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1 /* $Id: gameseq.c,v 1.47 2005-08-02 06:13:56 chris Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
13 */
14
15 /*
16  *
17  * Routines for EndGame, EndLevel, etc.
18  *
19  */
20
21
22 #ifdef HAVE_CONFIG_H
23 #include <conf.h>
24 #endif
25
26 #ifdef RCS
27 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.47 2005-08-02 06:13:56 chris Exp $";
28 #endif
29
30 #include <stdio.h>
31 #include <stdlib.h>
32 #include <string.h>
33 #if !defined(_MSC_VER) && !defined(macintosh)
34 #include <unistd.h>
35 #endif
36 #include <time.h>
37
38 #ifdef OGL
39 #include "ogl_init.h"
40 #endif
41
42 #include "inferno.h"
43 #include "game.h"
44 #include "player.h"
45 #include "key.h"
46 #include "object.h"
47 #include "physics.h"
48 #include "error.h"
49 #include "joy.h"
50 #include "mono.h"
51 #include "iff.h"
52 #include "pcx.h"
53 #include "timer.h"
54 #include "render.h"
55 #include "laser.h"
56 #include "screens.h"
57 #include "textures.h"
58 #include "slew.h"
59 #include "gauges.h"
60 #include "texmap.h"
61 #include "3d.h"
62 #include "effects.h"
63 #include "menu.h"
64 #include "gameseg.h"
65 #include "wall.h"
66 #include "ai.h"
67 #include "fuelcen.h"
68 #include "switch.h"
69 #include "digi.h"
70 #include "gamesave.h"
71 #include "scores.h"
72 #include "ibitblt.h"
73 #include "u_mem.h"
74 #include "palette.h"
75 #include "morph.h"
76 #include "lighting.h"
77 #include "newdemo.h"
78 #include "titles.h"
79 #include "collide.h"
80 #include "weapon.h"
81 #include "sounds.h"
82 #include "args.h"
83 #include "gameseq.h"
84 #include "gamefont.h"
85 #include "newmenu.h"
86 #include "endlevel.h"
87 #ifdef NETWORK
88 #  include "multi.h"
89 #  include "network.h"
90 #  include "netmisc.h"
91 #  include "modem.h"
92 #endif
93 #include "playsave.h"
94 #include "ctype.h"
95 #include "fireball.h"
96 #include "kconfig.h"
97 #include "config.h"
98 #include "robot.h"
99 #include "automap.h"
100 #include "cntrlcen.h"
101 #include "powerup.h"
102 #include "text.h"
103 #include "cfile.h"
104 #include "piggy.h"
105 #include "texmerge.h"
106 #include "paging.h"
107 #include "mission.h"
108 #include "state.h"
109 #include "songs.h"
110 #include "gamepal.h"
111 #include "movie.h"
112 #include "controls.h"
113 #include "credits.h"
114 #include "gamemine.h"
115
116 #if defined (TACTILE)
117  #include "tactile.h"
118 #endif
119
120 #ifdef EDITOR
121 #include "editor/editor.h"
122 #endif
123
124 #include "strutil.h"
125 #include "rle.h"
126
127 void StartNewLevelSecret(int level_num, int page_in_textures);
128 void InitPlayerPosition(int random_flag);
129 void load_stars();
130 void returning_to_level_message(void);
131 void advancing_to_level_message(void);
132 void DoEndGame(void);
133 void AdvanceLevel(int secret_flag);
134 void filter_objects_from_level();
135
136 // From allender -- you'll find these defines in state.c and cntrlcen.c
137 // since I couldn't think of a good place to put them and i wanted to
138 // fix this stuff fast!  Sorry about that...
139
140 #ifndef MACINTOSH
141 #define SECRETB_FILENAME        "secret.sgb"
142 #define SECRETC_FILENAME        "secret.sgc"
143 #else
144 #define SECRETB_FILENAME        ":Players:secret.sgb"
145 #define SECRETC_FILENAME        ":Players:secret.sgc"
146 #endif
147
148 //Current_level_num starts at 1 for the first level
149 //-1,-2,-3 are secret levels
150 //0 means not a real level loaded
151 int     Current_level_num=0,Next_level_num;
152 char    Current_level_name[LEVEL_NAME_LEN];
153
154 // Global variables describing the player
155 int     N_players=1;    // Number of players ( >1 means a net game, eh?)
156 int     Player_num=0;   // The player number who is on the console.
157 player  Players[MAX_PLAYERS+4]; // Misc player info
158 obj_position    Player_init[MAX_PLAYERS];
159
160 // Global variables telling what sort of game we have
161 int MaxNumNetPlayers = -1;
162 int NumNetPlayerPositions = -1;
163
164 extern fix ThisLevelTime;
165
166 // Extern from game.c to fix a bug in the cockpit!
