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)
100 #include "texmerge.h"
107 #include "controls.h"
109 #include "gamemine.h"
111 #if defined (TACTILE)
116 #include "editor/editor.h"
122 void StartNewLevelSecret(int level_num, int page_in_textures);
123 void InitPlayerPosition(int random_flag);
125 void returning_to_level_message(void);
126 void advancing_to_level_message(void);
127 void DoEndGame(void);
128 void AdvanceLevel(int secret_flag);
129 void filter_objects_from_level();
132 //Current_level_num starts at 1 for the first level
133 //-1,-2,-3 are secret levels
134 //0 means not a real level loaded
135 int Current_level_num=0,Next_level_num;
136 char Current_level_name[LEVEL_NAME_LEN];
138 // Global variables describing the player
139 int N_players=1; // Number of players ( >1 means a net game, eh?)
140 int Player_num=0; // The player number who is on the console.
141 player Players[MAX_PLAYERS+4]; // Misc player info
142 obj_position Player_init[MAX_PLAYERS];
144 // Global variables telling what sort of game we have
145 int MaxNumNetPlayers = -1;
146 int NumNetPlayerPositions = -1;
148 extern fix ThisLevelTime;
150 // Extern from game.c to fix a bug in the cockpit!
152 extern int last_drawn_cockpit[2];
153 extern int Last_level_path_created;
155 // HUD_clear_messages external, declared in gauges.h
157 extern void HUD_clear_messages(); // From hud.c
160 // Extra prototypes declared for the sake of LINT
161 void init_player_stats_new_ship(void);
162 void copy_defaults_to_robot_all(void);
164 int Do_appearance_effect=0;
166 extern int Rear_view;
168 int First_secret_visit = 1;
170 extern int descent_critical_error;
172 extern int Last_msg_ycrd;
174 //--------------------------------------------------------------------
175 void verify_console_object()
177 Assert( Player_num > -1 );
178 Assert( Players[Player_num].objnum > -1 );
179 ConsoleObject = &Objects[Players[Player_num].objnum];
180 Assert( ConsoleObject->type==OBJ_PLAYER );
181 Assert( ConsoleObject->id==Player_num );
184 int count_number_of_robots()
190 for (i=0;i<=Highest_object_index;i++) {
191 if (Objects[i].type == OBJ_ROBOT)
199 int count_number_of_hostages()
205 for (i=0;i<=Highest_object_index;i++) {
206 if (Objects[i].type == OBJ_HOSTAGE)
213 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
215 gameseq_init_network_players()
219 // Initialize network player start locations and object numbers
221 ConsoleObject = &Objects[0];
224 for (i=0;i<=Highest_object_index;i++) {
226 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
228 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
229 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
231 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
232 Objects[i].type=OBJ_PLAYER;
233 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
234 Player_init[k].pos = Objects[i].pos;
235 Player_init[k].orient = Objects[i].orient;
236 Player_init[k].segnum = Objects[i].segnum;
237 Players[k].objnum = i;
246 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
247 obj_delete(i); //kill the buddy in netgames
250 NumNetPlayerPositions = k;
253 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
254 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
256 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
257 //Int3(); // Not enough positions!!
261 if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
263 for (i=0;i<N_players;i++)
264 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
266 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!");
271 if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
273 for (i = 0; i < N_players; i++)
274 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
276 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!");
283 void gameseq_remove_unused_players()
287 // 'Remove' the unused players
290 if (Game_mode & GM_MULTI)
292 for (i=0; i < NumNetPlayerPositions; i++)
294 if ((!Players[i].connected) || (i >= N_players))
297 // mprintf((0, "Ghosting player ship %d.\n", i+1));
299 multi_make_player_ghost(i);
305 { // Note link to above if!!!
307 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
309 for (i=1; i < NumNetPlayerPositions; i++)
311 obj_delete(Players[i].objnum);
316 fix StartingShields=INITIAL_SHIELDS;
318 // Setup player for new game
319 void init_player_stats_game()
321 Players[Player_num].score = 0;
322 Players[Player_num].last_score = 0;
323 Players[Player_num].lives = INITIAL_LIVES;
324 Players[Player_num].level = 1;
326 Players[Player_num].time_level = 0;
327 Players[Player_num].time_total = 0;
328 Players[Player_num].hours_level = 0;
329 Players[Player_num].hours_total = 0;
331 Players[Player_num].energy = INITIAL_ENERGY;
332 Players[Player_num].shields = StartingShields;
333 Players[Player_num].killer_objnum = -1;
335 Players[Player_num].net_killed_total = 0;
336 Players[Player_num].net_kills_total = 0;
338 Players[Player_num].num_kills_level = 0;
339 Players[Player_num].num_kills_total = 0;
340 Players[Player_num].num_robots_level = 0;
341 Players[Player_num].num_robots_total = 0;
342 Players[Player_num].KillGoalCount = 0;
344 Players[Player_num].hostages_rescued_total = 0;
345 Players[Player_num].hostages_level = 0;
346 Players[Player_num].hostages_total = 0;
348 Players[Player_num].laser_level = 0;
349 Players[Player_num].flags = 0;
351 init_player_stats_new_ship();
353 First_secret_visit = 1;
356 void init_ammo_and_energy(void)
358 if (Players[Player_num].energy < INITIAL_ENERGY)
359 Players[Player_num].energy = INITIAL_ENERGY;
360 if (Players[Player_num].shields < StartingShields)
361 Players[Player_num].shields = StartingShields;
363 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
364 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
365 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
367 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
368 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
369 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
370 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
371 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
374 extern ubyte Last_afterburner_state;
376 // Setup player for new level (After completion of previous level)
377 void init_player_stats_level(int secret_flag)
381 Players[Player_num].last_score = Players[Player_num].score;
383 Players[Player_num].level = Current_level_num;
386 if (!Network_rejoined) {
