2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Routines for EndGame, EndLevel, etc.
28 #if !defined(_MSC_VER) && !defined(macintosh)
106 #include "controls.h"
108 #include "gamemine.h"
110 #if defined (TACTILE)
115 #include "editor/editor.h"
121 void StartNewLevelSecret(int level_num, int page_in_textures);
122 void InitPlayerPosition(int random_flag);
124 void returning_to_level_message(void);
125 void advancing_to_level_message(void);
126 void DoEndGame(void);
127 void AdvanceLevel(int secret_flag);
128 void filter_objects_from_level();
131 //Current_level_num starts at 1 for the first level
132 //-1,-2,-3 are secret levels
133 //0 means not a real level loaded
134 int Current_level_num=0,Next_level_num;
135 char Current_level_name[LEVEL_NAME_LEN];
137 // Global variables describing the player
138 int N_players=1; // Number of players ( >1 means a net game, eh?)
139 int Player_num=0; // The player number who is on the console.
140 player Players[MAX_PLAYERS+4]; // Misc player info
141 obj_position Player_init[MAX_PLAYERS];
143 cvar_t Player_highest_level = { "HighestLevel", "0", 0 };
145 // Global variables telling what sort of game we have
146 int MaxNumNetPlayers = -1;
147 int NumNetPlayerPositions = -1;
149 extern fix ThisLevelTime;
151 // Extern from game.c to fix a bug in the cockpit!
153 extern int last_drawn_cockpit[2];
154 extern int Last_level_path_created;
156 // HUD_clear_messages external, declared in gauges.h
158 extern void HUD_clear_messages(); // From hud.c
161 // Extra prototypes declared for the sake of LINT
162 void init_player_stats_new_ship(void);
163 void copy_defaults_to_robot_all(void);
165 int Do_appearance_effect=0;
167 extern int Rear_view;
169 int First_secret_visit = 1;
171 extern int descent_critical_error;
173 extern int Last_msg_ycrd;
175 //--------------------------------------------------------------------
176 void verify_console_object()
178 Assert( Player_num > -1 );
179 Assert( Players[Player_num].objnum > -1 );
180 ConsoleObject = &Objects[Players[Player_num].objnum];
181 Assert( ConsoleObject->type==OBJ_PLAYER );
182 Assert( ConsoleObject->id==Player_num );
185 int count_number_of_robots()
191 for (i=0;i<=Highest_object_index;i++) {
192 if (Objects[i].type == OBJ_ROBOT)
200 int count_number_of_hostages()
206 for (i=0;i<=Highest_object_index;i++) {
207 if (Objects[i].type == OBJ_HOSTAGE)
214 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
216 gameseq_init_network_players()
220 // Initialize network player start locations and object numbers
222 ConsoleObject = &Objects[0];
225 for (i=0;i<=Highest_object_index;i++) {
227 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
229 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
230 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
232 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
233 Objects[i].type=OBJ_PLAYER;
234 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
235 Player_init[k].pos = Objects[i].pos;
236 Player_init[k].orient = Objects[i].orient;
237 Player_init[k].segnum = Objects[i].segnum;
238 Players[k].objnum = i;
247 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
248 obj_delete(i); //kill the buddy in netgames
251 NumNetPlayerPositions = k;
254 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
255 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
257 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
258 //Int3(); // Not enough positions!!
262 if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
264 for (i=0;i<N_players;i++)
265 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
267 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!");
272 if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
274 for (i = 0; i < N_players; i++)
275 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
277 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!");
284 void gameseq_remove_unused_players()
288 // 'Remove' the unused players
291 if (Game_mode & GM_MULTI)
293 for (i=0; i < NumNetPlayerPositions; i++)
295 if ((!Players[i].connected) || (i >= N_players))
298 // mprintf((0, "Ghosting player ship %d.\n", i+1));
300 multi_make_player_ghost(i);
306 { // Note link to above if!!!
