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1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
12 */
13
14 /*
15  *
16  * Routines for EndGame, EndLevel, etc.
17  *
18  */
19
20
21 #ifdef HAVE_CONFIG_H
22 #include <conf.h>
23 #endif
24
25 #include <stdio.h>
26 #include <stdlib.h>
27 #include <string.h>
28 #if !defined(_MSC_VER) && !defined(macintosh)
29 #include <unistd.h>
30 #endif
31 #include <time.h>
32
33 #ifdef OGL
34 #include "ogl_init.h"
35 #endif
36
37 #include "inferno.h"
38 #include "vid.h"
39 #include "key.h"
40 #include "error.h"
41 #include "joy.h"
42 #include "mono.h"
43 #include "iff.h"
44 #include "pcx.h"
45 #include "timer.h"
46 #include "texmap.h"
47 #include "3d.h"
48 #include "ibitblt.h"
49 #include "u_mem.h"
50 #include "palette.h"
51 #include "args.h"
52 #include "ctype.h"
53 #include "cfile.h"
54
55 #if defined (TACTILE)
56  #include "tactile.h"
57 #endif
58
59 #ifdef EDITOR
60 #include "editor/editor.h"
61 #endif
62
63 #include "strutil.h"
64 #include "rle.h"
65
66
67 void StartNewLevelSecret(int level_num, int page_in_textures);
68 void InitPlayerPosition(int random_flag);
69 void load_stars();
70 void returning_to_level_message(void);
71 void advancing_to_level_message(void);
72 void DoEndGame(void);
73 void AdvanceLevel(int secret_flag);
74 void filter_objects_from_level();
75
76
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];
82
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];
88
89 cvar_t Player_highest_level = { "HighestLevel", "0", 0 };
90
91 // Global variables telling what sort of game we have
92 int MaxNumNetPlayers = -1;
93 int NumNetPlayerPositions = -1;
94
95 extern fix ThisLevelTime;
96
97 // Extern from game.c to fix a bug in the cockpit!
98
99 extern int last_drawn_cockpit[2];
100 extern int Last_level_path_created;
101
102 //      HUD_clear_messages external, declared in gauges.h
103 #ifndef _GAUGES_H
104 extern void HUD_clear_messages(); // From hud.c
105 #endif
106
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);
110
111 int     Do_appearance_effect=0;
112
113 extern int Rear_view;
114
115 int     First_secret_visit = 1;
116
117 extern int descent_critical_error;
118
119 extern int Last_msg_ycrd;
120
121 //--------------------------------------------------------------------
122 void verify_console_object()
123 {
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 );
129 }
130
131 int count_number_of_robots()
132 {
133         int robot_count;
134         int i;
135
136         robot_count = 0;
137         for (i=0;i<=Highest_object_index;i++) {
138                 if (Objects[i].type == OBJ_ROBOT)
139                         robot_count++;
140         }
141
142         return robot_count;
143 }
144
145
146 int count_number_of_hostages()
147 {
148         int count;
149         int i;
150
151         count = 0;
152         for (i=0;i<=Highest_object_index;i++) {
153                 if (Objects[i].type == OBJ_HOSTAGE)
154                         count++;
155         }
156
157         return count;
158 }
159
160 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
161 void
162 gameseq_init_network_players()
163 {
164         int i,k,j;
165
166         // Initialize network player start locations and object numbers
167
168         ConsoleObject = &Objects[0];
169         k = 0;
170         j = 0;
171         for (i=0;i<=Highest_object_index;i++) {
172
173                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
174                 {
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 ))) )
177                         {
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;
185                                 Objects[i].id = k;
186                                 k++;
187                         }
188                         else
189                                 obj_delete(i);
190                         j++;
191                 }
192
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
195
196         }
197         NumNetPlayerPositions = k;
198
199 #ifndef NDEBUG
200         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
201                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
202         {
203                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
204                 //Int3(); // Not enough positions!!
205         }
206 #endif
207 #ifdef NETWORK
208         if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
209          {
210           for (i=0;i<N_players;i++)
211                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
212                         {
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!");    
214                          return;
215                         }
216          }
217
218         if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
219         {
220                 for (i = 0; i < N_players; i++)
221                         if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
222                         {
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!");
224                                 return;
225                         }
226         }
227 #endif // NETWORK
228 }
229
230 void gameseq_remove_unused_players()
231 {
232         int i;
233
234         // 'Remove' the unused players
235
236 #ifdef NETWORK
237         if (Game_mode & GM_MULTI)
238         {
239                 for (i=0; i < NumNetPlayerPositions; i++)
240                 {
241                         if ((!Players[i].connected) || (i >= N_players))
242                         {
243                                 #ifndef NDEBUG
244 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
245                                 #endif
246                                 multi_make_player_ghost(i);
247                         }
248                 }
249         }
250         else
251 #endif
252         {               // Note link to above if!!!
