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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 #ifdef HAVE_CONFIG_H
15 #include <conf.h>
16 #endif
17
18 #ifdef RCS
19 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.7 2001-11-14 09:34:32 bradleyb Exp $";
20 #endif
21
22 #ifdef WINDOWS
23 #include "desw.h"
24 #endif
25
26
27 #include <stdio.h>
28 #include <stdlib.h>
29 #include <string.h>
30 #include <unistd.h>
31 #include <time.h>
32
33 #ifdef OGL
34 #include "ogl_init.h"
35 #endif
36
37 #include "pa_enabl.h"                   //$$POLY_ACC
38 #include "inferno.h"
39 #include "game.h"
40 #include "player.h"
41 #include "key.h"
42 #include "object.h"
43 #include "physics.h"
44 #include "error.h"
45 #include "joy.h"
46 #include "mono.h"
47 #include "iff.h"
48 #include "pcx.h"
49 #include "timer.h"
50 #include "render.h"
51 #include "laser.h"
52 #include "screens.h"
53 #include "textures.h"
54 #include "slew.h"
55 #include "gauges.h"
56 #include "texmap.h"
57 #include "3d.h"
58 #include "effects.h"
59 #include "menu.h"
60 #include "gameseg.h"
61 #include "wall.h"
62 #include "ai.h"
63 #include "fuelcen.h"
64 #include "switch.h"
65 #include "digi.h"
66 #include "gamesave.h"
67 #include "scores.h"
68 #include "ibitblt.h"
69 #include "u_mem.h"
70 #include "palette.h"
71 #include "morph.h"
72 #include "lighting.h"
73 #include "newdemo.h"
74 #include "titles.h"
75 #include "collide.h"
76 #include "weapon.h"
77 #include "sounds.h"
78 #include "args.h"
79 #include "gameseq.h"
80 #include "gamefont.h"
81 #include "newmenu.h"
82 #include "endlevel.h"
83 #ifdef NETWORK
84 #include "network.h"
85 #endif
86 #include "playsave.h"
87 #include "ctype.h"
88 #include "multi.h"
89 #include "fireball.h"
90 #include "kconfig.h"
91 #include "config.h"
92 #include "robot.h"
93 #include "automap.h"
94 #include "cntrlcen.h"
95 #include "powerup.h"
96 #include "modem.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 #ifdef NETWORK
106 #include "netmisc.h"
107 #endif
108 #include "gamepal.h"
109 #include "movie.h"
110 #include "controls.h"
111 #include "credits.h"
112
113 #if defined(POLY_ACC)
114 #include "poly_acc.h"
115 #endif
116 #if defined (TACTILE)
117  #include "tactile.h"
118 #endif
119
120 #ifdef EDITOR
121 #include "editor/editor.h"
122 #endif
123 #include "makesig.h"
124
125 void StartNewLevelSecret(int level_num, int page_in_textures);
126 void InitPlayerPosition(int random_flag);
127 void load_stars();
128 void returning_to_level_message(void);
129 void advancing_to_level_message(void);
130 void DoEndGame(void);
131 void AdvanceLevel(int secret_flag);
132 void filter_objects_from_level();
133
134 // From allender -- you'll find these defines in state.c and cntrlcen.c
135 // since I couldn't think of a good place to put them and i wanted to
136 // fix this stuff fast!  Sorry about that...
137
138 #ifndef MACINTOSH
139 #define SECRETB_FILENAME        "secret.sgb"
140 #define SECRETC_FILENAME        "secret.sgc"
141 #else
142 #define SECRETB_FILENAME        ":Players:secret.sgb"
143 #define SECRETC_FILENAME        ":Players:secret.sgc"
144 #endif
145
146 //Current_level_num starts at 1 for the first level
147 //-1,-2,-3 are secret levels
148 //0 means not a real level loaded
149 int     Current_level_num=0,Next_level_num;
150 char    Current_level_name[LEVEL_NAME_LEN];             
151
152 #if !defined(SHAREWARE) && !defined(D2_OEM)
153 int Last_level,Last_secret_level;
154 #endif
155
156 // Global variables describing the player
157 int                             N_players=1;                                            // Number of players ( >1 means a net game, eh?)
158 int                             Player_num=0;                                           // The player number who is on the console.
159 player                  Players[MAX_PLAYERS+4];                   // Misc player info
160 obj_position    Player_init[MAX_PLAYERS];
161
162 // Global variables telling what sort of game we have
163 int MaxNumNetPlayers = -1;
164 int NumNetPlayerPositions = -1;
165
166 extern fix ThisLevelTime;
167
168 // Extern from game.c to fix a bug in the cockpit!
169
170 extern int last_drawn_cockpit[2];
171 extern int Last_level_path_created;
172
173 //      HUD_clear_messages external, declared in gauges.h
174 #ifndef _GAUGES_H
175 extern void HUD_clear_messages(); // From hud.c
176 #endif
177
178 //      Extra prototypes declared for the sake of LINT
179 void init_player_stats_new_ship(void);
180 void copy_defaults_to_robot_all(void);
181
182 int     Do_appearance_effect=0;
183
184 extern int Rear_view;
185
186 int     First_secret_visit = 1;
187
188 extern int descent_critical_error;
189
190 extern int Last_msg_ycrd;
191
192 //--------------------------------------------------------------------
193 void verify_console_object()
194 {
195         Assert( Player_num > -1 );
196         Assert( Players[Player_num].objnum > -1 );
197         ConsoleObject = &Objects[Players[Player_num].objnum];
198         Assert( ConsoleObject->type==OBJ_PLAYER );
199         Assert( ConsoleObject->id==Player_num );
200 }
201
202 int count_number_of_robots() 
203 {
204         int robot_count;
205         int i;
206
207         robot_count = 0;
208         for (i=0;i<=Highest_object_index;i++) {
209                 if (Objects[i].type == OBJ_ROBOT)
210                         robot_count++;
211         }
212
213         return robot_count;
214 }
215
216
217 int count_number_of_hostages() 
218 {
219         int count;
220         int i;
221
222         count = 0;
223         for (i=0;i<=Highest_object_index;i++) {
224                 if (Objects[i].type == OBJ_HOSTAGE)
225                         count++;
226         }
227
228         return count;
229 }
230
231 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
232 void
233 gameseq_init_network_players()
234 {
235         int i,k,j;
236
237         // Initialize network player start locations and object numbers
238
239         ConsoleObject = &Objects[0];
240         k = 0;
241         j = 0;
242         for (i=0;i<=Highest_object_index;i++) {
243
244                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
245                 {
246                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
247                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
248                         {
249                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
250                                 Objects[i].type=OBJ_PLAYER;
251                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
252                                 Player_init[k].pos = Objects[i].pos;
253                                 Player_init[k].orient = Objects[i].orient;
254                                 Player_init[k].segnum = Objects[i].segnum;
255                                 Players[k].objnum = i;
256                                 Objects[i].id = k;
257                                 k++;
258                         }
259                         else
260                                 obj_delete(i);
261                         j++;
262                 }
263
264                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
265                         obj_delete(i);          //kill the buddy in netgames
266
267         }
268         NumNetPlayerPositions = k;
269
270 #ifndef NDEBUG
271         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
272                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
273         {
274                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
275                 //Int3(); // Not enough positions!!
276         }
277 #endif
278 #if defined (D2_OEM)
279
280         if ((Game_mode & GM_MULTI) && Current_mission_num == 0 && Current_level_num==8)
281          {
282           for (i=0;i<N_players;i++)
283                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
284                         {
285                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!");    
286                          return;
287                         }
288          }
289 #endif
290 }
291
292 void gameseq_remove_unused_players()
293 {
294         int i;
295
296         // 'Remove' the unused players
297
298 #ifdef NETWORK
299         if (Game_mode & GM_MULTI)
300         {
301                 for (i=0; i < NumNetPlayerPositions; i++)
302                 {
303                         if ((!Players[i].connected) || (i >= N_players))
304                         {
305                                 #ifndef NDEBUG
306 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
307                                 #endif
308                                 multi_make_player_ghost(i);
309                         }
310                 }
311         }
312         else
313 #endif
314         {               // Note link to above if!!!
