2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Routines for EndGame, EndLevel, etc.
28 #if !defined(_MSC_VER) && !defined(macintosh)
100 #include "texmerge.h"
107 #include "controls.h"
109 #include "gamemine.h"
111 #if defined (TACTILE)
116 #include "editor/editor.h"
122 void StartNewLevelSecret(int level_num, int page_in_textures);
123 void InitPlayerPosition(int random_flag);
125 void returning_to_level_message(void);
126 void advancing_to_level_message(void);
127 void DoEndGame(void);
128 void AdvanceLevel(int secret_flag);
129 void filter_objects_from_level();
132 //Current_level_num starts at 1 for the first level
133 //-1,-2,-3 are secret levels
134 //0 means not a real level loaded
135 int Current_level_num=0,Next_level_num;
136 char Current_level_name[LEVEL_NAME_LEN];
138 // Global variables describing the player
139 int N_players=1; // Number of players ( >1 means a net game, eh?)
140 int Player_num=0; // The player number who is on the console.
141 player Players[MAX_PLAYERS+4]; // Misc player info
142 obj_position Player_init[MAX_PLAYERS];
144 cvar_t Player_highest_level = { "HighestLevel", "0", 0 };
146 // Global variables telling what sort of game we have
147 int MaxNumNetPlayers = -1;
148 int NumNetPlayerPositions = -1;
150 extern fix ThisLevelTime;
152 // Extern from game.c to fix a bug in the cockpit!
154 extern int last_drawn_cockpit[2];
155 extern int Last_level_path_created;
157 // HUD_clear_messages external, declared in gauges.h
159 extern void HUD_clear_messages(); // From hud.c
162 // Extra prototypes declared for the sake of LINT
163 void init_player_stats_new_ship(void);
164 void copy_defaults_to_robot_all(void);
166 int Do_appearance_effect=0;
168 extern int Rear_view;
170 int First_secret_visit = 1;
172 extern int descent_critical_error;
174 extern int Last_msg_ycrd;
176 //--------------------------------------------------------------------
177 void verify_console_object()
179 Assert( Player_num > -1 );
180 Assert( Players[Player_num].objnum > -1 );
181 ConsoleObject = &Objects[Players[Player_num].objnum];
182 Assert( ConsoleObject->type==OBJ_PLAYER );
183 Assert( ConsoleObject->id==Player_num );
186 int count_number_of_robots()
192 for (i=0;i<=Highest_object_index;i++) {
193 if (Objects[i].type == OBJ_ROBOT)
201 int count_number_of_hostages()
207 for (i=0;i<=Highest_object_index;i++) {
208 if (Objects[i].type == OBJ_HOSTAGE)
215 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
217 gameseq_init_network_players()
221 // Initialize network player start locations and object numbers
223 ConsoleObject = &Objects[0];
226 for (i=0;i<=Highest_object_index;i++) {
228 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
230 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
231 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
233 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
234 Objects[i].type=OBJ_PLAYER;
235 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
236 Player_init[k].pos = Objects[i].pos;
237 Player_init[k].orient = Objects[i].orient;
238 Player_init[k].segnum = Objects[i].segnum;
239 Players[k].objnum = i;
248 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
249 obj_delete(i); //kill the buddy in netgames
252 NumNetPlayerPositions = k;
255 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
256 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
258 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
259 //Int3(); // Not enough positions!!
263 if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
265 for (i=0;i<N_players;i++)
266 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
268 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!");
273 if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
275 for (i = 0; i < N_players; i++)
276 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
278 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!");
285 void gameseq_remove_unused_players()
289 // 'Remove' the unused players
292 if (Game_mode & GM_MULTI)
294 for (i=0; i < NumNetPlayerPositions; i++)
296 if ((!Players[i].connected) || (i >= N_players))
299 // mprintf((0, "Ghosting player ship %d.\n", i+1));
301 multi_make_player_ghost(i);
307 { // Note link to above if!!!
