]> icculus.org git repositories - btb/d2x.git/blob - main/gameseq.c
(re-)separation gr module from video functions
[btb/d2x.git] / main / gameseq.c
1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
12 */
13
14 /*
15  *
16  * Routines for EndGame, EndLevel, etc.
17  *
18  */
19
20
21 #ifdef HAVE_CONFIG_H
22 #include <conf.h>
23 #endif
24
25 #include <stdio.h>
26 #include <stdlib.h>
27 #include <string.h>
28 #if !defined(_MSC_VER) && !defined(macintosh)
29 #include <unistd.h>
30 #endif
31 #include <time.h>
32
33 #ifdef OGL
34 #include "ogl_init.h"
35 #endif
36
37 #include "inferno.h"
38 #include "game.h"
39 #include "player.h"
40 #include "vid.h"
41 #include "key.h"
42 #include "object.h"
43 #include "physics.h"
44 #include "error.h"
45 #include "joy.h"
46 #include "mono.h"
47 #include "iff.h"
48 #include "pcx.h"
49 #include "timer.h"
50 #include "render.h"
51 #include "laser.h"
52 #include "screens.h"
53 #include "textures.h"
54 #include "slew.h"
55 #include "gauges.h"
56 #include "texmap.h"
57 #include "3d.h"
58 #include "effects.h"
59 #include "menu.h"
60 #include "gameseg.h"
61 #include "wall.h"
62 #include "ai.h"
63 #include "fuelcen.h"
64 #include "switch.h"
65 #include "digi.h"
66 #include "gamesave.h"
67 #include "scores.h"
68 #include "ibitblt.h"
69 #include "u_mem.h"
70 #include "palette.h"
71 #include "morph.h"
72 #include "lighting.h"
73 #include "newdemo.h"
74 #include "titles.h"
75 #include "collide.h"
76 #include "weapon.h"
77 #include "sounds.h"
78 #include "args.h"
79 #include "gameseq.h"
80 #include "gamefont.h"
81 #include "newmenu.h"
82 #include "endlevel.h"
83 #ifdef NETWORK
84 #  include "multi.h"
85 #  include "network.h"
86 #  include "netmisc.h"
87 #  include "modem.h"
88 #endif
89 #include "ctype.h"
90 #include "fireball.h"
91 #include "kconfig.h"
92 #include "config.h"
93 #include "robot.h"
94 #include "automap.h"
95 #include "cntrlcen.h"
96 #include "powerup.h"
97 #include "text.h"
98 #include "cfile.h"
99 #include "piggy.h"
100 #include "texmerge.h"
101 #include "paging.h"
102 #include "mission.h"
103 #include "state.h"
104 #include "songs.h"
105 #include "gamepal.h"
106 #include "movie.h"
107 #include "controls.h"
108 #include "credits.h"
109 #include "gamemine.h"
110
111 #if defined (TACTILE)
112  #include "tactile.h"
113 #endif
114
115 #ifdef EDITOR
116 #include "editor/editor.h"
117 #endif
118
119 #include "strutil.h"
120 #include "rle.h"
121
122 void StartNewLevelSecret(int level_num, int page_in_textures);
123 void InitPlayerPosition(int random_flag);
124 void load_stars();
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();
130
131
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];
137
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];
143
144 cvar_t Player_highest_level = { "HighestLevel", "0", 0 };
145
146 // Global variables telling what sort of game we have
147 int MaxNumNetPlayers = -1;
148 int NumNetPlayerPositions = -1;
149
150 extern fix ThisLevelTime;
151
152 // Extern from game.c to fix a bug in the cockpit!
153
154 extern int last_drawn_cockpit[2];
155 extern int Last_level_path_created;
156
157 //      HUD_clear_messages external, declared in gauges.h
158 #ifndef _GAUGES_H
159 extern void HUD_clear_messages(); // From hud.c
160 #endif
161
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);
165
166 int     Do_appearance_effect=0;
167
168 extern int Rear_view;
169
170 int     First_secret_visit = 1;
171
172 extern int descent_critical_error;
173
174 extern int Last_msg_ycrd;
175
176 //--------------------------------------------------------------------
177 void verify_console_object()
178 {
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 );
184 }
185
186 int count_number_of_robots()
187 {
188         int robot_count;
189         int i;
190
191         robot_count = 0;
192         for (i=0;i<=Highest_object_index;i++) {
193                 if (Objects[i].type == OBJ_ROBOT)
194                         robot_count++;
195         }
196
197         return robot_count;
198 }
199
200
201 int count_number_of_hostages()
202 {
203         int count;
204         int i;
205
206         count = 0;
207         for (i=0;i<=Highest_object_index;i++) {
208                 if (Objects[i].type == OBJ_HOSTAGE)
209                         count++;
210         }
211
212         return count;
213 }
214
215 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
216 void
217 gameseq_init_network_players()
218 {
219         int i,k,j;
220
221         // Initialize network player start locations and object numbers
222
223         ConsoleObject = &Objects[0];
224         k = 0;
225         j = 0;
226         for (i=0;i<=Highest_object_index;i++) {
227
228                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
229                 {
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 ))) )
232                         {
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;
240                                 Objects[i].id = k;
241                                 k++;
242                         }
243                         else
244                                 obj_delete(i);
245                         j++;
246                 }
247
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
250
251         }
252         NumNetPlayerPositions = k;
253
254 #ifndef NDEBUG
255         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
256                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
257         {
258                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
259                 //Int3(); // Not enough positions!!
260         }
261 #endif
262 #ifdef NETWORK
263         if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
264          {
265           for (i=0;i<N_players;i++)
266                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
267                         {
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!");    
269                          return;
270                         }
271          }
272
273         if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
274         {
275                 for (i = 0; i < N_players; i++)
276                         if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
277                         {
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!");
279                                 return;
280                         }
281         }
282 #endif // NETWORK
283 }
284
285 void gameseq_remove_unused_players()
286 {
287         int i;
288
289         // 'Remove' the unused players
290
291 #ifdef NETWORK
292         if (Game_mode & GM_MULTI)
293         {
294                 for (i=0; i < NumNetPlayerPositions; i++)
295                 {
296                         if ((!Players[i].connected) || (i >= N_players))
297                         {
298                                 #ifndef NDEBUG
299 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
300                                 #endif
301                                 multi_make_player_ghost(i);
302                         }
303                 }
304         }
305         else
306 #endif
307         {               // Note link to above if!!!