167
168 extern int last_drawn_cockpit[2];
169 extern int Last_level_path_created;
170
171 //      HUD_clear_messages external, declared in gauges.h
172 #ifndef _GAUGES_H
173 extern void HUD_clear_messages(); // From hud.c
174 #endif
175
176 //      Extra prototypes declared for the sake of LINT
177 void init_player_stats_new_ship(void);
178 void copy_defaults_to_robot_all(void);
179
180 int     Do_appearance_effect=0;
181
182 extern int Rear_view;
183
184 int     First_secret_visit = 1;
185
186 extern int descent_critical_error;
187
188 extern int Last_msg_ycrd;
189
190 //--------------------------------------------------------------------
191 void verify_console_object()
192 {
193         Assert( Player_num > -1 );
194         Assert( Players[Player_num].objnum > -1 );
195         ConsoleObject = &Objects[Players[Player_num].objnum];
196         Assert( ConsoleObject->type==OBJ_PLAYER );
197         Assert( ConsoleObject->id==Player_num );
198 }
199
200 int count_number_of_robots()
201 {
202         int robot_count;
203         int i;
204
205         robot_count = 0;
206         for (i=0;i<=Highest_object_index;i++) {
207                 if (Objects[i].type == OBJ_ROBOT)
208                         robot_count++;
209         }
210
211         return robot_count;
212 }
213
214
215 int count_number_of_hostages()
216 {
217         int count;
218         int i;
219
220         count = 0;
221         for (i=0;i<=Highest_object_index;i++) {
222                 if (Objects[i].type == OBJ_HOSTAGE)
223                         count++;
224         }
225
226         return count;
227 }
228
229 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
230 void
231 gameseq_init_network_players()
232 {
233         int i,k,j;
234
235         // Initialize network player start locations and object numbers
236
237         ConsoleObject = &Objects[0];
238         k = 0;
239         j = 0;
240         for (i=0;i<=Highest_object_index;i++) {
241
242                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
243                 {
244                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
245                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
246                         {
247                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
248                                 Objects[i].type=OBJ_PLAYER;
249                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
250                                 Player_init[k].pos = Objects[i].pos;
251                                 Player_init[k].orient = Objects[i].orient;
252                                 Player_init[k].segnum = Objects[i].segnum;
253                                 Players[k].objnum = i;
254                                 Objects[i].id = k;
255                                 k++;
256                         }
257                         else
258                                 obj_delete(i);
259                         j++;
260                 }
261
262                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
263                         obj_delete(i);          //kill the buddy in netgames
264
265         }
266         NumNetPlayerPositions = k;
267
268 #ifndef NDEBUG
269         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
270                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
271         {
272                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
273                 //Int3(); // Not enough positions!!
274         }
275 #endif
276 #ifdef NETWORK
277         if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8)
278          {
279           for (i=0;i<N_players;i++)
280                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
281                         {
282                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!");    
283                          return;
284                         }
285          }
286
287         if (is_MAC_SHARE && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num == 4)
288         {
289                 for (i = 0; i < N_players; i++)
290                         if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
291                         {
292                                 nm_messagebox ("Warning!", 1 ,TXT_OK, "This shareware version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");
293                                 return;
294                         }
295         }
296 #endif // NETWORK
297 }
298
299 void gameseq_remove_unused_players()
300 {
301         int i;
302
303         // 'Remove' the unused players
304
305 #ifdef NETWORK
306         if (Game_mode & GM_MULTI)
307         {
308                 for (i=0; i < NumNetPlayerPositions; i++)
309                 {
310                         if ((!Players[i].connected) || (i >= N_players))
311                         {
312                                 #ifndef NDEBUG
313 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
314                                 #endif
315                                 multi_make_player_ghost(i);
316                         }
317                 }
318         }
319         else
320 #endif
321         {               // Note link to above if!!!
322                 #ifndef NDEBUG
323                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
324                 #endif
325                 for (i=1; i < NumNetPlayerPositions; i++)
326                 {
327                         obj_delete(Players[i].objnum);
328                 }
329         }
330 }
331
332 fix StartingShields=INITIAL_SHIELDS;
333
334 // Setup player for new game
335 void init_player_stats_game()
336 {
337         Players[Player_num].score = 0;
338         Players[Player_num].last_score = 0;
339         Players[Player_num].lives = INITIAL_LIVES;
340         Players[Player_num].level = 1;
341
342         Players[Player_num].time_level = 0;
343         Players[Player_num].time_total = 0;
344         Players[Player_num].hours_level = 0;
345         Players[Player_num].hours_total = 0;
346
347         Players[Player_num].energy = INITIAL_ENERGY;
348         Players[Player_num].shields = StartingShields;
349         Players[Player_num].killer_objnum = -1;
350
351         Players[Player_num].net_killed_total = 0;
352         Players[Player_num].net_kills_total = 0;
353
354         Players[Player_num].num_kills_level = 0;
355         Players[Player_num].num_kills_total = 0;
356         Players[Player_num].num_robots_level = 0;
357         Players[Player_num].num_robots_total = 0;
358         Players[Player_num].KillGoalCount = 0;
359         
360         Players[Player_num].hostages_rescued_total = 0;
361         Players[Player_num].hostages_level = 0;
362         Players[Player_num].hostages_total = 0;
363
364         Players[Player_num].laser_level = 0;
365         Players[Player_num].flags = 0;
366
367         init_player_stats_new_ship();
368
369         First_secret_visit = 1;
370 }
371
372 void init_ammo_and_energy(void)
373 {
374         if (Players[Player_num].energy < INITIAL_ENERGY)
375                 Players[Player_num].energy = INITIAL_ENERGY;
376         if (Players[Player_num].shields < StartingShields)
377                 Players[Player_num].shields = StartingShields;
