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1 /* $Id: gameseq.c,v 1.46 2005-07-30 01:50:17 chris 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 1.46 2005-07-30 01:50:17 chris 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 "inferno.h"
48 #include "game.h"
49 #include "player.h"
50 #include "key.h"
51 #include "object.h"
52 #include "physics.h"
53 #include "error.h"
54 #include "joy.h"
55 #include "mono.h"
56 #include "iff.h"
57 #include "pcx.h"
58 #include "timer.h"
59 #include "render.h"
60 #include "laser.h"
61 #include "screens.h"
62 #include "textures.h"
63 #include "slew.h"
64 #include "gauges.h"
65 #include "texmap.h"
66 #include "3d.h"
67 #include "effects.h"
68 #include "menu.h"
69 #include "gameseg.h"
70 #include "wall.h"
71 #include "ai.h"
72 #include "fuelcen.h"
73 #include "switch.h"
74 #include "digi.h"
75 #include "gamesave.h"
76 #include "scores.h"
77 #include "ibitblt.h"
78 #include "u_mem.h"
79 #include "palette.h"
80 #include "morph.h"
81 #include "lighting.h"
82 #include "newdemo.h"
83 #include "titles.h"
84 #include "collide.h"
85 #include "weapon.h"
86 #include "sounds.h"
87 #include "args.h"
88 #include "gameseq.h"
89 #include "gamefont.h"
90 #include "newmenu.h"
91 #include "endlevel.h"
92 #ifdef NETWORK
93 #  include "multi.h"
94 #  include "network.h"
95 #  include "netmisc.h"
96 #  include "modem.h"
97 #endif
98 #include "playsave.h"
99 #include "ctype.h"
100 #include "fireball.h"
101 #include "kconfig.h"
102 #include "config.h"
103 #include "robot.h"
104 #include "automap.h"
105 #include "cntrlcen.h"
106 #include "powerup.h"
107 #include "text.h"
108 #include "cfile.h"
109 #include "piggy.h"
110 #include "texmerge.h"
111 #include "paging.h"
112 #include "mission.h"
113 #include "state.h"
114 #include "songs.h"
115 #include "gamepal.h"
116 #include "movie.h"
117 #include "controls.h"
118 #include "credits.h"
119 #include "gamemine.h"
120
121 #if defined (TACTILE)
122  #include "tactile.h"
123 #endif
124
125 #ifdef EDITOR
126 #include "editor/editor.h"
127 #endif
128
129 #include "strutil.h"
130 #include "rle.h"
131
132 void StartNewLevelSecret(int level_num, int page_in_textures);
133 void InitPlayerPosition(int random_flag);
134 void load_stars();
135 void returning_to_level_message(void);
136 void advancing_to_level_message(void);
137 void DoEndGame(void);
138 void AdvanceLevel(int secret_flag);
139 void filter_objects_from_level();
140
141 // From allender -- you'll find these defines in state.c and cntrlcen.c
142 // since I couldn't think of a good place to put them and i wanted to
143 // fix this stuff fast!  Sorry about that...
144
145 #ifndef MACINTOSH
146 #define SECRETB_FILENAME        "secret.sgb"
147 #define SECRETC_FILENAME        "secret.sgc"
148 #else
149 #define SECRETB_FILENAME        ":Players:secret.sgb"
150 #define SECRETC_FILENAME        ":Players:secret.sgc"
151 #endif
152
153 //Current_level_num starts at 1 for the first level
154 //-1,-2,-3 are secret levels
155 //0 means not a real level loaded
156 int     Current_level_num=0,Next_level_num;
157 char    Current_level_name[LEVEL_NAME_LEN];
158
159 // Global variables describing the player
160 int     N_players=1;    // Number of players ( >1 means a net game, eh?)
161 int     Player_num=0;   // The player number who is on the console.
162 player  Players[MAX_PLAYERS+4]; // Misc player info
163 obj_position    Player_init[MAX_PLAYERS];
164
165 // Global variables telling what sort of game we have
166 int MaxNumNetPlayers = -1;
167 int NumNetPlayerPositions = -1;
168
169 extern fix ThisLevelTime;
170
171 // Extern from game.c to fix a bug in the cockpit!
172
173 extern int last_drawn_cockpit[2];
174 extern int Last_level_path_created;
175
176 //      HUD_clear_messages external, declared in gauges.h
177 #ifndef _GAUGES_H
178 extern void HUD_clear_messages(); // From hud.c
179 #endif
180
181 //      Extra prototypes declared for the sake of LINT
182 void init_player_stats_new_ship(void);
183 void copy_defaults_to_robot_all(void);
184
185 int     Do_appearance_effect=0;
186
187 extern int Rear_view;
188
189 int     First_secret_visit = 1;
190
191 extern int descent_critical_error;
192
193 extern int Last_msg_ycrd;
194
195 //--------------------------------------------------------------------
196 void verify_console_object()
197 {
198         Assert( Player_num > -1 );
199         Assert( Players[Player_num].objnum > -1 );
200         ConsoleObject = &Objects[Players[Player_num].objnum];
201         Assert( ConsoleObject->type==OBJ_PLAYER );
202         Assert( ConsoleObject->id==Player_num );
203 }
204
205 int count_number_of_robots()
206 {
207         int robot_count;
208         int i;
209
210         robot_count = 0;
211         for (i=0;i<=Highest_object_index;i++) {
212                 if (Objects[i].type == OBJ_ROBOT)
213                         robot_count++;
214         }
215
216         return robot_count;
217 }
218
219
220 int count_number_of_hostages()
221 {
222         int count;
223         int i;
224
225         count = 0;
226         for (i=0;i<=Highest_object_index;i++) {
227                 if (Objects[i].type == OBJ_HOSTAGE)
228                         count++;
229         }
230
231         return count;
232 }
233
234 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
235 void
236 gameseq_init_network_players()
237 {
238         int i,k,j;
239
240         // Initialize network player start locations and object numbers
241
242         ConsoleObject = &Objects[0];
243         k = 0;
244         j = 0;
245         for (i=0;i<=Highest_object_index;i++) {
246
247                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
248                 {
249                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
250                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
251                         {
252                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
253                                 Objects[i].type=OBJ_PLAYER;
254                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
255                                 Player_init[k].pos = Objects[i].pos;
256                                 Player_init[k].orient = Objects[i].orient;
257                                 Player_init[k].segnum = Objects[i].segnum;
258                                 Players[k].objnum = i;
259                                 Objects[i].id = k;
260                                 k++;
261                         }
262                         else
263                                 obj_delete(i);
264                         j++;
265                 }
266
267                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
268                         obj_delete(i);          //kill the buddy in netgames
269
270         }
271         NumNetPlayerPositions = k;
272
273 #ifndef NDEBUG
274         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
275                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
276         {
277                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
278                 //Int3(); // Not enough positions!!
279         }
280 #endif
281 #ifdef NETWORK
282         if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
283          {
284           for (i=0;i<N_players;i++)
285                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
286                         {
287                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!");    
288                          return;
289                         }
290          }
291
292         if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
293         {
294                 for (i = 0; i < N_players; i++)
295                         if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
296                         {
297                                 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!");
298                                 return;
299                         }
300         }
301 #endif // NETWORK
302 }
303
304 void gameseq_remove_unused_players()
305 {
306         int i;
307
308         // 'Remove' the unused players
309
310 #ifdef NETWORK
311         if (Game_mode & GM_MULTI)
312         {
313                 for (i=0; i < NumNetPlayerPositions; i++)
314                 {
315                         if ((!Players[i].connected) || (i >= N_players))
316                         {
317                                 #ifndef NDEBUG
318 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
319                                 #endif
320                                 multi_make_player_ghost(i);
321                         }
322                 }
323         }
324         else
325 #endif
326         {               // Note link to above if!!!
