1 /* $Id: gameseq.c,v 1.42 2004-12-17 13:17:46 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Routines for EndGame, EndLevel, etc.
27 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.42 2004-12-17 13:17:46 btb Exp $";
38 #if !defined(_MSC_VER) && !defined(macintosh)
47 #include "pa_enabl.h" //$$POLY_ACC
101 #include "fireball.h"
106 #include "cntrlcen.h"
111 #include "texmerge.h"
118 #include "controls.h"
120 #include "gamemine.h"
122 #if defined(POLY_ACC)
123 #include "poly_acc.h"
125 #if defined (TACTILE)
130 #include "editor/editor.h"
136 void StartNewLevelSecret(int level_num, int page_in_textures);
137 void InitPlayerPosition(int random_flag);
139 void returning_to_level_message(void);
140 void advancing_to_level_message(void);
141 void DoEndGame(void);
142 void AdvanceLevel(int secret_flag);
143 void filter_objects_from_level();
145 // From allender -- you'll find these defines in state.c and cntrlcen.c
146 // since I couldn't think of a good place to put them and i wanted to
147 // fix this stuff fast! Sorry about that...
150 #define SECRETB_FILENAME "secret.sgb"
151 #define SECRETC_FILENAME "secret.sgc"
153 #define SECRETB_FILENAME ":Players:secret.sgb"
154 #define SECRETC_FILENAME ":Players:secret.sgc"
157 //Current_level_num starts at 1 for the first level
158 //-1,-2,-3 are secret levels
159 //0 means not a real level loaded
160 int Current_level_num=0,Next_level_num;
161 char Current_level_name[LEVEL_NAME_LEN];
163 // Global variables describing the player
164 int N_players=1; // Number of players ( >1 means a net game, eh?)
165 int Player_num=0; // The player number who is on the console.
166 player Players[MAX_PLAYERS+4]; // Misc player info
167 obj_position Player_init[MAX_PLAYERS];
169 // Global variables telling what sort of game we have
170 int MaxNumNetPlayers = -1;
171 int NumNetPlayerPositions = -1;
173 extern fix ThisLevelTime;
175 // Extern from game.c to fix a bug in the cockpit!
177 extern int last_drawn_cockpit[2];
178 extern int Last_level_path_created;
180 // HUD_clear_messages external, declared in gauges.h
182 extern void HUD_clear_messages(); // From hud.c
185 // Extra prototypes declared for the sake of LINT
186 void init_player_stats_new_ship(void);
187 void copy_defaults_to_robot_all(void);
189 int Do_appearance_effect=0;
191 extern int Rear_view;
193 int First_secret_visit = 1;
195 extern int descent_critical_error;
197 extern int Last_msg_ycrd;
199 //--------------------------------------------------------------------
200 void verify_console_object()
202 Assert( Player_num > -1 );
203 Assert( Players[Player_num].objnum > -1 );
204 ConsoleObject = &Objects[Players[Player_num].objnum];
205 Assert( ConsoleObject->type==OBJ_PLAYER );
206 Assert( ConsoleObject->id==Player_num );
209 int count_number_of_robots()
215 for (i=0;i<=Highest_object_index;i++) {
216 if (Objects[i].type == OBJ_ROBOT)
224 int count_number_of_hostages()
230 for (i=0;i<=Highest_object_index;i++) {
231 if (Objects[i].type == OBJ_HOSTAGE)
238 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
240 gameseq_init_network_players()
244 // Initialize network player start locations and object numbers
246 ConsoleObject = &Objects[0];
249 for (i=0;i<=Highest_object_index;i++) {
251 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
253 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
254 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
256 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
257 Objects[i].type=OBJ_PLAYER;
258 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
259 Player_init[k].pos = Objects[i].pos;
260 Player_init[k].orient = Objects[i].orient;
261 Player_init[k].segnum = Objects[i].segnum;
262 Players[k].objnum = i;
271 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
272 obj_delete(i); //kill the buddy in netgames
275 NumNetPlayerPositions = k;
278 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
279 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
281 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
282 //Int3(); // Not enough positions!!
286 if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
288 for (i=0;i<N_players;i++)
289 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
291 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!");
296 if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
298 for (i = 0; i < N_players; i++)
299 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
301 nm_messagebox ("Warning!", 1 ,TXT_OK, "This shareware version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");
308 void gameseq_remove_unused_players()
312 // 'Remove' the unused players
315 if (Game_mode & GM_MULTI)
317 for (i=0; i < NumNetPlayerPositions; i++)
319 if ((!Players[i].connected) || (i >= N_players))
322 // mprintf((0, "Ghosting player ship %d.\n", i+1));
324 multi_make_player_ghost(i);
330 { // Note link to above if!!!
