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1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
12 */
13
14 /*
15  *
16  * Routines for EndGame, EndLevel, etc.
17  *
18  */
19
20
21 #ifdef HAVE_CONFIG_H
22 #include <conf.h>
23 #endif
24
25 #include <stdio.h>
26 #include <stdlib.h>
27 #include <string.h>
28 #if !defined(_MSC_VER) && !defined(macintosh)
29 #include <unistd.h>
30 #endif
31 #include <time.h>
32
33 #ifdef OGL
34 #include "ogl_init.h"
35 #endif
36
37 #include "inferno.h"
38 #include "game.h"
39 #include "player.h"
40 #include "key.h"
41 #include "object.h"
42 #include "physics.h"
43 #include "error.h"
44 #include "joy.h"
45 #include "mono.h"
46 #include "iff.h"
47 #include "pcx.h"
48 #include "timer.h"
49 #include "render.h"
50 #include "laser.h"
51 #include "screens.h"
52 #include "textures.h"
53 #include "slew.h"
54 #include "gauges.h"
55 #include "texmap.h"
56 #include "3d.h"
57 #include "effects.h"
58 #include "menu.h"
59 #include "gameseg.h"
60 #include "wall.h"
61 #include "ai.h"
62 #include "fuelcen.h"
63 #include "switch.h"
64 #include "digi.h"
65 #include "gamesave.h"
66 #include "scores.h"
67 #include "ibitblt.h"
68 #include "u_mem.h"
69 #include "palette.h"
70 #include "morph.h"
71 #include "lighting.h"
72 #include "newdemo.h"
73 #include "titles.h"
74 #include "collide.h"
75 #include "weapon.h"
76 #include "sounds.h"
77 #include "args.h"
78 #include "gameseq.h"
79 #include "gamefont.h"
80 #include "newmenu.h"
81 #include "endlevel.h"
82 #ifdef NETWORK
83 #  include "multi.h"
84 #  include "network.h"
85 #  include "netmisc.h"
86 #  include "modem.h"
87 #endif
88 #include "playsave.h"
89 #include "ctype.h"
90 #include "fireball.h"
91 #include "kconfig.h"
92 #include "config.h"
93 #include "robot.h"
94 #include "automap.h"
95 #include "cntrlcen.h"
96 #include "powerup.h"
97 #include "text.h"
98 #include "cfile.h"
99 #include "piggy.h"
100 #include "texmerge.h"
101 #include "paging.h"
102 #include "mission.h"
103 #include "state.h"
104 #include "songs.h"
105 #include "gamepal.h"
106 #include "movie.h"
107 #include "controls.h"
108 #include "credits.h"
109 #include "gamemine.h"
110
111 #if defined (TACTILE)
112  #include "tactile.h"
113 #endif
114
115 #ifdef EDITOR
116 #include "editor/editor.h"
117 #endif
118
119 #include "strutil.h"
120 #include "rle.h"
121
122 void StartNewLevelSecret(int level_num, int page_in_textures);
123 void InitPlayerPosition(int random_flag);
124 void load_stars();
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();
130
131
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];
137
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];
143
144 // Global variables telling what sort of game we have
145 int MaxNumNetPlayers = -1;
146 int NumNetPlayerPositions = -1;
147
148 extern fix ThisLevelTime;
149
150 // Extern from game.c to fix a bug in the cockpit!
151
152 extern int last_drawn_cockpit[2];
153 extern int Last_level_path_created;
154
155 //      HUD_clear_messages external, declared in gauges.h
156 #ifndef _GAUGES_H
157 extern void HUD_clear_messages(); // From hud.c
158 #endif
159
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);
163
164 int     Do_appearance_effect=0;
165
166 extern int Rear_view;
167
168 int     First_secret_visit = 1;
169
170 extern int descent_critical_error;
171
172 extern int Last_msg_ycrd;
173
174 //--------------------------------------------------------------------
175 void verify_console_object()
176 {
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 );
182 }
183
184 int count_number_of_robots()
185 {
186         int robot_count;
187         int i;
188
189         robot_count = 0;
190         for (i=0;i<=Highest_object_index;i++) {
191                 if (Objects[i].type == OBJ_ROBOT)
192                         robot_count++;
193         }
194
195         return robot_count;
196 }
197
198
199 int count_number_of_hostages()
200 {
201         int count;
202         int i;
203
204         count = 0;
205         for (i=0;i<=Highest_object_index;i++) {
206                 if (Objects[i].type == OBJ_HOSTAGE)
207                         count++;
208         }
209
210         return count;
211 }
212
213 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
214 void
215 gameseq_init_network_players()
216 {
217         int i,k,j;
218
219         // Initialize network player start locations and object numbers
220
221         ConsoleObject = &Objects[0];
222         k = 0;
223         j = 0;
224         for (i=0;i<=Highest_object_index;i++) {
225
226                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
227                 {
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 ))) )
230                         {
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;
238                                 Objects[i].id = k;
239                                 k++;
240                         }
241                         else
242                                 obj_delete(i);
243                         j++;
244                 }
245
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
248
249         }
250         NumNetPlayerPositions = k;
251
252 #ifndef NDEBUG
253         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
254                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
255         {
256                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
257                 //Int3(); // Not enough positions!!
258         }
259 #endif
260 #ifdef NETWORK
261         if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
262          {
263           for (i=0;i<N_players;i++)
264                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
265                         {
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!");    
267                          return;
268                         }
269          }
270
271         if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
272         {
273                 for (i = 0; i < N_players; i++)
274                         if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
275                         {
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!");
277                                 return;
278                         }
279         }
280 #endif // NETWORK
281 }
282
283 void gameseq_remove_unused_players()
284 {
285         int i;
286
287         // 'Remove' the unused players
288
289 #ifdef NETWORK
290         if (Game_mode & GM_MULTI)
291         {
292                 for (i=0; i < NumNetPlayerPositions; i++)
293                 {
294                         if ((!Players[i].connected) || (i >= N_players))
295                         {
296                                 #ifndef NDEBUG
297 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
298                                 #endif
299                                 multi_make_player_ghost(i);
300                         }
301                 }
302         }
303         else
304 #endif
305         {               // Note link to above if!!!
