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1 /* $Id: gameseq.c,v 1.29 2003-10-10 09:36:35 btb Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
13 */
14
15 /*
16  *
17  * Routines for EndGame, EndLevel, etc.
18  *
19  * Old Log:
20  * Revision 1.1  1995/12/05  16:02:05  allender
21  * Initial revision
22  *
23  * Revision 1.14  1995/11/03  12:55:30  allender
24  * shareware changes
25  *
26  * Revision 1.13  1995/10/31  10:23:07  allender
27  * shareware stuff
28  *
29  * Revision 1.12  1995/10/18  18:25:02  allender
30  * call auto_select_weapon after initing ammo since that may
31  * change the secondary weapon status
32  *
33  * Revision 1.11  1995/10/17  13:17:11  allender
34  * added closebox when entering pilot name
35  *
36  * Revision 1.10  1995/09/24  10:56:59  allender
37  * new players must be looked for in Players directory
38  *
39  * Revision 1.9  1995/09/18  08:08:08  allender
40  * remove netgame binding if at endgame
41  *
42  * Revision 1.8  1995/09/14  14:13:01  allender
43  * initplayerobject have void return
44  *
45  * Revision 1.7  1995/08/31  12:54:42  allender
46  * try and fix bug
47  *
48  * Revision 1.6  1995/08/26  16:25:40  allender
49  * put return values on needed functions
50  *
51  * Revision 1.5  1995/08/14  09:26:28  allender
52  * added byteswap header files
53  *
54  * Revision 1.4  1995/08/01  13:57:42  allender
55  * macified player file stuff -- players stored in seperate folder
56  *
57  * Revision 1.3  1995/06/08  12:54:37  allender
58  * new function for calculating a segment based checksum since the old way
59  * is byte order dependent
60  *
61  * Revision 1.2  1995/06/02  07:42:10  allender
62  * removed duplicate extern for network_endlevel_poll2
63  *
64  * Revision 1.1  1995/05/16  15:25:56  allender
65  * Initial revision
66  *
67  * Revision 2.10  1995/12/19  15:48:25  john
68  * Made screen reset when loading new level.
69  *
70  * Revision 2.9  1995/07/07  16:47:52  john
71  * Fixed bug with reactor time..
72  *
73  * Revision 2.8  1995/06/15  12:14:18  john
74  * Made end game, win game and title sequences all go
75  * on after 5 minutes automatically.
76  *
77  * Revision 2.7  1995/05/26  16:16:25  john
78  * Split SATURN into define's for requiring cd, using cd, etc.
79  * Also started adding all the Rockwell stuff.
80  *
81  * Revision 2.6  1995/03/24  13:11:20  john
82  * Added save game during briefing screens.
83  *
84  * Revision 2.5  1995/03/23  17:56:20  allender
85  * added code to record old laser level and weapons when player gets
86  * new ship
87  *
88  * Revision 2.4  1995/03/21  08:39:14  john
89  * Ifdef'd out the NETWORK code.
90  *
91  * Revision 2.3  1995/03/15  14:33:33  john
92  * Added code to force the Descent CD-rom in the drive.
93  *
94  * Revision 2.2  1995/03/06  16:47:26  mike
95  * destination saturn
96  *
97  * Revision 2.1  1995/03/06  15:23:23  john
98  * New screen techniques.
99  *
100  * Revision 2.0  1995/02/27  11:28:53  john
101  * New version 2.0, which has no anonymous unions, builds with
102  * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
103  *
104  * Revision 1.310  1995/02/14  10:48:09  mike
105  * zero bonus if you are a cheater.
106  *
107  * Revision 1.309  1995/02/11  19:17:08  rob
108  * Fixed bug in laser fire rate after demo playback.
109  *
110  * Revision 1.308  1995/02/11  14:34:08  rob
111  * Added include of netmisc.c
112  *
113  * Revision 1.307  1995/02/11  14:29:04  rob
114  * Fixes for invul. controlcen.
115  *
116  * Revision 1.306  1995/02/11  13:47:00  mike
117  * fix cheats.
118  *
119  * Revision 1.305  1995/02/11  13:10:52  rob
120  * Fixed end of anarchy mission problems.
121  *
122  * Revision 1.304  1995/02/11  12:46:12  mike
123  * initialize Robot_firing_enabled, part of AHIMSA cheat.
124  *
125  * Revision 1.303  1995/02/11  12:42:03  john
126  * Added new song method, with FM bank switching..
127  *
128  * Revision 1.302  1995/02/10  17:39:29  matt
129  * Changed secret exit message to be centered
130  *
131  * Revision 1.301  1995/02/10  16:17:33  mike
132  * init Last_level_path_shown.
133  *
134  * Revision 1.300  1995/02/09  22:18:22  john
135  * Took out between level saves.
136  *
137  * Revision 1.299  1995/02/09  12:11:42  rob
138  * Get rid of high scores thing for multiplayer games.
139  *
140  * Revision 1.298  1995/02/08  20:34:24  rob
141  * Took briefing screens back OUT of coop games (per Interplay request)
142  *
143  * Revision 1.297  1995/02/08  19:20:09  rob
144  * Moved checksum calc.
145  *
146  * Revision 1.296  1995/02/05  14:39:24  rob
147  * Changed object mapping to be more efficient.
148  *
149  * Revision 1.295  1995/02/02  19:05:38  john
150  * Made end level menu for 27 not overwrite descent title..
151  *
152  * Revision 1.294  1995/02/02  16:36:42  adam
153  * *** empty log message ***
154  *
155  * Revision 1.293  1995/02/02  15:58:02  john
156  * Added turbo mode cheat.
157  *
158  * Revision 1.292  1995/02/02  15:29:34  matt
159  * Changed & localized secret level text
160  *
161  * Revision 1.291  1995/02/02  10:50:03  adam
162  * messed with secret level message
163  *
164  * Revision 1.290  1995/02/02  01:20:28  adam
165  * changed endgame song temporarily.
166  *
167  * Revision 1.289  1995/02/01  23:19:43  rob
168  * Fixed up endlevel stuff for multiplayer.
169  * Put in palette fades around areas that didn't have them before.
170  *
171  * Revision 1.288  1995/02/01  17:12:34  mike
172  * Make score come after endgame screens.
173  *
174  * Revision 1.287  1995/01/30  18:34:30  rob
175  * Put briefing screens back into coop games.
176  *
177  * Revision 1.286  1995/01/27  13:07:59  rob
178  * Removed erroneous warning message.
179  *
180  * Revision 1.285  1995/01/27  11:47:43  rob
181  * Removed new secret level menu from multiplayer games.
182  *
183  * Revision 1.284  1995/01/26  22:11:11  mike
184  * Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
185  *
186  * Revision 1.283  1995/01/26  16:55:13  rob
187  * Removed ship bonus from cooperative endgame.
188  *
189  * Revision 1.282  1995/01/26  16:45:24  mike
190  * Add autofire fusion cannon stuff.
191  *
192  * Revision 1.281  1995/01/26  14:44:44  rob
193  * Removed unnecessary #ifdefs around mprintfs.
194  * Changed NumNetPlayerPositions to be independant of MaxNumNetPlayers to
195  * accomodate 4-player robo-archy games with 8 start positions.
196  *
197  * Revision 1.280  1995/01/26  12:19:01  rob
198  * Changed network_do_frame call.
199  *
200  * Revision 1.279  1995/01/26  00:35:03  matt
201  * Changed numbering convention for HMP files for levels
202  *
203  * Revision 1.278  1995/01/25  16:07:59  matt
204  * Added message (prototype) when going to secret level
205  *
206  * Revision 1.277  1995/01/22  18:57:23  matt
207  * Made player highest level work with missions
208  *
209  * Revision 1.276  1995/01/21  23:13:08  matt
210  * Made high scores with (not work, really) with loaded missions
211  * Don't give player high score when quit game
212  *
213  * Revision 1.275  1995/01/21  17:17:39  john
214  * *** empty log message ***
215  *
216  * Revision 1.274  1995/01/21  17:15:38  john
217  * Added include for state.h
218  *
219  * Revision 1.273  1995/01/21  16:21:14  matt
220  * Fixed bugs in secret level sequencing
221  *
222  * Revision 1.272  1995/01/20  22:47:29  matt
223  * Mission system implemented, though imcompletely
224  *
225  * Revision 1.271  1995/01/19  17:00:48  john
226  * Made save game work between levels.
227  *
228  * Revision 1.270  1995/01/17  17:49:10  rob
229  * Added key syncing for coop.
230  *
231  * Revision 1.269  1995/01/17  14:27:37  john
232  * y
233  *
234  * Revision 1.268  1995/01/17  13:36:33  john
235  * Moved pig loading into StartNewLevelSub.
236  *
237  * Revision 1.267  1995/01/16  16:53:55  john
238  * Added code to save cheat state during save game.
239  *
240  * Revision 1.266  1995/01/15  19:42:10  matt
241  * Ripped out hostage faces for registered version
242  *
243  * Revision 1.265  1995/01/15  16:55:06  john
244  * Improved mine texture parsing.
245  *
246  * Revision 1.264  1995/01/15  11:56:24  john
247  * Working version of paging.
248  *
249  * Revision 1.263  1995/01/14  19:16:40  john
250  * First version of new bitmap paging code.
251  *
252  * Revision 1.262  1995/01/13  17:38:58  yuan
253  * Removed Int3() for number players check.
254  *
255  * Revision 1.261  1995/01/12  12:09:52  yuan
256  * Added coop object capability.
257  *
258  * Revision 1.260  1995/01/05  17:16:08  yuan
259  * Removed Int3s.
