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1 /* $Id: gameseq.c,v 1.28 2003-10-08 21:02:17 btb Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
13 */
14
15 #ifdef HAVE_CONFIG_H
16 #include <conf.h>
17 #endif
18
19 #ifdef RCS
20 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.28 2003-10-08 21:02:17 btb Exp $";
21 #endif
22
23 #ifdef WINDOWS
24 #include "desw.h"
25 #endif
26
27
28 #include <stdio.h>
29 #include <stdlib.h>
30 #include <string.h>
31 #include <unistd.h>
32 #include <time.h>
33
34 #ifdef OGL
35 #include "ogl_init.h"
36 #endif
37
38 #include "pa_enabl.h"                   //$$POLY_ACC
39 #include "inferno.h"
40 #include "game.h"
41 #include "player.h"
42 #include "key.h"
43 #include "object.h"
44 #include "physics.h"
45 #include "error.h"
46 #include "joy.h"
47 #include "mono.h"
48 #include "iff.h"
49 #include "pcx.h"
50 #include "timer.h"
51 #include "render.h"
52 #include "laser.h"
53 #include "screens.h"
54 #include "textures.h"
55 #include "slew.h"
56 #include "gauges.h"
57 #include "texmap.h"
58 #include "3d.h"
59 #include "effects.h"
60 #include "menu.h"
61 #include "gameseg.h"
62 #include "wall.h"
63 #include "ai.h"
64 #include "fuelcen.h"
65 #include "switch.h"
66 #include "digi.h"
67 #include "gamesave.h"
68 #include "scores.h"
69 #include "ibitblt.h"
70 #include "u_mem.h"
71 #include "palette.h"
72 #include "morph.h"
73 #include "lighting.h"
74 #include "newdemo.h"
75 #include "titles.h"
76 #include "collide.h"
77 #include "weapon.h"
78 #include "sounds.h"
79 #include "args.h"
80 #include "gameseq.h"
81 #include "gamefont.h"
82 #include "newmenu.h"
83 #include "endlevel.h"
84 #ifdef NETWORK
85 #include "network.h"
86 #endif
87 #include "playsave.h"
88 #include "ctype.h"
89 #include "multi.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 "modem.h"
98 #include "text.h"
99 #include "cfile.h"
100 #include "piggy.h"
101 #include "texmerge.h"
102 #include "paging.h"
103 #include "mission.h"
104 #include "state.h"
105 #include "songs.h"
106 #ifdef NETWORK
107 #include "netmisc.h"
108 #endif
109 #include "gamepal.h"
110 #include "movie.h"
111 #include "controls.h"
112 #include "credits.h"
113 #include "gamemine.h"
114
115 #if defined(POLY_ACC)
116 #include "poly_acc.h"
117 #endif
118 #if defined (TACTILE)
119  #include "tactile.h"
120 #endif
121
122 #ifdef EDITOR
123 #include "editor/editor.h"
124 #endif
125
126 #include "strutil.h"
127 #include "rle.h"
128
129 void StartNewLevelSecret(int level_num, int page_in_textures);
130 void InitPlayerPosition(int random_flag);
131 void load_stars();
132 void returning_to_level_message(void);
133 void advancing_to_level_message(void);
134 void DoEndGame(void);
135 void AdvanceLevel(int secret_flag);
136 void filter_objects_from_level();
137
138 // From allender -- you'll find these defines in state.c and cntrlcen.c
139 // since I couldn't think of a good place to put them and i wanted to
140 // fix this stuff fast!  Sorry about that...
141
142 #ifndef MACINTOSH
143 #define SECRETB_FILENAME        "secret.sgb"
144 #define SECRETC_FILENAME        "secret.sgc"
145 #else
146 #define SECRETB_FILENAME        ":Players:secret.sgb"
147 #define SECRETC_FILENAME        ":Players:secret.sgc"
148 #endif
149
150 //Current_level_num starts at 1 for the first level
151 //-1,-2,-3 are secret levels
152 //0 means not a real level loaded
153 int     Current_level_num=0,Next_level_num;
154 char    Current_level_name[LEVEL_NAME_LEN];
155
156 int Last_level, Last_secret_level;
157
158 // Global variables describing the player
159 int                             N_players=1;                                            // Number of players ( >1 means a net game, eh?)
160 int                             Player_num=0;                                           // The player number who is on the console.
161 player                  Players[MAX_PLAYERS+4];                   // Misc player info
162 obj_position    Player_init[MAX_PLAYERS];
163
164 // Global variables telling what sort of game we have
165 int MaxNumNetPlayers = -1;
166 int NumNetPlayerPositions = -1;
167
168 extern fix ThisLevelTime;
169
170 // Extern from game.c to fix a bug in the cockpit!
171
172 extern int last_drawn_cockpit[2];
173 extern int Last_level_path_created;
174
175 //      HUD_clear_messages external, declared in gauges.h
176 #ifndef _GAUGES_H
177 extern void HUD_clear_messages(); // From hud.c
178 #endif
179
180 //      Extra prototypes declared for the sake of LINT
181 void init_player_stats_new_ship(void);
182 void copy_defaults_to_robot_all(void);
183
184 int     Do_appearance_effect=0;
185
186 extern int Rear_view;
187
188 int     First_secret_visit = 1;
189
190 extern int descent_critical_error;
191
192 extern int Last_msg_ycrd;
193
194 //--------------------------------------------------------------------
195 void verify_console_object()
196 {
197         Assert( Player_num > -1 );
198         Assert( Players[Player_num].objnum > -1 );
199         ConsoleObject = &Objects[Players[Player_num].objnum];
200         Assert( ConsoleObject->type==OBJ_PLAYER );
201         Assert( ConsoleObject->id==Player_num );
202 }
203
204 int count_number_of_robots() 
205 {
206         int robot_count;
207         int i;
208
209         robot_count = 0;
210         for (i=0;i<=Highest_object_index;i++) {
211                 if (Objects[i].type == OBJ_ROBOT)
212                         robot_count++;
213         }
214
215         return robot_count;
216 }
217
218
219 int count_number_of_hostages() 
220 {
221         int count;
222         int i;
223
224         count = 0;
225         for (i=0;i<=Highest_object_index;i++) {
226                 if (Objects[i].type == OBJ_HOSTAGE)
227                         count++;
228         }
229
230         return count;
231 }
232
233 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
234 void
235 gameseq_init_network_players()
236 {
237         int i,k,j;
238
239         // Initialize network player start locations and object numbers
240
241         ConsoleObject = &Objects[0];
242         k = 0;
243         j = 0;
244         for (i=0;i<=Highest_object_index;i++) {
245
246                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
247                 {
248                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
249                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
250                         {
251                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
252                                 Objects[i].type=OBJ_PLAYER;
253                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
254                                 Player_init[k].pos = Objects[i].pos;
255                                 Player_init[k].orient = Objects[i].orient;
256                                 Player_init[k].segnum = Objects[i].segnum;
257                                 Players[k].objnum = i;
258                                 Objects[i].id = k;
259                                 k++;
260                         }
261                         else
262                                 obj_delete(i);
263                         j++;
264                 }
265
266                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
267                         obj_delete(i);          //kill the buddy in netgames
268
269         }
270         NumNetPlayerPositions = k;
271
272 #ifndef NDEBUG
273         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
274                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
275         {
276                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
277                 //Int3(); // Not enough positions!!
278         }
279 #endif
280 #if defined (D2_OEM)
281
282         if ((Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num==8)
283          {
284           for (i=0;i<N_players;i++)
285                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
286                         {
287                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!");    
288                          return;
289                         }
290          }
291 #endif
292 }
293
294 void gameseq_remove_unused_players()
295 {
296         int i;
297
298         // 'Remove' the unused players
299
300 #ifdef NETWORK
301         if (Game_mode & GM_MULTI)
302         {
303                 for (i=0; i < NumNetPlayerPositions; i++)
304                 {
305                         if ((!Players[i].connected) || (i >= N_players))
306                         {
307                                 #ifndef NDEBUG
308 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
309                                 #endif
310                                 multi_make_player_ghost(i);
311                         }
312                 }
313         }
314         else
315 #endif
316         {               // Note link to above if!!!