308                 #ifndef NDEBUG
309                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
310                 #endif
311                 for (i=1; i < NumNetPlayerPositions; i++)
312                 {
313                         obj_delete(Players[i].objnum);
314                 }
315         }
316 }
317
318 fix StartingShields=INITIAL_SHIELDS;
319
320 // Setup player for new game
321 void init_player_stats_game()
322 {
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;
327
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;
332
333         Players[Player_num].energy = INITIAL_ENERGY;
334         Players[Player_num].shields = StartingShields;
335         Players[Player_num].killer_objnum = -1;
336
337         Players[Player_num].net_killed_total = 0;
338         Players[Player_num].net_kills_total = 0;
339
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;
345         
346         Players[Player_num].hostages_rescued_total = 0;
347         Players[Player_num].hostages_level = 0;
348         Players[Player_num].hostages_total = 0;
349
350         Players[Player_num].laser_level = 0;
351         Players[Player_num].flags = 0;
352
353         init_player_stats_new_ship();
354
355         First_secret_visit = 1;
356 }
357
358 void init_ammo_and_energy(void)
359 {
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;
364
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];
368
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;
374 }
375
376 extern  ubyte   Last_afterburner_state;
377
378 // Setup player for new level (After completion of previous level)
379 void init_player_stats_level(int secret_flag)
380 {
381         // int  i;
382
383         Players[Player_num].last_score = Players[Player_num].score;
384
385         Players[Player_num].level = Current_level_num;
386
387 #ifdef NETWORK
388         if (!Network_rejoined) {
389 #endif
390                 Players[Player_num].time_level = 0;
391                 Players[Player_num].hours_level = 0;
392 #ifdef NETWORK
393         }
394 #endif
395
396         Players[Player_num].killer_objnum = -1;
397
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;
401
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;
405
406         if (!secret_flag) {
407                 init_ammo_and_energy();
408
409                 Players[Player_num].flags &= (~KEY_BLUE);
410                 Players[Player_num].flags &= (~KEY_RED);
411                 Players[Player_num].flags &= (~KEY_GOLD);
412
413                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
414                                                                                                         PLAYER_FLAGS_CLOAKED |
415                                                                                                         PLAYER_FLAGS_MAP_ALL);
416
417                 Players[Player_num].cloak_time = 0;
418                 Players[Player_num].invulnerable_time = 0;
419
420                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
421                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
422         }
423
424         Player_is_dead = 0; // Added by RH
425         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
426
427         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
428
429         Controls.state[afterburner] = 0;
430         Last_afterburner_state = 0;
431
432         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
433
434         init_gauges();
435
436    #ifdef TACTILE
437                 if (TactileStick)
438                   tactile_set_button_jolt();
439         #endif
440
441         Missile_viewer = NULL;
442 }
443
444 extern  void init_ai_for_ship(void);
445
446 // Setup player for a brand-new ship
447 void init_player_stats_new_ship()
448 {
449         int     i;
450
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);
455         }
456
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;
462
463         Afterburner_charge = 0;
464
465         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
466                 Players[Player_num].primary_ammo[i] = 0;
467                 Primary_last_was_super[i] = 0;
468         }
469
470         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
471                 Players[Player_num].secondary_ammo[i] = 0;
472                 Secondary_last_was_super[i] = 0;
473         }
474         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
475
476         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
477         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
478
479         Primary_weapon = 0;
480         Secondary_weapon = 0;
481
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 |
491                                                                                                 PLAYER_FLAGS_FLAG);
492
493         Players[Player_num].cloak_time = 0;
494         Players[Player_num].invulnerable_time = 0;
495
496         Player_is_dead = 0;             //player no longer dead
497
498         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
499
500         Controls.state[afterburner] = 0;
501         Last_afterburner_state = 0;
502
503         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
504
505         Missile_viewer=NULL;            ///reset missile camera if out there
506
507    #ifdef TACTILE
508                 if (TactileStick)
509                  {
510                   tactile_set_button_jolt();
511                  }
512         #endif
513
514
515         init_ai_for_ship();
516 }
517
518 extern void init_stuck_objects(void);
519
520 #ifdef EDITOR
521
522 extern int Slide_segs_computed;
523
524 //reset stuff so game is semi-normal when playing from editor
525 void editor_reset_stuff_on_level()
526 {
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;
534         Game_suspended = 0;
535         verify_console_object();
536         Control_center_destroyed = 0;
537         if (Newdemo_state != ND_STATE_PLAYBACK)
538                 gameseq_remove_unused_players();
539         init_cockpit();
540         init_robots_for_level();
541         init_ai_objects();
542         init_morphs();
543         init_all_matcens();
544         init_player_stats_new_ship();
545         init_controlcen_for_level();
546         automap_clear_visited();
547         init_stuck_objects();
548         init_thief_for_level();
549
550         Slide_segs_computed = 0;
551 }
552 #endif
553
554 //do whatever needs to be done when a player dies in multiplayer
555
556 void DoGameOver()
557 {
558 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
559
560         if (PLAYING_BUILTIN_MISSION)
561                 scores_maybe_add_player(0);
562
563         Function_mode = FMODE_MENU;
564         Game_mode = GM_GAME_OVER;
565         longjmp( LeaveGame, 0 );                // Exit out of game loop
566
567 }
568
569 extern void do_save_game_menu();
570
571 //update various information about the player
572 void update_player_stats()
573 {
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++;
578                 }
579
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++;
584                 }
585 }
586
587 //hack to not start object when loading level
588 extern int Dont_start_sound_objects;
589
590 //go through this level and start any eclip sounds
591 void set_sound_sources()
592 {
593         int segnum,sidenum;
594         segment *seg;
595
596         digi_init_sounds();             //clear old sounds
597
598         Dont_start_sound_objects = 1;
599
600         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
601                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
602                         int tm,ec,sn;
603
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) {
607                                                 vms_vector pnt;
608                                                 int csegnum = seg->children[sidenum];
609
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
613                                                 //segment.
