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fix compilation error with --disable-network, move reset_network_objects() from games...
[btb/d2x.git] / main / gameseq.c
1 /* $Id: gameseq.c,v 1.32 2003-10-21 09:50:56 schaffner Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
13 */
14
15 /*
16  *
17  * Routines for EndGame, EndLevel, etc.
18  *
19  * Old Log:
20  * Revision 1.1  1995/12/05  16:02:05  allender
21  * Initial revision
22  *
23  * Revision 1.14  1995/11/03  12:55:30  allender
24  * shareware changes
25  *
26  * Revision 1.13  1995/10/31  10:23:07  allender
27  * shareware stuff
28  *
29  * Revision 1.12  1995/10/18  18:25:02  allender
30  * call auto_select_weapon after initing ammo since that may
31  * change the secondary weapon status
32  *
33  * Revision 1.11  1995/10/17  13:17:11  allender
34  * added closebox when entering pilot name
35  *
36  * Revision 1.10  1995/09/24  10:56:59  allender
37  * new players must be looked for in Players directory
38  *
39  * Revision 1.9  1995/09/18  08:08:08  allender
40  * remove netgame binding if at endgame
41  *
42  * Revision 1.8  1995/09/14  14:13:01  allender
43  * initplayerobject have void return
44  *
45  * Revision 1.7  1995/08/31  12:54:42  allender
46  * try and fix bug
47  *
48  * Revision 1.6  1995/08/26  16:25:40  allender
49  * put return values on needed functions
50  *
51  * Revision 1.5  1995/08/14  09:26:28  allender
52  * added byteswap header files
53  *
54  * Revision 1.4  1995/08/01  13:57:42  allender
55  * macified player file stuff -- players stored in seperate folder
56  *
57  * Revision 1.3  1995/06/08  12:54:37  allender
58  * new function for calculating a segment based checksum since the old way
59  * is byte order dependent
60  *
61  * Revision 1.2  1995/06/02  07:42:10  allender
62  * removed duplicate extern for network_endlevel_poll2
63  *
64  * Revision 1.1  1995/05/16  15:25:56  allender
65  * Initial revision
66  *
67  * Revision 2.10  1995/12/19  15:48:25  john
68  * Made screen reset when loading new level.
69  *
70  * Revision 2.9  1995/07/07  16:47:52  john
71  * Fixed bug with reactor time..
72  *
73  * Revision 2.8  1995/06/15  12:14:18  john
74  * Made end game, win game and title sequences all go
75  * on after 5 minutes automatically.
76  *
77  * Revision 2.7  1995/05/26  16:16:25  john
78  * Split SATURN into define's for requiring cd, using cd, etc.
79  * Also started adding all the Rockwell stuff.
80  *
81  * Revision 2.6  1995/03/24  13:11:20  john
82  * Added save game during briefing screens.
83  *
84  * Revision 2.5  1995/03/23  17:56:20  allender
85  * added code to record old laser level and weapons when player gets
86  * new ship
87  *
88  * Revision 2.4  1995/03/21  08:39:14  john
89  * Ifdef'd out the NETWORK code.
90  *
91  * Revision 2.3  1995/03/15  14:33:33  john
92  * Added code to force the Descent CD-rom in the drive.
93  *
94  * Revision 2.2  1995/03/06  16:47:26  mike
95  * destination saturn
96  *
97  * Revision 2.1  1995/03/06  15:23:23  john
98  * New screen techniques.
99  *
100  * Revision 2.0  1995/02/27  11:28:53  john
101  * New version 2.0, which has no anonymous unions, builds with
102  * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
103  *
104  * Revision 1.310  1995/02/14  10:48:09  mike
105  * zero bonus if you are a cheater.
106  *
107  * Revision 1.309  1995/02/11  19:17:08  rob
108  * Fixed bug in laser fire rate after demo playback.
109  *
110  * Revision 1.308  1995/02/11  14:34:08  rob
111  * Added include of netmisc.c
112  *
113  * Revision 1.307  1995/02/11  14:29:04  rob
114  * Fixes for invul. controlcen.
115  *
116  * Revision 1.306  1995/02/11  13:47:00  mike
117  * fix cheats.
118  *
119  * Revision 1.305  1995/02/11  13:10:52  rob
120  * Fixed end of anarchy mission problems.
121  *
122  * Revision 1.304  1995/02/11  12:46:12  mike
123  * initialize Robot_firing_enabled, part of AHIMSA cheat.
124  *
125  * Revision 1.303  1995/02/11  12:42:03  john
126  * Added new song method, with FM bank switching..
127  *
128  * Revision 1.302  1995/02/10  17:39:29  matt
129  * Changed secret exit message to be centered
130  *
131  * Revision 1.301  1995/02/10  16:17:33  mike
132  * init Last_level_path_shown.
133  *
134  * Revision 1.300  1995/02/09  22:18:22  john
135  * Took out between level saves.
136  *
137  * Revision 1.299  1995/02/09  12:11:42  rob
138  * Get rid of high scores thing for multiplayer games.
139  *
140  * Revision 1.298  1995/02/08  20:34:24  rob
141  * Took briefing screens back OUT of coop games (per Interplay request)
142  *
143  * Revision 1.297  1995/02/08  19:20:09  rob
144  * Moved checksum calc.
145  *
146  * Revision 1.296  1995/02/05  14:39:24  rob
147  * Changed object mapping to be more efficient.
148  *
149  * Revision 1.295  1995/02/02  19:05:38  john
150  * Made end level menu for 27 not overwrite descent title..
151  *
152  * Revision 1.294  1995/02/02  16:36:42  adam
153  * *** empty log message ***
154  *
155  * Revision 1.293  1995/02/02  15:58:02  john
156  * Added turbo mode cheat.
157  *
158  * Revision 1.292  1995/02/02  15:29:34  matt
159  * Changed & localized secret level text
160  *
161  * Revision 1.291  1995/02/02  10:50:03  adam
162  * messed with secret level message
163  *
164  * Revision 1.290  1995/02/02  01:20:28  adam
165  * changed endgame song temporarily.
166  *
167  * Revision 1.289  1995/02/01  23:19:43  rob
168  * Fixed up endlevel stuff for multiplayer.
169  * Put in palette fades around areas that didn't have them before.
170  *
171  * Revision 1.288  1995/02/01  17:12:34  mike
172  * Make score come after endgame screens.
173  *
174  * Revision 1.287  1995/01/30  18:34:30  rob
175  * Put briefing screens back into coop games.
176  *
177  * Revision 1.286  1995/01/27  13:07:59  rob
178  * Removed erroneous warning message.
179  *
180  * Revision 1.285  1995/01/27  11:47:43  rob
181  * Removed new secret level menu from multiplayer games.
182  *
183  * Revision 1.284  1995/01/26  22:11:11  mike
184  * Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
185  *
186  * Revision 1.283  1995/01/26  16:55:13  rob
187  * Removed ship bonus from cooperative endgame.
188  *
189  * Revision 1.282  1995/01/26  16:45:24  mike
190  * Add autofire fusion cannon stuff.
191  *
192  * Revision 1.281  1995/01/26  14:44:44  rob
193  * Removed unnecessary #ifdefs around mprintfs.
194  * Changed NumNetPlayerPositions to be independant of MaxNumNetPlayers to
195  * accomodate 4-player robo-archy games with 8 start positions.
196  *
197  * Revision 1.280  1995/01/26  12:19:01  rob
198  * Changed network_do_frame call.
199  *
200  * Revision 1.279  1995/01/26  00:35:03  matt
201  * Changed numbering convention for HMP files for levels
202  *
203  * Revision 1.278  1995/01/25  16:07:59  matt
204  * Added message (prototype) when going to secret level
205  *
206  * Revision 1.277  1995/01/22  18:57:23  matt
207  * Made player highest level work with missions
208  *
209  * Revision 1.276  1995/01/21  23:13:08  matt
210  * Made high scores with (not work, really) with loaded missions
211  * Don't give player high score when quit game
212  *
213  * Revision 1.275  1995/01/21  17:17:39  john
214  * *** empty log message ***
215  *
216  * Revision 1.274  1995/01/21  17:15:38  john
217  * Added include for state.h
218  *
219  * Revision 1.273  1995/01/21  16:21:14  matt
220  * Fixed bugs in secret level sequencing
221  *
222  * Revision 1.272  1995/01/20  22:47:29  matt
223  * Mission system implemented, though imcompletely
224  *
225  * Revision 1.271  1995/01/19  17:00:48  john
226  * Made save game work between levels.
227  *
228  * Revision 1.270  1995/01/17  17:49:10  rob
229  * Added key syncing for coop.
230  *
231  * Revision 1.269  1995/01/17  14:27:37  john
232  * y
233  *
234  * Revision 1.268  1995/01/17  13:36:33  john
235  * Moved pig loading into StartNewLevelSub.
236  *
237  * Revision 1.267  1995/01/16  16:53:55  john
238  * Added code to save cheat state during save game.
239  *
240  * Revision 1.266  1995/01/15  19:42:10  matt
241  * Ripped out hostage faces for registered version
242  *
243  * Revision 1.265  1995/01/15  16:55:06  john
244  * Improved mine texture parsing.
245  *
246  * Revision 1.264  1995/01/15  11:56:24  john
247  * Working version of paging.
248  *
249  * Revision 1.263  1995/01/14  19:16:40  john
250  * First version of new bitmap paging code.
251  *
252  * Revision 1.262  1995/01/13  17:38:58  yuan
253  * Removed Int3() for number players check.
254  *
255  * Revision 1.261  1995/01/12  12:09:52  yuan
256  * Added coop object capability.