317                 #ifndef NDEBUG
318                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
319                 #endif
320                 for (i=1; i < NumNetPlayerPositions; i++)
321                 {
322                         obj_delete(Players[i].objnum);
323                 }
324         }
325 }
326
327 fix StartingShields=INITIAL_SHIELDS;
328
329 // Setup player for new game
330 void init_player_stats_game()
331 {
332         Players[Player_num].score = 0;
333         Players[Player_num].last_score = 0;
334         Players[Player_num].lives = INITIAL_LIVES;
335         Players[Player_num].level = 1;
336
337         Players[Player_num].time_level = 0;
338         Players[Player_num].time_total = 0;
339         Players[Player_num].hours_level = 0;
340         Players[Player_num].hours_total = 0;
341
342         Players[Player_num].energy = INITIAL_ENERGY;
343         Players[Player_num].shields = StartingShields;
344         Players[Player_num].killer_objnum = -1;
345
346         Players[Player_num].net_killed_total = 0;
347         Players[Player_num].net_kills_total = 0;
348
349         Players[Player_num].num_kills_level = 0;
350         Players[Player_num].num_kills_total = 0;
351         Players[Player_num].num_robots_level = 0;
352         Players[Player_num].num_robots_total = 0;
353         Players[Player_num].KillGoalCount = 0;
354         
355         Players[Player_num].hostages_rescued_total = 0;
356         Players[Player_num].hostages_level = 0;
357         Players[Player_num].hostages_total = 0;
358
359         Players[Player_num].laser_level = 0;
360         Players[Player_num].flags = 0;
361
362         init_player_stats_new_ship();
363
364         First_secret_visit = 1;
365 }
366
367 void init_ammo_and_energy(void)
368 {
369         if (Players[Player_num].energy < INITIAL_ENERGY)
370                 Players[Player_num].energy = INITIAL_ENERGY;
371         if (Players[Player_num].shields < StartingShields)
372                 Players[Player_num].shields = StartingShields;
373
374 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
375 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
376 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
377
378 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
379 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
380 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
381         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
382                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
383 }
384
385 extern  ubyte   Last_afterburner_state;
386
387 // Setup player for new level (After completion of previous level)
388 void init_player_stats_level(int secret_flag)
389 {
390         // int  i;
391
392         Players[Player_num].last_score = Players[Player_num].score;
393
394         Players[Player_num].level = Current_level_num;
395
396 #ifdef NETWORK
397         if (!Network_rejoined) {
398 #endif
399                 Players[Player_num].time_level = 0;
400                 Players[Player_num].hours_level = 0;
401 #ifdef NETWORK
402         }
403 #endif
404
405         Players[Player_num].killer_objnum = -1;
406
407         Players[Player_num].num_kills_level = 0;
408         Players[Player_num].num_robots_level = count_number_of_robots();
409         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
410
411         Players[Player_num].hostages_level = count_number_of_hostages();
412         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
413         Players[Player_num].hostages_on_board = 0;
414
415         if (!secret_flag) {
416                 init_ammo_and_energy();
417
418                 Players[Player_num].flags &= (~KEY_BLUE);
419                 Players[Player_num].flags &= (~KEY_RED);
420                 Players[Player_num].flags &= (~KEY_GOLD);
421
422                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
423                                                                                                         PLAYER_FLAGS_CLOAKED |
424                                                                                                         PLAYER_FLAGS_MAP_ALL);
425
426                 Players[Player_num].cloak_time = 0;
427                 Players[Player_num].invulnerable_time = 0;
428
429                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
430                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
431         }
432
433         Player_is_dead = 0; // Added by RH
434         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
435
436         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
437
438         Controls.afterburner_state = 0;
439         Last_afterburner_state = 0;
440
441         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
442
443         init_gauges();
444
445    #ifdef TACTILE
446                 if (TactileStick)
447                   tactile_set_button_jolt();
448         #endif
449
450         Missile_viewer = NULL;
451 }
452
453 extern  void init_ai_for_ship(void);
454
455 // Setup player for a brand-new ship
456 void init_player_stats_new_ship()
457 {
458         int     i;
459
460         if (Newdemo_state == ND_STATE_RECORDING) {
461                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
462                 newdemo_record_player_weapon(0, 0);
463                 newdemo_record_player_weapon(1, 0);
464         }
465
466         Players[Player_num].energy = INITIAL_ENERGY;
467         Players[Player_num].shields = StartingShields;
468         Players[Player_num].laser_level = 0;
469         Players[Player_num].killer_objnum = -1;
470         Players[Player_num].hostages_on_board = 0;
471
472         Afterburner_charge = 0;
473
474         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
475                 Players[Player_num].primary_ammo[i] = 0;
476                 Primary_last_was_super[i] = 0;
477         }
478
479         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
480                 Players[Player_num].secondary_ammo[i] = 0;
481                 Secondary_last_was_super[i] = 0;
482         }
483         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
484
485         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
486         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
487
488         Primary_weapon = 0;
489         Secondary_weapon = 0;
490
491         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS | 
492                                                                                                 PLAYER_FLAGS_AFTERBURNER | 
493                                                                                                 PLAYER_FLAGS_CLOAKED | 
494                                                                                                 PLAYER_FLAGS_INVULNERABLE | 
495                                                                                                 PLAYER_FLAGS_MAP_ALL |
496                                                                                                 PLAYER_FLAGS_CONVERTER |
497                                                                                                 PLAYER_FLAGS_AMMO_RACK |
498                                                                                                 PLAYER_FLAGS_HEADLIGHT |
499                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
500                                                                                                 PLAYER_FLAGS_FLAG);
501
502         Players[Player_num].cloak_time = 0;
503         Players[Player_num].invulnerable_time = 0;
504
505         Player_is_dead = 0;             //player no longer dead
506
507         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
508
509         Controls.afterburner_state = 0;
510         Last_afterburner_state = 0;
511
512         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
513
514         Missile_viewer=NULL;            ///reset missile camera if out there
515
516    #ifdef TACTILE
517                 if (TactileStick)
518                  {
519                   tactile_set_button_jolt();
520                  }
521         #endif
522
523
524         init_ai_for_ship();
525 }
526
527 #ifdef NETWORK
528 void reset_network_objects()
529 {
530         memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
531         memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
532         memset(object_owner, -1, MAX_OBJECTS);
533 }
534 #endif
535
536 extern void init_stuck_objects(void);
537
538 #ifdef EDITOR
539
540 extern int Slide_segs_computed;
541
542 //reset stuff so game is semi-normal when playing from editor
543 void editor_reset_stuff_on_level()
544 {
545         gameseq_init_network_players();
546         init_player_stats_level(0);
547         Viewer = ConsoleObject;
548         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
549         ConsoleObject->id=Player_num;
550         ConsoleObject->control_type = CT_FLYING;
551         ConsoleObject->movement_type = MT_PHYSICS;
552         Game_suspended = 0;
553         verify_console_object();
554         Control_center_destroyed = 0;
555         if (Newdemo_state != ND_STATE_PLAYBACK)
556                 gameseq_remove_unused_players();
557         init_cockpit();
558         init_robots_for_level();
559         init_ai_objects();
560         init_morphs();
561         init_all_matcens();
562         init_player_stats_new_ship();
563         init_controlcen_for_level();
564         automap_clear_visited();
565         init_stuck_objects();
566         init_thief_for_level();
567
568         Slide_segs_computed = 0;
569 }
570 #endif
571
572 //do whatever needs to be done when a player dies in multiplayer
573
574 void DoGameOver()
575 {
576 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
577
578         if (Current_mission_num == Builtin_mission_num)
579                 scores_maybe_add_player(0);
580
581         Function_mode = FMODE_MENU;
582         Game_mode = GM_GAME_OVER;
583         longjmp( LeaveGame, 0 );                // Exit out of game loop
584
585 }
586
587 extern void do_save_game_menu();
588
589 //update various information about the player
590 void update_player_stats()
591 {
592                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
593                 if ( Players[Player_num].time_level > i2f(3600) )       {
594                         Players[Player_num].time_level -= i2f(3600);
595                         Players[Player_num].hours_level++;
596                 }
597
598                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
599                 if ( Players[Player_num].time_total > i2f(3600) )       {
600                         Players[Player_num].time_total -= i2f(3600);
601                         Players[Player_num].hours_total++;
602                 }
603 }
604
605 //hack to not start object when loading level
606 extern int Dont_start_sound_objects;
607
608 //go through this level and start any eclip sounds
609 void set_sound_sources()
610 {
611         int segnum,sidenum;
612         segment *seg;
613
614         digi_init_sounds();             //clear old sounds
615
616         Dont_start_sound_objects = 1;
617
618         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
619                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
620                         int tm,ec,sn;
621
622                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
623                                 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))
624                                         if ((sn=Effects[ec].sound_num)!=-1) {
625                                                 vms_vector pnt;
626                                                 int csegnum = seg->children[sidenum];
627
628                                                 //check for sound on other side of wall.  Don't add on
629                                                 //both walls if sound travels through wall.  If sound
630                                                 //does travel through wall, add sound for lower-numbered
631                                                 //segment.