378
379 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
380 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
381 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
382
383 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
384 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
385 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
386         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
387                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
388 }
389
390 extern  ubyte   Last_afterburner_state;
391
392 // Setup player for new level (After completion of previous level)
393 void init_player_stats_level(int secret_flag)
394 {
395         // int  i;
396
397         Players[Player_num].last_score = Players[Player_num].score;
398
399         Players[Player_num].level = Current_level_num;
400
401 #ifdef NETWORK
402         if (!Network_rejoined) {
403 #endif
404                 Players[Player_num].time_level = 0;
405                 Players[Player_num].hours_level = 0;
406 #ifdef NETWORK
407         }
408 #endif
409
410         Players[Player_num].killer_objnum = -1;
411
412         Players[Player_num].num_kills_level = 0;
413         Players[Player_num].num_robots_level = count_number_of_robots();
414         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
415
416         Players[Player_num].hostages_level = count_number_of_hostages();
417         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
418         Players[Player_num].hostages_on_board = 0;
419
420         if (!secret_flag) {
421                 init_ammo_and_energy();
422
423                 Players[Player_num].flags &= (~KEY_BLUE);
424                 Players[Player_num].flags &= (~KEY_RED);
425                 Players[Player_num].flags &= (~KEY_GOLD);
426
427                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
428                                                                                                         PLAYER_FLAGS_CLOAKED |
429                                                                                                         PLAYER_FLAGS_MAP_ALL);
430
431                 Players[Player_num].cloak_time = 0;
432                 Players[Player_num].invulnerable_time = 0;
433
434                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
435                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
436         }
437
438         Player_is_dead = 0; // Added by RH
439         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
440
441         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
442
443         Controls.afterburner_state = 0;
444         Last_afterburner_state = 0;
445
446         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
447
448         init_gauges();
449
450    #ifdef TACTILE
451                 if (TactileStick)
452                   tactile_set_button_jolt();
453         #endif
454
455         Missile_viewer = NULL;
456 }
457
458 extern  void init_ai_for_ship(void);
459
460 // Setup player for a brand-new ship
461 void init_player_stats_new_ship()
462 {
463         int     i;
464
465         if (Newdemo_state == ND_STATE_RECORDING) {
466                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
467                 newdemo_record_player_weapon(0, 0);
468                 newdemo_record_player_weapon(1, 0);
469         }
470
471         Players[Player_num].energy = INITIAL_ENERGY;
472         Players[Player_num].shields = StartingShields;
473         Players[Player_num].laser_level = 0;
474         Players[Player_num].killer_objnum = -1;
475         Players[Player_num].hostages_on_board = 0;
476
477         Afterburner_charge = 0;
478
479         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
480                 Players[Player_num].primary_ammo[i] = 0;
481                 Primary_last_was_super[i] = 0;
482         }
483
484         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
485                 Players[Player_num].secondary_ammo[i] = 0;
486                 Secondary_last_was_super[i] = 0;
487         }
488         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
489
490         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
491         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
492
493         Primary_weapon = 0;
494         Secondary_weapon = 0;
495
496         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS |
497                                                                                                 PLAYER_FLAGS_AFTERBURNER |
498                                                                                                 PLAYER_FLAGS_CLOAKED |
499                                                                                                 PLAYER_FLAGS_INVULNERABLE |
500                                                                                                 PLAYER_FLAGS_MAP_ALL |
501                                                                                                 PLAYER_FLAGS_CONVERTER |
502                                                                                                 PLAYER_FLAGS_AMMO_RACK |
503                                                                                                 PLAYER_FLAGS_HEADLIGHT |
504                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
505                                                                                                 PLAYER_FLAGS_FLAG);
506
507         Players[Player_num].cloak_time = 0;
508         Players[Player_num].invulnerable_time = 0;
509
510         Player_is_dead = 0;             //player no longer dead
511
512         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
513
514         Controls.afterburner_state = 0;
515         Last_afterburner_state = 0;
516
517         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
518
519         Missile_viewer=NULL;            ///reset missile camera if out there
520
521    #ifdef TACTILE
522                 if (TactileStick)
523                  {
524                   tactile_set_button_jolt();
525                  }
526         #endif
527
528
529         init_ai_for_ship();
530 }
531
532 extern void init_stuck_objects(void);
533
534 #ifdef EDITOR
535
536 extern int Slide_segs_computed;
537
538 //reset stuff so game is semi-normal when playing from editor
539 void editor_reset_stuff_on_level()
540 {
541         gameseq_init_network_players();
542         init_player_stats_level(0);
543         Viewer = ConsoleObject;
544         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
545         ConsoleObject->id=Player_num;
546         ConsoleObject->control_type = CT_FLYING;
547         ConsoleObject->movement_type = MT_PHYSICS;
548         Game_suspended = 0;
549         verify_console_object();
550         Control_center_destroyed = 0;
551         if (Newdemo_state != ND_STATE_PLAYBACK)
552                 gameseq_remove_unused_players();
553         init_cockpit();
554         init_robots_for_level();
555         init_ai_objects();
556         init_morphs();
557         init_all_matcens();
558         init_player_stats_new_ship();
559         init_controlcen_for_level();
