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fix NDEBUG calloc macro
[btb/d2x.git] / main / gameseq.c
1 /* $Id: gameseq.c,v 1.26 2003-06-16 07:11:40 btb Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
13 */
14
15 #ifdef HAVE_CONFIG_H
16 #include <conf.h>
17 #endif
18
19 #ifdef RCS
20 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.26 2003-06-16 07:11:40 btb Exp $";
21 #endif
22
23 #ifdef WINDOWS
24 #include "desw.h"
25 #endif
26
27
28 #include <stdio.h>
29 #include <stdlib.h>
30 #include <string.h>
31 #include <unistd.h>
32 #include <time.h>
33
34 #ifdef OGL
35 #include "ogl_init.h"
36 #endif
37
38 #include "pa_enabl.h"                   //$$POLY_ACC
39 #include "inferno.h"
40 #include "game.h"
41 #include "player.h"
42 #include "key.h"
43 #include "object.h"
44 #include "physics.h"
45 #include "error.h"
46 #include "joy.h"
47 #include "mono.h"
48 #include "iff.h"
49 #include "pcx.h"
50 #include "timer.h"
51 #include "render.h"
52 #include "laser.h"
53 #include "screens.h"
54 #include "textures.h"
55 #include "slew.h"
56 #include "gauges.h"
57 #include "texmap.h"
58 #include "3d.h"
59 #include "effects.h"
60 #include "menu.h"
61 #include "gameseg.h"
62 #include "wall.h"
63 #include "ai.h"
64 #include "fuelcen.h"
65 #include "switch.h"
66 #include "digi.h"
67 #include "gamesave.h"
68 #include "scores.h"
69 #include "ibitblt.h"
70 #include "u_mem.h"
71 #include "palette.h"
72 #include "morph.h"
73 #include "lighting.h"
74 #include "newdemo.h"
75 #include "titles.h"
76 #include "collide.h"
77 #include "weapon.h"
78 #include "sounds.h"
79 #include "args.h"
80 #include "gameseq.h"
81 #include "gamefont.h"
82 #include "newmenu.h"
83 #include "endlevel.h"
84 #ifdef NETWORK
85 #include "network.h"
86 #endif
87 #include "playsave.h"
88 #include "ctype.h"
89 #include "multi.h"
90 #include "fireball.h"
91 #include "kconfig.h"
92 #include "config.h"
93 #include "robot.h"
94 #include "automap.h"
95 #include "cntrlcen.h"
96 #include "powerup.h"
97 #include "modem.h"
98 #include "text.h"
99 #include "cfile.h"
100 #include "piggy.h"
101 #include "texmerge.h"
102 #include "paging.h"
103 #include "mission.h"
104 #include "state.h"
105 #include "songs.h"
106 #ifdef NETWORK
107 #include "netmisc.h"
108 #endif
109 #include "gamepal.h"
110 #include "movie.h"
111 #include "controls.h"
112 #include "credits.h"
113 #include "gamemine.h"
114
115 #if defined(POLY_ACC)
116 #include "poly_acc.h"
117 #endif
118 #if defined (TACTILE)
119  #include "tactile.h"
120 #endif
121
122 #ifdef EDITOR
123 #include "editor/editor.h"
124 #endif
125
126 #include "strutil.h"
127 #include "rle.h"
128
129 void StartNewLevelSecret(int level_num, int page_in_textures);
130 void InitPlayerPosition(int random_flag);
131 void load_stars();
132 void returning_to_level_message(void);
133 void advancing_to_level_message(void);
134 void DoEndGame(void);
135 void AdvanceLevel(int secret_flag);
136 void filter_objects_from_level();
137
138 // From allender -- you'll find these defines in state.c and cntrlcen.c
139 // since I couldn't think of a good place to put them and i wanted to
140 // fix this stuff fast!  Sorry about that...
141
142 #ifndef MACINTOSH
143 #define SECRETB_FILENAME        "secret.sgb"
144 #define SECRETC_FILENAME        "secret.sgc"
145 #else
146 #define SECRETB_FILENAME        ":Players:secret.sgb"
147 #define SECRETC_FILENAME        ":Players:secret.sgc"
148 #endif
149
150 //Current_level_num starts at 1 for the first level
151 //-1,-2,-3 are secret levels
152 //0 means not a real level loaded
153 int     Current_level_num=0,Next_level_num;
154 char    Current_level_name[LEVEL_NAME_LEN];
155
156 #if !defined(SHAREWARE) && !defined(D2_OEM)
157 int Last_level,Last_secret_level;
158 #endif
159
160 // Global variables describing the player
161 int                             N_players=1;                                            // Number of players ( >1 means a net game, eh?)
162 int                             Player_num=0;                                           // The player number who is on the console.
163 player                  Players[MAX_PLAYERS+4];                   // Misc player info
164 obj_position    Player_init[MAX_PLAYERS];
165
166 // Global variables telling what sort of game we have
167 int MaxNumNetPlayers = -1;
168 int NumNetPlayerPositions = -1;
169
170 extern fix ThisLevelTime;
171
172 // Extern from game.c to fix a bug in the cockpit!
173
174 extern int last_drawn_cockpit[2];
175 extern int Last_level_path_created;
176
177 //      HUD_clear_messages external, declared in gauges.h
178 #ifndef _GAUGES_H
179 extern void HUD_clear_messages(); // From hud.c
180 #endif
181
182 //      Extra prototypes declared for the sake of LINT
183 void init_player_stats_new_ship(void);
184 void copy_defaults_to_robot_all(void);
185
186 int     Do_appearance_effect=0;
187
188 extern int Rear_view;
189
190 int     First_secret_visit = 1;
191
192 extern int descent_critical_error;
193
194 extern int Last_msg_ycrd;
195
196 //--------------------------------------------------------------------
197 void verify_console_object()
198 {
199         Assert( Player_num > -1 );
200         Assert( Players[Player_num].objnum > -1 );
201         ConsoleObject = &Objects[Players[Player_num].objnum];
202         Assert( ConsoleObject->type==OBJ_PLAYER );
203         Assert( ConsoleObject->id==Player_num );
204 }
205
206 int count_number_of_robots() 
207 {
208         int robot_count;
209         int i;
210
211         robot_count = 0;
212         for (i=0;i<=Highest_object_index;i++) {
213                 if (Objects[i].type == OBJ_ROBOT)
214                         robot_count++;
215         }
216
217         return robot_count;
218 }
219
220
221 int count_number_of_hostages() 
222 {
223         int count;
224         int i;
225
226         count = 0;
227         for (i=0;i<=Highest_object_index;i++) {
228                 if (Objects[i].type == OBJ_HOSTAGE)
229                         count++;
230         }
231
232         return count;
233 }
234
235 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
236 void
237 gameseq_init_network_players()
238 {
239         int i,k,j;
240
241         // Initialize network player start locations and object numbers
242
243         ConsoleObject = &Objects[0];
244         k = 0;
245         j = 0;
246         for (i=0;i<=Highest_object_index;i++) {
247
248                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
249                 {
250                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
251                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
252                         {
253                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
254                                 Objects[i].type=OBJ_PLAYER;
255                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
256                                 Player_init[k].pos = Objects[i].pos;
257                                 Player_init[k].orient = Objects[i].orient;
258                                 Player_init[k].segnum = Objects[i].segnum;
259                                 Players[k].objnum = i;
260                                 Objects[i].id = k;
261                                 k++;
262                         }
263                         else
264                                 obj_delete(i);
265                         j++;
266                 }
267
268                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
269                         obj_delete(i);          //kill the buddy in netgames
270
271         }
272         NumNetPlayerPositions = k;
273
274 #ifndef NDEBUG
275         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
276                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
277         {
278                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
279                 //Int3(); // Not enough positions!!
280         }
281 #endif
282 #if defined (D2_OEM)
283
284         if ((Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num==8)
285          {
286           for (i=0;i<N_players;i++)
287                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
288                         {
289                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!");    
290                          return;
291                         }
292          }
293 #endif
294 }
295
296 void gameseq_remove_unused_players()
297 {
298         int i;
299
300         // 'Remove' the unused players
301
302 #ifdef NETWORK
303         if (Game_mode & GM_MULTI)
304         {
305                 for (i=0; i < NumNetPlayerPositions; i++)
306                 {
307                         if ((!Players[i].connected) || (i >= N_players))
308                         {
309                                 #ifndef NDEBUG
310 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
311                                 #endif
312                                 multi_make_player_ghost(i);
313                         }
314                 }
315         }
316         else
317 #endif
318         {               // Note link to above if!!!
