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.
16 * Routines for EndGame, EndLevel, etc.
28 #if !defined(_MSC_VER) && !defined(macintosh)
100 #include "texmerge.h"
107 #include "controls.h"
109 #include "gamemine.h"
111 #if defined (TACTILE)
116 #include "editor/editor.h"
122 void StartNewLevelSecret(int level_num, int page_in_textures);
123 void InitPlayerPosition(int random_flag);
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();
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];
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];
144 cvar_t Player_highest_level = { "HighestLevel", "0", 0 };
146 // Global variables telling what sort of game we have
147 int MaxNumNetPlayers = -1;
148 int NumNetPlayerPositions = -1;
150 extern fix ThisLevelTime;
152 // Extern from game.c to fix a bug in the cockpit!
154 extern int last_drawn_cockpit[2];
155 extern int Last_level_path_created;
157 // HUD_clear_messages external, declared in gauges.h
159 extern void HUD_clear_messages(); // From hud.c
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);
166 int Do_appearance_effect=0;
168 extern int Rear_view;
170 int First_secret_visit = 1;
172 extern int descent_critical_error;
174 extern int Last_msg_ycrd;
176 //--------------------------------------------------------------------
177 void verify_console_object()
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 );
186 int count_number_of_robots()
192 for (i=0;i<=Highest_object_index;i++) {
193 if (Objects[i].type == OBJ_ROBOT)
201 int count_number_of_hostages()
207 for (i=0;i<=Highest_object_index;i++) {
208 if (Objects[i].type == OBJ_HOSTAGE)
215 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
217 gameseq_init_network_players()
221 // Initialize network player start locations and object numbers
223 ConsoleObject = &Objects[0];
226 for (i=0;i<=Highest_object_index;i++) {
228 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
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 ))) )
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;
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
252 NumNetPlayerPositions = k;
255 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
256 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
258 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
259 //Int3(); // Not enough positions!!
263 if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
265 for (i=0;i<N_players;i++)
266 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
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!");
273 if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
275 for (i = 0; i < N_players; i++)
276 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
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!");
285 void gameseq_remove_unused_players()
289 // 'Remove' the unused players
292 if (Game_mode & GM_MULTI)
294 for (i=0; i < NumNetPlayerPositions; i++)
296 if ((!Players[i].connected) || (i >= N_players))
299 // mprintf((0, "Ghosting player ship %d.\n", i+1));
301 multi_make_player_ghost(i);
307 { // Note link to above if!!!
309 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
311 for (i=1; i < NumNetPlayerPositions; i++)
313 obj_delete(Players[i].objnum);
318 fix StartingShields=INITIAL_SHIELDS;
320 // Setup player for new game
321 void init_player_stats_game()
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;
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;
333 Players[Player_num].energy = INITIAL_ENERGY;
334 Players[Player_num].shields = StartingShields;
335 Players[Player_num].killer_objnum = -1;
337 Players[Player_num].net_killed_total = 0;
338 Players[Player_num].net_kills_total = 0;
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;
346 Players[Player_num].hostages_rescued_total = 0;
347 Players[Player_num].hostages_level = 0;
348 Players[Player_num].hostages_total = 0;
350 Players[Player_num].laser_level = 0;
351 Players[Player_num].flags = 0;
353 init_player_stats_new_ship();
355 First_secret_visit = 1;
358 void init_ammo_and_energy(void)
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;
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];
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;
376 extern ubyte Last_afterburner_state;
378 // Setup player for new level (After completion of previous level)
379 void init_player_stats_level(int secret_flag)
383 Players[Player_num].last_score = Players[Player_num].score;
385 Players[Player_num].level = Current_level_num;
388 if (!Network_rejoined) {
390 Players[Player_num].time_level = 0;
391 Players[Player_num].hours_level = 0;
396 Players[Player_num].killer_objnum = -1;
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;
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;
407 init_ammo_and_energy();
409 Players[Player_num].flags &= (~KEY_BLUE);
410 Players[Player_num].flags &= (~KEY_RED);
411 Players[Player_num].flags &= (~KEY_GOLD);
413 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
414 PLAYER_FLAGS_CLOAKED |
415 PLAYER_FLAGS_MAP_ALL);
417 Players[Player_num].cloak_time = 0;
418 Players[Player_num].invulnerable_time = 0;
420 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
421 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
424 Player_is_dead = 0; // Added by RH
425 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
427 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
429 Controls.afterburner_state = 0;
430 Last_afterburner_state = 0;
432 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
438 tactile_set_button_jolt();
441 Missile_viewer = NULL;
444 extern void init_ai_for_ship(void);
446 // Setup player for a brand-new ship
447 void init_player_stats_new_ship()
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);
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;
463 Afterburner_charge = 0;
