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.
27 #if !defined(_MSC_VER) && !defined(macintosh)
54 #include "editor/editor.h"
59 void StartNewLevelSecret(int level_num, int page_in_textures);
60 void InitPlayerPosition(int random_flag);
61 void load_stars(void);
62 void returning_to_level_message(void);
63 void advancing_to_level_message(void);
65 void AdvanceLevel(int secret_flag);
66 void filter_objects_from_level(void);
69 // Current_level_num starts at 1 for the first level
70 // -1,-2,-3 are secret levels
71 // 0 means not a real level loaded
72 int Current_level_num = 0, Next_level_num;
73 char Current_level_name[LEVEL_NAME_LEN];
75 // Global variables describing the player
76 int N_players = 1; // Number of players ( >1 means a net game, eh?)
77 int Player_num = 0; // The player number who is on the console.
78 player Players[MAX_PLAYERS+4]; // Misc player info
79 obj_position Player_init[MAX_PLAYERS];
81 cvar_t Player_highest_level = { "HighestLevel", "0", CVAR_NONE };
83 // Global variables telling what sort of game we have
84 int MaxNumNetPlayers = -1;
85 int NumNetPlayerPositions = -1;
87 extern fix ThisLevelTime;
89 // Extern from game.c to fix a bug in the cockpit!
91 extern int last_drawn_cockpit[2];
92 extern int Last_level_path_created;
94 // HUD_clear_messages external, declared in gauges.h
96 extern void HUD_clear_messages(); // From hud.c
99 // Extra prototypes declared for the sake of LINT
100 void init_player_stats_new_ship(void);
101 void copy_defaults_to_robot_all(void);
103 int Do_appearance_effect = 0;
105 extern int Rear_view;
107 int First_secret_visit = 1;
109 extern int descent_critical_error;
111 extern int Last_msg_ycrd;
114 //--------------------------------------------------------------------
115 void verify_console_object(void)
117 Assert( Player_num > -1 );
118 Assert( Players[Player_num].objnum > -1 );
119 ConsoleObject = &Objects[Players[Player_num].objnum];
120 Assert( ConsoleObject->type == OBJ_PLAYER );
121 Assert( ConsoleObject->id == Player_num );
125 int count_number_of_robots(void)
131 for (i = 0; i <= Highest_object_index; i++)
132 if (Objects[i].type == OBJ_ROBOT)
139 int count_number_of_hostages(void)
145 for (i = 0; i <= Highest_object_index; i++)
146 if (Objects[i].type == OBJ_HOSTAGE)
153 // added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
154 void gameseq_init_network_players(void)
158 // Initialize network player start locations and object numbers
160 ConsoleObject = &Objects[0];
163 for (i = 0; i <= Highest_object_index; i++) {
165 if (( Objects[i].type == OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP )) {
166 if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER) || (Objects[i].type==OBJ_GHOST)) ) ||
167 ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) ) {
168 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
169 Objects[i].type=OBJ_PLAYER;
170 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
171 Player_init[k].pos = Objects[i].pos;
172 Player_init[k].orient = Objects[i].orient;
173 Player_init[k].segnum = Objects[i].segnum;
174 Players[k].objnum = i;
182 if ((Objects[i].type == OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
183 obj_delete(i); // kill the buddy in netgames
185 NumNetPlayerPositions = k;
188 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
189 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) ) {
190 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
191 //Int3(); // Not enough positions!!
195 if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 8) {
196 for (i = 0; i < N_players; i++)
197 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0)) {
198 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!");
203 if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4) {
204 for (i = 0; i < N_players; i++)
205 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0)) {
206 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!");
214 void gameseq_remove_unused_players(void)
218 // 'Remove' the unused players
221 if (Game_mode & GM_MULTI) {
222 for (i = 0; i < NumNetPlayerPositions; i++) {
223 if ((!Players[i].connected) || (i >= N_players)) {
225 // mprintf((0, "Ghosting player ship %d.\n", i+1));
227 multi_make_player_ghost(i);
232 { // Note link to above if!!!
234 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
236 for (i = 1; i < NumNetPlayerPositions; i++)
237 obj_delete(Players[i].objnum);
242 fix StartingShields = INITIAL_SHIELDS;
245 // Setup player for new game
246 void init_player_stats_game(void)
248 Players[Player_num].score = 0;
249 Players[Player_num].last_score = 0;
250 Players[Player_num].lives = INITIAL_LIVES;
251 Players[Player_num].level = 1;
253 Players[Player_num].time_level = 0;
254 Players[Player_num].time_total = 0;
255 Players[Player_num].hours_level = 0;
256 Players[Player_num].hours_total = 0;
258 Players[Player_num].energy = INITIAL_ENERGY;
259 Players[Player_num].shields = StartingShields;
260 Players[Player_num].killer_objnum = -1;
262 Players[Player_num].net_killed_total = 0;
263 Players[Player_num].net_kills_total = 0;
265 Players[Player_num].num_kills_level = 0;
266 Players[Player_num].num_kills_total = 0;
267 Players[Player_num].num_robots_level = 0;
268 Players[Player_num].num_robots_total = 0;
269 Players[Player_num].KillGoalCount = 0;
271 Players[Player_num].hostages_rescued_total = 0;
272 Players[Player_num].hostages_level = 0;
273 Players[Player_num].hostages_total = 0;
275 Players[Player_num].laser_level = 0;
276 Players[Player_num].flags = 0;
278 init_player_stats_new_ship();
280 First_secret_visit = 1;
284 void init_ammo_and_energy(void)
286 if (Players[Player_num].energy < INITIAL_ENERGY)
