1 /* $Id: gameseq.c,v 1.46 2005-07-30 01:50:17 chris Exp $ */
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.
17 * Routines for EndGame, EndLevel, etc.
27 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.46 2005-07-30 01:50:17 chris Exp $";
38 #if !defined(_MSC_VER) && !defined(macintosh)
100 #include "fireball.h"
105 #include "cntrlcen.h"
110 #include "texmerge.h"
117 #include "controls.h"
119 #include "gamemine.h"
121 #if defined (TACTILE)
126 #include "editor/editor.h"
132 void StartNewLevelSecret(int level_num, int page_in_textures);
133 void InitPlayerPosition(int random_flag);
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();
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...
146 #define SECRETB_FILENAME "secret.sgb"
147 #define SECRETC_FILENAME "secret.sgc"
149 #define SECRETB_FILENAME ":Players:secret.sgb"
150 #define SECRETC_FILENAME ":Players:secret.sgc"
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];
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];
165 // Global variables telling what sort of game we have
166 int MaxNumNetPlayers = -1;
167 int NumNetPlayerPositions = -1;
169 extern fix ThisLevelTime;
171 // Extern from game.c to fix a bug in the cockpit!
173 extern int last_drawn_cockpit[2];
174 extern int Last_level_path_created;
176 // HUD_clear_messages external, declared in gauges.h
178 extern void HUD_clear_messages(); // From hud.c
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);
185 int Do_appearance_effect=0;
187 extern int Rear_view;
189 int First_secret_visit = 1;
191 extern int descent_critical_error;
193 extern int Last_msg_ycrd;
195 //--------------------------------------------------------------------
196 void verify_console_object()
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 );
205 int count_number_of_robots()
211 for (i=0;i<=Highest_object_index;i++) {
212 if (Objects[i].type == OBJ_ROBOT)
220 int count_number_of_hostages()
226 for (i=0;i<=Highest_object_index;i++) {
227 if (Objects[i].type == OBJ_HOSTAGE)
234 //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT
236 gameseq_init_network_players()
240 // Initialize network player start locations and object numbers
242 ConsoleObject = &Objects[0];
245 for (i=0;i<=Highest_object_index;i++) {
247 if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
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 ))) )
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;
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
271 NumNetPlayerPositions = k;
274 if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
275 (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
277 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
278 //Int3(); // Not enough positions!!
282 if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
284 for (i=0;i<N_players;i++)
285 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
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!");
292 if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
294 for (i = 0; i < N_players; i++)
295 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
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!");
304 void gameseq_remove_unused_players()
308 // 'Remove' the unused players
311 if (Game_mode & GM_MULTI)
313 for (i=0; i < NumNetPlayerPositions; i++)
315 if ((!Players[i].connected) || (i >= N_players))
318 // mprintf((0, "Ghosting player ship %d.\n", i+1));
320 multi_make_player_ghost(i);
326 { // Note link to above if!!!
328 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
330 for (i=1; i < NumNetPlayerPositions; i++)
332 obj_delete(Players[i].objnum);
337 fix StartingShields=INITIAL_SHIELDS;
339 // Setup player for new game
340 void init_player_stats_game()
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;
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;
352 Players[Player_num].energy = INITIAL_ENERGY;
353 Players[Player_num].shields = StartingShields;
354 Players[Player_num].killer_objnum = -1;
356 Players[Player_num].net_killed_total = 0;
357 Players[Player_num].net_kills_total = 0;
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;
365 Players[Player_num].hostages_rescued_total = 0;
366 Players[Player_num].hostages_level = 0;
367 Players[Player_num].hostages_total = 0;
369 Players[Player_num].laser_level = 0;
370 Players[Player_num].flags = 0;
372 init_player_stats_new_ship();
374 First_secret_visit = 1;
377 void init_ammo_and_energy(void)
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;
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];