327                 #ifndef NDEBUG
328                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
329                 #endif
330                 for (i=1; i < NumNetPlayerPositions; i++)
331                 {
332                         obj_delete(Players[i].objnum);
333                 }
334         }
335 }
336
337 fix StartingShields=INITIAL_SHIELDS;
338
339 // Setup player for new game
340 void init_player_stats_game()
341 {
342         Players[Player_num].score = 0;
343         Players[Player_num].last_score = 0;
344         Players[Player_num].lives = INITIAL_LIVES;
345         Players[Player_num].level = 1;
346
347         Players[Player_num].time_level = 0;
348         Players[Player_num].time_total = 0;
349         Players[Player_num].hours_level = 0;
350         Players[Player_num].hours_total = 0;
351
352         Players[Player_num].energy = INITIAL_ENERGY;
353         Players[Player_num].shields = StartingShields;
354         Players[Player_num].killer_objnum = -1;
355
356         Players[Player_num].net_killed_total = 0;
357         Players[Player_num].net_kills_total = 0;
358
359         Players[Player_num].num_kills_level = 0;
360         Players[Player_num].num_kills_total = 0;
361         Players[Player_num].num_robots_level = 0;
362         Players[Player_num].num_robots_total = 0;
363         Players[Player_num].KillGoalCount = 0;
364         
365         Players[Player_num].hostages_rescued_total = 0;
366         Players[Player_num].hostages_level = 0;
367         Players[Player_num].hostages_total = 0;
368
369         Players[Player_num].laser_level = 0;
370         Players[Player_num].flags = 0;
371
372         init_player_stats_new_ship();
373
374         First_secret_visit = 1;
375 }
376
377 void init_ammo_and_energy(void)
378 {
379         if (Players[Player_num].energy < INITIAL_ENERGY)
380                 Players[Player_num].energy = INITIAL_ENERGY;
381         if (Players[Player_num].shields < StartingShields)
382                 Players[Player_num].shields = StartingShields;
383
384 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
385 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
386 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
387
388 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
389 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
390 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
391         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
392                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
393 }
394
395 extern  ubyte   Last_afterburner_state;
396
397 // Setup player for new level (After completion of previous level)
398 void init_player_stats_level(int secret_flag)
399 {
400         // int  i;
401
402         Players[Player_num].last_score = Players[Player_num].score;
403
404         Players[Player_num].level = Current_level_num;
405
406 #ifdef NETWORK
407         if (!Network_rejoined) {
408 #endif
409                 Players[Player_num].time_level = 0;
410                 Players[Player_num].hours_level = 0;
411 #ifdef NETWORK
412         }
413 #endif
414
415         Players[Player_num].killer_objnum = -1;
416
417         Players[Player_num].num_kills_level = 0;
418         Players[Player_num].num_robots_level = count_number_of_robots();
419         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
420
421         Players[Player_num].hostages_level = count_number_of_hostages();
422         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
423         Players[Player_num].hostages_on_board = 0;
424
425         if (!secret_flag) {
426                 init_ammo_and_energy();
427
428                 Players[Player_num].flags &= (~KEY_BLUE);
429                 Players[Player_num].flags &= (~KEY_RED);
430                 Players[Player_num].flags &= (~KEY_GOLD);
431
432                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
433                                                                                                         PLAYER_FLAGS_CLOAKED |
434                                                                                                         PLAYER_FLAGS_MAP_ALL);
435
436                 Players[Player_num].cloak_time = 0;
437                 Players[Player_num].invulnerable_time = 0;
438
439                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
440                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
441         }
442
443         Player_is_dead = 0; // Added by RH
444         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
445
446         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
447
448         Controls.afterburner_state = 0;
449         Last_afterburner_state = 0;
450
451         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
452
453         init_gauges();
454
455    #ifdef TACTILE
456                 if (TactileStick)
457                   tactile_set_button_jolt();
458         #endif
459
460         Missile_viewer = NULL;
461 }
462
463 extern  void init_ai_for_ship(void);
464
465 // Setup player for a brand-new ship
466 void init_player_stats_new_ship()
467 {
468         int     i;
469
470         if (Newdemo_state == ND_STATE_RECORDING) {
471                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
472                 newdemo_record_player_weapon(0, 0);
473                 newdemo_record_player_weapon(1, 0);
474         }
475
476         Players[Player_num].energy = INITIAL_ENERGY;
477         Players[Player_num].shields = StartingShields;
478         Players[Player_num].laser_level = 0;
479         Players[Player_num].killer_objnum = -1;
480         Players[Player_num].hostages_on_board = 0;
481
482         Afterburner_charge = 0;
483
484         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
485                 Players[Player_num].primary_ammo[i] = 0;
486                 Primary_last_was_super[i] = 0;
487         }
488
489         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
490                 Players[Player_num].secondary_ammo[i] = 0;
491                 Secondary_last_was_super[i] = 0;
492         }
493         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
494
495         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
496         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
497
498         Primary_weapon = 0;
499         Secondary_weapon = 0;
500
501         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
502                                                                                                 PLAYER_FLAGS_AFTERBURNER |
503                                                                                                 PLAYER_FLAGS_CLOAKED |
504                                                                                                 PLAYER_FLAGS_INVULNERABLE |
505                                                                                                 PLAYER_FLAGS_MAP_ALL |
506                                                                                                 PLAYER_FLAGS_CONVERTER |
507                                                                                                 PLAYER_FLAGS_AMMO_RACK |
508                                                                                                 PLAYER_FLAGS_HEADLIGHT |
509                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
510                                                                                                 PLAYER_FLAGS_FLAG);
511
512         Players[Player_num].cloak_time = 0;
513         Players[Player_num].invulnerable_time = 0;
514
515         Player_is_dead = 0;             //player no longer dead
516
517         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
518
519         Controls.afterburner_state = 0;
520         Last_afterburner_state = 0;
521
522         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
523
524         Missile_viewer=NULL;            ///reset missile camera if out there
525
526    #ifdef TACTILE
527                 if (TactileStick)
528                  {
529                   tactile_set_button_jolt();
530                  }
531         #endif
532
533
534         init_ai_for_ship();
535 }
536
537 extern void init_stuck_objects(void);
538
539 #ifdef EDITOR
540
541 extern int Slide_segs_computed;
542
543 //reset stuff so game is semi-normal when playing from editor
544 void editor_reset_stuff_on_level()
545 {
546         gameseq_init_network_players();
547         init_player_stats_level(0);
548         Viewer = ConsoleObject;
549         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
550         ConsoleObject->id=Player_num;
551         ConsoleObject->control_type = CT_FLYING;
552         ConsoleObject->movement_type = MT_PHYSICS;
553         Game_suspended = 0;
554         verify_console_object();
555         Control_center_destroyed = 0;
556         if (Newdemo_state != ND_STATE_PLAYBACK)
557                 gameseq_remove_unused_players();
558         init_cockpit();
559         init_robots_for_level();
560         init_ai_objects();
561         init_morphs();
562         init_all_matcens();
563         init_player_stats_new_ship();
564         init_controlcen_for_level();
565         automap_clear_visited();
566         init_stuck_objects();
567         init_thief_for_level();
568
569         Slide_segs_computed = 0;
570 }
571 #endif
572
573 //do whatever needs to be done when a player dies in multiplayer
574
575 void DoGameOver()
576 {
577 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
578
579         if (PLAYING_BUILTIN_MISSION)
580                 scores_maybe_add_player(0);
581
582         Function_mode = FMODE_MENU;
583         Game_mode = GM_GAME_OVER;
584         longjmp( LeaveGame, 0 );                // Exit out of game loop
585
586 }
587
588 extern void do_save_game_menu();
589
590 //update various information about the player
591 void update_player_stats()
592 {
593                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
594                 if ( Players[Player_num].time_level > i2f(3600) )       {
595                         Players[Player_num].time_level -= i2f(3600);
596                         Players[Player_num].hours_level++;
597                 }
598
599                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
600                 if ( Players[Player_num].time_total > i2f(3600) )       {
601                         Players[Player_num].time_total -= i2f(3600);
602                         Players[Player_num].hours_total++;
603                 }
604 }
605
606 //hack to not start object when loading level
607 extern int Dont_start_sound_objects;
608
609 //go through this level and start any eclip sounds
610 void set_sound_sources()
611 {
612         int segnum,sidenum;
613         segment *seg;
614
615         digi_init_sounds();             //clear old sounds
616
617         Dont_start_sound_objects = 1;
618
619         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
620                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
621                         int tm,ec,sn;
622
623                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
624                                 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))
625                                         if ((sn=Effects[ec].sound_num)!=-1) {
626                                                 vms_vector pnt;
627                                                 int csegnum = seg->children[sidenum];
628
629                                                 //check for sound on other side of wall.  Don't add on
630                                                 //both walls if sound travels through wall.  If sound
631                                                 //does travel through wall, add sound for lower-numbered
632                                                 //segment.
