1 /* $Id: gameseq.c,v 1.47 2005-08-02 06:13:56 chris Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Routines for EndGame, EndLevel, etc.
27 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.47 2005-08-02 06:13:56 chris Exp $";
33 #if !defined(_MSC_VER) && !defined(macintosh)
100 #include "cntrlcen.h"
105 #include "texmerge.h"
112 #include "controls.h"
114 #include "gamemine.h"
116 #if defined (TACTILE)
121 #include "editor/editor.h"
127 void StartNewLevelSecret(int level_num, int page_in_textures);
128 void InitPlayerPosition(int random_flag);
130 void returning_to_level_message(void);
131 void advancing_to_level_message(void);
132 void DoEndGame(void);
133 void AdvanceLevel(int secret_flag);
134 void filter_objects_from_level();
136 // From allender -- you'll find these defines in state.c and cntrlcen.c
137 // since I couldn't think of a good place to put them and i wanted to
138 // fix this stuff fast! Sorry about that...
141 #define SECRETB_FILENAME "secret.sgb"
142 #define SECRETC_FILENAME "secret.sgc"
144 #define SECRETB_FILENAME ":Players:secret.sgb"
145 #define SECRETC_FILENAME ":Players:secret.sgc"
148 //Current_level_num starts at 1 for the first level
149 //-1,-2,-3 are secret levels
150 //0 means not a real level loaded
151 int Current_level_num=0,Next_level_num;
152 char Current_level_name[LEVEL_NAME_LEN];
154 // Global variables describing the player
155 int N_players=1; // Number of players ( >1 means a net game, eh?)
156 int Player_num=0; // The player number who is on the console.
157 player Players[MAX_PLAYERS+4]; // Misc player info
158 obj_position Player_init[MAX_PLAYERS];
160 // Global variables telling what sort of game we have
161 int MaxNumNetPlayers = -1;
162 int NumNetPlayerPositions = -1;
164 extern fix ThisLevelTime;
166 // Extern from game.c to fix a bug in the cockpit!
168 extern int last_drawn_cockpit[2];
169 extern int Last_level_path_created;
171 // HUD_clear_messages external, declared in gauges.h
173 extern void HUD_clear_messages(); // From hud.c
176 // Extra prototypes declared for the sake of LINT
177 void init_player_stats_new_ship(void);
178 void copy_defaults_to_robot_all(void);
180 int Do_appearance_effect=0;
182 extern int Rear_view;
184 int First_secret_visit = 1;
186 extern int descent_critical_error;
188 extern int Last_msg_ycrd;
190 //--------------------------------------------------------------------
191 void verify_console_object()
193 Assert( Player_num > -1 );
194 Assert( Players[Player_num].objnum > -1 );
195 ConsoleObject = &Objects[Players[Player_num].objnum];
196 Assert( ConsoleObject->type==OBJ_PLAYER );
197 Assert( ConsoleObject->id==Player_num );
200 int count_number_of_robots()
206 for (i=0;i<=Highest_object_index;i++) {
207 if (Objects[i].type == OBJ_ROBOT)
215 int count_number_of_hostages()
221 for (i=0;i<=Highest_object_index;i++) {
222 if (Objects[i].type == OBJ_HOSTAGE)
229 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
231 gameseq_init_network_players()
235 // Initialize network player start locations and object numbers
237 ConsoleObject = &Objects[0];
240 for (i=0;i<=Highest_object_index;i++) {
242 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
244 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
245 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
247 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
248 Objects[i].type=OBJ_PLAYER;
249 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
250 Player_init[k].pos = Objects[i].pos;
251 Player_init[k].orient = Objects[i].orient;
252 Player_init[k].segnum = Objects[i].segnum;
253 Players[k].objnum = i;
262 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
263 obj_delete(i); //kill the buddy in netgames
266 NumNetPlayerPositions = k;
269 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
270 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
272 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
273 //Int3(); // Not enough positions!!
277 if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
279 for (i=0;i<N_players;i++)
280 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
282 nm_messagebox ("Warning!",1,TXT_OK,"This special version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");
287 if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
289 for (i = 0; i < N_players; i++)
290 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
292 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!");
299 void gameseq_remove_unused_players()
303 // 'Remove' the unused players
306 if (Game_mode & GM_MULTI)
308 for (i=0; i < NumNetPlayerPositions; i++)
310 if ((!Players[i].connected) || (i >= N_players))
313 // mprintf((0, "Ghosting player ship %d.\n", i+1));
315 multi_make_player_ghost(i);
321 { // Note link to above if!!!