257  *
258  * Revision 1.260  1995/01/05  17:16:08  yuan
259  * Removed Int3s.
260  *
261  * Revision 1.259  1995/01/05  11:34:29  john
262  * Took out endlevel save stuff for registered.
263  *
264  * Revision 1.258  1995/01/04  19:00:16  rob
265  * Added some debugging for two bugs.
266  *
267  * Revision 1.257  1995/01/04  13:18:18  john
268  * Added cool 6 game save.
269  *
270  * Revision 1.256  1995/01/04  08:46:18  rob
271  * JOHN CHECKED IN FOR ROB !!!
272  *
273  * Revision 1.255  1995/01/02  20:07:35  rob
274  * Added score syncing.
275  * Get rid of endlevel score for coop games (put it back in elsewhere)
276  *
277  * Revision 1.254  1995/01/02  16:17:43  mike
278  * init super boss.
279  *
280  * Revision 1.253  1994/12/21  21:08:47  rob
281  * fixed a bug in coop player ship positions.
282  *
283  * Revision 1.252  1994/12/21  12:57:08  rob
284  * Handle additional player ships in mines.
285  *
286  *
287  */
288
289
290 #ifdef HAVE_CONFIG_H
291 #include <conf.h>
292 #endif
293
294 #ifdef RCS
295 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.32 2003-10-21 09:50:56 schaffner Exp $";
296 #endif
297
298 #ifdef WINDOWS
299 #include "desw.h"
300 #endif
301
302
303 #include <stdio.h>
304 #include <stdlib.h>
305 #include <string.h>
306 #include <unistd.h>
307 #include <time.h>
308
309 #ifdef OGL
310 #include "ogl_init.h"
311 #endif
312
313 #include "pa_enabl.h"                   //$$POLY_ACC
314 #include "inferno.h"
315 #include "game.h"
316 #include "player.h"
317 #include "key.h"
318 #include "object.h"
319 #include "physics.h"
320 #include "error.h"
321 #include "joy.h"
322 #include "mono.h"
323 #include "iff.h"
324 #include "pcx.h"
325 #include "timer.h"
326 #include "render.h"
327 #include "laser.h"
328 #include "screens.h"
329 #include "textures.h"
330 #include "slew.h"
331 #include "gauges.h"
332 #include "texmap.h"
333 #include "3d.h"
334 #include "effects.h"
335 #include "menu.h"
336 #include "gameseg.h"
337 #include "wall.h"
338 #include "ai.h"
339 #include "fuelcen.h"
340 #include "switch.h"
341 #include "digi.h"
342 #include "gamesave.h"
343 #include "scores.h"
344 #include "ibitblt.h"
345 #include "u_mem.h"
346 #include "palette.h"
347 #include "morph.h"
348 #include "lighting.h"
349 #include "newdemo.h"
350 #include "titles.h"
351 #include "collide.h"
352 #include "weapon.h"
353 #include "sounds.h"
354 #include "args.h"
355 #include "gameseq.h"
356 #include "gamefont.h"
357 #include "newmenu.h"
358 #include "endlevel.h"
359 #ifdef NETWORK
360 #  include "multi.h"
361 #  include "network.h"
362 #  include "netmisc.h"
363 #  include "modem.h"
364 #endif
365 #include "playsave.h"
366 #include "ctype.h"
367 #include "fireball.h"
368 #include "kconfig.h"
369 #include "config.h"
370 #include "robot.h"
371 #include "automap.h"
372 #include "cntrlcen.h"
373 #include "powerup.h"
374 #include "text.h"
375 #include "cfile.h"
376 #include "piggy.h"
377 #include "texmerge.h"
378 #include "paging.h"
379 #include "mission.h"
380 #include "state.h"
381 #include "songs.h"
382 #include "gamepal.h"
383 #include "movie.h"
384 #include "controls.h"
385 #include "credits.h"
386 #include "gamemine.h"
387
388 #if defined(POLY_ACC)
389 #include "poly_acc.h"
390 #endif
391 #if defined (TACTILE)
392  #include "tactile.h"
393 #endif
394
395 #ifdef EDITOR
396 #include "editor/editor.h"
397 #endif
398
399 #include "strutil.h"
400 #include "rle.h"
401
402 void StartNewLevelSecret(int level_num, int page_in_textures);
403 void InitPlayerPosition(int random_flag);
404 void load_stars();
405 void returning_to_level_message(void);
406 void advancing_to_level_message(void);
407 void DoEndGame(void);
408 void AdvanceLevel(int secret_flag);
409 void filter_objects_from_level();
410
411 // From allender -- you'll find these defines in state.c and cntrlcen.c
412 // since I couldn't think of a good place to put them and i wanted to
413 // fix this stuff fast!  Sorry about that...
414
415 #ifndef MACINTOSH
416 #define SECRETB_FILENAME        "secret.sgb"
417 #define SECRETC_FILENAME        "secret.sgc"
418 #else
419 #define SECRETB_FILENAME        ":Players:secret.sgb"
420 #define SECRETC_FILENAME        ":Players:secret.sgc"
421 #endif
422
423 //Current_level_num starts at 1 for the first level
424 //-1,-2,-3 are secret levels
425 //0 means not a real level loaded
426 int     Current_level_num=0,Next_level_num;
427 char    Current_level_name[LEVEL_NAME_LEN];
428
429 int Last_level, Last_secret_level;
430
431 // Global variables describing the player
432 int                             N_players=1;                                            // Number of players ( >1 means a net game, eh?)
433 int                             Player_num=0;                                           // The player number who is on the console.
434 player                  Players[MAX_PLAYERS+4];                   // Misc player info
435 obj_position    Player_init[MAX_PLAYERS];
436
437 // Global variables telling what sort of game we have
438 int MaxNumNetPlayers = -1;
439 int NumNetPlayerPositions = -1;
440
441 extern fix ThisLevelTime;
442
443 // Extern from game.c to fix a bug in the cockpit!
444
445 extern int last_drawn_cockpit[2];
446 extern int Last_level_path_created;
447
448 //      HUD_clear_messages external, declared in gauges.h
449 #ifndef _GAUGES_H
450 extern void HUD_clear_messages(); // From hud.c
451 #endif
452
453 //      Extra prototypes declared for the sake of LINT
454 void init_player_stats_new_ship(void);
455 void copy_defaults_to_robot_all(void);
456
457 int     Do_appearance_effect=0;
458
459 extern int Rear_view;
460
461 int     First_secret_visit = 1;
462
463 extern int descent_critical_error;
464
465 extern int Last_msg_ycrd;
466
467 //--------------------------------------------------------------------
468 void verify_console_object()
469 {
470         Assert( Player_num > -1 );
471         Assert( Players[Player_num].objnum > -1 );
472         ConsoleObject = &Objects[Players[Player_num].objnum];
473         Assert( ConsoleObject->type==OBJ_PLAYER );
474         Assert( ConsoleObject->id==Player_num );
475 }
476
477 int count_number_of_robots()
478 {
479         int robot_count;
480         int i;
481
482         robot_count = 0;
483         for (i=0;i<=Highest_object_index;i++) {
484                 if (Objects[i].type == OBJ_ROBOT)
485                         robot_count++;
486         }
487
488         return robot_count;
489 }
490
491
492 int count_number_of_hostages()
493 {
494         int count;
495         int i;
496
497         count = 0;
498         for (i=0;i<=Highest_object_index;i++) {
499                 if (Objects[i].type == OBJ_HOSTAGE)
500                         count++;
501         }
502
503         return count;
504 }
505
506 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
507 void
508 gameseq_init_network_players()
509 {
510         int i,k,j;
511
512         // Initialize network player start locations and object numbers
513
514         ConsoleObject = &Objects[0];
515         k = 0;
516         j = 0;
517         for (i=0;i<=Highest_object_index;i++) {
518
519                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
520                 {
521                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
522                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
523                         {
524                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
525                                 Objects[i].type=OBJ_PLAYER;
526                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
527                                 Player_init[k].pos = Objects[i].pos;
528                                 Player_init[k].orient = Objects[i].orient;
529                                 Player_init[k].segnum = Objects[i].segnum;
530                                 Players[k].objnum = i;
531                                 Objects[i].id = k;
532                                 k++;
533                         }
534                         else
535                                 obj_delete(i);
536                         j++;
537                 }
538
539                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
540                         obj_delete(i);          //kill the buddy in netgames
541
542         }
543         NumNetPlayerPositions = k;
544
545 #ifndef NDEBUG
546         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
547                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
548         {
549                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
550                 //Int3(); // Not enough positions!!
551         }
552 #endif
553 #ifdef NETWORK
554         if (is_D2_OEM && (Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num==8)
555          {
556           for (i=0;i<N_players;i++)
557                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
558                         {
559                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!");    
560                          return;
561                         }
562          }
563
564         if (is_MAC_SHARE && (Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num == 4)
565         {
566                 for (i = 0; i < N_players; i++)
567                         if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
568                         {
569                                 nm_messagebox ("Warning!", 1 ,TXT_OK, "This shareware version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");
570                                 return;
571                         }
572         }
573 #endif // NETWORK
574 }
575
576 void gameseq_remove_unused_players()
577 {
578         int i;
579
580         // 'Remove' the unused players
581
582 #ifdef NETWORK
583         if (Game_mode & GM_MULTI)
584         {
585                 for (i=0; i < NumNetPlayerPositions; i++)
586                 {
587                         if ((!Players[i].connected) || (i >= N_players))
588                         {
589                                 #ifndef NDEBUG
590 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
591                                 #endif
592                                 multi_make_player_ghost(i);
593                         }
594                 }
595         }
596         else
597 #endif
598         {               // Note link to above if!!!