319                 #ifndef NDEBUG
320                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
321                 #endif
322                 for (i=1; i < NumNetPlayerPositions; i++)
323                 {
324                         obj_delete(Players[i].objnum);
325                 }
326         }
327 }
328
329 fix StartingShields=INITIAL_SHIELDS;
330
331 // Setup player for new game
332 void init_player_stats_game()
333 {
334         Players[Player_num].score = 0;
335         Players[Player_num].last_score = 0;
336         Players[Player_num].lives = INITIAL_LIVES;
337         Players[Player_num].level = 1;
338
339         Players[Player_num].time_level = 0;
340         Players[Player_num].time_total = 0;
341         Players[Player_num].hours_level = 0;
342         Players[Player_num].hours_total = 0;
343
344         Players[Player_num].energy = INITIAL_ENERGY;
345         Players[Player_num].shields = StartingShields;
346         Players[Player_num].killer_objnum = -1;
347
348         Players[Player_num].net_killed_total = 0;
349         Players[Player_num].net_kills_total = 0;
350
351         Players[Player_num].num_kills_level = 0;
352         Players[Player_num].num_kills_total = 0;
353         Players[Player_num].num_robots_level = 0;
354         Players[Player_num].num_robots_total = 0;
355         Players[Player_num].KillGoalCount = 0;
356         
357         Players[Player_num].hostages_rescued_total = 0;
358         Players[Player_num].hostages_level = 0;
359         Players[Player_num].hostages_total = 0;
360
361         Players[Player_num].laser_level = 0;
362         Players[Player_num].flags = 0;
363
364         init_player_stats_new_ship();
365
366         First_secret_visit = 1;
367 }
368
369 void init_ammo_and_energy(void)
370 {
371         if (Players[Player_num].energy < INITIAL_ENERGY)
372                 Players[Player_num].energy = INITIAL_ENERGY;
373         if (Players[Player_num].shields < StartingShields)
374                 Players[Player_num].shields = StartingShields;
375
376 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
377 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
378 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
379
380 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
381 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
382 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
383         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
384                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
385 }
386
387 extern  ubyte   Last_afterburner_state;
388
389 // Setup player for new level (After completion of previous level)
390 void init_player_stats_level(int secret_flag)
391 {
392         // int  i;
393
394         Players[Player_num].last_score = Players[Player_num].score;
395
396         Players[Player_num].level = Current_level_num;
397
398 #ifdef NETWORK
399         if (!Network_rejoined) {
400 #endif
401                 Players[Player_num].time_level = 0;
402                 Players[Player_num].hours_level = 0;
403 #ifdef NETWORK
404         }
405 #endif
406
407         Players[Player_num].killer_objnum = -1;
408
409         Players[Player_num].num_kills_level = 0;
410         Players[Player_num].num_robots_level = count_number_of_robots();
411         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
412
413         Players[Player_num].hostages_level = count_number_of_hostages();
414         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
415         Players[Player_num].hostages_on_board = 0;
416
417         if (!secret_flag) {
418                 init_ammo_and_energy();
419
420                 Players[Player_num].flags &= (~KEY_BLUE);
421                 Players[Player_num].flags &= (~KEY_RED);
422                 Players[Player_num].flags &= (~KEY_GOLD);
423
424                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
425                                                                                                         PLAYER_FLAGS_CLOAKED |
426                                                                                                         PLAYER_FLAGS_MAP_ALL);
427
428                 Players[Player_num].cloak_time = 0;
429                 Players[Player_num].invulnerable_time = 0;
430
431                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
432                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
433         }
434
435         Player_is_dead = 0; // Added by RH
436         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
437
438         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
439
440         Controls.afterburner_state = 0;
441         Last_afterburner_state = 0;
442
443         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
444
445         init_gauges();
446
447    #ifdef TACTILE
448                 if (TactileStick)
449                   tactile_set_button_jolt();
450         #endif
451
452         Missile_viewer = NULL;
453 }
454
455 extern  void init_ai_for_ship(void);
456
457 // Setup player for a brand-new ship
458 void init_player_stats_new_ship()
459 {
460         int     i;
461
462         if (Newdemo_state == ND_STATE_RECORDING) {
463                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
464                 newdemo_record_player_weapon(0, 0);
465                 newdemo_record_player_weapon(1, 0);
466         }
467
468         Players[Player_num].energy = INITIAL_ENERGY;
469         Players[Player_num].shields = StartingShields;
470         Players[Player_num].laser_level = 0;
471         Players[Player_num].killer_objnum = -1;
472         Players[Player_num].hostages_on_board = 0;
473
474         Afterburner_charge = 0;
475
476         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
477                 Players[Player_num].primary_ammo[i] = 0;
478                 Primary_last_was_super[i] = 0;
479         }
480
481         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
482                 Players[Player_num].secondary_ammo[i] = 0;
483                 Secondary_last_was_super[i] = 0;
484         }
485         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
486
487         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
488         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
489
490         Primary_weapon = 0;
491         Secondary_weapon = 0;
492
493         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS | 
494                                                                                                 PLAYER_FLAGS_AFTERBURNER | 
495                                                                                                 PLAYER_FLAGS_CLOAKED | 
496                                                                                                 PLAYER_FLAGS_INVULNERABLE | 
497                                                                                                 PLAYER_FLAGS_MAP_ALL |
498                                                                                                 PLAYER_FLAGS_CONVERTER |
499                                                                                                 PLAYER_FLAGS_AMMO_RACK |
500                                                                                                 PLAYER_FLAGS_HEADLIGHT |
501                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
502                                                                                                 PLAYER_FLAGS_FLAG);
503
504         Players[Player_num].cloak_time = 0;
505         Players[Player_num].invulnerable_time = 0;
506
507         Player_is_dead = 0;             //player no longer dead
508
509         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
510
511         Controls.afterburner_state = 0;
512         Last_afterburner_state = 0;
513
514         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
515
516         Missile_viewer=NULL;            ///reset missile camera if out there
517
518    #ifdef TACTILE
519                 if (TactileStick)
520                  {
521                   tactile_set_button_jolt();
522                  }
523         #endif
524
525
526         init_ai_for_ship();
527 }
528
529 #ifdef NETWORK
530 void reset_network_objects()
531 {
532         memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
533         memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
534         memset(object_owner, -1, MAX_OBJECTS);
535 }
536 #endif
537
538 extern void init_stuck_objects(void);
539
540 #ifdef EDITOR
541
542 extern int Slide_segs_computed;
543
544 //reset stuff so game is semi-normal when playing from editor
545 void editor_reset_stuff_on_level()
546 {
547         gameseq_init_network_players();
548         init_player_stats_level(0);
549         Viewer = ConsoleObject;
550         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
551         ConsoleObject->id=Player_num;
552         ConsoleObject->control_type = CT_FLYING;
553         ConsoleObject->movement_type = MT_PHYSICS;
554         Game_suspended = 0;
555         verify_console_object();
556         Control_center_destroyed = 0;
557         if (Newdemo_state != ND_STATE_PLAYBACK)
558                 gameseq_remove_unused_players();
559         init_cockpit();
560         init_robots_for_level();
561         init_ai_objects();
562         init_morphs();
563         init_all_matcens();
564         init_player_stats_new_ship();
565         init_controlcen_for_level();
566         automap_clear_visited();
567         init_stuck_objects();
568         init_thief_for_level();
569
570         Slide_segs_computed = 0;
571 }
572 #endif
573
574 //do whatever needs to be done when a player dies in multiplayer
575
576 void DoGameOver()
577 {
578 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
579
580         if (Current_mission_num == Builtin_mission_num)
581                 scores_maybe_add_player(0);
582
583         Function_mode = FMODE_MENU;
584         Game_mode = GM_GAME_OVER;
585         longjmp( LeaveGame, 0 );                // Exit out of game loop
586
587 }
588
589 extern void do_save_game_menu();
590
591 //update various information about the player
592 void update_player_stats()
593 {
594                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
595                 if ( Players[Player_num].time_level > i2f(3600) )       {
596                         Players[Player_num].time_level -= i2f(3600);
597                         Players[Player_num].hours_level++;
598                 }
599
600                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
601                 if ( Players[Player_num].time_total > i2f(3600) )       {
602                         Players[Player_num].time_total -= i2f(3600);
603                         Players[Player_num].hours_total++;
604                 }
605 }
606
607 //hack to not start object when loading level
608 extern int Dont_start_sound_objects;
609
610 //go through this level and start any eclip sounds
611 void set_sound_sources()
612 {
613         int segnum,sidenum;
614         segment *seg;
615
616         digi_init_sounds();             //clear old sounds
617
618         Dont_start_sound_objects = 1;
619
620         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
621                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
622                         int tm,ec,sn;
623
624                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
625                                 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))
626                                         if ((sn=Effects[ec].sound_num)!=-1) {
627                                                 vms_vector pnt;
628                                                 int csegnum = seg->children[sidenum];
629
630                                                 //check for sound on other side of wall.  Don't add on
631                                                 //both walls if sound travels through wall.  If sound
632                                                 //does travel through wall, add sound for lower-numbered
633                                                 //segment.
