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1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.  
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
12 */
13
14 #ifdef HAVE_CONFIG_H
15 #include <conf.h>
16 #endif
17
18 #ifdef RCS
19 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.9 2002-07-29 02:32:32 btb Exp $";
20 #endif
21
22 #ifdef WINDOWS
23 #include "desw.h"
24 #endif
25
26
27 #include <stdio.h>
28 #include <stdlib.h>
29 #include <string.h>
30 #include <unistd.h>
31 #include <time.h>
32
33 #ifdef OGL
34 #include "ogl_init.h"
35 #endif
36
37 #include "pa_enabl.h"                   //$$POLY_ACC
38 #include "inferno.h"
39 #include "game.h"
40 #include "player.h"
41 #include "key.h"
42 #include "object.h"
43 #include "physics.h"
44 #include "error.h"
45 #include "joy.h"
46 #include "mono.h"
47 #include "iff.h"
48 #include "pcx.h"
49 #include "timer.h"
50 #include "render.h"
51 #include "laser.h"
52 #include "screens.h"
53 #include "textures.h"
54 #include "slew.h"
55 #include "gauges.h"
56 #include "texmap.h"
57 #include "3d.h"
58 #include "effects.h"
59 #include "menu.h"
60 #include "gameseg.h"
61 #include "wall.h"
62 #include "ai.h"
63 #include "fuelcen.h"
64 #include "switch.h"
65 #include "digi.h"
66 #include "gamesave.h"
67 #include "scores.h"
68 #include "ibitblt.h"
69 #include "u_mem.h"
70 #include "palette.h"
71 #include "morph.h"
72 #include "lighting.h"
73 #include "newdemo.h"
74 #include "titles.h"
75 #include "collide.h"
76 #include "weapon.h"
77 #include "sounds.h"
78 #include "args.h"
79 #include "gameseq.h"
80 #include "gamefont.h"
81 #include "newmenu.h"
82 #include "endlevel.h"
83 #ifdef NETWORK
84 #include "network.h"
85 #endif
86 #include "playsave.h"
87 #include "ctype.h"
88 #include "multi.h"
89 #include "fireball.h"
90 #include "kconfig.h"
91 #include "config.h"
92 #include "robot.h"
93 #include "automap.h"
94 #include "cntrlcen.h"
95 #include "powerup.h"
96 #include "modem.h"
97 #include "text.h"
98 #include "cfile.h"
99 #include "piggy.h"
100 #include "texmerge.h"
101 #include "paging.h"
102 #include "mission.h"
103 #include "state.h"
104 #include "songs.h"
105 #ifdef NETWORK
106 #include "netmisc.h"
107 #endif
108 #include "gamepal.h"
109 #include "movie.h"
110 #include "controls.h"
111 #include "credits.h"
112
113 #if defined(POLY_ACC)
114 #include "poly_acc.h"
115 #endif
116 #if defined (TACTILE)
117  #include "tactile.h"
118 #endif
119
120 #ifdef EDITOR
121 #include "editor/editor.h"
122 #endif
123 #include "makesig.h"
124
125 void StartNewLevelSecret(int level_num, int page_in_textures);
126 void InitPlayerPosition(int random_flag);
127 void load_stars();
128 void returning_to_level_message(void);
129 void advancing_to_level_message(void);
130 void DoEndGame(void);
131 void AdvanceLevel(int secret_flag);
132 void filter_objects_from_level();
133
134 // From allender -- you'll find these defines in state.c and cntrlcen.c
135 // since I couldn't think of a good place to put them and i wanted to
136 // fix this stuff fast!  Sorry about that...
137
138 #ifndef MACINTOSH
139 #define SECRETB_FILENAME        "secret.sgb"
140 #define SECRETC_FILENAME        "secret.sgc"
141 #else
142 #define SECRETB_FILENAME        ":Players:secret.sgb"
143 #define SECRETC_FILENAME        ":Players:secret.sgc"
144 #endif
145
146 //Current_level_num starts at 1 for the first level
147 //-1,-2,-3 are secret levels
148 //0 means not a real level loaded
149 int     Current_level_num=0,Next_level_num;
150 char    Current_level_name[LEVEL_NAME_LEN];             
151
152 #if !defined(SHAREWARE) && !defined(D2_OEM)
153 int Last_level,Last_secret_level;
154 #endif
155
156 // Global variables describing the player
157 int                             N_players=1;                                            // Number of players ( >1 means a net game, eh?)
158 int                             Player_num=0;                                           // The player number who is on the console.
159 player                  Players[MAX_PLAYERS+4];                   // Misc player info
160 obj_position    Player_init[MAX_PLAYERS];
161
162 // Global variables telling what sort of game we have
163 int MaxNumNetPlayers = -1;
164 int NumNetPlayerPositions = -1;
165
166 extern fix ThisLevelTime;
167
168 // Extern from game.c to fix a bug in the cockpit!
169
170 extern int last_drawn_cockpit[2];
171 extern int Last_level_path_created;
172
173 //      HUD_clear_messages external, declared in gauges.h
174 #ifndef _GAUGES_H
175 extern void HUD_clear_messages(); // From hud.c
176 #endif
177
178 //      Extra prototypes declared for the sake of LINT
179 void init_player_stats_new_ship(void);
180 void copy_defaults_to_robot_all(void);
181
182 int     Do_appearance_effect=0;
183
184 extern int Rear_view;
185
186 int     First_secret_visit = 1;
187
188 extern int descent_critical_error;
189
190 extern int Last_msg_ycrd;
191
192 //--------------------------------------------------------------------
193 void verify_console_object()
194 {
195         Assert( Player_num > -1 );
196         Assert( Players[Player_num].objnum > -1 );
197         ConsoleObject = &Objects[Players[Player_num].objnum];
198         Assert( ConsoleObject->type==OBJ_PLAYER );
199         Assert( ConsoleObject->id==Player_num );
200 }
201
202 int count_number_of_robots() 
203 {
204         int robot_count;
205         int i;
206
207         robot_count = 0;
208         for (i=0;i<=Highest_object_index;i++) {
209                 if (Objects[i].type == OBJ_ROBOT)
210                         robot_count++;
211         }
212
213         return robot_count;
214 }
215
216
217 int count_number_of_hostages() 
218 {
219         int count;
220         int i;
221
222         count = 0;
223         for (i=0;i<=Highest_object_index;i++) {
224                 if (Objects[i].type == OBJ_HOSTAGE)
225                         count++;
226         }
227
228         return count;
229 }
230
231 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
232 void
233 gameseq_init_network_players()
234 {
235         int i,k,j;
236
237         // Initialize network player start locations and object numbers
238
239         ConsoleObject = &Objects[0];
240         k = 0;
241         j = 0;
242         for (i=0;i<=Highest_object_index;i++) {
243
244                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
245                 {
246                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
247                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
248                         {
249                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
250                                 Objects[i].type=OBJ_PLAYER;
251                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
252                                 Player_init[k].pos = Objects[i].pos;
253                                 Player_init[k].orient = Objects[i].orient;
254                                 Player_init[k].segnum = Objects[i].segnum;
255                                 Players[k].objnum = i;
256                                 Objects[i].id = k;
257                                 k++;
258                         }
259                         else
260                                 obj_delete(i);
261                         j++;
262                 }
263
264                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
265                         obj_delete(i);          //kill the buddy in netgames
266
267         }
268         NumNetPlayerPositions = k;
269
270 #ifndef NDEBUG
271         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
272                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
273         {
274                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
275                 //Int3(); // Not enough positions!!
276         }
277 #endif
278 #if defined (D2_OEM)
279
280         if ((Game_mode & GM_MULTI) && Current_mission_num == 0 && Current_level_num==8)
281          {
282           for (i=0;i<N_players;i++)
283                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
284                         {
285                nm_messagebox ("Warning!",1,TXT_OK,"This special version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");    
286                          return;
287                         }
288          }
289 #endif
290 }
291
292 void gameseq_remove_unused_players()
293 {
294         int i;
295
296         // 'Remove' the unused players
297
298 #ifdef NETWORK
299         if (Game_mode & GM_MULTI)
300         {
301                 for (i=0; i < NumNetPlayerPositions; i++)
302                 {
303                         if ((!Players[i].connected) || (i >= N_players))
304                         {
305                                 #ifndef NDEBUG
306 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
307                                 #endif
308                                 multi_make_player_ghost(i);
309                         }
310                 }
311         }
312         else
313 #endif
314         {               // Note link to above if!!!
