1 /* $Id: gameseq.c,v 1.47 2005-08-02 06:13:56 chris Exp $ */
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.
17 * Routines for EndGame, EndLevel, etc.
27 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.47 2005-08-02 06:13:56 chris Exp $";
33 #if !defined(_MSC_VER) && !defined(macintosh)
100 #include "cntrlcen.h"
105 #include "texmerge.h"
112 #include "controls.h"
114 #include "gamemine.h"
116 #if defined (TACTILE)
121 #include "editor/editor.h"
127 void StartNewLevelSecret(int level_num, int page_in_textures);
128 void InitPlayerPosition(int random_flag);
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();
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];
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];
149 // Global variables telling what sort of game we have
150 int MaxNumNetPlayers = -1;
151 int NumNetPlayerPositions = -1;
153 extern fix ThisLevelTime;
155 // Extern from game.c to fix a bug in the cockpit!
157 extern int last_drawn_cockpit[2];
158 extern int Last_level_path_created;
160 // HUD_clear_messages external, declared in gauges.h
162 extern void HUD_clear_messages(); // From hud.c
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);
169 int Do_appearance_effect=0;
171 extern int Rear_view;
173 int First_secret_visit = 1;
175 extern int descent_critical_error;
177 extern int Last_msg_ycrd;
179 //--------------------------------------------------------------------
180 void verify_console_object()
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 );
189 int count_number_of_robots()
195 for (i=0;i<=Highest_object_index;i++) {
196 if (Objects[i].type == OBJ_ROBOT)
204 int count_number_of_hostages()
210 for (i=0;i<=Highest_object_index;i++) {
211 if (Objects[i].type == OBJ_HOSTAGE)
218 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
220 gameseq_init_network_players()
224 // Initialize network player start locations and object numbers
226 ConsoleObject = &Objects[0];
229 for (i=0;i<=Highest_object_index;i++) {
231 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
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 ))) )
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;
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
255 NumNetPlayerPositions = k;
258 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
259 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
261 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
262 //Int3(); // Not enough positions!!
266 if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
268 for (i=0;i<N_players;i++)
269 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
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!");
276 if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
278 for (i = 0; i < N_players; i++)
279 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
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!");
288 void gameseq_remove_unused_players()
292 // 'Remove' the unused players
295 if (Game_mode & GM_MULTI)
297 for (i=0; i < NumNetPlayerPositions; i++)
299 if ((!Players[i].connected) || (i >= N_players))
302 // mprintf((0, "Ghosting player ship %d.\n", i+1));
304 multi_make_player_ghost(i);
310 { // Note link to above if!!!
312 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
314 for (i=1; i < NumNetPlayerPositions; i++)
316 obj_delete(Players[i].objnum);
321 fix StartingShields=INITIAL_SHIELDS;
323 // Setup player for new game
324 void init_player_stats_game()
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;
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;
336 Players[Player_num].energy = INITIAL_ENERGY;
337 Players[Player_num].shields = StartingShields;
338 Players[Player_num].killer_objnum = -1;
340 Players[Player_num].net_killed_total = 0;
341 Players[Player_num].net_kills_total = 0;
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;
349 Players[Player_num].hostages_rescued_total = 0;
350 Players[Player_num].hostages_level = 0;
351 Players[Player_num].hostages_total = 0;
353 Players[Player_num].laser_level = 0;
354 Players[Player_num].flags = 0;
356 init_player_stats_new_ship();
358 First_secret_visit = 1;
361 void init_ammo_and_energy(void)
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;
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];
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;
379 extern ubyte Last_afterburner_state;
381 // Setup player for new level (After completion of previous level)
382 void init_player_stats_level(int secret_flag)
386 Players[Player_num].last_score = Players[Player_num].score;
388 Players[Player_num].level = Current_level_num;
391 if (!Network_rejoined) {
393 Players[Player_num].time_level = 0;
394 Players[Player_num].hours_level = 0;
399 Players[Player_num].killer_objnum = -1;
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;
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;
410 init_ammo_and_energy();
412 Players[Player_num].flags &= (~KEY_BLUE);
413 Players[Player_num].flags &= (~KEY_RED);
414 Players[Player_num].flags &= (~KEY_GOLD);
416 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
417 PLAYER_FLAGS_CLOAKED |
418 PLAYER_FLAGS_MAP_ALL);
420 Players[Player_num].cloak_time = 0;
421 Players[Player_num].invulnerable_time = 0;
423 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
424 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
427 Player_is_dead = 0; // Added by RH
428 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
430 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
432 Controls.afterburner_state = 0;
433 Last_afterburner_state = 0;
435 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
441 tactile_set_button_jolt();
444 Missile_viewer = NULL;
447 extern void init_ai_for_ship(void);
449 // Setup player for a brand-new ship
450 void init_player_stats_new_ship()
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);
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;
466 Afterburner_charge = 0;
