2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Routines for EndGame, EndLevel, etc.
28 #if !defined(_MSC_VER) && !defined(macintosh)
60 #include "editor/editor.h"
67 void StartNewLevelSecret(int level_num, int page_in_textures);
68 void InitPlayerPosition(int random_flag);
70 void returning_to_level_message(void);
71 void advancing_to_level_message(void);
73 void AdvanceLevel(int secret_flag);
74 void filter_objects_from_level();
77 //Current_level_num starts at 1 for the first level
78 //-1,-2,-3 are secret levels
79 //0 means not a real level loaded
80 int Current_level_num=0,Next_level_num;
81 char Current_level_name[LEVEL_NAME_LEN];
83 // Global variables describing the player
84 int N_players=1; // Number of players ( >1 means a net game, eh?)
85 int Player_num=0; // The player number who is on the console.
86 player Players[MAX_PLAYERS+4]; // Misc player info
87 obj_position Player_init[MAX_PLAYERS];
89 cvar_t Player_highest_level = { "HighestLevel", "0", 0 };
91 // Global variables telling what sort of game we have
92 int MaxNumNetPlayers = -1;
93 int NumNetPlayerPositions = -1;
95 extern fix ThisLevelTime;
97 // Extern from game.c to fix a bug in the cockpit!
99 extern int last_drawn_cockpit[2];
100 extern int Last_level_path_created;
102 // HUD_clear_messages external, declared in gauges.h
104 extern void HUD_clear_messages(); // From hud.c
107 // Extra prototypes declared for the sake of LINT
108 void init_player_stats_new_ship(void);
109 void copy_defaults_to_robot_all(void);
111 int Do_appearance_effect=0;
113 extern int Rear_view;
115 int First_secret_visit = 1;
117 extern int descent_critical_error;
119 extern int Last_msg_ycrd;
121 //--------------------------------------------------------------------
122 void verify_console_object()
124 Assert( Player_num > -1 );
125 Assert( Players[Player_num].objnum > -1 );
126 ConsoleObject = &Objects[Players[Player_num].objnum];
127 Assert( ConsoleObject->type==OBJ_PLAYER );
128 Assert( ConsoleObject->id==Player_num );
131 int count_number_of_robots()
137 for (i=0;i<=Highest_object_index;i++) {
138 if (Objects[i].type == OBJ_ROBOT)
146 int count_number_of_hostages()
152 for (i=0;i<=Highest_object_index;i++) {
153 if (Objects[i].type == OBJ_HOSTAGE)
160 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
162 gameseq_init_network_players()
166 // Initialize network player start locations and object numbers
168 ConsoleObject = &Objects[0];
171 for (i=0;i<=Highest_object_index;i++) {
173 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
175 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
176 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
178 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
179 Objects[i].type=OBJ_PLAYER;
180 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
181 Player_init[k].pos = Objects[i].pos;
182 Player_init[k].orient = Objects[i].orient;
183 Player_init[k].segnum = Objects[i].segnum;
184 Players[k].objnum = i;
193 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
194 obj_delete(i); //kill the buddy in netgames
197 NumNetPlayerPositions = k;
200 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
201 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
203 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
204 //Int3(); // Not enough positions!!
208 if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
210 for (i=0;i<N_players;i++)
211 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
213 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!");
218 if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
220 for (i = 0; i < N_players; i++)
221 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
223 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!");
230 void gameseq_remove_unused_players()
234 // 'Remove' the unused players
237 if (Game_mode & GM_MULTI)
239 for (i=0; i < NumNetPlayerPositions; i++)
241 if ((!Players[i].connected) || (i >= N_players))
244 // mprintf((0, "Ghosting player ship %d.\n", i+1));
246 multi_make_player_ghost(i);
252 { // Note link to above if!!!
254 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
256 for (i=1; i < NumNetPlayerPositions; i++)
258 obj_delete(Players[i].objnum);
263 fix StartingShields=INITIAL_SHIELDS;
265 // Setup player for new game
266 void init_player_stats_game()
268 Players[Player_num].score = 0;
269 Players[Player_num].last_score = 0;
270 Players[Player_num].lives = INITIAL_LIVES;
271 Players[Player_num].level = 1;
273 Players[Player_num].time_level = 0;
274 Players[Player_num].time_total = 0;
275 Players[Player_num].hours_level = 0;
276 Players[Player_num].hours_total = 0;
278 Players[Player_num].energy = INITIAL_ENERGY;
279 Players[Player_num].shields = StartingShields;
280 Players[Player_num].killer_objnum = -1;
282 Players[Player_num].net_killed_total = 0;
283 Players[Player_num].net_kills_total = 0;
285 Players[Player_num].num_kills_level = 0;
286 Players[Player_num].num_kills_total = 0;
287 Players[Player_num].num_robots_level = 0;
288 Players[Player_num].num_robots_total = 0;
289 Players[Player_num].KillGoalCount = 0;
291 Players[Player_num].hostages_rescued_total = 0;
292 Players[Player_num].hostages_level = 0;
293 Players[Player_num].hostages_total = 0;
295 Players[Player_num].laser_level = 0;
296 Players[Player_num].flags = 0;
298 init_player_stats_new_ship();
300 First_secret_visit = 1;
303 void init_ammo_and_energy(void)
305 if (Players[Player_num].energy < INITIAL_ENERGY)
306 Players[Player_num].energy = INITIAL_ENERGY;
307 if (Players[Player_num].shields < StartingShields)
308 Players[Player_num].shields = StartingShields;
310 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
311 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
312 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
314 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
315 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