315                 #ifndef NDEBUG
316                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
317                 #endif
318                 for (i=1; i < NumNetPlayerPositions; i++)
319                 {
320                         obj_delete(Players[i].objnum);
321                 }
322         }
323 }
324
325 fix StartingShields=INITIAL_SHIELDS;
326
327 // Setup player for new game
328 void init_player_stats_game()
329 {
330         Players[Player_num].score = 0;
331         Players[Player_num].last_score = 0;
332         Players[Player_num].lives = INITIAL_LIVES;
333         Players[Player_num].level = 1;
334
335         Players[Player_num].time_level = 0;
336         Players[Player_num].time_total = 0;
337         Players[Player_num].hours_level = 0;
338         Players[Player_num].hours_total = 0;
339
340         Players[Player_num].energy = INITIAL_ENERGY;
341         Players[Player_num].shields = StartingShields;
342         Players[Player_num].killer_objnum = -1;
343
344         Players[Player_num].net_killed_total = 0;
345         Players[Player_num].net_kills_total = 0;
346
347         Players[Player_num].num_kills_level = 0;
348         Players[Player_num].num_kills_total = 0;
349         Players[Player_num].num_robots_level = 0;
350         Players[Player_num].num_robots_total = 0;
351         Players[Player_num].KillGoalCount = 0;
352         
353         Players[Player_num].hostages_rescued_total = 0;
354         Players[Player_num].hostages_level = 0;
355         Players[Player_num].hostages_total = 0;
356
357         Players[Player_num].laser_level = 0;
358         Players[Player_num].flags = 0;
359
360         init_player_stats_new_ship();
361
362         First_secret_visit = 1;
363 }
364
365 void init_ammo_and_energy(void)
366 {
367         if (Players[Player_num].energy < INITIAL_ENERGY)
368                 Players[Player_num].energy = INITIAL_ENERGY;
369         if (Players[Player_num].shields < StartingShields)
370                 Players[Player_num].shields = StartingShields;
371
372 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
373 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
374 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
375
376 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
377 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
378 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
379         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
380                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
381 }
382
383 extern  ubyte   Last_afterburner_state;
384
385 // Setup player for new level (After completion of previous level)
386 void init_player_stats_level(int secret_flag)
387 {
388         // int  i;
389
390         Players[Player_num].last_score = Players[Player_num].score;
391
392         Players[Player_num].level = Current_level_num;
393
394 #ifdef NETWORK
395         if (!Network_rejoined) {
396 #endif
397                 Players[Player_num].time_level = 0;
398                 Players[Player_num].hours_level = 0;
399 #ifdef NETWORK
400         }
401 #endif
402
403         Players[Player_num].killer_objnum = -1;
404
405         Players[Player_num].num_kills_level = 0;
406         Players[Player_num].num_robots_level = count_number_of_robots();
407         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
408
409         Players[Player_num].hostages_level = count_number_of_hostages();
410         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
411         Players[Player_num].hostages_on_board = 0;
412
413         if (!secret_flag) {
414                 init_ammo_and_energy();
415
416                 Players[Player_num].flags &= (~KEY_BLUE);
417                 Players[Player_num].flags &= (~KEY_RED);
418                 Players[Player_num].flags &= (~KEY_GOLD);
419
420                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
421                                                                                                         PLAYER_FLAGS_CLOAKED |
422                                                                                                         PLAYER_FLAGS_MAP_ALL);
423
424                 Players[Player_num].cloak_time = 0;
425                 Players[Player_num].invulnerable_time = 0;
426
427                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
428                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
429         }
430
431         Player_is_dead = 0; // Added by RH
432         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
433
434         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
435
436         Controls.afterburner_state = 0;
437         Last_afterburner_state = 0;
438
439         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
440
441         init_gauges();
442
443    #ifdef TACTILE
444                 if (TactileStick)
445                   tactile_set_button_jolt();
446         #endif
447
448         Missile_viewer = NULL;
449 }
450
451 extern  void init_ai_for_ship(void);
452
453 // Setup player for a brand-new ship
454 void init_player_stats_new_ship()
455 {
456         int     i;
457
458         if (Newdemo_state == ND_STATE_RECORDING) {
459                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
460                 newdemo_record_player_weapon(0, 0);
461                 newdemo_record_player_weapon(1, 0);
462         }
463
464         Players[Player_num].energy = INITIAL_ENERGY;
465         Players[Player_num].shields = StartingShields;
466         Players[Player_num].laser_level = 0;
467         Players[Player_num].killer_objnum = -1;
468         Players[Player_num].hostages_on_board = 0;
469
470         Afterburner_charge = 0;
471
472         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
473                 Players[Player_num].primary_ammo[i] = 0;
474                 Primary_last_was_super[i] = 0;
475         }
476
477         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
478                 Players[Player_num].secondary_ammo[i] = 0;
479                 Secondary_last_was_super[i] = 0;
480         }
481         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
482
483         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
484         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
485
486         Primary_weapon = 0;
487         Secondary_weapon = 0;
488
489         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS | 
490                                                                                                 PLAYER_FLAGS_AFTERBURNER | 
491                                                                                                 PLAYER_FLAGS_CLOAKED | 
492                                                                                                 PLAYER_FLAGS_INVULNERABLE | 
493                                                                                                 PLAYER_FLAGS_MAP_ALL |
494                                                                                                 PLAYER_FLAGS_CONVERTER |
495                                                                                                 PLAYER_FLAGS_AMMO_RACK |
496                                                                                                 PLAYER_FLAGS_HEADLIGHT |
497                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
498                                                                                                 PLAYER_FLAGS_FLAG);
499
500         Players[Player_num].cloak_time = 0;
501         Players[Player_num].invulnerable_time = 0;
502
503         Player_is_dead = 0;             //player no longer dead
504
505         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
506
507         Controls.afterburner_state = 0;
508         Last_afterburner_state = 0;
509
510         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
511
512         Missile_viewer=NULL;            ///reset missile camera if out there
513
514    #ifdef TACTILE
515                 if (TactileStick)
516                  {
517                   tactile_set_button_jolt();
518                  }
519         #endif
520
521
522         init_ai_for_ship();
523 }
524
525 #ifdef NETWORK
526 void reset_network_objects()
527 {
528         memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
529         memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
530         memset(object_owner, -1, MAX_OBJECTS);
531 }
532 #endif
533
534 extern void init_stuck_objects(void);
535
536 #ifdef EDITOR
537
538 extern int Slide_segs_computed;
539
540 //reset stuff so game is semi-normal when playing from editor
541 void editor_reset_stuff_on_level()
542 {
543         gameseq_init_network_players();
544         init_player_stats_level(0);
545         Viewer = ConsoleObject;
546         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
547         ConsoleObject->id=Player_num;
548         ConsoleObject->control_type = CT_FLYING;
549         ConsoleObject->movement_type = MT_PHYSICS;
550         Game_suspended = 0;
551         verify_console_object();
552         Control_center_destroyed = 0;
553         if (Newdemo_state != ND_STATE_PLAYBACK)
554                 gameseq_remove_unused_players();
555         init_cockpit();
556         init_robots_for_level();
557         init_ai_objects();
558         init_morphs();
559         init_all_matcens();
560         init_player_stats_new_ship();
561         init_controlcen_for_level();
562         automap_clear_visited();
563         init_stuck_objects();
564         init_thief_for_level();
565
566         Slide_segs_computed = 0;
567 }
568 #endif
569
570 //do whatever needs to be done when a player dies in multiplayer
571
572 void DoGameOver()
573 {
574 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
575
576         if (Current_mission_num == 0)
577                 scores_maybe_add_player(0);
578
579         Function_mode = FMODE_MENU;
580         Game_mode = GM_GAME_OVER;
581         longjmp( LeaveGame, 0 );                // Exit out of game loop
582
583 }
584
585 extern void do_save_game_menu();
586
587 //update various information about the player
588 void update_player_stats()
589 {
590                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
591                 if ( Players[Player_num].time_level > i2f(3600) )       {
592                         Players[Player_num].time_level -= i2f(3600);
593                         Players[Player_num].hours_level++;
594                 }
595
596                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
597                 if ( Players[Player_num].time_total > i2f(3600) )       {
598                         Players[Player_num].time_total -= i2f(3600);
599                         Players[Player_num].hours_total++;
600                 }
601 }
602
603 //hack to not start object when loading level
604 extern int Dont_start_sound_objects;
605
606 //go through this level and start any eclip sounds
607 void set_sound_sources()
608 {
609         int segnum,sidenum;
610         segment *seg;
611
612         digi_init_sounds();             //clear old sounds
613
614         Dont_start_sound_objects = 1;
615
616         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
617                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
618                         int tm,ec,sn;
619
620                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
621                                 if ((((tm=seg->sides[sidenum].tmap_num2) != 0) && ((ec=TmapInfo[tm&0x3fff].eclip_num)!=-1)) || ((ec=TmapInfo[seg->sides[sidenum].tmap_num].eclip_num)!=-1))
622                                         if ((sn=Effects[ec].sound_num)!=-1) {
623                                                 vms_vector pnt;
624                                                 int csegnum = seg->children[sidenum];
625
626                                                 //check for sound on other side of wall.  Don't add on
627                                                 //both walls if sound travels through wall.  If sound
628                                                 //does travel through wall, add sound for lower-numbered
629                                                 //segment.
