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1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.  
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
12 */
13
14
15 #ifdef RCS
16 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.1.1.1 2001-01-19 03:30:05 bradleyb Exp $";
17 #endif
18
19 #include <conf.h>
20 #ifdef WINDOWS
21 #include "desw.h"
22 #endif
23
24
25 #include <stdio.h>
26 #include <stdlib.h>
27 #include <string.h>
28 #include <unistd.h>
29 #include <time.h>
30
31 #ifdef OGL
32 #include "ogl_init.h"
33 #endif
34
35 #include "pa_enabl.h"                   //$$POLY_ACC
36 #include "inferno.h"
37 #include "game.h"
38 #include "player.h"
39 #include "key.h"
40 #include "object.h"
41 #include "physics.h"
42 #include "error.h"
43 #include "joy.h"
44 #include "mono.h"
45 #include "iff.h"
46 #include "pcx.h"
47 #include "timer.h"
48 #include "render.h"
49 #include "laser.h"
50 #include "screens.h"
51 #include "textures.h"
52 #include "slew.h"
53 #include "gauges.h"
54 #include "texmap.h"
55 #include "3d.h"
56 #include "effects.h"
57 #include "menu.h"
58 #include "gameseg.h"
59 #include "wall.h"
60 #include "ai.h"
61 #include "fuelcen.h"
62 #include "switch.h"
63 #include "digi.h"
64 #include "gamesave.h"
65 #include "scores.h"
66 #include "ibitblt.h"
67 #include "u_mem.h"
68 #include "palette.h"
69 #include "morph.h"
70 #include "lighting.h"
71 #include "newdemo.h"
72 #include "titles.h"
73 #include "collide.h"
74 #include "weapon.h"
75 #include "sounds.h"
76 #include "args.h"
77 #include "gameseq.h"
78 #include "gamefont.h"
79 #include "newmenu.h"
80 #include "endlevel.h"
81 #include "network.h"
82 #include "playsave.h"
83 #include "ctype.h"
84 #include "multi.h"
85 #include "fireball.h"
86 #include "kconfig.h"
87 #include "config.h"
88 #include "robot.h"
89 #include "automap.h"
90 #include "cntrlcen.h"
91 #include "powerup.h"
92 #include "modem.h"
93 #include "text.h"
94 #include "cfile.h"
95 #include "piggy.h"
96 #include "texmerge.h"
97 #include "paging.h"
98 #include "mission.h"
99 #include "state.h"
100 #include "songs.h"
101 #include "netmisc.h"
102 #include "gamepal.h"
103 #include "movie.h"
104 #include "controls.h"
105 #include "credits.h"
106
107 #if defined(POLY_ACC)
108 #include "poly_acc.h"
109 #endif
110 #if defined (TACTILE)
111  #include "tactile.h"
112 #endif
113
114 #ifdef EDITOR
115 #include "editor\editor.h"
116 #endif
117
118
119 void StartNewLevelSecret(int level_num, int page_in_textures);
120 void InitPlayerPosition(int random_flag);
121 void load_stars();
122 void returning_to_level_message(void);
123 void advancing_to_level_message(void);
124 void DoEndGame(void);
125 void AdvanceLevel(int secret_flag);
126 void filter_objects_from_level();
127
128 // From allender -- you'll find these defines in state.c and cntrlcen.c
129 // since I couldn't think of a good place to put them and i wanted to
130 // fix this stuff fast!  Sorry about that...
131
132 #ifndef MACINTOSH
133 #define SECRETB_FILENAME        "secret.sgb"
134 #define SECRETC_FILENAME        "secret.sgc"
135 #else
136 #define SECRETB_FILENAME        ":Players:secret.sgb"
137 #define SECRETC_FILENAME        ":Players:secret.sgc"
138 #endif
139
140 //Current_level_num starts at 1 for the first level
141 //-1,-2,-3 are secret levels
142 //0 means not a real level loaded
143 int     Current_level_num=0,Next_level_num;
144 char    Current_level_name[LEVEL_NAME_LEN];             
145
146 #if !defined(SHAREWARE) && !defined(D2_OEM)
147 int Last_level,Last_secret_level;
148 #endif
149
150 // Global variables describing the player
151 int                             N_players=1;                                            // Number of players ( >1 means a net game, eh?)
152 int                             Player_num=0;                                           // The player number who is on the console.
153 player                  Players[MAX_PLAYERS+4];                   // Misc player info
154 obj_position    Player_init[MAX_PLAYERS];
155
156 // Global variables telling what sort of game we have
157 int MaxNumNetPlayers = -1;
158 int NumNetPlayerPositions = -1;
159
160 extern fix ThisLevelTime;
161
162 // Extern from game.c to fix a bug in the cockpit!
163
164 extern int last_drawn_cockpit[2];
165 extern int Last_level_path_created;
166
167 //      HUD_clear_messages external, declared in gauges.h
168 #ifndef _GAUGES_H
169 extern void HUD_clear_messages(); // From hud.c
170 #endif
171
172 //      Extra prototypes declared for the sake of LINT
173 void init_player_stats_new_ship(void);
174 void copy_defaults_to_robot_all(void);
175
176 int     Do_appearance_effect=0;
177
178 extern int Rear_view;
179
180 int     First_secret_visit = 1;
181
182 extern int descent_critical_error;
183
184 extern int Last_msg_ycrd;
185
186 //--------------------------------------------------------------------
187 void verify_console_object()
188 {
189         Assert( Player_num > -1 );
190         Assert( Players[Player_num].objnum > -1 );
191         ConsoleObject = &Objects[Players[Player_num].objnum];
192         Assert( ConsoleObject->type==OBJ_PLAYER );
193         Assert( ConsoleObject->id==Player_num );
194 }
195
196 int count_number_of_robots() 
197 {
198         int robot_count;
199         int i;
200
201         robot_count = 0;
202         for (i=0;i<=Highest_object_index;i++) {
203                 if (Objects[i].type == OBJ_ROBOT)
204                         robot_count++;
205         }
206
207         return robot_count;
208 }
209
210
211 int count_number_of_hostages() 
212 {
213         int count;
214         int i;
215
216         count = 0;
217         for (i=0;i<=Highest_object_index;i++) {
218                 if (Objects[i].type == OBJ_HOSTAGE)
219                         count++;
220         }
221
222         return count;
223 }
224
225 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
226 void
227 gameseq_init_network_players()
228 {
229         int i,k,j;
230
231         // Initialize network player start locations and object numbers
232
233         ConsoleObject = &Objects[0];
234         k = 0;
235         j = 0;
236         for (i=0;i<=Highest_object_index;i++) {
237
238                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
239                 {
240                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
241                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
242                         {
243                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
244                                 Objects[i].type=OBJ_PLAYER;
245                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
246                                 Player_init[k].pos = Objects[i].pos;
247                                 Player_init[k].orient = Objects[i].orient;
248                                 Player_init[k].segnum = Objects[i].segnum;
249                                 Players[k].objnum = i;
250                                 Objects[i].id = k;
251                                 k++;
252                         }
253                         else
254                                 obj_delete(i);
255                         j++;
256                 }
257
258                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
259                         obj_delete(i);          //kill the buddy in netgames
260
261         }
262         NumNetPlayerPositions = k;
263
264 #ifndef NDEBUG
265         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
266                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
267         {
268                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
269                 //Int3(); // Not enough positions!!
270         }
271 #endif
272 #if defined (D2_OEM)
273
274         if ((Game_mode & GM_MULTI) && Current_mission_num == 0 && Current_level_num==8)
275          {
276           for (i=0;i<N_players;i++)
277                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
278                         {
279                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!");    
280                          return;
281                         }
282          }
283 #endif
284 }
285
286 void gameseq_remove_unused_players()
287 {
288         int i;
289
290         // 'Remove' the unused players
291
292 #ifdef NETWORK
293         if (Game_mode & GM_MULTI)
294         {
295                 for (i=0; i < NumNetPlayerPositions; i++)
296                 {
297                         if ((!Players[i].connected) || (i >= N_players))
298                         {
299                                 #ifndef NDEBUG
300 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
301                                 #endif
302                                 multi_make_player_ghost(i);
303                         }
304                 }
305         }
306         else
307 #endif
308         {               // Note link to above if!!!