315                 #ifndef NDEBUG
316                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
317                 #endif
318                 for (i=1; i < NumNetPlayerPositions; i++)
319                 {
320                         obj_delete(Players[i].objnum);
321                 }
322         }
323 }
324
325 fix StartingShields=INITIAL_SHIELDS;
326
327 // Setup player for new game
328 void init_player_stats_game()
329 {
330         Players[Player_num].score = 0;
331         Players[Player_num].last_score = 0;
332         Players[Player_num].lives = INITIAL_LIVES;
333         Players[Player_num].level = 1;
334
335         Players[Player_num].time_level = 0;
336         Players[Player_num].time_total = 0;
337         Players[Player_num].hours_level = 0;
338         Players[Player_num].hours_total = 0;
339
340         Players[Player_num].energy = INITIAL_ENERGY;
341         Players[Player_num].shields = StartingShields;
342         Players[Player_num].killer_objnum = -1;
343
344         Players[Player_num].net_killed_total = 0;
345         Players[Player_num].net_kills_total = 0;
346
347         Players[Player_num].num_kills_level = 0;
348         Players[Player_num].num_kills_total = 0;
349         Players[Player_num].num_robots_level = 0;
350         Players[Player_num].num_robots_total = 0;
351         Players[Player_num].KillGoalCount = 0;
352         
353         Players[Player_num].hostages_rescued_total = 0;
354         Players[Player_num].hostages_level = 0;
355         Players[Player_num].hostages_total = 0;
356
357         Players[Player_num].laser_level = 0;
358         Players[Player_num].flags = 0;
359
360         init_player_stats_new_ship();
361
362         First_secret_visit = 1;
363 }
364
365 void init_ammo_and_energy(void)
366 {
367         if (Players[Player_num].energy < INITIAL_ENERGY)
368                 Players[Player_num].energy = INITIAL_ENERGY;
369         if (Players[Player_num].shields < StartingShields)
370                 Players[Player_num].shields = StartingShields;
371
372 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
373 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
374 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
375
376 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
377 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
378 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
379         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
380                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
381 }
382
383 extern  ubyte   Last_afterburner_state;
384
385 // Setup player for new level (After completion of previous level)
386 void init_player_stats_level(int secret_flag)
387 {
388         // int  i;
389
390         Players[Player_num].last_score = Players[Player_num].score;
391
392         Players[Player_num].level = Current_level_num;
393
394 #ifdef NETWORK
395         if (!Network_rejoined) {
396 #endif
397                 Players[Player_num].time_level = 0;
398                 Players[Player_num].hours_level = 0;
399 #ifdef NETWORK
400         }
401 #endif
402
403         Players[Player_num].killer_objnum = -1;
404
405         Players[Player_num].num_kills_level = 0;
406         Players[Player_num].num_robots_level = count_number_of_robots();
407         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
408
409         Players[Player_num].hostages_level = count_number_of_hostages();
410         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
411         Players[Player_num].hostages_on_board = 0;
412
413         if (!secret_flag) {
414                 init_ammo_and_energy();
415
416                 Players[Player_num].flags &= (~KEY_BLUE);
417                 Players[Player_num].flags &= (~KEY_RED);
418                 Players[Player_num].flags &= (~KEY_GOLD);
419
420                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
421                                                                                                         PLAYER_FLAGS_CLOAKED |
422                                                                                                         PLAYER_FLAGS_MAP_ALL);
423
424                 Players[Player_num].cloak_time = 0;
425                 Players[Player_num].invulnerable_time = 0;
426
427                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
428                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
429         }
430
431         Player_is_dead = 0; // Added by RH
432         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
433
434         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
435
436         Controls.afterburner_state = 0;
437         Last_afterburner_state = 0;
438
439         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
440
441         init_gauges();
442
443    #ifdef TACTILE
444                 if (TactileStick)
445                   tactile_set_button_jolt();
446         #endif
447
448         Missile_viewer = NULL;
449 }
450
451 extern  void init_ai_for_ship(void);
452
453 // Setup player for a brand-new ship
454 void init_player_stats_new_ship()
455 {
456         int     i;
457
458         if (Newdemo_state == ND_STATE_RECORDING) {
459                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
460                 newdemo_record_player_weapon(0, 0);
461                 newdemo_record_player_weapon(1, 0);
462         }
463
464         Players[Player_num].energy = INITIAL_ENERGY;
465         Players[Player_num].shields = StartingShields;
466         Players[Player_num].laser_level = 0;
467         Players[Player_num].killer_objnum = -1;
468         Players[Player_num].hostages_on_board = 0;
469
470         Afterburner_charge = 0;
471
472         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
473                 Players[Player_num].primary_ammo[i] = 0;
474                 Primary_last_was_super[i] = 0;
475         }
476
477         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
478                 Players[Player_num].secondary_ammo[i] = 0;
479                 Secondary_last_was_super[i] = 0;
480         }
481         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
482
483         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
484         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
485
486         Primary_weapon = 0;
487         Secondary_weapon = 0;
488
489         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS | 
490                                                                                                 PLAYER_FLAGS_AFTERBURNER | 
491                                                                                                 PLAYER_FLAGS_CLOAKED | 
492                                                                                                 PLAYER_FLAGS_INVULNERABLE | 
493                                                                                                 PLAYER_FLAGS_MAP_ALL |
494                                                                                                 PLAYER_FLAGS_CONVERTER |
495                                                                                                 PLAYER_FLAGS_AMMO_RACK |
496                                                                                                 PLAYER_FLAGS_HEADLIGHT |
497                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
498                                                                                                 PLAYER_FLAGS_FLAG);
499
500         Players[Player_num].cloak_time = 0;
501         Players[Player_num].invulnerable_time = 0;
502
503         Player_is_dead = 0;             //player no longer dead
504
505         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
506
507         Controls.afterburner_state = 0;
508         Last_afterburner_state = 0;
509
510         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
511
512         Missile_viewer=NULL;            ///reset missile camera if out there
513
514    #ifdef TACTILE
515                 if (TactileStick)
516                  {
517                   tactile_set_button_jolt();
518                  }
519         #endif
520
521
522         init_ai_for_ship();
523 }
524
525 #ifdef NETWORK
526 void reset_network_objects()
527 {
528         memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
529         memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
530         memset(object_owner, -1, MAX_OBJECTS);
531 }
532 #endif
533
534 extern void init_stuck_objects(void);
535
536 #ifdef EDITOR
537
538 extern int Slide_segs_computed;
539
540 //reset stuff so game is semi-normal when playing from editor
541 void editor_reset_stuff_on_level()
542 {
543         gameseq_init_network_players();
544         init_player_stats_level(0);
545         Viewer = ConsoleObject;
546         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
547         ConsoleObject->id=Player_num;
548         ConsoleObject->control_type = CT_FLYING;
549         ConsoleObject->movement_type = MT_PHYSICS;
550         Game_suspended = 0;
551         verify_console_object();
552         Control_center_destroyed = 0;
553         if (Newdemo_state != ND_STATE_PLAYBACK)
554                 gameseq_remove_unused_players();
555         init_cockpit();
556         init_robots_for_level();
557         init_ai_objects();
558         init_morphs();
559         init_all_matcens();
560         init_player_stats_new_ship();
561         init_controlcen_for_level();
562         automap_clear_visited();
563         init_stuck_objects();
564         init_thief_for_level();
565
566         Slide_segs_computed = 0;
567 }
568 #endif
569
570 //do whatever needs to be done when a player dies in multiplayer
571
572 void DoGameOver()
573 {
574 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
575
576         if (Current_mission_num == 0)
577                 scores_maybe_add_player(0);
578
579         Function_mode = FMODE_MENU;
580         Game_mode = GM_GAME_OVER;
581         longjmp( LeaveGame, 0 );                // Exit out of game loop
582
583 }
584
585 extern void do_save_game_menu();
586
587 //update various information about the player
588 void update_player_stats()
589 {
590                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
591                 if ( Players[Player_num].time_level > i2f(3600) )       {
592                         Players[Player_num].time_level -= i2f(3600);
593                         Players[Player_num].hours_level++;
594                 }
595
596                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
597                 if ( Players[Player_num].time_total > i2f(3600) )       {
598                         Players[Player_num].time_total -= i2f(3600);
599                         Players[Player_num].hours_total++;
600                 }
601 }
602
603 //hack to not start object when loading level
604 extern int Dont_start_sound_objects;
605
606 //go through this level and start any eclip sounds
607 void set_sound_sources()
608 {
609         int segnum,sidenum;
610         segment *seg;
611
612         digi_init_sounds();             //clear old sounds
613
614         Dont_start_sound_objects = 1;
615
616         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
617                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
618                         int tm,ec,sn;
619
620                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
621                                 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))
622                                         if ((sn=Effects[ec].sound_num)!=-1) {
623                                                 vms_vector pnt;
624                                                 int csegnum = seg->children[sidenum];
625
626                                                 //check for sound on other side of wall.  Don't add on
627                                                 //both walls if sound travels through wall.  If sound
628                                                 //does travel through wall, add sound for lower-numbered
629                                                 //segment.