332 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
334 for (i=1; i < NumNetPlayerPositions; i++)
336 obj_delete(Players[i].objnum);
341 fix StartingShields=INITIAL_SHIELDS;
343 // Setup player for new game
344 void init_player_stats_game()
346 Players[Player_num].score = 0;
347 Players[Player_num].last_score = 0;
348 Players[Player_num].lives = INITIAL_LIVES;
349 Players[Player_num].level = 1;
351 Players[Player_num].time_level = 0;
352 Players[Player_num].time_total = 0;
353 Players[Player_num].hours_level = 0;
354 Players[Player_num].hours_total = 0;
356 Players[Player_num].energy = INITIAL_ENERGY;
357 Players[Player_num].shields = StartingShields;
358 Players[Player_num].killer_objnum = -1;
360 Players[Player_num].net_killed_total = 0;
361 Players[Player_num].net_kills_total = 0;
363 Players[Player_num].num_kills_level = 0;
364 Players[Player_num].num_kills_total = 0;
365 Players[Player_num].num_robots_level = 0;
366 Players[Player_num].num_robots_total = 0;
367 Players[Player_num].KillGoalCount = 0;
369 Players[Player_num].hostages_rescued_total = 0;
370 Players[Player_num].hostages_level = 0;
371 Players[Player_num].hostages_total = 0;
373 Players[Player_num].laser_level = 0;
374 Players[Player_num].flags = 0;
376 init_player_stats_new_ship();
378 First_secret_visit = 1;
381 void init_ammo_and_energy(void)
383 if (Players[Player_num].energy < INITIAL_ENERGY)
384 Players[Player_num].energy = INITIAL_ENERGY;
385 if (Players[Player_num].shields < StartingShields)
386 Players[Player_num].shields = StartingShields;
388 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
389 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
390 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
392 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
393 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
394 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
395 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
396 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
399 extern ubyte Last_afterburner_state;
401 // Setup player for new level (After completion of previous level)
402 void init_player_stats_level(int secret_flag)
406 Players[Player_num].last_score = Players[Player_num].score;
408 Players[Player_num].level = Current_level_num;
411 if (!Network_rejoined) {
413 Players[Player_num].time_level = 0;
414 Players[Player_num].hours_level = 0;
419 Players[Player_num].killer_objnum = -1;
421 Players[Player_num].num_kills_level = 0;
422 Players[Player_num].num_robots_level = count_number_of_robots();
423 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
425 Players[Player_num].hostages_level = count_number_of_hostages();
426 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
427 Players[Player_num].hostages_on_board = 0;
430 init_ammo_and_energy();
432 Players[Player_num].flags &= (~KEY_BLUE);
433 Players[Player_num].flags &= (~KEY_RED);
434 Players[Player_num].flags &= (~KEY_GOLD);
436 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
437 PLAYER_FLAGS_CLOAKED |
438 PLAYER_FLAGS_MAP_ALL);
440 Players[Player_num].cloak_time = 0;
441 Players[Player_num].invulnerable_time = 0;
443 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
444 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
447 Player_is_dead = 0; // Added by RH
448 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
450 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
452 Controls.afterburner_state = 0;
453 Last_afterburner_state = 0;
455 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
461 tactile_set_button_jolt();
464 Missile_viewer = NULL;
467 extern void init_ai_for_ship(void);
469 // Setup player for a brand-new ship
470 void init_player_stats_new_ship()
474 if (Newdemo_state == ND_STATE_RECORDING) {
475 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
476 newdemo_record_player_weapon(0, 0);
477 newdemo_record_player_weapon(1, 0);
480 Players[Player_num].energy = INITIAL_ENERGY;
481 Players[Player_num].shields = StartingShields;
482 Players[Player_num].laser_level = 0;
483 Players[Player_num].killer_objnum = -1;
484 Players[Player_num].hostages_on_board = 0;
486 Afterburner_charge = 0;
488 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
489 Players[Player_num].primary_ammo[i] = 0;
490 Primary_last_was_super[i] = 0;
493 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
494 Players[Player_num].secondary_ammo[i] = 0;
495 Secondary_last_was_super[i] = 0;
497 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
499 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
500 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
503 Secondary_weapon = 0;
505 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
506 PLAYER_FLAGS_AFTERBURNER |
507 PLAYER_FLAGS_CLOAKED |
508 PLAYER_FLAGS_INVULNERABLE |
509 PLAYER_FLAGS_MAP_ALL |
510 PLAYER_FLAGS_CONVERTER |
511 PLAYER_FLAGS_AMMO_RACK |
512 PLAYER_FLAGS_HEADLIGHT |
513 PLAYER_FLAGS_HEADLIGHT_ON |
516 Players[Player_num].cloak_time = 0;
517 Players[Player_num].invulnerable_time = 0;
519 Player_is_dead = 0; //player no longer dead
521 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
523 Controls.afterburner_state = 0;
524 Last_afterburner_state = 0;
526 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
528 Missile_viewer=NULL; ///reset missile camera if out there
533 tactile_set_button_jolt();
541 extern void init_stuck_objects(void);
545 extern int Slide_segs_computed;
547 //reset stuff so game is semi-normal when playing from editor
548 void editor_reset_stuff_on_level()
550 gameseq_init_network_players();
551 init_player_stats_level(0);
552 Viewer = ConsoleObject;
553 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
554 ConsoleObject->id=Player_num;
555 ConsoleObject->control_type = CT_FLYING;
556 ConsoleObject->movement_type = MT_PHYSICS;
558 verify_console_object();
559 Control_center_destroyed = 0;
560 if (Newdemo_state != ND_STATE_PLAYBACK)
561 gameseq_remove_unused_players();
563 init_robots_for_level();
567 init_player_stats_new_ship();
568 init_controlcen_for_level();
569 automap_clear_visited();
570 init_stuck_objects();
571 init_thief_for_level();
573 Slide_segs_computed = 0;
577 //do whatever needs to be done when a player dies in multiplayer
581 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
583 if (PLAYING_BUILTIN_MISSION)
584 scores_maybe_add_player(0);
586 Function_mode = FMODE_MENU;
587 Game_mode = GM_GAME_OVER;
588 longjmp( LeaveGame, 0 ); // Exit out of game loop
592 extern void do_save_game_menu();
594 //update various information about the player
595 void update_player_stats()
597 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
598 if ( Players[Player_num].time_level > i2f(3600) ) {
599 Players[Player_num].time_level -= i2f(3600);
600 Players[Player_num].hours_level++;
603 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
604 if ( Players[Player_num].time_total > i2f(3600) ) {
605 Players[Player_num].time_total -= i2f(3600);
606 Players[Player_num].hours_total++;
610 //hack to not start object when loading level
611 extern int Dont_start_sound_objects;
613 //go through this level and start any eclip sounds
614 void set_sound_sources()
619 digi_init_sounds(); //clear old sounds
621 Dont_start_sound_objects = 1;
623 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
624 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
627 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
628 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))
629 if ((sn=Effects[ec].sound_num)!=-1) {
631 int csegnum = seg->children[sidenum];