287 Players[Player_num].energy = INITIAL_ENERGY;
288 if (Players[Player_num].shields < StartingShields)
289 Players[Player_num].shields = StartingShields;
291 // for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
292 // if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
293 // Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
295 // for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
296 // if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
297 // Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
298 if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
299 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
303 extern ubyte Last_afterburner_state;
306 // Setup player for new level (After completion of previous level)
307 void init_player_stats_level(int secret_flag)
309 Players[Player_num].last_score = Players[Player_num].score;
311 Players[Player_num].level = Current_level_num;
314 if (!Network_rejoined)
317 Players[Player_num].time_level = 0;
318 Players[Player_num].hours_level = 0;
321 Players[Player_num].killer_objnum = -1;
323 Players[Player_num].num_kills_level = 0;
324 Players[Player_num].num_robots_level = count_number_of_robots();
325 Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
327 Players[Player_num].hostages_level = count_number_of_hostages();
328 Players[Player_num].hostages_total += Players[Player_num].hostages_level;
329 Players[Player_num].hostages_on_board = 0;
332 init_ammo_and_energy();
334 Players[Player_num].flags &= ~KEY_BLUE;
335 Players[Player_num].flags &= ~KEY_RED;
336 Players[Player_num].flags &= ~KEY_GOLD;
338 Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
339 Players[Player_num].flags &= ~PLAYER_FLAGS_CLOAKED;
340 Players[Player_num].flags &= ~PLAYER_FLAGS_MAP_ALL;
342 Players[Player_num].cloak_time = 0;
343 Players[Player_num].invulnerable_time = 0;
345 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
346 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
349 Player_is_dead = 0; // Added by RH
350 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
352 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
354 Controls.state[afterburner] = 0;
355 Last_afterburner_state = 0;
357 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
363 tactile_set_button_jolt();
366 Missile_viewer = NULL;
370 extern void init_ai_for_ship(void);
373 // Setup player for a brand-new ship
374 void init_player_stats_new_ship(void)
378 if (Newdemo_state == ND_STATE_RECORDING) {
379 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
380 newdemo_record_player_weapon(0, 0);
381 newdemo_record_player_weapon(1, 0);
384 Players[Player_num].energy = INITIAL_ENERGY;
385 Players[Player_num].shields = StartingShields;
386 Players[Player_num].laser_level = 0;
387 Players[Player_num].killer_objnum = -1;
388 Players[Player_num].hostages_on_board = 0;
390 Afterburner_charge = 0;
392 for (i = 0; i < MAX_PRIMARY_WEAPONS; i++) {
393 Players[Player_num].primary_ammo[i] = 0;
394 Primary_last_was_super[i] = 0;
397 for (i = 1; i < MAX_SECONDARY_WEAPONS; i++) {
398 Players[Player_num].secondary_ammo[i] = 0;
399 Secondary_last_was_super[i] = 0;
401 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
403 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
404 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
407 Secondary_weapon = 0;
409 Players[Player_num].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
410 Players[Player_num].flags &= ~PLAYER_FLAGS_AFTERBURNER;
411 Players[Player_num].flags &= ~PLAYER_FLAGS_CLOAKED;
412 Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
413 Players[Player_num].flags &= ~PLAYER_FLAGS_MAP_ALL;
414 Players[Player_num].flags &= ~PLAYER_FLAGS_CONVERTER;
415 Players[Player_num].flags &= ~PLAYER_FLAGS_AMMO_RACK;
416 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT;
417 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
418 Players[Player_num].flags &= ~PLAYER_FLAGS_FLAG;
420 Players[Player_num].cloak_time = 0;
421 Players[Player_num].invulnerable_time = 0;
423 Player_is_dead = 0; // player no longer dead
425 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
427 Controls.state[afterburner] = 0;
428 Last_afterburner_state = 0;
430 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
432 Missile_viewer = NULL; // reset missile camera if out there
436 tactile_set_button_jolt();
443 extern void init_stuck_objects(void);
447 extern int Slide_segs_computed;
450 // reset stuff so game is semi-normal when playing from editor
451 void editor_reset_stuff_on_level(void)
453 gameseq_init_network_players();
454 init_player_stats_level(0);
455 Viewer = ConsoleObject;
456 ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
457 ConsoleObject->id=Player_num;
458 ConsoleObject->control_type = CT_FLYING;
459 ConsoleObject->movement_type = MT_PHYSICS;
461 verify_console_object();
462 Control_center_destroyed = 0;
463 if (Newdemo_state != ND_STATE_PLAYBACK)
464 gameseq_remove_unused_players();
466 init_robots_for_level();
470 init_player_stats_new_ship();
471 init_controlcen_for_level();
472 automap_clear_visited();
473 init_stuck_objects();
474 init_thief_for_level();
476 Slide_segs_computed = 0;
481 // do whatever needs to be done when a player dies in multiplayer
482 void DoGameOver(void)
484 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
486 if (PLAYING_BUILTIN_MISSION)
487 scores_maybe_add_player(0);
489 Function_mode = FMODE_MENU;
490 Game_mode = GM_GAME_OVER;
491 longjmp( LeaveGame, 0 ); // Exit out of game loop
495 extern void do_save_game_menu(void);
498 // update various information about the player
499 void update_player_stats(void)