316 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
317 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
318 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
321 extern ubyte Last_afterburner_state;
323 // Setup player for new level (After completion of previous level)
324 void init_player_stats_level(int secret_flag)
328 Players[Player_num].last_score = Players[Player_num].score;
330 Players[Player_num].level = Current_level_num;
333 if (!Network_rejoined) {
335 Players[Player_num].time_level = 0;
336 Players[Player_num].hours_level = 0;
341 Players[Player_num].killer_objnum = -1;
343 Players[Player_num].num_kills_level = 0;
344 Players[Player_num].num_robots_level = count_number_of_robots();
345 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
347 Players[Player_num].hostages_level = count_number_of_hostages();
348 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
349 Players[Player_num].hostages_on_board = 0;
352 init_ammo_and_energy();
354 Players[Player_num].flags &= (~KEY_BLUE);
355 Players[Player_num].flags &= (~KEY_RED);
356 Players[Player_num].flags &= (~KEY_GOLD);
358 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
359 PLAYER_FLAGS_CLOAKED |
360 PLAYER_FLAGS_MAP_ALL);
362 Players[Player_num].cloak_time = 0;
363 Players[Player_num].invulnerable_time = 0;
365 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
366 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
369 Player_is_dead = 0; // Added by RH
370 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
372 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
374 Controls.state[afterburner] = 0;
375 Last_afterburner_state = 0;
377 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
383 tactile_set_button_jolt();
386 Missile_viewer = NULL;
389 extern void init_ai_for_ship(void);
391 // Setup player for a brand-new ship
392 void init_player_stats_new_ship()
396 if (Newdemo_state == ND_STATE_RECORDING) {
397 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
398 newdemo_record_player_weapon(0, 0);
399 newdemo_record_player_weapon(1, 0);
402 Players[Player_num].energy = INITIAL_ENERGY;
403 Players[Player_num].shields = StartingShields;
404 Players[Player_num].laser_level = 0;
405 Players[Player_num].killer_objnum = -1;
406 Players[Player_num].hostages_on_board = 0;
408 Afterburner_charge = 0;
410 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
411 Players[Player_num].primary_ammo[i] = 0;
412 Primary_last_was_super[i] = 0;
415 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
416 Players[Player_num].secondary_ammo[i] = 0;
417 Secondary_last_was_super[i] = 0;
419 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
421 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
422 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
425 Secondary_weapon = 0;
427 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
428 PLAYER_FLAGS_AFTERBURNER |
429 PLAYER_FLAGS_CLOAKED |
430 PLAYER_FLAGS_INVULNERABLE |
431 PLAYER_FLAGS_MAP_ALL |
432 PLAYER_FLAGS_CONVERTER |
433 PLAYER_FLAGS_AMMO_RACK |
434 PLAYER_FLAGS_HEADLIGHT |
435 PLAYER_FLAGS_HEADLIGHT_ON |
438 Players[Player_num].cloak_time = 0;
439 Players[Player_num].invulnerable_time = 0;
441 Player_is_dead = 0; //player no longer dead
443 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
445 Controls.state[afterburner] = 0;
446 Last_afterburner_state = 0;
448 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
450 Missile_viewer=NULL; ///reset missile camera if out there
455 tactile_set_button_jolt();
463 extern void init_stuck_objects(void);
467 extern int Slide_segs_computed;
469 //reset stuff so game is semi-normal when playing from editor
470 void editor_reset_stuff_on_level()
472 gameseq_init_network_players();
473 init_player_stats_level(0);
474 Viewer = ConsoleObject;
475 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
476 ConsoleObject->id=Player_num;
477 ConsoleObject->control_type = CT_FLYING;
478 ConsoleObject->movement_type = MT_PHYSICS;
480 verify_console_object();
481 Control_center_destroyed = 0;
482 if (Newdemo_state != ND_STATE_PLAYBACK)
483 gameseq_remove_unused_players();
485 init_robots_for_level();
489 init_player_stats_new_ship();
490 init_controlcen_for_level();
491 automap_clear_visited();
492 init_stuck_objects();
493 init_thief_for_level();
495 Slide_segs_computed = 0;
499 //do whatever needs to be done when a player dies in multiplayer
503 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
505 if (PLAYING_BUILTIN_MISSION)
506 scores_maybe_add_player(0);
508 Function_mode = FMODE_MENU;
509 Game_mode = GM_GAME_OVER;
510 longjmp( LeaveGame, 0 ); // Exit out of game loop
514 extern void do_save_game_menu();
516 //update various information about the player
517 void update_player_stats()
519 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
520 if ( Players[Player_num].time_level > i2f(3600) ) {
521 Players[Player_num].time_level -= i2f(3600);
522 Players[Player_num].hours_level++;
525 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
526 if ( Players[Player_num].time_total > i2f(3600) ) {
527 Players[Player_num].time_total -= i2f(3600);
528 Players[Player_num].hours_total++;
532 //hack to not start object when loading level
533 extern int Dont_start_sound_objects;
535 //go through this level and start any eclip sounds
536 void set_sound_sources()
541 digi_init_sounds(); //clear old sounds
543 Dont_start_sound_objects = 1;
545 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
546 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
549 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
550 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))
551 if ((sn=Effects[ec].sound_num)!=-1) {
553 int csegnum = seg->children[sidenum];
555 //check for sound on other side of wall. Don't add on
556 //both walls if sound travels through wall. If sound
557 //does travel through wall, add sound for lower-numbered
560 if (IS_CHILD(csegnum) && csegnum < segnum) {