468 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
469 Players[Player_num].primary_ammo[i] = 0;
470 Primary_last_was_super[i] = 0;
473 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
474 Players[Player_num].secondary_ammo[i] = 0;
475 Secondary_last_was_super[i] = 0;
477 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
479 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
480 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
483 Secondary_weapon = 0;
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 |
496 Players[Player_num].cloak_time = 0;
497 Players[Player_num].invulnerable_time = 0;
499 Player_is_dead = 0; //player no longer dead
501 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
503 Controls.afterburner_state = 0;
504 Last_afterburner_state = 0;
506 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
508 Missile_viewer=NULL; ///reset missile camera if out there
513 tactile_set_button_jolt();
521 extern void init_stuck_objects(void);
525 extern int Slide_segs_computed;
527 //reset stuff so game is semi-normal when playing from editor
528 void editor_reset_stuff_on_level()
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;
538 verify_console_object();
539 Control_center_destroyed = 0;
540 if (Newdemo_state != ND_STATE_PLAYBACK)
541 gameseq_remove_unused_players();
543 init_robots_for_level();
547 init_player_stats_new_ship();
548 init_controlcen_for_level();
549 automap_clear_visited();
550 init_stuck_objects();
551 init_thief_for_level();
553 Slide_segs_computed = 0;
557 //do whatever needs to be done when a player dies in multiplayer
561 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
563 if (PLAYING_BUILTIN_MISSION)
564 scores_maybe_add_player(0);
566 Function_mode = FMODE_MENU;
567 Game_mode = GM_GAME_OVER;
568 longjmp( LeaveGame, 0 ); // Exit out of game loop
572 extern void do_save_game_menu();
574 //update various information about the player
575 void update_player_stats()
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++;
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++;
590 //hack to not start object when loading level
591 extern int Dont_start_sound_objects;
593 //go through this level and start any eclip sounds
594 void set_sound_sources()
599 digi_init_sounds(); //clear old sounds
601 Dont_start_sound_objects = 1;
603 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
604 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
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) {
611 int csegnum = seg->children[sidenum];
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
618 if (IS_CHILD(csegnum) && csegnum < segnum) {
619 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
623 csegp = &Segments[seg->children[sidenum]];
624 csidenum = find_connect_side(seg, csegp);
626 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
627 continue; //skip this one
631 compute_center_point_on_side(&pnt,seg,sidenum);
632 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
636 Dont_start_sound_objects = 0;
641 //fix flash_dist=i2f(1);
642 fix flash_dist=fl2f(.9);
644 //create flash for player appearance
645 void create_player_appearance_effect(object *player_obj)
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
658 if (player_obj == Viewer)
659 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
661 pos = player_obj->pos;
663 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
666 effect_obj->orient = player_obj->orient;
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 );
674 // New Game sequencing functions
677 //pairs of chars describing ranges
678 char playername_allowed_chars[] = "azAZ09__--";
680 int MakeNewPlayerFile(int allow_abort)
685 char text[CALLSIGN_LEN+1]="";
687 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
690 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
692 Newmenu_allowed_chars = playername_allowed_chars;
693 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
694 Newmenu_allowed_chars = NULL;
697 if ( allow_abort ) return 0;
701 if (text[0]==0) //null string
703 sprintf( filename, "%s.plr", text );
705 if (PHYSFS_exists(filename))
707 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
711 if ( !new_player_config() )
712 goto try_again; // They hit Esc during New player config
714 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
721 //Inputs the player's name, without putting up the background screen
726 int allow_abort_flag = 1;
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];
738 //----------------------------------------------------------------
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 );
743 if (config_last_player.string[0]==0)
744 allow_abort_flag = 0;
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
755 newmenu_get_filename( "Select Pilot", PLAYER_DIR "*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
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
763 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
766 if (read_player_file() != EZERO)
769 Auto_leveling_on = Default_leveling_on;
771 set_display_mode(Default_display_mode);
773 WriteConfigFile(); // Update lastplr
779 void free_polygon_models();
780 void load_robot_replacements(char *level_name);
782 extern int Robot_replacements_loaded;
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)
791 save_player = Players[Player_num];
793 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
795 if (level_num<0) //secret level
796 level_name = Secret_level_names[-level_num-1];
798 level_name = Level_names[level_num-1];
800 gr_set_current_canvas(NULL);
801 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
803 Last_msg_ycrd = -1; //so we don't restore backgound under msg
805 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
806 // WIN(ShowCursorW());
809 gr_palette_load(gr_palette);
810 show_boxed_message(TXT_LOADING);
813 show_boxed_message(TXT_LOADING);
814 gr_palette_load(gr_palette);
817 load_ret = load_level(level_name); //actually load the data from disk!