323 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
325 for (i=1; i < NumNetPlayerPositions; i++)
327 obj_delete(Players[i].objnum);
332 fix StartingShields=INITIAL_SHIELDS;
334 // Setup player for new game
335 void init_player_stats_game()
337 Players[Player_num].score = 0;
338 Players[Player_num].last_score = 0;
339 Players[Player_num].lives = INITIAL_LIVES;
340 Players[Player_num].level = 1;
342 Players[Player_num].time_level = 0;
343 Players[Player_num].time_total = 0;
344 Players[Player_num].hours_level = 0;
345 Players[Player_num].hours_total = 0;
347 Players[Player_num].energy = INITIAL_ENERGY;
348 Players[Player_num].shields = StartingShields;
349 Players[Player_num].killer_objnum = -1;
351 Players[Player_num].net_killed_total = 0;
352 Players[Player_num].net_kills_total = 0;
354 Players[Player_num].num_kills_level = 0;
355 Players[Player_num].num_kills_total = 0;
356 Players[Player_num].num_robots_level = 0;
357 Players[Player_num].num_robots_total = 0;
358 Players[Player_num].KillGoalCount = 0;
360 Players[Player_num].hostages_rescued_total = 0;
361 Players[Player_num].hostages_level = 0;
362 Players[Player_num].hostages_total = 0;
364 Players[Player_num].laser_level = 0;
365 Players[Player_num].flags = 0;
367 init_player_stats_new_ship();
369 First_secret_visit = 1;
372 void init_ammo_and_energy(void)
374 if (Players[Player_num].energy < INITIAL_ENERGY)
375 Players[Player_num].energy = INITIAL_ENERGY;
376 if (Players[Player_num].shields < StartingShields)
377 Players[Player_num].shields = StartingShields;
379 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
380 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
381 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
383 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
384 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
385 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
386 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
387 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
390 extern ubyte Last_afterburner_state;
392 // Setup player for new level (After completion of previous level)
393 void init_player_stats_level(int secret_flag)
397 Players[Player_num].last_score = Players[Player_num].score;
399 Players[Player_num].level = Current_level_num;
402 if (!Network_rejoined) {
404 Players[Player_num].time_level = 0;
405 Players[Player_num].hours_level = 0;
410 Players[Player_num].killer_objnum = -1;
412 Players[Player_num].num_kills_level = 0;
413 Players[Player_num].num_robots_level = count_number_of_robots();
414 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
416 Players[Player_num].hostages_level = count_number_of_hostages();
417 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
418 Players[Player_num].hostages_on_board = 0;
421 init_ammo_and_energy();
423 Players[Player_num].flags &= (~KEY_BLUE);
424 Players[Player_num].flags &= (~KEY_RED);
425 Players[Player_num].flags &= (~KEY_GOLD);
427 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
428 PLAYER_FLAGS_CLOAKED |
429 PLAYER_FLAGS_MAP_ALL);
431 Players[Player_num].cloak_time = 0;
432 Players[Player_num].invulnerable_time = 0;
434 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
435 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
438 Player_is_dead = 0; // Added by RH
439 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
441 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
443 Controls.afterburner_state = 0;
444 Last_afterburner_state = 0;
446 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
452 tactile_set_button_jolt();
455 Missile_viewer = NULL;
458 extern void init_ai_for_ship(void);
460 // Setup player for a brand-new ship
461 void init_player_stats_new_ship()
465 if (Newdemo_state == ND_STATE_RECORDING) {
466 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
467 newdemo_record_player_weapon(0, 0);
468 newdemo_record_player_weapon(1, 0);
471 Players[Player_num].energy = INITIAL_ENERGY;
472 Players[Player_num].shields = StartingShields;
473 Players[Player_num].laser_level = 0;
474 Players[Player_num].killer_objnum = -1;
475 Players[Player_num].hostages_on_board = 0;
477 Afterburner_charge = 0;
479 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
480 Players[Player_num].primary_ammo[i] = 0;
481 Primary_last_was_super[i] = 0;
484 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
485 Players[Player_num].secondary_ammo[i] = 0;
486 Secondary_last_was_super[i] = 0;
488 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
490 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
491 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
494 Secondary_weapon = 0;
496 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
497 PLAYER_FLAGS_AFTERBURNER |
498 PLAYER_FLAGS_CLOAKED |
499 PLAYER_FLAGS_INVULNERABLE |
500 PLAYER_FLAGS_MAP_ALL |
501 PLAYER_FLAGS_CONVERTER |
502 PLAYER_FLAGS_AMMO_RACK |
503 PLAYER_FLAGS_HEADLIGHT |
504 PLAYER_FLAGS_HEADLIGHT_ON |
507 Players[Player_num].cloak_time = 0;
508 Players[Player_num].invulnerable_time = 0;
510 Player_is_dead = 0; //player no longer dead
512 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
514 Controls.afterburner_state = 0;
515 Last_afterburner_state = 0;
517 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
519 Missile_viewer=NULL; ///reset missile camera if out there
524 tactile_set_button_jolt();
532 extern void init_stuck_objects(void);
536 extern int Slide_segs_computed;
538 //reset stuff so game is semi-normal when playing from editor
539 void editor_reset_stuff_on_level()
541 gameseq_init_network_players();
542 init_player_stats_level(0);
543 Viewer = ConsoleObject;
544 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
545 ConsoleObject->id=Player_num;
546 ConsoleObject->control_type = CT_FLYING;
547 ConsoleObject->movement_type = MT_PHYSICS;
549 verify_console_object();
550 Control_center_destroyed = 0;
551 if (Newdemo_state != ND_STATE_PLAYBACK)
552 gameseq_remove_unused_players();
554 init_robots_for_level();
558 init_player_stats_new_ship();
559 init_controlcen_for_level();