309 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
311 for (i=1; i < NumNetPlayerPositions; i++)
313 obj_delete(Players[i].objnum);
318 fix StartingShields=INITIAL_SHIELDS;
320 // Setup player for new game
321 void init_player_stats_game()
323 Players[Player_num].score = 0;
324 Players[Player_num].last_score = 0;
325 Players[Player_num].lives = INITIAL_LIVES;
326 Players[Player_num].level = 1;
328 Players[Player_num].time_level = 0;
329 Players[Player_num].time_total = 0;
330 Players[Player_num].hours_level = 0;
331 Players[Player_num].hours_total = 0;
333 Players[Player_num].energy = INITIAL_ENERGY;
334 Players[Player_num].shields = StartingShields;
335 Players[Player_num].killer_objnum = -1;
337 Players[Player_num].net_killed_total = 0;
338 Players[Player_num].net_kills_total = 0;
340 Players[Player_num].num_kills_level = 0;
341 Players[Player_num].num_kills_total = 0;
342 Players[Player_num].num_robots_level = 0;
343 Players[Player_num].num_robots_total = 0;
344 Players[Player_num].KillGoalCount = 0;
346 Players[Player_num].hostages_rescued_total = 0;
347 Players[Player_num].hostages_level = 0;
348 Players[Player_num].hostages_total = 0;
350 Players[Player_num].laser_level = 0;
351 Players[Player_num].flags = 0;
353 init_player_stats_new_ship();
355 First_secret_visit = 1;
358 void init_ammo_and_energy(void)
360 if (Players[Player_num].energy < INITIAL_ENERGY)
361 Players[Player_num].energy = INITIAL_ENERGY;
362 if (Players[Player_num].shields < StartingShields)
363 Players[Player_num].shields = StartingShields;
365 // for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
366 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
367 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
369 // for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
370 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
371 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
372 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
373 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
376 extern ubyte Last_afterburner_state;
378 // Setup player for new level (After completion of previous level)
379 void init_player_stats_level(int secret_flag)
383 Players[Player_num].last_score = Players[Player_num].score;
385 Players[Player_num].level = Current_level_num;
388 if (!Network_rejoined) {
390 Players[Player_num].time_level = 0;
391 Players[Player_num].hours_level = 0;
396 Players[Player_num].killer_objnum = -1;
398 Players[Player_num].num_kills_level = 0;
399 Players[Player_num].num_robots_level = count_number_of_robots();
400 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
402 Players[Player_num].hostages_level = count_number_of_hostages();
403 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
404 Players[Player_num].hostages_on_board = 0;
407 init_ammo_and_energy();
409 Players[Player_num].flags &= (~KEY_BLUE);
410 Players[Player_num].flags &= (~KEY_RED);
411 Players[Player_num].flags &= (~KEY_GOLD);
413 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
414 PLAYER_FLAGS_CLOAKED |
415 PLAYER_FLAGS_MAP_ALL);
417 Players[Player_num].cloak_time = 0;
418 Players[Player_num].invulnerable_time = 0;
420 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
421 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
424 Player_is_dead = 0; // Added by RH
425 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
427 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
429 Controls.state[afterburner] = 0;
430 Last_afterburner_state = 0;
432 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
438 tactile_set_button_jolt();
441 Missile_viewer = NULL;
444 extern void init_ai_for_ship(void);
446 // Setup player for a brand-new ship
447 void init_player_stats_new_ship()
451 if (Newdemo_state == ND_STATE_RECORDING) {
452 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
453 newdemo_record_player_weapon(0, 0);
454 newdemo_record_player_weapon(1, 0);
457 Players[Player_num].energy = INITIAL_ENERGY;
458 Players[Player_num].shields = StartingShields;
459 Players[Player_num].laser_level = 0;
460 Players[Player_num].killer_objnum = -1;
461 Players[Player_num].hostages_on_board = 0;
463 Afterburner_charge = 0;
465 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
466 Players[Player_num].primary_ammo[i] = 0;
467 Primary_last_was_super[i] = 0;
470 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
471 Players[Player_num].secondary_ammo[i] = 0;
472 Secondary_last_was_super[i] = 0;
474 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
476 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
477 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
480 Secondary_weapon = 0;
482 Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
483 PLAYER_FLAGS_AFTERBURNER |
484 PLAYER_FLAGS_CLOAKED |
485 PLAYER_FLAGS_INVULNERABLE |
486 PLAYER_FLAGS_MAP_ALL |
487 PLAYER_FLAGS_CONVERTER |
488 PLAYER_FLAGS_AMMO_RACK |
489 PLAYER_FLAGS_HEADLIGHT |
490 PLAYER_FLAGS_HEADLIGHT_ON |
493 Players[Player_num].cloak_time = 0;
494 Players[Player_num].invulnerable_time = 0;
496 Player_is_dead = 0; //player no longer dead
498 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
500 Controls.state[afterburner] = 0;
501 Last_afterburner_state = 0;
503 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
505 Missile_viewer=NULL; ///reset missile camera if out there
510 tactile_set_button_jolt();
518 extern void init_stuck_objects(void);
522 extern int Slide_segs_computed;
524 //reset stuff so game is semi-normal when playing from editor
525 void editor_reset_stuff_on_level()
527 gameseq_init_network_players();
528 init_player_stats_level(0);
529 Viewer = ConsoleObject;
530 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
531 ConsoleObject->id=Player_num;
532 ConsoleObject->control_type = CT_FLYING;
533 ConsoleObject->movement_type = MT_PHYSICS;
535 verify_console_object();
536 Control_center_destroyed = 0;
537 if (Newdemo_state != ND_STATE_PLAYBACK)
538 gameseq_remove_unused_players();
540 init_robots_for_level();
544 init_player_stats_new_ship();
545 init_controlcen_for_level();
546 automap_clear_visited();
547 init_stuck_objects();
548 init_thief_for_level();
550 Slide_segs_computed = 0;
554 //do whatever needs to be done when a player dies in multiplayer
558 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
560 if (PLAYING_BUILTIN_MISSION)
561 scores_maybe_add_player(0);
563 Function_mode = FMODE_MENU;
564 Game_mode = GM_GAME_OVER;
565 longjmp( LeaveGame, 0 ); // Exit out of game loop
569 extern void do_save_game_menu();
571 //update various information about the player
572 void update_player_stats()