820 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
822 Current_level_num=level_num;
824 // load_palette_pig(Current_level_palette); //load just the pig
826 load_palette(Current_level_palette,1,1); //don't change screen
828 load_endlevel_data(level_num);
831 load_d1_bitmap_replacements();
833 load_bitmap_replacements(level_name);
835 if (Robot_replacements_loaded) {
836 free_polygon_models();
837 read_hamfile(); //load original data
838 if (Current_mission->enhanced) {
841 extern void bm_read_extra_robots();
842 sprintf(t,"%s.ham",Current_mission_filename);
843 bm_read_extra_robots(t, Current_mission->enhanced);
846 Robot_replacements_loaded = 0;
848 load_robot_replacements(level_name);
850 if ( page_in_textures )
851 piggy_load_level_data();
854 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
856 reset_network_objects();
859 Players[Player_num] = save_player;
863 songs_play_level_song( Current_level_num );
865 clear_boxed_message(); //remove message before new palette loaded
867 gr_palette_load(gr_palette); //actually load the palette
869 // WIN(HideCursorW());
872 //sets up Player_num & ConsoleObject
873 void InitPlayerObject()
875 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
877 if (Player_num != 0 ) {
878 Players[0] = Players[Player_num];
882 Players[Player_num].objnum = 0;
884 ConsoleObject = &Objects[Players[Player_num].objnum];
886 ConsoleObject->type = OBJ_PLAYER;
887 ConsoleObject->id = Player_num;
888 ConsoleObject->control_type = CT_FLYING;
889 ConsoleObject->movement_type = MT_PHYSICS;
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;
897 //starts a new game on the given level
898 void StartNewGame(int start_level)
900 state_default_item = -2; // for first blind save, pick slot to save in
902 Game_mode = GM_NORMAL;
903 Function_mode = FMODE_GAME;
907 InitPlayerObject(); //make sure player's object set up
909 init_player_stats_game(); //clear all stats
913 Network_new_game = 0;
917 StartNewLevelSecret(start_level, 0);
919 StartNewLevel(start_level, 0);
921 Players[Player_num].starting_level = start_level; // Mark where they started
923 game_disable_cheats();
925 init_seismic_disturbances();
928 //@@//starts a resumed game loaded from disk
929 //@@void ResumeSavedGame(int start_level)
931 //@@ Game_mode = GM_NORMAL;
932 //@@ Function_mode = FMODE_GAME;
935 //@@ Network_new_game = 0;
937 //@@ InitPlayerObject(); //make sure player's object set up
939 //@@ StartNewLevel(start_level, 0);
941 //@@ game_disable_cheats();
945 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
948 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
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)
955 int level_points, skill_points, energy_points, shield_points, hostage_points;
956 int all_hostage_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];
968 set_screen_mode(SCREEN_MENU); //go into menu mode
975 mprintf((0,"DoEndLevelScoreGlitz\n"));
977 // Compute level player is on, deal with secret levels (negative numbers)
978 mine_level = Players[Player_num].level;
980 mine_level *= -(Last_level/N_secret_levels);
982 level_points = Players[Player_num].score-Players[Player_num].last_score;
984 if (!Cheats_enabled) {
985 if (Difficulty_level > 1) {
986 skill_points = level_points*(Difficulty_level)/4;
987 skill_points -= skill_points % 100;
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);
995 shield_points -= shield_points % 50;
996 energy_points -= energy_points % 50;
1004 all_hostage_text[0] = 0;
1005 endgame_text[0] = 0;
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);
1011 all_hostage_points = 0;
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);
1018 endgame_points = is_last_level = 0;
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);
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);
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);
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);
1036 for (i=0; i<c; i++) {
1037 m[i].type = NM_TYPE_TEXT;
1038 m[i].text = m_str[i];
1041 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
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);
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);
1048 Assert(c <= N_GLITZITEMS);
1050 gr_palette_fade_out(gr_palette, 32, 0);
1052 mprintf((0,"doing menu\n"));
1055 if ( network && (Game_mode & GM_NETWORK) )
1056 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1059 // NOTE LINK TO ABOVE!!!
