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1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
12 */
13
14 /*
15  *
16  * Routines for EndGame, EndLevel, etc.
17  *
18  */
19
20 #ifdef HAVE_CONFIG_H
21 #include <conf.h>
22 #endif
23
24 #include <stdio.h>
25 #include <stdlib.h>
26 #include <string.h>
27 #if !defined(_MSC_VER) && !defined(macintosh)
28 #include <unistd.h>
29 #endif
30 #include <time.h>
31
32 #ifdef OGL
33 #include "ogl_init.h"
34 #endif
35 #include "inferno.h"
36 #include "vid.h"
37 #include "key.h"
38 #include "error.h"
39 #include "joy.h"
40 #include "mono.h"
41 #include "iff.h"
42 #include "timer.h"
43 #include "texmap.h"
44 #include "3d.h"
45 #include "gr.h"
46 #include "u_mem.h"
47 #include "args.h"
48 #include "ctype.h"
49 #include "cfile.h"
50 #if defined (TACTILE)
51 #include "tactile.h"
52 #endif
53 #ifdef EDITOR
54 #include "editor/editor.h"
55 #endif
56 #include "strutil.h"
57
58
59 void StartNewLevelSecret(int level_num, int page_in_textures);
60 void InitPlayerPosition(int random_flag);
61 void load_stars(void);
62 void returning_to_level_message(void);
63 void advancing_to_level_message(void);
64 void DoEndGame(void);
65 void AdvanceLevel(int secret_flag);
66 void filter_objects_from_level(void);
67
68
69 // Current_level_num starts at 1 for the first level
70 // -1,-2,-3 are secret levels
71 // 0 means not a real level loaded
72 int Current_level_num = 0, Next_level_num;
73 char Current_level_name[LEVEL_NAME_LEN];
74
75 // Global variables describing the player
76 int N_players = 1;  // Number of players ( >1 means a net game, eh?)
77 int Player_num = 0; // The player number who is on the console.
78 player Players[MAX_PLAYERS+4]; // Misc player info
79 obj_position Player_init[MAX_PLAYERS];
80
81 cvar_t Player_highest_level = { "HighestLevel", "0", CVAR_NONE };
82
83 // Global variables telling what sort of game we have
84 int MaxNumNetPlayers = -1;
85 int NumNetPlayerPositions = -1;
86
87 extern fix ThisLevelTime;
88
89 // Extern from game.c to fix a bug in the cockpit!
90
91 extern int last_drawn_cockpit[2];
92 extern int Last_level_path_created;
93
94 // HUD_clear_messages external, declared in gauges.h
95 #ifndef _GAUGES_H
96 extern void HUD_clear_messages(); // From hud.c
97 #endif
98
99 // Extra prototypes declared for the sake of LINT
100 void init_player_stats_new_ship(void);
101 void copy_defaults_to_robot_all(void);
102
103 int Do_appearance_effect = 0;
104
105 extern int Rear_view;
106
107 int First_secret_visit = 1;
108
109 extern int descent_critical_error;
110
111 extern int Last_msg_ycrd;
112
113
114 //--------------------------------------------------------------------
115 void verify_console_object(void)
116 {
117         Assert( Player_num > -1 );
118         Assert( Players[Player_num].objnum > -1 );
119         ConsoleObject = &Objects[Players[Player_num].objnum];
120         Assert( ConsoleObject->type == OBJ_PLAYER );
121         Assert( ConsoleObject->id == Player_num );
122 }
123
124
125 int count_number_of_robots(void)
126 {
127         int robot_count;
128         int i;
129
130         robot_count = 0;
131         for (i = 0; i <= Highest_object_index; i++)
132                 if (Objects[i].type == OBJ_ROBOT)
133                         robot_count++;
134
135         return robot_count;
136 }
137
138
139 int count_number_of_hostages(void)
140 {
141         int count;
142         int i;
143
144         count = 0;
145         for (i = 0; i <= Highest_object_index; i++)
146                 if (Objects[i].type == OBJ_HOSTAGE)
147                         count++;
148
149         return count;
150 }
151
152
153 // added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
154 void gameseq_init_network_players(void)
155 {
156         int i, j, k;
157
158         // Initialize network player start locations and object numbers
159
160         ConsoleObject = &Objects[0];
161         k = 0;
162         j = 0;
163         for (i = 0; i <= Highest_object_index; i++) {
164
165                 if (( Objects[i].type == OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP )) {
166                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER) || (Objects[i].type==OBJ_GHOST)) ) ||
167                              ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) ) {
168                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
169                                 Objects[i].type=OBJ_PLAYER;
170                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
171                                 Player_init[k].pos = Objects[i].pos;
172                                 Player_init[k].orient = Objects[i].orient;
173                                 Player_init[k].segnum = Objects[i].segnum;
174                                 Players[k].objnum = i;
175                                 Objects[i].id = k;
176                                 k++;
177                         } else
178                                 obj_delete(i);
179                         j++;
180                 }
181
182                 if ((Objects[i].type == OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
183                         obj_delete(i); // kill the buddy in netgames
184         }
185         NumNetPlayerPositions = k;
186
187 #ifndef NDEBUG
188         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
189              (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) ) {
190                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
191                 //Int3(); // Not enough positions!!
192         }
193 #endif
194 #ifdef NETWORK
195         if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 8) {
196                 for (i = 0; i < N_players; i++)
197                         if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0)) {
198                                 nm_messagebox("Warning!", 1, TXT_OK, "This special version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");
199                                 return;
200                         }
201         }
202
203         if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4) {
204                 for (i = 0; i < N_players; i++)
205                         if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0)) {
206                                 nm_messagebox("Warning!", 1 ,TXT_OK, "This shareware version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");
207                                 return;
208                         }
209         }
210 #endif // NETWORK
211 }
212
213
214 void gameseq_remove_unused_players(void)
215 {
216         int i;
217
218         // 'Remove' the unused players
219
220 #ifdef NETWORK
221         if (Game_mode & GM_MULTI) {
222                 for (i = 0; i < NumNetPlayerPositions; i++) {
223                         if ((!Players[i].connected) || (i >= N_players)) {
224 #ifndef NDEBUG
225 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
226 #endif
227                                 multi_make_player_ghost(i);
228                         }
229                 }
230         } else
231 #endif
232         {       // Note link to above if!!!
