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1 /* $Id: gameseq.c,v 1.11 2002-08-06 05:06:38 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 1.11 2002-08-06 05:06:38 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
114 #if defined(POLY_ACC)
115 #include "poly_acc.h"
116 #endif
117 #if defined (TACTILE)
118  #include "tactile.h"
119 #endif
120
121 #ifdef EDITOR
122 #include "editor/editor.h"
123 #endif
124 #include "makesig.h"
125
126 void StartNewLevelSecret(int level_num, int page_in_textures);
127 void InitPlayerPosition(int random_flag);
128 void load_stars();
129 void returning_to_level_message(void);
130 void advancing_to_level_message(void);
131 void DoEndGame(void);
132 void AdvanceLevel(int secret_flag);
133 void filter_objects_from_level();
134
135 // From allender -- you'll find these defines in state.c and cntrlcen.c
136 // since I couldn't think of a good place to put them and i wanted to
137 // fix this stuff fast!  Sorry about that...
138
139 #ifndef MACINTOSH
140 #define SECRETB_FILENAME        "secret.sgb"
141 #define SECRETC_FILENAME        "secret.sgc"
142 #else
143 #define SECRETB_FILENAME        ":Players:secret.sgb"
144 #define SECRETC_FILENAME        ":Players:secret.sgc"
145 #endif
146
147 //Current_level_num starts at 1 for the first level
148 //-1,-2,-3 are secret levels
149 //0 means not a real level loaded
150 int     Current_level_num=0,Next_level_num;
151 char    Current_level_name[LEVEL_NAME_LEN];
152
153 #if !defined(SHAREWARE) && !defined(D2_OEM)
154 int Last_level,Last_secret_level;
155 #endif
156
157 // Global variables describing the player
158 int                             N_players=1;                                            // Number of players ( >1 means a net game, eh?)
159 int                             Player_num=0;                                           // The player number who is on the console.
160 player                  Players[MAX_PLAYERS+4];                   // Misc player info
161 obj_position    Player_init[MAX_PLAYERS];
162
163 // Global variables telling what sort of game we have
164 int MaxNumNetPlayers = -1;
165 int NumNetPlayerPositions = -1;
166
167 extern fix ThisLevelTime;
168
169 // Extern from game.c to fix a bug in the cockpit!
170
171 extern int last_drawn_cockpit[2];
172 extern int Last_level_path_created;
173
174 //      HUD_clear_messages external, declared in gauges.h
175 #ifndef _GAUGES_H
176 extern void HUD_clear_messages(); // From hud.c
177 #endif
178
179 //      Extra prototypes declared for the sake of LINT
180 void init_player_stats_new_ship(void);
181 void copy_defaults_to_robot_all(void);
182
183 int     Do_appearance_effect=0;
184
185 extern int Rear_view;
186
187 int     First_secret_visit = 1;
188
189 extern int descent_critical_error;
190
191 extern int Last_msg_ycrd;
192
193 //--------------------------------------------------------------------
194 void verify_console_object()
195 {
196         Assert( Player_num > -1 );
197         Assert( Players[Player_num].objnum > -1 );
198         ConsoleObject = &Objects[Players[Player_num].objnum];
199         Assert( ConsoleObject->type==OBJ_PLAYER );
200         Assert( ConsoleObject->id==Player_num );
201 }
202
203 int count_number_of_robots() 
204 {
205         int robot_count;
206         int i;
207
208         robot_count = 0;
209         for (i=0;i<=Highest_object_index;i++) {
210                 if (Objects[i].type == OBJ_ROBOT)
211                         robot_count++;
212         }
213
214         return robot_count;
215 }
216
217
218 int count_number_of_hostages() 
219 {
220         int count;
221         int i;
222
223         count = 0;
224         for (i=0;i<=Highest_object_index;i++) {
225                 if (Objects[i].type == OBJ_HOSTAGE)
226                         count++;
227         }
228
229         return count;
230 }
231
232 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
233 void
234 gameseq_init_network_players()
235 {
236         int i,k,j;
237
238         // Initialize network player start locations and object numbers
239
240         ConsoleObject = &Objects[0];
241         k = 0;
242         j = 0;
243         for (i=0;i<=Highest_object_index;i++) {
244
245                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
246                 {
247                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
248                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
249                         {
250                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
251                                 Objects[i].type=OBJ_PLAYER;
252                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
253                                 Player_init[k].pos = Objects[i].pos;
254                                 Player_init[k].orient = Objects[i].orient;
255                                 Player_init[k].segnum = Objects[i].segnum;
256                                 Players[k].objnum = i;
257                                 Objects[i].id = k;
258                                 k++;
259                         }
260                         else
261                                 obj_delete(i);
262                         j++;
263                 }
264
265                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
266                         obj_delete(i);          //kill the buddy in netgames
267
268         }
269         NumNetPlayerPositions = k;
270
271 #ifndef NDEBUG
272         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
273                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
274         {
275                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
276                 //Int3(); // Not enough positions!!
277         }
278 #endif
279 #if defined (D2_OEM)
280
281         if ((Game_mode & GM_MULTI) && Current_mission_num == 0 && Current_level_num==8)
282          {
283           for (i=0;i<N_players;i++)
284                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
285                         {
286                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!");    
287                          return;
288                         }
289          }
290 #endif
291 }
292
293 void gameseq_remove_unused_players()
294 {
295         int i;
296
297         // 'Remove' the unused players
298
299 #ifdef NETWORK
300         if (Game_mode & GM_MULTI)
301         {
302                 for (i=0; i < NumNetPlayerPositions; i++)
303                 {
304                         if ((!Players[i].connected) || (i >= N_players))
305                         {
306                                 #ifndef NDEBUG
307 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
308                                 #endif
309                                 multi_make_player_ghost(i);
310                         }
311                 }
312         }
313         else
314 #endif
315         {               // Note link to above if!!!
316                 #ifndef NDEBUG
317                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
318                 #endif
319                 for (i=1; i < NumNetPlayerPositions; i++)
320                 {
321                         obj_delete(Players[i].objnum);
322                 }
323         }
324 }
325
326 fix StartingShields=INITIAL_SHIELDS;
327
328 // Setup player for new game
329 void init_player_stats_game()
330 {
331         Players[Player_num].score = 0;
332         Players[Player_num].last_score = 0;
333         Players[Player_num].lives = INITIAL_LIVES;
334         Players[Player_num].level = 1;
335
336         Players[Player_num].time_level = 0;
337         Players[Player_num].time_total = 0;
338         Players[Player_num].hours_level = 0;
339         Players[Player_num].hours_total = 0;
340
341         Players[Player_num].energy = INITIAL_ENERGY;
342         Players[Player_num].shields = StartingShields;
343         Players[Player_num].killer_objnum = -1;
344
345         Players[Player_num].net_killed_total = 0;
346         Players[Player_num].net_kills_total = 0;
347
348         Players[Player_num].num_kills_level = 0;
349         Players[Player_num].num_kills_total = 0;
350         Players[Player_num].num_robots_level = 0;
351         Players[Player_num].num_robots_total = 0;
352         Players[Player_num].KillGoalCount = 0;
353         
354         Players[Player_num].hostages_rescued_total = 0;
355         Players[Player_num].hostages_level = 0;
356         Players[Player_num].hostages_total = 0;
357
358         Players[Player_num].laser_level = 0;
359         Players[Player_num].flags = 0;
360
361         init_player_stats_new_ship();
362
363         First_secret_visit = 1;
364 }
365
366 void init_ammo_and_energy(void)
367 {
368         if (Players[Player_num].energy < INITIAL_ENERGY)
369                 Players[Player_num].energy = INITIAL_ENERGY;
370         if (Players[Player_num].shields < StartingShields)
371                 Players[Player_num].shields = StartingShields;
372
373 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
374 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
375 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
376
377 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
378 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
379 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
380         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
381                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
382 }
383
384 extern  ubyte   Last_afterburner_state;
385