253                 #ifndef NDEBUG
254                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
255                 #endif
256                 for (i=1; i < NumNetPlayerPositions; i++)
257                 {
258                         obj_delete(Players[i].objnum);
259                 }
260         }
261 }
262
263 fix StartingShields=INITIAL_SHIELDS;
264
265 // Setup player for new game
266 void init_player_stats_game()
267 {
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;
272
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;
277
278         Players[Player_num].energy = INITIAL_ENERGY;
279         Players[Player_num].shields = StartingShields;
280         Players[Player_num].killer_objnum = -1;
281
282         Players[Player_num].net_killed_total = 0;
283         Players[Player_num].net_kills_total = 0;
284
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;
290         
291         Players[Player_num].hostages_rescued_total = 0;
292         Players[Player_num].hostages_level = 0;
293         Players[Player_num].hostages_total = 0;
294
295         Players[Player_num].laser_level = 0;
296         Players[Player_num].flags = 0;
297
298         init_player_stats_new_ship();
299
300         First_secret_visit = 1;
301 }
302
303 void init_ammo_and_energy(void)
304 {
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;
309
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];
313
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;
319 }
320
321 extern  ubyte   Last_afterburner_state;
322
323 // Setup player for new level (After completion of previous level)
324 void init_player_stats_level(int secret_flag)
325 {
326         // int  i;
327
328         Players[Player_num].last_score = Players[Player_num].score;
329
330         Players[Player_num].level = Current_level_num;
331
332 #ifdef NETWORK
333         if (!Network_rejoined) {
334 #endif
335                 Players[Player_num].time_level = 0;
336                 Players[Player_num].hours_level = 0;
337 #ifdef NETWORK
338         }
339 #endif
340
341         Players[Player_num].killer_objnum = -1;
342
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;
346
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;
350
351         if (!secret_flag) {
352                 init_ammo_and_energy();
353
354                 Players[Player_num].flags &= (~KEY_BLUE);
355                 Players[Player_num].flags &= (~KEY_RED);
356                 Players[Player_num].flags &= (~KEY_GOLD);
357
358                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
359                                                                                                         PLAYER_FLAGS_CLOAKED |
360                                                                                                         PLAYER_FLAGS_MAP_ALL);
361
362                 Players[Player_num].cloak_time = 0;
363                 Players[Player_num].invulnerable_time = 0;
364
365                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
366                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
367         }
368
369         Player_is_dead = 0; // Added by RH
370         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
371
372         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
373
374         Controls.state[afterburner] = 0;
375         Last_afterburner_state = 0;
376
377         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
378
379         init_gauges();
380
381    #ifdef TACTILE
382                 if (TactileStick)
383                   tactile_set_button_jolt();
384         #endif
385
386         Missile_viewer = NULL;
387 }
388
389 extern  void init_ai_for_ship(void);
390
391 // Setup player for a brand-new ship
392 void init_player_stats_new_ship()
393 {
394         int     i;
395
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);
400         }
401
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;
407
408         Afterburner_charge = 0;
409
410         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
411                 Players[Player_num].primary_ammo[i] = 0;
412                 Primary_last_was_super[i] = 0;
413         }
414
415         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
416                 Players[Player_num].secondary_ammo[i] = 0;
417                 Secondary_last_was_super[i] = 0;
418         }
419         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
420
421         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
422         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
423
424         Primary_weapon = 0;
425         Secondary_weapon = 0;
426
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 |
436                                                                                                 PLAYER_FLAGS_FLAG);
437
438         Players[Player_num].cloak_time = 0;
439         Players[Player_num].invulnerable_time = 0;
440
441         Player_is_dead = 0;             //player no longer dead
442
443         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
444
445         Controls.state[afterburner] = 0;
446         Last_afterburner_state = 0;
447
448         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
449
450         Missile_viewer=NULL;            ///reset missile camera if out there
451
452    #ifdef TACTILE
453                 if (TactileStick)
454                  {
455                   tactile_set_button_jolt();
456                  }
457         #endif
458
459
460         init_ai_for_ship();
461 }
462
463 extern void init_stuck_objects(void);
464
465 #ifdef EDITOR
466
467 extern int Slide_segs_computed;
468
469 //reset stuff so game is semi-normal when playing from editor
470 void editor_reset_stuff_on_level()
471 {
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;
479         Game_suspended = 0;
480         verify_console_object();
481         Control_center_destroyed = 0;
482         if (Newdemo_state != ND_STATE_PLAYBACK)
483                 gameseq_remove_unused_players();
484         init_cockpit();
485         init_robots_for_level();
486         init_ai_objects();
487         init_morphs();
488         init_all_matcens();
489         init_player_stats_new_ship();
490         init_controlcen_for_level();
491         automap_clear_visited();
492         init_stuck_objects();
493         init_thief_for_level();
494
495         Slide_segs_computed = 0;
496 }
497 #endif
498
499 //do whatever needs to be done when a player dies in multiplayer
500
501 void DoGameOver()
502 {
503 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
504
505         if (PLAYING_BUILTIN_MISSION)
506                 scores_maybe_add_player(0);
507
508         Function_mode = FMODE_MENU;
509         Game_mode = GM_GAME_OVER;
510         longjmp( LeaveGame, 0 );                // Exit out of game loop
511
512 }
513
514 extern void do_save_game_menu();
515
516 //update various information about the player
517 void update_player_stats()
518 {
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++;
523                 }
524
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++;
529                 }
530 }
531
532 //hack to not start object when loading level
533 extern int Dont_start_sound_objects;
534
535 //go through this level and start any eclip sounds
536 void set_sound_sources()
537 {
538         int segnum,sidenum;
539         segment *seg;
540
541         digi_init_sounds();             //clear old sounds
542
543         Dont_start_sound_objects = 1;
544
545         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
546                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
547                         int tm,ec,sn;
548
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) {
552                                                 vms_vector pnt;
553                                                 int csegnum = seg->children[sidenum];
554
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
558                                                 //segment.