233 #ifndef NDEBUG
234                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
235 #endif
236                 for (i = 1; i < NumNetPlayerPositions; i++)
237                         obj_delete(Players[i].objnum);
238         }
239 }
240
241
242 fix StartingShields = INITIAL_SHIELDS;
243
244
245 // Setup player for new game
246 void init_player_stats_game(void)
247 {
248         Players[Player_num].score = 0;
249         Players[Player_num].last_score = 0;
250         Players[Player_num].lives = INITIAL_LIVES;
251         Players[Player_num].level = 1;
252
253         Players[Player_num].time_level = 0;
254         Players[Player_num].time_total = 0;
255         Players[Player_num].hours_level = 0;
256         Players[Player_num].hours_total = 0;
257
258         Players[Player_num].energy = INITIAL_ENERGY;
259         Players[Player_num].shields = StartingShields;
260         Players[Player_num].killer_objnum = -1;
261
262         Players[Player_num].net_killed_total = 0;
263         Players[Player_num].net_kills_total = 0;
264
265         Players[Player_num].num_kills_level = 0;
266         Players[Player_num].num_kills_total = 0;
267         Players[Player_num].num_robots_level = 0;
268         Players[Player_num].num_robots_total = 0;
269         Players[Player_num].KillGoalCount = 0;
270         
271         Players[Player_num].hostages_rescued_total = 0;
272         Players[Player_num].hostages_level = 0;
273         Players[Player_num].hostages_total = 0;
274
275         Players[Player_num].laser_level = 0;
276         Players[Player_num].flags = 0;
277
278         init_player_stats_new_ship();
279
280         First_secret_visit = 1;
281 }
282
283
284 void init_ammo_and_energy(void)
285 {
286         if (Players[Player_num].energy < INITIAL_ENERGY)
287                 Players[Player_num].energy = INITIAL_ENERGY;
288         if (Players[Player_num].shields < StartingShields)
289                 Players[Player_num].shields = StartingShields;
290
291 //      for (i = 0; i < MAX_PRIMARY_WEAPONS; i++)
292 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
293 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
294
295 //      for (i = 0; i < MAX_SECONDARY_WEAPONS; i++)
296 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
297 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
298         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
299                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
300 }
301
302
303 extern ubyte Last_afterburner_state;
304
305
306 // Setup player for new level (After completion of previous level)
307 void init_player_stats_level(int secret_flag)
308 {
309         Players[Player_num].last_score = Players[Player_num].score;
310
311         Players[Player_num].level = Current_level_num;
312
313 #ifdef NETWORK
314         if (!Network_rejoined)
315 #endif
316         {
317                 Players[Player_num].time_level = 0;
318                 Players[Player_num].hours_level = 0;
319         }
320
321         Players[Player_num].killer_objnum = -1;
322
323         Players[Player_num].num_kills_level = 0;
324         Players[Player_num].num_robots_level = count_number_of_robots();
325         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
326
327         Players[Player_num].hostages_level = count_number_of_hostages();
328         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
329         Players[Player_num].hostages_on_board = 0;
330
331         if (!secret_flag) {
332                 init_ammo_and_energy();
333
334                 Players[Player_num].flags &= ~KEY_BLUE;
335                 Players[Player_num].flags &= ~KEY_RED;
336                 Players[Player_num].flags &= ~KEY_GOLD;
337
338                 Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
339                 Players[Player_num].flags &= ~PLAYER_FLAGS_CLOAKED;
340                 Players[Player_num].flags &= ~PLAYER_FLAGS_MAP_ALL;
341
342                 Players[Player_num].cloak_time = 0;
343                 Players[Player_num].invulnerable_time = 0;
344
345                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
346                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
347         }
348
349         Player_is_dead = 0; // Added by RH
350         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
351
352         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
353
354         Controls.state[afterburner] = 0;
355         Last_afterburner_state = 0;
356
357         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
358
359         init_gauges();
360
361 #ifdef TACTILE
362         if (TactileStick)
363                 tactile_set_button_jolt();
364 #endif
365
366         Missile_viewer = NULL;
367 }
368
369
370 extern void init_ai_for_ship(void);
371
372
373 // Setup player for a brand-new ship
374 void init_player_stats_new_ship(void)
375 {
376         int i;
377
378         if (Newdemo_state == ND_STATE_RECORDING) {
379                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
380                 newdemo_record_player_weapon(0, 0);
381                 newdemo_record_player_weapon(1, 0);
382         }
383
384         Players[Player_num].energy = INITIAL_ENERGY;
385         Players[Player_num].shields = StartingShields;
386         Players[Player_num].laser_level = 0;
387         Players[Player_num].killer_objnum = -1;
388         Players[Player_num].hostages_on_board = 0;
389
390         Afterburner_charge = 0;
391
392         for (i = 0; i < MAX_PRIMARY_WEAPONS; i++) {
393                 Players[Player_num].primary_ammo[i] = 0;
394                 Primary_last_was_super[i] = 0;
395         }
396
397         for (i = 1; i < MAX_SECONDARY_WEAPONS; i++) {
398                 Players[Player_num].secondary_ammo[i] = 0;
399                 Secondary_last_was_super[i] = 0;
400         }
401         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
402
403         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
404         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
405
406         Primary_weapon = 0;
407         Secondary_weapon = 0;
408
409         Players[Player_num].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
410         Players[Player_num].flags &= ~PLAYER_FLAGS_AFTERBURNER;
411         Players[Player_num].flags &= ~PLAYER_FLAGS_CLOAKED;
412         Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
413         Players[Player_num].flags &= ~PLAYER_FLAGS_MAP_ALL;
414         Players[Player_num].flags &= ~PLAYER_FLAGS_CONVERTER;
415         Players[Player_num].flags &= ~PLAYER_FLAGS_AMMO_RACK;
416         Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT;
417         Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
418         Players[Player_num].flags &= ~PLAYER_FLAGS_FLAG;
419
420         Players[Player_num].cloak_time = 0;
421         Players[Player_num].invulnerable_time = 0;
422
423         Player_is_dead = 0; // player no longer dead
424
425         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
426
427         Controls.state[afterburner] = 0;
428         Last_afterburner_state = 0;
429
430         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
431
432         Missile_viewer = NULL; // reset missile camera if out there
433
434 #ifdef TACTILE
435         if (TactileStick)
436                 tactile_set_button_jolt();
437 #endif
438
439         init_ai_for_ship();
440 }
441
442
443 extern void init_stuck_objects(void);
444
445 #ifdef EDITOR
446
447 extern int Slide_segs_computed;
448
449
450 // reset stuff so game is semi-normal when playing from editor
451 void editor_reset_stuff_on_level(void)
452 {
453         gameseq_init_network_players();
454         init_player_stats_level(0);
455         Viewer = ConsoleObject;
456         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
457         ConsoleObject->id=Player_num;
458         ConsoleObject->control_type = CT_FLYING;
459         ConsoleObject->movement_type = MT_PHYSICS;
460         Game_suspended = 0;
461         verify_console_object();
462         Control_center_destroyed = 0;
463         if (Newdemo_state != ND_STATE_PLAYBACK)
464                 gameseq_remove_unused_players();
465         init_cockpit();
466         init_robots_for_level();
467         init_ai_objects();
468         init_morphs();
469         init_all_matcens();
470         init_player_stats_new_ship();
471         init_controlcen_for_level();
472         automap_clear_visited();
473         init_stuck_objects();
474         init_thief_for_level();
475
476         Slide_segs_computed = 0;
477 }
478 #endif
479
480
481 // do whatever needs to be done when a player dies in multiplayer
482 void DoGameOver(void)
483 {
484 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
485
486         if (PLAYING_BUILTIN_MISSION)
487                 scores_maybe_add_player(0);
488
489         Function_mode = FMODE_MENU;
490         Game_mode = GM_GAME_OVER;
491         longjmp( LeaveGame, 0 ); // Exit out of game loop
492 }
493
494
495 extern void do_save_game_menu(void);
496
497
498 // update various information about the player
499 void update_player_stats(void)
500 {
501         Players[Player_num].time_level += FrameTime; //the never-ending march of time...
502         if ( Players[Player_num].time_level > i2f(3600) ) {
503                 Players[Player_num].time_level -= i2f(3600);
504                 Players[Player_num].hours_level++;
505         }
506
507         Players[Player_num].time_total += FrameTime; // the never-ending march of time...
508         if ( Players[Player_num].time_total > i2f(3600) ) {
509                 Players[Player_num].time_total -= i2f(3600);
510                 Players[Player_num].hours_total++;
511         }
512 }
513
514
515 // hack to not start object when loading level
516 extern int Dont_start_sound_objects;
517
518
519 // go through this level and start any eclip sounds
520 void set_sound_sources(void)
521 {
522         int segnum, sidenum;
523         segment *seg;
524
525         digi_init_sounds(); // clear old sounds
526
527         Dont_start_sound_objects = 1;
528
529         for (seg = &Segments[0], segnum = 0; segnum <= Highest_segment_index; seg++, segnum++)
530                 for (sidenum = 0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
531                         int tm, ec, sn;
532
533                         if (WALL_IS_DOORWAY(seg, sidenum) & WID_RENDER_FLAG)
534                                 if ( (((tm = seg->sides[sidenum].tmap_num2) != 0) && ((ec = TmapInfo[tm&0x3fff].eclip_num) != -1)) ||
535                                      ((ec = TmapInfo[seg->sides[sidenum].tmap_num].eclip_num) != -1) )
536                                         if ((sn = Effects[ec].sound_num) != -1) {
537                                                 vms_vector pnt;
538                                                 int csegnum = seg->children[sidenum];
539
540                                                 // check for sound on other side of wall.  Don't add on
541                                                 // both walls if sound travels through wall.  If sound
542                                                 // does travel through wall, add sound for lower-numbered
543                                                 // segment.