614
615                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
616                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
617                                                                 segment *csegp;
618                                                                 int csidenum;
619
620                                                                 csegp = &Segments[seg->children[sidenum]];
621                                                                 csidenum = find_connect_side(seg, csegp);
622
623                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
624                                                                         continue;               //skip this one
625                                                         }
626                                                 }
627
628                                                 compute_center_point_on_side(&pnt,seg,sidenum);
629                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
630                                         }
631                 }
632
633         Dont_start_sound_objects = 0;
634
635 }
636
637
638 //fix flash_dist=i2f(1);
639 fix flash_dist=fl2f(.9);
640
641 //create flash for player appearance
642 void create_player_appearance_effect(object *player_obj)
643 {
644         vms_vector pos;
645         object *effect_obj;
646
647 #ifndef NDEBUG
648         {
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
652         }
653 #endif
654
655         if (player_obj == Viewer)
656                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
657         else
658                 pos = player_obj->pos;
659
660         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
661
662         if (effect_obj) {
663                 effect_obj->orient = player_obj->orient;
664
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 );
667         }
668 }
669
670 //
671 // New Game sequencing functions
672 //
673
674 //pairs of chars describing ranges
675 char playername_allowed_chars[] = "azAZ09__--";
676
677 int RegisterPlayerSub(int allow_abort)
678 {
679         int x;
680         newmenu_item m;
681         char text[CALLSIGN_LEN+1]="";
682
683         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
684
685 try_again:
686         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
687
688         Newmenu_allowed_chars = playername_allowed_chars;
689         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
690         Newmenu_allowed_chars = NULL;
691
692         if ( x < 0 ) {
693                 if ( allow_abort )
694                         return 1;
695                 goto try_again;
696         }
697
698         if (text[0]==0) //null string
699                 goto try_again;
700
701         cmd_appendf("player %s", text);
702         cmd_queue_process();
703
704         return 1;
705 }
706
707 //Inputs the player's name, without putting up the background screen
708 int RegisterPlayer()
709 {
710         int allow_abort_flag = 1;
711
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 );
715
716                 if (config_last_player.string[0]==0)
717                         allow_abort_flag = 0;
718         }
719
720 do_menu_again:
721
722         if (!RegisterPlayerSub(allow_abort_flag))
723                 //return 0;             // They hit Esc during enter name stage
724                 goto do_menu_again;
725
726         set_display_mode(Default_display_mode);
727
728         WriteConfigFile();              // Update lastplr
729
730         return 1;
731 }
732
733
734 void free_polygon_models();
735 void load_robot_replacements(char *level_name);
736 int read_hamfile();
737 extern int Robot_replacements_loaded;
738
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)
741 {
742         char *level_name;
743         player save_player;
744         int load_ret;
745
746         save_player = Players[Player_num];      
747
748         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
749
750         if (level_num<0)                //secret level
751                 level_name = Secret_level_names[-level_num-1];
752         else                                    //normal level
753                 level_name = Level_names[level_num-1];
754
755         gr_set_current_canvas(NULL);
756         gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
757
758         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
759
760 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
761 //      WIN(ShowCursorW());
762
763 #if 1 //def OGL
764     gr_palette_load(gr_palette);
765     show_boxed_message(TXT_LOADING);
766         vid_update();
767 #else
768         show_boxed_message(TXT_LOADING);
769         gr_palette_load(gr_palette);
770 #endif
771
772         load_ret = load_level(level_name);              //actually load the data from disk!
773
774         if (load_ret)
775                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
776
777         Current_level_num=level_num;
778
779 //      load_palette_pig(Current_level_palette);                //load just the pig
780
781         load_palette(Current_level_palette,1,1);                //don't change screen
782
783         load_endlevel_data(level_num);
784
785         if (EMULATING_D1)
786                 load_d1_bitmap_replacements();
787         else
788                 load_bitmap_replacements(level_name);
789
790         if (Robot_replacements_loaded) {
791                 free_polygon_models();
792                 read_hamfile();         //load original data
793                 if (Current_mission->enhanced) {
794                         // load extra data
795                         char t[50];
796                         extern void bm_read_extra_robots();
797                         sprintf(t,"%s.ham",Current_mission_filename);
798                         bm_read_extra_robots(t, Current_mission->enhanced);
799                 }
800                 
801                 Robot_replacements_loaded = 0;
802         }
803         load_robot_replacements(level_name);
804
805         if ( page_in_textures )
806                 piggy_load_level_data();
807
808 #ifdef NETWORK
809         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
810
811         reset_network_objects();
812 #endif
813
814         Players[Player_num] = save_player;
815
816         set_sound_sources();
817
818         songs_play_level_song( Current_level_num );
819
820         clear_boxed_message();          //remove message before new palette loaded
821
822         gr_palette_load(gr_palette);            //actually load the palette
823
824 //      WIN(HideCursorW());
825 }
826
827 //sets up Player_num & ConsoleObject
828 void InitPlayerObject()
829 {
830         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
831
