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1 /* $Id: gameseq.c,v 1.31 2003-10-12 09:38:48 btb Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
13 */
14
15 /*
16  *
17  * Routines for EndGame, EndLevel, etc.
18  *
19  * Old Log:
20  * Revision 1.1  1995/12/05  16:02:05  allender
21  * Initial revision
22  *
23  * Revision 1.14  1995/11/03  12:55:30  allender
24  * shareware changes
25  *
26  * Revision 1.13  1995/10/31  10:23:07  allender
27  * shareware stuff
28  *
29  * Revision 1.12  1995/10/18  18:25:02  allender
30  * call auto_select_weapon after initing ammo since that may
31  * change the secondary weapon status
32  *
33  * Revision 1.11  1995/10/17  13:17:11  allender
34  * added closebox when entering pilot name
35  *
36  * Revision 1.10  1995/09/24  10:56:59  allender
37  * new players must be looked for in Players directory
38  *
39  * Revision 1.9  1995/09/18  08:08:08  allender
40  * remove netgame binding if at endgame
41  *
42  * Revision 1.8  1995/09/14  14:13:01  allender
43  * initplayerobject have void return
44  *
45  * Revision 1.7  1995/08/31  12:54:42  allender
46  * try and fix bug
47  *
48  * Revision 1.6  1995/08/26  16:25:40  allender
49  * put return values on needed functions
50  *
51  * Revision 1.5  1995/08/14  09:26:28  allender
52  * added byteswap header files
53  *
54  * Revision 1.4  1995/08/01  13:57:42  allender
55  * macified player file stuff -- players stored in seperate folder
56  *
57  * Revision 1.3  1995/06/08  12:54:37  allender
58  * new function for calculating a segment based checksum since the old way
59  * is byte order dependent
60  *
61  * Revision 1.2  1995/06/02  07:42:10  allender
62  * removed duplicate extern for network_endlevel_poll2
63  *
64  * Revision 1.1  1995/05/16  15:25:56  allender
65  * Initial revision
66  *
67  * Revision 2.10  1995/12/19  15:48:25  john
68  * Made screen reset when loading new level.
69  *
70  * Revision 2.9  1995/07/07  16:47:52  john
71  * Fixed bug with reactor time..
72  *
73  * Revision 2.8  1995/06/15  12:14:18  john
74  * Made end game, win game and title sequences all go
75  * on after 5 minutes automatically.
76  *
77  * Revision 2.7  1995/05/26  16:16:25  john
78  * Split SATURN into define's for requiring cd, using cd, etc.
79  * Also started adding all the Rockwell stuff.
80  *
81  * Revision 2.6  1995/03/24  13:11:20  john
82  * Added save game during briefing screens.
83  *
84  * Revision 2.5  1995/03/23  17:56:20  allender
85  * added code to record old laser level and weapons when player gets
86  * new ship
87  *
88  * Revision 2.4  1995/03/21  08:39:14  john
89  * Ifdef'd out the NETWORK code.
90  *
91  * Revision 2.3  1995/03/15  14:33:33  john
92  * Added code to force the Descent CD-rom in the drive.
93  *
94  * Revision 2.2  1995/03/06  16:47:26  mike
95  * destination saturn
96  *
97  * Revision 2.1  1995/03/06  15:23:23  john
98  * New screen techniques.
99  *
100  * Revision 2.0  1995/02/27  11:28:53  john
101  * New version 2.0, which has no anonymous unions, builds with
102  * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
103  *
104  * Revision 1.310  1995/02/14  10:48:09  mike
105  * zero bonus if you are a cheater.
106  *
107  * Revision 1.309  1995/02/11  19:17:08  rob
108  * Fixed bug in laser fire rate after demo playback.
109  *
110  * Revision 1.308  1995/02/11  14:34:08  rob
111  * Added include of netmisc.c
112  *
113  * Revision 1.307  1995/02/11  14:29:04  rob
114  * Fixes for invul. controlcen.
115  *
116  * Revision 1.306  1995/02/11  13:47:00  mike
117  * fix cheats.
118  *
119  * Revision 1.305  1995/02/11  13:10:52  rob
120  * Fixed end of anarchy mission problems.
121  *
122  * Revision 1.304  1995/02/11  12:46:12  mike
123  * initialize Robot_firing_enabled, part of AHIMSA cheat.
124  *
125  * Revision 1.303  1995/02/11  12:42:03  john
126  * Added new song method, with FM bank switching..
127  *
128  * Revision 1.302  1995/02/10  17:39:29  matt
129  * Changed secret exit message to be centered
130  *
131  * Revision 1.301  1995/02/10  16:17:33  mike
132  * init Last_level_path_shown.
133  *
134  * Revision 1.300  1995/02/09  22:18:22  john
135  * Took out between level saves.
136  *
137  * Revision 1.299  1995/02/09  12:11:42  rob
138  * Get rid of high scores thing for multiplayer games.
139  *
140  * Revision 1.298  1995/02/08  20:34:24  rob
141  * Took briefing screens back OUT of coop games (per Interplay request)
142  *
143  * Revision 1.297  1995/02/08  19:20:09  rob
144  * Moved checksum calc.
145  *
146  * Revision 1.296  1995/02/05  14:39:24  rob
147  * Changed object mapping to be more efficient.
148  *
149  * Revision 1.295  1995/02/02  19:05:38  john
150  * Made end level menu for 27 not overwrite descent title..
151  *
152  * Revision 1.294  1995/02/02  16:36:42  adam
153  * *** empty log message ***
154  *
155  * Revision 1.293  1995/02/02  15:58:02  john
156  * Added turbo mode cheat.
157  *
158  * Revision 1.292  1995/02/02  15:29:34  matt
159  * Changed & localized secret level text
160  *
161  * Revision 1.291  1995/02/02  10:50:03  adam
162  * messed with secret level message
163  *
164  * Revision 1.290  1995/02/02  01:20:28  adam
165  * changed endgame song temporarily.
166  *
167  * Revision 1.289  1995/02/01  23:19:43  rob
168  * Fixed up endlevel stuff for multiplayer.
169  * Put in palette fades around areas that didn't have them before.
170  *
171  * Revision 1.288  1995/02/01  17:12:34  mike
172  * Make score come after endgame screens.
173  *
174  * Revision 1.287  1995/01/30  18:34:30  rob
175  * Put briefing screens back into coop games.
176  *
177  * Revision 1.286  1995/01/27  13:07:59  rob
178  * Removed erroneous warning message.
179  *
180  * Revision 1.285  1995/01/27  11:47:43  rob
181  * Removed new secret level menu from multiplayer games.
182  *
183  * Revision 1.284  1995/01/26  22:11:11  mike
184  * Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
185  *
186  * Revision 1.283  1995/01/26  16:55:13  rob
187  * Removed ship bonus from cooperative endgame.
188  *
189  * Revision 1.282  1995/01/26  16:45:24  mike
190  * Add autofire fusion cannon stuff.
191  *
192  * Revision 1.281  1995/01/26  14:44:44  rob
193  * Removed unnecessary #ifdefs around mprintfs.
194  * Changed NumNetPlayerPositions to be independant of MaxNumNetPlayers to
195  * accomodate 4-player robo-archy games with 8 start positions.
196  *
197  * Revision 1.280  1995/01/26  12:19:01  rob
198  * Changed network_do_frame call.
199  *
200  * Revision 1.279  1995/01/26  00:35:03  matt
201  * Changed numbering convention for HMP files for levels
202  *
203  * Revision 1.278  1995/01/25  16:07:59  matt
204  * Added message (prototype) when going to secret level
205  *
206  * Revision 1.277  1995/01/22  18:57:23  matt
207  * Made player highest level work with missions
208  *
209  * Revision 1.276  1995/01/21  23:13:08  matt
210  * Made high scores with (not work, really) with loaded missions
211  * Don't give player high score when quit game
212  *
213  * Revision 1.275  1995/01/21  17:17:39  john
214  * *** empty log message ***
215  *
216  * Revision 1.274  1995/01/21  17:15:38  john
217  * Added include for state.h
218  *
219  * Revision 1.273  1995/01/21  16:21:14  matt
220  * Fixed bugs in secret level sequencing
221  *
222  * Revision 1.272  1995/01/20  22:47:29  matt
223  * Mission system implemented, though imcompletely
224  *
225  * Revision 1.271  1995/01/19  17:00:48  john
226  * Made save game work between levels.
227  *
228  * Revision 1.270  1995/01/17  17:49:10  rob
229  * Added key syncing for coop.
230  *
231  * Revision 1.269  1995/01/17  14:27:37  john
232  * y
233  *
234  * Revision 1.268  1995/01/17  13:36:33  john
235  * Moved pig loading into StartNewLevelSub.
236  *
237  * Revision 1.267  1995/01/16  16:53:55  john
238  * Added code to save cheat state during save game.
239  *
240  * Revision 1.266  1995/01/15  19:42:10  matt
241  * Ripped out hostage faces for registered version
242  *
243  * Revision 1.265  1995/01/15  16:55:06  john
244  * Improved mine texture parsing.
245  *
246  * Revision 1.264  1995/01/15  11:56:24  john
247  * Working version of paging.
248  *
249  * Revision 1.263  1995/01/14  19:16:40  john
250  * First version of new bitmap paging code.
251  *
252  * Revision 1.262  1995/01/13  17:38:58  yuan
253  * Removed Int3() for number players check.
254  *
255  * Revision 1.261  1995/01/12  12:09:52  yuan
256  * Added coop object capability.
257  *
258  * Revision 1.260  1995/01/05  17:16:08  yuan
259  * Removed Int3s.
260  *
261  * Revision 1.259  1995/01/05  11:34:29  john
262  * Took out endlevel save stuff for registered.