544
545                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
546                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
547                                                                 segment *csegp;
548                                                                 int csidenum;
549
550                                                                 csegp = &Segments[seg->children[sidenum]];
551                                                                 csidenum = find_connect_side(seg, csegp);
552
553                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
554                                                                         continue; // skip this one
555                                                         }
556                                                 }
557
558                                                 compute_center_point_on_side(&pnt, seg, sidenum);
559                                                 digi_link_sound_to_pos(sn, segnum, sidenum, &pnt, 1, F1_0/2);
560                                         }
561                 }
562
563         Dont_start_sound_objects = 0;
564 }
565
566
567 //fix flash_dist = i2f(1);
568 fix flash_dist = fl2f(.9);
569
570
571 // create flash for player appearance
572 void create_player_appearance_effect(object *player_obj)
573 {
574         vms_vector pos;
575         object *effect_obj;
576
577 #ifndef NDEBUG
578         {
579                 int objnum = OBJECT_NUMBER(player_obj);
580                 if ( (objnum < 0) || (objnum > Highest_object_index) )
581                         Int3(); // See Rob, trying to track down weird network bug
582         }
583 #endif
584
585         if (player_obj == Viewer)
586                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
587         else
588                 pos = player_obj->pos;
589
590         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
591
592         if (effect_obj) {
593                 effect_obj->orient = player_obj->orient;
594
595                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
596                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, OBJECT_NUMBER(effect_obj), 0, F1_0 );
597         }
598 }
599
600
601 //
602 // New Game sequencing functions
603 //
604
605 //pairs of chars describing ranges
606 char playername_allowed_chars[] = "azAZ09__--";
607
608
609 int RegisterPlayerSub(int allow_abort)
610 {
611         int x;
612         newmenu_item m;
613         char text[CALLSIGN_LEN+1] = "";
614
615         strncpy(text, Players[Player_num].callsign, CALLSIGN_LEN);
616
617 try_again:
618         m.type = NM_TYPE_INPUT; m.text_len = 8; m.text = text;
619
620         Newmenu_allowed_chars = playername_allowed_chars;
621         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
622         Newmenu_allowed_chars = NULL;
623
624         if ( x < 0 ) {
625                 if ( allow_abort )
626                         return 1;
627                 goto try_again;
628         }
629
630         if (text[0] == 0) // null string
631                 goto try_again;
632
633         cmd_appendf("player %s", text);
634         cmd_queue_process();
635
636         return 1;
637 }
638
639
640 // Inputs the player's name, without putting up the background screen
641 int RegisterPlayer(void)
642 {
643         int allow_abort_flag = 1;
644
645         if ( Players[Player_num].callsign[0] == 0 ) {
646                 // Read the last player's name from config file, not lastplr.txt
647                 strncpy( Players[Player_num].callsign, config_last_player.string, CALLSIGN_LEN );
648
649                 if (config_last_player.string[0] == 0)
650                         allow_abort_flag = 0;
651         }
652
653 do_menu_again:
654
655         if (!RegisterPlayerSub(allow_abort_flag))
656                 //return 0; // They hit Esc during enter name stage
657                 goto do_menu_again;
658
659         set_display_mode(Default_display_mode);
660
661         WriteConfigFile(); // Update lastplr
662
663         return 1;
664 }
665
666
667 void free_polygon_models(void);
668 void load_robot_replacements(char *level_name);
669 int read_hamfile(void);
670 extern int Robot_replacements_loaded;
671
672
673 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
674 void LoadLevel(int level_num, int page_in_textures)
675 {
676         char *level_name;
677         player save_player;
678         int load_ret;
679
680         save_player = Players[Player_num];
681
682         Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
683
684         if (level_num < 0)  // secret level
685                 level_name = Secret_level_names[-level_num-1];
686         else                // normal level
687                 level_name = Level_names[level_num-1];
688
689         gr_set_current_canvas(NULL);
690         gr_clear_canvas(BM_XRGB(0, 0, 0)); // so palette switching is less obvious
691
692         Last_msg_ycrd = -1; // so we don't restore backgound under msg
693
694 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
695 //      WIN(ShowCursorW());
696
697 #if 1 //def OGL
698         gr_palette_load(gr_palette);
699         show_boxed_message(TXT_LOADING);
700         vid_update();
701 #else
702         show_boxed_message(TXT_LOADING);
703         gr_palette_load(gr_palette);
704 #endif
705
706         load_ret = load_level(level_name); // actually load the data from disk!
707
708         if (load_ret)
709                 Error("Couldn't load level file <%s>, error = %d", level_name, load_ret);
710
711         Current_level_num = level_num;
712
713 //      load_palette_pig(Current_level_palette); // load just the pig
714
715         load_palette(Current_level_palette, 1, 1); // don't change screen
716
717         load_endlevel_data(level_num);
718
719         if (EMULATING_D1)
720                 load_d1_bitmap_replacements();
721         else
722                 load_bitmap_replacements(level_name);
723
724         if (Robot_replacements_loaded) {
725                 free_polygon_models();
726                 read_hamfile(); // load original data
727                 if (Current_mission->enhanced) {
728                         // load extra data
729                         char t[50];
730                         extern void bm_read_extra_robots();
731                         sprintf(t, "%s.ham", Current_mission_filename);
732                         bm_read_extra_robots(t, Current_mission->enhanced);
733                 }
734
735                 Robot_replacements_loaded = 0;
736         }
737         load_robot_replacements(level_name);
738
739         if ( page_in_textures )
740                 piggy_load_level_data();
741
742 #ifdef NETWORK
743         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
744
745         reset_network_objects();
746 #endif
747
748         Players[Player_num] = save_player;
749
750         set_sound_sources();
751
752         songs_play_level_song( Current_level_num );
753
754         clear_boxed_message(); // remove message before new palette loaded
755
756         gr_palette_load(gr_palette); // actually load the palette
757
758 //      WIN(HideCursorW());
759 }
760
761
762 // sets up Player_num & ConsoleObject
763 void InitPlayerObject(void)
764 {
765         Assert(Player_num >= 0 && Player_num < MAX_PLAYERS);
766
767         if (Player_num != 0 ) {
768                 Players[0] = Players[Player_num];
769                 Player_num = 0;
770         }
771
772         Players[Player_num].objnum = 0;
773
774         ConsoleObject = &Objects[Players[Player_num].objnum];
775
776         ConsoleObject->type             = OBJ_PLAYER;
777         ConsoleObject->id               = Player_num;
778         ConsoleObject->control_type     = CT_FLYING;
779         ConsoleObject->movement_type    = MT_PHYSICS;
780 }
781
782
783 extern void game_disable_cheats(void);
784 extern void turn_cheats_off(void);
785 extern void init_seismic_disturbances(void);
786 extern int state_default_item;
787
788
789 // starts a new game on the given level
790 void StartNewGame(int start_level)
791 {
792         state_default_item = -2; // for first blind save, pick slot to save in
793
794         Game_mode = GM_NORMAL;
795         Function_mode = FMODE_GAME;
796
797         Next_level_num = 0;
798
799         InitPlayerObject(); // make sure player's object set up
800
801         init_player_stats_game(); // clear all stats
802
803         N_players = 1;
804 #ifdef NETWORK
805         Network_new_game = 0;
806 #endif
807
808         if (start_level < 0)
809                 StartNewLevelSecret(start_level, 0);
810         else
811                 StartNewLevel(start_level, 0);
812
813         Players[Player_num].starting_level = start_level; // Mark where they started
814
815         game_disable_cheats();
816
817         init_seismic_disturbances();
818 }
819
820
821 //@@//starts a resumed game loaded from disk
822 //@@void ResumeSavedGame(int start_level)
823 //@@{
824 //@@    Game_mode = GM_NORMAL;
825 //@@    Function_mode = FMODE_GAME;
826 //@@
827 //@@    N_players = 1;
828 //@@    Network_new_game = 0;
829 //@@
830 //@@    InitPlayerObject(); // make sure player's object set up
831 //@@
832 //@@    StartNewLevel(start_level, 0);
833 //@@
834 //@@    game_disable_cheats();
835 //@@}
836
837
838 #ifndef _NETWORK_H
839 extern int network_endlevel_poll2( int nitems, newmenu_item *menus, int *key, int citem ); // network.c
840 #endif
841
842 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
843 #define N_GLITZITEMS 11
844
845
846 // -----------------------------------------------------------------------------
847 // Does the bonus scoring.
