2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Routines for EndGame, EndLevel, etc.
28 #if !defined(_MSC_VER) && !defined(macintosh)
55 #include "editor/editor.h"
60 void StartNewLevelSecret(int level_num, int page_in_textures);
61 void InitPlayerPosition(int random_flag);
63 void returning_to_level_message(void);
64 void advancing_to_level_message(void);
66 void AdvanceLevel(int secret_flag);
67 void filter_objects_from_level();
70 //Current_level_num starts at 1 for the first level
71 //-1,-2,-3 are secret levels
72 //0 means not a real level loaded
73 int Current_level_num=0,Next_level_num;
74 char Current_level_name[LEVEL_NAME_LEN];
76 // Global variables describing the player
77 int N_players=1; // Number of players ( >1 means a net game, eh?)
78 int Player_num=0; // The player number who is on the console.
79 player Players[MAX_PLAYERS+4]; // Misc player info
80 obj_position Player_init[MAX_PLAYERS];
82 cvar_t Player_highest_level = { "HighestLevel", "0", 0 };
84 // Global variables telling what sort of game we have
85 int MaxNumNetPlayers = -1;
86 int NumNetPlayerPositions = -1;
88 extern fix ThisLevelTime;
90 // Extern from game.c to fix a bug in the cockpit!
92 extern int last_drawn_cockpit[2];
93 extern int Last_level_path_created;
95 // HUD_clear_messages external, declared in gauges.h
97 extern void HUD_clear_messages(); // From hud.c
100 // Extra prototypes declared for the sake of LINT
101 void init_player_stats_new_ship(void);
102 void copy_defaults_to_robot_all(void);
104 int Do_appearance_effect=0;
106 extern int Rear_view;
108 int First_secret_visit = 1;
110 extern int descent_critical_error;
112 extern int Last_msg_ycrd;
114 //--------------------------------------------------------------------
115 void verify_console_object()
117 Assert( Player_num > -1 );
118 Assert( Players[Player_num].objnum > -1 );
119 ConsoleObject = &Objects[Players[Player_num].objnum];
120 Assert( ConsoleObject->type==OBJ_PLAYER );
121 Assert( ConsoleObject->id==Player_num );
124 int count_number_of_robots()
130 for (i=0;i<=Highest_object_index;i++) {
131 if (Objects[i].type == OBJ_ROBOT)
139 int count_number_of_hostages()
145 for (i=0;i<=Highest_object_index;i++) {
146 if (Objects[i].type == OBJ_HOSTAGE)
153 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
155 gameseq_init_network_players()
159 // Initialize network player start locations and object numbers
161 ConsoleObject = &Objects[0];
164 for (i=0;i<=Highest_object_index;i++) {
166 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
168 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
169 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
171 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
172 Objects[i].type=OBJ_PLAYER;
173 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
174 Player_init[k].pos = Objects[i].pos;
175 Player_init[k].orient = Objects[i].orient;
176 Player_init[k].segnum = Objects[i].segnum;
177 Players[k].objnum = i;
186 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
187 obj_delete(i); //kill the buddy in netgames
190 NumNetPlayerPositions = k;
193 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
194 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
196 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
197 //Int3(); // Not enough positions!!
201 if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
203 for (i=0;i<N_players;i++)
204 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
206 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!");
211 if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
213 for (i = 0; i < N_players; i++)
214 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
216 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!");
223 void gameseq_remove_unused_players()
227 // 'Remove' the unused players
230 if (Game_mode & GM_MULTI)
232 for (i=0; i < NumNetPlayerPositions; i++)
234 if ((!Players[i].connected) || (i >= N_players))
237 // mprintf((0, "Ghosting player ship %d.\n", i+1));
239 multi_make_player_ghost(i);
245 { // Note link to above if!!!
247 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
249 for (i=1; i < NumNetPlayerPositions; i++)
251 obj_delete(Players[i].objnum);
256 fix StartingShields=INITIAL_SHIELDS;
258 // Setup player for new game
259 void init_player_stats_game()
261 Players[Player_num].score = 0;
262 Players[Player_num].last_score = 0;
263 Players[Player_num].lives = INITIAL_LIVES;
264 Players[Player_num].level = 1;
266 Players[Player_num].time_level = 0;
267 Players[Player_num].time_total = 0;
268 Players[Player_num].hours_level = 0;
269 Players[Player_num].hours_total = 0;
271 Players[Player_num].energy = INITIAL_ENERGY;
272 Players[Player_num].shields = StartingShields;
273 Players[Player_num].killer_objnum = -1;
275 Players[Player_num].net_killed_total = 0;
276 Players[Player_num].net_kills_total = 0;
278 Players[Player_num].num_kills_level = 0;
279 Players[Player_num].num_kills_total = 0;
280 Players[Player_num].num_robots_level = 0;
281 Players[Player_num].num_robots_total = 0;
282 Players[Player_num].KillGoalCount = 0;
284 Players[Player_num].hostages_rescued_total = 0;
285 Players[Player_num].hostages_level = 0;
286 Players[Player_num].hostages_total = 0;
288 Players[Player_num].laser_level = 0;
289 Players[Player_num].flags = 0;
291 init_player_stats_new_ship();
293 First_secret_visit = 1;
296 void init_ammo_and_energy(void)
298 if (Players[Player_num].energy < INITIAL_ENERGY)
299 Players[Player_num].energy = INITIAL_ENERGY;
300 if (Players[Player_num].shields < StartingShields)
301 Players[Player_num].shields = StartingShields;
303 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
304 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
305 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
307 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
308 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