308 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
310 for (i=1; i < NumNetPlayerPositions; i++)
312 obj_delete(Players[i].objnum);
317 fix StartingShields=INITIAL_SHIELDS;
319 // Setup player for new game
320 void init_player_stats_game()
322 Players[Player_num].score = 0;
323 Players[Player_num].last_score = 0;
324 Players[Player_num].lives = INITIAL_LIVES;
325 Players[Player_num].level = 1;
327 Players[Player_num].time_level = 0;
328 Players[Player_num].time_total = 0;
329 Players[Player_num].hours_level = 0;
330 Players[Player_num].hours_total = 0;
332 Players[Player_num].energy = INITIAL_ENERGY;
333 Players[Player_num].shields = StartingShields;
334 Players[Player_num].killer_objnum = -1;
336 Players[Player_num].net_killed_total = 0;
337 Players[Player_num].net_kills_total = 0;
339 Players[Player_num].num_kills_level = 0;
340 Players[Player_num].num_kills_total = 0;
341 Players[Player_num].num_robots_level = 0;
342 Players[Player_num].num_robots_total = 0;
343 Players[Player_num].KillGoalCount = 0;
345 Players[Player_num].hostages_rescued_total = 0;
346 Players[Player_num].hostages_level = 0;
347 Players[Player_num].hostages_total = 0;
349 Players[Player_num].laser_level = 0;
350 Players[Player_num].flags = 0;
352 init_player_stats_new_ship();
354 First_secret_visit = 1;
357 void init_ammo_and_energy(void)
359 if (Players[Player_num].energy < INITIAL_ENERGY)
360 Players[Player_num].energy = INITIAL_ENERGY;
361 if (Players[Player_num].shields < StartingShields)
362 Players[Player_num].shields = StartingShields;
364 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
365 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
366 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
368 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
369 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
370 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
371 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
372 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
375 extern ubyte Last_afterburner_state;
377 // Setup player for new level (After completion of previous level)
378 void init_player_stats_level(int secret_flag)
382 Players[Player_num].last_score = Players[Player_num].score;
384 Players[Player_num].level = Current_level_num;
387 if (!Network_rejoined) {
389 Players[Player_num].time_level = 0;
390 Players[Player_num].hours_level = 0;
395 Players[Player_num].killer_objnum = -1;
397 Players[Player_num].num_kills_level = 0;
398 Players[Player_num].num_robots_level = count_number_of_robots();
399 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
401 Players[Player_num].hostages_level = count_number_of_hostages();
402 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
403 Players[Player_num].hostages_on_board = 0;
406 init_ammo_and_energy();
408 Players[Player_num].flags &= (~KEY_BLUE);
409 Players[Player_num].flags &= (~KEY_RED);
410 Players[Player_num].flags &= (~KEY_GOLD);
412 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
413 PLAYER_FLAGS_CLOAKED |
414 PLAYER_FLAGS_MAP_ALL);
416 Players[Player_num].cloak_time = 0;
417 Players[Player_num].invulnerable_time = 0;
419 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
420 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
423 Player_is_dead = 0; // Added by RH
424 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
426 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
428 Controls.state[afterburner] = 0;
429 Last_afterburner_state = 0;
431 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
437 tactile_set_button_jolt();
440 Missile_viewer = NULL;
443 extern void init_ai_for_ship(void);
445 // Setup player for a brand-new ship
446 void init_player_stats_new_ship()
450 if (Newdemo_state == ND_STATE_RECORDING) {
451 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
452 newdemo_record_player_weapon(0, 0);
453 newdemo_record_player_weapon(1, 0);
456 Players[Player_num].energy = INITIAL_ENERGY;
457 Players[Player_num].shields = StartingShields;
458 Players[Player_num].laser_level = 0;
459 Players[Player_num].killer_objnum = -1;
460 Players[Player_num].hostages_on_board = 0;
462 Afterburner_charge = 0;
464 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
465 Players[Player_num].primary_ammo[i] = 0;
466 Primary_last_was_super[i] = 0;
469 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
470 Players[Player_num].secondary_ammo[i] = 0;
471 Secondary_last_was_super[i] = 0;
473 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
475 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
476 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
479 Secondary_weapon = 0;
481 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
482 PLAYER_FLAGS_AFTERBURNER |
483 PLAYER_FLAGS_CLOAKED |
484 PLAYER_FLAGS_INVULNERABLE |
485 PLAYER_FLAGS_MAP_ALL |
486 PLAYER_FLAGS_CONVERTER |
487 PLAYER_FLAGS_AMMO_RACK |
488 PLAYER_FLAGS_HEADLIGHT |
489 PLAYER_FLAGS_HEADLIGHT_ON |
492 Players[Player_num].cloak_time = 0;
493 Players[Player_num].invulnerable_time = 0;
495 Player_is_dead = 0; //player no longer dead
497 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
499 Controls.state[afterburner] = 0;
500 Last_afterburner_state = 0;
502 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
504 Missile_viewer=NULL; ///reset missile camera if out there
509 tactile_set_button_jolt();
517 extern void init_stuck_objects(void);
521 extern int Slide_segs_computed;
523 //reset stuff so game is semi-normal when playing from editor
524 void editor_reset_stuff_on_level()
526 gameseq_init_network_players();
527 init_player_stats_level(0);
528 Viewer = ConsoleObject;
529 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
530 ConsoleObject->id=Player_num;
531 ConsoleObject->control_type = CT_FLYING;
532 ConsoleObject->movement_type = MT_PHYSICS;
534 verify_console_object();
535 Control_center_destroyed = 0;
536 if (Newdemo_state != ND_STATE_PLAYBACK)
537 gameseq_remove_unused_players();
539 init_robots_for_level();
543 init_player_stats_new_ship();
544 init_controlcen_for_level();
545 automap_clear_visited();
546 init_stuck_objects();
547 init_thief_for_level();
549 Slide_segs_computed = 0;
553 //do whatever needs to be done when a player dies in multiplayer
557 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
559 if (PLAYING_BUILTIN_MISSION)
560 scores_maybe_add_player(0);
562 Function_mode = FMODE_MENU;
563 Game_mode = GM_GAME_OVER;
564 longjmp( LeaveGame, 0 ); // Exit out of game loop
568 extern void do_save_game_menu();
570 //update various information about the player
571 void update_player_stats()
573 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
574 if ( Players[Player_num].time_level > i2f(3600) ) {
575 Players[Player_num].time_level -= i2f(3600);
576 Players[Player_num].hours_level++;
579 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