848 // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
849 void DoEndLevelScoreGlitz(int network)
850 {
851         int level_points, skill_points, energy_points, shield_points, hostage_points;
852         int all_hostage_points;
853         int endgame_points;
854         char all_hostage_text[64];
855         char endgame_text[64];
856         char m_str[N_GLITZITEMS][30];
857         newmenu_item m[N_GLITZITEMS+1];
858         int i, c;
859         char title[128];
860         int is_last_level;
861         int mine_level;
862
863         set_screen_mode(SCREEN_MENU); // go into menu mode
864
865 #ifdef TACTILE
866         if (TactileStick)
867                 ClearForces();
868 #endif
869
870         mprintf((0, "DoEndLevelScoreGlitz\n"));
871
872         // Compute level player is on, deal with secret levels (negative numbers)
873         mine_level = Players[Player_num].level;
874         if (mine_level < 0)
875                 mine_level *= -(Last_level/N_secret_levels);
876
877         level_points = Players[Player_num].score - Players[Player_num].last_score;
878
879         if (!Cheats_enabled.intval) {
880                 if (Difficulty_level > 1) {
881                         skill_points = level_points*(Difficulty_level)/4;
882                         skill_points -= skill_points % 100;
883                 } else
884                         skill_points = 0;
885
886                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
887                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
888                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
889
890                 shield_points -= shield_points % 50;
891                 energy_points -= energy_points % 50;
892         } else {
893                 skill_points = 0;
894                 shield_points = 0;
895                 energy_points = 0;
896                 hostage_points = 0;
897         }
898
899         all_hostage_text[0] = 0;
900         endgame_text[0] = 0;
901
902         if (!Cheats_enabled.intval && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
903                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
904                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
905         } else
906                 all_hostage_points = 0;
907
908         if (!Cheats_enabled.intval && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { // player has finished the game!
909                 endgame_points = Players[Player_num].lives * 10000;
910                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
911                 is_last_level = 1;
912         } else
913                 endgame_points = is_last_level = 0;
914
915         mprintf((0,"adding bonus points\n"));
916         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
917
918         c = 0;
919         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu...
920         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
921         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
922         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
923
924         sprintf(m_str[c++], "%s", all_hostage_text);
925         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
926                 sprintf(m_str[c++], "%s", endgame_text);
927
928         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
929         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
930
931         for (i = 0; i < c; i++) {
932                 m[i].type = NM_TYPE_TEXT;
933                 m[i].text = m_str[i];
934         }
935
936         //m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
937
938         if (Current_level_num < 0)
939                 sprintf(title, "%s%s %d %s\n %s %s", is_last_level?"\n\n\n":"\n", TXT_SECRET_LEVEL, -Current_level_num, TXT_COMPLETE, Current_level_name, TXT_DESTROYED);
940         else
941                 sprintf(title, "%s%s %d %s\n%s %s", is_last_level?"\n\n\n":"\n", TXT_LEVEL, Current_level_num, TXT_COMPLETE, Current_level_name, TXT_DESTROYED);
942
943         Assert(c <= N_GLITZITEMS);
944
945         gr_palette_fade_out(gr_palette, 32, 0);
946
947         mprintf((0, "doing menu\n"));
948
949 #ifdef NETWORK
950         if ( network && (Game_mode & GM_NETWORK) )
951                 newmenu_do2(NULL, title, c, m, network_endlevel_poll2, 0, STARS_BACKGROUND);
952         else
953 #endif
954         {       // NOTE LINK TO ABOVE!!!
955                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
956         }
957         mprintf((0, "done DoEndLevelScoreGlitz\n"));
958 }
959
960
961 // give the player the opportunity to save his game
962 void DoEndlevelMenu(void)
963 {
964 // No between level saves......!!!      state_save_all(1);
965 }
966
967
968 // -----------------------------------------------------------------------------------------------------
969 // called when the player is starting a level (new game or new ship)
970 void StartSecretLevel(void)
971 {
972         Assert(!Player_is_dead);
973
974         InitPlayerPosition(0);
975
976         verify_console_object();
977
978         ConsoleObject->control_type = CT_FLYING;
979         ConsoleObject->movement_type = MT_PHYSICS;
980
981         // -- WHY? -- disable_matcens();
982         clear_transient_objects(0); // 0 means leave proximity bombs
983
984         // create_player_appearance_effect(ConsoleObject);
985         Do_appearance_effect = 1;
986
987         ai_reset_all_paths();
988         // -- NO? -- reset_time();
989
990         reset_rear_view();
991         Auto_fire_fusion_cannon_time = 0;
992         Fusion_charge = 0;
993
994         Robot_firing_enabled = 1;
995 }
996
997
998 extern void set_pos_from_return_segment(void);
999
1000
1001 // Returns true if secret level has been destroyed.
1002 int p_secret_level_destroyed(void)
1003 {
1004         if (First_secret_visit) {
1005                 return 0; // Never been there, can't have been destroyed.
1006         } else {
1007                 if (PHYSFS_exists(PLAYER_DIR "secret.sgc")) {
1008                         return 0;
1009                 } else {
1010                         return 1;
1011                 }
1012         }
1013 }
1014
1015
1016 // -----------------------------------------------------------------------------------------------------
1017 void do_secret_message(char *msg)
1018 {
1019         int old_fmode;
1020
1021         load_stars();
1022
1023         old_fmode = Function_mode;
1024         Function_mode = FMODE_MENU;
1025         nm_messagebox(NULL, 1, TXT_OK, msg);
1026         Function_mode = old_fmode;
1027 }
1028
1029
1030 // -----------------------------------------------------------------------------------------------------
1031 // called when the player is starting a new level for normal game mode and restore state
1032 // Need to deal with whether this is the first time coming to this level or not.  If not the
1033 // first time, instead of initializing various things, need to do a game restore for all the
1034 // robots, powerups, walls, doors, etc.
1035 void StartNewLevelSecret(int level_num, int page_in_textures)
1036 {
1037         newmenu_item m[1];
1038
1039         ThisLevelTime = 0;
1040
1041         m[0].type = NM_TYPE_TEXT;
1042         m[0].text = " ";
1043
1044         last_drawn_cockpit[0] = -1;
1045         last_drawn_cockpit[1] = -1;
1046
1047         if (Newdemo_state == ND_STATE_PAUSED)
1048                 Newdemo_state = ND_STATE_RECORDING;
1049
1050         if (Newdemo_state == ND_STATE_RECORDING) {
1051                 newdemo_set_new_level(level_num);
1052                 newdemo_record_start_frame(FrameCount, FrameTime);
1053         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1054
1055                 gr_palette_fade_out(gr_palette, 32, 0);
1056
1057                 set_screen_mode(SCREEN_MENU); // go into menu mode
1058
1059                 if (First_secret_visit) {
1060                         do_secret_message(TXT_SECRET_EXIT);
1061                 } else {
1062                         if (PHYSFS_exists(PLAYER_DIR "secret.sgc")) {
1063                                 do_secret_message(TXT_SECRET_EXIT);
1064                         } else {
1065                                 char text_str[128];
1066
1067                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1068                                 do_secret_message(text_str);
1069                         }
1070                 }
1071         }
1072
1073         LoadLevel(level_num, page_in_textures);
1074
1075         Assert(Current_level_num == level_num); // make sure level set right
1076
1077         Assert(Function_mode == FMODE_GAME);
1078
1079         gameseq_init_network_players(); // Initialize the Players array for this level
1080
1081         HUD_clear_messages();
1082
1083         automap_clear_visited();
1084
1085 // --   init_player_stats_level();
1086
1087         Viewer = &Objects[Players[Player_num].objnum];
1088
1089         gameseq_remove_unused_players();
1090
1091         Game_suspended = 0;
1092
1093         Control_center_destroyed = 0;
1094
1095         init_cockpit();
1096         reset_palette_add();
1097
1098         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1099                 init_robots_for_level();
1100                 init_ai_objects();
1101                 init_smega_detonates();
1102                 init_morphs();
1103                 init_all_matcens();
1104                 reset_special_effects();
1105                 StartSecretLevel();
1106         } else {
1107                 if (PHYSFS_exists(PLAYER_DIR "secret.sgc")) {
1108                         int pw_save, sw_save;
1109
1110                         pw_save = Primary_weapon;
1111                         sw_save = Secondary_weapon;
1112                         state_restore_all(1, 1, PLAYER_DIR "secret.sgc");
1113                         Primary_weapon = pw_save;
1114                         Secondary_weapon = sw_save;
1115                         reset_special_effects();
1116                         StartSecretLevel();
1117                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1118                 } else {
1119                         char text_str[128];
1120
1121                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1122                         do_secret_message(text_str);
1123                         return;
1124
1125                         // -- // If file doesn't exist, it's because reactor was destroyed.