632
633                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
634                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
635                                                                 segment *csegp;
636                                                                 int csidenum;
637
638                                                                 csegp = &Segments[seg->children[sidenum]];
639                                                                 csidenum = find_connect_side(seg, csegp);
640
641                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
642                                                                         continue;               //skip this one
643                                                         }
644                                                 }
645
646                                                 compute_center_point_on_side(&pnt,seg,sidenum);
647                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
648                                         }
649                 }
650
651         Dont_start_sound_objects = 0;
652
653 }
654
655
656 //fix flash_dist=i2f(1);
657 fix flash_dist=fl2f(.9);
658
659 //create flash for player appearance
660 void create_player_appearance_effect(object *player_obj)
661 {
662         vms_vector pos;
663         object *effect_obj;
664
665 #ifndef NDEBUG
666         {
667                 int objnum = player_obj-Objects;
668                 if ( (objnum < 0) || (objnum > Highest_object_index) )
669                         Int3(); // See Rob, trying to track down weird network bug
670         }
671 #endif
672
673         if (player_obj == Viewer)
674                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
675         else
676                 pos = player_obj->pos;
677
678         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
679
680         if (effect_obj) {
681                 effect_obj->orient = player_obj->orient;
682
683                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
684                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
685         }
686 }
687
688 //
689 // New Game sequencing functions
690 //
691
692 //pairs of chars describing ranges
693 char playername_allowed_chars[] = "azAZ09__--";
694
695 int MakeNewPlayerFile(int allow_abort)
696 {
697         int x;
698         char filename[14];
699         newmenu_item m;
700         char text[CALLSIGN_LEN+1]="";
701 #if 0
702         FILE *fp;
703 #endif
704
705         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
706
707 try_again:
708         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
709
710         Newmenu_allowed_chars = playername_allowed_chars;
711         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
712         Newmenu_allowed_chars = NULL;
713
714         if ( x < 0 ) {
715                 if ( allow_abort ) return 0;
716                 goto try_again;
717         }
718
719         if (text[0]==0) //null string
720                 goto try_again;
721
722         sprintf( filename, "%s.plr", text );
723
724 #if 0
725         fp = fopen( filename, "rb" );
726
727 #ifndef MACINTOSH
728         //if the callsign is the name of a tty device, prepend a char
729         if (fp && isatty(fileno(fp))) {
730                 fclose(fp);
731                 sprintf(filename,"$%.7s.plr",text);
732                 fp = fopen(filename,"rb");
733         }
734 #endif
735         
736         if ( fp )       {
737                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
738                 fclose(fp);
739                 goto try_again;
740         }
741 #else
742         if (cfexist(filename))
743         {
744                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
745                 goto try_again;
746         }
747 #endif
748
749         if ( !new_player_config() )
750                 goto try_again;                 // They hit Esc during New player config
751
752         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
753
754         write_player_file();
755
756         return 1;
757 }
758
759 #ifdef WINDOWS
760 #undef TXT_SELECT_PILOT
761 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
762 #endif
763
764 //Inputs the player's name, without putting up the background screen
765 int RegisterPlayer()
766 {
767         int i,j;
768         char filename[14];
769         int allow_abort_flag = 1;
770
771         if ( Players[Player_num].callsign[0] == 0 )     {
772                 //---------------------------------------------------------------------
773                 // Set default config options in case there is no config file
774                 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
775                 Config_joystick_sensitivity = 8;
776                 Config_control_type =CONTROL_NONE;
777                 for (i=0; i<CONTROL_MAX_TYPES; i++ )
778                         for (j=0; j<MAX_CONTROLS; j++ )
779                                 kconfig_settings[i][j] = default_kconfig_settings[i][j];
780                 kc_set_controls();
781                 //----------------------------------------------------------------
782
783                 // Read the last player's name from config file, not lastplr.txt
784                 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
785
786                 if (config_last_player[0]==0)
787                         allow_abort_flag = 0;
788         }
789
790 do_menu_again:
791         ;
792
793 #ifndef MACINTOSH
794         if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag ))     {
795                 goto do_menu_again; //return 0;         // They hit Esc in file selector
796         }
797 #else
798         #ifndef APPLE_DEMO
799         if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
800                 goto do_menu_again;             // They hit Esc in file selector
801         }
802         #else
803         newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 );               // no abort allowed ever -- and change title of menubox
804         #endif
805 #endif
806
807         if ( filename[0] == '<' )       {
808                 // They selected 'create new pilot'
809                 if (!MakeNewPlayerFile(allow_abort_flag))
810                         //return 0;             // They hit Esc during enter name stage
811                         goto do_menu_again;
812         } else {
813                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
814         }
815
816         if (read_player_file() != EZERO)
817                 goto do_menu_again;
818
819         Auto_leveling_on = Default_leveling_on;
820
821         set_display_mode(Default_display_mode);
822
823         WriteConfigFile();              // Update lastplr
824
825         return 1;
826 }
827
828
829 void load_robot_replacements(char *level_name);
830 int read_hamfile();
831 extern int Robot_replacements_loaded;
832
833 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
834 void LoadLevel(int level_num,int page_in_textures)
835 {
836         char *level_name;
837         player save_player;
838         int load_ret;
839
840         save_player = Players[Player_num];      
841
842         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
843
844         if (level_num<0)                //secret level
845                 level_name = Secret_level_names[-level_num-1];
846         else                                    //normal level
847                 level_name = Level_names[level_num-1];
848
849         #ifdef WINDOWS
850                 dd_gr_set_current_canvas(NULL);
851                 dd_gr_clear_canvas(BM_XRGB(0,0,0));
852         #else
853                 gr_set_current_canvas(NULL);
854                 gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
855         #endif
856
857         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
858
859 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
860 //      WIN(ShowCursorW());
861
862 #if 1 //defined(POLY_ACC) || defined(OGL)
863     gr_palette_load(gr_palette);
864     show_boxed_message(TXT_LOADING);
865 #else
866         show_boxed_message(TXT_LOADING);
867         gr_palette_load(gr_palette);
868 #endif
869
870         load_ret = load_level(level_name);              //actually load the data from disk!