599                 #ifndef NDEBUG
600                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
601                 #endif
602                 for (i=1; i < NumNetPlayerPositions; i++)
603                 {
604                         obj_delete(Players[i].objnum);
605                 }
606         }
607 }
608
609 fix StartingShields=INITIAL_SHIELDS;
610
611 // Setup player for new game
612 void init_player_stats_game()
613 {
614         Players[Player_num].score = 0;
615         Players[Player_num].last_score = 0;
616         Players[Player_num].lives = INITIAL_LIVES;
617         Players[Player_num].level = 1;
618
619         Players[Player_num].time_level = 0;
620         Players[Player_num].time_total = 0;
621         Players[Player_num].hours_level = 0;
622         Players[Player_num].hours_total = 0;
623
624         Players[Player_num].energy = INITIAL_ENERGY;
625         Players[Player_num].shields = StartingShields;
626         Players[Player_num].killer_objnum = -1;
627
628         Players[Player_num].net_killed_total = 0;
629         Players[Player_num].net_kills_total = 0;
630
631         Players[Player_num].num_kills_level = 0;
632         Players[Player_num].num_kills_total = 0;
633         Players[Player_num].num_robots_level = 0;
634         Players[Player_num].num_robots_total = 0;
635         Players[Player_num].KillGoalCount = 0;
636         
637         Players[Player_num].hostages_rescued_total = 0;
638         Players[Player_num].hostages_level = 0;
639         Players[Player_num].hostages_total = 0;
640
641         Players[Player_num].laser_level = 0;
642         Players[Player_num].flags = 0;
643
644         init_player_stats_new_ship();
645
646         First_secret_visit = 1;
647 }
648
649 void init_ammo_and_energy(void)
650 {
651         if (Players[Player_num].energy < INITIAL_ENERGY)
652                 Players[Player_num].energy = INITIAL_ENERGY;
653         if (Players[Player_num].shields < StartingShields)
654                 Players[Player_num].shields = StartingShields;
655
656 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
657 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
658 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
659
660 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
661 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
662 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
663         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
664                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
665 }
666
667 extern  ubyte   Last_afterburner_state;
668
669 // Setup player for new level (After completion of previous level)
670 void init_player_stats_level(int secret_flag)
671 {
672         // int  i;
673
674         Players[Player_num].last_score = Players[Player_num].score;
675
676         Players[Player_num].level = Current_level_num;
677
678 #ifdef NETWORK
679         if (!Network_rejoined) {
680 #endif
681                 Players[Player_num].time_level = 0;
682                 Players[Player_num].hours_level = 0;
683 #ifdef NETWORK
684         }
685 #endif
686
687         Players[Player_num].killer_objnum = -1;
688
689         Players[Player_num].num_kills_level = 0;
690         Players[Player_num].num_robots_level = count_number_of_robots();
691         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
692
693         Players[Player_num].hostages_level = count_number_of_hostages();
694         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
695         Players[Player_num].hostages_on_board = 0;
696
697         if (!secret_flag) {
698                 init_ammo_and_energy();
699
700                 Players[Player_num].flags &= (~KEY_BLUE);
701                 Players[Player_num].flags &= (~KEY_RED);
702                 Players[Player_num].flags &= (~KEY_GOLD);
703
704                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
705                                                                                                         PLAYER_FLAGS_CLOAKED |
706                                                                                                         PLAYER_FLAGS_MAP_ALL);
707
708                 Players[Player_num].cloak_time = 0;
709                 Players[Player_num].invulnerable_time = 0;
710
711                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
712                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
713         }
714
715         Player_is_dead = 0; // Added by RH
716         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
717
718         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
719
720         Controls.afterburner_state = 0;
721         Last_afterburner_state = 0;
722
723         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
724
725         init_gauges();
726
727    #ifdef TACTILE
728                 if (TactileStick)
729                   tactile_set_button_jolt();
730         #endif
731
732         Missile_viewer = NULL;
733 }
734
735 extern  void init_ai_for_ship(void);
736
737 // Setup player for a brand-new ship
738 void init_player_stats_new_ship()
739 {
740         int     i;
741
742         if (Newdemo_state == ND_STATE_RECORDING) {
743                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
744                 newdemo_record_player_weapon(0, 0);
745                 newdemo_record_player_weapon(1, 0);
746         }
747
748         Players[Player_num].energy = INITIAL_ENERGY;
749         Players[Player_num].shields = StartingShields;
750         Players[Player_num].laser_level = 0;
751         Players[Player_num].killer_objnum = -1;
752         Players[Player_num].hostages_on_board = 0;
753
754         Afterburner_charge = 0;
755
756         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
757                 Players[Player_num].primary_ammo[i] = 0;
758                 Primary_last_was_super[i] = 0;
759         }
760
761         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
762                 Players[Player_num].secondary_ammo[i] = 0;
763                 Secondary_last_was_super[i] = 0;
764         }
765         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
766
767         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
768         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
769
770         Primary_weapon = 0;
771         Secondary_weapon = 0;
772
773         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
774                                                                                                 PLAYER_FLAGS_AFTERBURNER |
775                                                                                                 PLAYER_FLAGS_CLOAKED |
776                                                                                                 PLAYER_FLAGS_INVULNERABLE |
777                                                                                                 PLAYER_FLAGS_MAP_ALL |
778                                                                                                 PLAYER_FLAGS_CONVERTER |
779                                                                                                 PLAYER_FLAGS_AMMO_RACK |
780                                                                                                 PLAYER_FLAGS_HEADLIGHT |
781                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
782                                                                                                 PLAYER_FLAGS_FLAG);
783
784         Players[Player_num].cloak_time = 0;
785         Players[Player_num].invulnerable_time = 0;
786
787         Player_is_dead = 0;             //player no longer dead
788
789         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
790
791         Controls.afterburner_state = 0;
792         Last_afterburner_state = 0;
793
794         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
795
796         Missile_viewer=NULL;            ///reset missile camera if out there
797
798    #ifdef TACTILE
799                 if (TactileStick)
800                  {
801                   tactile_set_button_jolt();
802                  }
803         #endif
804
805
806         init_ai_for_ship();
807 }
808
809 extern void init_stuck_objects(void);
810
811 #ifdef EDITOR
812
813 extern int Slide_segs_computed;
814
815 //reset stuff so game is semi-normal when playing from editor
816 void editor_reset_stuff_on_level()
817 {
818         gameseq_init_network_players();
819         init_player_stats_level(0);
820         Viewer = ConsoleObject;
821         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
822         ConsoleObject->id=Player_num;
823         ConsoleObject->control_type = CT_FLYING;
824         ConsoleObject->movement_type = MT_PHYSICS;
825         Game_suspended = 0;
826         verify_console_object();
827         Control_center_destroyed = 0;
828         if (Newdemo_state != ND_STATE_PLAYBACK)
829                 gameseq_remove_unused_players();
830         init_cockpit();
831         init_robots_for_level();
832         init_ai_objects();
833         init_morphs();
834         init_all_matcens();
835         init_player_stats_new_ship();
836         init_controlcen_for_level();
837         automap_clear_visited();
838         init_stuck_objects();
839         init_thief_for_level();
840
841         Slide_segs_computed = 0;
842 }
843 #endif
844
845 //do whatever needs to be done when a player dies in multiplayer
846
847 void DoGameOver()
848 {
849 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
850
851         if (Current_mission_num == Builtin_mission_num)
852                 scores_maybe_add_player(0);
853
854         Function_mode = FMODE_MENU;
855         Game_mode = GM_GAME_OVER;
856         longjmp( LeaveGame, 0 );                // Exit out of game loop
857
858 }
859
860 extern void do_save_game_menu();
861
862 //update various information about the player
863 void update_player_stats()
864 {
865                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
866                 if ( Players[Player_num].time_level > i2f(3600) )       {
867                         Players[Player_num].time_level -= i2f(3600);
868                         Players[Player_num].hours_level++;
869                 }
870
871                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
872                 if ( Players[Player_num].time_total > i2f(3600) )       {
873                         Players[Player_num].time_total -= i2f(3600);
874                         Players[Player_num].hours_total++;
875                 }
876 }
877
878 //hack to not start object when loading level
879 extern int Dont_start_sound_objects;
880
881 //go through this level and start any eclip sounds
882 void set_sound_sources()
883 {
884         int segnum,sidenum;
885         segment *seg;
886
887         digi_init_sounds();             //clear old sounds
888
889         Dont_start_sound_objects = 1;
890
891         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
892                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
893                         int tm,ec,sn;
894
895                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
896                                 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))
897                                         if ((sn=Effects[ec].sound_num)!=-1) {
898                                                 vms_vector pnt;
899                                                 int csegnum = seg->children[sidenum];
900
901                                                 //check for sound on other side of wall.  Don't add on
902                                                 //both walls if sound travels through wall.  If sound
903                                                 //does travel through wall, add sound for lower-numbered
904                                                 //segment.
