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1 /* $Id: gameseq.c,v 1.27 2003-08-03 22:00:14 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 1.27 2003-08-03 22:00:14 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 #if !defined(SHAREWARE) && !defined(D2_OEM)
157 int Last_level,Last_secret_level;
158 #endif
159
160 // Global variables describing the player
161 int                             N_players=1;                                            // Number of players ( >1 means a net game, eh?)
162 int                             Player_num=0;                                           // The player number who is on the console.
163 player                  Players[MAX_PLAYERS+4];                   // Misc player info
164 obj_position    Player_init[MAX_PLAYERS];
165
166 // Global variables telling what sort of game we have
167 int MaxNumNetPlayers = -1;
168 int NumNetPlayerPositions = -1;
169
170 extern fix ThisLevelTime;
171
172 // Extern from game.c to fix a bug in the cockpit!
173
174 extern int last_drawn_cockpit[2];
175 extern int Last_level_path_created;
176
177 //      HUD_clear_messages external, declared in gauges.h
178 #ifndef _GAUGES_H
179 extern void HUD_clear_messages(); // From hud.c
180 #endif
181
182 //      Extra prototypes declared for the sake of LINT
183 void init_player_stats_new_ship(void);
184 void copy_defaults_to_robot_all(void);
185
186 int     Do_appearance_effect=0;
187
188 extern int Rear_view;
189
190 int     First_secret_visit = 1;
191
192 extern int descent_critical_error;
193
194 extern int Last_msg_ycrd;
195
196 //--------------------------------------------------------------------
197 void verify_console_object()
198 {
199         Assert( Player_num > -1 );
200         Assert( Players[Player_num].objnum > -1 );
201         ConsoleObject = &Objects[Players[Player_num].objnum];
202         Assert( ConsoleObject->type==OBJ_PLAYER );
203         Assert( ConsoleObject->id==Player_num );
204 }
205
206 int count_number_of_robots() 
207 {
208         int robot_count;
209         int i;
210
211         robot_count = 0;
212         for (i=0;i<=Highest_object_index;i++) {
213                 if (Objects[i].type == OBJ_ROBOT)
214                         robot_count++;
215         }
216
217         return robot_count;
218 }
219
220
221 int count_number_of_hostages() 
222 {
223         int count;
224         int i;
225
226         count = 0;
227         for (i=0;i<=Highest_object_index;i++) {
228                 if (Objects[i].type == OBJ_HOSTAGE)
229                         count++;
230         }
231
232         return count;
233 }
234
235 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
236 void
237 gameseq_init_network_players()
238 {
239         int i,k,j;
240
241         // Initialize network player start locations and object numbers
242
243         ConsoleObject = &Objects[0];
244         k = 0;
245         j = 0;
246         for (i=0;i<=Highest_object_index;i++) {
247
248                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
249                 {
250                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
251                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
252                         {
253                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
254                                 Objects[i].type=OBJ_PLAYER;
255                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
256                                 Player_init[k].pos = Objects[i].pos;
257                                 Player_init[k].orient = Objects[i].orient;
258                                 Player_init[k].segnum = Objects[i].segnum;
259                                 Players[k].objnum = i;
260                                 Objects[i].id = k;
261                                 k++;
262                         }
263                         else
264                                 obj_delete(i);
265                         j++;
266                 }
267
268                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
269                         obj_delete(i);          //kill the buddy in netgames
270
271         }
272         NumNetPlayerPositions = k;
273
274 #ifndef NDEBUG
275         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
276                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
277         {
278                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
279                 //Int3(); // Not enough positions!!
280         }
281 #endif
282 #if defined (D2_OEM)
283
284         if ((Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num==8)
285          {
286           for (i=0;i<N_players;i++)
287                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
288                         {
289                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!");    
290                          return;
291                         }
292          }
293 #endif
294 }
295
296 void gameseq_remove_unused_players()
297 {
298         int i;
299
300         // 'Remove' the unused players
301
302 #ifdef NETWORK
303         if (Game_mode & GM_MULTI)
304         {
305                 for (i=0; i < NumNetPlayerPositions; i++)
306                 {
307                         if ((!Players[i].connected) || (i >= N_players))
308                         {
309                                 #ifndef NDEBUG
310 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
311                                 #endif
312                                 multi_make_player_ghost(i);
313                         }
314                 }
315         }
316         else
317 #endif
318         {               // Note link to above if!!!
319                 #ifndef NDEBUG
320                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
321                 #endif
322                 for (i=1; i < NumNetPlayerPositions; i++)
323                 {
324                         obj_delete(Players[i].objnum);
325                 }
326         }
327 }
328
329 fix StartingShields=INITIAL_SHIELDS;
330
331 // Setup player for new game
332 void init_player_stats_game()
333 {
334         Players[Player_num].score = 0;
335         Players[Player_num].last_score = 0;
336         Players[Player_num].lives = INITIAL_LIVES;
337         Players[Player_num].level = 1;
338
339         Players[Player_num].time_level = 0;
340         Players[Player_num].time_total = 0;
341         Players[Player_num].hours_level = 0;
342         Players[Player_num].hours_total = 0;
343
344         Players[Player_num].energy = INITIAL_ENERGY;
345         Players[Player_num].shields = StartingShields;
346         Players[Player_num].killer_objnum = -1;
347
348         Players[Player_num].net_killed_total = 0;
349         Players[Player_num].net_kills_total = 0;
350
351         Players[Player_num].num_kills_level = 0;
352         Players[Player_num].num_kills_total = 0;
353         Players[Player_num].num_robots_level = 0;
354         Players[Player_num].num_robots_total = 0;
355         Players[Player_num].KillGoalCount = 0;
356         
357         Players[Player_num].hostages_rescued_total = 0;
358         Players[Player_num].hostages_level = 0;
359         Players[Player_num].hostages_total = 0;
360
361         Players[Player_num].laser_level = 0;
362         Players[Player_num].flags = 0;
363
364         init_player_stats_new_ship();
365
366         First_secret_visit = 1;
367 }
368
369 void init_ammo_and_energy(void)
370 {
371         if (Players[Player_num].energy < INITIAL_ENERGY)
372                 Players[Player_num].energy = INITIAL_ENERGY;
373         if (Players[Player_num].shields < StartingShields)
374                 Players[Player_num].shields = StartingShields;
375
376 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
377 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
378 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
379
380 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
381 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
382 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
383         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
384                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
385 }
386
387 extern  ubyte   Last_afterburner_state;
388
389 // Setup player for new level (After completion of previous level)
390 void init_player_stats_level(int secret_flag)
391 {
392         // int  i;
393
394         Players[Player_num].last_score = Players[Player_num].score;
395
396         Players[Player_num].level = Current_level_num;
397
398 #ifdef NETWORK
399         if (!Network_rejoined) {
400 #endif
401                 Players[Player_num].time_level = 0;
402                 Players[Player_num].hours_level = 0;
403 #ifdef NETWORK
404         }
405 #endif
406
407         Players[Player_num].killer_objnum = -1;
408
409         Players[Player_num].num_kills_level = 0;
