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1 /* $Id: gameseq.c,v 1.47 2005-08-02 06:13:56 chris Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
13 */
14
15 /*
16  *
17  * Routines for EndGame, EndLevel, etc.
18  *
19  */
20
21
22 #ifdef HAVE_CONFIG_H
23 #include <conf.h>
24 #endif
25
26 #ifdef RCS
27 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.47 2005-08-02 06:13:56 chris Exp $";
28 #endif
29
30 #include <stdio.h>
31 #include <stdlib.h>
32 #include <string.h>
33 #if !defined(_MSC_VER) && !defined(macintosh)
34 #include <unistd.h>
35 #endif
36 #include <time.h>
37
38 #ifdef OGL
39 #include "ogl_init.h"
40 #endif
41
42 #include "inferno.h"
43 #include "game.h"
44 #include "player.h"
45 #include "key.h"
46 #include "object.h"
47 #include "physics.h"
48 #include "error.h"
49 #include "joy.h"
50 #include "mono.h"
51 #include "iff.h"
52 #include "pcx.h"
53 #include "timer.h"
54 #include "render.h"
55 #include "laser.h"
56 #include "screens.h"
57 #include "textures.h"
58 #include "slew.h"
59 #include "gauges.h"
60 #include "texmap.h"
61 #include "3d.h"
62 #include "effects.h"
63 #include "menu.h"
64 #include "gameseg.h"
65 #include "wall.h"
66 #include "ai.h"
67 #include "fuelcen.h"
68 #include "switch.h"
69 #include "digi.h"
70 #include "gamesave.h"
71 #include "scores.h"
72 #include "ibitblt.h"
73 #include "u_mem.h"
74 #include "palette.h"
75 #include "morph.h"
76 #include "lighting.h"
77 #include "newdemo.h"
78 #include "titles.h"
79 #include "collide.h"
80 #include "weapon.h"
81 #include "sounds.h"
82 #include "args.h"
83 #include "gameseq.h"
84 #include "gamefont.h"
85 #include "newmenu.h"
86 #include "endlevel.h"
87 #ifdef NETWORK
88 #  include "multi.h"
89 #  include "network.h"
90 #  include "netmisc.h"
91 #  include "modem.h"
92 #endif
93 #include "playsave.h"
94 #include "ctype.h"
95 #include "fireball.h"
96 #include "kconfig.h"
97 #include "config.h"
98 #include "robot.h"
99 #include "automap.h"
100 #include "cntrlcen.h"
101 #include "powerup.h"
102 #include "text.h"
103 #include "cfile.h"
104 #include "piggy.h"
105 #include "texmerge.h"
106 #include "paging.h"
107 #include "mission.h"
108 #include "state.h"
109 #include "songs.h"
110 #include "gamepal.h"
111 #include "movie.h"
112 #include "controls.h"
113 #include "credits.h"
114 #include "gamemine.h"
115
116 #if defined (TACTILE)
117  #include "tactile.h"
118 #endif
119
120 #ifdef EDITOR
121 #include "editor/editor.h"
122 #endif
123
124 #include "strutil.h"
125 #include "rle.h"
126
127 void StartNewLevelSecret(int level_num, int page_in_textures);
128 void InitPlayerPosition(int random_flag);
129 void load_stars();
130 void returning_to_level_message(void);
131 void advancing_to_level_message(void);
132 void DoEndGame(void);
133 void AdvanceLevel(int secret_flag);
134 void filter_objects_from_level();
135
136
137 //Current_level_num starts at 1 for the first level
138 //-1,-2,-3 are secret levels
139 //0 means not a real level loaded
140 int     Current_level_num=0,Next_level_num;
141 char    Current_level_name[LEVEL_NAME_LEN];
142
143 // Global variables describing the player
144 int     N_players=1;    // Number of players ( >1 means a net game, eh?)
145 int     Player_num=0;   // The player number who is on the console.
146 player  Players[MAX_PLAYERS+4]; // Misc player info
147 obj_position    Player_init[MAX_PLAYERS];
148
149 // Global variables telling what sort of game we have
150 int MaxNumNetPlayers = -1;
151 int NumNetPlayerPositions = -1;
152
153 extern fix ThisLevelTime;
154
155 // Extern from game.c to fix a bug in the cockpit!
156
157 extern int last_drawn_cockpit[2];
158 extern int Last_level_path_created;
159
160 //      HUD_clear_messages external, declared in gauges.h
161 #ifndef _GAUGES_H
162 extern void HUD_clear_messages(); // From hud.c
163 #endif
164
165 //      Extra prototypes declared for the sake of LINT
166 void init_player_stats_new_ship(void);
167 void copy_defaults_to_robot_all(void);
168
169 int     Do_appearance_effect=0;
170
171 extern int Rear_view;
172
173 int     First_secret_visit = 1;
174
175 extern int descent_critical_error;
176
177 extern int Last_msg_ycrd;
178
179 //--------------------------------------------------------------------
180 void verify_console_object()
181 {
182         Assert( Player_num > -1 );
183         Assert( Players[Player_num].objnum > -1 );
184         ConsoleObject = &Objects[Players[Player_num].objnum];
185         Assert( ConsoleObject->type==OBJ_PLAYER );
186         Assert( ConsoleObject->id==Player_num );
187 }
188
189 int count_number_of_robots()
190 {
191         int robot_count;
192         int i;
193
194         robot_count = 0;
195         for (i=0;i<=Highest_object_index;i++) {
196                 if (Objects[i].type == OBJ_ROBOT)
197                         robot_count++;
198         }
199
200         return robot_count;
201 }
202
203
204 int count_number_of_hostages()
205 {
206         int count;
207         int i;
208
209         count = 0;
210         for (i=0;i<=Highest_object_index;i++) {
211                 if (Objects[i].type == OBJ_HOSTAGE)
212                         count++;
213         }
214
215         return count;
216 }
217
218 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
219 void
220 gameseq_init_network_players()
221 {
222         int i,k,j;
223
224         // Initialize network player start locations and object numbers
225
226         ConsoleObject = &Objects[0];
227         k = 0;
228         j = 0;
229         for (i=0;i<=Highest_object_index;i++) {
230
231                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
232                 {
233                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
234                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
235                         {
236                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
237                                 Objects[i].type=OBJ_PLAYER;
238                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
239                                 Player_init[k].pos = Objects[i].pos;
240                                 Player_init[k].orient = Objects[i].orient;
241                                 Player_init[k].segnum = Objects[i].segnum;
242                                 Players[k].objnum = i;
243                                 Objects[i].id = k;
244                                 k++;
245                         }
246                         else
247                                 obj_delete(i);
248                         j++;
249                 }
250
251                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
252                         obj_delete(i);          //kill the buddy in netgames
253
254         }
255         NumNetPlayerPositions = k;
256
257 #ifndef NDEBUG
258         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
259                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
260         {
261                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
262                 //Int3(); // Not enough positions!!
263         }
264 #endif
265 #ifdef NETWORK
266         if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
267          {
268           for (i=0;i<N_players;i++)
269                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
270                         {
271                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!");    
272                          return;
273                         }
274          }
275
276         if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
277         {
278                 for (i = 0; i < N_players; i++)
279                         if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
280                         {
281                                 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!");
282                                 return;
283                         }
284         }
285 #endif // NETWORK
286 }
287
288 void gameseq_remove_unused_players()
289 {
290         int i;
291
292         // 'Remove' the unused players
293
294 #ifdef NETWORK
295         if (Game_mode & GM_MULTI)
296         {
297                 for (i=0; i < NumNetPlayerPositions; i++)
298                 {
299                         if ((!Players[i].connected) || (i >= N_players))
300                         {
301                                 #ifndef NDEBUG
302 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
303                                 #endif
304                                 multi_make_player_ghost(i);
305                         }
306                 }
307         }
308         else
309 #endif
310         {               // Note link to above if!!!