560 automap_clear_visited();
561 init_stuck_objects();
562 init_thief_for_level();
564 Slide_segs_computed = 0;
568 //do whatever needs to be done when a player dies in multiplayer
572 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
574 if (PLAYING_BUILTIN_MISSION)
575 scores_maybe_add_player(0);
577 Function_mode = FMODE_MENU;
578 Game_mode = GM_GAME_OVER;
579 longjmp( LeaveGame, 0 ); // Exit out of game loop
583 extern void do_save_game_menu();
585 //update various information about the player
586 void update_player_stats()
588 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
589 if ( Players[Player_num].time_level > i2f(3600) ) {
590 Players[Player_num].time_level -= i2f(3600);
591 Players[Player_num].hours_level++;
594 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
595 if ( Players[Player_num].time_total > i2f(3600) ) {
596 Players[Player_num].time_total -= i2f(3600);
597 Players[Player_num].hours_total++;
601 //hack to not start object when loading level
602 extern int Dont_start_sound_objects;
604 //go through this level and start any eclip sounds
605 void set_sound_sources()
610 digi_init_sounds(); //clear old sounds
612 Dont_start_sound_objects = 1;
614 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
615 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
618 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
619 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))
620 if ((sn=Effects[ec].sound_num)!=-1) {
622 int csegnum = seg->children[sidenum];
624 //check for sound on other side of wall. Don't add on
625 //both walls if sound travels through wall. If sound
626 //does travel through wall, add sound for lower-numbered
629 if (IS_CHILD(csegnum) && csegnum < segnum) {
630 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
634 csegp = &Segments[seg->children[sidenum]];
635 csidenum = find_connect_side(seg, csegp);
637 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
638 continue; //skip this one
642 compute_center_point_on_side(&pnt,seg,sidenum);
643 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
647 Dont_start_sound_objects = 0;
652 //fix flash_dist=i2f(1);
653 fix flash_dist=fl2f(.9);
655 //create flash for player appearance
656 void create_player_appearance_effect(object *player_obj)
663 int objnum = player_obj-Objects;
664 if ( (objnum < 0) || (objnum > Highest_object_index) )
665 Int3(); // See Rob, trying to track down weird network bug
669 if (player_obj == Viewer)
670 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
672 pos = player_obj->pos;
674 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
677 effect_obj->orient = player_obj->orient;
679 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
680 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
685 // New Game sequencing functions
688 //pairs of chars describing ranges
689 char playername_allowed_chars[] = "azAZ09__--";
691 int MakeNewPlayerFile(int allow_abort)
696 char text[CALLSIGN_LEN+1]="";
698 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
701 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
703 Newmenu_allowed_chars = playername_allowed_chars;
704 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
705 Newmenu_allowed_chars = NULL;
708 if ( allow_abort ) return 0;
712 if (text[0]==0) //null string
714 sprintf( filename, "%s.plr", text );
716 if (PHYSFS_exists(filename))
718 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
722 if ( !new_player_config() )
723 goto try_again; // They hit Esc during New player config
725 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
732 //Inputs the player's name, without putting up the background screen
737 int allow_abort_flag = 1;
739 if ( Players[Player_num].callsign[0] == 0 ) {
740 //---------------------------------------------------------------------
741 // Set default config options in case there is no config file
742 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
743 Config_joystick_sensitivity = 8;
744 Config_control_type =CONTROL_NONE;
745 for (i=0; i<CONTROL_MAX_TYPES; i++ )
746 for (j=0; j<MAX_CONTROLS; j++ )
747 kconfig_settings[i][j] = default_kconfig_settings[i][j];
749 //----------------------------------------------------------------
751 // Read the last player's name from config file, not lastplr.txt
752 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
754 if (config_last_player[0]==0)
755 allow_abort_flag = 0;
762 if (!newmenu_get_filename(TXT_SELECT_PILOT, "plr", filename, allow_abort_flag))
763 goto do_menu_again; //return 0; // They hit Esc in file selector
766 if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
767 goto do_menu_again; // They hit Esc in file selector
770 newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
773 if ( filename[0] == '<' ) {
774 // They selected 'create new pilot'
775 if (!MakeNewPlayerFile(allow_abort_flag))
776 //return 0; // They hit Esc during enter name stage
779 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
782 if (read_player_file() != EZERO)
785 Auto_leveling_on = Default_leveling_on;
787 set_display_mode(Default_display_mode);
789 WriteConfigFile(); // Update lastplr
795 void free_polygon_models();
796 void load_robot_replacements(char *level_name);
798 extern int Robot_replacements_loaded;
800 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
801 void LoadLevel(int level_num,int page_in_textures)
807 save_player = Players[Player_num];
809 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
811 if (level_num<0) //secret level
812 level_name = Secret_level_names[-level_num-1];
814 level_name = Level_names[level_num-1];
816 gr_set_current_canvas(NULL);
817 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
819 Last_msg_ycrd = -1; //so we don't restore backgound under msg
821 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
822 // WIN(ShowCursorW());
825 gr_palette_load(gr_palette);
826 show_boxed_message(TXT_LOADING);
829 show_boxed_message(TXT_LOADING);
830 gr_palette_load(gr_palette);
833 load_ret = load_level(level_name); //actually load the data from disk!