580 if ( Players[Player_num].time_total > i2f(3600) ) {
581 Players[Player_num].time_total -= i2f(3600);
582 Players[Player_num].hours_total++;
586 //hack to not start object when loading level
587 extern int Dont_start_sound_objects;
589 //go through this level and start any eclip sounds
590 void set_sound_sources()
595 digi_init_sounds(); //clear old sounds
597 Dont_start_sound_objects = 1;
599 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
600 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
603 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
604 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))
605 if ((sn=Effects[ec].sound_num)!=-1) {
607 int csegnum = seg->children[sidenum];
609 //check for sound on other side of wall. Don't add on
610 //both walls if sound travels through wall. If sound
611 //does travel through wall, add sound for lower-numbered
614 if (IS_CHILD(csegnum) && csegnum < segnum) {
615 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
619 csegp = &Segments[seg->children[sidenum]];
620 csidenum = find_connect_side(seg, csegp);
622 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
623 continue; //skip this one
627 compute_center_point_on_side(&pnt,seg,sidenum);
628 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
632 Dont_start_sound_objects = 0;
637 //fix flash_dist=i2f(1);
638 fix flash_dist=fl2f(.9);
640 //create flash for player appearance
641 void create_player_appearance_effect(object *player_obj)
648 int objnum = OBJECT_NUMBER(player_obj);
649 if ( (objnum < 0) || (objnum > Highest_object_index) )
650 Int3(); // See Rob, trying to track down weird network bug
654 if (player_obj == Viewer)
655 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
657 pos = player_obj->pos;
659 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
662 effect_obj->orient = player_obj->orient;
664 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
665 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, OBJECT_NUMBER(effect_obj), 0, F1_0 );
670 // New Game sequencing functions
673 //pairs of chars describing ranges
674 char playername_allowed_chars[] = "azAZ09__--";
676 int RegisterPlayerSub(int allow_abort)
680 char text[CALLSIGN_LEN+1]="";
682 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
685 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
687 Newmenu_allowed_chars = playername_allowed_chars;
688 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
689 Newmenu_allowed_chars = NULL;
697 if (text[0]==0) //null string
700 cmd_appendf("player %s", text);
706 //Inputs the player's name, without putting up the background screen
709 int allow_abort_flag = 1;
711 if ( Players[Player_num].callsign[0] == 0 ) {
712 // Read the last player's name from config file, not lastplr.txt
713 strncpy( Players[Player_num].callsign, config_last_player.string, CALLSIGN_LEN );
715 if (config_last_player.string[0]==0)
716 allow_abort_flag = 0;
721 if (!RegisterPlayerSub(allow_abort_flag))
722 //return 0; // They hit Esc during enter name stage
725 set_display_mode(Default_display_mode);
727 WriteConfigFile(); // Update lastplr
733 void free_polygon_models();
734 void load_robot_replacements(char *level_name);
736 extern int Robot_replacements_loaded;
738 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
739 void LoadLevel(int level_num,int page_in_textures)
745 save_player = Players[Player_num];
747 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
749 if (level_num<0) //secret level
750 level_name = Secret_level_names[-level_num-1];
752 level_name = Level_names[level_num-1];
754 gr_set_current_canvas(NULL);
755 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
757 Last_msg_ycrd = -1; //so we don't restore backgound under msg
759 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
760 // WIN(ShowCursorW());
763 gr_palette_load(gr_palette);
764 show_boxed_message(TXT_LOADING);
767 show_boxed_message(TXT_LOADING);
768 gr_palette_load(gr_palette);
771 load_ret = load_level(level_name); //actually load the data from disk!
774 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
776 Current_level_num=level_num;
778 // load_palette_pig(Current_level_palette); //load just the pig
780 load_palette(Current_level_palette,1,1); //don't change screen
782 load_endlevel_data(level_num);
785 load_d1_bitmap_replacements();
787 load_bitmap_replacements(level_name);
789 if (Robot_replacements_loaded) {
790 free_polygon_models();
791 read_hamfile(); //load original data
792 if (Current_mission->enhanced) {
795 extern void bm_read_extra_robots();
796 sprintf(t,"%s.ham",Current_mission_filename);
797 bm_read_extra_robots(t, Current_mission->enhanced);
800 Robot_replacements_loaded = 0;
802 load_robot_replacements(level_name);
804 if ( page_in_textures )
805 piggy_load_level_data();
808 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
810 reset_network_objects();
813 Players[Player_num] = save_player;
817 songs_play_level_song( Current_level_num );
819 clear_boxed_message(); //remove message before new palette loaded
821 gr_palette_load(gr_palette); //actually load the palette
823 // WIN(HideCursorW());
826 //sets up Player_num & ConsoleObject
827 void InitPlayerObject()
829 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
831 if (Player_num != 0 ) {
832 Players[0] = Players[Player_num];
836 Players[Player_num].objnum = 0;
838 ConsoleObject = &Objects[Players[Player_num].objnum];
840 ConsoleObject->type = OBJ_PLAYER;
841 ConsoleObject->id = Player_num;
842 ConsoleObject->control_type = CT_FLYING;
843 ConsoleObject->movement_type = MT_PHYSICS;
846 extern void game_disable_cheats();
847 extern void turn_cheats_off();
848 extern void init_seismic_disturbances(void);
849 extern int state_default_item;
851 //starts a new game on the given level
852 void StartNewGame(int start_level)
854 state_default_item = -2; // for first blind save, pick slot to save in
856 Game_mode = GM_NORMAL;
857 Function_mode = FMODE_GAME;
861 InitPlayerObject(); //make sure player's object set up
863 init_player_stats_game(); //clear all stats
867 Network_new_game = 0;
871 StartNewLevelSecret(start_level, 0);
873 StartNewLevel(start_level, 0);
875 Players[Player_num].starting_level = start_level; // Mark where they started
877 game_disable_cheats();
879 init_seismic_disturbances();
882 //@@//starts a resumed game loaded from disk
883 //@@void ResumeSavedGame(int start_level)
885 //@@ Game_mode = GM_NORMAL;
886 //@@ Function_mode = FMODE_GAME;
889 //@@ Network_new_game = 0;
891 //@@ InitPlayerObject(); //make sure player's object set up
893 //@@ StartNewLevel(start_level, 0);
895 //@@ game_disable_cheats();
899 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
902 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
904 // -----------------------------------------------------------------------------
905 // Does the bonus scoring.