311                 #ifndef NDEBUG
312                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
313                 #endif
314                 for (i=1; i < NumNetPlayerPositions; i++)
315                 {
316                         obj_delete(Players[i].objnum);
317                 }
318         }
319 }
320
321 fix StartingShields=INITIAL_SHIELDS;
322
323 // Setup player for new game
324 void init_player_stats_game()
325 {
326         Players[Player_num].score = 0;
327         Players[Player_num].last_score = 0;
328         Players[Player_num].lives = INITIAL_LIVES;
329         Players[Player_num].level = 1;
330
331         Players[Player_num].time_level = 0;
332         Players[Player_num].time_total = 0;
333         Players[Player_num].hours_level = 0;
334         Players[Player_num].hours_total = 0;
335
336         Players[Player_num].energy = INITIAL_ENERGY;
337         Players[Player_num].shields = StartingShields;
338         Players[Player_num].killer_objnum = -1;
339
340         Players[Player_num].net_killed_total = 0;
341         Players[Player_num].net_kills_total = 0;
342
343         Players[Player_num].num_kills_level = 0;
344         Players[Player_num].num_kills_total = 0;
345         Players[Player_num].num_robots_level = 0;
346         Players[Player_num].num_robots_total = 0;
347         Players[Player_num].KillGoalCount = 0;
348         
349         Players[Player_num].hostages_rescued_total = 0;
350         Players[Player_num].hostages_level = 0;
351         Players[Player_num].hostages_total = 0;
352
353         Players[Player_num].laser_level = 0;
354         Players[Player_num].flags = 0;
355
356         init_player_stats_new_ship();
357
358         First_secret_visit = 1;
359 }
360
361 void init_ammo_and_energy(void)
362 {
363         if (Players[Player_num].energy < INITIAL_ENERGY)
364                 Players[Player_num].energy = INITIAL_ENERGY;
365         if (Players[Player_num].shields < StartingShields)
366                 Players[Player_num].shields = StartingShields;
367
368 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
369 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
370 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
371
372 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
373 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
374 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
375         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
376                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
377 }
378
379 extern  ubyte   Last_afterburner_state;
380
381 // Setup player for new level (After completion of previous level)
382 void init_player_stats_level(int secret_flag)
383 {
384         // int  i;
385
386         Players[Player_num].last_score = Players[Player_num].score;
387
388         Players[Player_num].level = Current_level_num;
389
390 #ifdef NETWORK
391         if (!Network_rejoined) {
392 #endif
393                 Players[Player_num].time_level = 0;
394                 Players[Player_num].hours_level = 0;
395 #ifdef NETWORK
396         }
397 #endif
398
399         Players[Player_num].killer_objnum = -1;
400
401         Players[Player_num].num_kills_level = 0;
402         Players[Player_num].num_robots_level = count_number_of_robots();
403         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
404
405         Players[Player_num].hostages_level = count_number_of_hostages();
406         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
407         Players[Player_num].hostages_on_board = 0;
408
409         if (!secret_flag) {
410                 init_ammo_and_energy();
411
412                 Players[Player_num].flags &= (~KEY_BLUE);
413                 Players[Player_num].flags &= (~KEY_RED);
414                 Players[Player_num].flags &= (~KEY_GOLD);
415
416                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
417                                                                                                         PLAYER_FLAGS_CLOAKED |
418                                                                                                         PLAYER_FLAGS_MAP_ALL);
419
420                 Players[Player_num].cloak_time = 0;
421                 Players[Player_num].invulnerable_time = 0;
422
423                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
424                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
425         }
426
427         Player_is_dead = 0; // Added by RH
428         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
429
430         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
431
432         Controls.afterburner_state = 0;
433         Last_afterburner_state = 0;
434
435         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
436
437         init_gauges();
438
439    #ifdef TACTILE
440                 if (TactileStick)
441                   tactile_set_button_jolt();
442         #endif
443
444         Missile_viewer = NULL;
445 }
446
447 extern  void init_ai_for_ship(void);
448
449 // Setup player for a brand-new ship
450 void init_player_stats_new_ship()
451 {
452         int     i;
453
454         if (Newdemo_state == ND_STATE_RECORDING) {
455                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
456                 newdemo_record_player_weapon(0, 0);
457                 newdemo_record_player_weapon(1, 0);
458         }
459
460         Players[Player_num].energy = INITIAL_ENERGY;
461         Players[Player_num].shields = StartingShields;
462         Players[Player_num].laser_level = 0;
463         Players[Player_num].killer_objnum = -1;
464         Players[Player_num].hostages_on_board = 0;
465
466         Afterburner_charge = 0;
467
468         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
469                 Players[Player_num].primary_ammo[i] = 0;
470                 Primary_last_was_super[i] = 0;
471         }
472
473         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
474                 Players[Player_num].secondary_ammo[i] = 0;
475                 Secondary_last_was_super[i] = 0;
476         }
477         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
478
479         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
480         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
481
482         Primary_weapon = 0;
483         Secondary_weapon = 0;
484
485         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
486                                                                                                 PLAYER_FLAGS_AFTERBURNER |
487                                                                                                 PLAYER_FLAGS_CLOAKED |
488                                                                                                 PLAYER_FLAGS_INVULNERABLE |
489                                                                                                 PLAYER_FLAGS_MAP_ALL |
490                                                                                                 PLAYER_FLAGS_CONVERTER |
491                                                                                                 PLAYER_FLAGS_AMMO_RACK |
492                                                                                                 PLAYER_FLAGS_HEADLIGHT |
493                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
494                                                                                                 PLAYER_FLAGS_FLAG);
495
496         Players[Player_num].cloak_time = 0;
497         Players[Player_num].invulnerable_time = 0;
498
499         Player_is_dead = 0;             //player no longer dead
500
501         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
502
503         Controls.afterburner_state = 0;
504         Last_afterburner_state = 0;
505
506         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
507
508         Missile_viewer=NULL;            ///reset missile camera if out there
509
510    #ifdef TACTILE
511                 if (TactileStick)
512                  {
513                   tactile_set_button_jolt();
514                  }
515         #endif
516
517
518         init_ai_for_ship();
519 }
520
521 extern void init_stuck_objects(void);
522
523 #ifdef EDITOR
524
525 extern int Slide_segs_computed;
526
527 //reset stuff so game is semi-normal when playing from editor
528 void editor_reset_stuff_on_level()
529 {
530         gameseq_init_network_players();
531         init_player_stats_level(0);
532         Viewer = ConsoleObject;
533         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
534         ConsoleObject->id=Player_num;
535         ConsoleObject->control_type = CT_FLYING;
536         ConsoleObject->movement_type = MT_PHYSICS;
537         Game_suspended = 0;
538         verify_console_object();
539         Control_center_destroyed = 0;
540         if (Newdemo_state != ND_STATE_PLAYBACK)
541                 gameseq_remove_unused_players();
542         init_cockpit();
543         init_robots_for_level();
544         init_ai_objects();
545         init_morphs();
546         init_all_matcens();
547         init_player_stats_new_ship();
548         init_controlcen_for_level();
549         automap_clear_visited();
550         init_stuck_objects();
551         init_thief_for_level();
552
553         Slide_segs_computed = 0;
554 }
555 #endif
556
557 //do whatever needs to be done when a player dies in multiplayer
558
559 void DoGameOver()
560 {
561 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
562
563         if (PLAYING_BUILTIN_MISSION)
564                 scores_maybe_add_player(0);
565
566         Function_mode = FMODE_MENU;
567         Game_mode = GM_GAME_OVER;
568         longjmp( LeaveGame, 0 );                // Exit out of game loop
569
570 }
571
572 extern void do_save_game_menu();
573
574 //update various information about the player
575 void update_player_stats()
576 {
577                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
578                 if ( Players[Player_num].time_level > i2f(3600) )       {
579                         Players[Player_num].time_level -= i2f(3600);
580                         Players[Player_num].hours_level++;
581                 }
582
583                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
584                 if ( Players[Player_num].time_total > i2f(3600) )       {
585                         Players[Player_num].time_total -= i2f(3600);
586                         Players[Player_num].hours_total++;
587                 }
588 }
589
590 //hack to not start object when loading level
591 extern int Dont_start_sound_objects;
592
593 //go through this level and start any eclip sounds
594 void set_sound_sources()
595 {
596         int segnum,sidenum;
597         segment *seg;
598
599         digi_init_sounds();             //clear old sounds
600
601         Dont_start_sound_objects = 1;
602
603         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
604                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
605                         int tm,ec,sn;
606
607                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
608                                 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))
609                                         if ((sn=Effects[ec].sound_num)!=-1) {
610                                                 vms_vector pnt;
611                                                 int csegnum = seg->children[sidenum];
612
613                                                 //check for sound on other side of wall.  Don't add on
614                                                 //both walls if sound travels through wall.  If sound
615                                                 //does travel through wall, add sound for lower-numbered
616                                                 //segment.