561 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
565 csegp = &Segments[seg->children[sidenum]];
566 csidenum = find_connect_side(seg, csegp);
568 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
569 continue; //skip this one
573 compute_center_point_on_side(&pnt,seg,sidenum);
574 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
578 Dont_start_sound_objects = 0;
583 //fix flash_dist=i2f(1);
584 fix flash_dist=fl2f(.9);
586 //create flash for player appearance
587 void create_player_appearance_effect(object *player_obj)
594 int objnum = OBJECT_NUMBER(player_obj);
595 if ( (objnum < 0) || (objnum > Highest_object_index) )
596 Int3(); // See Rob, trying to track down weird network bug
600 if (player_obj == Viewer)
601 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
603 pos = player_obj->pos;
605 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
608 effect_obj->orient = player_obj->orient;
610 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
611 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, OBJECT_NUMBER(effect_obj), 0, F1_0 );
616 // New Game sequencing functions
619 //pairs of chars describing ranges
620 char playername_allowed_chars[] = "azAZ09__--";
622 int RegisterPlayerSub(int allow_abort)
626 char text[CALLSIGN_LEN+1]="";
628 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
631 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
633 Newmenu_allowed_chars = playername_allowed_chars;
634 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
635 Newmenu_allowed_chars = NULL;
643 if (text[0]==0) //null string
646 cmd_appendf("player %s", text);
652 //Inputs the player's name, without putting up the background screen
655 int allow_abort_flag = 1;
657 if ( Players[Player_num].callsign[0] == 0 ) {
658 // Read the last player's name from config file, not lastplr.txt
659 strncpy( Players[Player_num].callsign, config_last_player.string, CALLSIGN_LEN );
661 if (config_last_player.string[0]==0)
662 allow_abort_flag = 0;
667 if (!RegisterPlayerSub(allow_abort_flag))
668 //return 0; // They hit Esc during enter name stage
671 set_display_mode(Default_display_mode);
673 WriteConfigFile(); // Update lastplr
679 void free_polygon_models();
680 void load_robot_replacements(char *level_name);
682 extern int Robot_replacements_loaded;
684 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
685 void LoadLevel(int level_num,int page_in_textures)
691 save_player = Players[Player_num];
693 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
695 if (level_num<0) //secret level
696 level_name = Secret_level_names[-level_num-1];
698 level_name = Level_names[level_num-1];
700 gr_set_current_canvas(NULL);
701 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
703 Last_msg_ycrd = -1; //so we don't restore backgound under msg
705 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
706 // WIN(ShowCursorW());
709 gr_palette_load(gr_palette);
710 show_boxed_message(TXT_LOADING);
713 show_boxed_message(TXT_LOADING);
714 gr_palette_load(gr_palette);
717 load_ret = load_level(level_name); //actually load the data from disk!
720 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
722 Current_level_num=level_num;
724 // load_palette_pig(Current_level_palette); //load just the pig
726 load_palette(Current_level_palette,1,1); //don't change screen
728 load_endlevel_data(level_num);
731 load_d1_bitmap_replacements();
733 load_bitmap_replacements(level_name);
735 if (Robot_replacements_loaded) {
736 free_polygon_models();
737 read_hamfile(); //load original data
738 if (Current_mission->enhanced) {
741 extern void bm_read_extra_robots();
742 sprintf(t,"%s.ham",Current_mission_filename);
743 bm_read_extra_robots(t, Current_mission->enhanced);
746 Robot_replacements_loaded = 0;
748 load_robot_replacements(level_name);
750 if ( page_in_textures )
751 piggy_load_level_data();
754 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
756 reset_network_objects();
759 Players[Player_num] = save_player;
763 songs_play_level_song( Current_level_num );
765 clear_boxed_message(); //remove message before new palette loaded
767 gr_palette_load(gr_palette); //actually load the palette
769 // WIN(HideCursorW());
772 //sets up Player_num & ConsoleObject
773 void InitPlayerObject()
775 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
777 if (Player_num != 0 ) {
778 Players[0] = Players[Player_num];
782 Players[Player_num].objnum = 0;
784 ConsoleObject = &Objects[Players[Player_num].objnum];
786 ConsoleObject->type = OBJ_PLAYER;
787 ConsoleObject->id = Player_num;
788 ConsoleObject->control_type = CT_FLYING;
789 ConsoleObject->movement_type = MT_PHYSICS;
792 extern void game_disable_cheats();
793 extern void turn_cheats_off();
794 extern void init_seismic_disturbances(void);
795 extern int state_default_item;
797 //starts a new game on the given level
798 void StartNewGame(int start_level)
800 state_default_item = -2; // for first blind save, pick slot to save in
802 Game_mode = GM_NORMAL;
803 Function_mode = FMODE_GAME;
807 InitPlayerObject(); //make sure player's object set up
809 init_player_stats_game(); //clear all stats
813 Network_new_game = 0;
817 StartNewLevelSecret(start_level, 0);
819 StartNewLevel(start_level, 0);
821 Players[Player_num].starting_level = start_level; // Mark where they started
823 game_disable_cheats();
825 init_seismic_disturbances();
828 //@@//starts a resumed game loaded from disk
829 //@@void ResumeSavedGame(int start_level)
831 //@@ Game_mode = GM_NORMAL;
832 //@@ Function_mode = FMODE_GAME;
835 //@@ Network_new_game = 0;
837 //@@ InitPlayerObject(); //make sure player's object set up
839 //@@ StartNewLevel(start_level, 0);
841 //@@ game_disable_cheats();
845 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
848 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
850 // -----------------------------------------------------------------------------
851 // Does the bonus scoring.