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;
395 extern ubyte Last_afterburner_state;
397 // Setup player for new level (After completion of previous level)
398 void init_player_stats_level(int secret_flag)
402 Players[Player_num].last_score = Players[Player_num].score;
404 Players[Player_num].level = Current_level_num;
407 if (!Network_rejoined) {
409 Players[Player_num].time_level = 0;
410 Players[Player_num].hours_level = 0;
415 Players[Player_num].killer_objnum = -1;
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;
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;
426 init_ammo_and_energy();
428 Players[Player_num].flags &= (~KEY_BLUE);
429 Players[Player_num].flags &= (~KEY_RED);
430 Players[Player_num].flags &= (~KEY_GOLD);
432 Players[Player_num].flags &= ~(PLAYER_FLAGS_INVULNERABLE |
433 PLAYER_FLAGS_CLOAKED |
434 PLAYER_FLAGS_MAP_ALL);
436 Players[Player_num].cloak_time = 0;
437 Players[Player_num].invulnerable_time = 0;
439 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
440 Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
443 Player_is_dead = 0; // Added by RH
444 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
446 Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
448 Controls.afterburner_state = 0;
449 Last_afterburner_state = 0;
451 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
457 tactile_set_button_jolt();
460 Missile_viewer = NULL;
463 extern void init_ai_for_ship(void);
465 // Setup player for a brand-new ship
466 void init_player_stats_new_ship()
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);
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;
482 Afterburner_charge = 0;
484 for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
485 Players[Player_num].primary_ammo[i] = 0;
486 Primary_last_was_super[i] = 0;
489 for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
490 Players[Player_num].secondary_ammo[i] = 0;
491 Secondary_last_was_super[i] = 0;
493 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
495 Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
496 Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
499 Secondary_weapon = 0;
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 |
512 Players[Player_num].cloak_time = 0;
513 Players[Player_num].invulnerable_time = 0;
515 Player_is_dead = 0; //player no longer dead
517 Players[Player_num].homing_object_dist = -F1_0; // Added by RH
519 Controls.afterburner_state = 0;
520 Last_afterburner_state = 0;
522 digi_kill_sound_linked_to_object(Players[Player_num].objnum);
524 Missile_viewer=NULL; ///reset missile camera if out there
529 tactile_set_button_jolt();
537 extern void init_stuck_objects(void);
541 extern int Slide_segs_computed;
543 //reset stuff so game is semi-normal when playing from editor
544 void editor_reset_stuff_on_level()
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;
554 verify_console_object();
555 Control_center_destroyed = 0;
556 if (Newdemo_state != ND_STATE_PLAYBACK)
557 gameseq_remove_unused_players();
559 init_robots_for_level();
563 init_player_stats_new_ship();
564 init_controlcen_for_level();
565 automap_clear_visited();
566 init_stuck_objects();
567 init_thief_for_level();
569 Slide_segs_computed = 0;
573 //do whatever needs to be done when a player dies in multiplayer
577 // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
579 if (PLAYING_BUILTIN_MISSION)
580 scores_maybe_add_player(0);
582 Function_mode = FMODE_MENU;
583 Game_mode = GM_GAME_OVER;
584 longjmp( LeaveGame, 0 ); // Exit out of game loop
588 extern void do_save_game_menu();
590 //update various information about the player
591 void update_player_stats()
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++;
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++;
606 //hack to not start object when loading level
607 extern int Dont_start_sound_objects;
609 //go through this level and start any eclip sounds
610 void set_sound_sources()
615 digi_init_sounds(); //clear old sounds
617 Dont_start_sound_objects = 1;
619 for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
620 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
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) {
627 int csegnum = seg->children[sidenum];
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
634 if (IS_CHILD(csegnum) && csegnum < segnum) {
635 if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
639 csegp = &Segments[seg->children[sidenum]];
640 csidenum = find_connect_side(seg, csegp);
642 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
643 continue; //skip this one