633
634                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
635                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
636                                                                 segment *csegp;
637                                                                 int csidenum;
638
639                                                                 csegp = &Segments[seg->children[sidenum]];
640                                                                 csidenum = find_connect_side(seg, csegp);
641
642                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
643                                                                         continue;               //skip this one
644                                                         }
645                                                 }
646
647                                                 compute_center_point_on_side(&pnt,seg,sidenum);
648                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
649                                         }
650                 }
651
652         Dont_start_sound_objects = 0;
653
654 }
655
656
657 //fix flash_dist=i2f(1);
658 fix flash_dist=fl2f(.9);
659
660 //create flash for player appearance
661 void create_player_appearance_effect(object *player_obj)
662 {
663         vms_vector pos;
664         object *effect_obj;
665
666 #ifndef NDEBUG
667         {
668                 int objnum = player_obj-Objects;
669                 if ( (objnum < 0) || (objnum > Highest_object_index) )
670                         Int3(); // See Rob, trying to track down weird network bug
671         }
672 #endif
673
674         if (player_obj == Viewer)
675                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
676         else
677                 pos = player_obj->pos;
678
679         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
680
681         if (effect_obj) {
682                 effect_obj->orient = player_obj->orient;
683
684                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
685                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
686         }
687 }
688
689 //
690 // New Game sequencing functions
691 //
692
693 //pairs of chars describing ranges
694 char playername_allowed_chars[] = "azAZ09__--";
695
696 int MakeNewPlayerFile(int allow_abort)
697 {
698         int x;
699         char filename[14];
700         newmenu_item m;
701         char text[CALLSIGN_LEN+1]="";
702
703         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
704
705 try_again:
706         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
707
708         Newmenu_allowed_chars = playername_allowed_chars;
709         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
710         Newmenu_allowed_chars = NULL;
711
712         if ( x < 0 ) {
713                 if ( allow_abort ) return 0;
714                 goto try_again;
715         }
716
717         if (text[0]==0) //null string
718                 goto try_again;
719         sprintf( filename, "%s.plr", text );
720
721         if (PHYSFS_exists(filename))
722         {
723                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
724                 goto try_again;
725         }
726
727         if ( !new_player_config() )
728                 goto try_again;                 // They hit Esc during New player config
729
730         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
731
732         write_player_file();
733
734         return 1;
735 }
736
737 #ifdef WINDOWS
738 #undef TXT_SELECT_PILOT
739 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
740 #endif
741
742 //Inputs the player's name, without putting up the background screen
743 int RegisterPlayer()
744 {
745         int i,j;
746         char filename[14];
747         int allow_abort_flag = 1;
748
749         if ( Players[Player_num].callsign[0] == 0 )     {
750                 //---------------------------------------------------------------------
751                 // Set default config options in case there is no config file
752                 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
753                 Config_joystick_sensitivity = 8;
754                 Config_control_type =CONTROL_NONE;
755                 for (i=0; i<CONTROL_MAX_TYPES; i++ )
756                         for (j=0; j<MAX_CONTROLS; j++ )
757                                 kconfig_settings[i][j] = default_kconfig_settings[i][j];
758                 kc_set_controls();
759                 //----------------------------------------------------------------
760
761                 // Read the last player's name from config file, not lastplr.txt
762                 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
763
764                 if (config_last_player[0]==0)
765                         allow_abort_flag = 0;
766         }
767
768 do_menu_again:
769         ;
770
771 #ifndef MACINTOSH
772         if (!newmenu_get_filename(TXT_SELECT_PILOT, "plr", filename, allow_abort_flag))
773                 goto do_menu_again; //return 0;         // They hit Esc in file selector
774 #else
775         #ifndef APPLE_DEMO
776         if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
777                 goto do_menu_again;             // They hit Esc in file selector
778         }
779         #else
780         newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 );               // no abort allowed ever -- and change title of menubox
781         #endif
782 #endif
783         if ( filename[0] == '<' )       {
784                 // They selected 'create new pilot'
785                 if (!MakeNewPlayerFile(allow_abort_flag))
786                         //return 0;             // They hit Esc during enter name stage
787                         goto do_menu_again;
788         } else {
789                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
790         }
791
792         if (read_player_file() != EZERO)
793                 goto do_menu_again;
794
795         Auto_leveling_on = Default_leveling_on;
796
797         set_display_mode(Default_display_mode);
798
799         WriteConfigFile();              // Update lastplr
800
801         return 1;
802 }
803
804
805 void free_polygon_models();
806 void load_robot_replacements(char *level_name);
807 int read_hamfile();
808 extern int Robot_replacements_loaded;
809
810 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
811 void LoadLevel(int level_num,int page_in_textures)
812 {
813         char *level_name;
814         player save_player;
815         int load_ret;
816
817         save_player = Players[Player_num];      
818
819         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
820
821         if (level_num<0)                //secret level
822                 level_name = Secret_level_names[-level_num-1];
823         else                                    //normal level
824                 level_name = Level_names[level_num-1];
825
826         #ifdef WINDOWS
827                 dd_gr_set_current_canvas(NULL);
828                 dd_gr_clear_canvas(BM_XRGB(0,0,0));
829         #else
830                 gr_set_current_canvas(NULL);
831                 gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
832         #endif
833
834         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
835
836 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
837 //      WIN(ShowCursorW());
838
839 #if 1 //def OGL
840     gr_palette_load(gr_palette);
841     show_boxed_message(TXT_LOADING);
842         gr_update();
843 #else
844         show_boxed_message(TXT_LOADING);
845         gr_palette_load(gr_palette);
846 #endif
847
848         load_ret = load_level(level_name);              //actually load the data from disk!