386 // Setup player for new level (After completion of previous level)
387 void init_player_stats_level(int secret_flag)
388 {
389         // int  i;
390
391         Players[Player_num].last_score = Players[Player_num].score;
392
393         Players[Player_num].level = Current_level_num;
394
395 #ifdef NETWORK
396         if (!Network_rejoined) {
397 #endif
398                 Players[Player_num].time_level = 0;
399                 Players[Player_num].hours_level = 0;
400 #ifdef NETWORK
401         }
402 #endif
403
404         Players[Player_num].killer_objnum = -1;
405
406         Players[Player_num].num_kills_level = 0;
407         Players[Player_num].num_robots_level = count_number_of_robots();
408         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
409
410         Players[Player_num].hostages_level = count_number_of_hostages();
411         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
412         Players[Player_num].hostages_on_board = 0;
413
414         if (!secret_flag) {
415                 init_ammo_and_energy();
416
417                 Players[Player_num].flags &= (~KEY_BLUE);
418                 Players[Player_num].flags &= (~KEY_RED);
419                 Players[Player_num].flags &= (~KEY_GOLD);
420
421                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
422                                                                                                         PLAYER_FLAGS_CLOAKED |
423                                                                                                         PLAYER_FLAGS_MAP_ALL);
424
425                 Players[Player_num].cloak_time = 0;
426                 Players[Player_num].invulnerable_time = 0;
427
428                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
429                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
430         }
431
432         Player_is_dead = 0; // Added by RH
433         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
434
435         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
436
437         Controls.afterburner_state = 0;
438         Last_afterburner_state = 0;
439
440         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
441
442         init_gauges();
443
444    #ifdef TACTILE
445                 if (TactileStick)
446                   tactile_set_button_jolt();
447         #endif
448
449         Missile_viewer = NULL;
450 }
451
452 extern  void init_ai_for_ship(void);
453
454 // Setup player for a brand-new ship
455 void init_player_stats_new_ship()
456 {
457         int     i;
458
459         if (Newdemo_state == ND_STATE_RECORDING) {
460                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
461                 newdemo_record_player_weapon(0, 0);
462                 newdemo_record_player_weapon(1, 0);
463         }
464
465         Players[Player_num].energy = INITIAL_ENERGY;
466         Players[Player_num].shields = StartingShields;
467         Players[Player_num].laser_level = 0;
468         Players[Player_num].killer_objnum = -1;
469         Players[Player_num].hostages_on_board = 0;
470
471         Afterburner_charge = 0;
472
473         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
474                 Players[Player_num].primary_ammo[i] = 0;
475                 Primary_last_was_super[i] = 0;
476         }
477
478         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
479                 Players[Player_num].secondary_ammo[i] = 0;
480                 Secondary_last_was_super[i] = 0;
481         }
482         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
483
484         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
485         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
486
487         Primary_weapon = 0;
488         Secondary_weapon = 0;
489
490         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS | 
491                                                                                                 PLAYER_FLAGS_AFTERBURNER | 
492                                                                                                 PLAYER_FLAGS_CLOAKED | 
493                                                                                                 PLAYER_FLAGS_INVULNERABLE | 
494                                                                                                 PLAYER_FLAGS_MAP_ALL |
495                                                                                                 PLAYER_FLAGS_CONVERTER |
496                                                                                                 PLAYER_FLAGS_AMMO_RACK |
497                                                                                                 PLAYER_FLAGS_HEADLIGHT |
498                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
499                                                                                                 PLAYER_FLAGS_FLAG);
500
501         Players[Player_num].cloak_time = 0;
502         Players[Player_num].invulnerable_time = 0;
503
504         Player_is_dead = 0;             //player no longer dead
505
506         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
507
508         Controls.afterburner_state = 0;
509         Last_afterburner_state = 0;
510
511         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
512
513         Missile_viewer=NULL;            ///reset missile camera if out there
514
515    #ifdef TACTILE
516                 if (TactileStick)
517                  {
518                   tactile_set_button_jolt();
519                  }
520         #endif
521
522
523         init_ai_for_ship();
524 }
525
526 #ifdef NETWORK
527 void reset_network_objects()
528 {
529         memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
530         memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
531         memset(object_owner, -1, MAX_OBJECTS);
532 }
533 #endif
534
535 extern void init_stuck_objects(void);
536
537 #ifdef EDITOR
538
539 extern int Slide_segs_computed;
540
541 //reset stuff so game is semi-normal when playing from editor
542 void editor_reset_stuff_on_level()
543 {
544         gameseq_init_network_players();
545         init_player_stats_level(0);
546         Viewer = ConsoleObject;
547         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
548         ConsoleObject->id=Player_num;
549         ConsoleObject->control_type = CT_FLYING;
550         ConsoleObject->movement_type = MT_PHYSICS;
551         Game_suspended = 0;
552         verify_console_object();
553         Control_center_destroyed = 0;
554         if (Newdemo_state != ND_STATE_PLAYBACK)
555                 gameseq_remove_unused_players();
556         init_cockpit();
557         init_robots_for_level();
558         init_ai_objects();
559         init_morphs();
560         init_all_matcens();
561         init_player_stats_new_ship();
562         init_controlcen_for_level();
563         automap_clear_visited();
564         init_stuck_objects();
565         init_thief_for_level();
566
567         Slide_segs_computed = 0;
568 }
569 #endif
570
571 //do whatever needs to be done when a player dies in multiplayer
572
573 void DoGameOver()
574 {
575 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
576
577         if (Current_mission_num == 0)
578                 scores_maybe_add_player(0);
579
580         Function_mode = FMODE_MENU;
581         Game_mode = GM_GAME_OVER;
582         longjmp( LeaveGame, 0 );                // Exit out of game loop
583
584 }
585
586 extern void do_save_game_menu();
587
588 //update various information about the player
589 void update_player_stats()
590 {
591                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
592                 if ( Players[Player_num].time_level > i2f(3600) )       {
593                         Players[Player_num].time_level -= i2f(3600);
594                         Players[Player_num].hours_level++;
595                 }
596
597                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
598                 if ( Players[Player_num].time_total > i2f(3600) )       {
599                         Players[Player_num].time_total -= i2f(3600);
600                         Players[Player_num].hours_total++;
601                 }
602 }
603
604 //hack to not start object when loading level
605 extern int Dont_start_sound_objects;
606
607 //go through this level and start any eclip sounds
608 void set_sound_sources()
609 {
610         int segnum,sidenum;
611         segment *seg;
612
613         digi_init_sounds();             //clear old sounds
614
615         Dont_start_sound_objects = 1;
616
617         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
618                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
619                         int tm,ec,sn;
620
621                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
622                                 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))
623                                         if ((sn=Effects[ec].sound_num)!=-1) {
624                                                 vms_vector pnt;
625                                                 int csegnum = seg->children[sidenum];
626
627                                                 //check for sound on other side of wall.  Don't add on
628                                                 //both walls if sound travels through wall.  If sound
629                                                 //does travel through wall, add sound for lower-numbered
630                                                 //segment.