905
906                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
907                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
908                                                                 segment *csegp;
909                                                                 int csidenum;
910
911                                                                 csegp = &Segments[seg->children[sidenum]];
912                                                                 csidenum = find_connect_side(seg, csegp);
913
914                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
915                                                                         continue;               //skip this one
916                                                         }
917                                                 }
918
919                                                 compute_center_point_on_side(&pnt,seg,sidenum);
920                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
921                                         }
922                 }
923
924         Dont_start_sound_objects = 0;
925
926 }
927
928
929 //fix flash_dist=i2f(1);
930 fix flash_dist=fl2f(.9);
931
932 //create flash for player appearance
933 void create_player_appearance_effect(object *player_obj)
934 {
935         vms_vector pos;
936         object *effect_obj;
937
938 #ifndef NDEBUG
939         {
940                 int objnum = player_obj-Objects;
941                 if ( (objnum < 0) || (objnum > Highest_object_index) )
942                         Int3(); // See Rob, trying to track down weird network bug
943         }
944 #endif
945
946         if (player_obj == Viewer)
947                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
948         else
949                 pos = player_obj->pos;
950
951         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
952
953         if (effect_obj) {
954                 effect_obj->orient = player_obj->orient;
955
956                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
957                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
958         }
959 }
960
961 //
962 // New Game sequencing functions
963 //
964
965 //pairs of chars describing ranges
966 char playername_allowed_chars[] = "azAZ09__--";
967
968 int MakeNewPlayerFile(int allow_abort)
969 {
970         int x;
971         char filename[14];
972         newmenu_item m;
973         char text[CALLSIGN_LEN+1]="";
974 #if 0
975         FILE *fp;
976 #endif
977
978         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
979
980 try_again:
981         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
982
983         Newmenu_allowed_chars = playername_allowed_chars;
984         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
985         Newmenu_allowed_chars = NULL;
986
987         if ( x < 0 ) {
988                 if ( allow_abort ) return 0;
989                 goto try_again;
990         }
991
992         if (text[0]==0) //null string
993                 goto try_again;
994
995         sprintf( filename, "%s.plr", text );
996
997 #if 0
998         fp = fopen( filename, "rb" );
999
1000 #ifndef MACINTOSH
1001         //if the callsign is the name of a tty device, prepend a char
1002         if (fp && isatty(fileno(fp))) {
1003                 fclose(fp);
1004                 sprintf(filename,"$%.7s.plr",text);
1005                 fp = fopen(filename,"rb");
1006         }
1007 #endif
1008         
1009         if ( fp )       {
1010                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
1011                 fclose(fp);
1012                 goto try_again;
1013         }
1014 #else
1015         if (cfexist(filename))
1016         {
1017                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
1018                 goto try_again;
1019         }
1020 #endif
1021
1022         if ( !new_player_config() )
1023                 goto try_again;                 // They hit Esc during New player config
1024
1025         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
1026
1027         write_player_file();
1028
1029         return 1;
1030 }
1031
1032 #ifdef WINDOWS
1033 #undef TXT_SELECT_PILOT
1034 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
1035 #endif
1036
1037 //Inputs the player's name, without putting up the background screen
1038 int RegisterPlayer()
1039 {
1040         int i,j;
1041         char filename[14];
1042         int allow_abort_flag = 1;
1043
1044         if ( Players[Player_num].callsign[0] == 0 )     {
1045                 //---------------------------------------------------------------------
1046                 // Set default config options in case there is no config file
1047                 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
1048                 Config_joystick_sensitivity = 8;
1049                 Config_control_type =CONTROL_NONE;
1050                 for (i=0; i<CONTROL_MAX_TYPES; i++ )
1051                         for (j=0; j<MAX_CONTROLS; j++ )
1052                                 kconfig_settings[i][j] = default_kconfig_settings[i][j];
1053                 kc_set_controls();
1054                 //----------------------------------------------------------------
1055
1056                 // Read the last player's name from config file, not lastplr.txt
1057                 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
1058
1059                 if (config_last_player[0]==0)
1060                         allow_abort_flag = 0;
1061         }
1062
1063 do_menu_again:
1064         ;
1065
1066 #ifndef MACINTOSH
1067         if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag ))     {
1068                 goto do_menu_again; //return 0;         // They hit Esc in file selector
1069         }
1070 #else
1071         #ifndef APPLE_DEMO
1072         if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
1073                 goto do_menu_again;             // They hit Esc in file selector
1074         }
1075         #else
1076         newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 );               // no abort allowed ever -- and change title of menubox
1077         #endif
1078 #endif
1079
1080         if ( filename[0] == '<' )       {
1081                 // They selected 'create new pilot'
1082                 if (!MakeNewPlayerFile(allow_abort_flag))
1083                         //return 0;             // They hit Esc during enter name stage
1084                         goto do_menu_again;
1085         } else {
1086                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
1087         }
1088
1089         if (read_player_file() != EZERO)
1090                 goto do_menu_again;
1091
1092         Auto_leveling_on = Default_leveling_on;
1093
1094         set_display_mode(Default_display_mode);
1095
1096         WriteConfigFile();              // Update lastplr
1097
1098         return 1;
1099 }
1100
1101
1102 void load_robot_replacements(char *level_name);
1103 int read_hamfile();
1104 extern int Robot_replacements_loaded;
1105
1106 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
1107 void LoadLevel(int level_num,int page_in_textures)
1108 {
1109         char *level_name;
1110         player save_player;
1111         int load_ret;
1112
1113         save_player = Players[Player_num];      
1114
1115         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
1116
1117         if (level_num<0)                //secret level
1118                 level_name = Secret_level_names[-level_num-1];
1119         else                                    //normal level
1120                 level_name = Level_names[level_num-1];
1121
1122         #ifdef WINDOWS
1123                 dd_gr_set_current_canvas(NULL);
1124                 dd_gr_clear_canvas(BM_XRGB(0,0,0));
1125         #else
1126                 gr_set_current_canvas(NULL);
1127                 gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
1128         #endif
1129
1130         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
1131
1132 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
1133 //      WIN(ShowCursorW());
1134
1135 #if 1 //defined(POLY_ACC) || defined(OGL)
1136     gr_palette_load(gr_palette);
1137     show_boxed_message(TXT_LOADING);
1138 #else
1139         show_boxed_message(TXT_LOADING);
1140         gr_palette_load(gr_palette);
1141 #endif
1142
1143         load_ret = load_level(level_name);              //actually load the data from disk!
1144
1145         if (load_ret)
1146                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
1147
1148         Current_level_num=level_num;
1149
1150 //      load_palette_pig(Current_level_palette);                //load just the pig
1151
1152         load_palette(Current_level_palette,1,1);                //don't change screen
1153
1154         load_endlevel_data(level_num);
1155
1156         if ( page_in_textures )
1157                 piggy_load_level_data();
1158
1159         if (Mission_list[Current_mission_num].descent_version == 1)
1160                 load_d1_bitmap_replacements();
1161         else
1162                 load_bitmap_replacements(level_name);
1163
1164         if (Robot_replacements_loaded) {
1165                 read_hamfile();         //load original data
1166                 Robot_replacements_loaded = 0;
1167         }
1168         load_robot_replacements(level_name);
1169
1170 #ifdef NETWORK
1171         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
1172
1173         reset_network_objects();
1174 #endif
1175
1176         Players[Player_num] = save_player;
1177
1178         set_sound_sources();
1179
1180         songs_play_level_song( Current_level_num );
1181
1182         clear_boxed_message();          //remove message before new palette loaded
1183
1184         gr_palette_load(gr_palette);            //actually load the palette
1185
1186 //      WIN(HideCursorW());
1187 }
1188
1189 //sets up Player_num & ConsoleObject
1190 void InitPlayerObject()
1191 {
1192         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
1193
1194         if (Player_num != 0 )   {
1195                 Players[0] = Players[Player_num];
1196                 Player_num = 0;
1197         }
1198
1199         Players[Player_num].objnum = 0;
1200
1201         ConsoleObject = &Objects[Players[Player_num].objnum];
1202
1203         ConsoleObject->type                             = OBJ_PLAYER;
1204         ConsoleObject->id                                       = Player_num;
1205         ConsoleObject->control_type     = CT_FLYING;
1206         ConsoleObject->movement_type    = MT_PHYSICS;
1207 }
1208
1209 extern void game_disable_cheats();
1210 extern void turn_cheats_off();
1211 extern void init_seismic_disturbances(void);
1212
1213 //starts a new game on the given level
1214 void StartNewGame(int start_level)
1215 {
1216         Game_mode = GM_NORMAL;
1217         Function_mode = FMODE_GAME;
1218         
1219         Next_level_num = 0;
1220
1221         InitPlayerObject();                             //make sure player's object set up
1222
1223         init_player_stats_game();               //clear all stats
1224
1225         N_players = 1;
1226 #ifdef NETWORK
1227         Network_new_game = 0;
1228 #endif
1229
1230         if (start_level < 0)
1231                 StartNewLevelSecret(start_level, 0);
1232         else
1233                 StartNewLevel(start_level, 0);
1234
1235         Players[Player_num].starting_level = start_level;               // Mark where they started
1236
1237         game_disable_cheats();
1238
1239         init_seismic_disturbances();
1240 }
1241
1242 //@@//starts a resumed game loaded from disk
1243 //@@void ResumeSavedGame(int start_level)
1244 //@@{
1245 //@@    Game_mode = GM_NORMAL;
1246 //@@    Function_mode = FMODE_GAME;
1247 //@@
1248 //@@    N_players = 1;
1249 //@@    Network_new_game = 0;
1250 //@@
1251 //@@    InitPlayerObject();                             //make sure player's object set up
1252 //@@
1253 //@@    StartNewLevel(start_level, 0);
1254 //@@
1255 //@@    game_disable_cheats();
1256 //@@}
1257
1258 #ifndef _NETWORK_H
1259 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1260 #endif
1261
1262 extern int N_secret_levels;
1263
1264 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
1265
1266 //      -----------------------------------------------------------------------------
1267 //      Does the bonus scoring.
