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new mission-specific cfg file, holds highest level.
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1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
12 */
13
14 /*
15  *
16  * Routines for EndGame, EndLevel, etc.
17  *
18  */
19
20
21 #ifdef HAVE_CONFIG_H
22 #include <conf.h>
23 #endif
24
25 #include <stdio.h>
26 #include <stdlib.h>
27 #include <string.h>
28 #if !defined(_MSC_VER) && !defined(macintosh)
29 #include <unistd.h>
30 #endif
31 #include <time.h>
32
33 #ifdef OGL
34 #include "ogl_init.h"
35 #endif
36
37 #include "inferno.h"
38 #include "game.h"
39 #include "player.h"
40 #include "key.h"
41 #include "object.h"
42 #include "physics.h"
43 #include "error.h"
44 #include "joy.h"
45 #include "mono.h"
46 #include "iff.h"
47 #include "pcx.h"
48 #include "timer.h"
49 #include "render.h"
50 #include "laser.h"
51 #include "screens.h"
52 #include "textures.h"
53 #include "slew.h"
54 #include "gauges.h"
55 #include "texmap.h"
56 #include "3d.h"
57 #include "effects.h"
58 #include "menu.h"
59 #include "gameseg.h"
60 #include "wall.h"
61 #include "ai.h"
62 #include "fuelcen.h"
63 #include "switch.h"
64 #include "digi.h"
65 #include "gamesave.h"
66 #include "scores.h"
67 #include "ibitblt.h"
68 #include "u_mem.h"
69 #include "palette.h"
70 #include "morph.h"
71 #include "lighting.h"
72 #include "newdemo.h"
73 #include "titles.h"
74 #include "collide.h"
75 #include "weapon.h"
76 #include "sounds.h"
77 #include "args.h"
78 #include "gameseq.h"
79 #include "gamefont.h"
80 #include "newmenu.h"
81 #include "endlevel.h"
82 #ifdef NETWORK
83 #  include "multi.h"
84 #  include "network.h"
85 #  include "netmisc.h"
86 #  include "modem.h"
87 #endif
88 #include "playsave.h"
89 #include "ctype.h"
90 #include "fireball.h"
91 #include "kconfig.h"
92 #include "config.h"
93 #include "robot.h"
94 #include "automap.h"
95 #include "cntrlcen.h"
96 #include "powerup.h"
97 #include "text.h"
98 #include "cfile.h"
99 #include "piggy.h"
100 #include "texmerge.h"
101 #include "paging.h"
102 #include "mission.h"
103 #include "state.h"
104 #include "songs.h"
105 #include "gamepal.h"
106 #include "movie.h"
107 #include "controls.h"
108 #include "credits.h"
109 #include "gamemine.h"
110
111 #if defined (TACTILE)
112  #include "tactile.h"
113 #endif
114
115 #ifdef EDITOR
116 #include "editor/editor.h"
117 #endif
118
119 #include "strutil.h"
120 #include "rle.h"
121
122 void StartNewLevelSecret(int level_num, int page_in_textures);
123 void InitPlayerPosition(int random_flag);
124 void load_stars();
125 void returning_to_level_message(void);
126 void advancing_to_level_message(void);
127 void DoEndGame(void);
128 void AdvanceLevel(int secret_flag);
129 void filter_objects_from_level();
130
131
132 //Current_level_num starts at 1 for the first level
133 //-1,-2,-3 are secret levels
134 //0 means not a real level loaded
135 int     Current_level_num=0,Next_level_num;
136 char    Current_level_name[LEVEL_NAME_LEN];
137
138 // Global variables describing the player
139 int     N_players=1;    // Number of players ( >1 means a net game, eh?)
140 int     Player_num=0;   // The player number who is on the console.
141 player  Players[MAX_PLAYERS+4]; // Misc player info
142 obj_position    Player_init[MAX_PLAYERS];
143
144 cvar_t Player_highest_level = { "HighestLevel", "0", 0 };
145
146 // Global variables telling what sort of game we have
147 int MaxNumNetPlayers = -1;
148 int NumNetPlayerPositions = -1;
149
150 extern fix ThisLevelTime;
151
152 // Extern from game.c to fix a bug in the cockpit!
153
154 extern int last_drawn_cockpit[2];
155 extern int Last_level_path_created;
156
157 //      HUD_clear_messages external, declared in gauges.h
158 #ifndef _GAUGES_H
159 extern void HUD_clear_messages(); // From hud.c
160 #endif
161
162 //      Extra prototypes declared for the sake of LINT
163 void init_player_stats_new_ship(void);
164 void copy_defaults_to_robot_all(void);
165
166 int     Do_appearance_effect=0;
167
168 extern int Rear_view;
169
170 int     First_secret_visit = 1;
171
172 extern int descent_critical_error;
173
174 extern int Last_msg_ycrd;
175
176 //--------------------------------------------------------------------
177 void verify_console_object()
178 {
179         Assert( Player_num > -1 );
180         Assert( Players[Player_num].objnum > -1 );
181         ConsoleObject = &Objects[Players[Player_num].objnum];
182         Assert( ConsoleObject->type==OBJ_PLAYER );
183         Assert( ConsoleObject->id==Player_num );
184 }
185
186 int count_number_of_robots()
187 {
188         int robot_count;
189         int i;
190
191         robot_count = 0;
192         for (i=0;i<=Highest_object_index;i++) {
193                 if (Objects[i].type == OBJ_ROBOT)
194                         robot_count++;
195         }
196
197         return robot_count;
198 }
199
200
201 int count_number_of_hostages()
202 {
203         int count;
204         int i;
205
206         count = 0;
207         for (i=0;i<=Highest_object_index;i++) {
208                 if (Objects[i].type == OBJ_HOSTAGE)
209                         count++;
210         }
211
212         return count;
213 }
214
215 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
216 void
217 gameseq_init_network_players()
218 {
219         int i,k,j;
220
221         // Initialize network player start locations and object numbers
222
223         ConsoleObject = &Objects[0];
224         k = 0;
225         j = 0;
226         for (i=0;i<=Highest_object_index;i++) {
227
228                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
229                 {
230                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
231                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
232                         {
233                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
234                                 Objects[i].type=OBJ_PLAYER;
235                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
236                                 Player_init[k].pos = Objects[i].pos;
237                                 Player_init[k].orient = Objects[i].orient;
238                                 Player_init[k].segnum = Objects[i].segnum;
239                                 Players[k].objnum = i;
240                                 Objects[i].id = k;
241                                 k++;
242                         }
243                         else
244                                 obj_delete(i);
245                         j++;
246                 }
247
248                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
249                         obj_delete(i);          //kill the buddy in netgames
250
251         }
252         NumNetPlayerPositions = k;
253
254 #ifndef NDEBUG
255         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
256                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
257         {
258                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
259                 //Int3(); // Not enough positions!!
260         }
261 #endif
262 #ifdef NETWORK
263         if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
264          {
265           for (i=0;i<N_players;i++)
266                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
267                         {
268                nm_messagebox ("Warning!",1,TXT_OK,"This special version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");    
269                          return;
270                         }
271          }
272
273         if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
274         {
275                 for (i = 0; i < N_players; i++)
276                         if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
277                         {
278                                 nm_messagebox ("Warning!", 1 ,TXT_OK, "This shareware version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");
279                                 return;
280                         }
281         }
282 #endif // NETWORK
283 }
284
285 void gameseq_remove_unused_players()
286 {
287         int i;
288
289         // 'Remove' the unused players
290
291 #ifdef NETWORK
292         if (Game_mode & GM_MULTI)
293         {
294                 for (i=0; i < NumNetPlayerPositions; i++)
295                 {
296                         if ((!Players[i].connected) || (i >= N_players))
297                         {
298                                 #ifndef NDEBUG
299 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
300                                 #endif
301                                 multi_make_player_ghost(i);
302                         }
303                 }
304         }
305         else
306 #endif
307         {               // Note link to above if!!!