631
632                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
633                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
634                                                                 segment *csegp;
635                                                                 int csidenum;
636
637                                                                 csegp = &Segments[seg->children[sidenum]];
638                                                                 csidenum = find_connect_side(seg, csegp);
639
640                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
641                                                                         continue;               //skip this one
642                                                         }
643                                                 }
644
645                                                 compute_center_point_on_side(&pnt,seg,sidenum);
646                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
647                                         }
648                 }
649
650         Dont_start_sound_objects = 0;
651
652 }
653
654
655 //fix flash_dist=i2f(1);
656 fix flash_dist=fl2f(.9);
657
658 //create flash for player appearance
659 void create_player_appearance_effect(object *player_obj)
660 {
661         vms_vector pos;
662         object *effect_obj;
663
664 #ifndef NDEBUG
665         {
666                 int objnum = player_obj-Objects;
667                 if ( (objnum < 0) || (objnum > Highest_object_index) )
668                         Int3(); // See Rob, trying to track down weird network bug
669         }
670 #endif
671
672         if (player_obj == Viewer)
673                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
674         else
675                 pos = player_obj->pos;
676
677         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
678
679         if (effect_obj) {
680                 effect_obj->orient = player_obj->orient;
681
682                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
683                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
684         }
685 }
686
687 //
688 // New Game sequencing functions
689 //
690
691 //pairs of chars describing ranges
692 char playername_allowed_chars[] = "azAZ09__--";
693
694 int MakeNewPlayerFile(int allow_abort)
695 {
696         int x;
697         char filename[14];
698         newmenu_item m;
699         char text[CALLSIGN_LEN+1]="";
700         FILE *fp;
701
702         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
703
704 try_again:
705         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
706
707         Newmenu_allowed_chars = playername_allowed_chars;
708         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
709         Newmenu_allowed_chars = NULL;
710
711         if ( x < 0 ) {
712                 if ( allow_abort ) return 0;
713                 goto try_again;
714         }
715
716         if (text[0]==0) //null string
717                 goto try_again;
718
719         sprintf( filename, "%s.plr", text );
720
721         fp = fopen( filename, "rb" );
722
723 #ifndef MACINTOSH
724         //if the callsign is the name of a tty device, prepend a char
725         if (fp && isatty(fileno(fp))) {
726                 fclose(fp);
727                 sprintf(filename,"$%.7s.plr",text);
728                 fp = fopen(filename,"rb");
729         }
730 #endif
731         
732         if ( fp )       {
733                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
734                 fclose(fp);
735                 goto try_again;
736         }
737
738         if ( !new_player_config() )
739                 goto try_again;                 // They hit Esc during New player config
740
741         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
742
743         write_player_file();
744
745         return 1;
746 }
747
748 #ifdef WINDOWS
749 #undef TXT_SELECT_PILOT
750 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
751 #endif
752
753 //Inputs the player's name, without putting up the background screen
754 int RegisterPlayer()
755 {
756         int i,j;
757         char filename[14];
758         int allow_abort_flag = 1;
759
760         if ( Players[Player_num].callsign[0] == 0 )     {
761                 //---------------------------------------------------------------------
762                 // Set default config options in case there is no config file
763                 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
764                 Config_joystick_sensitivity = 8;
765                 Config_control_type =CONTROL_NONE;
766                 for (i=0; i<CONTROL_MAX_TYPES; i++ )
767                         for (j=0; j<MAX_CONTROLS; j++ )
768                                 kconfig_settings[i][j] = default_kconfig_settings[i][j];
769                 kc_set_controls();
770                 //----------------------------------------------------------------
771
772                 // Read the last player's name from config file, not lastplr.txt
773                 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
774
775                 if (config_last_player[0]==0)
776                         allow_abort_flag = 0;
777         }
778
779 do_menu_again:
780         ;
781
782 #ifndef MACINTOSH
783         if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag ))     {
784                 goto do_menu_again; //return 0;         // They hit Esc in file selector
785         }
786 #else
787         #ifndef APPLE_DEMO
788         if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
789                 goto do_menu_again;             // They hit Esc in file selector
790         }
791         #else
792         newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 );               // no abort allowed ever -- and change title of menubox
793         #endif
794 #endif
795
796         if ( filename[0] == '<' )       {
797                 // They selected 'create new pilot'
798                 if (!MakeNewPlayerFile(allow_abort_flag))
799                         //return 0;             // They hit Esc during enter name stage
800                         goto do_menu_again;
801         } else {
802                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
803         }
804
805         if (read_player_file() != EZERO)
806                 goto do_menu_again;
807
808         Auto_leveling_on = Default_leveling_on;
809
810         set_display_mode(Default_display_mode);
811
812         WriteConfigFile();              // Update lastplr
813
814         return 1;
815 }
816
817 extern void change_filename_extension( char *dest, char *src, char *new_ext );
818 extern char last_palette_loaded_pig[];
819
820 ubyte *Bitmap_replacement_data=NULL;
821
822 void load_bitmap_replacements(char *level_name)
823 {
824         char ifile_name[FILENAME_LEN];
825         CFILE *ifile;
826         int i;
827
828         //first, free up data allocated for old bitmaps
829         if (Bitmap_replacement_data) {
830                 d_free(Bitmap_replacement_data);
831                 Bitmap_replacement_data = NULL;
832         }
833
834         change_filename_extension(ifile_name, level_name, ".POG" );
835         
836         ifile = cfopen(ifile_name,"rb");
837
838         if (ifile) {
839                 int id,version,n_bitmaps;
840                 int bitmap_data_size;
841                 ushort *indices;
842  
843                 id = cfile_read_int(ifile);
844                 version = cfile_read_int(ifile);
845
846                 if (id != MAKE_SIG('G','O','P','D') || version != 1) {
847                         cfclose(ifile);
848                         return;
849                 }
850
851                 n_bitmaps = cfile_read_int(ifile);
852
853                 MALLOC( indices, ushort, n_bitmaps );
854                 
855                 for (i = 0; i < n_bitmaps; i++)
856                         indices[i] = cfile_read_short(ifile);
857
858                 bitmap_data_size = cfilelength(ifile) - cftell(ifile) - DISKBITMAPHEADER_SIZE * n_bitmaps;
859                 MALLOC( Bitmap_replacement_data, ubyte, bitmap_data_size );
860
861                 for (i=0;i<n_bitmaps;i++) {
862                         DiskBitmapHeader bmh;
863                         grs_bitmap temp_bitmap;
864
865                         DiskBitmapHeader_read(&bmh, ifile);
866
867                         memset( &temp_bitmap, 0, sizeof(grs_bitmap) );
868         
869                         temp_bitmap.bm_w = temp_bitmap.bm_rowsize = bmh.width + ((short) (bmh.wh_extra&0x0f)<<8);
870                         temp_bitmap.bm_h = bmh.height + ((short) (bmh.wh_extra&0xf0)<<4);
871                         temp_bitmap.avg_color = bmh.avg_color;
872                         temp_bitmap.bm_data = Bitmap_replacement_data + bmh.offset;
873         
874                         if ( bmh.flags & BM_FLAG_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
875                         if ( bmh.flags & BM_FLAG_SUPER_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_SUPER_TRANSPARENT;
876                         if ( bmh.flags & BM_FLAG_NO_LIGHTING ) temp_bitmap.bm_flags |= BM_FLAG_NO_LIGHTING;
877                         if ( bmh.flags & BM_FLAG_RLE ) temp_bitmap.bm_flags |= BM_FLAG_RLE;
878                         if ( bmh.flags & BM_FLAG_RLE_BIG ) temp_bitmap.bm_flags |= BM_FLAG_RLE_BIG;
879
880                         GameBitmaps[indices[i]] = temp_bitmap;
881                 }
882
883                 cfread(Bitmap_replacement_data,1,bitmap_data_size,ifile);
884
885                 d_free(indices);
886
887                 cfclose(ifile);
888
889                 last_palette_loaded_pig[0]= 0;  //force pig re-load
890
891                 texmerge_flush();               //for re-merging with new textures
892         }
893 }
894
895 void load_robot_replacements(char *level_name);
896 int read_hamfile();
897 extern int Robot_replacements_loaded;
898
899 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
900 void LoadLevel(int level_num,int page_in_textures)
901 {
902         char *level_name;
903         player save_player;
904         int load_ret;
905
906         save_player = Players[Player_num];      
907
908         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
909
910         if (level_num<0)                //secret level
911                 level_name = Secret_level_names[-level_num-1];
912         else                                    //normal level
913                 level_name = Level_names[level_num-1];
914
915         #ifdef WINDOWS
916                 dd_gr_set_current_canvas(NULL);
917                 dd_gr_clear_canvas(BM_XRGB(0,0,0));
918         #else
919                 gr_set_current_canvas(NULL);
920                 gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
921         #endif
922
923         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
924
925 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
926 //      WIN(ShowCursorW());
927
928 #if defined(POLY_ACC)
929     gr_palette_load(gr_palette);
930     show_boxed_message(TXT_LOADING);
931 #else
932         show_boxed_message(TXT_LOADING);
933         gr_palette_load(gr_palette);
934 #endif
935
936         load_ret = load_level(level_name);              //actually load the data from disk!