309                 #ifndef NDEBUG
310                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
311                 #endif
312                 for (i=1; i < NumNetPlayerPositions; i++)
313                 {
314                         obj_delete(Players[i].objnum);
315                 }
316         }
317 }
318
319 fix StartingShields=INITIAL_SHIELDS;
320
321 // Setup player for new game
322 void init_player_stats_game()
323 {
324         Players[Player_num].score = 0;
325         Players[Player_num].last_score = 0;
326         Players[Player_num].lives = INITIAL_LIVES;
327         Players[Player_num].level = 1;
328
329         Players[Player_num].time_level = 0;
330         Players[Player_num].time_total = 0;
331         Players[Player_num].hours_level = 0;
332         Players[Player_num].hours_total = 0;
333
334         Players[Player_num].energy = INITIAL_ENERGY;
335         Players[Player_num].shields = StartingShields;
336         Players[Player_num].killer_objnum = -1;
337
338         Players[Player_num].net_killed_total = 0;
339         Players[Player_num].net_kills_total = 0;
340
341         Players[Player_num].num_kills_level = 0;
342         Players[Player_num].num_kills_total = 0;
343         Players[Player_num].num_robots_level = 0;
344         Players[Player_num].num_robots_total = 0;
345         Players[Player_num].KillGoalCount = 0;
346         
347         Players[Player_num].hostages_rescued_total = 0;
348         Players[Player_num].hostages_level = 0;
349         Players[Player_num].hostages_total = 0;
350
351         Players[Player_num].laser_level = 0;
352         Players[Player_num].flags = 0;
353
354         init_player_stats_new_ship();
355
356         First_secret_visit = 1;
357 }
358
359 void init_ammo_and_energy(void)
360 {
361         if (Players[Player_num].energy < INITIAL_ENERGY)
362                 Players[Player_num].energy = INITIAL_ENERGY;
363         if (Players[Player_num].shields < StartingShields)
364                 Players[Player_num].shields = StartingShields;
365
366 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
367 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
368 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
369
370 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
371 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
372 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
373         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
374                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
375 }
376
377 extern  ubyte   Last_afterburner_state;
378
379 // Setup player for new level (After completion of previous level)
380 void init_player_stats_level(int secret_flag)
381 {
382         // int  i;
383
384         Players[Player_num].last_score = Players[Player_num].score;
385
386         Players[Player_num].level = Current_level_num;
387
388 #ifdef NETWORK
389         if (!Network_rejoined) {
390 #endif
391                 Players[Player_num].time_level = 0;
392                 Players[Player_num].hours_level = 0;
393 #ifdef NETWORK
394         }
395 #endif
396
397         Players[Player_num].killer_objnum = -1;
398
399         Players[Player_num].num_kills_level = 0;
400         Players[Player_num].num_robots_level = count_number_of_robots();
401         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
402
403         Players[Player_num].hostages_level = count_number_of_hostages();
404         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
405         Players[Player_num].hostages_on_board = 0;
406
407         if (!secret_flag) {
408                 init_ammo_and_energy();
409
410                 Players[Player_num].flags &= (~KEY_BLUE);
411                 Players[Player_num].flags &= (~KEY_RED);
412                 Players[Player_num].flags &= (~KEY_GOLD);
413
414                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
415                                                                                                         PLAYER_FLAGS_CLOAKED |
416                                                                                                         PLAYER_FLAGS_MAP_ALL);
417
418                 Players[Player_num].cloak_time = 0;
419                 Players[Player_num].invulnerable_time = 0;
420
421                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
422                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
423         }
424
425         Player_is_dead = 0; // Added by RH
426         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
427
428         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
429
430         Controls.afterburner_state = 0;
431         Last_afterburner_state = 0;
432
433         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
434
435         init_gauges();
436
437    #ifdef TACTILE
438                 if (TactileStick)
439                   tactile_set_button_jolt();
440         #endif
441
442         Missile_viewer = NULL;
443 }
444
445 extern  void init_ai_for_ship(void);
446
447 // Setup player for a brand-new ship
448 void init_player_stats_new_ship()
449 {
450         int     i;
451
452         if (Newdemo_state == ND_STATE_RECORDING) {
453                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
454                 newdemo_record_player_weapon(0, 0);
455                 newdemo_record_player_weapon(1, 0);
456         }
457
458         Players[Player_num].energy = INITIAL_ENERGY;
459         Players[Player_num].shields = StartingShields;
460         Players[Player_num].laser_level = 0;
461         Players[Player_num].killer_objnum = -1;
462         Players[Player_num].hostages_on_board = 0;
463
464         Afterburner_charge = 0;
465
466         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
467                 Players[Player_num].primary_ammo[i] = 0;
468                 Primary_last_was_super[i] = 0;
469         }
470
471         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
472                 Players[Player_num].secondary_ammo[i] = 0;
473                 Secondary_last_was_super[i] = 0;
474         }
475         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
476
477         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
478         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
479
480         Primary_weapon = 0;
481         Secondary_weapon = 0;
482
483         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS | 
484                                                                                                 PLAYER_FLAGS_AFTERBURNER | 
485                                                                                                 PLAYER_FLAGS_CLOAKED | 
486                                                                                                 PLAYER_FLAGS_INVULNERABLE | 
487                                                                                                 PLAYER_FLAGS_MAP_ALL |
488                                                                                                 PLAYER_FLAGS_CONVERTER |
489                                                                                                 PLAYER_FLAGS_AMMO_RACK |
490                                                                                                 PLAYER_FLAGS_HEADLIGHT |
491                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
492                                                                                                 PLAYER_FLAGS_FLAG);
493
494         Players[Player_num].cloak_time = 0;
495         Players[Player_num].invulnerable_time = 0;
496
497         Player_is_dead = 0;             //player no longer dead
498
499         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
500
501         Controls.afterburner_state = 0;
502         Last_afterburner_state = 0;
503
504         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
505
506         Missile_viewer=NULL;            ///reset missile camera if out there
507
508    #ifdef TACTILE
509                 if (TactileStick)
510                  {
511                   tactile_set_button_jolt();
512                  }
513         #endif
514
515
516         init_ai_for_ship();
517 }
518
519 #ifdef NETWORK
520 void reset_network_objects()
521 {
522         memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
523         memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
524         memset(object_owner, -1, MAX_OBJECTS);
525 }
526 #endif
527
528 extern void init_stuck_objects(void);
529
530 #ifdef EDITOR
531
532 extern int Slide_segs_computed;
533
534 //reset stuff so game is semi-normal when playing from editor
535 void editor_reset_stuff_on_level()
536 {
537         gameseq_init_network_players();
538         init_player_stats_level(0);
539         Viewer = ConsoleObject;
540         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
541         ConsoleObject->id=Player_num;
542         ConsoleObject->control_type = CT_FLYING;
543         ConsoleObject->movement_type = MT_PHYSICS;
544         Game_suspended = 0;
545         verify_console_object();
546         Control_center_destroyed = 0;
547         if (Newdemo_state != ND_STATE_PLAYBACK)
548                 gameseq_remove_unused_players();
549         init_cockpit();
550         init_robots_for_level();
551         init_ai_objects();
552         init_morphs();
553         init_all_matcens();
554         init_player_stats_new_ship();
555         init_controlcen_for_level();
556         automap_clear_visited();
557         init_stuck_objects();
558         init_thief_for_level();
559
560         Slide_segs_computed = 0;
561 }
562 #endif
563
564 void reset_player_object();
565
566 //do whatever needs to be done when a player dies in multiplayer
567
568 void DoGameOver()
569 {
570 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
571
572         if (Current_mission_num == 0)
573                 scores_maybe_add_player(0);
574
575         Function_mode = FMODE_MENU;
576         Game_mode = GM_GAME_OVER;
577         longjmp( LeaveGame, 0 );                // Exit out of game loop
578
579 }
580
581 extern void do_save_game_menu();
582
583 //update various information about the player
584 void update_player_stats()
585 {
586                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
587                 if ( Players[Player_num].time_level > i2f(3600) )       {
588                         Players[Player_num].time_level -= i2f(3600);
589                         Players[Player_num].hours_level++;
590                 }
591
592                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
593                 if ( Players[Player_num].time_total > i2f(3600) )       {
594                         Players[Player_num].time_total -= i2f(3600);
595                         Players[Player_num].hours_total++;
596                 }
597 }
598
599 //hack to not start object when loading level
600 extern int Dont_start_sound_objects;
601
602 //go through this level and start any eclip sounds
603 void set_sound_sources()
604 {
605         int segnum,sidenum;
606         segment *seg;
607
608         digi_init_sounds();             //clear old sounds
609
610         Dont_start_sound_objects = 1;
611
612         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
613                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
614                         int tm,ec,sn;
615
616                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
617                                 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))
618                                         if ((sn=Effects[ec].sound_num)!=-1) {
619                                                 vms_vector pnt;
620                                                 int csegnum = seg->children[sidenum];
621
622                                                 //check for sound on other side of wall.  Don't add on
623                                                 //both walls if sound travels through wall.  If sound
624                                                 //does travel through wall, add sound for lower-numbered
625                                                 //segment.
