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1 /* $Id: gameseq.c,v 1.37 2004-10-09 15:59:28 schaffner 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  */
20
21
22 #ifdef HAVE_CONFIG_H
23 #include <conf.h>
24 #endif
25
26 #ifdef RCS
27 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.37 2004-10-09 15:59:28 schaffner Exp $";
28 #endif
29
30 #ifdef WINDOWS
31 #include "desw.h"
32 #endif
33
34
35 #include <stdio.h>
36 #include <stdlib.h>
37 #include <string.h>
38 #if !defined(_MSC_VER) && !defined(macintosh)
39 #include <unistd.h>
40 #endif
41 #include <time.h>
42
43 #ifdef OGL
44 #include "ogl_init.h"
45 #endif
46
47 #include "pa_enabl.h"                   //$$POLY_ACC
48 #include "inferno.h"
49 #include "game.h"
50 #include "player.h"
51 #include "key.h"
52 #include "object.h"
53 #include "physics.h"
54 #include "error.h"
55 #include "joy.h"
56 #include "mono.h"
57 #include "iff.h"
58 #include "pcx.h"
59 #include "timer.h"
60 #include "render.h"
61 #include "laser.h"
62 #include "screens.h"
63 #include "textures.h"
64 #include "slew.h"
65 #include "gauges.h"
66 #include "texmap.h"
67 #include "3d.h"
68 #include "effects.h"
69 #include "menu.h"
70 #include "gameseg.h"
71 #include "wall.h"
72 #include "ai.h"
73 #include "fuelcen.h"
74 #include "switch.h"
75 #include "digi.h"
76 #include "gamesave.h"
77 #include "scores.h"
78 #include "ibitblt.h"
79 #include "u_mem.h"
80 #include "palette.h"
81 #include "morph.h"
82 #include "lighting.h"
83 #include "newdemo.h"
84 #include "titles.h"
85 #include "collide.h"
86 #include "weapon.h"
87 #include "sounds.h"
88 #include "args.h"
89 #include "gameseq.h"
90 #include "gamefont.h"
91 #include "newmenu.h"
92 #include "endlevel.h"
93 #ifdef NETWORK
94 #  include "multi.h"
95 #  include "network.h"
96 #  include "netmisc.h"
97 #  include "modem.h"
98 #endif
99 #include "playsave.h"
100 #include "ctype.h"
101 #include "fireball.h"
102 #include "kconfig.h"
103 #include "config.h"
104 #include "robot.h"
105 #include "automap.h"
106 #include "cntrlcen.h"
107 #include "powerup.h"
108 #include "text.h"
109 #include "cfile.h"
110 #include "piggy.h"
111 #include "texmerge.h"
112 #include "paging.h"
113 #include "mission.h"
114 #include "state.h"
115 #include "songs.h"
116 #include "gamepal.h"
117 #include "movie.h"
118 #include "controls.h"
119 #include "credits.h"
120 #include "gamemine.h"
121
122 #if defined(POLY_ACC)
123 #include "poly_acc.h"
124 #endif
125 #if defined (TACTILE)
126  #include "tactile.h"
127 #endif
128
129 #ifdef EDITOR
130 #include "editor/editor.h"
131 #endif
132
133 #include "strutil.h"
134 #include "rle.h"
135
136 void StartNewLevelSecret(int level_num, int page_in_textures);
137 void InitPlayerPosition(int random_flag);
138 void load_stars();
139 void returning_to_level_message(void);
140 void advancing_to_level_message(void);
141 void DoEndGame(void);
142 void AdvanceLevel(int secret_flag);
143 void filter_objects_from_level();
144
145 // From allender -- you'll find these defines in state.c and cntrlcen.c
146 // since I couldn't think of a good place to put them and i wanted to
147 // fix this stuff fast!  Sorry about that...
148
149 #ifndef MACINTOSH
150 #define SECRETB_FILENAME        "secret.sgb"
151 #define SECRETC_FILENAME        "secret.sgc"
152 #else
153 #define SECRETB_FILENAME        ":Players:secret.sgb"
154 #define SECRETC_FILENAME        ":Players:secret.sgc"
155 #endif
156
157 //Current_level_num starts at 1 for the first level
158 //-1,-2,-3 are secret levels
159 //0 means not a real level loaded
160 int     Current_level_num=0,Next_level_num;
161 char    Current_level_name[LEVEL_NAME_LEN];
162
163 int Last_level, Last_secret_level;
164
165 // Global variables describing the player
166 int     N_players=1;    // Number of players ( >1 means a net game, eh?)
167 int     Player_num=0;   // The player number who is on the console.
168 player  Players[MAX_PLAYERS+4]; // Misc player info
169 obj_position    Player_init[MAX_PLAYERS];
170
171 // Global variables telling what sort of game we have
172 int MaxNumNetPlayers = -1;
173 int NumNetPlayerPositions = -1;
174
175 extern fix ThisLevelTime;
176
177 // Extern from game.c to fix a bug in the cockpit!
178
179 extern int last_drawn_cockpit[2];
180 extern int Last_level_path_created;
181
182 //      HUD_clear_messages external, declared in gauges.h
183 #ifndef _GAUGES_H
184 extern void HUD_clear_messages(); // From hud.c
185 #endif
186
187 //      Extra prototypes declared for the sake of LINT
188 void init_player_stats_new_ship(void);
189 void copy_defaults_to_robot_all(void);
190
191 int     Do_appearance_effect=0;
192
193 extern int Rear_view;
194
195 int     First_secret_visit = 1;
196
197 extern int descent_critical_error;
198
199 extern int Last_msg_ycrd;
200
201 //--------------------------------------------------------------------
202 void verify_console_object()
203 {
204         Assert( Player_num > -1 );
205         Assert( Players[Player_num].objnum > -1 );
206         ConsoleObject = &Objects[Players[Player_num].objnum];
207         Assert( ConsoleObject->type==OBJ_PLAYER );
208         Assert( ConsoleObject->id==Player_num );
209 }
210
211 int count_number_of_robots()
212 {
213         int robot_count;
214         int i;
215
216         robot_count = 0;
217         for (i=0;i<=Highest_object_index;i++) {
218                 if (Objects[i].type == OBJ_ROBOT)
219                         robot_count++;
220         }
221
222         return robot_count;
223 }
224
225
226 int count_number_of_hostages()
227 {
228         int count;
229         int i;
230
231         count = 0;
232         for (i=0;i<=Highest_object_index;i++) {
233                 if (Objects[i].type == OBJ_HOSTAGE)
234                         count++;
235         }
236
237         return count;
238 }
239
240 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
241 void
242 gameseq_init_network_players()
243 {
244         int i,k,j;
245
246         // Initialize network player start locations and object numbers
247
248         ConsoleObject = &Objects[0];
249         k = 0;
250         j = 0;
251         for (i=0;i<=Highest_object_index;i++) {
252
253                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
254                 {
255                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
256                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
257                         {
258                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
259                                 Objects[i].type=OBJ_PLAYER;
260                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
261                                 Player_init[k].pos = Objects[i].pos;
262                                 Player_init[k].orient = Objects[i].orient;
263                                 Player_init[k].segnum = Objects[i].segnum;
264                                 Players[k].objnum = i;
265                                 Objects[i].id = k;
266                                 k++;
267                         }
268                         else
269                                 obj_delete(i);
270                         j++;
271                 }
272
273                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
274                         obj_delete(i);          //kill the buddy in netgames
275
276         }
277         NumNetPlayerPositions = k;
278
279 #ifndef NDEBUG
280         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
281                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
282         {
283                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
284                 //Int3(); // Not enough positions!!
285         }
286 #endif
287 #ifdef NETWORK
288         if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
289          {
290           for (i=0;i<N_players;i++)
291                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
292                         {
293                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!");    
294                          return;
295                         }
296          }
297
298         if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
299         {
300                 for (i = 0; i < N_players; i++)
301                         if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
302                         {
303                                 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!");
304                                 return;
305                         }
306         }
307 #endif // NETWORK
308 }
309
310 void gameseq_remove_unused_players()
311 {
312         int i;
313
314         // 'Remove' the unused players
315
316 #ifdef NETWORK
317         if (Game_mode & GM_MULTI)
318         {
319                 for (i=0; i < NumNetPlayerPositions; i++)
320                 {
321                         if ((!Players[i].connected) || (i >= N_players))
322                         {
323                                 #ifndef NDEBUG
324 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
325                                 #endif
326                                 multi_make_player_ghost(i);
327                         }
328                 }
329         }
330         else
331 #endif
332         {               // Note link to above if!!!