388 Players[Player_num].time_level = 0;
389 Players[Player_num].hours_level = 0;
394 Players[Player_num].killer_objnum = -1;
396 Players[Player_num].num_kills_level = 0;
397 Players[Player_num].num_robots_level = count_number_of_robots();
398 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
400 Players[Player_num].hostages_level = count_number_of_hostages();
401 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
402 Players[Player_num].hostages_on_board = 0;
405 init_ammo_and_energy();
407 Players[Player_num].flags &= (~KEY_BLUE);
408 Players[Player_num].flags &= (~KEY_RED);
409 Players[Player_num].flags &= (~KEY_GOLD);
411 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
412 PLAYER_FLAGS_CLOAKED |
413 PLAYER_FLAGS_MAP_ALL);
415 Players[Player_num].cloak_time = 0;
416 Players[Player_num].invulnerable_time = 0;
418 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
419 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
422 Player_is_dead = 0; // Added by RH
423 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
425 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
427 Controls.afterburner_state = 0;
428 Last_afterburner_state = 0;
430 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
436 tactile_set_button_jolt();
439 Missile_viewer = NULL;
442 extern void init_ai_for_ship(void);
444 // Setup player for a brand-new ship
445 void init_player_stats_new_ship()
449 if (Newdemo_state == ND_STATE_RECORDING) {
450 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
451 newdemo_record_player_weapon(0, 0);
452 newdemo_record_player_weapon(1, 0);
455 Players[Player_num].energy = INITIAL_ENERGY;
456 Players[Player_num].shields = StartingShields;
457 Players[Player_num].laser_level = 0;
458 Players[Player_num].killer_objnum = -1;
459 Players[Player_num].hostages_on_board = 0;
461 Afterburner_charge = 0;
463 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
464 Players[Player_num].primary_ammo[i] = 0;
465 Primary_last_was_super[i] = 0;
468 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
469 Players[Player_num].secondary_ammo[i] = 0;
470 Secondary_last_was_super[i] = 0;
472 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
474 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
475 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
478 Secondary_weapon = 0;
480 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
481 PLAYER_FLAGS_AFTERBURNER |
482 PLAYER_FLAGS_CLOAKED |
483 PLAYER_FLAGS_INVULNERABLE |
484 PLAYER_FLAGS_MAP_ALL |
485 PLAYER_FLAGS_CONVERTER |
486 PLAYER_FLAGS_AMMO_RACK |
487 PLAYER_FLAGS_HEADLIGHT |
488 PLAYER_FLAGS_HEADLIGHT_ON |
491 Players[Player_num].cloak_time = 0;
492 Players[Player_num].invulnerable_time = 0;
494 Player_is_dead = 0; //player no longer dead
496 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
498 Controls.afterburner_state = 0;
499 Last_afterburner_state = 0;
501 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
503 Missile_viewer=NULL; ///reset missile camera if out there
508 tactile_set_button_jolt();
516 extern void init_stuck_objects(void);
520 extern int Slide_segs_computed;
522 //reset stuff so game is semi-normal when playing from editor
523 void editor_reset_stuff_on_level()
525 gameseq_init_network_players();
526 init_player_stats_level(0);
527 Viewer = ConsoleObject;
528 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
529 ConsoleObject->id=Player_num;
530 ConsoleObject->control_type = CT_FLYING;
531 ConsoleObject->movement_type = MT_PHYSICS;
533 verify_console_object();
534 Control_center_destroyed = 0;
535 if (Newdemo_state != ND_STATE_PLAYBACK)
536 gameseq_remove_unused_players();
538 init_robots_for_level();
542 init_player_stats_new_ship();
543 init_controlcen_for_level();
544 automap_clear_visited();
545 init_stuck_objects();
546 init_thief_for_level();
548 Slide_segs_computed = 0;
552 //do whatever needs to be done when a player dies in multiplayer
556 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
558 if (PLAYING_BUILTIN_MISSION)
559 scores_maybe_add_player(0);
561 Function_mode = FMODE_MENU;
562 Game_mode = GM_GAME_OVER;
563 longjmp( LeaveGame, 0 ); // Exit out of game loop
567 extern void do_save_game_menu();
569 //update various information about the player
570 void update_player_stats()
572 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
573 if ( Players[Player_num].time_level > i2f(3600) ) {
574 Players[Player_num].time_level -= i2f(3600);
575 Players[Player_num].hours_level++;
578 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
579 if ( Players[Player_num].time_total > i2f(3600) ) {
580 Players[Player_num].time_total -= i2f(3600);
581 Players[Player_num].hours_total++;
585 //hack to not start object when loading level
586 extern int Dont_start_sound_objects;
588 //go through this level and start any eclip sounds
589 void set_sound_sources()
594 digi_init_sounds(); //clear old sounds
596 Dont_start_sound_objects = 1;
598 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
599 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
602 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
603 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))
604 if ((sn=Effects[ec].sound_num)!=-1) {
606 int csegnum = seg->children[sidenum];
608 //check for sound on other side of wall. Don't add on
609 //both walls if sound travels through wall. If sound
610 //does travel through wall, add sound for lower-numbered
613 if (IS_CHILD(csegnum) && csegnum < segnum) {
614 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
618 csegp = &Segments[seg->children[sidenum]];
619 csidenum = find_connect_side(seg, csegp);
621 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
622 continue; //skip this one
626 compute_center_point_on_side(&pnt,seg,sidenum);
627 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
631 Dont_start_sound_objects = 0;
636 //fix flash_dist=i2f(1);
637 fix flash_dist=fl2f(.9);
639 //create flash for player appearance
640 void create_player_appearance_effect(object *player_obj)
647 int objnum = OBJECT_NUMBER(player_obj);
648 if ( (objnum < 0) || (objnum > Highest_object_index) )
649 Int3(); // See Rob, trying to track down weird network bug
653 if (player_obj == Viewer)
654 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
656 pos = player_obj->pos;
658 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
