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1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
12 */
13
14 /*
15  *
16  * Routines for EndGame, EndLevel, etc.
17  *
18  */
19
20
21 #ifdef HAVE_CONFIG_H
22 #include <conf.h>
23 #endif
24
25 #include <stdio.h>
26 #include <stdlib.h>
27 #include <string.h>
28 #if !defined(_MSC_VER) && !defined(macintosh)
29 #include <unistd.h>
30 #endif
31 #include <time.h>
32
33 #ifdef OGL
34 #include "ogl_init.h"
35 #endif
36 #include "inferno.h"
37 #include "vid.h"
38 #include "key.h"
39 #include "error.h"
40 #include "joy.h"
41 #include "mono.h"
42 #include "iff.h"
43 #include "timer.h"
44 #include "texmap.h"
45 #include "3d.h"
46 #include "gr.h"
47 #include "u_mem.h"
48 #include "args.h"
49 #include "ctype.h"
50 #include "cfile.h"
51 #if defined (TACTILE)
52  #include "tactile.h"
53 #endif
54 #ifdef EDITOR
55 #include "editor/editor.h"
56 #endif
57 #include "strutil.h"
58
59
60 void StartNewLevelSecret(int level_num, int page_in_textures);
61 void InitPlayerPosition(int random_flag);
62 void load_stars();
63 void returning_to_level_message(void);
64 void advancing_to_level_message(void);
65 void DoEndGame(void);
66 void AdvanceLevel(int secret_flag);
67 void filter_objects_from_level();
68
69
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];
75
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];
81
82 cvar_t Player_highest_level = { "HighestLevel", "0", 0 };
83
84 // Global variables telling what sort of game we have
85 int MaxNumNetPlayers = -1;
86 int NumNetPlayerPositions = -1;
87
88 extern fix ThisLevelTime;
89
90 // Extern from game.c to fix a bug in the cockpit!
91
92 extern int last_drawn_cockpit[2];
93 extern int Last_level_path_created;
94
95 //      HUD_clear_messages external, declared in gauges.h
96 #ifndef _GAUGES_H
97 extern void HUD_clear_messages(); // From hud.c
98 #endif
99
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);
103
104 int     Do_appearance_effect=0;
105
106 extern int Rear_view;
107
108 int     First_secret_visit = 1;
109
110 extern int descent_critical_error;
111
112 extern int Last_msg_ycrd;
113
114 //--------------------------------------------------------------------
115 void verify_console_object()
116 {
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 );
122 }
123
124 int count_number_of_robots()
125 {
126         int robot_count;
127         int i;
128
129         robot_count = 0;
130         for (i=0;i<=Highest_object_index;i++) {
131                 if (Objects[i].type == OBJ_ROBOT)
132                         robot_count++;
133         }
134
135         return robot_count;
136 }
137
138
139 int count_number_of_hostages()
140 {
141         int count;
142         int i;
143
144         count = 0;
145         for (i=0;i<=Highest_object_index;i++) {
146                 if (Objects[i].type == OBJ_HOSTAGE)
147                         count++;
148         }
149
150         return count;
151 }
152
153 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
154 void
155 gameseq_init_network_players()
156 {
157         int i,k,j;
158
159         // Initialize network player start locations and object numbers
160
161         ConsoleObject = &Objects[0];
162         k = 0;
163         j = 0;
164         for (i=0;i<=Highest_object_index;i++) {
165
166                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
167                 {
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 ))) )
170                         {
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;
178                                 Objects[i].id = k;
179                                 k++;
180                         }
181                         else
182                                 obj_delete(i);
183                         j++;
184                 }
185
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
188
189         }
190         NumNetPlayerPositions = k;
191
192 #ifndef NDEBUG
193         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
194                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
195         {
196                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
197                 //Int3(); // Not enough positions!!
198         }
199 #endif
200 #ifdef NETWORK
201         if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
202          {
203           for (i=0;i<N_players;i++)
204                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
205                         {
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!");    
207                          return;
208                         }
209          }
210
211         if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
212         {
213                 for (i = 0; i < N_players; i++)
214                         if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
215                         {
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!");
217                                 return;
218                         }
219         }
220 #endif // NETWORK
221 }
222
223 void gameseq_remove_unused_players()
224 {
225         int i;
226
227         // 'Remove' the unused players
228
229 #ifdef NETWORK
230         if (Game_mode & GM_MULTI)
231         {
232                 for (i=0; i < NumNetPlayerPositions; i++)
233                 {
234                         if ((!Players[i].connected) || (i >= N_players))
235                         {
236                                 #ifndef NDEBUG
237 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
238                                 #endif
239                                 multi_make_player_ghost(i);
240                         }
241                 }
242         }
243         else
244 #endif
245         {               // Note link to above if!!!