634
635                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
636                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
637                                                                 segment *csegp;
638                                                                 int csidenum;
639
640                                                                 csegp = &Segments[seg->children[sidenum]];
641                                                                 csidenum = find_connect_side(seg, csegp);
642
643                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
644                                                                         continue;               //skip this one
645                                                         }
646                                                 }
647
648                                                 compute_center_point_on_side(&pnt,seg,sidenum);
649                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
650                                         }
651                 }
652
653         Dont_start_sound_objects = 0;
654
655 }
656
657
658 //fix flash_dist=i2f(1);
659 fix flash_dist=fl2f(.9);
660
661 //create flash for player appearance
662 void create_player_appearance_effect(object *player_obj)
663 {
664         vms_vector pos;
665         object *effect_obj;
666
667 #ifndef NDEBUG
668         {
669                 int objnum = player_obj-Objects;
670                 if ( (objnum < 0) || (objnum > Highest_object_index) )
671                         Int3(); // See Rob, trying to track down weird network bug
672         }
673 #endif
674
675         if (player_obj == Viewer)
676                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
677         else
678                 pos = player_obj->pos;
679
680         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
681
682         if (effect_obj) {
683                 effect_obj->orient = player_obj->orient;
684
685                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
686                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
687         }
688 }
689
690 //
691 // New Game sequencing functions
692 //
693
694 //pairs of chars describing ranges
695 char playername_allowed_chars[] = "azAZ09__--";
696
697 int MakeNewPlayerFile(int allow_abort)
698 {
699         int x;
700         char filename[14];
701         newmenu_item m;
702         char text[CALLSIGN_LEN+1]="";
703 #if 0
704         FILE *fp;
705 #endif
706
707         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
708
709 try_again:
710         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
711
712         Newmenu_allowed_chars = playername_allowed_chars;
713         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
714         Newmenu_allowed_chars = NULL;
715
716         if ( x < 0 ) {
717                 if ( allow_abort ) return 0;
718                 goto try_again;
719         }
720
721         if (text[0]==0) //null string
722                 goto try_again;
723
724         sprintf( filename, "%s.plr", text );
725
726 #if 0
727         fp = fopen( filename, "rb" );
728
729 #ifndef MACINTOSH
730         //if the callsign is the name of a tty device, prepend a char
731         if (fp && isatty(fileno(fp))) {
732                 fclose(fp);
733                 sprintf(filename,"$%.7s.plr",text);
734                 fp = fopen(filename,"rb");
735         }
736 #endif
737         
738         if ( fp )       {
739                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
740                 fclose(fp);
741                 goto try_again;
742         }
743 #else
744         if (cfexist(filename))
745         {
746                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
747                 goto try_again;
748         }
749 #endif
750
751         if ( !new_player_config() )
752                 goto try_again;                 // They hit Esc during New player config
753
754         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
755
756         write_player_file();
757
758         return 1;
759 }
760
761 #ifdef WINDOWS
762 #undef TXT_SELECT_PILOT
763 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
764 #endif
765
766 //Inputs the player's name, without putting up the background screen
767 int RegisterPlayer()
768 {
769         int i,j;
770         char filename[14];
771         int allow_abort_flag = 1;
772
773         if ( Players[Player_num].callsign[0] == 0 )     {
774                 //---------------------------------------------------------------------
775                 // Set default config options in case there is no config file
776                 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
777                 Config_joystick_sensitivity = 8;
778                 Config_control_type =CONTROL_NONE;
779                 for (i=0; i<CONTROL_MAX_TYPES; i++ )
780                         for (j=0; j<MAX_CONTROLS; j++ )
781                                 kconfig_settings[i][j] = default_kconfig_settings[i][j];
782                 kc_set_controls();
783                 //----------------------------------------------------------------
784
785                 // Read the last player's name from config file, not lastplr.txt
786                 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
787
788                 if (config_last_player[0]==0)
789                         allow_abort_flag = 0;
790         }
791
792 do_menu_again:
793         ;
794
795 #ifndef MACINTOSH
796         if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag ))     {
797                 goto do_menu_again; //return 0;         // They hit Esc in file selector
798         }
799 #else
800         #ifndef APPLE_DEMO
801         if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
802                 goto do_menu_again;             // They hit Esc in file selector
803         }
804         #else
805         newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 );               // no abort allowed ever -- and change title of menubox
806         #endif
807 #endif
808
809         if ( filename[0] == '<' )       {
810                 // They selected 'create new pilot'
811                 if (!MakeNewPlayerFile(allow_abort_flag))
812                         //return 0;             // They hit Esc during enter name stage
813                         goto do_menu_again;
814         } else {
815                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
816         }
817
818         if (read_player_file() != EZERO)
819                 goto do_menu_again;
820
821         Auto_leveling_on = Default_leveling_on;
822
823         set_display_mode(Default_display_mode);
824
825         WriteConfigFile();              // Update lastplr
826
827         return 1;
828 }
829
830
831 void load_robot_replacements(char *level_name);
832 int read_hamfile();
833 extern int Robot_replacements_loaded;
834
835 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
836 void LoadLevel(int level_num,int page_in_textures)
837 {
838         char *level_name;
839         player save_player;
840         int load_ret;
841
842         save_player = Players[Player_num];      
843
844         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
845
846         if (level_num<0)                //secret level
847                 level_name = Secret_level_names[-level_num-1];
848         else                                    //normal level
849                 level_name = Level_names[level_num-1];
850
851         undo_bm_read_all_d1();
852         d1_pig_loaded = cfexist(D1_PIGFILE);
853
854         #ifdef WINDOWS
855                 dd_gr_set_current_canvas(NULL);
856                 dd_gr_clear_canvas(BM_XRGB(0,0,0));
857         #else
858                 gr_set_current_canvas(NULL);
859                 gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
860         #endif
861
862         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
863
864 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
865 //      WIN(ShowCursorW());
866
867 #if 1 //defined(POLY_ACC) || defined(OGL)
868     gr_palette_load(gr_palette);
869     show_boxed_message(TXT_LOADING);
870 #else
871         show_boxed_message(TXT_LOADING);
872         gr_palette_load(gr_palette);
873 #endif
874
875         load_ret = load_level(level_name);              //actually load the data from disk!