501 Players[Player_num].time_level += FrameTime; //the never-ending march of time...
502 if ( Players[Player_num].time_level > i2f(3600) ) {
503 Players[Player_num].time_level -= i2f(3600);
504 Players[Player_num].hours_level++;
507 Players[Player_num].time_total += FrameTime; // the never-ending march of time...
508 if ( Players[Player_num].time_total > i2f(3600) ) {
509 Players[Player_num].time_total -= i2f(3600);
510 Players[Player_num].hours_total++;
515 // hack to not start object when loading level
516 extern int Dont_start_sound_objects;
519 // go through this level and start any eclip sounds
520 void set_sound_sources(void)
525 digi_init_sounds(); // clear old sounds
527 Dont_start_sound_objects = 1;
529 for (seg = &Segments[0], segnum = 0; segnum <= Highest_segment_index; seg++, segnum++)
530 for (sidenum = 0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
533 if (WALL_IS_DOORWAY(seg, sidenum) & WID_RENDER_FLAG)
534 if ( (((tm = seg->sides[sidenum].tmap_num2) != 0) && ((ec = TmapInfo[tm&0x3fff].eclip_num) != -1)) ||
535 ((ec = TmapInfo[seg->sides[sidenum].tmap_num].eclip_num) != -1) )
536 if ((sn = Effects[ec].sound_num) != -1) {
538 int csegnum = seg->children[sidenum];
540 // check for sound on other side of wall. Don't add on
541 // both walls if sound travels through wall. If sound
542 // does travel through wall, add sound for lower-numbered
545 if (IS_CHILD(csegnum) && csegnum < segnum) {
546 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
550 csegp = &Segments[seg->children[sidenum]];
551 csidenum = find_connect_side(seg, csegp);
553 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
554 continue; // skip this one
558 compute_center_point_on_side(&pnt, seg, sidenum);
559 digi_link_sound_to_pos(sn, segnum, sidenum, &pnt, 1, F1_0/2);
563 Dont_start_sound_objects = 0;
567 //fix flash_dist = i2f(1);
568 fix flash_dist = fl2f(.9);
571 // create flash for player appearance
572 void create_player_appearance_effect(object *player_obj)
579 int objnum = OBJECT_NUMBER(player_obj);
580 if ( (objnum < 0) || (objnum > Highest_object_index) )
581 Int3(); // See Rob, trying to track down weird network bug
585 if (player_obj == Viewer)
586 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
588 pos = player_obj->pos;
590 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
593 effect_obj->orient = player_obj->orient;
595 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
596 digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, OBJECT_NUMBER(effect_obj), 0, F1_0 );
602 // New Game sequencing functions
605 //pairs of chars describing ranges
606 char playername_allowed_chars[] = "azAZ09__--";
609 int RegisterPlayerSub(int allow_abort)
613 char text[CALLSIGN_LEN+1] = "";
615 strncpy(text, Players[Player_num].callsign, CALLSIGN_LEN);
618 m.type = NM_TYPE_INPUT; m.text_len = 8; m.text = text;
620 Newmenu_allowed_chars = playername_allowed_chars;
621 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
622 Newmenu_allowed_chars = NULL;
630 if (text[0] == 0) // null string
633 cmd_appendf("player %s", text);
640 // Inputs the player's name, without putting up the background screen
641 int RegisterPlayer(void)
643 int allow_abort_flag = 1;
645 if ( Players[Player_num].callsign[0] == 0 ) {
646 // Read the last player's name from config file, not lastplr.txt
647 strncpy( Players[Player_num].callsign, config_last_player.string, CALLSIGN_LEN );
649 if (config_last_player.string[0] == 0)
650 allow_abort_flag = 0;
655 if (!RegisterPlayerSub(allow_abort_flag))
656 //return 0; // They hit Esc during enter name stage
659 set_display_mode(Default_display_mode);
661 WriteConfigFile(); // Update lastplr
667 void free_polygon_models(void);
668 void load_robot_replacements(char *level_name);
669 int read_hamfile(void);
670 extern int Robot_replacements_loaded;
673 //load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
674 void LoadLevel(int level_num, int page_in_textures)
680 save_player = Players[Player_num];
682 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
684 if (level_num < 0) // secret level
685 level_name = Secret_level_names[-level_num-1];
687 level_name = Level_names[level_num-1];
689 gr_set_current_canvas(NULL);
690 gr_clear_canvas(BM_XRGB(0, 0, 0)); // so palette switching is less obvious
692 Last_msg_ycrd = -1; // so we don't restore backgound under msg
694 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
695 // WIN(ShowCursorW());
698 gr_palette_load(gr_palette);
699 show_boxed_message(TXT_LOADING);
702 show_boxed_message(TXT_LOADING);
703 gr_palette_load(gr_palette);
706 load_ret = load_level(level_name); // actually load the data from disk!
709 Error("Couldn't load level file <%s>, error = %d", level_name, load_ret);
711 Current_level_num = level_num;
713 // load_palette_pig(Current_level_palette); // load just the pig
715 load_palette(Current_level_palette, 1, 1); // don't change screen
717 load_endlevel_data(level_num);
720 load_d1_bitmap_replacements();
722 load_bitmap_replacements(level_name);
724 if (Robot_replacements_loaded) {
725 free_polygon_models();
726 read_hamfile(); // load original data
727 if (Current_mission->enhanced) {
730 extern void bm_read_extra_robots(char *fname, int type);
731 sprintf(t, "%s.ham", Current_mission_filename);
732 bm_read_extra_robots(t, Current_mission->enhanced);
735 Robot_replacements_loaded = 0;
737 load_robot_replacements(level_name);
739 if ( page_in_textures )
740 piggy_load_level_data();
743 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
745 reset_network_objects();
748 Players[Player_num] = save_player;
752 songs_play_level_song( Current_level_num );
754 clear_boxed_message(); // remove message before new palette loaded
756 gr_palette_load(gr_palette); // actually load the palette
758 // WIN(HideCursorW());
762 // sets up Player_num & ConsoleObject
763 void InitPlayerObject(void)
765 Assert(Player_num >= 0 && Player_num < MAX_PLAYERS);
767 if (Player_num != 0 ) {
768 Players[0] = Players[Player_num];
772 Players[Player_num].objnum = 0;
774 ConsoleObject = &Objects[Players[Player_num].objnum];
776 ConsoleObject->type = OBJ_PLAYER;
777 ConsoleObject->id = Player_num;
778 ConsoleObject->control_type = CT_FLYING;
779 ConsoleObject->movement_type = MT_PHYSICS;
783 extern void game_disable_cheats(void);
784 extern void turn_cheats_off(void);
785 extern void init_seismic_disturbances(void);
786 extern int state_default_item;
789 // starts a new game on the given level
790 void StartNewGame(int start_level)
792 state_default_item = -2; // for first blind save, pick slot to save in
794 Game_mode = GM_NORMAL;
795 Function_mode = FMODE_GAME;
799 InitPlayerObject(); // make sure player's object set up
801 init_player_stats_game(); // clear all stats
805 Network_new_game = 0;
809 StartNewLevelSecret(start_level, 0);
811 StartNewLevel(start_level, 0);
813 Players[Player_num].starting_level = start_level; // Mark where they started
815 game_disable_cheats();
817 init_seismic_disturbances();
821 //@@//starts a resumed game loaded from disk
822 //@@void ResumeSavedGame(int start_level)
824 //@@ Game_mode = GM_NORMAL;
825 //@@ Function_mode = FMODE_GAME;
828 //@@ Network_new_game = 0;
830 //@@ InitPlayerObject(); // make sure player's object set up
832 //@@ StartNewLevel(start_level, 0);
834 //@@ game_disable_cheats();
839 extern int network_endlevel_poll2( int nitems, newmenu_item *menus, int *key, int citem ); // network.c
842 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
843 #define N_GLITZITEMS 11
846 // -----------------------------------------------------------------------------
847 // Does the bonus scoring.
