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