832         if (Player_num != 0 )   {
833                 Players[0] = Players[Player_num];
834                 Player_num = 0;
835         }
836
837         Players[Player_num].objnum = 0;
838
839         ConsoleObject = &Objects[Players[Player_num].objnum];
840
841         ConsoleObject->type                             = OBJ_PLAYER;
842         ConsoleObject->id                                       = Player_num;
843         ConsoleObject->control_type     = CT_FLYING;
844         ConsoleObject->movement_type    = MT_PHYSICS;
845 }
846
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;
851
852 //starts a new game on the given level
853 void StartNewGame(int start_level)
854 {
855         state_default_item = -2;        // for first blind save, pick slot to save in
856
857         Game_mode = GM_NORMAL;
858         Function_mode = FMODE_GAME;
859         
860         Next_level_num = 0;
861
862         InitPlayerObject();                             //make sure player's object set up
863
864         init_player_stats_game();               //clear all stats
865
866         N_players = 1;
867 #ifdef NETWORK
868         Network_new_game = 0;
869 #endif
870
871         if (start_level < 0)
872                 StartNewLevelSecret(start_level, 0);
873         else
874                 StartNewLevel(start_level, 0);
875
876         Players[Player_num].starting_level = start_level;               // Mark where they started
877
878         game_disable_cheats();
879
880         init_seismic_disturbances();
881 }
882
883 //@@//starts a resumed game loaded from disk
884 //@@void ResumeSavedGame(int start_level)
885 //@@{
886 //@@    Game_mode = GM_NORMAL;
887 //@@    Function_mode = FMODE_GAME;
888 //@@
889 //@@    N_players = 1;
890 //@@    Network_new_game = 0;
891 //@@
892 //@@    InitPlayerObject();                             //make sure player's object set up
893 //@@
894 //@@    StartNewLevel(start_level, 0);
895 //@@
896 //@@    game_disable_cheats();
897 //@@}
898
899 #ifndef _NETWORK_H
900 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
901 #endif
902
903 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
904
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)
909 {
910         int level_points, skill_points, energy_points, shield_points, hostage_points;
911         int     all_hostage_points;
912         int     endgame_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];
918         int                             i,c;
919         char                            title[128];
920         int                             is_last_level;
921         int                             mine_level;
922
923         set_screen_mode(SCREEN_MENU);           //go into menu mode
924
925    #ifdef TACTILE
926                 if (TactileStick)
927                   ClearForces();
928         #endif
929
930         mprintf((0,"DoEndLevelScoreGlitz\n"));
931
932         //      Compute level player is on, deal with secret levels (negative numbers)
933         mine_level = Players[Player_num].level;
934         if (mine_level < 0)
935                 mine_level *= -(Last_level/N_secret_levels);
936
937         level_points = Players[Player_num].score-Players[Player_num].last_score;
938
939         if (!Cheats_enabled) {
940                 if (Difficulty_level > 1) {
941                         skill_points = level_points*(Difficulty_level)/4;
942                         skill_points -= skill_points % 100;
943                 } else
944                         skill_points = 0;
945
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);
949
950                 shield_points -= shield_points % 50;
951                 energy_points -= energy_points % 50;
952         } else {
953                 skill_points = 0;
954                 shield_points = 0;
955                 energy_points = 0;
956                 hostage_points = 0;
957         }
958
959         all_hostage_text[0] = 0;
960         endgame_text[0] = 0;
961
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);
965         } else
966                 all_hostage_points = 0;
967
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);
971                 is_last_level=1;
972         } else
973                 endgame_points = is_last_level = 0;
974
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);
977
978         c = 0;
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);
983
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);
987
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);
990
991         for (i=0; i<c; i++) {
992                 m[i].type = NM_TYPE_TEXT;
993                 m[i].text = m_str[i];
994         }
995
996         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
997
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);
1000         else
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);
1002
1003         Assert(c <= N_GLITZITEMS);
1004
1005         gr_palette_fade_out(gr_palette, 32, 0);
1006
1007         mprintf((0,"doing menu\n"));
1008
1009 #ifdef NETWORK
1010         if ( network && (Game_mode & GM_NETWORK) )
1011                 newmenu_do2(NULL, title, c, m, network_endlevel_poll2, 0, STARS_BACKGROUND);
1012         else
1013 #endif
1014                 // NOTE LINK TO ABOVE!!!
1015                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1016
1017         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1018 }
1019
1020 //give the player the opportunity to save his game
1021 void DoEndlevelMenu()
1022 {
1023 //No between level saves......!!!       state_save_all(1);
1024 }
1025
1026 //      -----------------------------------------------------------------------------------------------------
1027 //called when the player is starting a level (new game or new ship)
1028 void StartSecretLevel()
1029 {
1030         Assert(!Player_is_dead);
1031
1032         InitPlayerPosition(0);
1033
1034         verify_console_object();
1035
1036         ConsoleObject->control_type     = CT_FLYING;
1037         ConsoleObject->movement_type    = MT_PHYSICS;
1038
1039         // -- WHY? -- disable_matcens();
1040         clear_transient_objects(0);             //0 means leave proximity bombs
1041
1042         // create_player_appearance_effect(ConsoleObject);
1043         Do_appearance_effect = 1;
1044
1045         ai_reset_all_paths();
1046         // -- NO? -- reset_time();
1047
1048         reset_rear_view();
1049         Auto_fire_fusion_cannon_time = 0;
1050         Fusion_charge = 0;
1051
1052         Robot_firing_enabled = 1;
1053 }
1054
1055 extern void set_pos_from_return_segment(void);
1056
1057 //      Returns true if secret level has been destroyed.
1058 int p_secret_level_destroyed(void)
1059 {
1060         if (First_secret_visit) {
1061                 return 0;               //      Never been there, can't have been destroyed.