559
560                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
561                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
562                                                                 segment *csegp;
563                                                                 int csidenum;
564
565                                                                 csegp = &Segments[seg->children[sidenum]];
566                                                                 csidenum = find_connect_side(seg, csegp);
567
568                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
569                                                                         continue;               //skip this one
570                                                         }
571                                                 }
572
573                                                 compute_center_point_on_side(&pnt,seg,sidenum);
574                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
575                                         }
576                 }
577
578         Dont_start_sound_objects = 0;
579
580 }
581
582
583 //fix flash_dist=i2f(1);
584 fix flash_dist=fl2f(.9);
585
586 //create flash for player appearance
587 void create_player_appearance_effect(object *player_obj)
588 {
589         vms_vector pos;
590         object *effect_obj;
591
592 #ifndef NDEBUG
593         {
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
597         }
598 #endif
599
600         if (player_obj == Viewer)
601                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
602         else
603                 pos = player_obj->pos;
604
605         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
606
607         if (effect_obj) {
608                 effect_obj->orient = player_obj->orient;
609
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 );
612         }
613 }
614
615 //
616 // New Game sequencing functions
617 //
618
619 //pairs of chars describing ranges
620 char playername_allowed_chars[] = "azAZ09__--";
621
622 int RegisterPlayerSub(int allow_abort)
623 {
624         int x;
625         newmenu_item m;
626         char text[CALLSIGN_LEN+1]="";
627
628         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
629
630 try_again:
631         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
632
633         Newmenu_allowed_chars = playername_allowed_chars;
634         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
635         Newmenu_allowed_chars = NULL;
636
637         if ( x < 0 ) {
638                 if ( allow_abort )
639                         return 1;
640                 goto try_again;
641         }
642
643         if (text[0]==0) //null string
644                 goto try_again;
645
646         cmd_appendf("player %s", text);
647         cmd_queue_process();
648
649         return 1;
650 }
651
652 //Inputs the player's name, without putting up the background screen
653 int RegisterPlayer()
654 {
655         int allow_abort_flag = 1;
656
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 );
660
661                 if (config_last_player.string[0]==0)
662                         allow_abort_flag = 0;
663         }
664
665 do_menu_again:
666
667         if (!RegisterPlayerSub(allow_abort_flag))
668                 //return 0;             // They hit Esc during enter name stage
669                 goto do_menu_again;
670
671         set_display_mode(Default_display_mode);
672
673         WriteConfigFile();              // Update lastplr
674
675         return 1;
676 }
677
678
679 void free_polygon_models();
680 void load_robot_replacements(char *level_name);
681 int read_hamfile();
682 extern int Robot_replacements_loaded;
683
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)
686 {
687         char *level_name;
688         player save_player;
689         int load_ret;
690
691         save_player = Players[Player_num];      
692
693         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
694
695         if (level_num<0)                //secret level
696                 level_name = Secret_level_names[-level_num-1];
697         else                                    //normal level
698                 level_name = Level_names[level_num-1];
699
700         gr_set_current_canvas(NULL);
701         gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
702
703         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
704
705 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
706 //      WIN(ShowCursorW());
707
708 #if 1 //def OGL
709     gr_palette_load(gr_palette);
710     show_boxed_message(TXT_LOADING);
711         vid_update();
712 #else
713         show_boxed_message(TXT_LOADING);
714         gr_palette_load(gr_palette);
715 #endif
716
717         load_ret = load_level(level_name);              //actually load the data from disk!
718
719         if (load_ret)
720                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
721
722         Current_level_num=level_num;
723
724 //      load_palette_pig(Current_level_palette);                //load just the pig
725
726         load_palette(Current_level_palette,1,1);                //don't change screen
727
728         load_endlevel_data(level_num);
729
730         if (EMULATING_D1)
731                 load_d1_bitmap_replacements();
732         else
733                 load_bitmap_replacements(level_name);
734
735         if (Robot_replacements_loaded) {
736                 free_polygon_models();
737                 read_hamfile();         //load original data
738                 if (Current_mission->enhanced) {
739                         // load extra data
740                         char t[50];
741                         extern void bm_read_extra_robots();
742                         sprintf(t,"%s.ham",Current_mission_filename);
743                         bm_read_extra_robots(t, Current_mission->enhanced);
744                 }
745                 
746                 Robot_replacements_loaded = 0;
747         }
748         load_robot_replacements(level_name);
749
750         if ( page_in_textures )
751                 piggy_load_level_data();
752
753 #ifdef NETWORK
754         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
755
756         reset_network_objects();
757 #endif
758
759         Players[Player_num] = save_player;
760
761         set_sound_sources();
762
763         songs_play_level_song( Current_level_num );
764
765         clear_boxed_message();          //remove message before new palette loaded
766
767         gr_palette_load(gr_palette);            //actually load the palette
768
769 //      WIN(HideCursorW());
770 }
771
772 //sets up Player_num & ConsoleObject
773 void InitPlayerObject()
774 {
775         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
776
777         if (Player_num != 0 )   {
778                 Players[0] = Players[Player_num];
779                 Player_num = 0;
780         }
781
782         Players[Player_num].objnum = 0;
783
784         ConsoleObject = &Objects[Players[Player_num].objnum];
785
786         ConsoleObject->type                             = OBJ_PLAYER;
787         ConsoleObject->id                                       = Player_num;
788         ConsoleObject->control_type     = CT_FLYING;
789         ConsoleObject->movement_type    = MT_PHYSICS;
790 }
791
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;
796
797 //starts a new game on the given level
798 void StartNewGame(int start_level)
799 {
800         state_default_item = -2;        // for first blind save, pick slot to save in
801
802         Game_mode = GM_NORMAL;
803         Function_mode = FMODE_GAME;
804         
805         Next_level_num = 0;
806
807         InitPlayerObject();                             //make sure player's object set up
808
809         init_player_stats_game();               //clear all stats
810
811         N_players = 1;
812 #ifdef NETWORK
813         Network_new_game = 0;
814 #endif
815
816         if (start_level < 0)
817                 StartNewLevelSecret(start_level, 0);
818         else
819                 StartNewLevel(start_level, 0);
820
821         Players[Player_num].starting_level = start_level;               // Mark where they started
822
823         game_disable_cheats();
824
825         init_seismic_disturbances();
826 }
827
828 //@@//starts a resumed game loaded from disk
829 //@@void ResumeSavedGame(int start_level)
830 //@@{
831 //@@    Game_mode = GM_NORMAL;
832 //@@    Function_mode = FMODE_GAME;
833 //@@
834 //@@    N_players = 1;
835 //@@    Network_new_game = 0;
836 //@@
837 //@@    InitPlayerObject();                             //make sure player's object set up
838 //@@
839 //@@    StartNewLevel(start_level, 0);
840 //@@
841 //@@    game_disable_cheats();
842 //@@}
843
844 #ifndef _NETWORK_H
845 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