263  *
264  * Revision 1.258  1995/01/04  19:00:16  rob
265  * Added some debugging for two bugs.
266  *
267  * Revision 1.257  1995/01/04  13:18:18  john
268  * Added cool 6 game save.
269  *
270  * Revision 1.256  1995/01/04  08:46:18  rob
271  * JOHN CHECKED IN FOR ROB !!!
272  *
273  * Revision 1.255  1995/01/02  20:07:35  rob
274  * Added score syncing.
275  * Get rid of endlevel score for coop games (put it back in elsewhere)
276  *
277  * Revision 1.254  1995/01/02  16:17:43  mike
278  * init super boss.
279  *
280  * Revision 1.253  1994/12/21  21:08:47  rob
281  * fixed a bug in coop player ship positions.
282  *
283  * Revision 1.252  1994/12/21  12:57:08  rob
284  * Handle additional player ships in mines.
285  *
286  *
287  */
288
289
290 #ifdef HAVE_CONFIG_H
291 #include <conf.h>
292 #endif
293
294 #ifdef RCS
295 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.31 2003-10-12 09:38:48 btb Exp $";
296 #endif
297
298 #ifdef WINDOWS
299 #include "desw.h"
300 #endif
301
302
303 #include <stdio.h>
304 #include <stdlib.h>
305 #include <string.h>
306 #include <unistd.h>
307 #include <time.h>
308
309 #ifdef OGL
310 #include "ogl_init.h"
311 #endif
312
313 #include "pa_enabl.h"                   //$$POLY_ACC
314 #include "inferno.h"
315 #include "game.h"
316 #include "player.h"
317 #include "key.h"
318 #include "object.h"
319 #include "physics.h"
320 #include "error.h"
321 #include "joy.h"
322 #include "mono.h"
323 #include "iff.h"
324 #include "pcx.h"
325 #include "timer.h"
326 #include "render.h"
327 #include "laser.h"
328 #include "screens.h"
329 #include "textures.h"
330 #include "slew.h"
331 #include "gauges.h"
332 #include "texmap.h"
333 #include "3d.h"
334 #include "effects.h"
335 #include "menu.h"
336 #include "gameseg.h"
337 #include "wall.h"
338 #include "ai.h"
339 #include "fuelcen.h"
340 #include "switch.h"
341 #include "digi.h"
342 #include "gamesave.h"
343 #include "scores.h"
344 #include "ibitblt.h"
345 #include "u_mem.h"
346 #include "palette.h"
347 #include "morph.h"
348 #include "lighting.h"
349 #include "newdemo.h"
350 #include "titles.h"
351 #include "collide.h"
352 #include "weapon.h"
353 #include "sounds.h"
354 #include "args.h"
355 #include "gameseq.h"
356 #include "gamefont.h"
357 #include "newmenu.h"
358 #include "endlevel.h"
359 #ifdef NETWORK
360 #include "network.h"
361 #endif
362 #include "playsave.h"
363 #include "ctype.h"
364 #include "multi.h"
365 #include "fireball.h"
366 #include "kconfig.h"
367 #include "config.h"
368 #include "robot.h"
369 #include "automap.h"
370 #include "cntrlcen.h"
371 #include "powerup.h"
372 #ifdef NETWORK
373 #include "modem.h"
374 #endif
375 #include "text.h"
376 #include "cfile.h"
377 #include "piggy.h"
378 #include "texmerge.h"
379 #include "paging.h"
380 #include "mission.h"
381 #include "state.h"
382 #include "songs.h"
383 #ifdef NETWORK
384 #include "netmisc.h"
385 #endif
386 #include "gamepal.h"
387 #include "movie.h"
388 #include "controls.h"
389 #include "credits.h"
390 #include "gamemine.h"
391
392 #if defined(POLY_ACC)
393 #include "poly_acc.h"
394 #endif
395 #if defined (TACTILE)
396  #include "tactile.h"
397 #endif
398
399 #ifdef EDITOR
400 #include "editor/editor.h"
401 #endif
402
403 #include "strutil.h"
404 #include "rle.h"
405
406 void StartNewLevelSecret(int level_num, int page_in_textures);
407 void InitPlayerPosition(int random_flag);
408 void load_stars();
409 void returning_to_level_message(void);
410 void advancing_to_level_message(void);
411 void DoEndGame(void);
412 void AdvanceLevel(int secret_flag);
413 void filter_objects_from_level();
414
415 // From allender -- you'll find these defines in state.c and cntrlcen.c
416 // since I couldn't think of a good place to put them and i wanted to
417 // fix this stuff fast!  Sorry about that...
418
419 #ifndef MACINTOSH
420 #define SECRETB_FILENAME        "secret.sgb"
421 #define SECRETC_FILENAME        "secret.sgc"
422 #else
423 #define SECRETB_FILENAME        ":Players:secret.sgb"
424 #define SECRETC_FILENAME        ":Players:secret.sgc"
425 #endif
426
427 //Current_level_num starts at 1 for the first level
428 //-1,-2,-3 are secret levels
429 //0 means not a real level loaded
430 int     Current_level_num=0,Next_level_num;
431 char    Current_level_name[LEVEL_NAME_LEN];
432
433 int Last_level, Last_secret_level;
434
435 // Global variables describing the player
436 int                             N_players=1;                                            // Number of players ( >1 means a net game, eh?)
437 int                             Player_num=0;                                           // The player number who is on the console.
438 player                  Players[MAX_PLAYERS+4];                   // Misc player info
439 obj_position    Player_init[MAX_PLAYERS];
440
441 // Global variables telling what sort of game we have
442 int MaxNumNetPlayers = -1;
443 int NumNetPlayerPositions = -1;
444
445 extern fix ThisLevelTime;
446
447 // Extern from game.c to fix a bug in the cockpit!
448
449 extern int last_drawn_cockpit[2];
450 extern int Last_level_path_created;
451
452 //      HUD_clear_messages external, declared in gauges.h
453 #ifndef _GAUGES_H
454 extern void HUD_clear_messages(); // From hud.c
455 #endif
456
457 //      Extra prototypes declared for the sake of LINT
458 void init_player_stats_new_ship(void);
459 void copy_defaults_to_robot_all(void);
460
461 int     Do_appearance_effect=0;
462
463 extern int Rear_view;
464
465 int     First_secret_visit = 1;
466
467 extern int descent_critical_error;
468
469 extern int Last_msg_ycrd;
470
471 //--------------------------------------------------------------------
472 void verify_console_object()
473 {
474         Assert( Player_num > -1 );
475         Assert( Players[Player_num].objnum > -1 );
476         ConsoleObject = &Objects[Players[Player_num].objnum];
477         Assert( ConsoleObject->type==OBJ_PLAYER );
478         Assert( ConsoleObject->id==Player_num );
479 }
480
481 int count_number_of_robots()
482 {
483         int robot_count;
484         int i;
485
486         robot_count = 0;
487         for (i=0;i<=Highest_object_index;i++) {
488                 if (Objects[i].type == OBJ_ROBOT)
489                         robot_count++;
490         }
491
492         return robot_count;
493 }
494
495
496 int count_number_of_hostages()
497 {
498         int count;
499         int i;
500
501         count = 0;
502         for (i=0;i<=Highest_object_index;i++) {
503                 if (Objects[i].type == OBJ_HOSTAGE)
504                         count++;
505         }
506
507         return count;
508 }
509
510 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
511 void
512 gameseq_init_network_players()
513 {
514         int i,k,j;
515
516         // Initialize network player start locations and object numbers
517
518         ConsoleObject = &Objects[0];
519         k = 0;
520         j = 0;
521         for (i=0;i<=Highest_object_index;i++) {
522
523                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
524                 {
525                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
526                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
527                         {
528                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
529                                 Objects[i].type=OBJ_PLAYER;
530                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
531                                 Player_init[k].pos = Objects[i].pos;
532                                 Player_init[k].orient = Objects[i].orient;
533                                 Player_init[k].segnum = Objects[i].segnum;
534                                 Players[k].objnum = i;
535                                 Objects[i].id = k;
536                                 k++;
537                         }
538                         else
539                                 obj_delete(i);
540                         j++;
541                 }
542
543                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
544                         obj_delete(i);          //kill the buddy in netgames
545
546         }
547         NumNetPlayerPositions = k;
548
549 #ifndef NDEBUG
550         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
551                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
552         {
553                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
554                 //Int3(); // Not enough positions!!
555         }
556 #endif
557
558         if (is_D2_OEM && (Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num==8)
559          {
560           for (i=0;i<N_players;i++)
561                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
562                         {
563                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!");    
564                          return;
565                         }
566          }
567
568         if (is_MAC_SHARE && (Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num == 4)
569         {
570                 for (i = 0; i < N_players; i++)
571                         if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
572                         {
573                                 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!");
574                                 return;
575                         }
576         }
577 }
578
579 void gameseq_remove_unused_players()
580 {
581         int i;
582
583         // 'Remove' the unused players
584
585 #ifdef NETWORK
586         if (Game_mode & GM_MULTI)
587         {
588                 for (i=0; i < NumNetPlayerPositions; i++)
589                 {
590                         if ((!Players[i].connected) || (i >= N_players))
591                         {
592                                 #ifndef NDEBUG
593 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
594                                 #endif
595                                 multi_make_player_ghost(i);
596                         }
597                 }
598         }
599         else
600 #endif
601         {               // Note link to above if!!!