260  *
261  * Revision 1.259  1995/01/05  11:34:29  john
262  * Took out endlevel save stuff for registered.
263  *
264  * Revision 1.258  1995/01/04  19:00:16  rob
265  * Added some debugging for two bugs.
266  *
267  * Revision 1.257  1995/01/04  13:18:18  john
268  * Added cool 6 game save.
269  *
270  * Revision 1.256  1995/01/04  08:46:18  rob
271  * JOHN CHECKED IN FOR ROB !!!
272  *
273  * Revision 1.255  1995/01/02  20:07:35  rob
274  * Added score syncing.
275  * Get rid of endlevel score for coop games (put it back in elsewhere)
276  *
277  * Revision 1.254  1995/01/02  16:17:43  mike
278  * init super boss.
279  *
280  * Revision 1.253  1994/12/21  21:08:47  rob
281  * fixed a bug in coop player ship positions.
282  *
283  * Revision 1.252  1994/12/21  12:57:08  rob
284  * Handle additional player ships in mines.
285  *
286  *
287  */
288
289
290 #ifdef HAVE_CONFIG_H
291 #include <conf.h>
292 #endif
293
294 #ifdef RCS
295 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.29 2003-10-10 09:36:35 btb Exp $";
296 #endif
297
298 #ifdef WINDOWS
299 #include "desw.h"
300 #endif
301
302
303 #include <stdio.h>
304 #include <stdlib.h>
305 #include <string.h>
306 #include <unistd.h>
307 #include <time.h>
308
309 #ifdef OGL
310 #include "ogl_init.h"
311 #endif
312
313 #include "pa_enabl.h"                   //$$POLY_ACC
314 #include "inferno.h"
315 #include "game.h"
316 #include "player.h"
317 #include "key.h"
318 #include "object.h"
319 #include "physics.h"
320 #include "error.h"
321 #include "joy.h"
322 #include "mono.h"
323 #include "iff.h"
324 #include "pcx.h"
325 #include "timer.h"
326 #include "render.h"
327 #include "laser.h"
328 #include "screens.h"
329 #include "textures.h"
330 #include "slew.h"
331 #include "gauges.h"
332 #include "texmap.h"
333 #include "3d.h"
334 #include "effects.h"
335 #include "menu.h"
336 #include "gameseg.h"
337 #include "wall.h"
338 #include "ai.h"
339 #include "fuelcen.h"
340 #include "switch.h"
341 #include "digi.h"
342 #include "gamesave.h"
343 #include "scores.h"
344 #include "ibitblt.h"
345 #include "u_mem.h"
346 #include "palette.h"
347 #include "morph.h"
348 #include "lighting.h"
349 #include "newdemo.h"
350 #include "titles.h"
351 #include "collide.h"
352 #include "weapon.h"
353 #include "sounds.h"
354 #include "args.h"
355 #include "gameseq.h"
356 #include "gamefont.h"
357 #include "newmenu.h"
358 #include "endlevel.h"
359 #ifdef NETWORK
360 #include "network.h"
361 #endif
362 #include "playsave.h"
363 #include "ctype.h"
364 #include "multi.h"
365 #include "fireball.h"
366 #include "kconfig.h"
367 #include "config.h"
368 #include "robot.h"
369 #include "automap.h"
370 #include "cntrlcen.h"
371 #include "powerup.h"
372 #ifdef NETWORK
373 #include "modem.h"
374 #endif
375 #include "text.h"
376 #include "cfile.h"
377 #include "piggy.h"
378 #include "texmerge.h"
379 #include "paging.h"
380 #include "mission.h"
381 #include "state.h"
382 #include "songs.h"
383 #ifdef NETWORK
384 #include "netmisc.h"
385 #endif
386 #include "gamepal.h"
387 #include "movie.h"
388 #include "controls.h"
389 #include "credits.h"
390 #include "gamemine.h"
391
392 #if defined(POLY_ACC)
393 #include "poly_acc.h"
394 #endif
395 #if defined (TACTILE)
396  #include "tactile.h"
397 #endif
398
399 #ifdef EDITOR
400 #include "editor/editor.h"
401 #endif
402
403 #include "strutil.h"
404 #include "rle.h"
405
406 void StartNewLevelSecret(int level_num, int page_in_textures);
407 void InitPlayerPosition(int random_flag);
408 void load_stars();
409 void returning_to_level_message(void);
410 void advancing_to_level_message(void);
411 void DoEndGame(void);
412 void AdvanceLevel(int secret_flag);
413 void filter_objects_from_level();
414
415 // From allender -- you'll find these defines in state.c and cntrlcen.c
416 // since I couldn't think of a good place to put them and i wanted to
417 // fix this stuff fast!  Sorry about that...
418
419 #ifndef MACINTOSH
420 #define SECRETB_FILENAME        "secret.sgb"
421 #define SECRETC_FILENAME        "secret.sgc"
422 #else
423 #define SECRETB_FILENAME        ":Players:secret.sgb"
424 #define SECRETC_FILENAME        ":Players:secret.sgc"
425 #endif
426
427 //Current_level_num starts at 1 for the first level
428 //-1,-2,-3 are secret levels
429 //0 means not a real level loaded
430 int     Current_level_num=0,Next_level_num;
431 char    Current_level_name[LEVEL_NAME_LEN];
432
433 int Last_level, Last_secret_level;
434
435 // Global variables describing the player
436 int                             N_players=1;                                            // Number of players ( >1 means a net game, eh?)
437 int                             Player_num=0;                                           // The player number who is on the console.
438 player                  Players[MAX_PLAYERS+4];                   // Misc player info
439 obj_position    Player_init[MAX_PLAYERS];
440
441 // Global variables telling what sort of game we have
442 int MaxNumNetPlayers = -1;
443 int NumNetPlayerPositions = -1;
444
445 extern fix ThisLevelTime;
446
447 // Extern from game.c to fix a bug in the cockpit!
448
449 extern int last_drawn_cockpit[2];
450 extern int Last_level_path_created;
451
452 //      HUD_clear_messages external, declared in gauges.h
453 #ifndef _GAUGES_H
454 extern void HUD_clear_messages(); // From hud.c
455 #endif
456
457 //      Extra prototypes declared for the sake of LINT
458 void init_player_stats_new_ship(void);
459 void copy_defaults_to_robot_all(void);
460
461 int     Do_appearance_effect=0;
462
463 extern int Rear_view;
464
465 int     First_secret_visit = 1;
466
467 extern int descent_critical_error;
468
469 extern int Last_msg_ycrd;
470
471 //--------------------------------------------------------------------
472 void verify_console_object()
473 {
474         Assert( Player_num > -1 );
475         Assert( Players[Player_num].objnum > -1 );
476         ConsoleObject = &Objects[Players[Player_num].objnum];
477         Assert( ConsoleObject->type==OBJ_PLAYER );
478         Assert( ConsoleObject->id==Player_num );
479 }
480
481 int count_number_of_robots()
482 {
483         int robot_count;
484         int i;
485
486         robot_count = 0;
487         for (i=0;i<=Highest_object_index;i++) {
488                 if (Objects[i].type == OBJ_ROBOT)
489                         robot_count++;
490         }
491
492         return robot_count;
493 }
494
495
496 int count_number_of_hostages()
497 {
498         int count;
499         int i;
500
501         count = 0;
502         for (i=0;i<=Highest_object_index;i++) {
503                 if (Objects[i].type == OBJ_HOSTAGE)
504                         count++;
505         }
506
507         return count;
508 }
509
510 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
511 void
512 gameseq_init_network_players()
513 {
514         int i,k,j;
515
516         // Initialize network player start locations and object numbers
517
518         ConsoleObject = &Objects[0];
519         k = 0;
520         j = 0;
521         for (i=0;i<=Highest_object_index;i++) {
522
523                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
524                 {
525                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
526                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
527                         {
528                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
529                                 Objects[i].type=OBJ_PLAYER;
530                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
531                                 Player_init[k].pos = Objects[i].pos;
532                                 Player_init[k].orient = Objects[i].orient;
533                                 Player_init[k].segnum = Objects[i].segnum;
534                                 Players[k].objnum = i;
535                                 Objects[i].id = k;
536                                 k++;
537                         }
538                         else
539                                 obj_delete(i);
540                         j++;
541                 }
542
543                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
544                         obj_delete(i);          //kill the buddy in netgames
545
546         }
547         NumNetPlayerPositions = k;
548
549 #ifndef NDEBUG
550         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
551                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
552         {
553                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
554                 //Int3(); // Not enough positions!!
555         }
556 #endif
557 #if defined (D2_OEM)
558
559         if ((Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num==8)
560          {
561           for (i=0;i<N_players;i++)
562                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
563                         {
564                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!");    
565                          return;
566                         }
567          }
568 #endif
569 }
570
571 void gameseq_remove_unused_players()
572 {
573         int i;
574
575         // 'Remove' the unused players
576
577 #ifdef NETWORK
578         if (Game_mode & GM_MULTI)
579         {
580                 for (i=0; i < NumNetPlayerPositions; i++)
581                 {
582                         if ((!Players[i].connected) || (i >= N_players))
583                         {
584                                 #ifndef NDEBUG
585 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
586                                 #endif
587                                 multi_make_player_ghost(i);
588                         }
589                 }
590         }
591         else
592 #endif
593         {               // Note link to above if!!!