647 compute_center_point_on_side(&pnt,seg,sidenum);
648 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
652 Dont_start_sound_objects = 0;
657 //fix flash_dist=i2f(1);
658 fix flash_dist=fl2f(.9);
660 //create flash for player appearance
661 void create_player_appearance_effect(object *player_obj)
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
674 if (player_obj == Viewer)
675 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
677 pos = player_obj->pos;
679 effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
682 effect_obj->orient = player_obj->orient;
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);
690 // New Game sequencing functions
693 //pairs of chars describing ranges
694 char playername_allowed_chars[] = "azAZ09__--";
696 int MakeNewPlayerFile(int allow_abort)
701 char text[CALLSIGN_LEN+1]="";
703 strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
706 m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
708 Newmenu_allowed_chars = playername_allowed_chars;
709 x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
710 Newmenu_allowed_chars = NULL;
713 if ( allow_abort ) return 0;
717 if (text[0]==0) //null string
719 sprintf( filename, "%s.plr", text );
721 if (PHYSFS_exists(filename))
723 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
727 if ( !new_player_config() )
728 goto try_again; // They hit Esc during New player config
730 strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
738 #undef TXT_SELECT_PILOT
739 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
742 //Inputs the player's name, without putting up the background screen
747 int allow_abort_flag = 1;
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];
759 //----------------------------------------------------------------
761 // Read the last player's name from config file, not lastplr.txt
762 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
764 if (config_last_player[0]==0)
765 allow_abort_flag = 0;
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
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
780 newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 ); // no abort allowed ever -- and change title of menubox
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
789 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
792 if (read_player_file() != EZERO)
795 Auto_leveling_on = Default_leveling_on;
797 set_display_mode(Default_display_mode);
799 WriteConfigFile(); // Update lastplr
805 void free_polygon_models();
806 void load_robot_replacements(char *level_name);
808 extern int Robot_replacements_loaded;
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)
817 save_player = Players[Player_num];
819 Assert(level_num <= Last_level && level_num >= Last_secret_level && level_num != 0);
821 if (level_num<0) //secret level
822 level_name = Secret_level_names[-level_num-1];
824 level_name = Level_names[level_num-1];
827 dd_gr_set_current_canvas(NULL);
828 dd_gr_clear_canvas(BM_XRGB(0,0,0));
830 gr_set_current_canvas(NULL);
831 gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious
834 Last_msg_ycrd = -1; //so we don't restore backgound under msg
836 // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
837 // WIN(ShowCursorW());
840 gr_palette_load(gr_palette);
841 show_boxed_message(TXT_LOADING);
844 show_boxed_message(TXT_LOADING);
845 gr_palette_load(gr_palette);
848 load_ret = load_level(level_name); //actually load the data from disk!
851 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
853 Current_level_num=level_num;
855 // load_palette_pig(Current_level_palette); //load just the pig
857 load_palette(Current_level_palette,1,1); //don't change screen
859 load_endlevel_data(level_num);
862 load_d1_bitmap_replacements();
864 load_bitmap_replacements(level_name);
866 if (Robot_replacements_loaded) {
867 free_polygon_models();
868 read_hamfile(); //load original data
869 if (Current_mission->enhanced) {
872 extern void bm_read_extra_robots();
873 sprintf(t,"%s.ham",Current_mission_filename);
874 bm_read_extra_robots(t, Current_mission->enhanced);
877 Robot_replacements_loaded = 0;
879 load_robot_replacements(level_name);
881 if ( page_in_textures )
882 piggy_load_level_data();
885 my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
887 reset_network_objects();
890 Players[Player_num] = save_player;
894 songs_play_level_song( Current_level_num );
896 clear_boxed_message(); //remove message before new palette loaded
898 gr_palette_load(gr_palette); //actually load the palette
900 // WIN(HideCursorW());
903 //sets up Player_num & ConsoleObject
904 void InitPlayerObject()