602                 #ifndef NDEBUG
603                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
604                 #endif
605                 for (i=1; i < NumNetPlayerPositions; i++)
606                 {
607                         obj_delete(Players[i].objnum);
608                 }
609         }
610 }
611
612 fix StartingShields=INITIAL_SHIELDS;
613
614 // Setup player for new game
615 void init_player_stats_game()
616 {
617         Players[Player_num].score = 0;
618         Players[Player_num].last_score = 0;
619         Players[Player_num].lives = INITIAL_LIVES;
620         Players[Player_num].level = 1;
621
622         Players[Player_num].time_level = 0;
623         Players[Player_num].time_total = 0;
624         Players[Player_num].hours_level = 0;
625         Players[Player_num].hours_total = 0;
626
627         Players[Player_num].energy = INITIAL_ENERGY;
628         Players[Player_num].shields = StartingShields;
629         Players[Player_num].killer_objnum = -1;
630
631         Players[Player_num].net_killed_total = 0;
632         Players[Player_num].net_kills_total = 0;
633
634         Players[Player_num].num_kills_level = 0;
635         Players[Player_num].num_kills_total = 0;
636         Players[Player_num].num_robots_level = 0;
637         Players[Player_num].num_robots_total = 0;
638         Players[Player_num].KillGoalCount = 0;
639         
640         Players[Player_num].hostages_rescued_total = 0;
641         Players[Player_num].hostages_level = 0;
642         Players[Player_num].hostages_total = 0;
643
644         Players[Player_num].laser_level = 0;
645         Players[Player_num].flags = 0;
646
647         init_player_stats_new_ship();
648
649         First_secret_visit = 1;
650 }
651
652 void init_ammo_and_energy(void)
653 {
654         if (Players[Player_num].energy < INITIAL_ENERGY)
655                 Players[Player_num].energy = INITIAL_ENERGY;
656         if (Players[Player_num].shields < StartingShields)
657                 Players[Player_num].shields = StartingShields;
658
659 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
660 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
661 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
662
663 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
664 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
665 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
666         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
667                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
668 }
669
670 extern  ubyte   Last_afterburner_state;
671
672 // Setup player for new level (After completion of previous level)
673 void init_player_stats_level(int secret_flag)
674 {
675         // int  i;
676
677         Players[Player_num].last_score = Players[Player_num].score;
678
679         Players[Player_num].level = Current_level_num;
680
681 #ifdef NETWORK
682         if (!Network_rejoined) {
683 #endif
684                 Players[Player_num].time_level = 0;
685                 Players[Player_num].hours_level = 0;
686 #ifdef NETWORK
687         }
688 #endif
689
690         Players[Player_num].killer_objnum = -1;
691
692         Players[Player_num].num_kills_level = 0;
693         Players[Player_num].num_robots_level = count_number_of_robots();
694         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
695
696         Players[Player_num].hostages_level = count_number_of_hostages();
697         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
698         Players[Player_num].hostages_on_board = 0;
699
700         if (!secret_flag) {
701                 init_ammo_and_energy();
702
703                 Players[Player_num].flags &= (~KEY_BLUE);
704                 Players[Player_num].flags &= (~KEY_RED);
705                 Players[Player_num].flags &= (~KEY_GOLD);
706
707                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
708                                                                                                         PLAYER_FLAGS_CLOAKED |
709                                                                                                         PLAYER_FLAGS_MAP_ALL);
710
711                 Players[Player_num].cloak_time = 0;
712                 Players[Player_num].invulnerable_time = 0;
713
714                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
715                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
716         }
717
718         Player_is_dead = 0; // Added by RH
719         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
720
721         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
722
723         Controls.afterburner_state = 0;
724         Last_afterburner_state = 0;
725
726         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
727
728         init_gauges();
729
730    #ifdef TACTILE
731                 if (TactileStick)
732                   tactile_set_button_jolt();
733         #endif
734
735         Missile_viewer = NULL;
736 }
737
738 extern  void init_ai_for_ship(void);
739
740 // Setup player for a brand-new ship
741 void init_player_stats_new_ship()
742 {
743         int     i;
744
745         if (Newdemo_state == ND_STATE_RECORDING) {
746                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
747                 newdemo_record_player_weapon(0, 0);
748                 newdemo_record_player_weapon(1, 0);
749         }
750
751         Players[Player_num].energy = INITIAL_ENERGY;
752         Players[Player_num].shields = StartingShields;
753         Players[Player_num].laser_level = 0;
754         Players[Player_num].killer_objnum = -1;
755         Players[Player_num].hostages_on_board = 0;
756
757         Afterburner_charge = 0;
758
759         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
760                 Players[Player_num].primary_ammo[i] = 0;
761                 Primary_last_was_super[i] = 0;
762         }
763
764         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
765                 Players[Player_num].secondary_ammo[i] = 0;
766                 Secondary_last_was_super[i] = 0;
767         }
768         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
769
770         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
771         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
772
773         Primary_weapon = 0;
774         Secondary_weapon = 0;
775
776         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
777                                                                                                 PLAYER_FLAGS_AFTERBURNER |
778                                                                                                 PLAYER_FLAGS_CLOAKED |
779                                                                                                 PLAYER_FLAGS_INVULNERABLE |
780                                                                                                 PLAYER_FLAGS_MAP_ALL |
781                                                                                                 PLAYER_FLAGS_CONVERTER |
782                                                                                                 PLAYER_FLAGS_AMMO_RACK |
783                                                                                                 PLAYER_FLAGS_HEADLIGHT |
784                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
785                                                                                                 PLAYER_FLAGS_FLAG);
786
787         Players[Player_num].cloak_time = 0;
788         Players[Player_num].invulnerable_time = 0;
789
790         Player_is_dead = 0;             //player no longer dead
791
792         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
793
794         Controls.afterburner_state = 0;
795         Last_afterburner_state = 0;
796
797         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
798
799         Missile_viewer=NULL;            ///reset missile camera if out there
800
801    #ifdef TACTILE
802                 if (TactileStick)
803                  {
804                   tactile_set_button_jolt();
805                  }
806         #endif
807
808
809         init_ai_for_ship();
810 }
811
812 #ifdef NETWORK
813 void reset_network_objects()
814 {
815         memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
816         memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
817         memset(object_owner, -1, MAX_OBJECTS);
818 }
819 #endif
820
821 extern void init_stuck_objects(void);
822
823 #ifdef EDITOR
824
825 extern int Slide_segs_computed;
826
827 //reset stuff so game is semi-normal when playing from editor
828 void editor_reset_stuff_on_level()
829 {
830         gameseq_init_network_players();
831         init_player_stats_level(0);
832         Viewer = ConsoleObject;
833         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
834         ConsoleObject->id=Player_num;
835         ConsoleObject->control_type = CT_FLYING;
836         ConsoleObject->movement_type = MT_PHYSICS;
837         Game_suspended = 0;
838         verify_console_object();
839         Control_center_destroyed = 0;
840         if (Newdemo_state != ND_STATE_PLAYBACK)
841                 gameseq_remove_unused_players();
842         init_cockpit();
843         init_robots_for_level();
844         init_ai_objects();
845         init_morphs();
846         init_all_matcens();
847         init_player_stats_new_ship();
848         init_controlcen_for_level();
849         automap_clear_visited();
850         init_stuck_objects();
851         init_thief_for_level();
852
853         Slide_segs_computed = 0;
854 }
855 #endif
856
857 //do whatever needs to be done when a player dies in multiplayer
858
859 void DoGameOver()
860 {
861 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
862
863         if (Current_mission_num == Builtin_mission_num)
864                 scores_maybe_add_player(0);
865
866         Function_mode = FMODE_MENU;
867         Game_mode = GM_GAME_OVER;
868         longjmp( LeaveGame, 0 );                // Exit out of game loop
869
870 }
871
872 extern void do_save_game_menu();
873
874 //update various information about the player
875 void update_player_stats()
876 {
877                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
878                 if ( Players[Player_num].time_level > i2f(3600) )       {
879                         Players[Player_num].time_level -= i2f(3600);
880                         Players[Player_num].hours_level++;
881                 }
882
883                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
884                 if ( Players[Player_num].time_total > i2f(3600) )       {
885                         Players[Player_num].time_total -= i2f(3600);
886                         Players[Player_num].hours_total++;
887                 }
888 }
889
890 //hack to not start object when loading level
891 extern int Dont_start_sound_objects;
892
893 //go through this level and start any eclip sounds
894 void set_sound_sources()
895 {
896         int segnum,sidenum;
897         segment *seg;
898
899         digi_init_sounds();             //clear old sounds
900
901         Dont_start_sound_objects = 1;
902
903         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
904                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
905                         int tm,ec,sn;
906
907                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
908                                 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))
909                                         if ((sn=Effects[ec].sound_num)!=-1) {
910                                                 vms_vector pnt;
911                                                 int csegnum = seg->children[sidenum];
912
913                                                 //check for sound on other side of wall.  Don't add on
914                                                 //both walls if sound travels through wall.  If sound
915                                                 //does travel through wall, add sound for lower-numbered
916                                                 //segment.