410         Players[Player_num].num_robots_level = count_number_of_robots();
411         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
412
413         Players[Player_num].hostages_level = count_number_of_hostages();
414         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
415         Players[Player_num].hostages_on_board = 0;
416
417         if (!secret_flag) {
418                 init_ammo_and_energy();
419
420                 Players[Player_num].flags &= (~KEY_BLUE);
421                 Players[Player_num].flags &= (~KEY_RED);
422                 Players[Player_num].flags &= (~KEY_GOLD);
423
424                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
425                                                                                                         PLAYER_FLAGS_CLOAKED |
426                                                                                                         PLAYER_FLAGS_MAP_ALL);
427
428                 Players[Player_num].cloak_time = 0;
429                 Players[Player_num].invulnerable_time = 0;
430
431                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
432                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
433         }
434
435         Player_is_dead = 0; // Added by RH
436         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
437
438         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
439
440         Controls.afterburner_state = 0;
441         Last_afterburner_state = 0;
442
443         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
444
445         init_gauges();
446
447    #ifdef TACTILE
448                 if (TactileStick)
449                   tactile_set_button_jolt();
450         #endif
451
452         Missile_viewer = NULL;
453 }
454
455 extern  void init_ai_for_ship(void);
456
457 // Setup player for a brand-new ship
458 void init_player_stats_new_ship()
459 {
460         int     i;
461
462         if (Newdemo_state == ND_STATE_RECORDING) {
463                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
464                 newdemo_record_player_weapon(0, 0);
465                 newdemo_record_player_weapon(1, 0);
466         }
467
468         Players[Player_num].energy = INITIAL_ENERGY;
469         Players[Player_num].shields = StartingShields;
470         Players[Player_num].laser_level = 0;
471         Players[Player_num].killer_objnum = -1;
472         Players[Player_num].hostages_on_board = 0;
473
474         Afterburner_charge = 0;
475
476         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
477                 Players[Player_num].primary_ammo[i] = 0;
478                 Primary_last_was_super[i] = 0;
479         }
480
481         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
482                 Players[Player_num].secondary_ammo[i] = 0;
483                 Secondary_last_was_super[i] = 0;
484         }
485         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
486
487         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
488         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
489
490         Primary_weapon = 0;
491         Secondary_weapon = 0;
492
493         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS | 
494                                                                                                 PLAYER_FLAGS_AFTERBURNER | 
495                                                                                                 PLAYER_FLAGS_CLOAKED | 
496                                                                                                 PLAYER_FLAGS_INVULNERABLE | 
497                                                                                                 PLAYER_FLAGS_MAP_ALL |
498                                                                                                 PLAYER_FLAGS_CONVERTER |
499                                                                                                 PLAYER_FLAGS_AMMO_RACK |
500                                                                                                 PLAYER_FLAGS_HEADLIGHT |
501                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
502                                                                                                 PLAYER_FLAGS_FLAG);
503
504         Players[Player_num].cloak_time = 0;
505         Players[Player_num].invulnerable_time = 0;
506
507         Player_is_dead = 0;             //player no longer dead
508
509         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
510
511         Controls.afterburner_state = 0;
512         Last_afterburner_state = 0;
513
514         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
515
516         Missile_viewer=NULL;            ///reset missile camera if out there
517
518    #ifdef TACTILE
519                 if (TactileStick)
520                  {
521                   tactile_set_button_jolt();
522                  }
523         #endif
524
525
526         init_ai_for_ship();
527 }
528
529 #ifdef NETWORK
530 void reset_network_objects()
531 {
532         memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
533         memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
534         memset(object_owner, -1, MAX_OBJECTS);
535 }
536 #endif
537
538 extern void init_stuck_objects(void);
539
540 #ifdef EDITOR
541
542 extern int Slide_segs_computed;
543
544 //reset stuff so game is semi-normal when playing from editor
545 void editor_reset_stuff_on_level()
546 {
547         gameseq_init_network_players();
548         init_player_stats_level(0);
549         Viewer = ConsoleObject;
550         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
551         ConsoleObject->id=Player_num;
552         ConsoleObject->control_type = CT_FLYING;
553         ConsoleObject->movement_type = MT_PHYSICS;
554         Game_suspended = 0;
555         verify_console_object();
556         Control_center_destroyed = 0;
557         if (Newdemo_state != ND_STATE_PLAYBACK)
558                 gameseq_remove_unused_players();
559         init_cockpit();
560         init_robots_for_level();
561         init_ai_objects();
562         init_morphs();
563         init_all_matcens();
564         init_player_stats_new_ship();
565         init_controlcen_for_level();
566         automap_clear_visited();
567         init_stuck_objects();
568         init_thief_for_level();
569
570         Slide_segs_computed = 0;
571 }
572 #endif
573
574 //do whatever needs to be done when a player dies in multiplayer
575
576 void DoGameOver()
577 {
578 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
579
580         if (Current_mission_num == Builtin_mission_num)
581                 scores_maybe_add_player(0);
582
583         Function_mode = FMODE_MENU;
584         Game_mode = GM_GAME_OVER;
585         longjmp( LeaveGame, 0 );                // Exit out of game loop
586
587 }
588
589 extern void do_save_game_menu();
590
591 //update various information about the player
592 void update_player_stats()
593 {
594                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
595                 if ( Players[Player_num].time_level > i2f(3600) )       {
596                         Players[Player_num].time_level -= i2f(3600);
597                         Players[Player_num].hours_level++;
598                 }
599
600                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
601                 if ( Players[Player_num].time_total > i2f(3600) )       {
602                         Players[Player_num].time_total -= i2f(3600);
603                         Players[Player_num].hours_total++;
604                 }
605 }
606
607 //hack to not start object when loading level
608 extern int Dont_start_sound_objects;
609
610 //go through this level and start any eclip sounds
611 void set_sound_sources()
612 {
613         int segnum,sidenum;
614         segment *seg;
615
616         digi_init_sounds();             //clear old sounds
617
618         Dont_start_sound_objects = 1;
619
620         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
621                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
622                         int tm,ec,sn;
623
624                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
625                                 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))
626                                         if ((sn=Effects[ec].sound_num)!=-1) {
627                                                 vms_vector pnt;
628                                                 int csegnum = seg->children[sidenum];
629
630                                                 //check for sound on other side of wall.  Don't add on
631                                                 //both walls if sound travels through wall.  If sound
632                                                 //does travel through wall, add sound for lower-numbered
633                                                 //segment.