633 //check for sound on other side of wall. Don't add on
634 //both walls if sound travels through wall. If sound
635 //does travel through wall, add sound for lower-numbered
638 if (IS_CHILD(csegnum) && csegnum < segnum) {
639 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
643 csegp = &Segments[seg->children[sidenum]];
644 csidenum = find_connect_side(seg, csegp);
646 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
647 continue; //skip this one
651 compute_center_point_on_side(&pnt,seg,sidenum);
652 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
656 Dont_start_sound_objects = 0;
661 //fix flash_dist=i2f(1);
662 fix flash_dist=fl2f(.9);
664 //create flash for player appearance
665 void create_player_appearance_effect(object *player_obj)
672 int objnum = player_obj-Objects;
673 if ( (objnum < 0) || (objnum > Highest_object_index) )
674 Int3(); // See Rob, trying to track down weird network bug
678 if (player_obj == Viewer)
679 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
681 pos = player_obj->pos;
683 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
686 effect_obj->orient = player_obj->orient;
688 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
689 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
694 // New Game sequencing functions
697 //pairs of chars describing ranges
698 char playername_allowed_chars[] = "azAZ09__--";
700 int MakeNewPlayerFile(int allow_abort)
705 char text[CALLSIGN_LEN+1]="";
707 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
710 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
712 Newmenu_allowed_chars = playername_allowed_chars;
713 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
714 Newmenu_allowed_chars = NULL;
717 if ( allow_abort ) return 0;
721 if (text[0]==0) //null string
723 sprintf( filename, "%s.plr", text );
725 if (PHYSFS_exists(filename))
727 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
731 if ( !new_player_config() )
732 goto try_again; // They hit Esc during New player config
734 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
742 #undef TXT_SELECT_PILOT
743 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
746 //Inputs the player's name, without putting up the background screen
751 int allow_abort_flag = 1;
753 if ( Players[Player_num].callsign[0] == 0 ) {
754 //---------------------------------------------------------------------
755 // Set default config options in case there is no config file
756 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
757 Config_joystick_sensitivity = 8;
758 Config_control_type =CONTROL_NONE;
759 for (i=0; i<CONTROL_MAX_TYPES; i++ )
760 for (j=0; j<MAX_CONTROLS; j++ )
761 kconfig_settings[i][j] = default_kconfig_settings[i][j];
763 //----------------------------------------------------------------
765 // Read the last player's name from config file, not lastplr.txt
766 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
768 if (config_last_player[0]==0)
769 allow_abort_flag = 0;
776 if (!newmenu_get_filename(TXT_SELECT_PILOT, "plr", filename, allow_abort_flag))
777 goto do_menu_again; //return 0; // They hit Esc in file selector
780 if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
781 goto do_menu_again; // They hit Esc in file selector
784 newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
787 if ( filename[0] == '<' ) {
788 // They selected 'create new pilot'
789 if (!MakeNewPlayerFile(allow_abort_flag))
790 //return 0; // They hit Esc during enter name stage
793 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
796 if (read_player_file() != EZERO)
799 Auto_leveling_on = Default_leveling_on;
801 set_display_mode(Default_display_mode);
803 WriteConfigFile(); // Update lastplr
809 void load_robot_replacements(char *level_name);
811 extern int Robot_replacements_loaded;
813 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
814 void LoadLevel(int level_num,int page_in_textures)
820 save_player = Players[Player_num];
822 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
824 if (level_num<0) //secret level
825 level_name = Secret_level_names[-level_num-1];
827 level_name = Level_names[level_num-1];
830 dd_gr_set_current_canvas(NULL);
831 dd_gr_clear_canvas(BM_XRGB(0,0,0));
833 gr_set_current_canvas(NULL);
834 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
837 Last_msg_ycrd = -1; //so we don't restore backgound under msg
839 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
840 // WIN(ShowCursorW());
842 #if 1 //defined(POLY_ACC) || defined(OGL)
843 gr_palette_load(gr_palette);
844 show_boxed_message(TXT_LOADING);
846 show_boxed_message(TXT_LOADING);
847 gr_palette_load(gr_palette);
850 load_ret = load_level(level_name); //actually load the data from disk!
853 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
855 Current_level_num=level_num;
857 // load_palette_pig(Current_level_palette); //load just the pig
859 load_palette(Current_level_palette,1,1); //don't change screen
861 load_endlevel_data(level_num);
863 if ( page_in_textures )
864 piggy_load_level_data();
867 load_d1_bitmap_replacements();
869 load_bitmap_replacements(level_name);
871 if (Robot_replacements_loaded) {
872 read_hamfile(); //load original data
873 if (Current_mission->enhanced) {
876 extern void bm_read_extra_robots();
877 sprintf(t,"%s.ham",Current_mission_filename);
878 bm_read_extra_robots(t, Current_mission->enhanced);
881 Robot_replacements_loaded = 0;
883 load_robot_replacements(level_name);
886 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
888 reset_network_objects();
891 Players[Player_num] = save_player;
895 songs_play_level_song( Current_level_num );
897 clear_boxed_message(); //remove message before new palette loaded
899 gr_palette_load(gr_palette); //actually load the palette
901 // WIN(HideCursorW());
904 //sets up Player_num & ConsoleObject
905 void InitPlayerObject()
907 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
909 if (Player_num != 0 ) {
910 Players[0] = Players[Player_num];
914 Players[Player_num].objnum = 0;
916 ConsoleObject = &Objects[Players[Player_num].objnum];
918 ConsoleObject->type = OBJ_PLAYER;
919 ConsoleObject->id = Player_num;
920 ConsoleObject->control_type = CT_FLYING;
921 ConsoleObject->movement_type = MT_PHYSICS;
924 extern void game_disable_cheats();
925 extern void turn_cheats_off();
926 extern void init_seismic_disturbances(void);
927 extern int state_default_item;
929 //starts a new game on the given level
930 void StartNewGame(int start_level)
932 state_default_item = -2; // for first blind save, pick slot to save in
934 Game_mode = GM_NORMAL;
935 Function_mode = FMODE_GAME;
939 InitPlayerObject(); //make sure player's object set up
941 init_player_stats_game(); //clear all stats
945 Network_new_game = 0;
949 StartNewLevelSecret(start_level, 0);
951 StartNewLevel(start_level, 0);
953 Players[Player_num].starting_level = start_level; // Mark where they started
955 game_disable_cheats();
957 init_seismic_disturbances();
960 //@@//starts a resumed game loaded from disk
961 //@@void ResumeSavedGame(int start_level)
963 //@@ Game_mode = GM_NORMAL;
964 //@@ Function_mode = FMODE_GAME;
967 //@@ Network_new_game = 0;
969 //@@ InitPlayerObject(); //make sure player's object set up
971 //@@ StartNewLevel(start_level, 0);
973 //@@ game_disable_cheats();
977 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
980 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
982 // -----------------------------------------------------------------------------
983 // Does the bonus scoring.