1126                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1127                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1128                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1129                         // -- return;
1130                 }
1131         }
1132
1133         if (First_secret_visit)
1134                 copy_defaults_to_robot_all();
1135
1136         turn_cheats_off();
1137
1138         init_controlcen_for_level();
1139
1140         // Say player can use FLASH cheat to mark path to exit.
1141         Last_level_path_created = -1;
1142
1143         First_secret_visit = 0;
1144 }
1145
1146
1147 int Entered_from_level;
1148
1149
1150 // ---------------------------------------------------------------------------------------------------------------
1151 // Called from switch.c when player is on a secret level and hits exit to return to base level.
1152 void ExitSecretLevel(void)
1153 {
1154         if (Newdemo_state == ND_STATE_PLAYBACK)
1155                 return;
1156
1157         if (!Control_center_destroyed) {
1158                 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1159         }
1160
1161         if (PHYSFS_exists(PLAYER_DIR "secret.sgb")) {
1162                 int pw_save, sw_save;
1163
1164                 returning_to_level_message();
1165                 pw_save = Primary_weapon;
1166                 sw_save = Secondary_weapon;
1167                 state_restore_all(1, 1, PLAYER_DIR "secret.sgb");
1168                 Primary_weapon = pw_save;
1169                 Secondary_weapon = sw_save;
1170         } else {
1171                 // File doesn't exist, so can't return to base level.  Advance to next one.
1172                 if (Entered_from_level == Last_level)
1173                         DoEndGame();
1174                 else {
1175                         advancing_to_level_message();
1176                         StartNewLevel(Entered_from_level+1, 0);
1177                 }
1178         }
1179 }
1180
1181
1182 // ---------------------------------------------------------------------------------------------------------------
1183 // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1184 // be invulnerable or cloaked.
1185 void do_cloak_invul_secret_stuff(fix old_gametime)
1186 {
1187         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1188                 fix time_used;
1189
1190                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1191                 Players[Player_num].invulnerable_time = GameTime - time_used;
1192         }
1193
1194         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1195                 fix time_used;
1196
1197                 time_used = old_gametime - Players[Player_num].cloak_time;
1198                 Players[Player_num].cloak_time = GameTime - time_used;
1199         }
1200 }
1201
1202
1203 // ---------------------------------------------------------------------------------------------------------------
1204 // Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1205 // is passing to the secret level.
1206 // Do a savegame.
1207 void EnterSecretLevel(void)
1208 {
1209         fix old_gametime;
1210         int i;
1211
1212         Assert(! (Game_mode & GM_MULTI) );
1213
1214         Entered_from_level = Current_level_num;
1215
1216         if (Control_center_destroyed)
1217                 DoEndLevelScoreGlitz(0);
1218
1219         if (Newdemo_state != ND_STATE_PLAYBACK)
1220                 state_save_all(0, 1, NULL, 0); // Not between levels (ie, save all), IS a secret level, NO filename override
1221
1222         // Find secret level number to go to, stuff in Next_level_num.
1223         for (i = 0; i < -Last_secret_level; i++)
1224                 if (Secret_level_table[i]==Current_level_num) {
1225                         Next_level_num = -(i+1);
1226                         break;
1227                 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1228                         Next_level_num = -i;
1229                         break;
1230                 }
1231
1232         if (! (i < -Last_secret_level)) //didn't find level, so must be last
1233                 Next_level_num = Last_secret_level;
1234
1235         old_gametime = GameTime;
1236
1237         StartNewLevelSecret(Next_level_num, 1);
1238         
1239         //do_cloak_invul_stuff();
1240 }
1241
1242
1243 // called when the player has finished a level
1244 void PlayerFinishedLevel(int secret_flag)
1245 {
1246         Assert(!secret_flag);
1247
1248         // credit the player for hostages
1249         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1250
1251         if (Game_mode & GM_NETWORK)
1252                 Players[Player_num].connected = 2; // Finished but did not die
1253
1254         last_drawn_cockpit[0] = -1;
1255         last_drawn_cockpit[1] = -1;
1256
1257         AdvanceLevel(secret_flag); // now go on to the next one (if one)
1258 }
1259
1260
1261 #if defined(D2_OEM) || defined(COMPILATION)
1262 #define MOVIE_REQUIRED 0
1263 #else
1264 #define MOVIE_REQUIRED 1
1265 #endif
1266
1267 #ifdef D2_OEM
1268 #define ENDMOVIE "endo"
1269 #else
1270 #define ENDMOVIE "end"
1271 #endif
1272
1273 extern void com_hangup(void);
1274
1275
1276 // called when the player has finished the last level
1277 void DoEndGame(void)
1278 {
1279         mprintf((0, "DoEndGame\n"));
1280
1281         Function_mode = FMODE_MENU;
1282         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1283                 newdemo_stop_recording();
1284
1285         set_screen_mode( SCREEN_MENU );
1286
1287         gr_set_current_canvas(NULL);
1288
1289         key_flush();
1290
1291         if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI)) {
1292                 // only built-in mission, & not multi
1293                 int played = MOVIE_NOT_PLAYED; // default is not played
1294
1295                 init_subtitles(ENDMOVIE ".tex"); // ignore errors
1296                 played = PlayMovie(ENDMOVIE, MOVIE_REQUIRED);
1297                 close_subtitles();
1298                 if (!played) {
1299                         if (is_D2_OEM) {
1300                                 songs_play_song( SONG_TITLE, 0 );
1301                                 do_briefing_screens("end2oem.tex",1);
1302                         } else {
1303                                 songs_play_song( SONG_ENDGAME, 0 );
1304                                 mprintf((0,"doing briefing\n"));
1305                                 do_briefing_screens("ending2.tex", 1);
1306                                 mprintf((0,"briefing done\n"));
1307                         }
1308                 }
1309         } else if (EMULATING_D1 && !(Game_mode & GM_MULTI)) {
1310                 // D1-style endgame briefing, & not multi
1311                 songs_play_song( SONG_ENDGAME, 0 );
1312                 do_briefing_screens( Ending_text_filename, cfexist("end02.pcx") ? REGISTERED_ENDING_LEVEL_NUM : SHAREWARE_ENDING_LEVEL_NUM );
1313    } else if (!(Game_mode & GM_MULTI)) {
1314                 // not multi
1315                 char tname[FILENAME_LEN];
1316                 sprintf(tname,"%s.tex",Current_mission_filename);
1317                 do_briefing_screens (tname,Last_level+1); // level past last is endgame briefing
1318
1319                 // try doing special credits
1320                 sprintf(tname,"%s.ctb",Current_mission_filename);
1321                 credits_show(tname);
1322         }
1323
1324         key_flush();
1325
1326         show_order_form();
1327
1328 #ifdef NETWORK
1329         if (Game_mode & GM_MULTI)
1330                 multi_endlevel_score();
1331         else
1332 #endif
1333         {       // NOTE LINK TO ABOVE
1334                 DoEndLevelScoreGlitz(0);
1335         }
1336
1337         if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1338                 gr_set_current_canvas( NULL );
1339                 gr_clear_canvas(BM_XRGB(0, 0, 0));
1340                 gr_palette_clear();
1341                 load_palette(D2_DEFAULT_PALETTE, 0, 1);
1342                 scores_maybe_add_player(0);
1343         }
1344
1345         Function_mode = FMODE_MENU;
1346
1347         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1348                 Game_mode |= GM_GAME_OVER; // preserve modem setting so go back into modem menu
1349         else
1350                 Game_mode = GM_GAME_OVER;
1351
1352         longjmp( LeaveGame, 0 ); // Exit out of game loop
1353 }
1354
1355
1356 // called to go to the next level (if there is one)
1357 // if secret_flag is true, advance to secret level, else next normal one
1358 // Return true if game over.