630
631                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
632                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
633                                                                 segment *csegp;
634                                                                 int csidenum;
635
636                                                                 csegp = &Segments[seg->children[sidenum]];
637                                                                 csidenum = find_connect_side(seg, csegp);
638
639                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
640                                                                         continue;               //skip this one
641                                                         }
642                                                 }
643
644                                                 compute_center_point_on_side(&pnt,seg,sidenum);
645                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
646                                         }
647                 }
648
649         Dont_start_sound_objects = 0;
650
651 }
652
653
654 //fix flash_dist=i2f(1);
655 fix flash_dist=fl2f(.9);
656
657 //create flash for player appearance
658 void create_player_appearance_effect(object *player_obj)
659 {
660         vms_vector pos;
661         object *effect_obj;
662
663 #ifndef NDEBUG
664         {
665                 int objnum = player_obj-Objects;
666                 if ( (objnum < 0) || (objnum > Highest_object_index) )
667                         Int3(); // See Rob, trying to track down weird network bug
668         }
669 #endif
670
671         if (player_obj == Viewer)
672                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
673         else
674                 pos = player_obj->pos;
675
676         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
677
678         if (effect_obj) {
679                 effect_obj->orient = player_obj->orient;
680
681                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
682                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
683         }
684 }
685
686 //
687 // New Game sequencing functions
688 //
689
690 //pairs of chars describing ranges
691 char playername_allowed_chars[] = "azAZ09__--";
692
693 int MakeNewPlayerFile(int allow_abort)
694 {
695         int x;
696         char filename[14];
697         newmenu_item m;
698         char text[CALLSIGN_LEN+1]="";
699         FILE *fp;
700
701         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
702
703 try_again:
704         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
705
706         Newmenu_allowed_chars = playername_allowed_chars;
707         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
708         Newmenu_allowed_chars = NULL;
709
710         if ( x < 0 ) {
711                 if ( allow_abort ) return 0;
712                 goto try_again;
713         }
714
715         if (text[0]==0) //null string
716                 goto try_again;
717
718         sprintf( filename, "%s.plr", text );
719
720         fp = fopen( filename, "rb" );
721
722 #ifndef MACINTOSH
723         //if the callsign is the name of a tty device, prepend a char
724         if (fp && isatty(fileno(fp))) {
725                 fclose(fp);
726                 sprintf(filename,"$%.7s.plr",text);
727                 fp = fopen(filename,"rb");
728         }
729 #endif
730         
731         if ( fp )       {
732                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
733                 fclose(fp);
734                 goto try_again;
735         }
736
737         if ( !new_player_config() )
738                 goto try_again;                 // They hit Esc during New player config
739
740         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
741
742         write_player_file();
743
744         return 1;
745 }
746
747 #ifdef WINDOWS
748 #undef TXT_SELECT_PILOT
749 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
750 #endif
751
752 //Inputs the player's name, without putting up the background screen
753 int RegisterPlayer()
754 {
755         int i,j;
756         char filename[14];
757         int allow_abort_flag = 1;
758
759         if ( Players[Player_num].callsign[0] == 0 )     {
760                 //---------------------------------------------------------------------
761                 // Set default config options in case there is no config file
762                 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
763                 Config_joystick_sensitivity = 8;
764                 Config_control_type =CONTROL_NONE;
765                 for (i=0; i<CONTROL_MAX_TYPES; i++ )
766                         for (j=0; j<MAX_CONTROLS; j++ )
767                                 kconfig_settings[i][j] = default_kconfig_settings[i][j];
768                 kc_set_controls();
769                 //----------------------------------------------------------------
770
771                 // Read the last player's name from config file, not lastplr.txt
772                 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
773
774                 if (config_last_player[0]==0)
775                         allow_abort_flag = 0;
776         }
777
778 do_menu_again:
779         ;
780
781 #ifndef MACINTOSH
782         if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag ))     {
783                 goto do_menu_again; //return 0;         // They hit Esc in file selector
784         }
785 #else
786         #ifndef APPLE_DEMO
787         if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
788                 goto do_menu_again;             // They hit Esc in file selector
789         }
790         #else
791         newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 );               // no abort allowed ever -- and change title of menubox
792         #endif
793 #endif
794
795         if ( filename[0] == '<' )       {
796                 // They selected 'create new pilot'
797                 if (!MakeNewPlayerFile(allow_abort_flag))
798                         //return 0;             // They hit Esc during enter name stage
799                         goto do_menu_again;
800         } else {
801                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
802         }
803
804         if (read_player_file() != EZERO)
805                 goto do_menu_again;
806
807         Auto_leveling_on = Default_leveling_on;
808
809         set_display_mode(Default_display_mode);
810
811         WriteConfigFile();              // Update lastplr
812
813         return 1;
814 }
815
816 extern void change_filename_extension( char *dest, char *src, char *new_ext );
817 extern char last_palette_loaded_pig[];
818
819 ubyte *Bitmap_replacement_data=NULL;
820
821 typedef struct DiskBitmapHeader {
822         char name[8];
823         ubyte dflags;                   //bits 0-5 anim frame num, bit 6 abm flag
824         ubyte width;                    //low 8 bits here, 4 more bits in wh_extra
825         ubyte height;                   //low 8 bits here, 4 more bits in wh_extra
826         ubyte   wh_extra;               //bits 0-3 width, bits 4-7 height
827         ubyte flags;
828         ubyte avg_color;
829         int offset;
830 } DiskBitmapHeader;
831
832 void load_bitmap_replacements(char *level_name)
833 {
834         char ifile_name[FILENAME_LEN];
835         CFILE *ifile;
836         int i;
837
838         //first, free up data allocated for old bitmaps
839         if (Bitmap_replacement_data) {
840                 d_free(Bitmap_replacement_data);
841                 Bitmap_replacement_data = NULL;
842         }
843
844         change_filename_extension(ifile_name, level_name, ".POG" );
845         
846         ifile = cfopen(ifile_name,"rb");
847
848         if (ifile) {
849                 int id,version,n_bitmaps;
850                 int bitmap_data_size;
851                 ushort *indices;
852  
853                 id = cfile_read_int(ifile);
854                 version = cfile_read_int(ifile);
855
856                 if (id != MAKE_SIG('G','O','P','D') || version != 1) {
857                         cfclose(ifile);
858                         return;
859                 }
860
861                 n_bitmaps = cfile_read_int(ifile);
862
863                 MALLOC( indices, ushort, n_bitmaps );
864                 
865                 #ifndef MACINTOSH       // silly, silly, must swap shorts on the mac.
866                         cfread(indices,sizeof(*indices),n_bitmaps,ifile);
867                 #else
868                         for (i = 0; i < n_bitmaps; i++)
869                         {
870                                 indices[i] = cfile_read_short(ifile);
871                         }
872                 #endif
873
874                 bitmap_data_size = cfilelength(ifile) - cftell(ifile) - (sizeof(DiskBitmapHeader) * n_bitmaps);
875                 MALLOC( Bitmap_replacement_data, ubyte, bitmap_data_size );
876
877                 for (i=0;i<n_bitmaps;i++) {
878                         DiskBitmapHeader bmh;
879                         grs_bitmap temp_bitmap;
880
881                         //note the groovy mac-compatible code!
882                         cfread(bmh.name, 8, 1, ifile);
883                         bmh.dflags = cfile_read_byte(ifile);
884                         bmh.width = cfile_read_byte(ifile);
885                         bmh.height = cfile_read_byte(ifile);
886                         bmh.wh_extra = cfile_read_byte(ifile);
887                         bmh.flags = cfile_read_byte(ifile);
888                         bmh.avg_color = cfile_read_byte(ifile);
889                         bmh.offset = cfile_read_int(ifile);
890
891                         memset( &temp_bitmap, 0, sizeof(grs_bitmap) );
892         
893                         temp_bitmap.bm_w = temp_bitmap.bm_rowsize = bmh.width + ((short) (bmh.wh_extra&0x0f)<<8);
894                         temp_bitmap.bm_h = bmh.height + ((short) (bmh.wh_extra&0xf0)<<4);
895                         temp_bitmap.avg_color = bmh.avg_color;
896                         temp_bitmap.bm_data = Bitmap_replacement_data + bmh.offset;
897         
898                         if ( bmh.flags & BM_FLAG_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
899                         if ( bmh.flags & BM_FLAG_SUPER_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_SUPER_TRANSPARENT;
900                         if ( bmh.flags & BM_FLAG_NO_LIGHTING ) temp_bitmap.bm_flags |= BM_FLAG_NO_LIGHTING;
901                         if ( bmh.flags & BM_FLAG_RLE ) temp_bitmap.bm_flags |= BM_FLAG_RLE;
902                         if ( bmh.flags & BM_FLAG_RLE_BIG ) temp_bitmap.bm_flags |= BM_FLAG_RLE_BIG;
903
904                         GameBitmaps[indices[i]] = temp_bitmap;
905                 }
906
907                 cfread(Bitmap_replacement_data,1,bitmap_data_size,ifile);
908
909                 d_free(indices);
910
911                 cfclose(ifile);
912
913                 last_palette_loaded_pig[0]= 0;  //force pig re-load
914
915                 texmerge_flush();               //for re-merging with new textures
916         }
917 }
918
919 void load_robot_replacements(char *level_name);
920 int read_hamfile();
921 extern int Robot_replacements_loaded;
922
923 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
924 void LoadLevel(int level_num,int page_in_textures)
925 {
926         char *level_name;
927         player save_player;
928         int load_ret;
929
930         save_player = Players[Player_num];      
931
932         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
933
934         if (level_num<0)                //secret level
935                 level_name = Secret_level_names[-level_num-1];
936         else                                    //normal level
937                 level_name = Level_names[level_num-1];
938
939         #ifdef WINDOWS
940                 dd_gr_set_current_canvas(NULL);
941                 dd_gr_clear_canvas(BM_XRGB(0,0,0));
942         #else
943                 gr_set_current_canvas(NULL);
944                 gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
945         #endif
946
947         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
948
949 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
950 //      WIN(ShowCursorW());
951
952 #if defined(POLY_ACC)
953     gr_palette_load(gr_palette);
954     show_boxed_message(TXT_LOADING);
955 #else
956         show_boxed_message(TXT_LOADING);
957         gr_palette_load(gr_palette);
958 #endif
959
960         load_ret = load_level(level_name);              //actually load the data from disk!
