//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 ); }
//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(); }
//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(); }
//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); } }