574 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
575 if ( Players[Player_num].time_level > i2f(3600) ) {
576 Players[Player_num].time_level -= i2f(3600);
577 Players[Player_num].hours_level++;
580 Players[Player_num].time_total += FrameTime; //the never-ending march of time...
581 if ( Players[Player_num].time_total > i2f(3600) ) {
582 Players[Player_num].time_total -= i2f(3600);
583 Players[Player_num].hours_total++;
587 //hack to not start object when loading level
588 extern int Dont_start_sound_objects;
590 //go through this level and start any eclip sounds
591 void set_sound_sources()
596 digi_init_sounds(); //clear old sounds
598 Dont_start_sound_objects = 1;
600 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
601 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
604 if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
605 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))
606 if ((sn=Effects[ec].sound_num)!=-1) {
608 int csegnum = seg->children[sidenum];
610 //check for sound on other side of wall. Don't add on
611 //both walls if sound travels through wall. If sound
612 //does travel through wall, add sound for lower-numbered
615 if (IS_CHILD(csegnum) && csegnum < segnum) {
616 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
620 csegp = &Segments[seg->children[sidenum]];
621 csidenum = find_connect_side(seg, csegp);
623 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
624 continue; //skip this one
628 compute_center_point_on_side(&pnt,seg,sidenum);
629 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
633 Dont_start_sound_objects = 0;
638 //fix flash_dist=i2f(1);
639 fix flash_dist=fl2f(.9);
641 //create flash for player appearance
642 void create_player_appearance_effect(object *player_obj)
649 int objnum = OBJECT_NUMBER(player_obj);
650 if ( (objnum < 0) || (objnum > Highest_object_index) )
651 Int3(); // See Rob, trying to track down weird network bug
655 if (player_obj == Viewer)
656 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
658 pos = player_obj->pos;
660 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
663 effect_obj->orient = player_obj->orient;
665 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
666 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, OBJECT_NUMBER(effect_obj), 0, F1_0 );
671 // New Game sequencing functions
674 //pairs of chars describing ranges
675 char playername_allowed_chars[] = "azAZ09__--";
677 int RegisterPlayerSub(int allow_abort)
681 char text[CALLSIGN_LEN+1]="";
683 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
686 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
688 Newmenu_allowed_chars = playername_allowed_chars;
689 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
690 Newmenu_allowed_chars = NULL;
698 if (text[0]==0) //null string
701 cmd_appendf("player %s", text);
707 //Inputs the player's name, without putting up the background screen
710 int allow_abort_flag = 1;
712 if ( Players[Player_num].callsign[0] == 0 ) {
713 // Read the last player's name from config file, not lastplr.txt
714 strncpy( Players[Player_num].callsign, config_last_player.string, CALLSIGN_LEN );
716 if (config_last_player.string[0]==0)
717 allow_abort_flag = 0;
722 if (!RegisterPlayerSub(allow_abort_flag))
723 //return 0; // They hit Esc during enter name stage
726 set_display_mode(Default_display_mode);
728 WriteConfigFile(); // Update lastplr
734 void free_polygon_models();
735 void load_robot_replacements(char *level_name);
737 extern int Robot_replacements_loaded;
739 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
740 void LoadLevel(int level_num,int page_in_textures)
746 save_player = Players[Player_num];
748 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
750 if (level_num<0) //secret level
751 level_name = Secret_level_names[-level_num-1];
753 level_name = Level_names[level_num-1];
755 gr_set_current_canvas(NULL);
756 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
758 Last_msg_ycrd = -1; //so we don't restore backgound under msg
760 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
761 // WIN(ShowCursorW());
764 gr_palette_load(gr_palette);
765 show_boxed_message(TXT_LOADING);
768 show_boxed_message(TXT_LOADING);
769 gr_palette_load(gr_palette);
772 load_ret = load_level(level_name); //actually load the data from disk!
775 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
777 Current_level_num=level_num;
779 // load_palette_pig(Current_level_palette); //load just the pig
781 load_palette(Current_level_palette,1,1); //don't change screen
783 load_endlevel_data(level_num);
786 load_d1_bitmap_replacements();
788 load_bitmap_replacements(level_name);
790 if (Robot_replacements_loaded) {
791 free_polygon_models();
792 read_hamfile(); //load original data
793 if (Current_mission->enhanced) {
796 extern void bm_read_extra_robots();
797 sprintf(t,"%s.ham",Current_mission_filename);
798 bm_read_extra_robots(t, Current_mission->enhanced);
801 Robot_replacements_loaded = 0;
803 load_robot_replacements(level_name);
805 if ( page_in_textures )
806 piggy_load_level_data();
809 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
811 reset_network_objects();
814 Players[Player_num] = save_player;
818 songs_play_level_song( Current_level_num );
820 clear_boxed_message(); //remove message before new palette loaded
822 gr_palette_load(gr_palette); //actually load the palette
824 // WIN(HideCursorW());
827 //sets up Player_num & ConsoleObject
828 void InitPlayerObject()
830 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
832 if (Player_num != 0 ) {
833 Players[0] = Players[Player_num];
837 Players[Player_num].objnum = 0;
839 ConsoleObject = &Objects[Players[Player_num].objnum];
841 ConsoleObject->type = OBJ_PLAYER;
842 ConsoleObject->id = Player_num;
843 ConsoleObject->control_type = CT_FLYING;
844 ConsoleObject->movement_type = MT_PHYSICS;
847 extern void game_disable_cheats();
848 extern void turn_cheats_off();
849 extern void init_seismic_disturbances(void);
850 extern int state_default_item;
852 //starts a new game on the given level
853 void StartNewGame(int start_level)
855 state_default_item = -2; // for first blind save, pick slot to save in
857 Game_mode = GM_NORMAL;
858 Function_mode = FMODE_GAME;
862 InitPlayerObject(); //make sure player's object set up
864 init_player_stats_game(); //clear all stats
868 Network_new_game = 0;
872 StartNewLevelSecret(start_level, 0);
874 StartNewLevel(start_level, 0);
876 Players[Player_num].starting_level = start_level; // Mark where they started
878 game_disable_cheats();
880 init_seismic_disturbances();
883 //@@//starts a resumed game loaded from disk
884 //@@void ResumeSavedGame(int start_level)
886 //@@ Game_mode = GM_NORMAL;
887 //@@ Function_mode = FMODE_GAME;
890 //@@ Network_new_game = 0;
892 //@@ InitPlayerObject(); //make sure player's object set up
894 //@@ StartNewLevel(start_level, 0);
896 //@@ game_disable_cheats();
900 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
903 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
905 // -----------------------------------------------------------------------------
906 // Does the bonus scoring.