984 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
985 void DoEndLevelScoreGlitz(int network)
987 int level_points, skill_points, energy_points, shield_points, hostage_points;
988 int all_hostage_points;
990 char all_hostage_text[64];
991 char endgame_text[64];
992 #define N_GLITZITEMS 11
993 char m_str[N_GLITZITEMS][30];
994 newmenu_item m[N_GLITZITEMS+1];
1000 set_screen_mode(SCREEN_MENU); //go into menu mode
1007 mprintf((0,"DoEndLevelScoreGlitz\n"));
1009 // Compute level player is on, deal with secret levels (negative numbers)
1010 mine_level = Players[Player_num].level;
1012 mine_level *= -(Last_level/N_secret_levels);
1014 level_points = Players[Player_num].score-Players[Player_num].last_score;
1016 if (!Cheats_enabled) {
1017 if (Difficulty_level > 1) {
1018 skill_points = level_points*(Difficulty_level)/4;
1019 skill_points -= skill_points % 100;
1023 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1024 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1025 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1027 shield_points -= shield_points % 50;
1028 energy_points -= energy_points % 50;
1036 all_hostage_text[0] = 0;
1037 endgame_text[0] = 0;
1039 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1040 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1041 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1043 all_hostage_points = 0;
1045 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
1046 endgame_points = Players[Player_num].lives * 10000;
1047 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1050 endgame_points = is_last_level = 0;
1052 mprintf((0,"adding bonus points\n"));
1053 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1056 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
1057 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1058 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1059 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1061 sprintf(m_str[c++], "%s", all_hostage_text);
1062 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1063 sprintf(m_str[c++], "%s", endgame_text);
1065 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1066 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1069 sprintf(m_str[c++], "");
1070 sprintf(m_str[c++], " Done");
1073 for (i=0; i<c; i++) {
1074 m[i].type = NM_TYPE_TEXT;
1075 m[i].text = m_str[i];
1079 m[c-1].type = NM_TYPE_MENU;
1082 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
1084 if (Current_level_num < 0)
1085 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);
1087 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);
1089 Assert(c <= N_GLITZITEMS);
1091 gr_palette_fade_out(gr_palette, 32, 0);
1093 mprintf((0,"doing menu\n"));
1095 PA_DFX (pa_alpha_always());
1098 if ( network && (Game_mode & GM_NETWORK) )
1099 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1102 // NOTE LINK TO ABOVE!!!
1103 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1105 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1108 //give the player the opportunity to save his game
1109 void DoEndlevelMenu()
1111 //No between level saves......!!! state_save_all(1);
1114 // -----------------------------------------------------------------------------------------------------
1115 //called when the player is starting a level (new game or new ship)
1116 void StartSecretLevel()
1118 Assert(!Player_is_dead);
1120 InitPlayerPosition(0);
1122 verify_console_object();
1124 ConsoleObject->control_type = CT_FLYING;
1125 ConsoleObject->movement_type = MT_PHYSICS;
1127 // -- WHY? -- disable_matcens();
1128 clear_transient_objects(0); //0 means leave proximity bombs
1130 // create_player_appearance_effect(ConsoleObject);
1131 Do_appearance_effect = 1;
1133 ai_reset_all_paths();
1134 // -- NO? -- reset_time();
1137 Auto_fire_fusion_cannon_time = 0;
1140 Robot_firing_enabled = 1;
1143 extern void set_pos_from_return_segment(void);
1145 // Returns true if secret level has been destroyed.
1146 int p_secret_level_destroyed(void)
1148 if (First_secret_visit) {
1149 return 0; // Never been there, can't have been destroyed.
1151 if (PHYSFS_exists(SECRETC_FILENAME))
1160 // -----------------------------------------------------------------------------------------------------
1161 void do_secret_message(char *msg)
1167 #if defined(POLY_ACC)
1169 pa_update_clut(gr_palette, 0, 256, 0);
1172 old_fmode = Function_mode;
1173 Function_mode = FMODE_MENU;
1174 nm_messagebox(NULL, 1, TXT_OK, msg);
1175 Function_mode = old_fmode;
1177 #if defined(POLY_ACC)
1181 WIN(DEFINE_SCREEN(NULL));
1184 // -----------------------------------------------------------------------------------------------------
1185 // called when the player is starting a new level for normal game mode and restore state
1186 // Need to deal with whether this is the first time coming to this level or not. If not the
1187 // first time, instead of initializing various things, need to do a game restore for all the
1188 // robots, powerups, walls, doors, etc.