246                 #ifndef NDEBUG
247                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
248                 #endif
249                 for (i=1; i < NumNetPlayerPositions; i++)
250                 {
251                         obj_delete(Players[i].objnum);
252                 }
253         }
254 }
255
256 fix StartingShields=INITIAL_SHIELDS;
257
258 // Setup player for new game
259 void init_player_stats_game()
260 {
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;
265
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;
270
271         Players[Player_num].energy = INITIAL_ENERGY;
272         Players[Player_num].shields = StartingShields;
273         Players[Player_num].killer_objnum = -1;
274
275         Players[Player_num].net_killed_total = 0;
276         Players[Player_num].net_kills_total = 0;
277
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;
283         
284         Players[Player_num].hostages_rescued_total = 0;
285         Players[Player_num].hostages_level = 0;
286         Players[Player_num].hostages_total = 0;
287
288         Players[Player_num].laser_level = 0;
289         Players[Player_num].flags = 0;
290
291         init_player_stats_new_ship();
292
293         First_secret_visit = 1;
294 }
295
296 void init_ammo_and_energy(void)
297 {
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;
302
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];
306
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;
312 }
313
314 extern  ubyte   Last_afterburner_state;
315
316 // Setup player for new level (After completion of previous level)
317 void init_player_stats_level(int secret_flag)
318 {
319         // int  i;
320
321         Players[Player_num].last_score = Players[Player_num].score;
322
323         Players[Player_num].level = Current_level_num;
324
325 #ifdef NETWORK
326         if (!Network_rejoined) {
327 #endif
328                 Players[Player_num].time_level = 0;
329                 Players[Player_num].hours_level = 0;
330 #ifdef NETWORK
331         }
332 #endif
333
334         Players[Player_num].killer_objnum = -1;
335
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;
339
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;
343
344         if (!secret_flag) {
345                 init_ammo_and_energy();
346
347                 Players[Player_num].flags &= (~KEY_BLUE);
348                 Players[Player_num].flags &= (~KEY_RED);
349                 Players[Player_num].flags &= (~KEY_GOLD);
350
351                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
352                                                                                                         PLAYER_FLAGS_CLOAKED |
353                                                                                                         PLAYER_FLAGS_MAP_ALL);
354
355                 Players[Player_num].cloak_time = 0;
356                 Players[Player_num].invulnerable_time = 0;
357
358                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
359                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
360         }
361
362         Player_is_dead = 0; // Added by RH
363         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
364
365         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
366
367         Controls.state[afterburner] = 0;
368         Last_afterburner_state = 0;
369
370         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
371
372         init_gauges();
373
374    #ifdef TACTILE
375                 if (TactileStick)
376                   tactile_set_button_jolt();
377         #endif
378
379         Missile_viewer = NULL;
380 }
381
382 extern  void init_ai_for_ship(void);
383
384 // Setup player for a brand-new ship
385 void init_player_stats_new_ship()
386 {
387         int     i;
388
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);
393         }
394
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;
400
401         Afterburner_charge = 0;
402
403         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
404                 Players[Player_num].primary_ammo[i] = 0;
405                 Primary_last_was_super[i] = 0;
406         }
407
408         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
409                 Players[Player_num].secondary_ammo[i] = 0;
410                 Secondary_last_was_super[i] = 0;
411         }
412         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
413
414         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
415         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
416
417         Primary_weapon = 0;
418         Secondary_weapon = 0;
419
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 |
429                                                                                                 PLAYER_FLAGS_FLAG);
430
431         Players[Player_num].cloak_time = 0;
432         Players[Player_num].invulnerable_time = 0;
433
434         Player_is_dead = 0;             //player no longer dead
435
436         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
437
438         Controls.state[afterburner] = 0;
439         Last_afterburner_state = 0;
440
441         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
442
443         Missile_viewer=NULL;            ///reset missile camera if out there
444
445    #ifdef TACTILE
446                 if (TactileStick)
447                  {
448                   tactile_set_button_jolt();
449                  }
450         #endif
451
452
453         init_ai_for_ship();
454 }
455
456 extern void init_stuck_objects(void);
457
458 #ifdef EDITOR
459
460 extern int Slide_segs_computed;
461
462 //reset stuff so game is semi-normal when playing from editor
463 void editor_reset_stuff_on_level()
464 {
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;
472         Game_suspended = 0;
473         verify_console_object();
474         Control_center_destroyed = 0;
475         if (Newdemo_state != ND_STATE_PLAYBACK)
476                 gameseq_remove_unused_players();
477         init_cockpit();
478         init_robots_for_level();
479         init_ai_objects();
480         init_morphs();
481         init_all_matcens();
482         init_player_stats_new_ship();
483         init_controlcen_for_level();
484         automap_clear_visited();
485         init_stuck_objects();
486         init_thief_for_level();
487
488         Slide_segs_computed = 0;
489 }
490 #endif
491
492 //do whatever needs to be done when a player dies in multiplayer
493
494 void DoGameOver()
495 {
496 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
497
498         if (PLAYING_BUILTIN_MISSION)
499                 scores_maybe_add_player(0);
500
501         Function_mode = FMODE_MENU;
502         Game_mode = GM_GAME_OVER;
503         longjmp( LeaveGame, 0 );                // Exit out of game loop
504
505 }
506
507 extern void do_save_game_menu();
508
509 //update various information about the player
510 void update_player_stats()
511 {
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++;
516                 }
517
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++;
522                 }
523 }
524
525 //hack to not start object when loading level
526 extern int Dont_start_sound_objects;
527
528 //go through this level and start any eclip sounds
529 void set_sound_sources()
530 {
531         int segnum,sidenum;
532         segment *seg;
533
534         digi_init_sounds();             //clear old sounds
535
536         Dont_start_sound_objects = 1;
537
538         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
539                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
540                         int tm,ec,sn;
541
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) {
545                                                 vms_vector pnt;
546                                                 int csegnum = seg->children[sidenum];
547
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
551                                                 //segment.