848 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
849 void DoEndLevelScoreGlitz(int network)
851 int level_points, skill_points, energy_points, shield_points, hostage_points;
852 int all_hostage_points;
854 char all_hostage_text[64];
855 char endgame_text[64];
856 char m_str[N_GLITZITEMS][30];
857 newmenu_item m[N_GLITZITEMS+1];
863 set_screen_mode(SCREEN_MENU); // go into menu mode
870 mprintf((0, "DoEndLevelScoreGlitz\n"));
872 // Compute level player is on, deal with secret levels (negative numbers)
873 mine_level = Players[Player_num].level;
875 mine_level *= -(Last_level/N_secret_levels);
877 level_points = Players[Player_num].score - Players[Player_num].last_score;
879 if (!Cheats_enabled.intval) {
880 if (Difficulty_level > 1) {
881 skill_points = level_points*(Difficulty_level)/4;
882 skill_points -= skill_points % 100;
886 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
887 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
888 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
890 shield_points -= shield_points % 50;
891 energy_points -= energy_points % 50;
899 all_hostage_text[0] = 0;
902 if (!Cheats_enabled.intval && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
903 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
904 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
906 all_hostage_points = 0;
908 if (!Cheats_enabled.intval && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { // player has finished the game!
909 endgame_points = Players[Player_num].lives * 10000;
910 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
913 endgame_points = is_last_level = 0;
915 mprintf((0,"adding bonus points\n"));
916 add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
919 sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
920 sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
921 sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
922 sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
924 sprintf(m_str[c++], "%s", all_hostage_text);
925 if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
926 sprintf(m_str[c++], "%s", endgame_text);
928 sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
929 sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
931 for (i = 0; i < c; i++) {
932 m[i].type = NM_TYPE_TEXT;
933 m[i].text = m_str[i];
936 //m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
938 if (Current_level_num < 0)
939 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);
941 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);
943 Assert(c <= N_GLITZITEMS);
945 gr_palette_fade_out(gr_palette, 32, 0);
947 mprintf((0, "doing menu\n"));
950 if ( network && (Game_mode & GM_NETWORK) )
951 newmenu_do2(NULL, title, c, m, network_endlevel_poll2, 0, STARS_BACKGROUND);
954 { // NOTE LINK TO ABOVE!!!
955 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
957 mprintf((0, "done DoEndLevelScoreGlitz\n"));
961 // give the player the opportunity to save his game
962 void DoEndlevelMenu(void)
964 // No between level saves......!!! state_save_all(1);
968 // -----------------------------------------------------------------------------------------------------
969 // called when the player is starting a level (new game or new ship)
970 void StartSecretLevel(void)
972 Assert(!Player_is_dead);
974 InitPlayerPosition(0);
976 verify_console_object();
978 ConsoleObject->control_type = CT_FLYING;
979 ConsoleObject->movement_type = MT_PHYSICS;
981 // -- WHY? -- disable_matcens();
982 clear_transient_objects(0); // 0 means leave proximity bombs
984 // create_player_appearance_effect(ConsoleObject);
985 Do_appearance_effect = 1;
987 ai_reset_all_paths();
988 // -- NO? -- reset_time();
991 Auto_fire_fusion_cannon_time = 0;
994 Robot_firing_enabled = 1;
998 extern void set_pos_from_return_segment(void);
1001 // Returns true if secret level has been destroyed.
1002 int p_secret_level_destroyed(void)
1004 if (First_secret_visit) {
1005 return 0; // Never been there, can't have been destroyed.
1007 if (PHYSFS_exists(PLAYER_DIR "secret.sgc")) {
1016 // -----------------------------------------------------------------------------------------------------
1017 void do_secret_message(char *msg)
1023 old_fmode = Function_mode;
1024 Function_mode = FMODE_MENU;
1025 nm_messagebox(NULL, 1, TXT_OK, msg);
1026 Function_mode = old_fmode;
1030 // -----------------------------------------------------------------------------------------------------
1031 // called when the player is starting a new level for normal game mode and restore state
1032 // Need to deal with whether this is the first time coming to this level or not. If not the
1033 // first time, instead of initializing various things, need to do a game restore for all the
1034 // robots, powerups, walls, doors, etc.