852 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
853 void DoEndLevelScoreGlitz(int network)
855 int level_points, skill_points, energy_points, shield_points, hostage_points;
856 int all_hostage_points;
858 char all_hostage_text[64];
859 char endgame_text[64];
860 #define N_GLITZITEMS 11
861 char m_str[N_GLITZITEMS][30];
862 newmenu_item m[N_GLITZITEMS+1];
868 set_screen_mode(SCREEN_MENU); //go into menu mode
875 mprintf((0,"DoEndLevelScoreGlitz\n"));
877 // Compute level player is on, deal with secret levels (negative numbers)
878 mine_level = Players[Player_num].level;
880 mine_level *= -(Last_level/N_secret_levels);
882 level_points = Players[Player_num].score-Players[Player_num].last_score;
884 if (!Cheats_enabled) {
885 if (Difficulty_level > 1) {
886 skill_points = level_points*(Difficulty_level)/4;
887 skill_points -= skill_points % 100;
891 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
892 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
893 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
895 shield_points -= shield_points % 50;
896 energy_points -= energy_points % 50;
904 all_hostage_text[0] = 0;
907 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
908 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
909 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
911 all_hostage_points = 0;
913 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
914 endgame_points = Players[Player_num].lives * 10000;
915 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
918 endgame_points = is_last_level = 0;
920 mprintf((0,"adding bonus points\n"));
921 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
924 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
925 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
926 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
927 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
929 sprintf(m_str[c++], "%s", all_hostage_text);
930 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
931 sprintf(m_str[c++], "%s", endgame_text);
933 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
934 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
936 for (i=0; i<c; i++) {
937 m[i].type = NM_TYPE_TEXT;
938 m[i].text = m_str[i];
941 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
943 if (Current_level_num < 0)
944 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);
946 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);
948 Assert(c <= N_GLITZITEMS);
950 gr_palette_fade_out(gr_palette, 32, 0);
952 mprintf((0,"doing menu\n"));
955 if ( network && (Game_mode & GM_NETWORK) )
956 newmenu_do2(NULL, title, c, m, network_endlevel_poll2, 0, STARS_BACKGROUND);
959 // NOTE LINK TO ABOVE!!!
960 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
962 mprintf((0,"done DoEndLevelScoreGlitz\n"));
965 //give the player the opportunity to save his game
966 void DoEndlevelMenu()
968 //No between level saves......!!! state_save_all(1);
971 // -----------------------------------------------------------------------------------------------------
972 //called when the player is starting a level (new game or new ship)
973 void StartSecretLevel()
975 Assert(!Player_is_dead);
977 InitPlayerPosition(0);
979 verify_console_object();
981 ConsoleObject->control_type = CT_FLYING;
982 ConsoleObject->movement_type = MT_PHYSICS;
984 // -- WHY? -- disable_matcens();
985 clear_transient_objects(0); //0 means leave proximity bombs
987 // create_player_appearance_effect(ConsoleObject);
988 Do_appearance_effect = 1;
990 ai_reset_all_paths();
991 // -- NO? -- reset_time();
994 Auto_fire_fusion_cannon_time = 0;
997 Robot_firing_enabled = 1;
1000 extern void set_pos_from_return_segment(void);
1002 // Returns true if secret level has been destroyed.
1003 int p_secret_level_destroyed(void)
1005 if (First_secret_visit) {
1006 return 0; // Never been there, can't have been destroyed.
1008 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1017 // -----------------------------------------------------------------------------------------------------
1018 void do_secret_message(char *msg)
1024 old_fmode = Function_mode;
1025 Function_mode = FMODE_MENU;
1026 nm_messagebox(NULL, 1, TXT_OK, msg);
1027 Function_mode = old_fmode;
1030 // -----------------------------------------------------------------------------------------------------
1031 // called when the player is starting a new level for normal game mode and restore state
1032 // Need to deal with whether this is the first time coming to this level or not. If not the
1033 // first time, instead of initializing various things, need to do a game restore for all the
1034 // robots, powerups, walls, doors, etc.