1060 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1062 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1065 //give the player the opportunity to save his game
1066 void DoEndlevelMenu()
1068 //No between level saves......!!! state_save_all(1);
1071 // -----------------------------------------------------------------------------------------------------
1072 //called when the player is starting a level (new game or new ship)
1073 void StartSecretLevel()
1075 Assert(!Player_is_dead);
1077 InitPlayerPosition(0);
1079 verify_console_object();
1081 ConsoleObject->control_type = CT_FLYING;
1082 ConsoleObject->movement_type = MT_PHYSICS;
1084 // -- WHY? -- disable_matcens();
1085 clear_transient_objects(0); //0 means leave proximity bombs
1087 // create_player_appearance_effect(ConsoleObject);
1088 Do_appearance_effect = 1;
1090 ai_reset_all_paths();
1091 // -- NO? -- reset_time();
1094 Auto_fire_fusion_cannon_time = 0;
1097 Robot_firing_enabled = 1;
1100 extern void set_pos_from_return_segment(void);
1102 // Returns true if secret level has been destroyed.
1103 int p_secret_level_destroyed(void)
1105 if (First_secret_visit) {
1106 return 0; // Never been there, can't have been destroyed.
1108 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1117 // -----------------------------------------------------------------------------------------------------
1118 void do_secret_message(char *msg)
1124 old_fmode = Function_mode;
1125 Function_mode = FMODE_MENU;
1126 nm_messagebox(NULL, 1, TXT_OK, msg);
1127 Function_mode = old_fmode;
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)
1142 m[0].type = NM_TYPE_TEXT;
1145 last_drawn_cockpit[0] = -1;
1146 last_drawn_cockpit[1] = -1;
1148 if (Newdemo_state == ND_STATE_PAUSED)
1149 Newdemo_state = ND_STATE_RECORDING;
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) {
1156 gr_palette_fade_out(gr_palette, 32, 0);
1158 set_screen_mode(SCREEN_MENU); //go into menu mode
1160 if (First_secret_visit) {
1161 do_secret_message(TXT_SECRET_EXIT);
1163 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1165 do_secret_message(TXT_SECRET_EXIT);
1169 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1170 do_secret_message(text_str);
1175 LoadLevel(level_num,page_in_textures);
1177 Assert(Current_level_num == level_num); //make sure level set right
1179 Assert(Function_mode == FMODE_GAME);
1181 gameseq_init_network_players(); // Initialize the Players array for
1184 HUD_clear_messages();
1186 automap_clear_visited();
1188 // -- init_player_stats_level();
1190 Viewer = &Objects[Players[Player_num].objnum];
1192 gameseq_remove_unused_players();
1196 Control_center_destroyed = 0;
1199 reset_palette_add();
1201 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1202 init_robots_for_level();
1204 init_smega_detonates();
1207 reset_special_effects();
1210 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1212 int pw_save, sw_save;
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();
1221 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1225 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1226 do_secret_message(text_str);
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);
1237 if (First_secret_visit) {
1238 copy_defaults_to_robot_all();
1243 init_controlcen_for_level();
1245 // Say player can use FLASH cheat to mark path to exit.
1246 Last_level_path_created = -1;
1248 First_secret_visit = 0;
1251 int Entered_from_level;
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)
1257 if (Newdemo_state == ND_STATE_PLAYBACK)
1260 if (!Control_center_destroyed) {
1261 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1264 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1266 int pw_save, sw_save;
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;
1275 // File doesn't exist, so can't return to base level. Advance to next one.
1276 if (Entered_from_level == Last_level)
1279 advancing_to_level_message();
1280 StartNewLevel(Entered_from_level+1, 0);
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)
1290 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1293 time_used = old_gametime - Players[Player_num].invulnerable_time;
1294 Players[Player_num].invulnerable_time = GameTime - time_used;
1297 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1300 time_used = old_gametime - Players[Player_num].cloak_time;
1301 Players[Player_num].cloak_time = GameTime - time_used;
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.