617
618                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
619                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
620                                                                 segment *csegp;
621                                                                 int csidenum;
622
623                                                                 csegp = &Segments[seg->children[sidenum]];
624                                                                 csidenum = find_connect_side(seg, csegp);
625
626                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
627                                                                         continue;               //skip this one
628                                                         }
629                                                 }
630
631                                                 compute_center_point_on_side(&pnt,seg,sidenum);
632                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
633                                         }
634                 }
635
636         Dont_start_sound_objects = 0;
637
638 }
639
640
641 //fix flash_dist=i2f(1);
642 fix flash_dist=fl2f(.9);
643
644 //create flash for player appearance
645 void create_player_appearance_effect(object *player_obj)
646 {
647         vms_vector pos;
648         object *effect_obj;
649
650 #ifndef NDEBUG
651         {
652                 int objnum = OBJECT_NUMBER(player_obj);
653                 if ( (objnum < 0) || (objnum > Highest_object_index) )
654                         Int3(); // See Rob, trying to track down weird network bug
655         }
656 #endif
657
658         if (player_obj == Viewer)
659                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
660         else
661                 pos = player_obj->pos;
662
663         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
664
665         if (effect_obj) {
666                 effect_obj->orient = player_obj->orient;
667
668                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
669                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, OBJECT_NUMBER(effect_obj), 0, F1_0 );
670         }
671 }
672
673 //
674 // New Game sequencing functions
675 //
676
677 //pairs of chars describing ranges
678 char playername_allowed_chars[] = "azAZ09__--";
679
680 int MakeNewPlayerFile(int allow_abort)
681 {
682         int x;
683         char filename[14];
684         newmenu_item m;
685         char text[CALLSIGN_LEN+1]="";
686
687         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
688
689 try_again:
690         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
691
692         Newmenu_allowed_chars = playername_allowed_chars;
693         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
694         Newmenu_allowed_chars = NULL;
695
696         if ( x < 0 ) {
697                 if ( allow_abort ) return 0;
698                 goto try_again;
699         }
700
701         if (text[0]==0) //null string
702                 goto try_again;
703         sprintf( filename, "%s.plr", text );
704
705         if (PHYSFS_exists(filename))
706         {
707                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
708                 goto try_again;
709         }
710
711         if ( !new_player_config() )
712                 goto try_again;                 // They hit Esc during New player config
713
714         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
715
716         write_player_file();
717
718         return 1;
719 }
720
721 //Inputs the player's name, without putting up the background screen
722 int RegisterPlayer()
723 {
724         int i,j;
725         char filename[14];
726         int allow_abort_flag = 1;
727
728         if ( Players[Player_num].callsign[0] == 0 )     {
729                 //---------------------------------------------------------------------
730                 // Set default config options in case there is no config file
731                 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
732                 Config_joystick_sensitivity = 8;
733                 Config_control_type =CONTROL_NONE;
734                 for (i=0; i<CONTROL_MAX_TYPES; i++ )
735                         for (j=0; j<MAX_CONTROLS; j++ )
736                                 kconfig_settings[i][j] = default_kconfig_settings[i][j];
737                 kc_set_controls();
738                 //----------------------------------------------------------------
739
740                 // Read the last player's name from config file, not lastplr.txt
741                 strncpy( Players[Player_num].callsign, config_last_player.string, CALLSIGN_LEN );
742
743                 if (config_last_player.string[0]==0)
744                         allow_abort_flag = 0;
745         }
746
747 do_menu_again:
748         ;
749
750 #ifndef APPLE_DEMO
751         //if (!newmenu_get_filename(TXT_SELECT_PILOT, PLAYER_DIR "*.plr", filename, allow_abort_flag))
752         if (!newmenu_get_filename(TXT_SELECT_PILOT, /* PLAYER_DIR */ "plr", filename, allow_abort_flag))
753                 goto do_menu_again; //return 0;         // They hit Esc in file selector
754 #else
755         newmenu_get_filename( "Select Pilot", PLAYER_DIR "*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
756 #endif
757         if ( filename[0] == '<' )       {
758                 // They selected 'create new pilot'
759                 if (!MakeNewPlayerFile(allow_abort_flag))
760                         //return 0;             // They hit Esc during enter name stage
761                         goto do_menu_again;
762         } else {
763                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
764         }
765
766         if (read_player_file() != EZERO)
767                 goto do_menu_again;
768
769         Auto_leveling_on = Default_leveling_on;
770
771         set_display_mode(Default_display_mode);
772
773         WriteConfigFile();              // Update lastplr
774
775         return 1;
776 }
777
778
779 void free_polygon_models();
780 void load_robot_replacements(char *level_name);
781 int read_hamfile();
782 extern int Robot_replacements_loaded;
783
784 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
785 void LoadLevel(int level_num,int page_in_textures)
786 {
787         char *level_name;
788         player save_player;
789         int load_ret;
790
791         save_player = Players[Player_num];      
792
793         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
794
795         if (level_num<0)                //secret level
796                 level_name = Secret_level_names[-level_num-1];
797         else                                    //normal level
798                 level_name = Level_names[level_num-1];
799
800         gr_set_current_canvas(NULL);
801         gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
802
803         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
804
805 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
806 //      WIN(ShowCursorW());
807
808 #if 1 //def OGL
809     gr_palette_load(gr_palette);
810     show_boxed_message(TXT_LOADING);
811         gr_update();
812 #else
813         show_boxed_message(TXT_LOADING);
814         gr_palette_load(gr_palette);
815 #endif
816
817         load_ret = load_level(level_name);              //actually load the data from disk!