846 #endif
847
848 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
849
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)
854 {
855         int level_points, skill_points, energy_points, shield_points, hostage_points;
856         int     all_hostage_points;
857         int     endgame_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];
863         int                             i,c;
864         char                            title[128];
865         int                             is_last_level;
866         int                             mine_level;
867
868         set_screen_mode(SCREEN_MENU);           //go into menu mode
869
870    #ifdef TACTILE
871                 if (TactileStick)
872                   ClearForces();
873         #endif
874
875         mprintf((0,"DoEndLevelScoreGlitz\n"));
876
877         //      Compute level player is on, deal with secret levels (negative numbers)
878         mine_level = Players[Player_num].level;
879         if (mine_level < 0)
880                 mine_level *= -(Last_level/N_secret_levels);
881
882         level_points = Players[Player_num].score-Players[Player_num].last_score;
883
884         if (!Cheats_enabled) {
885                 if (Difficulty_level > 1) {
886                         skill_points = level_points*(Difficulty_level)/4;
887                         skill_points -= skill_points % 100;
888                 } else
889                         skill_points = 0;
890
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);
894
895                 shield_points -= shield_points % 50;
896                 energy_points -= energy_points % 50;
897         } else {
898                 skill_points = 0;
899                 shield_points = 0;
900                 energy_points = 0;
901                 hostage_points = 0;
902         }
903
904         all_hostage_text[0] = 0;
905         endgame_text[0] = 0;
906
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);
910         } else
911                 all_hostage_points = 0;
912
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);
916                 is_last_level=1;
917         } else
918                 endgame_points = is_last_level = 0;
919
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);
922
923         c = 0;
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);
928
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);
932
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);
935
936         for (i=0; i<c; i++) {
937                 m[i].type = NM_TYPE_TEXT;
938                 m[i].text = m_str[i];
939         }
940
941         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
942
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);
945         else
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);
947
948         Assert(c <= N_GLITZITEMS);
949
950         gr_palette_fade_out(gr_palette, 32, 0);
951
952         mprintf((0,"doing menu\n"));
953
954 #ifdef NETWORK
955         if ( network && (Game_mode & GM_NETWORK) )
956                 newmenu_do2(NULL, title, c, m, network_endlevel_poll2, 0, STARS_BACKGROUND);
957         else
958 #endif
959                 // NOTE LINK TO ABOVE!!!
960                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
961
962         mprintf((0,"done DoEndLevelScoreGlitz\n"));
963 }
964
965 //give the player the opportunity to save his game
966 void DoEndlevelMenu()
967 {
968 //No between level saves......!!!       state_save_all(1);
969 }
970
971 //      -----------------------------------------------------------------------------------------------------
972 //called when the player is starting a level (new game or new ship)
973 void StartSecretLevel()
974 {
975         Assert(!Player_is_dead);
976
977         InitPlayerPosition(0);
978
979         verify_console_object();
980
981         ConsoleObject->control_type     = CT_FLYING;
982         ConsoleObject->movement_type    = MT_PHYSICS;
983
984         // -- WHY? -- disable_matcens();
985         clear_transient_objects(0);             //0 means leave proximity bombs
986
987         // create_player_appearance_effect(ConsoleObject);
988         Do_appearance_effect = 1;
989
990         ai_reset_all_paths();
991         // -- NO? -- reset_time();
992
993         reset_rear_view();
994         Auto_fire_fusion_cannon_time = 0;
995         Fusion_charge = 0;
996
997         Robot_firing_enabled = 1;
998 }
999
1000 extern void set_pos_from_return_segment(void);
1001
1002 //      Returns true if secret level has been destroyed.
1003 int p_secret_level_destroyed(void)
1004 {
1005         if (First_secret_visit) {
1006                 return 0;               //      Never been there, can't have been destroyed.
1007         } else {
1008                 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1009                 {
1010                         return 0;
1011                 } else {
1012                         return 1;
1013                 }
1014         }
1015 }
1016
1017 //      -----------------------------------------------------------------------------------------------------
1018 void do_secret_message(char *msg)
1019 {
1020         int     old_fmode;
1021
1022         load_stars();
1023
1024         old_fmode = Function_mode;
1025         Function_mode = FMODE_MENU;
1026         nm_messagebox(NULL, 1, TXT_OK, msg);
1027         Function_mode = old_fmode;
1028 }
1029
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)
1036 {
1037         newmenu_item    m[1];
1038         //int i;
1039
1040         ThisLevelTime=0;
1041
1042         m[0].type = NM_TYPE_TEXT;
1043         m[0].text = " ";
1044
1045         last_drawn_cockpit[0] = -1;
1046         last_drawn_cockpit[1] = -1;
1047
1048         if (Newdemo_state == ND_STATE_PAUSED)
1049                 Newdemo_state = ND_STATE_RECORDING;
1050
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) {
1055
1056                 gr_palette_fade_out(gr_palette, 32, 0);
1057
1058                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1059
1060                 if (First_secret_visit) {
1061                         do_secret_message(TXT_SECRET_EXIT);
1062                 } else {
1063                         if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1064                         {
1065                                 do_secret_message(TXT_SECRET_EXIT);
1066                         } else {
1067                                 char    text_str[128];
1068
1069                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1070                                 do_secret_message(text_str);
1071                         }
1072                 }
1073         }
1074
1075         LoadLevel(level_num,page_in_textures);
1076
1077         Assert(Current_level_num == level_num); //make sure level set right
1078
1079         Assert(Function_mode == FMODE_GAME);
1080
1081         gameseq_init_network_players(); // Initialize the Players array for
1082                                                                                           // this level
1083
1084         HUD_clear_messages();
1085
1086         automap_clear_visited();
1087
1088         // --   init_player_stats_level();
1089
1090         Viewer = &Objects[Players[Player_num].objnum];
1091
1092         gameseq_remove_unused_players();
1093
1094         Game_suspended = 0;
1095
1096         Control_center_destroyed = 0;
1097
1098         init_cockpit();
1099         reset_palette_add();
1100
1101         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1102                 init_robots_for_level();
1103                 init_ai_objects();
1104                 init_smega_detonates();
1105                 init_morphs();
1106                 init_all_matcens();
1107                 reset_special_effects();
1108                 StartSecretLevel();
1109         } else {
1110                 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1111                 {
1112                         int     pw_save, sw_save;
1113
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();
1120                         StartSecretLevel();
1121                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1122                 } else {
1123                         char    text_str[128];
1124
1125                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1126                         do_secret_message(text_str);
1127                         return;
1128
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);
1133                         // -- return;
1134                 }
1135         }
1136
1137         if (First_secret_visit) {
1138                 copy_defaults_to_robot_all();
1139         }
1140
1141         turn_cheats_off();
1142
1143         init_controlcen_for_level();
1144
1145         //      Say player can use FLASH cheat to mark path to exit.