907 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
908 void DoEndLevelScoreGlitz(int network)
910 int level_points, skill_points, energy_points, shield_points, hostage_points;
911 int all_hostage_points;
913 char all_hostage_text[64];
914 char endgame_text[64];
915 #define N_GLITZITEMS 11
916 char m_str[N_GLITZITEMS][30];
917 newmenu_item m[N_GLITZITEMS+1];
923 set_screen_mode(SCREEN_MENU); //go into menu mode
930 mprintf((0,"DoEndLevelScoreGlitz\n"));
932 // Compute level player is on, deal with secret levels (negative numbers)
933 mine_level = Players[Player_num].level;
935 mine_level *= -(Last_level/N_secret_levels);
937 level_points = Players[Player_num].score-Players[Player_num].last_score;
939 if (!Cheats_enabled) {
940 if (Difficulty_level > 1) {
941 skill_points = level_points*(Difficulty_level)/4;
942 skill_points -= skill_points % 100;
946 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
947 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
948 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
950 shield_points -= shield_points % 50;
951 energy_points -= energy_points % 50;
959 all_hostage_text[0] = 0;
962 if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
963 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
964 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
966 all_hostage_points = 0;
968 if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game!
969 endgame_points = Players[Player_num].lives * 10000;
970 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
973 endgame_points = is_last_level = 0;
975 mprintf((0,"adding bonus points\n"));
976 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
979 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
980 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
981 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
982 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
984 sprintf(m_str[c++], "%s", all_hostage_text);
985 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
986 sprintf(m_str[c++], "%s", endgame_text);
988 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
989 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
991 for (i=0; i<c; i++) {
992 m[i].type = NM_TYPE_TEXT;
993 m[i].text = m_str[i];
996 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
998 if (Current_level_num < 0)
999 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);
1001 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);
1003 Assert(c <= N_GLITZITEMS);
1005 gr_palette_fade_out(gr_palette, 32, 0);
1007 mprintf((0,"doing menu\n"));
1010 if ( network && (Game_mode & GM_NETWORK) )
1011 newmenu_do2(NULL, title, c, m, network_endlevel_poll2, 0, STARS_BACKGROUND);
1014 // NOTE LINK TO ABOVE!!!
1015 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1017 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1020 //give the player the opportunity to save his game
1021 void DoEndlevelMenu()
1023 //No between level saves......!!! state_save_all(1);
1026 // -----------------------------------------------------------------------------------------------------
1027 //called when the player is starting a level (new game or new ship)
1028 void StartSecretLevel()
1030 Assert(!Player_is_dead);
1032 InitPlayerPosition(0);
1034 verify_console_object();
1036 ConsoleObject->control_type = CT_FLYING;
1037 ConsoleObject->movement_type = MT_PHYSICS;
1039 // -- WHY? -- disable_matcens();
1040 clear_transient_objects(0); //0 means leave proximity bombs
1042 // create_player_appearance_effect(ConsoleObject);
1043 Do_appearance_effect = 1;
1045 ai_reset_all_paths();
1046 // -- NO? -- reset_time();
1049 Auto_fire_fusion_cannon_time = 0;
1052 Robot_firing_enabled = 1;
1055 extern void set_pos_from_return_segment(void);
1057 // Returns true if secret level has been destroyed.
1058 int p_secret_level_destroyed(void)
1060 if (First_secret_visit) {
1061 return 0; // Never been there, can't have been destroyed.
1063 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1072 // -----------------------------------------------------------------------------------------------------
1073 void do_secret_message(char *msg)
1079 old_fmode = Function_mode;
1080 Function_mode = FMODE_MENU;
1081 nm_messagebox(NULL, 1, TXT_OK, msg);
1082 Function_mode = old_fmode;
1085 // -----------------------------------------------------------------------------------------------------
1086 // called when the player is starting a new level for normal game mode and restore state
1087 // Need to deal with whether this is the first time coming to this level or not. If not the
1088 // first time, instead of initializing various things, need to do a game restore for all the
1089 // robots, powerups, walls, doors, etc.