961
962         if (load_ret)
963                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
964
965         Current_level_num=level_num;
966
967 //      load_palette_pig(Current_level_palette);                //load just the pig
968
969         load_palette(Current_level_palette,1,1);                //don't change screen
970
971         #ifdef SHAREWARE
972         load_endlevel_data(level_num);
973         #endif
974
975         if ( page_in_textures )
976                 piggy_load_level_data();
977
978         load_bitmap_replacements(level_name);
979
980         if (Robot_replacements_loaded) {
981                 read_hamfile();         //load original data
982                 Robot_replacements_loaded = 0;
983         }
984         load_robot_replacements(level_name);
985
986 #ifdef NETWORK
987         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
988
989         reset_network_objects();
990 #endif
991
992         Players[Player_num] = save_player;
993
994         set_sound_sources();
995
996         songs_play_level_song( Current_level_num );
997
998         clear_boxed_message();          //remove message before new palette loaded
999
1000         gr_palette_load(gr_palette);            //actually load the palette
1001
1002 //      WIN(HideCursorW());
1003 }
1004
1005 //sets up Player_num & ConsoleObject  
1006 void InitPlayerObject()
1007 {
1008         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
1009
1010         if (Player_num != 0 )   {
1011                 Players[0] = Players[Player_num];
1012                 Player_num = 0;
1013         }
1014
1015         Players[Player_num].objnum = 0;
1016
1017         ConsoleObject = &Objects[Players[Player_num].objnum];
1018
1019         ConsoleObject->type                             = OBJ_PLAYER;
1020         ConsoleObject->id                                       = Player_num;
1021         ConsoleObject->control_type     = CT_FLYING;
1022         ConsoleObject->movement_type    = MT_PHYSICS;
1023 }
1024
1025 extern void game_disable_cheats();
1026 extern void turn_cheats_off();
1027 extern void init_seismic_disturbances(void);
1028
1029 //starts a new game on the given level
1030 void StartNewGame(int start_level)
1031 {
1032         Game_mode = GM_NORMAL;
1033         Function_mode = FMODE_GAME;
1034         
1035         Next_level_num = 0;
1036
1037         InitPlayerObject();                             //make sure player's object set up
1038
1039         init_player_stats_game();               //clear all stats
1040
1041         N_players = 1;
1042 #ifdef NETWORK
1043         Network_new_game = 0;
1044 #endif
1045
1046         if (start_level < 0)
1047                 StartNewLevelSecret(start_level, 0);
1048         else
1049                 StartNewLevel(start_level, 0);
1050
1051         Players[Player_num].starting_level = start_level;               // Mark where they started
1052
1053         game_disable_cheats();
1054
1055         init_seismic_disturbances();
1056 }
1057
1058 //@@//starts a resumed game loaded from disk
1059 //@@void ResumeSavedGame(int start_level)
1060 //@@{
1061 //@@    Game_mode = GM_NORMAL;
1062 //@@    Function_mode = FMODE_GAME;
1063 //@@
1064 //@@    N_players = 1;
1065 //@@    Network_new_game = 0;
1066 //@@
1067 //@@    InitPlayerObject();                             //make sure player's object set up
1068 //@@
1069 //@@    StartNewLevel(start_level, 0);
1070 //@@
1071 //@@    game_disable_cheats();
1072 //@@}
1073
1074 #ifndef _NETWORK_H
1075 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1076 #endif
1077
1078 extern int N_secret_levels;
1079
1080 #ifdef RELEASE
1081 #define STARS_BACKGROUND (MenuHires?"\x01starsb.pcx":"\x01stars.pcx")
1082 #else
1083 #define STARS_BACKGROUND (MenuHires?"starsb.pcx":"stars.pcx")
1084 #endif
1085
1086 //      -----------------------------------------------------------------------------
1087 //      Does the bonus scoring.
1088 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1089 void DoEndLevelScoreGlitz(int network)
1090 {
1091         int level_points, skill_points, energy_points, shield_points, hostage_points;
1092         int     all_hostage_points;
1093         int     endgame_points;
1094         char    all_hostage_text[64];
1095         char    endgame_text[64];
1096         #define N_GLITZITEMS 11
1097         char                            m_str[N_GLITZITEMS][30];
1098         newmenu_item    m[N_GLITZITEMS+1];
1099         int                             i,c;
1100         char                            title[128];
1101         int                             is_last_level;
1102         int                             mine_level;
1103
1104         set_screen_mode(SCREEN_MENU);           //go into menu mode
1105
1106    #ifdef TACTILE
1107                 if (TactileStick)
1108                   ClearForces();
1109         #endif
1110
1111         mprintf((0,"DoEndLevelScoreGlitz\n"));
1112
1113         //      Compute level player is on, deal with secret levels (negative numbers)
1114         mine_level = Players[Player_num].level;
1115         if (mine_level < 0)
1116                 mine_level *= -(Last_level/N_secret_levels);
1117
1118         level_points = Players[Player_num].score-Players[Player_num].last_score;
1119
1120         if (!Cheats_enabled) {
1121                 if (Difficulty_level > 1) {
1122                         skill_points = level_points*(Difficulty_level)/4;
1123                         skill_points -= skill_points % 100;
1124                 } else
1125                         skill_points = 0;
1126
1127                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1128                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1129                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1130
1131                 shield_points -= shield_points % 50;
1132                 energy_points -= energy_points % 50;
1133         } else {
1134                 skill_points = 0;
1135                 shield_points = 0;
1136                 energy_points = 0;
1137                 hostage_points = 0;
1138         }
1139
1140         all_hostage_text[0] = 0;
1141         endgame_text[0] = 0;
1142
1143         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1144                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1145                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1146         } else
1147                 all_hostage_points = 0;
1148
1149         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
1150                 endgame_points = Players[Player_num].lives * 10000;
1151                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1152                 is_last_level=1;
1153         } else
1154                 endgame_points = is_last_level = 0;
1155
1156         mprintf((0,"adding bonus points\n"));
1157         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1158
1159         c = 0;
1160         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1161         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1162         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1163         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1164
1165         sprintf(m_str[c++], "%s", all_hostage_text);
1166         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1167                 sprintf(m_str[c++], "%s", endgame_text);
1168
1169         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1170         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1171
1172         #ifdef WINDOWS
1173         sprintf(m_str[c++], "");
1174         sprintf(m_str[c++], "         Done");
1175         #endif
1176
1177         for (i=0; i<c; i++) {
1178                 m[i].type = NM_TYPE_TEXT;
1179                 m[i].text = m_str[i];
1180         }
1181
1182         #ifdef WINDOWS
1183         m[c-1].type = NM_TYPE_MENU;
1184         #endif
1185
1186         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1187
1188         if (Current_level_num < 0)
1189                 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);
1190         else
1191                 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);
1192
1193         Assert(c <= N_GLITZITEMS);
1194
1195         gr_palette_fade_out(gr_palette, 32, 0);
1196
1197         mprintf((0,"doing menu\n"));
1198
1199    PA_DFX (pa_alpha_always());
1200
1201 #ifdef NETWORK
1202         if ( network && (Game_mode & GM_NETWORK) )
1203                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1204         else
1205 #endif
1206                 // NOTE LINK TO ABOVE!!!