333                 #ifndef NDEBUG
334                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
335                 #endif
336                 for (i=1; i < NumNetPlayerPositions; i++)
337                 {
338                         obj_delete(Players[i].objnum);
339                 }
340         }
341 }
342
343 fix StartingShields=INITIAL_SHIELDS;
344
345 // Setup player for new game
346 void init_player_stats_game()
347 {
348         Players[Player_num].score = 0;
349         Players[Player_num].last_score = 0;
350         Players[Player_num].lives = INITIAL_LIVES;
351         Players[Player_num].level = 1;
352
353         Players[Player_num].time_level = 0;
354         Players[Player_num].time_total = 0;
355         Players[Player_num].hours_level = 0;
356         Players[Player_num].hours_total = 0;
357
358         Players[Player_num].energy = INITIAL_ENERGY;
359         Players[Player_num].shields = StartingShields;
360         Players[Player_num].killer_objnum = -1;
361
362         Players[Player_num].net_killed_total = 0;
363         Players[Player_num].net_kills_total = 0;
364
365         Players[Player_num].num_kills_level = 0;
366         Players[Player_num].num_kills_total = 0;
367         Players[Player_num].num_robots_level = 0;
368         Players[Player_num].num_robots_total = 0;
369         Players[Player_num].KillGoalCount = 0;
370         
371         Players[Player_num].hostages_rescued_total = 0;
372         Players[Player_num].hostages_level = 0;
373         Players[Player_num].hostages_total = 0;
374
375         Players[Player_num].laser_level = 0;
376         Players[Player_num].flags = 0;
377
378         init_player_stats_new_ship();
379
380         First_secret_visit = 1;
381 }
382
383 void init_ammo_and_energy(void)
384 {
385         if (Players[Player_num].energy < INITIAL_ENERGY)
386                 Players[Player_num].energy = INITIAL_ENERGY;
387         if (Players[Player_num].shields < StartingShields)
388                 Players[Player_num].shields = StartingShields;
389
390 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
391 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
392 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
393
394 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
395 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
396 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
397         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
398                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
399 }
400
401 extern  ubyte   Last_afterburner_state;
402
403 // Setup player for new level (After completion of previous level)
404 void init_player_stats_level(int secret_flag)
405 {
406         // int  i;
407
408         Players[Player_num].last_score = Players[Player_num].score;
409
410         Players[Player_num].level = Current_level_num;
411
412 #ifdef NETWORK
413         if (!Network_rejoined) {
414 #endif
415                 Players[Player_num].time_level = 0;
416                 Players[Player_num].hours_level = 0;
417 #ifdef NETWORK
418         }
419 #endif
420
421         Players[Player_num].killer_objnum = -1;
422
423         Players[Player_num].num_kills_level = 0;
424         Players[Player_num].num_robots_level = count_number_of_robots();
425         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
426
427         Players[Player_num].hostages_level = count_number_of_hostages();
428         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
429         Players[Player_num].hostages_on_board = 0;
430
431         if (!secret_flag) {
432                 init_ammo_and_energy();
433
434                 Players[Player_num].flags &= (~KEY_BLUE);
435                 Players[Player_num].flags &= (~KEY_RED);
436                 Players[Player_num].flags &= (~KEY_GOLD);
437
438                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
439                                                                                                         PLAYER_FLAGS_CLOAKED |
440                                                                                                         PLAYER_FLAGS_MAP_ALL);
441
442                 Players[Player_num].cloak_time = 0;
443                 Players[Player_num].invulnerable_time = 0;
444
445                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
446                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
447         }
448
449         Player_is_dead = 0; // Added by RH
450         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
451
452         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
453
454         Controls.afterburner_state = 0;
455         Last_afterburner_state = 0;
456
457         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
458
459         init_gauges();
460
461    #ifdef TACTILE
462                 if (TactileStick)
463                   tactile_set_button_jolt();
464         #endif
465
466         Missile_viewer = NULL;
467 }
468
469 extern  void init_ai_for_ship(void);
470
471 // Setup player for a brand-new ship
472 void init_player_stats_new_ship()
473 {
474         int     i;
475
476         if (Newdemo_state == ND_STATE_RECORDING) {
477                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
478                 newdemo_record_player_weapon(0, 0);
479                 newdemo_record_player_weapon(1, 0);
480         }
481
482         Players[Player_num].energy = INITIAL_ENERGY;
483         Players[Player_num].shields = StartingShields;
484         Players[Player_num].laser_level = 0;
485         Players[Player_num].killer_objnum = -1;
486         Players[Player_num].hostages_on_board = 0;
487
488         Afterburner_charge = 0;
489
490         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
491                 Players[Player_num].primary_ammo[i] = 0;
492                 Primary_last_was_super[i] = 0;
493         }
494
495         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
496                 Players[Player_num].secondary_ammo[i] = 0;
497                 Secondary_last_was_super[i] = 0;
498         }
499         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
500
501         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
502         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
503
504         Primary_weapon = 0;
505         Secondary_weapon = 0;
506
507         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
508                                                                                                 PLAYER_FLAGS_AFTERBURNER |
509                                                                                                 PLAYER_FLAGS_CLOAKED |
510                                                                                                 PLAYER_FLAGS_INVULNERABLE |
511                                                                                                 PLAYER_FLAGS_MAP_ALL |
512                                                                                                 PLAYER_FLAGS_CONVERTER |
513                                                                                                 PLAYER_FLAGS_AMMO_RACK |
514                                                                                                 PLAYER_FLAGS_HEADLIGHT |
515                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
516                                                                                                 PLAYER_FLAGS_FLAG);
517
518         Players[Player_num].cloak_time = 0;
519         Players[Player_num].invulnerable_time = 0;
520
521         Player_is_dead = 0;             //player no longer dead
522
523         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
524
525         Controls.afterburner_state = 0;
526         Last_afterburner_state = 0;
527
528         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
529
530         Missile_viewer=NULL;            ///reset missile camera if out there
531
532    #ifdef TACTILE
533                 if (TactileStick)
534                  {
535                   tactile_set_button_jolt();
536                  }
537         #endif
538
539
540         init_ai_for_ship();
541 }
542
543 extern void init_stuck_objects(void);
544
545 #ifdef EDITOR
546
547 extern int Slide_segs_computed;
548
549 //reset stuff so game is semi-normal when playing from editor
550 void editor_reset_stuff_on_level()
551 {
552         gameseq_init_network_players();
553         init_player_stats_level(0);
554         Viewer = ConsoleObject;
555         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
556         ConsoleObject->id=Player_num;
557         ConsoleObject->control_type = CT_FLYING;
558         ConsoleObject->movement_type = MT_PHYSICS;
559         Game_suspended = 0;
560         verify_console_object();
561         Control_center_destroyed = 0;
562         if (Newdemo_state != ND_STATE_PLAYBACK)
563                 gameseq_remove_unused_players();
564         init_cockpit();
565         init_robots_for_level();
566         init_ai_objects();
567         init_morphs();
568         init_all_matcens();
569         init_player_stats_new_ship();
570         init_controlcen_for_level();
571         automap_clear_visited();
572         init_stuck_objects();
573         init_thief_for_level();
574
575         Slide_segs_computed = 0;
576 }
577 #endif
578
579 //do whatever needs to be done when a player dies in multiplayer
580
581 void DoGameOver()
582 {
583 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
584
585         if (PLAYING_BUILTIN_MISSION)
586                 scores_maybe_add_player(0);
587
588         Function_mode = FMODE_MENU;
589         Game_mode = GM_GAME_OVER;
590         longjmp( LeaveGame, 0 );                // Exit out of game loop
591
592 }
593
594 extern void do_save_game_menu();
595
596 //update various information about the player
597 void update_player_stats()
598 {
599                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
600                 if ( Players[Player_num].time_level > i2f(3600) )       {
601                         Players[Player_num].time_level -= i2f(3600);
602                         Players[Player_num].hours_level++;
603                 }
604
605                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
606                 if ( Players[Player_num].time_total > i2f(3600) )       {
607                         Players[Player_num].time_total -= i2f(3600);
608                         Players[Player_num].hours_total++;
609                 }
610 }
611
612 //hack to not start object when loading level
613 extern int Dont_start_sound_objects;
614
615 //go through this level and start any eclip sounds
616 void set_sound_sources()
617 {
618         int segnum,sidenum;
619         segment *seg;
620
621         digi_init_sounds();             //clear old sounds
622
623         Dont_start_sound_objects = 1;
624
625         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
626                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
627                         int tm,ec,sn;
628
629                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
630                                 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))
631                                         if ((sn=Effects[ec].sound_num)!=-1) {
632                                                 vms_vector pnt;
633                                                 int csegnum = seg->children[sidenum];
634
635                                                 //check for sound on other side of wall.  Don't add on
636                                                 //both walls if sound travels through wall.  If sound
637                                                 //does travel through wall, add sound for lower-numbered
638                                                 //segment.