849
850         if (load_ret)
851                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
852
853         Current_level_num=level_num;
854
855 //      load_palette_pig(Current_level_palette);                //load just the pig
856
857         load_palette(Current_level_palette,1,1);                //don't change screen
858
859         load_endlevel_data(level_num);
860
861         if (EMULATING_D1)
862                 load_d1_bitmap_replacements();
863         else
864                 load_bitmap_replacements(level_name);
865
866         if (Robot_replacements_loaded) {
867                 free_polygon_models();
868                 read_hamfile();         //load original data
869                 if (Current_mission->enhanced) {
870                         // load extra data
871                         char t[50];
872                         extern void bm_read_extra_robots();
873                         sprintf(t,"%s.ham",Current_mission_filename);
874                         bm_read_extra_robots(t, Current_mission->enhanced);
875                 }
876                 
877                 Robot_replacements_loaded = 0;
878         }
879         load_robot_replacements(level_name);
880
881         if ( page_in_textures )
882                 piggy_load_level_data();
883
884 #ifdef NETWORK
885         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
886
887         reset_network_objects();
888 #endif
889
890         Players[Player_num] = save_player;
891
892         set_sound_sources();
893
894         songs_play_level_song( Current_level_num );
895
896         clear_boxed_message();          //remove message before new palette loaded
897
898         gr_palette_load(gr_palette);            //actually load the palette
899
900 //      WIN(HideCursorW());
901 }
902
903 //sets up Player_num & ConsoleObject
904 void InitPlayerObject()
905 {
906         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
907
908         if (Player_num != 0 )   {
909                 Players[0] = Players[Player_num];
910                 Player_num = 0;
911         }
912
913         Players[Player_num].objnum = 0;
914
915         ConsoleObject = &Objects[Players[Player_num].objnum];
916
917         ConsoleObject->type                             = OBJ_PLAYER;
918         ConsoleObject->id                                       = Player_num;
919         ConsoleObject->control_type     = CT_FLYING;
920         ConsoleObject->movement_type    = MT_PHYSICS;
921 }
922
923 extern void game_disable_cheats();
924 extern void turn_cheats_off();
925 extern void init_seismic_disturbances(void);
926 extern int state_default_item;
927
928 //starts a new game on the given level
929 void StartNewGame(int start_level)
930 {
931         state_default_item = -2;        // for first blind save, pick slot to save in
932
933         Game_mode = GM_NORMAL;
934         Function_mode = FMODE_GAME;
935         
936         Next_level_num = 0;
937
938         InitPlayerObject();                             //make sure player's object set up
939
940         init_player_stats_game();               //clear all stats
941
942         N_players = 1;
943 #ifdef NETWORK
944         Network_new_game = 0;
945 #endif
946
947         if (start_level < 0)
948                 StartNewLevelSecret(start_level, 0);
949         else
950                 StartNewLevel(start_level, 0);
951
952         Players[Player_num].starting_level = start_level;               // Mark where they started
953
954         game_disable_cheats();
955
956         init_seismic_disturbances();
957 }
958
959 //@@//starts a resumed game loaded from disk
960 //@@void ResumeSavedGame(int start_level)
961 //@@{
962 //@@    Game_mode = GM_NORMAL;
963 //@@    Function_mode = FMODE_GAME;
964 //@@
965 //@@    N_players = 1;
966 //@@    Network_new_game = 0;
967 //@@
968 //@@    InitPlayerObject();                             //make sure player's object set up
969 //@@
970 //@@    StartNewLevel(start_level, 0);
971 //@@
972 //@@    game_disable_cheats();
973 //@@}
974
975 #ifndef _NETWORK_H
976 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
977 #endif
978
979 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
980
981 //      -----------------------------------------------------------------------------
982 //      Does the bonus scoring.
983 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
984 void DoEndLevelScoreGlitz(int network)
985 {
986         int level_points, skill_points, energy_points, shield_points, hostage_points;
987         int     all_hostage_points;
988         int     endgame_points;
989         char    all_hostage_text[64];
990         char    endgame_text[64];
991         #define N_GLITZITEMS 11
992         char                            m_str[N_GLITZITEMS][30];
993         newmenu_item    m[N_GLITZITEMS+1];
994         int                             i,c;
995         char                            title[128];
996         int                             is_last_level;
997         int                             mine_level;
998
999         set_screen_mode(SCREEN_MENU);           //go into menu mode
1000
1001    #ifdef TACTILE
1002                 if (TactileStick)
1003                   ClearForces();
1004         #endif
1005
1006         mprintf((0,"DoEndLevelScoreGlitz\n"));
1007
1008         //      Compute level player is on, deal with secret levels (negative numbers)
1009         mine_level = Players[Player_num].level;
1010         if (mine_level < 0)
1011                 mine_level *= -(Last_level/N_secret_levels);
1012
1013         level_points = Players[Player_num].score-Players[Player_num].last_score;
1014
1015         if (!Cheats_enabled) {
1016                 if (Difficulty_level > 1) {
1017                         skill_points = level_points*(Difficulty_level)/4;
1018                         skill_points -= skill_points % 100;
1019                 } else
1020                         skill_points = 0;
1021
1022                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1023                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1024                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1025
1026                 shield_points -= shield_points % 50;
1027                 energy_points -= energy_points % 50;
1028         } else {
1029                 skill_points = 0;
1030                 shield_points = 0;
1031                 energy_points = 0;
1032                 hostage_points = 0;
1033         }
1034
1035         all_hostage_text[0] = 0;
1036         endgame_text[0] = 0;
1037
1038         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1039                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1040                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1041         } else
1042                 all_hostage_points = 0;
1043
1044         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
1045                 endgame_points = Players[Player_num].lives * 10000;
1046                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1047                 is_last_level=1;
1048         } else
1049                 endgame_points = is_last_level = 0;
1050
1051         mprintf((0,"adding bonus points\n"));
1052         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1053
1054         c = 0;
1055         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1056         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1057         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1058         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1059
1060         sprintf(m_str[c++], "%s", all_hostage_text);
1061         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1062                 sprintf(m_str[c++], "%s", endgame_text);
1063
1064         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1065         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1066
1067         #ifdef WINDOWS
1068         sprintf(m_str[c++], "");
1069         sprintf(m_str[c++], "         Done");
1070         #endif
1071
1072         for (i=0; i<c; i++) {
1073                 m[i].type = NM_TYPE_TEXT;
1074                 m[i].text = m_str[i];
1075         }
1076
1077         #ifdef WINDOWS
1078         m[c-1].type = NM_TYPE_MENU;
1079         #endif
1080
1081         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1082
1083         if (Current_level_num < 0)
1084                 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);
1085         else
1086                 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);
1087
1088         Assert(c <= N_GLITZITEMS);
1089
1090         gr_palette_fade_out(gr_palette, 32, 0);
1091
1092         mprintf((0,"doing menu\n"));
1093
1094 #ifdef NETWORK
1095         if ( network && (Game_mode & GM_NETWORK) )
1096                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1097         else
1098 #endif
1099                 // NOTE LINK TO ABOVE!!!
1100                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1101
1102         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1103 }
1104
1105 //give the player the opportunity to save his game
1106 void DoEndlevelMenu()
1107 {
1108 //No between level saves......!!!       state_save_all(1);
1109 }
1110
1111 //      -----------------------------------------------------------------------------------------------------
1112 //called when the player is starting a level (new game or new ship)
1113 void StartSecretLevel()
1114 {
1115         Assert(!Player_is_dead);
1116
1117         InitPlayerPosition(0);
1118
1119         verify_console_object();
1120
1121         ConsoleObject->control_type     = CT_FLYING;
1122         ConsoleObject->movement_type    = MT_PHYSICS;
1123
1124         // -- WHY? -- disable_matcens();
1125         clear_transient_objects(0);             //0 means leave proximity bombs
1126
1127         // create_player_appearance_effect(ConsoleObject);
1128         Do_appearance_effect = 1;
1129
1130         ai_reset_all_paths();
1131         // -- NO? -- reset_time();
1132
1133         reset_rear_view();
1134         Auto_fire_fusion_cannon_time = 0;
1135         Fusion_charge = 0;
1136
1137         Robot_firing_enabled = 1;
1138 }
1139
1140 extern void set_pos_from_return_segment(void);
1141
1142 //      Returns true if secret level has been destroyed.
1143 int p_secret_level_destroyed(void)
1144 {
1145         if (First_secret_visit) {
1146                 return 0;               //      Never been there, can't have been destroyed.
1147         } else {
1148                 if (PHYSFS_exists(SECRETC_FILENAME))
1149                 {
1150                         return 0;
1151                 } else {
1152                         return 1;
1153                 }
1154         }
1155 }
1156
1157 //      -----------------------------------------------------------------------------------------------------
1158 void do_secret_message(char *msg)
1159 {
1160         int     old_fmode;
1161
1162         load_stars();
1163
1164         old_fmode = Function_mode;
1165         Function_mode = FMODE_MENU;
1166         nm_messagebox(NULL, 1, TXT_OK, msg);
1167         Function_mode = old_fmode;
1168
1169         WIN(DEFINE_SCREEN(NULL));
1170 }
1171
1172 //      -----------------------------------------------------------------------------------------------------
1173 // called when the player is starting a new level for normal game mode and restore state
1174 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1175 //      first time, instead of initializing various things, need to do a game restore for all the
1176 //      robots, powerups, walls, doors, etc.