308                 #ifndef NDEBUG
309                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
310                 #endif
311                 for (i=1; i < NumNetPlayerPositions; i++)
312                 {
313                         obj_delete(Players[i].objnum);
314                 }
315         }
316 }
317
318 fix StartingShields=INITIAL_SHIELDS;
319
320 // Setup player for new game
321 void init_player_stats_game()
322 {
323         Players[Player_num].score = 0;
324         Players[Player_num].last_score = 0;
325         Players[Player_num].lives = INITIAL_LIVES;
326         Players[Player_num].level = 1;
327
328         Players[Player_num].time_level = 0;
329         Players[Player_num].time_total = 0;
330         Players[Player_num].hours_level = 0;
331         Players[Player_num].hours_total = 0;
332
333         Players[Player_num].energy = INITIAL_ENERGY;
334         Players[Player_num].shields = StartingShields;
335         Players[Player_num].killer_objnum = -1;
336
337         Players[Player_num].net_killed_total = 0;
338         Players[Player_num].net_kills_total = 0;
339
340         Players[Player_num].num_kills_level = 0;
341         Players[Player_num].num_kills_total = 0;
342         Players[Player_num].num_robots_level = 0;
343         Players[Player_num].num_robots_total = 0;
344         Players[Player_num].KillGoalCount = 0;
345         
346         Players[Player_num].hostages_rescued_total = 0;
347         Players[Player_num].hostages_level = 0;
348         Players[Player_num].hostages_total = 0;
349
350         Players[Player_num].laser_level = 0;
351         Players[Player_num].flags = 0;
352
353         init_player_stats_new_ship();
354
355         First_secret_visit = 1;
356 }
357
358 void init_ammo_and_energy(void)
359 {
360         if (Players[Player_num].energy < INITIAL_ENERGY)
361                 Players[Player_num].energy = INITIAL_ENERGY;
362         if (Players[Player_num].shields < StartingShields)
363                 Players[Player_num].shields = StartingShields;
364
365 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
366 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
367 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
368
369 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
370 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
371 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
372         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
373                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
374 }
375
376 extern  ubyte   Last_afterburner_state;
377
378 // Setup player for new level (After completion of previous level)
379 void init_player_stats_level(int secret_flag)
380 {
381         // int  i;
382
383         Players[Player_num].last_score = Players[Player_num].score;
384
385         Players[Player_num].level = Current_level_num;
386
387 #ifdef NETWORK
388         if (!Network_rejoined) {
389 #endif
390                 Players[Player_num].time_level = 0;
391                 Players[Player_num].hours_level = 0;
392 #ifdef NETWORK
393         }
394 #endif
395
396         Players[Player_num].killer_objnum = -1;
397
398         Players[Player_num].num_kills_level = 0;
399         Players[Player_num].num_robots_level = count_number_of_robots();
400         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
401
402         Players[Player_num].hostages_level = count_number_of_hostages();
403         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
404         Players[Player_num].hostages_on_board = 0;
405
406         if (!secret_flag) {
407                 init_ammo_and_energy();
408
409                 Players[Player_num].flags &= (~KEY_BLUE);
410                 Players[Player_num].flags &= (~KEY_RED);
411                 Players[Player_num].flags &= (~KEY_GOLD);
412
413                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
414                                                                                                         PLAYER_FLAGS_CLOAKED |
415                                                                                                         PLAYER_FLAGS_MAP_ALL);
416
417                 Players[Player_num].cloak_time = 0;
418                 Players[Player_num].invulnerable_time = 0;
419
420                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
421                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
422         }
423
424         Player_is_dead = 0; // Added by RH
425         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
426
427         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
428
429         Controls.afterburner_state = 0;
430         Last_afterburner_state = 0;
431
432         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
433
434         init_gauges();
435
436    #ifdef TACTILE
437                 if (TactileStick)
438                   tactile_set_button_jolt();
439         #endif
440
441         Missile_viewer = NULL;
442 }
443
444 extern  void init_ai_for_ship(void);
445
446 // Setup player for a brand-new ship
447 void init_player_stats_new_ship()
448 {
449         int     i;
450
451         if (Newdemo_state == ND_STATE_RECORDING) {
452                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
453                 newdemo_record_player_weapon(0, 0);
454                 newdemo_record_player_weapon(1, 0);
455         }
456
457         Players[Player_num].energy = INITIAL_ENERGY;
458         Players[Player_num].shields = StartingShields;
459         Players[Player_num].laser_level = 0;
460         Players[Player_num].killer_objnum = -1;
461         Players[Player_num].hostages_on_board = 0;
462
463         Afterburner_charge = 0;
464
465         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
466                 Players[Player_num].primary_ammo[i] = 0;
467                 Primary_last_was_super[i] = 0;
468         }
469
470         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
471                 Players[Player_num].secondary_ammo[i] = 0;
472                 Secondary_last_was_super[i] = 0;
473         }
474         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
475
476         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
477         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
478
479         Primary_weapon = 0;
480         Secondary_weapon = 0;
481
482         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
483                                                                                                 PLAYER_FLAGS_AFTERBURNER |
484                                                                                                 PLAYER_FLAGS_CLOAKED |
485                                                                                                 PLAYER_FLAGS_INVULNERABLE |
486                                                                                                 PLAYER_FLAGS_MAP_ALL |
487                                                                                                 PLAYER_FLAGS_CONVERTER |
488                                                                                                 PLAYER_FLAGS_AMMO_RACK |
489                                                                                                 PLAYER_FLAGS_HEADLIGHT |
490                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
491                                                                                                 PLAYER_FLAGS_FLAG);
492
493         Players[Player_num].cloak_time = 0;
494         Players[Player_num].invulnerable_time = 0;
495
496         Player_is_dead = 0;             //player no longer dead
497
498         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
499
500         Controls.afterburner_state = 0;
501         Last_afterburner_state = 0;
502
503         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
504
505         Missile_viewer=NULL;            ///reset missile camera if out there
506
507    #ifdef TACTILE
508                 if (TactileStick)
509                  {
510                   tactile_set_button_jolt();
511                  }
512         #endif
513
514
515         init_ai_for_ship();
516 }
517
518 extern void init_stuck_objects(void);
519
520 #ifdef EDITOR
521
522 extern int Slide_segs_computed;
523
524 //reset stuff so game is semi-normal when playing from editor
525 void editor_reset_stuff_on_level()
526 {
527         gameseq_init_network_players();
528         init_player_stats_level(0);
529         Viewer = ConsoleObject;
530         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
531         ConsoleObject->id=Player_num;
532         ConsoleObject->control_type = CT_FLYING;
533         ConsoleObject->movement_type = MT_PHYSICS;
534         Game_suspended = 0;
535         verify_console_object();
536         Control_center_destroyed = 0;
537         if (Newdemo_state != ND_STATE_PLAYBACK)
538                 gameseq_remove_unused_players();
539         init_cockpit();
540         init_robots_for_level();
541         init_ai_objects();
542         init_morphs();
543         init_all_matcens();
544         init_player_stats_new_ship();
545         init_controlcen_for_level();
546         automap_clear_visited();
547         init_stuck_objects();
548         init_thief_for_level();
549
550         Slide_segs_computed = 0;
551 }
552 #endif
553
554 //do whatever needs to be done when a player dies in multiplayer
555
556 void DoGameOver()
557 {
558 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
559
560         if (PLAYING_BUILTIN_MISSION)
561                 scores_maybe_add_player(0);
562
563         Function_mode = FMODE_MENU;
564         Game_mode = GM_GAME_OVER;
565         longjmp( LeaveGame, 0 );                // Exit out of game loop
566
567 }
568
569 extern void do_save_game_menu();
570
571 //update various information about the player
572 void update_player_stats()
573 {
574                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
575                 if ( Players[Player_num].time_level > i2f(3600) )       {
576                         Players[Player_num].time_level -= i2f(3600);
577                         Players[Player_num].hours_level++;
578                 }
579
580                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
581                 if ( Players[Player_num].time_total > i2f(3600) )       {
582                         Players[Player_num].time_total -= i2f(3600);
583                         Players[Player_num].hours_total++;
584                 }
585 }
586
587 //hack to not start object when loading level
588 extern int Dont_start_sound_objects;
589
590 //go through this level and start any eclip sounds
591 void set_sound_sources()
592 {
593         int segnum,sidenum;
594         segment *seg;
595
596         digi_init_sounds();             //clear old sounds
597
598         Dont_start_sound_objects = 1;
599
600         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
601                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
602                         int tm,ec,sn;
603
604                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
605                                 if ((((tm=seg->sides[sidenum].tmap_num2) != 0) && ((ec=TmapInfo[tm&0x3fff].eclip_num)!=-1)) || ((ec=TmapInfo[seg->sides[sidenum].tmap_num].eclip_num)!=-1))
606                                         if ((sn=Effects[ec].sound_num)!=-1) {
607                                                 vms_vector pnt;
608                                                 int csegnum = seg->children[sidenum];
609
610                                                 //check for sound on other side of wall.  Don't add on
611                                                 //both walls if sound travels through wall.  If sound
612                                                 //does travel through wall, add sound for lower-numbered
613                                                 //segment.
