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