906 Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
908 if (Player_num != 0 ) {
909 Players[0] = Players[Player_num];
913 Players[Player_num].objnum = 0;
915 ConsoleObject = &Objects[Players[Player_num].objnum];
917 ConsoleObject->type = OBJ_PLAYER;
918 ConsoleObject->id = Player_num;
919 ConsoleObject->control_type = CT_FLYING;
920 ConsoleObject->movement_type = MT_PHYSICS;
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;
928 //starts a new game on the given level
929 void StartNewGame(int start_level)
931 state_default_item = -2; // for first blind save, pick slot to save in
933 Game_mode = GM_NORMAL;
934 Function_mode = FMODE_GAME;
938 InitPlayerObject(); //make sure player's object set up
940 init_player_stats_game(); //clear all stats
944 Network_new_game = 0;
948 StartNewLevelSecret(start_level, 0);
950 StartNewLevel(start_level, 0);
952 Players[Player_num].starting_level = start_level; // Mark where they started
954 game_disable_cheats();
956 init_seismic_disturbances();
959 //@@//starts a resumed game loaded from disk
960 //@@void ResumeSavedGame(int start_level)
962 //@@ Game_mode = GM_NORMAL;
963 //@@ Function_mode = FMODE_GAME;
966 //@@ Network_new_game = 0;
968 //@@ InitPlayerObject(); //make sure player's object set up
970 //@@ StartNewLevel(start_level, 0);
972 //@@ game_disable_cheats();
976 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
979 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
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)
986 int level_points, skill_points, energy_points, shield_points, hostage_points;
987 int all_hostage_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];
999 set_screen_mode(SCREEN_MENU); //go into menu mode
1006 mprintf((0,"DoEndLevelScoreGlitz\n"));
1008 // Compute level player is on, deal with secret levels (negative numbers)
1009 mine_level = Players[Player_num].level;
1011 mine_level *= -(Last_level/N_secret_levels);
1013 level_points = Players[Player_num].score-Players[Player_num].last_score;
1015 if (!Cheats_enabled) {
1016 if (Difficulty_level > 1) {
1017 skill_points = level_points*(Difficulty_level)/4;
1018 skill_points -= skill_points % 100;
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);
1026 shield_points -= shield_points % 50;
1027 energy_points -= energy_points % 50;
1035 all_hostage_text[0] = 0;
1036 endgame_text[0] = 0;
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);
1042 all_hostage_points = 0;
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);
1049 endgame_points = is_last_level = 0;
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);
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);
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);
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);
1068 sprintf(m_str[c++], "");
1069 sprintf(m_str[c++], " Done");
1072 for (i=0; i<c; i++) {
1073 m[i].type = NM_TYPE_TEXT;
1074 m[i].text = m_str[i];
1078 m[c-1].type = NM_TYPE_MENU;
1081 // m[c].type = NM_TYPE_MENU; m[c++].text = "Ok";
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);
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);
1088 Assert(c <= N_GLITZITEMS);
1090 gr_palette_fade_out(gr_palette, 32, 0);
1092 mprintf((0,"doing menu\n"));
1095 if ( network && (Game_mode & GM_NETWORK) )
1096 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1099 // NOTE LINK TO ABOVE!!!
1100 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1102 mprintf((0,"done DoEndLevelScoreGlitz\n"));
1105 //give the player the opportunity to save his game
1106 void DoEndlevelMenu()
1108 //No between level saves......!!! state_save_all(1);
1111 // -----------------------------------------------------------------------------------------------------
1112 //called when the player is starting a level (new game or new ship)
1113 void StartSecretLevel()
1115 Assert(!Player_is_dead);
1117 InitPlayerPosition(0);
1119 verify_console_object();
1121 ConsoleObject->control_type = CT_FLYING;
1122 ConsoleObject->movement_type = MT_PHYSICS;
1124 // -- WHY? -- disable_matcens();
1125 clear_transient_objects(0); //0 means leave proximity bombs
1127 // create_player_appearance_effect(ConsoleObject);
1128 Do_appearance_effect = 1;
1130 ai_reset_all_paths();
1131 // -- NO? -- reset_time();
1134 Auto_fire_fusion_cannon_time = 0;
1137 Robot_firing_enabled = 1;
1140 extern void set_pos_from_return_segment(void);
1142 // Returns true if secret level has been destroyed.
1143 int p_secret_level_destroyed(void)
1145 if (First_secret_visit) {
1146 return 0; // Never been there, can't have been destroyed.