626
627                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
628                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
629                                                                 segment *csegp;
630                                                                 int csidenum;
631
632                                                                 csegp = &Segments[seg->children[sidenum]];
633                                                                 csidenum = find_connect_side(seg, csegp);
634
635                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
636                                                                         continue;               //skip this one
637                                                         }
638                                                 }
639
640                                                 compute_center_point_on_side(&pnt,seg,sidenum);
641                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
642                                         }
643                 }
644
645         Dont_start_sound_objects = 0;
646
647 }
648
649
650 //fix flash_dist=i2f(1);
651 fix flash_dist=fl2f(.9);
652
653 //create flash for player appearance
654 void create_player_appearance_effect(object *player_obj)
655 {
656         vms_vector pos;
657         object *effect_obj;
658
659 #ifndef NDEBUG
660         {
661                 int objnum = player_obj-Objects;
662                 if ( (objnum < 0) || (objnum > Highest_object_index) )
663                         Int3(); // See Rob, trying to track down weird network bug
664         }
665 #endif
666
667         if (player_obj == Viewer)
668                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
669         else
670                 pos = player_obj->pos;
671
672         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
673
674         if (effect_obj) {
675                 effect_obj->orient = player_obj->orient;
676
677                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
678                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
679         }
680 }
681
682 //
683 // New Game sequencing functions
684 //
685
686 //pairs of chars describing ranges
687 char playername_allowed_chars[] = "azAZ09__--";
688
689 int MakeNewPlayerFile(int allow_abort)
690 {
691         int x;
692         char filename[14];
693         newmenu_item m;
694         char text[CALLSIGN_LEN+1]="";
695         FILE *fp;
696
697         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
698
699 try_again:
700         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
701
702         Newmenu_allowed_chars = playername_allowed_chars;
703         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
704         Newmenu_allowed_chars = NULL;
705
706         if ( x < 0 ) {
707                 if ( allow_abort ) return 0;
708                 goto try_again;
709         }
710
711         if (text[0]==0) //null string
712                 goto try_again;
713
714         sprintf( filename, "%s.plr", text );
715
716         fp = fopen( filename, "rb" );
717
718 #ifndef MACINTOSH
719         //if the callsign is the name of a tty device, prepend a char
720         if (fp && isatty(fileno(fp))) {
721                 fclose(fp);
722                 sprintf(filename,"$%.7s.plr",text);
723                 fp = fopen(filename,"rb");
724         }
725 #endif
726         
727         if ( fp )       {
728                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
729                 fclose(fp);
730                 goto try_again;
731         }
732
733         if ( !new_player_config() )
734                 goto try_again;                 // They hit Esc during New player config
735
736         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
737
738         write_player_file();
739
740         return 1;
741 }
742
743 #ifdef WINDOWS
744 #undef TXT_SELECT_PILOT
745 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
746 #endif
747
748 //Inputs the player's name, without putting up the background screen
749 int RegisterPlayer()
750 {
751         int i,j;
752         char filename[14];
753         int allow_abort_flag = 1;
754
755         if ( Players[Player_num].callsign[0] == 0 )     {
756                 //---------------------------------------------------------------------
757                 // Set default config options in case there is no config file
758                 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
759                 Config_joystick_sensitivity = 8;
760                 Config_control_type =CONTROL_NONE;
761                 for (i=0; i<CONTROL_MAX_TYPES; i++ )
762                         for (j=0; j<MAX_CONTROLS; j++ )
763                                 kconfig_settings[i][j] = default_kconfig_settings[i][j];
764                 kc_set_controls();
765                 //----------------------------------------------------------------
766
767                 // Read the last player's name from config file, not lastplr.txt
768                 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
769
770                 if (config_last_player[0]==0)
771                         allow_abort_flag = 0;
772         }
773
774 do_menu_again:
775         ;
776
777 #ifndef MACINTOSH
778         if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag ))     {
779                 goto do_menu_again; //return 0;         // They hit Esc in file selector
780         }
781 #else
782         #ifndef APPLE_DEMO
783         if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
784                 goto do_menu_again;             // They hit Esc in file selector
785         }
786         #else
787         newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 );               // no abort allowed ever -- and change title of menubox
788         #endif
789 #endif
790
791         if ( filename[0] == '<' )       {
792                 // They selected 'create new pilot'
793                 if (!MakeNewPlayerFile(allow_abort_flag))
794                         //return 0;             // They hit Esc during enter name stage
795                         goto do_menu_again;
796         } else {
797                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
798         }
799
800         if (read_player_file() != EZERO)
801                 goto do_menu_again;
802
803         Auto_leveling_on = Default_leveling_on;
804
805         set_display_mode(Default_display_mode);
806
807         WriteConfigFile();              // Update lastplr
808
809         return 1;
810 }
811
812 extern void change_filename_extension( char *dest, char *src, char *new_ext );
813 extern char last_palette_loaded_pig[];
814
815 ubyte *Bitmap_replacement_data=NULL;
816
817 typedef struct DiskBitmapHeader {
818         char name[8];
819         ubyte dflags;                   //bits 0-5 anim frame num, bit 6 abm flag
820         ubyte width;                    //low 8 bits here, 4 more bits in wh_extra
821         ubyte height;                   //low 8 bits here, 4 more bits in wh_extra
822         ubyte   wh_extra;               //bits 0-3 width, bits 4-7 height
823         ubyte flags;
824         ubyte avg_color;
825         int offset;
826 } DiskBitmapHeader;
827
828 void load_bitmap_replacements(char *level_name)
829 {
830         char ifile_name[FILENAME_LEN];
831         CFILE *ifile;
832         int i;
833
834         //first, free up data allocated for old bitmaps
835         if (Bitmap_replacement_data) {
836                 d_free(Bitmap_replacement_data);
837                 Bitmap_replacement_data = NULL;
838         }
839
840         change_filename_extension(ifile_name, level_name, ".POG" );
841         
842         ifile = cfopen(ifile_name,"rb");
843
844         if (ifile) {
845                 int version,n_bitmaps;
846                 int bitmap_data_size;
847                 ushort *indices;
848                 char id[4];
849  
850                 cfread(&id, 1, 4, ifile);
851                 version = cfile_read_int(ifile);
852
853                 if (memcmp(id, "GOPD",4) || version != 1) {
854                         cfclose(ifile);
855                         return;
856                 }
857
858                 n_bitmaps = cfile_read_int(ifile);
859
860                 MALLOC( indices, ushort, n_bitmaps );
861                 
862                 #ifndef MACINTOSH       // silly, silly, must swap shorts on the mac.
863                         cfread(indices,sizeof(*indices),n_bitmaps,ifile);
864                 #else
865                         for (i = 0; i < n_bitmaps; i++)
866                         {
867                                 indices[i] = cfile_read_short(ifile);
868                         }
869                 #endif
870
871                 bitmap_data_size = cfilelength(ifile) - cftell(ifile) - (sizeof(DiskBitmapHeader) * n_bitmaps);
872                 MALLOC( Bitmap_replacement_data, ubyte, bitmap_data_size );
873
874                 for (i=0;i<n_bitmaps;i++) {
875                         DiskBitmapHeader bmh;
876                         grs_bitmap temp_bitmap;
877
878                         //note the groovy mac-compatible code!
879                         cfread(bmh.name, 8, 1, ifile);
880                         bmh.dflags = cfile_read_byte(ifile);
881                         bmh.width = cfile_read_byte(ifile);
882                         bmh.height = cfile_read_byte(ifile);
883                         bmh.wh_extra = cfile_read_byte(ifile);
884                         bmh.flags = cfile_read_byte(ifile);
885                         bmh.avg_color = cfile_read_byte(ifile);
886                         bmh.offset = cfile_read_int(ifile);
887
888                         memset( &temp_bitmap, 0, sizeof(grs_bitmap) );
889         
890                         temp_bitmap.bm_w = temp_bitmap.bm_rowsize = bmh.width + ((short) (bmh.wh_extra&0x0f)<<8);
891                         temp_bitmap.bm_h = bmh.height + ((short) (bmh.wh_extra&0xf0)<<4);
892                         temp_bitmap.avg_color = bmh.avg_color;
893                         temp_bitmap.bm_data = Bitmap_replacement_data + bmh.offset;
894         
895                         if ( bmh.flags & BM_FLAG_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
896                         if ( bmh.flags & BM_FLAG_SUPER_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_SUPER_TRANSPARENT;
897                         if ( bmh.flags & BM_FLAG_NO_LIGHTING ) temp_bitmap.bm_flags |= BM_FLAG_NO_LIGHTING;
898                         if ( bmh.flags & BM_FLAG_RLE ) temp_bitmap.bm_flags |= BM_FLAG_RLE;
899                         if ( bmh.flags & BM_FLAG_RLE_BIG ) temp_bitmap.bm_flags |= BM_FLAG_RLE_BIG;
900
901                         GameBitmaps[indices[i]] = temp_bitmap;
902                 }
903
904                 cfread(Bitmap_replacement_data,1,bitmap_data_size,ifile);
905
906                 d_free(indices);
907
908                 cfclose(ifile);
909
910                 last_palette_loaded_pig[0]= 0;  //force pig re-load
911
912                 texmerge_flush();               //for re-merging with new textures
913         }
914 }
915
916 void load_robot_replacements(char *level_name);
917 int read_hamfile();
918 extern int Robot_replacements_loaded;
919
920 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
921 void LoadLevel(int level_num,int page_in_textures)
922 {
923         char *level_name;
924         player save_player;
925         int load_ret;
926
927         save_player = Players[Player_num];      
928
929         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
930
931         if (level_num<0)                //secret level
932                 level_name = Secret_level_names[-level_num-1];
933         else                                    //normal level
934                 level_name = Level_names[level_num-1];
935
936         #ifdef WINDOWS
937                 dd_gr_set_current_canvas(NULL);
938                 dd_gr_clear_canvas(BM_XRGB(0,0,0));
939         #else
940                 gr_set_current_canvas(NULL);
941                 gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
942         #endif
943
944         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
945
946 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
947 //      WIN(ShowCursorW());
948
949 #if defined(POLY_ACC)
950     gr_palette_load(gr_palette);
951     show_boxed_message(TXT_LOADING);
952 #else
953         show_boxed_message(TXT_LOADING);
954         gr_palette_load(gr_palette);
955 #endif
956
957         load_ret = load_level(level_name);              //actually load the data from disk!