614
615                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
616                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
617                                                                 segment *csegp;
618                                                                 int csidenum;
619
620                                                                 csegp = &Segments[seg->children[sidenum]];
621                                                                 csidenum = find_connect_side(seg, csegp);
622
623                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
624                                                                         continue;               //skip this one
625                                                         }
626                                                 }
627
628                                                 compute_center_point_on_side(&pnt,seg,sidenum);
629                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
630                                         }
631                 }
632
633         Dont_start_sound_objects = 0;
634
635 }
636
637
638 //fix flash_dist=i2f(1);
639 fix flash_dist=fl2f(.9);
640
641 //create flash for player appearance
642 void create_player_appearance_effect(object *player_obj)
643 {
644         vms_vector pos;
645         object *effect_obj;
646
647 #ifndef NDEBUG
648         {
649                 int objnum = OBJECT_NUMBER(player_obj);
650                 if ( (objnum < 0) || (objnum > Highest_object_index) )
651                         Int3(); // See Rob, trying to track down weird network bug
652         }
653 #endif
654
655         if (player_obj == Viewer)
656                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
657         else
658                 pos = player_obj->pos;
659
660         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
661
662         if (effect_obj) {
663                 effect_obj->orient = player_obj->orient;
664
665                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
666                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, OBJECT_NUMBER(effect_obj), 0, F1_0 );
667         }
668 }
669
670 //
671 // New Game sequencing functions
672 //
673
674 //pairs of chars describing ranges
675 char playername_allowed_chars[] = "azAZ09__--";
676
677 int MakeNewPlayerFile(int allow_abort)
678 {
679         int x;
680         char filename[14];
681         newmenu_item m;
682         char text[CALLSIGN_LEN+1]="";
683
684         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
685
686 try_again:
687         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
688
689         Newmenu_allowed_chars = playername_allowed_chars;
690         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
691         Newmenu_allowed_chars = NULL;
692
693         if ( x < 0 ) {
694                 if ( allow_abort ) return 0;
695                 goto try_again;
696         }
697
698         if (text[0]==0) //null string
699                 goto try_again;
700         sprintf( filename, "%s.plr", text );
701
702         if (PHYSFS_exists(filename))
703         {
704                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
705                 goto try_again;
706         }
707
708         if ( !new_player_config() )
709                 goto try_again;                 // They hit Esc during New player config
710
711         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
712
713         write_player_file();
714
715         return 1;
716 }
717
718 //Inputs the player's name, without putting up the background screen
719 int RegisterPlayer()
720 {
721         char filename[14];
722         int allow_abort_flag = 1;
723
724         if ( Players[Player_num].callsign[0] == 0 )     {
725                 // Read the last player's name from config file, not lastplr.txt
726                 strncpy( Players[Player_num].callsign, config_last_player.string, CALLSIGN_LEN );
727
728                 if (config_last_player.string[0]==0)
729                         allow_abort_flag = 0;
730         }
731
732 do_menu_again:
733         ;
734
735 #ifndef APPLE_DEMO
736         //if (!newmenu_get_filename(TXT_SELECT_PILOT, PLAYER_DIR "*.plr", filename, allow_abort_flag))
737         if (!newmenu_get_filename(TXT_SELECT_PILOT, /* PLAYER_DIR */ "plr", filename, allow_abort_flag))
738                 goto do_menu_again; //return 0;         // They hit Esc in file selector
739 #else
740         newmenu_get_filename( "Select Pilot", PLAYER_DIR "*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
741 #endif
742         if ( filename[0] == '<' )       {
743                 // They selected 'create new pilot'
744                 if (!MakeNewPlayerFile(allow_abort_flag))
745                         //return 0;             // They hit Esc during enter name stage
746                         goto do_menu_again;
747         } else {
748                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
749         }
750
751         if (read_player_file() != EZERO)
752                 goto do_menu_again;
753
754         Auto_leveling_on = Default_leveling_on;
755
756         set_display_mode(Default_display_mode);
757
758         WriteConfigFile();              // Update lastplr
759
760         return 1;
761 }
762
763
764 void free_polygon_models();
765 void load_robot_replacements(char *level_name);
766 int read_hamfile();
767 extern int Robot_replacements_loaded;
768
769 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
770 void LoadLevel(int level_num,int page_in_textures)
771 {
772         char *level_name;
773         player save_player;
774         int load_ret;
775
776         save_player = Players[Player_num];      
777
778         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
779
780         if (level_num<0)                //secret level
781                 level_name = Secret_level_names[-level_num-1];
782         else                                    //normal level
783                 level_name = Level_names[level_num-1];
784
785         gr_set_current_canvas(NULL);
786         gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
787
788         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
789
790 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
791 //      WIN(ShowCursorW());
792
793 #if 1 //def OGL
794     gr_palette_load(gr_palette);
795     show_boxed_message(TXT_LOADING);
796         gr_update();
797 #else
798         show_boxed_message(TXT_LOADING);
799         gr_palette_load(gr_palette);
800 #endif
801
802         load_ret = load_level(level_name);              //actually load the data from disk!