1148 if (PHYSFS_exists(SECRETC_FILENAME))
1157 // -----------------------------------------------------------------------------------------------------
1158 void do_secret_message(char *msg)
1164 old_fmode = Function_mode;
1165 Function_mode = FMODE_MENU;
1166 nm_messagebox(NULL, 1, TXT_OK, msg);
1167 Function_mode = old_fmode;
1169 WIN(DEFINE_SCREEN(NULL));
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)
1184 m[0].type = NM_TYPE_TEXT;
1187 last_drawn_cockpit[0] = -1;
1188 last_drawn_cockpit[1] = -1;
1190 if (Newdemo_state == ND_STATE_PAUSED)
1191 Newdemo_state = ND_STATE_RECORDING;
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) {
1198 gr_palette_fade_out(gr_palette, 32, 0);
1200 set_screen_mode(SCREEN_MENU); //go into menu mode
1202 if (First_secret_visit) {
1203 do_secret_message(TXT_SECRET_EXIT);
1205 if (PHYSFS_exists(SECRETC_FILENAME))
1207 do_secret_message(TXT_SECRET_EXIT);
1211 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1212 do_secret_message(text_str);
1217 LoadLevel(level_num,page_in_textures);
1219 Assert(Current_level_num == level_num); //make sure level set right
1221 Assert(Function_mode == FMODE_GAME);
1223 gameseq_init_network_players(); // Initialize the Players array for
1226 HUD_clear_messages();
1228 automap_clear_visited();
1230 // -- init_player_stats_level();
1232 Viewer = &Objects[Players[Player_num].objnum];
1234 gameseq_remove_unused_players();
1238 Control_center_destroyed = 0;
1241 reset_palette_add();
1243 if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1244 init_robots_for_level();
1246 init_smega_detonates();
1249 reset_special_effects();
1252 if (PHYSFS_exists(SECRETC_FILENAME))
1254 int pw_save, sw_save;
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();
1263 // -- No: This is only for returning to base level: set_pos_from_return_segment();
1267 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1268 do_secret_message(text_str);
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);
1279 if (First_secret_visit) {
1280 copy_defaults_to_robot_all();
1285 init_controlcen_for_level();
1287 // Say player can use FLASH cheat to mark path to exit.
1288 Last_level_path_created = -1;
1290 First_secret_visit = 0;
1293 int Entered_from_level;
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)
1299 if (Newdemo_state == ND_STATE_PLAYBACK)
1302 if (!Control_center_destroyed) {
1303 state_save_all(0, 2, SECRETC_FILENAME, 0);
1306 if (PHYSFS_exists(SECRETB_FILENAME))
1308 int pw_save, sw_save;
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;
1317 // File doesn't exist, so can't return to base level. Advance to next one.
1318 if (Entered_from_level == Last_level)
1321 advancing_to_level_message();
1322 StartNewLevel(Entered_from_level+1, 0);
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)
1332 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1335 time_used = old_gametime - Players[Player_num].invulnerable_time;
1336 Players[Player_num].invulnerable_time = GameTime - time_used;
1339 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1342 time_used = old_gametime - Players[Player_num].cloak_time;
1343 Players[Player_num].cloak_time = GameTime - time_used;
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.
1351 void EnterSecretLevel(void)
1356 Assert(! (Game_mode & GM_MULTI) );
1358 Entered_from_level = Current_level_num;
1360 if (Control_center_destroyed)
1361 DoEndLevelScoreGlitz(0);
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
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);
1371 } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group.