639
640                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
641                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
642                                                                 segment *csegp;
643                                                                 int csidenum;
644
645                                                                 csegp = &Segments[seg->children[sidenum]];
646                                                                 csidenum = find_connect_side(seg, csegp);
647
648                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
649                                                                         continue;               //skip this one
650                                                         }
651                                                 }
652
653                                                 compute_center_point_on_side(&pnt,seg,sidenum);
654                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
655                                         }
656                 }
657
658         Dont_start_sound_objects = 0;
659
660 }
661
662
663 //fix flash_dist=i2f(1);
664 fix flash_dist=fl2f(.9);
665
666 //create flash for player appearance
667 void create_player_appearance_effect(object *player_obj)
668 {
669         vms_vector pos;
670         object *effect_obj;
671
672 #ifndef NDEBUG
673         {
674                 int objnum = player_obj-Objects;
675                 if ( (objnum < 0) || (objnum > Highest_object_index) )
676                         Int3(); // See Rob, trying to track down weird network bug
677         }
678 #endif
679
680         if (player_obj == Viewer)
681                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
682         else
683                 pos = player_obj->pos;
684
685         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
686
687         if (effect_obj) {
688                 effect_obj->orient = player_obj->orient;
689
690                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
691                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
692         }
693 }
694
695 //
696 // New Game sequencing functions
697 //
698
699 //pairs of chars describing ranges
700 char playername_allowed_chars[] = "azAZ09__--";
701
702 int MakeNewPlayerFile(int allow_abort)
703 {
704         int x;
705         char filename[14];
706         newmenu_item m;
707         char text[CALLSIGN_LEN+1]="";
708 #if 0
709         FILE *fp;
710 #endif
711
712         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
713
714 try_again:
715         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
716
717         Newmenu_allowed_chars = playername_allowed_chars;
718         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
719         Newmenu_allowed_chars = NULL;
720
721         if ( x < 0 ) {
722                 if ( allow_abort ) return 0;
723                 goto try_again;
724         }
725
726         if (text[0]==0) //null string
727                 goto try_again;
728         sprintf( filename, "%s.plr", text );
729
730 #if 0
731         fp = fopen( filename, "rb" );
732
733 #ifndef MACINTOSH
734         //if the callsign is the name of a tty device, prepend a char
735         if (fp && isatty(fileno(fp))) {
736                 fclose(fp);
737                 sprintf(filename,"$%.7s.plr",text);
738                 fp = fopen(filename,"rb");
739         }
740 #endif
741         
742         if ( fp )       {
743                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
744                 fclose(fp);
745                 goto try_again;
746         }
747 #else
748         if (cfexist(filename))
749         {
750                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
751                 goto try_again;
752         }
753 #endif
754
755         if ( !new_player_config() )
756                 goto try_again;                 // They hit Esc during New player config
757
758         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
759
760         write_player_file();
761
762         return 1;
763 }
764
765 #ifdef WINDOWS
766 #undef TXT_SELECT_PILOT
767 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
768 #endif
769
770 //Inputs the player's name, without putting up the background screen
771 int RegisterPlayer()
772 {
773         int i,j;
774         char filename[14];
775         int allow_abort_flag = 1;
776
777         if ( Players[Player_num].callsign[0] == 0 )     {
778                 //---------------------------------------------------------------------
779                 // Set default config options in case there is no config file
780                 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
781                 Config_joystick_sensitivity = 8;
782                 Config_control_type =CONTROL_NONE;
783                 for (i=0; i<CONTROL_MAX_TYPES; i++ )
784                         for (j=0; j<MAX_CONTROLS; j++ )
785                                 kconfig_settings[i][j] = default_kconfig_settings[i][j];
786                 kc_set_controls();
787                 //----------------------------------------------------------------
788
789                 // Read the last player's name from config file, not lastplr.txt
790                 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
791
792                 if (config_last_player[0]==0)
793                         allow_abort_flag = 0;
794         }
795
796 do_menu_again:
797         ;
798
799 #ifndef MACINTOSH
800         if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag ))     {
801                 goto do_menu_again; //return 0;         // They hit Esc in file selector
802         }
803 #else
804         #ifndef APPLE_DEMO
805         if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
806                 goto do_menu_again;             // They hit Esc in file selector
807         }
808         #else
809         newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 );               // no abort allowed ever -- and change title of menubox
810         #endif
811 #endif
812
813         if ( filename[0] == '<' )       {
814                 // They selected 'create new pilot'
815                 if (!MakeNewPlayerFile(allow_abort_flag))
816                         //return 0;             // They hit Esc during enter name stage
817                         goto do_menu_again;
818         } else {
819                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
820         }
821
822         if (read_player_file() != EZERO)
823                 goto do_menu_again;
824
825         Auto_leveling_on = Default_leveling_on;
826
827         set_display_mode(Default_display_mode);
828
829         WriteConfigFile();              // Update lastplr
830
831         return 1;
832 }
833
834
835 void load_robot_replacements(char *level_name);
836 int read_hamfile();
837 extern int Robot_replacements_loaded;
838
839 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
840 void LoadLevel(int level_num,int page_in_textures)
841 {
842         char *level_name;
843         player save_player;
844         int load_ret;
845
846         save_player = Players[Player_num];      
847
848         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
849
850         if (level_num<0)                //secret level
851                 level_name = Secret_level_names[-level_num-1];
852         else                                    //normal level
853                 level_name = Level_names[level_num-1];
854
855         #ifdef WINDOWS
856                 dd_gr_set_current_canvas(NULL);
857                 dd_gr_clear_canvas(BM_XRGB(0,0,0));
858         #else
859                 gr_set_current_canvas(NULL);
860                 gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
861         #endif
862
863         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
864
865 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
866 //      WIN(ShowCursorW());
867
868 #if 1 //defined(POLY_ACC) || defined(OGL)
869     gr_palette_load(gr_palette);
870     show_boxed_message(TXT_LOADING);
871 #else
872         show_boxed_message(TXT_LOADING);
873         gr_palette_load(gr_palette);
874 #endif
875
876         load_ret = load_level(level_name);              //actually load the data from disk!