594                 #ifndef NDEBUG
595                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
596                 #endif
597                 for (i=1; i < NumNetPlayerPositions; i++)
598                 {
599                         obj_delete(Players[i].objnum);
600                 }
601         }
602 }
603
604 fix StartingShields=INITIAL_SHIELDS;
605
606 // Setup player for new game
607 void init_player_stats_game()
608 {
609         Players[Player_num].score = 0;
610         Players[Player_num].last_score = 0;
611         Players[Player_num].lives = INITIAL_LIVES;
612         Players[Player_num].level = 1;
613
614         Players[Player_num].time_level = 0;
615         Players[Player_num].time_total = 0;
616         Players[Player_num].hours_level = 0;
617         Players[Player_num].hours_total = 0;
618
619         Players[Player_num].energy = INITIAL_ENERGY;
620         Players[Player_num].shields = StartingShields;
621         Players[Player_num].killer_objnum = -1;
622
623         Players[Player_num].net_killed_total = 0;
624         Players[Player_num].net_kills_total = 0;
625
626         Players[Player_num].num_kills_level = 0;
627         Players[Player_num].num_kills_total = 0;
628         Players[Player_num].num_robots_level = 0;
629         Players[Player_num].num_robots_total = 0;
630         Players[Player_num].KillGoalCount = 0;
631         
632         Players[Player_num].hostages_rescued_total = 0;
633         Players[Player_num].hostages_level = 0;
634         Players[Player_num].hostages_total = 0;
635
636         Players[Player_num].laser_level = 0;
637         Players[Player_num].flags = 0;
638
639         init_player_stats_new_ship();
640
641         First_secret_visit = 1;
642 }
643
644 void init_ammo_and_energy(void)
645 {
646         if (Players[Player_num].energy < INITIAL_ENERGY)
647                 Players[Player_num].energy = INITIAL_ENERGY;
648         if (Players[Player_num].shields < StartingShields)
649                 Players[Player_num].shields = StartingShields;
650
651 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
652 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
653 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
654
655 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
656 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
657 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
658         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
659                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
660 }
661
662 extern  ubyte   Last_afterburner_state;
663
664 // Setup player for new level (After completion of previous level)
665 void init_player_stats_level(int secret_flag)
666 {
667         // int  i;
668
669         Players[Player_num].last_score = Players[Player_num].score;
670
671         Players[Player_num].level = Current_level_num;
672
673 #ifdef NETWORK
674         if (!Network_rejoined) {
675 #endif
676                 Players[Player_num].time_level = 0;
677                 Players[Player_num].hours_level = 0;
678 #ifdef NETWORK
679         }
680 #endif
681
682         Players[Player_num].killer_objnum = -1;
683
684         Players[Player_num].num_kills_level = 0;
685         Players[Player_num].num_robots_level = count_number_of_robots();
686         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
687
688         Players[Player_num].hostages_level = count_number_of_hostages();
689         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
690         Players[Player_num].hostages_on_board = 0;
691
692         if (!secret_flag) {
693                 init_ammo_and_energy();
694
695                 Players[Player_num].flags &= (~KEY_BLUE);
696                 Players[Player_num].flags &= (~KEY_RED);
697                 Players[Player_num].flags &= (~KEY_GOLD);
698
699                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
700                                                                                                         PLAYER_FLAGS_CLOAKED |
701                                                                                                         PLAYER_FLAGS_MAP_ALL);
702
703                 Players[Player_num].cloak_time = 0;
704                 Players[Player_num].invulnerable_time = 0;
705
706                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
707                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
708         }
709
710         Player_is_dead = 0; // Added by RH
711         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
712
713         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
714
715         Controls.afterburner_state = 0;
716         Last_afterburner_state = 0;
717
718         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
719
720         init_gauges();
721
722    #ifdef TACTILE
723                 if (TactileStick)
724                   tactile_set_button_jolt();
725         #endif
726
727         Missile_viewer = NULL;
728 }
729
730 extern  void init_ai_for_ship(void);
731
732 // Setup player for a brand-new ship
733 void init_player_stats_new_ship()
734 {
735         int     i;
736
737         if (Newdemo_state == ND_STATE_RECORDING) {
738                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
739                 newdemo_record_player_weapon(0, 0);
740                 newdemo_record_player_weapon(1, 0);
741         }
742
743         Players[Player_num].energy = INITIAL_ENERGY;
744         Players[Player_num].shields = StartingShields;
745         Players[Player_num].laser_level = 0;
746         Players[Player_num].killer_objnum = -1;
747         Players[Player_num].hostages_on_board = 0;
748
749         Afterburner_charge = 0;
750
751         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
752                 Players[Player_num].primary_ammo[i] = 0;
753                 Primary_last_was_super[i] = 0;
754         }
755
756         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
757                 Players[Player_num].secondary_ammo[i] = 0;
758                 Secondary_last_was_super[i] = 0;
759         }
760         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
761
762         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
763         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
764
765         Primary_weapon = 0;
766         Secondary_weapon = 0;
767
768         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
769                                                                                                 PLAYER_FLAGS_AFTERBURNER |
770                                                                                                 PLAYER_FLAGS_CLOAKED |
771                                                                                                 PLAYER_FLAGS_INVULNERABLE |
772                                                                                                 PLAYER_FLAGS_MAP_ALL |
773                                                                                                 PLAYER_FLAGS_CONVERTER |
774                                                                                                 PLAYER_FLAGS_AMMO_RACK |
775                                                                                                 PLAYER_FLAGS_HEADLIGHT |
776                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
777                                                                                                 PLAYER_FLAGS_FLAG);
778
779         Players[Player_num].cloak_time = 0;
780         Players[Player_num].invulnerable_time = 0;
781
782         Player_is_dead = 0;             //player no longer dead
783
784         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
785
786         Controls.afterburner_state = 0;
787         Last_afterburner_state = 0;
788
789         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
790
791         Missile_viewer=NULL;            ///reset missile camera if out there
792
793    #ifdef TACTILE
794                 if (TactileStick)
795                  {
796                   tactile_set_button_jolt();
797                  }
798         #endif
799
800
801         init_ai_for_ship();
802 }
803
804 #ifdef NETWORK
805 void reset_network_objects()
806 {
807         memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
808         memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
809         memset(object_owner, -1, MAX_OBJECTS);
810 }
811 #endif
812
813 extern void init_stuck_objects(void);
814
815 #ifdef EDITOR
816
817 extern int Slide_segs_computed;
818
819 //reset stuff so game is semi-normal when playing from editor
820 void editor_reset_stuff_on_level()
821 {
822         gameseq_init_network_players();
823         init_player_stats_level(0);
824         Viewer = ConsoleObject;
825         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
826         ConsoleObject->id=Player_num;
827         ConsoleObject->control_type = CT_FLYING;
828         ConsoleObject->movement_type = MT_PHYSICS;
829         Game_suspended = 0;
830         verify_console_object();
831         Control_center_destroyed = 0;
832         if (Newdemo_state != ND_STATE_PLAYBACK)
833                 gameseq_remove_unused_players();
834         init_cockpit();
835         init_robots_for_level();
836         init_ai_objects();
837         init_morphs();
838         init_all_matcens();
839         init_player_stats_new_ship();
840         init_controlcen_for_level();
841         automap_clear_visited();
842         init_stuck_objects();
843         init_thief_for_level();
844
845         Slide_segs_computed = 0;
846 }
847 #endif
848
849 //do whatever needs to be done when a player dies in multiplayer
850
851 void DoGameOver()
852 {
853 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
854
855         if (Current_mission_num == Builtin_mission_num)
856                 scores_maybe_add_player(0);
857
858         Function_mode = FMODE_MENU;
859         Game_mode = GM_GAME_OVER;
860         longjmp( LeaveGame, 0 );                // Exit out of game loop
861
862 }
863
864 extern void do_save_game_menu();
865
866 //update various information about the player
867 void update_player_stats()
868 {
869                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
870                 if ( Players[Player_num].time_level > i2f(3600) )       {
871                         Players[Player_num].time_level -= i2f(3600);
872                         Players[Player_num].hours_level++;
873                 }
874
875                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
876                 if ( Players[Player_num].time_total > i2f(3600) )       {
877                         Players[Player_num].time_total -= i2f(3600);
878                         Players[Player_num].hours_total++;
879                 }
880 }
881
882 //hack to not start object when loading level
883 extern int Dont_start_sound_objects;
884
885 //go through this level and start any eclip sounds
886 void set_sound_sources()
887 {
888         int segnum,sidenum;
889         segment *seg;
890
891         digi_init_sounds();             //clear old sounds
892
893         Dont_start_sound_objects = 1;
894
895         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
896                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
897                         int tm,ec,sn;
898
899                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
900                                 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))
901                                         if ((sn=Effects[ec].sound_num)!=-1) {
902                                                 vms_vector pnt;
903                                                 int csegnum = seg->children[sidenum];
904
905                                                 //check for sound on other side of wall.  Don't add on
906                                                 //both walls if sound travels through wall.  If sound
907                                                 //does travel through wall, add sound for lower-numbered
908                                                 //segment.