560         automap_clear_visited();
561         init_stuck_objects();
562         init_thief_for_level();
563
564         Slide_segs_computed = 0;
565 }
566 #endif
567
568 //do whatever needs to be done when a player dies in multiplayer
569
570 void DoGameOver()
571 {
572 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
573
574         if (PLAYING_BUILTIN_MISSION)
575                 scores_maybe_add_player(0);
576
577         Function_mode = FMODE_MENU;
578         Game_mode = GM_GAME_OVER;
579         longjmp( LeaveGame, 0 );                // Exit out of game loop
580
581 }
582
583 extern void do_save_game_menu();
584
585 //update various information about the player
586 void update_player_stats()
587 {
588                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
589                 if ( Players[Player_num].time_level > i2f(3600) )       {
590                         Players[Player_num].time_level -= i2f(3600);
591                         Players[Player_num].hours_level++;
592                 }
593
594                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
595                 if ( Players[Player_num].time_total > i2f(3600) )       {
596                         Players[Player_num].time_total -= i2f(3600);
597                         Players[Player_num].hours_total++;
598                 }
599 }
600
601 //hack to not start object when loading level
602 extern int Dont_start_sound_objects;
603
604 //go through this level and start any eclip sounds
605 void set_sound_sources()
606 {
607         int segnum,sidenum;
608         segment *seg;
609
610         digi_init_sounds();             //clear old sounds
611
612         Dont_start_sound_objects = 1;
613
614         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
615                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
616                         int tm,ec,sn;
617
618                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
619                                 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))
620                                         if ((sn=Effects[ec].sound_num)!=-1) {
621                                                 vms_vector pnt;
622                                                 int csegnum = seg->children[sidenum];
623
624                                                 //check for sound on other side of wall.  Don't add on
625                                                 //both walls if sound travels through wall.  If sound
626                                                 //does travel through wall, add sound for lower-numbered
627                                                 //segment.
628
629                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
630                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
631                                                                 segment *csegp;
632                                                                 int csidenum;
633
634                                                                 csegp = &Segments[seg->children[sidenum]];
635                                                                 csidenum = find_connect_side(seg, csegp);
636
637                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
638                                                                         continue;               //skip this one
639                                                         }
640                                                 }
641
642                                                 compute_center_point_on_side(&pnt,seg,sidenum);
643                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
644                                         }
645                 }
646
647         Dont_start_sound_objects = 0;
648
649 }
650
651
652 //fix flash_dist=i2f(1);
653 fix flash_dist=fl2f(.9);
654
655 //create flash for player appearance
656 void create_player_appearance_effect(object *player_obj)
657 {
658         vms_vector pos;
659         object *effect_obj;
660
661 #ifndef NDEBUG
662         {
663                 int objnum = player_obj-Objects;
664                 if ( (objnum < 0) || (objnum > Highest_object_index) )
665                         Int3(); // See Rob, trying to track down weird network bug
666         }
667 #endif
668
669         if (player_obj == Viewer)
670                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
671         else
672                 pos = player_obj->pos;
673
674         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
675
676         if (effect_obj) {
677                 effect_obj->orient = player_obj->orient;
678
679                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
680                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
681         }
682 }
683
684 //
685 // New Game sequencing functions
686 //
687
688 //pairs of chars describing ranges
689 char playername_allowed_chars[] = "azAZ09__--";
690
691 int MakeNewPlayerFile(int allow_abort)
692 {
693         int x;
694         char filename[14];
695         newmenu_item m;
696         char text[CALLSIGN_LEN+1]="";
697
698         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
699
700 try_again:
701         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
702
703         Newmenu_allowed_chars = playername_allowed_chars;
704         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
705         Newmenu_allowed_chars = NULL;
706
707         if ( x < 0 ) {
708                 if ( allow_abort ) return 0;
709                 goto try_again;
710         }
711
712         if (text[0]==0) //null string
713                 goto try_again;
714         sprintf( filename, "%s.plr", text );
715
716         if (PHYSFS_exists(filename))
717         {
718                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
719                 goto try_again;
720         }
721
722         if ( !new_player_config() )
723                 goto try_again;                 // They hit Esc during New player config
724
725         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
726
727         write_player_file();
728
729         return 1;
730 }
731
732 //Inputs the player's name, without putting up the background screen
733 int RegisterPlayer()
734 {
735         int i,j;
736         char filename[14];
737         int allow_abort_flag = 1;
738
739         if ( Players[Player_num].callsign[0] == 0 )     {
740                 //---------------------------------------------------------------------
741                 // Set default config options in case there is no config file
742                 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
743                 Config_joystick_sensitivity = 8;
744                 Config_control_type =CONTROL_NONE;
745                 for (i=0; i<CONTROL_MAX_TYPES; i++ )
746                         for (j=0; j<MAX_CONTROLS; j++ )
747                                 kconfig_settings[i][j] = default_kconfig_settings[i][j];
748                 kc_set_controls();
749                 //----------------------------------------------------------------
750
751                 // Read the last player's name from config file, not lastplr.txt