906 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
907 void DoEndLevelScoreGlitz(int network)
909 int level_points, skill_points, energy_points, shield_points, hostage_points;
910 int all_hostage_points;
912 char all_hostage_text[64];
913 char endgame_text[64];
914 #define N_GLITZITEMS 11
915 char m_str[N_GLITZITEMS][30];
916 newmenu_item m[N_GLITZITEMS+1];
922 set_screen_mode(SCREEN_MENU); //go into menu mode
929 mprintf((0,"DoEndLevelScoreGlitz\n"));
931 // Compute level player is on, deal with secret levels (negative numbers)
932 mine_level = Players[Player_num].level;
934 mine_level *= -(Last_level/N_secret_levels);
936 level_points = Players[Player_num].score-Players[Player_num].last_score;
938 if (!Cheats_enabled) {
939 if (Difficulty_level > 1) {
940 skill_points = level_points*(Difficulty_level)/4;
941 skill_points -= skill_points % 100;
945 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
946 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
947 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
949 shield_points -= shield_points % 50;
950 energy_points -= energy_points % 50;
958 all_hostage_text[0] = 0;
961 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
962 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
963 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
965 all_hostage_points = 0;
967 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
968 endgame_points = Players[Player_num].lives * 10000;
969 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
972 endgame_points = is_last_level = 0;
974 mprintf((0,"adding bonus points\n"));
975 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
978 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
979 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
980 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
981 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
983 sprintf(m_str[c++], "%s", all_hostage_text);
984 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
985 sprintf(m_str[c++], "%s", endgame_text);
987 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
988 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
990 for (i=0; i<c; i++) {
991 m[i].type = NM_TYPE_TEXT;
992 m[i].text = m_str[i];
995 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
997 if (Current_level_num < 0)
998 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);
1000 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);
1002 Assert(c <= N_GLITZITEMS);
1004 gr_palette_fade_out(gr_palette, 32, 0);
1006 mprintf((0,"doing menu\n"));
1009 if ( network && (Game_mode & GM_NETWORK) )
1010 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1013 // NOTE LINK TO ABOVE!!!
1014 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1016 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1019 //give the player the opportunity to save his game
1020 void DoEndlevelMenu()
1022 //No between level saves......!!! state_save_all(1);
1025 // -----------------------------------------------------------------------------------------------------
1026 //called when the player is starting a level (new game or new ship)
1027 void StartSecretLevel()
1029 Assert(!Player_is_dead);
1031 InitPlayerPosition(0);
1033 verify_console_object();
1035 ConsoleObject->control_type = CT_FLYING;
1036 ConsoleObject->movement_type = MT_PHYSICS;
1038 // -- WHY? -- disable_matcens();
1039 clear_transient_objects(0); //0 means leave proximity bombs
1041 // create_player_appearance_effect(ConsoleObject);
1042 Do_appearance_effect = 1;
1044 ai_reset_all_paths();
1045 // -- NO? -- reset_time();
1048 Auto_fire_fusion_cannon_time = 0;
1051 Robot_firing_enabled = 1;
1054 extern void set_pos_from_return_segment(void);
1056 // Returns true if secret level has been destroyed.
1057 int p_secret_level_destroyed(void)
1059 if (First_secret_visit) {
1060 return 0; // Never been there, can't have been destroyed.
1062 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1071 // -----------------------------------------------------------------------------------------------------
1072 void do_secret_message(char *msg)
1078 old_fmode = Function_mode;
1079 Function_mode = FMODE_MENU;
1080 nm_messagebox(NULL, 1, TXT_OK, msg);
1081 Function_mode = old_fmode;
1084 // -----------------------------------------------------------------------------------------------------
1085 // called when the player is starting a new level for normal game mode and restore state
1086 // Need to deal with whether this is the first time coming to this level or not. If not the
1087 // first time, instead of initializing various things, need to do a game restore for all the
1088 // robots, powerups, walls, doors, etc.