309 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
310 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
311 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
314 extern ubyte Last_afterburner_state;
316 // Setup player for new level (After completion of previous level)
317 void init_player_stats_level(int secret_flag)
321 Players[Player_num].last_score = Players[Player_num].score;
323 Players[Player_num].level = Current_level_num;
326 if (!Network_rejoined) {
328 Players[Player_num].time_level = 0;
329 Players[Player_num].hours_level = 0;
334 Players[Player_num].killer_objnum = -1;
336 Players[Player_num].num_kills_level = 0;
337 Players[Player_num].num_robots_level = count_number_of_robots();
338 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
340 Players[Player_num].hostages_level = count_number_of_hostages();
341 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
342 Players[Player_num].hostages_on_board = 0;
345 init_ammo_and_energy();
347 Players[Player_num].flags &= (~KEY_BLUE);
348 Players[Player_num].flags &= (~KEY_RED);
349 Players[Player_num].flags &= (~KEY_GOLD);
351 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
352 PLAYER_FLAGS_CLOAKED |
353 PLAYER_FLAGS_MAP_ALL);
355 Players[Player_num].cloak_time = 0;
356 Players[Player_num].invulnerable_time = 0;
358 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
359 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
362 Player_is_dead = 0; // Added by RH
363 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
365 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
367 Controls.state[afterburner] = 0;
368 Last_afterburner_state = 0;
370 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
376 tactile_set_button_jolt();
379 Missile_viewer = NULL;
382 extern void init_ai_for_ship(void);
384 // Setup player for a brand-new ship
385 void init_player_stats_new_ship()
389 if (Newdemo_state == ND_STATE_RECORDING) {
390 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
391 newdemo_record_player_weapon(0, 0);
392 newdemo_record_player_weapon(1, 0);
395 Players[Player_num].energy = INITIAL_ENERGY;
396 Players[Player_num].shields = StartingShields;
397 Players[Player_num].laser_level = 0;
398 Players[Player_num].killer_objnum = -1;
399 Players[Player_num].hostages_on_board = 0;
401 Afterburner_charge = 0;
403 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
404 Players[Player_num].primary_ammo[i] = 0;
405 Primary_last_was_super[i] = 0;
408 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
409 Players[Player_num].secondary_ammo[i] = 0;
410 Secondary_last_was_super[i] = 0;
412 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
414 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
415 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
418 Secondary_weapon = 0;
420 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
421 PLAYER_FLAGS_AFTERBURNER |
422 PLAYER_FLAGS_CLOAKED |
423 PLAYER_FLAGS_INVULNERABLE |
424 PLAYER_FLAGS_MAP_ALL |
425 PLAYER_FLAGS_CONVERTER |
426 PLAYER_FLAGS_AMMO_RACK |
427 PLAYER_FLAGS_HEADLIGHT |
428 PLAYER_FLAGS_HEADLIGHT_ON |
431 Players[Player_num].cloak_time = 0;
432 Players[Player_num].invulnerable_time = 0;
434 Player_is_dead = 0; //player no longer dead
436 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
438 Controls.state[afterburner] = 0;
439 Last_afterburner_state = 0;
441 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
443 Missile_viewer=NULL; ///reset missile camera if out there
448 tactile_set_button_jolt();
456 extern void init_stuck_objects(void);
460 extern int Slide_segs_computed;
462 //reset stuff so game is semi-normal when playing from editor
463 void editor_reset_stuff_on_level()
465 gameseq_init_network_players();
466 init_player_stats_level(0);
467 Viewer = ConsoleObject;
468 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
469 ConsoleObject->id=Player_num;
470 ConsoleObject->control_type = CT_FLYING;
471 ConsoleObject->movement_type = MT_PHYSICS;
473 verify_console_object();
474 Control_center_destroyed = 0;
475 if (Newdemo_state != ND_STATE_PLAYBACK)
476 gameseq_remove_unused_players();
478 init_robots_for_level();
482 init_player_stats_new_ship();
483 init_controlcen_for_level();
484 automap_clear_visited();
485 init_stuck_objects();
486 init_thief_for_level();
488 Slide_segs_computed = 0;
492 //do whatever needs to be done when a player dies in multiplayer
496 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
498 if (PLAYING_BUILTIN_MISSION)
499 scores_maybe_add_player(0);
501 Function_mode = FMODE_MENU;
502 Game_mode = GM_GAME_OVER;
503 longjmp( LeaveGame, 0 ); // Exit out of game loop
507 extern void do_save_game_menu();
509 //update various information about the player
510 void update_player_stats()
512 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
513 if ( Players[Player_num].time_level > i2f(3600) ) {
514 Players[Player_num].time_level -= i2f(3600);
515 Players[Player_num].hours_level++;
518 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
519 if ( Players[Player_num].time_total > i2f(3600) ) {
520 Players[Player_num].time_total -= i2f(3600);
521 Players[Player_num].hours_total++;
525 //hack to not start object when loading level
526 extern int Dont_start_sound_objects;
528 //go through this level and start any eclip sounds
529 void set_sound_sources()
534 digi_init_sounds(); //clear old sounds
536 Dont_start_sound_objects = 1;
538 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
539 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
542 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
543 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))
544 if ((sn=Effects[ec].sound_num)!=-1) {
546 int csegnum = seg->children[sidenum];
548 //check for sound on other side of wall. Don't add on
549 //both walls if sound travels through wall. If sound
550 //does travel through wall, add sound for lower-numbered
553 if (IS_CHILD(csegnum) && csegnum < segnum) {