634
635                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
636                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
637                                                                 segment *csegp;
638                                                                 int csidenum;
639
640                                                                 csegp = &Segments[seg->children[sidenum]];
641                                                                 csidenum = find_connect_side(seg, csegp);
642
643                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
644                                                                         continue;               //skip this one
645                                                         }
646                                                 }
647
648                                                 compute_center_point_on_side(&pnt,seg,sidenum);
649                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
650                                         }
651                 }
652
653         Dont_start_sound_objects = 0;
654
655 }
656
657
658 //fix flash_dist=i2f(1);
659 fix flash_dist=fl2f(.9);
660
661 //create flash for player appearance
662 void create_player_appearance_effect(object *player_obj)
663 {
664         vms_vector pos;
665         object *effect_obj;
666
667 #ifndef NDEBUG
668         {
669                 int objnum = player_obj-Objects;
670                 if ( (objnum < 0) || (objnum > Highest_object_index) )
671                         Int3(); // See Rob, trying to track down weird network bug
672         }
673 #endif
674
675         if (player_obj == Viewer)
676                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
677         else
678                 pos = player_obj->pos;
679
680         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
681
682         if (effect_obj) {
683                 effect_obj->orient = player_obj->orient;
684
685                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
686                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
687         }
688 }
689
690 //
691 // New Game sequencing functions
692 //
693
694 //pairs of chars describing ranges
695 char playername_allowed_chars[] = "azAZ09__--";
696
697 int MakeNewPlayerFile(int allow_abort)
698 {
699         int x;
700         char filename[14];
701         newmenu_item m;
702         char text[CALLSIGN_LEN+1]="";
703 #if 0
704         FILE *fp;
705 #endif
706
707         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
708
709 try_again:
710         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
711
712         Newmenu_allowed_chars = playername_allowed_chars;
713         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
714         Newmenu_allowed_chars = NULL;
715
716         if ( x < 0 ) {
717                 if ( allow_abort ) return 0;
718                 goto try_again;
719         }
720
721         if (text[0]==0) //null string
722                 goto try_again;
723
724         sprintf( filename, "%s.plr", text );
725
726 #if 0
727         fp = fopen( filename, "rb" );
728
729 #ifndef MACINTOSH
730         //if the callsign is the name of a tty device, prepend a char
731         if (fp && isatty(fileno(fp))) {
732                 fclose(fp);
733                 sprintf(filename,"$%.7s.plr",text);
734                 fp = fopen(filename,"rb");
735         }
736 #endif
737         
738         if ( fp )       {
739                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
740                 fclose(fp);
741                 goto try_again;
742         }
743 #else
744         if (cfexist(filename))
745         {
746                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
747                 goto try_again;
748         }
749 #endif
750
751         if ( !new_player_config() )
752                 goto try_again;                 // They hit Esc during New player config
753
754         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
755
756         write_player_file();
757
758         return 1;
759 }
760
761 #ifdef WINDOWS
762 #undef TXT_SELECT_PILOT
763 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
764 #endif
765
766 //Inputs the player's name, without putting up the background screen
767 int RegisterPlayer()
768 {
769         int i,j;
770         char filename[14];
771         int allow_abort_flag = 1;
772
773         if ( Players[Player_num].callsign[0] == 0 )     {
774                 //---------------------------------------------------------------------
775                 // Set default config options in case there is no config file
776                 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
777                 Config_joystick_sensitivity = 8;
778                 Config_control_type =CONTROL_NONE;
779                 for (i=0; i<CONTROL_MAX_TYPES; i++ )
780                         for (j=0; j<MAX_CONTROLS; j++ )
781                                 kconfig_settings[i][j] = default_kconfig_settings[i][j];
782                 kc_set_controls();
783                 //----------------------------------------------------------------
784
785                 // Read the last player's name from config file, not lastplr.txt
786                 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
787
788                 if (config_last_player[0]==0)
789                         allow_abort_flag = 0;
790         }
791
792 do_menu_again:
793         ;
794
795 #ifndef MACINTOSH
796         if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag ))     {
797                 goto do_menu_again; //return 0;         // They hit Esc in file selector
798         }
799 #else
800         #ifndef APPLE_DEMO
801         if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
802                 goto do_menu_again;             // They hit Esc in file selector
803         }
804         #else
805         newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 );               // no abort allowed ever -- and change title of menubox
806         #endif
807 #endif
808
809         if ( filename[0] == '<' )       {
810                 // They selected 'create new pilot'
811                 if (!MakeNewPlayerFile(allow_abort_flag))
812                         //return 0;             // They hit Esc during enter name stage
813                         goto do_menu_again;
814         } else {
815                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
816         }
817
818         if (read_player_file() != EZERO)
819                 goto do_menu_again;
820
821         Auto_leveling_on = Default_leveling_on;
822
823         set_display_mode(Default_display_mode);
824
825         WriteConfigFile();              // Update lastplr
826
827         return 1;
828 }
829
830
831 void load_robot_replacements(char *level_name);
832 int read_hamfile();
833 extern int Robot_replacements_loaded;
834
835 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
836 void LoadLevel(int level_num,int page_in_textures)
837 {
838         char *level_name;
839         player save_player;
840         int load_ret;
841
842         save_player = Players[Player_num];      
843
844         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
845
846         if (level_num<0)                //secret level
847                 level_name = Secret_level_names[-level_num-1];
848         else                                    //normal level
849                 level_name = Level_names[level_num-1];
850
851         #ifdef WINDOWS
852                 dd_gr_set_current_canvas(NULL);
853                 dd_gr_clear_canvas(BM_XRGB(0,0,0));
854         #else
855                 gr_set_current_canvas(NULL);
856                 gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
857         #endif
858
859         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
860
861 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
862 //      WIN(ShowCursorW());
863
864 #if 1 //defined(POLY_ACC) || defined(OGL)
865     gr_palette_load(gr_palette);
866     show_boxed_message(TXT_LOADING);
867 #else
868         show_boxed_message(TXT_LOADING);
869         gr_palette_load(gr_palette);
870 #endif
871
872         load_ret = load_level(level_name);              //actually load the data from disk!
873
874         if (load_ret)
875                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
876
877         Current_level_num=level_num;
878
879 //      load_palette_pig(Current_level_palette);                //load just the pig
880
881         load_palette(Current_level_palette,1,1);                //don't change screen
882
883         load_endlevel_data(level_num);
884
885         if ( page_in_textures )
886                 piggy_load_level_data();
887
888         if (Mission_list[Current_mission_num].descent_version == 1)
889                 load_d1_bitmap_replacements();
890         else
891                 load_bitmap_replacements(level_name);
892
893         if (Robot_replacements_loaded) {
894                 read_hamfile();         //load original data
895                 Robot_replacements_loaded = 0;
896         }
897         load_robot_replacements(level_name);
898
899 #ifdef NETWORK
900         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
901
902         reset_network_objects();
903 #endif
904
905         Players[Player_num] = save_player;
906
907         set_sound_sources();
908
909         songs_play_level_song( Current_level_num );
910
911         clear_boxed_message();          //remove message before new palette loaded
912
913         gr_palette_load(gr_palette);            //actually load the palette
914
915 //      WIN(HideCursorW());
916 }
917
918 //sets up Player_num & ConsoleObject  
919 void InitPlayerObject()
920 {
921         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
922
923         if (Player_num != 0 )   {
924                 Players[0] = Players[Player_num];
925                 Player_num = 0;
926         }
927
928         Players[Player_num].objnum = 0;
929
930         ConsoleObject = &Objects[Players[Player_num].objnum];
931
932         ConsoleObject->type                             = OBJ_PLAYER;
933         ConsoleObject->id                                       = Player_num;
934         ConsoleObject->control_type     = CT_FLYING;
935         ConsoleObject->movement_type    = MT_PHYSICS;
936 }
937
938 extern void game_disable_cheats();
939 extern void turn_cheats_off();
940 extern void init_seismic_disturbances(void);
941
942 //starts a new game on the given level
943 void StartNewGame(int start_level)
944 {
945         Game_mode = GM_NORMAL;
946         Function_mode = FMODE_GAME;
947         
948         Next_level_num = 0;
949
950         InitPlayerObject();                             //make sure player's object set up
951
952         init_player_stats_game();               //clear all stats
953
954         N_players = 1;
955 #ifdef NETWORK
956         Network_new_game = 0;
957 #endif
958
959         if (start_level < 0)
960                 StartNewLevelSecret(start_level, 0);
961         else
962                 StartNewLevel(start_level, 0);
963
964         Players[Player_num].starting_level = start_level;               // Mark where they started
965
966         game_disable_cheats();
967
968         init_seismic_disturbances();
969 }
970
971 //@@//starts a resumed game loaded from disk
972 //@@void ResumeSavedGame(int start_level)
973 //@@{
974 //@@    Game_mode = GM_NORMAL;
975 //@@    Function_mode = FMODE_GAME;
976 //@@
977 //@@    N_players = 1;
978 //@@    Network_new_game = 0;
979 //@@
980 //@@    InitPlayerObject();                             //make sure player's object set up
981 //@@
982 //@@    StartNewLevel(start_level, 0);
983 //@@
984 //@@    game_disable_cheats();
985 //@@}
986
987 #ifndef _NETWORK_H
988 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
989 #endif
990
991 extern int N_secret_levels;
992
993 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":"stars.pcx")
994
995 //      -----------------------------------------------------------------------------
996 //      Does the bonus scoring.