877
878         if (load_ret)
879                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
880
881         Current_level_num=level_num;
882
883 //      load_palette_pig(Current_level_palette);                //load just the pig
884
885         load_palette(Current_level_palette,1,1);                //don't change screen
886
887         load_endlevel_data(level_num);
888
889         if ( page_in_textures )
890                 piggy_load_level_data();
891
892         if (EMULATING_D1)
893                 load_d1_bitmap_replacements();
894         else
895                 load_bitmap_replacements(level_name);
896
897         if (Robot_replacements_loaded) {
898                 read_hamfile();         //load original data
899                 Robot_replacements_loaded = 0;
900         }
901         load_robot_replacements(level_name);
902
903 #ifdef NETWORK
904         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
905
906         reset_network_objects();
907 #endif
908
909         Players[Player_num] = save_player;
910
911         set_sound_sources();
912
913         songs_play_level_song( Current_level_num );
914
915         clear_boxed_message();          //remove message before new palette loaded
916
917         gr_palette_load(gr_palette);            //actually load the palette
918
919 //      WIN(HideCursorW());
920 }
921
922 //sets up Player_num & ConsoleObject
923 void InitPlayerObject()
924 {
925         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
926
927         if (Player_num != 0 )   {
928                 Players[0] = Players[Player_num];
929                 Player_num = 0;
930         }
931
932         Players[Player_num].objnum = 0;
933
934         ConsoleObject = &Objects[Players[Player_num].objnum];
935
936         ConsoleObject->type                             = OBJ_PLAYER;
937         ConsoleObject->id                                       = Player_num;
938         ConsoleObject->control_type     = CT_FLYING;
939         ConsoleObject->movement_type    = MT_PHYSICS;
940 }
941
942 extern void game_disable_cheats();
943 extern void turn_cheats_off();
944 extern void init_seismic_disturbances(void);
945
946 //starts a new game on the given level
947 void StartNewGame(int start_level)
948 {
949         Game_mode = GM_NORMAL;
950         Function_mode = FMODE_GAME;
951         
952         Next_level_num = 0;
953
954         InitPlayerObject();                             //make sure player's object set up
955
956         init_player_stats_game();               //clear all stats
957
958         N_players = 1;
959 #ifdef NETWORK
960         Network_new_game = 0;
961 #endif
962
963         if (start_level < 0)
964                 StartNewLevelSecret(start_level, 0);
965         else
966                 StartNewLevel(start_level, 0);
967
968         Players[Player_num].starting_level = start_level;               // Mark where they started
969
970         game_disable_cheats();
971
972         init_seismic_disturbances();
973 }
974
975 //@@//starts a resumed game loaded from disk
976 //@@void ResumeSavedGame(int start_level)
977 //@@{
978 //@@    Game_mode = GM_NORMAL;
979 //@@    Function_mode = FMODE_GAME;
980 //@@
981 //@@    N_players = 1;
982 //@@    Network_new_game = 0;
983 //@@
984 //@@    InitPlayerObject();                             //make sure player's object set up
985 //@@
986 //@@    StartNewLevel(start_level, 0);
987 //@@
988 //@@    game_disable_cheats();
989 //@@}
990
991 #ifndef _NETWORK_H
992 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
993 #endif
994
995 extern int N_secret_levels;
996
997 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
998
999 //      -----------------------------------------------------------------------------
1000 //      Does the bonus scoring.
1001 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1002 void DoEndLevelScoreGlitz(int network)
1003 {
1004         int level_points, skill_points, energy_points, shield_points, hostage_points;
1005         int     all_hostage_points;
1006         int     endgame_points;
1007         char    all_hostage_text[64];
1008         char    endgame_text[64];
1009         #define N_GLITZITEMS 11
1010         char                            m_str[N_GLITZITEMS][30];
1011         newmenu_item    m[N_GLITZITEMS+1];
1012         int                             i,c;
1013         char                            title[128];
1014         int                             is_last_level;
1015         int                             mine_level;
1016
1017         set_screen_mode(SCREEN_MENU);           //go into menu mode
1018
1019    #ifdef TACTILE
1020                 if (TactileStick)
1021                   ClearForces();
1022         #endif
1023
1024         mprintf((0,"DoEndLevelScoreGlitz\n"));
1025
1026         //      Compute level player is on, deal with secret levels (negative numbers)
1027         mine_level = Players[Player_num].level;
1028         if (mine_level < 0)
1029                 mine_level *= -(Last_level/N_secret_levels);
1030
1031         level_points = Players[Player_num].score-Players[Player_num].last_score;
1032
1033         if (!Cheats_enabled) {
1034                 if (Difficulty_level > 1) {
1035                         skill_points = level_points*(Difficulty_level)/4;
1036                         skill_points -= skill_points % 100;
1037                 } else
1038                         skill_points = 0;
1039
1040                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1041                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1042                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1043
1044                 shield_points -= shield_points % 50;
1045                 energy_points -= energy_points % 50;
1046         } else {
1047                 skill_points = 0;
1048                 shield_points = 0;
1049                 energy_points = 0;
1050                 hostage_points = 0;
1051         }
1052
1053         all_hostage_text[0] = 0;
1054         endgame_text[0] = 0;
1055
1056         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1057                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1058                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1059         } else
1060                 all_hostage_points = 0;
1061
1062         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
1063                 endgame_points = Players[Player_num].lives * 10000;
1064                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1065                 is_last_level=1;
1066         } else
1067                 endgame_points = is_last_level = 0;
1068
1069         mprintf((0,"adding bonus points\n"));
1070         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1071
1072         c = 0;
1073         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1074         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1075         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1076         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1077
1078         sprintf(m_str[c++], "%s", all_hostage_text);
1079         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1080                 sprintf(m_str[c++], "%s", endgame_text);
1081
1082         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1083         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1084
1085         #ifdef WINDOWS
1086         sprintf(m_str[c++], "");
1087         sprintf(m_str[c++], "         Done");
1088         #endif
1089
1090         for (i=0; i<c; i++) {
1091                 m[i].type = NM_TYPE_TEXT;
1092                 m[i].text = m_str[i];
1093         }
1094
1095         #ifdef WINDOWS
1096         m[c-1].type = NM_TYPE_MENU;
1097         #endif
1098
1099         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1100
1101         if (Current_level_num < 0)
1102                 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);
1103         else
1104                 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);
1105
1106         Assert(c <= N_GLITZITEMS);
1107
1108         gr_palette_fade_out(gr_palette, 32, 0);
1109
1110         mprintf((0,"doing menu\n"));
1111
1112    PA_DFX (pa_alpha_always());
1113
1114 #ifdef NETWORK
1115         if ( network && (Game_mode & GM_NETWORK) )
1116                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1117         else
1118 #endif
1119                 // NOTE LINK TO ABOVE!!!
1120                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1121
1122         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1123 }
1124
1125 //give the player the opportunity to save his game
1126 void DoEndlevelMenu()
1127 {
1128 //No between level saves......!!!       state_save_all(1);
1129 }
1130
1131 //      -----------------------------------------------------------------------------------------------------
1132 //called when the player is starting a level (new game or new ship)
1133 void StartSecretLevel()
1134 {
1135         Assert(!Player_is_dead);
1136
1137         InitPlayerPosition(0);
1138
1139         verify_console_object();
1140
1141         ConsoleObject->control_type     = CT_FLYING;
1142         ConsoleObject->movement_type    = MT_PHYSICS;
1143
1144         // -- WHY? -- disable_matcens();
1145         clear_transient_objects(0);             //0 means leave proximity bombs
1146
1147         // create_player_appearance_effect(ConsoleObject);
1148         Do_appearance_effect = 1;
1149
1150         ai_reset_all_paths();
1151         // -- NO? -- reset_time();
1152
1153         reset_rear_view();
1154         Auto_fire_fusion_cannon_time = 0;
1155         Fusion_charge = 0;
1156
1157         Robot_firing_enabled = 1;
1158 }
1159
1160 extern void set_pos_from_return_segment(void);
1161
1162 //      Returns true if secret level has been destroyed.
1163 int p_secret_level_destroyed(void)
1164 {
1165         if (First_secret_visit) {
1166                 return 0;               //      Never been there, can't have been destroyed.
1167         } else {
1168                 if (cfexist(SECRETC_FILENAME))
1169                 {
1170                         return 0;
1171                 } else {
1172                         return 1;
1173                 }
1174         }
1175 }
1176
1177 //      -----------------------------------------------------------------------------------------------------
1178 void do_secret_message(char *msg)
1179 {
1180         int     old_fmode;
1181
1182         load_stars();
1183
1184 #if defined(POLY_ACC)
1185         pa_save_clut();
1186         pa_update_clut(gr_palette, 0, 256, 0);
1187 #endif
1188
1189         old_fmode = Function_mode;
1190         Function_mode = FMODE_MENU;
1191         nm_messagebox(NULL, 1, TXT_OK, msg);
1192         Function_mode = old_fmode;
1193
1194 #if defined(POLY_ACC)
1195         pa_restore_clut();
1196 #endif
1197         
1198         WIN(DEFINE_SCREEN(NULL));
1199 }
1200
1201 //      -----------------------------------------------------------------------------------------------------
1202 // called when the player is starting a new level for normal game mode and restore state
1203 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1204 //      first time, instead of initializing various things, need to do a game restore for all the
1205 //      robots, powerups, walls, doors, etc.