1189 void StartNewLevelSecret(int level_num, int page_in_textures)
1196 m[0].type = NM_TYPE_TEXT;
1199 last_drawn_cockpit[0] = -1;
1200 last_drawn_cockpit[1] = -1;
1202 if (Newdemo_state == ND_STATE_PAUSED)
1203 Newdemo_state = ND_STATE_RECORDING;
1205 if (Newdemo_state == ND_STATE_RECORDING) {
1206 newdemo_set_new_level(level_num);
1207 newdemo_record_start_frame(FrameCount, FrameTime );
1208 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1210 gr_palette_fade_out(gr_palette, 32, 0);
1212 set_screen_mode(SCREEN_MENU); //go into menu mode
1214 if (First_secret_visit) {
1215 do_secret_message(TXT_SECRET_EXIT);
1217 if (PHYSFS_exists(SECRETC_FILENAME))
1219 do_secret_message(TXT_SECRET_EXIT);
1223 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1224 do_secret_message(text_str);
1229 LoadLevel(level_num,page_in_textures);
1231 Assert(Current_level_num == level_num); //make sure level set right
1233 Assert(Function_mode == FMODE_GAME);
1235 gameseq_init_network_players(); // Initialize the Players array for
1238 HUD_clear_messages();
1240 automap_clear_visited();
1242 // -- init_player_stats_level();
1244 Viewer = &Objects[Players[Player_num].objnum];
1246 gameseq_remove_unused_players();
1250 Control_center_destroyed = 0;
1253 reset_palette_add();
1255 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1256 init_robots_for_level();
1258 init_smega_detonates();
1261 reset_special_effects();
1264 if (PHYSFS_exists(SECRETC_FILENAME))
1266 int pw_save, sw_save;
1268 pw_save = Primary_weapon;
1269 sw_save = Secondary_weapon;
1270 state_restore_all(1, 1, SECRETC_FILENAME);
1271 Primary_weapon = pw_save;
1272 Secondary_weapon = sw_save;
1273 reset_special_effects();
1275 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1279 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1280 do_secret_message(text_str);
1283 // -- // If file doesn't exist, it's because reactor was destroyed.
1284 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1285 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1286 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1291 if (First_secret_visit) {
1292 copy_defaults_to_robot_all();
1297 init_controlcen_for_level();
1299 // Say player can use FLASH cheat to mark path to exit.
1300 Last_level_path_created = -1;
1302 First_secret_visit = 0;
1305 int Entered_from_level;
1307 // ---------------------------------------------------------------------------------------------------------------
1308 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1309 void ExitSecretLevel(void)
1311 if (Newdemo_state == ND_STATE_PLAYBACK)
1314 if (!Control_center_destroyed) {
1315 state_save_all(0, 2, SECRETC_FILENAME, 0);
1318 if (PHYSFS_exists(SECRETB_FILENAME))
1320 int pw_save, sw_save;
1322 returning_to_level_message();
1323 pw_save = Primary_weapon;
1324 sw_save = Secondary_weapon;
1325 state_restore_all(1, 1, SECRETB_FILENAME);
1326 Primary_weapon = pw_save;
1327 Secondary_weapon = sw_save;
1329 // File doesn't exist, so can't return to base level. Advance to next one.
1330 if (Entered_from_level == Last_level)
1333 advancing_to_level_message();
1334 StartNewLevel(Entered_from_level+1, 0);
1339 // ---------------------------------------------------------------------------------------------------------------
1340 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1341 // be invulnerable or cloaked.
1342 void do_cloak_invul_secret_stuff(fix old_gametime)
1344 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1347 time_used = old_gametime - Players[Player_num].invulnerable_time;
1348 Players[Player_num].invulnerable_time = GameTime - time_used;
1351 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1354 time_used = old_gametime - Players[Player_num].cloak_time;
1355 Players[Player_num].cloak_time = GameTime - time_used;
1359 // ---------------------------------------------------------------------------------------------------------------
1360 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1361 // is passing to the secret level.
1363 void EnterSecretLevel(void)
1368 Assert(! (Game_mode & GM_MULTI) );
1370 Entered_from_level = Current_level_num;
1372 if (Control_center_destroyed)
1373 DoEndLevelScoreGlitz(0);
1375 if (Newdemo_state != ND_STATE_PLAYBACK)
1376 state_save_all(0, 1, NULL, 0); // Not between levels (ie, save all), IS a secret level, NO filename override
1378 // Find secret level number to go to, stuff in Next_level_num.
1379 for (i=0; i<-Last_secret_level; i++)
1380 if (Secret_level_table[i]==Current_level_num) {
1381 Next_level_num = -(i+1);
1383 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1384 Next_level_num = -i;
1388 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1389 Next_level_num = Last_secret_level;
1391 old_gametime = GameTime;
1393 StartNewLevelSecret(Next_level_num, 1);
1395 // do_cloak_invul_stuff();
1398 //called when the player has finished a level
1399 void PlayerFinishedLevel(int secret_flag)
1401 Assert(!secret_flag);
1403 //credit the player for hostages
1404 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1406 if (Game_mode & GM_NETWORK)
1407 Players[Player_num].connected = 2; // Finished but did not die
1409 last_drawn_cockpit[0] = -1;
1410 last_drawn_cockpit[1] = -1;
1412 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1415 #if defined(D2_OEM) || defined(COMPILATION)
1416 #define MOVIE_REQUIRED 0
1418 #define MOVIE_REQUIRED 1
1422 #define ENDMOVIE "endo"
1424 #define ENDMOVIE "end"
1427 void show_order_form();
1428 extern void com_hangup(void);
1430 //called when the player has finished the last level
1431 void DoEndGame(void)
1433 mprintf((0,"DoEndGame\n"));
1435 Function_mode = FMODE_MENU;
1436 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1437 newdemo_stop_recording();
1439 set_screen_mode( SCREEN_MENU );
1442 dd_gr_set_current_canvas(NULL),
1443 gr_set_current_canvas(NULL)
1448 if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
1449 { //only built-in mission, & not multi
1450 int played=MOVIE_NOT_PLAYED; //default is not played
1452 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1453 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1458 songs_play_song( SONG_TITLE, 0 );
1459 do_briefing_screens("end2oem.tex",1);
1463 songs_play_song( SONG_ENDGAME, 0 );
1464 mprintf((0,"doing briefing\n"));
1465 do_briefing_screens("ending2.tex",1);
1466 mprintf((0,"briefing done\n"));
1469 } else if (!(Game_mode & GM_MULTI)) { //not multi
1470 char tname[FILENAME_LEN];
1471 sprintf(tname,"%s.tex",Current_mission_filename);
1472 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1474 //try doing special credits
1475 sprintf(tname,"%s.ctb",Current_mission_filename);
1476 credits_show(tname);
1486 if (Game_mode & GM_MULTI)
1487 multi_endlevel_score();
1490 // NOTE LINK TO ABOVE
1491 DoEndLevelScoreGlitz(0);
1493 if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1495 dd_gr_set_current_canvas(NULL),
1496 gr_set_current_canvas( NULL )
1499 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1500 gr_clear_canvas(BM_XRGB(0,0,0))
1503 load_palette(DEFAULT_PALETTE,0,1);
1504 scores_maybe_add_player(0);
1507 Function_mode = FMODE_MENU;
1509 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1510 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1512 Game_mode = GM_GAME_OVER;
1515 longjmp( LeaveGame, 0 ); // Exit out of game loop
1518 //called to go to the next level (if there is one)
1519 //if secret_flag is true, advance to secret level, else next normal one
1520 // Return true if game over.