661 effect_obj->orient = player_obj->orient;
663 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
664 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, OBJECT_NUMBER(effect_obj), 0, F1_0 );
669 // New Game sequencing functions
672 //pairs of chars describing ranges
673 char playername_allowed_chars[] = "azAZ09__--";
675 int MakeNewPlayerFile(int allow_abort)
680 char text[CALLSIGN_LEN+1]="";
682 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
685 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
687 Newmenu_allowed_chars = playername_allowed_chars;
688 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
689 Newmenu_allowed_chars = NULL;
692 if ( allow_abort ) return 0;
696 if (text[0]==0) //null string
698 sprintf( filename, "%s.plr", text );
700 if (PHYSFS_exists(filename))
702 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
706 if ( !new_player_config() )
707 goto try_again; // They hit Esc during New player config
709 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
716 //Inputs the player's name, without putting up the background screen
721 int allow_abort_flag = 1;
723 if ( Players[Player_num].callsign[0] == 0 ) {
724 //---------------------------------------------------------------------
725 // Set default config options in case there is no config file
726 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
727 Config_joystick_sensitivity = 8;
728 Config_control_type =CONTROL_NONE;
729 for (i=0; i<CONTROL_MAX_TYPES; i++ )
730 for (j=0; j<MAX_CONTROLS; j++ )
731 kconfig_settings[i][j] = default_kconfig_settings[i][j];
733 //----------------------------------------------------------------
735 // Read the last player's name from config file, not lastplr.txt
736 strncpy( Players[Player_num].callsign, config_last_player.string, CALLSIGN_LEN );
738 if (config_last_player.string[0]==0)
739 allow_abort_flag = 0;
746 //if (!newmenu_get_filename(TXT_SELECT_PILOT, PLAYER_DIR "*.plr", filename, allow_abort_flag))
747 if (!newmenu_get_filename(TXT_SELECT_PILOT, /* PLAYER_DIR */ "plr", filename, allow_abort_flag))
748 goto do_menu_again; //return 0; // They hit Esc in file selector
750 newmenu_get_filename( "Select Pilot", PLAYER_DIR "*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
752 if ( filename[0] == '<' ) {
753 // They selected 'create new pilot'
754 if (!MakeNewPlayerFile(allow_abort_flag))
755 //return 0; // They hit Esc during enter name stage
758 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
761 if (read_player_file() != EZERO)
764 Auto_leveling_on = Default_leveling_on;
766 set_display_mode(Default_display_mode);
768 WriteConfigFile(); // Update lastplr
774 void free_polygon_models();
775 void load_robot_replacements(char *level_name);
777 extern int Robot_replacements_loaded;
779 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
780 void LoadLevel(int level_num,int page_in_textures)
786 save_player = Players[Player_num];
788 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
790 if (level_num<0) //secret level
791 level_name = Secret_level_names[-level_num-1];
793 level_name = Level_names[level_num-1];
795 gr_set_current_canvas(NULL);
796 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
798 Last_msg_ycrd = -1; //so we don't restore backgound under msg
800 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
801 // WIN(ShowCursorW());
804 gr_palette_load(gr_palette);
805 show_boxed_message(TXT_LOADING);
808 show_boxed_message(TXT_LOADING);
809 gr_palette_load(gr_palette);
812 load_ret = load_level(level_name); //actually load the data from disk!
815 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
817 Current_level_num=level_num;
819 // load_palette_pig(Current_level_palette); //load just the pig
821 load_palette(Current_level_palette,1,1); //don't change screen
823 load_endlevel_data(level_num);
826 load_d1_bitmap_replacements();
828 load_bitmap_replacements(level_name);
830 if (Robot_replacements_loaded) {
831 free_polygon_models();
832 read_hamfile(); //load original data
833 if (Current_mission->enhanced) {
836 extern void bm_read_extra_robots();
837 sprintf(t,"%s.ham",Current_mission_filename);
838 bm_read_extra_robots(t, Current_mission->enhanced);
841 Robot_replacements_loaded = 0;
843 load_robot_replacements(level_name);
845 if ( page_in_textures )
846 piggy_load_level_data();
849 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
851 reset_network_objects();
854 Players[Player_num] = save_player;
858 songs_play_level_song( Current_level_num );
860 clear_boxed_message(); //remove message before new palette loaded
862 gr_palette_load(gr_palette); //actually load the palette
864 // WIN(HideCursorW());
867 //sets up Player_num & ConsoleObject
868 void InitPlayerObject()
870 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
872 if (Player_num != 0 ) {
873 Players[0] = Players[Player_num];
877 Players[Player_num].objnum = 0;
879 ConsoleObject = &Objects[Players[Player_num].objnum];
881 ConsoleObject->type = OBJ_PLAYER;
882 ConsoleObject->id = Player_num;
883 ConsoleObject->control_type = CT_FLYING;
884 ConsoleObject->movement_type = MT_PHYSICS;
887 extern void game_disable_cheats();
888 extern void turn_cheats_off();
889 extern void init_seismic_disturbances(void);
890 extern int state_default_item;
892 //starts a new game on the given level
893 void StartNewGame(int start_level)
895 state_default_item = -2; // for first blind save, pick slot to save in
897 Game_mode = GM_NORMAL;
898 Function_mode = FMODE_GAME;
902 InitPlayerObject(); //make sure player's object set up
904 init_player_stats_game(); //clear all stats
908 Network_new_game = 0;
912 StartNewLevelSecret(start_level, 0);
914 StartNewLevel(start_level, 0);
916 Players[Player_num].starting_level = start_level; // Mark where they started
918 game_disable_cheats();
920 init_seismic_disturbances();
923 //@@//starts a resumed game loaded from disk
924 //@@void ResumeSavedGame(int start_level)
926 //@@ Game_mode = GM_NORMAL;
927 //@@ Function_mode = FMODE_GAME;
930 //@@ Network_new_game = 0;
932 //@@ InitPlayerObject(); //make sure player's object set up
934 //@@ StartNewLevel(start_level, 0);
936 //@@ game_disable_cheats();
940 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
943 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
945 // -----------------------------------------------------------------------------
946 // Does the bonus scoring.