997 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
998 void DoEndLevelScoreGlitz(int network)
999 {
1000         int level_points, skill_points, energy_points, shield_points, hostage_points;
1001         int     all_hostage_points;
1002         int     endgame_points;
1003         char    all_hostage_text[64];
1004         char    endgame_text[64];
1005         #define N_GLITZITEMS 11
1006         char                            m_str[N_GLITZITEMS][30];
1007         newmenu_item    m[N_GLITZITEMS+1];
1008         int                             i,c;
1009         char                            title[128];
1010         int                             is_last_level;
1011         int                             mine_level;
1012
1013         set_screen_mode(SCREEN_MENU);           //go into menu mode
1014
1015    #ifdef TACTILE
1016                 if (TactileStick)
1017                   ClearForces();
1018         #endif
1019
1020         mprintf((0,"DoEndLevelScoreGlitz\n"));
1021
1022         //      Compute level player is on, deal with secret levels (negative numbers)
1023         mine_level = Players[Player_num].level;
1024         if (mine_level < 0)
1025                 mine_level *= -(Last_level/N_secret_levels);
1026
1027         level_points = Players[Player_num].score-Players[Player_num].last_score;
1028
1029         if (!Cheats_enabled) {
1030                 if (Difficulty_level > 1) {
1031                         skill_points = level_points*(Difficulty_level)/4;
1032                         skill_points -= skill_points % 100;
1033                 } else
1034                         skill_points = 0;
1035
1036                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1037                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1038                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1039
1040                 shield_points -= shield_points % 50;
1041                 energy_points -= energy_points % 50;
1042         } else {
1043                 skill_points = 0;
1044                 shield_points = 0;
1045                 energy_points = 0;
1046                 hostage_points = 0;
1047         }
1048
1049         all_hostage_text[0] = 0;
1050         endgame_text[0] = 0;
1051
1052         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1053                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1054                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1055         } else
1056                 all_hostage_points = 0;
1057
1058         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
1059                 endgame_points = Players[Player_num].lives * 10000;
1060                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1061                 is_last_level=1;
1062         } else
1063                 endgame_points = is_last_level = 0;
1064
1065         mprintf((0,"adding bonus points\n"));
1066         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1067
1068         c = 0;
1069         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1070         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1071         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1072         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1073
1074         sprintf(m_str[c++], "%s", all_hostage_text);
1075         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1076                 sprintf(m_str[c++], "%s", endgame_text);
1077
1078         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1079         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1080
1081         #ifdef WINDOWS
1082         sprintf(m_str[c++], "");
1083         sprintf(m_str[c++], "         Done");
1084         #endif
1085
1086         for (i=0; i<c; i++) {
1087                 m[i].type = NM_TYPE_TEXT;
1088                 m[i].text = m_str[i];
1089         }
1090
1091         #ifdef WINDOWS
1092         m[c-1].type = NM_TYPE_MENU;
1093         #endif
1094
1095         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1096
1097         if (Current_level_num < 0)
1098                 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);
1099         else
1100                 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);
1101
1102         Assert(c <= N_GLITZITEMS);
1103
1104         gr_palette_fade_out(gr_palette, 32, 0);
1105
1106         mprintf((0,"doing menu\n"));
1107
1108    PA_DFX (pa_alpha_always());
1109
1110 #ifdef NETWORK
1111         if ( network && (Game_mode & GM_NETWORK) )
1112                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1113         else
1114 #endif
1115                 // NOTE LINK TO ABOVE!!!
1116                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1117
1118         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1119 }
1120
1121 //give the player the opportunity to save his game
1122 void DoEndlevelMenu()
1123 {
1124 //No between level saves......!!!       state_save_all(1);
1125 }
1126
1127 //      -----------------------------------------------------------------------------------------------------
1128 //called when the player is starting a level (new game or new ship)
1129 void StartSecretLevel()
1130 {
1131         Assert(!Player_is_dead);
1132
1133         InitPlayerPosition(0);
1134
1135         verify_console_object();
1136
1137         ConsoleObject->control_type     = CT_FLYING;
1138         ConsoleObject->movement_type    = MT_PHYSICS;
1139
1140         // -- WHY? -- disable_matcens();
1141         clear_transient_objects(0);             //0 means leave proximity bombs
1142
1143         // create_player_appearance_effect(ConsoleObject);
1144         Do_appearance_effect = 1;
1145
1146         ai_reset_all_paths();
1147         // -- NO? -- reset_time();
1148
1149         reset_rear_view();
1150         Auto_fire_fusion_cannon_time = 0;
1151         Fusion_charge = 0;
1152
1153         Robot_firing_enabled = 1;
1154 }
1155
1156 extern void set_pos_from_return_segment(void);
1157
1158 //      Returns true if secret level has been destroyed.
1159 int p_secret_level_destroyed(void)
1160 {
1161         if (First_secret_visit) {
1162                 return 0;               //      Never been there, can't have been destroyed.
1163         } else {
1164                 if (cfexist(SECRETC_FILENAME))
1165                 {
1166                         return 0;
1167                 } else {
1168                         return 1;
1169                 }
1170         }
1171 }
1172
1173 //      -----------------------------------------------------------------------------------------------------
1174 void do_secret_message(char *msg)
1175 {
1176         int     old_fmode;
1177
1178         load_stars();
1179
1180 #if defined(POLY_ACC)
1181         pa_save_clut();
1182         pa_update_clut(gr_palette, 0, 256, 0);
1183 #endif
1184
1185         old_fmode = Function_mode;
1186         Function_mode = FMODE_MENU;
1187         nm_messagebox(NULL, 1, TXT_OK, msg);
1188         Function_mode = old_fmode;
1189
1190 #if defined(POLY_ACC)
1191         pa_restore_clut();
1192 #endif
1193         
1194         WIN(DEFINE_SCREEN(NULL));
1195 }
1196
1197 //      -----------------------------------------------------------------------------------------------------
1198 // called when the player is starting a new level for normal game mode and restore state
1199 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1200 //      first time, instead of initializing various things, need to do a game restore for all the
1201 //      robots, powerups, walls, doors, etc.
1202 void StartNewLevelSecret(int level_num, int page_in_textures)
1203 {
1204         newmenu_item    m[1];
1205         //int i;
1206
1207         ThisLevelTime=0;
1208          
1209         m[0].type = NM_TYPE_TEXT;
1210         m[0].text = " ";
1211
1212         last_drawn_cockpit[0] = -1;
1213         last_drawn_cockpit[1] = -1;
1214
1215         if (Newdemo_state == ND_STATE_PAUSED)
1216                 Newdemo_state = ND_STATE_RECORDING;
1217
1218         if (Newdemo_state == ND_STATE_RECORDING) {
1219                 newdemo_set_new_level(level_num);
1220                 newdemo_record_start_frame(FrameCount, FrameTime );
1221         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1222
1223                 gr_palette_fade_out(gr_palette, 32, 0);
1224
1225                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1226
1227                 if (First_secret_visit) {
1228                         do_secret_message(TXT_SECRET_EXIT);
1229                 } else {
1230                         if (cfexist(SECRETC_FILENAME))
1231                         {
1232                                 do_secret_message(TXT_SECRET_EXIT);
1233                         } else {
1234                                 char    text_str[128];
1235
1236                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1237                                 do_secret_message(text_str);
1238                         }
1239                 }
1240         }
1241
1242         LoadLevel(level_num,page_in_textures);
1243
1244         Assert(Current_level_num == level_num); //make sure level set right
1245
1246         Assert(Function_mode == FMODE_GAME);
1247
1248         gameseq_init_network_players(); // Initialize the Players array for 
1249                                                                                           // this level
1250
1251         HUD_clear_messages();
1252
1253         automap_clear_visited();
1254
1255         // --   init_player_stats_level();
1256
1257         Viewer = &Objects[Players[Player_num].objnum];
1258
1259         gameseq_remove_unused_players();
1260
1261         Game_suspended = 0;
1262
1263         Control_center_destroyed = 0;
1264
1265         init_cockpit();
1266         reset_palette_add();
1267
1268         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1269                 init_robots_for_level();
1270                 init_ai_objects();
1271                 init_smega_detonates();
1272                 init_morphs();
1273                 init_all_matcens();
1274                 reset_special_effects();
1275                 StartSecretLevel();
1276         } else {
1277                 if (cfexist(SECRETC_FILENAME))
1278                 {
1279                         int     pw_save, sw_save;
1280
1281                         pw_save = Primary_weapon;
1282                         sw_save = Secondary_weapon;
1283                         state_restore_all(1, 1, SECRETC_FILENAME);
1284                         Primary_weapon = pw_save;
1285                         Secondary_weapon = sw_save;
1286                         reset_special_effects();
1287                         StartSecretLevel();
1288                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1289                 } else {
1290                         char    text_str[128];
1291
1292                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1293                         do_secret_message(text_str);
1294                         return;
1295
1296                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1297                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1298                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1299                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1300                         // -- return;
1301                 }
1302         }
1303
1304         if (First_secret_visit) {
1305                 copy_defaults_to_robot_all();
1306         }
1307
1308         turn_cheats_off();
1309
1310         init_controlcen_for_level();
1311
1312         //      Say player can use FLASH cheat to mark path to exit.