958
959         if (load_ret)
960                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
961
962         Current_level_num=level_num;
963
964 //      load_palette_pig(Current_level_palette);                //load just the pig
965
966         load_palette(Current_level_palette,1,1);                //don't change screen
967
968         #ifdef SHAREWARE
969         load_endlevel_data(level_num);
970         #endif
971
972         if ( page_in_textures )
973                 piggy_load_level_data();
974
975         load_bitmap_replacements(level_name);
976
977         if (Robot_replacements_loaded) {
978                 read_hamfile();         //load original data
979                 Robot_replacements_loaded = 0;
980         }
981         load_robot_replacements(level_name);
982
983 #ifdef NETWORK
984         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
985
986         reset_network_objects();
987 #endif
988
989         Players[Player_num] = save_player;
990
991         set_sound_sources();
992
993         songs_play_level_song( Current_level_num );
994
995         clear_boxed_message();          //remove message before new palette loaded
996
997         gr_palette_load(gr_palette);            //actually load the palette
998
999 //      WIN(HideCursorW());
1000 }
1001
1002 //sets up Player_num & ConsoleObject  
1003 void InitPlayerObject()
1004 {
1005         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
1006
1007         if (Player_num != 0 )   {
1008                 Players[0] = Players[Player_num];
1009                 Player_num = 0;
1010         }
1011
1012         Players[Player_num].objnum = 0;
1013
1014         ConsoleObject = &Objects[Players[Player_num].objnum];
1015
1016         ConsoleObject->type                             = OBJ_PLAYER;
1017         ConsoleObject->id                                       = Player_num;
1018         ConsoleObject->control_type     = CT_FLYING;
1019         ConsoleObject->movement_type    = MT_PHYSICS;
1020 }
1021
1022 extern void game_disable_cheats();
1023 extern void turn_cheats_off();
1024 extern void init_seismic_disturbances(void);
1025
1026 //starts a new game on the given level
1027 void StartNewGame(int start_level)
1028 {
1029         Game_mode = GM_NORMAL;
1030         Function_mode = FMODE_GAME;
1031         
1032         Next_level_num = 0;
1033
1034         InitPlayerObject();                             //make sure player's object set up
1035
1036         init_player_stats_game();               //clear all stats
1037
1038         N_players = 1;
1039 #ifdef NETWORK
1040         Network_new_game = 0;
1041 #endif
1042
1043         if (start_level < 0)
1044                 StartNewLevelSecret(start_level, 0);
1045         else
1046                 StartNewLevel(start_level, 0);
1047
1048         Players[Player_num].starting_level = start_level;               // Mark where they started
1049
1050         game_disable_cheats();
1051
1052         init_seismic_disturbances();
1053 }
1054
1055 //@@//starts a resumed game loaded from disk
1056 //@@void ResumeSavedGame(int start_level)
1057 //@@{
1058 //@@    Game_mode = GM_NORMAL;
1059 //@@    Function_mode = FMODE_GAME;
1060 //@@
1061 //@@    N_players = 1;
1062 //@@    Network_new_game = 0;
1063 //@@
1064 //@@    InitPlayerObject();                             //make sure player's object set up
1065 //@@
1066 //@@    StartNewLevel(start_level, 0);
1067 //@@
1068 //@@    game_disable_cheats();
1069 //@@}
1070
1071 #ifndef _NETWORK_H
1072 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1073 #endif
1074
1075 extern int N_secret_levels;
1076
1077 #ifdef RELEASE
1078 #define STARS_BACKGROUND (MenuHires?"\x01starsb.pcx":"\x01stars.pcx")
1079 #else
1080 #define STARS_BACKGROUND (MenuHires?"starsb.pcx":"stars.pcx")
1081 #endif
1082
1083 //      -----------------------------------------------------------------------------
1084 //      Does the bonus scoring.
1085 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1086 void DoEndLevelScoreGlitz(int network)
1087 {
1088         int level_points, skill_points, energy_points, shield_points, hostage_points;
1089         int     all_hostage_points;
1090         int     endgame_points;
1091         char    all_hostage_text[64];
1092         char    endgame_text[64];
1093         #define N_GLITZITEMS 11
1094         char                            m_str[N_GLITZITEMS][30];
1095         newmenu_item    m[N_GLITZITEMS+1];
1096         int                             i,c;
1097         char                            title[128];
1098         int                             is_last_level;
1099         int                             mine_level;
1100
1101         set_screen_mode(SCREEN_MENU);           //go into menu mode
1102
1103    #ifdef TACTILE
1104                 if (TactileStick)
1105                   ClearForces();
1106         #endif
1107
1108         mprintf((0,"DoEndLevelScoreGlitz\n"));
1109
1110         //      Compute level player is on, deal with secret levels (negative numbers)
1111         mine_level = Players[Player_num].level;
1112         if (mine_level < 0)
1113                 mine_level *= -(Last_level/N_secret_levels);
1114
1115         level_points = Players[Player_num].score-Players[Player_num].last_score;
1116
1117         if (!Cheats_enabled) {
1118                 if (Difficulty_level > 1) {
1119                         skill_points = level_points*(Difficulty_level)/4;
1120                         skill_points -= skill_points % 100;
1121                 } else
1122                         skill_points = 0;
1123
1124                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1125                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1126                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1127
1128                 shield_points -= shield_points % 50;
1129                 energy_points -= energy_points % 50;
1130         } else {
1131                 skill_points = 0;
1132                 shield_points = 0;
1133                 energy_points = 0;
1134                 hostage_points = 0;
1135         }
1136
1137         all_hostage_text[0] = 0;
1138         endgame_text[0] = 0;
1139
1140         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1141                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1142                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1143         } else
1144                 all_hostage_points = 0;
1145
1146         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
1147                 endgame_points = Players[Player_num].lives * 10000;
1148                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1149                 is_last_level=1;
1150         } else
1151                 endgame_points = is_last_level = 0;
1152
1153         mprintf((0,"adding bonus points\n"));
1154         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1155
1156         c = 0;
1157         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1158         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1159         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1160         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1161
1162         sprintf(m_str[c++], "%s", all_hostage_text);
1163         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1164                 sprintf(m_str[c++], "%s", endgame_text);
1165
1166         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1167         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1168
1169         #ifdef WINDOWS
1170         sprintf(m_str[c++], "");
1171         sprintf(m_str[c++], "         Done");
1172         #endif
1173
1174         for (i=0; i<c; i++) {
1175                 m[i].type = NM_TYPE_TEXT;
1176                 m[i].text = m_str[i];
1177         }
1178
1179         #ifdef WINDOWS
1180         m[c-1].type = NM_TYPE_MENU;
1181         #endif
1182
1183         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1184
1185         if (Current_level_num < 0)
1186                 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);
1187         else
1188                 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);
1189
1190         Assert(c <= N_GLITZITEMS);
1191
1192         gr_palette_fade_out(gr_palette, 32, 0);
1193
1194         mprintf((0,"doing menu\n"));
1195
1196    PA_DFX (pa_alpha_always());
1197
1198 #ifdef NETWORK
1199         if ( network && (Game_mode & GM_NETWORK) )
1200                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1201         else
1202 #endif
1203                 // NOTE LINK TO ABOVE!!!