876
877         if (load_ret)
878                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
879
880         Current_level_num=level_num;
881
882 //      load_palette_pig(Current_level_palette);                //load just the pig
883
884         load_palette(Current_level_palette,1,1);                //don't change screen
885
886         load_endlevel_data(level_num);
887
888         if ( page_in_textures )
889                 piggy_load_level_data();
890
891         if (Mission_list[Current_mission_num].descent_version == 1)
892                 load_d1_bitmap_replacements();
893         else
894                 load_bitmap_replacements(level_name);
895
896         if (Robot_replacements_loaded) {
897                 read_hamfile();         //load original data
898                 Robot_replacements_loaded = 0;
899         }
900         load_robot_replacements(level_name);
901
902 #ifdef NETWORK
903         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
904
905         reset_network_objects();
906 #endif
907
908         Players[Player_num] = save_player;
909
910         set_sound_sources();
911
912         songs_play_level_song( Current_level_num );
913
914         clear_boxed_message();          //remove message before new palette loaded
915
916         gr_palette_load(gr_palette);            //actually load the palette
917
918 //      WIN(HideCursorW());
919 }
920
921 //sets up Player_num & ConsoleObject  
922 void InitPlayerObject()
923 {
924         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
925
926         if (Player_num != 0 )   {
927                 Players[0] = Players[Player_num];
928                 Player_num = 0;
929         }
930
931         Players[Player_num].objnum = 0;
932
933         ConsoleObject = &Objects[Players[Player_num].objnum];
934
935         ConsoleObject->type                             = OBJ_PLAYER;
936         ConsoleObject->id                                       = Player_num;
937         ConsoleObject->control_type     = CT_FLYING;
938         ConsoleObject->movement_type    = MT_PHYSICS;
939 }
940
941 extern void game_disable_cheats();
942 extern void turn_cheats_off();
943 extern void init_seismic_disturbances(void);
944
945 //starts a new game on the given level
946 void StartNewGame(int start_level)
947 {
948         Game_mode = GM_NORMAL;
949         Function_mode = FMODE_GAME;
950         
951         Next_level_num = 0;
952
953         InitPlayerObject();                             //make sure player's object set up
954
955         init_player_stats_game();               //clear all stats
956
957         N_players = 1;
958 #ifdef NETWORK
959         Network_new_game = 0;
960 #endif
961
962         if (start_level < 0)
963                 StartNewLevelSecret(start_level, 0);
964         else
965                 StartNewLevel(start_level, 0);
966
967         Players[Player_num].starting_level = start_level;               // Mark where they started
968
969         game_disable_cheats();
970
971         init_seismic_disturbances();
972 }
973
974 //@@//starts a resumed game loaded from disk
975 //@@void ResumeSavedGame(int start_level)
976 //@@{
977 //@@    Game_mode = GM_NORMAL;
978 //@@    Function_mode = FMODE_GAME;
979 //@@
980 //@@    N_players = 1;
981 //@@    Network_new_game = 0;
982 //@@
983 //@@    InitPlayerObject();                             //make sure player's object set up
984 //@@
985 //@@    StartNewLevel(start_level, 0);
986 //@@
987 //@@    game_disable_cheats();
988 //@@}
989
990 #ifndef _NETWORK_H
991 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
992 #endif
993
994 extern int N_secret_levels;
995
996 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":"stars.pcx")
997
998 //      -----------------------------------------------------------------------------
999 //      Does the bonus scoring.
1000 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1001 void DoEndLevelScoreGlitz(int network)
1002 {
1003         int level_points, skill_points, energy_points, shield_points, hostage_points;
1004         int     all_hostage_points;
1005         int     endgame_points;
1006         char    all_hostage_text[64];
1007         char    endgame_text[64];
1008         #define N_GLITZITEMS 11
1009         char                            m_str[N_GLITZITEMS][30];
1010         newmenu_item    m[N_GLITZITEMS+1];
1011         int                             i,c;
1012         char                            title[128];
1013         int                             is_last_level;
1014         int                             mine_level;
1015
1016         set_screen_mode(SCREEN_MENU);           //go into menu mode
1017
1018    #ifdef TACTILE
1019                 if (TactileStick)
1020                   ClearForces();
1021         #endif
1022
1023         mprintf((0,"DoEndLevelScoreGlitz\n"));
1024
1025         //      Compute level player is on, deal with secret levels (negative numbers)
1026         mine_level = Players[Player_num].level;
1027         if (mine_level < 0)
1028                 mine_level *= -(Last_level/N_secret_levels);
1029
1030         level_points = Players[Player_num].score-Players[Player_num].last_score;
1031
1032         if (!Cheats_enabled) {
1033                 if (Difficulty_level > 1) {
1034                         skill_points = level_points*(Difficulty_level)/4;
1035                         skill_points -= skill_points % 100;
1036                 } else
1037                         skill_points = 0;
1038
1039                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1040                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1041                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1042
1043                 shield_points -= shield_points % 50;
1044                 energy_points -= energy_points % 50;
1045         } else {
1046                 skill_points = 0;
1047                 shield_points = 0;
1048                 energy_points = 0;
1049                 hostage_points = 0;
1050         }
1051
1052         all_hostage_text[0] = 0;
1053         endgame_text[0] = 0;
1054
1055         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1056                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1057                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1058         } else
1059                 all_hostage_points = 0;
1060
1061         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
1062                 endgame_points = Players[Player_num].lives * 10000;
1063                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1064                 is_last_level=1;
1065         } else
1066                 endgame_points = is_last_level = 0;
1067
1068         mprintf((0,"adding bonus points\n"));
1069         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1070
1071         c = 0;
1072         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1073         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1074         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1075         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1076
1077         sprintf(m_str[c++], "%s", all_hostage_text);
1078         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1079                 sprintf(m_str[c++], "%s", endgame_text);
1080
1081         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1082         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1083
1084         #ifdef WINDOWS
1085         sprintf(m_str[c++], "");
1086         sprintf(m_str[c++], "         Done");
1087         #endif
1088
1089         for (i=0; i<c; i++) {
1090                 m[i].type = NM_TYPE_TEXT;
1091                 m[i].text = m_str[i];
1092         }
1093
1094         #ifdef WINDOWS
1095         m[c-1].type = NM_TYPE_MENU;
1096         #endif
1097
1098         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1099
1100         if (Current_level_num < 0)
1101                 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);
1102         else
1103                 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);
1104
1105         Assert(c <= N_GLITZITEMS);
1106
1107         gr_palette_fade_out(gr_palette, 32, 0);
1108
1109         mprintf((0,"doing menu\n"));
1110
1111    PA_DFX (pa_alpha_always());
1112
1113 #ifdef NETWORK
1114         if ( network && (Game_mode & GM_NETWORK) )
1115                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1116         else
1117 #endif
1118                 // NOTE LINK TO ABOVE!!!
1119                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1120
1121         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1122 }
1123
1124 //give the player the opportunity to save his game
1125 void DoEndlevelMenu()
1126 {
1127 //No between level saves......!!!       state_save_all(1);
1128 }
1129
1130 //      -----------------------------------------------------------------------------------------------------
1131 //called when the player is starting a level (new game or new ship)
1132 void StartSecretLevel()
1133 {
1134         Assert(!Player_is_dead);
1135
1136         InitPlayerPosition(0);
1137
1138         verify_console_object();
1139
1140         ConsoleObject->control_type     = CT_FLYING;
1141         ConsoleObject->movement_type    = MT_PHYSICS;
1142
1143         // -- WHY? -- disable_matcens();
1144         clear_transient_objects(0);             //0 means leave proximity bombs
1145
1146         // create_player_appearance_effect(ConsoleObject);
1147         Do_appearance_effect = 1;
1148
1149         ai_reset_all_paths();
1150         // -- NO? -- reset_time();
1151
1152         reset_rear_view();
1153         Auto_fire_fusion_cannon_time = 0;
1154         Fusion_charge = 0;
1155
1156         Robot_firing_enabled = 1;
1157 }
1158
1159 extern void set_pos_from_return_segment(void);
1160
1161 //      Returns true if secret level has been destroyed.
1162 int p_secret_level_destroyed(void)
1163 {
1164         if (First_secret_visit) {
1165                 return 0;               //      Never been there, can't have been destroyed.
1166         } else {
1167                 if (cfexist(SECRETC_FILENAME))
1168                 {
1169                         return 0;
1170                 } else {
1171                         return 1;
1172                 }
1173         }
1174 }
1175
1176 //      -----------------------------------------------------------------------------------------------------
1177 void do_secret_message(char *msg)
1178 {
1179         int     old_fmode;
1180
1181         load_stars();
1182
1183 #if defined(POLY_ACC)
1184         pa_save_clut();
1185         pa_update_clut(gr_palette, 0, 256, 0);
1186 #endif
1187
1188         old_fmode = Function_mode;
1189         Function_mode = FMODE_MENU;
1190         nm_messagebox(NULL, 1, TXT_OK, msg);
1191         Function_mode = old_fmode;
1192
1193 #if defined(POLY_ACC)
1194         pa_restore_clut();
1195 #endif
1196         
1197         WIN(DEFINE_SCREEN(NULL));
1198 }
1199
1200 //      -----------------------------------------------------------------------------------------------------
1201 // called when the player is starting a new level for normal game mode and restore state
1202 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1203 //      first time, instead of initializing various things, need to do a game restore for all the
1204 //      robots, powerups, walls, doors, etc.