947 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
948 void DoEndLevelScoreGlitz(int network)
950 int level_points, skill_points, energy_points, shield_points, hostage_points;
951 int all_hostage_points;
953 char all_hostage_text[64];
954 char endgame_text[64];
955 #define N_GLITZITEMS 11
956 char m_str[N_GLITZITEMS][30];
957 newmenu_item m[N_GLITZITEMS+1];
963 set_screen_mode(SCREEN_MENU); //go into menu mode
970 mprintf((0,"DoEndLevelScoreGlitz\n"));
972 // Compute level player is on, deal with secret levels (negative numbers)
973 mine_level = Players[Player_num].level;
975 mine_level *= -(Last_level/N_secret_levels);
977 level_points = Players[Player_num].score-Players[Player_num].last_score;
979 if (!Cheats_enabled) {
980 if (Difficulty_level > 1) {
981 skill_points = level_points*(Difficulty_level)/4;
982 skill_points -= skill_points % 100;
986 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
987 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
988 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
990 shield_points -= shield_points % 50;
991 energy_points -= energy_points % 50;
999 all_hostage_text[0] = 0;
1000 endgame_text[0] = 0;
1002 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1003 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1004 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1006 all_hostage_points = 0;
1008 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
1009 endgame_points = Players[Player_num].lives * 10000;
1010 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1013 endgame_points = is_last_level = 0;
1015 mprintf((0,"adding bonus points\n"));
1016 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1019 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
1020 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1021 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1022 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1024 sprintf(m_str[c++], "%s", all_hostage_text);
1025 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1026 sprintf(m_str[c++], "%s", endgame_text);
1028 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1029 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1031 for (i=0; i<c; i++) {
1032 m[i].type = NM_TYPE_TEXT;
1033 m[i].text = m_str[i];
1036 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
1038 if (Current_level_num < 0)
1039 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);
1041 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);
1043 Assert(c <= N_GLITZITEMS);
1045 gr_palette_fade_out(gr_palette, 32, 0);
1047 mprintf((0,"doing menu\n"));
1050 if ( network && (Game_mode & GM_NETWORK) )
1051 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1054 // NOTE LINK TO ABOVE!!!
1055 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1057 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1060 //give the player the opportunity to save his game
1061 void DoEndlevelMenu()
1063 //No between level saves......!!! state_save_all(1);
1066 // -----------------------------------------------------------------------------------------------------
1067 //called when the player is starting a level (new game or new ship)
1068 void StartSecretLevel()
1070 Assert(!Player_is_dead);
1072 InitPlayerPosition(0);
1074 verify_console_object();
1076 ConsoleObject->control_type = CT_FLYING;
1077 ConsoleObject->movement_type = MT_PHYSICS;
1079 // -- WHY? -- disable_matcens();
1080 clear_transient_objects(0); //0 means leave proximity bombs
1082 // create_player_appearance_effect(ConsoleObject);
1083 Do_appearance_effect = 1;
1085 ai_reset_all_paths();
1086 // -- NO? -- reset_time();
1089 Auto_fire_fusion_cannon_time = 0;
1092 Robot_firing_enabled = 1;
1095 extern void set_pos_from_return_segment(void);
1097 // Returns true if secret level has been destroyed.
1098 int p_secret_level_destroyed(void)
1100 if (First_secret_visit) {
1101 return 0; // Never been there, can't have been destroyed.
1103 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1112 // -----------------------------------------------------------------------------------------------------
1113 void do_secret_message(char *msg)
1119 old_fmode = Function_mode;
1120 Function_mode = FMODE_MENU;
1121 nm_messagebox(NULL, 1, TXT_OK, msg);
1122 Function_mode = old_fmode;
1125 // -----------------------------------------------------------------------------------------------------
1126 // called when the player is starting a new level for normal game mode and restore state
1127 // Need to deal with whether this is the first time coming to this level or not. If not the
1128 // first time, instead of initializing various things, need to do a game restore for all the
1129 // robots, powerups, walls, doors, etc.