1177 void StartNewLevelSecret(int level_num, int page_in_textures)
1178 {
1179         newmenu_item    m[1];
1180         //int i;
1181
1182         ThisLevelTime=0;
1183
1184         m[0].type = NM_TYPE_TEXT;
1185         m[0].text = " ";
1186
1187         last_drawn_cockpit[0] = -1;
1188         last_drawn_cockpit[1] = -1;
1189
1190         if (Newdemo_state == ND_STATE_PAUSED)
1191                 Newdemo_state = ND_STATE_RECORDING;
1192
1193         if (Newdemo_state == ND_STATE_RECORDING) {
1194                 newdemo_set_new_level(level_num);
1195                 newdemo_record_start_frame(FrameCount, FrameTime );
1196         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1197
1198                 gr_palette_fade_out(gr_palette, 32, 0);
1199
1200                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1201
1202                 if (First_secret_visit) {
1203                         do_secret_message(TXT_SECRET_EXIT);
1204                 } else {
1205                         if (PHYSFS_exists(SECRETC_FILENAME))
1206                         {
1207                                 do_secret_message(TXT_SECRET_EXIT);
1208                         } else {
1209                                 char    text_str[128];
1210
1211                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1212                                 do_secret_message(text_str);
1213                         }
1214                 }
1215         }
1216
1217         LoadLevel(level_num,page_in_textures);
1218
1219         Assert(Current_level_num == level_num); //make sure level set right
1220
1221         Assert(Function_mode == FMODE_GAME);
1222
1223         gameseq_init_network_players(); // Initialize the Players array for
1224                                                                                           // this level
1225
1226         HUD_clear_messages();
1227
1228         automap_clear_visited();
1229
1230         // --   init_player_stats_level();
1231
1232         Viewer = &Objects[Players[Player_num].objnum];
1233
1234         gameseq_remove_unused_players();
1235
1236         Game_suspended = 0;
1237
1238         Control_center_destroyed = 0;
1239
1240         init_cockpit();
1241         reset_palette_add();
1242
1243         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1244                 init_robots_for_level();
1245                 init_ai_objects();
1246                 init_smega_detonates();
1247                 init_morphs();
1248                 init_all_matcens();
1249                 reset_special_effects();
1250                 StartSecretLevel();
1251         } else {
1252                 if (PHYSFS_exists(SECRETC_FILENAME))
1253                 {
1254                         int     pw_save, sw_save;
1255
1256                         pw_save = Primary_weapon;
1257                         sw_save = Secondary_weapon;
1258                         state_restore_all(1, 1, SECRETC_FILENAME);
1259                         Primary_weapon = pw_save;
1260                         Secondary_weapon = sw_save;
1261                         reset_special_effects();
1262                         StartSecretLevel();
1263                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1264                 } else {
1265                         char    text_str[128];
1266
1267                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1268                         do_secret_message(text_str);
1269                         return;
1270
1271                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1272                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1273                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1274                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1275                         // -- return;
1276                 }
1277         }
1278
1279         if (First_secret_visit) {
1280                 copy_defaults_to_robot_all();
1281         }
1282
1283         turn_cheats_off();
1284
1285         init_controlcen_for_level();
1286
1287         //      Say player can use FLASH cheat to mark path to exit.
1288         Last_level_path_created = -1;
1289
1290         First_secret_visit = 0;
1291 }
1292
1293 int     Entered_from_level;
1294
1295 // ---------------------------------------------------------------------------------------------------------------
1296 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1297 void ExitSecretLevel(void)
1298 {
1299         if (Newdemo_state == ND_STATE_PLAYBACK)
1300                 return;
1301
1302         if (!Control_center_destroyed) {
1303                 state_save_all(0, 2, SECRETC_FILENAME, 0);
1304         }
1305
1306         if (PHYSFS_exists(SECRETB_FILENAME))
1307         {
1308                 int     pw_save, sw_save;
1309
1310                 returning_to_level_message();
1311                 pw_save = Primary_weapon;
1312                 sw_save = Secondary_weapon;
1313                 state_restore_all(1, 1, SECRETB_FILENAME);
1314                 Primary_weapon = pw_save;
1315                 Secondary_weapon = sw_save;
1316         } else {
1317                 // File doesn't exist, so can't return to base level.  Advance to next one.
1318                 if (Entered_from_level == Last_level)
1319                         DoEndGame();
1320                 else {
1321                         advancing_to_level_message();
1322                         StartNewLevel(Entered_from_level+1, 0);
1323                 }
1324         }
1325 }
1326
1327 // ---------------------------------------------------------------------------------------------------------------
1328 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1329 //      be invulnerable or cloaked.
1330 void do_cloak_invul_secret_stuff(fix old_gametime)
1331 {
1332         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1333                 fix     time_used;
1334
1335                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1336                 Players[Player_num].invulnerable_time = GameTime - time_used;
1337         }
1338
1339         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1340                 fix     time_used;
1341
1342                 time_used = old_gametime - Players[Player_num].cloak_time;
1343                 Players[Player_num].cloak_time = GameTime - time_used;
1344         }
1345 }
1346
1347 // ---------------------------------------------------------------------------------------------------------------
1348 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1349 //      is passing to the secret level.
1350 //      Do a savegame.
1351 void EnterSecretLevel(void)
1352 {
1353         fix     old_gametime;
1354         int     i;
1355
1356         Assert(! (Game_mode & GM_MULTI) );
1357
1358         Entered_from_level = Current_level_num;
1359
1360         if (Control_center_destroyed)
1361                 DoEndLevelScoreGlitz(0);
1362
1363         if (Newdemo_state != ND_STATE_PLAYBACK)
1364                 state_save_all(0, 1, NULL, 0);  //      Not between levels (ie, save all), IS a secret level, NO filename override
1365
1366         //      Find secret level number to go to, stuff in Next_level_num.
1367         for (i=0; i<-Last_secret_level; i++)
1368                 if (Secret_level_table[i]==Current_level_num) {
1369                         Next_level_num = -(i+1);
1370                         break;
1371                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1372                         Next_level_num = -i;
1373                         break;
1374                 }
1375
1376         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1377                 Next_level_num = Last_secret_level;
1378
1379         old_gametime = GameTime;
1380
1381         StartNewLevelSecret(Next_level_num, 1);
1382         
1383         // do_cloak_invul_stuff();
1384 }
1385
1386 //called when the player has finished a level
1387 void PlayerFinishedLevel(int secret_flag)
1388 {
1389         Assert(!secret_flag);
1390
1391         //credit the player for hostages
1392         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1393
1394         if (Game_mode & GM_NETWORK)
1395                 Players[Player_num].connected = 2; // Finished but did not die
1396
1397         last_drawn_cockpit[0] = -1;
1398         last_drawn_cockpit[1] = -1;
1399
1400         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1401 }
1402
1403 #if defined(D2_OEM) || defined(COMPILATION)
1404 #define MOVIE_REQUIRED 0
1405 #else
1406 #define MOVIE_REQUIRED 1
1407 #endif
1408
1409 #ifdef D2_OEM
1410 #define ENDMOVIE "endo"
1411 #else
1412 #define ENDMOVIE "end"
1413 #endif
1414
1415 void show_order_form();
1416 extern void com_hangup(void);
1417
1418 //called when the player has finished the last level
1419 void DoEndGame(void)
1420 {
1421         mprintf((0,"DoEndGame\n"));
1422
1423         Function_mode = FMODE_MENU;
1424         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1425                 newdemo_stop_recording();
1426
1427         set_screen_mode( SCREEN_MENU );
1428
1429         WINDOS(
1430                 dd_gr_set_current_canvas(NULL),
1431                 gr_set_current_canvas(NULL)
1432         );
1433
1434         key_flush();
1435
1436         if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
1437         { //only built-in mission, & not multi
1438                 int played=MOVIE_NOT_PLAYED;    //default is not played
1439
1440                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1441                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1442                 close_subtitles();
1443                 if (!played) {
1444                         if (is_D2_OEM)
1445                         {
1446                                 songs_play_song( SONG_TITLE, 0 );
1447                                 do_briefing_screens("end2oem.tex",1);
1448                         }
1449                         else
1450                         {
1451                                 songs_play_song( SONG_ENDGAME, 0 );
1452                                 mprintf((0,"doing briefing\n"));
1453                                 do_briefing_screens("ending2.tex",1);
1454                                 mprintf((0,"briefing done\n"));
1455                         }
1456                 }
1457    } else if (!(Game_mode & GM_MULTI)) {    //not multi
1458                 char tname[FILENAME_LEN];
1459                 sprintf(tname,"%s.tex",Current_mission_filename);
1460                 do_briefing_screens (tname,Last_level+1);   //level past last is endgame breifing
1461
1462                 //try doing special credits
1463                 sprintf(tname,"%s.ctb",Current_mission_filename);
1464                 credits_show(tname);
1465         }
1466
1467         key_flush();
1468
1469 #ifdef SHAREWARE
1470                 show_order_form();
1471 #endif
1472
1473 #ifdef NETWORK
1474         if (Game_mode & GM_MULTI)
1475                 multi_endlevel_score();
1476         else
1477 #endif
1478                 // NOTE LINK TO ABOVE
1479                 DoEndLevelScoreGlitz(0);
1480
1481         if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1482                 WINDOS(
1483                         dd_gr_set_current_canvas(NULL),
1484                         gr_set_current_canvas( NULL )
1485                 );
1486                 WINDOS(
1487                         dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1488                         gr_clear_canvas(BM_XRGB(0,0,0))
1489                 );
1490                 gr_palette_clear();
1491                 load_palette(DEFAULT_PALETTE,0,1);
1492                 scores_maybe_add_player(0);
1493         }
1494
1495         Function_mode = FMODE_MENU;
1496
1497         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1498                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1499         else
1500                 Game_mode = GM_GAME_OVER;
1501
1502
1503         longjmp( LeaveGame, 0 );                // Exit out of game loop
1504 }
1505
1506 //called to go to the next level (if there is one)
1507 //if secret_flag is true, advance to secret level, else next normal one
1508 //      Return true if game over.