1268 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1269 void DoEndLevelScoreGlitz(int network)
1270 {
1271         int level_points, skill_points, energy_points, shield_points, hostage_points;
1272         int     all_hostage_points;
1273         int     endgame_points;
1274         char    all_hostage_text[64];
1275         char    endgame_text[64];
1276         #define N_GLITZITEMS 11
1277         char                            m_str[N_GLITZITEMS][30];
1278         newmenu_item    m[N_GLITZITEMS+1];
1279         int                             i,c;
1280         char                            title[128];
1281         int                             is_last_level;
1282         int                             mine_level;
1283
1284         set_screen_mode(SCREEN_MENU);           //go into menu mode
1285
1286    #ifdef TACTILE
1287                 if (TactileStick)
1288                   ClearForces();
1289         #endif
1290
1291         mprintf((0,"DoEndLevelScoreGlitz\n"));
1292
1293         //      Compute level player is on, deal with secret levels (negative numbers)
1294         mine_level = Players[Player_num].level;
1295         if (mine_level < 0)
1296                 mine_level *= -(Last_level/N_secret_levels);
1297
1298         level_points = Players[Player_num].score-Players[Player_num].last_score;
1299
1300         if (!Cheats_enabled) {
1301                 if (Difficulty_level > 1) {
1302                         skill_points = level_points*(Difficulty_level)/4;
1303                         skill_points -= skill_points % 100;
1304                 } else
1305                         skill_points = 0;
1306
1307                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1308                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1309                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1310
1311                 shield_points -= shield_points % 50;
1312                 energy_points -= energy_points % 50;
1313         } else {
1314                 skill_points = 0;
1315                 shield_points = 0;
1316                 energy_points = 0;
1317                 hostage_points = 0;
1318         }
1319
1320         all_hostage_text[0] = 0;
1321         endgame_text[0] = 0;
1322
1323         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1324                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1325                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1326         } else
1327                 all_hostage_points = 0;
1328
1329         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
1330                 endgame_points = Players[Player_num].lives * 10000;
1331                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1332                 is_last_level=1;
1333         } else
1334                 endgame_points = is_last_level = 0;
1335
1336         mprintf((0,"adding bonus points\n"));
1337         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1338
1339         c = 0;
1340         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1341         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1342         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1343         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1344
1345         sprintf(m_str[c++], "%s", all_hostage_text);
1346         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1347                 sprintf(m_str[c++], "%s", endgame_text);
1348
1349         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1350         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1351
1352         #ifdef WINDOWS
1353         sprintf(m_str[c++], "");
1354         sprintf(m_str[c++], "         Done");
1355         #endif
1356
1357         for (i=0; i<c; i++) {
1358                 m[i].type = NM_TYPE_TEXT;
1359                 m[i].text = m_str[i];
1360         }
1361
1362         #ifdef WINDOWS
1363         m[c-1].type = NM_TYPE_MENU;
1364         #endif
1365
1366         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1367
1368         if (Current_level_num < 0)
1369                 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);
1370         else
1371                 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);
1372
1373         Assert(c <= N_GLITZITEMS);
1374
1375         gr_palette_fade_out(gr_palette, 32, 0);
1376
1377         mprintf((0,"doing menu\n"));
1378
1379    PA_DFX (pa_alpha_always());
1380
1381 #ifdef NETWORK
1382         if ( network && (Game_mode & GM_NETWORK) )
1383                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1384         else
1385 #endif
1386                 // NOTE LINK TO ABOVE!!!
1387                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1388
1389         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1390 }
1391
1392 //give the player the opportunity to save his game
1393 void DoEndlevelMenu()
1394 {
1395 //No between level saves......!!!       state_save_all(1);
1396 }
1397
1398 //      -----------------------------------------------------------------------------------------------------
1399 //called when the player is starting a level (new game or new ship)
1400 void StartSecretLevel()
1401 {
1402         Assert(!Player_is_dead);
1403
1404         InitPlayerPosition(0);
1405
1406         verify_console_object();
1407
1408         ConsoleObject->control_type     = CT_FLYING;
1409         ConsoleObject->movement_type    = MT_PHYSICS;
1410
1411         // -- WHY? -- disable_matcens();
1412         clear_transient_objects(0);             //0 means leave proximity bombs
1413
1414         // create_player_appearance_effect(ConsoleObject);
1415         Do_appearance_effect = 1;
1416
1417         ai_reset_all_paths();
1418         // -- NO? -- reset_time();
1419
1420         reset_rear_view();
1421         Auto_fire_fusion_cannon_time = 0;
1422         Fusion_charge = 0;
1423
1424         Robot_firing_enabled = 1;
1425 }
1426
1427 extern void set_pos_from_return_segment(void);
1428
1429 //      Returns true if secret level has been destroyed.
1430 int p_secret_level_destroyed(void)
1431 {
1432         if (First_secret_visit) {
1433                 return 0;               //      Never been there, can't have been destroyed.
1434         } else {
1435                 if (cfexist(SECRETC_FILENAME))
1436                 {
1437                         return 0;
1438                 } else {
1439                         return 1;
1440                 }
1441         }
1442 }
1443
1444 //      -----------------------------------------------------------------------------------------------------
1445 void do_secret_message(char *msg)
1446 {
1447         int     old_fmode;
1448
1449         load_stars();
1450
1451 #if defined(POLY_ACC)
1452         pa_save_clut();
1453         pa_update_clut(gr_palette, 0, 256, 0);
1454 #endif
1455
1456         old_fmode = Function_mode;
1457         Function_mode = FMODE_MENU;
1458         nm_messagebox(NULL, 1, TXT_OK, msg);
1459         Function_mode = old_fmode;
1460
1461 #if defined(POLY_ACC)
1462         pa_restore_clut();
1463 #endif
1464         
1465         WIN(DEFINE_SCREEN(NULL));
1466 }
1467
1468 //      -----------------------------------------------------------------------------------------------------
1469 // called when the player is starting a new level for normal game mode and restore state
1470 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1471 //      first time, instead of initializing various things, need to do a game restore for all the
1472 //      robots, powerups, walls, doors, etc.
1473 void StartNewLevelSecret(int level_num, int page_in_textures)
1474 {
1475         newmenu_item    m[1];
1476         //int i;
1477
1478         ThisLevelTime=0;
1479
1480         m[0].type = NM_TYPE_TEXT;
1481         m[0].text = " ";
1482
1483         last_drawn_cockpit[0] = -1;
1484         last_drawn_cockpit[1] = -1;
1485
1486         if (Newdemo_state == ND_STATE_PAUSED)
1487                 Newdemo_state = ND_STATE_RECORDING;
1488
1489         if (Newdemo_state == ND_STATE_RECORDING) {
1490                 newdemo_set_new_level(level_num);
1491                 newdemo_record_start_frame(FrameCount, FrameTime );
1492         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1493
1494                 gr_palette_fade_out(gr_palette, 32, 0);
1495
1496                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1497
1498                 if (First_secret_visit) {
1499                         do_secret_message(TXT_SECRET_EXIT);
1500                 } else {
1501                         if (cfexist(SECRETC_FILENAME))
1502                         {
1503                                 do_secret_message(TXT_SECRET_EXIT);
1504                         } else {
1505                                 char    text_str[128];
1506
1507                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1508                                 do_secret_message(text_str);
1509                         }
1510                 }
1511         }
1512
1513         LoadLevel(level_num,page_in_textures);
1514
1515         Assert(Current_level_num == level_num); //make sure level set right
1516
1517         Assert(Function_mode == FMODE_GAME);
1518
1519         gameseq_init_network_players(); // Initialize the Players array for
1520                                                                                           // this level
1521
1522         HUD_clear_messages();
1523
1524         automap_clear_visited();
1525
1526         // --   init_player_stats_level();
1527
1528         Viewer = &Objects[Players[Player_num].objnum];
1529
1530         gameseq_remove_unused_players();
1531
1532         Game_suspended = 0;
1533
1534         Control_center_destroyed = 0;
1535
1536         init_cockpit();
1537         reset_palette_add();
1538
1539         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1540                 init_robots_for_level();
1541                 init_ai_objects();
1542                 init_smega_detonates();
1543                 init_morphs();
1544                 init_all_matcens();
1545                 reset_special_effects();
1546                 StartSecretLevel();
1547         } else {
1548                 if (cfexist(SECRETC_FILENAME))
1549                 {
1550                         int     pw_save, sw_save;
1551
1552                         pw_save = Primary_weapon;
1553                         sw_save = Secondary_weapon;
1554                         state_restore_all(1, 1, SECRETC_FILENAME);
1555                         Primary_weapon = pw_save;
1556                         Secondary_weapon = sw_save;
1557                         reset_special_effects();
1558                         StartSecretLevel();
1559                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1560                 } else {
1561                         char    text_str[128];
1562
1563                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1564                         do_secret_message(text_str);
1565                         return;
1566
1567                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1568                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1569                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1570                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1571                         // -- return;
1572                 }
1573         }
1574
1575         if (First_secret_visit) {
1576                 copy_defaults_to_robot_all();
1577         }
1578
1579         turn_cheats_off();
1580
1581         init_controlcen_for_level();
1582
1583         //      Say player can use FLASH cheat to mark path to exit.
1584         Last_level_path_created = -1;
1585
1586         First_secret_visit = 0;
1587 }
1588
1589 int     Entered_from_level;
1590
1591 // ---------------------------------------------------------------------------------------------------------------
1592 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1593 void ExitSecretLevel(void)
1594 {
1595         if (Newdemo_state == ND_STATE_PLAYBACK)
1596                 return;
1597
1598         if (!Control_center_destroyed) {
1599                 state_save_all(0, 2, SECRETC_FILENAME);
1600         }
1601
1602         if (cfexist(SECRETB_FILENAME))
1603         {
1604                 int     pw_save, sw_save;
1605
1606                 returning_to_level_message();
1607                 pw_save = Primary_weapon;
1608                 sw_save = Secondary_weapon;
1609                 state_restore_all(1, 1, SECRETB_FILENAME);
1610                 Primary_weapon = pw_save;
1611                 Secondary_weapon = sw_save;
1612         } else {
1613                 // File doesn't exist, so can't return to base level.  Advance to next one.