306                 #ifndef NDEBUG
307                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
308                 #endif
309                 for (i=1; i < NumNetPlayerPositions; i++)
310                 {
311                         obj_delete(Players[i].objnum);
312                 }
313         }
314 }
315
316 fix StartingShields=INITIAL_SHIELDS;
317
318 // Setup player for new game
319 void init_player_stats_game()
320 {
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;
325
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;
330
331         Players[Player_num].energy = INITIAL_ENERGY;
332         Players[Player_num].shields = StartingShields;
333         Players[Player_num].killer_objnum = -1;
334
335         Players[Player_num].net_killed_total = 0;
336         Players[Player_num].net_kills_total = 0;
337
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;
343         
344         Players[Player_num].hostages_rescued_total = 0;
345         Players[Player_num].hostages_level = 0;
346         Players[Player_num].hostages_total = 0;
347
348         Players[Player_num].laser_level = 0;
349         Players[Player_num].flags = 0;
350
351         init_player_stats_new_ship();
352
353         First_secret_visit = 1;
354 }
355
356 void init_ammo_and_energy(void)
357 {
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;
362
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];
366
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;
372 }
373
374 extern  ubyte   Last_afterburner_state;
375
376 // Setup player for new level (After completion of previous level)
377 void init_player_stats_level(int secret_flag)
378 {
379         // int  i;
380
381         Players[Player_num].last_score = Players[Player_num].score;
382
383         Players[Player_num].level = Current_level_num;
384
385 #ifdef NETWORK
386         if (!Network_rejoined) {
387 #endif
388                 Players[Player_num].time_level = 0;
389                 Players[Player_num].hours_level = 0;
390 #ifdef NETWORK
391         }
392 #endif
393
394         Players[Player_num].killer_objnum = -1;
395
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;
399
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;
403
404         if (!secret_flag) {
405                 init_ammo_and_energy();
406
407                 Players[Player_num].flags &= (~KEY_BLUE);
408                 Players[Player_num].flags &= (~KEY_RED);
409                 Players[Player_num].flags &= (~KEY_GOLD);
410
411                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
412                                                                                                         PLAYER_FLAGS_CLOAKED |
413                                                                                                         PLAYER_FLAGS_MAP_ALL);
414
415                 Players[Player_num].cloak_time = 0;
416                 Players[Player_num].invulnerable_time = 0;
417
418                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
419                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
420         }
421
422         Player_is_dead = 0; // Added by RH
423         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
424
425         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
426
427         Controls.afterburner_state = 0;
428         Last_afterburner_state = 0;
429
430         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
431
432         init_gauges();
433
434    #ifdef TACTILE
435                 if (TactileStick)
436                   tactile_set_button_jolt();
437         #endif
438
439         Missile_viewer = NULL;
440 }
441
442 extern  void init_ai_for_ship(void);
443
444 // Setup player for a brand-new ship
445 void init_player_stats_new_ship()
446 {
447         int     i;
448
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);
453         }
454
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;
460
461         Afterburner_charge = 0;
462
463         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
464                 Players[Player_num].primary_ammo[i] = 0;
465                 Primary_last_was_super[i] = 0;
466         }
467
468         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
469                 Players[Player_num].secondary_ammo[i] = 0;
470                 Secondary_last_was_super[i] = 0;
471         }
472         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
473
474         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
475         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
476
477         Primary_weapon = 0;
478         Secondary_weapon = 0;
479
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 |
489                                                                                                 PLAYER_FLAGS_FLAG);
490
491         Players[Player_num].cloak_time = 0;
492         Players[Player_num].invulnerable_time = 0;
493
494         Player_is_dead = 0;             //player no longer dead
495
496         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
497
498         Controls.afterburner_state = 0;
499         Last_afterburner_state = 0;
500
501         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
502
503         Missile_viewer=NULL;            ///reset missile camera if out there
504
505    #ifdef TACTILE
506                 if (TactileStick)
507                  {
508                   tactile_set_button_jolt();
509                  }
510         #endif
511
512
513         init_ai_for_ship();
514 }
515
516 extern void init_stuck_objects(void);
517
518 #ifdef EDITOR
519
520 extern int Slide_segs_computed;
521
522 //reset stuff so game is semi-normal when playing from editor
523 void editor_reset_stuff_on_level()
524 {
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;
532         Game_suspended = 0;
533         verify_console_object();
534         Control_center_destroyed = 0;
535         if (Newdemo_state != ND_STATE_PLAYBACK)
536                 gameseq_remove_unused_players();
537         init_cockpit();
538         init_robots_for_level();
539         init_ai_objects();
540         init_morphs();
541         init_all_matcens();
542         init_player_stats_new_ship();
543         init_controlcen_for_level();
544         automap_clear_visited();
545         init_stuck_objects();
546         init_thief_for_level();
547
548         Slide_segs_computed = 0;
549 }
550 #endif
551
552 //do whatever needs to be done when a player dies in multiplayer
553
554 void DoGameOver()
555 {
556 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
557
558         if (PLAYING_BUILTIN_MISSION)
559                 scores_maybe_add_player(0);
560
561         Function_mode = FMODE_MENU;
562         Game_mode = GM_GAME_OVER;
563         longjmp( LeaveGame, 0 );                // Exit out of game loop
564
565 }
566
567 extern void do_save_game_menu();
568
569 //update various information about the player
570 void update_player_stats()
571 {
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++;
576                 }
577
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++;
582                 }
583 }
584
585 //hack to not start object when loading level
586 extern int Dont_start_sound_objects;
587
588 //go through this level and start any eclip sounds
589 void set_sound_sources()
590 {
591         int segnum,sidenum;
592         segment *seg;
593
594         digi_init_sounds();             //clear old sounds
595
596         Dont_start_sound_objects = 1;
597
598         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
599                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
600                         int tm,ec,sn;
601
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) {
605                                                 vms_vector pnt;
606                                                 int csegnum = seg->children[sidenum];
607
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
611                                                 //segment.