1207                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1208
1209         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1210 }
1211
1212 //give the player the opportunity to save his game
1213 void DoEndlevelMenu()
1214 {
1215 //No between level saves......!!!       state_save_all(1);
1216 }
1217
1218 //      -----------------------------------------------------------------------------------------------------
1219 //called when the player is starting a level (new game or new ship)
1220 void StartSecretLevel()
1221 {
1222         Assert(!Player_is_dead);
1223
1224         InitPlayerPosition(0);
1225
1226         verify_console_object();
1227
1228         ConsoleObject->control_type     = CT_FLYING;
1229         ConsoleObject->movement_type    = MT_PHYSICS;
1230
1231         // -- WHY? -- disable_matcens();
1232         clear_transient_objects(0);             //0 means leave proximity bombs
1233
1234         // create_player_appearance_effect(ConsoleObject);
1235         Do_appearance_effect = 1;
1236
1237         ai_reset_all_paths();
1238         // -- NO? -- reset_time();
1239
1240         reset_rear_view();
1241         Auto_fire_fusion_cannon_time = 0;
1242         Fusion_charge = 0;
1243
1244         Robot_firing_enabled = 1;
1245 }
1246
1247 extern void set_pos_from_return_segment(void);
1248
1249 //      Returns true if secret level has been destroyed.
1250 int p_secret_level_destroyed(void)
1251 {
1252         if (First_secret_visit) {
1253                 return 0;               //      Never been there, can't have been destroyed.
1254         } else {
1255                 FILE    *fp;
1256                 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1257                         fclose(fp);
1258                         return 0;
1259                 } else {
1260                         return 1;
1261                 }
1262         }
1263 }
1264
1265 //      -----------------------------------------------------------------------------------------------------
1266 void do_secret_message(char *msg)
1267 {
1268         int     old_fmode;
1269
1270         load_stars();
1271
1272 #if defined(POLY_ACC)
1273         pa_save_clut();
1274         pa_update_clut(gr_palette, 0, 256, 0);
1275 #endif
1276
1277         old_fmode = Function_mode;
1278         Function_mode = FMODE_MENU;
1279         nm_messagebox(NULL, 1, TXT_OK, msg);
1280         Function_mode = old_fmode;
1281
1282 #if defined(POLY_ACC)
1283         pa_restore_clut();
1284 #endif
1285         
1286         WIN(DEFINE_SCREEN(NULL));
1287 }
1288
1289 //      -----------------------------------------------------------------------------------------------------
1290 // called when the player is starting a new level for normal game mode and restore state
1291 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1292 //      first time, instead of initializing various things, need to do a game restore for all the
1293 //      robots, powerups, walls, doors, etc.
1294 void StartNewLevelSecret(int level_num, int page_in_textures)
1295 {
1296         newmenu_item    m[1];
1297         //int i;
1298
1299         ThisLevelTime=0;
1300          
1301         m[0].type = NM_TYPE_TEXT;
1302         m[0].text = " ";
1303
1304         last_drawn_cockpit[0] = -1;
1305         last_drawn_cockpit[1] = -1;
1306
1307         if (Newdemo_state == ND_STATE_PAUSED)
1308                 Newdemo_state = ND_STATE_RECORDING;
1309
1310         if (Newdemo_state == ND_STATE_RECORDING) {
1311                 newdemo_set_new_level(level_num);
1312                 newdemo_record_start_frame(FrameCount, FrameTime );
1313         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1314
1315                 gr_palette_fade_out(gr_palette, 32, 0);
1316
1317                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1318
1319                 if (First_secret_visit) {
1320                         do_secret_message(TXT_SECRET_EXIT);
1321                 } else {
1322                         FILE    *fp;
1323                         if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1324                                 fclose(fp);
1325                                 do_secret_message(TXT_SECRET_EXIT);
1326                         } else {
1327                                 char    text_str[128];
1328
1329                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1330                                 do_secret_message(text_str);
1331                         }
1332                 }
1333         }
1334
1335         LoadLevel(level_num,page_in_textures);
1336
1337         Assert(Current_level_num == level_num); //make sure level set right
1338
1339         Assert(Function_mode == FMODE_GAME);
1340
1341         gameseq_init_network_players(); // Initialize the Players array for 
1342                                                                                           // this level
1343
1344         HUD_clear_messages();
1345
1346         automap_clear_visited();
1347
1348         // --   init_player_stats_level();
1349
1350         Viewer = &Objects[Players[Player_num].objnum];
1351
1352         gameseq_remove_unused_players();
1353
1354         Game_suspended = 0;
1355
1356         Control_center_destroyed = 0;
1357
1358         init_cockpit();
1359         reset_palette_add();
1360
1361         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1362                 init_robots_for_level();
1363                 init_ai_objects();
1364                 init_smega_detonates();
1365                 init_morphs();
1366                 init_all_matcens();
1367                 reset_special_effects();
1368                 StartSecretLevel();
1369         } else {
1370                 FILE    *fp;
1371                 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1372                         int     pw_save, sw_save;
1373
1374                         fclose(fp);
1375
1376                         pw_save = Primary_weapon;
1377                         sw_save = Secondary_weapon;
1378                         state_restore_all(1, 1, SECRETC_FILENAME);
1379                         Primary_weapon = pw_save;
1380                         Secondary_weapon = sw_save;
1381                         reset_special_effects();
1382                         StartSecretLevel();
1383                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1384                 } else {
1385                         char    text_str[128];
1386
1387                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1388                         do_secret_message(text_str);
1389                         return;
1390
1391                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1392                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1393                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1394                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1395                         // -- return;
1396                 }
1397         }
1398
1399         if (First_secret_visit) {
1400                 copy_defaults_to_robot_all();
1401         }
1402
1403         turn_cheats_off();
1404
1405         init_controlcen_for_level();
1406
1407         //      Say player can use FLASH cheat to mark path to exit.
1408         Last_level_path_created = -1;
1409
1410         First_secret_visit = 0;
1411 }
1412
1413 int     Entered_from_level;
1414
1415 // ---------------------------------------------------------------------------------------------------------------
1416 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1417 void ExitSecretLevel(void)
1418 {
1419         FILE    *fp;
1420
1421         if (Newdemo_state == ND_STATE_PLAYBACK)
1422                 return;
1423
1424         if (!Control_center_destroyed) {
1425                 state_save_all(0, 2, SECRETC_FILENAME);
1426         }
1427
1428         if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1429                 int     pw_save, sw_save;
1430
1431                 returning_to_level_message();
1432                 fclose(fp);
1433                 pw_save = Primary_weapon;
1434                 sw_save = Secondary_weapon;
1435                 state_restore_all(1, 1, SECRETB_FILENAME);
1436                 Primary_weapon = pw_save;
1437                 Secondary_weapon = sw_save;
1438         } else {
1439                 // File doesn't exist, so can't return to base level.  Advance to next one.
1440                 if (Entered_from_level == Last_level)
1441                         DoEndGame();
1442                 else {
1443                         advancing_to_level_message();
1444                         StartNewLevel(Entered_from_level+1, 0);
1445                 }
1446         }
1447 }
1448
1449 // ---------------------------------------------------------------------------------------------------------------
1450 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1451 //      be invulnerable or cloaked.
1452 void do_cloak_invul_secret_stuff(fix old_gametime)
1453 {
1454         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1455                 fix     time_used;
1456
1457                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1458                 Players[Player_num].invulnerable_time = GameTime - time_used;
1459         }
1460
1461         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1462                 fix     time_used;
1463
1464                 time_used = old_gametime - Players[Player_num].cloak_time;
1465                 Players[Player_num].cloak_time = GameTime - time_used;
1466         }
1467 }
1468
1469 // ---------------------------------------------------------------------------------------------------------------
1470 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1471 //      is passing to the secret level.
1472 //      Do a savegame.
1473 void EnterSecretLevel(void)
1474 {
1475         fix     old_gametime;
1476         int     i;
1477
1478         Assert(! (Game_mode & GM_MULTI) );
1479
1480         Entered_from_level = Current_level_num;
1481
1482         if (Control_center_destroyed)
1483                 DoEndLevelScoreGlitz(0);
1484
1485         if (Newdemo_state != ND_STATE_PLAYBACK)
1486                 state_save_all(0, 1, NULL);     //      Not between levels (ie, save all), IS a secret level, NO filename override
1487
1488         //      Find secret level number to go to, stuff in Next_level_num.