1090 void StartNewLevelSecret(int level_num, int page_in_textures)
1097 m[0].type = NM_TYPE_TEXT;
1100 last_drawn_cockpit[0] = -1;
1101 last_drawn_cockpit[1] = -1;
1103 if (Newdemo_state == ND_STATE_PAUSED)
1104 Newdemo_state = ND_STATE_RECORDING;
1106 if (Newdemo_state == ND_STATE_RECORDING) {
1107 newdemo_set_new_level(level_num);
1108 newdemo_record_start_frame(FrameCount, FrameTime );
1109 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1111 gr_palette_fade_out(gr_palette, 32, 0);
1113 set_screen_mode(SCREEN_MENU); //go into menu mode
1115 if (First_secret_visit) {
1116 do_secret_message(TXT_SECRET_EXIT);
1118 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1120 do_secret_message(TXT_SECRET_EXIT);
1124 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1125 do_secret_message(text_str);
1130 LoadLevel(level_num,page_in_textures);
1132 Assert(Current_level_num == level_num); //make sure level set right
1134 Assert(Function_mode == FMODE_GAME);
1136 gameseq_init_network_players(); // Initialize the Players array for
1139 HUD_clear_messages();
1141 automap_clear_visited();
1143 // -- init_player_stats_level();
1145 Viewer = &Objects[Players[Player_num].objnum];
1147 gameseq_remove_unused_players();
1151 Control_center_destroyed = 0;
1154 reset_palette_add();
1156 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1157 init_robots_for_level();
1159 init_smega_detonates();
1162 reset_special_effects();
1165 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1167 int pw_save, sw_save;
1169 pw_save = Primary_weapon;
1170 sw_save = Secondary_weapon;
1171 state_restore_all(1, 1, PLAYER_DIR "secret.sgc");
1172 Primary_weapon = pw_save;
1173 Secondary_weapon = sw_save;
1174 reset_special_effects();
1176 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1180 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1181 do_secret_message(text_str);
1184 // -- // If file doesn't exist, it's because reactor was destroyed.
1185 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1186 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1187 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1192 if (First_secret_visit) {
1193 copy_defaults_to_robot_all();
1198 init_controlcen_for_level();
1200 // Say player can use FLASH cheat to mark path to exit.
1201 Last_level_path_created = -1;
1203 First_secret_visit = 0;
1206 int Entered_from_level;
1208 // ---------------------------------------------------------------------------------------------------------------
1209 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1210 void ExitSecretLevel(void)
1212 if (Newdemo_state == ND_STATE_PLAYBACK)
1215 if (!Control_center_destroyed) {
1216 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1219 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1221 int pw_save, sw_save;
1223 returning_to_level_message();
1224 pw_save = Primary_weapon;
1225 sw_save = Secondary_weapon;
1226 state_restore_all(1, 1, PLAYER_DIR "secret.sgb");
1227 Primary_weapon = pw_save;
1228 Secondary_weapon = sw_save;
1230 // File doesn't exist, so can't return to base level. Advance to next one.
1231 if (Entered_from_level == Last_level)
1234 advancing_to_level_message();
1235 StartNewLevel(Entered_from_level+1, 0);
1240 // ---------------------------------------------------------------------------------------------------------------
1241 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1242 // be invulnerable or cloaked.
1243 void do_cloak_invul_secret_stuff(fix old_gametime)
1245 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1248 time_used = old_gametime - Players[Player_num].invulnerable_time;
1249 Players[Player_num].invulnerable_time = GameTime - time_used;
1252 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1255 time_used = old_gametime - Players[Player_num].cloak_time;
1256 Players[Player_num].cloak_time = GameTime - time_used;
1260 // ---------------------------------------------------------------------------------------------------------------
1261 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1262 // is passing to the secret level.
1264 void EnterSecretLevel(void)
1269 Assert(! (Game_mode & GM_MULTI) );
1271 Entered_from_level = Current_level_num;
1273 if (Control_center_destroyed)
1274 DoEndLevelScoreGlitz(0);
1276 if (Newdemo_state != ND_STATE_PLAYBACK)
1277 state_save_all(0, 1, NULL, 0); // Not between levels (ie, save all), IS a secret level, NO filename override
1279 // Find secret level number to go to, stuff in Next_level_num.
1280 for (i=0; i<-Last_secret_level; i++)
1281 if (Secret_level_table[i]==Current_level_num) {
1282 Next_level_num = -(i+1);
1284 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1285 Next_level_num = -i;
1289 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1290 Next_level_num = Last_secret_level;
1292 old_gametime = GameTime;
1294 StartNewLevelSecret(Next_level_num, 1);
1296 // do_cloak_invul_stuff();
1299 //called when the player has finished a level
1300 void PlayerFinishedLevel(int secret_flag)
1302 Assert(!secret_flag);
1304 //credit the player for hostages
1305 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1307 if (Game_mode & GM_NETWORK)
1308 Players[Player_num].connected = 2; // Finished but did not die
1310 last_drawn_cockpit[0] = -1;
1311 last_drawn_cockpit[1] = -1;
1313 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1316 #if defined(D2_OEM) || defined(COMPILATION)
1317 #define MOVIE_REQUIRED 0
1319 #define MOVIE_REQUIRED 1
1323 #define ENDMOVIE "endo"
1325 #define ENDMOVIE "end"
1328 void show_order_form();
1329 extern void com_hangup(void);
1331 //called when the player has finished the last level
1332 void DoEndGame(void)
1334 mprintf((0,"DoEndGame\n"));
1336 Function_mode = FMODE_MENU;
1337 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1338 newdemo_stop_recording();
1340 set_screen_mode( SCREEN_MENU );
1342 gr_set_current_canvas(NULL);
1346 if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
1347 { //only built-in mission, & not multi
1348 int played=MOVIE_NOT_PLAYED; //default is not played
1350 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1351 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1356 songs_play_song( SONG_TITLE, 0 );
1357 do_briefing_screens("end2oem.tex",1);
1361 songs_play_song( SONG_ENDGAME, 0 );
1362 mprintf((0,"doing briefing\n"));
1363 do_briefing_screens("ending2.tex",1);
1364 mprintf((0,"briefing done\n"));
1367 } else if (!(Game_mode & GM_MULTI)) { //not multi
1368 char tname[FILENAME_LEN];
1369 sprintf(tname,"%s.tex",Current_mission_filename);
1370 do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing
1372 //try doing special credits
1373 sprintf(tname,"%s.ctb",Current_mission_filename);
1374 credits_show(tname);
1384 if (Game_mode & GM_MULTI)
1385 multi_endlevel_score();
1388 // NOTE LINK TO ABOVE
1389 DoEndLevelScoreGlitz(0);
1391 if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1392 gr_set_current_canvas( NULL );
1393 gr_clear_canvas(BM_XRGB(0,0,0));
1395 load_palette(DEFAULT_PALETTE,0,1);
1396 scores_maybe_add_player(0);
1399 Function_mode = FMODE_MENU;
1401 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1402 Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu
1404 Game_mode = GM_GAME_OVER;
1407 longjmp( LeaveGame, 0 ); // Exit out of game loop
1410 //called to go to the next level (if there is one)
1411 //if secret_flag is true, advance to secret level, else next normal one
1412 // Return true if game over.