917
918                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
919                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
920                                                                 segment *csegp;
921                                                                 int csidenum;
922
923                                                                 csegp = &Segments[seg->children[sidenum]];
924                                                                 csidenum = find_connect_side(seg, csegp);
925
926                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
927                                                                         continue;               //skip this one
928                                                         }
929                                                 }
930
931                                                 compute_center_point_on_side(&pnt,seg,sidenum);
932                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
933                                         }
934                 }
935
936         Dont_start_sound_objects = 0;
937
938 }
939
940
941 //fix flash_dist=i2f(1);
942 fix flash_dist=fl2f(.9);
943
944 //create flash for player appearance
945 void create_player_appearance_effect(object *player_obj)
946 {
947         vms_vector pos;
948         object *effect_obj;
949
950 #ifndef NDEBUG
951         {
952                 int objnum = player_obj-Objects;
953                 if ( (objnum < 0) || (objnum > Highest_object_index) )
954                         Int3(); // See Rob, trying to track down weird network bug
955         }
956 #endif
957
958         if (player_obj == Viewer)
959                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
960         else
961                 pos = player_obj->pos;
962
963         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
964
965         if (effect_obj) {
966                 effect_obj->orient = player_obj->orient;
967
968                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
969                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
970         }
971 }
972
973 //
974 // New Game sequencing functions
975 //
976
977 //pairs of chars describing ranges
978 char playername_allowed_chars[] = "azAZ09__--";
979
980 int MakeNewPlayerFile(int allow_abort)
981 {
982         int x;
983         char filename[14];
984         newmenu_item m;
985         char text[CALLSIGN_LEN+1]="";
986 #if 0
987         FILE *fp;
988 #endif
989
990         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
991
992 try_again:
993         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
994
995         Newmenu_allowed_chars = playername_allowed_chars;
996         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
997         Newmenu_allowed_chars = NULL;
998
999         if ( x < 0 ) {
1000                 if ( allow_abort ) return 0;
1001                 goto try_again;
1002         }
1003
1004         if (text[0]==0) //null string
1005                 goto try_again;
1006
1007         sprintf( filename, "%s.plr", text );
1008
1009 #if 0
1010         fp = fopen( filename, "rb" );
1011
1012 #ifndef MACINTOSH
1013         //if the callsign is the name of a tty device, prepend a char
1014         if (fp && isatty(fileno(fp))) {
1015                 fclose(fp);
1016                 sprintf(filename,"$%.7s.plr",text);
1017                 fp = fopen(filename,"rb");
1018         }
1019 #endif
1020         
1021         if ( fp )       {
1022                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
1023                 fclose(fp);
1024                 goto try_again;
1025         }
1026 #else
1027         if (cfexist(filename))
1028         {
1029                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
1030                 goto try_again;
1031         }
1032 #endif
1033
1034         if ( !new_player_config() )
1035                 goto try_again;                 // They hit Esc during New player config
1036
1037         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
1038
1039         write_player_file();
1040
1041         return 1;
1042 }
1043
1044 #ifdef WINDOWS
1045 #undef TXT_SELECT_PILOT
1046 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
1047 #endif
1048
1049 //Inputs the player's name, without putting up the background screen
1050 int RegisterPlayer()
1051 {
1052         int i,j;
1053         char filename[14];
1054         int allow_abort_flag = 1;
1055
1056         if ( Players[Player_num].callsign[0] == 0 )     {
1057                 //---------------------------------------------------------------------
1058                 // Set default config options in case there is no config file
1059                 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
1060                 Config_joystick_sensitivity = 8;
1061                 Config_control_type =CONTROL_NONE;
1062                 for (i=0; i<CONTROL_MAX_TYPES; i++ )
1063                         for (j=0; j<MAX_CONTROLS; j++ )
1064                                 kconfig_settings[i][j] = default_kconfig_settings[i][j];
1065                 kc_set_controls();
1066                 //----------------------------------------------------------------
1067
1068                 // Read the last player's name from config file, not lastplr.txt
1069                 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
1070
1071                 if (config_last_player[0]==0)
1072                         allow_abort_flag = 0;
1073         }
1074
1075 do_menu_again:
1076         ;
1077
1078 #ifndef MACINTOSH
1079         if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag ))     {
1080                 goto do_menu_again; //return 0;         // They hit Esc in file selector
1081         }
1082 #else
1083         #ifndef APPLE_DEMO
1084         if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
1085                 goto do_menu_again;             // They hit Esc in file selector
1086         }
1087         #else
1088         newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 );               // no abort allowed ever -- and change title of menubox
1089         #endif
1090 #endif
1091
1092         if ( filename[0] == '<' )       {
1093                 // They selected 'create new pilot'
1094                 if (!MakeNewPlayerFile(allow_abort_flag))
1095                         //return 0;             // They hit Esc during enter name stage
1096                         goto do_menu_again;
1097         } else {
1098                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
1099         }
1100
1101         if (read_player_file() != EZERO)
1102                 goto do_menu_again;
1103
1104         Auto_leveling_on = Default_leveling_on;
1105
1106         set_display_mode(Default_display_mode);
1107
1108         WriteConfigFile();              // Update lastplr
1109
1110         return 1;
1111 }
1112
1113
1114 void load_robot_replacements(char *level_name);
1115 int read_hamfile();
1116 extern int Robot_replacements_loaded;
1117
1118 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
1119 void LoadLevel(int level_num,int page_in_textures)
1120 {
1121         char *level_name;
1122         player save_player;
1123         int load_ret;
1124
1125         save_player = Players[Player_num];      
1126
1127         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
1128
1129         if (level_num<0)                //secret level
1130                 level_name = Secret_level_names[-level_num-1];
1131         else                                    //normal level
1132                 level_name = Level_names[level_num-1];
1133
1134         #ifdef WINDOWS
1135                 dd_gr_set_current_canvas(NULL);
1136                 dd_gr_clear_canvas(BM_XRGB(0,0,0));
1137         #else
1138                 gr_set_current_canvas(NULL);
1139                 gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
1140         #endif
1141
1142         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
1143
1144 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
1145 //      WIN(ShowCursorW());
1146
1147 #if 1 //defined(POLY_ACC) || defined(OGL)
1148     gr_palette_load(gr_palette);
1149     show_boxed_message(TXT_LOADING);
1150 #else
1151         show_boxed_message(TXT_LOADING);
1152         gr_palette_load(gr_palette);
1153 #endif
1154
1155         load_ret = load_level(level_name);              //actually load the data from disk!
1156
1157         if (load_ret)
1158                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
1159
1160         Current_level_num=level_num;
1161
1162 //      load_palette_pig(Current_level_palette);                //load just the pig
1163
1164         load_palette(Current_level_palette,1,1);                //don't change screen
1165
1166         load_endlevel_data(level_num);
1167
1168         if ( page_in_textures )
1169                 piggy_load_level_data();
1170
1171         if (Mission_list[Current_mission_num].descent_version == 1)
1172                 load_d1_bitmap_replacements();
1173         else
1174                 load_bitmap_replacements(level_name);
1175
1176         if (Robot_replacements_loaded) {
1177                 read_hamfile();         //load original data
1178                 Robot_replacements_loaded = 0;
1179         }
1180         load_robot_replacements(level_name);
1181
1182 #ifdef NETWORK
1183         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
1184
1185         reset_network_objects();
1186 #endif
1187
1188         Players[Player_num] = save_player;
1189
1190         set_sound_sources();
1191
1192         songs_play_level_song( Current_level_num );
1193
1194         clear_boxed_message();          //remove message before new palette loaded
1195
1196         gr_palette_load(gr_palette);            //actually load the palette
1197
1198 //      WIN(HideCursorW());
1199 }
1200
1201 //sets up Player_num & ConsoleObject
1202 void InitPlayerObject()
1203 {
1204         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
1205
1206         if (Player_num != 0 )   {
1207                 Players[0] = Players[Player_num];
1208                 Player_num = 0;
1209         }
1210
1211         Players[Player_num].objnum = 0;
1212
1213         ConsoleObject = &Objects[Players[Player_num].objnum];
1214
1215         ConsoleObject->type                             = OBJ_PLAYER;
1216         ConsoleObject->id                                       = Player_num;
1217         ConsoleObject->control_type     = CT_FLYING;
1218         ConsoleObject->movement_type    = MT_PHYSICS;
1219 }
1220
1221 extern void game_disable_cheats();
1222 extern void turn_cheats_off();
1223 extern void init_seismic_disturbances(void);
1224
1225 //starts a new game on the given level
1226 void StartNewGame(int start_level)
1227 {
1228         Game_mode = GM_NORMAL;
1229         Function_mode = FMODE_GAME;
1230         
1231         Next_level_num = 0;
1232
1233         InitPlayerObject();                             //make sure player's object set up
1234
1235         init_player_stats_game();               //clear all stats
1236
1237         N_players = 1;
1238 #ifdef NETWORK
1239         Network_new_game = 0;
1240 #endif
1241
1242         if (start_level < 0)
1243                 StartNewLevelSecret(start_level, 0);
1244         else
1245                 StartNewLevel(start_level, 0);
1246
1247         Players[Player_num].starting_level = start_level;               // Mark where they started
1248
1249         game_disable_cheats();
1250
1251         init_seismic_disturbances();
1252 }
1253
1254 //@@//starts a resumed game loaded from disk
1255 //@@void ResumeSavedGame(int start_level)
1256 //@@{
1257 //@@    Game_mode = GM_NORMAL;
1258 //@@    Function_mode = FMODE_GAME;
1259 //@@
1260 //@@    N_players = 1;
1261 //@@    Network_new_game = 0;
1262 //@@
1263 //@@    InitPlayerObject();                             //make sure player's object set up
1264 //@@
1265 //@@    StartNewLevel(start_level, 0);
1266 //@@
1267 //@@    game_disable_cheats();
1268 //@@}
1269
1270 #ifndef _NETWORK_H
1271 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1272 #endif
1273
1274 extern int N_secret_levels;
1275
1276 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
1277
1278 //      -----------------------------------------------------------------------------
1279 //      Does the bonus scoring.