1205 void StartNewLevelSecret(int level_num, int page_in_textures)
1206 {
1207         newmenu_item    m[1];
1208         //int i;
1209
1210         ThisLevelTime=0;
1211          
1212         m[0].type = NM_TYPE_TEXT;
1213         m[0].text = " ";
1214
1215         last_drawn_cockpit[0] = -1;
1216         last_drawn_cockpit[1] = -1;
1217
1218         if (Newdemo_state == ND_STATE_PAUSED)
1219                 Newdemo_state = ND_STATE_RECORDING;
1220
1221         if (Newdemo_state == ND_STATE_RECORDING) {
1222                 newdemo_set_new_level(level_num);
1223                 newdemo_record_start_frame(FrameCount, FrameTime );
1224         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1225
1226                 gr_palette_fade_out(gr_palette, 32, 0);
1227
1228                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1229
1230                 if (First_secret_visit) {
1231                         do_secret_message(TXT_SECRET_EXIT);
1232                 } else {
1233                         if (cfexist(SECRETC_FILENAME))
1234                         {
1235                                 do_secret_message(TXT_SECRET_EXIT);
1236                         } else {
1237                                 char    text_str[128];
1238
1239                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1240                                 do_secret_message(text_str);
1241                         }
1242                 }
1243         }
1244
1245         LoadLevel(level_num,page_in_textures);
1246
1247         Assert(Current_level_num == level_num); //make sure level set right
1248
1249         Assert(Function_mode == FMODE_GAME);
1250
1251         gameseq_init_network_players(); // Initialize the Players array for 
1252                                                                                           // this level
1253
1254         HUD_clear_messages();
1255
1256         automap_clear_visited();
1257
1258         // --   init_player_stats_level();
1259
1260         Viewer = &Objects[Players[Player_num].objnum];
1261
1262         gameseq_remove_unused_players();
1263
1264         Game_suspended = 0;
1265
1266         Control_center_destroyed = 0;
1267
1268         init_cockpit();
1269         reset_palette_add();
1270
1271         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1272                 init_robots_for_level();
1273                 init_ai_objects();
1274                 init_smega_detonates();
1275                 init_morphs();
1276                 init_all_matcens();
1277                 reset_special_effects();
1278                 StartSecretLevel();
1279         } else {
1280                 if (cfexist(SECRETC_FILENAME))
1281                 {
1282                         int     pw_save, sw_save;
1283
1284                         pw_save = Primary_weapon;
1285                         sw_save = Secondary_weapon;
1286                         state_restore_all(1, 1, SECRETC_FILENAME);
1287                         Primary_weapon = pw_save;
1288                         Secondary_weapon = sw_save;
1289                         reset_special_effects();
1290                         StartSecretLevel();
1291                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1292                 } else {
1293                         char    text_str[128];
1294
1295                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1296                         do_secret_message(text_str);
1297                         return;
1298
1299                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1300                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1301                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1302                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1303                         // -- return;
1304                 }
1305         }
1306
1307         if (First_secret_visit) {
1308                 copy_defaults_to_robot_all();
1309         }
1310
1311         turn_cheats_off();
1312
1313         init_controlcen_for_level();
1314
1315         //      Say player can use FLASH cheat to mark path to exit.
1316         Last_level_path_created = -1;
1317
1318         First_secret_visit = 0;
1319 }
1320
1321 int     Entered_from_level;
1322
1323 // ---------------------------------------------------------------------------------------------------------------
1324 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1325 void ExitSecretLevel(void)
1326 {
1327         if (Newdemo_state == ND_STATE_PLAYBACK)
1328                 return;
1329
1330         if (!Control_center_destroyed) {
1331                 state_save_all(0, 2, SECRETC_FILENAME);
1332         }
1333
1334         if (cfexist(SECRETB_FILENAME))
1335         {
1336                 int     pw_save, sw_save;
1337
1338                 returning_to_level_message();
1339                 pw_save = Primary_weapon;
1340                 sw_save = Secondary_weapon;
1341                 state_restore_all(1, 1, SECRETB_FILENAME);
1342                 Primary_weapon = pw_save;
1343                 Secondary_weapon = sw_save;
1344         } else {
1345                 // File doesn't exist, so can't return to base level.  Advance to next one.
1346                 if (Entered_from_level == Last_level)
1347                         DoEndGame();
1348                 else {
1349                         advancing_to_level_message();
1350                         StartNewLevel(Entered_from_level+1, 0);
1351                 }
1352         }
1353 }
1354
1355 // ---------------------------------------------------------------------------------------------------------------
1356 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1357 //      be invulnerable or cloaked.
1358 void do_cloak_invul_secret_stuff(fix old_gametime)
1359 {
1360         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1361                 fix     time_used;
1362
1363                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1364                 Players[Player_num].invulnerable_time = GameTime - time_used;
1365         }
1366
1367         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1368                 fix     time_used;
1369
1370                 time_used = old_gametime - Players[Player_num].cloak_time;
1371                 Players[Player_num].cloak_time = GameTime - time_used;
1372         }
1373 }
1374
1375 // ---------------------------------------------------------------------------------------------------------------
1376 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1377 //      is passing to the secret level.
1378 //      Do a savegame.
1379 void EnterSecretLevel(void)
1380 {
1381         fix     old_gametime;
1382         int     i;
1383
1384         Assert(! (Game_mode & GM_MULTI) );
1385
1386         Entered_from_level = Current_level_num;
1387
1388         if (Control_center_destroyed)
1389                 DoEndLevelScoreGlitz(0);
1390
1391         if (Newdemo_state != ND_STATE_PLAYBACK)
1392                 state_save_all(0, 1, NULL);     //      Not between levels (ie, save all), IS a secret level, NO filename override
1393
1394         //      Find secret level number to go to, stuff in Next_level_num.
1395         for (i=0; i<-Last_secret_level; i++)
1396                 if (Secret_level_table[i]==Current_level_num) {
1397                         Next_level_num = -(i+1);
1398                         break;
1399                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1400                         Next_level_num = -i;
1401                         break;
1402                 }
1403
1404         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1405                 Next_level_num = Last_secret_level;
1406
1407         old_gametime = GameTime;
1408
1409         StartNewLevelSecret(Next_level_num, 1);
1410         
1411         // do_cloak_invul_stuff();
1412 }
1413
1414 //called when the player has finished a level
1415 void PlayerFinishedLevel(int secret_flag)
1416 {
1417         Assert(!secret_flag);
1418
1419         //credit the player for hostages
1420         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1421
1422         if (Game_mode & GM_NETWORK)
1423                 Players[Player_num].connected = 2; // Finished but did not die
1424
1425         last_drawn_cockpit[0] = -1;
1426         last_drawn_cockpit[1] = -1;
1427
1428         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1429 }
1430
1431 #if defined(D2_OEM) || defined(COMPILATION)
1432 #define MOVIE_REQUIRED 0
1433 #else
1434 #define MOVIE_REQUIRED 1
1435 #endif
1436
1437 #ifdef D2_OEM
1438 #define ENDMOVIE "endo"
1439 #else
1440 #define ENDMOVIE "end"
1441 #endif
1442
1443 void show_order_form();
1444 extern void com_hangup(void);
1445
1446 //called when the player has finished the last level
1447 void DoEndGame(void)
1448 {
1449         mprintf((0,"DoEndGame\n"));
1450
1451         Function_mode = FMODE_MENU;
1452         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1453                 newdemo_stop_recording();
1454
1455         set_screen_mode( SCREEN_MENU );
1456
1457         WINDOS(
1458                 dd_gr_set_current_canvas(NULL),
1459                 gr_set_current_canvas(NULL)
1460         );
1461
1462         key_flush();
1463
1464         if (Current_mission_num == Builtin_mission_num && !(Game_mode & GM_MULTI)) { //only built-in mission, & not multi
1465 #ifndef SHAREWARE
1466                 int played=MOVIE_NOT_PLAYED;    //default is not played
1467 #endif
1468
1469                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1470                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1471                 close_subtitles();
1472                 if (!played) {
1473                         if (cfexist("end2oem.txb") || cfexist("end2oem.tex")) { // #ifdef D2_OEM
1474                                 songs_play_song( SONG_TITLE, 0 );
1475                                 do_briefing_screens("end2oem.tex",1);
1476                         } else {
1477                                 songs_play_song( SONG_ENDGAME, 0 );
1478                                 mprintf((0,"doing briefing\n"));
1479                                 do_briefing_screens("ending2.tex",1);
1480                                 mprintf((0,"briefing done\n"));
1481                         }
1482                 }
1483    } else if (!(Game_mode & GM_MULTI)) {    //not multi
1484                 char tname[FILENAME_LEN];
1485                 sprintf(tname,"%s.tex",Current_mission_filename);
1486                 do_briefing_screens (tname,Last_level+1);   //level past last is endgame breifing
1487
1488                 //try doing special credits
1489                 sprintf(tname,"%s.ctb",Current_mission_filename);
1490                 credits_show(tname);
1491         }
1492
1493         key_flush();
1494
1495 #ifdef SHAREWARE
1496                 show_order_form();
1497 #endif
1498
1499 #ifdef NETWORK
1500         if (Game_mode & GM_MULTI)
1501                 multi_endlevel_score();
1502         else
1503 #endif
1504                 // NOTE LINK TO ABOVE
1505                 DoEndLevelScoreGlitz(0);
1506
1507         if (Current_mission_num == Builtin_mission_num && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1508                 WINDOS(
1509                         dd_gr_set_current_canvas(NULL),
1510                         gr_set_current_canvas( NULL )
1511                 );
1512                 WINDOS(
1513                         dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1514                         gr_clear_canvas(BM_XRGB(0,0,0))
1515                 );
1516                 gr_palette_clear();
1517                 load_palette(DEFAULT_PALETTE,0,1);
1518                 scores_maybe_add_player(0);
1519         }
1520
1521         Function_mode = FMODE_MENU;
1522
1523         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1524                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1525         else
1526                 Game_mode = GM_GAME_OVER;
1527
1528
1529         longjmp( LeaveGame, 0 );                // Exit out of game loop
1530 }
1531
1532 //from which level each do you get to each secret level 
1533 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1534
1535 //called to go to the next level (if there is one)
1536 //if secret_flag is true, advance to secret level, else next normal one
1537 //      Return true if game over.