552
553                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
554                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
555                                                                 segment *csegp;
556                                                                 int csidenum;
557
558                                                                 csegp = &Segments[seg->children[sidenum]];
559                                                                 csidenum = find_connect_side(seg, csegp);
560
561                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
562                                                                         continue;               //skip this one
563                                                         }
564                                                 }
565
566                                                 compute_center_point_on_side(&pnt,seg,sidenum);
567                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
568                                         }
569                 }
570
571         Dont_start_sound_objects = 0;
572
573 }
574
575
576 //fix flash_dist=i2f(1);
577 fix flash_dist=fl2f(.9);
578
579 //create flash for player appearance
580 void create_player_appearance_effect(object *player_obj)
581 {
582         vms_vector pos;
583         object *effect_obj;
584
585 #ifndef NDEBUG
586         {
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
590         }
591 #endif
592
593         if (player_obj == Viewer)
594                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
595         else
596                 pos = player_obj->pos;
597
598         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
599
600         if (effect_obj) {
601                 effect_obj->orient = player_obj->orient;
602
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 );
605         }
606 }
607
608 //
609 // New Game sequencing functions
610 //
611
612 //pairs of chars describing ranges
613 char playername_allowed_chars[] = "azAZ09__--";
614
615 int RegisterPlayerSub(int allow_abort)
616 {
617         int x;
618         newmenu_item m;
619         char text[CALLSIGN_LEN+1]="";
620
621         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
622
623 try_again:
624         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
625
626         Newmenu_allowed_chars = playername_allowed_chars;
627         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
628         Newmenu_allowed_chars = NULL;
629
630         if ( x < 0 ) {
631                 if ( allow_abort )
632                         return 1;
633                 goto try_again;
634         }
635
636         if (text[0]==0) //null string
637                 goto try_again;
638
639         cmd_appendf("player %s", text);
640         cmd_queue_process();
641
642         return 1;
643 }
644
645 //Inputs the player's name, without putting up the background screen
646 int RegisterPlayer()
647 {
648         int allow_abort_flag = 1;
649
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 );
653
654                 if (config_last_player.string[0]==0)
655                         allow_abort_flag = 0;
656         }
657
658 do_menu_again:
659
660         if (!RegisterPlayerSub(allow_abort_flag))
661                 //return 0;             // They hit Esc during enter name stage
662                 goto do_menu_again;
663
664         set_display_mode(Default_display_mode);
665
666         WriteConfigFile();              // Update lastplr
667
668         return 1;
669 }
670
671
672 void free_polygon_models();
673 void load_robot_replacements(char *level_name);
674 int read_hamfile();
675 extern int Robot_replacements_loaded;
676
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)
679 {
680         char *level_name;
681         player save_player;
682         int load_ret;
683
684         save_player = Players[Player_num];      
685
686         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
687
688         if (level_num<0)                //secret level
689                 level_name = Secret_level_names[-level_num-1];
690         else                                    //normal level
691                 level_name = Level_names[level_num-1];
692
693         gr_set_current_canvas(NULL);
694         gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
695
696         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
697
698 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
699 //      WIN(ShowCursorW());
700
701 #if 1 //def OGL
702     gr_palette_load(gr_palette);
703     show_boxed_message(TXT_LOADING);
704         vid_update();
705 #else
706         show_boxed_message(TXT_LOADING);
707         gr_palette_load(gr_palette);
708 #endif
709
710         load_ret = load_level(level_name);              //actually load the data from disk!
711
712         if (load_ret)
713                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
714
715         Current_level_num=level_num;
716
717 //      load_palette_pig(Current_level_palette);                //load just the pig
718
719         load_palette(Current_level_palette,1,1);                //don't change screen
720
721         load_endlevel_data(level_num);
722
723         if (EMULATING_D1)
724                 load_d1_bitmap_replacements();
725         else
726                 load_bitmap_replacements(level_name);
727
728         if (Robot_replacements_loaded) {
729                 free_polygon_models();
730                 read_hamfile();         //load original data
731                 if (Current_mission->enhanced) {
732                         // load extra data
733                         char t[50];
734                         extern void bm_read_extra_robots();
735                         sprintf(t,"%s.ham",Current_mission_filename);
736                         bm_read_extra_robots(t, Current_mission->enhanced);
737                 }
738                 
739                 Robot_replacements_loaded = 0;
740         }
741         load_robot_replacements(level_name);
742
743         if ( page_in_textures )
744                 piggy_load_level_data();
745
746 #ifdef NETWORK
747         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
748
749         reset_network_objects();
750 #endif
751
752         Players[Player_num] = save_player;
753
754         set_sound_sources();
755
756         songs_play_level_song( Current_level_num );
757
758         clear_boxed_message();          //remove message before new palette loaded
759
760         gr_palette_load(gr_palette);            //actually load the palette
761
762 //      WIN(HideCursorW());
763 }
764
765 //sets up Player_num & ConsoleObject
766 void InitPlayerObject()
767 {
768         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
769
770         if (Player_num != 0 )   {
771                 Players[0] = Players[Player_num];
772                 Player_num = 0;
773         }
774
775         Players[Player_num].objnum = 0;
776
777         ConsoleObject = &Objects[Players[Player_num].objnum];
778
779         ConsoleObject->type                             = OBJ_PLAYER;
780         ConsoleObject->id                                       = Player_num;
781         ConsoleObject->control_type     = CT_FLYING;
782         ConsoleObject->movement_type    = MT_PHYSICS;
783 }
784
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;
789
790 //starts a new game on the given level
791 void StartNewGame(int start_level)
792 {
793         state_default_item = -2;        // for first blind save, pick slot to save in
794
795         Game_mode = GM_NORMAL;
796         Function_mode = FMODE_GAME;
797         
798         Next_level_num = 0;
799
800         InitPlayerObject();                             //make sure player's object set up
801
802         init_player_stats_game();               //clear all stats
803
804         N_players = 1;
805 #ifdef NETWORK
806         Network_new_game = 0;
807 #endif
808
809         if (start_level < 0)
810                 StartNewLevelSecret(start_level, 0);
811         else
812                 StartNewLevel(start_level, 0);
813
814         Players[Player_num].starting_level = start_level;               // Mark where they started
815
816         game_disable_cheats();
817
818         init_seismic_disturbances();
819 }
820
821 //@@//starts a resumed game loaded from disk
822 //@@void ResumeSavedGame(int start_level)
823 //@@{
824 //@@    Game_mode = GM_NORMAL;
825 //@@    Function_mode = FMODE_GAME;
826 //@@
827 //@@    N_players = 1;
828 //@@    Network_new_game = 0;
829 //@@
830 //@@    InitPlayerObject();                             //make sure player's object set up
831 //@@
832 //@@    StartNewLevel(start_level, 0);
833 //@@
834 //@@    game_disable_cheats();
835 //@@}
836
837 #ifndef _NETWORK_H
838 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