630
631                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
632                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
633                                                                 segment *csegp;
634                                                                 int csidenum;
635
636                                                                 csegp = &Segments[seg->children[sidenum]];
637                                                                 csidenum = find_connect_side(seg, csegp);
638
639                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
640                                                                         continue;               //skip this one
641                                                         }
642                                                 }
643
644                                                 compute_center_point_on_side(&pnt,seg,sidenum);
645                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
646                                         }
647                 }
648
649         Dont_start_sound_objects = 0;
650
651 }
652
653
654 //fix flash_dist=i2f(1);
655 fix flash_dist=fl2f(.9);
656
657 //create flash for player appearance
658 void create_player_appearance_effect(object *player_obj)
659 {
660         vms_vector pos;
661         object *effect_obj;
662
663 #ifndef NDEBUG
664         {
665                 int objnum = player_obj-Objects;
666                 if ( (objnum < 0) || (objnum > Highest_object_index) )
667                         Int3(); // See Rob, trying to track down weird network bug
668         }
669 #endif
670
671         if (player_obj == Viewer)
672                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
673         else
674                 pos = player_obj->pos;
675
676         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
677
678         if (effect_obj) {
679                 effect_obj->orient = player_obj->orient;
680
681                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
682                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
683         }
684 }
685
686 //
687 // New Game sequencing functions
688 //
689
690 //pairs of chars describing ranges
691 char playername_allowed_chars[] = "azAZ09__--";
692
693 int MakeNewPlayerFile(int allow_abort)
694 {
695         int x;
696         char filename[14];
697         newmenu_item m;
698         char text[CALLSIGN_LEN+1]="";
699         FILE *fp;
700
701         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
702
703 try_again:
704         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
705
706         Newmenu_allowed_chars = playername_allowed_chars;
707         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
708         Newmenu_allowed_chars = NULL;
709
710         if ( x < 0 ) {
711                 if ( allow_abort ) return 0;
712                 goto try_again;
713         }
714
715         if (text[0]==0) //null string
716                 goto try_again;
717
718         sprintf( filename, "%s.plr", text );
719
720         fp = fopen( filename, "rb" );
721
722 #ifndef MACINTOSH
723         //if the callsign is the name of a tty device, prepend a char
724         if (fp && isatty(fileno(fp))) {
725                 fclose(fp);
726                 sprintf(filename,"$%.7s.plr",text);
727                 fp = fopen(filename,"rb");
728         }
729 #endif
730         
731         if ( fp )       {
732                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
733                 fclose(fp);
734                 goto try_again;
735         }
736
737         if ( !new_player_config() )
738                 goto try_again;                 // They hit Esc during New player config
739
740         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
741
742         write_player_file();
743
744         return 1;
745 }
746
747 #ifdef WINDOWS
748 #undef TXT_SELECT_PILOT
749 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
750 #endif
751
752 //Inputs the player's name, without putting up the background screen
753 int RegisterPlayer()
754 {
755         int i,j;
756         char filename[14];
757         int allow_abort_flag = 1;
758
759         if ( Players[Player_num].callsign[0] == 0 )     {
760                 //---------------------------------------------------------------------
761                 // Set default config options in case there is no config file
762                 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
763                 Config_joystick_sensitivity = 8;
764                 Config_control_type =CONTROL_NONE;
765                 for (i=0; i<CONTROL_MAX_TYPES; i++ )
766                         for (j=0; j<MAX_CONTROLS; j++ )
767                                 kconfig_settings[i][j] = default_kconfig_settings[i][j];
768                 kc_set_controls();
769                 //----------------------------------------------------------------
770
771                 // Read the last player's name from config file, not lastplr.txt
772                 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
773
774                 if (config_last_player[0]==0)
775                         allow_abort_flag = 0;
776         }
777
778 do_menu_again:
779         ;
780
781 #ifndef MACINTOSH
782         if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag ))     {
783                 goto do_menu_again; //return 0;         // They hit Esc in file selector
784         }
785 #else
786         #ifndef APPLE_DEMO
787         if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
788                 goto do_menu_again;             // They hit Esc in file selector
789         }
790         #else
791         newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 );               // no abort allowed ever -- and change title of menubox
792         #endif
793 #endif
794
795         if ( filename[0] == '<' )       {
796                 // They selected 'create new pilot'
797                 if (!MakeNewPlayerFile(allow_abort_flag))
798                         //return 0;             // They hit Esc during enter name stage
799                         goto do_menu_again;
800         } else {
801                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
802         }
803
804         if (read_player_file() != EZERO)
805                 goto do_menu_again;
806
807         Auto_leveling_on = Default_leveling_on;
808
809         set_display_mode(Default_display_mode);
810
811         WriteConfigFile();              // Update lastplr
812
813         return 1;
814 }
815
816 extern void change_filename_extension( char *dest, char *src, char *new_ext );
817 extern char last_palette_loaded_pig[];
818
819 ubyte *Bitmap_replacement_data=NULL;
820
821 void load_bitmap_replacements(char *level_name)
822 {
823         char ifile_name[FILENAME_LEN];
824         CFILE *ifile;
825         int i;
826
827         //first, free up data allocated for old bitmaps
828         if (Bitmap_replacement_data) {
829                 d_free(Bitmap_replacement_data);
830                 Bitmap_replacement_data = NULL;
831         }
832
833         change_filename_extension(ifile_name, level_name, ".POG" );
834         
835         ifile = cfopen(ifile_name,"rb");
836
837         if (ifile) {
838                 int id,version,n_bitmaps;
839                 int bitmap_data_size;
840                 ushort *indices;
841  
842                 id = cfile_read_int(ifile);
843                 version = cfile_read_int(ifile);
844
845                 if (id != MAKE_SIG('G','O','P','D') || version != 1) {
846                         cfclose(ifile);
847                         return;
848                 }
849
850                 n_bitmaps = cfile_read_int(ifile);
851
852                 MALLOC( indices, ushort, n_bitmaps );
853                 
854                 for (i = 0; i < n_bitmaps; i++)
855                         indices[i] = cfile_read_short(ifile);
856
857                 bitmap_data_size = cfilelength(ifile) - cftell(ifile) - DISKBITMAPHEADER_SIZE * n_bitmaps;
858                 MALLOC( Bitmap_replacement_data, ubyte, bitmap_data_size );
859
860                 for (i=0;i<n_bitmaps;i++) {
861                         DiskBitmapHeader bmh;
862                         grs_bitmap temp_bitmap;
863
864                         DiskBitmapHeader_read(&bmh, ifile);
865
866                         memset( &temp_bitmap, 0, sizeof(grs_bitmap) );
867         
868                         temp_bitmap.bm_w = temp_bitmap.bm_rowsize = bmh.width + ((short) (bmh.wh_extra&0x0f)<<8);
869                         temp_bitmap.bm_h = bmh.height + ((short) (bmh.wh_extra&0xf0)<<4);
870                         temp_bitmap.avg_color = bmh.avg_color;
871                         temp_bitmap.bm_data = Bitmap_replacement_data + bmh.offset;
872         
873                         if ( bmh.flags & BM_FLAG_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
874                         if ( bmh.flags & BM_FLAG_SUPER_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_SUPER_TRANSPARENT;
875                         if ( bmh.flags & BM_FLAG_NO_LIGHTING ) temp_bitmap.bm_flags |= BM_FLAG_NO_LIGHTING;
876                         if ( bmh.flags & BM_FLAG_RLE ) temp_bitmap.bm_flags |= BM_FLAG_RLE;
877                         if ( bmh.flags & BM_FLAG_RLE_BIG ) temp_bitmap.bm_flags |= BM_FLAG_RLE_BIG;
878
879                         GameBitmaps[indices[i]] = temp_bitmap;
880                 }
881
882                 cfread(Bitmap_replacement_data,1,bitmap_data_size,ifile);
883
884                 d_free(indices);
885
886                 cfclose(ifile);
887
888                 last_palette_loaded_pig[0]= 0;  //force pig re-load
889
890                 texmerge_flush();               //for re-merging with new textures
891         }
892 }
893
894 void load_robot_replacements(char *level_name);
895 int read_hamfile();
896 extern int Robot_replacements_loaded;
897
898 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
899 void LoadLevel(int level_num,int page_in_textures)
900 {
901         char *level_name;
902         player save_player;
903         int load_ret;
904
905         save_player = Players[Player_num];      
906
907         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
908
909         if (level_num<0)                //secret level
910                 level_name = Secret_level_names[-level_num-1];
911         else                                    //normal level
912                 level_name = Level_names[level_num-1];
913
914         #ifdef WINDOWS
915                 dd_gr_set_current_canvas(NULL);
916                 dd_gr_clear_canvas(BM_XRGB(0,0,0));
917         #else
918                 gr_set_current_canvas(NULL);
919                 gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
920         #endif
921
922         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
923
924 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
925 //      WIN(ShowCursorW());
926
927 #if defined(POLY_ACC)
928     gr_palette_load(gr_palette);
929     show_boxed_message(TXT_LOADING);
930 #else
931         show_boxed_message(TXT_LOADING);
932         gr_palette_load(gr_palette);
933 #endif
934
935         load_ret = load_level(level_name);              //actually load the data from disk!