1413 void AdvanceLevel(int secret_flag)
1419 mprintf((0,"AdvanceLevel\n"));
1421 Assert(!secret_flag);
1423 if (Current_level_num != Last_level) {
1425 if (Game_mode & GM_MULTI)
1426 multi_endlevel_score();
1429 // NOTE LINK TO ABOVE!!!
1430 DoEndLevelScoreGlitz(0); //give bonuses
1433 Control_center_destroyed = 0;
1436 if (Current_level_num == 0)
1437 return; //not a real level
1441 if (Game_mode & GM_MULTI) {
1442 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1443 if (result) // failed to sync
1445 if (Current_level_num == Last_level) //player has finished the game!
1446 longjmp( LeaveGame, 0 ); // Exit out of game loop
1453 if (Current_level_num == Last_level) { //player has finished the game!
1455 mprintf((0,"Finished last level!\n"));
1461 Next_level_num = Current_level_num+1; //assume go to next normal level
1463 if (!(Game_mode & GM_MULTI))
1464 DoEndlevelMenu(); // Let use save their game
1466 StartNewLevel(Next_level_num, 0);
1471 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1473 extern char last_palette_loaded[];
1475 void load_stars_palette()
1480 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1481 Assert(pcx_error == PCX_ERROR_NONE);
1483 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1486 { //remap stuff. this code is kindof a hack
1488 //now, before we bring up the menu, we need to
1489 //do some stuff to make sure the palette is ok. First, we need to
1490 //get our current palette into the 2d's array, so the remapping will
1491 //work. Second, we need to remap the fonts. Third, we need to fill
1492 //in part of the fade tables so the darkening of the menu edges works
1494 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1495 remap_fonts_and_menus(1);
1499 strcpy(last_palette_loaded,""); //force palette load next time
1503 void nm_draw_background1(char * filename);
1508 //@@ ubyte pal[256*3];
1510 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1511 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1513 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1515 nm_draw_background1(STARS_BACKGROUND);
1521 died_in_mine_message(void)
1523 // Tell the player he died in the mine, explain why
1526 if (Game_mode & GM_MULTI)
1529 gr_palette_fade_out(gr_palette, 32, 0);
1531 set_screen_mode(SCREEN_MENU); //go into menu mode
1533 gr_set_current_canvas(NULL);
1537 old_fmode = Function_mode;
1538 Function_mode = FMODE_MENU;
1539 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1540 Function_mode = old_fmode;
1543 // Called when player dies on secret level.
1544 void returning_to_level_message(void)
1550 if (Game_mode & GM_MULTI)
1553 gr_palette_fade_out(gr_palette, 32, 0);
1555 set_screen_mode(SCREEN_MENU); //go into menu mode
1557 gr_set_current_canvas(NULL);
1561 old_fmode = Function_mode;
1562 Function_mode = FMODE_MENU;
1563 sprintf(msg, "Returning to level %i", Entered_from_level);
1564 nm_messagebox(NULL, 1, TXT_OK, msg);
1565 Function_mode = old_fmode;
1568 // Called when player dies on secret level.
1569 void advancing_to_level_message(void)
1575 // Only supposed to come here from a secret level.
1576 Assert(Current_level_num < 0);
1578 if (Game_mode & GM_MULTI)
1581 gr_palette_fade_out(gr_palette, 32, 0);
1583 set_screen_mode(SCREEN_MENU); //go into menu mode
1585 gr_set_current_canvas(NULL);
1589 old_fmode = Function_mode;
1590 Function_mode = FMODE_MENU;
1591 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1592 nm_messagebox(NULL, 1, TXT_OK, msg);
1593 Function_mode = old_fmode;
1596 void digi_stop_digi_sounds();
1600 reset_palette_add();
1602 gr_palette_load (gr_palette);
1604 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1605 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1607 dead_player_end(); //terminate death sequence (if playing)
1610 if (Game_mode == GM_EDITOR) { //test mine, not real level
1611 object * playerobj = &Objects[Players[Player_num].objnum];
1612 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1613 load_level("gamesave.lvl");
1614 init_player_stats_new_ship();
1615 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1622 if ( Game_mode&GM_MULTI )
1624 multi_do_death(Players[Player_num].objnum);
1628 { //Note link to above else!