1509 void AdvanceLevel(int secret_flag)
1510 {
1511 #ifdef NETWORK
1512         int result;
1513 #endif
1514
1515         mprintf((0,"AdvanceLevel\n"));
1516
1517         Assert(!secret_flag);
1518
1519         if (Current_level_num != Last_level) {
1520 #ifdef NETWORK
1521                 if (Game_mode & GM_MULTI)
1522                         multi_endlevel_score();         
1523                 else
1524 #endif
1525                         // NOTE LINK TO ABOVE!!!
1526                         DoEndLevelScoreGlitz(0);                //give bonuses
1527         }
1528
1529         Control_center_destroyed = 0;
1530
1531         #ifdef EDITOR
1532         if (Current_level_num == 0)
1533                 return;         //not a real level
1534         #endif
1535
1536 #ifdef NETWORK
1537         if (Game_mode & GM_MULTI)       {
1538                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1539                 if (result) // failed to sync
1540                 {
1541                         if (Current_level_num == Last_level)            //player has finished the game!
1542                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1543                         else
1544                                 return;
1545                 }
1546         }
1547 #endif
1548
1549         if (Current_level_num == Last_level) {          //player has finished the game!
1550                 
1551                 mprintf((0,"Finished last level!\n"));
1552
1553                 DoEndGame();
1554
1555         } else {
1556
1557                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1558
1559                 if (!(Game_mode & GM_MULTI))
1560                         DoEndlevelMenu(); // Let use save their game
1561
1562                 StartNewLevel(Next_level_num, 0);
1563
1564         }
1565 }
1566
1567 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1568
1569 extern char last_palette_loaded[];
1570
1571 void load_stars_palette()
1572 {
1573         int pcx_error;
1574         ubyte pal[256*3];
1575
1576         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1577         Assert(pcx_error == PCX_ERROR_NONE);
1578
1579         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1580
1581
1582         {       //remap stuff. this code is kindof a hack
1583
1584                 //now, before we bring up the menu, we need to
1585                 //do some stuff to make sure the palette is ok.  First, we need to
1586                 //get our current palette into the 2d's array, so the remapping will
1587                 //work.  Second, we need to remap the fonts.  Third, we need to fill
1588                 //in part of the fade tables so the darkening of the menu edges works
1589
1590                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1591                 remap_fonts_and_menus(1);
1592
1593         }
1594
1595         strcpy(last_palette_loaded,"");         //force palette load next time
1596 }
1597 #endif
1598
1599 void nm_draw_background1(char * filename);
1600
1601 void load_stars()
1602 {
1603 //@@    int pcx_error;
1604 //@@    ubyte pal[256*3];
1605 //@@
1606 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1607 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1608 //@@
1609 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1610
1611         WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1612
1613         nm_draw_background1(STARS_BACKGROUND);
1614
1615 }
1616
1617
1618 void
1619 died_in_mine_message(void)
1620 {
1621         // Tell the player he died in the mine, explain why
1622         int old_fmode;
1623
1624         if (Game_mode & GM_MULTI)
1625                 return;
1626
1627         gr_palette_fade_out(gr_palette, 32, 0);
1628
1629         set_screen_mode(SCREEN_MENU);           //go into menu mode
1630
1631         WINDOS(
1632                 dd_gr_set_current_canvas(NULL),
1633                 gr_set_current_canvas(NULL)
1634         );
1635
1636         load_stars();
1637
1638         old_fmode = Function_mode;
1639         Function_mode = FMODE_MENU;
1640         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1641         Function_mode = old_fmode;
1642
1643         WIN(DEFINE_SCREEN(NULL));
1644 }
1645
1646 //      Called when player dies on secret level.
1647 void returning_to_level_message(void)
1648 {
1649         char    msg[128];
1650
1651         int old_fmode;
1652
1653         if (Game_mode & GM_MULTI)
1654                 return;
1655
1656         gr_palette_fade_out(gr_palette, 32, 0);
1657
1658         set_screen_mode(SCREEN_MENU);           //go into menu mode
1659
1660         gr_set_current_canvas(NULL);
1661
1662         load_stars();
1663
1664         old_fmode = Function_mode;
1665         Function_mode = FMODE_MENU;
1666         sprintf(msg, "Returning to level %i", Entered_from_level);
1667         nm_messagebox(NULL, 1, TXT_OK, msg);
1668         Function_mode = old_fmode;
1669
1670         WIN(DEFINE_SCREEN(NULL));
1671 }
1672
1673 //      Called when player dies on secret level.
1674 void advancing_to_level_message(void)
1675 {
1676         char    msg[128];
1677
1678         int old_fmode;
1679
1680         //      Only supposed to come here from a secret level.
1681         Assert(Current_level_num < 0);
1682
1683         if (Game_mode & GM_MULTI)
1684                 return;
1685
1686         gr_palette_fade_out(gr_palette, 32, 0);
1687
1688         set_screen_mode(SCREEN_MENU);           //go into menu mode
1689
1690         gr_set_current_canvas(NULL);
1691         
1692         load_stars();
1693
1694         old_fmode = Function_mode;
1695         Function_mode = FMODE_MENU;
1696         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1697         nm_messagebox(NULL, 1, TXT_OK, msg);
1698         Function_mode = old_fmode;
1699
1700         WIN(DEFINE_SCREEN(NULL));
1701 }
1702
1703 void digi_stop_digi_sounds();
1704
1705 void DoPlayerDead()
1706 {
1707         reset_palette_add();
1708
1709         gr_palette_load (gr_palette);
1710
1711 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1712         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1713
1714         dead_player_end();              //terminate death sequence (if playing)
1715
1716         #ifdef EDITOR
1717         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
1718                 object * playerobj = &Objects[Players[Player_num].objnum];
1719                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1720                 load_level("gamesave.lvl");
1721                 init_player_stats_new_ship();
1722                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1723                 StartLevel(0);
1724                 return;
1725         }
1726         #endif
1727
1728 #ifdef NETWORK
1729         if ( Game_mode&GM_MULTI )
1730         {
1731                 multi_do_death(Players[Player_num].objnum);
1732         }
1733         else
1734 #endif
1735         {                               //Note link to above else!