936
937         if (load_ret)
938                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
939
940         Current_level_num=level_num;
941
942 //      load_palette_pig(Current_level_palette);                //load just the pig
943
944         load_palette(Current_level_palette,1,1);                //don't change screen
945
946         #ifdef SHAREWARE
947         load_endlevel_data(level_num);
948         #endif
949
950         if ( page_in_textures )
951                 piggy_load_level_data();
952
953         load_bitmap_replacements(level_name);
954
955         if (Robot_replacements_loaded) {
956                 read_hamfile();         //load original data
957                 Robot_replacements_loaded = 0;
958         }
959         load_robot_replacements(level_name);
960
961 #ifdef NETWORK
962         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
963
964         reset_network_objects();
965 #endif
966
967         Players[Player_num] = save_player;
968
969         set_sound_sources();
970
971         songs_play_level_song( Current_level_num );
972
973         clear_boxed_message();          //remove message before new palette loaded
974
975         gr_palette_load(gr_palette);            //actually load the palette
976
977 //      WIN(HideCursorW());
978 }
979
980 //sets up Player_num & ConsoleObject  
981 void InitPlayerObject()
982 {
983         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
984
985         if (Player_num != 0 )   {
986                 Players[0] = Players[Player_num];
987                 Player_num = 0;
988         }
989
990         Players[Player_num].objnum = 0;
991
992         ConsoleObject = &Objects[Players[Player_num].objnum];
993
994         ConsoleObject->type                             = OBJ_PLAYER;
995         ConsoleObject->id                                       = Player_num;
996         ConsoleObject->control_type     = CT_FLYING;
997         ConsoleObject->movement_type    = MT_PHYSICS;
998 }
999
1000 extern void game_disable_cheats();
1001 extern void turn_cheats_off();
1002 extern void init_seismic_disturbances(void);
1003
1004 //starts a new game on the given level
1005 void StartNewGame(int start_level)
1006 {
1007         Game_mode = GM_NORMAL;
1008         Function_mode = FMODE_GAME;
1009         
1010         Next_level_num = 0;
1011
1012         InitPlayerObject();                             //make sure player's object set up
1013
1014         init_player_stats_game();               //clear all stats
1015
1016         N_players = 1;
1017 #ifdef NETWORK
1018         Network_new_game = 0;
1019 #endif
1020
1021         if (start_level < 0)
1022                 StartNewLevelSecret(start_level, 0);
1023         else
1024                 StartNewLevel(start_level, 0);
1025
1026         Players[Player_num].starting_level = start_level;               // Mark where they started
1027
1028         game_disable_cheats();
1029
1030         init_seismic_disturbances();
1031 }
1032
1033 //@@//starts a resumed game loaded from disk
1034 //@@void ResumeSavedGame(int start_level)
1035 //@@{
1036 //@@    Game_mode = GM_NORMAL;
1037 //@@    Function_mode = FMODE_GAME;
1038 //@@
1039 //@@    N_players = 1;
1040 //@@    Network_new_game = 0;
1041 //@@
1042 //@@    InitPlayerObject();                             //make sure player's object set up
1043 //@@
1044 //@@    StartNewLevel(start_level, 0);
1045 //@@
1046 //@@    game_disable_cheats();
1047 //@@}
1048
1049 #ifndef _NETWORK_H
1050 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1051 #endif
1052
1053 extern int N_secret_levels;
1054
1055 #ifdef RELEASE
1056 #define STARS_BACKGROUND (MenuHires?"\x01starsb.pcx":"\x01stars.pcx")
1057 #else
1058 #define STARS_BACKGROUND (MenuHires?"starsb.pcx":"stars.pcx")
1059 #endif
1060
1061 //      -----------------------------------------------------------------------------
1062 //      Does the bonus scoring.
1063 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1064 void DoEndLevelScoreGlitz(int network)
1065 {
1066         int level_points, skill_points, energy_points, shield_points, hostage_points;
1067         int     all_hostage_points;
1068         int     endgame_points;
1069         char    all_hostage_text[64];
1070         char    endgame_text[64];
1071         #define N_GLITZITEMS 11
1072         char                            m_str[N_GLITZITEMS][30];
1073         newmenu_item    m[N_GLITZITEMS+1];
1074         int                             i,c;
1075         char                            title[128];
1076         int                             is_last_level;
1077         int                             mine_level;
1078
1079         set_screen_mode(SCREEN_MENU);           //go into menu mode
1080
1081    #ifdef TACTILE
1082                 if (TactileStick)
1083                   ClearForces();
1084         #endif
1085
1086         mprintf((0,"DoEndLevelScoreGlitz\n"));
1087
1088         //      Compute level player is on, deal with secret levels (negative numbers)
1089         mine_level = Players[Player_num].level;
1090         if (mine_level < 0)
1091                 mine_level *= -(Last_level/N_secret_levels);
1092
1093         level_points = Players[Player_num].score-Players[Player_num].last_score;
1094
1095         if (!Cheats_enabled) {
1096                 if (Difficulty_level > 1) {
1097                         skill_points = level_points*(Difficulty_level)/4;
1098                         skill_points -= skill_points % 100;
1099                 } else
1100                         skill_points = 0;
1101
1102                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1103                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1104                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1105
1106                 shield_points -= shield_points % 50;
1107                 energy_points -= energy_points % 50;
1108         } else {
1109                 skill_points = 0;
1110                 shield_points = 0;
1111                 energy_points = 0;
1112                 hostage_points = 0;
1113         }
1114
1115         all_hostage_text[0] = 0;
1116         endgame_text[0] = 0;
1117
1118         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1119                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1120                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1121         } else
1122                 all_hostage_points = 0;
1123
1124         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
1125                 endgame_points = Players[Player_num].lives * 10000;
1126                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1127                 is_last_level=1;
1128         } else
1129                 endgame_points = is_last_level = 0;
1130
1131         mprintf((0,"adding bonus points\n"));
1132         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1133
1134         c = 0;
1135         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1136         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1137         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1138         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1139
1140         sprintf(m_str[c++], "%s", all_hostage_text);
1141         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1142                 sprintf(m_str[c++], "%s", endgame_text);
1143
1144         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1145         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1146
1147         #ifdef WINDOWS
1148         sprintf(m_str[c++], "");
1149         sprintf(m_str[c++], "         Done");
1150         #endif
1151
1152         for (i=0; i<c; i++) {
1153                 m[i].type = NM_TYPE_TEXT;
1154                 m[i].text = m_str[i];
1155         }
1156
1157         #ifdef WINDOWS
1158         m[c-1].type = NM_TYPE_MENU;
1159         #endif
1160
1161         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1162
1163         if (Current_level_num < 0)
1164                 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);
1165         else
1166                 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);
1167
1168         Assert(c <= N_GLITZITEMS);
1169
1170         gr_palette_fade_out(gr_palette, 32, 0);
1171
1172         mprintf((0,"doing menu\n"));
1173
1174    PA_DFX (pa_alpha_always());
1175
1176 #ifdef NETWORK
1177         if ( network && (Game_mode & GM_NETWORK) )
1178                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1179         else
1180 #endif
1181                 // NOTE LINK TO ABOVE!!!
1182                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1183
1184         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1185 }
1186
1187 //give the player the opportunity to save his game
1188 void DoEndlevelMenu()
1189 {
1190 //No between level saves......!!!       state_save_all(1);
1191 }
1192
1193 //      -----------------------------------------------------------------------------------------------------
1194 //called when the player is starting a level (new game or new ship)
1195 void StartSecretLevel()
1196 {
1197         Assert(!Player_is_dead);
1198
1199         InitPlayerPosition(0);
1200
1201         verify_console_object();
1202
1203         ConsoleObject->control_type     = CT_FLYING;
1204         ConsoleObject->movement_type    = MT_PHYSICS;
1205
1206         // -- WHY? -- disable_matcens();
1207         clear_transient_objects(0);             //0 means leave proximity bombs
1208
1209         // create_player_appearance_effect(ConsoleObject);
1210         Do_appearance_effect = 1;
1211
1212         ai_reset_all_paths();
1213         // -- NO? -- reset_time();
1214
1215         reset_rear_view();
1216         Auto_fire_fusion_cannon_time = 0;
1217         Fusion_charge = 0;
1218
1219         Robot_firing_enabled = 1;
1220 }
1221
1222 extern void set_pos_from_return_segment(void);
1223
1224 //      Returns true if secret level has been destroyed.