1204                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1205
1206         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1207 }
1208
1209 //give the player the opportunity to save his game
1210 void DoEndlevelMenu()
1211 {
1212 //No between level saves......!!!       state_save_all(1);
1213 }
1214
1215 //      -----------------------------------------------------------------------------------------------------
1216 //called when the player is starting a level (new game or new ship)
1217 void StartSecretLevel()
1218 {
1219         Assert(!Player_is_dead);
1220
1221         InitPlayerPosition(0);
1222
1223         verify_console_object();
1224
1225         ConsoleObject->control_type     = CT_FLYING;
1226         ConsoleObject->movement_type    = MT_PHYSICS;
1227
1228         // -- WHY? -- disable_matcens();
1229         clear_transient_objects(0);             //0 means leave proximity bombs
1230
1231         // create_player_appearance_effect(ConsoleObject);
1232         Do_appearance_effect = 1;
1233
1234         ai_reset_all_paths();
1235         // -- NO? -- reset_time();
1236
1237         reset_rear_view();
1238         Auto_fire_fusion_cannon_time = 0;
1239         Fusion_charge = 0;
1240
1241         Robot_firing_enabled = 1;
1242 }
1243
1244 extern void set_pos_from_return_segment(void);
1245
1246 //      Returns true if secret level has been destroyed.
1247 int p_secret_level_destroyed(void)
1248 {
1249         if (First_secret_visit) {
1250                 return 0;               //      Never been there, can't have been destroyed.
1251         } else {
1252                 FILE    *fp;
1253                 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1254                         fclose(fp);
1255                         return 0;
1256                 } else {
1257                         return 1;
1258                 }
1259         }
1260 }
1261
1262 //      -----------------------------------------------------------------------------------------------------
1263 void do_secret_message(char *msg)
1264 {
1265         int     old_fmode;
1266
1267         load_stars();
1268
1269 #if defined(POLY_ACC)
1270         pa_save_clut();
1271         pa_update_clut(gr_palette, 0, 256, 0);
1272 #endif
1273
1274         old_fmode = Function_mode;
1275         Function_mode = FMODE_MENU;
1276         nm_messagebox(NULL, 1, TXT_OK, msg);
1277         Function_mode = old_fmode;
1278
1279 #if defined(POLY_ACC)
1280         pa_restore_clut();
1281 #endif
1282         
1283         WIN(DEFINE_SCREEN(NULL));
1284 }
1285
1286 //      -----------------------------------------------------------------------------------------------------
1287 // called when the player is starting a new level for normal game mode and restore state
1288 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1289 //      first time, instead of initializing various things, need to do a game restore for all the
1290 //      robots, powerups, walls, doors, etc.
1291 void StartNewLevelSecret(int level_num, int page_in_textures)
1292 {
1293         newmenu_item    m[1];
1294         //int i;
1295
1296         ThisLevelTime=0;
1297          
1298         m[0].type = NM_TYPE_TEXT;
1299         m[0].text = " ";
1300
1301         last_drawn_cockpit[0] = -1;
1302         last_drawn_cockpit[1] = -1;
1303
1304         if (Newdemo_state == ND_STATE_PAUSED)
1305                 Newdemo_state = ND_STATE_RECORDING;
1306
1307         if (Newdemo_state == ND_STATE_RECORDING) {
1308                 newdemo_set_new_level(level_num);
1309                 newdemo_record_start_frame(FrameCount, FrameTime );
1310         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1311
1312                 gr_palette_fade_out(gr_palette, 32, 0);
1313
1314                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1315
1316                 if (First_secret_visit) {
1317                         do_secret_message(TXT_SECRET_EXIT);
1318                 } else {
1319                         FILE    *fp;
1320                         if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1321                                 fclose(fp);
1322                                 do_secret_message(TXT_SECRET_EXIT);
1323                         } else {
1324                                 char    text_str[128];
1325
1326                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1327                                 do_secret_message(text_str);
1328                         }
1329                 }
1330         }
1331
1332         LoadLevel(level_num,page_in_textures);
1333
1334         Assert(Current_level_num == level_num); //make sure level set right
1335
1336         Assert(Function_mode == FMODE_GAME);
1337
1338         gameseq_init_network_players(); // Initialize the Players array for 
1339                                                                                           // this level
1340
1341         HUD_clear_messages();
1342
1343         automap_clear_visited();
1344
1345         // --   init_player_stats_level();
1346
1347         Viewer = &Objects[Players[Player_num].objnum];
1348
1349         gameseq_remove_unused_players();
1350
1351         Game_suspended = 0;
1352
1353         Control_center_destroyed = 0;
1354
1355         init_cockpit();
1356         reset_palette_add();
1357
1358         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1359                 init_robots_for_level();
1360                 init_ai_objects();
1361                 init_smega_detonates();
1362                 init_morphs();
1363                 init_all_matcens();
1364                 reset_special_effects();
1365                 StartSecretLevel();
1366         } else {
1367                 FILE    *fp;
1368                 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1369                         int     pw_save, sw_save;
1370
1371                         fclose(fp);
1372
1373                         pw_save = Primary_weapon;
1374                         sw_save = Secondary_weapon;
1375                         state_restore_all(1, 1, SECRETC_FILENAME);
1376                         Primary_weapon = pw_save;
1377                         Secondary_weapon = sw_save;
1378                         reset_special_effects();
1379                         StartSecretLevel();
1380                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1381                 } else {
1382                         char    text_str[128];
1383
1384                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1385                         do_secret_message(text_str);
1386                         return;
1387
1388                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1389                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1390                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1391                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1392                         // -- return;
1393                 }
1394         }
1395
1396         if (First_secret_visit) {
1397                 copy_defaults_to_robot_all();
1398         }
1399
1400         turn_cheats_off();
1401
1402         init_controlcen_for_level();
1403
1404         //      Say player can use FLASH cheat to mark path to exit.
1405         Last_level_path_created = -1;
1406
1407         First_secret_visit = 0;
1408 }
1409
1410 int     Entered_from_level;
1411
1412 // ---------------------------------------------------------------------------------------------------------------
1413 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1414 void ExitSecretLevel(void)
1415 {
1416         FILE    *fp;
1417
1418         if (Newdemo_state == ND_STATE_PLAYBACK)
1419                 return;
1420
1421         if (!Control_center_destroyed) {
1422                 state_save_all(0, 2, SECRETC_FILENAME);
1423         }
1424
1425         if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1426                 int     pw_save, sw_save;
1427
1428                 returning_to_level_message();
1429                 fclose(fp);
1430                 pw_save = Primary_weapon;
1431                 sw_save = Secondary_weapon;
1432                 state_restore_all(1, 1, SECRETB_FILENAME);
1433                 Primary_weapon = pw_save;
1434                 Secondary_weapon = sw_save;
1435         } else {
1436                 // File doesn't exist, so can't return to base level.  Advance to next one.
1437                 if (Entered_from_level == Last_level)
1438                         DoEndGame();
1439                 else {
1440                         advancing_to_level_message();
1441                         StartNewLevel(Entered_from_level+1, 0);
1442                 }
1443         }
1444 }
1445
1446 // ---------------------------------------------------------------------------------------------------------------
1447 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1448 //      be invulnerable or cloaked.
1449 void do_cloak_invul_secret_stuff(fix old_gametime)
1450 {
1451         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1452                 fix     time_used;
1453
1454                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1455                 Players[Player_num].invulnerable_time = GameTime - time_used;
1456         }
1457
1458         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1459                 fix     time_used;
1460
1461                 time_used = old_gametime - Players[Player_num].cloak_time;
1462                 Players[Player_num].cloak_time = GameTime - time_used;
1463         }
1464 }
1465
1466 // ---------------------------------------------------------------------------------------------------------------
1467 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1468 //      is passing to the secret level.
1469 //      Do a savegame.
1470 void EnterSecretLevel(void)
1471 {
1472         fix     old_gametime;
1473         int     i;
1474
1475         Assert(! (Game_mode & GM_MULTI) );
1476
1477         Entered_from_level = Current_level_num;
1478
1479         if (Control_center_destroyed)
1480                 DoEndLevelScoreGlitz(0);
1481
1482         if (Newdemo_state != ND_STATE_PLAYBACK)
1483                 state_save_all(0, 1, NULL);     //      Not between levels (ie, save all), IS a secret level, NO filename override
1484
1485         //      Find secret level number to go to, stuff in Next_level_num.