1489         for (i=0; i<-Last_secret_level; i++)
1490                 if (Secret_level_table[i]==Current_level_num) {
1491                         Next_level_num = -(i+1);
1492                         break;
1493                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1494                         Next_level_num = -i;
1495                         break;
1496                 }
1497
1498         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1499                 Next_level_num = Last_secret_level;
1500
1501         old_gametime = GameTime;
1502
1503         StartNewLevelSecret(Next_level_num, 1);
1504         
1505         // do_cloak_invul_stuff();
1506 }
1507
1508 //called when the player has finished a level
1509 void PlayerFinishedLevel(int secret_flag)
1510 {
1511         Assert(!secret_flag);
1512
1513         //credit the player for hostages
1514         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1515
1516         if (Game_mode & GM_NETWORK)
1517                 Players[Player_num].connected = 2; // Finished but did not die
1518
1519         last_drawn_cockpit[0] = -1;
1520         last_drawn_cockpit[1] = -1;
1521
1522         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1523 }
1524
1525 #if defined(D2_OEM) || defined(COMPILATION)
1526 #define MOVIE_REQUIRED 0
1527 #else
1528 #define MOVIE_REQUIRED 1
1529 #endif
1530
1531 #ifdef D2_OEM
1532 #define ENDMOVIE "endo"
1533 #else
1534 #define ENDMOVIE "end"
1535 #endif
1536
1537 void show_order_form();
1538 extern void com_hangup(void);
1539
1540 //called when the player has finished the last level
1541 void DoEndGame(void)
1542 {
1543         mprintf((0,"DoEndGame\n"));
1544
1545         Function_mode = FMODE_MENU;
1546         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1547                 newdemo_stop_recording();
1548
1549         set_screen_mode( SCREEN_MENU );
1550
1551         WINDOS(
1552                 dd_gr_set_current_canvas(NULL),
1553                 gr_set_current_canvas(NULL)
1554         );
1555
1556         key_flush();
1557
1558    if (Current_mission_num == 0 && !(Game_mode & GM_MULTI))             //only built-in mission, & not multi
1559    {  
1560 #ifndef SHAREWARE
1561                 int played=MOVIE_NOT_PLAYED;    //default is not played
1562 #endif
1563
1564                 #ifdef SHAREWARE
1565                         songs_play_song( SONG_ENDGAME, 0 );
1566                         mprintf((0,"doing briefing\n"));
1567                         do_briefing_screens("ending2.tex",1);
1568                         mprintf((0,"briefing done\n"));
1569                 #else
1570                         init_subtitles(ENDMOVIE ".tex");        //ingore errors
1571                         played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1572                         close_subtitles();
1573                         #ifdef D2_OEM
1574                         if (!played) {
1575                                 songs_play_song( SONG_TITLE, 0 );
1576                                 do_briefing_screens("end2oem.tex",1);
1577                         }
1578                         #endif
1579                 #endif  
1580    }
1581         else if (!(Game_mode & GM_MULTI)) {             //not multi
1582                 char tname[FILENAME_LEN];
1583                 sprintf(tname,"%s.tex",Current_mission_filename);
1584                 do_briefing_screens (tname,Last_level+1);               //level past last is endgame breifing
1585
1586                 //try doing special credits
1587                 sprintf(tname,"%s.ctb",Current_mission_filename);
1588                 credits_show(tname);
1589         }
1590
1591         key_flush();
1592
1593         #ifdef SHAREWARE
1594                 show_order_form();
1595    #endif
1596
1597 #ifdef NETWORK
1598         if (Game_mode & GM_MULTI)
1599                 multi_endlevel_score();
1600         else
1601 #endif
1602                 // NOTE LINK TO ABOVE
1603                 DoEndLevelScoreGlitz(0);        
1604
1605         if (Current_mission_num == 0 && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1606                 WINDOS(
1607                         dd_gr_set_current_canvas(NULL),
1608                         gr_set_current_canvas( NULL )
1609                 );
1610                 WINDOS(
1611                         dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1612                         gr_clear_canvas(BM_XRGB(0,0,0))
1613                 );
1614                 gr_palette_clear();
1615                 load_palette(DEFAULT_PALETTE,0,1);
1616                 scores_maybe_add_player(0);
1617         }
1618
1619         Function_mode = FMODE_MENU;
1620
1621         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1622                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1623         else
1624                 Game_mode = GM_GAME_OVER;
1625
1626
1627         longjmp( LeaveGame, 0 );                // Exit out of game loop
1628 }
1629
1630 //from which level each do you get to each secret level 
1631 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1632
1633 //called to go to the next level (if there is one)
1634 //if secret_flag is true, advance to secret level, else next normal one
1635 //      Return true if game over.
1636 void AdvanceLevel(int secret_flag)
1637 {
1638 #ifdef NETWORK
1639         int result;
1640 #endif
1641
1642         mprintf((0,"AdvanceLevel\n"));
1643
1644         Assert(!secret_flag);
1645
1646         if (Current_level_num != Last_level) {
1647 #ifdef NETWORK
1648                 if (Game_mode & GM_MULTI)
1649                         multi_endlevel_score();         
1650                 else 
1651 #endif
1652                         // NOTE LINK TO ABOVE!!!
1653                         DoEndLevelScoreGlitz(0);                //give bonuses
1654         }
1655
1656         Control_center_destroyed = 0;
1657
1658         #ifdef EDITOR
1659         if (Current_level_num == 0)
1660                 return;         //not a real level
1661         #endif
1662
1663 #ifdef NETWORK
1664         if (Game_mode & GM_MULTI)       {
1665                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1666                 if (result) // failed to sync
1667                 {
1668                         if (Current_level_num == Last_level)            //player has finished the game!
1669                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1670                         else
1671                                 return;
1672                 }
1673         }
1674 #endif
1675
1676         if (Current_level_num == Last_level) {          //player has finished the game!
1677                 
1678                 mprintf((0,"Finished last level!\n"));
1679
1680                 DoEndGame();
1681
1682         } else {
1683
1684                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1685
1686                 if (!(Game_mode & GM_MULTI))
1687                         DoEndlevelMenu(); // Let use save their game
1688
1689                 StartNewLevel(Next_level_num, 0);
1690
1691         }
1692 }
1693
1694 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1695
1696 extern char last_palette_loaded[];
1697
1698 void load_stars_palette()
1699 {
1700         int pcx_error;
1701         ubyte pal[256*3];
1702
1703         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1704         Assert(pcx_error == PCX_ERROR_NONE);
1705
1706         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1707
1708
1709         {       //remap stuff. this code is kindof a hack
1710
1711                 //now, before we bring up the menu, we need to 
1712                 //do some stuff to make sure the palette is ok.  First, we need to
1713                 //get our current palette into the 2d's array, so the remapping will
1714                 //work.  Second, we need to remap the fonts.  Third, we need to fill 
1715                 //in part of the fade tables so the darkening of the menu edges works
1716
1717                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1718                 remap_fonts_and_menus(1);
1719
1720         }
1721
1722         strcpy(last_palette_loaded,"");         //force palette load next time
1723 }
1724 #endif
1725
1726 void nm_draw_background1(char * filename);
1727
1728 void load_stars()
1729 {
1730 //@@    int pcx_error;
1731 //@@    ubyte pal[256*3];
1732 //@@
1733 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1734 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1735 //@@
1736 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1737
1738         WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1739
1740         nm_draw_background1(STARS_BACKGROUND);
1741
1742 }
1743
1744
1745 void
1746 died_in_mine_message(void)
1747 {
1748         // Tell the player he died in the mine, explain why
1749         int old_fmode;
1750
1751         if (Game_mode & GM_MULTI)
1752                 return;
1753
1754         gr_palette_fade_out(gr_palette, 32, 0);
1755
1756         set_screen_mode(SCREEN_MENU);           //go into menu mode
1757
1758         WINDOS(
1759                 dd_gr_set_current_canvas(NULL),
1760                 gr_set_current_canvas(NULL)
1761         );
1762
1763         load_stars();
1764
1765 #if defined(POLY_ACC)
1766         pa_save_clut();
1767         pa_update_clut(gr_palette, 0, 256, 0);
1768 #endif
1769
1770         old_fmode = Function_mode;
1771         Function_mode = FMODE_MENU;
1772         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1773         Function_mode = old_fmode;
1774
1775 #if defined(POLY_ACC)
1776         pa_restore_clut();
1777 #endif
1778
1779         WIN(DEFINE_SCREEN(NULL));
1780 }
1781
1782 //      Called when player dies on secret level.
1783 void returning_to_level_message(void)
1784 {
1785         char    msg[128];
1786
1787         int old_fmode;
1788
1789         if (Game_mode & GM_MULTI)
1790                 return;
1791
1792         gr_palette_fade_out(gr_palette, 32, 0);
1793
1794         set_screen_mode(SCREEN_MENU);           //go into menu mode
1795
1796         gr_set_current_canvas(NULL);
1797
1798         load_stars();
1799
1800 #if defined(POLY_ACC)
1801         pa_save_clut();
1802         pa_update_clut(gr_palette, 0, 256, 0);
1803 #endif
1804
1805         old_fmode = Function_mode;
1806         Function_mode = FMODE_MENU;
1807         sprintf(msg, "Returning to level %i", Entered_from_level);
1808         nm_messagebox(NULL, 1, TXT_OK, msg);
1809         Function_mode = old_fmode;
1810
1811 #if defined(POLY_ACC)
1812         pa_restore_clut();
1813 #endif
1814
1815         WIN(DEFINE_SCREEN(NULL));
1816 }
1817
1818 //      Called when player dies on secret level.