752                 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
753
754                 if (config_last_player[0]==0)
755                         allow_abort_flag = 0;
756         }
757
758 do_menu_again:
759         ;
760
761 #ifndef MACINTOSH
762         if (!newmenu_get_filename(TXT_SELECT_PILOT, "plr", filename, allow_abort_flag))
763                 goto do_menu_again; //return 0;         // They hit Esc in file selector
764 #else
765         #ifndef APPLE_DEMO
766         if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
767                 goto do_menu_again;             // They hit Esc in file selector
768         }
769         #else
770         newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 );               // no abort allowed ever -- and change title of menubox
771         #endif
772 #endif
773         if ( filename[0] == '<' )       {
774                 // They selected 'create new pilot'
775                 if (!MakeNewPlayerFile(allow_abort_flag))
776                         //return 0;             // They hit Esc during enter name stage
777                         goto do_menu_again;
778         } else {
779                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
780         }
781
782         if (read_player_file() != EZERO)
783                 goto do_menu_again;
784
785         Auto_leveling_on = Default_leveling_on;
786
787         set_display_mode(Default_display_mode);
788
789         WriteConfigFile();              // Update lastplr
790
791         return 1;
792 }
793
794
795 void free_polygon_models();
796 void load_robot_replacements(char *level_name);
797 int read_hamfile();
798 extern int Robot_replacements_loaded;
799
800 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
801 void LoadLevel(int level_num,int page_in_textures)
802 {
803         char *level_name;
804         player save_player;
805         int load_ret;
806
807         save_player = Players[Player_num];      
808
809         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
810
811         if (level_num<0)                //secret level
812                 level_name = Secret_level_names[-level_num-1];
813         else                                    //normal level
814                 level_name = Level_names[level_num-1];
815
816         gr_set_current_canvas(NULL);
817         gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
818
819         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
820
821 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
822 //      WIN(ShowCursorW());
823
824 #if 1 //def OGL
825     gr_palette_load(gr_palette);
826     show_boxed_message(TXT_LOADING);
827         gr_update();
828 #else
829         show_boxed_message(TXT_LOADING);
830         gr_palette_load(gr_palette);
831 #endif
832
833         load_ret = load_level(level_name);              //actually load the data from disk!
834
835         if (load_ret)
836                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
837
838         Current_level_num=level_num;
839
840 //      load_palette_pig(Current_level_palette);                //load just the pig
841
842         load_palette(Current_level_palette,1,1);                //don't change screen
843
844         load_endlevel_data(level_num);
845
846         if (EMULATING_D1)
847                 load_d1_bitmap_replacements();
848         else
849                 load_bitmap_replacements(level_name);
850
851         if (Robot_replacements_loaded) {
852                 free_polygon_models();
853                 read_hamfile();         //load original data
854                 if (Current_mission->enhanced) {
855                         // load extra data
856                         char t[50];
857                         extern void bm_read_extra_robots();
858                         sprintf(t,"%s.ham",Current_mission_filename);
859                         bm_read_extra_robots(t, Current_mission->enhanced);
860                 }
861                 
862                 Robot_replacements_loaded = 0;
863         }
864         load_robot_replacements(level_name);
865
866         if ( page_in_textures )
867                 piggy_load_level_data();
868
869 #ifdef NETWORK
870         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
871
872         reset_network_objects();
873 #endif
874
875         Players[Player_num] = save_player;
876
877         set_sound_sources();
878
879         songs_play_level_song( Current_level_num );
880
881         clear_boxed_message();          //remove message before new palette loaded
882
883         gr_palette_load(gr_palette);            //actually load the palette
884
885 //      WIN(HideCursorW());
886 }
887
888 //sets up Player_num & ConsoleObject
889 void InitPlayerObject()
890 {
891         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
892
893         if (Player_num != 0 )   {
894                 Players[0] = Players[Player_num];
895                 Player_num = 0;
896         }
897
898         Players[Player_num].objnum = 0;
899
900         ConsoleObject = &Objects[Players[Player_num].objnum];
901
902         ConsoleObject->type                             = OBJ_PLAYER;
903         ConsoleObject->id                                       = Player_num;
904         ConsoleObject->control_type     = CT_FLYING;
905         ConsoleObject->movement_type    = MT_PHYSICS;
906 }
907
908 extern void game_disable_cheats();
909 extern void turn_cheats_off();
910 extern void init_seismic_disturbances(void);
911 extern int state_default_item;
912
913 //starts a new game on the given level
914 void StartNewGame(int start_level)
915 {
916         state_default_item = -2;        // for first blind save, pick slot to save in
917
918         Game_mode = GM_NORMAL;
919         Function_mode = FMODE_GAME;
920         
921         Next_level_num = 0;
922
923         InitPlayerObject();                             //make sure player's object set up
924
925         init_player_stats_game();               //clear all stats
926
927         N_players = 1;
928 #ifdef NETWORK
929         Network_new_game = 0;
930 #endif
931
932         if (start_level < 0)
933                 StartNewLevelSecret(start_level, 0);
934         else
935                 StartNewLevel(start_level, 0);
936
937         Players[Player_num].starting_level = start_level;               // Mark where they started
938
939         game_disable_cheats();
940
941         init_seismic_disturbances();
942 }
943
944 //@@//starts a resumed game loaded from disk
945 //@@void ResumeSavedGame(int start_level)
946 //@@{
947 //@@    Game_mode = GM_NORMAL;
948 //@@    Function_mode = FMODE_GAME;
949 //@@
950 //@@    N_players = 1;
951 //@@    Network_new_game = 0;
952 //@@
953 //@@    InitPlayerObject();                             //make sure player's object set up
954 //@@
955 //@@    StartNewLevel(start_level, 0);
956 //@@
957 //@@    game_disable_cheats();
958 //@@}
959
960 #ifndef _NETWORK_H
961 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
962 #endif
963
964 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx")
965
966 //      -----------------------------------------------------------------------------
967 //      Does the bonus scoring.