1313         Last_level_path_created = -1;
1314
1315         First_secret_visit = 0;
1316 }
1317
1318 int     Entered_from_level;
1319
1320 // ---------------------------------------------------------------------------------------------------------------
1321 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1322 void ExitSecretLevel(void)
1323 {
1324         if (Newdemo_state == ND_STATE_PLAYBACK)
1325                 return;
1326
1327         if (!Control_center_destroyed) {
1328                 state_save_all(0, 2, SECRETC_FILENAME);
1329         }
1330
1331         if (cfexist(SECRETB_FILENAME))
1332         {
1333                 int     pw_save, sw_save;
1334
1335                 returning_to_level_message();
1336                 pw_save = Primary_weapon;
1337                 sw_save = Secondary_weapon;
1338                 state_restore_all(1, 1, SECRETB_FILENAME);
1339                 Primary_weapon = pw_save;
1340                 Secondary_weapon = sw_save;
1341         } else {
1342                 // File doesn't exist, so can't return to base level.  Advance to next one.
1343                 if (Entered_from_level == Last_level)
1344                         DoEndGame();
1345                 else {
1346                         advancing_to_level_message();
1347                         StartNewLevel(Entered_from_level+1, 0);
1348                 }
1349         }
1350 }
1351
1352 // ---------------------------------------------------------------------------------------------------------------
1353 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1354 //      be invulnerable or cloaked.
1355 void do_cloak_invul_secret_stuff(fix old_gametime)
1356 {
1357         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1358                 fix     time_used;
1359
1360                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1361                 Players[Player_num].invulnerable_time = GameTime - time_used;
1362         }
1363
1364         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1365                 fix     time_used;
1366
1367                 time_used = old_gametime - Players[Player_num].cloak_time;
1368                 Players[Player_num].cloak_time = GameTime - time_used;
1369         }
1370 }
1371
1372 // ---------------------------------------------------------------------------------------------------------------
1373 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1374 //      is passing to the secret level.
1375 //      Do a savegame.
1376 void EnterSecretLevel(void)
1377 {
1378         fix     old_gametime;
1379         int     i;
1380
1381         Assert(! (Game_mode & GM_MULTI) );
1382
1383         Entered_from_level = Current_level_num;
1384
1385         if (Control_center_destroyed)
1386                 DoEndLevelScoreGlitz(0);
1387
1388         if (Newdemo_state != ND_STATE_PLAYBACK)
1389                 state_save_all(0, 1, NULL);     //      Not between levels (ie, save all), IS a secret level, NO filename override
1390
1391         //      Find secret level number to go to, stuff in Next_level_num.
1392         for (i=0; i<-Last_secret_level; i++)
1393                 if (Secret_level_table[i]==Current_level_num) {
1394                         Next_level_num = -(i+1);
1395                         break;
1396                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1397                         Next_level_num = -i;
1398                         break;
1399                 }
1400
1401         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1402                 Next_level_num = Last_secret_level;
1403
1404         old_gametime = GameTime;
1405
1406         StartNewLevelSecret(Next_level_num, 1);
1407         
1408         // do_cloak_invul_stuff();
1409 }
1410
1411 //called when the player has finished a level
1412 void PlayerFinishedLevel(int secret_flag)
1413 {
1414         Assert(!secret_flag);
1415
1416         //credit the player for hostages
1417         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1418
1419         if (Game_mode & GM_NETWORK)
1420                 Players[Player_num].connected = 2; // Finished but did not die
1421
1422         last_drawn_cockpit[0] = -1;
1423         last_drawn_cockpit[1] = -1;
1424
1425         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1426 }
1427
1428 #if defined(D2_OEM) || defined(COMPILATION)
1429 #define MOVIE_REQUIRED 0
1430 #else
1431 #define MOVIE_REQUIRED 1
1432 #endif
1433
1434 #ifdef D2_OEM
1435 #define ENDMOVIE "endo"
1436 #else
1437 #define ENDMOVIE "end"
1438 #endif
1439
1440 void show_order_form();
1441 extern void com_hangup(void);
1442
1443 //called when the player has finished the last level
1444 void DoEndGame(void)
1445 {
1446         mprintf((0,"DoEndGame\n"));
1447
1448         Function_mode = FMODE_MENU;
1449         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1450                 newdemo_stop_recording();
1451
1452         set_screen_mode( SCREEN_MENU );
1453
1454         WINDOS(
1455                 dd_gr_set_current_canvas(NULL),
1456                 gr_set_current_canvas(NULL)
1457         );
1458
1459         key_flush();
1460
1461         if (Current_mission_num == Builtin_mission_num && !(Game_mode & GM_MULTI)) { //only built-in mission, & not multi
1462 #ifndef SHAREWARE
1463                 int played=MOVIE_NOT_PLAYED;    //default is not played
1464 #endif
1465
1466                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1467                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1468                 close_subtitles();
1469                 if (!played) {
1470                         if (cfexist("end2oem.txb") || cfexist("end2oem.tex")) { // #ifdef D2_OEM
1471                                 songs_play_song( SONG_TITLE, 0 );
1472                                 do_briefing_screens("end2oem.tex",1);
1473                         } else {
1474                                 songs_play_song( SONG_ENDGAME, 0 );
1475                                 mprintf((0,"doing briefing\n"));
1476                                 do_briefing_screens("ending2.tex",1);
1477                                 mprintf((0,"briefing done\n"));
1478                         }
1479                 }
1480    } else if (!(Game_mode & GM_MULTI)) {    //not multi
1481                 char tname[FILENAME_LEN];
1482                 sprintf(tname,"%s.tex",Current_mission_filename);
1483                 do_briefing_screens (tname,Last_level+1);   //level past last is endgame breifing
1484
1485                 //try doing special credits
1486                 sprintf(tname,"%s.ctb",Current_mission_filename);
1487                 credits_show(tname);
1488         }
1489
1490         key_flush();
1491
1492 #ifdef SHAREWARE
1493                 show_order_form();
1494 #endif
1495
1496 #ifdef NETWORK
1497         if (Game_mode & GM_MULTI)
1498                 multi_endlevel_score();
1499         else
1500 #endif
1501                 // NOTE LINK TO ABOVE
1502                 DoEndLevelScoreGlitz(0);
1503
1504         if (Current_mission_num == Builtin_mission_num && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1505                 WINDOS(
1506                         dd_gr_set_current_canvas(NULL),
1507                         gr_set_current_canvas( NULL )
1508                 );
1509                 WINDOS(
1510                         dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1511                         gr_clear_canvas(BM_XRGB(0,0,0))
1512                 );
1513                 gr_palette_clear();
1514                 load_palette(DEFAULT_PALETTE,0,1);
1515                 scores_maybe_add_player(0);
1516         }
1517
1518         Function_mode = FMODE_MENU;
1519
1520         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1521                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1522         else
1523                 Game_mode = GM_GAME_OVER;
1524
1525
1526         longjmp( LeaveGame, 0 );                // Exit out of game loop
1527 }
1528
1529 //from which level each do you get to each secret level 
1530 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1531
1532 //called to go to the next level (if there is one)
1533 //if secret_flag is true, advance to secret level, else next normal one
1534 //      Return true if game over.