1486         for (i=0; i<-Last_secret_level; i++)
1487                 if (Secret_level_table[i]==Current_level_num) {
1488                         Next_level_num = -(i+1);
1489                         break;
1490                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1491                         Next_level_num = -i;
1492                         break;
1493                 }
1494
1495         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1496                 Next_level_num = Last_secret_level;
1497
1498         old_gametime = GameTime;
1499
1500         StartNewLevelSecret(Next_level_num, 1);
1501         
1502         // do_cloak_invul_stuff();
1503 }
1504
1505 //called when the player has finished a level
1506 void PlayerFinishedLevel(int secret_flag)
1507 {
1508         Assert(!secret_flag);
1509
1510         //credit the player for hostages
1511         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1512
1513         if (Game_mode & GM_NETWORK)
1514                 Players[Player_num].connected = 2; // Finished but did not die
1515
1516         last_drawn_cockpit[0] = -1;
1517         last_drawn_cockpit[1] = -1;
1518
1519         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1520 }
1521
1522 #if defined(D2_OEM) || defined(COMPILATION)
1523 #define MOVIE_REQUIRED 0
1524 #else
1525 #define MOVIE_REQUIRED 1
1526 #endif
1527
1528 #ifdef D2_OEM
1529 #define ENDMOVIE "endo"
1530 #else
1531 #define ENDMOVIE "end"
1532 #endif
1533
1534 void show_order_form();
1535 extern void com_hangup(void);
1536
1537 //called when the player has finished the last level
1538 void DoEndGame(void)
1539 {
1540         mprintf((0,"DoEndGame\n"));
1541
1542         Function_mode = FMODE_MENU;
1543         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1544                 newdemo_stop_recording();
1545
1546         set_screen_mode( SCREEN_MENU );
1547
1548         WINDOS(
1549                 dd_gr_set_current_canvas(NULL),
1550                 gr_set_current_canvas(NULL)
1551         );
1552
1553         key_flush();
1554
1555    if (Current_mission_num == 0 && !(Game_mode & GM_MULTI))             //only built-in mission, & not multi
1556    {  
1557                 int played=MOVIE_NOT_PLAYED;    //default is not played
1558
1559                 #ifdef SHAREWARE
1560                         songs_play_song( SONG_ENDGAME, 0 );
1561                         mprintf((0,"doing briefing\n"));
1562                         do_briefing_screens("ending2.tex",1);
1563                         mprintf((0,"briefing done\n"));
1564                 #else
1565                         init_subtitles(ENDMOVIE ".tex");        //ingore errors
1566                         played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1567                         close_subtitles();
1568                         #ifdef D2_OEM
1569                         if (!played) {
1570                                 songs_play_song( SONG_TITLE, 0 );
1571                                 do_briefing_screens("end2oem.tex",1);
1572                         }
1573                         #endif
1574                 #endif  
1575    }
1576         else if (!(Game_mode & GM_MULTI)) {             //not multi
1577                 char tname[FILENAME_LEN];
1578                 sprintf(tname,"%s.tex",Current_mission_filename);
1579                 do_briefing_screens (tname,Last_level+1);               //level past last is endgame breifing
1580
1581                 //try doing special credits
1582                 sprintf(tname,"%s.ctb",Current_mission_filename);
1583                 credits_show(tname);
1584         }
1585
1586         key_flush();
1587
1588         #ifdef SHAREWARE
1589                 show_order_form();
1590    #endif
1591
1592 #ifdef NETWORK
1593         if (Game_mode & GM_MULTI)
1594                 multi_endlevel_score();
1595         else
1596 #endif
1597                 // NOTE LINK TO ABOVE
1598                 DoEndLevelScoreGlitz(0);        
1599
1600         if (Current_mission_num == 0 && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1601                 WINDOS(
1602                         dd_gr_set_current_canvas(NULL),
1603                         gr_set_current_canvas( NULL )
1604                 );
1605                 WINDOS(
1606                         dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1607                         gr_clear_canvas(BM_XRGB(0,0,0))
1608                 );
1609                 gr_palette_clear();
1610                 load_palette(DEFAULT_PALETTE,0,1);
1611                 scores_maybe_add_player(0);
1612         }
1613
1614         Function_mode = FMODE_MENU;
1615
1616         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1617                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1618         else
1619                 Game_mode = GM_GAME_OVER;
1620
1621
1622         longjmp( LeaveGame, 0 );                // Exit out of game loop
1623 }
1624
1625 //from which level each do you get to each secret level 
1626 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1627
1628 //called to go to the next level (if there is one)
1629 //if secret_flag is true, advance to secret level, else next normal one
1630 //      Return true if game over.
1631 void AdvanceLevel(int secret_flag)
1632 {
1633         int result;
1634
1635         mprintf((0,"AdvanceLevel\n"));
1636
1637         Assert(!secret_flag);
1638
1639         if (Current_level_num != Last_level) {
1640 #ifdef NETWORK
1641                 if (Game_mode & GM_MULTI)
1642                         multi_endlevel_score();         
1643                 else 
1644 #endif
1645                         // NOTE LINK TO ABOVE!!!
1646                         DoEndLevelScoreGlitz(0);                //give bonuses
1647         }
1648
1649         Control_center_destroyed = 0;
1650
1651         #ifdef EDITOR
1652         if (Current_level_num == 0)
1653                 return;         //not a real level
1654         #endif
1655
1656 #ifdef NETWORK
1657         if (Game_mode & GM_MULTI)       {
1658                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1659                 if (result) // failed to sync
1660                 {
1661                         if (Current_level_num == Last_level)            //player has finished the game!
1662                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1663                         else
1664                                 return;
1665                 }
1666         }
1667 #endif
1668
1669         if (Current_level_num == Last_level) {          //player has finished the game!
1670                 
1671                 mprintf((0,"Finished last level!\n"));
1672
1673                 DoEndGame();
1674
1675         } else {
1676
1677                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1678
1679                 if (!(Game_mode & GM_MULTI))
1680                         DoEndlevelMenu(); // Let use save their game
1681
1682                 StartNewLevel(Next_level_num, 0);
1683
1684         }
1685 }
1686
1687 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1688
1689 extern char last_palette_loaded[];
1690
1691 void load_stars_palette()
1692 {
1693         int pcx_error;
1694         ubyte pal[256*3];
1695
1696         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1697         Assert(pcx_error == PCX_ERROR_NONE);
1698
1699         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1700
1701
1702         {       //remap stuff. this code is kindof a hack
1703
1704                 //now, before we bring up the menu, we need to 
1705                 //do some stuff to make sure the palette is ok.  First, we need to
1706                 //get our current palette into the 2d's array, so the remapping will
1707                 //work.  Second, we need to remap the fonts.  Third, we need to fill 
1708                 //in part of the fade tables so the darkening of the menu edges works
1709
1710                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1711                 remap_fonts_and_menus(1);
1712
1713         }
1714
1715         strcpy(last_palette_loaded,"");         //force palette load next time
1716 }
1717 #endif
1718
1719 void nm_draw_background1(char * filename);
1720
1721 void load_stars()
1722 {
1723 //@@    int pcx_error;
1724 //@@    ubyte pal[256*3];
1725 //@@
1726 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1727 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1728 //@@
1729 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1730
1731         WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1732
1733         nm_draw_background1(STARS_BACKGROUND);
1734
1735 }
1736
1737
1738 void
1739 died_in_mine_message(void)
1740 {
1741         // Tell the player he died in the mine, explain why
1742         int old_fmode;
1743
1744         if (Game_mode & GM_MULTI)
1745                 return;
1746
1747         gr_palette_fade_out(gr_palette, 32, 0);
1748
1749         set_screen_mode(SCREEN_MENU);           //go into menu mode
1750
1751         WINDOS(
1752                 dd_gr_set_current_canvas(NULL),
1753                 gr_set_current_canvas(NULL)
1754         );
1755
1756         load_stars();
1757
1758 #if defined(POLY_ACC)
1759         pa_save_clut();
1760         pa_update_clut(gr_palette, 0, 256, 0);
1761 #endif
1762
1763         old_fmode = Function_mode;
1764         Function_mode = FMODE_MENU;
1765         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1766         Function_mode = old_fmode;
1767
1768 #if defined(POLY_ACC)
1769         pa_restore_clut();
1770 #endif
1771
1772         WIN(DEFINE_SCREEN(NULL));
1773 }
1774
1775 //      Called when player dies on secret level.
1776 void returning_to_level_message(void)
1777 {
1778         char    msg[128];
1779
1780         int old_fmode;
1781
1782         if (Game_mode & GM_MULTI)
1783                 return;
1784
1785         gr_palette_fade_out(gr_palette, 32, 0);
1786
1787         set_screen_mode(SCREEN_MENU);           //go into menu mode
1788
1789         gr_set_current_canvas(NULL);
1790
1791         load_stars();
1792
1793 #if defined(POLY_ACC)
1794         pa_save_clut();
1795         pa_update_clut(gr_palette, 0, 256, 0);
1796 #endif
1797
1798         old_fmode = Function_mode;
1799         Function_mode = FMODE_MENU;
1800         sprintf(msg, "Returning to level %i", Entered_from_level);
1801         nm_messagebox(NULL, 1, TXT_OK, msg);
1802         Function_mode = old_fmode;
1803
1804 #if defined(POLY_ACC)
1805         pa_restore_clut();
1806 #endif
1807
1808         WIN(DEFINE_SCREEN(NULL));
1809 }
1810
1811 //      Called when player dies on secret level.