1206 void StartNewLevelSecret(int level_num, int page_in_textures)
1207 {
1208         newmenu_item    m[1];
1209         //int i;
1210
1211         ThisLevelTime=0;
1212
1213         m[0].type = NM_TYPE_TEXT;
1214         m[0].text = " ";
1215
1216         last_drawn_cockpit[0] = -1;
1217         last_drawn_cockpit[1] = -1;
1218
1219         if (Newdemo_state == ND_STATE_PAUSED)
1220                 Newdemo_state = ND_STATE_RECORDING;
1221
1222         if (Newdemo_state == ND_STATE_RECORDING) {
1223                 newdemo_set_new_level(level_num);
1224                 newdemo_record_start_frame(FrameCount, FrameTime );
1225         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1226
1227                 gr_palette_fade_out(gr_palette, 32, 0);
1228
1229                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1230
1231                 if (First_secret_visit) {
1232                         do_secret_message(TXT_SECRET_EXIT);
1233                 } else {
1234                         if (cfexist(SECRETC_FILENAME))
1235                         {
1236                                 do_secret_message(TXT_SECRET_EXIT);
1237                         } else {
1238                                 char    text_str[128];
1239
1240                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1241                                 do_secret_message(text_str);
1242                         }
1243                 }
1244         }
1245
1246         LoadLevel(level_num,page_in_textures);
1247
1248         Assert(Current_level_num == level_num); //make sure level set right
1249
1250         Assert(Function_mode == FMODE_GAME);
1251
1252         gameseq_init_network_players(); // Initialize the Players array for
1253                                                                                           // this level
1254
1255         HUD_clear_messages();
1256
1257         automap_clear_visited();
1258
1259         // --   init_player_stats_level();
1260
1261         Viewer = &Objects[Players[Player_num].objnum];
1262
1263         gameseq_remove_unused_players();
1264
1265         Game_suspended = 0;
1266
1267         Control_center_destroyed = 0;
1268
1269         init_cockpit();
1270         reset_palette_add();
1271
1272         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1273                 init_robots_for_level();
1274                 init_ai_objects();
1275                 init_smega_detonates();
1276                 init_morphs();
1277                 init_all_matcens();
1278                 reset_special_effects();
1279                 StartSecretLevel();
1280         } else {
1281                 if (cfexist(SECRETC_FILENAME))
1282                 {
1283                         int     pw_save, sw_save;
1284
1285                         pw_save = Primary_weapon;
1286                         sw_save = Secondary_weapon;
1287                         state_restore_all(1, 1, SECRETC_FILENAME);
1288                         Primary_weapon = pw_save;
1289                         Secondary_weapon = sw_save;
1290                         reset_special_effects();
1291                         StartSecretLevel();
1292                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1293                 } else {
1294                         char    text_str[128];
1295
1296                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1297                         do_secret_message(text_str);
1298                         return;
1299
1300                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1301                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1302                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1303                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1304                         // -- return;
1305                 }
1306         }
1307
1308         if (First_secret_visit) {
1309                 copy_defaults_to_robot_all();
1310         }
1311
1312         turn_cheats_off();
1313
1314         init_controlcen_for_level();
1315
1316         //      Say player can use FLASH cheat to mark path to exit.
1317         Last_level_path_created = -1;
1318
1319         First_secret_visit = 0;
1320 }
1321
1322 int     Entered_from_level;
1323
1324 // ---------------------------------------------------------------------------------------------------------------
1325 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1326 void ExitSecretLevel(void)
1327 {
1328         if (Newdemo_state == ND_STATE_PLAYBACK)
1329                 return;
1330
1331         if (!Control_center_destroyed) {
1332                 state_save_all(0, 2, SECRETC_FILENAME);
1333         }
1334
1335         if (cfexist(SECRETB_FILENAME))
1336         {
1337                 int     pw_save, sw_save;
1338
1339                 returning_to_level_message();
1340                 pw_save = Primary_weapon;
1341                 sw_save = Secondary_weapon;
1342                 state_restore_all(1, 1, SECRETB_FILENAME);
1343                 Primary_weapon = pw_save;
1344                 Secondary_weapon = sw_save;
1345         } else {
1346                 // File doesn't exist, so can't return to base level.  Advance to next one.
1347                 if (Entered_from_level == Last_level)
1348                         DoEndGame();
1349                 else {
1350                         advancing_to_level_message();
1351                         StartNewLevel(Entered_from_level+1, 0);
1352                 }
1353         }
1354 }
1355
1356 // ---------------------------------------------------------------------------------------------------------------
1357 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1358 //      be invulnerable or cloaked.
1359 void do_cloak_invul_secret_stuff(fix old_gametime)
1360 {
1361         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1362                 fix     time_used;
1363
1364                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1365                 Players[Player_num].invulnerable_time = GameTime - time_used;
1366         }
1367
1368         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1369                 fix     time_used;
1370
1371                 time_used = old_gametime - Players[Player_num].cloak_time;
1372                 Players[Player_num].cloak_time = GameTime - time_used;
1373         }
1374 }
1375
1376 // ---------------------------------------------------------------------------------------------------------------
1377 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1378 //      is passing to the secret level.
1379 //      Do a savegame.
1380 void EnterSecretLevel(void)
1381 {
1382         fix     old_gametime;
1383         int     i;
1384
1385         Assert(! (Game_mode & GM_MULTI) );
1386
1387         Entered_from_level = Current_level_num;
1388
1389         if (Control_center_destroyed)
1390                 DoEndLevelScoreGlitz(0);
1391
1392         if (Newdemo_state != ND_STATE_PLAYBACK)
1393                 state_save_all(0, 1, NULL);     //      Not between levels (ie, save all), IS a secret level, NO filename override
1394
1395         //      Find secret level number to go to, stuff in Next_level_num.
1396         for (i=0; i<-Last_secret_level; i++)
1397                 if (Secret_level_table[i]==Current_level_num) {
1398                         Next_level_num = -(i+1);
1399                         break;
1400                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1401                         Next_level_num = -i;
1402                         break;
1403                 }
1404
1405         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1406                 Next_level_num = Last_secret_level;
1407
1408         old_gametime = GameTime;
1409
1410         StartNewLevelSecret(Next_level_num, 1);
1411         
1412         // do_cloak_invul_stuff();
1413 }
1414
1415 //called when the player has finished a level
1416 void PlayerFinishedLevel(int secret_flag)
1417 {
1418         Assert(!secret_flag);
1419
1420         //credit the player for hostages
1421         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1422
1423         if (Game_mode & GM_NETWORK)
1424                 Players[Player_num].connected = 2; // Finished but did not die
1425
1426         last_drawn_cockpit[0] = -1;
1427         last_drawn_cockpit[1] = -1;
1428
1429         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1430 }
1431
1432 #if defined(D2_OEM) || defined(COMPILATION)
1433 #define MOVIE_REQUIRED 0
1434 #else
1435 #define MOVIE_REQUIRED 1
1436 #endif
1437
1438 #ifdef D2_OEM
1439 #define ENDMOVIE "endo"
1440 #else
1441 #define ENDMOVIE "end"
1442 #endif
1443
1444 void show_order_form();
1445 extern void com_hangup(void);
1446
1447 //called when the player has finished the last level
1448 void DoEndGame(void)
1449 {
1450         mprintf((0,"DoEndGame\n"));
1451
1452         Function_mode = FMODE_MENU;
1453         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1454                 newdemo_stop_recording();
1455
1456         set_screen_mode( SCREEN_MENU );
1457
1458         WINDOS(
1459                 dd_gr_set_current_canvas(NULL),
1460                 gr_set_current_canvas(NULL)
1461         );
1462
1463         key_flush();
1464
1465         if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
1466         { //only built-in mission, & not multi
1467                 int played=MOVIE_NOT_PLAYED;    //default is not played
1468
1469                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1470                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1471                 close_subtitles();
1472                 if (!played) {
1473                         if (is_D2_OEM)
1474                         {
1475                                 songs_play_song( SONG_TITLE, 0 );
1476                                 do_briefing_screens("end2oem.tex",1);
1477                         }
1478                         else
1479                         {
1480                                 songs_play_song( SONG_ENDGAME, 0 );
1481                                 mprintf((0,"doing briefing\n"));
1482                                 do_briefing_screens("ending2.tex",1);
1483                                 mprintf((0,"briefing done\n"));
1484                         }
1485                 }
1486    } else if (!(Game_mode & GM_MULTI)) {    //not multi
1487                 char tname[FILENAME_LEN];
1488                 sprintf(tname,"%s.tex",Current_mission_filename);
1489                 do_briefing_screens (tname,Last_level+1);   //level past last is endgame breifing
1490
1491                 //try doing special credits
1492                 sprintf(tname,"%s.ctb",Current_mission_filename);
1493                 credits_show(tname);
1494         }
1495
1496         key_flush();
1497
1498 #ifdef SHAREWARE
1499                 show_order_form();
1500 #endif
1501
1502 #ifdef NETWORK
1503         if (Game_mode & GM_MULTI)
1504                 multi_endlevel_score();
1505         else
1506 #endif
1507                 // NOTE LINK TO ABOVE
1508                 DoEndLevelScoreGlitz(0);
1509
1510         if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1511                 WINDOS(
1512                         dd_gr_set_current_canvas(NULL),
1513                         gr_set_current_canvas( NULL )
1514                 );
1515                 WINDOS(
1516                         dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1517                         gr_clear_canvas(BM_XRGB(0,0,0))
1518                 );
1519                 gr_palette_clear();
1520                 load_palette(DEFAULT_PALETTE,0,1);
1521                 scores_maybe_add_player(0);
1522         }
1523
1524         Function_mode = FMODE_MENU;
1525
1526         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1527                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1528         else
1529                 Game_mode = GM_GAME_OVER;
1530
1531
1532         longjmp( LeaveGame, 0 );                // Exit out of game loop
1533 }
1534
1535 //from which level each do you get to each secret level
1536 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1537
1538 //called to go to the next level (if there is one)
1539 //if secret_flag is true, advance to secret level, else next normal one
1540 //      Return true if game over.