909
910                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
911                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
912                                                                 segment *csegp;
913                                                                 int csidenum;
914
915                                                                 csegp = &Segments[seg->children[sidenum]];
916                                                                 csidenum = find_connect_side(seg, csegp);
917
918                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
919                                                                         continue;               //skip this one
920                                                         }
921                                                 }
922
923                                                 compute_center_point_on_side(&pnt,seg,sidenum);
924                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
925                                         }
926                 }
927
928         Dont_start_sound_objects = 0;
929
930 }
931
932
933 //fix flash_dist=i2f(1);
934 fix flash_dist=fl2f(.9);
935
936 //create flash for player appearance
937 void create_player_appearance_effect(object *player_obj)
938 {
939         vms_vector pos;
940         object *effect_obj;
941
942 #ifndef NDEBUG
943         {
944                 int objnum = player_obj-Objects;
945                 if ( (objnum < 0) || (objnum > Highest_object_index) )
946                         Int3(); // See Rob, trying to track down weird network bug
947         }
948 #endif
949
950         if (player_obj == Viewer)
951                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
952         else
953                 pos = player_obj->pos;
954
955         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
956
957         if (effect_obj) {
958                 effect_obj->orient = player_obj->orient;
959
960                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
961                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
962         }
963 }
964
965 //
966 // New Game sequencing functions
967 //
968
969 //pairs of chars describing ranges
970 char playername_allowed_chars[] = "azAZ09__--";
971
972 int MakeNewPlayerFile(int allow_abort)
973 {
974         int x;
975         char filename[14];
976         newmenu_item m;
977         char text[CALLSIGN_LEN+1]="";
978 #if 0
979         FILE *fp;
980 #endif
981
982         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
983
984 try_again:
985         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
986
987         Newmenu_allowed_chars = playername_allowed_chars;
988         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
989         Newmenu_allowed_chars = NULL;
990
991         if ( x < 0 ) {
992                 if ( allow_abort ) return 0;
993                 goto try_again;
994         }
995
996         if (text[0]==0) //null string
997                 goto try_again;
998
999         sprintf( filename, "%s.plr", text );
1000
1001 #if 0
1002         fp = fopen( filename, "rb" );
1003
1004 #ifndef MACINTOSH
1005         //if the callsign is the name of a tty device, prepend a char
1006         if (fp && isatty(fileno(fp))) {
1007                 fclose(fp);
1008                 sprintf(filename,"$%.7s.plr",text);
1009                 fp = fopen(filename,"rb");
1010         }
1011 #endif
1012         
1013         if ( fp )       {
1014                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
1015                 fclose(fp);
1016                 goto try_again;
1017         }
1018 #else
1019         if (cfexist(filename))
1020         {
1021                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
1022                 goto try_again;
1023         }
1024 #endif
1025
1026         if ( !new_player_config() )
1027                 goto try_again;                 // They hit Esc during New player config
1028
1029         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
1030
1031         write_player_file();
1032
1033         return 1;
1034 }
1035
1036 #ifdef WINDOWS
1037 #undef TXT_SELECT_PILOT
1038 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
1039 #endif
1040
1041 //Inputs the player's name, without putting up the background screen
1042 int RegisterPlayer()
1043 {
1044         int i,j;
1045         char filename[14];
1046         int allow_abort_flag = 1;
1047
1048         if ( Players[Player_num].callsign[0] == 0 )     {
1049                 //---------------------------------------------------------------------
1050                 // Set default config options in case there is no config file
1051                 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
1052                 Config_joystick_sensitivity = 8;
1053                 Config_control_type =CONTROL_NONE;
1054                 for (i=0; i<CONTROL_MAX_TYPES; i++ )
1055                         for (j=0; j<MAX_CONTROLS; j++ )
1056                                 kconfig_settings[i][j] = default_kconfig_settings[i][j];
1057                 kc_set_controls();
1058                 //----------------------------------------------------------------
1059
1060                 // Read the last player's name from config file, not lastplr.txt
1061                 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
1062
1063                 if (config_last_player[0]==0)
1064                         allow_abort_flag = 0;
1065         }
1066
1067 do_menu_again:
1068         ;
1069
1070 #ifndef MACINTOSH
1071         if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag ))     {
1072                 goto do_menu_again; //return 0;         // They hit Esc in file selector
1073         }
1074 #else
1075         #ifndef APPLE_DEMO
1076         if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
1077                 goto do_menu_again;             // They hit Esc in file selector
1078         }
1079         #else
1080         newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 );               // no abort allowed ever -- and change title of menubox
1081         #endif
1082 #endif
1083
1084         if ( filename[0] == '<' )       {
1085                 // They selected 'create new pilot'
1086                 if (!MakeNewPlayerFile(allow_abort_flag))
1087                         //return 0;             // They hit Esc during enter name stage
1088                         goto do_menu_again;
1089         } else {
1090                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
1091         }
1092
1093         if (read_player_file() != EZERO)
1094                 goto do_menu_again;
1095
1096         Auto_leveling_on = Default_leveling_on;
1097
1098         set_display_mode(Default_display_mode);
1099
1100         WriteConfigFile();              // Update lastplr
1101
1102         return 1;
1103 }
1104
1105
1106 void load_robot_replacements(char *level_name);
1107 int read_hamfile();
1108 extern int Robot_replacements_loaded;
1109
1110 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
1111 void LoadLevel(int level_num,int page_in_textures)
1112 {
1113         char *level_name;
1114         player save_player;
1115         int load_ret;
1116
1117         save_player = Players[Player_num];      
1118
1119         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
1120
1121         if (level_num<0)                //secret level
1122                 level_name = Secret_level_names[-level_num-1];
1123         else                                    //normal level
1124                 level_name = Level_names[level_num-1];
1125
1126         #ifdef WINDOWS
1127                 dd_gr_set_current_canvas(NULL);
1128                 dd_gr_clear_canvas(BM_XRGB(0,0,0));
1129         #else
1130                 gr_set_current_canvas(NULL);
1131                 gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
1132         #endif
1133
1134         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
1135
1136 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
1137 //      WIN(ShowCursorW());
1138
1139 #if 1 //defined(POLY_ACC) || defined(OGL)
1140     gr_palette_load(gr_palette);
1141     show_boxed_message(TXT_LOADING);
1142 #else
1143         show_boxed_message(TXT_LOADING);
1144         gr_palette_load(gr_palette);
1145 #endif
1146
1147         load_ret = load_level(level_name);              //actually load the data from disk!
1148
1149         if (load_ret)
1150                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
1151
1152         Current_level_num=level_num;
1153
1154 //      load_palette_pig(Current_level_palette);                //load just the pig
1155
1156         load_palette(Current_level_palette,1,1);                //don't change screen
1157
1158         load_endlevel_data(level_num);
1159
1160         if ( page_in_textures )
1161                 piggy_load_level_data();
1162
1163         if (Mission_list[Current_mission_num].descent_version == 1)
1164                 load_d1_bitmap_replacements();
1165         else
1166                 load_bitmap_replacements(level_name);
1167
1168         if (Robot_replacements_loaded) {
1169                 read_hamfile();         //load original data
1170                 Robot_replacements_loaded = 0;
1171         }
1172         load_robot_replacements(level_name);
1173
1174 #ifdef NETWORK
1175         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
1176
1177         reset_network_objects();
1178 #endif
1179
1180         Players[Player_num] = save_player;
1181
1182         set_sound_sources();
1183
1184         songs_play_level_song( Current_level_num );
1185
1186         clear_boxed_message();          //remove message before new palette loaded
1187
1188         gr_palette_load(gr_palette);            //actually load the palette
1189
1190 //      WIN(HideCursorW());
1191 }
1192
1193 //sets up Player_num & ConsoleObject
1194 void InitPlayerObject()
1195 {
1196         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
1197
1198         if (Player_num != 0 )   {
1199                 Players[0] = Players[Player_num];
1200                 Player_num = 0;
1201         }
1202
1203         Players[Player_num].objnum = 0;
1204
1205         ConsoleObject = &Objects[Players[Player_num].objnum];
1206
1207         ConsoleObject->type                             = OBJ_PLAYER;
1208         ConsoleObject->id                                       = Player_num;
1209         ConsoleObject->control_type     = CT_FLYING;
1210         ConsoleObject->movement_type    = MT_PHYSICS;
1211 }
1212
1213 extern void game_disable_cheats();
1214 extern void turn_cheats_off();
1215 extern void init_seismic_disturbances(void);
1216
1217 //starts a new game on the given level
1218 void StartNewGame(int start_level)
1219 {
1220         Game_mode = GM_NORMAL;
1221         Function_mode = FMODE_GAME;
1222         
1223         Next_level_num = 0;
1224
1225         InitPlayerObject();                             //make sure player's object set up
1226
1227         init_player_stats_game();               //clear all stats
1228
1229         N_players = 1;
1230 #ifdef NETWORK
1231         Network_new_game = 0;
1232 #endif
1233
1234         if (start_level < 0)
1235                 StartNewLevelSecret(start_level, 0);
1236         else
1237                 StartNewLevel(start_level, 0);
1238
1239         Players[Player_num].starting_level = start_level;               // Mark where they started
1240
1241         game_disable_cheats();
1242
1243         init_seismic_disturbances();
1244 }
1245
1246 //@@//starts a resumed game loaded from disk
1247 //@@void ResumeSavedGame(int start_level)
1248 //@@{
1249 //@@    Game_mode = GM_NORMAL;
1250 //@@    Function_mode = FMODE_GAME;
1251 //@@
1252 //@@    N_players = 1;
1253 //@@    Network_new_game = 0;
1254 //@@
1255 //@@    InitPlayerObject();                             //make sure player's object set up
1256 //@@
1257 //@@    StartNewLevel(start_level, 0);
1258 //@@
1259 //@@    game_disable_cheats();
1260 //@@}
1261
1262 #ifndef _NETWORK_H
1263 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1264 #endif
1265
1266 extern int N_secret_levels;
1267
1268 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":"stars.pcx")
1269
1270 //      -----------------------------------------------------------------------------
1271 //      Does the bonus scoring.