1062         } else {
1063                 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1064                 {
1065                         return 0;
1066                 } else {
1067                         return 1;
1068                 }
1069         }
1070 }
1071
1072 //      -----------------------------------------------------------------------------------------------------
1073 void do_secret_message(char *msg)
1074 {
1075         int     old_fmode;
1076
1077         load_stars();
1078
1079         old_fmode = Function_mode;
1080         Function_mode = FMODE_MENU;
1081         nm_messagebox(NULL, 1, TXT_OK, msg);
1082         Function_mode = old_fmode;
1083 }
1084
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)
1091 {
1092         newmenu_item    m[1];
1093         //int i;
1094
1095         ThisLevelTime=0;
1096
1097         m[0].type = NM_TYPE_TEXT;
1098         m[0].text = " ";
1099
1100         last_drawn_cockpit[0] = -1;
1101         last_drawn_cockpit[1] = -1;
1102
1103         if (Newdemo_state == ND_STATE_PAUSED)
1104                 Newdemo_state = ND_STATE_RECORDING;
1105
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) {
1110
1111                 gr_palette_fade_out(gr_palette, 32, 0);
1112
1113                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1114
1115                 if (First_secret_visit) {
1116                         do_secret_message(TXT_SECRET_EXIT);
1117                 } else {
1118                         if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1119                         {
1120                                 do_secret_message(TXT_SECRET_EXIT);
1121                         } else {
1122                                 char    text_str[128];
1123
1124                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1125                                 do_secret_message(text_str);
1126                         }
1127                 }
1128         }
1129
1130         LoadLevel(level_num,page_in_textures);
1131
1132         Assert(Current_level_num == level_num); //make sure level set right
1133
1134         Assert(Function_mode == FMODE_GAME);
1135
1136         gameseq_init_network_players(); // Initialize the Players array for
1137                                                                                           // this level
1138
1139         HUD_clear_messages();
1140
1141         automap_clear_visited();
1142
1143         // --   init_player_stats_level();
1144
1145         Viewer = &Objects[Players[Player_num].objnum];
1146
1147         gameseq_remove_unused_players();
1148
1149         Game_suspended = 0;
1150
1151         Control_center_destroyed = 0;
1152
1153         init_cockpit();
1154         reset_palette_add();
1155
1156         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1157                 init_robots_for_level();
1158                 init_ai_objects();
1159                 init_smega_detonates();
1160                 init_morphs();
1161                 init_all_matcens();
1162                 reset_special_effects();
1163                 StartSecretLevel();
1164         } else {
1165                 if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
1166                 {
1167                         int     pw_save, sw_save;
1168
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();
1175                         StartSecretLevel();
1176                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1177                 } else {
1178                         char    text_str[128];
1179
1180                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1181                         do_secret_message(text_str);
1182                         return;
1183
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);
1188                         // -- return;
1189                 }
1190         }
1191
1192         if (First_secret_visit) {
1193                 copy_defaults_to_robot_all();
1194         }
1195
1196         turn_cheats_off();
1197
1198         init_controlcen_for_level();
1199
1200         //      Say player can use FLASH cheat to mark path to exit.
1201         Last_level_path_created = -1;
1202
1203         First_secret_visit = 0;
1204 }
1205
1206 int     Entered_from_level;
1207
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)
1211 {
1212         if (Newdemo_state == ND_STATE_PLAYBACK)
1213                 return;
1214
1215         if (!Control_center_destroyed) {
1216                 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1217         }
1218
1219         if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1220         {
1221                 int     pw_save, sw_save;
1222
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;
1229         } else {
1230                 // File doesn't exist, so can't return to base level.  Advance to next one.
1231                 if (Entered_from_level == Last_level)
1232                         DoEndGame();
1233                 else {
1234                         advancing_to_level_message();
1235                         StartNewLevel(Entered_from_level+1, 0);
1236                 }
1237         }
1238 }
1239
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)
1244 {
1245         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1246                 fix     time_used;
1247
1248                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1249                 Players[Player_num].invulnerable_time = GameTime - time_used;
1250         }
1251
1252         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1253                 fix     time_used;
1254
1255                 time_used = old_gametime - Players[Player_num].cloak_time;
1256                 Players[Player_num].cloak_time = GameTime - time_used;
1257         }
1258 }
1259
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.
1263 //      Do a savegame.
1264 void EnterSecretLevel(void)
1265 {
1266         fix     old_gametime;
1267         int     i;
1268
1269         Assert(! (Game_mode & GM_MULTI) );
1270
1271         Entered_from_level = Current_level_num;
1272
1273         if (Control_center_destroyed)
1274                 DoEndLevelScoreGlitz(0);
1275
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
1278
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);
1283                         break;
1284                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1285                         Next_level_num = -i;
1286                         break;
1287                 }
1288
1289         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1290                 Next_level_num = Last_secret_level;
1291
1292         old_gametime = GameTime;
1293
1294         StartNewLevelSecret(Next_level_num, 1);
1295         
1296         // do_cloak_invul_stuff();
1297 }
1298
1299 //called when the player has finished a level
1300 void PlayerFinishedLevel(int secret_flag)
1301 {
1302         Assert(!secret_flag);
1303
1304         //credit the player for hostages
1305         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1306
1307         if (Game_mode & GM_NETWORK)
1308                 Players[Player_num].connected = 2; // Finished but did not die
1309
1310         last_drawn_cockpit[0] = -1;
1311         last_drawn_cockpit[1] = -1;
1312
1313         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1314 }
1315
1316 #if defined(D2_OEM) || defined(COMPILATION)
1317 #define MOVIE_REQUIRED 0
1318 #else
1319 #define MOVIE_REQUIRED 1
1320 #endif
1321
1322 #ifdef D2_OEM
1323 #define ENDMOVIE "endo"
1324 #else
1325 #define ENDMOVIE "end"
1326 #endif
1327
1328 void show_order_form();
1329 extern void com_hangup(void);
1330
1331 //called when the player has finished the last level
1332 void DoEndGame(void)
1333 {
1334         mprintf((0,"DoEndGame\n"));
1335
1336         Function_mode = FMODE_MENU;
1337         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1338                 newdemo_stop_recording();
1339
1340         set_screen_mode( SCREEN_MENU );
1341
1342         gr_set_current_canvas(NULL);
1343
1344         key_flush();
1345
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
1349
1350                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1351                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1352                 close_subtitles();
1353                 if (!played) {
1354                         if (is_D2_OEM)
1355                         {
1356                                 songs_play_song( SONG_TITLE, 0 );
1357                                 do_briefing_screens("end2oem.tex",1);
1358                         }
1359                         else
1360                         {
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"));
1365                         }
1366                 }
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
1371
1372                 //try doing special credits
1373                 sprintf(tname,"%s.ctb",Current_mission_filename);
1374                 credits_show(tname);
1375         }
1376
1377         key_flush();
1378
1379 #ifdef SHAREWARE
1380                 show_order_form();
1381 #endif
1382
1383 #ifdef NETWORK
1384         if (Game_mode & GM_MULTI)
1385                 multi_endlevel_score();
1386         else
1387 #endif
1388                 // NOTE LINK TO ABOVE
1389                 DoEndLevelScoreGlitz(0);
1390
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));
1394                 gr_palette_clear();
1395                 load_palette(DEFAULT_PALETTE,0,1);
1396                 scores_maybe_add_player(0);
1397         }
1398
1399         Function_mode = FMODE_MENU;
1400
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
1403         else
1404                 Game_mode = GM_GAME_OVER;
1405
1406
1407         longjmp( LeaveGame, 0 );                // Exit out of game loop
1408 }
1409
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)
1414 {
1415 #ifdef NETWORK
1416         int result;
1417 #endif
1418
1419         mprintf((0,"AdvanceLevel\n"));
1420
1421         Assert(!secret_flag);
1422
1423         if (Current_level_num != Last_level) {
1424 #ifdef NETWORK
1425                 if (Game_mode & GM_MULTI)
1426                         multi_endlevel_score();         
1427                 else
1428 #endif
1429                         // NOTE LINK TO ABOVE!!!