937
938         if (load_ret)
939                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
940
941         Current_level_num=level_num;
942
943 //      load_palette_pig(Current_level_palette);                //load just the pig
944
945         load_palette(Current_level_palette,1,1);                //don't change screen
946
947         load_endlevel_data(level_num);
948
949         if ( page_in_textures )
950                 piggy_load_level_data();
951
952         load_bitmap_replacements(level_name);
953
954         if (Robot_replacements_loaded) {
955                 read_hamfile();         //load original data
956                 Robot_replacements_loaded = 0;
957         }
958         load_robot_replacements(level_name);
959
960 #ifdef NETWORK
961         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
962
963         reset_network_objects();
964 #endif
965
966         Players[Player_num] = save_player;
967
968         set_sound_sources();
969
970         songs_play_level_song( Current_level_num );
971
972         clear_boxed_message();          //remove message before new palette loaded
973
974         gr_palette_load(gr_palette);            //actually load the palette
975
976 //      WIN(HideCursorW());
977 }
978
979 //sets up Player_num & ConsoleObject  
980 void InitPlayerObject()
981 {
982         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
983
984         if (Player_num != 0 )   {
985                 Players[0] = Players[Player_num];
986                 Player_num = 0;
987         }
988
989         Players[Player_num].objnum = 0;
990
991         ConsoleObject = &Objects[Players[Player_num].objnum];
992
993         ConsoleObject->type                             = OBJ_PLAYER;
994         ConsoleObject->id                                       = Player_num;
995         ConsoleObject->control_type     = CT_FLYING;
996         ConsoleObject->movement_type    = MT_PHYSICS;
997 }
998
999 extern void game_disable_cheats();
1000 extern void turn_cheats_off();
1001 extern void init_seismic_disturbances(void);
1002
1003 //starts a new game on the given level
1004 void StartNewGame(int start_level)
1005 {
1006         Game_mode = GM_NORMAL;
1007         Function_mode = FMODE_GAME;
1008         
1009         Next_level_num = 0;
1010
1011         InitPlayerObject();                             //make sure player's object set up
1012
1013         init_player_stats_game();               //clear all stats
1014
1015         N_players = 1;
1016 #ifdef NETWORK
1017         Network_new_game = 0;
1018 #endif
1019
1020         if (start_level < 0)
1021                 StartNewLevelSecret(start_level, 0);
1022         else
1023                 StartNewLevel(start_level, 0);
1024
1025         Players[Player_num].starting_level = start_level;               // Mark where they started
1026
1027         game_disable_cheats();
1028
1029         init_seismic_disturbances();
1030 }
1031
1032 //@@//starts a resumed game loaded from disk
1033 //@@void ResumeSavedGame(int start_level)
1034 //@@{
1035 //@@    Game_mode = GM_NORMAL;
1036 //@@    Function_mode = FMODE_GAME;
1037 //@@
1038 //@@    N_players = 1;
1039 //@@    Network_new_game = 0;
1040 //@@
1041 //@@    InitPlayerObject();                             //make sure player's object set up
1042 //@@
1043 //@@    StartNewLevel(start_level, 0);
1044 //@@
1045 //@@    game_disable_cheats();
1046 //@@}
1047
1048 #ifndef _NETWORK_H
1049 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1050 #endif
1051
1052 extern int N_secret_levels;
1053
1054 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":"stars.pcx")
1055
1056 //      -----------------------------------------------------------------------------
1057 //      Does the bonus scoring.
1058 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1059 void DoEndLevelScoreGlitz(int network)
1060 {
1061         int level_points, skill_points, energy_points, shield_points, hostage_points;
1062         int     all_hostage_points;
1063         int     endgame_points;
1064         char    all_hostage_text[64];
1065         char    endgame_text[64];
1066         #define N_GLITZITEMS 11
1067         char                            m_str[N_GLITZITEMS][30];
1068         newmenu_item    m[N_GLITZITEMS+1];
1069         int                             i,c;
1070         char                            title[128];
1071         int                             is_last_level;
1072         int                             mine_level;
1073
1074         set_screen_mode(SCREEN_MENU);           //go into menu mode
1075
1076    #ifdef TACTILE
1077                 if (TactileStick)
1078                   ClearForces();
1079         #endif
1080
1081         mprintf((0,"DoEndLevelScoreGlitz\n"));
1082
1083         //      Compute level player is on, deal with secret levels (negative numbers)
1084         mine_level = Players[Player_num].level;
1085         if (mine_level < 0)
1086                 mine_level *= -(Last_level/N_secret_levels);
1087
1088         level_points = Players[Player_num].score-Players[Player_num].last_score;
1089
1090         if (!Cheats_enabled) {
1091                 if (Difficulty_level > 1) {
1092                         skill_points = level_points*(Difficulty_level)/4;
1093                         skill_points -= skill_points % 100;
1094                 } else
1095                         skill_points = 0;
1096
1097                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1098                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1099                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1100
1101                 shield_points -= shield_points % 50;
1102                 energy_points -= energy_points % 50;
1103         } else {
1104                 skill_points = 0;
1105                 shield_points = 0;
1106                 energy_points = 0;
1107                 hostage_points = 0;
1108         }
1109
1110         all_hostage_text[0] = 0;
1111         endgame_text[0] = 0;
1112
1113         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1114                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1115                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1116         } else
1117                 all_hostage_points = 0;
1118
1119         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
1120                 endgame_points = Players[Player_num].lives * 10000;
1121                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1122                 is_last_level=1;
1123         } else
1124                 endgame_points = is_last_level = 0;
1125
1126         mprintf((0,"adding bonus points\n"));
1127         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1128
1129         c = 0;
1130         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1131         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1132         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1133         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1134
1135         sprintf(m_str[c++], "%s", all_hostage_text);
1136         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1137                 sprintf(m_str[c++], "%s", endgame_text);
1138
1139         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1140         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1141
1142         #ifdef WINDOWS
1143         sprintf(m_str[c++], "");
1144         sprintf(m_str[c++], "         Done");
1145         #endif
1146
1147         for (i=0; i<c; i++) {
1148                 m[i].type = NM_TYPE_TEXT;
1149                 m[i].text = m_str[i];
1150         }
1151
1152         #ifdef WINDOWS
1153         m[c-1].type = NM_TYPE_MENU;
1154         #endif
1155
1156         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1157
1158         if (Current_level_num < 0)
1159                 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);
1160         else
1161                 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);
1162
1163         Assert(c <= N_GLITZITEMS);
1164
1165         gr_palette_fade_out(gr_palette, 32, 0);
1166
1167         mprintf((0,"doing menu\n"));
1168
1169    PA_DFX (pa_alpha_always());
1170
1171 #ifdef NETWORK
1172         if ( network && (Game_mode & GM_NETWORK) )
1173                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1174         else
1175 #endif
1176                 // NOTE LINK TO ABOVE!!!
1177                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1178
1179         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1180 }
1181
1182 //give the player the opportunity to save his game
1183 void DoEndlevelMenu()
1184 {
1185 //No between level saves......!!!       state_save_all(1);
1186 }
1187
1188 //      -----------------------------------------------------------------------------------------------------
1189 //called when the player is starting a level (new game or new ship)
1190 void StartSecretLevel()
1191 {
1192         Assert(!Player_is_dead);
1193
1194         InitPlayerPosition(0);
1195
1196         verify_console_object();
1197
1198         ConsoleObject->control_type     = CT_FLYING;
1199         ConsoleObject->movement_type    = MT_PHYSICS;
1200
1201         // -- WHY? -- disable_matcens();
1202         clear_transient_objects(0);             //0 means leave proximity bombs
1203
1204         // create_player_appearance_effect(ConsoleObject);
1205         Do_appearance_effect = 1;
1206
1207         ai_reset_all_paths();
1208         // -- NO? -- reset_time();
1209
1210         reset_rear_view();
1211         Auto_fire_fusion_cannon_time = 0;
1212         Fusion_charge = 0;
1213
1214         Robot_firing_enabled = 1;
1215 }
1216
1217 extern void set_pos_from_return_segment(void);
1218
1219 //      Returns true if secret level has been destroyed.
1220 int p_secret_level_destroyed(void)
1221 {
1222         if (First_secret_visit) {
1223                 return 0;               //      Never been there, can't have been destroyed.
1224         } else {
1225                 FILE    *fp;
1226                 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1227                         fclose(fp);
1228                         return 0;
1229                 } else {
1230                         return 1;
1231                 }
1232         }
1233 }
1234
1235 //      -----------------------------------------------------------------------------------------------------
1236 void do_secret_message(char *msg)
1237 {
1238         int     old_fmode;
1239
1240         load_stars();
1241
1242 #if defined(POLY_ACC)
1243         pa_save_clut();
1244         pa_update_clut(gr_palette, 0, 256, 0);
1245 #endif
1246
1247         old_fmode = Function_mode;
1248         Function_mode = FMODE_MENU;
1249         nm_messagebox(NULL, 1, TXT_OK, msg);
1250         Function_mode = old_fmode;
1251
1252 #if defined(POLY_ACC)
1253         pa_restore_clut();
1254 #endif
1255         
1256         WIN(DEFINE_SCREEN(NULL));
1257 }
1258
1259 //      -----------------------------------------------------------------------------------------------------
1260 // called when the player is starting a new level for normal game mode and restore state
1261 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1262 //      first time, instead of initializing various things, need to do a game restore for all the
1263 //      robots, powerups, walls, doors, etc.