1089 void StartNewLevelSecret(int level_num, int page_in_textures)
1096 m[0].type = NM_TYPE_TEXT;
1099 last_drawn_cockpit[0] = -1;
1100 last_drawn_cockpit[1] = -1;
1102 if (Newdemo_state == ND_STATE_PAUSED)
1103 Newdemo_state = ND_STATE_RECORDING;
1105 if (Newdemo_state == ND_STATE_RECORDING) {
1106 newdemo_set_new_level(level_num);
1107 newdemo_record_start_frame(FrameCount, FrameTime );
1108 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1110 gr_palette_fade_out(gr_palette, 32, 0);
1112 set_screen_mode(SCREEN_MENU); //go into menu mode
1114 if (First_secret_visit) {
1115 do_secret_message(TXT_SECRET_EXIT);
1117 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1119 do_secret_message(TXT_SECRET_EXIT);
1123 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1124 do_secret_message(text_str);
1129 LoadLevel(level_num,page_in_textures);
1131 Assert(Current_level_num == level_num); //make sure level set right
1133 Assert(Function_mode == FMODE_GAME);
1135 gameseq_init_network_players(); // Initialize the Players array for
1138 HUD_clear_messages();
1140 automap_clear_visited();
1142 // -- init_player_stats_level();
1144 Viewer = &Objects[Players[Player_num].objnum];
1146 gameseq_remove_unused_players();
1150 Control_center_destroyed = 0;
1153 reset_palette_add();
1155 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1156 init_robots_for_level();
1158 init_smega_detonates();
1161 reset_special_effects();
1164 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1166 int pw_save, sw_save;
1168 pw_save = Primary_weapon;
1169 sw_save = Secondary_weapon;
1170 state_restore_all(1, 1, PLAYER_DIR "secret.sgc");
1171 Primary_weapon = pw_save;
1172 Secondary_weapon = sw_save;
1173 reset_special_effects();
1175 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1179 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1180 do_secret_message(text_str);
1183 // -- // If file doesn't exist, it's because reactor was destroyed.
1184 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1185 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1186 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1191 if (First_secret_visit) {
1192 copy_defaults_to_robot_all();
1197 init_controlcen_for_level();
1199 // Say player can use FLASH cheat to mark path to exit.
1200 Last_level_path_created = -1;
1202 First_secret_visit = 0;
1205 int Entered_from_level;
1207 // ---------------------------------------------------------------------------------------------------------------
1208 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1209 void ExitSecretLevel(void)
1211 if (Newdemo_state == ND_STATE_PLAYBACK)
1214 if (!Control_center_destroyed) {
1215 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1218 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1220 int pw_save, sw_save;
1222 returning_to_level_message();
1223 pw_save = Primary_weapon;
1224 sw_save = Secondary_weapon;
1225 state_restore_all(1, 1, PLAYER_DIR "secret.sgb");
1226 Primary_weapon = pw_save;
1227 Secondary_weapon = sw_save;
1229 // File doesn't exist, so can't return to base level. Advance to next one.
1230 if (Entered_from_level == Last_level)
1233 advancing_to_level_message();
1234 StartNewLevel(Entered_from_level+1, 0);
1239 // ---------------------------------------------------------------------------------------------------------------
1240 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1241 // be invulnerable or cloaked.
1242 void do_cloak_invul_secret_stuff(fix old_gametime)
1244 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1247 time_used = old_gametime - Players[Player_num].invulnerable_time;
1248 Players[Player_num].invulnerable_time = GameTime - time_used;
1251 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1254 time_used = old_gametime - Players[Player_num].cloak_time;
1255 Players[Player_num].cloak_time = GameTime - time_used;
1259 // ---------------------------------------------------------------------------------------------------------------
1260 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1261 // is passing to the secret level.
1263 void EnterSecretLevel(void)
1268 Assert(! (Game_mode & GM_MULTI) );
1270 Entered_from_level = Current_level_num;
1272 if (Control_center_destroyed)
1273 DoEndLevelScoreGlitz(0);
1275 if (Newdemo_state != ND_STATE_PLAYBACK)
1276 state_save_all(0, 1, NULL, 0); // Not between levels (ie, save all), IS a secret level, NO filename override
1278 // Find secret level number to go to, stuff in Next_level_num.
1279 for (i=0; i<-Last_secret_level; i++)
1280 if (Secret_level_table[i]==Current_level_num) {
1281 Next_level_num = -(i+1);
1283 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1284 Next_level_num = -i;
1288 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1289 Next_level_num = Last_secret_level;
1291 old_gametime = GameTime;
1293 StartNewLevelSecret(Next_level_num, 1);
1295 // do_cloak_invul_stuff();
1298 //called when the player has finished a level
1299 void PlayerFinishedLevel(int secret_flag)
1301 Assert(!secret_flag);
1303 //credit the player for hostages
1304 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1306 if (Game_mode & GM_NETWORK)
1307 Players[Player_num].connected = 2; // Finished but did not die
1309 last_drawn_cockpit[0] = -1;
1310 last_drawn_cockpit[1] = -1;
1312 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1315 #if defined(D2_OEM) || defined(COMPILATION)
1316 #define MOVIE_REQUIRED 0
1318 #define MOVIE_REQUIRED 1
1322 #define ENDMOVIE "endo"
1324 #define ENDMOVIE "end"
1327 void show_order_form();
1328 extern void com_hangup(void);
1330 //called when the player has finished the last level
1331 void DoEndGame(void)
1333 mprintf((0,"DoEndGame\n"));
1335 Function_mode = FMODE_MENU;
1336 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1337 newdemo_stop_recording();
1339 set_screen_mode( SCREEN_MENU );
1341 gr_set_current_canvas(NULL);
1345 if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
1346 { //only built-in mission, & not multi
1347 int played=MOVIE_NOT_PLAYED; //default is not played
1349 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1350 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1355 songs_play_song( SONG_TITLE, 0 );
1356 do_briefing_screens("end2oem.tex",1);
1360 songs_play_song( SONG_ENDGAME, 0 );
1361 mprintf((0,"doing briefing\n"));
1362 do_briefing_screens("ending2.tex",1);
1363 mprintf((0,"briefing done\n"));
1366 } else if (!(Game_mode & GM_MULTI)) { //not multi
1367 char tname[FILENAME_LEN];
1368 sprintf(tname,"%s.tex",Current_mission_filename);
1369 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1371 //try doing special credits
1372 sprintf(tname,"%s.ctb",Current_mission_filename);
1373 credits_show(tname);
1383 if (Game_mode & GM_MULTI)
1384 multi_endlevel_score();
1387 // NOTE LINK TO ABOVE
1388 DoEndLevelScoreGlitz(0);
1390 if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1391 gr_set_current_canvas( NULL );
1392 gr_clear_canvas(BM_XRGB(0,0,0));
1394 load_palette(DEFAULT_PALETTE,0,1);
1395 scores_maybe_add_player(0);
1398 Function_mode = FMODE_MENU;
1400 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1401 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1403 Game_mode = GM_GAME_OVER;
1406 longjmp( LeaveGame, 0 ); // Exit out of game loop
1409 //called to go to the next level (if there is one)
1410 //if secret_flag is true, advance to secret level, else next normal one
1411 // Return true if game over.