554 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
558 csegp = &Segments[seg->children[sidenum]];
559 csidenum = find_connect_side(seg, csegp);
561 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
562 continue; //skip this one
566 compute_center_point_on_side(&pnt,seg,sidenum);
567 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
571 Dont_start_sound_objects = 0;
576 //fix flash_dist=i2f(1);
577 fix flash_dist=fl2f(.9);
579 //create flash for player appearance
580 void create_player_appearance_effect(object *player_obj)
587 int objnum = OBJECT_NUMBER(player_obj);
588 if ( (objnum < 0) || (objnum > Highest_object_index) )
589 Int3(); // See Rob, trying to track down weird network bug
593 if (player_obj == Viewer)
594 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
596 pos = player_obj->pos;
598 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
601 effect_obj->orient = player_obj->orient;
603 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
604 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, OBJECT_NUMBER(effect_obj), 0, F1_0 );
609 // New Game sequencing functions
612 //pairs of chars describing ranges
613 char playername_allowed_chars[] = "azAZ09__--";
615 int RegisterPlayerSub(int allow_abort)
619 char text[CALLSIGN_LEN+1]="";
621 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
624 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
626 Newmenu_allowed_chars = playername_allowed_chars;
627 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
628 Newmenu_allowed_chars = NULL;
636 if (text[0]==0) //null string
639 cmd_appendf("player %s", text);
645 //Inputs the player's name, without putting up the background screen
648 int allow_abort_flag = 1;
650 if ( Players[Player_num].callsign[0] == 0 ) {
651 // Read the last player's name from config file, not lastplr.txt
652 strncpy( Players[Player_num].callsign, config_last_player.string, CALLSIGN_LEN );
654 if (config_last_player.string[0]==0)
655 allow_abort_flag = 0;
660 if (!RegisterPlayerSub(allow_abort_flag))
661 //return 0; // They hit Esc during enter name stage
664 set_display_mode(Default_display_mode);
666 WriteConfigFile(); // Update lastplr
672 void free_polygon_models();
673 void load_robot_replacements(char *level_name);
675 extern int Robot_replacements_loaded;
677 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
678 void LoadLevel(int level_num,int page_in_textures)
684 save_player = Players[Player_num];
686 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
688 if (level_num<0) //secret level
689 level_name = Secret_level_names[-level_num-1];
691 level_name = Level_names[level_num-1];
693 gr_set_current_canvas(NULL);
694 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
696 Last_msg_ycrd = -1; //so we don't restore backgound under msg
698 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
699 // WIN(ShowCursorW());
702 gr_palette_load(gr_palette);
703 show_boxed_message(TXT_LOADING);
706 show_boxed_message(TXT_LOADING);
707 gr_palette_load(gr_palette);
710 load_ret = load_level(level_name); //actually load the data from disk!
713 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
715 Current_level_num=level_num;
717 // load_palette_pig(Current_level_palette); //load just the pig
719 load_palette(Current_level_palette,1,1); //don't change screen
721 load_endlevel_data(level_num);
724 load_d1_bitmap_replacements();
726 load_bitmap_replacements(level_name);
728 if (Robot_replacements_loaded) {
729 free_polygon_models();
730 read_hamfile(); //load original data
731 if (Current_mission->enhanced) {
734 extern void bm_read_extra_robots();
735 sprintf(t,"%s.ham",Current_mission_filename);
736 bm_read_extra_robots(t, Current_mission->enhanced);
739 Robot_replacements_loaded = 0;
741 load_robot_replacements(level_name);
743 if ( page_in_textures )
744 piggy_load_level_data();
747 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
749 reset_network_objects();
752 Players[Player_num] = save_player;
756 songs_play_level_song( Current_level_num );
758 clear_boxed_message(); //remove message before new palette loaded
760 gr_palette_load(gr_palette); //actually load the palette
762 // WIN(HideCursorW());
765 //sets up Player_num & ConsoleObject
766 void InitPlayerObject()
768 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
770 if (Player_num != 0 ) {
771 Players[0] = Players[Player_num];
775 Players[Player_num].objnum = 0;
777 ConsoleObject = &Objects[Players[Player_num].objnum];
779 ConsoleObject->type = OBJ_PLAYER;
780 ConsoleObject->id = Player_num;
781 ConsoleObject->control_type = CT_FLYING;
782 ConsoleObject->movement_type = MT_PHYSICS;
785 extern void game_disable_cheats();
786 extern void turn_cheats_off();
787 extern void init_seismic_disturbances(void);
788 extern int state_default_item;
790 //starts a new game on the given level
791 void StartNewGame(int start_level)
793 state_default_item = -2; // for first blind save, pick slot to save in
795 Game_mode = GM_NORMAL;
796 Function_mode = FMODE_GAME;
800 InitPlayerObject(); //make sure player's object set up
802 init_player_stats_game(); //clear all stats
806 Network_new_game = 0;
810 StartNewLevelSecret(start_level, 0);
812 StartNewLevel(start_level, 0);
814 Players[Player_num].starting_level = start_level; // Mark where they started
816 game_disable_cheats();
818 init_seismic_disturbances();
821 //@@//starts a resumed game loaded from disk
822 //@@void ResumeSavedGame(int start_level)
824 //@@ Game_mode = GM_NORMAL;
825 //@@ Function_mode = FMODE_GAME;
828 //@@ Network_new_game = 0;
830 //@@ InitPlayerObject(); //make sure player's object set up
832 //@@ StartNewLevel(start_level, 0);
834 //@@ game_disable_cheats();
838 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
841 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
843 // -----------------------------------------------------------------------------
844 // Does the bonus scoring.