1541 void AdvanceLevel(int secret_flag)
1542 {
1543 #ifdef NETWORK
1544         int result;
1545 #endif
1546
1547         mprintf((0,"AdvanceLevel\n"));
1548
1549         Assert(!secret_flag);
1550
1551         if (Current_level_num != Last_level) {
1552 #ifdef NETWORK
1553                 if (Game_mode & GM_MULTI)
1554                         multi_endlevel_score();         
1555                 else
1556 #endif
1557                         // NOTE LINK TO ABOVE!!!
1558                         DoEndLevelScoreGlitz(0);                //give bonuses
1559         }
1560
1561         Control_center_destroyed = 0;
1562
1563         #ifdef EDITOR
1564         if (Current_level_num == 0)
1565                 return;         //not a real level
1566         #endif
1567
1568 #ifdef NETWORK
1569         if (Game_mode & GM_MULTI)       {
1570                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1571                 if (result) // failed to sync
1572                 {
1573                         if (Current_level_num == Last_level)            //player has finished the game!
1574                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1575                         else
1576                                 return;
1577                 }
1578         }
1579 #endif
1580
1581         if (Current_level_num == Last_level) {          //player has finished the game!
1582                 
1583                 mprintf((0,"Finished last level!\n"));
1584
1585                 DoEndGame();
1586
1587         } else {
1588
1589                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1590
1591                 if (!(Game_mode & GM_MULTI))
1592                         DoEndlevelMenu(); // Let use save their game
1593
1594                 StartNewLevel(Next_level_num, 0);
1595
1596         }
1597 }
1598
1599 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1600
1601 extern char last_palette_loaded[];
1602
1603 void load_stars_palette()
1604 {
1605         int pcx_error;
1606         ubyte pal[256*3];
1607
1608         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1609         Assert(pcx_error == PCX_ERROR_NONE);
1610
1611         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1612
1613
1614         {       //remap stuff. this code is kindof a hack
1615
1616                 //now, before we bring up the menu, we need to
1617                 //do some stuff to make sure the palette is ok.  First, we need to
1618                 //get our current palette into the 2d's array, so the remapping will
1619                 //work.  Second, we need to remap the fonts.  Third, we need to fill
1620                 //in part of the fade tables so the darkening of the menu edges works
1621
1622                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1623                 remap_fonts_and_menus(1);
1624
1625         }
1626
1627         strcpy(last_palette_loaded,"");         //force palette load next time
1628 }
1629 #endif
1630
1631 void nm_draw_background1(char * filename);
1632
1633 void load_stars()
1634 {
1635 //@@    int pcx_error;
1636 //@@    ubyte pal[256*3];
1637 //@@
1638 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1639 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1640 //@@
1641 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1642
1643         WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1644
1645         nm_draw_background1(STARS_BACKGROUND);
1646
1647 }
1648
1649
1650 void
1651 died_in_mine_message(void)
1652 {
1653         // Tell the player he died in the mine, explain why
1654         int old_fmode;
1655
1656         if (Game_mode & GM_MULTI)
1657                 return;
1658
1659         gr_palette_fade_out(gr_palette, 32, 0);
1660
1661         set_screen_mode(SCREEN_MENU);           //go into menu mode
1662
1663         WINDOS(
1664                 dd_gr_set_current_canvas(NULL),
1665                 gr_set_current_canvas(NULL)
1666         );
1667
1668         load_stars();
1669
1670 #if defined(POLY_ACC)
1671         pa_save_clut();
1672         pa_update_clut(gr_palette, 0, 256, 0);
1673 #endif
1674
1675         old_fmode = Function_mode;
1676         Function_mode = FMODE_MENU;
1677         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1678         Function_mode = old_fmode;
1679
1680 #if defined(POLY_ACC)
1681         pa_restore_clut();
1682 #endif
1683
1684         WIN(DEFINE_SCREEN(NULL));
1685 }
1686
1687 //      Called when player dies on secret level.
1688 void returning_to_level_message(void)
1689 {
1690         char    msg[128];
1691
1692         int old_fmode;
1693
1694         if (Game_mode & GM_MULTI)
1695                 return;
1696
1697         gr_palette_fade_out(gr_palette, 32, 0);
1698
1699         set_screen_mode(SCREEN_MENU);           //go into menu mode
1700
1701         gr_set_current_canvas(NULL);
1702
1703         load_stars();
1704
1705 #if defined(POLY_ACC)
1706         pa_save_clut();
1707         pa_update_clut(gr_palette, 0, 256, 0);
1708 #endif
1709
1710         old_fmode = Function_mode;
1711         Function_mode = FMODE_MENU;
1712         sprintf(msg, "Returning to level %i", Entered_from_level);
1713         nm_messagebox(NULL, 1, TXT_OK, msg);
1714         Function_mode = old_fmode;
1715
1716 #if defined(POLY_ACC)
1717         pa_restore_clut();
1718 #endif
1719
1720         WIN(DEFINE_SCREEN(NULL));
1721 }
1722
1723 //      Called when player dies on secret level.
1724 void advancing_to_level_message(void)
1725 {
1726         char    msg[128];
1727
1728         int old_fmode;
1729
1730         //      Only supposed to come here from a secret level.
1731         Assert(Current_level_num < 0);
1732
1733         if (Game_mode & GM_MULTI)
1734                 return;
1735
1736         gr_palette_fade_out(gr_palette, 32, 0);
1737
1738         set_screen_mode(SCREEN_MENU);           //go into menu mode
1739
1740         gr_set_current_canvas(NULL);
1741         
1742         load_stars();
1743
1744 #if defined(POLY_ACC)
1745         pa_save_clut();
1746         pa_update_clut(gr_palette, 0, 256, 0);
1747 #endif
1748
1749         old_fmode = Function_mode;
1750         Function_mode = FMODE_MENU;
1751         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1752         nm_messagebox(NULL, 1, TXT_OK, msg);
1753         Function_mode = old_fmode;
1754
1755 #if defined(POLY_ACC)
1756         pa_restore_clut();
1757 #endif
1758
1759         WIN(DEFINE_SCREEN(NULL));
1760 }
1761
1762 void digi_stop_digi_sounds();
1763
1764 void DoPlayerDead()
1765 {
1766         reset_palette_add();
1767
1768         gr_palette_load (gr_palette);
1769
1770 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1771         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1772
1773         dead_player_end();              //terminate death sequence (if playing)
1774
1775         #ifdef EDITOR
1776         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
1777                 object * playerobj = &Objects[Players[Player_num].objnum];
1778                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1779                 load_level("gamesave.lvl");
1780                 init_player_stats_new_ship();
1781                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1782                 StartLevel(0);
1783                 return;
1784         }
1785         #endif
1786
1787 #ifdef NETWORK
1788         if ( Game_mode&GM_MULTI )
1789         {
1790                 multi_do_death(Players[Player_num].objnum);
1791         }
1792         else
1793 #endif
1794         {                               //Note link to above else!