818
819         if (load_ret)
820                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
821
822         Current_level_num=level_num;
823
824 //      load_palette_pig(Current_level_palette);                //load just the pig
825
826         load_palette(Current_level_palette,1,1);                //don't change screen
827
828         load_endlevel_data(level_num);
829
830         if (EMULATING_D1)
831                 load_d1_bitmap_replacements();
832         else
833                 load_bitmap_replacements(level_name);
834
835         if (Robot_replacements_loaded) {
836                 free_polygon_models();
837                 read_hamfile();         //load original data
838                 if (Current_mission->enhanced) {
839                         // load extra data
840                         char t[50];
841                         extern void bm_read_extra_robots();
842                         sprintf(t,"%s.ham",Current_mission_filename);
843                         bm_read_extra_robots(t, Current_mission->enhanced);
844                 }
845                 
846                 Robot_replacements_loaded = 0;
847         }
848         load_robot_replacements(level_name);
849
850         if ( page_in_textures )
851                 piggy_load_level_data();
852
853 #ifdef NETWORK
854         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
855
856         reset_network_objects();
857 #endif
858
859         Players[Player_num] = save_player;
860
861         set_sound_sources();
862
863         songs_play_level_song( Current_level_num );
864
865         clear_boxed_message();          //remove message before new palette loaded
866
867         gr_palette_load(gr_palette);            //actually load the palette
868
869 //      WIN(HideCursorW());
870 }
871
872 //sets up Player_num & ConsoleObject
873 void InitPlayerObject()
874 {
875         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
876
877         if (Player_num != 0 )   {
878                 Players[0] = Players[Player_num];
879                 Player_num = 0;
880         }
881
882         Players[Player_num].objnum = 0;
883
884         ConsoleObject = &Objects[Players[Player_num].objnum];
885
886         ConsoleObject->type                             = OBJ_PLAYER;
887         ConsoleObject->id                                       = Player_num;
888         ConsoleObject->control_type     = CT_FLYING;
889         ConsoleObject->movement_type    = MT_PHYSICS;
890 }
891
892 extern void game_disable_cheats();
893 extern void turn_cheats_off();
894 extern void init_seismic_disturbances(void);
895 extern int state_default_item;
896
897 //starts a new game on the given level
898 void StartNewGame(int start_level)
899 {
900         state_default_item = -2;        // for first blind save, pick slot to save in
901
902         Game_mode = GM_NORMAL;
903         Function_mode = FMODE_GAME;
904         
905         Next_level_num = 0;
906
907         InitPlayerObject();                             //make sure player's object set up
908
909         init_player_stats_game();               //clear all stats
910
911         N_players = 1;
912 #ifdef NETWORK
913         Network_new_game = 0;
914 #endif
915
916         if (start_level < 0)
917                 StartNewLevelSecret(start_level, 0);
918         else
919                 StartNewLevel(start_level, 0);
920
921         Players[Player_num].starting_level = start_level;               // Mark where they started
922
923         game_disable_cheats();
924
925         init_seismic_disturbances();
926 }
927
928 //@@//starts a resumed game loaded from disk
929 //@@void ResumeSavedGame(int start_level)
930 //@@{
931 //@@    Game_mode = GM_NORMAL;
932 //@@    Function_mode = FMODE_GAME;
933 //@@
934 //@@    N_players = 1;
935 //@@    Network_new_game = 0;
936 //@@
937 //@@    InitPlayerObject();                             //make sure player's object set up
938 //@@
939 //@@    StartNewLevel(start_level, 0);
940 //@@
941 //@@    game_disable_cheats();
942 //@@}
943
944 #ifndef _NETWORK_H
945 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
946 #endif
947
948 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
949
950 //      -----------------------------------------------------------------------------
951 //      Does the bonus scoring.
952 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
953 void DoEndLevelScoreGlitz(int network)
954 {
955         int level_points, skill_points, energy_points, shield_points, hostage_points;
956         int     all_hostage_points;
957         int     endgame_points;
958         char    all_hostage_text[64];
959         char    endgame_text[64];
960         #define N_GLITZITEMS 11
961         char                            m_str[N_GLITZITEMS][30];
962         newmenu_item    m[N_GLITZITEMS+1];
963         int                             i,c;
964         char                            title[128];
965         int                             is_last_level;
966         int                             mine_level;
967
968         set_screen_mode(SCREEN_MENU);           //go into menu mode
969
970    #ifdef TACTILE
971                 if (TactileStick)
972                   ClearForces();
973         #endif
974
975         mprintf((0,"DoEndLevelScoreGlitz\n"));
976
977         //      Compute level player is on, deal with secret levels (negative numbers)
978         mine_level = Players[Player_num].level;
979         if (mine_level < 0)
980                 mine_level *= -(Last_level/N_secret_levels);
981
982         level_points = Players[Player_num].score-Players[Player_num].last_score;
983
984         if (!Cheats_enabled) {
985                 if (Difficulty_level > 1) {
986                         skill_points = level_points*(Difficulty_level)/4;
987                         skill_points -= skill_points % 100;
988                 } else
989                         skill_points = 0;
990
991                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
992                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
993                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
994
995                 shield_points -= shield_points % 50;
996                 energy_points -= energy_points % 50;
997         } else {
998                 skill_points = 0;
999                 shield_points = 0;
1000                 energy_points = 0;
1001                 hostage_points = 0;
1002         }
1003
1004         all_hostage_text[0] = 0;
1005         endgame_text[0] = 0;
1006
1007         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1008                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1009                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1010         } else
1011                 all_hostage_points = 0;
1012
1013         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
1014                 endgame_points = Players[Player_num].lives * 10000;
1015                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1016                 is_last_level=1;
1017         } else
1018                 endgame_points = is_last_level = 0;
1019
1020         mprintf((0,"adding bonus points\n"));
1021         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1022
1023         c = 0;
1024         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1025         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1026         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1027         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1028
1029         sprintf(m_str[c++], "%s", all_hostage_text);
1030         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1031                 sprintf(m_str[c++], "%s", endgame_text);
1032
1033         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1034         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1035
1036         for (i=0; i<c; i++) {
1037                 m[i].type = NM_TYPE_TEXT;
1038                 m[i].text = m_str[i];
1039         }
1040
1041         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1042
1043         if (Current_level_num < 0)
1044                 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);
1045         else
1046                 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);
1047
1048         Assert(c <= N_GLITZITEMS);
1049
1050         gr_palette_fade_out(gr_palette, 32, 0);
1051
1052         mprintf((0,"doing menu\n"));
1053
1054 #ifdef NETWORK
1055         if ( network && (Game_mode & GM_NETWORK) )
1056                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1057         else
1058 #endif
1059                 // NOTE LINK TO ABOVE!!!
1060                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1061
1062         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1063 }
1064
1065 //give the player the opportunity to save his game
1066 void DoEndlevelMenu()
1067 {
1068 //No between level saves......!!!       state_save_all(1);
1069 }
1070
1071 //      -----------------------------------------------------------------------------------------------------
1072 //called when the player is starting a level (new game or new ship)
1073 void StartSecretLevel()
1074 {
1075         Assert(!Player_is_dead);
1076
1077         InitPlayerPosition(0);
1078
1079         verify_console_object();
1080
1081         ConsoleObject->control_type     = CT_FLYING;
1082         ConsoleObject->movement_type    = MT_PHYSICS;
1083
1084         // -- WHY? -- disable_matcens();
1085         clear_transient_objects(0);             //0 means leave proximity bombs
1086
1087         // create_player_appearance_effect(ConsoleObject);
1088         Do_appearance_effect = 1;
1089
1090         ai_reset_all_paths();
1091         // -- NO? -- reset_time();
1092
1093         reset_rear_view();
1094         Auto_fire_fusion_cannon_time = 0;
1095         Fusion_charge = 0;
1096
1097         Robot_firing_enabled = 1;
1098 }
1099
1100 extern void set_pos_from_return_segment(void);
1101
1102 //      Returns true if secret level has been destroyed.
1103 int p_secret_level_destroyed(void)
1104 {
1105         if (First_secret_visit) {
1106                 return 0;               //      Never been there, can't have been destroyed.
1107         } else {
1108                 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1109                 {
1110                         return 0;
1111                 } else {
1112                         return 1;
1113                 }
1114         }
1115 }
1116
1117 //      -----------------------------------------------------------------------------------------------------
1118 void do_secret_message(char *msg)
1119 {
1120         int     old_fmode;
1121
1122         load_stars();
1123
1124         old_fmode = Function_mode;
1125         Function_mode = FMODE_MENU;
1126         nm_messagebox(NULL, 1, TXT_OK, msg);
1127         Function_mode = old_fmode;
1128 }
1129
1130 //      -----------------------------------------------------------------------------------------------------
1131 // called when the player is starting a new level for normal game mode and restore state
1132 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1133 //      first time, instead of initializing various things, need to do a game restore for all the
1134 //      robots, powerups, walls, doors, etc.