1819 void advancing_to_level_message(void)
1820 {
1821         char    msg[128];
1822
1823         int old_fmode;
1824
1825         //      Only supposed to come here from a secret level.
1826         Assert(Current_level_num < 0);
1827
1828         if (Game_mode & GM_MULTI)
1829                 return;
1830
1831         gr_palette_fade_out(gr_palette, 32, 0);
1832
1833         set_screen_mode(SCREEN_MENU);           //go into menu mode
1834
1835         gr_set_current_canvas(NULL);
1836         
1837         load_stars();
1838
1839 #if defined(POLY_ACC)
1840         pa_save_clut();
1841         pa_update_clut(gr_palette, 0, 256, 0);
1842 #endif
1843
1844         old_fmode = Function_mode;
1845         Function_mode = FMODE_MENU;
1846         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1847         nm_messagebox(NULL, 1, TXT_OK, msg);
1848         Function_mode = old_fmode;
1849
1850 #if defined(POLY_ACC)
1851         pa_restore_clut();
1852 #endif
1853
1854         WIN(DEFINE_SCREEN(NULL));
1855 }
1856
1857 void digi_stop_digi_sounds();
1858
1859 void DoPlayerDead()
1860 {
1861         reset_palette_add();
1862
1863         gr_palette_load (gr_palette);
1864
1865 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1866         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1867
1868         dead_player_end();              //terminate death sequence (if playing)
1869
1870         #ifdef EDITOR
1871         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
1872                 object * playerobj = &Objects[Players[Player_num].objnum];
1873                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1874                 load_level("gamesave.lvl");
1875                 init_player_stats_new_ship();
1876                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1877                 StartLevel(0);
1878                 return;
1879         }
1880         #endif
1881
1882 #ifdef NETWORK
1883         if ( Game_mode&GM_MULTI )
1884         {
1885                 multi_do_death(Players[Player_num].objnum);
1886         }
1887         else 
1888 #endif
1889         {                               //Note link to above else!
1890                 Players[Player_num].lives--;
1891                 if (Players[Player_num].lives == 0)
1892                 {       
1893                         DoGameOver();
1894                         return;
1895                 }
1896         }
1897                                 
1898         if ( Control_center_destroyed ) {
1899
1900                 //clear out stuff so no bonus
1901                 Players[Player_num].hostages_on_board = 0;
1902                 Players[Player_num].energy = 0;
1903                 Players[Player_num].shields = 0;
1904                 Players[Player_num].connected = 3;
1905
1906                 died_in_mine_message(); // Give them some indication of what happened
1907
1908                 if (Current_level_num < 0) {
1909                         FILE    *fp;
1910
1911                         if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1912                                 fclose(fp);
1913                                 returning_to_level_message();
1914                                 state_restore_all(1, 2, SECRETB_FILENAME);                      //      2 means you died
1915                                 set_pos_from_return_segment();
1916                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1917                         } else {
1918                                 advancing_to_level_message();
1919                                 StartNewLevel(Entered_from_level+1, 0);
1920                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1921                         }
1922                 } else {
1923
1924                         AdvanceLevel(0);                        //if finished, go on to next level
1925
1926                         init_player_stats_new_ship();
1927                         last_drawn_cockpit[0] = -1;
1928                         last_drawn_cockpit[1] = -1;
1929                 }
1930
1931         } else if (Current_level_num < 0) {
1932                 FILE    *fp;
1933                 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1934                         fclose(fp);
1935                         returning_to_level_message();
1936                         if (!Control_center_destroyed)
1937                                 state_save_all(0, 2, SECRETC_FILENAME);
1938                         state_restore_all(1, 2, SECRETB_FILENAME);
1939                         set_pos_from_return_segment();
1940                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1941                 } else {
1942                         died_in_mine_message(); // Give them some indication of what happened
1943                         advancing_to_level_message();
1944                         StartNewLevel(Entered_from_level+1, 0);
1945                         init_player_stats_new_ship();
1946                 }
1947         } else {
1948                 init_player_stats_new_ship();
1949                 StartLevel(1);
1950         }
1951
1952         digi_sync_sounds();
1953 }
1954
1955 extern int BigWindowSwitch;
1956
1957 //called when the player is starting a new level for normal game mode and restore state
1958 //      secret_flag set if came from a secret level
1959 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1960 {
1961         if (!(Game_mode & GM_MULTI)) {
1962                 last_drawn_cockpit[0] = -1;
1963                 last_drawn_cockpit[1] = -1;
1964         }
1965    BigWindowSwitch=0;
1966
1967
1968         if (Newdemo_state == ND_STATE_PAUSED)
1969                 Newdemo_state = ND_STATE_RECORDING;
1970
1971         if (Newdemo_state == ND_STATE_RECORDING) {
1972                 newdemo_set_new_level(level_num);
1973                 newdemo_record_start_frame(FrameCount, FrameTime );
1974         }
1975
1976         if (Game_mode & GM_MULTI)
1977                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1978
1979         LoadLevel(level_num,page_in_textures);
1980
1981         Assert(Current_level_num == level_num); //make sure level set right
1982
1983         gameseq_init_network_players(); // Initialize the Players array for 
1984                                                                                           // this level
1985
1986         Viewer = &Objects[Players[Player_num].objnum];
1987
1988         Assert(N_players <= NumNetPlayerPositions);
1989                 //If this assert fails, there's not enough start positions
1990
1991 #ifdef NETWORK
1992         if (Game_mode & GM_NETWORK)
1993         {
1994                 if(network_level_sync()) // After calling this, Player_num is set
1995                         return;
1996         }
1997         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1998         {
1999                 if(com_level_sync())
2000                         return;
2001         }
2002 #endif
2003
2004         Assert(Function_mode == FMODE_GAME);
2005
2006         #ifndef NDEBUG
2007         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
2008         #endif
2009
2010         HUD_clear_messages();
2011
2012         automap_clear_visited();
2013
2014 #ifdef NETWORK
2015         if (Network_new_game == 1)
2016         {
2017                 Network_new_game = 0;
2018                 init_player_stats_new_ship();
2019         }
2020 #endif
2021         init_player_stats_level(secret_flag);
2022
2023 #ifdef NETWORK
2024         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
2025         {
2026                 int i;
2027                 for (i = 0; i < N_players; i++)
2028                         Players[i].flags |= Netgame.player_flags[i];
2029         }
2030
2031         if (Game_mode & GM_MULTI)
2032         {
2033                 multi_prep_level(); // Removes robots from level if necessary
2034         }
2035 #endif
2036
2037         gameseq_remove_unused_players();
2038
2039         Game_suspended = 0;
2040
2041         Control_center_destroyed = 0;
2042
2043         set_screen_mode(SCREEN_GAME);
2044         init_cockpit();
2045         init_robots_for_level();
2046         init_ai_objects();
2047         init_smega_detonates();
2048         init_morphs();
2049         init_all_matcens();
2050         reset_palette_add();
2051         init_thief_for_level();
2052         init_stuck_objects();
2053         game_flush_inputs();            // clear out the keyboard
2054    if (!(Game_mode & GM_MULTI))
2055            filter_objects_from_level();
2056
2057         turn_cheats_off();
2058
2059         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2060                 set_highest_level(Current_level_num);
2061         else
2062                 read_player_file();             //get window sizes
2063
2064         reset_special_effects();
2065
2066 #ifdef OGL
2067         ogl_cache_level_textures();
2068 #endif
2069
2070
2071 #ifdef NETWORK
2072         if (Network_rejoined == 1)
2073         {
2074                 #ifndef NDEBUG
2075                 mprintf((0, "Restarting - joining in random location.\n"));
2076                 #endif
2077                 Network_rejoined = 0;
2078                 StartLevel(1);
2079         }
2080         else
2081 #endif
2082                 StartLevel(0);          // Note link to above if!
2083
2084         copy_defaults_to_robot_all();
2085         init_controlcen_for_level();
2086
2087         //      Say player can use FLASH cheat to mark path to exit.
2088         Last_level_path_created = -1;
2089 }
2090
2091 #ifdef NETWORK
2092 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2093 #endif
2094 void bash_to_shield (int i,char *s)
2095 {
2096 #ifdef NETWORK
2097         int type=Objects[i].id;
2098 #endif
2099
2100         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2101
2102 #ifdef NETWORK
2103         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2104 #endif
2105
2106         Objects[i].id = POW_SHIELD_BOOST;
2107         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2108         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2109 }
2110
2111
2112 void filter_objects_from_level()
2113  {
2114   int i;
2115   
2116   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2117  
2118   for (i=0;i<=Highest_object_index;i++) 
2119         {
2120          if (Objects[i].type==OBJ_POWERUP)
2121      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2122            bash_to_shield (i,"Flag!!!!");
2123    } 
2124
2125  }
2126
2127 struct {
2128         int     level_num;
2129         char    movie_name[FILENAME_LEN];
2130 } intro_movie[] = {     { 1,"pla"},
2131                                                         { 5,"plb"},
2132                                                         { 9,"plc"},
2133                                                         {13,"pld"},
2134                                                         {17,"ple"},
2135                                                         {21,"plf"},
2136                                                         {24,"plg"}};
2137
2138 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2139
2140 extern int MenuHiresAvailable;
2141 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
2142 extern int intro_played;        //true if big intro movie played
2143
2144 void ShowLevelIntro(int level_num)
2145 {
2146         //if shareware, show a briefing?