1264 void StartNewLevelSecret(int level_num, int page_in_textures)
1265 {
1266         newmenu_item    m[1];
1267         //int i;
1268
1269         ThisLevelTime=0;
1270          
1271         m[0].type = NM_TYPE_TEXT;
1272         m[0].text = " ";
1273
1274         last_drawn_cockpit[0] = -1;
1275         last_drawn_cockpit[1] = -1;
1276
1277         if (Newdemo_state == ND_STATE_PAUSED)
1278                 Newdemo_state = ND_STATE_RECORDING;
1279
1280         if (Newdemo_state == ND_STATE_RECORDING) {
1281                 newdemo_set_new_level(level_num);
1282                 newdemo_record_start_frame(FrameCount, FrameTime );
1283         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1284
1285                 gr_palette_fade_out(gr_palette, 32, 0);
1286
1287                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1288
1289                 if (First_secret_visit) {
1290                         do_secret_message(TXT_SECRET_EXIT);
1291                 } else {
1292                         FILE    *fp;
1293                         if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1294                                 fclose(fp);
1295                                 do_secret_message(TXT_SECRET_EXIT);
1296                         } else {
1297                                 char    text_str[128];
1298
1299                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1300                                 do_secret_message(text_str);
1301                         }
1302                 }
1303         }
1304
1305         LoadLevel(level_num,page_in_textures);
1306
1307         Assert(Current_level_num == level_num); //make sure level set right
1308
1309         Assert(Function_mode == FMODE_GAME);
1310
1311         gameseq_init_network_players(); // Initialize the Players array for 
1312                                                                                           // this level
1313
1314         HUD_clear_messages();
1315
1316         automap_clear_visited();
1317
1318         // --   init_player_stats_level();
1319
1320         Viewer = &Objects[Players[Player_num].objnum];
1321
1322         gameseq_remove_unused_players();
1323
1324         Game_suspended = 0;
1325
1326         Control_center_destroyed = 0;
1327
1328         init_cockpit();
1329         reset_palette_add();
1330
1331         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1332                 init_robots_for_level();
1333                 init_ai_objects();
1334                 init_smega_detonates();
1335                 init_morphs();
1336                 init_all_matcens();
1337                 reset_special_effects();
1338                 StartSecretLevel();
1339         } else {
1340                 FILE    *fp;
1341                 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1342                         int     pw_save, sw_save;
1343
1344                         fclose(fp);
1345
1346                         pw_save = Primary_weapon;
1347                         sw_save = Secondary_weapon;
1348                         state_restore_all(1, 1, SECRETC_FILENAME);
1349                         Primary_weapon = pw_save;
1350                         Secondary_weapon = sw_save;
1351                         reset_special_effects();
1352                         StartSecretLevel();
1353                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1354                 } else {
1355                         char    text_str[128];
1356
1357                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1358                         do_secret_message(text_str);
1359                         return;
1360
1361                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1362                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1363                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1364                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1365                         // -- return;
1366                 }
1367         }
1368
1369         if (First_secret_visit) {
1370                 copy_defaults_to_robot_all();
1371         }
1372
1373         turn_cheats_off();
1374
1375         init_controlcen_for_level();
1376
1377         //      Say player can use FLASH cheat to mark path to exit.
1378         Last_level_path_created = -1;
1379
1380         First_secret_visit = 0;
1381 }
1382
1383 int     Entered_from_level;
1384
1385 // ---------------------------------------------------------------------------------------------------------------
1386 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1387 void ExitSecretLevel(void)
1388 {
1389         FILE    *fp;
1390
1391         if (Newdemo_state == ND_STATE_PLAYBACK)
1392                 return;
1393
1394         if (!Control_center_destroyed) {
1395                 state_save_all(0, 2, SECRETC_FILENAME);
1396         }
1397
1398         if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1399                 int     pw_save, sw_save;
1400
1401                 returning_to_level_message();
1402                 fclose(fp);
1403                 pw_save = Primary_weapon;
1404                 sw_save = Secondary_weapon;
1405                 state_restore_all(1, 1, SECRETB_FILENAME);
1406                 Primary_weapon = pw_save;
1407                 Secondary_weapon = sw_save;
1408         } else {
1409                 // File doesn't exist, so can't return to base level.  Advance to next one.
1410                 if (Entered_from_level == Last_level)
1411                         DoEndGame();
1412                 else {
1413                         advancing_to_level_message();
1414                         StartNewLevel(Entered_from_level+1, 0);
1415                 }
1416         }
1417 }
1418
1419 // ---------------------------------------------------------------------------------------------------------------
1420 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1421 //      be invulnerable or cloaked.
1422 void do_cloak_invul_secret_stuff(fix old_gametime)
1423 {
1424         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1425                 fix     time_used;
1426
1427                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1428                 Players[Player_num].invulnerable_time = GameTime - time_used;
1429         }
1430
1431         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1432                 fix     time_used;
1433
1434                 time_used = old_gametime - Players[Player_num].cloak_time;
1435                 Players[Player_num].cloak_time = GameTime - time_used;
1436         }
1437 }
1438
1439 // ---------------------------------------------------------------------------------------------------------------
1440 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1441 //      is passing to the secret level.
1442 //      Do a savegame.
1443 void EnterSecretLevel(void)
1444 {
1445         fix     old_gametime;
1446         int     i;
1447
1448         Assert(! (Game_mode & GM_MULTI) );
1449
1450         Entered_from_level = Current_level_num;
1451
1452         if (Control_center_destroyed)
1453                 DoEndLevelScoreGlitz(0);
1454
1455         if (Newdemo_state != ND_STATE_PLAYBACK)
1456                 state_save_all(0, 1, NULL);     //      Not between levels (ie, save all), IS a secret level, NO filename override
1457
1458         //      Find secret level number to go to, stuff in Next_level_num.