1795                 Players[Player_num].lives--;
1796                 if (Players[Player_num].lives == 0)
1797                 {       
1798                         DoGameOver();
1799                         return;
1800                 }
1801         }
1802                                 
1803         if ( Control_center_destroyed ) {
1804
1805                 //clear out stuff so no bonus
1806                 Players[Player_num].hostages_on_board = 0;
1807                 Players[Player_num].energy = 0;
1808                 Players[Player_num].shields = 0;
1809                 Players[Player_num].connected = 3;
1810
1811                 died_in_mine_message(); // Give them some indication of what happened
1812
1813                 if (Current_level_num < 0) {
1814                         if (cfexist(SECRETB_FILENAME))
1815                         {
1816                                 returning_to_level_message();
1817                                 state_restore_all(1, 2, SECRETB_FILENAME);                      //      2 means you died
1818                                 set_pos_from_return_segment();
1819                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1820                         } else {
1821                                 advancing_to_level_message();
1822                                 StartNewLevel(Entered_from_level+1, 0);
1823                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1824                         }
1825                 } else {
1826
1827                         AdvanceLevel(0);                        //if finished, go on to next level
1828
1829                         init_player_stats_new_ship();
1830                         last_drawn_cockpit[0] = -1;
1831                         last_drawn_cockpit[1] = -1;
1832                 }
1833
1834         } else if (Current_level_num < 0) {
1835                 if (cfexist(SECRETB_FILENAME))
1836                 {
1837                         returning_to_level_message();
1838                         if (!Control_center_destroyed)
1839                                 state_save_all(0, 2, SECRETC_FILENAME);
1840                         state_restore_all(1, 2, SECRETB_FILENAME);
1841                         set_pos_from_return_segment();
1842                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1843                 } else {
1844                         died_in_mine_message(); // Give them some indication of what happened
1845                         advancing_to_level_message();
1846                         StartNewLevel(Entered_from_level+1, 0);
1847                         init_player_stats_new_ship();
1848                 }
1849         } else {
1850                 init_player_stats_new_ship();
1851                 StartLevel(1);
1852         }
1853
1854         digi_sync_sounds();
1855 }
1856
1857 extern int BigWindowSwitch;
1858
1859 //called when the player is starting a new level for normal game mode and restore state
1860 //      secret_flag set if came from a secret level
1861 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1862 {
1863         if (!(Game_mode & GM_MULTI)) {
1864                 last_drawn_cockpit[0] = -1;
1865                 last_drawn_cockpit[1] = -1;
1866         }
1867    BigWindowSwitch=0;
1868
1869
1870         if (Newdemo_state == ND_STATE_PAUSED)
1871                 Newdemo_state = ND_STATE_RECORDING;
1872
1873         if (Newdemo_state == ND_STATE_RECORDING) {
1874                 newdemo_set_new_level(level_num);
1875                 newdemo_record_start_frame(FrameCount, FrameTime );
1876         }
1877
1878         if (Game_mode & GM_MULTI)
1879                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1880
1881         LoadLevel(level_num,page_in_textures);
1882
1883         Assert(Current_level_num == level_num); //make sure level set right
1884
1885         gameseq_init_network_players(); // Initialize the Players array for
1886                                                                                           // this level
1887
1888         Viewer = &Objects[Players[Player_num].objnum];
1889
1890         Assert(N_players <= NumNetPlayerPositions);
1891                 //If this assert fails, there's not enough start positions
1892
1893 #ifdef NETWORK
1894         if (Game_mode & GM_NETWORK)
1895         {
1896                 if(network_level_sync()) // After calling this, Player_num is set
1897                         return;
1898         }
1899         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1900         {
1901                 if(com_level_sync())
1902                         return;
1903         }
1904 #endif
1905
1906         Assert(Function_mode == FMODE_GAME);
1907
1908         #ifndef NDEBUG
1909         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1910         #endif
1911
1912         HUD_clear_messages();
1913
1914         automap_clear_visited();
1915
1916 #ifdef NETWORK
1917         if (Network_new_game == 1)
1918         {
1919                 Network_new_game = 0;
1920                 init_player_stats_new_ship();
1921         }
1922 #endif
1923         init_player_stats_level(secret_flag);
1924
1925 #ifdef NETWORK
1926         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1927         {
1928                 int i;
1929                 for (i = 0; i < N_players; i++)
1930                         Players[i].flags |= Netgame.player_flags[i];
1931         }
1932
1933         if (Game_mode & GM_MULTI)
1934         {
1935                 multi_prep_level(); // Removes robots from level if necessary
1936         }
1937 #endif
1938
1939         gameseq_remove_unused_players();
1940
1941         Game_suspended = 0;
1942
1943         Control_center_destroyed = 0;
1944
1945         set_screen_mode(SCREEN_GAME);
1946         init_cockpit();
1947         init_robots_for_level();
1948         init_ai_objects();
1949         init_smega_detonates();
1950         init_morphs();
1951         init_all_matcens();
1952         reset_palette_add();
1953         init_thief_for_level();
1954         init_stuck_objects();
1955         game_flush_inputs();            // clear out the keyboard
1956         if (!(Game_mode & GM_MULTI))
1957                 filter_objects_from_level();
1958
1959         turn_cheats_off();
1960
1961         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1962                 set_highest_level(Current_level_num);
1963         else
1964                 read_player_file();             //get window sizes
1965
1966         reset_special_effects();
1967
1968 #ifdef OGL
1969         gr_remap_mono_fonts();
1970         ogl_cache_level_textures();
1971 #endif
1972
1973
1974 #ifdef NETWORK
1975         if (Network_rejoined == 1)
1976         {
1977                 #ifndef NDEBUG
1978                 mprintf((0, "Restarting - joining in random location.\n"));
1979                 #endif
1980                 Network_rejoined = 0;
1981                 StartLevel(1);
1982         }
1983         else
1984 #endif
1985                 StartLevel(0);          // Note link to above if!
1986
1987         copy_defaults_to_robot_all();
1988         init_controlcen_for_level();
1989
1990         //      Say player can use FLASH cheat to mark path to exit.
1991         Last_level_path_created = -1;
1992 }
1993
1994 #ifdef NETWORK
1995 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1996 #endif
1997 void bash_to_shield (int i,char *s)
1998 {
1999 #ifdef NETWORK
2000         int type=Objects[i].id;
2001 #endif
2002
2003         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2004
2005 #ifdef NETWORK
2006         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2007 #endif
2008
2009         Objects[i].id = POW_SHIELD_BOOST;
2010         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2011         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2012 }
2013
2014
2015 void filter_objects_from_level()
2016  {
2017   int i;
2018
2019   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2020
2021   for (i=0;i<=Highest_object_index;i++)
2022         {
2023          if (Objects[i].type==OBJ_POWERUP)
2024      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2025            bash_to_shield (i,"Flag!!!!");
2026    }
2027
2028  }
2029
2030 struct {
2031         int     level_num;
2032         char    movie_name[FILENAME_LEN];
2033 } intro_movie[] = {     { 1,"pla"},
2034                                                         { 5,"plb"},
2035                                                         { 9,"plc"},
2036                                                         {13,"pld"},
2037                                                         {17,"ple"},
2038                                                         {21,"plf"},
2039                                                         {24,"plg"}};
2040
2041 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2042
2043 extern int MenuHiresAvailable;
2044 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
2045 extern int intro_played;        //true if big intro movie played
2046
2047 void ShowLevelIntro(int level_num)
2048 {
2049         //if shareware, show a briefing?