836 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
838 Current_level_num=level_num;
840 // load_palette_pig(Current_level_palette); //load just the pig
842 load_palette(Current_level_palette,1,1); //don't change screen
844 load_endlevel_data(level_num);
847 load_d1_bitmap_replacements();
849 load_bitmap_replacements(level_name);
851 if (Robot_replacements_loaded) {
852 free_polygon_models();
853 read_hamfile(); //load original data
854 if (Current_mission->enhanced) {
857 extern void bm_read_extra_robots();
858 sprintf(t,"%s.ham",Current_mission_filename);
859 bm_read_extra_robots(t, Current_mission->enhanced);
862 Robot_replacements_loaded = 0;
864 load_robot_replacements(level_name);
866 if ( page_in_textures )
867 piggy_load_level_data();
870 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
872 reset_network_objects();
875 Players[Player_num] = save_player;
879 songs_play_level_song( Current_level_num );
881 clear_boxed_message(); //remove message before new palette loaded
883 gr_palette_load(gr_palette); //actually load the palette
885 // WIN(HideCursorW());
888 //sets up Player_num & ConsoleObject
889 void InitPlayerObject()
891 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
893 if (Player_num != 0 ) {
894 Players[0] = Players[Player_num];
898 Players[Player_num].objnum = 0;
900 ConsoleObject = &Objects[Players[Player_num].objnum];
902 ConsoleObject->type = OBJ_PLAYER;
903 ConsoleObject->id = Player_num;
904 ConsoleObject->control_type = CT_FLYING;
905 ConsoleObject->movement_type = MT_PHYSICS;
908 extern void game_disable_cheats();
909 extern void turn_cheats_off();
910 extern void init_seismic_disturbances(void);
911 extern int state_default_item;
913 //starts a new game on the given level
914 void StartNewGame(int start_level)
916 state_default_item = -2; // for first blind save, pick slot to save in
918 Game_mode = GM_NORMAL;
919 Function_mode = FMODE_GAME;
923 InitPlayerObject(); //make sure player's object set up
925 init_player_stats_game(); //clear all stats
929 Network_new_game = 0;
933 StartNewLevelSecret(start_level, 0);
935 StartNewLevel(start_level, 0);
937 Players[Player_num].starting_level = start_level; // Mark where they started
939 game_disable_cheats();
941 init_seismic_disturbances();
944 //@@//starts a resumed game loaded from disk
945 //@@void ResumeSavedGame(int start_level)
947 //@@ Game_mode = GM_NORMAL;
948 //@@ Function_mode = FMODE_GAME;
951 //@@ Network_new_game = 0;
953 //@@ InitPlayerObject(); //make sure player's object set up
955 //@@ StartNewLevel(start_level, 0);
957 //@@ game_disable_cheats();
961 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
964 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
966 // -----------------------------------------------------------------------------
967 // Does the bonus scoring.
968 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
969 void DoEndLevelScoreGlitz(int network)
971 int level_points, skill_points, energy_points, shield_points, hostage_points;
972 int all_hostage_points;
974 char all_hostage_text[64];
975 char endgame_text[64];
976 #define N_GLITZITEMS 11
977 char m_str[N_GLITZITEMS][30];
978 newmenu_item m[N_GLITZITEMS+1];
984 set_screen_mode(SCREEN_MENU); //go into menu mode
991 mprintf((0,"DoEndLevelScoreGlitz\n"));
993 // Compute level player is on, deal with secret levels (negative numbers)
994 mine_level = Players[Player_num].level;
996 mine_level *= -(Last_level/N_secret_levels);
998 level_points = Players[Player_num].score-Players[Player_num].last_score;
1000 if (!Cheats_enabled) {
1001 if (Difficulty_level > 1) {
1002 skill_points = level_points*(Difficulty_level)/4;
1003 skill_points -= skill_points % 100;
1007 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1008 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1009 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1011 shield_points -= shield_points % 50;
1012 energy_points -= energy_points % 50;
1020 all_hostage_text[0] = 0;
1021 endgame_text[0] = 0;
1023 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1024 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1025 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1027 all_hostage_points = 0;
1029 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
1030 endgame_points = Players[Player_num].lives * 10000;
1031 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1034 endgame_points = is_last_level = 0;
1036 mprintf((0,"adding bonus points\n"));
1037 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1040 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
1041 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1042 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1043 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1045 sprintf(m_str[c++], "%s", all_hostage_text);
1046 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1047 sprintf(m_str[c++], "%s", endgame_text);
1049 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1050 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1052 for (i=0; i<c; i++) {
1053 m[i].type = NM_TYPE_TEXT;
1054 m[i].text = m_str[i];
1057 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
1059 if (Current_level_num < 0)
1060 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);
1062 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);
1064 Assert(c <= N_GLITZITEMS);
1066 gr_palette_fade_out(gr_palette, 32, 0);
1068 mprintf((0,"doing menu\n"));
1071 if ( network && (Game_mode & GM_NETWORK) )
1072 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1075 // NOTE LINK TO ABOVE!!!
1076 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1078 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1081 //give the player the opportunity to save his game
1082 void DoEndlevelMenu()
1084 //No between level saves......!!! state_save_all(1);
1087 // -----------------------------------------------------------------------------------------------------
1088 //called when the player is starting a level (new game or new ship)
1089 void StartSecretLevel()
1091 Assert(!Player_is_dead);
1093 InitPlayerPosition(0);
1095 verify_console_object();
1097 ConsoleObject->control_type = CT_FLYING;
1098 ConsoleObject->movement_type = MT_PHYSICS;
1100 // -- WHY? -- disable_matcens();
1101 clear_transient_objects(0); //0 means leave proximity bombs
1103 // create_player_appearance_effect(ConsoleObject);
1104 Do_appearance_effect = 1;
1106 ai_reset_all_paths();
1107 // -- NO? -- reset_time();
1110 Auto_fire_fusion_cannon_time = 0;
1113 Robot_firing_enabled = 1;
1116 extern void set_pos_from_return_segment(void);
1118 // Returns true if secret level has been destroyed.
1119 int p_secret_level_destroyed(void)
1121 if (First_secret_visit) {
1122 return 0; // Never been there, can't have been destroyed.
1124 if (PHYSFS_exists(SECRETC_FILENAME))
1133 // -----------------------------------------------------------------------------------------------------
1134 void do_secret_message(char *msg)
1140 old_fmode = Function_mode;
1141 Function_mode = FMODE_MENU;
1142 nm_messagebox(NULL, 1, TXT_OK, msg);
1143 Function_mode = old_fmode;
1146 // -----------------------------------------------------------------------------------------------------
1147 // called when the player is starting a new level for normal game mode and restore state
1148 // Need to deal with whether this is the first time coming to this level or not. If not the
1149 // first time, instead of initializing various things, need to do a game restore for all the
1150 // robots, powerups, walls, doors, etc.