465 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
466 Players[Player_num].primary_ammo[i] = 0;
467 Primary_last_was_super[i] = 0;
470 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
471 Players[Player_num].secondary_ammo[i] = 0;
472 Secondary_last_was_super[i] = 0;
474 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
476 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
477 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
480 Secondary_weapon = 0;
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 |
493 Players[Player_num].cloak_time = 0;
494 Players[Player_num].invulnerable_time = 0;
496 Player_is_dead = 0; //player no longer dead
498 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
500 Controls.afterburner_state = 0;
501 Last_afterburner_state = 0;
503 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
505 Missile_viewer=NULL; ///reset missile camera if out there
510 tactile_set_button_jolt();
518 extern void init_stuck_objects(void);
522 extern int Slide_segs_computed;
524 //reset stuff so game is semi-normal when playing from editor
525 void editor_reset_stuff_on_level()
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;
535 verify_console_object();
536 Control_center_destroyed = 0;
537 if (Newdemo_state != ND_STATE_PLAYBACK)
538 gameseq_remove_unused_players();
540 init_robots_for_level();
544 init_player_stats_new_ship();
545 init_controlcen_for_level();
546 automap_clear_visited();
547 init_stuck_objects();
548 init_thief_for_level();
550 Slide_segs_computed = 0;
554 //do whatever needs to be done when a player dies in multiplayer
558 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
560 if (PLAYING_BUILTIN_MISSION)
561 scores_maybe_add_player(0);
563 Function_mode = FMODE_MENU;
564 Game_mode = GM_GAME_OVER;
565 longjmp( LeaveGame, 0 ); // Exit out of game loop
569 extern void do_save_game_menu();
571 //update various information about the player
572 void update_player_stats()
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++;
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++;
587 //hack to not start object when loading level
588 extern int Dont_start_sound_objects;
590 //go through this level and start any eclip sounds
591 void set_sound_sources()
596 digi_init_sounds(); //clear old sounds
598 Dont_start_sound_objects = 1;
600 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
601 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
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) {
608 int csegnum = seg->children[sidenum];
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
615 if (IS_CHILD(csegnum) && csegnum < segnum) {
616 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
620 csegp = &Segments[seg->children[sidenum]];
621 csidenum = find_connect_side(seg, csegp);
623 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
624 continue; //skip this one
628 compute_center_point_on_side(&pnt,seg,sidenum);
629 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
633 Dont_start_sound_objects = 0;
638 //fix flash_dist=i2f(1);
639 fix flash_dist=fl2f(.9);
641 //create flash for player appearance
642 void create_player_appearance_effect(object *player_obj)
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
655 if (player_obj == Viewer)
656 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
658 pos = player_obj->pos;
660 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
663 effect_obj->orient = player_obj->orient;
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 );
671 // New Game sequencing functions
674 //pairs of chars describing ranges
675 char playername_allowed_chars[] = "azAZ09__--";
677 int MakeNewPlayerFile(int allow_abort)
682 char text[CALLSIGN_LEN+1]="";
684 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
687 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
689 Newmenu_allowed_chars = playername_allowed_chars;
690 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
691 Newmenu_allowed_chars = NULL;
694 if ( allow_abort ) return 0;
698 if (text[0]==0) //null string
700 sprintf( filename, "%s.plr", text );
702 if (PHYSFS_exists(filename))
704 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
708 if ( !new_player_config() )
709 goto try_again; // They hit Esc during New player config
711 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
718 //Inputs the player's name, without putting up the background screen
722 int allow_abort_flag = 1;
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 );
728 if (config_last_player.string[0]==0)
729 allow_abort_flag = 0;
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
740 newmenu_get_filename( "Select Pilot", PLAYER_DIR "*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
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
748 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
751 if (read_player_file() != EZERO)
754 Auto_leveling_on = Default_leveling_on;
756 set_display_mode(Default_display_mode);
758 WriteConfigFile(); // Update lastplr
764 void free_polygon_models();
765 void load_robot_replacements(char *level_name);
767 extern int Robot_replacements_loaded;
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)
776 save_player = Players[Player_num];
778 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
780 if (level_num<0) //secret level
781 level_name = Secret_level_names[-level_num-1];
783 level_name = Level_names[level_num-1];
785 gr_set_current_canvas(NULL);
786 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
788 Last_msg_ycrd = -1; //so we don't restore backgound under msg
790 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
791 // WIN(ShowCursorW());
794 gr_palette_load(gr_palette);
795 show_boxed_message(TXT_LOADING);
798 show_boxed_message(TXT_LOADING);
799 gr_palette_load(gr_palette);
802 load_ret = load_level(level_name); //actually load the data from disk!