845 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
846 void DoEndLevelScoreGlitz(int network)
848 int level_points, skill_points, energy_points, shield_points, hostage_points;
849 int all_hostage_points;
851 char all_hostage_text[64];
852 char endgame_text[64];
853 #define N_GLITZITEMS 11
854 char m_str[N_GLITZITEMS][30];
855 newmenu_item m[N_GLITZITEMS+1];
861 set_screen_mode(SCREEN_MENU); //go into menu mode
868 mprintf((0,"DoEndLevelScoreGlitz\n"));
870 // Compute level player is on, deal with secret levels (negative numbers)
871 mine_level = Players[Player_num].level;
873 mine_level *= -(Last_level/N_secret_levels);
875 level_points = Players[Player_num].score-Players[Player_num].last_score;
877 if (!Cheats_enabled) {
878 if (Difficulty_level > 1) {
879 skill_points = level_points*(Difficulty_level)/4;
880 skill_points -= skill_points % 100;
884 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
885 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
886 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
888 shield_points -= shield_points % 50;
889 energy_points -= energy_points % 50;
897 all_hostage_text[0] = 0;
900 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
901 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
902 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
904 all_hostage_points = 0;
906 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
907 endgame_points = Players[Player_num].lives * 10000;
908 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
911 endgame_points = is_last_level = 0;
913 mprintf((0,"adding bonus points\n"));
914 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
917 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
918 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
919 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
920 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
922 sprintf(m_str[c++], "%s", all_hostage_text);
923 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
924 sprintf(m_str[c++], "%s", endgame_text);
926 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
927 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
929 for (i=0; i<c; i++) {
930 m[i].type = NM_TYPE_TEXT;
931 m[i].text = m_str[i];
934 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
936 if (Current_level_num < 0)
937 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);
939 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);
941 Assert(c <= N_GLITZITEMS);
943 gr_palette_fade_out(gr_palette, 32, 0);
945 mprintf((0,"doing menu\n"));
948 if ( network && (Game_mode & GM_NETWORK) )
949 newmenu_do2(NULL, title, c, m, network_endlevel_poll2, 0, STARS_BACKGROUND);
952 // NOTE LINK TO ABOVE!!!
953 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
955 mprintf((0,"done DoEndLevelScoreGlitz\n"));
958 //give the player the opportunity to save his game
959 void DoEndlevelMenu()
961 //No between level saves......!!! state_save_all(1);
964 // -----------------------------------------------------------------------------------------------------
965 //called when the player is starting a level (new game or new ship)
966 void StartSecretLevel()
968 Assert(!Player_is_dead);
970 InitPlayerPosition(0);
972 verify_console_object();
974 ConsoleObject->control_type = CT_FLYING;
975 ConsoleObject->movement_type = MT_PHYSICS;
977 // -- WHY? -- disable_matcens();
978 clear_transient_objects(0); //0 means leave proximity bombs
980 // create_player_appearance_effect(ConsoleObject);
981 Do_appearance_effect = 1;
983 ai_reset_all_paths();
984 // -- NO? -- reset_time();
987 Auto_fire_fusion_cannon_time = 0;
990 Robot_firing_enabled = 1;
993 extern void set_pos_from_return_segment(void);
995 // Returns true if secret level has been destroyed.
996 int p_secret_level_destroyed(void)
998 if (First_secret_visit) {
999 return 0; // Never been there, can't have been destroyed.
1001 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1010 // -----------------------------------------------------------------------------------------------------
1011 void do_secret_message(char *msg)
1017 old_fmode = Function_mode;
1018 Function_mode = FMODE_MENU;
1019 nm_messagebox(NULL, 1, TXT_OK, msg);
1020 Function_mode = old_fmode;
1023 // -----------------------------------------------------------------------------------------------------
1024 // called when the player is starting a new level for normal game mode and restore state
1025 // Need to deal with whether this is the first time coming to this level or not. If not the
1026 // first time, instead of initializing various things, need to do a game restore for all the
1027 // robots, powerups, walls, doors, etc.