1135 void StartNewLevelSecret(int level_num, int page_in_textures)
1136 {
1137         newmenu_item    m[1];
1138         //int i;
1139
1140         ThisLevelTime=0;
1141
1142         m[0].type = NM_TYPE_TEXT;
1143         m[0].text = " ";
1144
1145         last_drawn_cockpit[0] = -1;
1146         last_drawn_cockpit[1] = -1;
1147
1148         if (Newdemo_state == ND_STATE_PAUSED)
1149                 Newdemo_state = ND_STATE_RECORDING;
1150
1151         if (Newdemo_state == ND_STATE_RECORDING) {
1152                 newdemo_set_new_level(level_num);
1153                 newdemo_record_start_frame(FrameCount, FrameTime );
1154         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1155
1156                 gr_palette_fade_out(gr_palette, 32, 0);
1157
1158                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1159
1160                 if (First_secret_visit) {
1161                         do_secret_message(TXT_SECRET_EXIT);
1162                 } else {
1163                         if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1164                         {
1165                                 do_secret_message(TXT_SECRET_EXIT);
1166                         } else {
1167                                 char    text_str[128];
1168
1169                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1170                                 do_secret_message(text_str);
1171                         }
1172                 }
1173         }
1174
1175         LoadLevel(level_num,page_in_textures);
1176
1177         Assert(Current_level_num == level_num); //make sure level set right
1178
1179         Assert(Function_mode == FMODE_GAME);
1180
1181         gameseq_init_network_players(); // Initialize the Players array for
1182                                                                                           // this level
1183
1184         HUD_clear_messages();
1185
1186         automap_clear_visited();
1187
1188         // --   init_player_stats_level();
1189
1190         Viewer = &Objects[Players[Player_num].objnum];
1191
1192         gameseq_remove_unused_players();
1193
1194         Game_suspended = 0;
1195
1196         Control_center_destroyed = 0;
1197
1198         init_cockpit();
1199         reset_palette_add();
1200
1201         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1202                 init_robots_for_level();
1203                 init_ai_objects();
1204                 init_smega_detonates();
1205                 init_morphs();
1206                 init_all_matcens();
1207                 reset_special_effects();
1208                 StartSecretLevel();
1209         } else {
1210                 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1211                 {
1212                         int     pw_save, sw_save;
1213
1214                         pw_save = Primary_weapon;
1215                         sw_save = Secondary_weapon;
1216                         state_restore_all(1, 1, PLAYER_DIR "secret.sgc");
1217                         Primary_weapon = pw_save;
1218                         Secondary_weapon = sw_save;
1219                         reset_special_effects();
1220                         StartSecretLevel();
1221                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1222                 } else {
1223                         char    text_str[128];
1224
1225                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1226                         do_secret_message(text_str);
1227                         return;
1228
1229                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1230                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1231                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1232                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1233                         // -- return;
1234                 }
1235         }
1236
1237         if (First_secret_visit) {
1238                 copy_defaults_to_robot_all();
1239         }
1240
1241         turn_cheats_off();
1242
1243         init_controlcen_for_level();
1244
1245         //      Say player can use FLASH cheat to mark path to exit.
1246         Last_level_path_created = -1;
1247
1248         First_secret_visit = 0;
1249 }
1250
1251 int     Entered_from_level;
1252
1253 // ---------------------------------------------------------------------------------------------------------------
1254 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1255 void ExitSecretLevel(void)
1256 {
1257         if (Newdemo_state == ND_STATE_PLAYBACK)
1258                 return;
1259
1260         if (!Control_center_destroyed) {
1261                 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1262         }
1263
1264         if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1265         {
1266                 int     pw_save, sw_save;
1267
1268                 returning_to_level_message();
1269                 pw_save = Primary_weapon;
1270                 sw_save = Secondary_weapon;
1271                 state_restore_all(1, 1, PLAYER_DIR "secret.sgb");
1272                 Primary_weapon = pw_save;
1273                 Secondary_weapon = sw_save;
1274         } else {
1275                 // File doesn't exist, so can't return to base level.  Advance to next one.
1276                 if (Entered_from_level == Last_level)
1277                         DoEndGame();
1278                 else {
1279                         advancing_to_level_message();
1280                         StartNewLevel(Entered_from_level+1, 0);
1281                 }
1282         }
1283 }
1284
1285 // ---------------------------------------------------------------------------------------------------------------
1286 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1287 //      be invulnerable or cloaked.
1288 void do_cloak_invul_secret_stuff(fix old_gametime)
1289 {
1290         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1291                 fix     time_used;
1292
1293                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1294                 Players[Player_num].invulnerable_time = GameTime - time_used;
1295         }
1296
1297         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1298                 fix     time_used;
1299
1300                 time_used = old_gametime - Players[Player_num].cloak_time;
1301                 Players[Player_num].cloak_time = GameTime - time_used;
1302         }
1303 }
1304
1305 // ---------------------------------------------------------------------------------------------------------------
1306 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1307 //      is passing to the secret level.
1308 //      Do a savegame.
1309 void EnterSecretLevel(void)
1310 {
1311         fix     old_gametime;
1312         int     i;
1313
1314         Assert(! (Game_mode & GM_MULTI) );
1315
1316         Entered_from_level = Current_level_num;
1317
1318         if (Control_center_destroyed)
1319                 DoEndLevelScoreGlitz(0);
1320
1321         if (Newdemo_state != ND_STATE_PLAYBACK)
1322                 state_save_all(0, 1, NULL, 0);  //      Not between levels (ie, save all), IS a secret level, NO filename override
1323
1324         //      Find secret level number to go to, stuff in Next_level_num.
1325         for (i=0; i<-Last_secret_level; i++)
1326                 if (Secret_level_table[i]==Current_level_num) {
1327                         Next_level_num = -(i+1);
1328                         break;
1329                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1330                         Next_level_num = -i;
1331                         break;
1332                 }
1333
1334         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1335                 Next_level_num = Last_secret_level;
1336
1337         old_gametime = GameTime;
1338
1339         StartNewLevelSecret(Next_level_num, 1);
1340         
1341         // do_cloak_invul_stuff();
1342 }
1343
1344 //called when the player has finished a level
1345 void PlayerFinishedLevel(int secret_flag)
1346 {
1347         Assert(!secret_flag);
1348
1349         //credit the player for hostages
1350         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1351
1352         if (Game_mode & GM_NETWORK)
1353                 Players[Player_num].connected = 2; // Finished but did not die
1354
1355         last_drawn_cockpit[0] = -1;
1356         last_drawn_cockpit[1] = -1;
1357
1358         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1359 }
1360
1361 #if defined(D2_OEM) || defined(COMPILATION)
1362 #define MOVIE_REQUIRED 0
1363 #else
1364 #define MOVIE_REQUIRED 1
1365 #endif
1366
1367 #ifdef D2_OEM
1368 #define ENDMOVIE "endo"
1369 #else
1370 #define ENDMOVIE "end"
1371 #endif
1372
1373 void show_order_form();
1374 extern void com_hangup(void);
1375
1376 //called when the player has finished the last level
1377 void DoEndGame(void)
1378 {
1379         mprintf((0,"DoEndGame\n"));
1380
1381         Function_mode = FMODE_MENU;
1382         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1383                 newdemo_stop_recording();
1384
1385         set_screen_mode( SCREEN_MENU );
1386
1387         gr_set_current_canvas(NULL);
1388
1389         key_flush();
1390
1391         if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
1392         { //only built-in mission, & not multi
1393                 int played=MOVIE_NOT_PLAYED;    //default is not played
1394
1395                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1396                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1397                 close_subtitles();
1398                 if (!played) {
1399                         if (is_D2_OEM)
1400                         {
1401                                 songs_play_song( SONG_TITLE, 0 );
1402                                 do_briefing_screens("end2oem.tex",1);
1403                         }
1404                         else
1405                         {
1406                                 songs_play_song( SONG_ENDGAME, 0 );
1407                                 mprintf((0,"doing briefing\n"));
1408                                 do_briefing_screens("ending2.tex",1);
1409                                 mprintf((0,"briefing done\n"));
1410                         }
1411                 }
1412    } else if (!(Game_mode & GM_MULTI)) {    //not multi
1413                 char tname[FILENAME_LEN];
1414                 sprintf(tname,"%s.tex",Current_mission_filename);
1415                 do_briefing_screens (tname,Last_level+1);   //level past last is endgame breifing
1416
1417                 //try doing special credits
1418                 sprintf(tname,"%s.ctb",Current_mission_filename);
1419                 credits_show(tname);
1420         }
1421
1422         key_flush();
1423
1424 #ifdef SHAREWARE
1425                 show_order_form();
1426 #endif
1427
1428 #ifdef NETWORK
1429         if (Game_mode & GM_MULTI)
1430                 multi_endlevel_score();
1431         else
1432 #endif
1433                 // NOTE LINK TO ABOVE
1434                 DoEndLevelScoreGlitz(0);
1435
1436         if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1437                 gr_set_current_canvas( NULL );
1438                 gr_clear_canvas(BM_XRGB(0,0,0));
1439                 gr_palette_clear();
1440                 load_palette(DEFAULT_PALETTE,0,1);
1441                 scores_maybe_add_player(0);
1442         }
1443
1444         Function_mode = FMODE_MENU;
1445
1446         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1447                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1448         else
1449                 Game_mode = GM_GAME_OVER;
1450
1451
1452         longjmp( LeaveGame, 0 );                // Exit out of game loop
1453 }
1454
1455 //called to go to the next level (if there is one)
1456 //if secret_flag is true, advance to secret level, else next normal one
1457 //      Return true if game over.