803
804         if (load_ret)
805                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
806
807         Current_level_num=level_num;
808
809 //      load_palette_pig(Current_level_palette);                //load just the pig
810
811         load_palette(Current_level_palette,1,1);                //don't change screen
812
813         load_endlevel_data(level_num);
814
815         if (EMULATING_D1)
816                 load_d1_bitmap_replacements();
817         else
818                 load_bitmap_replacements(level_name);
819
820         if (Robot_replacements_loaded) {
821                 free_polygon_models();
822                 read_hamfile();         //load original data
823                 if (Current_mission->enhanced) {
824                         // load extra data
825                         char t[50];
826                         extern void bm_read_extra_robots();
827                         sprintf(t,"%s.ham",Current_mission_filename);
828                         bm_read_extra_robots(t, Current_mission->enhanced);
829                 }
830                 
831                 Robot_replacements_loaded = 0;
832         }
833         load_robot_replacements(level_name);
834
835         if ( page_in_textures )
836                 piggy_load_level_data();
837
838 #ifdef NETWORK
839         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
840
841         reset_network_objects();
842 #endif
843
844         Players[Player_num] = save_player;
845
846         set_sound_sources();
847
848         songs_play_level_song( Current_level_num );
849
850         clear_boxed_message();          //remove message before new palette loaded
851
852         gr_palette_load(gr_palette);            //actually load the palette
853
854 //      WIN(HideCursorW());
855 }
856
857 //sets up Player_num & ConsoleObject
858 void InitPlayerObject()
859 {
860         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
861
862         if (Player_num != 0 )   {
863                 Players[0] = Players[Player_num];
864                 Player_num = 0;
865         }
866
867         Players[Player_num].objnum = 0;
868
869         ConsoleObject = &Objects[Players[Player_num].objnum];
870
871         ConsoleObject->type                             = OBJ_PLAYER;
872         ConsoleObject->id                                       = Player_num;
873         ConsoleObject->control_type     = CT_FLYING;
874         ConsoleObject->movement_type    = MT_PHYSICS;
875 }
876
877 extern void game_disable_cheats();
878 extern void turn_cheats_off();
879 extern void init_seismic_disturbances(void);
880 extern int state_default_item;
881
882 //starts a new game on the given level
883 void StartNewGame(int start_level)
884 {
885         state_default_item = -2;        // for first blind save, pick slot to save in
886
887         Game_mode = GM_NORMAL;
888         Function_mode = FMODE_GAME;
889         
890         Next_level_num = 0;
891
892         InitPlayerObject();                             //make sure player's object set up
893
894         init_player_stats_game();               //clear all stats
895
896         N_players = 1;
897 #ifdef NETWORK
898         Network_new_game = 0;
899 #endif
900
901         if (start_level < 0)
902                 StartNewLevelSecret(start_level, 0);
903         else
904                 StartNewLevel(start_level, 0);
905
906         Players[Player_num].starting_level = start_level;               // Mark where they started
907
908         game_disable_cheats();
909
910         init_seismic_disturbances();
911 }
912
913 //@@//starts a resumed game loaded from disk
914 //@@void ResumeSavedGame(int start_level)
915 //@@{
916 //@@    Game_mode = GM_NORMAL;
917 //@@    Function_mode = FMODE_GAME;
918 //@@
919 //@@    N_players = 1;
920 //@@    Network_new_game = 0;
921 //@@
922 //@@    InitPlayerObject();                             //make sure player's object set up
923 //@@
924 //@@    StartNewLevel(start_level, 0);
925 //@@
926 //@@    game_disable_cheats();
927 //@@}
928
929 #ifndef _NETWORK_H
930 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
931 #endif
932
933 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
934
935 //      -----------------------------------------------------------------------------
936 //      Does the bonus scoring.
937 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
938 void DoEndLevelScoreGlitz(int network)
939 {
940         int level_points, skill_points, energy_points, shield_points, hostage_points;
941         int     all_hostage_points;
942         int     endgame_points;
943         char    all_hostage_text[64];
944         char    endgame_text[64];
945         #define N_GLITZITEMS 11
946         char                            m_str[N_GLITZITEMS][30];
947         newmenu_item    m[N_GLITZITEMS+1];
948         int                             i,c;
949         char                            title[128];
950         int                             is_last_level;
951         int                             mine_level;
952
953         set_screen_mode(SCREEN_MENU);           //go into menu mode
954
955    #ifdef TACTILE
956                 if (TactileStick)
957                   ClearForces();
958         #endif
959
960         mprintf((0,"DoEndLevelScoreGlitz\n"));
961
962         //      Compute level player is on, deal with secret levels (negative numbers)
963         mine_level = Players[Player_num].level;
964         if (mine_level < 0)
965                 mine_level *= -(Last_level/N_secret_levels);
966
967         level_points = Players[Player_num].score-Players[Player_num].last_score;
968
969         if (!Cheats_enabled) {
970                 if (Difficulty_level > 1) {
971                         skill_points = level_points*(Difficulty_level)/4;
972                         skill_points -= skill_points % 100;
973                 } else
974                         skill_points = 0;
975
976                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
977                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
978                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
979
980                 shield_points -= shield_points % 50;
981                 energy_points -= energy_points % 50;
982         } else {
983                 skill_points = 0;
984                 shield_points = 0;
985                 energy_points = 0;
986                 hostage_points = 0;
987         }
988
989         all_hostage_text[0] = 0;
990         endgame_text[0] = 0;
991
992         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
993                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
994                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
995         } else
996                 all_hostage_points = 0;
997
998         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
999                 endgame_points = Players[Player_num].lives * 10000;
1000                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1001                 is_last_level=1;
1002         } else
1003                 endgame_points = is_last_level = 0;
1004
1005         mprintf((0,"adding bonus points\n"));
1006         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1007
1008         c = 0;
1009         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1010         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1011         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1012         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1013
1014         sprintf(m_str[c++], "%s", all_hostage_text);
1015         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1016                 sprintf(m_str[c++], "%s", endgame_text);
1017
1018         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1019         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1020
1021         for (i=0; i<c; i++) {
1022                 m[i].type = NM_TYPE_TEXT;
1023                 m[i].text = m_str[i];
1024         }
1025
1026         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1027
1028         if (Current_level_num < 0)
1029                 sprintf(title,"%s%s %d %s\n %s %s",is_last_level?"\n\n\n":"\n",TXT_SECRET_LEVEL, -Current_level_num, TXT_COMPLETE, Current_level_name, TXT_DESTROYED);
1030         else
1031                 sprintf(title,"%s%s %d %s\n%s %s",is_last_level?"\n\n\n":"\n",TXT_LEVEL, Current_level_num, TXT_COMPLETE, Current_level_name, TXT_DESTROYED);
1032
1033         Assert(c <= N_GLITZITEMS);
1034
1035         gr_palette_fade_out(gr_palette, 32, 0);
1036
1037         mprintf((0,"doing menu\n"));
1038
1039 #ifdef NETWORK
1040         if ( network && (Game_mode & GM_NETWORK) )
1041                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1042         else
1043 #endif
1044                 // NOTE LINK TO ABOVE!!!
1045                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1046
1047         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1048 }
1049
1050 //give the player the opportunity to save his game
1051 void DoEndlevelMenu()
1052 {
1053 //No between level saves......!!!       state_save_all(1);
1054 }
1055
1056 //      -----------------------------------------------------------------------------------------------------
1057 //called when the player is starting a level (new game or new ship)
1058 void StartSecretLevel()
1059 {
1060         Assert(!Player_is_dead);
1061
1062         InitPlayerPosition(0);
1063
1064         verify_console_object();
1065
1066         ConsoleObject->control_type     = CT_FLYING;
1067         ConsoleObject->movement_type    = MT_PHYSICS;
1068
1069         // -- WHY? -- disable_matcens();
1070         clear_transient_objects(0);             //0 means leave proximity bombs
1071
1072         // create_player_appearance_effect(ConsoleObject);
1073         Do_appearance_effect = 1;
1074
1075         ai_reset_all_paths();
1076         // -- NO? -- reset_time();
1077
1078         reset_rear_view();
1079         Auto_fire_fusion_cannon_time = 0;
1080         Fusion_charge = 0;
1081
1082         Robot_firing_enabled = 1;
1083 }
1084
1085 extern void set_pos_from_return_segment(void);
1086
1087 //      Returns true if secret level has been destroyed.
1088 int p_secret_level_destroyed(void)
1089 {
1090         if (First_secret_visit) {
1091                 return 0;               //      Never been there, can't have been destroyed.
1092         } else {
1093                 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1094                 {
1095                         return 0;
1096                 } else {
1097                         return 1;
1098                 }
1099         }
1100 }
1101
1102 //      -----------------------------------------------------------------------------------------------------
1103 void do_secret_message(char *msg)
1104 {
1105         int     old_fmode;
1106
1107         load_stars();
1108
1109         old_fmode = Function_mode;
1110         Function_mode = FMODE_MENU;
1111         nm_messagebox(NULL, 1, TXT_OK, msg);
1112         Function_mode = old_fmode;
1113 }
1114
1115 //      -----------------------------------------------------------------------------------------------------
1116 // called when the player is starting a new level for normal game mode and restore state
1117 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1118 //      first time, instead of initializing various things, need to do a game restore for all the
1119 //      robots, powerups, walls, doors, etc.