1028 void StartNewLevelSecret(int level_num, int page_in_textures)
1035 m[0].type = NM_TYPE_TEXT;
1038 last_drawn_cockpit[0] = -1;
1039 last_drawn_cockpit[1] = -1;
1041 if (Newdemo_state == ND_STATE_PAUSED)
1042 Newdemo_state = ND_STATE_RECORDING;
1044 if (Newdemo_state == ND_STATE_RECORDING) {
1045 newdemo_set_new_level(level_num);
1046 newdemo_record_start_frame(FrameCount, FrameTime );
1047 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1049 gr_palette_fade_out(gr_palette, 32, 0);
1051 set_screen_mode(SCREEN_MENU); //go into menu mode
1053 if (First_secret_visit) {
1054 do_secret_message(TXT_SECRET_EXIT);
1056 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1058 do_secret_message(TXT_SECRET_EXIT);
1062 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1063 do_secret_message(text_str);
1068 LoadLevel(level_num,page_in_textures);
1070 Assert(Current_level_num == level_num); //make sure level set right
1072 Assert(Function_mode == FMODE_GAME);
1074 gameseq_init_network_players(); // Initialize the Players array for
1077 HUD_clear_messages();
1079 automap_clear_visited();
1081 // -- init_player_stats_level();
1083 Viewer = &Objects[Players[Player_num].objnum];
1085 gameseq_remove_unused_players();
1089 Control_center_destroyed = 0;
1092 reset_palette_add();
1094 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1095 init_robots_for_level();
1097 init_smega_detonates();
1100 reset_special_effects();
1103 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1105 int pw_save, sw_save;
1107 pw_save = Primary_weapon;
1108 sw_save = Secondary_weapon;
1109 state_restore_all(1, 1, PLAYER_DIR "secret.sgc");
1110 Primary_weapon = pw_save;
1111 Secondary_weapon = sw_save;
1112 reset_special_effects();
1114 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1118 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1119 do_secret_message(text_str);
1122 // -- // If file doesn't exist, it's because reactor was destroyed.
1123 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1124 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1125 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1130 if (First_secret_visit) {
1131 copy_defaults_to_robot_all();
1136 init_controlcen_for_level();
1138 // Say player can use FLASH cheat to mark path to exit.
1139 Last_level_path_created = -1;
1141 First_secret_visit = 0;
1144 int Entered_from_level;
1146 // ---------------------------------------------------------------------------------------------------------------
1147 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1148 void ExitSecretLevel(void)
1150 if (Newdemo_state == ND_STATE_PLAYBACK)
1153 if (!Control_center_destroyed) {
1154 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1157 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1159 int pw_save, sw_save;
1161 returning_to_level_message();
1162 pw_save = Primary_weapon;
1163 sw_save = Secondary_weapon;
1164 state_restore_all(1, 1, PLAYER_DIR "secret.sgb");
1165 Primary_weapon = pw_save;
1166 Secondary_weapon = sw_save;
1168 // File doesn't exist, so can't return to base level. Advance to next one.
1169 if (Entered_from_level == Last_level)
1172 advancing_to_level_message();
1173 StartNewLevel(Entered_from_level+1, 0);
1178 // ---------------------------------------------------------------------------------------------------------------
1179 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1180 // be invulnerable or cloaked.
1181 void do_cloak_invul_secret_stuff(fix old_gametime)
1183 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1186 time_used = old_gametime - Players[Player_num].invulnerable_time;
1187 Players[Player_num].invulnerable_time = GameTime - time_used;
1190 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1193 time_used = old_gametime - Players[Player_num].cloak_time;
1194 Players[Player_num].cloak_time = GameTime - time_used;
1198 // ---------------------------------------------------------------------------------------------------------------
1199 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1200 // is passing to the secret level.
1202 void EnterSecretLevel(void)
1207 Assert(! (Game_mode & GM_MULTI) );
1209 Entered_from_level = Current_level_num;
1211 if (Control_center_destroyed)
1212 DoEndLevelScoreGlitz(0);
1214 if (Newdemo_state != ND_STATE_PLAYBACK)
1215 state_save_all(0, 1, NULL, 0); // Not between levels (ie, save all), IS a secret level, NO filename override
1217 // Find secret level number to go to, stuff in Next_level_num.
1218 for (i=0; i<-Last_secret_level; i++)
1219 if (Secret_level_table[i]==Current_level_num) {
1220 Next_level_num = -(i+1);
1222 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1223 Next_level_num = -i;
1227 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1228 Next_level_num = Last_secret_level;
1230 old_gametime = GameTime;
1232 StartNewLevelSecret(Next_level_num, 1);
1234 // do_cloak_invul_stuff();
1237 //called when the player has finished a level
1238 void PlayerFinishedLevel(int secret_flag)
1240 Assert(!secret_flag);
1242 //credit the player for hostages
1243 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1245 if (Game_mode & GM_NETWORK)
1246 Players[Player_num].connected = 2; // Finished but did not die
1248 last_drawn_cockpit[0] = -1;
1249 last_drawn_cockpit[1] = -1;
1251 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1254 #if defined(D2_OEM) || defined(COMPILATION)
1255 #define MOVIE_REQUIRED 0
1257 #define MOVIE_REQUIRED 1
1261 #define ENDMOVIE "endo"
1263 #define ENDMOVIE "end"
1266 void show_order_form();
1267 extern void com_hangup(void);
1269 //called when the player has finished the last level
1270 void DoEndGame(void)
1272 mprintf((0,"DoEndGame\n"));
1274 Function_mode = FMODE_MENU;
1275 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1276 newdemo_stop_recording();
1278 set_screen_mode( SCREEN_MENU );
1280 gr_set_current_canvas(NULL);
1284 if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
1285 { //only built-in mission, & not multi
1286 int played=MOVIE_NOT_PLAYED; //default is not played
1288 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1289 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1294 songs_play_song( SONG_TITLE, 0 );
1295 do_briefing_screens("end2oem.tex",1);
1299 songs_play_song( SONG_ENDGAME, 0 );
1300 mprintf((0,"doing briefing\n"));
1301 do_briefing_screens("ending2.tex",1);
1302 mprintf((0,"briefing done\n"));
1305 } else if (!(Game_mode & GM_MULTI)) { //not multi
1306 char tname[FILENAME_LEN];
1307 sprintf(tname,"%s.tex",Current_mission_filename);
1308 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1310 //try doing special credits
1311 sprintf(tname,"%s.ctb",Current_mission_filename);
1312 credits_show(tname);
1322 if (Game_mode & GM_MULTI)
1323 multi_endlevel_score();
1326 // NOTE LINK TO ABOVE
1327 DoEndLevelScoreGlitz(0);
1329 if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1330 gr_set_current_canvas( NULL );
1331 gr_clear_canvas(BM_XRGB(0,0,0));
1333 load_palette(DEFAULT_PALETTE,0,1);
1334 scores_maybe_add_player(0);
1337 Function_mode = FMODE_MENU;
1339 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1340 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1342 Game_mode = GM_GAME_OVER;
1345 longjmp( LeaveGame, 0 ); // Exit out of game loop
1348 //called to go to the next level (if there is one)
1349 //if secret_flag is true, advance to secret level, else next normal one
1350 // Return true if game over.