871
872         if (load_ret)
873                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
874
875         Current_level_num=level_num;
876
877 //      load_palette_pig(Current_level_palette);                //load just the pig
878
879         load_palette(Current_level_palette,1,1);                //don't change screen
880
881         load_endlevel_data(level_num);
882
883         if ( page_in_textures )
884                 piggy_load_level_data();
885
886         if (Mission_list[Current_mission_num].descent_version == 1)
887                 load_d1_bitmap_replacements();
888         else
889                 load_bitmap_replacements(level_name);
890
891         if (Robot_replacements_loaded) {
892                 read_hamfile();         //load original data
893                 Robot_replacements_loaded = 0;
894         }
895         load_robot_replacements(level_name);
896
897 #ifdef NETWORK
898         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
899
900         reset_network_objects();
901 #endif
902
903         Players[Player_num] = save_player;
904
905         set_sound_sources();
906
907         songs_play_level_song( Current_level_num );
908
909         clear_boxed_message();          //remove message before new palette loaded
910
911         gr_palette_load(gr_palette);            //actually load the palette
912
913 //      WIN(HideCursorW());
914 }
915
916 //sets up Player_num & ConsoleObject  
917 void InitPlayerObject()
918 {
919         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
920
921         if (Player_num != 0 )   {
922                 Players[0] = Players[Player_num];
923                 Player_num = 0;
924         }
925
926         Players[Player_num].objnum = 0;
927
928         ConsoleObject = &Objects[Players[Player_num].objnum];
929
930         ConsoleObject->type                             = OBJ_PLAYER;
931         ConsoleObject->id                                       = Player_num;
932         ConsoleObject->control_type     = CT_FLYING;
933         ConsoleObject->movement_type    = MT_PHYSICS;
934 }
935
936 extern void game_disable_cheats();
937 extern void turn_cheats_off();
938 extern void init_seismic_disturbances(void);
939
940 //starts a new game on the given level
941 void StartNewGame(int start_level)
942 {
943         Game_mode = GM_NORMAL;
944         Function_mode = FMODE_GAME;
945         
946         Next_level_num = 0;
947
948         InitPlayerObject();                             //make sure player's object set up
949
950         init_player_stats_game();               //clear all stats
951
952         N_players = 1;
953 #ifdef NETWORK
954         Network_new_game = 0;
955 #endif
956
957         if (start_level < 0)
958                 StartNewLevelSecret(start_level, 0);
959         else
960                 StartNewLevel(start_level, 0);
961
962         Players[Player_num].starting_level = start_level;               // Mark where they started
963
964         game_disable_cheats();
965
966         init_seismic_disturbances();
967 }
968
969 //@@//starts a resumed game loaded from disk
970 //@@void ResumeSavedGame(int start_level)
971 //@@{
972 //@@    Game_mode = GM_NORMAL;
973 //@@    Function_mode = FMODE_GAME;
974 //@@
975 //@@    N_players = 1;
976 //@@    Network_new_game = 0;
977 //@@
978 //@@    InitPlayerObject();                             //make sure player's object set up
979 //@@
980 //@@    StartNewLevel(start_level, 0);
981 //@@
982 //@@    game_disable_cheats();
983 //@@}
984
985 #ifndef _NETWORK_H
986 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
987 #endif
988
989 extern int N_secret_levels;
990
991 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":"stars.pcx")
992
993 //      -----------------------------------------------------------------------------
994 //      Does the bonus scoring.
995 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
996 void DoEndLevelScoreGlitz(int network)
997 {
998         int level_points, skill_points, energy_points, shield_points, hostage_points;
999         int     all_hostage_points;
1000         int     endgame_points;
1001         char    all_hostage_text[64];
1002         char    endgame_text[64];
1003         #define N_GLITZITEMS 11
1004         char                            m_str[N_GLITZITEMS][30];
1005         newmenu_item    m[N_GLITZITEMS+1];
1006         int                             i,c;
1007         char                            title[128];
1008         int                             is_last_level;
1009         int                             mine_level;
1010
1011         set_screen_mode(SCREEN_MENU);           //go into menu mode
1012
1013    #ifdef TACTILE
1014                 if (TactileStick)
1015                   ClearForces();
1016         #endif
1017
1018         mprintf((0,"DoEndLevelScoreGlitz\n"));
1019
1020         //      Compute level player is on, deal with secret levels (negative numbers)
1021         mine_level = Players[Player_num].level;
1022         if (mine_level < 0)
1023                 mine_level *= -(Last_level/N_secret_levels);
1024
1025         level_points = Players[Player_num].score-Players[Player_num].last_score;
1026
1027         if (!Cheats_enabled) {
1028                 if (Difficulty_level > 1) {
1029                         skill_points = level_points*(Difficulty_level)/4;
1030                         skill_points -= skill_points % 100;
1031                 } else
1032                         skill_points = 0;
1033
1034                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1035                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1036                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1037
1038                 shield_points -= shield_points % 50;
1039                 energy_points -= energy_points % 50;
1040         } else {
1041                 skill_points = 0;
1042                 shield_points = 0;
1043                 energy_points = 0;
1044                 hostage_points = 0;
1045         }
1046
1047         all_hostage_text[0] = 0;
1048         endgame_text[0] = 0;
1049
1050         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1051                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1052                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1053         } else
1054                 all_hostage_points = 0;
1055
1056         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
1057                 endgame_points = Players[Player_num].lives * 10000;
1058                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1059                 is_last_level=1;
1060         } else
1061                 endgame_points = is_last_level = 0;
1062
1063         mprintf((0,"adding bonus points\n"));
1064         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1065
1066         c = 0;
1067         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1068         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1069         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1070         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1071
1072         sprintf(m_str[c++], "%s", all_hostage_text);
1073         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1074                 sprintf(m_str[c++], "%s", endgame_text);
1075
1076         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1077         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1078
1079         #ifdef WINDOWS
1080         sprintf(m_str[c++], "");
1081         sprintf(m_str[c++], "         Done");
1082         #endif
1083
1084         for (i=0; i<c; i++) {
1085                 m[i].type = NM_TYPE_TEXT;
1086                 m[i].text = m_str[i];
1087         }
1088
1089         #ifdef WINDOWS
1090         m[c-1].type = NM_TYPE_MENU;
1091         #endif
1092
1093         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1094
1095         if (Current_level_num < 0)
1096                 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);
1097         else
1098                 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);
1099
1100         Assert(c <= N_GLITZITEMS);
1101
1102         gr_palette_fade_out(gr_palette, 32, 0);
1103
1104         mprintf((0,"doing menu\n"));
1105
1106    PA_DFX (pa_alpha_always());
1107
1108 #ifdef NETWORK
1109         if ( network && (Game_mode & GM_NETWORK) )
1110                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1111         else
1112 #endif
1113                 // NOTE LINK TO ABOVE!!!
1114                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1115
1116         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1117 }
1118
1119 //give the player the opportunity to save his game
1120 void DoEndlevelMenu()
1121 {
1122 //No between level saves......!!!       state_save_all(1);
1123 }
1124
1125 //      -----------------------------------------------------------------------------------------------------
1126 //called when the player is starting a level (new game or new ship)
1127 void StartSecretLevel()
1128 {
1129         Assert(!Player_is_dead);
1130
1131         InitPlayerPosition(0);
1132
1133         verify_console_object();
1134
1135         ConsoleObject->control_type     = CT_FLYING;
1136         ConsoleObject->movement_type    = MT_PHYSICS;
1137
1138         // -- WHY? -- disable_matcens();
1139         clear_transient_objects(0);             //0 means leave proximity bombs
1140
1141         // create_player_appearance_effect(ConsoleObject);
1142         Do_appearance_effect = 1;
1143
1144         ai_reset_all_paths();
1145         // -- NO? -- reset_time();
1146
1147         reset_rear_view();
1148         Auto_fire_fusion_cannon_time = 0;
1149         Fusion_charge = 0;
1150
1151         Robot_firing_enabled = 1;
1152 }
1153
1154 extern void set_pos_from_return_segment(void);
1155
1156 //      Returns true if secret level has been destroyed.
1157 int p_secret_level_destroyed(void)
1158 {
1159         if (First_secret_visit) {
1160                 return 0;               //      Never been there, can't have been destroyed.
1161         } else {
1162                 if (cfexist(SECRETC_FILENAME))
1163                 {
1164                         return 0;
1165                 } else {
1166                         return 1;
1167                 }
1168         }
1169 }
1170
1171 //      -----------------------------------------------------------------------------------------------------
1172 void do_secret_message(char *msg)
1173 {
1174         int     old_fmode;
1175
1176         load_stars();
1177
1178 #if defined(POLY_ACC)
1179         pa_save_clut();
1180         pa_update_clut(gr_palette, 0, 256, 0);
1181 #endif
1182
1183         old_fmode = Function_mode;
1184         Function_mode = FMODE_MENU;
1185         nm_messagebox(NULL, 1, TXT_OK, msg);
1186         Function_mode = old_fmode;
1187
1188 #if defined(POLY_ACC)
1189         pa_restore_clut();
1190 #endif
1191         
1192         WIN(DEFINE_SCREEN(NULL));
1193 }
1194
1195 //      -----------------------------------------------------------------------------------------------------
1196 // called when the player is starting a new level for normal game mode and restore state
1197 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1198 //      first time, instead of initializing various things, need to do a game restore for all the
1199 //      robots, powerups, walls, doors, etc.