1035 void StartNewLevelSecret(int level_num, int page_in_textures)
1042 m[0].type = NM_TYPE_TEXT;
1045 last_drawn_cockpit[0] = -1;
1046 last_drawn_cockpit[1] = -1;
1048 if (Newdemo_state == ND_STATE_PAUSED)
1049 Newdemo_state = ND_STATE_RECORDING;
1051 if (Newdemo_state == ND_STATE_RECORDING) {
1052 newdemo_set_new_level(level_num);
1053 newdemo_record_start_frame(FrameCount, FrameTime );
1054 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1056 gr_palette_fade_out(gr_palette, 32, 0);
1058 set_screen_mode(SCREEN_MENU); //go into menu mode
1060 if (First_secret_visit) {
1061 do_secret_message(TXT_SECRET_EXIT);
1063 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1065 do_secret_message(TXT_SECRET_EXIT);
1069 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1070 do_secret_message(text_str);
1075 LoadLevel(level_num,page_in_textures);
1077 Assert(Current_level_num == level_num); //make sure level set right
1079 Assert(Function_mode == FMODE_GAME);
1081 gameseq_init_network_players(); // Initialize the Players array for
1084 HUD_clear_messages();
1086 automap_clear_visited();
1088 // -- init_player_stats_level();
1090 Viewer = &Objects[Players[Player_num].objnum];
1092 gameseq_remove_unused_players();
1096 Control_center_destroyed = 0;
1099 reset_palette_add();
1101 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1102 init_robots_for_level();
1104 init_smega_detonates();
1107 reset_special_effects();
1110 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1112 int pw_save, sw_save;
1114 pw_save = Primary_weapon;
1115 sw_save = Secondary_weapon;
1116 state_restore_all(1, 1, PLAYER_DIR "secret.sgc");
1117 Primary_weapon = pw_save;
1118 Secondary_weapon = sw_save;
1119 reset_special_effects();
1121 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1125 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1126 do_secret_message(text_str);
1129 // -- // If file doesn't exist, it's because reactor was destroyed.
1130 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1131 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1132 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1137 if (First_secret_visit) {
1138 copy_defaults_to_robot_all();
1143 init_controlcen_for_level();
1145 // Say player can use FLASH cheat to mark path to exit.
1146 Last_level_path_created = -1;
1148 First_secret_visit = 0;
1151 int Entered_from_level;
1153 // ---------------------------------------------------------------------------------------------------------------
1154 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1155 void ExitSecretLevel(void)
1157 if (Newdemo_state == ND_STATE_PLAYBACK)
1160 if (!Control_center_destroyed) {
1161 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1164 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1166 int pw_save, sw_save;
1168 returning_to_level_message();
1169 pw_save = Primary_weapon;
1170 sw_save = Secondary_weapon;
1171 state_restore_all(1, 1, PLAYER_DIR "secret.sgb");
1172 Primary_weapon = pw_save;
1173 Secondary_weapon = sw_save;
1175 // File doesn't exist, so can't return to base level. Advance to next one.
1176 if (Entered_from_level == Last_level)
1179 advancing_to_level_message();
1180 StartNewLevel(Entered_from_level+1, 0);
1185 // ---------------------------------------------------------------------------------------------------------------
1186 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1187 // be invulnerable or cloaked.
1188 void do_cloak_invul_secret_stuff(fix old_gametime)
1190 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1193 time_used = old_gametime - Players[Player_num].invulnerable_time;
1194 Players[Player_num].invulnerable_time = GameTime - time_used;
1197 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1200 time_used = old_gametime - Players[Player_num].cloak_time;
1201 Players[Player_num].cloak_time = GameTime - time_used;
1205 // ---------------------------------------------------------------------------------------------------------------
1206 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1207 // is passing to the secret level.
1209 void EnterSecretLevel(void)
1214 Assert(! (Game_mode & GM_MULTI) );
1216 Entered_from_level = Current_level_num;
1218 if (Control_center_destroyed)
1219 DoEndLevelScoreGlitz(0);
1221 if (Newdemo_state != ND_STATE_PLAYBACK)
1222 state_save_all(0, 1, NULL, 0); // Not between levels (ie, save all), IS a secret level, NO filename override
1224 // Find secret level number to go to, stuff in Next_level_num.
1225 for (i=0; i<-Last_secret_level; i++)
1226 if (Secret_level_table[i]==Current_level_num) {
1227 Next_level_num = -(i+1);
1229 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1230 Next_level_num = -i;
1234 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1235 Next_level_num = Last_secret_level;
1237 old_gametime = GameTime;
1239 StartNewLevelSecret(Next_level_num, 1);
1241 // do_cloak_invul_stuff();
1244 //called when the player has finished a level
1245 void PlayerFinishedLevel(int secret_flag)
1247 Assert(!secret_flag);
1249 //credit the player for hostages
1250 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1252 if (Game_mode & GM_NETWORK)
1253 Players[Player_num].connected = 2; // Finished but did not die
1255 last_drawn_cockpit[0] = -1;
1256 last_drawn_cockpit[1] = -1;
1258 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1261 #if defined(D2_OEM) || defined(COMPILATION)
1262 #define MOVIE_REQUIRED 0
1264 #define MOVIE_REQUIRED 1
1268 #define ENDMOVIE "endo"
1270 #define ENDMOVIE "end"
1273 void show_order_form();
1274 extern void com_hangup(void);
1276 //called when the player has finished the last level
1277 void DoEndGame(void)
1279 mprintf((0,"DoEndGame\n"));
1281 Function_mode = FMODE_MENU;
1282 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1283 newdemo_stop_recording();
1285 set_screen_mode( SCREEN_MENU );
1287 gr_set_current_canvas(NULL);
1291 if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
1292 { //only built-in mission, & not multi
1293 int played=MOVIE_NOT_PLAYED; //default is not played
1295 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1296 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1301 songs_play_song( SONG_TITLE, 0 );
1302 do_briefing_screens("end2oem.tex",1);
1306 songs_play_song( SONG_ENDGAME, 0 );
1307 mprintf((0,"doing briefing\n"));
1308 do_briefing_screens("ending2.tex",1);
1309 mprintf((0,"briefing done\n"));
1312 } else if (!(Game_mode & GM_MULTI)) { //not multi
1313 char tname[FILENAME_LEN];
1314 sprintf(tname,"%s.tex",Current_mission_filename);
1315 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1317 //try doing special credits
1318 sprintf(tname,"%s.ctb",Current_mission_filename);
1319 credits_show(tname);
1329 if (Game_mode & GM_MULTI)
1330 multi_endlevel_score();
1333 // NOTE LINK TO ABOVE
1334 DoEndLevelScoreGlitz(0);
1336 if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1337 gr_set_current_canvas( NULL );
1338 gr_clear_canvas(BM_XRGB(0,0,0));
1340 load_palette(DEFAULT_PALETTE,0,1);
1341 scores_maybe_add_player(0);
1344 Function_mode = FMODE_MENU;
1346 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1347 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1349 Game_mode = GM_GAME_OVER;
1352 longjmp( LeaveGame, 0 ); // Exit out of game loop
1355 //called to go to the next level (if there is one)
1356 //if secret_flag is true, advance to secret level, else next normal one
1357 // Return true if game over.