1430                         DoEndLevelScoreGlitz(0);                //give bonuses
1431         }
1432
1433         Control_center_destroyed = 0;
1434
1435         #ifdef EDITOR
1436         if (Current_level_num == 0)
1437                 return;         //not a real level
1438         #endif
1439
1440 #ifdef NETWORK
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
1444                 {
1445                         if (Current_level_num == Last_level)            //player has finished the game!
1446                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1447                         else
1448                                 return;
1449                 }
1450         }
1451 #endif
1452
1453         if (Current_level_num == Last_level) {          //player has finished the game!
1454                 
1455                 mprintf((0,"Finished last level!\n"));
1456
1457                 DoEndGame();
1458
1459         } else {
1460
1461                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1462
1463                 if (!(Game_mode & GM_MULTI))
1464                         DoEndlevelMenu(); // Let use save their game
1465
1466                 StartNewLevel(Next_level_num, 0);
1467
1468         }
1469 }
1470
1471 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1472
1473 extern char last_palette_loaded[];
1474
1475 void load_stars_palette()
1476 {
1477         int pcx_error;
1478         ubyte pal[256*3];
1479
1480         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1481         Assert(pcx_error == PCX_ERROR_NONE);
1482
1483         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1484
1485
1486         {       //remap stuff. this code is kindof a hack
1487
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
1493
1494                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1495                 remap_fonts_and_menus(1);
1496
1497         }
1498
1499         strcpy(last_palette_loaded,"");         //force palette load next time
1500 }
1501 #endif
1502
1503 void nm_draw_background1(char * filename);
1504
1505 void load_stars()
1506 {
1507 //@@    int pcx_error;
1508 //@@    ubyte pal[256*3];
1509 //@@
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);
1512 //@@
1513 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1514
1515         nm_draw_background1(STARS_BACKGROUND);
1516
1517 }
1518
1519
1520 void
1521 died_in_mine_message(void)
1522 {
1523         // Tell the player he died in the mine, explain why
1524         int old_fmode;
1525
1526         if (Game_mode & GM_MULTI)
1527                 return;
1528
1529         gr_palette_fade_out(gr_palette, 32, 0);
1530
1531         set_screen_mode(SCREEN_MENU);           //go into menu mode
1532
1533         gr_set_current_canvas(NULL);
1534
1535         load_stars();
1536
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;
1541 }
1542
1543 //      Called when player dies on secret level.
1544 void returning_to_level_message(void)
1545 {
1546         char    msg[128];
1547
1548         int old_fmode;
1549
1550         if (Game_mode & GM_MULTI)
1551                 return;
1552
1553         gr_palette_fade_out(gr_palette, 32, 0);
1554
1555         set_screen_mode(SCREEN_MENU);           //go into menu mode
1556
1557         gr_set_current_canvas(NULL);
1558
1559         load_stars();
1560
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;
1566 }
1567
1568 //      Called when player dies on secret level.
1569 void advancing_to_level_message(void)
1570 {
1571         char    msg[128];
1572
1573         int old_fmode;
1574
1575         //      Only supposed to come here from a secret level.
1576         Assert(Current_level_num < 0);
1577
1578         if (Game_mode & GM_MULTI)
1579                 return;
1580
1581         gr_palette_fade_out(gr_palette, 32, 0);
1582
1583         set_screen_mode(SCREEN_MENU);           //go into menu mode
1584
1585         gr_set_current_canvas(NULL);
1586         
1587         load_stars();
1588
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;
1594 }
1595
1596 void digi_stop_digi_sounds();
1597
1598 void DoPlayerDead()
1599 {
1600         reset_palette_add();
1601
1602         gr_palette_load (gr_palette);
1603
1604 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1605         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1606
1607         dead_player_end();              //terminate death sequence (if playing)
1608
1609         #ifdef EDITOR
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;
1616                 StartLevel(0);
1617                 return;
1618         }
1619         #endif
1620
1621 #ifdef NETWORK
1622         if ( Game_mode&GM_MULTI )
1623         {
1624                 multi_do_death(Players[Player_num].objnum);
1625         }
1626         else
1627 #endif
1628         {                               //Note link to above else!
1629                 Players[Player_num].lives--;
1630                 if (Players[Player_num].lives == 0)
1631                 {       
1632                         DoGameOver();
1633                         return;
1634                 }
1635         }
1636                                 
1637         if ( Control_center_destroyed ) {
1638
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;
1644
1645                 died_in_mine_message(); // Give them some indication of what happened
1646
1647                 if (Current_level_num < 0) {
1648                         if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1649                         {
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.
1654                         } else {
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!