1200 void StartNewLevelSecret(int level_num, int page_in_textures)
1201 {
1202         newmenu_item    m[1];
1203         //int i;
1204
1205         ThisLevelTime=0;
1206          
1207         m[0].type = NM_TYPE_TEXT;
1208         m[0].text = " ";
1209
1210         last_drawn_cockpit[0] = -1;
1211         last_drawn_cockpit[1] = -1;
1212
1213         if (Newdemo_state == ND_STATE_PAUSED)
1214                 Newdemo_state = ND_STATE_RECORDING;
1215
1216         if (Newdemo_state == ND_STATE_RECORDING) {
1217                 newdemo_set_new_level(level_num);
1218                 newdemo_record_start_frame(FrameCount, FrameTime );
1219         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1220
1221                 gr_palette_fade_out(gr_palette, 32, 0);
1222
1223                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1224
1225                 if (First_secret_visit) {
1226                         do_secret_message(TXT_SECRET_EXIT);
1227                 } else {
1228                         if (cfexist(SECRETC_FILENAME))
1229                         {
1230                                 do_secret_message(TXT_SECRET_EXIT);
1231                         } else {
1232                                 char    text_str[128];
1233
1234                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1235                                 do_secret_message(text_str);
1236                         }
1237                 }
1238         }
1239
1240         LoadLevel(level_num,page_in_textures);
1241
1242         Assert(Current_level_num == level_num); //make sure level set right
1243
1244         Assert(Function_mode == FMODE_GAME);
1245
1246         gameseq_init_network_players(); // Initialize the Players array for 
1247                                                                                           // this level
1248
1249         HUD_clear_messages();
1250
1251         automap_clear_visited();
1252
1253         // --   init_player_stats_level();
1254
1255         Viewer = &Objects[Players[Player_num].objnum];
1256
1257         gameseq_remove_unused_players();
1258
1259         Game_suspended = 0;
1260
1261         Control_center_destroyed = 0;
1262
1263         init_cockpit();
1264         reset_palette_add();
1265
1266         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1267                 init_robots_for_level();
1268                 init_ai_objects();
1269                 init_smega_detonates();
1270                 init_morphs();
1271                 init_all_matcens();
1272                 reset_special_effects();
1273                 StartSecretLevel();
1274         } else {
1275                 if (cfexist(SECRETC_FILENAME))
1276                 {
1277                         int     pw_save, sw_save;
1278
1279                         pw_save = Primary_weapon;
1280                         sw_save = Secondary_weapon;
1281                         state_restore_all(1, 1, SECRETC_FILENAME);
1282                         Primary_weapon = pw_save;
1283                         Secondary_weapon = sw_save;
1284                         reset_special_effects();
1285                         StartSecretLevel();
1286                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1287                 } else {
1288                         char    text_str[128];
1289
1290                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1291                         do_secret_message(text_str);
1292                         return;
1293
1294                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1295                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1296                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1297                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1298                         // -- return;
1299                 }
1300         }
1301
1302         if (First_secret_visit) {
1303                 copy_defaults_to_robot_all();
1304         }
1305
1306         turn_cheats_off();
1307
1308         init_controlcen_for_level();
1309
1310         //      Say player can use FLASH cheat to mark path to exit.
1311         Last_level_path_created = -1;
1312
1313         First_secret_visit = 0;
1314 }
1315
1316 int     Entered_from_level;
1317
1318 // ---------------------------------------------------------------------------------------------------------------
1319 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1320 void ExitSecretLevel(void)
1321 {
1322         if (Newdemo_state == ND_STATE_PLAYBACK)
1323                 return;
1324
1325         if (!Control_center_destroyed) {
1326                 state_save_all(0, 2, SECRETC_FILENAME);
1327         }
1328
1329         if (cfexist(SECRETB_FILENAME))
1330         {
1331                 int     pw_save, sw_save;
1332
1333                 returning_to_level_message();
1334                 pw_save = Primary_weapon;
1335                 sw_save = Secondary_weapon;
1336                 state_restore_all(1, 1, SECRETB_FILENAME);
1337                 Primary_weapon = pw_save;
1338                 Secondary_weapon = sw_save;
1339         } else {
1340                 // File doesn't exist, so can't return to base level.  Advance to next one.
1341                 if (Entered_from_level == Last_level)
1342                         DoEndGame();
1343                 else {
1344                         advancing_to_level_message();
1345                         StartNewLevel(Entered_from_level+1, 0);
1346                 }
1347         }
1348 }
1349
1350 // ---------------------------------------------------------------------------------------------------------------
1351 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1352 //      be invulnerable or cloaked.
1353 void do_cloak_invul_secret_stuff(fix old_gametime)
1354 {
1355         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1356                 fix     time_used;
1357
1358                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1359                 Players[Player_num].invulnerable_time = GameTime - time_used;
1360         }
1361
1362         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1363                 fix     time_used;
1364
1365                 time_used = old_gametime - Players[Player_num].cloak_time;
1366                 Players[Player_num].cloak_time = GameTime - time_used;
1367         }
1368 }
1369
1370 // ---------------------------------------------------------------------------------------------------------------
1371 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1372 //      is passing to the secret level.
1373 //      Do a savegame.
1374 void EnterSecretLevel(void)
1375 {
1376         fix     old_gametime;
1377         int     i;
1378
1379         Assert(! (Game_mode & GM_MULTI) );
1380
1381         Entered_from_level = Current_level_num;
1382
1383         if (Control_center_destroyed)
1384                 DoEndLevelScoreGlitz(0);
1385
1386         if (Newdemo_state != ND_STATE_PLAYBACK)
1387                 state_save_all(0, 1, NULL);     //      Not between levels (ie, save all), IS a secret level, NO filename override
1388
1389         //      Find secret level number to go to, stuff in Next_level_num.
1390         for (i=0; i<-Last_secret_level; i++)
1391                 if (Secret_level_table[i]==Current_level_num) {
1392                         Next_level_num = -(i+1);
1393                         break;
1394                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1395                         Next_level_num = -i;
1396                         break;
1397                 }
1398
1399         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1400                 Next_level_num = Last_secret_level;
1401
1402         old_gametime = GameTime;
1403
1404         StartNewLevelSecret(Next_level_num, 1);
1405         
1406         // do_cloak_invul_stuff();
1407 }
1408
1409 //called when the player has finished a level
1410 void PlayerFinishedLevel(int secret_flag)
1411 {
1412         Assert(!secret_flag);
1413
1414         //credit the player for hostages
1415         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1416
1417         if (Game_mode & GM_NETWORK)
1418                 Players[Player_num].connected = 2; // Finished but did not die
1419
1420         last_drawn_cockpit[0] = -1;
1421         last_drawn_cockpit[1] = -1;
1422
1423         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1424 }
1425
1426 #if defined(D2_OEM) || defined(COMPILATION)
1427 #define MOVIE_REQUIRED 0
1428 #else
1429 #define MOVIE_REQUIRED 1
1430 #endif
1431
1432 #ifdef D2_OEM
1433 #define ENDMOVIE "endo"
1434 #else
1435 #define ENDMOVIE "end"
1436 #endif
1437
1438 void show_order_form();
1439 extern void com_hangup(void);
1440
1441 //called when the player has finished the last level
1442 void DoEndGame(void)
1443 {
1444         mprintf((0,"DoEndGame\n"));
1445
1446         Function_mode = FMODE_MENU;
1447         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1448                 newdemo_stop_recording();
1449
1450         set_screen_mode( SCREEN_MENU );
1451
1452         WINDOS(
1453                 dd_gr_set_current_canvas(NULL),
1454                 gr_set_current_canvas(NULL)
1455         );
1456
1457         key_flush();
1458
1459         if (Current_mission_num == Builtin_mission_num && !(Game_mode & GM_MULTI))
1460         { //only built-in mission, & not multi
1461                 int played=MOVIE_NOT_PLAYED;    //default is not played
1462
1463                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1464                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1465                 close_subtitles();
1466                 if (!played) {
1467                         if (cfexist("end2oem.txb") || cfexist("end2oem.tex")) { // #ifdef D2_OEM
1468                                 songs_play_song( SONG_TITLE, 0 );
1469                                 do_briefing_screens("end2oem.tex",1);
1470                         } else {
1471                                 songs_play_song( SONG_ENDGAME, 0 );
1472                                 mprintf((0,"doing briefing\n"));
1473                                 do_briefing_screens("ending2.tex",1);
1474                                 mprintf((0,"briefing done\n"));
1475                         }
1476                 }
1477    } else if (!(Game_mode & GM_MULTI)) {    //not multi
1478                 char tname[FILENAME_LEN];
1479                 sprintf(tname,"%s.tex",Current_mission_filename);
1480                 do_briefing_screens (tname,Last_level+1);   //level past last is endgame breifing
1481
1482                 //try doing special credits
1483                 sprintf(tname,"%s.ctb",Current_mission_filename);
1484                 credits_show(tname);
1485         }
1486
1487         key_flush();
1488
1489 #ifdef SHAREWARE
1490                 show_order_form();
1491 #endif
1492
1493 #ifdef NETWORK
1494         if (Game_mode & GM_MULTI)
1495                 multi_endlevel_score();
1496         else
1497 #endif
1498                 // NOTE LINK TO ABOVE
1499                 DoEndLevelScoreGlitz(0);
1500
1501         if (Current_mission_num == Builtin_mission_num && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1502                 WINDOS(
1503                         dd_gr_set_current_canvas(NULL),
1504                         gr_set_current_canvas( NULL )
1505                 );
1506                 WINDOS(
1507                         dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1508                         gr_clear_canvas(BM_XRGB(0,0,0))
1509                 );
1510                 gr_palette_clear();
1511                 load_palette(DEFAULT_PALETTE,0,1);
1512                 scores_maybe_add_player(0);
1513         }
1514
1515         Function_mode = FMODE_MENU;
1516
1517         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1518                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1519         else
1520                 Game_mode = GM_GAME_OVER;
1521
1522
1523         longjmp( LeaveGame, 0 );                // Exit out of game loop
1524 }
1525
1526 //from which level each do you get to each secret level 
1527 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1528
1529 //called to go to the next level (if there is one)
1530 //if secret_flag is true, advance to secret level, else next normal one
1531 //      Return true if game over.