1812 void advancing_to_level_message(void)
1813 {
1814         char    msg[128];
1815
1816         int old_fmode;
1817
1818         //      Only supposed to come here from a secret level.
1819         Assert(Current_level_num < 0);
1820
1821         if (Game_mode & GM_MULTI)
1822                 return;
1823
1824         gr_palette_fade_out(gr_palette, 32, 0);
1825
1826         set_screen_mode(SCREEN_MENU);           //go into menu mode
1827
1828         gr_set_current_canvas(NULL);
1829         
1830         load_stars();
1831
1832 #if defined(POLY_ACC)
1833         pa_save_clut();
1834         pa_update_clut(gr_palette, 0, 256, 0);
1835 #endif
1836
1837         old_fmode = Function_mode;
1838         Function_mode = FMODE_MENU;
1839         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1840         nm_messagebox(NULL, 1, TXT_OK, msg);
1841         Function_mode = old_fmode;
1842
1843 #if defined(POLY_ACC)
1844         pa_restore_clut();
1845 #endif
1846
1847         WIN(DEFINE_SCREEN(NULL));
1848 }
1849
1850 void digi_stop_digi_sounds();
1851
1852 void DoPlayerDead()
1853 {
1854         reset_palette_add();
1855
1856         gr_palette_load (gr_palette);
1857
1858 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1859         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1860
1861         dead_player_end();              //terminate death sequence (if playing)
1862
1863         #ifdef EDITOR
1864         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
1865                 object * playerobj = &Objects[Players[Player_num].objnum];
1866                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1867                 load_level("gamesave.lvl");
1868                 init_player_stats_new_ship();
1869                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1870                 StartLevel(0);
1871                 return;
1872         }
1873         #endif
1874
1875 #ifdef NETWORK
1876         if ( Game_mode&GM_MULTI )
1877         {
1878                 multi_do_death(Players[Player_num].objnum);
1879         }
1880         else 
1881 #endif
1882         {                               //Note link to above else!
1883                 Players[Player_num].lives--;
1884                 if (Players[Player_num].lives == 0)
1885                 {       
1886                         DoGameOver();
1887                         return;
1888                 }
1889         }
1890                                 
1891         if ( Control_center_destroyed ) {
1892
1893                 //clear out stuff so no bonus
1894                 Players[Player_num].hostages_on_board = 0;
1895                 Players[Player_num].energy = 0;
1896                 Players[Player_num].shields = 0;
1897                 Players[Player_num].connected = 3;
1898
1899                 died_in_mine_message(); // Give them some indication of what happened
1900
1901                 if (Current_level_num < 0) {
1902                         FILE    *fp;
1903
1904                         if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1905                                 fclose(fp);
1906                                 returning_to_level_message();
1907                                 state_restore_all(1, 2, SECRETB_FILENAME);                      //      2 means you died
1908                                 set_pos_from_return_segment();
1909                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1910                         } else {
1911                                 advancing_to_level_message();
1912                                 StartNewLevel(Entered_from_level+1, 0);
1913                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1914                         }
1915                 } else {
1916
1917                         AdvanceLevel(0);                        //if finished, go on to next level
1918
1919                         init_player_stats_new_ship();
1920                         last_drawn_cockpit[0] = -1;
1921                         last_drawn_cockpit[1] = -1;
1922                 }
1923
1924         } else if (Current_level_num < 0) {
1925                 FILE    *fp;
1926                 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1927                         fclose(fp);
1928                         returning_to_level_message();
1929                         if (!Control_center_destroyed)
1930                                 state_save_all(0, 2, SECRETC_FILENAME);
1931                         state_restore_all(1, 2, SECRETB_FILENAME);
1932                         set_pos_from_return_segment();
1933                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1934                 } else {
1935                         died_in_mine_message(); // Give them some indication of what happened
1936                         advancing_to_level_message();
1937                         StartNewLevel(Entered_from_level+1, 0);
1938                         init_player_stats_new_ship();
1939                 }
1940         } else {
1941                 init_player_stats_new_ship();
1942                 StartLevel(1);
1943         }
1944
1945         digi_sync_sounds();
1946 }
1947
1948 extern int BigWindowSwitch;
1949
1950 //called when the player is starting a new level for normal game mode and restore state
1951 //      secret_flag set if came from a secret level
1952 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1953 {
1954         if (!(Game_mode & GM_MULTI)) {
1955                 last_drawn_cockpit[0] = -1;
1956                 last_drawn_cockpit[1] = -1;
1957         }
1958    BigWindowSwitch=0;
1959
1960
1961         if (Newdemo_state == ND_STATE_PAUSED)
1962                 Newdemo_state = ND_STATE_RECORDING;
1963
1964         if (Newdemo_state == ND_STATE_RECORDING) {
1965                 newdemo_set_new_level(level_num);
1966                 newdemo_record_start_frame(FrameCount, FrameTime );
1967         }
1968
1969         if (Game_mode & GM_MULTI)
1970                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1971
1972         LoadLevel(level_num,page_in_textures);
1973
1974         Assert(Current_level_num == level_num); //make sure level set right
1975
1976         gameseq_init_network_players(); // Initialize the Players array for 
1977                                                                                           // this level
1978
1979         Viewer = &Objects[Players[Player_num].objnum];
1980
1981         Assert(N_players <= NumNetPlayerPositions);
1982                 //If this assert fails, there's not enough start positions
1983
1984 #ifdef NETWORK
1985         if (Game_mode & GM_NETWORK)
1986         {
1987                 if(network_level_sync()) // After calling this, Player_num is set
1988                         return;
1989         }
1990         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1991         {
1992                 if(com_level_sync())
1993                         return;
1994         }
1995 #endif
1996
1997         Assert(Function_mode == FMODE_GAME);
1998
1999         #ifndef NDEBUG
2000         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
2001         #endif
2002
2003         HUD_clear_messages();
2004
2005         automap_clear_visited();
2006
2007 #ifdef NETWORK
2008         if (Network_new_game == 1)
2009         {
2010                 Network_new_game = 0;
2011                 init_player_stats_new_ship();
2012         }
2013 #endif
2014         init_player_stats_level(secret_flag);
2015
2016 #ifdef NETWORK
2017         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
2018         {
2019                 int i;
2020                 for (i = 0; i < N_players; i++)
2021                         Players[i].flags |= Netgame.player_flags[i];
2022         }
2023
2024         if (Game_mode & GM_MULTI)
2025         {
2026                 multi_prep_level(); // Removes robots from level if necessary
2027         }
2028 #endif
2029
2030         gameseq_remove_unused_players();
2031
2032         Game_suspended = 0;
2033
2034         Control_center_destroyed = 0;
2035
2036         set_screen_mode(SCREEN_GAME);
2037         init_cockpit();
2038         init_robots_for_level();
2039         init_ai_objects();
2040         init_smega_detonates();
2041         init_morphs();
2042         init_all_matcens();
2043         reset_palette_add();
2044         init_thief_for_level();
2045         init_stuck_objects();
2046         game_flush_inputs();            // clear out the keyboard
2047    if (!(Game_mode & GM_MULTI))
2048            filter_objects_from_level();
2049
2050         turn_cheats_off();
2051
2052         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2053                 set_highest_level(Current_level_num);
2054         else
2055                 read_player_file();             //get window sizes
2056
2057         reset_special_effects();
2058
2059 #ifdef OGL
2060         ogl_cache_level_textures();
2061 #endif
2062
2063
2064 #ifdef NETWORK
2065         if (Network_rejoined == 1)
2066         {
2067                 #ifndef NDEBUG
2068                 mprintf((0, "Restarting - joining in random location.\n"));
2069                 #endif
2070                 Network_rejoined = 0;
2071                 StartLevel(1);
2072         }
2073         else
2074 #endif
2075                 StartLevel(0);          // Note link to above if!
2076
2077         copy_defaults_to_robot_all();
2078         init_controlcen_for_level();
2079
2080         //      Say player can use FLASH cheat to mark path to exit.
2081         Last_level_path_created = -1;
2082 }
2083
2084 #ifdef NETWORK
2085 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2086 #endif
2087 void bash_to_shield (int i,char *s)
2088 {
2089         int type=Objects[i].id;
2090
2091         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2092
2093 #ifdef NETWORK
2094         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2095 #endif
2096
2097         Objects[i].id = POW_SHIELD_BOOST;
2098         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2099         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2100 }
2101
2102
2103 void filter_objects_from_level()
2104  {
2105   int i;
2106   
2107   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2108  
2109   for (i=0;i<=Highest_object_index;i++) 
2110         {
2111          if (Objects[i].type==OBJ_POWERUP)
2112      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2113            bash_to_shield (i,"Flag!!!!");
2114    } 
2115
2116  }
2117
2118 struct {
2119         int     level_num;
2120         char    movie_name[FILENAME_LEN];
2121 } intro_movie[] = {     { 1,"pla"},
2122                                                         { 5,"plb"},
2123                                                         { 9,"plc"},
2124                                                         {13,"pld"},
2125                                                         {17,"ple"},
2126                                                         {21,"plf"},
2127                                                         {24,"plg"}};
2128
2129 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2130
2131 extern int MenuHiresAvailable;
2132 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
2133 extern int intro_played;        //true if big intro movie played
2134
2135 void ShowLevelIntro(int level_num)
2136 {
2137         //if shareware, show a briefing?