1280 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1281 void DoEndLevelScoreGlitz(int network)
1282 {
1283         int level_points, skill_points, energy_points, shield_points, hostage_points;
1284         int     all_hostage_points;
1285         int     endgame_points;
1286         char    all_hostage_text[64];
1287         char    endgame_text[64];
1288         #define N_GLITZITEMS 11
1289         char                            m_str[N_GLITZITEMS][30];
1290         newmenu_item    m[N_GLITZITEMS+1];
1291         int                             i,c;
1292         char                            title[128];
1293         int                             is_last_level;
1294         int                             mine_level;
1295
1296         set_screen_mode(SCREEN_MENU);           //go into menu mode
1297
1298    #ifdef TACTILE
1299                 if (TactileStick)
1300                   ClearForces();
1301         #endif
1302
1303         mprintf((0,"DoEndLevelScoreGlitz\n"));
1304
1305         //      Compute level player is on, deal with secret levels (negative numbers)
1306         mine_level = Players[Player_num].level;
1307         if (mine_level < 0)
1308                 mine_level *= -(Last_level/N_secret_levels);
1309
1310         level_points = Players[Player_num].score-Players[Player_num].last_score;
1311
1312         if (!Cheats_enabled) {
1313                 if (Difficulty_level > 1) {
1314                         skill_points = level_points*(Difficulty_level)/4;
1315                         skill_points -= skill_points % 100;
1316                 } else
1317                         skill_points = 0;
1318
1319                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1320                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1321                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1322
1323                 shield_points -= shield_points % 50;
1324                 energy_points -= energy_points % 50;
1325         } else {
1326                 skill_points = 0;
1327                 shield_points = 0;
1328                 energy_points = 0;
1329                 hostage_points = 0;
1330         }
1331
1332         all_hostage_text[0] = 0;
1333         endgame_text[0] = 0;
1334
1335         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1336                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1337                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1338         } else
1339                 all_hostage_points = 0;
1340
1341         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
1342                 endgame_points = Players[Player_num].lives * 10000;
1343                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1344                 is_last_level=1;
1345         } else
1346                 endgame_points = is_last_level = 0;
1347
1348         mprintf((0,"adding bonus points\n"));
1349         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1350
1351         c = 0;
1352         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1353         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1354         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1355         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1356
1357         sprintf(m_str[c++], "%s", all_hostage_text);
1358         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1359                 sprintf(m_str[c++], "%s", endgame_text);
1360
1361         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1362         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1363
1364         #ifdef WINDOWS
1365         sprintf(m_str[c++], "");
1366         sprintf(m_str[c++], "         Done");
1367         #endif
1368
1369         for (i=0; i<c; i++) {
1370                 m[i].type = NM_TYPE_TEXT;
1371                 m[i].text = m_str[i];
1372         }
1373
1374         #ifdef WINDOWS
1375         m[c-1].type = NM_TYPE_MENU;
1376         #endif
1377
1378         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1379
1380         if (Current_level_num < 0)
1381                 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);
1382         else
1383                 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);
1384
1385         Assert(c <= N_GLITZITEMS);
1386
1387         gr_palette_fade_out(gr_palette, 32, 0);
1388
1389         mprintf((0,"doing menu\n"));
1390
1391    PA_DFX (pa_alpha_always());
1392
1393 #ifdef NETWORK
1394         if ( network && (Game_mode & GM_NETWORK) )
1395                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1396         else
1397 #endif
1398                 // NOTE LINK TO ABOVE!!!
1399                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1400
1401         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1402 }
1403
1404 //give the player the opportunity to save his game
1405 void DoEndlevelMenu()
1406 {
1407 //No between level saves......!!!       state_save_all(1);
1408 }
1409
1410 //      -----------------------------------------------------------------------------------------------------
1411 //called when the player is starting a level (new game or new ship)
1412 void StartSecretLevel()
1413 {
1414         Assert(!Player_is_dead);
1415
1416         InitPlayerPosition(0);
1417
1418         verify_console_object();
1419
1420         ConsoleObject->control_type     = CT_FLYING;
1421         ConsoleObject->movement_type    = MT_PHYSICS;
1422
1423         // -- WHY? -- disable_matcens();
1424         clear_transient_objects(0);             //0 means leave proximity bombs
1425
1426         // create_player_appearance_effect(ConsoleObject);
1427         Do_appearance_effect = 1;
1428
1429         ai_reset_all_paths();
1430         // -- NO? -- reset_time();
1431
1432         reset_rear_view();
1433         Auto_fire_fusion_cannon_time = 0;
1434         Fusion_charge = 0;
1435
1436         Robot_firing_enabled = 1;
1437 }
1438
1439 extern void set_pos_from_return_segment(void);
1440
1441 //      Returns true if secret level has been destroyed.
1442 int p_secret_level_destroyed(void)
1443 {
1444         if (First_secret_visit) {
1445                 return 0;               //      Never been there, can't have been destroyed.
1446         } else {
1447                 if (cfexist(SECRETC_FILENAME))
1448                 {
1449                         return 0;
1450                 } else {
1451                         return 1;
1452                 }
1453         }
1454 }
1455
1456 //      -----------------------------------------------------------------------------------------------------
1457 void do_secret_message(char *msg)
1458 {
1459         int     old_fmode;
1460
1461         load_stars();
1462
1463 #if defined(POLY_ACC)
1464         pa_save_clut();
1465         pa_update_clut(gr_palette, 0, 256, 0);
1466 #endif
1467
1468         old_fmode = Function_mode;
1469         Function_mode = FMODE_MENU;
1470         nm_messagebox(NULL, 1, TXT_OK, msg);
1471         Function_mode = old_fmode;
1472
1473 #if defined(POLY_ACC)
1474         pa_restore_clut();
1475 #endif
1476         
1477         WIN(DEFINE_SCREEN(NULL));
1478 }
1479
1480 //      -----------------------------------------------------------------------------------------------------
1481 // called when the player is starting a new level for normal game mode and restore state
1482 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1483 //      first time, instead of initializing various things, need to do a game restore for all the
1484 //      robots, powerups, walls, doors, etc.
1485 void StartNewLevelSecret(int level_num, int page_in_textures)
1486 {
1487         newmenu_item    m[1];
1488         //int i;
1489
1490         ThisLevelTime=0;
1491
1492         m[0].type = NM_TYPE_TEXT;
1493         m[0].text = " ";
1494
1495         last_drawn_cockpit[0] = -1;
1496         last_drawn_cockpit[1] = -1;
1497
1498         if (Newdemo_state == ND_STATE_PAUSED)
1499                 Newdemo_state = ND_STATE_RECORDING;
1500
1501         if (Newdemo_state == ND_STATE_RECORDING) {
1502                 newdemo_set_new_level(level_num);
1503                 newdemo_record_start_frame(FrameCount, FrameTime );
1504         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1505
1506                 gr_palette_fade_out(gr_palette, 32, 0);
1507
1508                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1509
1510                 if (First_secret_visit) {
1511                         do_secret_message(TXT_SECRET_EXIT);
1512                 } else {
1513                         if (cfexist(SECRETC_FILENAME))
1514                         {
1515                                 do_secret_message(TXT_SECRET_EXIT);
1516                         } else {
1517                                 char    text_str[128];
1518
1519                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1520                                 do_secret_message(text_str);
1521                         }
1522                 }
1523         }
1524
1525         LoadLevel(level_num,page_in_textures);
1526
1527         Assert(Current_level_num == level_num); //make sure level set right
1528
1529         Assert(Function_mode == FMODE_GAME);
1530
1531         gameseq_init_network_players(); // Initialize the Players array for
1532                                                                                           // this level
1533
1534         HUD_clear_messages();
1535
1536         automap_clear_visited();
1537
1538         // --   init_player_stats_level();
1539
1540         Viewer = &Objects[Players[Player_num].objnum];
1541
1542         gameseq_remove_unused_players();
1543
1544         Game_suspended = 0;
1545
1546         Control_center_destroyed = 0;
1547
1548         init_cockpit();
1549         reset_palette_add();
1550
1551         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1552                 init_robots_for_level();
1553                 init_ai_objects();
1554                 init_smega_detonates();
1555                 init_morphs();
1556                 init_all_matcens();
1557                 reset_special_effects();
1558                 StartSecretLevel();
1559         } else {
1560                 if (cfexist(SECRETC_FILENAME))
1561                 {
1562                         int     pw_save, sw_save;
1563
1564                         pw_save = Primary_weapon;
1565                         sw_save = Secondary_weapon;
1566                         state_restore_all(1, 1, SECRETC_FILENAME);
1567                         Primary_weapon = pw_save;
1568                         Secondary_weapon = sw_save;
1569                         reset_special_effects();
1570                         StartSecretLevel();
1571                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1572                 } else {
1573                         char    text_str[128];
1574
1575                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1576                         do_secret_message(text_str);
1577                         return;
1578
1579                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1580                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1581                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1582                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1583                         // -- return;
1584                 }
1585         }
1586
1587         if (First_secret_visit) {
1588                 copy_defaults_to_robot_all();
1589         }
1590
1591         turn_cheats_off();
1592
1593         init_controlcen_for_level();
1594
1595         //      Say player can use FLASH cheat to mark path to exit.
1596         Last_level_path_created = -1;
1597
1598         First_secret_visit = 0;
1599 }
1600
1601 int     Entered_from_level;
1602
1603 // ---------------------------------------------------------------------------------------------------------------
1604 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1605 void ExitSecretLevel(void)
1606 {
1607         if (Newdemo_state == ND_STATE_PLAYBACK)
1608                 return;
1609
1610         if (!Control_center_destroyed) {
1611                 state_save_all(0, 2, SECRETC_FILENAME);
1612         }
1613
1614         if (cfexist(SECRETB_FILENAME))
1615         {
1616                 int     pw_save, sw_save;
1617
1618                 returning_to_level_message();
1619                 pw_save = Primary_weapon;
1620                 sw_save = Secondary_weapon;
1621                 state_restore_all(1, 1, SECRETB_FILENAME);
1622                 Primary_weapon = pw_save;
1623                 Secondary_weapon = sw_save;
1624         } else {
1625                 // File doesn't exist, so can't return to base level.  Advance to next one.