1372 Next_level_num = -i;
1376 if (! (i<-Last_secret_level)) //didn't find level, so must be last
1377 Next_level_num = Last_secret_level;
1379 old_gametime = GameTime;
1381 StartNewLevelSecret(Next_level_num, 1);
1383 // do_cloak_invul_stuff();
1386 //called when the player has finished a level
1387 void PlayerFinishedLevel(int secret_flag)
1389 Assert(!secret_flag);
1391 //credit the player for hostages
1392 Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1394 if (Game_mode & GM_NETWORK)
1395 Players[Player_num].connected = 2; // Finished but did not die
1397 last_drawn_cockpit[0] = -1;
1398 last_drawn_cockpit[1] = -1;
1400 AdvanceLevel(secret_flag); //now go on to the next one (if one)
1403 #if defined(D2_OEM) || defined(COMPILATION)
1404 #define MOVIE_REQUIRED 0
1406 #define MOVIE_REQUIRED 1
1410 #define ENDMOVIE "endo"
1412 #define ENDMOVIE "end"
1415 void show_order_form();
1416 extern void com_hangup(void);
1418 //called when the player has finished the last level
1419 void DoEndGame(void)
1421 mprintf((0,"DoEndGame\n"));
1423 Function_mode = FMODE_MENU;
1424 if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1425 newdemo_stop_recording();
1427 set_screen_mode( SCREEN_MENU );
1430 dd_gr_set_current_canvas(NULL),
1431 gr_set_current_canvas(NULL)
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
1440 init_subtitles(ENDMOVIE ".tex"); //ingore errors
1441 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1446 songs_play_song( SONG_TITLE, 0 );
1447 do_briefing_screens("end2oem.tex",1);
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"));
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
1462 //try doing special credits
1463 sprintf(tname,"%s.ctb",Current_mission_filename);
1464 credits_show(tname);
1474 if (Game_mode & GM_MULTI)
1475 multi_endlevel_score();
1478 // NOTE LINK TO ABOVE
1479 DoEndLevelScoreGlitz(0);
1481 if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1483 dd_gr_set_current_canvas(NULL),
1484 gr_set_current_canvas( NULL )
1487 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1488 gr_clear_canvas(BM_XRGB(0,0,0))
1491 load_palette(DEFAULT_PALETTE,0,1);
1492 scores_maybe_add_player(0);
1495 Function_mode = FMODE_MENU;
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
1500 Game_mode = GM_GAME_OVER;
1503 longjmp( LeaveGame, 0 ); // Exit out of game loop
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)
1515 mprintf((0,"AdvanceLevel\n"));
1517 Assert(!secret_flag);
1519 if (Current_level_num != Last_level) {
1521 if (Game_mode & GM_MULTI)
1522 multi_endlevel_score();
1525 // NOTE LINK TO ABOVE!!!
1526 DoEndLevelScoreGlitz(0); //give bonuses
1529 Control_center_destroyed = 0;
1532 if (Current_level_num == 0)
1533 return; //not a real level
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
1541 if (Current_level_num == Last_level) //player has finished the game!
1542 longjmp( LeaveGame, 0 ); // Exit out of game loop
1549 if (Current_level_num == Last_level) { //player has finished the game!
1551 mprintf((0,"Finished last level!\n"));
1557 Next_level_num = Current_level_num+1; //assume go to next normal level
1559 if (!(Game_mode & GM_MULTI))
1560 DoEndlevelMenu(); // Let use save their game
1562 StartNewLevel(Next_level_num, 0);
1567 #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file
1569 extern char last_palette_loaded[];
1571 void load_stars_palette()
1576 pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1577 Assert(pcx_error == PCX_ERROR_NONE);
1579 //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1582 { //remap stuff. this code is kindof a hack
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
1590 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1591 remap_fonts_and_menus(1);
1595 strcpy(last_palette_loaded,""); //force palette load next time
1599 void nm_draw_background1(char * filename);
1604 //@@ ubyte pal[256*3];
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);
1609 //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1611 WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1613 nm_draw_background1(STARS_BACKGROUND);
1619 died_in_mine_message(void)
1621 // Tell the player he died in the mine, explain why
1624 if (Game_mode & GM_MULTI)
1627 gr_palette_fade_out(gr_palette, 32, 0);
1629 set_screen_mode(SCREEN_MENU); //go into menu mode
1632 dd_gr_set_current_canvas(NULL),
1633 gr_set_current_canvas(NULL)
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;
1643 WIN(DEFINE_SCREEN(NULL));
1646 // Called when player dies on secret level.
1647 void returning_to_level_message(void)
1653 if (Game_mode & GM_MULTI)
1656 gr_palette_fade_out(gr_palette, 32, 0);
1658 set_screen_mode(SCREEN_MENU); //go into menu mode
1660 gr_set_current_canvas(NULL);
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;
1670 WIN(DEFINE_SCREEN(NULL));
1673 // Called when player dies on secret level.
1674 void advancing_to_level_message(void)
1680 // Only supposed to come here from a secret level.