805 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
807 Current_level_num=level_num;
809 // load_palette_pig(Current_level_palette); //load just the pig
811 load_palette(Current_level_palette,1,1); //don't change screen
813 load_endlevel_data(level_num);
816 load_d1_bitmap_replacements();
818 load_bitmap_replacements(level_name);
820 if (Robot_replacements_loaded) {
821 free_polygon_models();
822 read_hamfile(); //load original data
823 if (Current_mission->enhanced) {
826 extern void bm_read_extra_robots();
827 sprintf(t,"%s.ham",Current_mission_filename);
828 bm_read_extra_robots(t, Current_mission->enhanced);
831 Robot_replacements_loaded = 0;
833 load_robot_replacements(level_name);
835 if ( page_in_textures )
836 piggy_load_level_data();
839 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
841 reset_network_objects();
844 Players[Player_num] = save_player;
848 songs_play_level_song( Current_level_num );
850 clear_boxed_message(); //remove message before new palette loaded
852 gr_palette_load(gr_palette); //actually load the palette
854 // WIN(HideCursorW());
857 //sets up Player_num & ConsoleObject
858 void InitPlayerObject()
860 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
862 if (Player_num != 0 ) {
863 Players[0] = Players[Player_num];
867 Players[Player_num].objnum = 0;
869 ConsoleObject = &Objects[Players[Player_num].objnum];
871 ConsoleObject->type = OBJ_PLAYER;
872 ConsoleObject->id = Player_num;
873 ConsoleObject->control_type = CT_FLYING;
874 ConsoleObject->movement_type = MT_PHYSICS;
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;
882 //starts a new game on the given level
883 void StartNewGame(int start_level)
885 state_default_item = -2; // for first blind save, pick slot to save in
887 Game_mode = GM_NORMAL;
888 Function_mode = FMODE_GAME;
892 InitPlayerObject(); //make sure player's object set up
894 init_player_stats_game(); //clear all stats
898 Network_new_game = 0;
902 StartNewLevelSecret(start_level, 0);
904 StartNewLevel(start_level, 0);
906 Players[Player_num].starting_level = start_level; // Mark where they started
908 game_disable_cheats();
910 init_seismic_disturbances();
913 //@@//starts a resumed game loaded from disk
914 //@@void ResumeSavedGame(int start_level)
916 //@@ Game_mode = GM_NORMAL;
917 //@@ Function_mode = FMODE_GAME;
920 //@@ Network_new_game = 0;
922 //@@ InitPlayerObject(); //make sure player's object set up
924 //@@ StartNewLevel(start_level, 0);
926 //@@ game_disable_cheats();
930 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
933 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
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)
940 int level_points, skill_points, energy_points, shield_points, hostage_points;
941 int all_hostage_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];
953 set_screen_mode(SCREEN_MENU); //go into menu mode
960 mprintf((0,"DoEndLevelScoreGlitz\n"));
962 // Compute level player is on, deal with secret levels (negative numbers)
963 mine_level = Players[Player_num].level;
965 mine_level *= -(Last_level/N_secret_levels);
967 level_points = Players[Player_num].score-Players[Player_num].last_score;
969 if (!Cheats_enabled) {
970 if (Difficulty_level > 1) {
971 skill_points = level_points*(Difficulty_level)/4;
972 skill_points -= skill_points % 100;
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);
980 shield_points -= shield_points % 50;
981 energy_points -= energy_points % 50;
989 all_hostage_text[0] = 0;
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);
996 all_hostage_points = 0;
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);
1003 endgame_points = is_last_level = 0;
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);
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);
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);
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);
1021 for (i=0; i<c; i++) {
1022 m[i].type = NM_TYPE_TEXT;
1023 m[i].text = m_str[i];
1026 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
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);
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);
1033 Assert(c <= N_GLITZITEMS);
1035 gr_palette_fade_out(gr_palette, 32, 0);
1037 mprintf((0,"doing menu\n"));
1040 if ( network && (Game_mode & GM_NETWORK) )
1041 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1044 // NOTE LINK TO ABOVE!!!