1120 void StartNewLevelSecret(int level_num, int page_in_textures)
1121 {
1122         newmenu_item    m[1];
1123         //int i;
1124
1125         ThisLevelTime=0;
1126
1127         m[0].type = NM_TYPE_TEXT;
1128         m[0].text = " ";
1129
1130         last_drawn_cockpit[0] = -1;
1131         last_drawn_cockpit[1] = -1;
1132
1133         if (Newdemo_state == ND_STATE_PAUSED)
1134                 Newdemo_state = ND_STATE_RECORDING;
1135
1136         if (Newdemo_state == ND_STATE_RECORDING) {
1137                 newdemo_set_new_level(level_num);
1138                 newdemo_record_start_frame(FrameCount, FrameTime );
1139         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1140
1141                 gr_palette_fade_out(gr_palette, 32, 0);
1142
1143                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1144
1145                 if (First_secret_visit) {
1146                         do_secret_message(TXT_SECRET_EXIT);
1147                 } else {
1148                         if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1149                         {
1150                                 do_secret_message(TXT_SECRET_EXIT);
1151                         } else {
1152                                 char    text_str[128];
1153
1154                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1155                                 do_secret_message(text_str);
1156                         }
1157                 }
1158         }
1159
1160         LoadLevel(level_num,page_in_textures);
1161
1162         Assert(Current_level_num == level_num); //make sure level set right
1163
1164         Assert(Function_mode == FMODE_GAME);
1165
1166         gameseq_init_network_players(); // Initialize the Players array for
1167                                                                                           // this level
1168
1169         HUD_clear_messages();
1170
1171         automap_clear_visited();
1172
1173         // --   init_player_stats_level();
1174
1175         Viewer = &Objects[Players[Player_num].objnum];
1176
1177         gameseq_remove_unused_players();
1178
1179         Game_suspended = 0;
1180
1181         Control_center_destroyed = 0;
1182
1183         init_cockpit();
1184         reset_palette_add();
1185
1186         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1187                 init_robots_for_level();
1188                 init_ai_objects();
1189                 init_smega_detonates();
1190                 init_morphs();
1191                 init_all_matcens();
1192                 reset_special_effects();
1193                 StartSecretLevel();
1194         } else {
1195                 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1196                 {
1197                         int     pw_save, sw_save;
1198
1199                         pw_save = Primary_weapon;
1200                         sw_save = Secondary_weapon;
1201                         state_restore_all(1, 1, PLAYER_DIR "secret.sgc");
1202                         Primary_weapon = pw_save;
1203                         Secondary_weapon = sw_save;
1204                         reset_special_effects();
1205                         StartSecretLevel();
1206                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1207                 } else {
1208                         char    text_str[128];
1209
1210                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1211                         do_secret_message(text_str);
1212                         return;
1213
1214                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1215                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1216                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1217                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1218                         // -- return;
1219                 }
1220         }
1221
1222         if (First_secret_visit) {
1223                 copy_defaults_to_robot_all();
1224         }
1225
1226         turn_cheats_off();
1227
1228         init_controlcen_for_level();
1229
1230         //      Say player can use FLASH cheat to mark path to exit.
1231         Last_level_path_created = -1;
1232
1233         First_secret_visit = 0;
1234 }
1235
1236 int     Entered_from_level;
1237
1238 // ---------------------------------------------------------------------------------------------------------------
1239 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1240 void ExitSecretLevel(void)
1241 {
1242         if (Newdemo_state == ND_STATE_PLAYBACK)
1243                 return;
1244
1245         if (!Control_center_destroyed) {
1246                 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1247         }
1248
1249         if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1250         {
1251                 int     pw_save, sw_save;
1252
1253                 returning_to_level_message();
1254                 pw_save = Primary_weapon;
1255                 sw_save = Secondary_weapon;
1256                 state_restore_all(1, 1, PLAYER_DIR "secret.sgb");
1257                 Primary_weapon = pw_save;
1258                 Secondary_weapon = sw_save;
1259         } else {
1260                 // File doesn't exist, so can't return to base level.  Advance to next one.
1261                 if (Entered_from_level == Last_level)
1262                         DoEndGame();
1263                 else {
1264                         advancing_to_level_message();
1265                         StartNewLevel(Entered_from_level+1, 0);
1266                 }
1267         }
1268 }
1269
1270 // ---------------------------------------------------------------------------------------------------------------
1271 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1272 //      be invulnerable or cloaked.
1273 void do_cloak_invul_secret_stuff(fix old_gametime)
1274 {
1275         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1276                 fix     time_used;
1277
1278                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1279                 Players[Player_num].invulnerable_time = GameTime - time_used;
1280         }
1281
1282         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1283                 fix     time_used;
1284
1285                 time_used = old_gametime - Players[Player_num].cloak_time;
1286                 Players[Player_num].cloak_time = GameTime - time_used;
1287         }
1288 }
1289
1290 // ---------------------------------------------------------------------------------------------------------------
1291 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1292 //      is passing to the secret level.
1293 //      Do a savegame.
1294 void EnterSecretLevel(void)
1295 {
1296         fix     old_gametime;
1297         int     i;
1298
1299         Assert(! (Game_mode & GM_MULTI) );
1300
1301         Entered_from_level = Current_level_num;
1302
1303         if (Control_center_destroyed)
1304                 DoEndLevelScoreGlitz(0);
1305
1306         if (Newdemo_state != ND_STATE_PLAYBACK)
1307                 state_save_all(0, 1, NULL, 0);  //      Not between levels (ie, save all), IS a secret level, NO filename override
1308
1309         //      Find secret level number to go to, stuff in Next_level_num.
1310         for (i=0; i<-Last_secret_level; i++)
1311                 if (Secret_level_table[i]==Current_level_num) {
1312                         Next_level_num = -(i+1);
1313                         break;
1314                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1315                         Next_level_num = -i;
1316                         break;
1317                 }
1318
1319         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1320                 Next_level_num = Last_secret_level;
1321
1322         old_gametime = GameTime;
1323
1324         StartNewLevelSecret(Next_level_num, 1);
1325         
1326         // do_cloak_invul_stuff();
1327 }
1328
1329 //called when the player has finished a level
1330 void PlayerFinishedLevel(int secret_flag)
1331 {
1332         Assert(!secret_flag);
1333
1334         //credit the player for hostages
1335         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1336
1337         if (Game_mode & GM_NETWORK)
1338                 Players[Player_num].connected = 2; // Finished but did not die
1339
1340         last_drawn_cockpit[0] = -1;
1341         last_drawn_cockpit[1] = -1;
1342
1343         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1344 }
1345
1346 #if defined(D2_OEM) || defined(COMPILATION)
1347 #define MOVIE_REQUIRED 0
1348 #else
1349 #define MOVIE_REQUIRED 1
1350 #endif
1351
1352 #ifdef D2_OEM
1353 #define ENDMOVIE "endo"
1354 #else
1355 #define ENDMOVIE "end"
1356 #endif
1357
1358 void show_order_form();
1359 extern void com_hangup(void);
1360
1361 //called when the player has finished the last level
1362 void DoEndGame(void)
1363 {
1364         mprintf((0,"DoEndGame\n"));
1365
1366         Function_mode = FMODE_MENU;
1367         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1368                 newdemo_stop_recording();
1369
1370         set_screen_mode( SCREEN_MENU );
1371
1372         gr_set_current_canvas(NULL);
1373
1374         key_flush();
1375
1376         if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
1377         { //only built-in mission, & not multi
1378                 int played=MOVIE_NOT_PLAYED;    //default is not played
1379
1380                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1381                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1382                 close_subtitles();
1383                 if (!played) {
1384                         if (is_D2_OEM)
1385                         {
1386                                 songs_play_song( SONG_TITLE, 0 );
1387                                 do_briefing_screens("end2oem.tex",1);
1388                         }
1389                         else
1390                         {
1391                                 songs_play_song( SONG_ENDGAME, 0 );
1392                                 mprintf((0,"doing briefing\n"));
1393                                 do_briefing_screens("ending2.tex",1);
1394                                 mprintf((0,"briefing done\n"));
1395                         }
1396                 }
1397    } else if (!(Game_mode & GM_MULTI)) {    //not multi
1398                 char tname[FILENAME_LEN];
1399                 sprintf(tname,"%s.tex",Current_mission_filename);
1400                 do_briefing_screens (tname,Last_level+1);   //level past last is endgame breifing
1401
1402                 //try doing special credits
1403                 sprintf(tname,"%s.ctb",Current_mission_filename);
1404                 credits_show(tname);
1405         }
1406
1407         key_flush();
1408
1409 #ifdef SHAREWARE
1410                 show_order_form();
1411 #endif
1412
1413 #ifdef NETWORK
1414         if (Game_mode & GM_MULTI)
1415                 multi_endlevel_score();
1416         else
1417 #endif
1418                 // NOTE LINK TO ABOVE
1419                 DoEndLevelScoreGlitz(0);
1420
1421         if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1422                 gr_set_current_canvas( NULL );
1423                 gr_clear_canvas(BM_XRGB(0,0,0));
1424                 gr_palette_clear();
1425                 load_palette(DEFAULT_PALETTE,0,1);
1426                 scores_maybe_add_player(0);
1427         }
1428
1429         Function_mode = FMODE_MENU;
1430
1431         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1432                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1433         else
1434                 Game_mode = GM_GAME_OVER;
1435
1436
1437         longjmp( LeaveGame, 0 );                // Exit out of game loop
1438 }
1439
1440 //called to go to the next level (if there is one)
1441 //if secret_flag is true, advance to secret level, else next normal one
1442 //      Return true if game over.