968 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
969 void DoEndLevelScoreGlitz(int network)
970 {
971         int level_points, skill_points, energy_points, shield_points, hostage_points;
972         int     all_hostage_points;
973         int     endgame_points;
974         char    all_hostage_text[64];
975         char    endgame_text[64];
976         #define N_GLITZITEMS 11
977         char                            m_str[N_GLITZITEMS][30];
978         newmenu_item    m[N_GLITZITEMS+1];
979         int                             i,c;
980         char                            title[128];
981         int                             is_last_level;
982         int                             mine_level;
983
984         set_screen_mode(SCREEN_MENU);           //go into menu mode
985
986    #ifdef TACTILE
987                 if (TactileStick)
988                   ClearForces();
989         #endif
990
991         mprintf((0,"DoEndLevelScoreGlitz\n"));
992
993         //      Compute level player is on, deal with secret levels (negative numbers)
994         mine_level = Players[Player_num].level;
995         if (mine_level < 0)
996                 mine_level *= -(Last_level/N_secret_levels);
997
998         level_points = Players[Player_num].score-Players[Player_num].last_score;
999
1000         if (!Cheats_enabled) {
1001                 if (Difficulty_level > 1) {
1002                         skill_points = level_points*(Difficulty_level)/4;
1003                         skill_points -= skill_points % 100;
1004                 } else
1005                         skill_points = 0;
1006
1007                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1008                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1009                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1010
1011                 shield_points -= shield_points % 50;
1012                 energy_points -= energy_points % 50;
1013         } else {
1014                 skill_points = 0;
1015                 shield_points = 0;
1016                 energy_points = 0;
1017                 hostage_points = 0;
1018         }
1019
1020         all_hostage_text[0] = 0;
1021         endgame_text[0] = 0;
1022
1023         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1024                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1025                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1026         } else
1027                 all_hostage_points = 0;
1028
1029         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
1030                 endgame_points = Players[Player_num].lives * 10000;
1031                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1032                 is_last_level=1;
1033         } else
1034                 endgame_points = is_last_level = 0;
1035
1036         mprintf((0,"adding bonus points\n"));
1037         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1038
1039         c = 0;
1040         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1041         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1042         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1043         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1044
1045         sprintf(m_str[c++], "%s", all_hostage_text);
1046         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1047                 sprintf(m_str[c++], "%s", endgame_text);
1048
1049         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1050         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1051
1052         for (i=0; i<c; i++) {
1053                 m[i].type = NM_TYPE_TEXT;
1054                 m[i].text = m_str[i];
1055         }
1056
1057         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1058
1059         if (Current_level_num < 0)
1060                 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);
1061         else
1062                 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);
1063
1064         Assert(c <= N_GLITZITEMS);
1065
1066         gr_palette_fade_out(gr_palette, 32, 0);
1067
1068         mprintf((0,"doing menu\n"));
1069
1070 #ifdef NETWORK
1071         if ( network && (Game_mode & GM_NETWORK) )
1072                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1073         else
1074 #endif
1075                 // NOTE LINK TO ABOVE!!!
1076                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1077
1078         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1079 }
1080
1081 //give the player the opportunity to save his game
1082 void DoEndlevelMenu()
1083 {
1084 //No between level saves......!!!       state_save_all(1);
1085 }
1086
1087 //      -----------------------------------------------------------------------------------------------------
1088 //called when the player is starting a level (new game or new ship)
1089 void StartSecretLevel()
1090 {
1091         Assert(!Player_is_dead);
1092
1093         InitPlayerPosition(0);
1094
1095         verify_console_object();
1096
1097         ConsoleObject->control_type     = CT_FLYING;
1098         ConsoleObject->movement_type    = MT_PHYSICS;
1099
1100         // -- WHY? -- disable_matcens();
1101         clear_transient_objects(0);             //0 means leave proximity bombs
1102
1103         // create_player_appearance_effect(ConsoleObject);
1104         Do_appearance_effect = 1;
1105
1106         ai_reset_all_paths();
1107         // -- NO? -- reset_time();
1108
1109         reset_rear_view();
1110         Auto_fire_fusion_cannon_time = 0;
1111         Fusion_charge = 0;
1112
1113         Robot_firing_enabled = 1;
1114 }
1115
1116 extern void set_pos_from_return_segment(void);
1117
1118 //      Returns true if secret level has been destroyed.
1119 int p_secret_level_destroyed(void)
1120 {
1121         if (First_secret_visit) {
1122                 return 0;               //      Never been there, can't have been destroyed.