1272 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1273 void DoEndLevelScoreGlitz(int network)
1274 {
1275         int level_points, skill_points, energy_points, shield_points, hostage_points;
1276         int     all_hostage_points;
1277         int     endgame_points;
1278         char    all_hostage_text[64];
1279         char    endgame_text[64];
1280         #define N_GLITZITEMS 11
1281         char                            m_str[N_GLITZITEMS][30];
1282         newmenu_item    m[N_GLITZITEMS+1];
1283         int                             i,c;
1284         char                            title[128];
1285         int                             is_last_level;
1286         int                             mine_level;
1287
1288         set_screen_mode(SCREEN_MENU);           //go into menu mode
1289
1290    #ifdef TACTILE
1291                 if (TactileStick)
1292                   ClearForces();
1293         #endif
1294
1295         mprintf((0,"DoEndLevelScoreGlitz\n"));
1296
1297         //      Compute level player is on, deal with secret levels (negative numbers)
1298         mine_level = Players[Player_num].level;
1299         if (mine_level < 0)
1300                 mine_level *= -(Last_level/N_secret_levels);
1301
1302         level_points = Players[Player_num].score-Players[Player_num].last_score;
1303
1304         if (!Cheats_enabled) {
1305                 if (Difficulty_level > 1) {
1306                         skill_points = level_points*(Difficulty_level)/4;
1307                         skill_points -= skill_points % 100;
1308                 } else
1309                         skill_points = 0;
1310
1311                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1312                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1313                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1314
1315                 shield_points -= shield_points % 50;
1316                 energy_points -= energy_points % 50;
1317         } else {
1318                 skill_points = 0;
1319                 shield_points = 0;
1320                 energy_points = 0;
1321                 hostage_points = 0;
1322         }
1323
1324         all_hostage_text[0] = 0;
1325         endgame_text[0] = 0;
1326
1327         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1328                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1329                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1330         } else
1331                 all_hostage_points = 0;
1332
1333         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
1334                 endgame_points = Players[Player_num].lives * 10000;
1335                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1336                 is_last_level=1;
1337         } else
1338                 endgame_points = is_last_level = 0;
1339
1340         mprintf((0,"adding bonus points\n"));
1341         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1342
1343         c = 0;
1344         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1345         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1346         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1347         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1348
1349         sprintf(m_str[c++], "%s", all_hostage_text);
1350         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1351                 sprintf(m_str[c++], "%s", endgame_text);
1352
1353         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1354         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1355
1356         #ifdef WINDOWS
1357         sprintf(m_str[c++], "");
1358         sprintf(m_str[c++], "         Done");
1359         #endif
1360
1361         for (i=0; i<c; i++) {
1362                 m[i].type = NM_TYPE_TEXT;
1363                 m[i].text = m_str[i];
1364         }
1365
1366         #ifdef WINDOWS
1367         m[c-1].type = NM_TYPE_MENU;
1368         #endif
1369
1370         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1371
1372         if (Current_level_num < 0)
1373                 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);
1374         else
1375                 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);
1376
1377         Assert(c <= N_GLITZITEMS);
1378
1379         gr_palette_fade_out(gr_palette, 32, 0);
1380
1381         mprintf((0,"doing menu\n"));
1382
1383    PA_DFX (pa_alpha_always());
1384
1385 #ifdef NETWORK
1386         if ( network && (Game_mode & GM_NETWORK) )
1387                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1388         else
1389 #endif
1390                 // NOTE LINK TO ABOVE!!!
1391                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1392
1393         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1394 }
1395
1396 //give the player the opportunity to save his game
1397 void DoEndlevelMenu()
1398 {
1399 //No between level saves......!!!       state_save_all(1);
1400 }
1401
1402 //      -----------------------------------------------------------------------------------------------------
1403 //called when the player is starting a level (new game or new ship)
1404 void StartSecretLevel()
1405 {
1406         Assert(!Player_is_dead);
1407
1408         InitPlayerPosition(0);
1409
1410         verify_console_object();
1411
1412         ConsoleObject->control_type     = CT_FLYING;
1413         ConsoleObject->movement_type    = MT_PHYSICS;
1414
1415         // -- WHY? -- disable_matcens();
1416         clear_transient_objects(0);             //0 means leave proximity bombs
1417
1418         // create_player_appearance_effect(ConsoleObject);
1419         Do_appearance_effect = 1;
1420
1421         ai_reset_all_paths();
1422         // -- NO? -- reset_time();
1423
1424         reset_rear_view();
1425         Auto_fire_fusion_cannon_time = 0;
1426         Fusion_charge = 0;
1427
1428         Robot_firing_enabled = 1;
1429 }
1430
1431 extern void set_pos_from_return_segment(void);
1432
1433 //      Returns true if secret level has been destroyed.
1434 int p_secret_level_destroyed(void)
1435 {
1436         if (First_secret_visit) {
1437                 return 0;               //      Never been there, can't have been destroyed.
1438         } else {
1439                 if (cfexist(SECRETC_FILENAME))
1440                 {
1441                         return 0;
1442                 } else {
1443                         return 1;
1444                 }
1445         }
1446 }
1447
1448 //      -----------------------------------------------------------------------------------------------------
1449 void do_secret_message(char *msg)
1450 {
1451         int     old_fmode;
1452
1453         load_stars();
1454
1455 #if defined(POLY_ACC)
1456         pa_save_clut();
1457         pa_update_clut(gr_palette, 0, 256, 0);
1458 #endif
1459
1460         old_fmode = Function_mode;
1461         Function_mode = FMODE_MENU;
1462         nm_messagebox(NULL, 1, TXT_OK, msg);
1463         Function_mode = old_fmode;
1464
1465 #if defined(POLY_ACC)
1466         pa_restore_clut();
1467 #endif
1468         
1469         WIN(DEFINE_SCREEN(NULL));
1470 }
1471
1472 //      -----------------------------------------------------------------------------------------------------
1473 // called when the player is starting a new level for normal game mode and restore state
1474 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1475 //      first time, instead of initializing various things, need to do a game restore for all the
1476 //      robots, powerups, walls, doors, etc.
1477 void StartNewLevelSecret(int level_num, int page_in_textures)
1478 {
1479         newmenu_item    m[1];
1480         //int i;
1481
1482         ThisLevelTime=0;
1483
1484         m[0].type = NM_TYPE_TEXT;
1485         m[0].text = " ";
1486
1487         last_drawn_cockpit[0] = -1;
1488         last_drawn_cockpit[1] = -1;
1489
1490         if (Newdemo_state == ND_STATE_PAUSED)
1491                 Newdemo_state = ND_STATE_RECORDING;
1492
1493         if (Newdemo_state == ND_STATE_RECORDING) {
1494                 newdemo_set_new_level(level_num);
1495                 newdemo_record_start_frame(FrameCount, FrameTime );
1496         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1497
1498                 gr_palette_fade_out(gr_palette, 32, 0);
1499
1500                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1501
1502                 if (First_secret_visit) {
1503                         do_secret_message(TXT_SECRET_EXIT);
1504                 } else {
1505                         if (cfexist(SECRETC_FILENAME))
1506                         {
1507                                 do_secret_message(TXT_SECRET_EXIT);
1508                         } else {
1509                                 char    text_str[128];
1510
1511                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1512                                 do_secret_message(text_str);
1513                         }
1514                 }
1515         }
1516
1517         LoadLevel(level_num,page_in_textures);
1518
1519         Assert(Current_level_num == level_num); //make sure level set right
1520
1521         Assert(Function_mode == FMODE_GAME);
1522
1523         gameseq_init_network_players(); // Initialize the Players array for
1524                                                                                           // this level
1525
1526         HUD_clear_messages();
1527
1528         automap_clear_visited();
1529
1530         // --   init_player_stats_level();
1531
1532         Viewer = &Objects[Players[Player_num].objnum];
1533
1534         gameseq_remove_unused_players();
1535
1536         Game_suspended = 0;
1537
1538         Control_center_destroyed = 0;
1539
1540         init_cockpit();
1541         reset_palette_add();
1542
1543         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1544                 init_robots_for_level();
1545                 init_ai_objects();
1546                 init_smega_detonates();
1547                 init_morphs();
1548                 init_all_matcens();
1549                 reset_special_effects();
1550                 StartSecretLevel();
1551         } else {
1552                 if (cfexist(SECRETC_FILENAME))
1553                 {
1554                         int     pw_save, sw_save;
1555
1556                         pw_save = Primary_weapon;
1557                         sw_save = Secondary_weapon;
1558                         state_restore_all(1, 1, SECRETC_FILENAME);
1559                         Primary_weapon = pw_save;
1560                         Secondary_weapon = sw_save;
1561                         reset_special_effects();
1562                         StartSecretLevel();
1563                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1564                 } else {
1565                         char    text_str[128];
1566
1567                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1568                         do_secret_message(text_str);
1569                         return;
1570
1571                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1572                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1573                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1574                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1575                         // -- return;
1576                 }
1577         }
1578
1579         if (First_secret_visit) {
1580                 copy_defaults_to_robot_all();
1581         }
1582
1583         turn_cheats_off();
1584
1585         init_controlcen_for_level();
1586
1587         //      Say player can use FLASH cheat to mark path to exit.
1588         Last_level_path_created = -1;
1589
1590         First_secret_visit = 0;
1591 }
1592
1593 int     Entered_from_level;
1594
1595 // ---------------------------------------------------------------------------------------------------------------
1596 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1597 void ExitSecretLevel(void)
1598 {
1599         if (Newdemo_state == ND_STATE_PLAYBACK)
1600                 return;
1601
1602         if (!Control_center_destroyed) {
1603                 state_save_all(0, 2, SECRETC_FILENAME);
1604         }
1605
1606         if (cfexist(SECRETB_FILENAME))
1607         {
1608                 int     pw_save, sw_save;
1609
1610                 returning_to_level_message();
1611                 pw_save = Primary_weapon;
1612                 sw_save = Secondary_weapon;
1613                 state_restore_all(1, 1, SECRETB_FILENAME);
1614                 Primary_weapon = pw_save;
1615                 Secondary_weapon = sw_save;
1616         } else {
1617                 // File doesn't exist, so can't return to base level.  Advance to next one.