1130 void StartNewLevelSecret(int level_num, int page_in_textures)
1137 m[0].type = NM_TYPE_TEXT;
1140 last_drawn_cockpit[0] = -1;
1141 last_drawn_cockpit[1] = -1;
1143 if (Newdemo_state == ND_STATE_PAUSED)
1144 Newdemo_state = ND_STATE_RECORDING;
1146 if (Newdemo_state == ND_STATE_RECORDING) {
1147 newdemo_set_new_level(level_num);
1148 newdemo_record_start_frame(FrameCount, FrameTime );
1149 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1151 gr_palette_fade_out(gr_palette, 32, 0);
1153 set_screen_mode(SCREEN_MENU); //go into menu mode
1155 if (First_secret_visit) {
1156 do_secret_message(TXT_SECRET_EXIT);
1158 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1160 do_secret_message(TXT_SECRET_EXIT);
1164 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1165 do_secret_message(text_str);
1170 LoadLevel(level_num,page_in_textures);
1172 Assert(Current_level_num == level_num); //make sure level set right
1174 Assert(Function_mode == FMODE_GAME);
1176 gameseq_init_network_players(); // Initialize the Players array for
1179 HUD_clear_messages();
1181 automap_clear_visited();
1183 // -- init_player_stats_level();
1185 Viewer = &Objects[Players[Player_num].objnum];
1187 gameseq_remove_unused_players();
1191 Control_center_destroyed = 0;
1194 reset_palette_add();
1196 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1197 init_robots_for_level();
1199 init_smega_detonates();
1202 reset_special_effects();
1205 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1207 int pw_save, sw_save;
1209 pw_save = Primary_weapon;
1210 sw_save = Secondary_weapon;
1211 state_restore_all(1, 1, PLAYER_DIR "secret.sgc");
1212 Primary_weapon = pw_save;
1213 Secondary_weapon = sw_save;
1214 reset_special_effects();
1216 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1220 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1221 do_secret_message(text_str);
1224 // -- // If file doesn't exist, it's because reactor was destroyed.
1225 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1226 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1227 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1232 if (First_secret_visit) {
1233 copy_defaults_to_robot_all();
1238 init_controlcen_for_level();
1240 // Say player can use FLASH cheat to mark path to exit.
1241 Last_level_path_created = -1;
1243 First_secret_visit = 0;
1246 int Entered_from_level;
1248 // ---------------------------------------------------------------------------------------------------------------
1249 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1250 void ExitSecretLevel(void)
1252 if (Newdemo_state == ND_STATE_PLAYBACK)
1255 if (!Control_center_destroyed) {
1256 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1259 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1261 int pw_save, sw_save;
1263 returning_to_level_message();
1264 pw_save = Primary_weapon;
1265 sw_save = Secondary_weapon;
1266 state_restore_all(1, 1, PLAYER_DIR "secret.sgb");
1267 Primary_weapon = pw_save;
1268 Secondary_weapon = sw_save;
1270 // File doesn't exist, so can't return to base level. Advance to next one.
1271 if (Entered_from_level == Last_level)
1274 advancing_to_level_message();
1275 StartNewLevel(Entered_from_level+1, 0);
1280 // ---------------------------------------------------------------------------------------------------------------
1281 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1282 // be invulnerable or cloaked.
1283 void do_cloak_invul_secret_stuff(fix old_gametime)
1285 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1288 time_used = old_gametime - Players[Player_num].invulnerable_time;
1289 Players[Player_num].invulnerable_time = GameTime - time_used;
1292 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1295 time_used = old_gametime - Players[Player_num].cloak_time;
1296 Players[Player_num].cloak_time = GameTime - time_used;
1300 // ---------------------------------------------------------------------------------------------------------------
1301 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1302 // is passing to the secret level.
1304 void EnterSecretLevel(void)
1309 Assert(! (Game_mode & GM_MULTI) );
1311 Entered_from_level = Current_level_num;
1313 if (Control_center_destroyed)
1314 DoEndLevelScoreGlitz(0);
1316 if (Newdemo_state != ND_STATE_PLAYBACK)
1317 state_save_all(0, 1, NULL, 0); // Not between levels (ie, save all), IS a secret level, NO filename override
1319 // Find secret level number to go to, stuff in Next_level_num.
1320 for (i=0; i<-Last_secret_level; i++)
1321 if (Secret_level_table[i]==Current_level_num) {
1322 Next_level_num = -(i+1);
1324 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1325 Next_level_num = -i;
1329 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1330 Next_level_num = Last_secret_level;
1332 old_gametime = GameTime;
1334 StartNewLevelSecret(Next_level_num, 1);
1336 // do_cloak_invul_stuff();
1339 //called when the player has finished a level
1340 void PlayerFinishedLevel(int secret_flag)
1342 Assert(!secret_flag);
1344 //credit the player for hostages
1345 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1347 if (Game_mode & GM_NETWORK)
1348 Players[Player_num].connected = 2; // Finished but did not die
1350 last_drawn_cockpit[0] = -1;
1351 last_drawn_cockpit[1] = -1;
1353 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1356 #if defined(D2_OEM) || defined(COMPILATION)
1357 #define MOVIE_REQUIRED 0
1359 #define MOVIE_REQUIRED 1
1363 #define ENDMOVIE "endo"
1365 #define ENDMOVIE "end"
1368 void show_order_form();
1369 extern void com_hangup(void);
1371 //called when the player has finished the last level
1372 void DoEndGame(void)
1374 mprintf((0,"DoEndGame\n"));
1376 Function_mode = FMODE_MENU;
1377 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1378 newdemo_stop_recording();
1380 set_screen_mode( SCREEN_MENU );
1382 gr_set_current_canvas(NULL);
1386 if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
1387 { //only built-in mission, & not multi
1388 int played=MOVIE_NOT_PLAYED; //default is not played
1390 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1391 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1396 songs_play_song( SONG_TITLE, 0 );
1397 do_briefing_screens("end2oem.tex",1);
1401 songs_play_song( SONG_ENDGAME, 0 );
1402 mprintf((0,"doing briefing\n"));
1403 do_briefing_screens("ending2.tex",1);
1404 mprintf((0,"briefing done\n"));
1407 } else if (!(Game_mode & GM_MULTI)) { //not multi
1408 char tname[FILENAME_LEN];
1409 sprintf(tname,"%s.tex",Current_mission_filename);
1410 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1412 //try doing special credits
1413 sprintf(tname,"%s.ctb",Current_mission_filename);
1414 credits_show(tname);
1424 if (Game_mode & GM_MULTI)
1425 multi_endlevel_score();
1428 // NOTE LINK TO ABOVE
1429 DoEndLevelScoreGlitz(0);
1431 if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1432 gr_set_current_canvas( NULL );
1433 gr_clear_canvas(BM_XRGB(0,0,0));
1435 load_palette(DEFAULT_PALETTE,0,1);
1436 scores_maybe_add_player(0);
1439 Function_mode = FMODE_MENU;
1441 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1442 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1444 Game_mode = GM_GAME_OVER;
1447 longjmp( LeaveGame, 0 ); // Exit out of game loop
1450 //called to go to the next level (if there is one)
1451 //if secret_flag is true, advance to secret level, else next normal one
1452 // Return true if game over.