1123         } else {
1124                 if (PHYSFS_exists(SECRETC_FILENAME))
1125                 {
1126                         return 0;
1127                 } else {
1128                         return 1;
1129                 }
1130         }
1131 }
1132
1133 //      -----------------------------------------------------------------------------------------------------
1134 void do_secret_message(char *msg)
1135 {
1136         int     old_fmode;
1137
1138         load_stars();
1139
1140         old_fmode = Function_mode;
1141         Function_mode = FMODE_MENU;
1142         nm_messagebox(NULL, 1, TXT_OK, msg);
1143         Function_mode = old_fmode;
1144 }
1145
1146 //      -----------------------------------------------------------------------------------------------------
1147 // called when the player is starting a new level for normal game mode and restore state
1148 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1149 //      first time, instead of initializing various things, need to do a game restore for all the
1150 //      robots, powerups, walls, doors, etc.
1151 void StartNewLevelSecret(int level_num, int page_in_textures)
1152 {
1153         newmenu_item    m[1];
1154         //int i;
1155
1156         ThisLevelTime=0;
1157
1158         m[0].type = NM_TYPE_TEXT;
1159         m[0].text = " ";
1160
1161         last_drawn_cockpit[0] = -1;
1162         last_drawn_cockpit[1] = -1;
1163
1164         if (Newdemo_state == ND_STATE_PAUSED)
1165                 Newdemo_state = ND_STATE_RECORDING;
1166
1167         if (Newdemo_state == ND_STATE_RECORDING) {
1168                 newdemo_set_new_level(level_num);
1169                 newdemo_record_start_frame(FrameCount, FrameTime );
1170         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1171
1172                 gr_palette_fade_out(gr_palette, 32, 0);
1173
1174                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1175
1176                 if (First_secret_visit) {
1177                         do_secret_message(TXT_SECRET_EXIT);
1178                 } else {
1179                         if (PHYSFS_exists(SECRETC_FILENAME))
1180                         {
1181                                 do_secret_message(TXT_SECRET_EXIT);
1182                         } else {
1183                                 char    text_str[128];
1184
1185                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1186                                 do_secret_message(text_str);
1187                         }
1188                 }
1189         }
1190
1191         LoadLevel(level_num,page_in_textures);
1192
1193         Assert(Current_level_num == level_num); //make sure level set right
1194
1195         Assert(Function_mode == FMODE_GAME);
1196
1197         gameseq_init_network_players(); // Initialize the Players array for
1198                                                                                           // this level
1199
1200         HUD_clear_messages();
1201
1202         automap_clear_visited();
1203
1204         // --   init_player_stats_level();
1205
1206         Viewer = &Objects[Players[Player_num].objnum];
1207
1208         gameseq_remove_unused_players();
1209
1210         Game_suspended = 0;
1211
1212         Control_center_destroyed = 0;
1213
1214         init_cockpit();
1215         reset_palette_add();
1216
1217         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1218                 init_robots_for_level();
1219                 init_ai_objects();
1220                 init_smega_detonates();
1221                 init_morphs();
1222                 init_all_matcens();
1223                 reset_special_effects();
1224                 StartSecretLevel();
1225         } else {
1226                 if (PHYSFS_exists(SECRETC_FILENAME))
1227                 {
1228                         int     pw_save, sw_save;
1229
1230                         pw_save = Primary_weapon;
1231                         sw_save = Secondary_weapon;
1232                         state_restore_all(1, 1, SECRETC_FILENAME);
1233                         Primary_weapon = pw_save;
1234                         Secondary_weapon = sw_save;
1235                         reset_special_effects();
1236                         StartSecretLevel();
1237                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1238                 } else {
1239                         char    text_str[128];
1240
1241                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1242                         do_secret_message(text_str);
1243                         return;
1244
1245                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1246                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1247                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1248                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1249                         // -- return;
1250                 }
1251         }
1252
1253         if (First_secret_visit) {
1254                 copy_defaults_to_robot_all();
1255         }
1256
1257         turn_cheats_off();
1258
1259         init_controlcen_for_level();
1260
1261         //      Say player can use FLASH cheat to mark path to exit.
1262         Last_level_path_created = -1;
1263
1264         First_secret_visit = 0;
1265 }
1266
1267 int     Entered_from_level;
1268
1269 // ---------------------------------------------------------------------------------------------------------------
1270 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1271 void ExitSecretLevel(void)
1272 {
1273         if (Newdemo_state == ND_STATE_PLAYBACK)
1274                 return;
1275
1276         if (!Control_center_destroyed) {
1277                 state_save_all(0, 2, SECRETC_FILENAME, 0);
1278         }
1279
1280         if (PHYSFS_exists(SECRETB_FILENAME))
1281         {
1282                 int     pw_save, sw_save;
1283
1284                 returning_to_level_message();
1285                 pw_save = Primary_weapon;
1286                 sw_save = Secondary_weapon;
1287                 state_restore_all(1, 1, SECRETB_FILENAME);
1288                 Primary_weapon = pw_save;
1289                 Secondary_weapon = sw_save;
1290         } else {
1291                 // File doesn't exist, so can't return to base level.  Advance to next one.
1292                 if (Entered_from_level == Last_level)
1293                         DoEndGame();
1294                 else {
1295                         advancing_to_level_message();
1296                         StartNewLevel(Entered_from_level+1, 0);
1297                 }
1298         }
1299 }
1300
1301 // ---------------------------------------------------------------------------------------------------------------
1302 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1303 //      be invulnerable or cloaked.