1521 void AdvanceLevel(int secret_flag)
1527 mprintf((0,"AdvanceLevel\n"));
1529 Assert(!secret_flag);
1531 if (Current_level_num != Last_level) {
1533 if (Game_mode & GM_MULTI)
1534 multi_endlevel_score();
1537 // NOTE LINK TO ABOVE!!!
1538 DoEndLevelScoreGlitz(0); //give bonuses
1541 Control_center_destroyed = 0;
1544 if (Current_level_num == 0)
1545 return; //not a real level
1549 if (Game_mode & GM_MULTI) {
1550 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1551 if (result) // failed to sync
1553 if (Current_level_num == Last_level) //player has finished the game!
1554 longjmp( LeaveGame, 0 ); // Exit out of game loop
1561 if (Current_level_num == Last_level) { //player has finished the game!
1563 mprintf((0,"Finished last level!\n"));
1569 Next_level_num = Current_level_num+1; //assume go to next normal level
1571 if (!(Game_mode & GM_MULTI))
1572 DoEndlevelMenu(); // Let use save their game
1574 StartNewLevel(Next_level_num, 0);
1579 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1581 extern char last_palette_loaded[];
1583 void load_stars_palette()
1588 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1589 Assert(pcx_error == PCX_ERROR_NONE);
1591 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1594 { //remap stuff. this code is kindof a hack
1596 //now, before we bring up the menu, we need to
1597 //do some stuff to make sure the palette is ok. First, we need to
1598 //get our current palette into the 2d's array, so the remapping will
1599 //work. Second, we need to remap the fonts. Third, we need to fill
1600 //in part of the fade tables so the darkening of the menu edges works
1602 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1603 remap_fonts_and_menus(1);
1607 strcpy(last_palette_loaded,""); //force palette load next time
1611 void nm_draw_background1(char * filename);
1616 //@@ ubyte pal[256*3];
1618 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1619 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1621 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1623 WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1625 nm_draw_background1(STARS_BACKGROUND);
1631 died_in_mine_message(void)
1633 // Tell the player he died in the mine, explain why
1636 if (Game_mode & GM_MULTI)
1639 gr_palette_fade_out(gr_palette, 32, 0);
1641 set_screen_mode(SCREEN_MENU); //go into menu mode
1644 dd_gr_set_current_canvas(NULL),
1645 gr_set_current_canvas(NULL)
1650 #if defined(POLY_ACC)
1652 pa_update_clut(gr_palette, 0, 256, 0);
1655 old_fmode = Function_mode;
1656 Function_mode = FMODE_MENU;
1657 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1658 Function_mode = old_fmode;
1660 #if defined(POLY_ACC)
1664 WIN(DEFINE_SCREEN(NULL));
1667 // Called when player dies on secret level.
1668 void returning_to_level_message(void)
1674 if (Game_mode & GM_MULTI)
1677 gr_palette_fade_out(gr_palette, 32, 0);
1679 set_screen_mode(SCREEN_MENU); //go into menu mode
1681 gr_set_current_canvas(NULL);
1685 #if defined(POLY_ACC)
1687 pa_update_clut(gr_palette, 0, 256, 0);
1690 old_fmode = Function_mode;
1691 Function_mode = FMODE_MENU;
1692 sprintf(msg, "Returning to level %i", Entered_from_level);
1693 nm_messagebox(NULL, 1, TXT_OK, msg);
1694 Function_mode = old_fmode;
1696 #if defined(POLY_ACC)
1700 WIN(DEFINE_SCREEN(NULL));
1703 // Called when player dies on secret level.
1704 void advancing_to_level_message(void)
1710 // Only supposed to come here from a secret level.
1711 Assert(Current_level_num < 0);
1713 if (Game_mode & GM_MULTI)
1716 gr_palette_fade_out(gr_palette, 32, 0);
1718 set_screen_mode(SCREEN_MENU); //go into menu mode
1720 gr_set_current_canvas(NULL);
1724 #if defined(POLY_ACC)
1726 pa_update_clut(gr_palette, 0, 256, 0);
1729 old_fmode = Function_mode;
1730 Function_mode = FMODE_MENU;
1731 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1732 nm_messagebox(NULL, 1, TXT_OK, msg);
1733 Function_mode = old_fmode;
1735 #if defined(POLY_ACC)
1739 WIN(DEFINE_SCREEN(NULL));
1742 void digi_stop_digi_sounds();
1746 reset_palette_add();
1748 gr_palette_load (gr_palette);
1750 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1751 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1753 dead_player_end(); //terminate death sequence (if playing)
1756 if (Game_mode == GM_EDITOR) { //test mine, not real level
1757 object * playerobj = &Objects[Players[Player_num].objnum];
1758 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1759 load_level("gamesave.lvl");
1760 init_player_stats_new_ship();
1761 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1768 if ( Game_mode&GM_MULTI )
1770 multi_do_death(Players[Player_num].objnum);
1774 { //Note link to above else!