1736                 Players[Player_num].lives--;
1737                 if (Players[Player_num].lives == 0)
1738                 {       
1739                         DoGameOver();
1740                         return;
1741                 }
1742         }
1743                                 
1744         if ( Control_center_destroyed ) {
1745
1746                 //clear out stuff so no bonus
1747                 Players[Player_num].hostages_on_board = 0;
1748                 Players[Player_num].energy = 0;
1749                 Players[Player_num].shields = 0;
1750                 Players[Player_num].connected = 3;
1751
1752                 died_in_mine_message(); // Give them some indication of what happened
1753
1754                 if (Current_level_num < 0) {
1755                         if (PHYSFS_exists(SECRETB_FILENAME))
1756                         {
1757                                 returning_to_level_message();
1758                                 state_restore_all(1, 2, SECRETB_FILENAME);                      //      2 means you died
1759                                 set_pos_from_return_segment();
1760                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1761                         } else {
1762                                 advancing_to_level_message();
1763                                 StartNewLevel(Entered_from_level+1, 0);
1764                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1765                         }
1766                 } else {
1767
1768                         AdvanceLevel(0);                        //if finished, go on to next level
1769
1770                         init_player_stats_new_ship();
1771                         last_drawn_cockpit[0] = -1;
1772                         last_drawn_cockpit[1] = -1;
1773                 }
1774
1775         } else if (Current_level_num < 0) {
1776                 if (PHYSFS_exists(SECRETB_FILENAME))
1777                 {
1778                         returning_to_level_message();
1779                         if (!Control_center_destroyed)
1780                                 state_save_all(0, 2, SECRETC_FILENAME, 0);
1781                         state_restore_all(1, 2, SECRETB_FILENAME);
1782                         set_pos_from_return_segment();
1783                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1784                 } else {
1785                         died_in_mine_message(); // Give them some indication of what happened
1786                         advancing_to_level_message();
1787                         StartNewLevel(Entered_from_level+1, 0);
1788                         init_player_stats_new_ship();
1789                 }
1790         } else {
1791                 init_player_stats_new_ship();
1792                 StartLevel(1);
1793         }
1794
1795         digi_sync_sounds();
1796 }
1797
1798 extern int BigWindowSwitch;
1799
1800 //called when the player is starting a new level for normal game mode and restore state
1801 //      secret_flag set if came from a secret level
1802 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1803 {
1804         if (!(Game_mode & GM_MULTI)) {
1805                 last_drawn_cockpit[0] = -1;
1806                 last_drawn_cockpit[1] = -1;
1807         }
1808    BigWindowSwitch=0;
1809
1810
1811         if (Newdemo_state == ND_STATE_PAUSED)
1812                 Newdemo_state = ND_STATE_RECORDING;
1813
1814         if (Newdemo_state == ND_STATE_RECORDING) {
1815                 newdemo_set_new_level(level_num);
1816                 newdemo_record_start_frame(FrameCount, FrameTime );
1817         }
1818
1819         if (Game_mode & GM_MULTI)
1820                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1821
1822         LoadLevel(level_num,page_in_textures);
1823
1824         Assert(Current_level_num == level_num); //make sure level set right
1825
1826         gameseq_init_network_players(); // Initialize the Players array for
1827                                                                                           // this level
1828
1829         Viewer = &Objects[Players[Player_num].objnum];
1830
1831         Assert(N_players <= NumNetPlayerPositions);
1832                 //If this assert fails, there's not enough start positions
1833
1834 #ifdef NETWORK
1835         if (Game_mode & GM_NETWORK)
1836         {
1837                 if(network_level_sync()) // After calling this, Player_num is set
1838                         return;
1839         }
1840         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1841         {
1842                 if(com_level_sync())
1843                         return;
1844         }
1845 #endif
1846
1847         Assert(Function_mode == FMODE_GAME);
1848
1849         #ifndef NDEBUG
1850         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1851         #endif
1852
1853         HUD_clear_messages();
1854
1855         automap_clear_visited();
1856
1857 #ifdef NETWORK
1858         if (Network_new_game == 1)
1859         {
1860                 Network_new_game = 0;
1861                 init_player_stats_new_ship();
1862         }
1863 #endif
1864         init_player_stats_level(secret_flag);
1865
1866 #ifdef NETWORK
1867         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1868         {
1869                 int i;
1870                 for (i = 0; i < N_players; i++)
1871                         Players[i].flags |= Netgame.player_flags[i];
1872         }
1873
1874         if (Game_mode & GM_MULTI)
1875         {
1876                 multi_prep_level(); // Removes robots from level if necessary
1877         }
1878 #endif
1879
1880         gameseq_remove_unused_players();
1881
1882         Game_suspended = 0;
1883
1884         Control_center_destroyed = 0;
1885
1886         set_screen_mode(SCREEN_GAME);
1887         init_cockpit();
1888         init_robots_for_level();
1889         init_ai_objects();
1890         init_smega_detonates();
1891         init_morphs();
1892         init_all_matcens();
1893         reset_palette_add();
1894         init_thief_for_level();
1895         init_stuck_objects();
1896         game_flush_inputs();            // clear out the keyboard
1897         if (!(Game_mode & GM_MULTI))
1898                 filter_objects_from_level();
1899
1900         turn_cheats_off();
1901
1902         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1903                 set_highest_level(Current_level_num);
1904         else
1905                 read_player_file();             //get window sizes
1906
1907         reset_special_effects();
1908
1909 #ifdef OGL
1910         gr_remap_mono_fonts();
1911         ogl_cache_level_textures();
1912 #endif
1913
1914
1915 #ifdef NETWORK
1916         if (Network_rejoined == 1)
1917         {
1918                 #ifndef NDEBUG
1919                 mprintf((0, "Restarting - joining in random location.\n"));
1920                 #endif
1921                 Network_rejoined = 0;
1922                 StartLevel(1);
1923         }
1924         else
1925 #endif
1926                 StartLevel(0);          // Note link to above if!
1927
1928         copy_defaults_to_robot_all();
1929         init_controlcen_for_level();
1930
1931         //      Say player can use FLASH cheat to mark path to exit.
1932         Last_level_path_created = -1;
1933 }
1934
1935 #ifdef NETWORK
1936 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1937 #endif
1938 void bash_to_shield (int i,char *s)
1939 {
1940 #ifdef NETWORK
1941         int type=Objects[i].id;
1942 #endif
1943
1944         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1945
1946 #ifdef NETWORK
1947         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1948 #endif
1949
1950         Objects[i].id = POW_SHIELD_BOOST;
1951         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
1952         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
1953 }
1954
1955
1956 void filter_objects_from_level()
1957  {
1958   int i;
1959
1960   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1961
1962   for (i=0;i<=Highest_object_index;i++)
1963         {
1964          if (Objects[i].type==OBJ_POWERUP)
1965      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
1966            bash_to_shield (i,"Flag!!!!");
1967    }
1968
1969  }
1970
1971 struct {
1972         int     level_num;
1973         char    movie_name[FILENAME_LEN];
1974 } intro_movie[] = {     { 1,"pla"},
1975                                                         { 5,"plb"},
1976                                                         { 9,"plc"},
1977                                                         {13,"pld"},
1978                                                         {17,"ple"},
1979                                                         {21,"plf"},
1980                                                         {24,"plg"}};
1981
1982 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1983
1984 extern int MenuHiresAvailable;
1985 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
1986 extern int intro_played;        //true if big intro movie played
1987
1988 void ShowLevelIntro(int level_num)
1989 {
1990         //if shareware, show a briefing?