1459         for (i=0; i<-Last_secret_level; i++)
1460                 if (Secret_level_table[i]==Current_level_num) {
1461                         Next_level_num = -(i+1);
1462                         break;
1463                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1464                         Next_level_num = -i;
1465                         break;
1466                 }
1467
1468         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1469                 Next_level_num = Last_secret_level;
1470
1471         old_gametime = GameTime;
1472
1473         StartNewLevelSecret(Next_level_num, 1);
1474         
1475         // do_cloak_invul_stuff();
1476 }
1477
1478 //called when the player has finished a level
1479 void PlayerFinishedLevel(int secret_flag)
1480 {
1481         Assert(!secret_flag);
1482
1483         //credit the player for hostages
1484         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1485
1486         if (Game_mode & GM_NETWORK)
1487                 Players[Player_num].connected = 2; // Finished but did not die
1488
1489         last_drawn_cockpit[0] = -1;
1490         last_drawn_cockpit[1] = -1;
1491
1492         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1493 }
1494
1495 #if defined(D2_OEM) || defined(COMPILATION)
1496 #define MOVIE_REQUIRED 0
1497 #else
1498 #define MOVIE_REQUIRED 1
1499 #endif
1500
1501 #ifdef D2_OEM
1502 #define ENDMOVIE "endo"
1503 #else
1504 #define ENDMOVIE "end"
1505 #endif
1506
1507 void show_order_form();
1508 extern void com_hangup(void);
1509
1510 //called when the player has finished the last level
1511 void DoEndGame(void)
1512 {
1513         mprintf((0,"DoEndGame\n"));
1514
1515         Function_mode = FMODE_MENU;
1516         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1517                 newdemo_stop_recording();
1518
1519         set_screen_mode( SCREEN_MENU );
1520
1521         WINDOS(
1522                 dd_gr_set_current_canvas(NULL),
1523                 gr_set_current_canvas(NULL)
1524         );
1525
1526         key_flush();
1527
1528         if (/* Current_mission_num == 0 && */ !(Game_mode & GM_MULTI)) { //only built-in mission, & not multi
1529 #ifndef SHAREWARE
1530                 int played=MOVIE_NOT_PLAYED;    //default is not played
1531 #endif
1532
1533                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1534                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1535                 close_subtitles();
1536                 if (!played) {
1537 #ifdef D2_OEM
1538                         songs_play_song( SONG_TITLE, 0 );
1539                         do_briefing_screens("end2oem.tex",1);
1540 #else
1541                         songs_play_song( SONG_ENDGAME, 0 );
1542                         mprintf((0,"doing briefing\n"));
1543                         do_briefing_screens("ending2.tex",1);
1544                         mprintf((0,"briefing done\n"));
1545 #endif
1546                 }
1547    } else if (!(Game_mode & GM_MULTI)) {    //not multi
1548                 char tname[FILENAME_LEN];
1549                 sprintf(tname,"%s.tex",Current_mission_filename);
1550                 do_briefing_screens (tname,Last_level+1);   //level past last is endgame breifing
1551
1552                 //try doing special credits
1553                 sprintf(tname,"%s.ctb",Current_mission_filename);
1554                 credits_show(tname);
1555         }
1556
1557         key_flush();
1558
1559 #ifdef SHAREWARE
1560                 show_order_form();
1561 #endif
1562
1563 #ifdef NETWORK
1564         if (Game_mode & GM_MULTI)
1565                 multi_endlevel_score();
1566         else
1567 #endif
1568                 // NOTE LINK TO ABOVE
1569                 DoEndLevelScoreGlitz(0);
1570
1571         if (Current_mission_num == 0 && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1572                 WINDOS(
1573                         dd_gr_set_current_canvas(NULL),
1574                         gr_set_current_canvas( NULL )
1575                 );
1576                 WINDOS(
1577                         dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1578                         gr_clear_canvas(BM_XRGB(0,0,0))
1579                 );
1580                 gr_palette_clear();
1581                 load_palette(DEFAULT_PALETTE,0,1);
1582                 scores_maybe_add_player(0);
1583         }
1584
1585         Function_mode = FMODE_MENU;
1586
1587         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1588                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1589         else
1590                 Game_mode = GM_GAME_OVER;
1591
1592
1593         longjmp( LeaveGame, 0 );                // Exit out of game loop
1594 }
1595
1596 //from which level each do you get to each secret level 
1597 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1598
1599 //called to go to the next level (if there is one)
1600 //if secret_flag is true, advance to secret level, else next normal one
1601 //      Return true if game over.
1602 void AdvanceLevel(int secret_flag)
1603 {
1604 #ifdef NETWORK
1605         int result;
1606 #endif
1607
1608         mprintf((0,"AdvanceLevel\n"));
1609
1610         Assert(!secret_flag);
1611
1612         if (Current_level_num != Last_level) {
1613 #ifdef NETWORK
1614                 if (Game_mode & GM_MULTI)
1615                         multi_endlevel_score();         
1616                 else 
1617 #endif
1618                         // NOTE LINK TO ABOVE!!!
1619                         DoEndLevelScoreGlitz(0);                //give bonuses
1620         }
1621
1622         Control_center_destroyed = 0;
1623
1624         #ifdef EDITOR
1625         if (Current_level_num == 0)
1626                 return;         //not a real level
1627         #endif
1628
1629 #ifdef NETWORK
1630         if (Game_mode & GM_MULTI)       {
1631                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1632                 if (result) // failed to sync
1633                 {
1634                         if (Current_level_num == Last_level)            //player has finished the game!
1635                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1636                         else
1637                                 return;
1638                 }
1639         }
1640 #endif
1641
1642         if (Current_level_num == Last_level) {          //player has finished the game!
1643                 
1644                 mprintf((0,"Finished last level!\n"));
1645
1646                 DoEndGame();
1647
1648         } else {
1649
1650                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1651
1652                 if (!(Game_mode & GM_MULTI))
1653                         DoEndlevelMenu(); // Let use save their game
1654
1655                 StartNewLevel(Next_level_num, 0);
1656
1657         }
1658 }
1659
1660 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1661
1662 extern char last_palette_loaded[];
1663
1664 void load_stars_palette()
1665 {
1666         int pcx_error;
1667         ubyte pal[256*3];
1668
1669         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1670         Assert(pcx_error == PCX_ERROR_NONE);
1671
1672         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1673
1674
1675         {       //remap stuff. this code is kindof a hack
1676
1677                 //now, before we bring up the menu, we need to 
1678                 //do some stuff to make sure the palette is ok.  First, we need to
1679                 //get our current palette into the 2d's array, so the remapping will
1680                 //work.  Second, we need to remap the fonts.  Third, we need to fill 
1681                 //in part of the fade tables so the darkening of the menu edges works
1682
1683                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1684                 remap_fonts_and_menus(1);
1685
1686         }
1687
1688         strcpy(last_palette_loaded,"");         //force palette load next time
1689 }
1690 #endif
1691
1692 void nm_draw_background1(char * filename);
1693
1694 void load_stars()
1695 {
1696 //@@    int pcx_error;
1697 //@@    ubyte pal[256*3];
1698 //@@
1699 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1700 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1701 //@@
1702 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1703
1704         WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1705
1706         nm_draw_background1(STARS_BACKGROUND);
1707
1708 }
1709
1710
1711 void
1712 died_in_mine_message(void)
1713 {
1714         // Tell the player he died in the mine, explain why
1715         int old_fmode;
1716
1717         if (Game_mode & GM_MULTI)
1718                 return;
1719
1720         gr_palette_fade_out(gr_palette, 32, 0);
1721
1722         set_screen_mode(SCREEN_MENU);           //go into menu mode
1723
1724         WINDOS(
1725                 dd_gr_set_current_canvas(NULL),
1726                 gr_set_current_canvas(NULL)
1727         );
1728
1729         load_stars();
1730
1731 #if defined(POLY_ACC)
1732         pa_save_clut();
1733         pa_update_clut(gr_palette, 0, 256, 0);
1734 #endif
1735
1736         old_fmode = Function_mode;
1737         Function_mode = FMODE_MENU;
1738         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1739         Function_mode = old_fmode;
1740
1741 #if defined(POLY_ACC)
1742         pa_restore_clut();
1743 #endif
1744
1745         WIN(DEFINE_SCREEN(NULL));
1746 }
1747
1748 //      Called when player dies on secret level.
1749 void returning_to_level_message(void)
1750 {
1751         char    msg[128];
1752
1753         int old_fmode;
1754
1755         if (Game_mode & GM_MULTI)
1756                 return;
1757
1758         gr_palette_fade_out(gr_palette, 32, 0);
1759
1760         set_screen_mode(SCREEN_MENU);           //go into menu mode
1761
1762         gr_set_current_canvas(NULL);
1763
1764         load_stars();
1765
1766 #if defined(POLY_ACC)
1767         pa_save_clut();
1768         pa_update_clut(gr_palette, 0, 256, 0);
1769 #endif
1770
1771         old_fmode = Function_mode;
1772         Function_mode = FMODE_MENU;
1773         sprintf(msg, "Returning to level %i", Entered_from_level);
1774         nm_messagebox(NULL, 1, TXT_OK, msg);
1775         Function_mode = old_fmode;
1776
1777 #if defined(POLY_ACC)
1778         pa_restore_clut();
1779 #endif
1780
1781         WIN(DEFINE_SCREEN(NULL));
1782 }
1783
1784 //      Called when player dies on secret level.
1785 void advancing_to_level_message(void)
1786 {
1787         char    msg[128];
1788
1789         int old_fmode;
1790
1791         //      Only supposed to come here from a secret level.
1792         Assert(Current_level_num < 0);
1793
1794         if (Game_mode & GM_MULTI)
1795                 return;
1796
1797         gr_palette_fade_out(gr_palette, 32, 0);
1798
1799         set_screen_mode(SCREEN_MENU);           //go into menu mode
1800
1801         gr_set_current_canvas(NULL);
1802         
1803         load_stars();
1804
1805 #if defined(POLY_ACC)
1806         pa_save_clut();
1807         pa_update_clut(gr_palette, 0, 256, 0);
1808 #endif
1809
1810         old_fmode = Function_mode;
1811         Function_mode = FMODE_MENU;
1812         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1813         nm_messagebox(NULL, 1, TXT_OK, msg);
1814         Function_mode = old_fmode;
1815
1816 #if defined(POLY_ACC)
1817         pa_restore_clut();
1818 #endif
1819
1820         WIN(DEFINE_SCREEN(NULL));
1821 }
1822
1823 void digi_stop_digi_sounds();
1824
1825 void DoPlayerDead()
1826 {
1827         reset_palette_add();
1828
1829         gr_palette_load (gr_palette);
1830
1831 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1832         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1833
1834         dead_player_end();              //terminate death sequence (if playing)
1835
1836         #ifdef EDITOR
1837         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
1838                 object * playerobj = &Objects[Players[Player_num].objnum];
1839                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1840                 load_level("gamesave.lvl");
1841                 init_player_stats_new_ship();
1842                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1843                 StartLevel(0);
1844                 return;
1845         }
1846         #endif
1847
1848 #ifdef NETWORK
1849         if ( Game_mode&GM_MULTI )
1850         {
1851                 multi_do_death(Players[Player_num].objnum);
1852         }
1853         else 
1854 #endif
1855         {                               //Note link to above else!