1775 Players[Player_num].lives--;
1776 if (Players[Player_num].lives == 0)
1783 if ( Control_center_destroyed ) {
1785 //clear out stuff so no bonus
1786 Players[Player_num].hostages_on_board = 0;
1787 Players[Player_num].energy = 0;
1788 Players[Player_num].shields = 0;
1789 Players[Player_num].connected = 3;
1791 died_in_mine_message(); // Give them some indication of what happened
1793 if (Current_level_num < 0) {
1794 if (PHYSFS_exists(SECRETB_FILENAME))
1796 returning_to_level_message();
1797 state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
1798 set_pos_from_return_segment();
1799 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1801 advancing_to_level_message();
1802 StartNewLevel(Entered_from_level+1, 0);
1803 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1807 AdvanceLevel(0); //if finished, go on to next level
1809 init_player_stats_new_ship();
1810 last_drawn_cockpit[0] = -1;
1811 last_drawn_cockpit[1] = -1;
1814 } else if (Current_level_num < 0) {
1815 if (PHYSFS_exists(SECRETB_FILENAME))
1817 returning_to_level_message();
1818 if (!Control_center_destroyed)
1819 state_save_all(0, 2, SECRETC_FILENAME, 0);
1820 state_restore_all(1, 2, SECRETB_FILENAME);
1821 set_pos_from_return_segment();
1822 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1824 died_in_mine_message(); // Give them some indication of what happened
1825 advancing_to_level_message();
1826 StartNewLevel(Entered_from_level+1, 0);
1827 init_player_stats_new_ship();
1830 init_player_stats_new_ship();
1837 extern int BigWindowSwitch;
1839 //called when the player is starting a new level for normal game mode and restore state
1840 // secret_flag set if came from a secret level
1841 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1843 if (!(Game_mode & GM_MULTI)) {
1844 last_drawn_cockpit[0] = -1;
1845 last_drawn_cockpit[1] = -1;
1850 if (Newdemo_state == ND_STATE_PAUSED)
1851 Newdemo_state = ND_STATE_RECORDING;
1853 if (Newdemo_state == ND_STATE_RECORDING) {
1854 newdemo_set_new_level(level_num);
1855 newdemo_record_start_frame(FrameCount, FrameTime );
1858 if (Game_mode & GM_MULTI)
1859 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1861 LoadLevel(level_num,page_in_textures);
1863 Assert(Current_level_num == level_num); //make sure level set right
1865 gameseq_init_network_players(); // Initialize the Players array for
1868 Viewer = &Objects[Players[Player_num].objnum];
1870 Assert(N_players <= NumNetPlayerPositions);
1871 //If this assert fails, there's not enough start positions
1874 if (Game_mode & GM_NETWORK)
1876 if(network_level_sync()) // After calling this, Player_num is set
1879 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1881 if(com_level_sync())
1886 Assert(Function_mode == FMODE_GAME);
1889 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1892 HUD_clear_messages();
1894 automap_clear_visited();
1897 if (Network_new_game == 1)
1899 Network_new_game = 0;
1900 init_player_stats_new_ship();
1903 init_player_stats_level(secret_flag);
1906 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1909 for (i = 0; i < N_players; i++)
1910 Players[i].flags |= Netgame.player_flags[i];
1913 if (Game_mode & GM_MULTI)
1915 multi_prep_level(); // Removes robots from level if necessary
1919 gameseq_remove_unused_players();
1923 Control_center_destroyed = 0;
1925 set_screen_mode(SCREEN_GAME);
1927 init_robots_for_level();
1929 init_smega_detonates();
1932 reset_palette_add();
1933 init_thief_for_level();
1934 init_stuck_objects();
1935 game_flush_inputs(); // clear out the keyboard
1936 if (!(Game_mode & GM_MULTI))
1937 filter_objects_from_level();
1941 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1942 set_highest_level(Current_level_num);
1944 read_player_file(); //get window sizes
1946 reset_special_effects();
1949 gr_remap_mono_fonts();
1950 ogl_cache_level_textures();
1955 if (Network_rejoined == 1)
1958 mprintf((0, "Restarting - joining in random location.\n"));
1960 Network_rejoined = 0;
1965 StartLevel(0); // Note link to above if!
1967 copy_defaults_to_robot_all();
1968 init_controlcen_for_level();
1970 // Say player can use FLASH cheat to mark path to exit.
1971 Last_level_path_created = -1;
1975 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1977 void bash_to_shield (int i,char *s)
1980 int type=Objects[i].id;
1983 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1986 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1989 Objects[i].id = POW_SHIELD_BOOST;
1990 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
1991 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
1995 void filter_objects_from_level()
1999 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2001 for (i=0;i<=Highest_object_index;i++)
2003 if (Objects[i].type==OBJ_POWERUP)
2004 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2005 bash_to_shield (i,"Flag!!!!");
2012 char movie_name[FILENAME_LEN];
2013 } intro_movie[] = { { 1,"pla"},
2021 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2023 extern int MenuHiresAvailable;
2024 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
2025 extern int intro_played; //true if big intro movie played
2027 void ShowLevelIntro(int level_num)
2029 //if shareware, show a briefing?