612
613                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
614                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
615                                                                 segment *csegp;
616                                                                 int csidenum;
617
618                                                                 csegp = &Segments[seg->children[sidenum]];
619                                                                 csidenum = find_connect_side(seg, csegp);
620
621                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
622                                                                         continue;               //skip this one
623                                                         }
624                                                 }
625
626                                                 compute_center_point_on_side(&pnt,seg,sidenum);
627                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
628                                         }
629                 }
630
631         Dont_start_sound_objects = 0;
632
633 }
634
635
636 //fix flash_dist=i2f(1);
637 fix flash_dist=fl2f(.9);
638
639 //create flash for player appearance
640 void create_player_appearance_effect(object *player_obj)
641 {
642         vms_vector pos;
643         object *effect_obj;
644
645 #ifndef NDEBUG
646         {
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
650         }
651 #endif
652
653         if (player_obj == Viewer)
654                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
655         else
656                 pos = player_obj->pos;
657
658         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
659
660         if (effect_obj) {
661                 effect_obj->orient = player_obj->orient;
662
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 );
665         }
666 }
667
668 //
669 // New Game sequencing functions
670 //
671
672 //pairs of chars describing ranges
673 char playername_allowed_chars[] = "azAZ09__--";
674
675 int MakeNewPlayerFile(int allow_abort)
676 {
677         int x;
678         char filename[14];
679         newmenu_item m;
680         char text[CALLSIGN_LEN+1]="";
681
682         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
683
684 try_again:
685         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
686
687         Newmenu_allowed_chars = playername_allowed_chars;
688         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
689         Newmenu_allowed_chars = NULL;
690
691         if ( x < 0 ) {
692                 if ( allow_abort ) return 0;
693                 goto try_again;
694         }
695
696         if (text[0]==0) //null string
697                 goto try_again;
698         sprintf( filename, "%s.plr", text );
699
700         if (PHYSFS_exists(filename))
701         {
702                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
703                 goto try_again;
704         }
705
706         if ( !new_player_config() )
707                 goto try_again;                 // They hit Esc during New player config
708
709         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
710
711         write_player_file();
712
713         return 1;
714 }
715
716 //Inputs the player's name, without putting up the background screen
717 int RegisterPlayer()
718 {
719         int i,j;
720         char filename[14];
721         int allow_abort_flag = 1;
722
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];
732                 kc_set_controls();
733                 //----------------------------------------------------------------
734
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 );
737
738                 if (config_last_player.string[0]==0)
739                         allow_abort_flag = 0;
740         }
741
742 do_menu_again:
743         ;
744
745 #ifndef APPLE_DEMO
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
749 #else
750         newmenu_get_filename( "Select Pilot", PLAYER_DIR "*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
751 #endif
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
756                         goto do_menu_again;
757         } else {
758                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
759         }
760
761         if (read_player_file() != EZERO)
762                 goto do_menu_again;
763
764         Auto_leveling_on = Default_leveling_on;
765
766         set_display_mode(Default_display_mode);
767
768         WriteConfigFile();              // Update lastplr
769
770         return 1;
771 }
772
773
774 void free_polygon_models();
775 void load_robot_replacements(char *level_name);
776 int read_hamfile();
777 extern int Robot_replacements_loaded;
778
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)
781 {
782         char *level_name;
783         player save_player;
784         int load_ret;
785
786         save_player = Players[Player_num];      
787
788         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
789
790         if (level_num<0)                //secret level
791                 level_name = Secret_level_names[-level_num-1];
792         else                                    //normal level
793                 level_name = Level_names[level_num-1];
794
795         gr_set_current_canvas(NULL);
796         gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
797
798         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
799
800 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
801 //      WIN(ShowCursorW());
802
803 #if 1 //def OGL
804     gr_palette_load(gr_palette);
805     show_boxed_message(TXT_LOADING);
806         gr_update();
807 #else
808         show_boxed_message(TXT_LOADING);
809         gr_palette_load(gr_palette);
810 #endif
811
812         load_ret = load_level(level_name);              //actually load the data from disk!
813
814         if (load_ret)
815                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
816
817         Current_level_num=level_num;
818
819 //      load_palette_pig(Current_level_palette);                //load just the pig
820
821         load_palette(Current_level_palette,1,1);                //don't change screen
822
823         load_endlevel_data(level_num);
824
825         if (EMULATING_D1)
826                 load_d1_bitmap_replacements();
827         else
828                 load_bitmap_replacements(level_name);
829
830         if (Robot_replacements_loaded) {
831                 free_polygon_models();
832                 read_hamfile();         //load original data
833                 if (Current_mission->enhanced) {
834                         // load extra data
835                         char t[50];
836                         extern void bm_read_extra_robots();
837                         sprintf(t,"%s.ham",Current_mission_filename);
838                         bm_read_extra_robots(t, Current_mission->enhanced);
839                 }
840                 
841                 Robot_replacements_loaded = 0;
842         }
843         load_robot_replacements(level_name);
844
845         if ( page_in_textures )
846                 piggy_load_level_data();
847
848 #ifdef NETWORK
849         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
850
851         reset_network_objects();
852 #endif
853