1453 void AdvanceLevel(int secret_flag)
1459 mprintf((0,"AdvanceLevel\n"));
1461 Assert(!secret_flag);
1463 if (Current_level_num != Last_level) {
1465 if (Game_mode & GM_MULTI)
1466 multi_endlevel_score();
1469 // NOTE LINK TO ABOVE!!!
1470 DoEndLevelScoreGlitz(0); //give bonuses
1473 Control_center_destroyed = 0;
1476 if (Current_level_num == 0)
1477 return; //not a real level
1481 if (Game_mode & GM_MULTI) {
1482 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1483 if (result) // failed to sync
1485 if (Current_level_num == Last_level) //player has finished the game!
1486 longjmp( LeaveGame, 0 ); // Exit out of game loop
1493 if (Current_level_num == Last_level) { //player has finished the game!
1495 mprintf((0,"Finished last level!\n"));
1501 Next_level_num = Current_level_num+1; //assume go to next normal level
1503 if (!(Game_mode & GM_MULTI))
1504 DoEndlevelMenu(); // Let use save their game
1506 StartNewLevel(Next_level_num, 0);
1511 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1513 extern char last_palette_loaded[];
1515 void load_stars_palette()
1520 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1521 Assert(pcx_error == PCX_ERROR_NONE);
1523 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1526 { //remap stuff. this code is kindof a hack
1528 //now, before we bring up the menu, we need to
1529 //do some stuff to make sure the palette is ok. First, we need to
1530 //get our current palette into the 2d's array, so the remapping will
1531 //work. Second, we need to remap the fonts. Third, we need to fill
1532 //in part of the fade tables so the darkening of the menu edges works
1534 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1535 remap_fonts_and_menus(1);
1539 strcpy(last_palette_loaded,""); //force palette load next time
1543 void nm_draw_background1(char * filename);
1548 //@@ ubyte pal[256*3];
1550 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1551 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1553 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1555 nm_draw_background1(STARS_BACKGROUND);
1561 died_in_mine_message(void)
1563 // Tell the player he died in the mine, explain why
1566 if (Game_mode & GM_MULTI)
1569 gr_palette_fade_out(gr_palette, 32, 0);
1571 set_screen_mode(SCREEN_MENU); //go into menu mode
1573 gr_set_current_canvas(NULL);
1577 old_fmode = Function_mode;
1578 Function_mode = FMODE_MENU;
1579 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1580 Function_mode = old_fmode;
1583 // Called when player dies on secret level.
1584 void returning_to_level_message(void)
1590 if (Game_mode & GM_MULTI)
1593 gr_palette_fade_out(gr_palette, 32, 0);
1595 set_screen_mode(SCREEN_MENU); //go into menu mode
1597 gr_set_current_canvas(NULL);
1601 old_fmode = Function_mode;
1602 Function_mode = FMODE_MENU;
1603 sprintf(msg, "Returning to level %i", Entered_from_level);
1604 nm_messagebox(NULL, 1, TXT_OK, msg);
1605 Function_mode = old_fmode;
1608 // Called when player dies on secret level.
1609 void advancing_to_level_message(void)
1615 // Only supposed to come here from a secret level.
1616 Assert(Current_level_num < 0);
1618 if (Game_mode & GM_MULTI)
1621 gr_palette_fade_out(gr_palette, 32, 0);
1623 set_screen_mode(SCREEN_MENU); //go into menu mode
1625 gr_set_current_canvas(NULL);
1629 old_fmode = Function_mode;
1630 Function_mode = FMODE_MENU;
1631 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1632 nm_messagebox(NULL, 1, TXT_OK, msg);
1633 Function_mode = old_fmode;
1636 void digi_stop_digi_sounds();
1640 reset_palette_add();
1642 gr_palette_load (gr_palette);
1644 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1645 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1647 dead_player_end(); //terminate death sequence (if playing)
1650 if (Game_mode == GM_EDITOR) { //test mine, not real level
1651 object * playerobj = &Objects[Players[Player_num].objnum];
1652 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1653 load_level("gamesave.lvl");
1654 init_player_stats_new_ship();
1655 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1662 if ( Game_mode&GM_MULTI )
1664 multi_do_death(Players[Player_num].objnum);
1668 { //Note link to above else!