1358 void AdvanceLevel(int secret_flag)
1364 mprintf((0,"AdvanceLevel\n"));
1366 Assert(!secret_flag);
1368 if (Current_level_num != Last_level) {
1370 if (Game_mode & GM_MULTI)
1371 multi_endlevel_score();
1374 // NOTE LINK TO ABOVE!!!
1375 DoEndLevelScoreGlitz(0); //give bonuses
1378 Control_center_destroyed = 0;
1381 if (Current_level_num == 0)
1382 return; //not a real level
1386 if (Game_mode & GM_MULTI) {
1387 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1388 if (result) // failed to sync
1390 if (Current_level_num == Last_level) //player has finished the game!
1391 longjmp( LeaveGame, 0 ); // Exit out of game loop
1398 if (Current_level_num == Last_level) { //player has finished the game!
1400 mprintf((0,"Finished last level!\n"));
1406 Next_level_num = Current_level_num+1; //assume go to next normal level
1408 if (!(Game_mode & GM_MULTI))
1409 DoEndlevelMenu(); // Let use save their game
1411 StartNewLevel(Next_level_num, 0);
1416 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1418 extern char last_palette_loaded[];
1420 void load_stars_palette()
1425 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1426 Assert(pcx_error == PCX_ERROR_NONE);
1428 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1431 { //remap stuff. this code is kindof a hack
1433 //now, before we bring up the menu, we need to
1434 //do some stuff to make sure the palette is ok. First, we need to
1435 //get our current palette into the 2d's array, so the remapping will
1436 //work. Second, we need to remap the fonts. Third, we need to fill
1437 //in part of the fade tables so the darkening of the menu edges works
1439 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1440 remap_fonts_and_menus(1);
1444 strcpy(last_palette_loaded,""); //force palette load next time
1448 void nm_draw_background1(char * filename);
1453 //@@ ubyte pal[256*3];
1455 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1456 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1458 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1460 nm_draw_background1(STARS_BACKGROUND);
1466 died_in_mine_message(void)
1468 // Tell the player he died in the mine, explain why
1471 if (Game_mode & GM_MULTI)
1474 gr_palette_fade_out(gr_palette, 32, 0);
1476 set_screen_mode(SCREEN_MENU); //go into menu mode
1478 gr_set_current_canvas(NULL);
1482 old_fmode = Function_mode;
1483 Function_mode = FMODE_MENU;
1484 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1485 Function_mode = old_fmode;
1488 // Called when player dies on secret level.
1489 void returning_to_level_message(void)
1495 if (Game_mode & GM_MULTI)
1498 gr_palette_fade_out(gr_palette, 32, 0);
1500 set_screen_mode(SCREEN_MENU); //go into menu mode
1502 gr_set_current_canvas(NULL);
1506 old_fmode = Function_mode;
1507 Function_mode = FMODE_MENU;
1508 sprintf(msg, "Returning to level %i", Entered_from_level);
1509 nm_messagebox(NULL, 1, TXT_OK, msg);
1510 Function_mode = old_fmode;
1513 // Called when player dies on secret level.
1514 void advancing_to_level_message(void)
1520 // Only supposed to come here from a secret level.
1521 Assert(Current_level_num < 0);
1523 if (Game_mode & GM_MULTI)
1526 gr_palette_fade_out(gr_palette, 32, 0);
1528 set_screen_mode(SCREEN_MENU); //go into menu mode
1530 gr_set_current_canvas(NULL);
1534 old_fmode = Function_mode;
1535 Function_mode = FMODE_MENU;
1536 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1537 nm_messagebox(NULL, 1, TXT_OK, msg);
1538 Function_mode = old_fmode;
1541 void digi_stop_digi_sounds();
1545 reset_palette_add();
1547 gr_palette_load (gr_palette);
1549 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1550 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1552 dead_player_end(); //terminate death sequence (if playing)
1555 if (Game_mode == GM_EDITOR) { //test mine, not real level
1556 object * playerobj = &Objects[Players[Player_num].objnum];
1557 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1558 load_level("gamesave.lvl");
1559 init_player_stats_new_ship();
1560 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1567 if ( Game_mode&GM_MULTI )
1569 multi_do_death(Players[Player_num].objnum);
1573 { //Note link to above else!