1458 void AdvanceLevel(int secret_flag)
1459 {
1460 #ifdef NETWORK
1461         int result;
1462 #endif
1463
1464         mprintf((0,"AdvanceLevel\n"));
1465
1466         Assert(!secret_flag);
1467
1468         if (Current_level_num != Last_level) {
1469 #ifdef NETWORK
1470                 if (Game_mode & GM_MULTI)
1471                         multi_endlevel_score();         
1472                 else
1473 #endif
1474                         // NOTE LINK TO ABOVE!!!
1475                         DoEndLevelScoreGlitz(0);                //give bonuses
1476         }
1477
1478         Control_center_destroyed = 0;
1479
1480         #ifdef EDITOR
1481         if (Current_level_num == 0)
1482                 return;         //not a real level
1483         #endif
1484
1485 #ifdef NETWORK
1486         if (Game_mode & GM_MULTI)       {
1487                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1488                 if (result) // failed to sync
1489                 {
1490                         if (Current_level_num == Last_level)            //player has finished the game!
1491                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1492                         else
1493                                 return;
1494                 }
1495         }
1496 #endif
1497
1498         if (Current_level_num == Last_level) {          //player has finished the game!
1499                 
1500                 mprintf((0,"Finished last level!\n"));
1501
1502                 DoEndGame();
1503
1504         } else {
1505
1506                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1507
1508                 if (!(Game_mode & GM_MULTI))
1509                         DoEndlevelMenu(); // Let use save their game
1510
1511                 StartNewLevel(Next_level_num, 0);
1512
1513         }
1514 }
1515
1516 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1517
1518 extern char last_palette_loaded[];
1519
1520 void load_stars_palette()
1521 {
1522         int pcx_error;
1523         ubyte pal[256*3];
1524
1525         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1526         Assert(pcx_error == PCX_ERROR_NONE);
1527
1528         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1529
1530
1531         {       //remap stuff. this code is kindof a hack
1532
1533                 //now, before we bring up the menu, we need to
1534                 //do some stuff to make sure the palette is ok.  First, we need to
1535                 //get our current palette into the 2d's array, so the remapping will
1536                 //work.  Second, we need to remap the fonts.  Third, we need to fill
1537                 //in part of the fade tables so the darkening of the menu edges works
1538
1539                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1540                 remap_fonts_and_menus(1);
1541
1542         }
1543
1544         strcpy(last_palette_loaded,"");         //force palette load next time
1545 }
1546 #endif
1547
1548 void nm_draw_background1(char * filename);
1549
1550 void load_stars()
1551 {
1552 //@@    int pcx_error;
1553 //@@    ubyte pal[256*3];
1554 //@@
1555 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1556 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1557 //@@
1558 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1559
1560         nm_draw_background1(STARS_BACKGROUND);
1561
1562 }
1563
1564
1565 void
1566 died_in_mine_message(void)
1567 {
1568         // Tell the player he died in the mine, explain why
1569         int old_fmode;
1570
1571         if (Game_mode & GM_MULTI)
1572                 return;
1573
1574         gr_palette_fade_out(gr_palette, 32, 0);
1575
1576         set_screen_mode(SCREEN_MENU);           //go into menu mode
1577
1578         gr_set_current_canvas(NULL);
1579
1580         load_stars();
1581
1582         old_fmode = Function_mode;
1583         Function_mode = FMODE_MENU;
1584         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1585         Function_mode = old_fmode;
1586 }
1587
1588 //      Called when player dies on secret level.
1589 void returning_to_level_message(void)
1590 {
1591         char    msg[128];
1592
1593         int old_fmode;
1594
1595         if (Game_mode & GM_MULTI)
1596                 return;
1597
1598         gr_palette_fade_out(gr_palette, 32, 0);
1599
1600         set_screen_mode(SCREEN_MENU);           //go into menu mode
1601
1602         gr_set_current_canvas(NULL);
1603
1604         load_stars();
1605
1606         old_fmode = Function_mode;
1607         Function_mode = FMODE_MENU;
1608         sprintf(msg, "Returning to level %i", Entered_from_level);
1609         nm_messagebox(NULL, 1, TXT_OK, msg);
1610         Function_mode = old_fmode;
1611 }
1612
1613 //      Called when player dies on secret level.
1614 void advancing_to_level_message(void)
1615 {
1616         char    msg[128];
1617
1618         int old_fmode;
1619
1620         //      Only supposed to come here from a secret level.
1621         Assert(Current_level_num < 0);
1622
1623         if (Game_mode & GM_MULTI)
1624                 return;
1625
1626         gr_palette_fade_out(gr_palette, 32, 0);
1627
1628         set_screen_mode(SCREEN_MENU);           //go into menu mode
1629
1630         gr_set_current_canvas(NULL);
1631         
1632         load_stars();
1633
1634         old_fmode = Function_mode;
1635         Function_mode = FMODE_MENU;
1636         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1637         nm_messagebox(NULL, 1, TXT_OK, msg);
1638         Function_mode = old_fmode;
1639 }
1640
1641 void digi_stop_digi_sounds();
1642
1643 void DoPlayerDead()
1644 {
1645         reset_palette_add();
1646
1647         gr_palette_load (gr_palette);
1648
1649 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1650         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1651
1652         dead_player_end();              //terminate death sequence (if playing)
1653
1654         #ifdef EDITOR
1655         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
1656                 object * playerobj = &Objects[Players[Player_num].objnum];
1657                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1658                 load_level("gamesave.lvl");
1659                 init_player_stats_new_ship();
1660                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1661                 StartLevel(0);
1662                 return;
1663         }
1664         #endif
1665
1666 #ifdef NETWORK
1667         if ( Game_mode&GM_MULTI )
1668         {
1669                 multi_do_death(Players[Player_num].objnum);
1670         }
1671         else
1672 #endif
1673         {                               //Note link to above else!