1045 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1047 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1050 //give the player the opportunity to save his game
1051 void DoEndlevelMenu()
1053 //No between level saves......!!! state_save_all(1);
1056 // -----------------------------------------------------------------------------------------------------
1057 //called when the player is starting a level (new game or new ship)
1058 void StartSecretLevel()
1060 Assert(!Player_is_dead);
1062 InitPlayerPosition(0);
1064 verify_console_object();
1066 ConsoleObject->control_type = CT_FLYING;
1067 ConsoleObject->movement_type = MT_PHYSICS;
1069 // -- WHY? -- disable_matcens();
1070 clear_transient_objects(0); //0 means leave proximity bombs
1072 // create_player_appearance_effect(ConsoleObject);
1073 Do_appearance_effect = 1;
1075 ai_reset_all_paths();
1076 // -- NO? -- reset_time();
1079 Auto_fire_fusion_cannon_time = 0;
1082 Robot_firing_enabled = 1;
1085 extern void set_pos_from_return_segment(void);
1087 // Returns true if secret level has been destroyed.
1088 int p_secret_level_destroyed(void)
1090 if (First_secret_visit) {
1091 return 0; // Never been there, can't have been destroyed.
1093 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1102 // -----------------------------------------------------------------------------------------------------
1103 void do_secret_message(char *msg)
1109 old_fmode = Function_mode;
1110 Function_mode = FMODE_MENU;
1111 nm_messagebox(NULL, 1, TXT_OK, msg);
1112 Function_mode = old_fmode;
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)
1127 m[0].type = NM_TYPE_TEXT;
1130 last_drawn_cockpit[0] = -1;
1131 last_drawn_cockpit[1] = -1;
1133 if (Newdemo_state == ND_STATE_PAUSED)
1134 Newdemo_state = ND_STATE_RECORDING;
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) {
1141 gr_palette_fade_out(gr_palette, 32, 0);
1143 set_screen_mode(SCREEN_MENU); //go into menu mode
1145 if (First_secret_visit) {
1146 do_secret_message(TXT_SECRET_EXIT);
1148 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1150 do_secret_message(TXT_SECRET_EXIT);
1154 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1155 do_secret_message(text_str);
1160 LoadLevel(level_num,page_in_textures);
1162 Assert(Current_level_num == level_num); //make sure level set right
1164 Assert(Function_mode == FMODE_GAME);
1166 gameseq_init_network_players(); // Initialize the Players array for
1169 HUD_clear_messages();
1171 automap_clear_visited();
1173 // -- init_player_stats_level();
1175 Viewer = &Objects[Players[Player_num].objnum];
1177 gameseq_remove_unused_players();
1181 Control_center_destroyed = 0;
1184 reset_palette_add();
1186 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1187 init_robots_for_level();
1189 init_smega_detonates();
1192 reset_special_effects();
1195 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1197 int pw_save, sw_save;
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();
1206 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1210 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1211 do_secret_message(text_str);
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);
1222 if (First_secret_visit) {
1223 copy_defaults_to_robot_all();
1228 init_controlcen_for_level();
1230 // Say player can use FLASH cheat to mark path to exit.
1231 Last_level_path_created = -1;
1233 First_secret_visit = 0;
1236 int Entered_from_level;
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)
1242 if (Newdemo_state == ND_STATE_PLAYBACK)
1245 if (!Control_center_destroyed) {
1246 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1249 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1251 int pw_save, sw_save;
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;
1260 // File doesn't exist, so can't return to base level. Advance to next one.
1261 if (Entered_from_level == Last_level)
1264 advancing_to_level_message();
1265 StartNewLevel(Entered_from_level+1, 0);
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)
1275 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1278 time_used = old_gametime - Players[Player_num].invulnerable_time;
1279 Players[Player_num].invulnerable_time = GameTime - time_used;
1282 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1285 time_used = old_gametime - Players[Player_num].cloak_time;
1286 Players[Player_num].cloak_time = GameTime - time_used;
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.