1614                 if (Entered_from_level == Last_level)
1615                         DoEndGame();
1616                 else {
1617                         advancing_to_level_message();
1618                         StartNewLevel(Entered_from_level+1, 0);
1619                 }
1620         }
1621 }
1622
1623 // ---------------------------------------------------------------------------------------------------------------
1624 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1625 //      be invulnerable or cloaked.
1626 void do_cloak_invul_secret_stuff(fix old_gametime)
1627 {
1628         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1629                 fix     time_used;
1630
1631                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1632                 Players[Player_num].invulnerable_time = GameTime - time_used;
1633         }
1634
1635         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1636                 fix     time_used;
1637
1638                 time_used = old_gametime - Players[Player_num].cloak_time;
1639                 Players[Player_num].cloak_time = GameTime - time_used;
1640         }
1641 }
1642
1643 // ---------------------------------------------------------------------------------------------------------------
1644 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1645 //      is passing to the secret level.
1646 //      Do a savegame.
1647 void EnterSecretLevel(void)
1648 {
1649         fix     old_gametime;
1650         int     i;
1651
1652         Assert(! (Game_mode & GM_MULTI) );
1653
1654         Entered_from_level = Current_level_num;
1655
1656         if (Control_center_destroyed)
1657                 DoEndLevelScoreGlitz(0);
1658
1659         if (Newdemo_state != ND_STATE_PLAYBACK)
1660                 state_save_all(0, 1, NULL);     //      Not between levels (ie, save all), IS a secret level, NO filename override
1661
1662         //      Find secret level number to go to, stuff in Next_level_num.
1663         for (i=0; i<-Last_secret_level; i++)
1664                 if (Secret_level_table[i]==Current_level_num) {
1665                         Next_level_num = -(i+1);
1666                         break;
1667                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1668                         Next_level_num = -i;
1669                         break;
1670                 }
1671
1672         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1673                 Next_level_num = Last_secret_level;
1674
1675         old_gametime = GameTime;
1676
1677         StartNewLevelSecret(Next_level_num, 1);
1678         
1679         // do_cloak_invul_stuff();
1680 }
1681
1682 //called when the player has finished a level
1683 void PlayerFinishedLevel(int secret_flag)
1684 {
1685         Assert(!secret_flag);
1686
1687         //credit the player for hostages
1688         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1689
1690         if (Game_mode & GM_NETWORK)
1691                 Players[Player_num].connected = 2; // Finished but did not die
1692
1693         last_drawn_cockpit[0] = -1;
1694         last_drawn_cockpit[1] = -1;
1695
1696         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1697 }
1698
1699 #if defined(D2_OEM) || defined(COMPILATION)
1700 #define MOVIE_REQUIRED 0
1701 #else
1702 #define MOVIE_REQUIRED 1
1703 #endif
1704
1705 #ifdef D2_OEM
1706 #define ENDMOVIE "endo"
1707 #else
1708 #define ENDMOVIE "end"
1709 #endif
1710
1711 void show_order_form();
1712 extern void com_hangup(void);
1713
1714 //called when the player has finished the last level
1715 void DoEndGame(void)
1716 {
1717         mprintf((0,"DoEndGame\n"));
1718
1719         Function_mode = FMODE_MENU;
1720         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1721                 newdemo_stop_recording();
1722
1723         set_screen_mode( SCREEN_MENU );
1724
1725         WINDOS(
1726                 dd_gr_set_current_canvas(NULL),
1727                 gr_set_current_canvas(NULL)
1728         );
1729
1730         key_flush();
1731
1732         if (Current_mission_num == Builtin_mission_num && !(Game_mode & GM_MULTI))
1733         { //only built-in mission, & not multi
1734                 int played=MOVIE_NOT_PLAYED;    //default is not played
1735
1736                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1737                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1738                 close_subtitles();
1739                 if (!played) {
1740                         if (is_D2_OEM)
1741                         {
1742                                 songs_play_song( SONG_TITLE, 0 );
1743                                 do_briefing_screens("end2oem.tex",1);
1744                         }
1745                         else
1746                         {
1747                                 songs_play_song( SONG_ENDGAME, 0 );
1748                                 mprintf((0,"doing briefing\n"));
1749                                 do_briefing_screens("ending2.tex",1);
1750                                 mprintf((0,"briefing done\n"));
1751                         }
1752                 }
1753    } else if (!(Game_mode & GM_MULTI)) {    //not multi
1754                 char tname[FILENAME_LEN];
1755                 sprintf(tname,"%s.tex",Current_mission_filename);
1756                 do_briefing_screens (tname,Last_level+1);   //level past last is endgame breifing
1757
1758                 //try doing special credits
1759                 sprintf(tname,"%s.ctb",Current_mission_filename);
1760                 credits_show(tname);
1761         }
1762
1763         key_flush();
1764
1765 #ifdef SHAREWARE
1766                 show_order_form();
1767 #endif
1768
1769 #ifdef NETWORK
1770         if (Game_mode & GM_MULTI)
1771                 multi_endlevel_score();
1772         else
1773 #endif
1774                 // NOTE LINK TO ABOVE
1775                 DoEndLevelScoreGlitz(0);
1776
1777         if (Current_mission_num == Builtin_mission_num && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1778                 WINDOS(
1779                         dd_gr_set_current_canvas(NULL),
1780                         gr_set_current_canvas( NULL )
1781                 );
1782                 WINDOS(
1783                         dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1784                         gr_clear_canvas(BM_XRGB(0,0,0))
1785                 );
1786                 gr_palette_clear();
1787                 load_palette(DEFAULT_PALETTE,0,1);
1788                 scores_maybe_add_player(0);
1789         }
1790
1791         Function_mode = FMODE_MENU;
1792
1793         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1794                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1795         else
1796                 Game_mode = GM_GAME_OVER;
1797
1798
1799         longjmp( LeaveGame, 0 );                // Exit out of game loop
1800 }
1801
1802 //from which level each do you get to each secret level
1803 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1804
1805 //called to go to the next level (if there is one)
1806 //if secret_flag is true, advance to secret level, else next normal one
1807 //      Return true if game over.
1808 void AdvanceLevel(int secret_flag)
1809 {
1810 #ifdef NETWORK
1811         int result;
1812 #endif
1813
1814         mprintf((0,"AdvanceLevel\n"));
1815
1816         Assert(!secret_flag);
1817
1818         if (Current_level_num != Last_level) {
1819 #ifdef NETWORK
1820                 if (Game_mode & GM_MULTI)
1821                         multi_endlevel_score();         
1822                 else
1823 #endif
1824                         // NOTE LINK TO ABOVE!!!
1825                         DoEndLevelScoreGlitz(0);                //give bonuses
1826         }
1827
1828         Control_center_destroyed = 0;
1829
1830         #ifdef EDITOR
1831         if (Current_level_num == 0)
1832                 return;         //not a real level
1833         #endif
1834
1835 #ifdef NETWORK
1836         if (Game_mode & GM_MULTI)       {
1837                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1838                 if (result) // failed to sync
1839                 {
1840                         if (Current_level_num == Last_level)            //player has finished the game!
1841                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1842                         else
1843                                 return;
1844                 }
1845         }
1846 #endif
1847
1848         if (Current_level_num == Last_level) {          //player has finished the game!
1849                 
1850                 mprintf((0,"Finished last level!\n"));
1851
1852                 DoEndGame();
1853
1854         } else {
1855
1856                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1857
1858                 if (!(Game_mode & GM_MULTI))
1859                         DoEndlevelMenu(); // Let use save their game
1860
1861                 StartNewLevel(Next_level_num, 0);
1862
1863         }
1864 }
1865
1866 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1867
1868 extern char last_palette_loaded[];
1869
1870 void load_stars_palette()
1871 {
1872         int pcx_error;
1873         ubyte pal[256*3];
1874
1875         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1876         Assert(pcx_error == PCX_ERROR_NONE);
1877
1878         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1879
1880
1881         {       //remap stuff. this code is kindof a hack
1882
1883                 //now, before we bring up the menu, we need to
1884                 //do some stuff to make sure the palette is ok.  First, we need to
1885                 //get our current palette into the 2d's array, so the remapping will
1886                 //work.  Second, we need to remap the fonts.  Third, we need to fill
1887                 //in part of the fade tables so the darkening of the menu edges works
1888
1889                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1890                 remap_fonts_and_menus(1);
1891
1892         }
1893
1894         strcpy(last_palette_loaded,"");         //force palette load next time
1895 }
1896 #endif
1897
1898 void nm_draw_background1(char * filename);
1899
1900 void load_stars()
1901 {
1902 //@@    int pcx_error;
1903 //@@    ubyte pal[256*3];
1904 //@@
1905 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1906 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1907 //@@
1908 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1909
1910         WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1911
1912         nm_draw_background1(STARS_BACKGROUND);
1913
1914 }
1915
1916
1917 void
1918 died_in_mine_message(void)
1919 {
1920         // Tell the player he died in the mine, explain why
1921         int old_fmode;
1922
1923         if (Game_mode & GM_MULTI)
1924                 return;
1925
1926         gr_palette_fade_out(gr_palette, 32, 0);
1927
1928         set_screen_mode(SCREEN_MENU);           //go into menu mode
1929
1930         WINDOS(
1931                 dd_gr_set_current_canvas(NULL),
1932                 gr_set_current_canvas(NULL)
1933         );
1934
1935         load_stars();
1936
1937 #if defined(POLY_ACC)
1938         pa_save_clut();
1939         pa_update_clut(gr_palette, 0, 256, 0);
1940 #endif
1941
1942         old_fmode = Function_mode;
1943         Function_mode = FMODE_MENU;
1944         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1945         Function_mode = old_fmode;
1946
1947 #if defined(POLY_ACC)
1948         pa_restore_clut();
1949 #endif
1950
1951         WIN(DEFINE_SCREEN(NULL));
1952 }
1953
1954 //      Called when player dies on secret level.