1629 Players[Player_num].lives--;
1630 if (Players[Player_num].lives == 0)
1637 if ( Control_center_destroyed ) {
1639 //clear out stuff so no bonus
1640 Players[Player_num].hostages_on_board = 0;
1641 Players[Player_num].energy = 0;
1642 Players[Player_num].shields = 0;
1643 Players[Player_num].connected = 3;
1645 died_in_mine_message(); // Give them some indication of what happened
1647 if (Current_level_num < 0) {
1648 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1650 returning_to_level_message();
1651 state_restore_all(1, 2, PLAYER_DIR "secret.sgb"); // 2 means you died
1652 set_pos_from_return_segment();
1653 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1655 advancing_to_level_message();
1656 StartNewLevel(Entered_from_level+1, 0);
1657 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1661 AdvanceLevel(0); //if finished, go on to next level
1663 init_player_stats_new_ship();
1664 last_drawn_cockpit[0] = -1;
1665 last_drawn_cockpit[1] = -1;
1668 } else if (Current_level_num < 0) {
1669 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1671 returning_to_level_message();
1672 if (!Control_center_destroyed)
1673 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1674 state_restore_all(1, 2, PLAYER_DIR "secret.sgb");
1675 set_pos_from_return_segment();
1676 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1678 died_in_mine_message(); // Give them some indication of what happened
1679 advancing_to_level_message();
1680 StartNewLevel(Entered_from_level+1, 0);
1681 init_player_stats_new_ship();
1684 init_player_stats_new_ship();
1691 extern int BigWindowSwitch;
1693 //called when the player is starting a new level for normal game mode and restore state
1694 // secret_flag set if came from a secret level
1695 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1697 if (!(Game_mode & GM_MULTI)) {
1698 last_drawn_cockpit[0] = -1;
1699 last_drawn_cockpit[1] = -1;
1704 if (Newdemo_state == ND_STATE_PAUSED)
1705 Newdemo_state = ND_STATE_RECORDING;
1707 if (Newdemo_state == ND_STATE_RECORDING) {
1708 newdemo_set_new_level(level_num);
1709 newdemo_record_start_frame(FrameCount, FrameTime );
1712 if (Game_mode & GM_MULTI)
1713 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1715 LoadLevel(level_num,page_in_textures);
1717 Assert(Current_level_num == level_num); //make sure level set right
1719 gameseq_init_network_players(); // Initialize the Players array for
1722 Viewer = &Objects[Players[Player_num].objnum];
1724 Assert(N_players <= NumNetPlayerPositions);
1725 //If this assert fails, there's not enough start positions
1728 if (Game_mode & GM_NETWORK)
1730 if(network_level_sync()) // After calling this, Player_num is set
1733 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1735 if(com_level_sync())
1740 Assert(Function_mode == FMODE_GAME);
1743 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1746 HUD_clear_messages();
1748 automap_clear_visited();
1751 if (Network_new_game == 1)
1753 Network_new_game = 0;
1754 init_player_stats_new_ship();
1757 init_player_stats_level(secret_flag);
1760 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1763 for (i = 0; i < N_players; i++)
1764 Players[i].flags |= Netgame.player_flags[i];
1767 if (Game_mode & GM_MULTI)
1769 multi_prep_level(); // Removes robots from level if necessary
1773 gameseq_remove_unused_players();
1777 Control_center_destroyed = 0;
1779 set_screen_mode(SCREEN_GAME);
1781 init_robots_for_level();
1783 init_smega_detonates();
1786 reset_palette_add();
1787 init_thief_for_level();
1788 init_stuck_objects();
1789 game_flush_inputs(); // clear out the keyboard
1790 if (!(Game_mode & GM_MULTI))
1791 filter_objects_from_level();
1795 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1796 mission_write_config();
1798 reset_special_effects();
1801 gr_remap_mono_fonts();
1802 ogl_cache_level_textures();
1807 if (Network_rejoined == 1)
1810 mprintf((0, "Restarting - joining in random location.\n"));
1812 Network_rejoined = 0;
1817 StartLevel(0); // Note link to above if!
1819 copy_defaults_to_robot_all();
1820 init_controlcen_for_level();
1822 // Say player can use FLASH cheat to mark path to exit.
1823 Last_level_path_created = -1;
1827 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1829 void bash_to_shield (int i,char *s)
1832 int type=Objects[i].id;
1835 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1838 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1841 Objects[i].id = POW_SHIELD_BOOST;
1842 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
1843 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
1847 void filter_objects_from_level()
1851 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1853 for (i=0;i<=Highest_object_index;i++)
1855 if (Objects[i].type==OBJ_POWERUP)
1856 if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
1857 bash_to_shield (i,"Flag!!!!");
1864 char movie_name[FILENAME_LEN];
1865 } intro_movie[] = { { 1,"pla"},
1873 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1875 extern int MenuHiresAvailable;
1876 extern int robot_movies; //0 means none, 1 means lowres, 2 means hires
1877 extern int intro_played; //true if big intro movie played
1879 void ShowLevelIntro(int level_num)
1881 //if shareware, show a briefing?