1626                 if (Entered_from_level == Last_level)
1627                         DoEndGame();
1628                 else {
1629                         advancing_to_level_message();
1630                         StartNewLevel(Entered_from_level+1, 0);
1631                 }
1632         }
1633 }
1634
1635 // ---------------------------------------------------------------------------------------------------------------
1636 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1637 //      be invulnerable or cloaked.
1638 void do_cloak_invul_secret_stuff(fix old_gametime)
1639 {
1640         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1641                 fix     time_used;
1642
1643                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1644                 Players[Player_num].invulnerable_time = GameTime - time_used;
1645         }
1646
1647         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1648                 fix     time_used;
1649
1650                 time_used = old_gametime - Players[Player_num].cloak_time;
1651                 Players[Player_num].cloak_time = GameTime - time_used;
1652         }
1653 }
1654
1655 // ---------------------------------------------------------------------------------------------------------------
1656 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1657 //      is passing to the secret level.
1658 //      Do a savegame.
1659 void EnterSecretLevel(void)
1660 {
1661         fix     old_gametime;
1662         int     i;
1663
1664         Assert(! (Game_mode & GM_MULTI) );
1665
1666         Entered_from_level = Current_level_num;
1667
1668         if (Control_center_destroyed)
1669                 DoEndLevelScoreGlitz(0);
1670
1671         if (Newdemo_state != ND_STATE_PLAYBACK)
1672                 state_save_all(0, 1, NULL);     //      Not between levels (ie, save all), IS a secret level, NO filename override
1673
1674         //      Find secret level number to go to, stuff in Next_level_num.
1675         for (i=0; i<-Last_secret_level; i++)
1676                 if (Secret_level_table[i]==Current_level_num) {
1677                         Next_level_num = -(i+1);
1678                         break;
1679                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1680                         Next_level_num = -i;
1681                         break;
1682                 }
1683
1684         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1685                 Next_level_num = Last_secret_level;
1686
1687         old_gametime = GameTime;
1688
1689         StartNewLevelSecret(Next_level_num, 1);
1690         
1691         // do_cloak_invul_stuff();
1692 }
1693
1694 //called when the player has finished a level
1695 void PlayerFinishedLevel(int secret_flag)
1696 {
1697         Assert(!secret_flag);
1698
1699         //credit the player for hostages
1700         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1701
1702         if (Game_mode & GM_NETWORK)
1703                 Players[Player_num].connected = 2; // Finished but did not die
1704
1705         last_drawn_cockpit[0] = -1;
1706         last_drawn_cockpit[1] = -1;
1707
1708         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1709 }
1710
1711 #if defined(D2_OEM) || defined(COMPILATION)
1712 #define MOVIE_REQUIRED 0
1713 #else
1714 #define MOVIE_REQUIRED 1
1715 #endif
1716
1717 #ifdef D2_OEM
1718 #define ENDMOVIE "endo"
1719 #else
1720 #define ENDMOVIE "end"
1721 #endif
1722
1723 void show_order_form();
1724 extern void com_hangup(void);
1725
1726 //called when the player has finished the last level
1727 void DoEndGame(void)
1728 {
1729         mprintf((0,"DoEndGame\n"));
1730
1731         Function_mode = FMODE_MENU;
1732         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1733                 newdemo_stop_recording();
1734
1735         set_screen_mode( SCREEN_MENU );
1736
1737         WINDOS(
1738                 dd_gr_set_current_canvas(NULL),
1739                 gr_set_current_canvas(NULL)
1740         );
1741
1742         key_flush();
1743
1744         if (Current_mission_num == Builtin_mission_num && !(Game_mode & GM_MULTI))
1745         { //only built-in mission, & not multi
1746                 int played=MOVIE_NOT_PLAYED;    //default is not played
1747
1748                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1749                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1750                 close_subtitles();
1751                 if (!played) {
1752                         if (is_D2_OEM)
1753                         {
1754                                 songs_play_song( SONG_TITLE, 0 );
1755                                 do_briefing_screens("end2oem.tex",1);
1756                         }
1757                         else
1758                         {
1759                                 songs_play_song( SONG_ENDGAME, 0 );
1760                                 mprintf((0,"doing briefing\n"));
1761                                 do_briefing_screens("ending2.tex",1);
1762                                 mprintf((0,"briefing done\n"));
1763                         }
1764                 }
1765    } else if (!(Game_mode & GM_MULTI)) {    //not multi
1766                 char tname[FILENAME_LEN];
1767                 sprintf(tname,"%s.tex",Current_mission_filename);
1768                 do_briefing_screens (tname,Last_level+1);   //level past last is endgame breifing
1769
1770                 //try doing special credits
1771                 sprintf(tname,"%s.ctb",Current_mission_filename);
1772                 credits_show(tname);
1773         }
1774
1775         key_flush();
1776
1777 #ifdef SHAREWARE
1778                 show_order_form();
1779 #endif
1780
1781 #ifdef NETWORK
1782         if (Game_mode & GM_MULTI)
1783                 multi_endlevel_score();
1784         else
1785 #endif
1786                 // NOTE LINK TO ABOVE
1787                 DoEndLevelScoreGlitz(0);
1788
1789         if (Current_mission_num == Builtin_mission_num && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1790                 WINDOS(
1791                         dd_gr_set_current_canvas(NULL),
1792                         gr_set_current_canvas( NULL )
1793                 );
1794                 WINDOS(
1795                         dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1796                         gr_clear_canvas(BM_XRGB(0,0,0))
1797                 );
1798                 gr_palette_clear();
1799                 load_palette(DEFAULT_PALETTE,0,1);
1800                 scores_maybe_add_player(0);
1801         }
1802
1803         Function_mode = FMODE_MENU;
1804
1805         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1806                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1807         else
1808                 Game_mode = GM_GAME_OVER;
1809
1810
1811         longjmp( LeaveGame, 0 );                // Exit out of game loop
1812 }
1813
1814 //from which level each do you get to each secret level
1815 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1816
1817 //called to go to the next level (if there is one)
1818 //if secret_flag is true, advance to secret level, else next normal one
1819 //      Return true if game over.
1820 void AdvanceLevel(int secret_flag)
1821 {
1822 #ifdef NETWORK
1823         int result;
1824 #endif
1825
1826         mprintf((0,"AdvanceLevel\n"));
1827
1828         Assert(!secret_flag);
1829
1830         if (Current_level_num != Last_level) {
1831 #ifdef NETWORK
1832                 if (Game_mode & GM_MULTI)
1833                         multi_endlevel_score();         
1834                 else
1835 #endif
1836                         // NOTE LINK TO ABOVE!!!
1837                         DoEndLevelScoreGlitz(0);                //give bonuses
1838         }
1839
1840         Control_center_destroyed = 0;
1841
1842         #ifdef EDITOR
1843         if (Current_level_num == 0)
1844                 return;         //not a real level
1845         #endif
1846
1847 #ifdef NETWORK
1848         if (Game_mode & GM_MULTI)       {
1849                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1850                 if (result) // failed to sync
1851                 {
1852                         if (Current_level_num == Last_level)            //player has finished the game!
1853                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1854                         else
1855                                 return;
1856                 }
1857         }
1858 #endif
1859
1860         if (Current_level_num == Last_level) {          //player has finished the game!
1861                 
1862                 mprintf((0,"Finished last level!\n"));
1863
1864                 DoEndGame();
1865
1866         } else {
1867
1868                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1869
1870                 if (!(Game_mode & GM_MULTI))
1871                         DoEndlevelMenu(); // Let use save their game
1872
1873                 StartNewLevel(Next_level_num, 0);
1874
1875         }
1876 }
1877
1878 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1879
1880 extern char last_palette_loaded[];
1881
1882 void load_stars_palette()
1883 {
1884         int pcx_error;
1885         ubyte pal[256*3];
1886
1887         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1888         Assert(pcx_error == PCX_ERROR_NONE);
1889
1890         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1891
1892
1893         {       //remap stuff. this code is kindof a hack
1894
1895                 //now, before we bring up the menu, we need to
1896                 //do some stuff to make sure the palette is ok.  First, we need to
1897                 //get our current palette into the 2d's array, so the remapping will
1898                 //work.  Second, we need to remap the fonts.  Third, we need to fill
1899                 //in part of the fade tables so the darkening of the menu edges works
1900
1901                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1902                 remap_fonts_and_menus(1);
1903
1904         }
1905
1906         strcpy(last_palette_loaded,"");         //force palette load next time
1907 }
1908 #endif
1909
1910 void nm_draw_background1(char * filename);
1911
1912 void load_stars()
1913 {
1914 //@@    int pcx_error;
1915 //@@    ubyte pal[256*3];
1916 //@@
1917 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1918 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1919 //@@
1920 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1921
1922         WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1923
1924         nm_draw_background1(STARS_BACKGROUND);
1925
1926 }
1927
1928
1929 void
1930 died_in_mine_message(void)
1931 {
1932         // Tell the player he died in the mine, explain why
1933         int old_fmode;
1934
1935         if (Game_mode & GM_MULTI)
1936                 return;
1937
1938         gr_palette_fade_out(gr_palette, 32, 0);
1939
1940         set_screen_mode(SCREEN_MENU);           //go into menu mode
1941
1942         WINDOS(
1943                 dd_gr_set_current_canvas(NULL),
1944                 gr_set_current_canvas(NULL)
1945         );
1946
1947         load_stars();
1948
1949 #if defined(POLY_ACC)
1950         pa_save_clut();
1951         pa_update_clut(gr_palette, 0, 256, 0);
1952 #endif
1953
1954         old_fmode = Function_mode;
1955         Function_mode = FMODE_MENU;
1956         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1957         Function_mode = old_fmode;
1958
1959 #if defined(POLY_ACC)
1960         pa_restore_clut();
1961 #endif
1962
1963         WIN(DEFINE_SCREEN(NULL));
1964 }
1965
1966 //      Called when player dies on secret level.