1532 void AdvanceLevel(int secret_flag)
1533 {
1534 #ifdef NETWORK
1535         int result;
1536 #endif
1537
1538         mprintf((0,"AdvanceLevel\n"));
1539
1540         Assert(!secret_flag);
1541
1542         if (Current_level_num != Last_level) {
1543 #ifdef NETWORK
1544                 if (Game_mode & GM_MULTI)
1545                         multi_endlevel_score();         
1546                 else 
1547 #endif
1548                         // NOTE LINK TO ABOVE!!!
1549                         DoEndLevelScoreGlitz(0);                //give bonuses
1550         }
1551
1552         Control_center_destroyed = 0;
1553
1554         #ifdef EDITOR
1555         if (Current_level_num == 0)
1556                 return;         //not a real level
1557         #endif
1558
1559 #ifdef NETWORK
1560         if (Game_mode & GM_MULTI)       {
1561                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1562                 if (result) // failed to sync
1563                 {
1564                         if (Current_level_num == Last_level)            //player has finished the game!
1565                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1566                         else
1567                                 return;
1568                 }
1569         }
1570 #endif
1571
1572         if (Current_level_num == Last_level) {          //player has finished the game!
1573                 
1574                 mprintf((0,"Finished last level!\n"));
1575
1576                 DoEndGame();
1577
1578         } else {
1579
1580                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1581
1582                 if (!(Game_mode & GM_MULTI))
1583                         DoEndlevelMenu(); // Let use save their game
1584
1585                 StartNewLevel(Next_level_num, 0);
1586
1587         }
1588 }
1589
1590 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1591
1592 extern char last_palette_loaded[];
1593
1594 void load_stars_palette()
1595 {
1596         int pcx_error;
1597         ubyte pal[256*3];
1598
1599         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1600         Assert(pcx_error == PCX_ERROR_NONE);
1601
1602         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1603
1604
1605         {       //remap stuff. this code is kindof a hack
1606
1607                 //now, before we bring up the menu, we need to 
1608                 //do some stuff to make sure the palette is ok.  First, we need to
1609                 //get our current palette into the 2d's array, so the remapping will
1610                 //work.  Second, we need to remap the fonts.  Third, we need to fill 
1611                 //in part of the fade tables so the darkening of the menu edges works
1612
1613                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1614                 remap_fonts_and_menus(1);
1615
1616         }
1617
1618         strcpy(last_palette_loaded,"");         //force palette load next time
1619 }
1620 #endif
1621
1622 void nm_draw_background1(char * filename);
1623
1624 void load_stars()
1625 {
1626 //@@    int pcx_error;
1627 //@@    ubyte pal[256*3];
1628 //@@
1629 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1630 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1631 //@@
1632 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1633
1634         WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1635
1636         nm_draw_background1(STARS_BACKGROUND);
1637
1638 }
1639
1640
1641 void
1642 died_in_mine_message(void)
1643 {
1644         // Tell the player he died in the mine, explain why
1645         int old_fmode;
1646
1647         if (Game_mode & GM_MULTI)
1648                 return;
1649
1650         gr_palette_fade_out(gr_palette, 32, 0);
1651
1652         set_screen_mode(SCREEN_MENU);           //go into menu mode
1653
1654         WINDOS(
1655                 dd_gr_set_current_canvas(NULL),
1656                 gr_set_current_canvas(NULL)
1657         );
1658
1659         load_stars();
1660
1661 #if defined(POLY_ACC)
1662         pa_save_clut();
1663         pa_update_clut(gr_palette, 0, 256, 0);
1664 #endif
1665
1666         old_fmode = Function_mode;
1667         Function_mode = FMODE_MENU;
1668         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1669         Function_mode = old_fmode;
1670
1671 #if defined(POLY_ACC)
1672         pa_restore_clut();
1673 #endif
1674
1675         WIN(DEFINE_SCREEN(NULL));
1676 }
1677
1678 //      Called when player dies on secret level.
1679 void returning_to_level_message(void)
1680 {
1681         char    msg[128];
1682
1683         int old_fmode;
1684
1685         if (Game_mode & GM_MULTI)
1686                 return;
1687
1688         gr_palette_fade_out(gr_palette, 32, 0);
1689
1690         set_screen_mode(SCREEN_MENU);           //go into menu mode
1691
1692         gr_set_current_canvas(NULL);
1693
1694         load_stars();
1695
1696 #if defined(POLY_ACC)
1697         pa_save_clut();
1698         pa_update_clut(gr_palette, 0, 256, 0);
1699 #endif
1700
1701         old_fmode = Function_mode;
1702         Function_mode = FMODE_MENU;
1703         sprintf(msg, "Returning to level %i", Entered_from_level);
1704         nm_messagebox(NULL, 1, TXT_OK, msg);
1705         Function_mode = old_fmode;
1706
1707 #if defined(POLY_ACC)
1708         pa_restore_clut();
1709 #endif
1710
1711         WIN(DEFINE_SCREEN(NULL));
1712 }
1713
1714 //      Called when player dies on secret level.
1715 void advancing_to_level_message(void)
1716 {
1717         char    msg[128];
1718
1719         int old_fmode;
1720
1721         //      Only supposed to come here from a secret level.
1722         Assert(Current_level_num < 0);
1723
1724         if (Game_mode & GM_MULTI)
1725                 return;
1726
1727         gr_palette_fade_out(gr_palette, 32, 0);
1728
1729         set_screen_mode(SCREEN_MENU);           //go into menu mode
1730
1731         gr_set_current_canvas(NULL);
1732         
1733         load_stars();
1734
1735 #if defined(POLY_ACC)
1736         pa_save_clut();
1737         pa_update_clut(gr_palette, 0, 256, 0);
1738 #endif
1739
1740         old_fmode = Function_mode;
1741         Function_mode = FMODE_MENU;
1742         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1743         nm_messagebox(NULL, 1, TXT_OK, msg);
1744         Function_mode = old_fmode;
1745
1746 #if defined(POLY_ACC)
1747         pa_restore_clut();
1748 #endif
1749
1750         WIN(DEFINE_SCREEN(NULL));
1751 }
1752
1753 void digi_stop_digi_sounds();
1754
1755 void DoPlayerDead()
1756 {
1757         reset_palette_add();
1758
1759         gr_palette_load (gr_palette);
1760
1761 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1762         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1763
1764         dead_player_end();              //terminate death sequence (if playing)
1765
1766         #ifdef EDITOR
1767         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
1768                 object * playerobj = &Objects[Players[Player_num].objnum];
1769                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1770                 load_level("gamesave.lvl");
1771                 init_player_stats_new_ship();
1772                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1773                 StartLevel(0);
1774                 return;
1775         }
1776         #endif
1777
1778 #ifdef NETWORK
1779         if ( Game_mode&GM_MULTI )
1780         {
1781                 multi_do_death(Players[Player_num].objnum);
1782         }
1783         else 
1784 #endif
1785         {                               //Note link to above else!