1955 void returning_to_level_message(void)
1956 {
1957         char    msg[128];
1958
1959         int old_fmode;
1960
1961         if (Game_mode & GM_MULTI)
1962                 return;
1963
1964         gr_palette_fade_out(gr_palette, 32, 0);
1965
1966         set_screen_mode(SCREEN_MENU);           //go into menu mode
1967
1968         gr_set_current_canvas(NULL);
1969
1970         load_stars();
1971
1972 #if defined(POLY_ACC)
1973         pa_save_clut();
1974         pa_update_clut(gr_palette, 0, 256, 0);
1975 #endif
1976
1977         old_fmode = Function_mode;
1978         Function_mode = FMODE_MENU;
1979         sprintf(msg, "Returning to level %i", Entered_from_level);
1980         nm_messagebox(NULL, 1, TXT_OK, msg);
1981         Function_mode = old_fmode;
1982
1983 #if defined(POLY_ACC)
1984         pa_restore_clut();
1985 #endif
1986
1987         WIN(DEFINE_SCREEN(NULL));
1988 }
1989
1990 //      Called when player dies on secret level.
1991 void advancing_to_level_message(void)
1992 {
1993         char    msg[128];
1994
1995         int old_fmode;
1996
1997         //      Only supposed to come here from a secret level.
1998         Assert(Current_level_num < 0);
1999
2000         if (Game_mode & GM_MULTI)
2001                 return;
2002
2003         gr_palette_fade_out(gr_palette, 32, 0);
2004
2005         set_screen_mode(SCREEN_MENU);           //go into menu mode
2006
2007         gr_set_current_canvas(NULL);
2008         
2009         load_stars();
2010
2011 #if defined(POLY_ACC)
2012         pa_save_clut();
2013         pa_update_clut(gr_palette, 0, 256, 0);
2014 #endif
2015
2016         old_fmode = Function_mode;
2017         Function_mode = FMODE_MENU;
2018         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
2019         nm_messagebox(NULL, 1, TXT_OK, msg);
2020         Function_mode = old_fmode;
2021
2022 #if defined(POLY_ACC)
2023         pa_restore_clut();
2024 #endif
2025
2026         WIN(DEFINE_SCREEN(NULL));
2027 }
2028
2029 void digi_stop_digi_sounds();
2030
2031 void DoPlayerDead()
2032 {
2033         reset_palette_add();
2034
2035         gr_palette_load (gr_palette);
2036
2037 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
2038         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
2039
2040         dead_player_end();              //terminate death sequence (if playing)
2041
2042         #ifdef EDITOR
2043         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
2044                 object * playerobj = &Objects[Players[Player_num].objnum];
2045                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
2046                 load_level("gamesave.lvl");
2047                 init_player_stats_new_ship();
2048                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
2049                 StartLevel(0);
2050                 return;
2051         }
2052         #endif
2053
2054 #ifdef NETWORK
2055         if ( Game_mode&GM_MULTI )
2056         {
2057                 multi_do_death(Players[Player_num].objnum);
2058         }
2059         else
2060 #endif
2061         {                               //Note link to above else!
2062                 Players[Player_num].lives--;
2063                 if (Players[Player_num].lives == 0)
2064                 {       
2065                         DoGameOver();
2066                         return;
2067                 }
2068         }
2069                                 
2070         if ( Control_center_destroyed ) {
2071
2072                 //clear out stuff so no bonus
2073                 Players[Player_num].hostages_on_board = 0;
2074                 Players[Player_num].energy = 0;
2075                 Players[Player_num].shields = 0;
2076                 Players[Player_num].connected = 3;
2077
2078                 died_in_mine_message(); // Give them some indication of what happened
2079
2080                 if (Current_level_num < 0) {
2081                         if (cfexist(SECRETB_FILENAME))
2082                         {
2083                                 returning_to_level_message();
2084                                 state_restore_all(1, 2, SECRETB_FILENAME);                      //      2 means you died
2085                                 set_pos_from_return_segment();
2086                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
2087                         } else {
2088                                 advancing_to_level_message();
2089                                 StartNewLevel(Entered_from_level+1, 0);
2090                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
2091                         }
2092                 } else {
2093
2094                         AdvanceLevel(0);                        //if finished, go on to next level
2095
2096                         init_player_stats_new_ship();
2097                         last_drawn_cockpit[0] = -1;
2098                         last_drawn_cockpit[1] = -1;
2099                 }
2100
2101         } else if (Current_level_num < 0) {
2102                 if (cfexist(SECRETB_FILENAME))
2103                 {
2104                         returning_to_level_message();
2105                         if (!Control_center_destroyed)
2106                                 state_save_all(0, 2, SECRETC_FILENAME);
2107                         state_restore_all(1, 2, SECRETB_FILENAME);
2108                         set_pos_from_return_segment();
2109                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
2110                 } else {
2111                         died_in_mine_message(); // Give them some indication of what happened
2112                         advancing_to_level_message();
2113                         StartNewLevel(Entered_from_level+1, 0);
2114                         init_player_stats_new_ship();
2115                 }
2116         } else {
2117                 init_player_stats_new_ship();
2118                 StartLevel(1);
2119         }
2120
2121         digi_sync_sounds();
2122 }
2123
2124 extern int BigWindowSwitch;
2125
2126 //called when the player is starting a new level for normal game mode and restore state
2127 //      secret_flag set if came from a secret level
2128 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
2129 {
2130         if (!(Game_mode & GM_MULTI)) {
2131                 last_drawn_cockpit[0] = -1;
2132                 last_drawn_cockpit[1] = -1;
2133         }
2134    BigWindowSwitch=0;
2135
2136
2137         if (Newdemo_state == ND_STATE_PAUSED)
2138                 Newdemo_state = ND_STATE_RECORDING;
2139
2140         if (Newdemo_state == ND_STATE_RECORDING) {
2141                 newdemo_set_new_level(level_num);
2142                 newdemo_record_start_frame(FrameCount, FrameTime );
2143         }
2144
2145         if (Game_mode & GM_MULTI)
2146                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
2147
2148         LoadLevel(level_num,page_in_textures);
2149
2150         Assert(Current_level_num == level_num); //make sure level set right
2151
2152         gameseq_init_network_players(); // Initialize the Players array for
2153                                                                                           // this level
2154
2155         Viewer = &Objects[Players[Player_num].objnum];
2156
2157         Assert(N_players <= NumNetPlayerPositions);
2158                 //If this assert fails, there's not enough start positions
2159
2160 #ifdef NETWORK
2161         if (Game_mode & GM_NETWORK)
2162         {
2163                 if(network_level_sync()) // After calling this, Player_num is set
2164                         return;
2165         }
2166         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
2167         {
2168                 if(com_level_sync())
2169                         return;
2170         }
2171 #endif
2172
2173         Assert(Function_mode == FMODE_GAME);
2174
2175         #ifndef NDEBUG
2176         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
2177         #endif
2178
2179         HUD_clear_messages();
2180
2181         automap_clear_visited();
2182
2183 #ifdef NETWORK
2184         if (Network_new_game == 1)
2185         {
2186                 Network_new_game = 0;
2187                 init_player_stats_new_ship();
2188         }
2189 #endif
2190         init_player_stats_level(secret_flag);
2191
2192 #ifdef NETWORK
2193         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
2194         {
2195                 int i;
2196                 for (i = 0; i < N_players; i++)
2197                         Players[i].flags |= Netgame.player_flags[i];
2198         }
2199
2200         if (Game_mode & GM_MULTI)
2201         {
2202                 multi_prep_level(); // Removes robots from level if necessary
2203         }
2204 #endif
2205
2206         gameseq_remove_unused_players();
2207
2208         Game_suspended = 0;
2209
2210         Control_center_destroyed = 0;
2211
2212         set_screen_mode(SCREEN_GAME);
2213         init_cockpit();
2214         init_robots_for_level();
2215         init_ai_objects();
2216         init_smega_detonates();
2217         init_morphs();
2218         init_all_matcens();
2219         reset_palette_add();
2220         init_thief_for_level();
2221         init_stuck_objects();
2222         game_flush_inputs();            // clear out the keyboard
2223         if (!(Game_mode & GM_MULTI))
2224                 filter_objects_from_level();
2225
2226         turn_cheats_off();
2227
2228         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2229                 set_highest_level(Current_level_num);
2230         else
2231                 read_player_file();             //get window sizes
2232
2233         reset_special_effects();
2234
2235 #ifdef OGL
2236         ogl_cache_level_textures();
2237 #endif
2238
2239
2240 #ifdef NETWORK
2241         if (Network_rejoined == 1)
2242         {
2243                 #ifndef NDEBUG
2244                 mprintf((0, "Restarting - joining in random location.\n"));
2245                 #endif
2246                 Network_rejoined = 0;
2247                 StartLevel(1);
2248         }
2249         else
2250 #endif
2251                 StartLevel(0);          // Note link to above if!
2252
2253         copy_defaults_to_robot_all();
2254         init_controlcen_for_level();
2255
2256         //      Say player can use FLASH cheat to mark path to exit.