839 #endif
840
841 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
842
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)
847 {
848         int level_points, skill_points, energy_points, shield_points, hostage_points;
849         int     all_hostage_points;
850         int     endgame_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];
856         int                             i,c;
857         char                            title[128];
858         int                             is_last_level;
859         int                             mine_level;
860
861         set_screen_mode(SCREEN_MENU);           //go into menu mode
862
863    #ifdef TACTILE
864                 if (TactileStick)
865                   ClearForces();
866         #endif
867
868         mprintf((0,"DoEndLevelScoreGlitz\n"));
869
870         //      Compute level player is on, deal with secret levels (negative numbers)
871         mine_level = Players[Player_num].level;
872         if (mine_level < 0)
873                 mine_level *= -(Last_level/N_secret_levels);
874
875         level_points = Players[Player_num].score-Players[Player_num].last_score;
876
877         if (!Cheats_enabled) {
878                 if (Difficulty_level > 1) {
879                         skill_points = level_points*(Difficulty_level)/4;
880                         skill_points -= skill_points % 100;
881                 } else
882                         skill_points = 0;
883
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);
887
888                 shield_points -= shield_points % 50;
889                 energy_points -= energy_points % 50;
890         } else {
891                 skill_points = 0;
892                 shield_points = 0;
893                 energy_points = 0;
894                 hostage_points = 0;
895         }
896
897         all_hostage_text[0] = 0;
898         endgame_text[0] = 0;
899
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);
903         } else
904                 all_hostage_points = 0;
905
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);
909                 is_last_level=1;
910         } else
911                 endgame_points = is_last_level = 0;
912
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);
915
916         c = 0;
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);
921
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);
925
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);
928
929         for (i=0; i<c; i++) {
930                 m[i].type = NM_TYPE_TEXT;
931                 m[i].text = m_str[i];
932         }
933
934         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
935
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);
938         else
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);
940
941         Assert(c <= N_GLITZITEMS);
942
943         gr_palette_fade_out(gr_palette, 32, 0);
944
945         mprintf((0,"doing menu\n"));
946
947 #ifdef NETWORK
948         if ( network && (Game_mode & GM_NETWORK) )
949                 newmenu_do2(NULL, title, c, m, network_endlevel_poll2, 0, STARS_BACKGROUND);
950         else
951 #endif
952                 // NOTE LINK TO ABOVE!!!
953                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
954
955         mprintf((0,"done DoEndLevelScoreGlitz\n"));
956 }
957
958 //give the player the opportunity to save his game
959 void DoEndlevelMenu()
960 {
961 //No between level saves......!!!       state_save_all(1);
962 }
963
964 //      -----------------------------------------------------------------------------------------------------
965 //called when the player is starting a level (new game or new ship)
966 void StartSecretLevel()
967 {
968         Assert(!Player_is_dead);
969
970         InitPlayerPosition(0);
971
972         verify_console_object();
973
974         ConsoleObject->control_type     = CT_FLYING;
975         ConsoleObject->movement_type    = MT_PHYSICS;
976
977         // -- WHY? -- disable_matcens();
978         clear_transient_objects(0);             //0 means leave proximity bombs
979
980         // create_player_appearance_effect(ConsoleObject);
981         Do_appearance_effect = 1;
982
983         ai_reset_all_paths();
984         // -- NO? -- reset_time();
985
986         reset_rear_view();
987         Auto_fire_fusion_cannon_time = 0;
988         Fusion_charge = 0;
989
990         Robot_firing_enabled = 1;
991 }
992
993 extern void set_pos_from_return_segment(void);
994
995 //      Returns true if secret level has been destroyed.
996 int p_secret_level_destroyed(void)
997 {
998         if (First_secret_visit) {
999                 return 0;               //      Never been there, can't have been destroyed.
1000         } else {
1001                 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1002                 {
1003                         return 0;
1004                 } else {
1005                         return 1;
1006                 }
1007         }
1008 }
1009
1010 //      -----------------------------------------------------------------------------------------------------
1011 void do_secret_message(char *msg)
1012 {
1013         int     old_fmode;
1014
1015         load_stars();
1016
1017         old_fmode = Function_mode;
1018         Function_mode = FMODE_MENU;
1019         nm_messagebox(NULL, 1, TXT_OK, msg);
1020         Function_mode = old_fmode;
1021 }
1022
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)
1029 {
1030         newmenu_item    m[1];
1031         //int i;
1032
1033         ThisLevelTime=0;
1034
1035         m[0].type = NM_TYPE_TEXT;
1036         m[0].text = " ";
1037
1038         last_drawn_cockpit[0] = -1;
1039         last_drawn_cockpit[1] = -1;
1040
1041         if (Newdemo_state == ND_STATE_PAUSED)
1042                 Newdemo_state = ND_STATE_RECORDING;
1043
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) {
1048
1049                 gr_palette_fade_out(gr_palette, 32, 0);
1050
1051                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1052
1053                 if (First_secret_visit) {
1054                         do_secret_message(TXT_SECRET_EXIT);
1055                 } else {
1056                         if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1057                         {
1058                                 do_secret_message(TXT_SECRET_EXIT);
1059                         } else {
1060                                 char    text_str[128];
1061
1062                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1063                                 do_secret_message(text_str);
1064                         }
1065                 }
1066         }
1067
1068         LoadLevel(level_num,page_in_textures);
1069
1070         Assert(Current_level_num == level_num); //make sure level set right
1071
1072         Assert(Function_mode == FMODE_GAME);
1073
1074         gameseq_init_network_players(); // Initialize the Players array for
1075                                                                                           // this level
1076
1077         HUD_clear_messages();
1078
1079         automap_clear_visited();
1080
1081         // --   init_player_stats_level();
1082
1083         Viewer = &Objects[Players[Player_num].objnum];
1084
1085         gameseq_remove_unused_players();
1086
1087         Game_suspended = 0;
1088
1089         Control_center_destroyed = 0;
1090
1091         init_cockpit();
1092         reset_palette_add();
1093
1094         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1095                 init_robots_for_level();
1096                 init_ai_objects();
1097                 init_smega_detonates();
1098                 init_morphs();
1099                 init_all_matcens();
1100                 reset_special_effects();
1101                 StartSecretLevel();
1102         } else {
1103                 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1104                 {
1105                         int     pw_save, sw_save;
1106
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();
1113                         StartSecretLevel();
1114                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1115                 } else {
1116                         char    text_str[128];
1117
1118                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1119                         do_secret_message(text_str);
1120                         return;
1121
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);
1126                         // -- return;
1127                 }
1128         }
1129
1130         if (First_secret_visit) {
1131                 copy_defaults_to_robot_all();
1132         }
1133
1134         turn_cheats_off();
1135
1136         init_controlcen_for_level();
1137
1138         //      Say player can use FLASH cheat to mark path to exit.