1294 void EnterSecretLevel(void)
1299 Assert(! (Game_mode & GM_MULTI) );
1301 Entered_from_level = Current_level_num;
1303 if (Control_center_destroyed)
1304 DoEndLevelScoreGlitz(0);
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
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);
1314 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1315 Next_level_num = -i;
1319 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1320 Next_level_num = Last_secret_level;
1322 old_gametime = GameTime;
1324 StartNewLevelSecret(Next_level_num, 1);
1326 // do_cloak_invul_stuff();
1329 //called when the player has finished a level
1330 void PlayerFinishedLevel(int secret_flag)
1332 Assert(!secret_flag);
1334 //credit the player for hostages
1335 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1337 if (Game_mode & GM_NETWORK)
1338 Players[Player_num].connected = 2; // Finished but did not die
1340 last_drawn_cockpit[0] = -1;
1341 last_drawn_cockpit[1] = -1;
1343 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1346 #if defined(D2_OEM) || defined(COMPILATION)
1347 #define MOVIE_REQUIRED 0
1349 #define MOVIE_REQUIRED 1
1353 #define ENDMOVIE "endo"
1355 #define ENDMOVIE "end"
1358 void show_order_form();
1359 extern void com_hangup(void);
1361 //called when the player has finished the last level
1362 void DoEndGame(void)
1364 mprintf((0,"DoEndGame\n"));
1366 Function_mode = FMODE_MENU;
1367 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1368 newdemo_stop_recording();
1370 set_screen_mode( SCREEN_MENU );
1372 gr_set_current_canvas(NULL);
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
1380 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1381 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1386 songs_play_song( SONG_TITLE, 0 );
1387 do_briefing_screens("end2oem.tex",1);
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"));
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
1402 //try doing special credits
1403 sprintf(tname,"%s.ctb",Current_mission_filename);
1404 credits_show(tname);
1414 if (Game_mode & GM_MULTI)
1415 multi_endlevel_score();
1418 // NOTE LINK TO ABOVE
1419 DoEndLevelScoreGlitz(0);
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));
1425 load_palette(DEFAULT_PALETTE,0,1);
1426 scores_maybe_add_player(0);
1429 Function_mode = FMODE_MENU;
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
1434 Game_mode = GM_GAME_OVER;
1437 longjmp( LeaveGame, 0 ); // Exit out of game loop
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)
1449 mprintf((0,"AdvanceLevel\n"));
1451 Assert(!secret_flag);
1453 if (Current_level_num != Last_level) {
1455 if (Game_mode & GM_MULTI)
1456 multi_endlevel_score();
1459 // NOTE LINK TO ABOVE!!!
1460 DoEndLevelScoreGlitz(0); //give bonuses
1463 Control_center_destroyed = 0;
1466 if (Current_level_num == 0)
1467 return; //not a real level
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
1475 if (Current_level_num == Last_level) //player has finished the game!
1476 longjmp( LeaveGame, 0 ); // Exit out of game loop
1483 if (Current_level_num == Last_level) { //player has finished the game!
1485 mprintf((0,"Finished last level!\n"));
1491 Next_level_num = Current_level_num+1; //assume go to next normal level
1493 if (!(Game_mode & GM_MULTI))
1494 DoEndlevelMenu(); // Let use save their game
1496 StartNewLevel(Next_level_num, 0);
1501 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1503 extern char last_palette_loaded[];
1505 void load_stars_palette()
1510 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1511 Assert(pcx_error == PCX_ERROR_NONE);
1513 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1516 { //remap stuff. this code is kindof a hack
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
1524 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1525 remap_fonts_and_menus(1);
1529 strcpy(last_palette_loaded,""); //force palette load next time
1533 void nm_draw_background1(char * filename);
1538 //@@ ubyte pal[256*3];
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);
1543 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1545 nm_draw_background1(STARS_BACKGROUND);
1551 died_in_mine_message(void)
1553 // Tell the player he died in the mine, explain why
1556 if (Game_mode & GM_MULTI)
1559 gr_palette_fade_out(gr_palette, 32, 0);
1561 set_screen_mode(SCREEN_MENU); //go into menu mode
1563 gr_set_current_canvas(NULL);
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;
1573 // Called when player dies on secret level.