1035 void StartNewLevelSecret(int level_num, int page_in_textures)
1041 m[0].type = NM_TYPE_TEXT;
1044 last_drawn_cockpit[0] = -1;
1045 last_drawn_cockpit[1] = -1;
1047 if (Newdemo_state == ND_STATE_PAUSED)
1048 Newdemo_state = ND_STATE_RECORDING;
1050 if (Newdemo_state == ND_STATE_RECORDING) {
1051 newdemo_set_new_level(level_num);
1052 newdemo_record_start_frame(FrameCount, FrameTime);
1053 } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1055 gr_palette_fade_out(gr_palette, 32, 0);
1057 set_screen_mode(SCREEN_MENU); // go into menu mode
1059 if (First_secret_visit) {
1060 do_secret_message(TXT_SECRET_EXIT);
1062 if (PHYSFS_exists(PLAYER_DIR "secret.sgc")) {
1063 do_secret_message(TXT_SECRET_EXIT);
1067 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1068 do_secret_message(text_str);
1073 LoadLevel(level_num, page_in_textures);
1075 Assert(Current_level_num == level_num); // make sure level set right
1077 Assert(Function_mode == FMODE_GAME);
1079 gameseq_init_network_players(); // Initialize the Players array for this level
1081 HUD_clear_messages();
1083 automap_clear_visited();
1085 // -- init_player_stats_level();
1087 Viewer = &Objects[Players[Player_num].objnum];
1089 gameseq_remove_unused_players();
1093 Control_center_destroyed = 0;
1096 reset_palette_add();
1098 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1099 init_robots_for_level();
1101 init_smega_detonates();
1104 reset_special_effects();
1107 if (PHYSFS_exists(PLAYER_DIR "secret.sgc")) {
1108 int pw_save, sw_save;
1110 pw_save = Primary_weapon;
1111 sw_save = Secondary_weapon;
1112 state_restore_all(1, 1, PLAYER_DIR "secret.sgc");
1113 Primary_weapon = pw_save;
1114 Secondary_weapon = sw_save;
1115 reset_special_effects();
1117 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1121 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1122 do_secret_message(text_str);
1125 // -- // If file doesn't exist, it's because reactor was destroyed.
1126 // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n"));
1127 // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1128 // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1133 if (First_secret_visit)
1134 copy_defaults_to_robot_all();
1138 init_controlcen_for_level();
1140 // Say player can use FLASH cheat to mark path to exit.
1141 Last_level_path_created = -1;
1143 First_secret_visit = 0;
1147 int Entered_from_level;
1150 // ---------------------------------------------------------------------------------------------------------------
1151 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1152 void ExitSecretLevel(void)
1154 if (Newdemo_state == ND_STATE_PLAYBACK)
1157 if (!Control_center_destroyed) {
1158 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1161 if (PHYSFS_exists(PLAYER_DIR "secret.sgb")) {
1162 int pw_save, sw_save;
1164 returning_to_level_message();
1165 pw_save = Primary_weapon;
1166 sw_save = Secondary_weapon;
1167 state_restore_all(1, 1, PLAYER_DIR "secret.sgb");
1168 Primary_weapon = pw_save;
1169 Secondary_weapon = sw_save;
1171 // File doesn't exist, so can't return to base level. Advance to next one.
1172 if (Entered_from_level == Last_level)
1175 advancing_to_level_message();
1176 StartNewLevel(Entered_from_level+1, 0);
1182 // ---------------------------------------------------------------------------------------------------------------
1183 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1184 // be invulnerable or cloaked.
1185 void do_cloak_invul_secret_stuff(fix old_gametime)
1187 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1190 time_used = old_gametime - Players[Player_num].invulnerable_time;
1191 Players[Player_num].invulnerable_time = GameTime - time_used;
1194 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1197 time_used = old_gametime - Players[Player_num].cloak_time;
1198 Players[Player_num].cloak_time = GameTime - time_used;
1203 // ---------------------------------------------------------------------------------------------------------------
1204 // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he
1205 // is passing to the secret level.
1207 void EnterSecretLevel(void)
1212 Assert(! (Game_mode & GM_MULTI) );
1214 Entered_from_level = Current_level_num;
1216 if (Control_center_destroyed)
1217 DoEndLevelScoreGlitz(0);
1219 if (Newdemo_state != ND_STATE_PLAYBACK)
1220 state_save_all(0, 1, NULL, 0); // Not between levels (ie, save all), IS a secret level, NO filename override
1222 // Find secret level number to go to, stuff in Next_level_num.
1223 for (i = 0; i < -Last_secret_level; i++)
1224 if (Secret_level_table[i]==Current_level_num) {
1225 Next_level_num = -(i+1);
1227 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1228 Next_level_num = -i;
1232 if (! (i < -Last_secret_level)) //didn't find level, so must be last
1233 Next_level_num = Last_secret_level;
1235 old_gametime = GameTime;
1237 StartNewLevelSecret(Next_level_num, 1);
1239 //do_cloak_invul_stuff();
1243 // called when the player has finished a level
1244 void PlayerFinishedLevel(int secret_flag)
1246 Assert(!secret_flag);
1248 // credit the player for hostages
1249 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1251 if (Game_mode & GM_NETWORK)
1252 Players[Player_num].connected = 2; // Finished but did not die
1254 last_drawn_cockpit[0] = -1;
1255 last_drawn_cockpit[1] = -1;
1257 AdvanceLevel(secret_flag); // now go on to the next one (if one)
1261 #if defined(D2_OEM) || defined(COMPILATION)
1262 #define MOVIE_REQUIRED 0
1264 #define MOVIE_REQUIRED 1
1268 #define ENDMOVIE "endo"
1270 #define ENDMOVIE "end"
1273 extern void com_hangup(void);
1276 // called when the player has finished the last level
1277 void DoEndGame(void)
1279 mprintf((0, "DoEndGame\n"));
1281 Function_mode = FMODE_MENU;
1282 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1283 newdemo_stop_recording();
1285 set_screen_mode( SCREEN_MENU );
1287 gr_set_current_canvas(NULL);
1291 if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI)) {
1292 // only built-in mission, & not multi
1293 int played = MOVIE_NOT_PLAYED; // default is not played
1295 init_subtitles(ENDMOVIE ".tex"); // ignore errors
1296 played = PlayMovie(ENDMOVIE, MOVIE_REQUIRED);
1300 songs_play_song( SONG_TITLE, 0 );
1301 do_briefing_screens("end2oem.tex",1);
1303 songs_play_song( SONG_ENDGAME, 0 );
1304 mprintf((0,"doing briefing\n"));
1305 do_briefing_screens("ending2.tex", 1);
1306 mprintf((0,"briefing done\n"));
1309 } else if (EMULATING_D1 && !(Game_mode & GM_MULTI)) {
1310 // D1-style endgame briefing, & not multi
1311 songs_play_song( SONG_ENDGAME, 0 );
1312 do_briefing_screens( Ending_text_filename, cfexist("end02.pcx") ? REGISTERED_ENDING_LEVEL_NUM : SHAREWARE_ENDING_LEVEL_NUM );
1313 } else if (!(Game_mode & GM_MULTI)) {
1315 char tname[FILENAME_LEN];
1316 sprintf(tname,"%s.tex",Current_mission_filename);
1317 do_briefing_screens (tname,Last_level+1); // level past last is endgame briefing
1319 // try doing special credits
1320 sprintf(tname,"%s.ctb",Current_mission_filename);
1321 credits_show(tname);
1329 if (Game_mode & GM_MULTI)
1330 multi_endlevel_score();
1333 { // NOTE LINK TO ABOVE
1334 DoEndLevelScoreGlitz(0);
1337 if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1338 gr_set_current_canvas( NULL );
1339 gr_clear_canvas(BM_XRGB(0, 0, 0));
1341 load_palette(D2_DEFAULT_PALETTE, 0, 1);
1342 scores_maybe_add_player(0);
1345 Function_mode = FMODE_MENU;
1347 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1348 Game_mode |= GM_GAME_OVER; // preserve modem setting so go back into modem menu
1350 Game_mode = GM_GAME_OVER;
1352 longjmp( LeaveGame, 0 ); // Exit out of game loop
1356 // called to go to the next level (if there is one)
1357 // if secret_flag is true, advance to secret level, else next normal one
1358 // Return true if game over.