1139         Last_level_path_created = -1;
1140
1141         First_secret_visit = 0;
1142 }
1143
1144 int     Entered_from_level;
1145
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)
1149 {
1150         if (Newdemo_state == ND_STATE_PLAYBACK)
1151                 return;
1152
1153         if (!Control_center_destroyed) {
1154                 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1155         }
1156
1157         if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1158         {
1159                 int     pw_save, sw_save;
1160
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;
1167         } else {
1168                 // File doesn't exist, so can't return to base level.  Advance to next one.
1169                 if (Entered_from_level == Last_level)
1170                         DoEndGame();
1171                 else {
1172                         advancing_to_level_message();
1173                         StartNewLevel(Entered_from_level+1, 0);
1174                 }
1175         }
1176 }
1177
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)
1182 {
1183         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1184                 fix     time_used;
1185
1186                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1187                 Players[Player_num].invulnerable_time = GameTime - time_used;
1188         }
1189
1190         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1191                 fix     time_used;
1192
1193                 time_used = old_gametime - Players[Player_num].cloak_time;
1194                 Players[Player_num].cloak_time = GameTime - time_used;
1195         }
1196 }
1197
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.
1201 //      Do a savegame.
1202 void EnterSecretLevel(void)
1203 {
1204         fix     old_gametime;
1205         int     i;
1206
1207         Assert(! (Game_mode & GM_MULTI) );
1208
1209         Entered_from_level = Current_level_num;
1210
1211         if (Control_center_destroyed)
1212                 DoEndLevelScoreGlitz(0);
1213
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
1216
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);
1221                         break;
1222                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1223                         Next_level_num = -i;
1224                         break;
1225                 }
1226
1227         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1228                 Next_level_num = Last_secret_level;
1229
1230         old_gametime = GameTime;
1231
1232         StartNewLevelSecret(Next_level_num, 1);
1233         
1234         // do_cloak_invul_stuff();
1235 }
1236
1237 //called when the player has finished a level
1238 void PlayerFinishedLevel(int secret_flag)
1239 {
1240         Assert(!secret_flag);
1241
1242         //credit the player for hostages
1243         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1244
1245         if (Game_mode & GM_NETWORK)
1246                 Players[Player_num].connected = 2; // Finished but did not die
1247
1248         last_drawn_cockpit[0] = -1;
1249         last_drawn_cockpit[1] = -1;
1250
1251         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1252 }
1253
1254 #if defined(D2_OEM) || defined(COMPILATION)
1255 #define MOVIE_REQUIRED 0
1256 #else
1257 #define MOVIE_REQUIRED 1
1258 #endif
1259
1260 #ifdef D2_OEM
1261 #define ENDMOVIE "endo"
1262 #else
1263 #define ENDMOVIE "end"
1264 #endif
1265
1266 void show_order_form();
1267 extern void com_hangup(void);
1268
1269 //called when the player has finished the last level
1270 void DoEndGame(void)
1271 {
1272         mprintf((0,"DoEndGame\n"));
1273
1274         Function_mode = FMODE_MENU;
1275         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1276                 newdemo_stop_recording();
1277
1278         set_screen_mode( SCREEN_MENU );
1279
1280         gr_set_current_canvas(NULL);
1281
1282         key_flush();
1283
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
1287
1288                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1289                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1290                 close_subtitles();
1291                 if (!played) {
1292                         if (is_D2_OEM)
1293                         {
1294                                 songs_play_song( SONG_TITLE, 0 );
1295                                 do_briefing_screens("end2oem.tex",1);
1296                         }
1297                         else
1298                         {
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"));
1303                         }
1304                 }
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
1309
1310                 //try doing special credits
1311                 sprintf(tname,"%s.ctb",Current_mission_filename);
1312                 credits_show(tname);
1313         }
1314
1315         key_flush();
1316
1317 #ifdef SHAREWARE
1318                 show_order_form();
1319 #endif
1320
1321 #ifdef NETWORK
1322         if (Game_mode & GM_MULTI)
1323                 multi_endlevel_score();
1324         else
1325 #endif
1326                 // NOTE LINK TO ABOVE
1327                 DoEndLevelScoreGlitz(0);
1328
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));
1332                 gr_palette_clear();
1333                 load_palette(DEFAULT_PALETTE,0,1);
1334                 scores_maybe_add_player(0);
1335         }
1336
1337         Function_mode = FMODE_MENU;
1338
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
1341         else
1342                 Game_mode = GM_GAME_OVER;
1343
1344
1345         longjmp( LeaveGame, 0 );                // Exit out of game loop
1346 }
1347
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)
1352 {
1353 #ifdef NETWORK
1354         int result;
1355 #endif
1356
1357         mprintf((0,"AdvanceLevel\n"));
1358
1359         Assert(!secret_flag);
1360
1361         if (Current_level_num != Last_level) {
1362 #ifdef NETWORK
1363                 if (Game_mode & GM_MULTI)
1364                         multi_endlevel_score();         
1365                 else
1366 #endif
1367                         // NOTE LINK TO ABOVE!!!