1146         Last_level_path_created = -1;
1147
1148         First_secret_visit = 0;
1149 }
1150
1151 int     Entered_from_level;
1152
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)
1156 {
1157         if (Newdemo_state == ND_STATE_PLAYBACK)
1158                 return;
1159
1160         if (!Control_center_destroyed) {
1161                 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1162         }
1163
1164         if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1165         {
1166                 int     pw_save, sw_save;
1167
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;
1174         } else {
1175                 // File doesn't exist, so can't return to base level.  Advance to next one.
1176                 if (Entered_from_level == Last_level)
1177                         DoEndGame();
1178                 else {
1179                         advancing_to_level_message();
1180                         StartNewLevel(Entered_from_level+1, 0);
1181                 }
1182         }
1183 }
1184
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)
1189 {
1190         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1191                 fix     time_used;
1192
1193                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1194                 Players[Player_num].invulnerable_time = GameTime - time_used;
1195         }
1196
1197         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1198                 fix     time_used;
1199
1200                 time_used = old_gametime - Players[Player_num].cloak_time;
1201                 Players[Player_num].cloak_time = GameTime - time_used;
1202         }
1203 }
1204
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.
1208 //      Do a savegame.
1209 void EnterSecretLevel(void)
1210 {
1211         fix     old_gametime;
1212         int     i;
1213
1214         Assert(! (Game_mode & GM_MULTI) );
1215
1216         Entered_from_level = Current_level_num;
1217
1218         if (Control_center_destroyed)
1219                 DoEndLevelScoreGlitz(0);
1220
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
1223
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);
1228                         break;
1229                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1230                         Next_level_num = -i;
1231                         break;
1232                 }
1233
1234         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1235                 Next_level_num = Last_secret_level;
1236
1237         old_gametime = GameTime;
1238
1239         StartNewLevelSecret(Next_level_num, 1);
1240         
1241         // do_cloak_invul_stuff();
1242 }
1243
1244 //called when the player has finished a level
1245 void PlayerFinishedLevel(int secret_flag)
1246 {
1247         Assert(!secret_flag);
1248
1249         //credit the player for hostages
1250         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1251
1252         if (Game_mode & GM_NETWORK)
1253                 Players[Player_num].connected = 2; // Finished but did not die
1254
1255         last_drawn_cockpit[0] = -1;
1256         last_drawn_cockpit[1] = -1;
1257
1258         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1259 }
1260
1261 #if defined(D2_OEM) || defined(COMPILATION)
1262 #define MOVIE_REQUIRED 0
1263 #else
1264 #define MOVIE_REQUIRED 1
1265 #endif
1266
1267 #ifdef D2_OEM
1268 #define ENDMOVIE "endo"
1269 #else
1270 #define ENDMOVIE "end"
1271 #endif
1272
1273 void show_order_form();
1274 extern void com_hangup(void);
1275
1276 //called when the player has finished the last level
1277 void DoEndGame(void)
1278 {
1279         mprintf((0,"DoEndGame\n"));
1280
1281         Function_mode = FMODE_MENU;
1282         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1283                 newdemo_stop_recording();
1284
1285         set_screen_mode( SCREEN_MENU );
1286
1287         gr_set_current_canvas(NULL);
1288
1289         key_flush();
1290
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
1294
1295                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1296                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1297                 close_subtitles();
1298                 if (!played) {
1299                         if (is_D2_OEM)
1300                         {
1301                                 songs_play_song( SONG_TITLE, 0 );
1302                                 do_briefing_screens("end2oem.tex",1);
1303                         }
1304                         else
1305                         {
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"));
1310                         }
1311                 }
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
1316
1317                 //try doing special credits
1318                 sprintf(tname,"%s.ctb",Current_mission_filename);
1319                 credits_show(tname);
1320         }
1321
1322         key_flush();
1323
1324 #ifdef SHAREWARE
1325                 show_order_form();
1326 #endif
1327
1328 #ifdef NETWORK
1329         if (Game_mode & GM_MULTI)
1330                 multi_endlevel_score();
1331         else
1332 #endif
1333                 // NOTE LINK TO ABOVE
1334                 DoEndLevelScoreGlitz(0);
1335
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));
1339                 gr_palette_clear();
1340                 load_palette(DEFAULT_PALETTE,0,1);
1341                 scores_maybe_add_player(0);
1342         }
1343
1344         Function_mode = FMODE_MENU;
1345
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
1348         else
1349                 Game_mode = GM_GAME_OVER;
1350
1351
1352         longjmp( LeaveGame, 0 );                // Exit out of game loop
1353 }
1354
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)
1359 {
1360 #ifdef NETWORK
1361         int result;
1362 #endif
1363
1364         mprintf((0,"AdvanceLevel\n"));
1365
1366         Assert(!secret_flag);
1367
1368         if (Current_level_num != Last_level) {
1369 #ifdef NETWORK
1370                 if (Game_mode & GM_MULTI)
1371                         multi_endlevel_score();         
1372                 else
1373 #endif
1374                         // NOTE LINK TO ABOVE!!!