1856                 Players[Player_num].lives--;
1857                 if (Players[Player_num].lives == 0)
1858                 {       
1859                         DoGameOver();
1860                         return;
1861                 }
1862         }
1863                                 
1864         if ( Control_center_destroyed ) {
1865
1866                 //clear out stuff so no bonus
1867                 Players[Player_num].hostages_on_board = 0;
1868                 Players[Player_num].energy = 0;
1869                 Players[Player_num].shields = 0;
1870                 Players[Player_num].connected = 3;
1871
1872                 died_in_mine_message(); // Give them some indication of what happened
1873
1874                 if (Current_level_num < 0) {
1875                         FILE    *fp;
1876
1877                         if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1878                                 fclose(fp);
1879                                 returning_to_level_message();
1880                                 state_restore_all(1, 2, SECRETB_FILENAME);                      //      2 means you died
1881                                 set_pos_from_return_segment();
1882                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1883                         } else {
1884                                 advancing_to_level_message();
1885                                 StartNewLevel(Entered_from_level+1, 0);
1886                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1887                         }
1888                 } else {
1889
1890                         AdvanceLevel(0);                        //if finished, go on to next level
1891
1892                         init_player_stats_new_ship();
1893                         last_drawn_cockpit[0] = -1;
1894                         last_drawn_cockpit[1] = -1;
1895                 }
1896
1897         } else if (Current_level_num < 0) {
1898                 FILE    *fp;
1899                 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1900                         fclose(fp);
1901                         returning_to_level_message();
1902                         if (!Control_center_destroyed)
1903                                 state_save_all(0, 2, SECRETC_FILENAME);
1904                         state_restore_all(1, 2, SECRETB_FILENAME);
1905                         set_pos_from_return_segment();
1906                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1907                 } else {
1908                         died_in_mine_message(); // Give them some indication of what happened
1909                         advancing_to_level_message();
1910                         StartNewLevel(Entered_from_level+1, 0);
1911                         init_player_stats_new_ship();
1912                 }
1913         } else {
1914                 init_player_stats_new_ship();
1915                 StartLevel(1);
1916         }
1917
1918         digi_sync_sounds();
1919 }
1920
1921 extern int BigWindowSwitch;
1922
1923 //called when the player is starting a new level for normal game mode and restore state
1924 //      secret_flag set if came from a secret level
1925 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1926 {
1927         if (!(Game_mode & GM_MULTI)) {
1928                 last_drawn_cockpit[0] = -1;
1929                 last_drawn_cockpit[1] = -1;
1930         }
1931    BigWindowSwitch=0;
1932
1933
1934         if (Newdemo_state == ND_STATE_PAUSED)
1935                 Newdemo_state = ND_STATE_RECORDING;
1936
1937         if (Newdemo_state == ND_STATE_RECORDING) {
1938                 newdemo_set_new_level(level_num);
1939                 newdemo_record_start_frame(FrameCount, FrameTime );
1940         }
1941
1942         if (Game_mode & GM_MULTI)
1943                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1944
1945         LoadLevel(level_num,page_in_textures);
1946
1947         Assert(Current_level_num == level_num); //make sure level set right
1948
1949         gameseq_init_network_players(); // Initialize the Players array for 
1950                                                                                           // this level
1951
1952         Viewer = &Objects[Players[Player_num].objnum];
1953
1954         Assert(N_players <= NumNetPlayerPositions);
1955                 //If this assert fails, there's not enough start positions
1956
1957 #ifdef NETWORK
1958         if (Game_mode & GM_NETWORK)
1959         {
1960                 if(network_level_sync()) // After calling this, Player_num is set
1961                         return;
1962         }
1963         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1964         {
1965                 if(com_level_sync())
1966                         return;
1967         }
1968 #endif
1969
1970         Assert(Function_mode == FMODE_GAME);
1971
1972         #ifndef NDEBUG
1973         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1974         #endif
1975
1976         HUD_clear_messages();
1977
1978         automap_clear_visited();
1979
1980 #ifdef NETWORK
1981         if (Network_new_game == 1)
1982         {
1983                 Network_new_game = 0;
1984                 init_player_stats_new_ship();
1985         }
1986 #endif
1987         init_player_stats_level(secret_flag);
1988
1989 #ifdef NETWORK
1990         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1991         {
1992                 int i;
1993                 for (i = 0; i < N_players; i++)
1994                         Players[i].flags |= Netgame.player_flags[i];
1995         }
1996
1997         if (Game_mode & GM_MULTI)
1998         {
1999                 multi_prep_level(); // Removes robots from level if necessary
2000         }
2001 #endif
2002
2003         gameseq_remove_unused_players();
2004
2005         Game_suspended = 0;
2006
2007         Control_center_destroyed = 0;
2008
2009         set_screen_mode(SCREEN_GAME);
2010         init_cockpit();
2011         init_robots_for_level();
2012         init_ai_objects();
2013         init_smega_detonates();
2014         init_morphs();
2015         init_all_matcens();
2016         reset_palette_add();
2017         init_thief_for_level();
2018         init_stuck_objects();
2019         game_flush_inputs();            // clear out the keyboard
2020         if (!(Game_mode & GM_MULTI))
2021                 filter_objects_from_level();
2022
2023         turn_cheats_off();
2024
2025         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2026                 set_highest_level(Current_level_num);
2027         else
2028                 read_player_file();             //get window sizes
2029
2030         reset_special_effects();
2031
2032 #ifdef OGL
2033         ogl_cache_level_textures();
2034 #endif
2035
2036
2037 #ifdef NETWORK
2038         if (Network_rejoined == 1)
2039         {
2040                 #ifndef NDEBUG
2041                 mprintf((0, "Restarting - joining in random location.\n"));
2042                 #endif
2043                 Network_rejoined = 0;
2044                 StartLevel(1);
2045         }
2046         else
2047 #endif
2048                 StartLevel(0);          // Note link to above if!
2049
2050         copy_defaults_to_robot_all();
2051         init_controlcen_for_level();
2052
2053         //      Say player can use FLASH cheat to mark path to exit.
2054         Last_level_path_created = -1;
2055 }
2056
2057 #ifdef NETWORK
2058 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2059 #endif
2060 void bash_to_shield (int i,char *s)
2061 {
2062 #ifdef NETWORK
2063         int type=Objects[i].id;
2064 #endif
2065
2066         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2067
2068 #ifdef NETWORK
2069         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2070 #endif
2071
2072         Objects[i].id = POW_SHIELD_BOOST;
2073         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2074         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2075 }
2076
2077
2078 void filter_objects_from_level()
2079  {
2080   int i;
2081   
2082   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2083  
2084   for (i=0;i<=Highest_object_index;i++) 
2085         {
2086          if (Objects[i].type==OBJ_POWERUP)
2087      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2088            bash_to_shield (i,"Flag!!!!");
2089    } 
2090
2091  }
2092
2093 struct {
2094         int     level_num;
2095         char    movie_name[FILENAME_LEN];
2096 } intro_movie[] = {     { 1,"pla"},
2097                                                         { 5,"plb"},
2098                                                         { 9,"plc"},
2099                                                         {13,"pld"},
2100                                                         {17,"ple"},
2101                                                         {21,"plf"},
2102                                                         {24,"plg"}};
2103
2104 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2105
2106 extern int MenuHiresAvailable;
2107 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
2108 extern int intro_played;        //true if big intro movie played
2109
2110 void ShowLevelIntro(int level_num)
2111 {
2112         //if shareware, show a briefing?