854         Players[Player_num] = save_player;
855
856         set_sound_sources();
857
858         songs_play_level_song( Current_level_num );
859
860         clear_boxed_message();          //remove message before new palette loaded
861
862         gr_palette_load(gr_palette);            //actually load the palette
863
864 //      WIN(HideCursorW());
865 }
866
867 //sets up Player_num & ConsoleObject
868 void InitPlayerObject()
869 {
870         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
871
872         if (Player_num != 0 )   {
873                 Players[0] = Players[Player_num];
874                 Player_num = 0;
875         }
876
877         Players[Player_num].objnum = 0;
878
879         ConsoleObject = &Objects[Players[Player_num].objnum];
880
881         ConsoleObject->type                             = OBJ_PLAYER;
882         ConsoleObject->id                                       = Player_num;
883         ConsoleObject->control_type     = CT_FLYING;
884         ConsoleObject->movement_type    = MT_PHYSICS;
885 }
886
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;
891
892 //starts a new game on the given level
893 void StartNewGame(int start_level)
894 {
895         state_default_item = -2;        // for first blind save, pick slot to save in
896
897         Game_mode = GM_NORMAL;
898         Function_mode = FMODE_GAME;
899         
900         Next_level_num = 0;
901
902         InitPlayerObject();                             //make sure player's object set up
903
904         init_player_stats_game();               //clear all stats
905
906         N_players = 1;
907 #ifdef NETWORK
908         Network_new_game = 0;
909 #endif
910
911         if (start_level < 0)
912                 StartNewLevelSecret(start_level, 0);
913         else
914                 StartNewLevel(start_level, 0);
915
916         Players[Player_num].starting_level = start_level;               // Mark where they started
917
918         game_disable_cheats();
919
920         init_seismic_disturbances();
921 }
922
923 //@@//starts a resumed game loaded from disk
924 //@@void ResumeSavedGame(int start_level)
925 //@@{
926 //@@    Game_mode = GM_NORMAL;
927 //@@    Function_mode = FMODE_GAME;
928 //@@
929 //@@    N_players = 1;
930 //@@    Network_new_game = 0;
931 //@@
932 //@@    InitPlayerObject();                             //make sure player's object set up
933 //@@
934 //@@    StartNewLevel(start_level, 0);
935 //@@
936 //@@    game_disable_cheats();
937 //@@}
938
939 #ifndef _NETWORK_H
940 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
941 #endif
942
943 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
944
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)
949 {
950         int level_points, skill_points, energy_points, shield_points, hostage_points;
951         int     all_hostage_points;
952         int     endgame_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];
958         int                             i,c;
959         char                            title[128];
960         int                             is_last_level;
961         int                             mine_level;
962
963         set_screen_mode(SCREEN_MENU);           //go into menu mode
964
965    #ifdef TACTILE
966                 if (TactileStick)
967                   ClearForces();
968         #endif
969
970         mprintf((0,"DoEndLevelScoreGlitz\n"));
971
972         //      Compute level player is on, deal with secret levels (negative numbers)
973         mine_level = Players[Player_num].level;
974         if (mine_level < 0)
975                 mine_level *= -(Last_level/N_secret_levels);
976
977         level_points = Players[Player_num].score-Players[Player_num].last_score;
978
979         if (!Cheats_enabled) {
980                 if (Difficulty_level > 1) {
981                         skill_points = level_points*(Difficulty_level)/4;
982                         skill_points -= skill_points % 100;
983                 } else
984                         skill_points = 0;
985
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);
989
990                 shield_points -= shield_points % 50;
991                 energy_points -= energy_points % 50;
992         } else {
993                 skill_points = 0;
994                 shield_points = 0;
995                 energy_points = 0;
996                 hostage_points = 0;
997         }
998
999         all_hostage_text[0] = 0;
1000         endgame_text[0] = 0;
1001
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);
1005         } else
1006                 all_hostage_points = 0;
1007
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);
1011                 is_last_level=1;
1012         } else
1013                 endgame_points = is_last_level = 0;
1014
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);
1017
1018         c = 0;
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);
1023
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);
1027
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);
1030
1031         for (i=0; i<c; i++) {
1032                 m[i].type = NM_TYPE_TEXT;
1033                 m[i].text = m_str[i];
1034         }
1035
1036         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1037
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);
1040         else
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);
1042
1043         Assert(c <= N_GLITZITEMS);
1044
1045         gr_palette_fade_out(gr_palette, 32, 0);
1046
1047         mprintf((0,"doing menu\n"));
1048
1049 #ifdef NETWORK
1050         if ( network && (Game_mode & GM_NETWORK) )
1051                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1052         else
1053 #endif
1054                 // NOTE LINK TO ABOVE!!!
1055                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1056
1057         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1058 }
1059
1060 //give the player the opportunity to save his game
1061 void DoEndlevelMenu()
1062 {
1063 //No between level saves......!!!       state_save_all(1);
1064 }
1065
1066 //      -----------------------------------------------------------------------------------------------------
1067 //called when the player is starting a level (new game or new ship)
1068 void StartSecretLevel()
1069 {
1070         Assert(!Player_is_dead);
1071
1072         InitPlayerPosition(0);
1073
1074         verify_console_object();
1075
1076         ConsoleObject->control_type     = CT_FLYING;
1077         ConsoleObject->movement_type    = MT_PHYSICS;
1078
1079         // -- WHY? -- disable_matcens();
1080         clear_transient_objects(0);             //0 means leave proximity bombs
1081
1082         // create_player_appearance_effect(ConsoleObject);
1083         Do_appearance_effect = 1;
1084
1085         ai_reset_all_paths();
1086         // -- NO? -- reset_time();
1087
1088         reset_rear_view();
1089         Auto_fire_fusion_cannon_time = 0;
1090         Fusion_charge = 0;
1091
1092         Robot_firing_enabled = 1;
1093 }
1094
1095 extern void set_pos_from_return_segment(void);
1096
1097 //      Returns true if secret level has been destroyed.
1098 int p_secret_level_destroyed(void)
1099 {
1100         if (First_secret_visit) {
1101                 return 0;               //      Never been there, can't have been destroyed.