1535 void AdvanceLevel(int secret_flag)
1536 {
1537 #ifdef NETWORK
1538         int result;
1539 #endif
1540
1541         mprintf((0,"AdvanceLevel\n"));
1542
1543         Assert(!secret_flag);
1544
1545         if (Current_level_num != Last_level) {
1546 #ifdef NETWORK
1547                 if (Game_mode & GM_MULTI)
1548                         multi_endlevel_score();         
1549                 else 
1550 #endif
1551                         // NOTE LINK TO ABOVE!!!
1552                         DoEndLevelScoreGlitz(0);                //give bonuses
1553         }
1554
1555         Control_center_destroyed = 0;
1556
1557         #ifdef EDITOR
1558         if (Current_level_num == 0)
1559                 return;         //not a real level
1560         #endif
1561
1562 #ifdef NETWORK
1563         if (Game_mode & GM_MULTI)       {
1564                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1565                 if (result) // failed to sync
1566                 {
1567                         if (Current_level_num == Last_level)            //player has finished the game!
1568                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1569                         else
1570                                 return;
1571                 }
1572         }
1573 #endif
1574
1575         if (Current_level_num == Last_level) {          //player has finished the game!
1576                 
1577                 mprintf((0,"Finished last level!\n"));
1578
1579                 DoEndGame();
1580
1581         } else {
1582
1583                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1584
1585                 if (!(Game_mode & GM_MULTI))
1586                         DoEndlevelMenu(); // Let use save their game
1587
1588                 StartNewLevel(Next_level_num, 0);
1589
1590         }
1591 }
1592
1593 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1594
1595 extern char last_palette_loaded[];
1596
1597 void load_stars_palette()
1598 {
1599         int pcx_error;
1600         ubyte pal[256*3];
1601
1602         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1603         Assert(pcx_error == PCX_ERROR_NONE);
1604
1605         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1606
1607
1608         {       //remap stuff. this code is kindof a hack
1609
1610                 //now, before we bring up the menu, we need to 
1611                 //do some stuff to make sure the palette is ok.  First, we need to
1612                 //get our current palette into the 2d's array, so the remapping will
1613                 //work.  Second, we need to remap the fonts.  Third, we need to fill 
1614                 //in part of the fade tables so the darkening of the menu edges works
1615
1616                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1617                 remap_fonts_and_menus(1);
1618
1619         }
1620
1621         strcpy(last_palette_loaded,"");         //force palette load next time
1622 }
1623 #endif
1624
1625 void nm_draw_background1(char * filename);
1626
1627 void load_stars()
1628 {
1629 //@@    int pcx_error;
1630 //@@    ubyte pal[256*3];
1631 //@@
1632 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1633 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1634 //@@
1635 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1636
1637         WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1638
1639         nm_draw_background1(STARS_BACKGROUND);
1640
1641 }
1642
1643
1644 void
1645 died_in_mine_message(void)
1646 {
1647         // Tell the player he died in the mine, explain why
1648         int old_fmode;
1649
1650         if (Game_mode & GM_MULTI)
1651                 return;
1652
1653         gr_palette_fade_out(gr_palette, 32, 0);
1654
1655         set_screen_mode(SCREEN_MENU);           //go into menu mode
1656
1657         WINDOS(
1658                 dd_gr_set_current_canvas(NULL),
1659                 gr_set_current_canvas(NULL)
1660         );
1661
1662         load_stars();
1663
1664 #if defined(POLY_ACC)
1665         pa_save_clut();
1666         pa_update_clut(gr_palette, 0, 256, 0);
1667 #endif
1668
1669         old_fmode = Function_mode;
1670         Function_mode = FMODE_MENU;
1671         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1672         Function_mode = old_fmode;
1673
1674 #if defined(POLY_ACC)
1675         pa_restore_clut();
1676 #endif
1677
1678         WIN(DEFINE_SCREEN(NULL));
1679 }
1680
1681 //      Called when player dies on secret level.
1682 void returning_to_level_message(void)
1683 {
1684         char    msg[128];
1685
1686         int old_fmode;
1687
1688         if (Game_mode & GM_MULTI)
1689                 return;
1690
1691         gr_palette_fade_out(gr_palette, 32, 0);
1692
1693         set_screen_mode(SCREEN_MENU);           //go into menu mode
1694
1695         gr_set_current_canvas(NULL);
1696
1697         load_stars();
1698
1699 #if defined(POLY_ACC)
1700         pa_save_clut();
1701         pa_update_clut(gr_palette, 0, 256, 0);
1702 #endif
1703
1704         old_fmode = Function_mode;
1705         Function_mode = FMODE_MENU;
1706         sprintf(msg, "Returning to level %i", Entered_from_level);
1707         nm_messagebox(NULL, 1, TXT_OK, msg);
1708         Function_mode = old_fmode;
1709
1710 #if defined(POLY_ACC)
1711         pa_restore_clut();
1712 #endif
1713
1714         WIN(DEFINE_SCREEN(NULL));
1715 }
1716
1717 //      Called when player dies on secret level.
1718 void advancing_to_level_message(void)
1719 {
1720         char    msg[128];
1721
1722         int old_fmode;
1723
1724         //      Only supposed to come here from a secret level.
1725         Assert(Current_level_num < 0);
1726
1727         if (Game_mode & GM_MULTI)
1728                 return;
1729
1730         gr_palette_fade_out(gr_palette, 32, 0);
1731
1732         set_screen_mode(SCREEN_MENU);           //go into menu mode
1733
1734         gr_set_current_canvas(NULL);
1735         
1736         load_stars();
1737
1738 #if defined(POLY_ACC)
1739         pa_save_clut();
1740         pa_update_clut(gr_palette, 0, 256, 0);
1741 #endif
1742
1743         old_fmode = Function_mode;
1744         Function_mode = FMODE_MENU;
1745         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1746         nm_messagebox(NULL, 1, TXT_OK, msg);
1747         Function_mode = old_fmode;
1748
1749 #if defined(POLY_ACC)
1750         pa_restore_clut();
1751 #endif
1752
1753         WIN(DEFINE_SCREEN(NULL));
1754 }
1755
1756 void digi_stop_digi_sounds();
1757
1758 void DoPlayerDead()
1759 {
1760         reset_palette_add();
1761
1762         gr_palette_load (gr_palette);
1763
1764 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1765         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1766
1767         dead_player_end();              //terminate death sequence (if playing)
1768
1769         #ifdef EDITOR
1770         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
1771                 object * playerobj = &Objects[Players[Player_num].objnum];
1772                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1773                 load_level("gamesave.lvl");
1774                 init_player_stats_new_ship();
1775                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1776                 StartLevel(0);
1777                 return;
1778         }
1779         #endif
1780
1781 #ifdef NETWORK
1782         if ( Game_mode&GM_MULTI )
1783         {
1784                 multi_do_death(Players[Player_num].objnum);
1785         }
1786         else 
1787 #endif
1788         {                               //Note link to above else!