1368                         DoEndLevelScoreGlitz(0);                //give bonuses
1369         }
1370
1371         Control_center_destroyed = 0;
1372
1373         #ifdef EDITOR
1374         if (Current_level_num == 0)
1375                 return;         //not a real level
1376         #endif
1377
1378 #ifdef NETWORK
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
1382                 {
1383                         if (Current_level_num == Last_level)            //player has finished the game!
1384                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1385                         else
1386                                 return;
1387                 }
1388         }
1389 #endif
1390
1391         if (Current_level_num == Last_level) {          //player has finished the game!
1392                 
1393                 mprintf((0,"Finished last level!\n"));
1394
1395                 DoEndGame();
1396
1397         } else {
1398
1399                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1400
1401                 if (!(Game_mode & GM_MULTI))
1402                         DoEndlevelMenu(); // Let use save their game
1403
1404                 StartNewLevel(Next_level_num, 0);
1405
1406         }
1407 }
1408
1409 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1410
1411 extern char last_palette_loaded[];
1412
1413 void load_stars_palette()
1414 {
1415         int pcx_error;
1416         ubyte pal[256*3];
1417
1418         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1419         Assert(pcx_error == PCX_ERROR_NONE);
1420
1421         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1422
1423
1424         {       //remap stuff. this code is kindof a hack
1425
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
1431
1432                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1433                 remap_fonts_and_menus(1);
1434
1435         }
1436
1437         strcpy(last_palette_loaded,"");         //force palette load next time
1438 }
1439 #endif
1440
1441 void nm_draw_background1(char * filename);
1442
1443 void load_stars()
1444 {
1445 //@@    int pcx_error;
1446 //@@    ubyte pal[256*3];
1447 //@@
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);
1450 //@@
1451 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1452
1453         nm_draw_background1(STARS_BACKGROUND);
1454
1455 }
1456
1457
1458 void
1459 died_in_mine_message(void)
1460 {
1461         // Tell the player he died in the mine, explain why
1462         int old_fmode;
1463
1464         if (Game_mode & GM_MULTI)
1465                 return;
1466
1467         gr_palette_fade_out(gr_palette, 32, 0);
1468
1469         set_screen_mode(SCREEN_MENU);           //go into menu mode
1470
1471         gr_set_current_canvas(NULL);
1472
1473         load_stars();
1474
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;
1479 }
1480
1481 //      Called when player dies on secret level.
1482 void returning_to_level_message(void)
1483 {
1484         char    msg[128];
1485
1486         int old_fmode;
1487
1488         if (Game_mode & GM_MULTI)
1489                 return;
1490
1491         gr_palette_fade_out(gr_palette, 32, 0);
1492
1493         set_screen_mode(SCREEN_MENU);           //go into menu mode
1494
1495         gr_set_current_canvas(NULL);
1496
1497         load_stars();
1498
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;
1504 }
1505
1506 //      Called when player dies on secret level.
1507 void advancing_to_level_message(void)
1508 {
1509         char    msg[128];
1510
1511         int old_fmode;
1512
1513         //      Only supposed to come here from a secret level.
1514         Assert(Current_level_num < 0);
1515
1516         if (Game_mode & GM_MULTI)
1517                 return;
1518
1519         gr_palette_fade_out(gr_palette, 32, 0);
1520
1521         set_screen_mode(SCREEN_MENU);           //go into menu mode
1522
1523         gr_set_current_canvas(NULL);
1524         
1525         load_stars();
1526
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;
1532 }
1533
1534 void digi_stop_digi_sounds();
1535
1536 void DoPlayerDead()
1537 {
1538         reset_palette_add();
1539
1540         gr_palette_load (gr_palette);
1541
1542 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1543         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1544
1545         dead_player_end();              //terminate death sequence (if playing)
1546
1547         #ifdef EDITOR
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;
1554                 StartLevel(0);
1555                 return;
1556         }
1557         #endif
1558
1559 #ifdef NETWORK
1560         if ( Game_mode&GM_MULTI )
1561         {
1562                 multi_do_death(Players[Player_num].objnum);
1563         }
1564         else
1565 #endif
1566         {                               //Note link to above else!
1567                 Players[Player_num].lives--;
1568                 if (Players[Player_num].lives == 0)
1569                 {       
1570                         DoGameOver();
1571                         return;
1572                 }
1573         }
1574                                 
1575         if ( Control_center_destroyed ) {
1576
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;
1582
1583                 died_in_mine_message(); // Give them some indication of what happened
1584
1585                 if (Current_level_num < 0) {
1586                         if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1587                         {
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.
1592                         } else {
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!
1596                         }
1597                 } else {
1598
1599                         AdvanceLevel(0);                        //if finished, go on to next level
1600
1601                         init_player_stats_new_ship();
1602                         last_drawn_cockpit[0] = -1;
1603                         last_drawn_cockpit[1] = -1;
1604                 }
1605
1606         } else if (Current_level_num < 0) {
1607                 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1608                 {
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.