1309 void EnterSecretLevel(void)
1314 Assert(! (Game_mode & GM_MULTI) );
1316 Entered_from_level = Current_level_num;
1318 if (Control_center_destroyed)
1319 DoEndLevelScoreGlitz(0);
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
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);
1329 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1330 Next_level_num = -i;
1334 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1335 Next_level_num = Last_secret_level;
1337 old_gametime = GameTime;
1339 StartNewLevelSecret(Next_level_num, 1);
1341 // do_cloak_invul_stuff();
1344 //called when the player has finished a level
1345 void PlayerFinishedLevel(int secret_flag)
1347 Assert(!secret_flag);
1349 //credit the player for hostages
1350 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1352 if (Game_mode & GM_NETWORK)
1353 Players[Player_num].connected = 2; // Finished but did not die
1355 last_drawn_cockpit[0] = -1;
1356 last_drawn_cockpit[1] = -1;
1358 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1361 #if defined(D2_OEM) || defined(COMPILATION)
1362 #define MOVIE_REQUIRED 0
1364 #define MOVIE_REQUIRED 1
1368 #define ENDMOVIE "endo"
1370 #define ENDMOVIE "end"
1373 void show_order_form();
1374 extern void com_hangup(void);
1376 //called when the player has finished the last level
1377 void DoEndGame(void)
1379 mprintf((0,"DoEndGame\n"));
1381 Function_mode = FMODE_MENU;
1382 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1383 newdemo_stop_recording();
1385 set_screen_mode( SCREEN_MENU );
1387 gr_set_current_canvas(NULL);
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
1395 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1396 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1401 songs_play_song( SONG_TITLE, 0 );
1402 do_briefing_screens("end2oem.tex",1);
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"));
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
1417 //try doing special credits
1418 sprintf(tname,"%s.ctb",Current_mission_filename);
1419 credits_show(tname);
1429 if (Game_mode & GM_MULTI)
1430 multi_endlevel_score();
1433 // NOTE LINK TO ABOVE
1434 DoEndLevelScoreGlitz(0);
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));
1440 load_palette(DEFAULT_PALETTE,0,1);
1441 scores_maybe_add_player(0);
1444 Function_mode = FMODE_MENU;
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
1449 Game_mode = GM_GAME_OVER;
1452 longjmp( LeaveGame, 0 ); // Exit out of game loop
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)
1464 mprintf((0,"AdvanceLevel\n"));
1466 Assert(!secret_flag);
1468 if (Current_level_num != Last_level) {
1470 if (Game_mode & GM_MULTI)
1471 multi_endlevel_score();
1474 // NOTE LINK TO ABOVE!!!
1475 DoEndLevelScoreGlitz(0); //give bonuses
1478 Control_center_destroyed = 0;
1481 if (Current_level_num == 0)
1482 return; //not a real level
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
1490 if (Current_level_num == Last_level) //player has finished the game!
1491 longjmp( LeaveGame, 0 ); // Exit out of game loop
1498 if (Current_level_num == Last_level) { //player has finished the game!
1500 mprintf((0,"Finished last level!\n"));
1506 Next_level_num = Current_level_num+1; //assume go to next normal level
1508 if (!(Game_mode & GM_MULTI))
1509 DoEndlevelMenu(); // Let use save their game
1511 StartNewLevel(Next_level_num, 0);
1516 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1518 extern char last_palette_loaded[];
1520 void load_stars_palette()
1525 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1526 Assert(pcx_error == PCX_ERROR_NONE);
1528 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1531 { //remap stuff. this code is kindof a hack
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
1539 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1540 remap_fonts_and_menus(1);
1544 strcpy(last_palette_loaded,""); //force palette load next time
1548 void nm_draw_background1(char * filename);
1553 //@@ ubyte pal[256*3];
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);
1558 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1560 nm_draw_background1(STARS_BACKGROUND);
1566 died_in_mine_message(void)
1568 // Tell the player he died in the mine, explain why
1571 if (Game_mode & GM_MULTI)
1574 gr_palette_fade_out(gr_palette, 32, 0);
1576 set_screen_mode(SCREEN_MENU); //go into menu mode
1578 gr_set_current_canvas(NULL);
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;
1588 // Called when player dies on secret level.