1351 void AdvanceLevel(int secret_flag)
1357 mprintf((0,"AdvanceLevel\n"));
1359 Assert(!secret_flag);
1361 if (Current_level_num != Last_level) {
1363 if (Game_mode & GM_MULTI)
1364 multi_endlevel_score();
1367 // NOTE LINK TO ABOVE!!!
1368 DoEndLevelScoreGlitz(0); //give bonuses
1371 Control_center_destroyed = 0;
1374 if (Current_level_num == 0)
1375 return; //not a real level
1379 if (Game_mode & GM_MULTI) {
1380 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1381 if (result) // failed to sync
1383 if (Current_level_num == Last_level) //player has finished the game!
1384 longjmp( LeaveGame, 0 ); // Exit out of game loop
1391 if (Current_level_num == Last_level) { //player has finished the game!
1393 mprintf((0,"Finished last level!\n"));
1399 Next_level_num = Current_level_num+1; //assume go to next normal level
1401 if (!(Game_mode & GM_MULTI))
1402 DoEndlevelMenu(); // Let use save their game
1404 StartNewLevel(Next_level_num, 0);
1409 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1411 extern char last_palette_loaded[];
1413 void load_stars_palette()
1418 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1419 Assert(pcx_error == PCX_ERROR_NONE);
1421 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1424 { //remap stuff. this code is kindof a hack
1426 //now, before we bring up the menu, we need to
1427 //do some stuff to make sure the palette is ok. First, we need to
1428 //get our current palette into the 2d's array, so the remapping will
1429 //work. Second, we need to remap the fonts. Third, we need to fill
1430 //in part of the fade tables so the darkening of the menu edges works
1432 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1433 remap_fonts_and_menus(1);
1437 strcpy(last_palette_loaded,""); //force palette load next time
1441 void nm_draw_background1(char * filename);
1446 //@@ ubyte pal[256*3];
1448 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1449 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1451 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1453 nm_draw_background1(STARS_BACKGROUND);
1459 died_in_mine_message(void)
1461 // Tell the player he died in the mine, explain why
1464 if (Game_mode & GM_MULTI)
1467 gr_palette_fade_out(gr_palette, 32, 0);
1469 set_screen_mode(SCREEN_MENU); //go into menu mode
1471 gr_set_current_canvas(NULL);
1475 old_fmode = Function_mode;
1476 Function_mode = FMODE_MENU;
1477 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1478 Function_mode = old_fmode;
1481 // Called when player dies on secret level.
1482 void returning_to_level_message(void)
1488 if (Game_mode & GM_MULTI)
1491 gr_palette_fade_out(gr_palette, 32, 0);
1493 set_screen_mode(SCREEN_MENU); //go into menu mode
1495 gr_set_current_canvas(NULL);
1499 old_fmode = Function_mode;
1500 Function_mode = FMODE_MENU;
1501 sprintf(msg, "Returning to level %i", Entered_from_level);
1502 nm_messagebox(NULL, 1, TXT_OK, msg);
1503 Function_mode = old_fmode;
1506 // Called when player dies on secret level.
1507 void advancing_to_level_message(void)
1513 // Only supposed to come here from a secret level.
1514 Assert(Current_level_num < 0);
1516 if (Game_mode & GM_MULTI)
1519 gr_palette_fade_out(gr_palette, 32, 0);
1521 set_screen_mode(SCREEN_MENU); //go into menu mode
1523 gr_set_current_canvas(NULL);
1527 old_fmode = Function_mode;
1528 Function_mode = FMODE_MENU;
1529 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1530 nm_messagebox(NULL, 1, TXT_OK, msg);
1531 Function_mode = old_fmode;
1534 void digi_stop_digi_sounds();
1538 reset_palette_add();
1540 gr_palette_load (gr_palette);
1542 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1543 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1545 dead_player_end(); //terminate death sequence (if playing)
1548 if (Game_mode == GM_EDITOR) { //test mine, not real level
1549 object * playerobj = &Objects[Players[Player_num].objnum];
1550 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1551 load_level("gamesave.lvl");
1552 init_player_stats_new_ship();
1553 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1560 if ( Game_mode&GM_MULTI )
1562 multi_do_death(Players[Player_num].objnum);
1566 { //Note link to above else!