1443 void AdvanceLevel(int secret_flag)
1444 {
1445 #ifdef NETWORK
1446         int result;
1447 #endif
1448
1449         mprintf((0,"AdvanceLevel\n"));
1450
1451         Assert(!secret_flag);
1452
1453         if (Current_level_num != Last_level) {
1454 #ifdef NETWORK
1455                 if (Game_mode & GM_MULTI)
1456                         multi_endlevel_score();         
1457                 else
1458 #endif
1459                         // NOTE LINK TO ABOVE!!!
1460                         DoEndLevelScoreGlitz(0);                //give bonuses
1461         }
1462
1463         Control_center_destroyed = 0;
1464
1465         #ifdef EDITOR
1466         if (Current_level_num == 0)
1467                 return;         //not a real level
1468         #endif
1469
1470 #ifdef NETWORK
1471         if (Game_mode & GM_MULTI)       {
1472                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1473                 if (result) // failed to sync
1474                 {
1475                         if (Current_level_num == Last_level)            //player has finished the game!
1476                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1477                         else
1478                                 return;
1479                 }
1480         }
1481 #endif
1482
1483         if (Current_level_num == Last_level) {          //player has finished the game!
1484                 
1485                 mprintf((0,"Finished last level!\n"));
1486
1487                 DoEndGame();
1488
1489         } else {
1490
1491                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1492
1493                 if (!(Game_mode & GM_MULTI))
1494                         DoEndlevelMenu(); // Let use save their game
1495
1496                 StartNewLevel(Next_level_num, 0);
1497
1498         }
1499 }
1500
1501 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1502
1503 extern char last_palette_loaded[];
1504
1505 void load_stars_palette()
1506 {
1507         int pcx_error;
1508         ubyte pal[256*3];
1509
1510         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1511         Assert(pcx_error == PCX_ERROR_NONE);
1512
1513         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1514
1515
1516         {       //remap stuff. this code is kindof a hack
1517
1518                 //now, before we bring up the menu, we need to
1519                 //do some stuff to make sure the palette is ok.  First, we need to
1520                 //get our current palette into the 2d's array, so the remapping will
1521                 //work.  Second, we need to remap the fonts.  Third, we need to fill
1522                 //in part of the fade tables so the darkening of the menu edges works
1523
1524                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1525                 remap_fonts_and_menus(1);
1526
1527         }
1528
1529         strcpy(last_palette_loaded,"");         //force palette load next time
1530 }
1531 #endif
1532
1533 void nm_draw_background1(char * filename);
1534
1535 void load_stars()
1536 {
1537 //@@    int pcx_error;
1538 //@@    ubyte pal[256*3];
1539 //@@
1540 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1541 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1542 //@@
1543 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1544
1545         nm_draw_background1(STARS_BACKGROUND);
1546
1547 }
1548
1549
1550 void
1551 died_in_mine_message(void)
1552 {
1553         // Tell the player he died in the mine, explain why
1554         int old_fmode;
1555
1556         if (Game_mode & GM_MULTI)
1557                 return;
1558
1559         gr_palette_fade_out(gr_palette, 32, 0);
1560
1561         set_screen_mode(SCREEN_MENU);           //go into menu mode
1562
1563         gr_set_current_canvas(NULL);
1564
1565         load_stars();
1566
1567         old_fmode = Function_mode;
1568         Function_mode = FMODE_MENU;
1569         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1570         Function_mode = old_fmode;
1571 }
1572
1573 //      Called when player dies on secret level.
1574 void returning_to_level_message(void)
1575 {
1576         char    msg[128];
1577
1578         int old_fmode;
1579
1580         if (Game_mode & GM_MULTI)
1581                 return;
1582
1583         gr_palette_fade_out(gr_palette, 32, 0);
1584
1585         set_screen_mode(SCREEN_MENU);           //go into menu mode
1586
1587         gr_set_current_canvas(NULL);
1588
1589         load_stars();
1590
1591         old_fmode = Function_mode;
1592         Function_mode = FMODE_MENU;
1593         sprintf(msg, "Returning to level %i", Entered_from_level);
1594         nm_messagebox(NULL, 1, TXT_OK, msg);
1595         Function_mode = old_fmode;
1596 }
1597
1598 //      Called when player dies on secret level.
1599 void advancing_to_level_message(void)
1600 {
1601         char    msg[128];
1602
1603         int old_fmode;
1604
1605         //      Only supposed to come here from a secret level.
1606         Assert(Current_level_num < 0);
1607
1608         if (Game_mode & GM_MULTI)
1609                 return;
1610
1611         gr_palette_fade_out(gr_palette, 32, 0);
1612
1613         set_screen_mode(SCREEN_MENU);           //go into menu mode
1614
1615         gr_set_current_canvas(NULL);
1616         
1617         load_stars();
1618
1619         old_fmode = Function_mode;
1620         Function_mode = FMODE_MENU;
1621         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1622         nm_messagebox(NULL, 1, TXT_OK, msg);
1623         Function_mode = old_fmode;
1624 }
1625
1626 void digi_stop_digi_sounds();
1627
1628 void DoPlayerDead()
1629 {
1630         reset_palette_add();
1631
1632         gr_palette_load (gr_palette);
1633
1634 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1635         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1636
1637         dead_player_end();              //terminate death sequence (if playing)
1638
1639         #ifdef EDITOR
1640         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
1641                 object * playerobj = &Objects[Players[Player_num].objnum];
1642                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1643                 load_level("gamesave.lvl");
1644                 init_player_stats_new_ship();
1645                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1646                 StartLevel(0);
1647                 return;
1648         }
1649         #endif
1650
1651 #ifdef NETWORK
1652         if ( Game_mode&GM_MULTI )
1653         {
1654                 multi_do_death(Players[Player_num].objnum);
1655         }
1656         else
1657 #endif
1658         {                               //Note link to above else!