1538 void AdvanceLevel(int secret_flag)
1539 {
1540 #ifdef NETWORK
1541         int result;
1542 #endif
1543
1544         mprintf((0,"AdvanceLevel\n"));
1545
1546         Assert(!secret_flag);
1547
1548         if (Current_level_num != Last_level) {
1549 #ifdef NETWORK
1550                 if (Game_mode & GM_MULTI)
1551                         multi_endlevel_score();         
1552                 else 
1553 #endif
1554                         // NOTE LINK TO ABOVE!!!
1555                         DoEndLevelScoreGlitz(0);                //give bonuses
1556         }
1557
1558         Control_center_destroyed = 0;
1559
1560         #ifdef EDITOR
1561         if (Current_level_num == 0)
1562                 return;         //not a real level
1563         #endif
1564
1565 #ifdef NETWORK
1566         if (Game_mode & GM_MULTI)       {
1567                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1568                 if (result) // failed to sync
1569                 {
1570                         if (Current_level_num == Last_level)            //player has finished the game!
1571                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1572                         else
1573                                 return;
1574                 }
1575         }
1576 #endif
1577
1578         if (Current_level_num == Last_level) {          //player has finished the game!
1579                 
1580                 mprintf((0,"Finished last level!\n"));
1581
1582                 DoEndGame();
1583
1584         } else {
1585
1586                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1587
1588                 if (!(Game_mode & GM_MULTI))
1589                         DoEndlevelMenu(); // Let use save their game
1590
1591                 StartNewLevel(Next_level_num, 0);
1592
1593         }
1594 }
1595
1596 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1597
1598 extern char last_palette_loaded[];
1599
1600 void load_stars_palette()
1601 {
1602         int pcx_error;
1603         ubyte pal[256*3];
1604
1605         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1606         Assert(pcx_error == PCX_ERROR_NONE);
1607
1608         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1609
1610
1611         {       //remap stuff. this code is kindof a hack
1612
1613                 //now, before we bring up the menu, we need to 
1614                 //do some stuff to make sure the palette is ok.  First, we need to
1615                 //get our current palette into the 2d's array, so the remapping will
1616                 //work.  Second, we need to remap the fonts.  Third, we need to fill 
1617                 //in part of the fade tables so the darkening of the menu edges works
1618
1619                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1620                 remap_fonts_and_menus(1);
1621
1622         }
1623
1624         strcpy(last_palette_loaded,"");         //force palette load next time
1625 }
1626 #endif
1627
1628 void nm_draw_background1(char * filename);
1629
1630 void load_stars()
1631 {
1632 //@@    int pcx_error;
1633 //@@    ubyte pal[256*3];
1634 //@@
1635 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1636 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1637 //@@
1638 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1639
1640         WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1641
1642         nm_draw_background1(STARS_BACKGROUND);
1643
1644 }
1645
1646
1647 void
1648 died_in_mine_message(void)
1649 {
1650         // Tell the player he died in the mine, explain why
1651         int old_fmode;
1652
1653         if (Game_mode & GM_MULTI)
1654                 return;
1655
1656         gr_palette_fade_out(gr_palette, 32, 0);
1657
1658         set_screen_mode(SCREEN_MENU);           //go into menu mode
1659
1660         WINDOS(
1661                 dd_gr_set_current_canvas(NULL),
1662                 gr_set_current_canvas(NULL)
1663         );
1664
1665         load_stars();
1666
1667 #if defined(POLY_ACC)
1668         pa_save_clut();
1669         pa_update_clut(gr_palette, 0, 256, 0);
1670 #endif
1671
1672         old_fmode = Function_mode;
1673         Function_mode = FMODE_MENU;
1674         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1675         Function_mode = old_fmode;
1676
1677 #if defined(POLY_ACC)
1678         pa_restore_clut();
1679 #endif
1680
1681         WIN(DEFINE_SCREEN(NULL));
1682 }
1683
1684 //      Called when player dies on secret level.
1685 void returning_to_level_message(void)
1686 {
1687         char    msg[128];
1688
1689         int old_fmode;
1690
1691         if (Game_mode & GM_MULTI)
1692                 return;
1693
1694         gr_palette_fade_out(gr_palette, 32, 0);
1695
1696         set_screen_mode(SCREEN_MENU);           //go into menu mode
1697
1698         gr_set_current_canvas(NULL);
1699
1700         load_stars();
1701
1702 #if defined(POLY_ACC)
1703         pa_save_clut();
1704         pa_update_clut(gr_palette, 0, 256, 0);
1705 #endif
1706
1707         old_fmode = Function_mode;
1708         Function_mode = FMODE_MENU;
1709         sprintf(msg, "Returning to level %i", Entered_from_level);
1710         nm_messagebox(NULL, 1, TXT_OK, msg);
1711         Function_mode = old_fmode;
1712
1713 #if defined(POLY_ACC)
1714         pa_restore_clut();
1715 #endif
1716
1717         WIN(DEFINE_SCREEN(NULL));
1718 }
1719
1720 //      Called when player dies on secret level.
1721 void advancing_to_level_message(void)
1722 {
1723         char    msg[128];
1724
1725         int old_fmode;
1726
1727         //      Only supposed to come here from a secret level.
1728         Assert(Current_level_num < 0);
1729
1730         if (Game_mode & GM_MULTI)
1731                 return;
1732
1733         gr_palette_fade_out(gr_palette, 32, 0);
1734
1735         set_screen_mode(SCREEN_MENU);           //go into menu mode
1736
1737         gr_set_current_canvas(NULL);
1738         
1739         load_stars();
1740
1741 #if defined(POLY_ACC)
1742         pa_save_clut();
1743         pa_update_clut(gr_palette, 0, 256, 0);
1744 #endif
1745
1746         old_fmode = Function_mode;
1747         Function_mode = FMODE_MENU;
1748         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1749         nm_messagebox(NULL, 1, TXT_OK, msg);
1750         Function_mode = old_fmode;
1751
1752 #if defined(POLY_ACC)
1753         pa_restore_clut();
1754 #endif
1755
1756         WIN(DEFINE_SCREEN(NULL));
1757 }
1758
1759 void digi_stop_digi_sounds();
1760
1761 void DoPlayerDead()
1762 {
1763         reset_palette_add();
1764
1765         gr_palette_load (gr_palette);
1766
1767 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1768         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1769
1770         dead_player_end();              //terminate death sequence (if playing)
1771
1772         #ifdef EDITOR
1773         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
1774                 object * playerobj = &Objects[Players[Player_num].objnum];
1775                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1776                 load_level("gamesave.lvl");
1777                 init_player_stats_new_ship();
1778                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1779                 StartLevel(0);
1780                 return;
1781         }
1782         #endif
1783
1784 #ifdef NETWORK
1785         if ( Game_mode&GM_MULTI )
1786         {
1787                 multi_do_death(Players[Player_num].objnum);
1788         }
1789         else 
1790 #endif
1791         {                               //Note link to above else!