1789                 Players[Player_num].lives--;
1790                 if (Players[Player_num].lives == 0)
1791                 {       
1792                         DoGameOver();
1793                         return;
1794                 }
1795         }
1796                                 
1797         if ( Control_center_destroyed ) {
1798
1799                 //clear out stuff so no bonus
1800                 Players[Player_num].hostages_on_board = 0;
1801                 Players[Player_num].energy = 0;
1802                 Players[Player_num].shields = 0;
1803                 Players[Player_num].connected = 3;
1804
1805                 died_in_mine_message(); // Give them some indication of what happened
1806
1807                 if (Current_level_num < 0) {
1808                         if (cfexist(SECRETB_FILENAME))
1809                         {
1810                                 returning_to_level_message();
1811                                 state_restore_all(1, 2, SECRETB_FILENAME);                      //      2 means you died
1812                                 set_pos_from_return_segment();
1813                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1814                         } else {
1815                                 advancing_to_level_message();
1816                                 StartNewLevel(Entered_from_level+1, 0);
1817                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1818                         }
1819                 } else {
1820
1821                         AdvanceLevel(0);                        //if finished, go on to next level
1822
1823                         init_player_stats_new_ship();
1824                         last_drawn_cockpit[0] = -1;
1825                         last_drawn_cockpit[1] = -1;
1826                 }
1827
1828         } else if (Current_level_num < 0) {
1829                 if (cfexist(SECRETB_FILENAME))
1830                 {
1831                         returning_to_level_message();
1832                         if (!Control_center_destroyed)
1833                                 state_save_all(0, 2, SECRETC_FILENAME);
1834                         state_restore_all(1, 2, SECRETB_FILENAME);
1835                         set_pos_from_return_segment();
1836                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1837                 } else {
1838                         died_in_mine_message(); // Give them some indication of what happened
1839                         advancing_to_level_message();
1840                         StartNewLevel(Entered_from_level+1, 0);
1841                         init_player_stats_new_ship();
1842                 }
1843         } else {
1844                 init_player_stats_new_ship();
1845                 StartLevel(1);
1846         }
1847
1848         digi_sync_sounds();
1849 }
1850
1851 extern int BigWindowSwitch;
1852
1853 //called when the player is starting a new level for normal game mode and restore state
1854 //      secret_flag set if came from a secret level
1855 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1856 {
1857         if (!(Game_mode & GM_MULTI)) {
1858                 last_drawn_cockpit[0] = -1;
1859                 last_drawn_cockpit[1] = -1;
1860         }
1861    BigWindowSwitch=0;
1862
1863
1864         if (Newdemo_state == ND_STATE_PAUSED)
1865                 Newdemo_state = ND_STATE_RECORDING;
1866
1867         if (Newdemo_state == ND_STATE_RECORDING) {
1868                 newdemo_set_new_level(level_num);
1869                 newdemo_record_start_frame(FrameCount, FrameTime );
1870         }
1871
1872         if (Game_mode & GM_MULTI)
1873                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1874
1875         LoadLevel(level_num,page_in_textures);
1876
1877         Assert(Current_level_num == level_num); //make sure level set right
1878
1879         gameseq_init_network_players(); // Initialize the Players array for 
1880                                                                                           // this level
1881
1882         Viewer = &Objects[Players[Player_num].objnum];
1883
1884         Assert(N_players <= NumNetPlayerPositions);
1885                 //If this assert fails, there's not enough start positions
1886
1887 #ifdef NETWORK
1888         if (Game_mode & GM_NETWORK)
1889         {
1890                 if(network_level_sync()) // After calling this, Player_num is set
1891                         return;
1892         }
1893         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1894         {
1895                 if(com_level_sync())
1896                         return;
1897         }
1898 #endif
1899
1900         Assert(Function_mode == FMODE_GAME);
1901
1902         #ifndef NDEBUG
1903         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1904         #endif
1905
1906         HUD_clear_messages();
1907
1908         automap_clear_visited();
1909
1910 #ifdef NETWORK
1911         if (Network_new_game == 1)
1912         {
1913                 Network_new_game = 0;
1914                 init_player_stats_new_ship();
1915         }
1916 #endif
1917         init_player_stats_level(secret_flag);
1918
1919 #ifdef NETWORK
1920         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1921         {
1922                 int i;
1923                 for (i = 0; i < N_players; i++)
1924                         Players[i].flags |= Netgame.player_flags[i];
1925         }
1926
1927         if (Game_mode & GM_MULTI)
1928         {
1929                 multi_prep_level(); // Removes robots from level if necessary
1930         }
1931 #endif
1932
1933         gameseq_remove_unused_players();
1934
1935         Game_suspended = 0;
1936
1937         Control_center_destroyed = 0;
1938
1939         set_screen_mode(SCREEN_GAME);
1940         init_cockpit();
1941         init_robots_for_level();
1942         init_ai_objects();
1943         init_smega_detonates();
1944         init_morphs();
1945         init_all_matcens();
1946         reset_palette_add();
1947         init_thief_for_level();
1948         init_stuck_objects();
1949         game_flush_inputs();            // clear out the keyboard
1950         if (!(Game_mode & GM_MULTI))
1951                 filter_objects_from_level();
1952
1953         turn_cheats_off();
1954
1955         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1956                 set_highest_level(Current_level_num);
1957         else
1958                 read_player_file();             //get window sizes
1959
1960         reset_special_effects();
1961
1962 #ifdef OGL
1963         ogl_cache_level_textures();
1964 #endif
1965
1966
1967 #ifdef NETWORK
1968         if (Network_rejoined == 1)
1969         {
1970                 #ifndef NDEBUG
1971                 mprintf((0, "Restarting - joining in random location.\n"));
1972                 #endif
1973                 Network_rejoined = 0;
1974                 StartLevel(1);
1975         }
1976         else
1977 #endif
1978                 StartLevel(0);          // Note link to above if!
1979
1980         copy_defaults_to_robot_all();
1981         init_controlcen_for_level();
1982
1983         //      Say player can use FLASH cheat to mark path to exit.
1984         Last_level_path_created = -1;
1985 }
1986
1987 #ifdef NETWORK
1988 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1989 #endif
1990 void bash_to_shield (int i,char *s)
1991 {
1992 #ifdef NETWORK
1993         int type=Objects[i].id;
1994 #endif
1995
1996         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1997
1998 #ifdef NETWORK
1999         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2000 #endif
2001
2002         Objects[i].id = POW_SHIELD_BOOST;
2003         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2004         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2005 }
2006
2007
2008 void filter_objects_from_level()
2009  {
2010   int i;
2011   
2012   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2013  
2014   for (i=0;i<=Highest_object_index;i++) 
2015         {
2016          if (Objects[i].type==OBJ_POWERUP)
2017      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2018            bash_to_shield (i,"Flag!!!!");
2019    } 
2020
2021  }
2022
2023 struct {
2024         int     level_num;
2025         char    movie_name[FILENAME_LEN];
2026 } intro_movie[] = {     { 1,"pla"},
2027                                                         { 5,"plb"},
2028                                                         { 9,"plc"},
2029                                                         {13,"pld"},
2030                                                         {17,"ple"},
2031                                                         {21,"plf"},
2032                                                         {24,"plg"}};
2033
2034 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2035
2036 extern int MenuHiresAvailable;
2037 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
2038 extern int intro_played;        //true if big intro movie played
2039
2040 void ShowLevelIntro(int level_num)
2041 {
2042         //if shareware, show a briefing?