1615                 } else {
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();
1620                 }
1621         } else {
1622                 init_player_stats_new_ship();
1623                 StartLevel(1);
1624         }
1625
1626         digi_sync_sounds();
1627 }
1628
1629 extern int BigWindowSwitch;
1630
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)
1634 {
1635         if (!(Game_mode & GM_MULTI)) {
1636                 last_drawn_cockpit[0] = -1;
1637                 last_drawn_cockpit[1] = -1;
1638         }
1639    BigWindowSwitch=0;
1640
1641
1642         if (Newdemo_state == ND_STATE_PAUSED)
1643                 Newdemo_state = ND_STATE_RECORDING;
1644
1645         if (Newdemo_state == ND_STATE_RECORDING) {
1646                 newdemo_set_new_level(level_num);
1647                 newdemo_record_start_frame(FrameCount, FrameTime );
1648         }
1649
1650         if (Game_mode & GM_MULTI)
1651                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1652
1653         LoadLevel(level_num,page_in_textures);
1654
1655         Assert(Current_level_num == level_num); //make sure level set right
1656
1657         gameseq_init_network_players(); // Initialize the Players array for
1658                                                                                           // this level
1659
1660         Viewer = &Objects[Players[Player_num].objnum];
1661
1662         Assert(N_players <= NumNetPlayerPositions);
1663                 //If this assert fails, there's not enough start positions
1664
1665 #ifdef NETWORK
1666         if (Game_mode & GM_NETWORK)
1667         {
1668                 if(network_level_sync()) // After calling this, Player_num is set
1669                         return;
1670         }
1671         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1672         {
1673                 if(com_level_sync())
1674                         return;
1675         }
1676 #endif
1677
1678         Assert(Function_mode == FMODE_GAME);
1679
1680         #ifndef NDEBUG
1681         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1682         #endif
1683
1684         HUD_clear_messages();
1685
1686         automap_clear_visited();
1687
1688 #ifdef NETWORK
1689         if (Network_new_game == 1)
1690         {
1691                 Network_new_game = 0;
1692                 init_player_stats_new_ship();
1693         }
1694 #endif
1695         init_player_stats_level(secret_flag);
1696
1697 #ifdef NETWORK
1698         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1699         {
1700                 int i;
1701                 for (i = 0; i < N_players; i++)
1702                         Players[i].flags |= Netgame.player_flags[i];
1703         }
1704
1705         if (Game_mode & GM_MULTI)
1706         {
1707                 multi_prep_level(); // Removes robots from level if necessary
1708         }
1709 #endif
1710
1711         gameseq_remove_unused_players();
1712
1713         Game_suspended = 0;
1714
1715         Control_center_destroyed = 0;
1716
1717         set_screen_mode(SCREEN_GAME);
1718         init_cockpit();
1719         init_robots_for_level();
1720         init_ai_objects();
1721         init_smega_detonates();
1722         init_morphs();
1723         init_all_matcens();
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();
1730
1731         turn_cheats_off();
1732
1733         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1734                 mission_write_config();
1735
1736         reset_special_effects();
1737
1738 #ifdef OGL
1739         gr_remap_mono_fonts();
1740         ogl_cache_level_textures();
1741 #endif
1742
1743
1744 #ifdef NETWORK
1745         if (Network_rejoined == 1)
1746         {
1747                 #ifndef NDEBUG
1748                 mprintf((0, "Restarting - joining in random location.\n"));
1749                 #endif
1750                 Network_rejoined = 0;
1751                 StartLevel(1);
1752         }
1753         else
1754 #endif
1755                 StartLevel(0);          // Note link to above if!
1756
1757         copy_defaults_to_robot_all();
1758         init_controlcen_for_level();
1759
1760         //      Say player can use FLASH cheat to mark path to exit.
1761         Last_level_path_created = -1;
1762 }
1763
1764 #ifdef NETWORK
1765 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1766 #endif
1767 void bash_to_shield (int i,char *s)
1768 {
1769 #ifdef NETWORK
1770         int type=Objects[i].id;
1771 #endif
1772
1773         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1774
1775 #ifdef NETWORK
1776         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1777 #endif
1778
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;
1782 }
1783
1784
1785 void filter_objects_from_level()
1786  {
1787   int i;
1788
1789   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1790
1791   for (i=0;i<=Highest_object_index;i++)
1792         {
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!!!!");
1796    }
1797
1798  }
1799
1800 struct {
1801         int     level_num;
1802         char    movie_name[FILENAME_LEN];
1803 } intro_movie[] = {     { 1,"pla"},
1804                                                         { 5,"plb"},
1805                                                         { 9,"plc"},
1806                                                         {13,"pld"},
1807                                                         {17,"ple"},
1808                                                         {21,"plf"},
1809                                                         {24,"plg"}};
1810
1811 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1812
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
1816
1817 void ShowLevelIntro(int level_num)
1818 {
1819         //if shareware, show a briefing?