1786                 Players[Player_num].lives--;
1787                 if (Players[Player_num].lives == 0)
1788                 {       
1789                         DoGameOver();
1790                         return;
1791                 }
1792         }
1793                                 
1794         if ( Control_center_destroyed ) {
1795
1796                 //clear out stuff so no bonus
1797                 Players[Player_num].hostages_on_board = 0;
1798                 Players[Player_num].energy = 0;
1799                 Players[Player_num].shields = 0;
1800                 Players[Player_num].connected = 3;
1801
1802                 died_in_mine_message(); // Give them some indication of what happened
1803
1804                 if (Current_level_num < 0) {
1805                         if (cfexist(SECRETB_FILENAME))
1806                         {
1807                                 returning_to_level_message();
1808                                 state_restore_all(1, 2, SECRETB_FILENAME);                      //      2 means you died
1809                                 set_pos_from_return_segment();
1810                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1811                         } else {
1812                                 advancing_to_level_message();
1813                                 StartNewLevel(Entered_from_level+1, 0);
1814                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1815                         }
1816                 } else {
1817
1818                         AdvanceLevel(0);                        //if finished, go on to next level
1819
1820                         init_player_stats_new_ship();
1821                         last_drawn_cockpit[0] = -1;
1822                         last_drawn_cockpit[1] = -1;
1823                 }
1824
1825         } else if (Current_level_num < 0) {
1826                 if (cfexist(SECRETB_FILENAME))
1827                 {
1828                         returning_to_level_message();
1829                         if (!Control_center_destroyed)
1830                                 state_save_all(0, 2, SECRETC_FILENAME);
1831                         state_restore_all(1, 2, SECRETB_FILENAME);
1832                         set_pos_from_return_segment();
1833                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1834                 } else {
1835                         died_in_mine_message(); // Give them some indication of what happened
1836                         advancing_to_level_message();
1837                         StartNewLevel(Entered_from_level+1, 0);
1838                         init_player_stats_new_ship();
1839                 }
1840         } else {
1841                 init_player_stats_new_ship();
1842                 StartLevel(1);
1843         }
1844
1845         digi_sync_sounds();
1846 }
1847
1848 extern int BigWindowSwitch;
1849
1850 //called when the player is starting a new level for normal game mode and restore state
1851 //      secret_flag set if came from a secret level
1852 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1853 {
1854         if (!(Game_mode & GM_MULTI)) {
1855                 last_drawn_cockpit[0] = -1;
1856                 last_drawn_cockpit[1] = -1;
1857         }
1858    BigWindowSwitch=0;
1859
1860
1861         if (Newdemo_state == ND_STATE_PAUSED)
1862                 Newdemo_state = ND_STATE_RECORDING;
1863
1864         if (Newdemo_state == ND_STATE_RECORDING) {
1865                 newdemo_set_new_level(level_num);
1866                 newdemo_record_start_frame(FrameCount, FrameTime );
1867         }
1868
1869         if (Game_mode & GM_MULTI)
1870                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1871
1872         LoadLevel(level_num,page_in_textures);
1873
1874         Assert(Current_level_num == level_num); //make sure level set right
1875
1876         gameseq_init_network_players(); // Initialize the Players array for 
1877                                                                                           // this level
1878
1879         Viewer = &Objects[Players[Player_num].objnum];
1880
1881         Assert(N_players <= NumNetPlayerPositions);
1882                 //If this assert fails, there's not enough start positions
1883
1884 #ifdef NETWORK
1885         if (Game_mode & GM_NETWORK)
1886         {
1887                 if(network_level_sync()) // After calling this, Player_num is set
1888                         return;
1889         }
1890         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1891         {
1892                 if(com_level_sync())
1893                         return;
1894         }
1895 #endif
1896
1897         Assert(Function_mode == FMODE_GAME);
1898
1899         #ifndef NDEBUG
1900         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1901         #endif
1902
1903         HUD_clear_messages();
1904
1905         automap_clear_visited();
1906
1907 #ifdef NETWORK
1908         if (Network_new_game == 1)
1909         {
1910                 Network_new_game = 0;
1911                 init_player_stats_new_ship();
1912         }
1913 #endif
1914         init_player_stats_level(secret_flag);
1915
1916 #ifdef NETWORK
1917         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1918         {
1919                 int i;
1920                 for (i = 0; i < N_players; i++)
1921                         Players[i].flags |= Netgame.player_flags[i];
1922         }
1923
1924         if (Game_mode & GM_MULTI)
1925         {
1926                 multi_prep_level(); // Removes robots from level if necessary
1927         }
1928 #endif
1929
1930         gameseq_remove_unused_players();
1931
1932         Game_suspended = 0;
1933
1934         Control_center_destroyed = 0;
1935
1936         set_screen_mode(SCREEN_GAME);
1937         init_cockpit();
1938         init_robots_for_level();
1939         init_ai_objects();
1940         init_smega_detonates();
1941         init_morphs();
1942         init_all_matcens();
1943         reset_palette_add();
1944         init_thief_for_level();
1945         init_stuck_objects();
1946         game_flush_inputs();            // clear out the keyboard
1947         if (!(Game_mode & GM_MULTI))
1948                 filter_objects_from_level();
1949
1950         turn_cheats_off();
1951
1952         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1953                 set_highest_level(Current_level_num);
1954         else
1955                 read_player_file();             //get window sizes
1956
1957         reset_special_effects();
1958
1959 #ifdef OGL
1960         ogl_cache_level_textures();
1961 #endif
1962
1963
1964 #ifdef NETWORK
1965         if (Network_rejoined == 1)
1966         {
1967                 #ifndef NDEBUG
1968                 mprintf((0, "Restarting - joining in random location.\n"));
1969                 #endif
1970                 Network_rejoined = 0;
1971                 StartLevel(1);
1972         }
1973         else
1974 #endif
1975                 StartLevel(0);          // Note link to above if!
1976
1977         copy_defaults_to_robot_all();
1978         init_controlcen_for_level();
1979
1980         //      Say player can use FLASH cheat to mark path to exit.
1981         Last_level_path_created = -1;
1982 }
1983
1984 #ifdef NETWORK
1985 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1986 #endif
1987 void bash_to_shield (int i,char *s)
1988 {
1989 #ifdef NETWORK
1990         int type=Objects[i].id;
1991 #endif
1992
1993         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1994
1995 #ifdef NETWORK
1996         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1997 #endif
1998
1999         Objects[i].id = POW_SHIELD_BOOST;
2000         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2001         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2002 }
2003
2004
2005 void filter_objects_from_level()
2006  {
2007   int i;
2008   
2009   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2010  
2011   for (i=0;i<=Highest_object_index;i++) 
2012         {
2013          if (Objects[i].type==OBJ_POWERUP)
2014      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2015            bash_to_shield (i,"Flag!!!!");
2016    } 
2017
2018  }
2019
2020 struct {
2021         int     level_num;
2022         char    movie_name[FILENAME_LEN];
2023 } intro_movie[] = {     { 1,"pla"},
2024                                                         { 5,"plb"},
2025                                                         { 9,"plc"},
2026                                                         {13,"pld"},
2027                                                         {17,"ple"},
2028                                                         {21,"plf"},
2029                                                         {24,"plg"}};
2030
2031 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2032
2033 extern int MenuHiresAvailable;
2034 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
2035 extern int intro_played;        //true if big intro movie played
2036
2037 void ShowLevelIntro(int level_num)
2038 {
2039         //if shareware, show a briefing?