2257         Last_level_path_created = -1;
2258 }
2259
2260 #ifdef NETWORK
2261 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2262 #endif
2263 void bash_to_shield (int i,char *s)
2264 {
2265 #ifdef NETWORK
2266         int type=Objects[i].id;
2267 #endif
2268
2269         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2270
2271 #ifdef NETWORK
2272         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2273 #endif
2274
2275         Objects[i].id = POW_SHIELD_BOOST;
2276         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2277         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2278 }
2279
2280
2281 void filter_objects_from_level()
2282  {
2283   int i;
2284
2285   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2286
2287   for (i=0;i<=Highest_object_index;i++)
2288         {
2289          if (Objects[i].type==OBJ_POWERUP)
2290      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2291            bash_to_shield (i,"Flag!!!!");
2292    }
2293
2294  }
2295
2296 struct {
2297         int     level_num;
2298         char    movie_name[FILENAME_LEN];
2299 } intro_movie[] = {     { 1,"pla"},
2300                                                         { 5,"plb"},
2301                                                         { 9,"plc"},
2302                                                         {13,"pld"},
2303                                                         {17,"ple"},
2304                                                         {21,"plf"},
2305                                                         {24,"plg"}};
2306
2307 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2308
2309 extern int MenuHiresAvailable;
2310 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
2311 extern int intro_played;        //true if big intro movie played
2312
2313 void ShowLevelIntro(int level_num)
2314 {
2315         //if shareware, show a briefing?
2316
2317         if (!(Game_mode & GM_MULTI)) {
2318                 int i;
2319
2320                 ubyte save_pal[sizeof(gr_palette)];
2321
2322                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2323
2324                 if (Current_mission_num == Builtin_mission_num) {
2325                         int movie=0;
2326
2327                         if (is_SHAREWARE)
2328                         {
2329                                 if (level_num==1)
2330                                         do_briefing_screens ("brief2.tex", 1);
2331                         }
2332                         else if (is_D2_OEM)
2333                         {
2334                                 if (level_num == 1 && !intro_played)
2335                                         do_briefing_screens("brief2o.tex", 1);
2336                         }
2337                         else // full version
2338                         {
2339                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
2340                                 {
2341                                         if (intro_movie[i].level_num == level_num)
2342                                         {
2343                                                 Screen_mode = -1;
2344                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2345                                                 movie=1;
2346                                                 break;
2347                                         }
2348                                 }
2349
2350 #ifdef WINDOWS
2351                                 if (!movie) {                                   //must go before briefing
2352                                         dd_gr_init_screen();
2353                                         Screen_mode = -1;
2354                                 }
2355 #endif
2356
2357                                 if (robot_movies)
2358                                 {
2359                                         int hires_save=MenuHiresAvailable;
2360
2361                                         if (robot_movies == 1)          //lowres only
2362                                         {
2363                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
2364
2365                                                 if (hires_save != MenuHiresAvailable)
2366                                                         Screen_mode = -1;               //force reset
2367
2368                                         }
2369                                         do_briefing_screens ("robot.tex",level_num);
2370                                         MenuHiresAvailable = hires_save;
2371                                 }
2372
2373                         }
2374                 }
2375                 else {  //not the built-in mission.  check for add-on briefing
2376                         if (Mission_list[Current_mission_num].descent_version == 1)
2377                                 do_briefing_screens(Briefing_text_filename, level_num);
2378                         else {
2379                                 char tname[FILENAME_LEN];
2380                                 sprintf(tname, "%s.tex", Current_mission_filename);
2381                                 do_briefing_screens(tname, level_num);
2382                         }
2383                 }
2384
2385
2386                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2387         }
2388 }
2389
2390 //      ---------------------------------------------------------------------------
2391 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2392 //      Reason: On this level, if player goes to a secret level, he will be going to a different
2393 //      secret level than he's ever been to before.
2394 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2395 void maybe_set_first_secret_visit(int level_num)
2396 {
2397         int     i;
2398
2399         for (i=0; i<N_secret_levels; i++) {
2400                 if (Secret_level_table[i] == level_num) {
2401                         First_secret_visit = 1;
2402                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2403                 }
2404         }
2405 }
2406
2407 //called when the player is starting a new level for normal game model
2408 //      secret_flag if came from a secret level
2409 void StartNewLevel(int level_num, int secret_flag)
2410 {
2411         ThisLevelTime=0;
2412
2413         if ((level_num > 0) && (!secret_flag)) {
2414                 maybe_set_first_secret_visit(level_num);
2415         }
2416
2417         ShowLevelIntro(level_num);
2418
2419         WIN(DEFINE_SCREEN(NULL));               // ALT-TAB: no restore of background.
2420         
2421         StartNewLevelSub(level_num, 1, secret_flag );
2422
2423 }
2424
2425 //initialize the player object position & orientation (at start of game, or new ship)
2426 void InitPlayerPosition(int random_flag)
2427 {
2428         int NewPlayer=0;
2429
2430 #ifdef NETWORK
2431         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2432 #endif
2433                 NewPlayer = Player_num;
2434 #ifdef NETWORK
2435         else if (random_flag == 1)
2436         {
2437                 int i, closest = -1, trys=0;
2438                 fix closest_dist = 0x7ffffff, dist;
2439
2440                 d_srand(clock());
2441
2442 #ifndef NDEBUG
2443                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2444                 {
2445                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2446                         //Int3();
2447                 }
2448 #endif
2449
2450                 do {
2451                         if (trys > 0)   
2452                         {
2453                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2454                         }
2455                         trys++;
2456
2457                         NewPlayer = d_rand() % NumNetPlayerPositions;
2458
2459                         closest = -1;
2460                         closest_dist = 0x7fffffff;
2461         
2462                         for (i=0; i<N_players; i++ )    {
2463                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2464                                         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
2465                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2466                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2467                                                 closest_dist = dist;
2468                                                 closest = i;
2469                                         }
2470                                 }
2471                         }
2472
2473                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2474                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2475         }
2476         else {
2477                 mprintf((0, "Starting position is not being changed.\n"));
2478                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2479         }
2480         Assert(NewPlayer >= 0);
2481         Assert(NewPlayer < NumNetPlayerPositions);
2482 #endif
2483
2484         ConsoleObject->pos = Player_init[NewPlayer].pos;
2485         ConsoleObject->orient = Player_init[NewPlayer].orient;
2486 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2487
2488         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2489
2490         obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2491
2492 #ifdef NETWORK
2493 done:
2494 #endif
2495         reset_player_object();
2496         reset_cruise();
2497 }
2498
2499 //      -----------------------------------------------------------------------------------------------------
2500 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2501 //      What about setting size!?  Where does that come from?
2502 void copy_defaults_to_robot(object *objp)
2503 {
2504         robot_info      *robptr;
2505         int                     objid;
2506
2507         Assert(objp->type == OBJ_ROBOT);
2508         objid = objp->id;
2509         Assert(objid < N_robot_types);
2510
2511         robptr = &Robot_info[objid];
2512
2513         //      Boost shield for Thief and Buddy based on level.
2514         objp->shields = robptr->strength;
2515
2516         if ((robptr->thief) || (robptr->companion)) {
2517                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2518
2519                 if (robptr->companion) {
2520                         //      Now, scale guide-bot hits by skill level
2521                         switch (Difficulty_level) {
2522                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2523                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2524                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2525                                 default:        break;
2526                         }
2527                 }
2528         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2529                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2530
2531         //      Additional wimpification of bosses at Trainee
2532         if ((robptr->boss_flag) && (Difficulty_level == 0))
2533                 objp->shields /= 2;
2534 }
2535
2536 //      -----------------------------------------------------------------------------------------------------
2537 //      Copy all values from the robot info structure to all instances of robots.
2538 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2539 //      This function should be called at level load time.
2540 void copy_defaults_to_robot_all()
2541 {
2542         int     i;
2543
2544         for (i=0; i<=Highest_object_index; i++)
2545                 if (Objects[i].type == OBJ_ROBOT)
2546                         copy_defaults_to_robot(&Objects[i]);
2547
2548 }
2549
2550 extern void clear_stuck_objects(void);
2551
2552 //      -----------------------------------------------------------------------------------------------------
2553 //called when the player is starting a level (new game or new ship)
2554 void StartLevel(int random_flag)
2555 {
2556         Assert(!Player_is_dead);
2557
2558         InitPlayerPosition(random_flag);
2559
2560         verify_console_object();
2561
2562         ConsoleObject->control_type     = CT_FLYING;
2563         ConsoleObject->movement_type    = MT_PHYSICS;
2564
2565         disable_matcens();
2566
2567         clear_transient_objects(0);             //0 means leave proximity bombs
2568
2569         // create_player_appearance_effect(ConsoleObject);
2570         Do_appearance_effect = 1;
2571
2572 #ifdef NETWORK
2573         if (Game_mode & GM_MULTI)
2574         {
2575                 if (Game_mode & GM_MULTI_COOP)
2576                         multi_send_score();
2577                 multi_send_position(Players[Player_num].objnum);
2578                 multi_send_reappear();
2579         }               
2580
2581         if (Game_mode & GM_NETWORK)
2582                 network_do_frame(1, 1);
2583 #endif
2584
2585         ai_reset_all_paths();
2586         ai_init_boss_for_ship();
2587         clear_stuck_objects();
2588
2589         #ifdef EDITOR
2590         //      Note, this is only done if editor builtin.  Calling this from here
2591         //      will cause it to be called after the player dies, resetting the
2592         //      hits for the buddy and thief.  This is ok, since it will work ok
2593         //      in a shipped version.
2594         init_ai_objects();
2595         #endif
2596
2597         reset_time();
2598
2599         reset_rear_view();
2600         Auto_fire_fusion_cannon_time = 0;
2601         Fusion_charge = 0;
2602
2603         Robot_firing_enabled = 1;
2604 }