1359 void AdvanceLevel(int secret_flag)
1360 {
1361 #ifdef NETWORK
1362         int result;
1363 #endif
1364
1365         mprintf((0, "AdvanceLevel\n"));
1366
1367         Assert(!secret_flag);
1368
1369         if (Current_level_num != Last_level) {
1370 #ifdef NETWORK
1371                 if (Game_mode & GM_MULTI)
1372                         multi_endlevel_score();
1373                 else
1374 #endif
1375                 {       // NOTE LINK TO ABOVE!!!
1376                         DoEndLevelScoreGlitz(0); // give bonuses
1377                 }
1378         }
1379
1380         Control_center_destroyed = 0;
1381
1382 #ifdef EDITOR
1383         if (Current_level_num == 0)
1384                 return; // not a real level
1385 #endif
1386
1387 #ifdef NETWORK
1388         if (Game_mode & GM_MULTI) {
1389                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1390                 if (result) {
1391                         // failed to sync
1392                         if (Current_level_num == Last_level) // player has finished the game!
1393                                 longjmp( LeaveGame, 0 ); // Exit out of game loop
1394                         else
1395                                 return;
1396                 }
1397         }
1398 #endif
1399
1400         if (Current_level_num == Last_level) { // player has finished the game!
1401
1402                 mprintf((0,"Finished last level!\n"));
1403
1404                 DoEndGame();
1405
1406         } else {
1407
1408                 Next_level_num = Current_level_num+1; // assume go to next normal level
1409
1410                 if (!(Game_mode & GM_MULTI))
1411                         DoEndlevelMenu(); // Let use save their game
1412
1413                 StartNewLevel(Next_level_num, 0);
1414
1415         }
1416 }
1417
1418
1419 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1420
1421 extern char last_palette_loaded[];
1422
1423 void load_stars_palette()
1424 {
1425         int pcx_error;
1426         ubyte pal[256*3];
1427
1428         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1429         Assert(pcx_error == PCX_ERROR_NONE);
1430
1431         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1432
1433
1434         {       // remap stuff. this code is kindof a hack
1435
1436                 // now, before we bring up the menu, we need to
1437                 // do some stuff to make sure the palette is ok.  First, we need to
1438                 // get our current palette into the 2d's array, so the remapping will
1439                 // work.  Second, we need to remap the fonts.  Third, we need to fill
1440                 // in part of the fade tables so the darkening of the menu edges works
1441
1442                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1443                 remap_fonts_and_menus(1);
1444         }
1445
1446         strcpy(last_palette_loaded, ""); // force palette load next time
1447 }
1448 #endif
1449
1450
1451 void nm_draw_background1(char * filename);
1452
1453 void load_stars()
1454 {
1455 //@@    int pcx_error;
1456 //@@    ubyte pal[256*3];
1457 //@@
1458 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1459 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1460 //@@
1461 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1462
1463         nm_draw_background1(STARS_BACKGROUND);
1464 }
1465
1466
1467 void died_in_mine_message(void)
1468 {
1469         // Tell the player he died in the mine, explain why
1470         int old_fmode;
1471
1472         if (Game_mode & GM_MULTI)
1473                 return;
1474
1475         gr_palette_fade_out(gr_palette, 32, 0);
1476
1477         set_screen_mode(SCREEN_MENU); // go into menu mode
1478
1479         gr_set_current_canvas(NULL);
1480
1481         load_stars();
1482
1483         old_fmode = Function_mode;
1484         Function_mode = FMODE_MENU;
1485         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1486         Function_mode = old_fmode;
1487 }
1488
1489
1490 // Called when player dies on secret level.
1491 void returning_to_level_message(void)
1492 {
1493         char msg[128];
1494         int old_fmode;
1495
1496         if (Game_mode & GM_MULTI)
1497                 return;
1498
1499         gr_palette_fade_out(gr_palette, 32, 0);
1500
1501         set_screen_mode(SCREEN_MENU); // go into menu mode
1502
1503         gr_set_current_canvas(NULL);
1504
1505         load_stars();
1506
1507         old_fmode = Function_mode;
1508         Function_mode = FMODE_MENU;
1509         sprintf(msg, "Returning to level %i", Entered_from_level);
1510         nm_messagebox(NULL, 1, TXT_OK, msg);
1511         Function_mode = old_fmode;
1512 }
1513
1514
1515 // Called when player dies on secret level.
1516 void advancing_to_level_message(void)
1517 {
1518         char msg[128];
1519         int old_fmode;
1520
1521         // Only supposed to come here from a secret level.
1522         Assert(Current_level_num < 0);
1523
1524         if (Game_mode & GM_MULTI)
1525                 return;
1526
1527         gr_palette_fade_out(gr_palette, 32, 0);
1528
1529         set_screen_mode(SCREEN_MENU); // go into menu mode
1530
1531         gr_set_current_canvas(NULL);
1532         
1533         load_stars();
1534
1535         old_fmode = Function_mode;
1536         Function_mode = FMODE_MENU;
1537         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1538         nm_messagebox(NULL, 1, TXT_OK, msg);
1539         Function_mode = old_fmode;
1540 }
1541
1542
1543 void digi_stop_digi_sounds();
1544
1545
1546 void DoPlayerDead(void)
1547 {
1548         reset_palette_add();
1549
1550         gr_palette_load(gr_palette);
1551
1552 //      digi_pause_digi_sounds(); // kill any continuing sounds (eg. forcefield hum)
1553         digi_stop_digi_sounds(); // kill any continuing sounds (eg. forcefield hum)
1554
1555         dead_player_end(); // terminate death sequence (if playing)
1556
1557 #ifdef EDITOR
1558         if (Game_mode == GM_EDITOR) { // test mine, not real level
1559                 object * playerobj = &Objects[Players[Player_num].objnum];
1560                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1561                 load_level("gamesave.lvl");
1562                 init_player_stats_new_ship();
1563                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1564                 StartLevel(0);
1565                 return;
1566         }
1567 #endif
1568
1569 #ifdef NETWORK
1570         if ( Game_mode&GM_MULTI )
1571                 multi_do_death(Players[Player_num].objnum);
1572         else
1573 #endif
1574         {       // Note link to above else!
1575                 Players[Player_num].lives--;
1576                 if (Players[Player_num].lives == 0)
1577                 {
1578                         DoGameOver();
1579                         return;
1580                 }
1581         }
1582
1583         if ( Control_center_destroyed ) {
1584
1585                 // clear out stuff so no bonus
1586                 Players[Player_num].hostages_on_board = 0;
1587                 Players[Player_num].energy = 0;
1588                 Players[Player_num].shields = 0;
1589                 Players[Player_num].connected = 3;
1590
1591                 died_in_mine_message(); // Give them some indication of what happened
1592
1593                 if (Current_level_num < 0) {
1594                         if (PHYSFS_exists(PLAYER_DIR "secret.sgb")) {
1595                                 returning_to_level_message();
1596                                 state_restore_all(1, 2, PLAYER_DIR "secret.sgb"); // 2 means you died
1597                                 set_pos_from_return_segment();
1598                                 Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1599                         } else {
1600                                 advancing_to_level_message();
1601                                 StartNewLevel(Entered_from_level+1, 0);
1602                                 init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1603                         }
1604                 } else {
1605
1606                         AdvanceLevel(0); // if finished, go on to next level
1607
1608                         init_player_stats_new_ship();
1609                         last_drawn_cockpit[0] = -1;
1610                         last_drawn_cockpit[1] = -1;
1611                 }
1612
1613         } else if (Current_level_num < 0) {
1614                 if (PHYSFS_exists(PLAYER_DIR "secret.sgb")) {
1615                         returning_to_level_message();
1616                         if (!Control_center_destroyed)
1617                                 state_save_all(0, 2, PLAYER_DIR "secret.sgc", 0);
1618                         state_restore_all(1, 2, PLAYER_DIR "secret.sgb");
1619                         set_pos_from_return_segment();
1620                         Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore.