2147
2148         if (!(Game_mode & GM_MULTI)) {
2149 #ifndef SHAREWARE
2150                 int i;
2151 #endif
2152                 ubyte save_pal[sizeof(gr_palette)];
2153
2154                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2155
2156                 #if defined(D2_OEM) || defined(COMPILATION)
2157                 if (level_num==1 && !intro_played)
2158                         do_briefing_screens ("brief2o.tex",1);  
2159                 #endif
2160
2161                 if (Current_mission_num==0)
2162                 {
2163 #ifndef SHAREWARE
2164                         int movie=0;
2165 #endif
2166                         #ifdef SHAREWARE
2167                                 if (level_num==1)
2168                                 {
2169                                         do_briefing_screens ("brief2.tex",1);   
2170                                 }
2171                         #else
2172                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
2173                                 {
2174                                         if (intro_movie[i].level_num == level_num)
2175                                         {
2176                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2177                                                 movie=1;
2178                                                 break;
2179                                         }
2180                                 }
2181
2182 #ifdef WINDOWS
2183                                 if (!movie) {                                   //must go before briefing
2184                                         dd_gr_init_screen();
2185                                         Screen_mode = -1;
2186                                 }
2187 #endif
2188
2189                                 if (robot_movies)
2190                                 {
2191                                         int hires_save=MenuHiresAvailable;
2192                                         
2193                                         if (robot_movies == 1)          //lowres only
2194                                         {
2195                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
2196
2197                                                 if (hires_save != MenuHiresAvailable)
2198                                                         Screen_mode = -1;               //force reset
2199
2200                                         }
2201                                         do_briefing_screens ("robot.tex",level_num);
2202                                         MenuHiresAvailable = hires_save;
2203                                 }
2204
2205                         #endif
2206                 }      
2207                 else {  //not the built-in mission.  check for add-on briefing
2208                         char tname[FILENAME_LEN];
2209                         sprintf(tname,"%s.tex",Current_mission_filename);
2210                         do_briefing_screens (tname,level_num);
2211                 }
2212
2213
2214                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2215         }
2216 }
2217
2218 //      ---------------------------------------------------------------------------
2219 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2220 //      Reason: On this level, if player goes to a secret level, he will be going to a different
2221 //      secret level than he's ever been to before.
2222 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2223 void maybe_set_first_secret_visit(int level_num)
2224 {
2225         int     i;
2226
2227         for (i=0; i<N_secret_levels; i++) {
2228                 if (Secret_level_table[i] == level_num) {
2229                         First_secret_visit = 1;
2230                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2231                 }
2232         }
2233 }
2234
2235 //called when the player is starting a new level for normal game model
2236 //      secret_flag if came from a secret level
2237 void StartNewLevel(int level_num, int secret_flag)
2238 {
2239         ThisLevelTime=0;
2240
2241         if ((level_num > 0) && (!secret_flag)) {
2242                 maybe_set_first_secret_visit(level_num);
2243         }
2244
2245         ShowLevelIntro(level_num);
2246
2247         WIN(DEFINE_SCREEN(NULL));               // ALT-TAB: no restore of background.
2248         
2249         StartNewLevelSub(level_num, 1, secret_flag );
2250
2251 }
2252
2253 //initialize the player object position & orientation (at start of game, or new ship)
2254 void InitPlayerPosition(int random_flag)
2255 {
2256         int NewPlayer=0;
2257
2258 #ifdef NETWORK
2259         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2260 #endif
2261                 NewPlayer = Player_num;
2262 #ifdef NETWORK
2263         else if (random_flag == 1)
2264         {
2265                 int i, closest = -1, trys=0;
2266                 fix closest_dist = 0x7ffffff, dist;
2267
2268                 d_srand(clock());
2269
2270 #ifndef NDEBUG
2271                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2272                 {
2273                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2274                         //Int3();
2275                 }
2276 #endif
2277
2278                 do {
2279                         if (trys > 0)   
2280                         {
2281                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2282                         }
2283                         trys++;
2284
2285                         NewPlayer = d_rand() % NumNetPlayerPositions;
2286
2287                         closest = -1;
2288                         closest_dist = 0x7fffffff;
2289         
2290                         for (i=0; i<N_players; i++ )    {
2291                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2292                                         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
2293                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2294                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2295                                                 closest_dist = dist;
2296                                                 closest = i;
2297                                         }
2298                                 }
2299                         }
2300
2301                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2302                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2303         } 
2304         else {
2305                 mprintf((0, "Starting position is not being changed.\n"));
2306                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2307         }
2308         Assert(NewPlayer >= 0);
2309         Assert(NewPlayer < NumNetPlayerPositions);
2310 #endif
2311
2312         ConsoleObject->pos = Player_init[NewPlayer].pos;
2313         ConsoleObject->orient = Player_init[NewPlayer].orient;
2314 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2315
2316         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2317
2318         obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2319
2320 #ifdef NETWORK
2321 done:
2322 #endif
2323         reset_player_object();
2324         reset_cruise();
2325 }
2326
2327 //      -----------------------------------------------------------------------------------------------------
2328 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2329 //      What about setting size!?  Where does that come from?
2330 void copy_defaults_to_robot(object *objp)
2331 {
2332         robot_info      *robptr;
2333         int                     objid;
2334
2335         Assert(objp->type == OBJ_ROBOT);
2336         objid = objp->id;
2337         Assert(objid < N_robot_types);
2338
2339         robptr = &Robot_info[objid];
2340
2341         //      Boost shield for Thief and Buddy based on level.
2342         objp->shields = robptr->strength;
2343
2344         if ((robptr->thief) || (robptr->companion)) {
2345                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2346
2347                 if (robptr->companion) {
2348                         //      Now, scale guide-bot hits by skill level
2349                         switch (Difficulty_level) {
2350                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2351                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2352                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2353                                 default:        break;
2354                         }
2355                 }
2356         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2357                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2358
2359         //      Additional wimpification of bosses at Trainee
2360         if ((robptr->boss_flag) && (Difficulty_level == 0))
2361                 objp->shields /= 2;
2362 }
2363
2364 //      -----------------------------------------------------------------------------------------------------
2365 //      Copy all values from the robot info structure to all instances of robots.
2366 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2367 //      This function should be called at level load time.
2368 void copy_defaults_to_robot_all()
2369 {
2370         int     i;
2371
2372         for (i=0; i<=Highest_object_index; i++)
2373                 if (Objects[i].type == OBJ_ROBOT)
2374                         copy_defaults_to_robot(&Objects[i]);
2375
2376 }
2377
2378 extern void clear_stuck_objects(void);
2379
2380 //      -----------------------------------------------------------------------------------------------------
2381 //called when the player is starting a level (new game or new ship)
2382 void StartLevel(int random_flag)
2383 {
2384         Assert(!Player_is_dead);
2385
2386         InitPlayerPosition(random_flag);
2387
2388         verify_console_object();
2389
2390         ConsoleObject->control_type     = CT_FLYING;
2391         ConsoleObject->movement_type    = MT_PHYSICS;
2392
2393         disable_matcens();
2394
2395         clear_transient_objects(0);             //0 means leave proximity bombs
2396
2397         // create_player_appearance_effect(ConsoleObject);
2398         Do_appearance_effect = 1;
2399
2400 #ifdef NETWORK
2401         if (Game_mode & GM_MULTI)
2402         {
2403                 if (Game_mode & GM_MULTI_COOP)
2404                         multi_send_score();
2405                 multi_send_position(Players[Player_num].objnum);
2406                 multi_send_reappear();
2407         }               
2408
2409         if (Game_mode & GM_NETWORK)
2410                 network_do_frame(1, 1);
2411 #endif
2412
2413         ai_reset_all_paths();
2414         ai_init_boss_for_ship();
2415         clear_stuck_objects();
2416
2417         #ifdef EDITOR
2418         //      Note, this is only done if editor builtin.  Calling this from here
2419         //      will cause it to be called after the player dies, resetting the
2420         //      hits for the buddy and thief.  This is ok, since it will work ok
2421         //      in a shipped version.
2422         init_ai_objects();
2423         #endif
2424
2425         reset_time();
2426
2427         reset_rear_view();
2428         Auto_fire_fusion_cannon_time = 0;
2429         Fusion_charge = 0;
2430
2431         Robot_firing_enabled = 1;
2432 }
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442