1792                 Players[Player_num].lives--;
1793                 if (Players[Player_num].lives == 0)
1794                 {       
1795                         DoGameOver();
1796                         return;
1797                 }
1798         }
1799                                 
1800         if ( Control_center_destroyed ) {
1801
1802                 //clear out stuff so no bonus
1803                 Players[Player_num].hostages_on_board = 0;
1804                 Players[Player_num].energy = 0;
1805                 Players[Player_num].shields = 0;
1806                 Players[Player_num].connected = 3;
1807
1808                 died_in_mine_message(); // Give them some indication of what happened
1809
1810                 if (Current_level_num < 0) {
1811                         if (cfexist(SECRETB_FILENAME))
1812                         {
1813                                 returning_to_level_message();
1814                                 state_restore_all(1, 2, SECRETB_FILENAME);                      //      2 means you died
1815                                 set_pos_from_return_segment();
1816                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1817                         } else {
1818                                 advancing_to_level_message();
1819                                 StartNewLevel(Entered_from_level+1, 0);
1820                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1821                         }
1822                 } else {
1823
1824                         AdvanceLevel(0);                        //if finished, go on to next level
1825
1826                         init_player_stats_new_ship();
1827                         last_drawn_cockpit[0] = -1;
1828                         last_drawn_cockpit[1] = -1;
1829                 }
1830
1831         } else if (Current_level_num < 0) {
1832                 if (cfexist(SECRETB_FILENAME))
1833                 {
1834                         returning_to_level_message();
1835                         if (!Control_center_destroyed)
1836                                 state_save_all(0, 2, SECRETC_FILENAME);
1837                         state_restore_all(1, 2, SECRETB_FILENAME);
1838                         set_pos_from_return_segment();
1839                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1840                 } else {
1841                         died_in_mine_message(); // Give them some indication of what happened
1842                         advancing_to_level_message();
1843                         StartNewLevel(Entered_from_level+1, 0);
1844                         init_player_stats_new_ship();
1845                 }
1846         } else {
1847                 init_player_stats_new_ship();
1848                 StartLevel(1);
1849         }
1850
1851         digi_sync_sounds();
1852 }
1853
1854 extern int BigWindowSwitch;
1855
1856 //called when the player is starting a new level for normal game mode and restore state
1857 //      secret_flag set if came from a secret level
1858 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1859 {
1860         if (!(Game_mode & GM_MULTI)) {
1861                 last_drawn_cockpit[0] = -1;
1862                 last_drawn_cockpit[1] = -1;
1863         }
1864    BigWindowSwitch=0;
1865
1866
1867         if (Newdemo_state == ND_STATE_PAUSED)
1868                 Newdemo_state = ND_STATE_RECORDING;
1869
1870         if (Newdemo_state == ND_STATE_RECORDING) {
1871                 newdemo_set_new_level(level_num);
1872                 newdemo_record_start_frame(FrameCount, FrameTime );
1873         }
1874
1875         if (Game_mode & GM_MULTI)
1876                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1877
1878         LoadLevel(level_num,page_in_textures);
1879
1880         Assert(Current_level_num == level_num); //make sure level set right
1881
1882         gameseq_init_network_players(); // Initialize the Players array for 
1883                                                                                           // this level
1884
1885         Viewer = &Objects[Players[Player_num].objnum];
1886
1887         Assert(N_players <= NumNetPlayerPositions);
1888                 //If this assert fails, there's not enough start positions
1889
1890 #ifdef NETWORK
1891         if (Game_mode & GM_NETWORK)
1892         {
1893                 if(network_level_sync()) // After calling this, Player_num is set
1894                         return;
1895         }
1896         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1897         {
1898                 if(com_level_sync())
1899                         return;
1900         }
1901 #endif
1902
1903         Assert(Function_mode == FMODE_GAME);
1904
1905         #ifndef NDEBUG
1906         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1907         #endif
1908
1909         HUD_clear_messages();
1910
1911         automap_clear_visited();
1912
1913 #ifdef NETWORK
1914         if (Network_new_game == 1)
1915         {
1916                 Network_new_game = 0;
1917                 init_player_stats_new_ship();
1918         }
1919 #endif
1920         init_player_stats_level(secret_flag);
1921
1922 #ifdef NETWORK
1923         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1924         {
1925                 int i;
1926                 for (i = 0; i < N_players; i++)
1927                         Players[i].flags |= Netgame.player_flags[i];
1928         }
1929
1930         if (Game_mode & GM_MULTI)
1931         {
1932                 multi_prep_level(); // Removes robots from level if necessary
1933         }
1934 #endif
1935
1936         gameseq_remove_unused_players();
1937
1938         Game_suspended = 0;
1939
1940         Control_center_destroyed = 0;
1941
1942         set_screen_mode(SCREEN_GAME);
1943         init_cockpit();
1944         init_robots_for_level();
1945         init_ai_objects();
1946         init_smega_detonates();
1947         init_morphs();
1948         init_all_matcens();
1949         reset_palette_add();
1950         init_thief_for_level();
1951         init_stuck_objects();
1952         game_flush_inputs();            // clear out the keyboard
1953         if (!(Game_mode & GM_MULTI))
1954                 filter_objects_from_level();
1955
1956         turn_cheats_off();
1957
1958         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1959                 set_highest_level(Current_level_num);
1960         else
1961                 read_player_file();             //get window sizes
1962
1963         reset_special_effects();
1964
1965 #ifdef OGL
1966         ogl_cache_level_textures();
1967 #endif
1968
1969
1970 #ifdef NETWORK
1971         if (Network_rejoined == 1)
1972         {
1973                 #ifndef NDEBUG
1974                 mprintf((0, "Restarting - joining in random location.\n"));
1975                 #endif
1976                 Network_rejoined = 0;
1977                 StartLevel(1);
1978         }
1979         else
1980 #endif
1981                 StartLevel(0);          // Note link to above if!
1982
1983         copy_defaults_to_robot_all();
1984         init_controlcen_for_level();
1985
1986         //      Say player can use FLASH cheat to mark path to exit.
1987         Last_level_path_created = -1;
1988 }
1989
1990 #ifdef NETWORK
1991 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1992 #endif
1993 void bash_to_shield (int i,char *s)
1994 {
1995 #ifdef NETWORK
1996         int type=Objects[i].id;
1997 #endif
1998
1999         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2000
2001 #ifdef NETWORK
2002         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2003 #endif
2004
2005         Objects[i].id = POW_SHIELD_BOOST;
2006         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2007         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2008 }
2009
2010
2011 void filter_objects_from_level()
2012  {
2013   int i;
2014   
2015   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2016  
2017   for (i=0;i<=Highest_object_index;i++) 
2018         {
2019          if (Objects[i].type==OBJ_POWERUP)
2020      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2021            bash_to_shield (i,"Flag!!!!");
2022    } 
2023
2024  }
2025
2026 struct {
2027         int     level_num;
2028         char    movie_name[FILENAME_LEN];
2029 } intro_movie[] = {     { 1,"pla"},
2030                                                         { 5,"plb"},
2031                                                         { 9,"plc"},
2032                                                         {13,"pld"},
2033                                                         {17,"ple"},
2034                                                         {21,"plf"},
2035                                                         {24,"plg"}};
2036
2037 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2038
2039 extern int MenuHiresAvailable;
2040 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
2041 extern int intro_played;        //true if big intro movie played
2042
2043 void ShowLevelIntro(int level_num)
2044 {
2045         //if shareware, show a briefing?