1574 Players[Player_num].lives--;
1575 if (Players[Player_num].lives == 0)
1582 if ( Control_center_destroyed ) {
1584 //clear out stuff so no bonus
1585 Players[Player_num].hostages_on_board = 0;
1586 Players[Player_num].energy = 0;
1587 Players[Player_num].shields = 0;
1588 Players[Player_num].connected = 3;
1590 died_in_mine_message(); // Give them some indication of what happened
1592 if (Current_level_num < 0) {
1593 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1595 returning_to_level_message();
1596 state_restore_all(1, 2, PLAYER_DIR "secret.sgb"); // 2 means you died
1597 set_pos_from_return_segment();
1598 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1600 advancing_to_level_message();
1601 StartNewLevel(Entered_from_level+1, 0);
1602 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1606 AdvanceLevel(0); //if finished, go on to next level
1608 init_player_stats_new_ship();
1609 last_drawn_cockpit[0] = -1;
1610 last_drawn_cockpit[1] = -1;
1613 } else if (Current_level_num < 0) {
1614 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1616 returning_to_level_message();
1617 if (!Control_center_destroyed)
1618 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1619 state_restore_all(1, 2, PLAYER_DIR "secret.sgb");
1620 set_pos_from_return_segment();
1621 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1623 died_in_mine_message(); // Give them some indication of what happened
1624 advancing_to_level_message();
1625 StartNewLevel(Entered_from_level+1, 0);
1626 init_player_stats_new_ship();
1629 init_player_stats_new_ship();
1636 extern int BigWindowSwitch;
1638 //called when the player is starting a new level for normal game mode and restore state
1639 // secret_flag set if came from a secret level
1640 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1642 if (!(Game_mode & GM_MULTI)) {
1643 last_drawn_cockpit[0] = -1;
1644 last_drawn_cockpit[1] = -1;
1649 if (Newdemo_state == ND_STATE_PAUSED)
1650 Newdemo_state = ND_STATE_RECORDING;
1652 if (Newdemo_state == ND_STATE_RECORDING) {
1653 newdemo_set_new_level(level_num);
1654 newdemo_record_start_frame(FrameCount, FrameTime );
1657 if (Game_mode & GM_MULTI)
1658 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1660 LoadLevel(level_num,page_in_textures);
1662 Assert(Current_level_num == level_num); //make sure level set right
1664 gameseq_init_network_players(); // Initialize the Players array for
1667 Viewer = &Objects[Players[Player_num].objnum];
1669 Assert(N_players <= NumNetPlayerPositions);
1670 //If this assert fails, there's not enough start positions
1673 if (Game_mode & GM_NETWORK)
1675 if(network_level_sync()) // After calling this, Player_num is set
1678 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1680 if(com_level_sync())
1685 Assert(Function_mode == FMODE_GAME);
1688 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1691 HUD_clear_messages();
1693 automap_clear_visited();
1696 if (Network_new_game == 1)
1698 Network_new_game = 0;
1699 init_player_stats_new_ship();
1702 init_player_stats_level(secret_flag);
1705 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1708 for (i = 0; i < N_players; i++)
1709 Players[i].flags |= Netgame.player_flags[i];
1712 if (Game_mode & GM_MULTI)
1714 multi_prep_level(); // Removes robots from level if necessary
1718 gameseq_remove_unused_players();
1722 Control_center_destroyed = 0;
1724 set_screen_mode(SCREEN_GAME);
1726 init_robots_for_level();
1728 init_smega_detonates();
1731 reset_palette_add();
1732 init_thief_for_level();
1733 init_stuck_objects();
1734 game_flush_inputs(); // clear out the keyboard
1735 if (!(Game_mode & GM_MULTI))
1736 filter_objects_from_level();
1740 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1741 mission_write_config();
1743 reset_special_effects();
1746 gr_remap_mono_fonts();
1747 ogl_cache_level_textures();
1752 if (Network_rejoined == 1)
1755 mprintf((0, "Restarting - joining in random location.\n"));
1757 Network_rejoined = 0;
1762 StartLevel(0); // Note link to above if!
1764 copy_defaults_to_robot_all();
1765 init_controlcen_for_level();
1767 // Say player can use FLASH cheat to mark path to exit.
1768 Last_level_path_created = -1;
1772 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1774 void bash_to_shield (int i,char *s)
1777 int type=Objects[i].id;
1780 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1783 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1786 Objects[i].id = POW_SHIELD_BOOST;
1787 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
1788 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
1792 void filter_objects_from_level()
1796 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1798 for (i=0;i<=Highest_object_index;i++)
1800 if (Objects[i].type==OBJ_POWERUP)
1801 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
1802 bash_to_shield (i,"Flag!!!!");
1809 char movie_name[FILENAME_LEN];
1810 } intro_movie[] = { { 1,"pla"},
1818 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1820 extern int MenuHiresAvailable;
1821 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
1822 extern int intro_played; //true if big intro movie played
1824 void ShowLevelIntro(int level_num)
1826 //if shareware, show a briefing?