1618                 if (Entered_from_level == Last_level)
1619                         DoEndGame();
1620                 else {
1621                         advancing_to_level_message();
1622                         StartNewLevel(Entered_from_level+1, 0);
1623                 }
1624         }
1625 }
1626
1627 // ---------------------------------------------------------------------------------------------------------------
1628 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1629 //      be invulnerable or cloaked.
1630 void do_cloak_invul_secret_stuff(fix old_gametime)
1631 {
1632         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1633                 fix     time_used;
1634
1635                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1636                 Players[Player_num].invulnerable_time = GameTime - time_used;
1637         }
1638
1639         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1640                 fix     time_used;
1641
1642                 time_used = old_gametime - Players[Player_num].cloak_time;
1643                 Players[Player_num].cloak_time = GameTime - time_used;
1644         }
1645 }
1646
1647 // ---------------------------------------------------------------------------------------------------------------
1648 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1649 //      is passing to the secret level.
1650 //      Do a savegame.
1651 void EnterSecretLevel(void)
1652 {
1653         fix     old_gametime;
1654         int     i;
1655
1656         Assert(! (Game_mode & GM_MULTI) );
1657
1658         Entered_from_level = Current_level_num;
1659
1660         if (Control_center_destroyed)
1661                 DoEndLevelScoreGlitz(0);
1662
1663         if (Newdemo_state != ND_STATE_PLAYBACK)
1664                 state_save_all(0, 1, NULL);     //      Not between levels (ie, save all), IS a secret level, NO filename override
1665
1666         //      Find secret level number to go to, stuff in Next_level_num.
1667         for (i=0; i<-Last_secret_level; i++)
1668                 if (Secret_level_table[i]==Current_level_num) {
1669                         Next_level_num = -(i+1);
1670                         break;
1671                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1672                         Next_level_num = -i;
1673                         break;
1674                 }
1675
1676         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1677                 Next_level_num = Last_secret_level;
1678
1679         old_gametime = GameTime;
1680
1681         StartNewLevelSecret(Next_level_num, 1);
1682         
1683         // do_cloak_invul_stuff();
1684 }
1685
1686 //called when the player has finished a level
1687 void PlayerFinishedLevel(int secret_flag)
1688 {
1689         Assert(!secret_flag);
1690
1691         //credit the player for hostages
1692         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1693
1694         if (Game_mode & GM_NETWORK)
1695                 Players[Player_num].connected = 2; // Finished but did not die
1696
1697         last_drawn_cockpit[0] = -1;
1698         last_drawn_cockpit[1] = -1;
1699
1700         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1701 }
1702
1703 #if defined(D2_OEM) || defined(COMPILATION)
1704 #define MOVIE_REQUIRED 0
1705 #else
1706 #define MOVIE_REQUIRED 1
1707 #endif
1708
1709 #ifdef D2_OEM
1710 #define ENDMOVIE "endo"
1711 #else
1712 #define ENDMOVIE "end"
1713 #endif
1714
1715 void show_order_form();
1716 extern void com_hangup(void);
1717
1718 //called when the player has finished the last level
1719 void DoEndGame(void)
1720 {
1721         mprintf((0,"DoEndGame\n"));
1722
1723         Function_mode = FMODE_MENU;
1724         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1725                 newdemo_stop_recording();
1726
1727         set_screen_mode( SCREEN_MENU );
1728
1729         WINDOS(
1730                 dd_gr_set_current_canvas(NULL),
1731                 gr_set_current_canvas(NULL)
1732         );
1733
1734         key_flush();
1735
1736         if (Current_mission_num == Builtin_mission_num && !(Game_mode & GM_MULTI))
1737         { //only built-in mission, & not multi
1738                 int played=MOVIE_NOT_PLAYED;    //default is not played
1739
1740                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1741                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1742                 close_subtitles();
1743                 if (!played) {
1744                         if (cfexist("end2oem.txb") || cfexist("end2oem.tex")) { // #ifdef D2_OEM
1745                                 songs_play_song( SONG_TITLE, 0 );
1746                                 do_briefing_screens("end2oem.tex",1);
1747                         } else {
1748                                 songs_play_song( SONG_ENDGAME, 0 );
1749                                 mprintf((0,"doing briefing\n"));
1750                                 do_briefing_screens("ending2.tex",1);
1751                                 mprintf((0,"briefing done\n"));
1752                         }
1753                 }
1754    } else if (!(Game_mode & GM_MULTI)) {    //not multi
1755                 char tname[FILENAME_LEN];
1756                 sprintf(tname,"%s.tex",Current_mission_filename);
1757                 do_briefing_screens (tname,Last_level+1);   //level past last is endgame breifing
1758
1759                 //try doing special credits
1760                 sprintf(tname,"%s.ctb",Current_mission_filename);
1761                 credits_show(tname);
1762         }
1763
1764         key_flush();
1765
1766 #ifdef SHAREWARE
1767                 show_order_form();
1768 #endif
1769
1770 #ifdef NETWORK
1771         if (Game_mode & GM_MULTI)
1772                 multi_endlevel_score();
1773         else
1774 #endif
1775                 // NOTE LINK TO ABOVE
1776                 DoEndLevelScoreGlitz(0);
1777
1778         if (Current_mission_num == Builtin_mission_num && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1779                 WINDOS(
1780                         dd_gr_set_current_canvas(NULL),
1781                         gr_set_current_canvas( NULL )
1782                 );
1783                 WINDOS(
1784                         dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1785                         gr_clear_canvas(BM_XRGB(0,0,0))
1786                 );
1787                 gr_palette_clear();
1788                 load_palette(DEFAULT_PALETTE,0,1);
1789                 scores_maybe_add_player(0);
1790         }
1791
1792         Function_mode = FMODE_MENU;
1793
1794         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1795                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1796         else
1797                 Game_mode = GM_GAME_OVER;
1798
1799
1800         longjmp( LeaveGame, 0 );                // Exit out of game loop
1801 }
1802
1803 //from which level each do you get to each secret level
1804 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1805
1806 //called to go to the next level (if there is one)
1807 //if secret_flag is true, advance to secret level, else next normal one
1808 //      Return true if game over.
1809 void AdvanceLevel(int secret_flag)
1810 {
1811 #ifdef NETWORK
1812         int result;
1813 #endif
1814
1815         mprintf((0,"AdvanceLevel\n"));
1816
1817         Assert(!secret_flag);
1818
1819         if (Current_level_num != Last_level) {
1820 #ifdef NETWORK
1821                 if (Game_mode & GM_MULTI)
1822                         multi_endlevel_score();         
1823                 else
1824 #endif
1825                         // NOTE LINK TO ABOVE!!!
1826                         DoEndLevelScoreGlitz(0);                //give bonuses
1827         }
1828
1829         Control_center_destroyed = 0;
1830
1831         #ifdef EDITOR
1832         if (Current_level_num == 0)
1833                 return;         //not a real level
1834         #endif
1835
1836 #ifdef NETWORK
1837         if (Game_mode & GM_MULTI)       {
1838                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1839                 if (result) // failed to sync
1840                 {
1841                         if (Current_level_num == Last_level)            //player has finished the game!
1842                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1843                         else
1844                                 return;
1845                 }
1846         }
1847 #endif
1848
1849         if (Current_level_num == Last_level) {          //player has finished the game!
1850                 
1851                 mprintf((0,"Finished last level!\n"));
1852
1853                 DoEndGame();
1854
1855         } else {
1856
1857                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1858
1859                 if (!(Game_mode & GM_MULTI))
1860                         DoEndlevelMenu(); // Let use save their game
1861
1862                 StartNewLevel(Next_level_num, 0);
1863
1864         }
1865 }
1866
1867 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1868
1869 extern char last_palette_loaded[];
1870
1871 void load_stars_palette()
1872 {
1873         int pcx_error;
1874         ubyte pal[256*3];
1875
1876         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1877         Assert(pcx_error == PCX_ERROR_NONE);
1878
1879         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1880
1881
1882         {       //remap stuff. this code is kindof a hack
1883
1884                 //now, before we bring up the menu, we need to
1885                 //do some stuff to make sure the palette is ok.  First, we need to
1886                 //get our current palette into the 2d's array, so the remapping will
1887                 //work.  Second, we need to remap the fonts.  Third, we need to fill
1888                 //in part of the fade tables so the darkening of the menu edges works
1889
1890                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1891                 remap_fonts_and_menus(1);
1892
1893         }
1894
1895         strcpy(last_palette_loaded,"");         //force palette load next time
1896 }
1897 #endif
1898
1899 void nm_draw_background1(char * filename);
1900
1901 void load_stars()
1902 {
1903 //@@    int pcx_error;
1904 //@@    ubyte pal[256*3];
1905 //@@
1906 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1907 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1908 //@@
1909 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1910
1911         WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1912
1913         nm_draw_background1(STARS_BACKGROUND);
1914
1915 }
1916
1917
1918 void
1919 died_in_mine_message(void)
1920 {
1921         // Tell the player he died in the mine, explain why
1922         int old_fmode;
1923
1924         if (Game_mode & GM_MULTI)
1925                 return;
1926
1927         gr_palette_fade_out(gr_palette, 32, 0);
1928
1929         set_screen_mode(SCREEN_MENU);           //go into menu mode
1930
1931         WINDOS(
1932                 dd_gr_set_current_canvas(NULL),
1933                 gr_set_current_canvas(NULL)
1934         );
1935
1936         load_stars();
1937
1938 #if defined(POLY_ACC)
1939         pa_save_clut();
1940         pa_update_clut(gr_palette, 0, 256, 0);
1941 #endif
1942
1943         old_fmode = Function_mode;
1944         Function_mode = FMODE_MENU;
1945         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1946         Function_mode = old_fmode;
1947
1948 #if defined(POLY_ACC)
1949         pa_restore_clut();
1950 #endif
1951
1952         WIN(DEFINE_SCREEN(NULL));
1953 }
1954
1955 //      Called when player dies on secret level.