2046
2047         if (!(Game_mode & GM_MULTI)) {
2048                 int i;
2049
2050                 ubyte save_pal[sizeof(gr_palette)];
2051
2052                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2053
2054                 if (Current_mission_num == Builtin_mission_num) {
2055                         int movie=0;
2056
2057                         if (cfexist("brief2.txb") || cfexist("brief2.tex")) { // SHAREWARE
2058                                 if (level_num==1)
2059                                         do_briefing_screens ("brief2.tex", 1);
2060                         } else if (cfexist("brief2o.txb") || cfexist("brief2o.tex")) { // OEM
2061                                 if (level_num == 1 && !intro_played)
2062                                         do_briefing_screens("brief2o.tex", 1);
2063                         } else { // full version
2064                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
2065                                 {
2066                                         if (intro_movie[i].level_num == level_num)
2067                                         {
2068                                                 Screen_mode = -1;
2069                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2070                                                 movie=1;
2071                                                 break;
2072                                         }
2073                                 }
2074
2075 #ifdef WINDOWS
2076                                 if (!movie) {                                   //must go before briefing
2077                                         dd_gr_init_screen();
2078                                         Screen_mode = -1;
2079                                 }
2080 #endif
2081
2082                                 if (robot_movies)
2083                                 {
2084                                         int hires_save=MenuHiresAvailable;
2085
2086                                         if (robot_movies == 1)          //lowres only
2087                                         {
2088                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
2089
2090                                                 if (hires_save != MenuHiresAvailable)
2091                                                         Screen_mode = -1;               //force reset
2092
2093                                         }
2094                                         do_briefing_screens ("robot.tex",level_num);
2095                                         MenuHiresAvailable = hires_save;
2096                                 }
2097
2098                         }
2099                 }
2100                 else {  //not the built-in mission.  check for add-on briefing
2101                         if (Mission_list[Current_mission_num].descent_version == 1)
2102                                 do_briefing_screens(Briefing_text_filename, level_num);
2103                         else {
2104                                 char tname[FILENAME_LEN];
2105                                 sprintf(tname, "%s.tex", Current_mission_filename);
2106                                 do_briefing_screens(tname, level_num);
2107                         }
2108                 }
2109
2110
2111                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2112         }
2113 }
2114
2115 //      ---------------------------------------------------------------------------
2116 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2117 //      Reason: On this level, if player goes to a secret level, he will be going to a different
2118 //      secret level than he's ever been to before.
2119 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2120 void maybe_set_first_secret_visit(int level_num)
2121 {
2122         int     i;
2123
2124         for (i=0; i<N_secret_levels; i++) {
2125                 if (Secret_level_table[i] == level_num) {
2126                         First_secret_visit = 1;
2127                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2128                 }
2129         }
2130 }
2131
2132 //called when the player is starting a new level for normal game model
2133 //      secret_flag if came from a secret level
2134 void StartNewLevel(int level_num, int secret_flag)
2135 {
2136         ThisLevelTime=0;
2137
2138         if ((level_num > 0) && (!secret_flag)) {
2139                 maybe_set_first_secret_visit(level_num);
2140         }
2141
2142         ShowLevelIntro(level_num);
2143
2144         WIN(DEFINE_SCREEN(NULL));               // ALT-TAB: no restore of background.
2145         
2146         StartNewLevelSub(level_num, 1, secret_flag );
2147
2148 }
2149
2150 //initialize the player object position & orientation (at start of game, or new ship)
2151 void InitPlayerPosition(int random_flag)
2152 {
2153         int NewPlayer=0;
2154
2155 #ifdef NETWORK
2156         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2157 #endif
2158                 NewPlayer = Player_num;
2159 #ifdef NETWORK
2160         else if (random_flag == 1)
2161         {
2162                 int i, closest = -1, trys=0;
2163                 fix closest_dist = 0x7ffffff, dist;
2164
2165                 d_srand(clock());
2166
2167 #ifndef NDEBUG
2168                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2169                 {
2170                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2171                         //Int3();
2172                 }
2173 #endif
2174
2175                 do {
2176                         if (trys > 0)   
2177                         {
2178                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2179                         }
2180                         trys++;
2181
2182                         NewPlayer = d_rand() % NumNetPlayerPositions;
2183
2184                         closest = -1;
2185                         closest_dist = 0x7fffffff;
2186         
2187                         for (i=0; i<N_players; i++ )    {
2188                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2189                                         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
2190                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2191                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2192                                                 closest_dist = dist;
2193                                                 closest = i;
2194                                         }
2195                                 }
2196                         }
2197
2198                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2199                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2200         } 
2201         else {
2202                 mprintf((0, "Starting position is not being changed.\n"));
2203                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2204         }
2205         Assert(NewPlayer >= 0);
2206         Assert(NewPlayer < NumNetPlayerPositions);
2207 #endif
2208
2209         ConsoleObject->pos = Player_init[NewPlayer].pos;
2210         ConsoleObject->orient = Player_init[NewPlayer].orient;
2211 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2212
2213         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2214
2215         obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2216
2217 #ifdef NETWORK
2218 done:
2219 #endif
2220         reset_player_object();
2221         reset_cruise();
2222 }
2223
2224 //      -----------------------------------------------------------------------------------------------------
2225 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2226 //      What about setting size!?  Where does that come from?
2227 void copy_defaults_to_robot(object *objp)
2228 {
2229         robot_info      *robptr;
2230         int                     objid;
2231
2232         Assert(objp->type == OBJ_ROBOT);
2233         objid = objp->id;
2234         Assert(objid < N_robot_types);
2235
2236         robptr = &Robot_info[objid];
2237
2238         //      Boost shield for Thief and Buddy based on level.
2239         objp->shields = robptr->strength;
2240
2241         if ((robptr->thief) || (robptr->companion)) {
2242                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2243
2244                 if (robptr->companion) {
2245                         //      Now, scale guide-bot hits by skill level
2246                         switch (Difficulty_level) {
2247                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2248                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2249                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2250                                 default:        break;
2251                         }
2252                 }
2253         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2254                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2255
2256         //      Additional wimpification of bosses at Trainee
2257         if ((robptr->boss_flag) && (Difficulty_level == 0))
2258                 objp->shields /= 2;
2259 }
2260
2261 //      -----------------------------------------------------------------------------------------------------
2262 //      Copy all values from the robot info structure to all instances of robots.
2263 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2264 //      This function should be called at level load time.
2265 void copy_defaults_to_robot_all()
2266 {
2267         int     i;
2268
2269         for (i=0; i<=Highest_object_index; i++)
2270                 if (Objects[i].type == OBJ_ROBOT)
2271                         copy_defaults_to_robot(&Objects[i]);
2272
2273 }
2274
2275 extern void clear_stuck_objects(void);
2276
2277 //      -----------------------------------------------------------------------------------------------------
2278 //called when the player is starting a level (new game or new ship)
2279 void StartLevel(int random_flag)
2280 {
2281         Assert(!Player_is_dead);
2282
2283         InitPlayerPosition(random_flag);
2284
2285         verify_console_object();
2286
2287         ConsoleObject->control_type     = CT_FLYING;
2288         ConsoleObject->movement_type    = MT_PHYSICS;
2289
2290         disable_matcens();
2291
2292         clear_transient_objects(0);             //0 means leave proximity bombs
2293
2294         // create_player_appearance_effect(ConsoleObject);
2295         Do_appearance_effect = 1;
2296
2297 #ifdef NETWORK
2298         if (Game_mode & GM_MULTI)
2299         {
2300                 if (Game_mode & GM_MULTI_COOP)
2301                         multi_send_score();
2302                 multi_send_position(Players[Player_num].objnum);
2303                 multi_send_reappear();
2304         }               
2305
2306         if (Game_mode & GM_NETWORK)
2307                 network_do_frame(1, 1);
2308 #endif
2309
2310         ai_reset_all_paths();
2311         ai_init_boss_for_ship();
2312         clear_stuck_objects();
2313
2314         #ifdef EDITOR
2315         //      Note, this is only done if editor builtin.  Calling this from here
2316         //      will cause it to be called after the player dies, resetting the
2317         //      hits for the buddy and thief.  This is ok, since it will work ok
2318         //      in a shipped version.
2319         init_ai_objects();
2320         #endif
2321
2322         reset_time();
2323
2324         reset_rear_view();
2325         Auto_fire_fusion_cannon_time = 0;
2326         Fusion_charge = 0;
2327
2328         Robot_firing_enabled = 1;
2329 }