1375                         DoEndLevelScoreGlitz(0);                //give bonuses
1376         }
1377
1378         Control_center_destroyed = 0;
1379
1380         #ifdef EDITOR
1381         if (Current_level_num == 0)
1382                 return;         //not a real level
1383         #endif
1384
1385 #ifdef NETWORK
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
1389                 {
1390                         if (Current_level_num == Last_level)            //player has finished the game!
1391                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1392                         else
1393                                 return;
1394                 }
1395         }
1396 #endif
1397
1398         if (Current_level_num == Last_level) {          //player has finished the game!
1399                 
1400                 mprintf((0,"Finished last level!\n"));
1401
1402                 DoEndGame();
1403
1404         } else {
1405
1406                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1407
1408                 if (!(Game_mode & GM_MULTI))
1409                         DoEndlevelMenu(); // Let use save their game
1410
1411                 StartNewLevel(Next_level_num, 0);
1412
1413         }
1414 }
1415
1416 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1417
1418 extern char last_palette_loaded[];
1419
1420 void load_stars_palette()
1421 {
1422         int pcx_error;
1423         ubyte pal[256*3];
1424
1425         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1426         Assert(pcx_error == PCX_ERROR_NONE);
1427
1428         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1429
1430
1431         {       //remap stuff. this code is kindof a hack
1432
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
1438
1439                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1440                 remap_fonts_and_menus(1);
1441
1442         }
1443
1444         strcpy(last_palette_loaded,"");         //force palette load next time
1445 }
1446 #endif
1447
1448 void nm_draw_background1(char * filename);
1449
1450 void load_stars()
1451 {
1452 //@@    int pcx_error;
1453 //@@    ubyte pal[256*3];
1454 //@@
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);
1457 //@@
1458 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1459
1460         nm_draw_background1(STARS_BACKGROUND);
1461
1462 }
1463
1464
1465 void
1466 died_in_mine_message(void)
1467 {
1468         // Tell the player he died in the mine, explain why
1469         int old_fmode;
1470
1471         if (Game_mode & GM_MULTI)
1472                 return;
1473
1474         gr_palette_fade_out(gr_palette, 32, 0);
1475
1476         set_screen_mode(SCREEN_MENU);           //go into menu mode
1477
1478         gr_set_current_canvas(NULL);
1479
1480         load_stars();
1481
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;
1486 }
1487
1488 //      Called when player dies on secret level.
1489 void returning_to_level_message(void)
1490 {
1491         char    msg[128];
1492
1493         int old_fmode;
1494
1495         if (Game_mode & GM_MULTI)
1496                 return;
1497
1498         gr_palette_fade_out(gr_palette, 32, 0);
1499
1500         set_screen_mode(SCREEN_MENU);           //go into menu mode
1501
1502         gr_set_current_canvas(NULL);
1503
1504         load_stars();
1505
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;
1511 }
1512
1513 //      Called when player dies on secret level.
1514 void advancing_to_level_message(void)
1515 {
1516         char    msg[128];
1517
1518         int old_fmode;
1519
1520         //      Only supposed to come here from a secret level.
1521         Assert(Current_level_num < 0);
1522
1523         if (Game_mode & GM_MULTI)
1524                 return;
1525
1526         gr_palette_fade_out(gr_palette, 32, 0);
1527
1528         set_screen_mode(SCREEN_MENU);           //go into menu mode
1529
1530         gr_set_current_canvas(NULL);
1531         
1532         load_stars();
1533
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;
1539 }
1540
1541 void digi_stop_digi_sounds();
1542
1543 void DoPlayerDead()
1544 {
1545         reset_palette_add();
1546
1547         gr_palette_load (gr_palette);
1548
1549 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1550         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1551
1552         dead_player_end();              //terminate death sequence (if playing)
1553
1554         #ifdef EDITOR
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;
1561                 StartLevel(0);
1562                 return;
1563         }
1564         #endif
1565
1566 #ifdef NETWORK
1567         if ( Game_mode&GM_MULTI )
1568         {
1569                 multi_do_death(Players[Player_num].objnum);
1570         }
1571         else
1572 #endif
1573         {                               //Note link to above else!
1574                 Players[Player_num].lives--;
1575                 if (Players[Player_num].lives == 0)
1576                 {       
1577                         DoGameOver();
1578                         return;
1579                 }
1580         }
1581                                 
1582         if ( Control_center_destroyed ) {
1583
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;
1589
1590                 died_in_mine_message(); // Give them some indication of what happened
1591
1592                 if (Current_level_num < 0) {
1593                         if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1594                         {
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.
1599                         } else {
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!
1603                         }
1604                 } else {
1605
1606                         AdvanceLevel(0);                        //if finished, go on to next level
1607
1608                         init_player_stats_new_ship();
1609                         last_drawn_cockpit[0] = -1;
1610                         last_drawn_cockpit[1] = -1;
1611                 }
1612
1613         } else if (Current_level_num < 0) {
1614                 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1615                 {
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.