1956 void returning_to_level_message(void)
1957 {
1958         char    msg[128];
1959
1960         int old_fmode;
1961
1962         if (Game_mode & GM_MULTI)
1963                 return;
1964
1965         gr_palette_fade_out(gr_palette, 32, 0);
1966
1967         set_screen_mode(SCREEN_MENU);           //go into menu mode
1968
1969         gr_set_current_canvas(NULL);
1970
1971         load_stars();
1972
1973 #if defined(POLY_ACC)
1974         pa_save_clut();
1975         pa_update_clut(gr_palette, 0, 256, 0);
1976 #endif
1977
1978         old_fmode = Function_mode;
1979         Function_mode = FMODE_MENU;
1980         sprintf(msg, "Returning to level %i", Entered_from_level);
1981         nm_messagebox(NULL, 1, TXT_OK, msg);
1982         Function_mode = old_fmode;
1983
1984 #if defined(POLY_ACC)
1985         pa_restore_clut();
1986 #endif
1987
1988         WIN(DEFINE_SCREEN(NULL));
1989 }
1990
1991 //      Called when player dies on secret level.
1992 void advancing_to_level_message(void)
1993 {
1994         char    msg[128];
1995
1996         int old_fmode;
1997
1998         //      Only supposed to come here from a secret level.
1999         Assert(Current_level_num < 0);
2000
2001         if (Game_mode & GM_MULTI)
2002                 return;
2003
2004         gr_palette_fade_out(gr_palette, 32, 0);
2005
2006         set_screen_mode(SCREEN_MENU);           //go into menu mode
2007
2008         gr_set_current_canvas(NULL);
2009         
2010         load_stars();
2011
2012 #if defined(POLY_ACC)
2013         pa_save_clut();
2014         pa_update_clut(gr_palette, 0, 256, 0);
2015 #endif
2016
2017         old_fmode = Function_mode;
2018         Function_mode = FMODE_MENU;
2019         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
2020         nm_messagebox(NULL, 1, TXT_OK, msg);
2021         Function_mode = old_fmode;
2022
2023 #if defined(POLY_ACC)
2024         pa_restore_clut();
2025 #endif
2026
2027         WIN(DEFINE_SCREEN(NULL));
2028 }
2029
2030 void digi_stop_digi_sounds();
2031
2032 void DoPlayerDead()
2033 {
2034         reset_palette_add();
2035
2036         gr_palette_load (gr_palette);
2037
2038 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
2039         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
2040
2041         dead_player_end();              //terminate death sequence (if playing)
2042
2043         #ifdef EDITOR
2044         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
2045                 object * playerobj = &Objects[Players[Player_num].objnum];
2046                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
2047                 load_level("gamesave.lvl");
2048                 init_player_stats_new_ship();
2049                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
2050                 StartLevel(0);
2051                 return;
2052         }
2053         #endif
2054
2055 #ifdef NETWORK
2056         if ( Game_mode&GM_MULTI )
2057         {
2058                 multi_do_death(Players[Player_num].objnum);
2059         }
2060         else
2061 #endif
2062         {                               //Note link to above else!
2063                 Players[Player_num].lives--;
2064                 if (Players[Player_num].lives == 0)
2065                 {       
2066                         DoGameOver();
2067                         return;
2068                 }
2069         }
2070                                 
2071         if ( Control_center_destroyed ) {
2072
2073                 //clear out stuff so no bonus
2074                 Players[Player_num].hostages_on_board = 0;
2075                 Players[Player_num].energy = 0;
2076                 Players[Player_num].shields = 0;
2077                 Players[Player_num].connected = 3;
2078
2079                 died_in_mine_message(); // Give them some indication of what happened
2080
2081                 if (Current_level_num < 0) {
2082                         if (cfexist(SECRETB_FILENAME))
2083                         {
2084                                 returning_to_level_message();
2085                                 state_restore_all(1, 2, SECRETB_FILENAME);                      //      2 means you died
2086                                 set_pos_from_return_segment();
2087                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
2088                         } else {
2089                                 advancing_to_level_message();
2090                                 StartNewLevel(Entered_from_level+1, 0);
2091                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
2092                         }
2093                 } else {
2094
2095                         AdvanceLevel(0);                        //if finished, go on to next level
2096
2097                         init_player_stats_new_ship();
2098                         last_drawn_cockpit[0] = -1;
2099                         last_drawn_cockpit[1] = -1;
2100                 }
2101
2102         } else if (Current_level_num < 0) {
2103                 if (cfexist(SECRETB_FILENAME))
2104                 {
2105                         returning_to_level_message();
2106                         if (!Control_center_destroyed)
2107                                 state_save_all(0, 2, SECRETC_FILENAME);
2108                         state_restore_all(1, 2, SECRETB_FILENAME);
2109                         set_pos_from_return_segment();
2110                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
2111                 } else {
2112                         died_in_mine_message(); // Give them some indication of what happened
2113                         advancing_to_level_message();
2114                         StartNewLevel(Entered_from_level+1, 0);
2115                         init_player_stats_new_ship();
2116                 }
2117         } else {
2118                 init_player_stats_new_ship();
2119                 StartLevel(1);
2120         }
2121
2122         digi_sync_sounds();
2123 }
2124
2125 extern int BigWindowSwitch;
2126
2127 //called when the player is starting a new level for normal game mode and restore state
2128 //      secret_flag set if came from a secret level
2129 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
2130 {
2131         if (!(Game_mode & GM_MULTI)) {
2132                 last_drawn_cockpit[0] = -1;
2133                 last_drawn_cockpit[1] = -1;
2134         }
2135    BigWindowSwitch=0;
2136
2137
2138         if (Newdemo_state == ND_STATE_PAUSED)
2139                 Newdemo_state = ND_STATE_RECORDING;
2140
2141         if (Newdemo_state == ND_STATE_RECORDING) {
2142                 newdemo_set_new_level(level_num);
2143                 newdemo_record_start_frame(FrameCount, FrameTime );
2144         }
2145
2146         if (Game_mode & GM_MULTI)
2147                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
2148
2149         LoadLevel(level_num,page_in_textures);
2150
2151         Assert(Current_level_num == level_num); //make sure level set right
2152
2153         gameseq_init_network_players(); // Initialize the Players array for
2154                                                                                           // this level
2155
2156         Viewer = &Objects[Players[Player_num].objnum];
2157
2158         Assert(N_players <= NumNetPlayerPositions);
2159                 //If this assert fails, there's not enough start positions
2160
2161 #ifdef NETWORK
2162         if (Game_mode & GM_NETWORK)
2163         {
2164                 if(network_level_sync()) // After calling this, Player_num is set
2165                         return;
2166         }
2167         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
2168         {
2169                 if(com_level_sync())
2170                         return;
2171         }
2172 #endif
2173
2174         Assert(Function_mode == FMODE_GAME);
2175
2176         #ifndef NDEBUG
2177         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
2178         #endif
2179
2180         HUD_clear_messages();
2181
2182         automap_clear_visited();
2183
2184 #ifdef NETWORK
2185         if (Network_new_game == 1)
2186         {
2187                 Network_new_game = 0;
2188                 init_player_stats_new_ship();
2189         }
2190 #endif
2191         init_player_stats_level(secret_flag);
2192
2193 #ifdef NETWORK
2194         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
2195         {
2196                 int i;
2197                 for (i = 0; i < N_players; i++)
2198                         Players[i].flags |= Netgame.player_flags[i];
2199         }
2200
2201         if (Game_mode & GM_MULTI)
2202         {
2203                 multi_prep_level(); // Removes robots from level if necessary
2204         }
2205 #endif
2206
2207         gameseq_remove_unused_players();
2208
2209         Game_suspended = 0;
2210
2211         Control_center_destroyed = 0;
2212
2213         set_screen_mode(SCREEN_GAME);
2214         init_cockpit();
2215         init_robots_for_level();
2216         init_ai_objects();
2217         init_smega_detonates();
2218         init_morphs();
2219         init_all_matcens();
2220         reset_palette_add();
2221         init_thief_for_level();
2222         init_stuck_objects();
2223         game_flush_inputs();            // clear out the keyboard
2224         if (!(Game_mode & GM_MULTI))
2225                 filter_objects_from_level();
2226
2227         turn_cheats_off();
2228
2229         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2230                 set_highest_level(Current_level_num);
2231         else
2232                 read_player_file();             //get window sizes
2233
2234         reset_special_effects();
2235
2236 #ifdef OGL
2237         ogl_cache_level_textures();
2238 #endif
2239
2240
2241 #ifdef NETWORK
2242         if (Network_rejoined == 1)
2243         {
2244                 #ifndef NDEBUG
2245                 mprintf((0, "Restarting - joining in random location.\n"));
2246                 #endif
2247                 Network_rejoined = 0;
2248                 StartLevel(1);
2249         }
2250         else
2251 #endif
2252                 StartLevel(0);          // Note link to above if!
2253
2254         copy_defaults_to_robot_all();
2255         init_controlcen_for_level();
2256
2257         //      Say player can use FLASH cheat to mark path to exit.