1574 void returning_to_level_message(void)
1580 if (Game_mode & GM_MULTI)
1583 gr_palette_fade_out(gr_palette, 32, 0);
1585 set_screen_mode(SCREEN_MENU); //go into menu mode
1587 gr_set_current_canvas(NULL);
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;
1598 // Called when player dies on secret level.
1599 void advancing_to_level_message(void)
1605 // Only supposed to come here from a secret level.
1606 Assert(Current_level_num < 0);
1608 if (Game_mode & GM_MULTI)
1611 gr_palette_fade_out(gr_palette, 32, 0);
1613 set_screen_mode(SCREEN_MENU); //go into menu mode
1615 gr_set_current_canvas(NULL);
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;
1626 void digi_stop_digi_sounds();
1630 reset_palette_add();
1632 gr_palette_load (gr_palette);
1634 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1635 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1637 dead_player_end(); //terminate death sequence (if playing)
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;
1652 if ( Game_mode&GM_MULTI )
1654 multi_do_death(Players[Player_num].objnum);
1658 { //Note link to above else!
1659 Players[Player_num].lives--;
1660 if (Players[Player_num].lives == 0)
1667 if ( Control_center_destroyed ) {
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;
1675 died_in_mine_message(); // Give them some indication of what happened
1677 if (Current_level_num < 0) {
1678 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
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.
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!
1691 AdvanceLevel(0); //if finished, go on to next level
1693 init_player_stats_new_ship();
1694 last_drawn_cockpit[0] = -1;
1695 last_drawn_cockpit[1] = -1;
1698 } else if (Current_level_num < 0) {
1699 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
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.
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();
1714 init_player_stats_new_ship();
1721 extern int BigWindowSwitch;
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)
1727 if (!(Game_mode & GM_MULTI)) {
1728 last_drawn_cockpit[0] = -1;
1729 last_drawn_cockpit[1] = -1;
1734 if (Newdemo_state == ND_STATE_PAUSED)
1735 Newdemo_state = ND_STATE_RECORDING;
1737 if (Newdemo_state == ND_STATE_RECORDING) {
1738 newdemo_set_new_level(level_num);
1739 newdemo_record_start_frame(FrameCount, FrameTime );
1742 if (Game_mode & GM_MULTI)
1743 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1745 LoadLevel(level_num,page_in_textures);
1747 Assert(Current_level_num == level_num); //make sure level set right
1749 gameseq_init_network_players(); // Initialize the Players array for
1752 Viewer = &Objects[Players[Player_num].objnum];
1754 Assert(N_players <= NumNetPlayerPositions);
1755 //If this assert fails, there's not enough start positions
1758 if (Game_mode & GM_NETWORK)
1760 if(network_level_sync()) // After calling this, Player_num is set
1763 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1765 if(com_level_sync())
1770 Assert(Function_mode == FMODE_GAME);
1773 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1776 HUD_clear_messages();
1778 automap_clear_visited();
1781 if (Network_new_game == 1)
1783 Network_new_game = 0;
1784 init_player_stats_new_ship();
1787 init_player_stats_level(secret_flag);
1790 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1793 for (i = 0; i < N_players; i++)
1794 Players[i].flags |= Netgame.player_flags[i];
1797 if (Game_mode & GM_MULTI)
1799 multi_prep_level(); // Removes robots from level if necessary
1803 gameseq_remove_unused_players();
1807 Control_center_destroyed = 0;
1809 set_screen_mode(SCREEN_GAME);
1811 init_robots_for_level();
1813 init_smega_detonates();
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();
1825 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1826 mission_write_config();
1828 read_player_file(); //get window sizes
1830 reset_special_effects();
1833 gr_remap_mono_fonts();
1834 ogl_cache_level_textures();
1839 if (Network_rejoined == 1)
1842 mprintf((0, "Restarting - joining in random location.\n"));
1844 Network_rejoined = 0;
1849 StartLevel(0); // Note link to above if!
1851 copy_defaults_to_robot_all();
1852 init_controlcen_for_level();
1854 // Say player can use FLASH cheat to mark path to exit.
1855 Last_level_path_created = -1;
1859 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1861 void bash_to_shield (int i,char *s)
1864 int type=Objects[i].id;
1867 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1870 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
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;
1879 void filter_objects_from_level()
1883 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1885 for (i=0;i<=Highest_object_index;i++)
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!!!!");
1896 char movie_name[FILENAME_LEN];
1897 } intro_movie[] = { { 1,"pla"},
1905 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
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
1911 void ShowLevelIntro(int level_num)
1913 //if shareware, show a briefing?