1151 void StartNewLevelSecret(int level_num, int page_in_textures)
1158 m[0].type = NM_TYPE_TEXT;
1161 last_drawn_cockpit[0] = -1;
1162 last_drawn_cockpit[1] = -1;
1164 if (Newdemo_state == ND_STATE_PAUSED)
1165 Newdemo_state = ND_STATE_RECORDING;
1167 if (Newdemo_state == ND_STATE_RECORDING) {
1168 newdemo_set_new_level(level_num);
1169 newdemo_record_start_frame(FrameCount, FrameTime );
1170 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1172 gr_palette_fade_out(gr_palette, 32, 0);
1174 set_screen_mode(SCREEN_MENU); //go into menu mode
1176 if (First_secret_visit) {
1177 do_secret_message(TXT_SECRET_EXIT);
1179 if (PHYSFS_exists(SECRETC_FILENAME))
1181 do_secret_message(TXT_SECRET_EXIT);
1185 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1186 do_secret_message(text_str);
1191 LoadLevel(level_num,page_in_textures);
1193 Assert(Current_level_num == level_num); //make sure level set right
1195 Assert(Function_mode == FMODE_GAME);
1197 gameseq_init_network_players(); // Initialize the Players array for
1200 HUD_clear_messages();
1202 automap_clear_visited();
1204 // -- init_player_stats_level();
1206 Viewer = &Objects[Players[Player_num].objnum];
1208 gameseq_remove_unused_players();
1212 Control_center_destroyed = 0;
1215 reset_palette_add();
1217 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1218 init_robots_for_level();
1220 init_smega_detonates();
1223 reset_special_effects();
1226 if (PHYSFS_exists(SECRETC_FILENAME))
1228 int pw_save, sw_save;
1230 pw_save = Primary_weapon;
1231 sw_save = Secondary_weapon;
1232 state_restore_all(1, 1, SECRETC_FILENAME);
1233 Primary_weapon = pw_save;
1234 Secondary_weapon = sw_save;
1235 reset_special_effects();
1237 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1241 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1242 do_secret_message(text_str);
1245 // -- // If file doesn't exist, it's because reactor was destroyed.
1246 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1247 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1248 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1253 if (First_secret_visit) {
1254 copy_defaults_to_robot_all();
1259 init_controlcen_for_level();
1261 // Say player can use FLASH cheat to mark path to exit.
1262 Last_level_path_created = -1;
1264 First_secret_visit = 0;
1267 int Entered_from_level;
1269 // ---------------------------------------------------------------------------------------------------------------
1270 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1271 void ExitSecretLevel(void)
1273 if (Newdemo_state == ND_STATE_PLAYBACK)
1276 if (!Control_center_destroyed) {
1277 state_save_all(0, 2, SECRETC_FILENAME, 0);
1280 if (PHYSFS_exists(SECRETB_FILENAME))
1282 int pw_save, sw_save;
1284 returning_to_level_message();
1285 pw_save = Primary_weapon;
1286 sw_save = Secondary_weapon;
1287 state_restore_all(1, 1, SECRETB_FILENAME);
1288 Primary_weapon = pw_save;
1289 Secondary_weapon = sw_save;
1291 // File doesn't exist, so can't return to base level. Advance to next one.
1292 if (Entered_from_level == Last_level)
1295 advancing_to_level_message();
1296 StartNewLevel(Entered_from_level+1, 0);
1301 // ---------------------------------------------------------------------------------------------------------------
1302 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1303 // be invulnerable or cloaked.
1304 void do_cloak_invul_secret_stuff(fix old_gametime)
1306 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1309 time_used = old_gametime - Players[Player_num].invulnerable_time;
1310 Players[Player_num].invulnerable_time = GameTime - time_used;
1313 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1316 time_used = old_gametime - Players[Player_num].cloak_time;
1317 Players[Player_num].cloak_time = GameTime - time_used;
1321 // ---------------------------------------------------------------------------------------------------------------
1322 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1323 // is passing to the secret level.
1325 void EnterSecretLevel(void)
1330 Assert(! (Game_mode & GM_MULTI) );
1332 Entered_from_level = Current_level_num;
1334 if (Control_center_destroyed)
1335 DoEndLevelScoreGlitz(0);
1337 if (Newdemo_state != ND_STATE_PLAYBACK)
1338 state_save_all(0, 1, NULL, 0); // Not between levels (ie, save all), IS a secret level, NO filename override
1340 // Find secret level number to go to, stuff in Next_level_num.