1621                 } else {
1622                         died_in_mine_message(); // Give them some indication of what happened
1623                         advancing_to_level_message();
1624                         StartNewLevel(Entered_from_level+1, 0);
1625                         init_player_stats_new_ship();
1626                 }
1627         } else {
1628                 init_player_stats_new_ship();
1629                 StartLevel(1);
1630         }
1631
1632         digi_sync_sounds();
1633 }
1634
1635
1636 extern int BigWindowSwitch;
1637
1638
1639 // called when the player is starting a new level for normal game mode and restore state
1640 // secret_flag set if came from a secret level
1641 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1642 {
1643         if (!(Game_mode & GM_MULTI)) {
1644                 last_drawn_cockpit[0] = -1;
1645                 last_drawn_cockpit[1] = -1;
1646         }
1647         BigWindowSwitch=0;
1648
1649         if (Newdemo_state == ND_STATE_PAUSED)
1650                 Newdemo_state = ND_STATE_RECORDING;
1651
1652         if (Newdemo_state == ND_STATE_RECORDING) {
1653                 newdemo_set_new_level(level_num);
1654                 newdemo_record_start_frame(FrameCount, FrameTime);
1655         }
1656
1657         if (Game_mode & GM_MULTI)
1658                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1659
1660         LoadLevel(level_num, page_in_textures);
1661
1662         Assert(Current_level_num == level_num); // make sure level set right
1663
1664         gameseq_init_network_players(); // Initialize the Players array for this level
1665
1666         Viewer = &Objects[Players[Player_num].objnum];
1667
1668         Assert(N_players <= NumNetPlayerPositions);
1669         // If this assert fails, there's not enough start positions
1670
1671 #ifdef NETWORK
1672         if (Game_mode & GM_NETWORK)
1673                 if(network_level_sync()) // After calling this, Player_num is set
1674                         return;
1675
1676         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1677                 if(com_level_sync())
1678                         return;
1679 #endif
1680
1681         Assert(Function_mode == FMODE_GAME);
1682
1683 #ifndef NDEBUG
1684         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1685 #endif
1686
1687         HUD_clear_messages();
1688
1689         automap_clear_visited();
1690
1691 #ifdef NETWORK
1692         if (Network_new_game == 1) {
1693                 Network_new_game = 0;
1694                 init_player_stats_new_ship();
1695         }
1696 #endif
1697         init_player_stats_level(secret_flag);
1698
1699 #ifdef NETWORK
1700         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined) {
1701                 int i;
1702
1703                 for (i = 0; i < N_players; i++)
1704                         Players[i].flags |= Netgame.player_flags[i];
1705         }
1706
1707         if (Game_mode & GM_MULTI)
1708                 multi_prep_level(); // Removes robots from level if necessary
1709 #endif
1710
1711         gameseq_remove_unused_players();
1712
1713         Game_suspended = 0;
1714
1715         Control_center_destroyed = 0;
1716
1717         set_screen_mode(SCREEN_GAME);
1718         init_cockpit();
1719         init_robots_for_level();
1720         init_ai_objects();
1721         init_smega_detonates();
1722         init_morphs();
1723         init_all_matcens();
1724         reset_palette_add();
1725         init_thief_for_level();
1726         init_stuck_objects();
1727         game_flush_inputs(); // clear out the keyboard
1728         if (!(Game_mode & GM_MULTI))
1729                 filter_objects_from_level();
1730
1731         turn_cheats_off();
1732
1733         if (!(Game_mode & GM_MULTI) && !Cheats_enabled.intval)
1734                 mission_write_config();
1735
1736         reset_special_effects();
1737
1738 #ifdef OGL
1739         gr_remap_mono_fonts();
1740         ogl_cache_level_textures();
1741 #endif
1742
1743 #ifdef NETWORK
1744         if (Network_rejoined == 1) {
1745 #ifndef NDEBUG
1746                 mprintf((0, "Restarting - joining in random location.\n"));
1747 #endif
1748                 Network_rejoined = 0;
1749                 StartLevel(1);
1750         } else
1751 #endif
1752         {
1753                 StartLevel(0); // Note link to above if!
1754         }
1755
1756         copy_defaults_to_robot_all();
1757         init_controlcen_for_level();
1758
1759         // Say player can use FLASH cheat to mark path to exit.
1760         Last_level_path_created = -1;
1761 }
1762
1763
1764 #ifdef NETWORK
1765 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1766 #endif
1767
1768
1769 void bash_to_shield(int i,char *s)
1770 {
1771 #ifdef NETWORK
1772         int type = Objects[i].id;
1773 #endif
1774
1775         mprintf((0, "Bashing %s object #%i to shield.\n", s, i));
1776
1777 #ifdef NETWORK
1778         PowerupsInMine[type] = MaxPowerupsAllowed[type] = 0;
1779 #endif
1780
1781         Objects[i].id = POW_SHIELD_BOOST;
1782         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
1783         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
1784 }
1785
1786
1787 void filter_objects_from_level()
1788 {
1789         int i;
1790
1791         mprintf((0, "Highest object index=%d\n", Highest_object_index));
1792
1793         for (i = 0; i <= Highest_object_index; i++) {
1794                 if (Objects[i].type == OBJ_POWERUP)
1795                         if (Objects[i].id == POW_FLAG_RED || Objects[i].id == POW_FLAG_BLUE)
1796                                 bash_to_shield(i, "Flag!!!!");
1797         }
1798 }
1799
1800
1801 struct {
1802         int level_num;
1803         char movie_name[FILENAME_LEN];
1804 } intro_movie[] = {
1805         {  1, "pla" },
1806         {  5, "plb" },
1807         {  9, "plc" },
1808         { 13, "pld" },
1809         { 17, "ple" },
1810         { 21, "plf" },
1811         { 24, "plg" }
1812 };
1813
1814 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1815
1816 extern int robot_movies; // 0 means none, 1 means lowres, 2 means hires
1817 extern int intro_played; // true if big intro movie played
1818
1819
1820 void ShowLevelIntro(int level_num)
1821 {
1822         // if shareware, show a briefing?
1823
1824         if (!(Game_mode & GM_MULTI)) {
1825                 int i;
1826                 ubyte save_pal[sizeof(gr_palette)];
1827
1828                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1829
1830                 if (PLAYING_BUILTIN_MISSION) {
1831                         int movie = 0;
1832
1833                         if (is_SHAREWARE || is_MAC_SHARE) {
1834                                 if (level_num == 1) {
1835                                         songs_play_song( SONG_BRIEFING, 1 );
1836                                         do_briefing_screens ("brief2.tex", 1);
1837                                 }
1838                         } else if (is_D2_OEM) {
1839                                 if (level_num == 1 && !intro_played)
1840                                         do_briefing_screens("brief2o.tex", 1);
1841                         } else { // full version
1842                                 for (i = 0; i < NUM_INTRO_MOVIES; i++) {
1843                                         if (!Skip_briefing_screens && intro_movie[i].level_num == level_num) {
1844                                                 Screen_mode = -1;
1845                                                 PlayMovie(intro_movie[i].movie_name, MOVIE_REQUIRED);
1846                                                 movie = 1;
1847                                                 break;
1848                                         }
1849                                 }
1850
1851 #if 0
1852                                 if (robot_movies) {
1853                                         int hires_save = MenuHiresAvailable;
1854
1855                                         if (robot_movies == 1) { // lowres only
1856                                                 MenuHiresAvailable = 0; // pretend we can't do highres
1857
1858                                                 if (hires_save != MenuHiresAvailable)
1859                                                         Screen_mode = -1; // force reset
1860                                         }
1861 #endif
1862                                         do_briefing_screens ("robot.tex",level_num);
1863 #if 0
1864                                         MenuHiresAvailable = hires_save;
1865                                 }
1866 #endif
1867
1868                         }
1869                 } else { //not the built-in mission.  check for add-on briefing
1870                         if (EMULATING_D1) {
1871                                 songs_play_song( SONG_BRIEFING, 1 );
1872                                 do_briefing_screens(Briefing_text_filename, level_num);
1873                         } else {
1874                                 char tname[FILENAME_LEN];
1875                                 sprintf(tname, "%s.tex", Current_mission_filename);
1876                                 do_briefing_screens(tname, level_num);
1877                         }
1878                 }
1879
1880                 memcpy(gr_palette, save_pal, sizeof(gr_palette));
1881         }
1882 }
1883
1884
1885 // ---------------------------------------------------------------------------
1886 // If starting a level which appears in the Secret_level_table, then set First_secret_visit.