1991
1992         if (!(Game_mode & GM_MULTI)) {
1993                 int i;
1994
1995                 ubyte save_pal[sizeof(gr_palette)];
1996
1997                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1998
1999                 if (PLAYING_BUILTIN_MISSION) {
2000                         int movie=0;
2001
2002                         if (is_SHAREWARE || is_MAC_SHARE)
2003                         {
2004                                 if (level_num==1)
2005                                         do_briefing_screens ("brief2.tex", 1);
2006                         }
2007                         else if (is_D2_OEM)
2008                         {
2009                                 if (level_num == 1 && !intro_played)
2010                                         do_briefing_screens("brief2o.tex", 1);
2011                         }
2012                         else // full version
2013                         {
2014                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
2015                                 {
2016                                         if (intro_movie[i].level_num == level_num)
2017                                         {
2018                                                 Screen_mode = -1;
2019                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2020                                                 movie=1;
2021                                                 break;
2022                                         }
2023                                 }
2024
2025 #ifdef WINDOWS
2026                                 if (!movie) {                                   //must go before briefing
2027                                         dd_gr_init_screen();
2028                                         Screen_mode = -1;
2029                                 }
2030 #endif
2031
2032 #if 0
2033                                 if (robot_movies)
2034                                 {
2035                                         int hires_save=MenuHiresAvailable;
2036
2037                                         if (robot_movies == 1)          //lowres only
2038                                         {
2039                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
2040
2041                                                 if (hires_save != MenuHiresAvailable)
2042                                                         Screen_mode = -1;               //force reset
2043
2044                                         }
2045 #endif
2046                                         do_briefing_screens ("robot.tex",level_num);
2047 #if 0
2048                                         MenuHiresAvailable = hires_save;
2049                                 }
2050 #endif
2051
2052                         }
2053                 }
2054                 else {  //not the built-in mission.  check for add-on briefing
2055                         if (EMULATING_D1)
2056                                 do_briefing_screens(Briefing_text_filename, level_num);
2057                         else {
2058                                 char tname[FILENAME_LEN];
2059                                 sprintf(tname, "%s.tex", Current_mission_filename);
2060                                 do_briefing_screens(tname, level_num);
2061                         }
2062                 }
2063
2064
2065                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2066         }
2067 }
2068
2069 //      ---------------------------------------------------------------------------
2070 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2071 //      Reason: On this level, if player goes to a secret level, he will be going to a different
2072 //      secret level than he's ever been to before.
2073 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2074 void maybe_set_first_secret_visit(int level_num)
2075 {
2076         int     i;
2077
2078         for (i=0; i<N_secret_levels; i++) {
2079                 if (Secret_level_table[i] == level_num) {
2080                         First_secret_visit = 1;
2081                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2082                 }
2083         }
2084 }
2085
2086 //called when the player is starting a new level for normal game model
2087 //      secret_flag if came from a secret level
2088 void StartNewLevel(int level_num, int secret_flag)
2089 {
2090         ThisLevelTime=0;
2091
2092         if ((level_num > 0) && (!secret_flag)) {
2093                 maybe_set_first_secret_visit(level_num);
2094         }
2095
2096         ShowLevelIntro(level_num);
2097
2098         WIN(DEFINE_SCREEN(NULL));               // ALT-TAB: no restore of background.
2099         
2100         StartNewLevelSub(level_num, 1, secret_flag );
2101
2102 }
2103
2104 //initialize the player object position & orientation (at start of game, or new ship)
2105 void InitPlayerPosition(int random_flag)
2106 {
2107         int NewPlayer=0;
2108
2109 #ifdef NETWORK
2110         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2111 #endif
2112                 NewPlayer = Player_num;
2113 #ifdef NETWORK
2114         else if (random_flag == 1)
2115         {
2116                 int i, closest = -1, trys=0;
2117                 fix closest_dist = 0x7ffffff, dist;
2118
2119                 d_srand(clock());
2120
2121 #ifndef NDEBUG
2122                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2123                 {
2124                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2125                         //Int3();
2126                 }
2127 #endif
2128
2129                 do {
2130                         if (trys > 0)   
2131                         {
2132                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2133                         }
2134                         trys++;
2135
2136                         NewPlayer = d_rand() % NumNetPlayerPositions;
2137
2138                         closest = -1;
2139                         closest_dist = 0x7fffffff;
2140         
2141                         for (i=0; i<N_players; i++ )    {
2142                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2143                                         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
2144                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2145                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2146                                                 closest_dist = dist;
2147                                                 closest = i;
2148                                         }
2149                                 }
2150                         }
2151
2152                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2153                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2154         }
2155         else {
2156                 mprintf((0, "Starting position is not being changed.\n"));
2157                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2158         }
2159         Assert(NewPlayer >= 0);
2160         Assert(NewPlayer < NumNetPlayerPositions);
2161 #endif
2162
2163         ConsoleObject->pos = Player_init[NewPlayer].pos;
2164         ConsoleObject->orient = Player_init[NewPlayer].orient;
2165 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2166
2167         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2168
2169         obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2170
2171 #ifdef NETWORK
2172 done:
2173 #endif
2174         reset_player_object();
2175         reset_cruise();
2176 }
2177
2178 //      -----------------------------------------------------------------------------------------------------
2179 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2180 //      What about setting size!?  Where does that come from?
2181 void copy_defaults_to_robot(object *objp)
2182 {
2183         robot_info      *robptr;
2184         int                     objid;
2185
2186         Assert(objp->type == OBJ_ROBOT);
2187         objid = objp->id;
2188         Assert(objid < N_robot_types);
2189
2190         robptr = &Robot_info[objid];
2191
2192         //      Boost shield for Thief and Buddy based on level.
2193         objp->shields = robptr->strength;
2194
2195         if ((robptr->thief) || (robptr->companion)) {
2196                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2197
2198                 if (robptr->companion) {
2199                         //      Now, scale guide-bot hits by skill level
2200                         switch (Difficulty_level) {
2201                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2202                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2203                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2204                                 default:        break;
2205                         }
2206                 }
2207         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2208                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2209
2210         //      Additional wimpification of bosses at Trainee
2211         if ((robptr->boss_flag) && (Difficulty_level == 0))
2212                 objp->shields /= 2;
2213 }
2214
2215 //      -----------------------------------------------------------------------------------------------------
2216 //      Copy all values from the robot info structure to all instances of robots.
2217 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2218 //      This function should be called at level load time.
2219 void copy_defaults_to_robot_all()
2220 {
2221         int     i;
2222
2223         for (i=0; i<=Highest_object_index; i++)
2224                 if (Objects[i].type == OBJ_ROBOT)
2225                         copy_defaults_to_robot(&Objects[i]);
2226
2227 }
2228
2229 extern void clear_stuck_objects(void);
2230
2231 //      -----------------------------------------------------------------------------------------------------
2232 //called when the player is starting a level (new game or new ship)
2233 void StartLevel(int random_flag)
2234 {
2235         Assert(!Player_is_dead);
2236
2237         InitPlayerPosition(random_flag);
2238
2239         verify_console_object();
2240
2241         ConsoleObject->control_type     = CT_FLYING;
2242         ConsoleObject->movement_type    = MT_PHYSICS;
2243
2244         disable_matcens();
2245
2246         clear_transient_objects(0);             //0 means leave proximity bombs
2247
2248         // create_player_appearance_effect(ConsoleObject);
2249         Do_appearance_effect = 1;
2250
2251 #ifdef NETWORK
2252         if (Game_mode & GM_MULTI)
2253         {
2254                 if (Game_mode & GM_MULTI_COOP)
2255                         multi_send_score();
2256                 multi_send_position(Players[Player_num].objnum);
2257                 multi_send_reappear();
2258         }               
2259
2260         if (Game_mode & GM_NETWORK)
2261                 network_do_frame(1, 1);
2262 #endif
2263
2264         ai_reset_all_paths();
2265         ai_init_boss_for_ship();
2266         clear_stuck_objects();
2267
2268         #ifdef EDITOR
2269         //      Note, this is only done if editor builtin.  Calling this from here
2270         //      will cause it to be called after the player dies, resetting the
2271         //      hits for the buddy and thief.  This is ok, since it will work ok
2272         //      in a shipped version.
2273         init_ai_objects();
2274         #endif
2275
2276         reset_time();
2277
2278         reset_rear_view();
2279         Auto_fire_fusion_cannon_time = 0;
2280         Fusion_charge = 0;
2281
2282         Robot_firing_enabled = 1;
2283 }