1589 void returning_to_level_message(void)
1595 if (Game_mode & GM_MULTI)
1598 gr_palette_fade_out(gr_palette, 32, 0);
1600 set_screen_mode(SCREEN_MENU); //go into menu mode
1602 gr_set_current_canvas(NULL);
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;
1613 // Called when player dies on secret level.
1614 void advancing_to_level_message(void)
1620 // Only supposed to come here from a secret level.
1621 Assert(Current_level_num < 0);
1623 if (Game_mode & GM_MULTI)
1626 gr_palette_fade_out(gr_palette, 32, 0);
1628 set_screen_mode(SCREEN_MENU); //go into menu mode
1630 gr_set_current_canvas(NULL);
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;
1641 void digi_stop_digi_sounds();
1645 reset_palette_add();
1647 gr_palette_load (gr_palette);
1649 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1650 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1652 dead_player_end(); //terminate death sequence (if playing)
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;
1667 if ( Game_mode&GM_MULTI )
1669 multi_do_death(Players[Player_num].objnum);
1673 { //Note link to above else!
1674 Players[Player_num].lives--;
1675 if (Players[Player_num].lives == 0)
1682 if ( Control_center_destroyed ) {
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;
1690 died_in_mine_message(); // Give them some indication of what happened
1692 if (Current_level_num < 0) {
1693 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
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.
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!
1706 AdvanceLevel(0); //if finished, go on to next level
1708 init_player_stats_new_ship();
1709 last_drawn_cockpit[0] = -1;
1710 last_drawn_cockpit[1] = -1;
1713 } else if (Current_level_num < 0) {
1714 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
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.
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();
1729 init_player_stats_new_ship();
1736 extern int BigWindowSwitch;
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)
1742 if (!(Game_mode & GM_MULTI)) {
1743 last_drawn_cockpit[0] = -1;
1744 last_drawn_cockpit[1] = -1;
1749 if (Newdemo_state == ND_STATE_PAUSED)
1750 Newdemo_state = ND_STATE_RECORDING;
1752 if (Newdemo_state == ND_STATE_RECORDING) {
1753 newdemo_set_new_level(level_num);
1754 newdemo_record_start_frame(FrameCount, FrameTime );
1757 if (Game_mode & GM_MULTI)
1758 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1760 LoadLevel(level_num,page_in_textures);
1762 Assert(Current_level_num == level_num); //make sure level set right
1764 gameseq_init_network_players(); // Initialize the Players array for
1767 Viewer = &Objects[Players[Player_num].objnum];
1769 Assert(N_players <= NumNetPlayerPositions);
1770 //If this assert fails, there's not enough start positions
1773 if (Game_mode & GM_NETWORK)
1775 if(network_level_sync()) // After calling this, Player_num is set
1778 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1780 if(com_level_sync())
1785 Assert(Function_mode == FMODE_GAME);
1788 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1791 HUD_clear_messages();
1793 automap_clear_visited();
1796 if (Network_new_game == 1)
1798 Network_new_game = 0;
1799 init_player_stats_new_ship();
1802 init_player_stats_level(secret_flag);
1805 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1808 for (i = 0; i < N_players; i++)
1809 Players[i].flags |= Netgame.player_flags[i];
1812 if (Game_mode & GM_MULTI)
1814 multi_prep_level(); // Removes robots from level if necessary
1818 gameseq_remove_unused_players();
1822 Control_center_destroyed = 0;
1824 set_screen_mode(SCREEN_GAME);
1826 init_robots_for_level();
1828 init_smega_detonates();
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();
1840 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1841 set_highest_level(Current_level_num);
1843 read_player_file(); //get window sizes
1845 reset_special_effects();
1848 gr_remap_mono_fonts();
1849 ogl_cache_level_textures();
1854 if (Network_rejoined == 1)
1857 mprintf((0, "Restarting - joining in random location.\n"));
1859 Network_rejoined = 0;
1864 StartLevel(0); // Note link to above if!
1866 copy_defaults_to_robot_all();
1867 init_controlcen_for_level();
1869 // Say player can use FLASH cheat to mark path to exit.
1870 Last_level_path_created = -1;
1874 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1876 void bash_to_shield (int i,char *s)
1879 int type=Objects[i].id;
1882 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1885 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
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;
1894 void filter_objects_from_level()
1898 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1900 for (i=0;i<=Highest_object_index;i++)
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!!!!");
1911 char movie_name[FILENAME_LEN];
1912 } intro_movie[] = { { 1,"pla"},
1920 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
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
1926 void ShowLevelIntro(int level_num)
1928 //if shareware, show a briefing?