2258         Last_level_path_created = -1;
2259 }
2260
2261 #ifdef NETWORK
2262 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2263 #endif
2264 void bash_to_shield (int i,char *s)
2265 {
2266 #ifdef NETWORK
2267         int type=Objects[i].id;
2268 #endif
2269
2270         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2271
2272 #ifdef NETWORK
2273         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2274 #endif
2275
2276         Objects[i].id = POW_SHIELD_BOOST;
2277         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2278         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2279 }
2280
2281
2282 void filter_objects_from_level()
2283  {
2284   int i;
2285
2286   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2287
2288   for (i=0;i<=Highest_object_index;i++)
2289         {
2290          if (Objects[i].type==OBJ_POWERUP)
2291      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2292            bash_to_shield (i,"Flag!!!!");
2293    }
2294
2295  }
2296
2297 struct {
2298         int     level_num;
2299         char    movie_name[FILENAME_LEN];
2300 } intro_movie[] = {     { 1,"pla"},
2301                                                         { 5,"plb"},
2302                                                         { 9,"plc"},
2303                                                         {13,"pld"},
2304                                                         {17,"ple"},
2305                                                         {21,"plf"},
2306                                                         {24,"plg"}};
2307
2308 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2309
2310 extern int MenuHiresAvailable;
2311 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
2312 extern int intro_played;        //true if big intro movie played
2313
2314 void ShowLevelIntro(int level_num)
2315 {
2316         //if shareware, show a briefing?
2317
2318         if (!(Game_mode & GM_MULTI)) {
2319                 int i;
2320
2321                 ubyte save_pal[sizeof(gr_palette)];
2322
2323                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2324
2325                 if (Current_mission_num == Builtin_mission_num) {
2326                         int movie=0;
2327
2328                         if (cfexist("brief2.txb") || cfexist("brief2.tex")) { // SHAREWARE
2329                                 if (level_num==1)
2330                                         do_briefing_screens ("brief2.tex", 1);
2331                         } else if (cfexist("brief2o.txb") || cfexist("brief2o.tex")) { // OEM
2332                                 if (level_num == 1 && !intro_played)
2333                                         do_briefing_screens("brief2o.tex", 1);
2334                         } else { // full version
2335                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
2336                                 {
2337                                         if (intro_movie[i].level_num == level_num)
2338                                         {
2339                                                 Screen_mode = -1;
2340                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2341                                                 movie=1;
2342                                                 break;
2343                                         }
2344                                 }
2345
2346 #ifdef WINDOWS
2347                                 if (!movie) {                                   //must go before briefing
2348                                         dd_gr_init_screen();
2349                                         Screen_mode = -1;
2350                                 }
2351 #endif
2352
2353                                 if (robot_movies)
2354                                 {
2355                                         int hires_save=MenuHiresAvailable;
2356
2357                                         if (robot_movies == 1)          //lowres only
2358                                         {
2359                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
2360
2361                                                 if (hires_save != MenuHiresAvailable)
2362                                                         Screen_mode = -1;               //force reset
2363
2364                                         }
2365                                         do_briefing_screens ("robot.tex",level_num);
2366                                         MenuHiresAvailable = hires_save;
2367                                 }
2368
2369                         }
2370                 }
2371                 else {  //not the built-in mission.  check for add-on briefing
2372                         if (Mission_list[Current_mission_num].descent_version == 1)
2373                                 do_briefing_screens(Briefing_text_filename, level_num);
2374                         else {
2375                                 char tname[FILENAME_LEN];
2376                                 sprintf(tname, "%s.tex", Current_mission_filename);
2377                                 do_briefing_screens(tname, level_num);
2378                         }
2379                 }
2380
2381
2382                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2383         }
2384 }
2385
2386 //      ---------------------------------------------------------------------------
2387 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2388 //      Reason: On this level, if player goes to a secret level, he will be going to a different
2389 //      secret level than he's ever been to before.
2390 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2391 void maybe_set_first_secret_visit(int level_num)
2392 {
2393         int     i;
2394
2395         for (i=0; i<N_secret_levels; i++) {
2396                 if (Secret_level_table[i] == level_num) {
2397                         First_secret_visit = 1;
2398                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2399                 }
2400         }
2401 }
2402
2403 //called when the player is starting a new level for normal game model
2404 //      secret_flag if came from a secret level
2405 void StartNewLevel(int level_num, int secret_flag)
2406 {
2407         ThisLevelTime=0;
2408
2409         if ((level_num > 0) && (!secret_flag)) {
2410                 maybe_set_first_secret_visit(level_num);
2411         }
2412
2413         ShowLevelIntro(level_num);
2414
2415         WIN(DEFINE_SCREEN(NULL));               // ALT-TAB: no restore of background.
2416         
2417         StartNewLevelSub(level_num, 1, secret_flag );
2418
2419 }
2420
2421 //initialize the player object position & orientation (at start of game, or new ship)
2422 void InitPlayerPosition(int random_flag)
2423 {
2424         int NewPlayer=0;
2425
2426 #ifdef NETWORK
2427         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2428 #endif
2429                 NewPlayer = Player_num;
2430 #ifdef NETWORK
2431         else if (random_flag == 1)
2432         {
2433                 int i, closest = -1, trys=0;
2434                 fix closest_dist = 0x7ffffff, dist;
2435
2436                 d_srand(clock());
2437
2438 #ifndef NDEBUG
2439                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2440                 {
2441                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2442                         //Int3();
2443                 }
2444 #endif
2445
2446                 do {
2447                         if (trys > 0)   
2448                         {
2449                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2450                         }
2451                         trys++;
2452
2453                         NewPlayer = d_rand() % NumNetPlayerPositions;
2454
2455                         closest = -1;
2456                         closest_dist = 0x7fffffff;
2457         
2458                         for (i=0; i<N_players; i++ )    {
2459                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2460                                         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
2461                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2462                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2463                                                 closest_dist = dist;
2464                                                 closest = i;
2465                                         }
2466                                 }
2467                         }
2468
2469                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2470                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2471         }
2472         else {
2473                 mprintf((0, "Starting position is not being changed.\n"));
2474                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2475         }
2476         Assert(NewPlayer >= 0);
2477         Assert(NewPlayer < NumNetPlayerPositions);
2478 #endif
2479
2480         ConsoleObject->pos = Player_init[NewPlayer].pos;
2481         ConsoleObject->orient = Player_init[NewPlayer].orient;
2482 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2483
2484         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2485
2486         obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2487
2488 #ifdef NETWORK
2489 done:
2490 #endif
2491         reset_player_object();
2492         reset_cruise();
2493 }
2494
2495 //      -----------------------------------------------------------------------------------------------------
2496 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2497 //      What about setting size!?  Where does that come from?
2498 void copy_defaults_to_robot(object *objp)
2499 {
2500         robot_info      *robptr;
2501         int                     objid;
2502
2503         Assert(objp->type == OBJ_ROBOT);
2504         objid = objp->id;
2505         Assert(objid < N_robot_types);
2506
2507         robptr = &Robot_info[objid];
2508
2509         //      Boost shield for Thief and Buddy based on level.
2510         objp->shields = robptr->strength;
2511
2512         if ((robptr->thief) || (robptr->companion)) {
2513                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2514
2515                 if (robptr->companion) {
2516                         //      Now, scale guide-bot hits by skill level
2517                         switch (Difficulty_level) {
2518                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2519                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2520                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2521                                 default:        break;
2522                         }
2523                 }
2524         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2525                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2526
2527         //      Additional wimpification of bosses at Trainee
2528         if ((robptr->boss_flag) && (Difficulty_level == 0))
2529                 objp->shields /= 2;
2530 }
2531
2532 //      -----------------------------------------------------------------------------------------------------
2533 //      Copy all values from the robot info structure to all instances of robots.
2534 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2535 //      This function should be called at level load time.
2536 void copy_defaults_to_robot_all()
2537 {
2538         int     i;
2539
2540         for (i=0; i<=Highest_object_index; i++)
2541                 if (Objects[i].type == OBJ_ROBOT)
2542                         copy_defaults_to_robot(&Objects[i]);
2543
2544 }
2545
2546 extern void clear_stuck_objects(void);
2547
2548 //      -----------------------------------------------------------------------------------------------------
2549 //called when the player is starting a level (new game or new ship)
2550 void StartLevel(int random_flag)
2551 {
2552         Assert(!Player_is_dead);
2553
2554         InitPlayerPosition(random_flag);
2555
2556         verify_console_object();
2557
2558         ConsoleObject->control_type     = CT_FLYING;
2559         ConsoleObject->movement_type    = MT_PHYSICS;
2560
2561         disable_matcens();
2562
2563         clear_transient_objects(0);             //0 means leave proximity bombs
2564
2565         // create_player_appearance_effect(ConsoleObject);
2566         Do_appearance_effect = 1;
2567
2568 #ifdef NETWORK
2569         if (Game_mode & GM_MULTI)
2570         {
2571                 if (Game_mode & GM_MULTI_COOP)
2572                         multi_send_score();
2573                 multi_send_position(Players[Player_num].objnum);
2574                 multi_send_reappear();
2575         }               
2576
2577         if (Game_mode & GM_NETWORK)
2578                 network_do_frame(1, 1);
2579 #endif
2580
2581         ai_reset_all_paths();
2582         ai_init_boss_for_ship();
2583         clear_stuck_objects();
2584
2585         #ifdef EDITOR
2586         //      Note, this is only done if editor builtin.  Calling this from here
2587         //      will cause it to be called after the player dies, resetting the
2588         //      hits for the buddy and thief.  This is ok, since it will work ok
2589         //      in a shipped version.
2590         init_ai_objects();
2591         #endif
2592
2593         reset_time();
2594
2595         reset_rear_view();
2596         Auto_fire_fusion_cannon_time = 0;
2597         Fusion_charge = 0;
2598
2599         Robot_firing_enabled = 1;
2600 }