2138
2139         if (!(Game_mode & GM_MULTI)) {
2140                 int i;
2141                 ubyte save_pal[sizeof(gr_palette)];
2142
2143                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2144
2145                 #if defined(D2_OEM) || defined(COMPILATION)
2146                 if (level_num==1 && !intro_played)
2147                         do_briefing_screens ("brief2o.tex",1);  
2148                 #endif
2149
2150                 if (Current_mission_num==0)
2151                 {
2152                         int movie=0;
2153                         #ifdef SHAREWARE
2154                                 if (level_num==1)
2155                                 {
2156                                         do_briefing_screens ("brief2.tex",1);   
2157                                 }
2158                         #else
2159                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
2160                                 {
2161                                         if (intro_movie[i].level_num == level_num)
2162                                         {
2163                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2164                                                 movie=1;
2165                                                 break;
2166                                         }
2167                                 }
2168
2169 #ifdef WINDOWS
2170                                 if (!movie) {                                   //must go before briefing
2171                                         dd_gr_init_screen();
2172                                         Screen_mode = -1;
2173                                 }
2174 #endif
2175
2176                                 if (robot_movies)
2177                                 {
2178                                         int hires_save=MenuHiresAvailable;
2179                                         
2180                                         if (robot_movies == 1)          //lowres only
2181                                         {
2182                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
2183
2184                                                 if (hires_save != MenuHiresAvailable)
2185                                                         Screen_mode = -1;               //force reset
2186
2187                                         }
2188                                         do_briefing_screens ("robot.tex",level_num);
2189                                         MenuHiresAvailable = hires_save;
2190                                 }
2191
2192                         #endif
2193                 }      
2194                 else {  //not the built-in mission.  check for add-on briefing
2195                         char tname[FILENAME_LEN];
2196                         sprintf(tname,"%s.tex",Current_mission_filename);
2197                         do_briefing_screens (tname,level_num);
2198                 }
2199
2200
2201                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2202         }
2203 }
2204
2205 //      ---------------------------------------------------------------------------
2206 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2207 //      Reason: On this level, if player goes to a secret level, he will be going to a different
2208 //      secret level than he's ever been to before.
2209 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2210 void maybe_set_first_secret_visit(int level_num)
2211 {
2212         int     i;
2213
2214         for (i=0; i<N_secret_levels; i++) {
2215                 if (Secret_level_table[i] == level_num) {
2216                         First_secret_visit = 1;
2217                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2218                 }
2219         }
2220 }
2221
2222 //called when the player is starting a new level for normal game model
2223 //      secret_flag if came from a secret level
2224 void StartNewLevel(int level_num, int secret_flag)
2225 {
2226         ThisLevelTime=0;
2227
2228         if ((level_num > 0) && (!secret_flag)) {
2229                 maybe_set_first_secret_visit(level_num);
2230         }
2231
2232         ShowLevelIntro(level_num);
2233
2234         WIN(DEFINE_SCREEN(NULL));               // ALT-TAB: no restore of background.
2235         
2236         StartNewLevelSub(level_num, 1, secret_flag );
2237
2238 }
2239
2240 //initialize the player object position & orientation (at start of game, or new ship)
2241 void InitPlayerPosition(int random_flag)
2242 {
2243         int NewPlayer;
2244
2245 #ifdef NETWORK
2246         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2247 #endif
2248                 NewPlayer = Player_num;
2249 #ifdef NETWORK
2250         else if (random_flag == 1)
2251         {
2252                 int i, closest = -1, trys=0;
2253                 fix closest_dist = 0x7ffffff, dist;
2254
2255                 d_srand(clock());
2256
2257 #ifndef NDEBUG
2258                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2259                 {
2260                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2261                         //Int3();
2262                 }
2263 #endif
2264
2265                 do {
2266                         if (trys > 0)   
2267                         {
2268                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2269                         }
2270                         trys++;
2271
2272                         NewPlayer = d_rand() % NumNetPlayerPositions;
2273
2274                         closest = -1;
2275                         closest_dist = 0x7fffffff;
2276         
2277                         for (i=0; i<N_players; i++ )    {
2278                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2279                                         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
2280                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2281                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2282                                                 closest_dist = dist;
2283                                                 closest = i;
2284                                         }
2285                                 }
2286                         }
2287
2288                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2289                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2290         } 
2291         else {
2292                 mprintf((0, "Starting position is not being changed.\n"));
2293                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2294         }
2295         Assert(NewPlayer >= 0);
2296         Assert(NewPlayer < NumNetPlayerPositions);
2297 #endif
2298
2299         ConsoleObject->pos = Player_init[NewPlayer].pos;
2300         ConsoleObject->orient = Player_init[NewPlayer].orient;
2301 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2302
2303         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2304
2305         obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2306
2307 done:
2308         reset_player_object();
2309         reset_cruise();
2310 }
2311
2312 //      -----------------------------------------------------------------------------------------------------
2313 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2314 //      What about setting size!?  Where does that come from?
2315 void copy_defaults_to_robot(object *objp)
2316 {
2317         robot_info      *robptr;
2318         int                     objid;
2319
2320         Assert(objp->type == OBJ_ROBOT);
2321         objid = objp->id;
2322         Assert(objid < N_robot_types);
2323
2324         robptr = &Robot_info[objid];
2325
2326         //      Boost shield for Thief and Buddy based on level.
2327         objp->shields = robptr->strength;
2328
2329         if ((robptr->thief) || (robptr->companion)) {
2330                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2331
2332                 if (robptr->companion) {
2333                         //      Now, scale guide-bot hits by skill level
2334                         switch (Difficulty_level) {
2335                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2336                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2337                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2338                                 default:        break;
2339                         }
2340                 }
2341         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2342                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2343
2344         //      Additional wimpification of bosses at Trainee
2345         if ((robptr->boss_flag) && (Difficulty_level == 0))
2346                 objp->shields /= 2;
2347 }
2348
2349 //      -----------------------------------------------------------------------------------------------------
2350 //      Copy all values from the robot info structure to all instances of robots.
2351 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2352 //      This function should be called at level load time.
2353 void copy_defaults_to_robot_all()
2354 {
2355         int     i;
2356
2357         for (i=0; i<=Highest_object_index; i++)
2358                 if (Objects[i].type == OBJ_ROBOT)
2359                         copy_defaults_to_robot(&Objects[i]);
2360
2361 }
2362
2363 extern void clear_stuck_objects(void);
2364
2365 //      -----------------------------------------------------------------------------------------------------
2366 //called when the player is starting a level (new game or new ship)
2367 void StartLevel(int random_flag)
2368 {
2369         Assert(!Player_is_dead);
2370
2371         InitPlayerPosition(random_flag);
2372
2373         verify_console_object();
2374
2375         ConsoleObject->control_type     = CT_FLYING;
2376         ConsoleObject->movement_type    = MT_PHYSICS;
2377
2378         disable_matcens();
2379
2380         clear_transient_objects(0);             //0 means leave proximity bombs
2381
2382         // create_player_appearance_effect(ConsoleObject);
2383         Do_appearance_effect = 1;
2384
2385 #ifdef NETWORK
2386         if (Game_mode & GM_MULTI)
2387         {
2388                 if (Game_mode & GM_MULTI_COOP)
2389                         multi_send_score();
2390                 multi_send_position(Players[Player_num].objnum);
2391                 multi_send_reappear();
2392         }               
2393
2394         if (Game_mode & GM_NETWORK)
2395                 network_do_frame(1, 1);
2396 #endif
2397
2398         ai_reset_all_paths();
2399         ai_init_boss_for_ship();
2400         clear_stuck_objects();
2401
2402         #ifdef EDITOR
2403         //      Note, this is only done if editor builtin.  Calling this from here
2404         //      will cause it to be called after the player dies, resetting the
2405         //      hits for the buddy and thief.  This is ok, since it will work ok
2406         //      in a shipped version.
2407         init_ai_objects();
2408         #endif
2409
2410         reset_time();
2411
2412         reset_rear_view();
2413         Auto_fire_fusion_cannon_time = 0;
2414         Fusion_charge = 0;
2415
2416         Robot_firing_enabled = 1;
2417 }
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427