1669 Players[Player_num].lives--;
1670 if (Players[Player_num].lives == 0)
1677 if ( Control_center_destroyed ) {
1679 //clear out stuff so no bonus
1680 Players[Player_num].hostages_on_board = 0;
1681 Players[Player_num].energy = 0;
1682 Players[Player_num].shields = 0;
1683 Players[Player_num].connected = 3;
1685 died_in_mine_message(); // Give them some indication of what happened
1687 if (Current_level_num < 0) {
1688 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1690 returning_to_level_message();
1691 state_restore_all(1, 2, PLAYER_DIR "secret.sgb"); // 2 means you died
1692 set_pos_from_return_segment();
1693 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1695 advancing_to_level_message();
1696 StartNewLevel(Entered_from_level+1, 0);
1697 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1701 AdvanceLevel(0); //if finished, go on to next level
1703 init_player_stats_new_ship();
1704 last_drawn_cockpit[0] = -1;
1705 last_drawn_cockpit[1] = -1;
1708 } else if (Current_level_num < 0) {
1709 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1711 returning_to_level_message();
1712 if (!Control_center_destroyed)
1713 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1714 state_restore_all(1, 2, PLAYER_DIR "secret.sgb");
1715 set_pos_from_return_segment();
1716 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1718 died_in_mine_message(); // Give them some indication of what happened
1719 advancing_to_level_message();
1720 StartNewLevel(Entered_from_level+1, 0);
1721 init_player_stats_new_ship();
1724 init_player_stats_new_ship();
1731 extern int BigWindowSwitch;
1733 //called when the player is starting a new level for normal game mode and restore state
1734 // secret_flag set if came from a secret level
1735 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1737 if (!(Game_mode & GM_MULTI)) {
1738 last_drawn_cockpit[0] = -1;
1739 last_drawn_cockpit[1] = -1;
1744 if (Newdemo_state == ND_STATE_PAUSED)
1745 Newdemo_state = ND_STATE_RECORDING;
1747 if (Newdemo_state == ND_STATE_RECORDING) {
1748 newdemo_set_new_level(level_num);
1749 newdemo_record_start_frame(FrameCount, FrameTime );
1752 if (Game_mode & GM_MULTI)
1753 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1755 LoadLevel(level_num,page_in_textures);
1757 Assert(Current_level_num == level_num); //make sure level set right
1759 gameseq_init_network_players(); // Initialize the Players array for
1762 Viewer = &Objects[Players[Player_num].objnum];
1764 Assert(N_players <= NumNetPlayerPositions);
1765 //If this assert fails, there's not enough start positions
1768 if (Game_mode & GM_NETWORK)
1770 if(network_level_sync()) // After calling this, Player_num is set
1773 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1775 if(com_level_sync())
1780 Assert(Function_mode == FMODE_GAME);
1783 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1786 HUD_clear_messages();
1788 automap_clear_visited();
1791 if (Network_new_game == 1)
1793 Network_new_game = 0;
1794 init_player_stats_new_ship();
1797 init_player_stats_level(secret_flag);
1800 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1803 for (i = 0; i < N_players; i++)
1804 Players[i].flags |= Netgame.player_flags[i];
1807 if (Game_mode & GM_MULTI)
1809 multi_prep_level(); // Removes robots from level if necessary
1813 gameseq_remove_unused_players();
1817 Control_center_destroyed = 0;
1819 set_screen_mode(SCREEN_GAME);
1821 init_robots_for_level();
1823 init_smega_detonates();
1826 reset_palette_add();
1827 init_thief_for_level();
1828 init_stuck_objects();
1829 game_flush_inputs(); // clear out the keyboard
1830 if (!(Game_mode & GM_MULTI))
1831 filter_objects_from_level();
1835 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1836 set_highest_level(Current_level_num);
1838 read_player_file(); //get window sizes
1840 reset_special_effects();
1843 gr_remap_mono_fonts();
1844 ogl_cache_level_textures();
1849 if (Network_rejoined == 1)
1852 mprintf((0, "Restarting - joining in random location.\n"));
1854 Network_rejoined = 0;
1859 StartLevel(0); // Note link to above if!
1861 copy_defaults_to_robot_all();
1862 init_controlcen_for_level();
1864 // Say player can use FLASH cheat to mark path to exit.
1865 Last_level_path_created = -1;
1869 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1871 void bash_to_shield (int i,char *s)
1874 int type=Objects[i].id;
1877 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1880 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1883 Objects[i].id = POW_SHIELD_BOOST;
1884 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
1885 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
1889 void filter_objects_from_level()
1893 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1895 for (i=0;i<=Highest_object_index;i++)
1897 if (Objects[i].type==OBJ_POWERUP)
1898 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
1899 bash_to_shield (i,"Flag!!!!");
1906 char movie_name[FILENAME_LEN];
1907 } intro_movie[] = { { 1,"pla"},
1915 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1917 extern int MenuHiresAvailable;
1918 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
1919 extern int intro_played; //true if big intro movie played
1921 void ShowLevelIntro(int level_num)
1923 //if shareware, show a briefing?