1658                         }
1659                 } else {
1660
1661                         AdvanceLevel(0);                        //if finished, go on to next level
1662
1663                         init_player_stats_new_ship();
1664                         last_drawn_cockpit[0] = -1;
1665                         last_drawn_cockpit[1] = -1;
1666                 }
1667
1668         } else if (Current_level_num < 0) {
1669                 if (PHYSFS_exists(PLAYER_DIR "secret.sgb"))
1670                 {
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.
1677                 } else {
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();
1682                 }
1683         } else {
1684                 init_player_stats_new_ship();
1685                 StartLevel(1);
1686         }
1687
1688         digi_sync_sounds();
1689 }
1690
1691 extern int BigWindowSwitch;
1692
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)
1696 {
1697         if (!(Game_mode & GM_MULTI)) {
1698                 last_drawn_cockpit[0] = -1;
1699                 last_drawn_cockpit[1] = -1;
1700         }
1701    BigWindowSwitch=0;
1702
1703
1704         if (Newdemo_state == ND_STATE_PAUSED)
1705                 Newdemo_state = ND_STATE_RECORDING;
1706
1707         if (Newdemo_state == ND_STATE_RECORDING) {
1708                 newdemo_set_new_level(level_num);
1709                 newdemo_record_start_frame(FrameCount, FrameTime );
1710         }
1711
1712         if (Game_mode & GM_MULTI)
1713                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1714
1715         LoadLevel(level_num,page_in_textures);
1716
1717         Assert(Current_level_num == level_num); //make sure level set right
1718
1719         gameseq_init_network_players(); // Initialize the Players array for
1720                                                                                           // this level
1721
1722         Viewer = &Objects[Players[Player_num].objnum];
1723
1724         Assert(N_players <= NumNetPlayerPositions);
1725                 //If this assert fails, there's not enough start positions
1726
1727 #ifdef NETWORK
1728         if (Game_mode & GM_NETWORK)
1729         {
1730                 if(network_level_sync()) // After calling this, Player_num is set
1731                         return;
1732         }
1733         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1734         {
1735                 if(com_level_sync())
1736                         return;
1737         }
1738 #endif
1739
1740         Assert(Function_mode == FMODE_GAME);
1741
1742         #ifndef NDEBUG
1743         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1744         #endif
1745
1746         HUD_clear_messages();
1747
1748         automap_clear_visited();
1749
1750 #ifdef NETWORK
1751         if (Network_new_game == 1)
1752         {
1753                 Network_new_game = 0;
1754                 init_player_stats_new_ship();
1755         }
1756 #endif
1757         init_player_stats_level(secret_flag);
1758
1759 #ifdef NETWORK
1760         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1761         {
1762                 int i;
1763                 for (i = 0; i < N_players; i++)
1764                         Players[i].flags |= Netgame.player_flags[i];
1765         }
1766
1767         if (Game_mode & GM_MULTI)
1768         {
1769                 multi_prep_level(); // Removes robots from level if necessary
1770         }
1771 #endif
1772
1773         gameseq_remove_unused_players();
1774
1775         Game_suspended = 0;
1776
1777         Control_center_destroyed = 0;
1778
1779         set_screen_mode(SCREEN_GAME);
1780         init_cockpit();
1781         init_robots_for_level();
1782         init_ai_objects();
1783         init_smega_detonates();
1784         init_morphs();
1785         init_all_matcens();
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();
1792
1793         turn_cheats_off();
1794
1795         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1796                 mission_write_config();
1797
1798         reset_special_effects();
1799
1800 #ifdef OGL
1801         gr_remap_mono_fonts();
1802         ogl_cache_level_textures();
1803 #endif
1804
1805
1806 #ifdef NETWORK
1807         if (Network_rejoined == 1)
1808         {
1809                 #ifndef NDEBUG
1810                 mprintf((0, "Restarting - joining in random location.\n"));
1811                 #endif
1812                 Network_rejoined = 0;
1813                 StartLevel(1);
1814         }
1815         else
1816 #endif
1817                 StartLevel(0);          // Note link to above if!
1818
1819         copy_defaults_to_robot_all();
1820         init_controlcen_for_level();
1821
1822         //      Say player can use FLASH cheat to mark path to exit.
1823         Last_level_path_created = -1;
1824 }
1825
1826 #ifdef NETWORK
1827 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1828 #endif
1829 void bash_to_shield (int i,char *s)
1830 {
1831 #ifdef NETWORK
1832         int type=Objects[i].id;
1833 #endif
1834
1835         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1836
1837 #ifdef NETWORK
1838         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1839 #endif
1840
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;
1844 }
1845
1846
1847 void filter_objects_from_level()
1848  {
1849   int i;
1850
1851   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1852
1853   for (i=0;i<=Highest_object_index;i++)
1854         {
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!!!!");
1858    }
1859
1860  }
1861
1862 struct {
1863         int     level_num;
1864         char    movie_name[FILENAME_LEN];
1865 } intro_movie[] = {     { 1,"pla"},
1866                                                         { 5,"plb"},
1867                                                         { 9,"plc"},
1868                                                         {13,"pld"},
1869                                                         {17,"ple"},
1870                                                         {21,"plf"},
1871                                                         {24,"plg"}};
1872
1873 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1874
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
1878
1879 void ShowLevelIntro(int level_num)
1880 {
1881         //if shareware, show a briefing?