1659                 Players[Player_num].lives--;
1660                 if (Players[Player_num].lives == 0)
1661                 {       
1662                         DoGameOver();
1663                         return;
1664                 }
1665         }
1666                                 
1667         if ( Control_center_destroyed ) {
1668
1669                 //clear out stuff so no bonus
1670                 Players[Player_num].hostages_on_board = 0;
1671                 Players[Player_num].energy = 0;
1672                 Players[Player_num].shields = 0;
1673                 Players[Player_num].connected = 3;
1674
1675                 died_in_mine_message(); // Give them some indication of what happened
1676
1677                 if (Current_level_num < 0) {
1678                         if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1679                         {
1680                                 returning_to_level_message();
1681                                 state_restore_all(1, 2, PLAYER_DIR "secret.sgb"); // 2 means you died
1682                                 set_pos_from_return_segment();
1683                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1684                         } else {
1685                                 advancing_to_level_message();
1686                                 StartNewLevel(Entered_from_level+1, 0);
1687                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1688                         }
1689                 } else {
1690
1691                         AdvanceLevel(0);                        //if finished, go on to next level
1692
1693                         init_player_stats_new_ship();
1694                         last_drawn_cockpit[0] = -1;
1695                         last_drawn_cockpit[1] = -1;
1696                 }
1697
1698         } else if (Current_level_num < 0) {
1699                 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1700                 {
1701                         returning_to_level_message();
1702                         if (!Control_center_destroyed)
1703                                 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1704                         state_restore_all(1, 2, PLAYER_DIR "secret.sgb");
1705                         set_pos_from_return_segment();
1706                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1707                 } else {
1708                         died_in_mine_message(); // Give them some indication of what happened
1709                         advancing_to_level_message();
1710                         StartNewLevel(Entered_from_level+1, 0);
1711                         init_player_stats_new_ship();
1712                 }
1713         } else {
1714                 init_player_stats_new_ship();
1715                 StartLevel(1);
1716         }
1717
1718         digi_sync_sounds();
1719 }
1720
1721 extern int BigWindowSwitch;
1722
1723 //called when the player is starting a new level for normal game mode and restore state
1724 //      secret_flag set if came from a secret level
1725 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1726 {
1727         if (!(Game_mode & GM_MULTI)) {
1728                 last_drawn_cockpit[0] = -1;
1729                 last_drawn_cockpit[1] = -1;
1730         }
1731    BigWindowSwitch=0;
1732
1733
1734         if (Newdemo_state == ND_STATE_PAUSED)
1735                 Newdemo_state = ND_STATE_RECORDING;
1736
1737         if (Newdemo_state == ND_STATE_RECORDING) {
1738                 newdemo_set_new_level(level_num);
1739                 newdemo_record_start_frame(FrameCount, FrameTime );
1740         }
1741
1742         if (Game_mode & GM_MULTI)
1743                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1744
1745         LoadLevel(level_num,page_in_textures);
1746
1747         Assert(Current_level_num == level_num); //make sure level set right
1748
1749         gameseq_init_network_players(); // Initialize the Players array for
1750                                                                                           // this level
1751
1752         Viewer = &Objects[Players[Player_num].objnum];
1753
1754         Assert(N_players <= NumNetPlayerPositions);
1755                 //If this assert fails, there's not enough start positions
1756
1757 #ifdef NETWORK
1758         if (Game_mode & GM_NETWORK)
1759         {
1760                 if(network_level_sync()) // After calling this, Player_num is set
1761                         return;
1762         }
1763         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1764         {
1765                 if(com_level_sync())
1766                         return;
1767         }
1768 #endif
1769
1770         Assert(Function_mode == FMODE_GAME);
1771
1772         #ifndef NDEBUG
1773         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1774         #endif
1775
1776         HUD_clear_messages();
1777
1778         automap_clear_visited();
1779
1780 #ifdef NETWORK
1781         if (Network_new_game == 1)
1782         {
1783                 Network_new_game = 0;
1784                 init_player_stats_new_ship();
1785         }
1786 #endif
1787         init_player_stats_level(secret_flag);
1788
1789 #ifdef NETWORK
1790         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1791         {
1792                 int i;
1793                 for (i = 0; i < N_players; i++)
1794                         Players[i].flags |= Netgame.player_flags[i];
1795         }
1796
1797         if (Game_mode & GM_MULTI)
1798         {
1799                 multi_prep_level(); // Removes robots from level if necessary
1800         }
1801 #endif
1802
1803         gameseq_remove_unused_players();
1804
1805         Game_suspended = 0;
1806
1807         Control_center_destroyed = 0;
1808
1809         set_screen_mode(SCREEN_GAME);
1810         init_cockpit();
1811         init_robots_for_level();
1812         init_ai_objects();
1813         init_smega_detonates();
1814         init_morphs();
1815         init_all_matcens();
1816         reset_palette_add();
1817         init_thief_for_level();
1818         init_stuck_objects();
1819         game_flush_inputs();            // clear out the keyboard
1820         if (!(Game_mode & GM_MULTI))
1821                 filter_objects_from_level();
1822
1823         turn_cheats_off();
1824
1825         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1826                 mission_write_config();
1827         else
1828                 read_player_file();             //get window sizes
1829
1830         reset_special_effects();
1831
1832 #ifdef OGL
1833         gr_remap_mono_fonts();
1834         ogl_cache_level_textures();
1835 #endif
1836
1837
1838 #ifdef NETWORK
1839         if (Network_rejoined == 1)
1840         {
1841                 #ifndef NDEBUG
1842                 mprintf((0, "Restarting - joining in random location.\n"));
1843                 #endif
1844                 Network_rejoined = 0;
1845                 StartLevel(1);
1846         }
1847         else
1848 #endif
1849                 StartLevel(0);          // Note link to above if!
1850
1851         copy_defaults_to_robot_all();
1852         init_controlcen_for_level();
1853
1854         //      Say player can use FLASH cheat to mark path to exit.
1855         Last_level_path_created = -1;
1856 }
1857
1858 #ifdef NETWORK
1859 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1860 #endif
1861 void bash_to_shield (int i,char *s)
1862 {
1863 #ifdef NETWORK
1864         int type=Objects[i].id;
1865 #endif
1866
1867         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1868
1869 #ifdef NETWORK
1870         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1871 #endif
1872
1873         Objects[i].id = POW_SHIELD_BOOST;
1874         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
1875         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
1876 }
1877
1878
1879 void filter_objects_from_level()
1880  {
1881   int i;
1882
1883   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1884
1885   for (i=0;i<=Highest_object_index;i++)
1886         {
1887          if (Objects[i].type==OBJ_POWERUP)
1888      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
1889            bash_to_shield (i,"Flag!!!!");
1890    }
1891
1892  }
1893
1894 struct {
1895         int     level_num;
1896         char    movie_name[FILENAME_LEN];
1897 } intro_movie[] = {     { 1,"pla"},
1898                                                         { 5,"plb"},
1899                                                         { 9,"plc"},
1900                                                         {13,"pld"},
1901                                                         {17,"ple"},
1902                                                         {21,"plf"},
1903                                                         {24,"plg"}};
1904
1905 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1906
1907 extern int MenuHiresAvailable;
1908 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
1909 extern int intro_played;        //true if big intro movie played
1910
1911 void ShowLevelIntro(int level_num)
1912 {
1913         //if shareware, show a briefing?