1925 if (!(Game_mode & GM_MULTI)) {
1928 ubyte save_pal[sizeof(gr_palette)];
1930 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1932 if (PLAYING_BUILTIN_MISSION) {
1935 if (is_SHAREWARE || is_MAC_SHARE)
1938 do_briefing_screens ("brief2.tex", 1);
1942 if (level_num == 1 && !intro_played)
1943 do_briefing_screens("brief2o.tex", 1);
1945 else // full version
1947 for (i=0;i<NUM_INTRO_MOVIES;i++)
1949 if (intro_movie[i].level_num == level_num)
1952 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
1961 int hires_save=MenuHiresAvailable;
1963 if (robot_movies == 1) //lowres only
1965 MenuHiresAvailable = 0; //pretend we can't do highres
1967 if (hires_save != MenuHiresAvailable)
1968 Screen_mode = -1; //force reset
1972 do_briefing_screens ("robot.tex",level_num);
1974 MenuHiresAvailable = hires_save;
1980 else { //not the built-in mission. check for add-on briefing
1982 do_briefing_screens(Briefing_text_filename, level_num);
1984 char tname[FILENAME_LEN];
1985 sprintf(tname, "%s.tex", Current_mission_filename);
1986 do_briefing_screens(tname, level_num);
1991 memcpy(gr_palette,save_pal,sizeof(gr_palette));
1995 // ---------------------------------------------------------------------------
1996 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
1997 // Reason: On this level, if player goes to a secret level, he will be going to a different
1998 // secret level than he's ever been to before.
1999 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
2000 void maybe_set_first_secret_visit(int level_num)
2004 for (i=0; i<N_secret_levels; i++) {
2005 if (Secret_level_table[i] == level_num) {
2006 First_secret_visit = 1;
2007 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2012 //called when the player is starting a new level for normal game model
2013 // secret_flag if came from a secret level
2014 void StartNewLevel(int level_num, int secret_flag)
2018 if ((level_num > 0) && (!secret_flag)) {
2019 maybe_set_first_secret_visit(level_num);
2022 ShowLevelIntro(level_num);
2024 StartNewLevelSub(level_num, 1, secret_flag );
2028 //initialize the player object position & orientation (at start of game, or new ship)
2029 void InitPlayerPosition(int random_flag)
2034 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2036 NewPlayer = Player_num;
2038 else if (random_flag == 1)
2040 int i, closest = -1, trys=0;
2041 fix closest_dist = 0x7ffffff, dist;
2046 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2048 mprintf((1, "WARNING: There are only %d start positions!\n"));
2056 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2060 NewPlayer = d_rand() % NumNetPlayerPositions;
2063 closest_dist = 0x7fffffff;
2065 for (i=0; i<N_players; i++ ) {
2066 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2067 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
2068 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2069 if ( (dist < closest_dist) && (dist >= 0) ) {
2070 closest_dist = dist;
2076 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2077 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2080 mprintf((0, "Starting position is not being changed.\n"));
2081 goto done; // If deathmatch and not random, positions were already determined by sync packet
2083 Assert(NewPlayer >= 0);
2084 Assert(NewPlayer < NumNetPlayerPositions);
2087 ConsoleObject->pos = Player_init[NewPlayer].pos;
2088 ConsoleObject->orient = Player_init[NewPlayer].orient;
2089 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2091 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2093 obj_relink(OBJECT_NUMBER(ConsoleObject), Player_init[NewPlayer].segnum);
2098 reset_player_object();
2102 // -----------------------------------------------------------------------------------------------------
2103 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2104 // What about setting size!? Where does that come from?
2105 void copy_defaults_to_robot(object *objp)
2110 Assert(objp->type == OBJ_ROBOT);
2112 Assert(objid < N_robot_types);
2114 robptr = &Robot_info[objid];
2116 // Boost shield for Thief and Buddy based on level.
2117 objp->shields = robptr->strength;
2119 if ((robptr->thief) || (robptr->companion)) {
2120 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2122 if (robptr->companion) {
2123 // Now, scale guide-bot hits by skill level
2124 switch (Difficulty_level) {
2125 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2126 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2127 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2131 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2132 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2134 // Additional wimpification of bosses at Trainee
2135 if ((robptr->boss_flag) && (Difficulty_level == 0))
2139 // -----------------------------------------------------------------------------------------------------
2140 // Copy all values from the robot info structure to all instances of robots.
2141 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2142 // This function should be called at level load time.
2143 void copy_defaults_to_robot_all()
2147 for (i=0; i<=Highest_object_index; i++)
2148 if (Objects[i].type == OBJ_ROBOT)
2149 copy_defaults_to_robot(&Objects[i]);
2153 extern void clear_stuck_objects(void);
2155 // -----------------------------------------------------------------------------------------------------
2156 //called when the player is starting a level (new game or new ship)
2157 void StartLevel(int random_flag)
2159 Assert(!Player_is_dead);
2161 InitPlayerPosition(random_flag);
2163 verify_console_object();
2165 ConsoleObject->control_type = CT_FLYING;
2166 ConsoleObject->movement_type = MT_PHYSICS;
2170 clear_transient_objects(0); //0 means leave proximity bombs
2172 // create_player_appearance_effect(ConsoleObject);
2173 Do_appearance_effect = 1;
2176 if (Game_mode & GM_MULTI)
2178 if (Game_mode & GM_MULTI_COOP)
2180 multi_send_position(Players[Player_num].objnum);
2181 multi_send_reappear();
2184 if (Game_mode & GM_NETWORK)
2185 network_do_frame(1, 1);
2188 ai_reset_all_paths();
2189 ai_init_boss_for_ship();
2190 clear_stuck_objects();
2193 // Note, this is only done if editor builtin. Calling this from here
2194 // will cause it to be called after the player dies, resetting the
2195 // hits for the buddy and thief. This is ok, since it will work ok
2196 // in a shipped version.
2203 Auto_fire_fusion_cannon_time = 0;
2206 Robot_firing_enabled = 1;