1681 Assert(Current_level_num < 0);
1683 if (Game_mode & GM_MULTI)
1686 gr_palette_fade_out(gr_palette, 32, 0);
1688 set_screen_mode(SCREEN_MENU); //go into menu mode
1690 gr_set_current_canvas(NULL);
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;
1700 WIN(DEFINE_SCREEN(NULL));
1703 void digi_stop_digi_sounds();
1707 reset_palette_add();
1709 gr_palette_load (gr_palette);
1711 // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1712 digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum)
1714 dead_player_end(); //terminate death sequence (if playing)
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;
1729 if ( Game_mode&GM_MULTI )
1731 multi_do_death(Players[Player_num].objnum);
1735 { //Note link to above else!
1736 Players[Player_num].lives--;
1737 if (Players[Player_num].lives == 0)
1744 if ( Control_center_destroyed ) {
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;
1752 died_in_mine_message(); // Give them some indication of what happened
1754 if (Current_level_num < 0) {
1755 if (PHYSFS_exists(SECRETB_FILENAME))
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.
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!
1768 AdvanceLevel(0); //if finished, go on to next level
1770 init_player_stats_new_ship();
1771 last_drawn_cockpit[0] = -1;
1772 last_drawn_cockpit[1] = -1;
1775 } else if (Current_level_num < 0) {
1776 if (PHYSFS_exists(SECRETB_FILENAME))
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.
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();
1791 init_player_stats_new_ship();
1798 extern int BigWindowSwitch;
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)
1804 if (!(Game_mode & GM_MULTI)) {
1805 last_drawn_cockpit[0] = -1;
1806 last_drawn_cockpit[1] = -1;
1811 if (Newdemo_state == ND_STATE_PAUSED)
1812 Newdemo_state = ND_STATE_RECORDING;
1814 if (Newdemo_state == ND_STATE_RECORDING) {
1815 newdemo_set_new_level(level_num);
1816 newdemo_record_start_frame(FrameCount, FrameTime );
1819 if (Game_mode & GM_MULTI)
1820 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1822 LoadLevel(level_num,page_in_textures);
1824 Assert(Current_level_num == level_num); //make sure level set right
1826 gameseq_init_network_players(); // Initialize the Players array for
1829 Viewer = &Objects[Players[Player_num].objnum];
1831 Assert(N_players <= NumNetPlayerPositions);
1832 //If this assert fails, there's not enough start positions
1835 if (Game_mode & GM_NETWORK)
1837 if(network_level_sync()) // After calling this, Player_num is set
1840 if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1842 if(com_level_sync())
1847 Assert(Function_mode == FMODE_GAME);
1850 //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1853 HUD_clear_messages();
1855 automap_clear_visited();
1858 if (Network_new_game == 1)
1860 Network_new_game = 0;
1861 init_player_stats_new_ship();
1864 init_player_stats_level(secret_flag);
1867 if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1870 for (i = 0; i < N_players; i++)
1871 Players[i].flags |= Netgame.player_flags[i];
1874 if (Game_mode & GM_MULTI)
1876 multi_prep_level(); // Removes robots from level if necessary
1880 gameseq_remove_unused_players();
1884 Control_center_destroyed = 0;
1886 set_screen_mode(SCREEN_GAME);
1888 init_robots_for_level();
1890 init_smega_detonates();
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();
1902 if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1903 set_highest_level(Current_level_num);
1905 read_player_file(); //get window sizes
1907 reset_special_effects();
1910 gr_remap_mono_fonts();
1911 ogl_cache_level_textures();
1916 if (Network_rejoined == 1)
1919 mprintf((0, "Restarting - joining in random location.\n"));
1921 Network_rejoined = 0;
1926 StartLevel(0); // Note link to above if!
1928 copy_defaults_to_robot_all();
1929 init_controlcen_for_level();
1931 // Say player can use FLASH cheat to mark path to exit.
1932 Last_level_path_created = -1;
1936 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1938 void bash_to_shield (int i,char *s)
1941 int type=Objects[i].id;
1944 mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1947 PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
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;
1956 void filter_objects_from_level()
1960 mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1962 for (i=0;i<=Highest_object_index;i++)
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!!!!");
1973 char movie_name[FILENAME_LEN];
1974 } intro_movie[] = { { 1,"pla"},
1982 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
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
1988 void ShowLevelIntro(int level_num)
1990 //if shareware, show a briefing?