2050
2051         if (!(Game_mode & GM_MULTI)) {
2052                 int i;
2053
2054                 ubyte save_pal[sizeof(gr_palette)];
2055
2056                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2057
2058                 if (PLAYING_BUILTIN_MISSION) {
2059                         int movie=0;
2060
2061                         if (is_SHAREWARE)
2062                         {
2063                                 if (level_num==1)
2064                                         do_briefing_screens ("brief2.tex", 1);
2065                         }
2066                         else if (is_D2_OEM)
2067                         {
2068                                 if (level_num == 1 && !intro_played)
2069                                         do_briefing_screens("brief2o.tex", 1);
2070                         }
2071                         else // full version
2072                         {
2073                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
2074                                 {
2075                                         if (intro_movie[i].level_num == level_num)
2076                                         {
2077                                                 Screen_mode = -1;
2078                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2079                                                 movie=1;
2080                                                 break;
2081                                         }
2082                                 }
2083
2084 #ifdef WINDOWS
2085                                 if (!movie) {                                   //must go before briefing
2086                                         dd_gr_init_screen();
2087                                         Screen_mode = -1;
2088                                 }
2089 #endif
2090
2091                                 if (robot_movies)
2092                                 {
2093                                         int hires_save=MenuHiresAvailable;
2094
2095                                         if (robot_movies == 1)          //lowres only
2096                                         {
2097                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
2098
2099                                                 if (hires_save != MenuHiresAvailable)
2100                                                         Screen_mode = -1;               //force reset
2101
2102                                         }
2103                                         do_briefing_screens ("robot.tex",level_num);
2104                                         MenuHiresAvailable = hires_save;
2105                                 }
2106
2107                         }
2108                 }
2109                 else {  //not the built-in mission.  check for add-on briefing
2110                         if (EMULATING_D1)
2111                                 do_briefing_screens(Briefing_text_filename, level_num);
2112                         else {
2113                                 char tname[FILENAME_LEN];
2114                                 sprintf(tname, "%s.tex", Current_mission_filename);
2115                                 do_briefing_screens(tname, level_num);
2116                         }
2117                 }
2118
2119
2120                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2121         }
2122 }
2123
2124 //      ---------------------------------------------------------------------------
2125 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2126 //      Reason: On this level, if player goes to a secret level, he will be going to a different
2127 //      secret level than he's ever been to before.
2128 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2129 void maybe_set_first_secret_visit(int level_num)
2130 {
2131         int     i;
2132
2133         for (i=0; i<N_secret_levels; i++) {
2134                 if (Secret_level_table[i] == level_num) {
2135                         First_secret_visit = 1;
2136                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2137                 }
2138         }
2139 }
2140
2141 //called when the player is starting a new level for normal game model
2142 //      secret_flag if came from a secret level
2143 void StartNewLevel(int level_num, int secret_flag)
2144 {
2145         ThisLevelTime=0;
2146
2147         if ((level_num > 0) && (!secret_flag)) {
2148                 maybe_set_first_secret_visit(level_num);
2149         }
2150
2151         ShowLevelIntro(level_num);
2152
2153         WIN(DEFINE_SCREEN(NULL));               // ALT-TAB: no restore of background.
2154         
2155         StartNewLevelSub(level_num, 1, secret_flag );
2156
2157 }
2158
2159 //initialize the player object position & orientation (at start of game, or new ship)
2160 void InitPlayerPosition(int random_flag)
2161 {
2162         int NewPlayer=0;
2163
2164 #ifdef NETWORK
2165         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2166 #endif
2167                 NewPlayer = Player_num;
2168 #ifdef NETWORK
2169         else if (random_flag == 1)
2170         {
2171                 int i, closest = -1, trys=0;
2172                 fix closest_dist = 0x7ffffff, dist;
2173
2174                 d_srand(clock());
2175
2176 #ifndef NDEBUG
2177                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2178                 {
2179                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2180                         //Int3();
2181                 }
2182 #endif
2183
2184                 do {
2185                         if (trys > 0)   
2186                         {
2187                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2188                         }
2189                         trys++;
2190
2191                         NewPlayer = d_rand() % NumNetPlayerPositions;
2192
2193                         closest = -1;
2194                         closest_dist = 0x7fffffff;
2195         
2196                         for (i=0; i<N_players; i++ )    {
2197                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2198                                         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
2199                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2200                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2201                                                 closest_dist = dist;
2202                                                 closest = i;
2203                                         }
2204                                 }
2205                         }
2206
2207                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2208                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2209         }
2210         else {
2211                 mprintf((0, "Starting position is not being changed.\n"));
2212                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2213         }
2214         Assert(NewPlayer >= 0);
2215         Assert(NewPlayer < NumNetPlayerPositions);
2216 #endif
2217
2218         ConsoleObject->pos = Player_init[NewPlayer].pos;
2219         ConsoleObject->orient = Player_init[NewPlayer].orient;
2220 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2221
2222         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2223
2224         obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2225
2226 #ifdef NETWORK
2227 done:
2228 #endif
2229         reset_player_object();
2230         reset_cruise();
2231 }
2232
2233 //      -----------------------------------------------------------------------------------------------------
2234 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2235 //      What about setting size!?  Where does that come from?
2236 void copy_defaults_to_robot(object *objp)
2237 {
2238         robot_info      *robptr;
2239         int                     objid;
2240
2241         Assert(objp->type == OBJ_ROBOT);
2242         objid = objp->id;
2243         Assert(objid < N_robot_types);
2244
2245         robptr = &Robot_info[objid];
2246
2247         //      Boost shield for Thief and Buddy based on level.
2248         objp->shields = robptr->strength;
2249
2250         if ((robptr->thief) || (robptr->companion)) {
2251                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2252
2253                 if (robptr->companion) {
2254                         //      Now, scale guide-bot hits by skill level
2255                         switch (Difficulty_level) {
2256                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2257                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2258                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2259                                 default:        break;
2260                         }
2261                 }
2262         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2263                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2264
2265         //      Additional wimpification of bosses at Trainee
2266         if ((robptr->boss_flag) && (Difficulty_level == 0))
2267                 objp->shields /= 2;
2268 }
2269
2270 //      -----------------------------------------------------------------------------------------------------
2271 //      Copy all values from the robot info structure to all instances of robots.
2272 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2273 //      This function should be called at level load time.
2274 void copy_defaults_to_robot_all()
2275 {
2276         int     i;
2277
2278         for (i=0; i<=Highest_object_index; i++)
2279                 if (Objects[i].type == OBJ_ROBOT)
2280                         copy_defaults_to_robot(&Objects[i]);
2281
2282 }
2283
2284 extern void clear_stuck_objects(void);
2285
2286 //      -----------------------------------------------------------------------------------------------------
2287 //called when the player is starting a level (new game or new ship)
2288 void StartLevel(int random_flag)
2289 {
2290         Assert(!Player_is_dead);
2291
2292         InitPlayerPosition(random_flag);
2293
2294         verify_console_object();
2295
2296         ConsoleObject->control_type     = CT_FLYING;
2297         ConsoleObject->movement_type    = MT_PHYSICS;
2298
2299         disable_matcens();
2300
2301         clear_transient_objects(0);             //0 means leave proximity bombs
2302
2303         // create_player_appearance_effect(ConsoleObject);
2304         Do_appearance_effect = 1;
2305
2306 #ifdef NETWORK
2307         if (Game_mode & GM_MULTI)
2308         {
2309                 if (Game_mode & GM_MULTI_COOP)
2310                         multi_send_score();
2311                 multi_send_position(Players[Player_num].objnum);
2312                 multi_send_reappear();
2313         }               
2314
2315         if (Game_mode & GM_NETWORK)
2316                 network_do_frame(1, 1);
2317 #endif
2318
2319         ai_reset_all_paths();
2320         ai_init_boss_for_ship();
2321         clear_stuck_objects();
2322
2323         #ifdef EDITOR
2324         //      Note, this is only done if editor builtin.  Calling this from here
2325         //      will cause it to be called after the player dies, resetting the
2326         //      hits for the buddy and thief.  This is ok, since it will work ok
2327         //      in a shipped version.
2328         init_ai_objects();
2329         #endif
2330
2331         reset_time();
2332
2333         reset_rear_view();
2334         Auto_fire_fusion_cannon_time = 0;
2335         Fusion_charge = 0;
2336
2337         Robot_firing_enabled = 1;
2338 }