1914
1915         if (!(Game_mode & GM_MULTI)) {
1916                 int i;
1917
1918                 ubyte save_pal[sizeof(gr_palette)];
1919
1920                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1921
1922                 if (PLAYING_BUILTIN_MISSION) {
1923                         int movie=0;
1924
1925                         if (is_SHAREWARE || is_MAC_SHARE)
1926                         {
1927                                 if (level_num==1)
1928                                         do_briefing_screens ("brief2.tex", 1);
1929                         }
1930                         else if (is_D2_OEM)
1931                         {
1932                                 if (level_num == 1 && !intro_played)
1933                                         do_briefing_screens("brief2o.tex", 1);
1934                         }
1935                         else // full version
1936                         {
1937                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
1938                                 {
1939                                         if (intro_movie[i].level_num == level_num)
1940                                         {
1941                                                 Screen_mode = -1;
1942                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
1943                                                 movie=1;
1944                                                 break;
1945                                         }
1946                                 }
1947
1948 #if 0
1949                                 if (robot_movies)
1950                                 {
1951                                         int hires_save=MenuHiresAvailable;
1952
1953                                         if (robot_movies == 1)          //lowres only
1954                                         {
1955                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
1956
1957                                                 if (hires_save != MenuHiresAvailable)
1958                                                         Screen_mode = -1;               //force reset
1959
1960                                         }
1961 #endif
1962                                         do_briefing_screens ("robot.tex",level_num);
1963 #if 0
1964                                         MenuHiresAvailable = hires_save;
1965                                 }
1966 #endif
1967
1968                         }
1969                 }
1970                 else {  //not the built-in mission.  check for add-on briefing
1971                         if (EMULATING_D1)
1972                                 do_briefing_screens(Briefing_text_filename, level_num);
1973                         else {
1974                                 char tname[FILENAME_LEN];
1975                                 sprintf(tname, "%s.tex", Current_mission_filename);
1976                                 do_briefing_screens(tname, level_num);
1977                         }
1978                 }
1979
1980
1981                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
1982         }
1983 }
1984
1985 //      ---------------------------------------------------------------------------
1986 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
1987 //      Reason: On this level, if player goes to a secret level, he will be going to a different
1988 //      secret level than he's ever been to before.
1989 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
1990 void maybe_set_first_secret_visit(int level_num)
1991 {
1992         int     i;
1993
1994         for (i=0; i<N_secret_levels; i++) {
1995                 if (Secret_level_table[i] == level_num) {
1996                         First_secret_visit = 1;
1997                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
1998                 }
1999         }
2000 }
2001
2002 //called when the player is starting a new level for normal game model
2003 //      secret_flag if came from a secret level
2004 void StartNewLevel(int level_num, int secret_flag)
2005 {
2006         ThisLevelTime=0;
2007
2008         if ((level_num > 0) && (!secret_flag)) {
2009                 maybe_set_first_secret_visit(level_num);
2010         }
2011
2012         ShowLevelIntro(level_num);
2013
2014         StartNewLevelSub(level_num, 1, secret_flag );
2015
2016 }
2017
2018 //initialize the player object position & orientation (at start of game, or new ship)
2019 void InitPlayerPosition(int random_flag)
2020 {
2021         int NewPlayer=0;
2022
2023 #ifdef NETWORK
2024         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2025 #endif
2026                 NewPlayer = Player_num;
2027 #ifdef NETWORK
2028         else if (random_flag == 1)
2029         {
2030                 int i, closest = -1, trys=0;
2031                 fix closest_dist = 0x7ffffff, dist;
2032
2033                 d_srand(clock());
2034
2035 #ifndef NDEBUG
2036                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2037                 {
2038                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2039                         //Int3();
2040                 }
2041 #endif
2042
2043                 do {
2044                         if (trys > 0)   
2045                         {
2046                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2047                         }
2048                         trys++;
2049
2050                         NewPlayer = d_rand() % NumNetPlayerPositions;
2051
2052                         closest = -1;
2053                         closest_dist = 0x7fffffff;
2054         
2055                         for (i=0; i<N_players; i++ )    {
2056                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2057                                         dist = find_connected_distance(&Objects[Players[i].objnum].pos, Objects[Players[i].objnum].segnum, &Player_init[NewPlayer].pos, Player_init[NewPlayer].segnum, 10, WID_FLY_FLAG );      //      Used to be 5, search up to 10 segments
2058                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2059                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2060                                                 closest_dist = dist;
2061                                                 closest = i;
2062                                         }
2063                                 }
2064                         }
2065
2066                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2067                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2068         }
2069         else {
2070                 mprintf((0, "Starting position is not being changed.\n"));
2071                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2072         }
2073         Assert(NewPlayer >= 0);
2074         Assert(NewPlayer < NumNetPlayerPositions);
2075 #endif
2076
2077         ConsoleObject->pos = Player_init[NewPlayer].pos;
2078         ConsoleObject->orient = Player_init[NewPlayer].orient;
2079 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2080
2081         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2082
2083         obj_relink(OBJECT_NUMBER(ConsoleObject), Player_init[NewPlayer].segnum);
2084
2085 #ifdef NETWORK
2086 done:
2087 #endif
2088         reset_player_object();
2089         reset_cruise();
2090 }
2091
2092 //      -----------------------------------------------------------------------------------------------------
2093 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2094 //      What about setting size!?  Where does that come from?
2095 void copy_defaults_to_robot(object *objp)
2096 {
2097         robot_info      *robptr;
2098         int                     objid;
2099
2100         Assert(objp->type == OBJ_ROBOT);
2101         objid = objp->id;
2102         Assert(objid < N_robot_types);
2103
2104         robptr = &Robot_info[objid];
2105
2106         //      Boost shield for Thief and Buddy based on level.
2107         objp->shields = robptr->strength;
2108
2109         if ((robptr->thief) || (robptr->companion)) {
2110                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2111
2112                 if (robptr->companion) {
2113                         //      Now, scale guide-bot hits by skill level
2114                         switch (Difficulty_level) {
2115                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2116                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2117                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2118                                 default:        break;
2119                         }
2120                 }
2121         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2122                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2123
2124         //      Additional wimpification of bosses at Trainee
2125         if ((robptr->boss_flag) && (Difficulty_level == 0))
2126                 objp->shields /= 2;
2127 }
2128
2129 //      -----------------------------------------------------------------------------------------------------
2130 //      Copy all values from the robot info structure to all instances of robots.
2131 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2132 //      This function should be called at level load time.
2133 void copy_defaults_to_robot_all()
2134 {
2135         int     i;
2136
2137         for (i=0; i<=Highest_object_index; i++)
2138                 if (Objects[i].type == OBJ_ROBOT)
2139                         copy_defaults_to_robot(&Objects[i]);
2140
2141 }
2142
2143 extern void clear_stuck_objects(void);
2144
2145 //      -----------------------------------------------------------------------------------------------------
2146 //called when the player is starting a level (new game or new ship)
2147 void StartLevel(int random_flag)
2148 {
2149         Assert(!Player_is_dead);
2150
2151         InitPlayerPosition(random_flag);
2152
2153         verify_console_object();
2154
2155         ConsoleObject->control_type     = CT_FLYING;
2156         ConsoleObject->movement_type    = MT_PHYSICS;
2157
2158         disable_matcens();
2159
2160         clear_transient_objects(0);             //0 means leave proximity bombs
2161
2162         // create_player_appearance_effect(ConsoleObject);
2163         Do_appearance_effect = 1;
2164
2165 #ifdef NETWORK
2166         if (Game_mode & GM_MULTI)
2167         {
2168                 if (Game_mode & GM_MULTI_COOP)
2169                         multi_send_score();
2170                 multi_send_position(Players[Player_num].objnum);
2171                 multi_send_reappear();
2172         }               
2173
2174         if (Game_mode & GM_NETWORK)
2175                 network_do_frame(1, 1);
2176 #endif
2177
2178         ai_reset_all_paths();
2179         ai_init_boss_for_ship();
2180         clear_stuck_objects();
2181
2182         #ifdef EDITOR
2183         //      Note, this is only done if editor builtin.  Calling this from here
2184         //      will cause it to be called after the player dies, resetting the
2185         //      hits for the buddy and thief.  This is ok, since it will work ok
2186         //      in a shipped version.
2187         init_ai_objects();
2188         #endif
2189
2190         reset_time();
2191
2192         reset_rear_view();
2193         Auto_fire_fusion_cannon_time = 0;
2194         Fusion_charge = 0;
2195
2196         Robot_firing_enabled = 1;
2197 }