1992 if (!(Game_mode & GM_MULTI)) {
1995 ubyte save_pal[sizeof(gr_palette)];
1997 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1999 if (PLAYING_BUILTIN_MISSION) {
2002 if (is_SHAREWARE || is_MAC_SHARE)
2005 do_briefing_screens ("brief2.tex", 1);
2009 if (level_num == 1 && !intro_played)
2010 do_briefing_screens("brief2o.tex", 1);
2012 else // full version
2014 for (i=0;i<NUM_INTRO_MOVIES;i++)
2016 if (intro_movie[i].level_num == level_num)
2019 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2026 if (!movie) { //must go before briefing
2027 dd_gr_init_screen();
2035 int hires_save=MenuHiresAvailable;
2037 if (robot_movies == 1) //lowres only
2039 MenuHiresAvailable = 0; //pretend we can't do highres
2041 if (hires_save != MenuHiresAvailable)
2042 Screen_mode = -1; //force reset
2046 do_briefing_screens ("robot.tex",level_num);
2048 MenuHiresAvailable = hires_save;
2054 else { //not the built-in mission. check for add-on briefing
2056 do_briefing_screens(Briefing_text_filename, level_num);
2058 char tname[FILENAME_LEN];
2059 sprintf(tname, "%s.tex", Current_mission_filename);
2060 do_briefing_screens(tname, level_num);
2065 memcpy(gr_palette,save_pal,sizeof(gr_palette));
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)
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));
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)
2092 if ((level_num > 0) && (!secret_flag)) {
2093 maybe_set_first_secret_visit(level_num);
2096 ShowLevelIntro(level_num);
2098 WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background.
2100 StartNewLevelSub(level_num, 1, secret_flag );
2104 //initialize the player object position & orientation (at start of game, or new ship)
2105 void InitPlayerPosition(int random_flag)
2110 if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2112 NewPlayer = Player_num;
2114 else if (random_flag == 1)
2116 int i, closest = -1, trys=0;
2117 fix closest_dist = 0x7ffffff, dist;
2122 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2124 mprintf((1, "WARNING: There are only %d start positions!\n"));
2132 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2136 NewPlayer = d_rand() % NumNetPlayerPositions;
2139 closest_dist = 0x7fffffff;
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;
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) );
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
2159 Assert(NewPlayer >= 0);
2160 Assert(NewPlayer < NumNetPlayerPositions);
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));
2167 // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2169 obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2174 reset_player_object();
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)
2186 Assert(objp->type == OBJ_ROBOT);
2188 Assert(objid < N_robot_types);
2190 robptr = &Robot_info[objid];
2192 // Boost shield for Thief and Buddy based on level.
2193 objp->shields = robptr->strength;
2195 if ((robptr->thief) || (robptr->companion)) {
2196 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
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
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);
2210 // Additional wimpification of bosses at Trainee
2211 if ((robptr->boss_flag) && (Difficulty_level == 0))
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()
2223 for (i=0; i<=Highest_object_index; i++)
2224 if (Objects[i].type == OBJ_ROBOT)
2225 copy_defaults_to_robot(&Objects[i]);
2229 extern void clear_stuck_objects(void);
2231 // -----------------------------------------------------------------------------------------------------
2232 //called when the player is starting a level (new game or new ship)
2233 void StartLevel(int random_flag)
2235 Assert(!Player_is_dead);
2237 InitPlayerPosition(random_flag);
2239 verify_console_object();
2241 ConsoleObject->control_type = CT_FLYING;
2242 ConsoleObject->movement_type = MT_PHYSICS;
2246 clear_transient_objects(0); //0 means leave proximity bombs
2248 // create_player_appearance_effect(ConsoleObject);
2249 Do_appearance_effect = 1;
2252 if (Game_mode & GM_MULTI)
2254 if (Game_mode & GM_MULTI_COOP)
2256 multi_send_position(Players[Player_num].objnum);
2257 multi_send_reappear();
2260 if (Game_mode & GM_NETWORK)
2261 network_do_frame(1, 1);
2264 ai_reset_all_paths();
2265 ai_init_boss_for_ship();
2266 clear_stuck_objects();
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.
2279 Auto_fire_fusion_cannon_time = 0;
2282 Robot_firing_enabled = 1;