1622                 } else {
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();
1627                 }
1628         } else {
1629                 init_player_stats_new_ship();
1630                 StartLevel(1);
1631         }
1632
1633         digi_sync_sounds();
1634 }
1635
1636 extern int BigWindowSwitch;
1637
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)
1641 {
1642         if (!(Game_mode & GM_MULTI)) {
1643                 last_drawn_cockpit[0] = -1;
1644                 last_drawn_cockpit[1] = -1;
1645         }
1646    BigWindowSwitch=0;
1647
1648
1649         if (Newdemo_state == ND_STATE_PAUSED)
1650                 Newdemo_state = ND_STATE_RECORDING;
1651
1652         if (Newdemo_state == ND_STATE_RECORDING) {
1653                 newdemo_set_new_level(level_num);
1654                 newdemo_record_start_frame(FrameCount, FrameTime );
1655         }
1656
1657         if (Game_mode & GM_MULTI)
1658                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1659
1660         LoadLevel(level_num,page_in_textures);
1661
1662         Assert(Current_level_num == level_num); //make sure level set right
1663
1664         gameseq_init_network_players(); // Initialize the Players array for
1665                                                                                           // this level
1666
1667         Viewer = &Objects[Players[Player_num].objnum];
1668
1669         Assert(N_players <= NumNetPlayerPositions);
1670                 //If this assert fails, there's not enough start positions
1671
1672 #ifdef NETWORK
1673         if (Game_mode & GM_NETWORK)
1674         {
1675                 if(network_level_sync()) // After calling this, Player_num is set
1676                         return;
1677         }
1678         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1679         {
1680                 if(com_level_sync())
1681                         return;
1682         }
1683 #endif
1684
1685         Assert(Function_mode == FMODE_GAME);
1686
1687         #ifndef NDEBUG
1688         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1689         #endif
1690
1691         HUD_clear_messages();
1692
1693         automap_clear_visited();
1694
1695 #ifdef NETWORK
1696         if (Network_new_game == 1)
1697         {
1698                 Network_new_game = 0;
1699                 init_player_stats_new_ship();
1700         }
1701 #endif
1702         init_player_stats_level(secret_flag);
1703
1704 #ifdef NETWORK
1705         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1706         {
1707                 int i;
1708                 for (i = 0; i < N_players; i++)
1709                         Players[i].flags |= Netgame.player_flags[i];
1710         }
1711
1712         if (Game_mode & GM_MULTI)
1713         {
1714                 multi_prep_level(); // Removes robots from level if necessary
1715         }
1716 #endif
1717
1718         gameseq_remove_unused_players();
1719
1720         Game_suspended = 0;
1721
1722         Control_center_destroyed = 0;
1723
1724         set_screen_mode(SCREEN_GAME);
1725         init_cockpit();
1726         init_robots_for_level();
1727         init_ai_objects();
1728         init_smega_detonates();
1729         init_morphs();
1730         init_all_matcens();
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();
1737
1738         turn_cheats_off();
1739
1740         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1741                 mission_write_config();
1742
1743         reset_special_effects();
1744
1745 #ifdef OGL
1746         gr_remap_mono_fonts();
1747         ogl_cache_level_textures();
1748 #endif
1749
1750
1751 #ifdef NETWORK
1752         if (Network_rejoined == 1)
1753         {
1754                 #ifndef NDEBUG
1755                 mprintf((0, "Restarting - joining in random location.\n"));
1756                 #endif
1757                 Network_rejoined = 0;
1758                 StartLevel(1);
1759         }
1760         else
1761 #endif
1762                 StartLevel(0);          // Note link to above if!
1763
1764         copy_defaults_to_robot_all();
1765         init_controlcen_for_level();
1766
1767         //      Say player can use FLASH cheat to mark path to exit.
1768         Last_level_path_created = -1;
1769 }
1770
1771 #ifdef NETWORK
1772 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1773 #endif
1774 void bash_to_shield (int i,char *s)
1775 {
1776 #ifdef NETWORK
1777         int type=Objects[i].id;
1778 #endif
1779
1780         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1781
1782 #ifdef NETWORK
1783         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1784 #endif
1785
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;
1789 }
1790
1791
1792 void filter_objects_from_level()
1793  {
1794   int i;
1795
1796   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1797
1798   for (i=0;i<=Highest_object_index;i++)
1799         {
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!!!!");
1803    }
1804
1805  }
1806
1807 struct {
1808         int     level_num;
1809         char    movie_name[FILENAME_LEN];
1810 } intro_movie[] = {     { 1,"pla"},
1811                                                         { 5,"plb"},
1812                                                         { 9,"plc"},
1813                                                         {13,"pld"},
1814                                                         {17,"ple"},
1815                                                         {21,"plf"},
1816                                                         {24,"plg"}};
1817
1818 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1819
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
1823
1824 void ShowLevelIntro(int level_num)
1825 {
1826         //if shareware, show a briefing?