1341 for (i=0; i<-Last_secret_level; i++)
1342 if (Secret_level_table[i]==Current_level_num) {
1343 Next_level_num = -(i+1);
1345 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1346 Next_level_num = -i;
1350 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1351 Next_level_num = Last_secret_level;
1353 old_gametime = GameTime;
1355 StartNewLevelSecret(Next_level_num, 1);
1357 // do_cloak_invul_stuff();
1360 //called when the player has finished a level
1361 void PlayerFinishedLevel(int secret_flag)
1363 Assert(!secret_flag);
1365 //credit the player for hostages
1366 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1368 if (Game_mode & GM_NETWORK)
1369 Players[Player_num].connected = 2; // Finished but did not die
1371 last_drawn_cockpit[0] = -1;
1372 last_drawn_cockpit[1] = -1;
1374 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1377 #if defined(D2_OEM) || defined(COMPILATION)
1378 #define MOVIE_REQUIRED 0
1380 #define MOVIE_REQUIRED 1
1384 #define ENDMOVIE "endo"
1386 #define ENDMOVIE "end"
1389 void show_order_form();
1390 extern void com_hangup(void);
1392 //called when the player has finished the last level
1393 void DoEndGame(void)
1395 mprintf((0,"DoEndGame\n"));
1397 Function_mode = FMODE_MENU;
1398 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1399 newdemo_stop_recording();
1401 set_screen_mode( SCREEN_MENU );
1403 gr_set_current_canvas(NULL);
1407 if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
1408 { //only built-in mission, & not multi
1409 int played=MOVIE_NOT_PLAYED; //default is not played
1411 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1412 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1417 songs_play_song( SONG_TITLE, 0 );
1418 do_briefing_screens("end2oem.tex",1);
1422 songs_play_song( SONG_ENDGAME, 0 );
1423 mprintf((0,"doing briefing\n"));
1424 do_briefing_screens("ending2.tex",1);
1425 mprintf((0,"briefing done\n"));
1428 } else if (!(Game_mode & GM_MULTI)) { //not multi
1429 char tname[FILENAME_LEN];
1430 sprintf(tname,"%s.tex",Current_mission_filename);
1431 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1433 //try doing special credits
1434 sprintf(tname,"%s.ctb",Current_mission_filename);
1435 credits_show(tname);
1445 if (Game_mode & GM_MULTI)
1446 multi_endlevel_score();
1449 // NOTE LINK TO ABOVE
1450 DoEndLevelScoreGlitz(0);
1452 if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1453 gr_set_current_canvas( NULL );
1454 gr_clear_canvas(BM_XRGB(0,0,0));
1456 load_palette(DEFAULT_PALETTE,0,1);
1457 scores_maybe_add_player(0);
1460 Function_mode = FMODE_MENU;
1462 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1463 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1465 Game_mode = GM_GAME_OVER;
1468 longjmp( LeaveGame, 0 ); // Exit out of game loop
1471 //called to go to the next level (if there is one)
1472 //if secret_flag is true, advance to secret level, else next normal one
1473 // Return true if game over.
1474 void AdvanceLevel(int secret_flag)
1480 mprintf((0,"AdvanceLevel\n"));
1482 Assert(!secret_flag);
1484 if (Current_level_num != Last_level) {
1486 if (Game_mode & GM_MULTI)
1487 multi_endlevel_score();
1490 // NOTE LINK TO ABOVE!!!
1491 DoEndLevelScoreGlitz(0); //give bonuses
1494 Control_center_destroyed = 0;
1497 if (Current_level_num == 0)
1498 return; //not a real level
1502 if (Game_mode & GM_MULTI) {
1503 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1504 if (result) // failed to sync
1506 if (Current_level_num == Last_level) //player has finished the game!
1507 longjmp( LeaveGame, 0 ); // Exit out of game loop
1514 if (Current_level_num == Last_level) { //player has finished the game!
1516 mprintf((0,"Finished last level!\n"));
1522 Next_level_num = Current_level_num+1; //assume go to next normal level
1524 if (!(Game_mode & GM_MULTI))
1525 DoEndlevelMenu(); // Let use save their game
1527 StartNewLevel(Next_level_num, 0);
1532 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1534 extern char last_palette_loaded[];
1536 void load_stars_palette()
1541 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1542 Assert(pcx_error == PCX_ERROR_NONE);
1544 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1547 { //remap stuff. this code is kindof a hack
1549 //now, before we bring up the menu, we need to
1550 //do some stuff to make sure the palette is ok. First, we need to
1551 //get our current palette into the 2d's array, so the remapping will
1552 //work. Second, we need to remap the fonts. Third, we need to fill
1553 //in part of the fade tables so the darkening of the menu edges works
1555 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1556 remap_fonts_and_menus(1);
1560 strcpy(last_palette_loaded,""); //force palette load next time
1564 void nm_draw_background1(char * filename);
1569 //@@ ubyte pal[256*3];
1571 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1572 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1574 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1576 nm_draw_background1(STARS_BACKGROUND);
1582 died_in_mine_message(void)
1584 // Tell the player he died in the mine, explain why
1587 if (Game_mode & GM_MULTI)
1590 gr_palette_fade_out(gr_palette, 32, 0);
1592 set_screen_mode(SCREEN_MENU); //go into menu mode
1594 gr_set_current_canvas(NULL);
1598 old_fmode = Function_mode;
1599 Function_mode = FMODE_MENU;
1600 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1601 Function_mode = old_fmode;
1604 // Called when player dies on secret level.
1605 void returning_to_level_message(void)
1611 if (Game_mode & GM_MULTI)
1614 gr_palette_fade_out(gr_palette, 32, 0);
1616 set_screen_mode(SCREEN_MENU); //go into menu mode
1618 gr_set_current_canvas(NULL);
1622 old_fmode = Function_mode;
1623 Function_mode = FMODE_MENU;
1624 sprintf(msg, "Returning to level %i", Entered_from_level);
1625 nm_messagebox(NULL, 1, TXT_OK, msg);
1626 Function_mode = old_fmode;
1629 // Called when player dies on secret level.
1630 void advancing_to_level_message(void)
1636 // Only supposed to come here from a secret level.
1637 Assert(Current_level_num < 0);
1639 if (Game_mode & GM_MULTI)
1642 gr_palette_fade_out(gr_palette, 32, 0);
1644 set_screen_mode(SCREEN_MENU); //go into menu mode
1646 gr_set_current_canvas(NULL);
1650 old_fmode = Function_mode;
1651 Function_mode = FMODE_MENU;
1652 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1653 nm_messagebox(NULL, 1, TXT_OK, msg);
1654 Function_mode = old_fmode;
1657 void digi_stop_digi_sounds();
1661 reset_palette_add();
1663 gr_palette_load (gr_palette);
1665 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1666 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1668 dead_player_end(); //terminate death sequence (if playing)
1671 if (Game_mode == GM_EDITOR) { //test mine, not real level
1672 object * playerobj = &Objects[Players[Player_num].objnum];
1673 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1674 load_level("gamesave.lvl");
1675 init_player_stats_new_ship();
1676 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1683 if ( Game_mode&GM_MULTI )
1685 multi_do_death(Players[Player_num].objnum);
1689 { //Note link to above else!
