rval) {
#ifndef SHAREWARE
			if (PLAYING_BUILTIN_MISSION)
#endif
				scores_maybe_add_player(0);
			if (Game_wind)
				window_close(Game_wind);		// Exit out of game loop
		}
	} else {
		init_player_stats_new_ship(Player_num);
		StartLevel(1);
	}

	if (Game_wind  && cycle_window_vis)
		window_set_visible(Game_wind, 1);
	reset_time();
}
Esempio n. 6
0
//called when the player has finished a level
void PlayerFinishedLevel(int secret_flag)
{
	int	rval;
	int 	was_multi = 0;

	if (Game_wind)
		window_set_visible(Game_wind, 0);

	//credit the player for hostages
	Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;

#ifndef SHAREWARE
	if (!(Game_mode & GM_MULTI) && (secret_flag)) {
		newmenu_item	m[1];

		m[0].type = NM_TYPE_TEXT;
		m[0].text = " ";			//TXT_SECRET_EXIT;

		newmenu_do2(NULL, TXT_SECRET_EXIT, 1, m, NULL, NULL, 0, Menu_pcx_name);
	}
#endif

// -- mk mk mk -- used to be here -- mk mk mk --

#ifdef NETWORK
	if (Game_mode & GM_NETWORK)
         {
		if (secret_flag)
			Players[Player_num].connected = CONNECT_FOUND_SECRET; // Finished and went to secret level
		else
			Players[Player_num].connected = CONNECT_WAITING; // Finished but did not die
         }
#endif
	last_drawn_cockpit = -1;

	if (Current_level_num == Last_level) {
#ifdef NETWORK
		if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
		{
			was_multi = 1;
			multi_endlevel_score();
			rval = AdvanceLevel(secret_flag);				//now go on to the next one (if one)
		}
		else
#endif
		{	// Note link to above else!
			rval = AdvanceLevel(secret_flag);				//now go on to the next one (if one)
			DoEndLevelScoreGlitz(0);		//give bonuses
		}
	} else {
#ifdef NETWORK
		if (Game_mode & GM_MULTI)
			multi_endlevel_score();
		else
#endif	// Note link!!
			DoEndLevelScoreGlitz(0);		//give bonuses
		rval = AdvanceLevel(secret_flag);				//now go on to the next one (if one)
	}

	if (!was_multi && rval) {
#ifndef SHAREWARE
		if (PLAYING_BUILTIN_MISSION)
#endif
			scores_maybe_add_player(0);
		if (Game_wind)
			window_close(Game_wind);		// Exit out of game loop
	}
	else if (rval && Game_wind)
		window_close(Game_wind);

	if (Game_wind)
		window_set_visible(Game_wind, 1);
	reset_time();
}
Esempio n. 7
0
//called when the player has died
void DoPlayerDead()
{
	reset_palette_add();

	gr_palette_load (gr_palette);

	dead_player_end();		//terminate death sequence (if playing)

#ifdef HOSTAGE_FACES
	stop_all_hostage_clips();
#endif

	#ifdef EDITOR
	if (Game_mode == GM_EDITOR) {			//test mine, not real level
		object * player = &Objects[Players[Player_num].objnum];
		//nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
		load_level("gamesave.lvl");
		init_player_stats_new_ship();
		player->flags &= ~OF_SHOULD_BE_DEAD;
		StartLevel(0);
		return;
	}
	#endif

	#ifdef NETWORK
	if ( Game_mode&GM_MULTI )
	{
		multi_do_death(Players[Player_num].objnum);
	}
	else 
	#endif		
	{				//Note link to above else!
		Players[Player_num].lives--;
		if (Players[Player_num].lives == 0)
		{	
			DoGameOver();
			return;
		}
	}
				
	if ( Fuelcen_control_center_destroyed ) {
		int	rval;

		//clear out stuff so no bonus
		Players[Player_num].hostages_on_board = 0;
		Players[Player_num].energy = 0;
		Players[Player_num].shields = 0;
		Players[Player_num].connected = 3;

		died_in_mine_message(); // Give them some indication of what happened

		if (Current_level_num == Last_level) {
			#ifdef NETWORK
			if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
			{
				multi_endlevel_score();
				rval = AdvanceLevel(0);			//if finished, go on to next level
			}
			else
			#endif	
			{			// Note link to above else!
				rval = AdvanceLevel(0);			//if finished, go on to next level
				DoEndLevelScoreGlitz(0);	
			}
			init_player_stats_new_ship();
			last_drawn_cockpit = -1;
		} else {
			#ifdef NETWORK
			if (Game_mode & GM_MULTI)
				multi_endlevel_score();
			else
			#endif
				DoEndLevelScoreGlitz(0);		// Note above link!

			rval = AdvanceLevel(0);			//if finished, go on to next level
			init_player_stats_new_ship();
			last_drawn_cockpit = -1;
		}

		if (rval) {
#ifndef SHAREWARE
			if (PLAYING_BUILTIN_MISSION)
#endif
				scores_maybe_add_player(0);
			longjmp( LeaveGame, 1 );		// Exit out of game loop
		}
	} else {
		init_player_stats_new_ship();
		StartLevel(1);
	}

}