1674                 Players[Player_num].lives--;
1675                 if (Players[Player_num].lives == 0)
1676                 {       
1677                         DoGameOver();
1678                         return;
1679                 }
1680         }
1681                                 
1682         if ( Control_center_destroyed ) {
1683
1684                 //clear out stuff so no bonus
1685                 Players[Player_num].hostages_on_board = 0;
1686                 Players[Player_num].energy = 0;
1687                 Players[Player_num].shields = 0;
1688                 Players[Player_num].connected = 3;
1689
1690                 died_in_mine_message(); // Give them some indication of what happened
1691
1692                 if (Current_level_num < 0) {
1693                         if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1694                         {
1695                                 returning_to_level_message();
1696                                 state_restore_all(1, 2, PLAYER_DIR "secret.sgb"); // 2 means you died
1697                                 set_pos_from_return_segment();
1698                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1699                         } else {
1700                                 advancing_to_level_message();
1701                                 StartNewLevel(Entered_from_level+1, 0);
1702                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1703                         }
1704                 } else {
1705
1706                         AdvanceLevel(0);                        //if finished, go on to next level
1707
1708                         init_player_stats_new_ship();
1709                         last_drawn_cockpit[0] = -1;
1710                         last_drawn_cockpit[1] = -1;
1711                 }
1712
1713         } else if (Current_level_num < 0) {
1714                 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1715                 {
1716                         returning_to_level_message();
1717                         if (!Control_center_destroyed)
1718                                 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1719                         state_restore_all(1, 2, PLAYER_DIR "secret.sgb");
1720                         set_pos_from_return_segment();
1721                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1722                 } else {
1723                         died_in_mine_message(); // Give them some indication of what happened
1724                         advancing_to_level_message();
1725                         StartNewLevel(Entered_from_level+1, 0);
1726                         init_player_stats_new_ship();
1727                 }
1728         } else {
1729                 init_player_stats_new_ship();
1730                 StartLevel(1);
1731         }
1732
1733         digi_sync_sounds();
1734 }
1735
1736 extern int BigWindowSwitch;
1737
1738 //called when the player is starting a new level for normal game mode and restore state
1739 //      secret_flag set if came from a secret level
1740 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1741 {
1742         if (!(Game_mode & GM_MULTI)) {
1743                 last_drawn_cockpit[0] = -1;
1744                 last_drawn_cockpit[1] = -1;
1745         }
1746    BigWindowSwitch=0;
1747
1748
1749         if (Newdemo_state == ND_STATE_PAUSED)
1750                 Newdemo_state = ND_STATE_RECORDING;
1751
1752         if (Newdemo_state == ND_STATE_RECORDING) {
1753                 newdemo_set_new_level(level_num);
1754                 newdemo_record_start_frame(FrameCount, FrameTime );
1755         }
1756
1757         if (Game_mode & GM_MULTI)
1758                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1759
1760         LoadLevel(level_num,page_in_textures);
1761
1762         Assert(Current_level_num == level_num); //make sure level set right
1763
1764         gameseq_init_network_players(); // Initialize the Players array for
1765                                                                                           // this level
1766
1767         Viewer = &Objects[Players[Player_num].objnum];
1768
1769         Assert(N_players <= NumNetPlayerPositions);
1770                 //If this assert fails, there's not enough start positions
1771
1772 #ifdef NETWORK
1773         if (Game_mode & GM_NETWORK)
1774         {
1775                 if(network_level_sync()) // After calling this, Player_num is set
1776                         return;
1777         }
1778         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1779         {
1780                 if(com_level_sync())
1781                         return;
1782         }
1783 #endif
1784
1785         Assert(Function_mode == FMODE_GAME);
1786
1787         #ifndef NDEBUG
1788         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1789         #endif
1790
1791         HUD_clear_messages();
1792
1793         automap_clear_visited();
1794
1795 #ifdef NETWORK
1796         if (Network_new_game == 1)
1797         {
1798                 Network_new_game = 0;
1799                 init_player_stats_new_ship();
1800         }
1801 #endif
1802         init_player_stats_level(secret_flag);
1803
1804 #ifdef NETWORK
1805         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1806         {
1807                 int i;
1808                 for (i = 0; i < N_players; i++)
1809                         Players[i].flags |= Netgame.player_flags[i];
1810         }
1811
1812         if (Game_mode & GM_MULTI)
1813         {
1814                 multi_prep_level(); // Removes robots from level if necessary
1815         }
1816 #endif
1817
1818         gameseq_remove_unused_players();
1819
1820         Game_suspended = 0;
1821
1822         Control_center_destroyed = 0;
1823
1824         set_screen_mode(SCREEN_GAME);
1825         init_cockpit();
1826         init_robots_for_level();
1827         init_ai_objects();
1828         init_smega_detonates();
1829         init_morphs();
1830         init_all_matcens();
1831         reset_palette_add();
1832         init_thief_for_level();
1833         init_stuck_objects();
1834         game_flush_inputs();            // clear out the keyboard
1835         if (!(Game_mode & GM_MULTI))
1836                 filter_objects_from_level();
1837
1838         turn_cheats_off();
1839
1840         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1841                 set_highest_level(Current_level_num);
1842         else
1843                 read_player_file();             //get window sizes
1844
1845         reset_special_effects();
1846
1847 #ifdef OGL
1848         gr_remap_mono_fonts();
1849         ogl_cache_level_textures();
1850 #endif
1851
1852
1853 #ifdef NETWORK
1854         if (Network_rejoined == 1)
1855         {
1856                 #ifndef NDEBUG
1857                 mprintf((0, "Restarting - joining in random location.\n"));
1858                 #endif
1859                 Network_rejoined = 0;
1860                 StartLevel(1);
1861         }
1862         else
1863 #endif
1864                 StartLevel(0);          // Note link to above if!
1865
1866         copy_defaults_to_robot_all();
1867         init_controlcen_for_level();
1868
1869         //      Say player can use FLASH cheat to mark path to exit.
1870         Last_level_path_created = -1;
1871 }
1872
1873 #ifdef NETWORK
1874 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1875 #endif
1876 void bash_to_shield (int i,char *s)
1877 {
1878 #ifdef NETWORK
1879         int type=Objects[i].id;
1880 #endif
1881
1882         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1883
1884 #ifdef NETWORK
1885         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1886 #endif
1887
1888         Objects[i].id = POW_SHIELD_BOOST;
1889         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
1890         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
1891 }
1892
1893
1894 void filter_objects_from_level()
1895  {
1896   int i;
1897
1898   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1899
1900   for (i=0;i<=Highest_object_index;i++)
1901         {
1902          if (Objects[i].type==OBJ_POWERUP)
1903      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
1904            bash_to_shield (i,"Flag!!!!");
1905    }
1906
1907  }
1908
1909 struct {
1910         int     level_num;
1911         char    movie_name[FILENAME_LEN];
1912 } intro_movie[] = {     { 1,"pla"},
1913                                                         { 5,"plb"},
1914                                                         { 9,"plc"},
1915                                                         {13,"pld"},
1916                                                         {17,"ple"},
1917                                                         {21,"plf"},
1918                                                         {24,"plg"}};
1919
1920 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1921
1922 extern int MenuHiresAvailable;
1923 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
1924 extern int intro_played;        //true if big intro movie played
1925
1926 void ShowLevelIntro(int level_num)
1927 {
1928         //if shareware, show a briefing?