1883 if (!(Game_mode & GM_MULTI)) {
1886 ubyte save_pal[sizeof(gr_palette)];
1888 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1890 if (PLAYING_BUILTIN_MISSION) {
1893 if (is_SHAREWARE || is_MAC_SHARE)
1896 do_briefing_screens ("brief2.tex", 1);
1900 if (level_num == 1 && !intro_played)
1901 do_briefing_screens("brief2o.tex", 1);
1903 else // full version
1905 for (i=0;i<NUM_INTRO_MOVIES;i++)
1907 if (!Skip_briefing_screens && intro_movie[i].level_num == level_num)
1910 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
1919 int hires_save=MenuHiresAvailable;
1921 if (robot_movies == 1) //lowres only
1923 MenuHiresAvailable = 0; //pretend we can't do highres
1925 if (hires_save != MenuHiresAvailable)
1926 Screen_mode = -1; //force reset
1930 do_briefing_screens ("robot.tex",level_num);
1932 MenuHiresAvailable = hires_save;
1938 else { //not the built-in mission. check for add-on briefing
1940 do_briefing_screens(Briefing_text_filename, level_num);
1942 char tname[FILENAME_LEN];
1943 sprintf(tname, "%s.tex", Current_mission_filename);
1944 do_briefing_screens(tname, level_num);
1949 memcpy(gr_palette,save_pal,sizeof(gr_palette));
1953 // ---------------------------------------------------------------------------
1954 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
1955 // Reason: On this level, if player goes to a secret level, he will be going to a different
1956 // secret level than he's ever been to before.
1957 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
1958 void maybe_set_first_secret_visit(int level_num)
1962 for (i=0; i<N_secret_levels; i++) {
1963 if (Secret_level_table[i] == level_num) {
1964 First_secret_visit = 1;
1965 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
1970 //called when the player is starting a new level for normal game model
1971 // secret_flag if came from a secret level
1972 void StartNewLevel(int level_num, int secret_flag)
1976 if ((level_num > 0) && (!secret_flag)) {
1977 maybe_set_first_secret_visit(level_num);
1980 ShowLevelIntro(level_num);
1982 StartNewLevelSub(level_num, 1, secret_flag );
1986 //initialize the player object position & orientation (at start of game, or new ship)
1987 void InitPlayerPosition(int random_flag)
1992 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
1994 NewPlayer = Player_num;
1996 else if (random_flag == 1)
1998 int i, closest = -1, trys=0;
1999 fix closest_dist = 0x7ffffff, dist;
2001 d_srand((unsigned int)clock());
2004 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2006 mprintf((1, "WARNING: There are only %d start positions!\n"));
2014 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2018 NewPlayer = d_rand() % NumNetPlayerPositions;
2021 closest_dist = 0x7fffffff;
2023 for (i=0; i<N_players; i++ ) {
2024 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
2025 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
2026 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2027 if ( (dist < closest_dist) && (dist >= 0) ) {
2028 closest_dist = dist;
2034 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2035 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2038 mprintf((0, "Starting position is not being changed.\n"));
2039 goto done; // If deathmatch and not random, positions were already determined by sync packet
2041 Assert(NewPlayer >= 0);
2042 Assert(NewPlayer < NumNetPlayerPositions);
2045 ConsoleObject->pos = Player_init[NewPlayer].pos;
2046 ConsoleObject->orient = Player_init[NewPlayer].orient;
2047 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2049 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2051 obj_relink(OBJECT_NUMBER(ConsoleObject), Player_init[NewPlayer].segnum);
2056 reset_player_object();
2060 // -----------------------------------------------------------------------------------------------------
2061 // Initialize default parameters for one robot, copying from Robot_info to *objp.
2062 // What about setting size!? Where does that come from?
2063 void copy_defaults_to_robot(object *objp)
2068 Assert(objp->type == OBJ_ROBOT);
2070 Assert(objid < N_robot_types);
2072 robptr = &Robot_info[objid];
2074 // Boost shield for Thief and Buddy based on level.
2075 objp->shields = robptr->strength;
2077 if ((robptr->thief) || (robptr->companion)) {
2078 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2080 if (robptr->companion) {
2081 // Now, scale guide-bot hits by skill level
2082 switch (Difficulty_level) {
2083 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2084 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2085 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2089 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2090 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2092 // Additional wimpification of bosses at Trainee
2093 if ((robptr->boss_flag) && (Difficulty_level == 0))
2097 // -----------------------------------------------------------------------------------------------------
2098 // Copy all values from the robot info structure to all instances of robots.
2099 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2100 // This function should be called at level load time.
2101 void copy_defaults_to_robot_all()
2105 for (i=0; i<=Highest_object_index; i++)
2106 if (Objects[i].type == OBJ_ROBOT)
2107 copy_defaults_to_robot(&Objects[i]);
2111 extern void clear_stuck_objects(void);
2113 // -----------------------------------------------------------------------------------------------------
2114 //called when the player is starting a level (new game or new ship)
2115 void StartLevel(int random_flag)
2117 Assert(!Player_is_dead);
2119 InitPlayerPosition(random_flag);
2121 verify_console_object();
2123 ConsoleObject->control_type = CT_FLYING;
2124 ConsoleObject->movement_type = MT_PHYSICS;
2128 clear_transient_objects(0); //0 means leave proximity bombs
2130 // create_player_appearance_effect(ConsoleObject);
2131 Do_appearance_effect = 1;
2134 if (Game_mode & GM_MULTI)
2136 if (Game_mode & GM_MULTI_COOP)
2138 multi_send_position(Players[Player_num].objnum);
2139 multi_send_reappear();
2142 if (Game_mode & GM_NETWORK)
2143 network_do_frame(1, 1);
2146 ai_reset_all_paths();
2147 ai_init_boss_for_ship();
2148 clear_stuck_objects();
2151 // Note, this is only done if editor builtin. Calling this from here
2152 // will cause it to be called after the player dies, resetting the
2153 // hits for the buddy and thief. This is ok, since it will work ok
2154 // in a shipped version.
2161 Auto_fire_fusion_cannon_time = 0;
2164 Robot_firing_enabled = 1;