1102         } else {
1103                 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1104                 {
1105                         return 0;
1106                 } else {
1107                         return 1;
1108                 }
1109         }
1110 }
1111
1112 //      -----------------------------------------------------------------------------------------------------
1113 void do_secret_message(char *msg)
1114 {
1115         int     old_fmode;
1116
1117         load_stars();
1118
1119         old_fmode = Function_mode;
1120         Function_mode = FMODE_MENU;
1121         nm_messagebox(NULL, 1, TXT_OK, msg);
1122         Function_mode = old_fmode;
1123 }
1124
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)
1131 {
1132         newmenu_item    m[1];
1133         //int i;
1134
1135         ThisLevelTime=0;
1136
1137         m[0].type = NM_TYPE_TEXT;
1138         m[0].text = " ";
1139
1140         last_drawn_cockpit[0] = -1;
1141         last_drawn_cockpit[1] = -1;
1142
1143         if (Newdemo_state == ND_STATE_PAUSED)
1144                 Newdemo_state = ND_STATE_RECORDING;
1145
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) {
1150
1151                 gr_palette_fade_out(gr_palette, 32, 0);
1152
1153                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1154
1155                 if (First_secret_visit) {
1156                         do_secret_message(TXT_SECRET_EXIT);
1157                 } else {
1158                         if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1159                         {
1160                                 do_secret_message(TXT_SECRET_EXIT);
1161                         } else {
1162                                 char    text_str[128];
1163
1164                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1165                                 do_secret_message(text_str);
1166                         }
1167                 }
1168         }
1169
1170         LoadLevel(level_num,page_in_textures);
1171
1172         Assert(Current_level_num == level_num); //make sure level set right
1173
1174         Assert(Function_mode == FMODE_GAME);
1175
1176         gameseq_init_network_players(); // Initialize the Players array for
1177                                                                                           // this level
1178
1179         HUD_clear_messages();
1180
1181         automap_clear_visited();
1182
1183         // --   init_player_stats_level();
1184
1185         Viewer = &Objects[Players[Player_num].objnum];
1186
1187         gameseq_remove_unused_players();
1188
1189         Game_suspended = 0;
1190
1191         Control_center_destroyed = 0;
1192
1193         init_cockpit();
1194         reset_palette_add();
1195
1196         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1197                 init_robots_for_level();
1198                 init_ai_objects();
1199                 init_smega_detonates();
1200                 init_morphs();
1201                 init_all_matcens();
1202                 reset_special_effects();
1203                 StartSecretLevel();
1204         } else {
1205                 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1206                 {
1207                         int     pw_save, sw_save;
1208
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();
1215                         StartSecretLevel();
1216                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1217                 } else {
1218                         char    text_str[128];
1219
1220                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1221                         do_secret_message(text_str);
1222                         return;
1223
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);
1228                         // -- return;
1229                 }
1230         }
1231
1232         if (First_secret_visit) {
1233                 copy_defaults_to_robot_all();
1234         }
1235
1236         turn_cheats_off();
1237
1238         init_controlcen_for_level();
1239
1240         //      Say player can use FLASH cheat to mark path to exit.
1241         Last_level_path_created = -1;
1242
1243         First_secret_visit = 0;
1244 }
1245
1246 int     Entered_from_level;
1247
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)
1251 {
1252         if (Newdemo_state == ND_STATE_PLAYBACK)
1253                 return;
1254
1255         if (!Control_center_destroyed) {
1256                 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1257         }
1258
1259         if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1260         {
1261                 int     pw_save, sw_save;
1262
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;
1269         } else {
1270                 // File doesn't exist, so can't return to base level.  Advance to next one.
1271                 if (Entered_from_level == Last_level)
1272                         DoEndGame();
1273                 else {
1274                         advancing_to_level_message();
1275                         StartNewLevel(Entered_from_level+1, 0);
1276                 }
1277         }
1278 }
1279
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)
1284 {
1285         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1286                 fix     time_used;
1287
1288                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1289                 Players[Player_num].invulnerable_time = GameTime - time_used;
1290         }
1291
1292         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1293                 fix     time_used;
1294
1295                 time_used = old_gametime - Players[Player_num].cloak_time;
1296                 Players[Player_num].cloak_time = GameTime - time_used;
1297         }
1298 }
1299
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.
1303 //      Do a savegame.
1304 void EnterSecretLevel(void)
1305 {
1306         fix     old_gametime;
1307         int     i;
1308
1309         Assert(! (Game_mode & GM_MULTI) );
1310
1311         Entered_from_level = Current_level_num;
1312
1313         if (Control_center_destroyed)
1314                 DoEndLevelScoreGlitz(0);
1315
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
1318
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);
1323                         break;
1324                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1325                         Next_level_num = -i;
1326                         break;
1327                 }
1328
1329         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1330                 Next_level_num = Last_secret_level;
1331
1332         old_gametime = GameTime;
1333
1334         StartNewLevelSecret(Next_level_num, 1);
1335         
1336         // do_cloak_invul_stuff();
1337 }
1338
1339 //called when the player has finished a level
1340 void PlayerFinishedLevel(int secret_flag)
1341 {
1342         Assert(!secret_flag);
1343
1344         //credit the player for hostages
1345         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1346
1347         if (Game_mode & GM_NETWORK)
1348                 Players[Player_num].connected = 2; // Finished but did not die
1349
1350         last_drawn_cockpit[0] = -1;
1351         last_drawn_cockpit[1] = -1;
1352
1353         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1354 }
1355
1356 #if defined(D2_OEM) || defined(COMPILATION)
1357 #define MOVIE_REQUIRED 0
1358 #else
1359 #define MOVIE_REQUIRED 1
1360 #endif
1361
1362 #ifdef D2_OEM
1363 #define ENDMOVIE "endo"
1364 #else
1365 #define ENDMOVIE "end"
1366 #endif
1367
1368 void show_order_form();
1369 extern void com_hangup(void);
1370
1371 //called when the player has finished the last level
1372 void DoEndGame(void)
1373 {
1374         mprintf((0,"DoEndGame\n"));
1375
1376         Function_mode = FMODE_MENU;
1377         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1378                 newdemo_stop_recording();
1379
1380         set_screen_mode( SCREEN_MENU );
1381
1382         gr_set_current_canvas(NULL);
1383
1384         key_flush();
1385
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
1389
1390                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1391                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1392                 close_subtitles();
1393                 if (!played) {
1394                         if (is_D2_OEM)
1395                         {
1396                                 songs_play_song( SONG_TITLE, 0 );
1397                                 do_briefing_screens("end2oem.tex",1);
1398                         }
1399                         else
1400                         {
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"));
1405                         }
1406                 }
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
1411
1412                 //try doing special credits
1413                 sprintf(tname,"%s.ctb",Current_mission_filename);
1414                 credits_show(tname);
1415         }
1416
1417         key_flush();
1418
1419 #ifdef SHAREWARE
1420                 show_order_form();
1421 #endif
1422
1423 #ifdef NETWORK
1424         if (Game_mode & GM_MULTI)
1425                 multi_endlevel_score();
1426         else
1427 #endif
1428                 // NOTE LINK TO ABOVE
1429                 DoEndLevelScoreGlitz(0);
1430
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));
1434                 gr_palette_clear();
1435                 load_palette(DEFAULT_PALETTE,0,1);
1436                 scores_maybe_add_player(0);
1437         }
1438
1439         Function_mode = FMODE_MENU;
1440
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
1443         else
1444                 Game_mode = GM_GAME_OVER;
1445
1446
1447         longjmp( LeaveGame, 0 );                // Exit out of game loop
1448 }
1449
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)
1454 {
1455 #ifdef NETWORK
1456         int result;
1457 #endif
1458
1459         mprintf((0,"AdvanceLevel\n"));
1460
1461         Assert(!secret_flag);
1462
1463         if (Current_level_num != Last_level) {
1464 #ifdef NETWORK
1465                 if (Game_mode & GM_MULTI)
1466                         multi_endlevel_score();         
1467                 else
1468 #endif
1469                         // NOTE LINK TO ABOVE!!!