1929
1930         if (!(Game_mode & GM_MULTI)) {
1931                 int i;
1932
1933                 ubyte save_pal[sizeof(gr_palette)];
1934
1935                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1936
1937                 if (PLAYING_BUILTIN_MISSION) {
1938                         int movie=0;
1939
1940                         if (is_SHAREWARE || is_MAC_SHARE)
1941                         {
1942                                 if (level_num==1)
1943                                         do_briefing_screens ("brief2.tex", 1);
1944                         }
1945                         else if (is_D2_OEM)
1946                         {
1947                                 if (level_num == 1 && !intro_played)
1948                                         do_briefing_screens("brief2o.tex", 1);
1949                         }
1950                         else // full version
1951                         {
1952                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
1953                                 {
1954                                         if (intro_movie[i].level_num == level_num)
1955                                         {
1956                                                 Screen_mode = -1;
1957                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
1958                                                 movie=1;
1959                                                 break;
1960                                         }
1961                                 }
1962
1963 #if 0
1964                                 if (robot_movies)
1965                                 {
1966                                         int hires_save=MenuHiresAvailable;
1967
1968                                         if (robot_movies == 1)          //lowres only
1969                                         {
1970                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
1971
1972                                                 if (hires_save != MenuHiresAvailable)
1973                                                         Screen_mode = -1;               //force reset
1974
1975                                         }
1976 #endif
1977                                         do_briefing_screens ("robot.tex",level_num);
1978 #if 0
1979                                         MenuHiresAvailable = hires_save;
1980                                 }
1981 #endif
1982
1983                         }
1984                 }
1985                 else {  //not the built-in mission.  check for add-on briefing
1986                         if (EMULATING_D1)
1987                                 do_briefing_screens(Briefing_text_filename, level_num);
1988                         else {
1989                                 char tname[FILENAME_LEN];
1990                                 sprintf(tname, "%s.tex", Current_mission_filename);
1991                                 do_briefing_screens(tname, level_num);
1992                         }
1993                 }
1994
1995
1996                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
1997         }
1998 }
1999
2000 //      ---------------------------------------------------------------------------
2001 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2002 //      Reason: On this level, if player goes to a secret level, he will be going to a different
2003 //      secret level than he's ever been to before.
2004 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2005 void maybe_set_first_secret_visit(int level_num)
2006 {
2007         int     i;
2008
2009         for (i=0; i<N_secret_levels; i++) {
2010                 if (Secret_level_table[i] == level_num) {
2011                         First_secret_visit = 1;
2012                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2013                 }
2014         }
2015 }
2016
2017 //called when the player is starting a new level for normal game model
2018 //      secret_flag if came from a secret level
2019 void StartNewLevel(int level_num, int secret_flag)
2020 {
2021         ThisLevelTime=0;
2022
2023         if ((level_num > 0) && (!secret_flag)) {
2024                 maybe_set_first_secret_visit(level_num);
2025         }
2026
2027         ShowLevelIntro(level_num);
2028
2029         StartNewLevelSub(level_num, 1, secret_flag );
2030
2031 }
2032
2033 //initialize the player object position & orientation (at start of game, or new ship)
2034 void InitPlayerPosition(int random_flag)
2035 {
2036         int NewPlayer=0;
2037
2038 #ifdef NETWORK
2039         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2040 #endif
2041                 NewPlayer = Player_num;
2042 #ifdef NETWORK
2043         else if (random_flag == 1)
2044         {
2045                 int i, closest = -1, trys=0;
2046                 fix closest_dist = 0x7ffffff, dist;
2047
2048                 d_srand(clock());
2049
2050 #ifndef NDEBUG
2051                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2052                 {
2053                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2054                         //Int3();
2055                 }
2056 #endif
2057
2058                 do {
2059                         if (trys > 0)   
2060                         {
2061                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2062                         }
2063                         trys++;
2064
2065                         NewPlayer = d_rand() % NumNetPlayerPositions;
2066
2067                         closest = -1;
2068                         closest_dist = 0x7fffffff;
2069         
2070                         for (i=0; i<N_players; i++ )    {
2071                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2072                                         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
2073                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2074                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2075                                                 closest_dist = dist;
2076                                                 closest = i;
2077                                         }
2078                                 }
2079                         }
2080
2081                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2082                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2083         }
2084         else {
2085                 mprintf((0, "Starting position is not being changed.\n"));
2086                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2087         }
2088         Assert(NewPlayer >= 0);
2089         Assert(NewPlayer < NumNetPlayerPositions);
2090 #endif
2091
2092         ConsoleObject->pos = Player_init[NewPlayer].pos;
2093         ConsoleObject->orient = Player_init[NewPlayer].orient;
2094 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2095
2096         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2097
2098         obj_relink(OBJECT_NUMBER(ConsoleObject), Player_init[NewPlayer].segnum);
2099
2100 #ifdef NETWORK
2101 done:
2102 #endif
2103         reset_player_object();
2104         reset_cruise();
2105 }
2106
2107 //      -----------------------------------------------------------------------------------------------------
2108 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2109 //      What about setting size!?  Where does that come from?
2110 void copy_defaults_to_robot(object *objp)
2111 {
2112         robot_info      *robptr;
2113         int                     objid;
2114
2115         Assert(objp->type == OBJ_ROBOT);
2116         objid = objp->id;
2117         Assert(objid < N_robot_types);
2118
2119         robptr = &Robot_info[objid];
2120
2121         //      Boost shield for Thief and Buddy based on level.
2122         objp->shields = robptr->strength;
2123
2124         if ((robptr->thief) || (robptr->companion)) {
2125                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2126
2127                 if (robptr->companion) {
2128                         //      Now, scale guide-bot hits by skill level
2129                         switch (Difficulty_level) {
2130                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2131                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2132                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2133                                 default:        break;
2134                         }
2135                 }
2136         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2137                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2138
2139         //      Additional wimpification of bosses at Trainee
2140         if ((robptr->boss_flag) && (Difficulty_level == 0))
2141                 objp->shields /= 2;
2142 }
2143
2144 //      -----------------------------------------------------------------------------------------------------
2145 //      Copy all values from the robot info structure to all instances of robots.
2146 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2147 //      This function should be called at level load time.
2148 void copy_defaults_to_robot_all()
2149 {
2150         int     i;
2151
2152         for (i=0; i<=Highest_object_index; i++)
2153                 if (Objects[i].type == OBJ_ROBOT)
2154                         copy_defaults_to_robot(&Objects[i]);
2155
2156 }
2157
2158 extern void clear_stuck_objects(void);
2159
2160 //      -----------------------------------------------------------------------------------------------------
2161 //called when the player is starting a level (new game or new ship)
2162 void StartLevel(int random_flag)
2163 {
2164         Assert(!Player_is_dead);
2165
2166         InitPlayerPosition(random_flag);
2167
2168         verify_console_object();
2169
2170         ConsoleObject->control_type     = CT_FLYING;
2171         ConsoleObject->movement_type    = MT_PHYSICS;
2172
2173         disable_matcens();
2174
2175         clear_transient_objects(0);             //0 means leave proximity bombs
2176
2177         // create_player_appearance_effect(ConsoleObject);
2178         Do_appearance_effect = 1;
2179
2180 #ifdef NETWORK
2181         if (Game_mode & GM_MULTI)
2182         {
2183                 if (Game_mode & GM_MULTI_COOP)
2184                         multi_send_score();
2185                 multi_send_position(Players[Player_num].objnum);
2186                 multi_send_reappear();
2187         }               
2188
2189         if (Game_mode & GM_NETWORK)
2190                 network_do_frame(1, 1);
2191 #endif
2192
2193         ai_reset_all_paths();
2194         ai_init_boss_for_ship();
2195         clear_stuck_objects();
2196
2197         #ifdef EDITOR
2198         //      Note, this is only done if editor builtin.  Calling this from here
2199         //      will cause it to be called after the player dies, resetting the
2200         //      hits for the buddy and thief.  This is ok, since it will work ok
2201         //      in a shipped version.
2202         init_ai_objects();
2203         #endif
2204
2205         reset_time();
2206
2207         reset_rear_view();
2208         Auto_fire_fusion_cannon_time = 0;
2209         Fusion_charge = 0;
2210
2211         Robot_firing_enabled = 1;
2212 }