1567 Players[Player_num].lives--;
1568 if (Players[Player_num].lives == 0)
1575 if ( Control_center_destroyed ) {
1577 //clear out stuff so no bonus
1578 Players[Player_num].hostages_on_board = 0;
1579 Players[Player_num].energy = 0;
1580 Players[Player_num].shields = 0;
1581 Players[Player_num].connected = 3;
1583 died_in_mine_message(); // Give them some indication of what happened
1585 if (Current_level_num < 0) {
1586 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1588 returning_to_level_message();
1589 state_restore_all(1, 2, PLAYER_DIR "secret.sgb"); // 2 means you died
1590 set_pos_from_return_segment();
1591 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1593 advancing_to_level_message();
1594 StartNewLevel(Entered_from_level+1, 0);
1595 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1599 AdvanceLevel(0); //if finished, go on to next level
1601 init_player_stats_new_ship();
1602 last_drawn_cockpit[0] = -1;
1603 last_drawn_cockpit[1] = -1;
1606 } else if (Current_level_num < 0) {
1607 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1609 returning_to_level_message();
1610 if (!Control_center_destroyed)
1611 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1612 state_restore_all(1, 2, PLAYER_DIR "secret.sgb");
1613 set_pos_from_return_segment();
1614 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1616 died_in_mine_message(); // Give them some indication of what happened
1617 advancing_to_level_message();
1618 StartNewLevel(Entered_from_level+1, 0);
1619 init_player_stats_new_ship();
1622 init_player_stats_new_ship();
1629 extern int BigWindowSwitch;
1631 //called when the player is starting a new level for normal game mode and restore state
1632 // secret_flag set if came from a secret level
1633 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1635 if (!(Game_mode & GM_MULTI)) {
1636 last_drawn_cockpit[0] = -1;
1637 last_drawn_cockpit[1] = -1;
1642 if (Newdemo_state == ND_STATE_PAUSED)
1643 Newdemo_state = ND_STATE_RECORDING;
1645 if (Newdemo_state == ND_STATE_RECORDING) {
1646 newdemo_set_new_level(level_num);
1647 newdemo_record_start_frame(FrameCount, FrameTime );
1650 if (Game_mode & GM_MULTI)
1651 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1653 LoadLevel(level_num,page_in_textures);
1655 Assert(Current_level_num == level_num); //make sure level set right
1657 gameseq_init_network_players(); // Initialize the Players array for
1660 Viewer = &Objects[Players[Player_num].objnum];
1662 Assert(N_players <= NumNetPlayerPositions);
1663 //If this assert fails, there's not enough start positions
1666 if (Game_mode & GM_NETWORK)
1668 if(network_level_sync()) // After calling this, Player_num is set
1671 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1673 if(com_level_sync())
1678 Assert(Function_mode == FMODE_GAME);
1681 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1684 HUD_clear_messages();
1686 automap_clear_visited();
1689 if (Network_new_game == 1)
1691 Network_new_game = 0;
1692 init_player_stats_new_ship();
1695 init_player_stats_level(secret_flag);
1698 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1701 for (i = 0; i < N_players; i++)
1702 Players[i].flags |= Netgame.player_flags[i];
1705 if (Game_mode & GM_MULTI)
1707 multi_prep_level(); // Removes robots from level if necessary
1711 gameseq_remove_unused_players();
1715 Control_center_destroyed = 0;
1717 set_screen_mode(SCREEN_GAME);
1719 init_robots_for_level();
1721 init_smega_detonates();
1724 reset_palette_add();
1725 init_thief_for_level();
1726 init_stuck_objects();
1727 game_flush_inputs(); // clear out the keyboard
1728 if (!(Game_mode & GM_MULTI))
1729 filter_objects_from_level();
1733 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1734 mission_write_config();
1736 reset_special_effects();
1739 gr_remap_mono_fonts();
1740 ogl_cache_level_textures();
1745 if (Network_rejoined == 1)
1748 mprintf((0, "Restarting - joining in random location.\n"));
1750 Network_rejoined = 0;
1755 StartLevel(0); // Note link to above if!
1757 copy_defaults_to_robot_all();
1758 init_controlcen_for_level();
1760 // Say player can use FLASH cheat to mark path to exit.
1761 Last_level_path_created = -1;
1765 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1767 void bash_to_shield (int i,char *s)
1770 int type=Objects[i].id;
1773 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1776 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1779 Objects[i].id = POW_SHIELD_BOOST;
1780 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
1781 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
1785 void filter_objects_from_level()
1789 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1791 for (i=0;i<=Highest_object_index;i++)
1793 if (Objects[i].type==OBJ_POWERUP)
1794 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
1795 bash_to_shield (i,"Flag!!!!");
1802 char movie_name[FILENAME_LEN];
1803 } intro_movie[] = { { 1,"pla"},
1811 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1813 extern int MenuHiresAvailable;
1814 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
1815 extern int intro_played; //true if big intro movie played
1817 void ShowLevelIntro(int level_num)
1819 //if shareware, show a briefing?