1470                         DoEndLevelScoreGlitz(0);                //give bonuses
1471         }
1472
1473         Control_center_destroyed = 0;
1474
1475         #ifdef EDITOR
1476         if (Current_level_num == 0)
1477                 return;         //not a real level
1478         #endif
1479
1480 #ifdef NETWORK
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
1484                 {
1485                         if (Current_level_num == Last_level)            //player has finished the game!
1486                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1487                         else
1488                                 return;
1489                 }
1490         }
1491 #endif
1492
1493         if (Current_level_num == Last_level) {          //player has finished the game!
1494                 
1495                 mprintf((0,"Finished last level!\n"));
1496
1497                 DoEndGame();
1498
1499         } else {
1500
1501                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1502
1503                 if (!(Game_mode & GM_MULTI))
1504                         DoEndlevelMenu(); // Let use save their game
1505
1506                 StartNewLevel(Next_level_num, 0);
1507
1508         }
1509 }
1510
1511 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1512
1513 extern char last_palette_loaded[];
1514
1515 void load_stars_palette()
1516 {
1517         int pcx_error;
1518         ubyte pal[256*3];
1519
1520         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1521         Assert(pcx_error == PCX_ERROR_NONE);
1522
1523         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1524
1525
1526         {       //remap stuff. this code is kindof a hack
1527
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
1533
1534                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1535                 remap_fonts_and_menus(1);
1536
1537         }
1538
1539         strcpy(last_palette_loaded,"");         //force palette load next time
1540 }
1541 #endif
1542
1543 void nm_draw_background1(char * filename);
1544
1545 void load_stars()
1546 {
1547 //@@    int pcx_error;
1548 //@@    ubyte pal[256*3];
1549 //@@
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);
1552 //@@
1553 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1554
1555         nm_draw_background1(STARS_BACKGROUND);
1556
1557 }
1558
1559
1560 void
1561 died_in_mine_message(void)
1562 {
1563         // Tell the player he died in the mine, explain why
1564         int old_fmode;
1565
1566         if (Game_mode & GM_MULTI)
1567                 return;
1568
1569         gr_palette_fade_out(gr_palette, 32, 0);
1570
1571         set_screen_mode(SCREEN_MENU);           //go into menu mode
1572
1573         gr_set_current_canvas(NULL);
1574
1575         load_stars();
1576
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;
1581 }
1582
1583 //      Called when player dies on secret level.
1584 void returning_to_level_message(void)
1585 {
1586         char    msg[128];
1587
1588         int old_fmode;
1589
1590         if (Game_mode & GM_MULTI)
1591                 return;
1592
1593         gr_palette_fade_out(gr_palette, 32, 0);
1594
1595         set_screen_mode(SCREEN_MENU);           //go into menu mode
1596
1597         gr_set_current_canvas(NULL);
1598
1599         load_stars();
1600
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;
1606 }
1607
1608 //      Called when player dies on secret level.
1609 void advancing_to_level_message(void)
1610 {
1611         char    msg[128];
1612
1613         int old_fmode;
1614
1615         //      Only supposed to come here from a secret level.
1616         Assert(Current_level_num < 0);
1617
1618         if (Game_mode & GM_MULTI)
1619                 return;
1620
1621         gr_palette_fade_out(gr_palette, 32, 0);
1622
1623         set_screen_mode(SCREEN_MENU);           //go into menu mode
1624
1625         gr_set_current_canvas(NULL);
1626         
1627         load_stars();
1628
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;
1634 }
1635
1636 void digi_stop_digi_sounds();
1637
1638 void DoPlayerDead()
1639 {
1640         reset_palette_add();
1641
1642         gr_palette_load (gr_palette);
1643
1644 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1645         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1646
1647         dead_player_end();              //terminate death sequence (if playing)
1648
1649         #ifdef EDITOR
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;
1656                 StartLevel(0);
1657                 return;
1658         }
1659         #endif
1660
1661 #ifdef NETWORK
1662         if ( Game_mode&GM_MULTI )
1663         {
1664                 multi_do_death(Players[Player_num].objnum);
1665         }
1666         else
1667 #endif
1668         {                               //Note link to above else!
1669                 Players[Player_num].lives--;
1670                 if (Players[Player_num].lives == 0)
1671                 {       
1672                         DoGameOver();
1673                         return;
1674                 }
1675         }
1676                                 
1677         if ( Control_center_destroyed ) {
1678
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;
1684
1685                 died_in_mine_message(); // Give them some indication of what happened
1686
1687                 if (Current_level_num < 0) {
1688                         if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1689                         {
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.