1930 if (!(Game_mode & GM_MULTI)) {
1933 ubyte save_pal[sizeof(gr_palette)];
1935 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1937 if (PLAYING_BUILTIN_MISSION) {
1940 if (is_SHAREWARE || is_MAC_SHARE)
1943 do_briefing_screens ("brief2.tex", 1);
1947 if (level_num == 1 && !intro_played)
1948 do_briefing_screens("brief2o.tex", 1);
1950 else // full version
1952 for (i=0;i<NUM_INTRO_MOVIES;i++)
1954 if (intro_movie[i].level_num == level_num)
1957 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
1966 int hires_save=MenuHiresAvailable;
1968 if (robot_movies == 1) //lowres only
1970 MenuHiresAvailable = 0; //pretend we can't do highres
1972 if (hires_save != MenuHiresAvailable)
1973 Screen_mode = -1; //force reset
1977 do_briefing_screens ("robot.tex",level_num);
1979 MenuHiresAvailable = hires_save;
1985 else { //not the built-in mission. check for add-on briefing
1987 do_briefing_screens(Briefing_text_filename, level_num);
1989 char tname[FILENAME_LEN];
1990 sprintf(tname, "%s.tex", Current_mission_filename);
1991 do_briefing_screens(tname, level_num);
1996 memcpy(gr_palette,save_pal,sizeof(gr_palette));
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)
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));
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)
2023 if ((level_num > 0) && (!secret_flag)) {
2024 maybe_set_first_secret_visit(level_num);
2027 ShowLevelIntro(level_num);
2029 StartNewLevelSub(level_num, 1, secret_flag );
2033 //initialize the player object position & orientation (at start of game, or new ship)
2034 void InitPlayerPosition(int random_flag)
2039 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2041 NewPlayer = Player_num;
2043 else if (random_flag == 1)
2045 int i, closest = -1, trys=0;
2046 fix closest_dist = 0x7ffffff, dist;
2051 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2053 mprintf((1, "WARNING: There are only %d start positions!\n"));
2061 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2065 NewPlayer = d_rand() % NumNetPlayerPositions;
2068 closest_dist = 0x7fffffff;
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;
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) );
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
2088 Assert(NewPlayer >= 0);
2089 Assert(NewPlayer < NumNetPlayerPositions);
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));
2096 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2098 obj_relink(OBJECT_NUMBER(ConsoleObject), Player_init[NewPlayer].segnum);
2103 reset_player_object();
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)
2115 Assert(objp->type == OBJ_ROBOT);
2117 Assert(objid < N_robot_types);
2119 robptr = &Robot_info[objid];
2121 // Boost shield for Thief and Buddy based on level.
2122 objp->shields = robptr->strength;
2124 if ((robptr->thief) || (robptr->companion)) {
2125 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
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
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);
2139 // Additional wimpification of bosses at Trainee
2140 if ((robptr->boss_flag) && (Difficulty_level == 0))
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()
2152 for (i=0; i<=Highest_object_index; i++)
2153 if (Objects[i].type == OBJ_ROBOT)
2154 copy_defaults_to_robot(&Objects[i]);
2158 extern void clear_stuck_objects(void);
2160 // -----------------------------------------------------------------------------------------------------
2161 //called when the player is starting a level (new game or new ship)
2162 void StartLevel(int random_flag)
2164 Assert(!Player_is_dead);
2166 InitPlayerPosition(random_flag);
2168 verify_console_object();
2170 ConsoleObject->control_type = CT_FLYING;
2171 ConsoleObject->movement_type = MT_PHYSICS;
2175 clear_transient_objects(0); //0 means leave proximity bombs
2177 // create_player_appearance_effect(ConsoleObject);
2178 Do_appearance_effect = 1;
2181 if (Game_mode & GM_MULTI)
2183 if (Game_mode & GM_MULTI_COOP)
2185 multi_send_position(Players[Player_num].objnum);
2186 multi_send_reappear();
2189 if (Game_mode & GM_NETWORK)
2190 network_do_frame(1, 1);
2193 ai_reset_all_paths();
2194 ai_init_boss_for_ship();
2195 clear_stuck_objects();
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.
2208 Auto_fire_fusion_cannon_time = 0;
2211 Robot_firing_enabled = 1;