1412 void AdvanceLevel(int secret_flag)
1418 mprintf((0,"AdvanceLevel\n"));
1420 Assert(!secret_flag);
1422 if (Current_level_num != Last_level) {
1424 if (Game_mode & GM_MULTI)
1425 multi_endlevel_score();
1428 // NOTE LINK TO ABOVE!!!
1429 DoEndLevelScoreGlitz(0); //give bonuses
1432 Control_center_destroyed = 0;
1435 if (Current_level_num == 0)
1436 return; //not a real level
1440 if (Game_mode & GM_MULTI) {
1441 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1442 if (result) // failed to sync
1444 if (Current_level_num == Last_level) //player has finished the game!
1445 longjmp( LeaveGame, 0 ); // Exit out of game loop
1452 if (Current_level_num == Last_level) { //player has finished the game!
1454 mprintf((0,"Finished last level!\n"));
1460 Next_level_num = Current_level_num+1; //assume go to next normal level
1462 if (!(Game_mode & GM_MULTI))
1463 DoEndlevelMenu(); // Let use save their game
1465 StartNewLevel(Next_level_num, 0);
1470 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1472 extern char last_palette_loaded[];
1474 void load_stars_palette()
1479 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1480 Assert(pcx_error == PCX_ERROR_NONE);
1482 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1485 { //remap stuff. this code is kindof a hack
1487 //now, before we bring up the menu, we need to
1488 //do some stuff to make sure the palette is ok. First, we need to
1489 //get our current palette into the 2d's array, so the remapping will
1490 //work. Second, we need to remap the fonts. Third, we need to fill
1491 //in part of the fade tables so the darkening of the menu edges works
1493 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1494 remap_fonts_and_menus(1);
1498 strcpy(last_palette_loaded,""); //force palette load next time
1502 void nm_draw_background1(char * filename);
1507 //@@ ubyte pal[256*3];
1509 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1510 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1512 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1514 nm_draw_background1(STARS_BACKGROUND);
1520 died_in_mine_message(void)
1522 // Tell the player he died in the mine, explain why
1525 if (Game_mode & GM_MULTI)
1528 gr_palette_fade_out(gr_palette, 32, 0);
1530 set_screen_mode(SCREEN_MENU); //go into menu mode
1532 gr_set_current_canvas(NULL);
1536 old_fmode = Function_mode;
1537 Function_mode = FMODE_MENU;
1538 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1539 Function_mode = old_fmode;
1542 // Called when player dies on secret level.
1543 void returning_to_level_message(void)
1549 if (Game_mode & GM_MULTI)
1552 gr_palette_fade_out(gr_palette, 32, 0);
1554 set_screen_mode(SCREEN_MENU); //go into menu mode
1556 gr_set_current_canvas(NULL);
1560 old_fmode = Function_mode;
1561 Function_mode = FMODE_MENU;
1562 sprintf(msg, "Returning to level %i", Entered_from_level);
1563 nm_messagebox(NULL, 1, TXT_OK, msg);
1564 Function_mode = old_fmode;
1567 // Called when player dies on secret level.
1568 void advancing_to_level_message(void)
1574 // Only supposed to come here from a secret level.
1575 Assert(Current_level_num < 0);
1577 if (Game_mode & GM_MULTI)
1580 gr_palette_fade_out(gr_palette, 32, 0);
1582 set_screen_mode(SCREEN_MENU); //go into menu mode
1584 gr_set_current_canvas(NULL);
1588 old_fmode = Function_mode;
1589 Function_mode = FMODE_MENU;
1590 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1591 nm_messagebox(NULL, 1, TXT_OK, msg);
1592 Function_mode = old_fmode;
1595 void digi_stop_digi_sounds();
1599 reset_palette_add();
1601 gr_palette_load (gr_palette);
1603 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1604 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1606 dead_player_end(); //terminate death sequence (if playing)
1609 if (Game_mode == GM_EDITOR) { //test mine, not real level
1610 object * playerobj = &Objects[Players[Player_num].objnum];
1611 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1612 load_level("gamesave.lvl");
1613 init_player_stats_new_ship();
1614 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1621 if ( Game_mode&GM_MULTI )
1623 multi_do_death(Players[Player_num].objnum);
1627 { //Note link to above else!