1225 int p_secret_level_destroyed(void)
1226 {
1227         if (First_secret_visit) {
1228                 return 0;               //      Never been there, can't have been destroyed.
1229         } else {
1230                 FILE    *fp;
1231                 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1232                         fclose(fp);
1233                         return 0;
1234                 } else {
1235                         return 1;
1236                 }
1237         }
1238 }
1239
1240 //      -----------------------------------------------------------------------------------------------------
1241 void do_secret_message(char *msg)
1242 {
1243         int     old_fmode;
1244
1245         load_stars();
1246
1247 #if defined(POLY_ACC)
1248         pa_save_clut();
1249         pa_update_clut(gr_palette, 0, 256, 0);
1250 #endif
1251
1252         old_fmode = Function_mode;
1253         Function_mode = FMODE_MENU;
1254         nm_messagebox(NULL, 1, TXT_OK, msg);
1255         Function_mode = old_fmode;
1256
1257 #if defined(POLY_ACC)
1258         pa_restore_clut();
1259 #endif
1260         
1261         WIN(DEFINE_SCREEN(NULL));
1262 }
1263
1264 //      -----------------------------------------------------------------------------------------------------
1265 // called when the player is starting a new level for normal game mode and restore state
1266 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1267 //      first time, instead of initializing various things, need to do a game restore for all the
1268 //      robots, powerups, walls, doors, etc.
1269 void StartNewLevelSecret(int level_num, int page_in_textures)
1270 {
1271         newmenu_item    m[1];
1272         //int i;
1273
1274         ThisLevelTime=0;
1275          
1276         m[0].type = NM_TYPE_TEXT;
1277         m[0].text = " ";
1278
1279         last_drawn_cockpit[0] = -1;
1280         last_drawn_cockpit[1] = -1;
1281
1282         if (Newdemo_state == ND_STATE_PAUSED)
1283                 Newdemo_state = ND_STATE_RECORDING;
1284
1285         if (Newdemo_state == ND_STATE_RECORDING) {
1286                 newdemo_set_new_level(level_num);
1287                 newdemo_record_start_frame(FrameCount, FrameTime );
1288         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1289
1290                 gr_palette_fade_out(gr_palette, 32, 0);
1291
1292                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1293
1294                 if (First_secret_visit) {
1295                         do_secret_message(TXT_SECRET_EXIT);
1296                 } else {
1297                         FILE    *fp;
1298                         if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1299                                 fclose(fp);
1300                                 do_secret_message(TXT_SECRET_EXIT);
1301                         } else {
1302                                 char    text_str[128];
1303
1304                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1305                                 do_secret_message(text_str);
1306                         }
1307                 }
1308         }
1309
1310         LoadLevel(level_num,page_in_textures);
1311
1312         Assert(Current_level_num == level_num); //make sure level set right
1313
1314         Assert(Function_mode == FMODE_GAME);
1315
1316         gameseq_init_network_players(); // Initialize the Players array for 
1317                                                                                           // this level
1318
1319         HUD_clear_messages();
1320
1321         automap_clear_visited();
1322
1323         // --   init_player_stats_level();
1324
1325         Viewer = &Objects[Players[Player_num].objnum];
1326
1327         gameseq_remove_unused_players();
1328
1329         Game_suspended = 0;
1330
1331         Control_center_destroyed = 0;
1332
1333         init_cockpit();
1334         reset_palette_add();
1335
1336         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1337                 init_robots_for_level();
1338                 init_ai_objects();
1339                 init_smega_detonates();
1340                 init_morphs();
1341                 init_all_matcens();
1342                 reset_special_effects();
1343                 StartSecretLevel();
1344         } else {
1345                 FILE    *fp;
1346                 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1347                         int     pw_save, sw_save;
1348
1349                         fclose(fp);
1350
1351                         pw_save = Primary_weapon;
1352                         sw_save = Secondary_weapon;
1353                         state_restore_all(1, 1, SECRETC_FILENAME);
1354                         Primary_weapon = pw_save;
1355                         Secondary_weapon = sw_save;
1356                         reset_special_effects();
1357                         StartSecretLevel();
1358                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1359                 } else {
1360                         char    text_str[128];
1361
1362                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1363                         do_secret_message(text_str);
1364                         return;
1365
1366                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1367                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1368                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1369                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1370                         // -- return;
1371                 }
1372         }
1373
1374         if (First_secret_visit) {
1375                 copy_defaults_to_robot_all();
1376         }
1377
1378         turn_cheats_off();
1379
1380         init_controlcen_for_level();
1381
1382         //      Say player can use FLASH cheat to mark path to exit.
1383         Last_level_path_created = -1;
1384
1385         First_secret_visit = 0;
1386 }
1387
1388 int     Entered_from_level;
1389
1390 // ---------------------------------------------------------------------------------------------------------------
1391 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1392 void ExitSecretLevel(void)
1393 {
1394         FILE    *fp;
1395
1396         if (Newdemo_state == ND_STATE_PLAYBACK)
1397                 return;
1398
1399         if (!Control_center_destroyed) {
1400                 state_save_all(0, 2, SECRETC_FILENAME);
1401         }
1402
1403         if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1404                 int     pw_save, sw_save;
1405
1406                 returning_to_level_message();
1407                 fclose(fp);
1408                 pw_save = Primary_weapon;
1409                 sw_save = Secondary_weapon;
1410                 state_restore_all(1, 1, SECRETB_FILENAME);
1411                 Primary_weapon = pw_save;
1412                 Secondary_weapon = sw_save;
1413         } else {
1414                 // File doesn't exist, so can't return to base level.  Advance to next one.
1415                 if (Entered_from_level == Last_level)
1416                         DoEndGame();
1417                 else {
1418                         advancing_to_level_message();
1419                         StartNewLevel(Entered_from_level+1, 0);
1420                 }
1421         }
1422 }
1423
1424 // ---------------------------------------------------------------------------------------------------------------
1425 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1426 //      be invulnerable or cloaked.
1427 void do_cloak_invul_secret_stuff(fix old_gametime)
1428 {
1429         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1430                 fix     time_used;
1431
1432                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1433                 Players[Player_num].invulnerable_time = GameTime - time_used;
1434         }
1435
1436         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1437                 fix     time_used;
1438
1439                 time_used = old_gametime - Players[Player_num].cloak_time;
1440                 Players[Player_num].cloak_time = GameTime - time_used;
1441         }
1442 }
1443
1444 // ---------------------------------------------------------------------------------------------------------------
1445 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1446 //      is passing to the secret level.
1447 //      Do a savegame.
1448 void EnterSecretLevel(void)
1449 {
1450         fix     old_gametime;
1451         int     i;
1452
1453         Assert(! (Game_mode & GM_MULTI) );
1454
1455         Entered_from_level = Current_level_num;
1456
1457         if (Control_center_destroyed)
1458                 DoEndLevelScoreGlitz(0);
1459
1460         if (Newdemo_state != ND_STATE_PLAYBACK)
1461                 state_save_all(0, 1, NULL);     //      Not between levels (ie, save all), IS a secret level, NO filename override
1462
1463         //      Find secret level number to go to, stuff in Next_level_num.