1882
1883         if (!(Game_mode & GM_MULTI)) {
1884                 int i;
1885
1886                 ubyte save_pal[sizeof(gr_palette)];
1887
1888                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1889
1890                 if (PLAYING_BUILTIN_MISSION) {
1891                         int movie=0;
1892
1893                         if (is_SHAREWARE || is_MAC_SHARE)
1894                         {
1895                                 if (level_num==1)
1896                                         do_briefing_screens ("brief2.tex", 1);
1897                         }
1898                         else if (is_D2_OEM)
1899                         {
1900                                 if (level_num == 1 && !intro_played)
1901                                         do_briefing_screens("brief2o.tex", 1);
1902                         }
1903                         else // full version
1904                         {
1905                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
1906                                 {
1907                                         if (!Skip_briefing_screens && intro_movie[i].level_num == level_num)
1908                                         {
1909                                                 Screen_mode = -1;
1910                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
1911                                                 movie=1;
1912                                                 break;
1913                                         }
1914                                 }
1915
1916 #if 0
1917                                 if (robot_movies)
1918                                 {
1919                                         int hires_save=MenuHiresAvailable;
1920
1921                                         if (robot_movies == 1)          //lowres only
1922                                         {
1923                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
1924
1925                                                 if (hires_save != MenuHiresAvailable)
1926                                                         Screen_mode = -1;               //force reset
1927
1928                                         }
1929 #endif
1930                                         do_briefing_screens ("robot.tex",level_num);
1931 #if 0
1932                                         MenuHiresAvailable = hires_save;
1933                                 }
1934 #endif
1935
1936                         }
1937                 }
1938                 else {  //not the built-in mission.  check for add-on briefing
1939                         if (EMULATING_D1)
1940                                 do_briefing_screens(Briefing_text_filename, level_num);
1941                         else {
1942                                 char tname[FILENAME_LEN];
1943                                 sprintf(tname, "%s.tex", Current_mission_filename);
1944                                 do_briefing_screens(tname, level_num);
1945                         }
1946                 }
1947
1948
1949                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
1950         }
1951 }
1952
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)
1959 {
1960         int     i;
1961
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));
1966                 }
1967         }
1968 }
1969
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)
1973 {
1974         ThisLevelTime=0;
1975
1976         if ((level_num > 0) && (!secret_flag)) {
1977                 maybe_set_first_secret_visit(level_num);
1978         }
1979
1980         ShowLevelIntro(level_num);
1981
1982         StartNewLevelSub(level_num, 1, secret_flag );
1983
1984 }
1985
1986 //initialize the player object position & orientation (at start of game, or new ship)
1987 void InitPlayerPosition(int random_flag)
1988 {
1989         int NewPlayer=0;
1990
1991 #ifdef NETWORK
1992         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
1993 #endif
1994                 NewPlayer = Player_num;
1995 #ifdef NETWORK
1996         else if (random_flag == 1)
1997         {
1998                 int i, closest = -1, trys=0;
1999                 fix closest_dist = 0x7ffffff, dist;
2000
2001                 d_srand((unsigned int)clock());
2002
2003 #ifndef NDEBUG
2004                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2005                 {
2006                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2007                         //Int3();
2008                 }
2009 #endif
2010
2011                 do {
2012                         if (trys > 0)   
2013                         {
2014                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2015                         }
2016                         trys++;
2017
2018                         NewPlayer = d_rand() % NumNetPlayerPositions;
2019
2020                         closest = -1;
2021                         closest_dist = 0x7fffffff;
2022         
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;
2029                                                 closest = i;
2030                                         }
2031                                 }
2032                         }
2033
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) );
2036         }
2037         else {
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
2040         }
2041         Assert(NewPlayer >= 0);
2042         Assert(NewPlayer < NumNetPlayerPositions);
2043 #endif
2044
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));
2048
2049         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2050
2051         obj_relink(OBJECT_NUMBER(ConsoleObject), Player_init[NewPlayer].segnum);
2052
2053 #ifdef NETWORK
2054 done:
2055 #endif
2056         reset_player_object();
2057         reset_cruise();
2058 }
2059
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)
2064 {
2065         robot_info      *robptr;
2066         int                     objid;
2067
2068         Assert(objp->type == OBJ_ROBOT);
2069         objid = objp->id;
2070         Assert(objid < N_robot_types);
2071
2072         robptr = &Robot_info[objid];
2073
2074         //      Boost shield for Thief and Buddy based on level.
2075         objp->shields = robptr->strength;
2076
2077         if ((robptr->thief) || (robptr->companion)) {
2078                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2079
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
2086                                 default:        break;
2087                         }
2088                 }
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);
2091
2092         //      Additional wimpification of bosses at Trainee
2093         if ((robptr->boss_flag) && (Difficulty_level == 0))
2094                 objp->shields /= 2;
2095 }
2096
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()
2102 {
2103         int     i;
2104
2105         for (i=0; i<=Highest_object_index; i++)
2106                 if (Objects[i].type == OBJ_ROBOT)
2107                         copy_defaults_to_robot(&Objects[i]);
2108
2109 }
2110
2111 extern void clear_stuck_objects(void);
2112
2113 //      -----------------------------------------------------------------------------------------------------
2114 //called when the player is starting a level (new game or new ship)
2115 void StartLevel(int random_flag)
2116 {
2117         Assert(!Player_is_dead);
2118
2119         InitPlayerPosition(random_flag);
2120
2121         verify_console_object();
2122
2123         ConsoleObject->control_type     = CT_FLYING;
2124         ConsoleObject->movement_type    = MT_PHYSICS;
2125
2126         disable_matcens();
2127
2128         clear_transient_objects(0);             //0 means leave proximity bombs
2129
2130         // create_player_appearance_effect(ConsoleObject);
2131         Do_appearance_effect = 1;
2132
2133 #ifdef NETWORK
2134         if (Game_mode & GM_MULTI)
2135         {
2136                 if (Game_mode & GM_MULTI_COOP)
2137                         multi_send_score();
2138                 multi_send_position(Players[Player_num].objnum);
2139                 multi_send_reappear();
2140         }               
2141
2142         if (Game_mode & GM_NETWORK)
2143                 network_do_frame(1, 1);
2144 #endif
2145
2146         ai_reset_all_paths();
2147         ai_init_boss_for_ship();
2148         clear_stuck_objects();
2149
2150         #ifdef EDITOR
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.
2155         init_ai_objects();
2156         #endif
2157
2158         reset_time();
2159
2160         reset_rear_view();
2161         Auto_fire_fusion_cannon_time = 0;
2162         Fusion_charge = 0;
2163
2164         Robot_firing_enabled = 1;
2165 }