1359 void AdvanceLevel(int secret_flag)
1365 mprintf((0, "AdvanceLevel\n"));
1367 Assert(!secret_flag);
1369 if (Current_level_num != Last_level) {
1371 if (Game_mode & GM_MULTI)
1372 multi_endlevel_score();
1375 { // NOTE LINK TO ABOVE!!!
1376 DoEndLevelScoreGlitz(0); // give bonuses
1380 Control_center_destroyed = 0;
1383 if (Current_level_num == 0)
1384 return; // not a real level
1388 if (Game_mode & GM_MULTI) {
1389 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1392 if (Current_level_num == Last_level) // player has finished the game!
1393 longjmp( LeaveGame, 0 ); // Exit out of game loop
1400 if (Current_level_num == Last_level) { // player has finished the game!
1402 mprintf((0,"Finished last level!\n"));
1408 Next_level_num = Current_level_num+1; // assume go to next normal level
1410 if (!(Game_mode & GM_MULTI))
1411 DoEndlevelMenu(); // Let use save their game
1413 StartNewLevel(Next_level_num, 0);
1419 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1421 extern char last_palette_loaded[];
1423 void load_stars_palette()
1428 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1429 Assert(pcx_error == PCX_ERROR_NONE);
1431 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1434 { // remap stuff. this code is kindof a hack
1436 // now, before we bring up the menu, we need to
1437 // do some stuff to make sure the palette is ok. First, we need to
1438 // get our current palette into the 2d's array, so the remapping will
1439 // work. Second, we need to remap the fonts. Third, we need to fill
1440 // in part of the fade tables so the darkening of the menu edges works
1442 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1443 remap_fonts_and_menus(1);
1446 strcpy(last_palette_loaded, ""); // force palette load next time
1451 void nm_draw_background1(char * filename);
1456 //@@ ubyte pal[256*3];
1458 //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1459 //@@ Assert(pcx_error == PCX_ERROR_NONE);
1461 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1463 nm_draw_background1(STARS_BACKGROUND);
1467 void died_in_mine_message(void)
1469 // Tell the player he died in the mine, explain why
1472 if (Game_mode & GM_MULTI)
1475 gr_palette_fade_out(gr_palette, 32, 0);
1477 set_screen_mode(SCREEN_MENU); // go into menu mode
1479 gr_set_current_canvas(NULL);
1483 old_fmode = Function_mode;
1484 Function_mode = FMODE_MENU;
1485 nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1486 Function_mode = old_fmode;
1490 // Called when player dies on secret level.
1491 void returning_to_level_message(void)
1496 if (Game_mode & GM_MULTI)
1499 gr_palette_fade_out(gr_palette, 32, 0);
1501 set_screen_mode(SCREEN_MENU); // go into menu mode
1503 gr_set_current_canvas(NULL);
1507 old_fmode = Function_mode;
1508 Function_mode = FMODE_MENU;
1509 sprintf(msg, "Returning to level %i", Entered_from_level);
1510 nm_messagebox(NULL, 1, TXT_OK, msg);
1511 Function_mode = old_fmode;
1515 // Called when player dies on secret level.
1516 void advancing_to_level_message(void)
1521 // Only supposed to come here from a secret level.
1522 Assert(Current_level_num < 0);
1524 if (Game_mode & GM_MULTI)
1527 gr_palette_fade_out(gr_palette, 32, 0);
1529 set_screen_mode(SCREEN_MENU); // go into menu mode
1531 gr_set_current_canvas(NULL);
1535 old_fmode = Function_mode;
1536 Function_mode = FMODE_MENU;
1537 sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1538 nm_messagebox(NULL, 1, TXT_OK, msg);
1539 Function_mode = old_fmode;
1543 void digi_stop_digi_sounds(void);
1546 void DoPlayerDead(void)
1548 reset_palette_add();
1550 gr_palette_load(gr_palette);
1552 // digi_pause_digi_sounds(); // kill any continuing sounds (eg. forcefield hum)
1553 digi_stop_digi_sounds(); // kill any continuing sounds (eg. forcefield hum)
1555 dead_player_end(); // terminate death sequence (if playing)
1558 if (Game_mode == GM_EDITOR) { // test mine, not real level
1559 object * playerobj = &Objects[Players[Player_num].objnum];
1560 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1561 load_level("gamesave.lvl");
1562 init_player_stats_new_ship();
1563 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1570 if ( Game_mode&GM_MULTI )
1571 multi_do_death(Players[Player_num].objnum);
1574 { // Note link to above else!