1821 if (!(Game_mode & GM_MULTI)) {
1824 ubyte save_pal[sizeof(gr_palette)];
1826 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1828 if (PLAYING_BUILTIN_MISSION) {
1831 if (is_SHAREWARE || is_MAC_SHARE)
1834 do_briefing_screens ("brief2.tex", 1);
1838 if (level_num == 1 && !intro_played)
1839 do_briefing_screens("brief2o.tex", 1);
1841 else // full version
1843 for (i=0;i<NUM_INTRO_MOVIES;i++)
1845 if (!Skip_briefing_screens && intro_movie[i].level_num == level_num)
1848 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
1857 int hires_save=MenuHiresAvailable;
1859 if (robot_movies == 1) //lowres only
1861 MenuHiresAvailable = 0; //pretend we can't do highres
1863 if (hires_save != MenuHiresAvailable)
1864 Screen_mode = -1; //force reset
1868 do_briefing_screens ("robot.tex",level_num);
1870 MenuHiresAvailable = hires_save;
1876 else { //not the built-in mission. check for add-on briefing
1878 do_briefing_screens(Briefing_text_filename, level_num);
1880 char tname[FILENAME_LEN];
1881 sprintf(tname, "%s.tex", Current_mission_filename);
1882 do_briefing_screens(tname, level_num);
1887 memcpy(gr_palette,save_pal,sizeof(gr_palette));
1891 // ---------------------------------------------------------------------------
1892 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
1893 // Reason: On this level, if player goes to a secret level, he will be going to a different
1894 // secret level than he's ever been to before.
1895 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
1896 void maybe_set_first_secret_visit(int level_num)
1900 for (i=0; i<N_secret_levels; i++) {
1901 if (Secret_level_table[i] == level_num) {
1902 First_secret_visit = 1;
1903 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
1908 //called when the player is starting a new level for normal game model
1909 // secret_flag if came from a secret level
1910 void StartNewLevel(int level_num, int secret_flag)
1914 if ((level_num > 0) && (!secret_flag)) {
1915 maybe_set_first_secret_visit(level_num);
1918 ShowLevelIntro(level_num);
1920 StartNewLevelSub(level_num, 1, secret_flag );
1924 //initialize the player object position & orientation (at start of game, or new ship)
1925 void InitPlayerPosition(int random_flag)
1930 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
1932 NewPlayer = Player_num;
1934 else if (random_flag == 1)
1936 int i, closest = -1, trys=0;
1937 fix closest_dist = 0x7ffffff, dist;
1939 d_srand((unsigned int)clock());
1942 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
1944 mprintf((1, "WARNING: There are only %d start positions!\n"));
1952 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
1956 NewPlayer = d_rand() % NumNetPlayerPositions;
1959 closest_dist = 0x7fffffff;
1961 for (i=0; i<N_players; i++ ) {
1962 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
1963 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
1964 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
1965 if ( (dist < closest_dist) && (dist >= 0) ) {
1966 closest_dist = dist;
1972 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
1973 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
1976 mprintf((0, "Starting position is not being changed.\n"));
1977 goto done; // If deathmatch and not random, positions were already determined by sync packet
1979 Assert(NewPlayer >= 0);
1980 Assert(NewPlayer < NumNetPlayerPositions);
1983 ConsoleObject->pos = Player_init[NewPlayer].pos;
1984 ConsoleObject->orient = Player_init[NewPlayer].orient;
1985 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
1987 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
1989 obj_relink(OBJECT_NUMBER(ConsoleObject), Player_init[NewPlayer].segnum);
1994 reset_player_object();
1998 // -----------------------------------------------------------------------------------------------------
1999 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2000 // What about setting size!? Where does that come from?
2001 void copy_defaults_to_robot(object *objp)
2006 Assert(objp->type == OBJ_ROBOT);
2008 Assert(objid < N_robot_types);
2010 robptr = &Robot_info[objid];
2012 // Boost shield for Thief and Buddy based on level.
2013 objp->shields = robptr->strength;
2015 if ((robptr->thief) || (robptr->companion)) {
2016 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2018 if (robptr->companion) {
2019 // Now, scale guide-bot hits by skill level
2020 switch (Difficulty_level) {
2021 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2022 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2023 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2027 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2028 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2030 // Additional wimpification of bosses at Trainee
2031 if ((robptr->boss_flag) && (Difficulty_level == 0))
2035 // -----------------------------------------------------------------------------------------------------
2036 // Copy all values from the robot info structure to all instances of robots.
2037 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2038 // This function should be called at level load time.
2039 void copy_defaults_to_robot_all()
2043 for (i=0; i<=Highest_object_index; i++)
2044 if (Objects[i].type == OBJ_ROBOT)
2045 copy_defaults_to_robot(&Objects[i]);
2049 extern void clear_stuck_objects(void);
2051 // -----------------------------------------------------------------------------------------------------
2052 //called when the player is starting a level (new game or new ship)
2053 void StartLevel(int random_flag)
2055 Assert(!Player_is_dead);
2057 InitPlayerPosition(random_flag);
2059 verify_console_object();
2061 ConsoleObject->control_type = CT_FLYING;
2062 ConsoleObject->movement_type = MT_PHYSICS;
2066 clear_transient_objects(0); //0 means leave proximity bombs
2068 // create_player_appearance_effect(ConsoleObject);
2069 Do_appearance_effect = 1;
2072 if (Game_mode & GM_MULTI)
2074 if (Game_mode & GM_MULTI_COOP)
2076 multi_send_position(Players[Player_num].objnum);
2077 multi_send_reappear();
2080 if (Game_mode & GM_NETWORK)
2081 network_do_frame(1, 1);
2084 ai_reset_all_paths();
2085 ai_init_boss_for_ship();
2086 clear_stuck_objects();
2089 // Note, this is only done if editor builtin. Calling this from here
2090 // will cause it to be called after the player dies, resetting the
2091 // hits for the buddy and thief. This is ok, since it will work ok
2092 // in a shipped version.
2099 Auto_fire_fusion_cannon_time = 0;
2102 Robot_firing_enabled = 1;