2031 if (!(Game_mode & GM_MULTI)) {
2034 ubyte save_pal[sizeof(gr_palette)];
2036 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2038 if (PLAYING_BUILTIN_MISSION) {
2041 if (is_SHAREWARE || is_MAC_SHARE)
2044 do_briefing_screens ("brief2.tex", 1);
2048 if (level_num == 1 && !intro_played)
2049 do_briefing_screens("brief2o.tex", 1);
2051 else // full version
2053 for (i=0;i<NUM_INTRO_MOVIES;i++)
2055 if (intro_movie[i].level_num == level_num)
2058 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2065 if (!movie) { //must go before briefing
2066 dd_gr_init_screen();
2074 int hires_save=MenuHiresAvailable;
2076 if (robot_movies == 1) //lowres only
2078 MenuHiresAvailable = 0; //pretend we can't do highres
2080 if (hires_save != MenuHiresAvailable)
2081 Screen_mode = -1; //force reset
2085 do_briefing_screens ("robot.tex",level_num);
2087 MenuHiresAvailable = hires_save;
2093 else { //not the built-in mission. check for add-on briefing
2095 do_briefing_screens(Briefing_text_filename, level_num);
2097 char tname[FILENAME_LEN];
2098 sprintf(tname, "%s.tex", Current_mission_filename);
2099 do_briefing_screens(tname, level_num);
2104 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2108 // ---------------------------------------------------------------------------
2109 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2110 // Reason: On this level, if player goes to a secret level, he will be going to a different
2111 // secret level than he's ever been to before.
2112 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
2113 void maybe_set_first_secret_visit(int level_num)
2117 for (i=0; i<N_secret_levels; i++) {
2118 if (Secret_level_table[i] == level_num) {
2119 First_secret_visit = 1;
2120 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2125 //called when the player is starting a new level for normal game model
2126 // secret_flag if came from a secret level
2127 void StartNewLevel(int level_num, int secret_flag)
2131 if ((level_num > 0) && (!secret_flag)) {
2132 maybe_set_first_secret_visit(level_num);
2135 ShowLevelIntro(level_num);
2137 WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background.
2139 StartNewLevelSub(level_num, 1, secret_flag );
2143 //initialize the player object position & orientation (at start of game, or new ship)
2144 void InitPlayerPosition(int random_flag)
2149 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2151 NewPlayer = Player_num;
2153 else if (random_flag == 1)
2155 int i, closest = -1, trys=0;
2156 fix closest_dist = 0x7ffffff, dist;
2161 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2163 mprintf((1, "WARNING: There are only %d start positions!\n"));
2171 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2175 NewPlayer = d_rand() % NumNetPlayerPositions;
2178 closest_dist = 0x7fffffff;
2180 for (i=0; i<N_players; i++ ) {
2181 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2182 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
2183 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2184 if ( (dist < closest_dist) && (dist >= 0) ) {
2185 closest_dist = dist;
2191 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2192 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2195 mprintf((0, "Starting position is not being changed.\n"));
2196 goto done; // If deathmatch and not random, positions were already determined by sync packet
2198 Assert(NewPlayer >= 0);
2199 Assert(NewPlayer < NumNetPlayerPositions);
2202 ConsoleObject->pos = Player_init[NewPlayer].pos;
2203 ConsoleObject->orient = Player_init[NewPlayer].orient;
2204 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2206 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2208 obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2213 reset_player_object();
2217 // -----------------------------------------------------------------------------------------------------
2218 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2219 // What about setting size!? Where does that come from?
2220 void copy_defaults_to_robot(object *objp)
2225 Assert(objp->type == OBJ_ROBOT);
2227 Assert(objid < N_robot_types);
2229 robptr = &Robot_info[objid];
2231 // Boost shield for Thief and Buddy based on level.
2232 objp->shields = robptr->strength;
2234 if ((robptr->thief) || (robptr->companion)) {
2235 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2237 if (robptr->companion) {
2238 // Now, scale guide-bot hits by skill level
2239 switch (Difficulty_level) {
2240 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2241 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2242 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2246 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2247 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2249 // Additional wimpification of bosses at Trainee
2250 if ((robptr->boss_flag) && (Difficulty_level == 0))
2254 // -----------------------------------------------------------------------------------------------------
2255 // Copy all values from the robot info structure to all instances of robots.
2256 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2257 // This function should be called at level load time.
2258 void copy_defaults_to_robot_all()
2262 for (i=0; i<=Highest_object_index; i++)
2263 if (Objects[i].type == OBJ_ROBOT)
2264 copy_defaults_to_robot(&Objects[i]);
2268 extern void clear_stuck_objects(void);
2270 // -----------------------------------------------------------------------------------------------------
2271 //called when the player is starting a level (new game or new ship)
2272 void StartLevel(int random_flag)
2274 Assert(!Player_is_dead);
2276 InitPlayerPosition(random_flag);
2278 verify_console_object();
2280 ConsoleObject->control_type = CT_FLYING;
2281 ConsoleObject->movement_type = MT_PHYSICS;
2285 clear_transient_objects(0); //0 means leave proximity bombs
2287 // create_player_appearance_effect(ConsoleObject);
2288 Do_appearance_effect = 1;
2291 if (Game_mode & GM_MULTI)
2293 if (Game_mode & GM_MULTI_COOP)
2295 multi_send_position(Players[Player_num].objnum);
2296 multi_send_reappear();
2299 if (Game_mode & GM_NETWORK)
2300 network_do_frame(1, 1);
2303 ai_reset_all_paths();
2304 ai_init_boss_for_ship();
2305 clear_stuck_objects();
2308 // Note, this is only done if editor builtin. Calling this from here
2309 // will cause it to be called after the player dies, resetting the
2310 // hits for the buddy and thief. This is ok, since it will work ok
2311 // in a shipped version.
2318 Auto_fire_fusion_cannon_time = 0;
2321 Robot_firing_enabled = 1;