1967 void returning_to_level_message(void)
1968 {
1969         char    msg[128];
1970
1971         int old_fmode;
1972
1973         if (Game_mode & GM_MULTI)
1974                 return;
1975
1976         gr_palette_fade_out(gr_palette, 32, 0);
1977
1978         set_screen_mode(SCREEN_MENU);           //go into menu mode
1979
1980         gr_set_current_canvas(NULL);
1981
1982         load_stars();
1983
1984 #if defined(POLY_ACC)
1985         pa_save_clut();
1986         pa_update_clut(gr_palette, 0, 256, 0);
1987 #endif
1988
1989         old_fmode = Function_mode;
1990         Function_mode = FMODE_MENU;
1991         sprintf(msg, "Returning to level %i", Entered_from_level);
1992         nm_messagebox(NULL, 1, TXT_OK, msg);
1993         Function_mode = old_fmode;
1994
1995 #if defined(POLY_ACC)
1996         pa_restore_clut();
1997 #endif
1998
1999         WIN(DEFINE_SCREEN(NULL));
2000 }
2001
2002 //      Called when player dies on secret level.
2003 void advancing_to_level_message(void)
2004 {
2005         char    msg[128];
2006
2007         int old_fmode;
2008
2009         //      Only supposed to come here from a secret level.
2010         Assert(Current_level_num < 0);
2011
2012         if (Game_mode & GM_MULTI)
2013                 return;
2014
2015         gr_palette_fade_out(gr_palette, 32, 0);
2016
2017         set_screen_mode(SCREEN_MENU);           //go into menu mode
2018
2019         gr_set_current_canvas(NULL);
2020         
2021         load_stars();
2022
2023 #if defined(POLY_ACC)
2024         pa_save_clut();
2025         pa_update_clut(gr_palette, 0, 256, 0);
2026 #endif
2027
2028         old_fmode = Function_mode;
2029         Function_mode = FMODE_MENU;
2030         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
2031         nm_messagebox(NULL, 1, TXT_OK, msg);
2032         Function_mode = old_fmode;
2033
2034 #if defined(POLY_ACC)
2035         pa_restore_clut();
2036 #endif
2037
2038         WIN(DEFINE_SCREEN(NULL));
2039 }
2040
2041 void digi_stop_digi_sounds();
2042
2043 void DoPlayerDead()
2044 {
2045         reset_palette_add();
2046
2047         gr_palette_load (gr_palette);
2048
2049 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
2050         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
2051
2052         dead_player_end();              //terminate death sequence (if playing)
2053
2054         #ifdef EDITOR
2055         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
2056                 object * playerobj = &Objects[Players[Player_num].objnum];
2057                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
2058                 load_level("gamesave.lvl");
2059                 init_player_stats_new_ship();
2060                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
2061                 StartLevel(0);
2062                 return;
2063         }
2064         #endif
2065
2066 #ifdef NETWORK
2067         if ( Game_mode&GM_MULTI )
2068         {
2069                 multi_do_death(Players[Player_num].objnum);
2070         }
2071         else
2072 #endif
2073         {                               //Note link to above else!
2074                 Players[Player_num].lives--;
2075                 if (Players[Player_num].lives == 0)
2076                 {       
2077                         DoGameOver();
2078                         return;
2079                 }
2080         }
2081                                 
2082         if ( Control_center_destroyed ) {
2083
2084                 //clear out stuff so no bonus
2085                 Players[Player_num].hostages_on_board = 0;
2086                 Players[Player_num].energy = 0;
2087                 Players[Player_num].shields = 0;
2088                 Players[Player_num].connected = 3;
2089
2090                 died_in_mine_message(); // Give them some indication of what happened
2091
2092                 if (Current_level_num < 0) {
2093                         if (cfexist(SECRETB_FILENAME))
2094                         {
2095                                 returning_to_level_message();
2096                                 state_restore_all(1, 2, SECRETB_FILENAME);                      //      2 means you died
2097                                 set_pos_from_return_segment();
2098                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
2099                         } else {
2100                                 advancing_to_level_message();
2101                                 StartNewLevel(Entered_from_level+1, 0);
2102                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
2103                         }
2104                 } else {
2105
2106                         AdvanceLevel(0);                        //if finished, go on to next level
2107
2108                         init_player_stats_new_ship();
2109                         last_drawn_cockpit[0] = -1;
2110                         last_drawn_cockpit[1] = -1;
2111                 }
2112
2113         } else if (Current_level_num < 0) {
2114                 if (cfexist(SECRETB_FILENAME))
2115                 {
2116                         returning_to_level_message();
2117                         if (!Control_center_destroyed)
2118                                 state_save_all(0, 2, SECRETC_FILENAME);
2119                         state_restore_all(1, 2, SECRETB_FILENAME);
2120                         set_pos_from_return_segment();
2121                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
2122                 } else {
2123                         died_in_mine_message(); // Give them some indication of what happened
2124                         advancing_to_level_message();
2125                         StartNewLevel(Entered_from_level+1, 0);
2126                         init_player_stats_new_ship();
2127                 }
2128         } else {
2129                 init_player_stats_new_ship();
2130                 StartLevel(1);
2131         }
2132
2133         digi_sync_sounds();
2134 }
2135
2136 extern int BigWindowSwitch;
2137
2138 //called when the player is starting a new level for normal game mode and restore state
2139 //      secret_flag set if came from a secret level
2140 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
2141 {
2142         if (!(Game_mode & GM_MULTI)) {
2143                 last_drawn_cockpit[0] = -1;
2144                 last_drawn_cockpit[1] = -1;
2145         }
2146    BigWindowSwitch=0;
2147
2148
2149         if (Newdemo_state == ND_STATE_PAUSED)
2150                 Newdemo_state = ND_STATE_RECORDING;
2151
2152         if (Newdemo_state == ND_STATE_RECORDING) {
2153                 newdemo_set_new_level(level_num);
2154                 newdemo_record_start_frame(FrameCount, FrameTime );
2155         }
2156
2157         if (Game_mode & GM_MULTI)
2158                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
2159
2160         LoadLevel(level_num,page_in_textures);
2161
2162         Assert(Current_level_num == level_num); //make sure level set right
2163
2164         gameseq_init_network_players(); // Initialize the Players array for
2165                                                                                           // this level
2166
2167         Viewer = &Objects[Players[Player_num].objnum];
2168
2169         Assert(N_players <= NumNetPlayerPositions);
2170                 //If this assert fails, there's not enough start positions
2171
2172 #ifdef NETWORK
2173         if (Game_mode & GM_NETWORK)
2174         {
2175                 if(network_level_sync()) // After calling this, Player_num is set
2176                         return;
2177         }
2178         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
2179         {
2180                 if(com_level_sync())
2181                         return;
2182         }
2183 #endif
2184
2185         Assert(Function_mode == FMODE_GAME);
2186
2187         #ifndef NDEBUG
2188         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
2189         #endif
2190
2191         HUD_clear_messages();
2192
2193         automap_clear_visited();
2194
2195 #ifdef NETWORK
2196         if (Network_new_game == 1)
2197         {
2198                 Network_new_game = 0;
2199                 init_player_stats_new_ship();
2200         }
2201 #endif
2202         init_player_stats_level(secret_flag);
2203
2204 #ifdef NETWORK
2205         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
2206         {
2207                 int i;
2208                 for (i = 0; i < N_players; i++)
2209                         Players[i].flags |= Netgame.player_flags[i];
2210         }
2211
2212         if (Game_mode & GM_MULTI)
2213         {
2214                 multi_prep_level(); // Removes robots from level if necessary
2215         }
2216 #endif
2217
2218         gameseq_remove_unused_players();
2219
2220         Game_suspended = 0;
2221
2222         Control_center_destroyed = 0;
2223
2224         set_screen_mode(SCREEN_GAME);
2225         init_cockpit();
2226         init_robots_for_level();
2227         init_ai_objects();
2228         init_smega_detonates();
2229         init_morphs();
2230         init_all_matcens();
2231         reset_palette_add();
2232         init_thief_for_level();
2233         init_stuck_objects();
2234         game_flush_inputs();            // clear out the keyboard
2235         if (!(Game_mode & GM_MULTI))
2236                 filter_objects_from_level();
2237
2238         turn_cheats_off();
2239
2240         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2241                 set_highest_level(Current_level_num);
2242         else
2243                 read_player_file();             //get window sizes
2244
2245         reset_special_effects();
2246
2247 #ifdef OGL
2248         ogl_cache_level_textures();
2249 #endif
2250
2251
2252 #ifdef NETWORK
2253         if (Network_rejoined == 1)
2254         {
2255                 #ifndef NDEBUG
2256                 mprintf((0, "Restarting - joining in random location.\n"));
2257                 #endif
2258                 Network_rejoined = 0;
2259                 StartLevel(1);
2260         }
2261         else
2262 #endif
2263                 StartLevel(0);          // Note link to above if!
2264
2265         copy_defaults_to_robot_all();
2266         init_controlcen_for_level();
2267
2268         //      Say player can use FLASH cheat to mark path to exit.