1690 Players[Player_num].lives--;
1691 if (Players[Player_num].lives == 0)
1698 if ( Control_center_destroyed ) {
1700 //clear out stuff so no bonus
1701 Players[Player_num].hostages_on_board = 0;
1702 Players[Player_num].energy = 0;
1703 Players[Player_num].shields = 0;
1704 Players[Player_num].connected = 3;
1706 died_in_mine_message(); // Give them some indication of what happened
1708 if (Current_level_num < 0) {
1709 if (PHYSFS_exists(SECRETB_FILENAME))
1711 returning_to_level_message();
1712 state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died
1713 set_pos_from_return_segment();
1714 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1716 advancing_to_level_message();
1717 StartNewLevel(Entered_from_level+1, 0);
1718 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1722 AdvanceLevel(0); //if finished, go on to next level
1724 init_player_stats_new_ship();
1725 last_drawn_cockpit[0] = -1;
1726 last_drawn_cockpit[1] = -1;
1729 } else if (Current_level_num < 0) {
1730 if (PHYSFS_exists(SECRETB_FILENAME))
1732 returning_to_level_message();
1733 if (!Control_center_destroyed)
1734 state_save_all(0, 2, SECRETC_FILENAME, 0);
1735 state_restore_all(1, 2, SECRETB_FILENAME);
1736 set_pos_from_return_segment();
1737 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1739 died_in_mine_message(); // Give them some indication of what happened
1740 advancing_to_level_message();
1741 StartNewLevel(Entered_from_level+1, 0);
1742 init_player_stats_new_ship();
1745 init_player_stats_new_ship();
1752 extern int BigWindowSwitch;
1754 //called when the player is starting a new level for normal game mode and restore state
1755 // secret_flag set if came from a secret level
1756 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1758 if (!(Game_mode & GM_MULTI)) {
1759 last_drawn_cockpit[0] = -1;
1760 last_drawn_cockpit[1] = -1;
1765 if (Newdemo_state == ND_STATE_PAUSED)
1766 Newdemo_state = ND_STATE_RECORDING;
1768 if (Newdemo_state == ND_STATE_RECORDING) {
1769 newdemo_set_new_level(level_num);
1770 newdemo_record_start_frame(FrameCount, FrameTime );
1773 if (Game_mode & GM_MULTI)
1774 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1776 LoadLevel(level_num,page_in_textures);
1778 Assert(Current_level_num == level_num); //make sure level set right
1780 gameseq_init_network_players(); // Initialize the Players array for
1783 Viewer = &Objects[Players[Player_num].objnum];
1785 Assert(N_players <= NumNetPlayerPositions);
1786 //If this assert fails, there's not enough start positions
1789 if (Game_mode & GM_NETWORK)
1791 if(network_level_sync()) // After calling this, Player_num is set
1794 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1796 if(com_level_sync())
1801 Assert(Function_mode == FMODE_GAME);
1804 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1807 HUD_clear_messages();
1809 automap_clear_visited();
1812 if (Network_new_game == 1)
1814 Network_new_game = 0;
1815 init_player_stats_new_ship();
1818 init_player_stats_level(secret_flag);
1821 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1824 for (i = 0; i < N_players; i++)
1825 Players[i].flags |= Netgame.player_flags[i];
1828 if (Game_mode & GM_MULTI)
1830 multi_prep_level(); // Removes robots from level if necessary
1834 gameseq_remove_unused_players();
1838 Control_center_destroyed = 0;
1840 set_screen_mode(SCREEN_GAME);
1842 init_robots_for_level();
1844 init_smega_detonates();
1847 reset_palette_add();
1848 init_thief_for_level();
1849 init_stuck_objects();
1850 game_flush_inputs(); // clear out the keyboard
1851 if (!(Game_mode & GM_MULTI))
1852 filter_objects_from_level();
1856 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1857 set_highest_level(Current_level_num);
1859 read_player_file(); //get window sizes
1861 reset_special_effects();
1864 gr_remap_mono_fonts();
1865 ogl_cache_level_textures();
1870 if (Network_rejoined == 1)
1873 mprintf((0, "Restarting - joining in random location.\n"));
1875 Network_rejoined = 0;
1880 StartLevel(0); // Note link to above if!
1882 copy_defaults_to_robot_all();
1883 init_controlcen_for_level();
1885 // Say player can use FLASH cheat to mark path to exit.
1886 Last_level_path_created = -1;
1890 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1892 void bash_to_shield (int i,char *s)
1895 int type=Objects[i].id;
1898 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1901 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1904 Objects[i].id = POW_SHIELD_BOOST;
1905 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
1906 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
1910 void filter_objects_from_level()
1914 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1916 for (i=0;i<=Highest_object_index;i++)
1918 if (Objects[i].type==OBJ_POWERUP)
1919 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
1920 bash_to_shield (i,"Flag!!!!");
1927 char movie_name[FILENAME_LEN];
1928 } intro_movie[] = { { 1,"pla"},
1936 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1938 extern int MenuHiresAvailable;
1939 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
1940 extern int intro_played; //true if big intro movie played
1942 void ShowLevelIntro(int level_num)
1944 //if shareware, show a briefing?