2113
2114         if (!(Game_mode & GM_MULTI)) {
2115 #ifndef SHAREWARE
2116                 int i;
2117 #endif
2118                 ubyte save_pal[sizeof(gr_palette)];
2119
2120                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2121
2122                 #if defined(D2_OEM) || defined(COMPILATION)
2123                 if (level_num==1 && !intro_played)
2124                         do_briefing_screens ("brief2o.tex",1);  
2125                 #endif
2126
2127                 if (Current_mission_num==0)
2128                 {
2129 #ifndef SHAREWARE
2130                         int movie=0;
2131 #endif
2132                         #ifdef SHAREWARE
2133                                 if (level_num==1)
2134                                 {
2135                                         do_briefing_screens ("brief2.tex",1);   
2136                                 }
2137                         #else
2138                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
2139                                 {
2140                                         if (intro_movie[i].level_num == level_num)
2141                                         {
2142                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2143                                                 movie=1;
2144                                                 break;
2145                                         }
2146                                 }
2147
2148 #ifdef WINDOWS
2149                                 if (!movie) {                                   //must go before briefing
2150                                         dd_gr_init_screen();
2151                                         Screen_mode = -1;
2152                                 }
2153 #endif
2154
2155                                 if (robot_movies)
2156                                 {
2157                                         int hires_save=MenuHiresAvailable;
2158                                         
2159                                         if (robot_movies == 1)          //lowres only
2160                                         {
2161                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
2162
2163                                                 if (hires_save != MenuHiresAvailable)
2164                                                         Screen_mode = -1;               //force reset
2165
2166                                         }
2167                                         do_briefing_screens ("robot.tex",level_num);
2168                                         MenuHiresAvailable = hires_save;
2169                                 }
2170
2171                         #endif
2172                 }      
2173                 else {  //not the built-in mission.  check for add-on briefing
2174                         char tname[FILENAME_LEN];
2175                         sprintf(tname,"%s.tex",Current_mission_filename);
2176                         do_briefing_screens (tname,level_num);
2177                 }
2178
2179
2180                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2181         }
2182 }
2183
2184 //      ---------------------------------------------------------------------------
2185 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2186 //      Reason: On this level, if player goes to a secret level, he will be going to a different
2187 //      secret level than he's ever been to before.
2188 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2189 void maybe_set_first_secret_visit(int level_num)
2190 {
2191         int     i;
2192
2193         for (i=0; i<N_secret_levels; i++) {
2194                 if (Secret_level_table[i] == level_num) {
2195                         First_secret_visit = 1;
2196                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2197                 }
2198         }
2199 }
2200
2201 //called when the player is starting a new level for normal game model
2202 //      secret_flag if came from a secret level
2203 void StartNewLevel(int level_num, int secret_flag)
2204 {
2205         ThisLevelTime=0;
2206
2207         if ((level_num > 0) && (!secret_flag)) {
2208                 maybe_set_first_secret_visit(level_num);
2209         }
2210
2211         ShowLevelIntro(level_num);
2212
2213         WIN(DEFINE_SCREEN(NULL));               // ALT-TAB: no restore of background.
2214         
2215         StartNewLevelSub(level_num, 1, secret_flag );
2216
2217 }
2218
2219 //initialize the player object position & orientation (at start of game, or new ship)
2220 void InitPlayerPosition(int random_flag)
2221 {
2222         int NewPlayer=0;
2223
2224 #ifdef NETWORK
2225         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2226 #endif
2227                 NewPlayer = Player_num;
2228 #ifdef NETWORK
2229         else if (random_flag == 1)
2230         {
2231                 int i, closest = -1, trys=0;
2232                 fix closest_dist = 0x7ffffff, dist;
2233
2234                 d_srand(clock());
2235
2236 #ifndef NDEBUG
2237                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2238                 {
2239                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2240                         //Int3();
2241                 }
2242 #endif
2243
2244                 do {
2245                         if (trys > 0)   
2246                         {
2247                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2248                         }
2249                         trys++;
2250
2251                         NewPlayer = d_rand() % NumNetPlayerPositions;
2252
2253                         closest = -1;
2254                         closest_dist = 0x7fffffff;
2255         
2256                         for (i=0; i<N_players; i++ )    {
2257                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2258                                         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
2259                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2260                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2261                                                 closest_dist = dist;
2262                                                 closest = i;
2263                                         }
2264                                 }
2265                         }
2266
2267                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2268                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2269         } 
2270         else {
2271                 mprintf((0, "Starting position is not being changed.\n"));
2272                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2273         }
2274         Assert(NewPlayer >= 0);
2275         Assert(NewPlayer < NumNetPlayerPositions);
2276 #endif
2277
2278         ConsoleObject->pos = Player_init[NewPlayer].pos;
2279         ConsoleObject->orient = Player_init[NewPlayer].orient;
2280 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2281
2282         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2283
2284         obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2285
2286 #ifdef NETWORK
2287 done:
2288 #endif
2289         reset_player_object();
2290         reset_cruise();
2291 }
2292
2293 //      -----------------------------------------------------------------------------------------------------
2294 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2295 //      What about setting size!?  Where does that come from?
2296 void copy_defaults_to_robot(object *objp)
2297 {
2298         robot_info      *robptr;
2299         int                     objid;
2300
2301         Assert(objp->type == OBJ_ROBOT);
2302         objid = objp->id;
2303         Assert(objid < N_robot_types);
2304
2305         robptr = &Robot_info[objid];
2306
2307         //      Boost shield for Thief and Buddy based on level.
2308         objp->shields = robptr->strength;
2309
2310         if ((robptr->thief) || (robptr->companion)) {
2311                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2312
2313                 if (robptr->companion) {
2314                         //      Now, scale guide-bot hits by skill level
2315                         switch (Difficulty_level) {
2316                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2317                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2318                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2319                                 default:        break;
2320                         }
2321                 }
2322         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2323                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2324
2325         //      Additional wimpification of bosses at Trainee
2326         if ((robptr->boss_flag) && (Difficulty_level == 0))
2327                 objp->shields /= 2;
2328 }
2329
2330 //      -----------------------------------------------------------------------------------------------------
2331 //      Copy all values from the robot info structure to all instances of robots.
2332 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2333 //      This function should be called at level load time.
2334 void copy_defaults_to_robot_all()
2335 {
2336         int     i;
2337
2338         for (i=0; i<=Highest_object_index; i++)
2339                 if (Objects[i].type == OBJ_ROBOT)
2340                         copy_defaults_to_robot(&Objects[i]);
2341
2342 }
2343
2344 extern void clear_stuck_objects(void);
2345
2346 //      -----------------------------------------------------------------------------------------------------
2347 //called when the player is starting a level (new game or new ship)
2348 void StartLevel(int random_flag)
2349 {
2350         Assert(!Player_is_dead);
2351
2352         InitPlayerPosition(random_flag);
2353
2354         verify_console_object();
2355
2356         ConsoleObject->control_type     = CT_FLYING;
2357         ConsoleObject->movement_type    = MT_PHYSICS;
2358
2359         disable_matcens();
2360
2361         clear_transient_objects(0);             //0 means leave proximity bombs
2362
2363         // create_player_appearance_effect(ConsoleObject);
2364         Do_appearance_effect = 1;
2365
2366 #ifdef NETWORK
2367         if (Game_mode & GM_MULTI)
2368         {
2369                 if (Game_mode & GM_MULTI_COOP)
2370                         multi_send_score();
2371                 multi_send_position(Players[Player_num].objnum);
2372                 multi_send_reappear();
2373         }               
2374
2375         if (Game_mode & GM_NETWORK)
2376                 network_do_frame(1, 1);
2377 #endif
2378
2379         ai_reset_all_paths();
2380         ai_init_boss_for_ship();
2381         clear_stuck_objects();
2382
2383         #ifdef EDITOR
2384         //      Note, this is only done if editor builtin.  Calling this from here
2385         //      will cause it to be called after the player dies, resetting the
2386         //      hits for the buddy and thief.  This is ok, since it will work ok
2387         //      in a shipped version.
2388         init_ai_objects();
2389         #endif
2390
2391         reset_time();
2392
2393         reset_rear_view();
2394         Auto_fire_fusion_cannon_time = 0;
2395         Fusion_charge = 0;
2396
2397         Robot_firing_enabled = 1;
2398 }
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408