1694                         } else {
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!
1698                         }
1699                 } else {
1700
1701                         AdvanceLevel(0);                        //if finished, go on to next level
1702
1703                         init_player_stats_new_ship();
1704                         last_drawn_cockpit[0] = -1;
1705                         last_drawn_cockpit[1] = -1;
1706                 }
1707
1708         } else if (Current_level_num < 0) {
1709                 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1710                 {
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.
1717                 } else {
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();
1722                 }
1723         } else {
1724                 init_player_stats_new_ship();
1725                 StartLevel(1);
1726         }
1727
1728         digi_sync_sounds();
1729 }
1730
1731 extern int BigWindowSwitch;
1732
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)
1736 {
1737         if (!(Game_mode & GM_MULTI)) {
1738                 last_drawn_cockpit[0] = -1;
1739                 last_drawn_cockpit[1] = -1;
1740         }
1741    BigWindowSwitch=0;
1742
1743
1744         if (Newdemo_state == ND_STATE_PAUSED)
1745                 Newdemo_state = ND_STATE_RECORDING;
1746
1747         if (Newdemo_state == ND_STATE_RECORDING) {
1748                 newdemo_set_new_level(level_num);
1749                 newdemo_record_start_frame(FrameCount, FrameTime );
1750         }
1751
1752         if (Game_mode & GM_MULTI)
1753                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1754
1755         LoadLevel(level_num,page_in_textures);
1756
1757         Assert(Current_level_num == level_num); //make sure level set right
1758
1759         gameseq_init_network_players(); // Initialize the Players array for
1760                                                                                           // this level
1761
1762         Viewer = &Objects[Players[Player_num].objnum];
1763
1764         Assert(N_players <= NumNetPlayerPositions);
1765                 //If this assert fails, there's not enough start positions
1766
1767 #ifdef NETWORK
1768         if (Game_mode & GM_NETWORK)
1769         {
1770                 if(network_level_sync()) // After calling this, Player_num is set
1771                         return;
1772         }
1773         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1774         {
1775                 if(com_level_sync())
1776                         return;
1777         }
1778 #endif
1779
1780         Assert(Function_mode == FMODE_GAME);
1781
1782         #ifndef NDEBUG
1783         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1784         #endif
1785
1786         HUD_clear_messages();
1787
1788         automap_clear_visited();
1789
1790 #ifdef NETWORK
1791         if (Network_new_game == 1)
1792         {
1793                 Network_new_game = 0;
1794                 init_player_stats_new_ship();
1795         }
1796 #endif
1797         init_player_stats_level(secret_flag);
1798
1799 #ifdef NETWORK
1800         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1801         {
1802                 int i;
1803                 for (i = 0; i < N_players; i++)
1804                         Players[i].flags |= Netgame.player_flags[i];
1805         }
1806
1807         if (Game_mode & GM_MULTI)
1808         {
1809                 multi_prep_level(); // Removes robots from level if necessary
1810         }
1811 #endif
1812
1813         gameseq_remove_unused_players();
1814
1815         Game_suspended = 0;
1816
1817         Control_center_destroyed = 0;
1818
1819         set_screen_mode(SCREEN_GAME);
1820         init_cockpit();
1821         init_robots_for_level();
1822         init_ai_objects();
1823         init_smega_detonates();
1824         init_morphs();
1825         init_all_matcens();
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();
1832
1833         turn_cheats_off();
1834
1835         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1836                 set_highest_level(Current_level_num);
1837         else
1838                 read_player_file();             //get window sizes
1839
1840         reset_special_effects();
1841
1842 #ifdef OGL
1843         gr_remap_mono_fonts();
1844         ogl_cache_level_textures();
1845 #endif
1846
1847
1848 #ifdef NETWORK
1849         if (Network_rejoined == 1)
1850         {
1851                 #ifndef NDEBUG
1852                 mprintf((0, "Restarting - joining in random location.\n"));
1853                 #endif
1854                 Network_rejoined = 0;
1855                 StartLevel(1);
1856         }
1857         else
1858 #endif
1859                 StartLevel(0);          // Note link to above if!
1860
1861         copy_defaults_to_robot_all();
1862         init_controlcen_for_level();
1863
1864         //      Say player can use FLASH cheat to mark path to exit.
1865         Last_level_path_created = -1;
1866 }
1867
1868 #ifdef NETWORK
1869 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1870 #endif
1871 void bash_to_shield (int i,char *s)
1872 {
1873 #ifdef NETWORK
1874         int type=Objects[i].id;
1875 #endif
1876
1877         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1878
1879 #ifdef NETWORK
1880         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1881 #endif
1882
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;
1886 }
1887
1888
1889 void filter_objects_from_level()
1890  {
1891   int i;
1892
1893   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1894
1895   for (i=0;i<=Highest_object_index;i++)
1896         {
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!!!!");
1900    }
1901
1902  }
1903
1904 struct {
1905         int     level_num;
1906         char    movie_name[FILENAME_LEN];
1907 } intro_movie[] = {     { 1,"pla"},
1908                                                         { 5,"plb"},
1909                                                         { 9,"plc"},
1910                                                         {13,"pld"},
1911                                                         {17,"ple"},
1912                                                         {21,"plf"},
1913                                                         {24,"plg"}};
1914
1915 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1916
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
1920
1921 void ShowLevelIntro(int level_num)
1922 {
1923         //if shareware, show a briefing?