1628 Players[Player_num].lives--;
1629 if (Players[Player_num].lives == 0)
1636 if ( Control_center_destroyed ) {
1638 //clear out stuff so no bonus
1639 Players[Player_num].hostages_on_board = 0;
1640 Players[Player_num].energy = 0;
1641 Players[Player_num].shields = 0;
1642 Players[Player_num].connected = 3;
1644 died_in_mine_message(); // Give them some indication of what happened
1646 if (Current_level_num < 0) {
1647 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1649 returning_to_level_message();
1650 state_restore_all(1, 2, PLAYER_DIR "secret.sgb"); // 2 means you died
1651 set_pos_from_return_segment();
1652 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1654 advancing_to_level_message();
1655 StartNewLevel(Entered_from_level+1, 0);
1656 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1660 AdvanceLevel(0); //if finished, go on to next level
1662 init_player_stats_new_ship();
1663 last_drawn_cockpit[0] = -1;
1664 last_drawn_cockpit[1] = -1;
1667 } else if (Current_level_num < 0) {
1668 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1670 returning_to_level_message();
1671 if (!Control_center_destroyed)
1672 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1673 state_restore_all(1, 2, PLAYER_DIR "secret.sgb");
1674 set_pos_from_return_segment();
1675 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1677 died_in_mine_message(); // Give them some indication of what happened
1678 advancing_to_level_message();
1679 StartNewLevel(Entered_from_level+1, 0);
1680 init_player_stats_new_ship();
1683 init_player_stats_new_ship();
1690 extern int BigWindowSwitch;
1692 //called when the player is starting a new level for normal game mode and restore state
1693 // secret_flag set if came from a secret level
1694 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1696 if (!(Game_mode & GM_MULTI)) {
1697 last_drawn_cockpit[0] = -1;
1698 last_drawn_cockpit[1] = -1;
1703 if (Newdemo_state == ND_STATE_PAUSED)
1704 Newdemo_state = ND_STATE_RECORDING;
1706 if (Newdemo_state == ND_STATE_RECORDING) {
1707 newdemo_set_new_level(level_num);
1708 newdemo_record_start_frame(FrameCount, FrameTime );
1711 if (Game_mode & GM_MULTI)
1712 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1714 LoadLevel(level_num,page_in_textures);
1716 Assert(Current_level_num == level_num); //make sure level set right
1718 gameseq_init_network_players(); // Initialize the Players array for
1721 Viewer = &Objects[Players[Player_num].objnum];
1723 Assert(N_players <= NumNetPlayerPositions);
1724 //If this assert fails, there's not enough start positions
1727 if (Game_mode & GM_NETWORK)
1729 if(network_level_sync()) // After calling this, Player_num is set
1732 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1734 if(com_level_sync())
1739 Assert(Function_mode == FMODE_GAME);
1742 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1745 HUD_clear_messages();
1747 automap_clear_visited();
1750 if (Network_new_game == 1)
1752 Network_new_game = 0;
1753 init_player_stats_new_ship();
1756 init_player_stats_level(secret_flag);
1759 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1762 for (i = 0; i < N_players; i++)
1763 Players[i].flags |= Netgame.player_flags[i];
1766 if (Game_mode & GM_MULTI)
1768 multi_prep_level(); // Removes robots from level if necessary
1772 gameseq_remove_unused_players();
1776 Control_center_destroyed = 0;
1778 set_screen_mode(SCREEN_GAME);
1780 init_robots_for_level();
1782 init_smega_detonates();
1785 reset_palette_add();
1786 init_thief_for_level();
1787 init_stuck_objects();
1788 game_flush_inputs(); // clear out the keyboard
1789 if (!(Game_mode & GM_MULTI))
1790 filter_objects_from_level();
1794 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1795 mission_write_config();
1797 reset_special_effects();
1800 gr_remap_mono_fonts();
1801 ogl_cache_level_textures();
1806 if (Network_rejoined == 1)
1809 mprintf((0, "Restarting - joining in random location.\n"));
1811 Network_rejoined = 0;
1816 StartLevel(0); // Note link to above if!
1818 copy_defaults_to_robot_all();
1819 init_controlcen_for_level();
1821 // Say player can use FLASH cheat to mark path to exit.
1822 Last_level_path_created = -1;
1826 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1828 void bash_to_shield (int i,char *s)
1831 int type=Objects[i].id;
1834 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1837 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1840 Objects[i].id = POW_SHIELD_BOOST;
1841 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
1842 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
1846 void filter_objects_from_level()
1850 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1852 for (i=0;i<=Highest_object_index;i++)
1854 if (Objects[i].type==OBJ_POWERUP)
1855 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
1856 bash_to_shield (i,"Flag!!!!");
1863 char movie_name[FILENAME_LEN];
1864 } intro_movie[] = { { 1,"pla"},
1872 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1874 extern int MenuHiresAvailable;
1875 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
1876 extern int intro_played; //true if big intro movie played
1878 void ShowLevelIntro(int level_num)
1880 //if shareware, show a briefing?