1464         for (i=0; i<-Last_secret_level; i++)
1465                 if (Secret_level_table[i]==Current_level_num) {
1466                         Next_level_num = -(i+1);
1467                         break;
1468                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1469                         Next_level_num = -i;
1470                         break;
1471                 }
1472
1473         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1474                 Next_level_num = Last_secret_level;
1475
1476         old_gametime = GameTime;
1477
1478         StartNewLevelSecret(Next_level_num, 1);
1479         
1480         // do_cloak_invul_stuff();
1481 }
1482
1483 //called when the player has finished a level
1484 void PlayerFinishedLevel(int secret_flag)
1485 {
1486         Assert(!secret_flag);
1487
1488         //credit the player for hostages
1489         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1490
1491         if (Game_mode & GM_NETWORK)
1492                 Players[Player_num].connected = 2; // Finished but did not die
1493
1494         last_drawn_cockpit[0] = -1;
1495         last_drawn_cockpit[1] = -1;
1496
1497         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1498 }
1499
1500 #if defined(D2_OEM) || defined(COMPILATION)
1501 #define MOVIE_REQUIRED 0
1502 #else
1503 #define MOVIE_REQUIRED 1
1504 #endif
1505
1506 #ifdef D2_OEM
1507 #define ENDMOVIE "endo"
1508 #else
1509 #define ENDMOVIE "end"
1510 #endif
1511
1512 void show_order_form();
1513 extern void com_hangup(void);
1514
1515 //called when the player has finished the last level
1516 void DoEndGame(void)
1517 {
1518         mprintf((0,"DoEndGame\n"));
1519
1520         Function_mode = FMODE_MENU;
1521         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1522                 newdemo_stop_recording();
1523
1524         set_screen_mode( SCREEN_MENU );
1525
1526         WINDOS(
1527                 dd_gr_set_current_canvas(NULL),
1528                 gr_set_current_canvas(NULL)
1529         );
1530
1531         key_flush();
1532
1533    if (Current_mission_num == 0 && !(Game_mode & GM_MULTI))             //only built-in mission, & not multi
1534    {  
1535 #ifndef SHAREWARE
1536                 int played=MOVIE_NOT_PLAYED;    //default is not played
1537 #endif
1538
1539                 #ifdef SHAREWARE
1540                         songs_play_song( SONG_ENDGAME, 0 );
1541                         mprintf((0,"doing briefing\n"));
1542                         do_briefing_screens("ending2.tex",1);
1543                         mprintf((0,"briefing done\n"));
1544                 #else
1545                         init_subtitles(ENDMOVIE ".tex");        //ingore errors
1546                         played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1547                         close_subtitles();
1548                         #ifdef D2_OEM
1549                         if (!played) {
1550                                 songs_play_song( SONG_TITLE, 0 );
1551                                 do_briefing_screens("end2oem.tex",1);
1552                         }
1553                         #endif
1554                 #endif  
1555    }
1556         else if (!(Game_mode & GM_MULTI)) {             //not multi
1557                 char tname[FILENAME_LEN];
1558                 sprintf(tname,"%s.tex",Current_mission_filename);
1559                 do_briefing_screens (tname,Last_level+1);               //level past last is endgame breifing
1560
1561                 //try doing special credits
1562                 sprintf(tname,"%s.ctb",Current_mission_filename);
1563                 credits_show(tname);
1564         }
1565
1566         key_flush();
1567
1568         #ifdef SHAREWARE
1569                 show_order_form();
1570    #endif
1571
1572 #ifdef NETWORK
1573         if (Game_mode & GM_MULTI)
1574                 multi_endlevel_score();
1575         else
1576 #endif
1577                 // NOTE LINK TO ABOVE
1578                 DoEndLevelScoreGlitz(0);        
1579
1580         if (Current_mission_num == 0 && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1581                 WINDOS(
1582                         dd_gr_set_current_canvas(NULL),
1583                         gr_set_current_canvas( NULL )
1584                 );
1585                 WINDOS(
1586                         dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1587                         gr_clear_canvas(BM_XRGB(0,0,0))
1588                 );
1589                 gr_palette_clear();
1590                 load_palette(DEFAULT_PALETTE,0,1);
1591                 scores_maybe_add_player(0);
1592         }
1593
1594         Function_mode = FMODE_MENU;
1595
1596         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1597                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1598         else
1599                 Game_mode = GM_GAME_OVER;
1600
1601
1602         longjmp( LeaveGame, 0 );                // Exit out of game loop
1603 }
1604
1605 //from which level each do you get to each secret level 
1606 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1607
1608 //called to go to the next level (if there is one)
1609 //if secret_flag is true, advance to secret level, else next normal one
1610 //      Return true if game over.
1611 void AdvanceLevel(int secret_flag)
1612 {
1613 #ifdef NETWORK
1614         int result;
1615 #endif
1616
1617         mprintf((0,"AdvanceLevel\n"));
1618
1619         Assert(!secret_flag);
1620
1621         if (Current_level_num != Last_level) {
1622 #ifdef NETWORK
1623                 if (Game_mode & GM_MULTI)
1624                         multi_endlevel_score();         
1625                 else 
1626 #endif
1627                         // NOTE LINK TO ABOVE!!!
1628                         DoEndLevelScoreGlitz(0);                //give bonuses
1629         }
1630
1631         Control_center_destroyed = 0;
1632
1633         #ifdef EDITOR
1634         if (Current_level_num == 0)
1635                 return;         //not a real level
1636         #endif
1637
1638 #ifdef NETWORK
1639         if (Game_mode & GM_MULTI)       {
1640                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1641                 if (result) // failed to sync
1642                 {
1643                         if (Current_level_num == Last_level)            //player has finished the game!
1644                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1645                         else
1646                                 return;
1647                 }
1648         }
1649 #endif
1650
1651         if (Current_level_num == Last_level) {          //player has finished the game!
1652                 
1653                 mprintf((0,"Finished last level!\n"));
1654
1655                 DoEndGame();
1656
1657         } else {
1658
1659                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1660
1661                 if (!(Game_mode & GM_MULTI))
1662                         DoEndlevelMenu(); // Let use save their game
1663
1664                 StartNewLevel(Next_level_num, 0);
1665
1666         }
1667 }
1668
1669 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1670
1671 extern char last_palette_loaded[];
1672
1673 void load_stars_palette()
1674 {
1675         int pcx_error;
1676         ubyte pal[256*3];
1677
1678         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1679         Assert(pcx_error == PCX_ERROR_NONE);
1680
1681         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1682
1683
1684         {       //remap stuff. this code is kindof a hack
1685
1686                 //now, before we bring up the menu, we need to 
1687                 //do some stuff to make sure the palette is ok.  First, we need to
1688                 //get our current palette into the 2d's array, so the remapping will
1689                 //work.  Second, we need to remap the fonts.  Third, we need to fill 
1690                 //in part of the fade tables so the darkening of the menu edges works
1691
1692                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1693                 remap_fonts_and_menus(1);
1694
1695         }
1696
1697         strcpy(last_palette_loaded,"");         //force palette load next time
1698 }
1699 #endif
1700
1701 void nm_draw_background1(char * filename);
1702
1703 void load_stars()
1704 {
1705 //@@    int pcx_error;
1706 //@@    ubyte pal[256*3];
1707 //@@
1708 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1709 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1710 //@@
1711 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1712
1713         WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1714
1715         nm_draw_background1(STARS_BACKGROUND);
1716
1717 }
1718
1719
1720 void
1721 died_in_mine_message(void)
1722 {
1723         // Tell the player he died in the mine, explain why
1724         int old_fmode;
1725
1726         if (Game_mode & GM_MULTI)
1727                 return;
1728
1729         gr_palette_fade_out(gr_palette, 32, 0);
1730
1731         set_screen_mode(SCREEN_MENU);           //go into menu mode
1732
1733         WINDOS(
1734                 dd_gr_set_current_canvas(NULL),
1735                 gr_set_current_canvas(NULL)
1736         );
1737
1738         load_stars();
1739
1740 #if defined(POLY_ACC)
1741         pa_save_clut();
1742         pa_update_clut(gr_palette, 0, 256, 0);
1743 #endif
1744
1745         old_fmode = Function_mode;
1746         Function_mode = FMODE_MENU;
1747         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1748         Function_mode = old_fmode;
1749
1750 #if defined(POLY_ACC)
1751         pa_restore_clut();
1752 #endif
1753
1754         WIN(DEFINE_SCREEN(NULL));
1755 }
1756
1757 //      Called when player dies on secret level.
1758 void returning_to_level_message(void)
1759 {
1760         char    msg[128];
1761
1762         int old_fmode;
1763
1764         if (Game_mode & GM_MULTI)
1765                 return;
1766
1767         gr_palette_fade_out(gr_palette, 32, 0);
1768
1769         set_screen_mode(SCREEN_MENU);           //go into menu mode
1770
1771         gr_set_current_canvas(NULL);
1772
1773         load_stars();
1774
1775 #if defined(POLY_ACC)
1776         pa_save_clut();
1777         pa_update_clut(gr_palette, 0, 256, 0);
1778 #endif
1779
1780         old_fmode = Function_mode;
1781         Function_mode = FMODE_MENU;
1782         sprintf(msg, "Returning to level %i", Entered_from_level);
1783         nm_messagebox(NULL, 1, TXT_OK, msg);
1784         Function_mode = old_fmode;
1785
1786 #if defined(POLY_ACC)
1787         pa_restore_clut();
1788 #endif
1789
1790         WIN(DEFINE_SCREEN(NULL));
1791 }
1792
1793 //      Called when player dies on secret level.
1794 void advancing_to_level_message(void)
1795 {
1796         char    msg[128];
1797
1798         int old_fmode;
1799
1800         //      Only supposed to come here from a secret level.