2040
2041         if (!(Game_mode & GM_MULTI)) {
2042                 int i;
2043
2044                 ubyte save_pal[sizeof(gr_palette)];
2045
2046                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2047
2048                 if (Current_mission_num == Builtin_mission_num) {
2049                         int movie=0;
2050
2051                         if (cfexist("brief2.txb") || cfexist("brief2.tex")) { // SHAREWARE
2052                                 if (level_num==1)
2053                                         do_briefing_screens ("brief2.tex", 1);
2054                         } else if (cfexist("brief2o.txb") || cfexist("brief2o.tex")) { // OEM
2055                                 if (level_num == 1 && !intro_played)
2056                                         do_briefing_screens("brief2o.tex", 1);
2057                         } else { // full version
2058                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
2059                                 {
2060                                         if (intro_movie[i].level_num == level_num)
2061                                         {
2062                                                 Screen_mode = -1;
2063                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2064                                                 movie=1;
2065                                                 break;
2066                                         }
2067                                 }
2068
2069 #ifdef WINDOWS
2070                                 if (!movie) {                                   //must go before briefing
2071                                         dd_gr_init_screen();
2072                                         Screen_mode = -1;
2073                                 }
2074 #endif
2075
2076                                 if (robot_movies)
2077                                 {
2078                                         int hires_save=MenuHiresAvailable;
2079
2080                                         if (robot_movies == 1)          //lowres only
2081                                         {
2082                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
2083
2084                                                 if (hires_save != MenuHiresAvailable)
2085                                                         Screen_mode = -1;               //force reset
2086
2087                                         }
2088                                         do_briefing_screens ("robot.tex",level_num);
2089                                         MenuHiresAvailable = hires_save;
2090                                 }
2091
2092                         }
2093                 }
2094                 else {  //not the built-in mission.  check for add-on briefing
2095                         if (Mission_list[Current_mission_num].descent_version == 1)
2096                                 do_briefing_screens(Briefing_text_filename, level_num);
2097                         else {
2098                                 char tname[FILENAME_LEN];
2099                                 sprintf(tname, "%s.tex", Current_mission_filename);
2100                                 do_briefing_screens(tname, level_num);
2101                         }
2102                 }
2103
2104
2105                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2106         }
2107 }
2108
2109 //      ---------------------------------------------------------------------------
2110 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2111 //      Reason: On this level, if player goes to a secret level, he will be going to a different
2112 //      secret level than he's ever been to before.
2113 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2114 void maybe_set_first_secret_visit(int level_num)
2115 {
2116         int     i;
2117
2118         for (i=0; i<N_secret_levels; i++) {
2119                 if (Secret_level_table[i] == level_num) {
2120                         First_secret_visit = 1;
2121                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2122                 }
2123         }
2124 }
2125
2126 //called when the player is starting a new level for normal game model
2127 //      secret_flag if came from a secret level
2128 void StartNewLevel(int level_num, int secret_flag)
2129 {
2130         ThisLevelTime=0;
2131
2132         if ((level_num > 0) && (!secret_flag)) {
2133                 maybe_set_first_secret_visit(level_num);
2134         }
2135
2136         ShowLevelIntro(level_num);
2137
2138         WIN(DEFINE_SCREEN(NULL));               // ALT-TAB: no restore of background.
2139         
2140         StartNewLevelSub(level_num, 1, secret_flag );
2141
2142 }
2143
2144 //initialize the player object position & orientation (at start of game, or new ship)
2145 void InitPlayerPosition(int random_flag)
2146 {
2147         int NewPlayer=0;
2148
2149 #ifdef NETWORK
2150         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2151 #endif
2152                 NewPlayer = Player_num;
2153 #ifdef NETWORK
2154         else if (random_flag == 1)
2155         {
2156                 int i, closest = -1, trys=0;
2157                 fix closest_dist = 0x7ffffff, dist;
2158
2159                 d_srand(clock());
2160
2161 #ifndef NDEBUG
2162                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2163                 {
2164                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2165                         //Int3();
2166                 }
2167 #endif
2168
2169                 do {
2170                         if (trys > 0)   
2171                         {
2172                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2173                         }
2174                         trys++;
2175
2176                         NewPlayer = d_rand() % NumNetPlayerPositions;
2177
2178                         closest = -1;
2179                         closest_dist = 0x7fffffff;
2180         
2181                         for (i=0; i<N_players; i++ )    {
2182                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2183                                         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
2184                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2185                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2186                                                 closest_dist = dist;
2187                                                 closest = i;
2188                                         }
2189                                 }
2190                         }
2191
2192                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2193                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2194         } 
2195         else {
2196                 mprintf((0, "Starting position is not being changed.\n"));
2197                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2198         }
2199         Assert(NewPlayer >= 0);
2200         Assert(NewPlayer < NumNetPlayerPositions);
2201 #endif
2202
2203         ConsoleObject->pos = Player_init[NewPlayer].pos;
2204         ConsoleObject->orient = Player_init[NewPlayer].orient;
2205 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2206
2207         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2208
2209         obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2210
2211 #ifdef NETWORK
2212 done:
2213 #endif
2214         reset_player_object();
2215         reset_cruise();
2216 }
2217
2218 //      -----------------------------------------------------------------------------------------------------
2219 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2220 //      What about setting size!?  Where does that come from?
2221 void copy_defaults_to_robot(object *objp)
2222 {
2223         robot_info      *robptr;
2224         int                     objid;
2225
2226         Assert(objp->type == OBJ_ROBOT);
2227         objid = objp->id;
2228         Assert(objid < N_robot_types);
2229
2230         robptr = &Robot_info[objid];
2231
2232         //      Boost shield for Thief and Buddy based on level.
2233         objp->shields = robptr->strength;
2234
2235         if ((robptr->thief) || (robptr->companion)) {
2236                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2237
2238                 if (robptr->companion) {
2239                         //      Now, scale guide-bot hits by skill level
2240                         switch (Difficulty_level) {
2241                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2242                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2243                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2244                                 default:        break;
2245                         }
2246                 }
2247         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2248                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2249
2250         //      Additional wimpification of bosses at Trainee
2251         if ((robptr->boss_flag) && (Difficulty_level == 0))
2252                 objp->shields /= 2;
2253 }
2254
2255 //      -----------------------------------------------------------------------------------------------------
2256 //      Copy all values from the robot info structure to all instances of robots.
2257 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2258 //      This function should be called at level load time.
2259 void copy_defaults_to_robot_all()
2260 {
2261         int     i;
2262
2263         for (i=0; i<=Highest_object_index; i++)
2264                 if (Objects[i].type == OBJ_ROBOT)
2265                         copy_defaults_to_robot(&Objects[i]);
2266
2267 }
2268
2269 extern void clear_stuck_objects(void);
2270
2271 //      -----------------------------------------------------------------------------------------------------
2272 //called when the player is starting a level (new game or new ship)
2273 void StartLevel(int random_flag)
2274 {
2275         Assert(!Player_is_dead);
2276
2277         InitPlayerPosition(random_flag);
2278
2279         verify_console_object();
2280
2281         ConsoleObject->control_type     = CT_FLYING;
2282         ConsoleObject->movement_type    = MT_PHYSICS;
2283
2284         disable_matcens();
2285
2286         clear_transient_objects(0);             //0 means leave proximity bombs
2287
2288         // create_player_appearance_effect(ConsoleObject);
2289         Do_appearance_effect = 1;
2290
2291 #ifdef NETWORK
2292         if (Game_mode & GM_MULTI)
2293         {
2294                 if (Game_mode & GM_MULTI_COOP)
2295                         multi_send_score();
2296                 multi_send_position(Players[Player_num].objnum);
2297                 multi_send_reappear();
2298         }               
2299
2300         if (Game_mode & GM_NETWORK)
2301                 network_do_frame(1, 1);
2302 #endif
2303
2304         ai_reset_all_paths();
2305         ai_init_boss_for_ship();
2306         clear_stuck_objects();
2307
2308         #ifdef EDITOR
2309         //      Note, this is only done if editor builtin.  Calling this from here
2310         //      will cause it to be called after the player dies, resetting the
2311         //      hits for the buddy and thief.  This is ok, since it will work ok
2312         //      in a shipped version.
2313         init_ai_objects();
2314         #endif
2315
2316         reset_time();
2317
2318         reset_rear_view();
2319         Auto_fire_fusion_cannon_time = 0;
2320         Fusion_charge = 0;
2321
2322         Robot_firing_enabled = 1;
2323 }