1946 if (!(Game_mode & GM_MULTI)) {
1949 ubyte save_pal[sizeof(gr_palette)];
1951 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1953 if (PLAYING_BUILTIN_MISSION) {
1956 if (is_SHAREWARE || is_MAC_SHARE)
1959 do_briefing_screens ("brief2.tex", 1);
1963 if (level_num == 1 && !intro_played)
1964 do_briefing_screens("brief2o.tex", 1);
1966 else // full version
1968 for (i=0;i<NUM_INTRO_MOVIES;i++)
1970 if (intro_movie[i].level_num == level_num)
1973 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
1982 int hires_save=MenuHiresAvailable;
1984 if (robot_movies == 1) //lowres only
1986 MenuHiresAvailable = 0; //pretend we can't do highres
1988 if (hires_save != MenuHiresAvailable)
1989 Screen_mode = -1; //force reset
1993 do_briefing_screens ("robot.tex",level_num);
1995 MenuHiresAvailable = hires_save;
2001 else { //not the built-in mission. check for add-on briefing
2003 do_briefing_screens(Briefing_text_filename, level_num);
2005 char tname[FILENAME_LEN];
2006 sprintf(tname, "%s.tex", Current_mission_filename);
2007 do_briefing_screens(tname, level_num);
2012 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2016 // ---------------------------------------------------------------------------
2017 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2018 // Reason: On this level, if player goes to a secret level, he will be going to a different
2019 // secret level than he's ever been to before.
2020 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
2021 void maybe_set_first_secret_visit(int level_num)
2025 for (i=0; i<N_secret_levels; i++) {
2026 if (Secret_level_table[i] == level_num) {
2027 First_secret_visit = 1;
2028 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2033 //called when the player is starting a new level for normal game model
2034 // secret_flag if came from a secret level
2035 void StartNewLevel(int level_num, int secret_flag)
2039 if ((level_num > 0) && (!secret_flag)) {
2040 maybe_set_first_secret_visit(level_num);
2043 ShowLevelIntro(level_num);
2045 StartNewLevelSub(level_num, 1, secret_flag );
2049 //initialize the player object position & orientation (at start of game, or new ship)
2050 void InitPlayerPosition(int random_flag)
2055 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2057 NewPlayer = Player_num;
2059 else if (random_flag == 1)
2061 int i, closest = -1, trys=0;
2062 fix closest_dist = 0x7ffffff, dist;
2067 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2069 mprintf((1, "WARNING: There are only %d start positions!\n"));
2077 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2081 NewPlayer = d_rand() % NumNetPlayerPositions;
2084 closest_dist = 0x7fffffff;
2086 for (i=0; i<N_players; i++ ) {
2087 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2088 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
2089 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2090 if ( (dist < closest_dist) && (dist >= 0) ) {
2091 closest_dist = dist;
2097 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2098 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2101 mprintf((0, "Starting position is not being changed.\n"));
2102 goto done; // If deathmatch and not random, positions were already determined by sync packet
2104 Assert(NewPlayer >= 0);
2105 Assert(NewPlayer < NumNetPlayerPositions);
2108 ConsoleObject->pos = Player_init[NewPlayer].pos;
2109 ConsoleObject->orient = Player_init[NewPlayer].orient;
2110 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2112 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2114 obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2119 reset_player_object();
2123 // -----------------------------------------------------------------------------------------------------
2124 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2125 // What about setting size!? Where does that come from?
2126 void copy_defaults_to_robot(object *objp)
2131 Assert(objp->type == OBJ_ROBOT);
2133 Assert(objid < N_robot_types);
2135 robptr = &Robot_info[objid];
2137 // Boost shield for Thief and Buddy based on level.
2138 objp->shields = robptr->strength;
2140 if ((robptr->thief) || (robptr->companion)) {
2141 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2143 if (robptr->companion) {
2144 // Now, scale guide-bot hits by skill level
2145 switch (Difficulty_level) {
2146 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2147 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2148 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2152 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2153 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2155 // Additional wimpification of bosses at Trainee
2156 if ((robptr->boss_flag) && (Difficulty_level == 0))
2160 // -----------------------------------------------------------------------------------------------------
2161 // Copy all values from the robot info structure to all instances of robots.
2162 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2163 // This function should be called at level load time.
2164 void copy_defaults_to_robot_all()
2168 for (i=0; i<=Highest_object_index; i++)
2169 if (Objects[i].type == OBJ_ROBOT)
2170 copy_defaults_to_robot(&Objects[i]);
2174 extern void clear_stuck_objects(void);
2176 // -----------------------------------------------------------------------------------------------------
2177 //called when the player is starting a level (new game or new ship)
2178 void StartLevel(int random_flag)
2180 Assert(!Player_is_dead);
2182 InitPlayerPosition(random_flag);
2184 verify_console_object();
2186 ConsoleObject->control_type = CT_FLYING;
2187 ConsoleObject->movement_type = MT_PHYSICS;
2191 clear_transient_objects(0); //0 means leave proximity bombs
2193 // create_player_appearance_effect(ConsoleObject);
2194 Do_appearance_effect = 1;
2197 if (Game_mode & GM_MULTI)
2199 if (Game_mode & GM_MULTI_COOP)
2201 multi_send_position(Players[Player_num].objnum);
2202 multi_send_reappear();
2205 if (Game_mode & GM_NETWORK)
2206 network_do_frame(1, 1);
2209 ai_reset_all_paths();
2210 ai_init_boss_for_ship();
2211 clear_stuck_objects();
2214 // Note, this is only done if editor builtin. Calling this from here
2215 // will cause it to be called after the player dies, resetting the
2216 // hits for the buddy and thief. This is ok, since it will work ok
2217 // in a shipped version.
2224 Auto_fire_fusion_cannon_time = 0;
2227 Robot_firing_enabled = 1;