1882 if (!(Game_mode & GM_MULTI)) {
1885 ubyte save_pal[sizeof(gr_palette)];
1887 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1889 if (PLAYING_BUILTIN_MISSION) {
1892 if (is_SHAREWARE || is_MAC_SHARE)
1895 do_briefing_screens ("brief2.tex", 1);
1899 if (level_num == 1 && !intro_played)
1900 do_briefing_screens("brief2o.tex", 1);
1902 else // full version
1904 for (i=0;i<NUM_INTRO_MOVIES;i++)
1906 if (!Skip_briefing_screens && intro_movie[i].level_num == level_num)
1909 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
1918 int hires_save=MenuHiresAvailable;
1920 if (robot_movies == 1) //lowres only
1922 MenuHiresAvailable = 0; //pretend we can't do highres
1924 if (hires_save != MenuHiresAvailable)
1925 Screen_mode = -1; //force reset
1929 do_briefing_screens ("robot.tex",level_num);
1931 MenuHiresAvailable = hires_save;
1937 else { //not the built-in mission. check for add-on briefing
1939 do_briefing_screens(Briefing_text_filename, level_num);
1941 char tname[FILENAME_LEN];
1942 sprintf(tname, "%s.tex", Current_mission_filename);
1943 do_briefing_screens(tname, level_num);
1948 memcpy(gr_palette,save_pal,sizeof(gr_palette));
1952 // ---------------------------------------------------------------------------
1953 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
1954 // Reason: On this level, if player goes to a secret level, he will be going to a different
1955 // secret level than he's ever been to before.
1956 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
1957 void maybe_set_first_secret_visit(int level_num)
1961 for (i=0; i<N_secret_levels; i++) {
1962 if (Secret_level_table[i] == level_num) {
1963 First_secret_visit = 1;
1964 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
1969 //called when the player is starting a new level for normal game model
1970 // secret_flag if came from a secret level
1971 void StartNewLevel(int level_num, int secret_flag)
1975 if ((level_num > 0) && (!secret_flag)) {
1976 maybe_set_first_secret_visit(level_num);
1979 ShowLevelIntro(level_num);
1981 StartNewLevelSub(level_num, 1, secret_flag );
1985 //initialize the player object position & orientation (at start of game, or new ship)
1986 void InitPlayerPosition(int random_flag)
1991 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
1993 NewPlayer = Player_num;
1995 else if (random_flag == 1)
1997 int i, closest = -1, trys=0;
1998 fix closest_dist = 0x7ffffff, dist;
2000 d_srand((unsigned int)clock());
2003 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2005 mprintf((1, "WARNING: There are only %d start positions!\n"));
2013 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2017 NewPlayer = d_rand() % NumNetPlayerPositions;
2020 closest_dist = 0x7fffffff;
2022 for (i=0; i<N_players; i++ ) {
2023 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2024 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
2025 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2026 if ( (dist < closest_dist) && (dist >= 0) ) {
2027 closest_dist = dist;
2033 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2034 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2037 mprintf((0, "Starting position is not being changed.\n"));
2038 goto done; // If deathmatch and not random, positions were already determined by sync packet
2040 Assert(NewPlayer >= 0);
2041 Assert(NewPlayer < NumNetPlayerPositions);
2044 ConsoleObject->pos = Player_init[NewPlayer].pos;
2045 ConsoleObject->orient = Player_init[NewPlayer].orient;
2046 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2048 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2050 obj_relink(OBJECT_NUMBER(ConsoleObject), Player_init[NewPlayer].segnum);
2055 reset_player_object();
2059 // -----------------------------------------------------------------------------------------------------
2060 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2061 // What about setting size!? Where does that come from?
2062 void copy_defaults_to_robot(object *objp)
2067 Assert(objp->type == OBJ_ROBOT);
2069 Assert(objid < N_robot_types);
2071 robptr = &Robot_info[objid];
2073 // Boost shield for Thief and Buddy based on level.
2074 objp->shields = robptr->strength;
2076 if ((robptr->thief) || (robptr->companion)) {
2077 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2079 if (robptr->companion) {
2080 // Now, scale guide-bot hits by skill level
2081 switch (Difficulty_level) {
2082 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2083 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2084 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2088 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2089 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2091 // Additional wimpification of bosses at Trainee
2092 if ((robptr->boss_flag) && (Difficulty_level == 0))
2096 // -----------------------------------------------------------------------------------------------------
2097 // Copy all values from the robot info structure to all instances of robots.
2098 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2099 // This function should be called at level load time.
2100 void copy_defaults_to_robot_all()
2104 for (i=0; i<=Highest_object_index; i++)
2105 if (Objects[i].type == OBJ_ROBOT)
2106 copy_defaults_to_robot(&Objects[i]);
2110 extern void clear_stuck_objects(void);
2112 // -----------------------------------------------------------------------------------------------------
2113 //called when the player is starting a level (new game or new ship)
2114 void StartLevel(int random_flag)
2116 Assert(!Player_is_dead);
2118 InitPlayerPosition(random_flag);
2120 verify_console_object();
2122 ConsoleObject->control_type = CT_FLYING;
2123 ConsoleObject->movement_type = MT_PHYSICS;
2127 clear_transient_objects(0); //0 means leave proximity bombs
2129 // create_player_appearance_effect(ConsoleObject);
2130 Do_appearance_effect = 1;
2133 if (Game_mode & GM_MULTI)
2135 if (Game_mode & GM_MULTI_COOP)
2137 multi_send_position(Players[Player_num].objnum);
2138 multi_send_reappear();
2141 if (Game_mode & GM_NETWORK)
2142 network_do_frame(1, 1);
2145 ai_reset_all_paths();
2146 ai_init_boss_for_ship();
2147 clear_stuck_objects();
2150 // Note, this is only done if editor builtin. Calling this from here
2151 // will cause it to be called after the player dies, resetting the
2152 // hits for the buddy and thief. This is ok, since it will work ok
2153 // in a shipped version.
2160 Auto_fire_fusion_cannon_time = 0;
2163 Robot_firing_enabled = 1;