1801         Assert(Current_level_num < 0);
1802
1803         if (Game_mode & GM_MULTI)
1804                 return;
1805
1806         gr_palette_fade_out(gr_palette, 32, 0);
1807
1808         set_screen_mode(SCREEN_MENU);           //go into menu mode
1809
1810         gr_set_current_canvas(NULL);
1811         
1812         load_stars();
1813
1814 #if defined(POLY_ACC)
1815         pa_save_clut();
1816         pa_update_clut(gr_palette, 0, 256, 0);
1817 #endif
1818
1819         old_fmode = Function_mode;
1820         Function_mode = FMODE_MENU;
1821         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1822         nm_messagebox(NULL, 1, TXT_OK, msg);
1823         Function_mode = old_fmode;
1824
1825 #if defined(POLY_ACC)
1826         pa_restore_clut();
1827 #endif
1828
1829         WIN(DEFINE_SCREEN(NULL));
1830 }
1831
1832 void digi_stop_digi_sounds();
1833
1834 void DoPlayerDead()
1835 {
1836         reset_palette_add();
1837
1838         gr_palette_load (gr_palette);
1839
1840 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1841         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1842
1843         dead_player_end();              //terminate death sequence (if playing)
1844
1845         #ifdef EDITOR
1846         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
1847                 object * playerobj = &Objects[Players[Player_num].objnum];
1848                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1849                 load_level("gamesave.lvl");
1850                 init_player_stats_new_ship();
1851                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1852                 StartLevel(0);
1853                 return;
1854         }
1855         #endif
1856
1857 #ifdef NETWORK
1858         if ( Game_mode&GM_MULTI )
1859         {
1860                 multi_do_death(Players[Player_num].objnum);
1861         }
1862         else 
1863 #endif
1864         {                               //Note link to above else!
1865                 Players[Player_num].lives--;
1866                 if (Players[Player_num].lives == 0)
1867                 {       
1868                         DoGameOver();
1869                         return;
1870                 }
1871         }
1872                                 
1873         if ( Control_center_destroyed ) {
1874
1875                 //clear out stuff so no bonus
1876                 Players[Player_num].hostages_on_board = 0;
1877                 Players[Player_num].energy = 0;
1878                 Players[Player_num].shields = 0;
1879                 Players[Player_num].connected = 3;
1880
1881                 died_in_mine_message(); // Give them some indication of what happened
1882
1883                 if (Current_level_num < 0) {
1884                         FILE    *fp;
1885
1886                         if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1887                                 fclose(fp);
1888                                 returning_to_level_message();
1889                                 state_restore_all(1, 2, SECRETB_FILENAME);                      //      2 means you died
1890                                 set_pos_from_return_segment();
1891                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1892                         } else {
1893                                 advancing_to_level_message();
1894                                 StartNewLevel(Entered_from_level+1, 0);
1895                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1896                         }
1897                 } else {
1898
1899                         AdvanceLevel(0);                        //if finished, go on to next level
1900
1901                         init_player_stats_new_ship();
1902                         last_drawn_cockpit[0] = -1;
1903                         last_drawn_cockpit[1] = -1;
1904                 }
1905
1906         } else if (Current_level_num < 0) {
1907                 FILE    *fp;
1908                 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1909                         fclose(fp);
1910                         returning_to_level_message();
1911                         if (!Control_center_destroyed)
1912                                 state_save_all(0, 2, SECRETC_FILENAME);
1913                         state_restore_all(1, 2, SECRETB_FILENAME);
1914                         set_pos_from_return_segment();
1915                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1916                 } else {
1917                         died_in_mine_message(); // Give them some indication of what happened
1918                         advancing_to_level_message();
1919                         StartNewLevel(Entered_from_level+1, 0);
1920                         init_player_stats_new_ship();
1921                 }
1922         } else {
1923                 init_player_stats_new_ship();
1924                 StartLevel(1);
1925         }
1926
1927         digi_sync_sounds();
1928 }
1929
1930 extern int BigWindowSwitch;
1931
1932 //called when the player is starting a new level for normal game mode and restore state
1933 //      secret_flag set if came from a secret level
1934 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1935 {
1936         if (!(Game_mode & GM_MULTI)) {
1937                 last_drawn_cockpit[0] = -1;
1938                 last_drawn_cockpit[1] = -1;
1939         }
1940    BigWindowSwitch=0;
1941
1942
1943         if (Newdemo_state == ND_STATE_PAUSED)
1944                 Newdemo_state = ND_STATE_RECORDING;
1945
1946         if (Newdemo_state == ND_STATE_RECORDING) {
1947                 newdemo_set_new_level(level_num);
1948                 newdemo_record_start_frame(FrameCount, FrameTime );
1949         }
1950
1951         if (Game_mode & GM_MULTI)
1952                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1953
1954         LoadLevel(level_num,page_in_textures);
1955
1956         Assert(Current_level_num == level_num); //make sure level set right
1957
1958         gameseq_init_network_players(); // Initialize the Players array for 
1959                                                                                           // this level
1960
1961         Viewer = &Objects[Players[Player_num].objnum];
1962
1963         Assert(N_players <= NumNetPlayerPositions);
1964                 //If this assert fails, there's not enough start positions
1965
1966 #ifdef NETWORK
1967         if (Game_mode & GM_NETWORK)
1968         {
1969                 if(network_level_sync()) // After calling this, Player_num is set
1970                         return;
1971         }
1972         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1973         {
1974                 if(com_level_sync())
1975                         return;
1976         }
1977 #endif
1978
1979         Assert(Function_mode == FMODE_GAME);
1980
1981         #ifndef NDEBUG
1982         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1983         #endif
1984
1985         HUD_clear_messages();
1986
1987         automap_clear_visited();
1988
1989 #ifdef NETWORK
1990         if (Network_new_game == 1)
1991         {
1992                 Network_new_game = 0;
1993                 init_player_stats_new_ship();
1994         }
1995 #endif
1996         init_player_stats_level(secret_flag);
1997
1998 #ifdef NETWORK
1999         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
2000         {
2001                 int i;
2002                 for (i = 0; i < N_players; i++)
2003                         Players[i].flags |= Netgame.player_flags[i];
2004         }
2005
2006         if (Game_mode & GM_MULTI)
2007         {
2008                 multi_prep_level(); // Removes robots from level if necessary
2009         }
2010 #endif
2011
2012         gameseq_remove_unused_players();
2013
2014         Game_suspended = 0;
2015
2016         Control_center_destroyed = 0;
2017
2018         set_screen_mode(SCREEN_GAME);
2019         init_cockpit();
2020         init_robots_for_level();
2021         init_ai_objects();
2022         init_smega_detonates();
2023         init_morphs();
2024         init_all_matcens();
2025         reset_palette_add();
2026         init_thief_for_level();
2027         init_stuck_objects();
2028         game_flush_inputs();            // clear out the keyboard
2029    if (!(Game_mode & GM_MULTI))
2030            filter_objects_from_level();
2031
2032         turn_cheats_off();
2033
2034         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2035                 set_highest_level(Current_level_num);
2036         else
2037                 read_player_file();             //get window sizes
2038
2039         reset_special_effects();
2040
2041 #ifdef OGL
2042         ogl_cache_level_textures();
2043 #endif
2044
2045
2046 #ifdef NETWORK
2047         if (Network_rejoined == 1)
2048         {
2049                 #ifndef NDEBUG
2050                 mprintf((0, "Restarting - joining in random location.\n"));
2051                 #endif
2052                 Network_rejoined = 0;
2053                 StartLevel(1);
2054         }
2055         else
2056 #endif
2057                 StartLevel(0);          // Note link to above if!
2058
2059         copy_defaults_to_robot_all();
2060         init_controlcen_for_level();
2061
2062         //      Say player can use FLASH cheat to mark path to exit.
2063         Last_level_path_created = -1;
2064 }
2065
2066 #ifdef NETWORK
2067 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2068 #endif
2069 void bash_to_shield (int i,char *s)
2070 {
2071 #ifdef NETWORK
2072         int type=Objects[i].id;
2073 #endif
2074
2075         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2076
2077 #ifdef NETWORK
2078         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2079 #endif
2080
2081         Objects[i].id = POW_SHIELD_BOOST;
2082         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2083         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2084 }
2085
2086
2087 void filter_objects_from_level()
2088  {
2089   int i;
2090   
2091   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2092  
2093   for (i=0;i<=Highest_object_index;i++) 
2094         {
2095          if (Objects[i].type==OBJ_POWERUP)
2096      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2097            bash_to_shield (i,"Flag!!!!");
2098    } 
2099
2100  }
2101
2102 struct {
2103         int     level_num;
2104         char    movie_name[FILENAME_LEN];
2105 } intro_movie[] = {     { 1,"pla"},
2106                                                         { 5,"plb"},
2107                                                         { 9,"plc"},
2108                                                         {13,"pld"},
2109                                                         {17,"ple"},
2110                                                         {21,"plf"},
2111                                                         {24,"plg"}};
2112
2113 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2114
2115 extern int MenuHiresAvailable;
2116 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
2117 extern int intro_played;        //true if big intro movie played
2118
2119 void ShowLevelIntro(int level_num)
2120 {
2121         //if shareware, show a briefing?