2043
2044         if (!(Game_mode & GM_MULTI)) {
2045                 int i;
2046
2047                 ubyte save_pal[sizeof(gr_palette)];
2048
2049                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2050
2051                 if (Current_mission_num == Builtin_mission_num) {
2052                         int movie=0;
2053
2054                         if (cfexist("brief2.txb") || cfexist("brief2.tex")) { // SHAREWARE
2055                                 if (level_num==1)
2056                                         do_briefing_screens ("brief2.tex", 1);
2057                         } else if (cfexist("brief2o.txb") || cfexist("brief2o.tex")) { // OEM
2058                                 if (level_num == 1 && !intro_played)
2059                                         do_briefing_screens("brief2o.tex", 1);
2060                         } else { // full version
2061                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
2062                                 {
2063                                         if (intro_movie[i].level_num == level_num)
2064                                         {
2065                                                 Screen_mode = -1;
2066                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2067                                                 movie=1;
2068                                                 break;
2069                                         }
2070                                 }
2071
2072 #ifdef WINDOWS
2073                                 if (!movie) {                                   //must go before briefing
2074                                         dd_gr_init_screen();
2075                                         Screen_mode = -1;
2076                                 }
2077 #endif
2078
2079                                 if (robot_movies)
2080                                 {
2081                                         int hires_save=MenuHiresAvailable;
2082
2083                                         if (robot_movies == 1)          //lowres only
2084                                         {
2085                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
2086
2087                                                 if (hires_save != MenuHiresAvailable)
2088                                                         Screen_mode = -1;               //force reset
2089
2090                                         }
2091                                         do_briefing_screens ("robot.tex",level_num);
2092                                         MenuHiresAvailable = hires_save;
2093                                 }
2094
2095                         }
2096                 }
2097                 else {  //not the built-in mission.  check for add-on briefing
2098                         if (Mission_list[Current_mission_num].descent_version == 1)
2099                                 do_briefing_screens(Briefing_text_filename, level_num);
2100                         else {
2101                                 char tname[FILENAME_LEN];
2102                                 sprintf(tname, "%s.tex", Current_mission_filename);
2103                                 do_briefing_screens(tname, level_num);
2104                         }
2105                 }
2106
2107
2108                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2109         }
2110 }
2111
2112 //      ---------------------------------------------------------------------------
2113 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2114 //      Reason: On this level, if player goes to a secret level, he will be going to a different
2115 //      secret level than he's ever been to before.
2116 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2117 void maybe_set_first_secret_visit(int level_num)
2118 {
2119         int     i;
2120
2121         for (i=0; i<N_secret_levels; i++) {
2122                 if (Secret_level_table[i] == level_num) {
2123                         First_secret_visit = 1;
2124                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2125                 }
2126         }
2127 }
2128
2129 //called when the player is starting a new level for normal game model
2130 //      secret_flag if came from a secret level
2131 void StartNewLevel(int level_num, int secret_flag)
2132 {
2133         ThisLevelTime=0;
2134
2135         if ((level_num > 0) && (!secret_flag)) {
2136                 maybe_set_first_secret_visit(level_num);
2137         }
2138
2139         ShowLevelIntro(level_num);
2140
2141         WIN(DEFINE_SCREEN(NULL));               // ALT-TAB: no restore of background.
2142         
2143         StartNewLevelSub(level_num, 1, secret_flag );
2144
2145 }
2146
2147 //initialize the player object position & orientation (at start of game, or new ship)
2148 void InitPlayerPosition(int random_flag)
2149 {
2150         int NewPlayer=0;
2151
2152 #ifdef NETWORK
2153         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2154 #endif
2155                 NewPlayer = Player_num;
2156 #ifdef NETWORK
2157         else if (random_flag == 1)
2158         {
2159                 int i, closest = -1, trys=0;
2160                 fix closest_dist = 0x7ffffff, dist;
2161
2162                 d_srand(clock());
2163
2164 #ifndef NDEBUG
2165                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2166                 {
2167                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2168                         //Int3();
2169                 }
2170 #endif
2171
2172                 do {
2173                         if (trys > 0)   
2174                         {
2175                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2176                         }
2177                         trys++;
2178
2179                         NewPlayer = d_rand() % NumNetPlayerPositions;
2180
2181                         closest = -1;
2182                         closest_dist = 0x7fffffff;
2183         
2184                         for (i=0; i<N_players; i++ )    {
2185                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2186                                         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
2187                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2188                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2189                                                 closest_dist = dist;
2190                                                 closest = i;
2191                                         }
2192                                 }
2193                         }
2194
2195                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2196                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2197         } 
2198         else {
2199                 mprintf((0, "Starting position is not being changed.\n"));
2200                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2201         }
2202         Assert(NewPlayer >= 0);
2203         Assert(NewPlayer < NumNetPlayerPositions);
2204 #endif
2205
2206         ConsoleObject->pos = Player_init[NewPlayer].pos;
2207         ConsoleObject->orient = Player_init[NewPlayer].orient;
2208 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2209
2210         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2211
2212         obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2213
2214 #ifdef NETWORK
2215 done:
2216 #endif
2217         reset_player_object();
2218         reset_cruise();
2219 }
2220
2221 //      -----------------------------------------------------------------------------------------------------
2222 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2223 //      What about setting size!?  Where does that come from?
2224 void copy_defaults_to_robot(object *objp)
2225 {
2226         robot_info      *robptr;
2227         int                     objid;
2228
2229         Assert(objp->type == OBJ_ROBOT);
2230         objid = objp->id;
2231         Assert(objid < N_robot_types);
2232
2233         robptr = &Robot_info[objid];
2234
2235         //      Boost shield for Thief and Buddy based on level.
2236         objp->shields = robptr->strength;
2237
2238         if ((robptr->thief) || (robptr->companion)) {
2239                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2240
2241                 if (robptr->companion) {
2242                         //      Now, scale guide-bot hits by skill level
2243                         switch (Difficulty_level) {
2244                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2245                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2246                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2247                                 default:        break;
2248                         }
2249                 }
2250         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2251                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2252
2253         //      Additional wimpification of bosses at Trainee
2254         if ((robptr->boss_flag) && (Difficulty_level == 0))
2255                 objp->shields /= 2;
2256 }
2257
2258 //      -----------------------------------------------------------------------------------------------------
2259 //      Copy all values from the robot info structure to all instances of robots.
2260 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2261 //      This function should be called at level load time.
2262 void copy_defaults_to_robot_all()
2263 {
2264         int     i;
2265
2266         for (i=0; i<=Highest_object_index; i++)
2267                 if (Objects[i].type == OBJ_ROBOT)
2268                         copy_defaults_to_robot(&Objects[i]);
2269
2270 }
2271
2272 extern void clear_stuck_objects(void);
2273
2274 //      -----------------------------------------------------------------------------------------------------
2275 //called when the player is starting a level (new game or new ship)
2276 void StartLevel(int random_flag)
2277 {
2278         Assert(!Player_is_dead);
2279
2280         InitPlayerPosition(random_flag);
2281
2282         verify_console_object();
2283
2284         ConsoleObject->control_type     = CT_FLYING;
2285         ConsoleObject->movement_type    = MT_PHYSICS;
2286
2287         disable_matcens();
2288
2289         clear_transient_objects(0);             //0 means leave proximity bombs
2290
2291         // create_player_appearance_effect(ConsoleObject);
2292         Do_appearance_effect = 1;
2293
2294 #ifdef NETWORK
2295         if (Game_mode & GM_MULTI)
2296         {
2297                 if (Game_mode & GM_MULTI_COOP)
2298                         multi_send_score();
2299                 multi_send_position(Players[Player_num].objnum);
2300                 multi_send_reappear();
2301         }               
2302
2303         if (Game_mode & GM_NETWORK)
2304                 network_do_frame(1, 1);
2305 #endif
2306
2307         ai_reset_all_paths();
2308         ai_init_boss_for_ship();
2309         clear_stuck_objects();
2310
2311         #ifdef EDITOR
2312         //      Note, this is only done if editor builtin.  Calling this from here
2313         //      will cause it to be called after the player dies, resetting the
2314         //      hits for the buddy and thief.  This is ok, since it will work ok
2315         //      in a shipped version.
2316         init_ai_objects();
2317         #endif
2318
2319         reset_time();
2320
2321         reset_rear_view();
2322         Auto_fire_fusion_cannon_time = 0;
2323         Fusion_charge = 0;
2324
2325         Robot_firing_enabled = 1;
2326 }