1828 if (!(Game_mode & GM_MULTI)) {
1831 ubyte save_pal[sizeof(gr_palette)];
1833 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1835 if (PLAYING_BUILTIN_MISSION) {
1838 if (is_SHAREWARE || is_MAC_SHARE)
1841 do_briefing_screens ("brief2.tex", 1);
1845 if (level_num == 1 && !intro_played)
1846 do_briefing_screens("brief2o.tex", 1);
1848 else // full version
1850 for (i=0;i<NUM_INTRO_MOVIES;i++)
1852 if (!Skip_briefing_screens && intro_movie[i].level_num == level_num)
1855 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
1864 int hires_save=MenuHiresAvailable;
1866 if (robot_movies == 1) //lowres only
1868 MenuHiresAvailable = 0; //pretend we can't do highres
1870 if (hires_save != MenuHiresAvailable)
1871 Screen_mode = -1; //force reset
1875 do_briefing_screens ("robot.tex",level_num);
1877 MenuHiresAvailable = hires_save;
1883 else { //not the built-in mission. check for add-on briefing
1885 do_briefing_screens(Briefing_text_filename, level_num);
1887 char tname[FILENAME_LEN];
1888 sprintf(tname, "%s.tex", Current_mission_filename);
1889 do_briefing_screens(tname, level_num);
1894 memcpy(gr_palette,save_pal,sizeof(gr_palette));
1898 // ---------------------------------------------------------------------------
1899 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
1900 // Reason: On this level, if player goes to a secret level, he will be going to a different
1901 // secret level than he's ever been to before.
1902 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
1903 void maybe_set_first_secret_visit(int level_num)
1907 for (i=0; i<N_secret_levels; i++) {
1908 if (Secret_level_table[i] == level_num) {
1909 First_secret_visit = 1;
1910 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
1915 //called when the player is starting a new level for normal game model
1916 // secret_flag if came from a secret level
1917 void StartNewLevel(int level_num, int secret_flag)
1921 if ((level_num > 0) && (!secret_flag)) {
1922 maybe_set_first_secret_visit(level_num);
1925 ShowLevelIntro(level_num);
1927 StartNewLevelSub(level_num, 1, secret_flag );
1931 //initialize the player object position & orientation (at start of game, or new ship)
1932 void InitPlayerPosition(int random_flag)
1937 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
1939 NewPlayer = Player_num;
1941 else if (random_flag == 1)
1943 int i, closest = -1, trys=0;
1944 fix closest_dist = 0x7ffffff, dist;
1946 d_srand((unsigned int)clock());
1949 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
1951 mprintf((1, "WARNING: There are only %d start positions!\n"));
1959 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
1963 NewPlayer = d_rand() % NumNetPlayerPositions;
1966 closest_dist = 0x7fffffff;
1968 for (i=0; i<N_players; i++ ) {
1969 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
1970 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
1971 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
1972 if ( (dist < closest_dist) && (dist >= 0) ) {
1973 closest_dist = dist;
1979 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
1980 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
1983 mprintf((0, "Starting position is not being changed.\n"));
1984 goto done; // If deathmatch and not random, positions were already determined by sync packet
1986 Assert(NewPlayer >= 0);
1987 Assert(NewPlayer < NumNetPlayerPositions);
1990 ConsoleObject->pos = Player_init[NewPlayer].pos;
1991 ConsoleObject->orient = Player_init[NewPlayer].orient;
1992 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
1994 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
1996 obj_relink(OBJECT_NUMBER(ConsoleObject), Player_init[NewPlayer].segnum);
2001 reset_player_object();
2005 // -----------------------------------------------------------------------------------------------------
2006 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2007 // What about setting size!? Where does that come from?
2008 void copy_defaults_to_robot(object *objp)
2013 Assert(objp->type == OBJ_ROBOT);
2015 Assert(objid < N_robot_types);
2017 robptr = &Robot_info[objid];
2019 // Boost shield for Thief and Buddy based on level.
2020 objp->shields = robptr->strength;
2022 if ((robptr->thief) || (robptr->companion)) {
2023 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2025 if (robptr->companion) {
2026 // Now, scale guide-bot hits by skill level
2027 switch (Difficulty_level) {
2028 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2029 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2030 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2034 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2035 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2037 // Additional wimpification of bosses at Trainee
2038 if ((robptr->boss_flag) && (Difficulty_level == 0))
2042 // -----------------------------------------------------------------------------------------------------
2043 // Copy all values from the robot info structure to all instances of robots.
2044 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2045 // This function should be called at level load time.
2046 void copy_defaults_to_robot_all()
2050 for (i=0; i<=Highest_object_index; i++)
2051 if (Objects[i].type == OBJ_ROBOT)
2052 copy_defaults_to_robot(&Objects[i]);
2056 extern void clear_stuck_objects(void);
2058 // -----------------------------------------------------------------------------------------------------
2059 //called when the player is starting a level (new game or new ship)
2060 void StartLevel(int random_flag)
2062 Assert(!Player_is_dead);
2064 InitPlayerPosition(random_flag);
2066 verify_console_object();
2068 ConsoleObject->control_type = CT_FLYING;
2069 ConsoleObject->movement_type = MT_PHYSICS;
2073 clear_transient_objects(0); //0 means leave proximity bombs
2075 // create_player_appearance_effect(ConsoleObject);
2076 Do_appearance_effect = 1;
2079 if (Game_mode & GM_MULTI)
2081 if (Game_mode & GM_MULTI_COOP)
2083 multi_send_position(Players[Player_num].objnum);
2084 multi_send_reappear();
2087 if (Game_mode & GM_NETWORK)
2088 network_do_frame(1, 1);
2091 ai_reset_all_paths();
2092 ai_init_boss_for_ship();
2093 clear_stuck_objects();
2096 // Note, this is only done if editor builtin. Calling this from here
2097 // will cause it to be called after the player dies, resetting the
2098 // hits for the buddy and thief. This is ok, since it will work ok
2099 // in a shipped version.
2106 Auto_fire_fusion_cannon_time = 0;
2109 Robot_firing_enabled = 1;