2122
2123         if (!(Game_mode & GM_MULTI)) {
2124 #ifndef SHAREWARE
2125                 int i;
2126 #endif
2127                 ubyte save_pal[sizeof(gr_palette)];
2128
2129                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2130
2131                 #if defined(D2_OEM) || defined(COMPILATION)
2132                 if (level_num==1 && !intro_played)
2133                         do_briefing_screens ("brief2o.tex",1);  
2134                 #endif
2135
2136                 if (Current_mission_num==0)
2137                 {
2138 #ifndef SHAREWARE
2139                         int movie=0;
2140 #endif
2141                         #ifdef SHAREWARE
2142                                 if (level_num==1)
2143                                 {
2144                                         do_briefing_screens ("brief2.tex",1);   
2145                                 }
2146                         #else
2147                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
2148                                 {
2149                                         if (intro_movie[i].level_num == level_num)
2150                                         {
2151                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2152                                                 movie=1;
2153                                                 break;
2154                                         }
2155                                 }
2156
2157 #ifdef WINDOWS
2158                                 if (!movie) {                                   //must go before briefing
2159                                         dd_gr_init_screen();
2160                                         Screen_mode = -1;
2161                                 }
2162 #endif
2163
2164                                 if (robot_movies)
2165                                 {
2166                                         int hires_save=MenuHiresAvailable;
2167                                         
2168                                         if (robot_movies == 1)          //lowres only
2169                                         {
2170                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
2171
2172                                                 if (hires_save != MenuHiresAvailable)
2173                                                         Screen_mode = -1;               //force reset
2174
2175                                         }
2176                                         do_briefing_screens ("robot.tex",level_num);
2177                                         MenuHiresAvailable = hires_save;
2178                                 }
2179
2180                         #endif
2181                 }      
2182                 else {  //not the built-in mission.  check for add-on briefing
2183                         char tname[FILENAME_LEN];
2184                         sprintf(tname,"%s.tex",Current_mission_filename);
2185                         do_briefing_screens (tname,level_num);
2186                 }
2187
2188
2189                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2190         }
2191 }
2192
2193 //      ---------------------------------------------------------------------------
2194 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2195 //      Reason: On this level, if player goes to a secret level, he will be going to a different
2196 //      secret level than he's ever been to before.
2197 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2198 void maybe_set_first_secret_visit(int level_num)
2199 {
2200         int     i;
2201
2202         for (i=0; i<N_secret_levels; i++) {
2203                 if (Secret_level_table[i] == level_num) {
2204                         First_secret_visit = 1;
2205                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2206                 }
2207         }
2208 }
2209
2210 //called when the player is starting a new level for normal game model
2211 //      secret_flag if came from a secret level
2212 void StartNewLevel(int level_num, int secret_flag)
2213 {
2214         ThisLevelTime=0;
2215
2216         if ((level_num > 0) && (!secret_flag)) {
2217                 maybe_set_first_secret_visit(level_num);
2218         }
2219
2220         ShowLevelIntro(level_num);
2221
2222         WIN(DEFINE_SCREEN(NULL));               // ALT-TAB: no restore of background.
2223         
2224         StartNewLevelSub(level_num, 1, secret_flag );
2225
2226 }
2227
2228 //initialize the player object position & orientation (at start of game, or new ship)
2229 void InitPlayerPosition(int random_flag)
2230 {
2231         int NewPlayer=0;
2232
2233 #ifdef NETWORK
2234         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2235 #endif
2236                 NewPlayer = Player_num;
2237 #ifdef NETWORK
2238         else if (random_flag == 1)
2239         {
2240                 int i, closest = -1, trys=0;
2241                 fix closest_dist = 0x7ffffff, dist;
2242
2243                 d_srand(clock());
2244
2245 #ifndef NDEBUG
2246                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2247                 {
2248                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2249                         //Int3();
2250                 }
2251 #endif
2252
2253                 do {
2254                         if (trys > 0)   
2255                         {
2256                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2257                         }
2258                         trys++;
2259
2260                         NewPlayer = d_rand() % NumNetPlayerPositions;
2261
2262                         closest = -1;
2263                         closest_dist = 0x7fffffff;
2264         
2265                         for (i=0; i<N_players; i++ )    {
2266                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2267                                         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
2268                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2269                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2270                                                 closest_dist = dist;
2271                                                 closest = i;
2272                                         }
2273                                 }
2274                         }
2275
2276                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2277                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2278         } 
2279         else {
2280                 mprintf((0, "Starting position is not being changed.\n"));
2281                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2282         }
2283         Assert(NewPlayer >= 0);
2284         Assert(NewPlayer < NumNetPlayerPositions);
2285 #endif
2286
2287         ConsoleObject->pos = Player_init[NewPlayer].pos;
2288         ConsoleObject->orient = Player_init[NewPlayer].orient;
2289 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2290
2291         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2292
2293         obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2294
2295 #ifdef NETWORK
2296 done:
2297 #endif
2298         reset_player_object();
2299         reset_cruise();
2300 }
2301
2302 //      -----------------------------------------------------------------------------------------------------
2303 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2304 //      What about setting size!?  Where does that come from?
2305 void copy_defaults_to_robot(object *objp)
2306 {
2307         robot_info      *robptr;
2308         int                     objid;
2309
2310         Assert(objp->type == OBJ_ROBOT);
2311         objid = objp->id;
2312         Assert(objid < N_robot_types);
2313
2314         robptr = &Robot_info[objid];
2315
2316         //      Boost shield for Thief and Buddy based on level.
2317         objp->shields = robptr->strength;
2318
2319         if ((robptr->thief) || (robptr->companion)) {
2320                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2321
2322                 if (robptr->companion) {
2323                         //      Now, scale guide-bot hits by skill level
2324                         switch (Difficulty_level) {
2325                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2326                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2327                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2328                                 default:        break;
2329                         }
2330                 }
2331         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2332                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2333
2334         //      Additional wimpification of bosses at Trainee
2335         if ((robptr->boss_flag) && (Difficulty_level == 0))
2336                 objp->shields /= 2;
2337 }
2338
2339 //      -----------------------------------------------------------------------------------------------------
2340 //      Copy all values from the robot info structure to all instances of robots.
2341 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2342 //      This function should be called at level load time.
2343 void copy_defaults_to_robot_all()
2344 {
2345         int     i;
2346
2347         for (i=0; i<=Highest_object_index; i++)
2348                 if (Objects[i].type == OBJ_ROBOT)
2349                         copy_defaults_to_robot(&Objects[i]);
2350
2351 }
2352
2353 extern void clear_stuck_objects(void);
2354
2355 //      -----------------------------------------------------------------------------------------------------
2356 //called when the player is starting a level (new game or new ship)
2357 void StartLevel(int random_flag)
2358 {
2359         Assert(!Player_is_dead);
2360
2361         InitPlayerPosition(random_flag);
2362
2363         verify_console_object();
2364
2365         ConsoleObject->control_type     = CT_FLYING;
2366         ConsoleObject->movement_type    = MT_PHYSICS;
2367
2368         disable_matcens();
2369
2370         clear_transient_objects(0);             //0 means leave proximity bombs
2371
2372         // create_player_appearance_effect(ConsoleObject);
2373         Do_appearance_effect = 1;
2374
2375 #ifdef NETWORK
2376         if (Game_mode & GM_MULTI)
2377         {
2378                 if (Game_mode & GM_MULTI_COOP)
2379                         multi_send_score();
2380                 multi_send_position(Players[Player_num].objnum);
2381                 multi_send_reappear();
2382         }               
2383
2384         if (Game_mode & GM_NETWORK)
2385                 network_do_frame(1, 1);
2386 #endif
2387
2388         ai_reset_all_paths();
2389         ai_init_boss_for_ship();
2390         clear_stuck_objects();
2391
2392         #ifdef EDITOR
2393         //      Note, this is only done if editor builtin.  Calling this from here
2394         //      will cause it to be called after the player dies, resetting the
2395         //      hits for the buddy and thief.  This is ok, since it will work ok
2396         //      in a shipped version.
2397         init_ai_objects();
2398         #endif
2399
2400         reset_time();
2401
2402         reset_rear_view();
2403         Auto_fire_fusion_cannon_time = 0;
2404         Fusion_charge = 0;
2405
2406         Robot_firing_enabled = 1;
2407 }
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417