1575 Players[Player_num].lives--;
1576 if (Players[Player_num].lives == 0)
1583 if ( Control_center_destroyed ) {
1585 // clear out stuff so no bonus
1586 Players[Player_num].hostages_on_board = 0;
1587 Players[Player_num].energy = 0;
1588 Players[Player_num].shields = 0;
1589 Players[Player_num].connected = 3;
1591 died_in_mine_message(); // Give them some indication of what happened
1593 if (Current_level_num < 0) {
1594 if (PHYSFS_exists(PLAYER_DIR "secret.sgb")) {
1595 returning_to_level_message();
1596 state_restore_all(1, 2, PLAYER_DIR "secret.sgb"); // 2 means you died
1597 set_pos_from_return_segment();
1598 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1600 advancing_to_level_message();
1601 StartNewLevel(Entered_from_level+1, 0);
1602 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1606 AdvanceLevel(0); // if finished, go on to next level
1608 init_player_stats_new_ship();
1609 last_drawn_cockpit[0] = -1;
1610 last_drawn_cockpit[1] = -1;
1613 } else if (Current_level_num < 0) {
1614 if (PHYSFS_exists(PLAYER_DIR "secret.sgb")) {
1615 returning_to_level_message();
1616 if (!Control_center_destroyed)
1617 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1618 state_restore_all(1, 2, PLAYER_DIR "secret.sgb");
1619 set_pos_from_return_segment();
1620 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1622 died_in_mine_message(); // Give them some indication of what happened
1623 advancing_to_level_message();
1624 StartNewLevel(Entered_from_level+1, 0);
1625 init_player_stats_new_ship();
1628 init_player_stats_new_ship();
1636 extern int BigWindowSwitch;
1639 // called when the player is starting a new level for normal game mode and restore state
1640 // secret_flag set if came from a secret level
1641 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1643 if (!(Game_mode & GM_MULTI)) {
1644 last_drawn_cockpit[0] = -1;
1645 last_drawn_cockpit[1] = -1;
1649 if (Newdemo_state == ND_STATE_PAUSED)
1650 Newdemo_state = ND_STATE_RECORDING;
1652 if (Newdemo_state == ND_STATE_RECORDING) {
1653 newdemo_set_new_level(level_num);
1654 newdemo_record_start_frame(FrameCount, FrameTime);
1657 if (Game_mode & GM_MULTI)
1658 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1660 LoadLevel(level_num, page_in_textures);
1662 Assert(Current_level_num == level_num); // make sure level set right
1664 gameseq_init_network_players(); // Initialize the Players array for this level
1666 Viewer = &Objects[Players[Player_num].objnum];
1668 Assert(N_players <= NumNetPlayerPositions);
1669 // If this assert fails, there's not enough start positions
1672 if (Game_mode & GM_NETWORK)
1673 if(network_level_sync()) // After calling this, Player_num is set
1676 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1677 if(com_level_sync())
1681 Assert(Function_mode == FMODE_GAME);
1684 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1687 HUD_clear_messages();
1689 automap_clear_visited();
1692 if (Network_new_game == 1) {
1693 Network_new_game = 0;
1694 init_player_stats_new_ship();
1697 init_player_stats_level(secret_flag);
1700 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined) {
1703 for (i = 0; i < N_players; i++)
1704 Players[i].flags |= Netgame.player_flags[i];
1707 if (Game_mode & GM_MULTI)
1708 multi_prep_level(); // Removes robots from level if necessary
1711 gameseq_remove_unused_players();
1715 Control_center_destroyed = 0;
1717 set_screen_mode(SCREEN_GAME);
1719 init_robots_for_level();
1721 init_smega_detonates();
1724 reset_palette_add();
1725 init_thief_for_level();
1726 init_stuck_objects();
1727 game_flush_inputs(); // clear out the keyboard
1728 if (!(Game_mode & GM_MULTI))
1729 filter_objects_from_level();
1733 if (!(Game_mode & GM_MULTI) && !Cheats_enabled.intval)
1734 mission_write_config();
1736 reset_special_effects();
1739 gr_remap_mono_fonts();
1740 ogl_cache_level_textures();
1744 if (Network_rejoined == 1) {
1746 mprintf((0, "Restarting - joining in random location.\n"));
1748 Network_rejoined = 0;
1753 StartLevel(0); // Note link to above if!
1756 copy_defaults_to_robot_all();
1757 init_controlcen_for_level();
1759 // Say player can use FLASH cheat to mark path to exit.
1760 Last_level_path_created = -1;
1765 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1769 void bash_to_shield(int i,char *s)
1772 int type = Objects[i].id;
1775 mprintf((0, "Bashing %s object #%i to shield.\n", s, i));
1778 PowerupsInMine[type] = MaxPowerupsAllowed[type] = 0;
1781 Objects[i].id = POW_SHIELD_BOOST;
1782 Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
1783 Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
1787 void filter_objects_from_level()
1791 mprintf((0, "Highest object index=%d\n", Highest_object_index));
1793 for (i = 0; i <= Highest_object_index; i++) {
1794 if (Objects[i].type == OBJ_POWERUP)
1795 if (Objects[i].id == POW_FLAG_RED || Objects[i].id == POW_FLAG_BLUE)
1796 bash_to_shield(i, "Flag!!!!");
1803 char movie_name[FILENAME_LEN];
1814 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1816 extern int robot_movies; // 0 means none, 1 means lowres, 2 means hires
1817 extern int intro_played; // true if big intro movie played
1820 void ShowLevelIntro(int level_num)
1822 // if shareware, show a briefing?