1827
1828         if (!(Game_mode & GM_MULTI)) {
1829                 int i;
1830
1831                 ubyte save_pal[sizeof(gr_palette)];
1832
1833                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1834
1835                 if (PLAYING_BUILTIN_MISSION) {
1836                         int movie=0;
1837
1838                         if (is_SHAREWARE || is_MAC_SHARE)
1839                         {
1840                                 if (level_num==1)
1841                                         do_briefing_screens ("brief2.tex", 1);
1842                         }
1843                         else if (is_D2_OEM)
1844                         {
1845                                 if (level_num == 1 && !intro_played)
1846                                         do_briefing_screens("brief2o.tex", 1);
1847                         }
1848                         else // full version
1849                         {
1850                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
1851                                 {
1852                                         if (!Skip_briefing_screens && intro_movie[i].level_num == level_num)
1853                                         {
1854                                                 Screen_mode = -1;
1855                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
1856                                                 movie=1;
1857                                                 break;
1858                                         }
1859                                 }
1860
1861 #if 0
1862                                 if (robot_movies)
1863                                 {
1864                                         int hires_save=MenuHiresAvailable;
1865
1866                                         if (robot_movies == 1)          //lowres only
1867                                         {
1868                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
1869
1870                                                 if (hires_save != MenuHiresAvailable)
1871                                                         Screen_mode = -1;               //force reset
1872
1873                                         }
1874 #endif
1875                                         do_briefing_screens ("robot.tex",level_num);
1876 #if 0
1877                                         MenuHiresAvailable = hires_save;
1878                                 }
1879 #endif
1880
1881                         }
1882                 }
1883                 else {  //not the built-in mission.  check for add-on briefing
1884                         if (EMULATING_D1)
1885                                 do_briefing_screens(Briefing_text_filename, level_num);
1886                         else {
1887                                 char tname[FILENAME_LEN];
1888                                 sprintf(tname, "%s.tex", Current_mission_filename);
1889                                 do_briefing_screens(tname, level_num);
1890                         }
1891                 }
1892
1893
1894                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
1895         }
1896 }
1897
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)
1904 {
1905         int     i;
1906
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));
1911                 }
1912         }
1913 }
1914
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)
1918 {
1919         ThisLevelTime=0;
1920
1921         if ((level_num > 0) && (!secret_flag)) {
1922                 maybe_set_first_secret_visit(level_num);
1923         }
1924
1925         ShowLevelIntro(level_num);
1926
1927         StartNewLevelSub(level_num, 1, secret_flag );
1928
1929 }
1930
1931 //initialize the player object position & orientation (at start of game, or new ship)
1932 void InitPlayerPosition(int random_flag)
1933 {
1934         int NewPlayer=0;
1935
1936 #ifdef NETWORK
1937         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
1938 #endif
1939                 NewPlayer = Player_num;
1940 #ifdef NETWORK
1941         else if (random_flag == 1)
1942         {
1943                 int i, closest = -1, trys=0;
1944                 fix closest_dist = 0x7ffffff, dist;
1945
1946                 d_srand((unsigned int)clock());
1947
1948 #ifndef NDEBUG
1949                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
1950                 {
1951                         mprintf((1, "WARNING: There are only %d start positions!\n"));
1952                         //Int3();
1953                 }
1954 #endif
1955
1956                 do {
1957                         if (trys > 0)   
1958                         {
1959                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
1960                         }
1961                         trys++;
1962
1963                         NewPlayer = d_rand() % NumNetPlayerPositions;
1964
1965                         closest = -1;
1966                         closest_dist = 0x7fffffff;
1967         
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;
1974                                                 closest = i;
1975                                         }
1976                                 }
1977                         }
1978
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) );
1981         }
1982         else {
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
1985         }
1986         Assert(NewPlayer >= 0);
1987         Assert(NewPlayer < NumNetPlayerPositions);
1988 #endif
1989
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));
1993
1994         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
1995
1996         obj_relink(OBJECT_NUMBER(ConsoleObject), Player_init[NewPlayer].segnum);
1997
1998 #ifdef NETWORK
1999 done:
2000 #endif
2001         reset_player_object();
2002         reset_cruise();
2003 }
2004
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)
2009 {
2010         robot_info      *robptr;
2011         int                     objid;
2012
2013         Assert(objp->type == OBJ_ROBOT);
2014         objid = objp->id;
2015         Assert(objid < N_robot_types);
2016
2017         robptr = &Robot_info[objid];
2018
2019         //      Boost shield for Thief and Buddy based on level.
2020         objp->shields = robptr->strength;
2021
2022         if ((robptr->thief) || (robptr->companion)) {
2023                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2024
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
2031                                 default:        break;
2032                         }
2033                 }
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);
2036
2037         //      Additional wimpification of bosses at Trainee
2038         if ((robptr->boss_flag) && (Difficulty_level == 0))
2039                 objp->shields /= 2;
2040 }
2041
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()
2047 {
2048         int     i;
2049
2050         for (i=0; i<=Highest_object_index; i++)
2051                 if (Objects[i].type == OBJ_ROBOT)
2052                         copy_defaults_to_robot(&Objects[i]);
2053
2054 }
2055
2056 extern void clear_stuck_objects(void);
2057
2058 //      -----------------------------------------------------------------------------------------------------
2059 //called when the player is starting a level (new game or new ship)
2060 void StartLevel(int random_flag)
2061 {
2062         Assert(!Player_is_dead);
2063
2064         InitPlayerPosition(random_flag);
2065
2066         verify_console_object();
2067
2068         ConsoleObject->control_type     = CT_FLYING;
2069         ConsoleObject->movement_type    = MT_PHYSICS;
2070
2071         disable_matcens();
2072
2073         clear_transient_objects(0);             //0 means leave proximity bombs
2074
2075         // create_player_appearance_effect(ConsoleObject);
2076         Do_appearance_effect = 1;
2077
2078 #ifdef NETWORK
2079         if (Game_mode & GM_MULTI)
2080         {
2081                 if (Game_mode & GM_MULTI_COOP)
2082                         multi_send_score();
2083                 multi_send_position(Players[Player_num].objnum);
2084                 multi_send_reappear();
2085         }               
2086
2087         if (Game_mode & GM_NETWORK)
2088                 network_do_frame(1, 1);
2089 #endif
2090
2091         ai_reset_all_paths();
2092         ai_init_boss_for_ship();
2093         clear_stuck_objects();
2094
2095         #ifdef EDITOR
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.
2100         init_ai_objects();
2101         #endif
2102
2103         reset_time();
2104
2105         reset_rear_view();
2106         Auto_fire_fusion_cannon_time = 0;
2107         Fusion_charge = 0;
2108
2109         Robot_firing_enabled = 1;
2110 }