1915 if (!(Game_mode & GM_MULTI)) {
1918 ubyte save_pal[sizeof(gr_palette)];
1920 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1922 if (PLAYING_BUILTIN_MISSION) {
1925 if (is_SHAREWARE || is_MAC_SHARE)
1928 do_briefing_screens ("brief2.tex", 1);
1932 if (level_num == 1 && !intro_played)
1933 do_briefing_screens("brief2o.tex", 1);
1935 else // full version
1937 for (i=0;i<NUM_INTRO_MOVIES;i++)
1939 if (intro_movie[i].level_num == level_num)
1942 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
1951 int hires_save=MenuHiresAvailable;
1953 if (robot_movies == 1) //lowres only
1955 MenuHiresAvailable = 0; //pretend we can't do highres
1957 if (hires_save != MenuHiresAvailable)
1958 Screen_mode = -1; //force reset
1962 do_briefing_screens ("robot.tex",level_num);
1964 MenuHiresAvailable = hires_save;
1970 else { //not the built-in mission. check for add-on briefing
1972 do_briefing_screens(Briefing_text_filename, level_num);
1974 char tname[FILENAME_LEN];
1975 sprintf(tname, "%s.tex", Current_mission_filename);
1976 do_briefing_screens(tname, level_num);
1981 memcpy(gr_palette,save_pal,sizeof(gr_palette));
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)
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));
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)
2008 if ((level_num > 0) && (!secret_flag)) {
2009 maybe_set_first_secret_visit(level_num);
2012 ShowLevelIntro(level_num);
2014 StartNewLevelSub(level_num, 1, secret_flag );
2018 //initialize the player object position & orientation (at start of game, or new ship)
2019 void InitPlayerPosition(int random_flag)
2024 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2026 NewPlayer = Player_num;
2028 else if (random_flag == 1)
2030 int i, closest = -1, trys=0;
2031 fix closest_dist = 0x7ffffff, dist;
2036 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2038 mprintf((1, "WARNING: There are only %d start positions!\n"));
2046 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2050 NewPlayer = d_rand() % NumNetPlayerPositions;
2053 closest_dist = 0x7fffffff;
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;
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) );
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
2073 Assert(NewPlayer >= 0);
2074 Assert(NewPlayer < NumNetPlayerPositions);
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));
2081 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2083 obj_relink(OBJECT_NUMBER(ConsoleObject), Player_init[NewPlayer].segnum);
2088 reset_player_object();
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)
2100 Assert(objp->type == OBJ_ROBOT);
2102 Assert(objid < N_robot_types);
2104 robptr = &Robot_info[objid];
2106 // Boost shield for Thief and Buddy based on level.
2107 objp->shields = robptr->strength;
2109 if ((robptr->thief) || (robptr->companion)) {
2110 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
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
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);
2124 // Additional wimpification of bosses at Trainee
2125 if ((robptr->boss_flag) && (Difficulty_level == 0))
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()
2137 for (i=0; i<=Highest_object_index; i++)
2138 if (Objects[i].type == OBJ_ROBOT)
2139 copy_defaults_to_robot(&Objects[i]);
2143 extern void clear_stuck_objects(void);
2145 // -----------------------------------------------------------------------------------------------------
2146 //called when the player is starting a level (new game or new ship)
2147 void StartLevel(int random_flag)
2149 Assert(!Player_is_dead);
2151 InitPlayerPosition(random_flag);
2153 verify_console_object();
2155 ConsoleObject->control_type = CT_FLYING;
2156 ConsoleObject->movement_type = MT_PHYSICS;
2160 clear_transient_objects(0); //0 means leave proximity bombs
2162 // create_player_appearance_effect(ConsoleObject);
2163 Do_appearance_effect = 1;
2166 if (Game_mode & GM_MULTI)
2168 if (Game_mode & GM_MULTI_COOP)
2170 multi_send_position(Players[Player_num].objnum);
2171 multi_send_reappear();
2174 if (Game_mode & GM_NETWORK)
2175 network_do_frame(1, 1);
2178 ai_reset_all_paths();
2179 ai_init_boss_for_ship();
2180 clear_stuck_objects();
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.
2193 Auto_fire_fusion_cannon_time = 0;
2196 Robot_firing_enabled = 1;