1824 if (!(Game_mode & GM_MULTI)) {
1826 ubyte save_pal[sizeof(gr_palette)];
1828 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1830 if (PLAYING_BUILTIN_MISSION) {
1833 if (is_SHAREWARE || is_MAC_SHARE) {
1834 if (level_num == 1) {
1835 songs_play_song( SONG_BRIEFING, 1 );
1836 do_briefing_screens ("brief2.tex", 1);
1838 } else if (is_D2_OEM) {
1839 if (level_num == 1 && !intro_played)
1840 do_briefing_screens("brief2o.tex", 1);
1841 } else { // full version
1842 for (i = 0; i < NUM_INTRO_MOVIES; i++) {
1843 if (!Skip_briefing_screens && intro_movie[i].level_num == level_num) {
1845 PlayMovie(intro_movie[i].movie_name, MOVIE_REQUIRED);
1853 int hires_save = MenuHiresAvailable;
1855 if (robot_movies == 1) { // lowres only
1856 MenuHiresAvailable = 0; // pretend we can't do highres
1858 if (hires_save != MenuHiresAvailable)
1859 Screen_mode = -1; // force reset
1862 do_briefing_screens ("robot.tex",level_num);
1864 MenuHiresAvailable = hires_save;
1869 } else { //not the built-in mission. check for add-on briefing
1871 songs_play_song( SONG_BRIEFING, 1 );
1872 do_briefing_screens(Briefing_text_filename, level_num);
1874 char tname[FILENAME_LEN];
1875 sprintf(tname, "%s.tex", Current_mission_filename);
1876 do_briefing_screens(tname, level_num);
1880 memcpy(gr_palette, save_pal, sizeof(gr_palette));
1885 // ---------------------------------------------------------------------------
1886 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
1887 // Reason: On this level, if player goes to a secret level, he will be going to a different
1888 // secret level than he's ever been to before.
1889 // Sets the global First_secret_visit if necessary. Otherwise leaves it unchanged.
1890 void maybe_set_first_secret_visit(int level_num)
1894 for (i = 0; i < N_secret_levels; i++) {
1895 if (Secret_level_table[i] == level_num) {
1896 First_secret_visit = 1;
1897 mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
1903 // called when the player is starting a new level for normal game model
1904 // secret_flag if came from a secret level
1905 void StartNewLevel(int level_num, int secret_flag)
1909 if ((level_num > 0) && (!secret_flag)) {
1910 maybe_set_first_secret_visit(level_num);
1913 ShowLevelIntro(level_num);
1915 StartNewLevelSub(level_num, 1, secret_flag);
1920 // initialize the player object position & orientation (at start of game, or new ship)
1921 void InitPlayerPosition(int random_flag)
1926 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
1929 NewPlayer = Player_num;
1932 else if (random_flag == 1) {
1933 int i, closest = -1, trys = 0;
1934 fix closest_dist = 0x7ffffff, dist;
1936 d_srand((unsigned int)clock());
1939 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS) {
1940 mprintf((1, "WARNING: There are only %d start positions!\n"));
1947 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest));
1951 NewPlayer = d_rand() % NumNetPlayerPositions;
1954 closest_dist = 0x7fffffff;
1956 for (i = 0; i < N_players; i++) {
1957 if ( (i != Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
1958 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
1959 // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
1960 if ( (dist < closest_dist) && (dist >= 0) ) {
1961 closest_dist = dist;
1967 // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
1968 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
1970 mprintf((0, "Starting position is not being changed.\n"));
1971 goto done; // If deathmatch and not random, positions were already determined by sync packet
1973 Assert(NewPlayer >= 0);
1974 Assert(NewPlayer < NumNetPlayerPositions);
1977 ConsoleObject->pos = Player_init[NewPlayer].pos;
1978 ConsoleObject->orient = Player_init[NewPlayer].orient;
1979 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
1981 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
1983 obj_relink(OBJECT_NUMBER(ConsoleObject), Player_init[NewPlayer].segnum);
1988 reset_player_object();
1993 // -----------------------------------------------------------------------------------------------------
1994 // Initialize default parameters for one robot, copying from Robot_info to *objp.
1995 // What about setting size!? Where does that come from?
1996 void copy_defaults_to_robot(object *objp)
2001 Assert(objp->type == OBJ_ROBOT);
2003 Assert(objid < N_robot_types);
2005 robptr = &Robot_info[objid];
2007 // Boost shield for Thief and Buddy based on level.
2008 objp->shields = robptr->strength;
2010 if ((robptr->thief) || (robptr->companion)) {
2011 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2013 if (robptr->companion) {
2014 // Now, scale guide-bot hits by skill level
2015 switch (Difficulty_level) {
2016 case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable
2017 case 1: objp->shields *= 3; break; // Rookie, pretty dang hard
2018 case 2: objp->shields *= 2; break; // Hotshot, a bit tough
2022 } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2023 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2025 // Additional wimpification of bosses at Trainee
2026 if ((robptr->boss_flag) && (Difficulty_level == 0))
2031 // -----------------------------------------------------------------------------------------------------
2032 // Copy all values from the robot info structure to all instances of robots.
2033 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2034 // This function should be called at level load time.
2035 void copy_defaults_to_robot_all(void)
2039 for (i = 0; i <= Highest_object_index; i++)
2040 if (Objects[i].type == OBJ_ROBOT)
2041 copy_defaults_to_robot(&Objects[i]);
2045 extern void clear_stuck_objects(void);
2048 // -----------------------------------------------------------------------------------------------------
2049 // called when the player is starting a level (new game or new ship)
2050 void StartLevel(int random_flag)
2052 Assert(!Player_is_dead);
2054 InitPlayerPosition(random_flag);
2056 verify_console_object();
2058 ConsoleObject->control_type = CT_FLYING;
2059 ConsoleObject->movement_type = MT_PHYSICS;
2063 clear_transient_objects(0); // 0 means leave proximity bombs
2065 //create_player_appearance_effect(ConsoleObject);
2066 Do_appearance_effect = 1;
2069 if (Game_mode & GM_MULTI) {
2070 if (Game_mode & GM_MULTI_COOP)
2072 multi_send_position(Players[Player_num].objnum);
2073 multi_send_reappear();
2076 if (Game_mode & GM_NETWORK)
2077 network_do_frame(1, 1);
2080 ai_reset_all_paths();
2081 ai_init_boss_for_ship();
2082 clear_stuck_objects();
2085 // Note, this is only done if editor builtin. Calling this from here
2086 // will cause it to be called after the player dies, resetting the
2087 // hits for the buddy and thief. This is ok, since it will work ok
2088 // in a shipped version.
2095 Auto_fire_fusion_cannon_time = 0;
2098 Robot_firing_enabled = 1;