2269         Last_level_path_created = -1;
2270 }
2271
2272 #ifdef NETWORK
2273 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2274 #endif
2275 void bash_to_shield (int i,char *s)
2276 {
2277 #ifdef NETWORK
2278         int type=Objects[i].id;
2279 #endif
2280
2281         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2282
2283 #ifdef NETWORK
2284         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2285 #endif
2286
2287         Objects[i].id = POW_SHIELD_BOOST;
2288         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2289         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2290 }
2291
2292
2293 void filter_objects_from_level()
2294  {
2295   int i;
2296
2297   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2298
2299   for (i=0;i<=Highest_object_index;i++)
2300         {
2301          if (Objects[i].type==OBJ_POWERUP)
2302      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2303            bash_to_shield (i,"Flag!!!!");
2304    }
2305
2306  }
2307
2308 struct {
2309         int     level_num;
2310         char    movie_name[FILENAME_LEN];
2311 } intro_movie[] = {     { 1,"pla"},
2312                                                         { 5,"plb"},
2313                                                         { 9,"plc"},
2314                                                         {13,"pld"},
2315                                                         {17,"ple"},
2316                                                         {21,"plf"},
2317                                                         {24,"plg"}};
2318
2319 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2320
2321 extern int MenuHiresAvailable;
2322 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
2323 extern int intro_played;        //true if big intro movie played
2324
2325 void ShowLevelIntro(int level_num)
2326 {
2327         //if shareware, show a briefing?
2328
2329         if (!(Game_mode & GM_MULTI)) {
2330                 int i;
2331
2332                 ubyte save_pal[sizeof(gr_palette)];
2333
2334                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2335
2336                 if (Current_mission_num == Builtin_mission_num) {
2337                         int movie=0;
2338
2339                         if (is_SHAREWARE)
2340                         {
2341                                 if (level_num==1)
2342                                         do_briefing_screens ("brief2.tex", 1);
2343                         }
2344                         else if (is_D2_OEM)
2345                         {
2346                                 if (level_num == 1 && !intro_played)
2347                                         do_briefing_screens("brief2o.tex", 1);
2348                         }
2349                         else // full version
2350                         {
2351                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
2352                                 {
2353                                         if (intro_movie[i].level_num == level_num)
2354                                         {
2355                                                 Screen_mode = -1;
2356                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2357                                                 movie=1;
2358                                                 break;
2359                                         }
2360                                 }
2361
2362 #ifdef WINDOWS
2363                                 if (!movie) {                                   //must go before briefing
2364                                         dd_gr_init_screen();
2365                                         Screen_mode = -1;
2366                                 }
2367 #endif
2368
2369                                 if (robot_movies)
2370                                 {
2371                                         int hires_save=MenuHiresAvailable;
2372
2373                                         if (robot_movies == 1)          //lowres only
2374                                         {
2375                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
2376
2377                                                 if (hires_save != MenuHiresAvailable)
2378                                                         Screen_mode = -1;               //force reset
2379
2380                                         }
2381                                         do_briefing_screens ("robot.tex",level_num);
2382                                         MenuHiresAvailable = hires_save;
2383                                 }
2384
2385                         }
2386                 }
2387                 else {  //not the built-in mission.  check for add-on briefing
2388                         if (Mission_list[Current_mission_num].descent_version == 1)
2389                                 do_briefing_screens(Briefing_text_filename, level_num);
2390                         else {
2391                                 char tname[FILENAME_LEN];
2392                                 sprintf(tname, "%s.tex", Current_mission_filename);
2393                                 do_briefing_screens(tname, level_num);
2394                         }
2395                 }
2396
2397
2398                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2399         }
2400 }
2401
2402 //      ---------------------------------------------------------------------------
2403 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2404 //      Reason: On this level, if player goes to a secret level, he will be going to a different
2405 //      secret level than he's ever been to before.
2406 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2407 void maybe_set_first_secret_visit(int level_num)
2408 {
2409         int     i;
2410
2411         for (i=0; i<N_secret_levels; i++) {
2412                 if (Secret_level_table[i] == level_num) {
2413                         First_secret_visit = 1;
2414                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2415                 }
2416         }
2417 }
2418
2419 //called when the player is starting a new level for normal game model
2420 //      secret_flag if came from a secret level
2421 void StartNewLevel(int level_num, int secret_flag)
2422 {
2423         ThisLevelTime=0;
2424
2425         if ((level_num > 0) && (!secret_flag)) {
2426                 maybe_set_first_secret_visit(level_num);
2427         }
2428
2429         ShowLevelIntro(level_num);
2430
2431         WIN(DEFINE_SCREEN(NULL));               // ALT-TAB: no restore of background.
2432         
2433         StartNewLevelSub(level_num, 1, secret_flag );
2434
2435 }
2436
2437 //initialize the player object position & orientation (at start of game, or new ship)
2438 void InitPlayerPosition(int random_flag)
2439 {
2440         int NewPlayer=0;
2441
2442 #ifdef NETWORK
2443         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2444 #endif
2445                 NewPlayer = Player_num;
2446 #ifdef NETWORK
2447         else if (random_flag == 1)
2448         {
2449                 int i, closest = -1, trys=0;
2450                 fix closest_dist = 0x7ffffff, dist;
2451
2452                 d_srand(clock());
2453
2454 #ifndef NDEBUG
2455                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2456                 {
2457                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2458                         //Int3();
2459                 }
2460 #endif
2461
2462                 do {
2463                         if (trys > 0)   
2464                         {
2465                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2466                         }
2467                         trys++;
2468
2469                         NewPlayer = d_rand() % NumNetPlayerPositions;
2470
2471                         closest = -1;
2472                         closest_dist = 0x7fffffff;
2473         
2474                         for (i=0; i<N_players; i++ )    {
2475                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2476                                         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
2477                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2478                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2479                                                 closest_dist = dist;
2480                                                 closest = i;
2481                                         }
2482                                 }
2483                         }
2484
2485                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2486                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2487         }
2488         else {
2489                 mprintf((0, "Starting position is not being changed.\n"));
2490                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2491         }
2492         Assert(NewPlayer >= 0);
2493         Assert(NewPlayer < NumNetPlayerPositions);
2494 #endif
2495
2496         ConsoleObject->pos = Player_init[NewPlayer].pos;
2497         ConsoleObject->orient = Player_init[NewPlayer].orient;
2498 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2499
2500         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2501
2502         obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2503
2504 #ifdef NETWORK
2505 done:
2506 #endif
2507         reset_player_object();
2508         reset_cruise();
2509 }
2510
2511 //      -----------------------------------------------------------------------------------------------------
2512 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2513 //      What about setting size!?  Where does that come from?
2514 void copy_defaults_to_robot(object *objp)
2515 {
2516         robot_info      *robptr;
2517         int                     objid;
2518
2519         Assert(objp->type == OBJ_ROBOT);
2520         objid = objp->id;
2521         Assert(objid < N_robot_types);
2522
2523         robptr = &Robot_info[objid];
2524
2525         //      Boost shield for Thief and Buddy based on level.
2526         objp->shields = robptr->strength;
2527
2528         if ((robptr->thief) || (robptr->companion)) {
2529                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2530
2531                 if (robptr->companion) {
2532                         //      Now, scale guide-bot hits by skill level
2533                         switch (Difficulty_level) {
2534                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2535                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2536                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2537                                 default:        break;
2538                         }
2539                 }
2540         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2541                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2542
2543         //      Additional wimpification of bosses at Trainee
2544         if ((robptr->boss_flag) && (Difficulty_level == 0))
2545                 objp->shields /= 2;
2546 }
2547
2548 //      -----------------------------------------------------------------------------------------------------
2549 //      Copy all values from the robot info structure to all instances of robots.
2550 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2551 //      This function should be called at level load time.
2552 void copy_defaults_to_robot_all()
2553 {
2554         int     i;
2555
2556         for (i=0; i<=Highest_object_index; i++)
2557                 if (Objects[i].type == OBJ_ROBOT)
2558                         copy_defaults_to_robot(&Objects[i]);
2559
2560 }
2561
2562 extern void clear_stuck_objects(void);
2563
2564 //      -----------------------------------------------------------------------------------------------------
2565 //called when the player is starting a level (new game or new ship)
2566 void StartLevel(int random_flag)
2567 {
2568         Assert(!Player_is_dead);
2569
2570         InitPlayerPosition(random_flag);
2571
2572         verify_console_object();
2573
2574         ConsoleObject->control_type     = CT_FLYING;
2575         ConsoleObject->movement_type    = MT_PHYSICS;
2576
2577         disable_matcens();
2578
2579         clear_transient_objects(0);             //0 means leave proximity bombs
2580
2581         // create_player_appearance_effect(ConsoleObject);
2582         Do_appearance_effect = 1;
2583
2584 #ifdef NETWORK
2585         if (Game_mode & GM_MULTI)
2586         {
2587                 if (Game_mode & GM_MULTI_COOP)
2588                         multi_send_score();
2589                 multi_send_position(Players[Player_num].objnum);
2590                 multi_send_reappear();
2591         }               
2592
2593         if (Game_mode & GM_NETWORK)
2594                 network_do_frame(1, 1);
2595 #endif
2596
2597         ai_reset_all_paths();
2598         ai_init_boss_for_ship();
2599         clear_stuck_objects();
2600
2601         #ifdef EDITOR
2602         //      Note, this is only done if editor builtin.  Calling this from here
2603         //      will cause it to be called after the player dies, resetting the
2604         //      hits for the buddy and thief.  This is ok, since it will work ok
2605         //      in a shipped version.
2606         init_ai_objects();
2607         #endif
2608
2609         reset_time();
2610
2611         reset_rear_view();
2612         Auto_fire_fusion_cannon_time = 0;
2613         Fusion_charge = 0;
2614
2615         Robot_firing_enabled = 1;
2616 }