1820
1821         if (!(Game_mode & GM_MULTI)) {
1822                 int i;
1823
1824                 ubyte save_pal[sizeof(gr_palette)];
1825
1826                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1827
1828                 if (PLAYING_BUILTIN_MISSION) {
1829                         int movie=0;
1830
1831                         if (is_SHAREWARE || is_MAC_SHARE)
1832                         {
1833                                 if (level_num==1)
1834                                         do_briefing_screens ("brief2.tex", 1);
1835                         }
1836                         else if (is_D2_OEM)
1837                         {
1838                                 if (level_num == 1 && !intro_played)
1839                                         do_briefing_screens("brief2o.tex", 1);
1840                         }
1841                         else // full version
1842                         {
1843                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
1844                                 {
1845                                         if (!Skip_briefing_screens && intro_movie[i].level_num == level_num)
1846                                         {
1847                                                 Screen_mode = -1;
1848                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
1849                                                 movie=1;
1850                                                 break;
1851                                         }
1852                                 }
1853
1854 #if 0
1855                                 if (robot_movies)
1856                                 {
1857                                         int hires_save=MenuHiresAvailable;
1858
1859                                         if (robot_movies == 1)          //lowres only
1860                                         {
1861                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
1862
1863                                                 if (hires_save != MenuHiresAvailable)
1864                                                         Screen_mode = -1;               //force reset
1865
1866                                         }
1867 #endif
1868                                         do_briefing_screens ("robot.tex",level_num);
1869 #if 0
1870                                         MenuHiresAvailable = hires_save;
1871                                 }
1872 #endif
1873
1874                         }
1875                 }
1876                 else {  //not the built-in mission.  check for add-on briefing
1877                         if (EMULATING_D1)
1878                                 do_briefing_screens(Briefing_text_filename, level_num);
1879                         else {
1880                                 char tname[FILENAME_LEN];
1881                                 sprintf(tname, "%s.tex", Current_mission_filename);
1882                                 do_briefing_screens(tname, level_num);
1883                         }
1884                 }
1885
1886
1887                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
1888         }
1889 }
1890
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)
1897 {
1898         int     i;
1899
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));
1904                 }
1905         }
1906 }
1907
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)
1911 {
1912         ThisLevelTime=0;
1913
1914         if ((level_num > 0) && (!secret_flag)) {
1915                 maybe_set_first_secret_visit(level_num);
1916         }
1917
1918         ShowLevelIntro(level_num);
1919
1920         StartNewLevelSub(level_num, 1, secret_flag );
1921
1922 }
1923
1924 //initialize the player object position & orientation (at start of game, or new ship)
1925 void InitPlayerPosition(int random_flag)
1926 {
1927         int NewPlayer=0;
1928
1929 #ifdef NETWORK
1930         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
1931 #endif
1932                 NewPlayer = Player_num;
1933 #ifdef NETWORK
1934         else if (random_flag == 1)
1935         {
1936                 int i, closest = -1, trys=0;
1937                 fix closest_dist = 0x7ffffff, dist;
1938
1939                 d_srand((unsigned int)clock());
1940
1941 #ifndef NDEBUG
1942                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
1943                 {
1944                         mprintf((1, "WARNING: There are only %d start positions!\n"));
1945                         //Int3();
1946                 }
1947 #endif
1948
1949                 do {
1950                         if (trys > 0)   
1951                         {
1952                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
1953                         }
1954                         trys++;
1955
1956                         NewPlayer = d_rand() % NumNetPlayerPositions;
1957
1958                         closest = -1;
1959                         closest_dist = 0x7fffffff;
1960         
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;
1967                                                 closest = i;
1968                                         }
1969                                 }
1970                         }
1971
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) );
1974         }
1975         else {
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
1978         }
1979         Assert(NewPlayer >= 0);
1980         Assert(NewPlayer < NumNetPlayerPositions);
1981 #endif
1982
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));
1986
1987         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
1988
1989         obj_relink(OBJECT_NUMBER(ConsoleObject), Player_init[NewPlayer].segnum);
1990
1991 #ifdef NETWORK
1992 done:
1993 #endif
1994         reset_player_object();
1995         reset_cruise();
1996 }
1997
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)
2002 {
2003         robot_info      *robptr;
2004         int                     objid;
2005
2006         Assert(objp->type == OBJ_ROBOT);
2007         objid = objp->id;
2008         Assert(objid < N_robot_types);
2009
2010         robptr = &Robot_info[objid];
2011
2012         //      Boost shield for Thief and Buddy based on level.
2013         objp->shields = robptr->strength;
2014
2015         if ((robptr->thief) || (robptr->companion)) {
2016                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2017
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
2024                                 default:        break;
2025                         }
2026                 }
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);
2029
2030         //      Additional wimpification of bosses at Trainee
2031         if ((robptr->boss_flag) && (Difficulty_level == 0))
2032                 objp->shields /= 2;
2033 }
2034
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()
2040 {
2041         int     i;
2042
2043         for (i=0; i<=Highest_object_index; i++)
2044                 if (Objects[i].type == OBJ_ROBOT)
2045                         copy_defaults_to_robot(&Objects[i]);
2046
2047 }
2048
2049 extern void clear_stuck_objects(void);
2050
2051 //      -----------------------------------------------------------------------------------------------------
2052 //called when the player is starting a level (new game or new ship)
2053 void StartLevel(int random_flag)
2054 {
2055         Assert(!Player_is_dead);
2056
2057         InitPlayerPosition(random_flag);
2058
2059         verify_console_object();
2060
2061         ConsoleObject->control_type     = CT_FLYING;
2062         ConsoleObject->movement_type    = MT_PHYSICS;
2063
2064         disable_matcens();
2065
2066         clear_transient_objects(0);             //0 means leave proximity bombs
2067
2068         // create_player_appearance_effect(ConsoleObject);
2069         Do_appearance_effect = 1;
2070
2071 #ifdef NETWORK
2072         if (Game_mode & GM_MULTI)
2073         {
2074                 if (Game_mode & GM_MULTI_COOP)
2075                         multi_send_score();
2076                 multi_send_position(Players[Player_num].objnum);
2077                 multi_send_reappear();
2078         }               
2079
2080         if (Game_mode & GM_NETWORK)
2081                 network_do_frame(1, 1);
2082 #endif
2083
2084         ai_reset_all_paths();
2085         ai_init_boss_for_ship();
2086         clear_stuck_objects();
2087
2088         #ifdef EDITOR
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.
2093         init_ai_objects();
2094         #endif
2095
2096         reset_time();
2097
2098         reset_rear_view();
2099         Auto_fire_fusion_cannon_time = 0;
2100         Fusion_charge = 0;
2101
2102         Robot_firing_enabled = 1;
2103 }