1924
1925         if (!(Game_mode & GM_MULTI)) {
1926                 int i;
1927
1928                 ubyte save_pal[sizeof(gr_palette)];
1929
1930                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1931
1932                 if (PLAYING_BUILTIN_MISSION) {
1933                         int movie=0;
1934
1935                         if (is_SHAREWARE || is_MAC_SHARE)
1936                         {
1937                                 if (level_num==1)
1938                                         do_briefing_screens ("brief2.tex", 1);
1939                         }
1940                         else if (is_D2_OEM)
1941                         {
1942                                 if (level_num == 1 && !intro_played)
1943                                         do_briefing_screens("brief2o.tex", 1);
1944                         }
1945                         else // full version
1946                         {
1947                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
1948                                 {
1949                                         if (intro_movie[i].level_num == level_num)
1950                                         {
1951                                                 Screen_mode = -1;
1952                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
1953                                                 movie=1;
1954                                                 break;
1955                                         }
1956                                 }
1957
1958 #if 0
1959                                 if (robot_movies)
1960                                 {
1961                                         int hires_save=MenuHiresAvailable;
1962
1963                                         if (robot_movies == 1)          //lowres only
1964                                         {
1965                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
1966
1967                                                 if (hires_save != MenuHiresAvailable)
1968                                                         Screen_mode = -1;               //force reset
1969
1970                                         }
1971 #endif
1972                                         do_briefing_screens ("robot.tex",level_num);
1973 #if 0
1974                                         MenuHiresAvailable = hires_save;
1975                                 }
1976 #endif
1977
1978                         }
1979                 }
1980                 else {  //not the built-in mission.  check for add-on briefing
1981                         if (EMULATING_D1)
1982                                 do_briefing_screens(Briefing_text_filename, level_num);
1983                         else {
1984                                 char tname[FILENAME_LEN];
1985                                 sprintf(tname, "%s.tex", Current_mission_filename);
1986                                 do_briefing_screens(tname, level_num);
1987                         }
1988                 }
1989
1990
1991                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
1992         }
1993 }
1994
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)
2001 {
2002         int     i;
2003
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));
2008                 }
2009         }
2010 }
2011
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)
2015 {
2016         ThisLevelTime=0;
2017
2018         if ((level_num > 0) && (!secret_flag)) {
2019                 maybe_set_first_secret_visit(level_num);
2020         }
2021
2022         ShowLevelIntro(level_num);
2023
2024         StartNewLevelSub(level_num, 1, secret_flag );
2025
2026 }
2027
2028 //initialize the player object position & orientation (at start of game, or new ship)
2029 void InitPlayerPosition(int random_flag)
2030 {
2031         int NewPlayer=0;
2032
2033 #ifdef NETWORK
2034         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2035 #endif
2036                 NewPlayer = Player_num;
2037 #ifdef NETWORK
2038         else if (random_flag == 1)
2039         {
2040                 int i, closest = -1, trys=0;
2041                 fix closest_dist = 0x7ffffff, dist;
2042
2043                 d_srand(clock());
2044
2045 #ifndef NDEBUG
2046                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2047                 {
2048                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2049                         //Int3();
2050                 }
2051 #endif
2052
2053                 do {
2054                         if (trys > 0)   
2055                         {
2056                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2057                         }
2058                         trys++;
2059
2060                         NewPlayer = d_rand() % NumNetPlayerPositions;
2061
2062                         closest = -1;
2063                         closest_dist = 0x7fffffff;
2064         
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;
2071                                                 closest = i;
2072                                         }
2073                                 }
2074                         }
2075
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) );
2078         }
2079         else {
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
2082         }
2083         Assert(NewPlayer >= 0);
2084         Assert(NewPlayer < NumNetPlayerPositions);
2085 #endif
2086
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));
2090
2091         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2092
2093         obj_relink(OBJECT_NUMBER(ConsoleObject), Player_init[NewPlayer].segnum);
2094
2095 #ifdef NETWORK
2096 done:
2097 #endif
2098         reset_player_object();
2099         reset_cruise();
2100 }
2101
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)
2106 {
2107         robot_info      *robptr;
2108         int                     objid;
2109
2110         Assert(objp->type == OBJ_ROBOT);
2111         objid = objp->id;
2112         Assert(objid < N_robot_types);
2113
2114         robptr = &Robot_info[objid];
2115
2116         //      Boost shield for Thief and Buddy based on level.
2117         objp->shields = robptr->strength;
2118
2119         if ((robptr->thief) || (robptr->companion)) {
2120                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2121
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
2128                                 default:        break;
2129                         }
2130                 }
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);
2133
2134         //      Additional wimpification of bosses at Trainee
2135         if ((robptr->boss_flag) && (Difficulty_level == 0))
2136                 objp->shields /= 2;
2137 }
2138
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()
2144 {
2145         int     i;
2146
2147         for (i=0; i<=Highest_object_index; i++)
2148                 if (Objects[i].type == OBJ_ROBOT)
2149                         copy_defaults_to_robot(&Objects[i]);
2150
2151 }
2152
2153 extern void clear_stuck_objects(void);
2154
2155 //      -----------------------------------------------------------------------------------------------------
2156 //called when the player is starting a level (new game or new ship)
2157 void StartLevel(int random_flag)
2158 {
2159         Assert(!Player_is_dead);
2160
2161         InitPlayerPosition(random_flag);
2162
2163         verify_console_object();
2164
2165         ConsoleObject->control_type     = CT_FLYING;
2166         ConsoleObject->movement_type    = MT_PHYSICS;
2167
2168         disable_matcens();
2169
2170         clear_transient_objects(0);             //0 means leave proximity bombs
2171
2172         // create_player_appearance_effect(ConsoleObject);
2173         Do_appearance_effect = 1;
2174
2175 #ifdef NETWORK
2176         if (Game_mode & GM_MULTI)
2177         {
2178                 if (Game_mode & GM_MULTI_COOP)
2179                         multi_send_score();
2180                 multi_send_position(Players[Player_num].objnum);
2181                 multi_send_reappear();
2182         }               
2183
2184         if (Game_mode & GM_NETWORK)
2185                 network_do_frame(1, 1);
2186 #endif
2187
2188         ai_reset_all_paths();
2189         ai_init_boss_for_ship();
2190         clear_stuck_objects();
2191
2192         #ifdef EDITOR
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.
2197         init_ai_objects();
2198         #endif
2199
2200         reset_time();
2201
2202         reset_rear_view();
2203         Auto_fire_fusion_cannon_time = 0;
2204         Fusion_charge = 0;
2205
2206         Robot_firing_enabled = 1;
2207 }