1887 // Reason: On this level, if player goes to a secret level, he will be going to a different
1888 // secret level than he's ever been to before.
1889 // Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
1890 void maybe_set_first_secret_visit(int level_num)
1891 {
1892         int i;
1893
1894         for (i = 0; i < N_secret_levels; i++) {
1895                 if (Secret_level_table[i] == level_num) {
1896                         First_secret_visit = 1;
1897                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
1898                 }
1899         }
1900 }
1901
1902
1903 // called when the player is starting a new level for normal game model
1904 // secret_flag if came from a secret level
1905 void StartNewLevel(int level_num, int secret_flag)
1906 {
1907         ThisLevelTime = 0;
1908
1909         if ((level_num > 0) && (!secret_flag)) {
1910                 maybe_set_first_secret_visit(level_num);
1911         }
1912
1913         ShowLevelIntro(level_num);
1914
1915         StartNewLevelSub(level_num, 1, secret_flag);
1916
1917 }
1918
1919
1920 // initialize the player object position & orientation (at start of game, or new ship)
1921 void InitPlayerPosition(int random_flag)
1922 {
1923         int NewPlayer = 0;
1924
1925 #ifdef NETWORK
1926         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
1927 #endif
1928         {
1929                 NewPlayer = Player_num;
1930         }
1931 #ifdef NETWORK
1932         else if (random_flag == 1) {
1933                 int i, closest = -1, trys = 0;
1934                 fix closest_dist = 0x7ffffff, dist;
1935
1936                 d_srand((unsigned int)clock());
1937
1938 #ifndef NDEBUG
1939                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS) {
1940                         mprintf((1, "WARNING: There are only %d start positions!\n"));
1941                         //Int3();
1942                 }
1943 #endif
1944
1945                 do {
1946                         if (trys > 0) {
1947                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest));
1948                         }
1949                         trys++;
1950
1951                         NewPlayer = d_rand() % NumNetPlayerPositions;
1952
1953                         closest = -1;
1954                         closest_dist = 0x7fffffff;
1955
1956                         for (i = 0; i < N_players; i++) {
1957                                 if ( (i != Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
1958                                         dist = find_connected_distance(&Objects[Players[i].objnum].pos, Objects[Players[i].objnum].segnum, &Player_init[NewPlayer].pos, Player_init[NewPlayer].segnum, 10, WID_FLY_FLAG );      //Used to be 5, search up to 10 segments
1959                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
1960                                         if ( (dist < closest_dist) && (dist >= 0) ) {
1961                                                 closest_dist = dist;
1962                                                 closest = i;
1963                                         }
1964                                 }
1965                         }
1966
1967                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
1968                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
1969         } else {
1970                 mprintf((0, "Starting position is not being changed.\n"));
1971                 goto done; // If deathmatch and not random, positions were already determined by sync packet
1972         }
1973         Assert(NewPlayer >= 0);
1974         Assert(NewPlayer < NumNetPlayerPositions);
1975 #endif
1976
1977         ConsoleObject->pos = Player_init[NewPlayer].pos;
1978         ConsoleObject->orient = Player_init[NewPlayer].orient;
1979         // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
1980
1981         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
1982
1983         obj_relink(OBJECT_NUMBER(ConsoleObject), Player_init[NewPlayer].segnum);
1984
1985 #ifdef NETWORK
1986 done:
1987 #endif
1988         reset_player_object();
1989         reset_cruise();
1990 }
1991
1992
1993 // -----------------------------------------------------------------------------------------------------
1994 // Initialize default parameters for one robot, copying from Robot_info to *objp.
1995 // What about setting size!?  Where does that come from?
1996 void copy_defaults_to_robot(object *objp)
1997 {
1998         robot_info *robptr;
1999         int objid;
2000
2001         Assert(objp->type == OBJ_ROBOT);
2002         objid = objp->id;
2003         Assert(objid < N_robot_types);
2004
2005         robptr = &Robot_info[objid];
2006
2007         // Boost shield for Thief and Buddy based on level.
2008         objp->shields = robptr->strength;
2009
2010         if ((robptr->thief) || (robptr->companion)) {
2011                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2012
2013                 if (robptr->companion) {
2014                         // Now, scale guide-bot hits by skill level
2015                         switch (Difficulty_level) {
2016                         case 0: objp->shields = i2f(20000);     break; // Trainee, basically unkillable
2017                         case 1: objp->shields *= 3;         break; // Rookie, pretty dang hard
2018                         case 2: objp->shields *= 2;         break; // Hotshot, a bit tough
2019                         default: break;
2020                         }
2021                 }
2022         } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels.
2023                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2024
2025         // Additional wimpification of bosses at Trainee
2026         if ((robptr->boss_flag) && (Difficulty_level == 0))
2027                 objp->shields /= 2;
2028 }
2029
2030
2031 // -----------------------------------------------------------------------------------------------------
2032 // Copy all values from the robot info structure to all instances of robots.
2033 // This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2034 // This function should be called at level load time.
2035 void copy_defaults_to_robot_all(void)
2036 {
2037         int i;
2038
2039         for (i = 0; i <= Highest_object_index; i++)
2040                 if (Objects[i].type == OBJ_ROBOT)
2041                         copy_defaults_to_robot(&Objects[i]);
2042 }
2043
2044
2045 extern void clear_stuck_objects(void);
2046
2047
2048 // -----------------------------------------------------------------------------------------------------
2049 // called when the player is starting a level (new game or new ship)
2050 void StartLevel(int random_flag)
2051 {
2052         Assert(!Player_is_dead);
2053
2054         InitPlayerPosition(random_flag);
2055
2056         verify_console_object();
2057
2058         ConsoleObject->control_type = CT_FLYING;
2059         ConsoleObject->movement_type = MT_PHYSICS;
2060
2061         disable_matcens();
2062
2063         clear_transient_objects(0); // 0 means leave proximity bombs
2064
2065         //create_player_appearance_effect(ConsoleObject);
2066         Do_appearance_effect = 1;
2067
2068 #ifdef NETWORK
2069         if (Game_mode & GM_MULTI) {
2070                 if (Game_mode & GM_MULTI_COOP)
2071                         multi_send_score();
2072                 multi_send_position(Players[Player_num].objnum);
2073                 multi_send_reappear();
2074         }
2075
2076         if (Game_mode & GM_NETWORK)
2077                 network_do_frame(1, 1);
2078 #endif
2079
2080         ai_reset_all_paths();
2081         ai_init_boss_for_ship();
2082         clear_stuck_objects();
2083
2084 #ifdef EDITOR
2085         // Note, this is only done if editor builtin.  Calling this from here
2086         // will cause it to be called after the player dies, resetting the
2087         // hits for the buddy and thief.  This is ok, since it will work ok
2088         // in a shipped version.
2089         init_ai_objects();
2090 #endif
2091
2092         reset_time();
2093
2094         reset_rear_view();
2095         Auto_fire_fusion_cannon_time = 0;
2096         Fusion_charge = 0;
2097
2098         Robot_firing_enabled = 1;
2099 }