1304 void do_cloak_invul_secret_stuff(fix old_gametime)
1305 {
1306         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1307                 fix     time_used;
1308
1309                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1310                 Players[Player_num].invulnerable_time = GameTime - time_used;
1311         }
1312
1313         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1314                 fix     time_used;
1315
1316                 time_used = old_gametime - Players[Player_num].cloak_time;
1317                 Players[Player_num].cloak_time = GameTime - time_used;
1318         }
1319 }
1320
1321 // ---------------------------------------------------------------------------------------------------------------
1322 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1323 //      is passing to the secret level.
1324 //      Do a savegame.
1325 void EnterSecretLevel(void)
1326 {
1327         fix     old_gametime;
1328         int     i;
1329
1330         Assert(! (Game_mode & GM_MULTI) );
1331
1332         Entered_from_level = Current_level_num;
1333
1334         if (Control_center_destroyed)
1335                 DoEndLevelScoreGlitz(0);
1336
1337         if (Newdemo_state != ND_STATE_PLAYBACK)
1338                 state_save_all(0, 1, NULL, 0);  //      Not between levels (ie, save all), IS a secret level, NO filename override
1339
1340         //      Find secret level number to go to, stuff in Next_level_num.
1341         for (i=0; i<-Last_secret_level; i++)
1342                 if (Secret_level_table[i]==Current_level_num) {
1343                         Next_level_num = -(i+1);
1344                         break;
1345                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1346                         Next_level_num = -i;
1347                         break;
1348                 }
1349
1350         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1351                 Next_level_num = Last_secret_level;
1352
1353         old_gametime = GameTime;
1354
1355         StartNewLevelSecret(Next_level_num, 1);
1356         
1357         // do_cloak_invul_stuff();
1358 }
1359
1360 //called when the player has finished a level
1361 void PlayerFinishedLevel(int secret_flag)
1362 {
1363         Assert(!secret_flag);
1364
1365         //credit the player for hostages
1366         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1367
1368         if (Game_mode & GM_NETWORK)
1369                 Players[Player_num].connected = 2; // Finished but did not die
1370
1371         last_drawn_cockpit[0] = -1;
1372         last_drawn_cockpit[1] = -1;
1373
1374         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1375 }
1376
1377 #if defined(D2_OEM) || defined(COMPILATION)
1378 #define MOVIE_REQUIRED 0
1379 #else
1380 #define MOVIE_REQUIRED 1
1381 #endif
1382
1383 #ifdef D2_OEM
1384 #define ENDMOVIE "endo"
1385 #else
1386 #define ENDMOVIE "end"
1387 #endif
1388
1389 void show_order_form();
1390 extern void com_hangup(void);
1391
1392 //called when the player has finished the last level
1393 void DoEndGame(void)
1394 {
1395         mprintf((0,"DoEndGame\n"));
1396
1397         Function_mode = FMODE_MENU;
1398         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1399                 newdemo_stop_recording();
1400
1401         set_screen_mode( SCREEN_MENU );
1402
1403         gr_set_current_canvas(NULL);
1404
1405         key_flush();
1406
1407         if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
1408         { //only built-in mission, & not multi
1409                 int played=MOVIE_NOT_PLAYED;    //default is not played
1410
1411                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1412                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1413                 close_subtitles();
1414                 if (!played) {
1415                         if (is_D2_OEM)
1416                         {
1417                                 songs_play_song( SONG_TITLE, 0 );
1418                                 do_briefing_screens("end2oem.tex",1);
1419                         }
1420                         else
1421                         {
1422                                 songs_play_song( SONG_ENDGAME, 0 );
1423                                 mprintf((0,"doing briefing\n"));
1424                                 do_briefing_screens("ending2.tex",1);
1425                                 mprintf((0,"briefing done\n"));
1426                         }
1427                 }
1428    } else if (!(Game_mode & GM_MULTI)) {    //not multi
1429                 char tname[FILENAME_LEN];
1430                 sprintf(tname,"%s.tex",Current_mission_filename);
1431                 do_briefing_screens (tname,Last_level+1);   //level past last is endgame breifing
1432
1433                 //try doing special credits
1434                 sprintf(tname,"%s.ctb",Current_mission_filename);
1435                 credits_show(tname);
1436         }
1437
1438         key_flush();
1439
1440 #ifdef SHAREWARE
1441                 show_order_form();
1442 #endif
1443
1444 #ifdef NETWORK
1445         if (Game_mode & GM_MULTI)
1446                 multi_endlevel_score();
1447         else
1448 #endif
1449                 // NOTE LINK TO ABOVE
1450                 DoEndLevelScoreGlitz(0);
1451
1452         if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1453                 gr_set_current_canvas( NULL );
1454                 gr_clear_canvas(BM_XRGB(0,0,0));
1455                 gr_palette_clear();
1456                 load_palette(DEFAULT_PALETTE,0,1);
1457                 scores_maybe_add_player(0);
1458         }
1459
1460         Function_mode = FMODE_MENU;
1461
1462         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1463                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1464         else
1465                 Game_mode = GM_GAME_OVER;
1466
1467
1468         longjmp( LeaveGame, 0 );                // Exit out of game loop
1469 }
1470
1471 //called to go to the next level (if there is one)
1472 //if secret_flag is true, advance to secret level, else next normal one
1473 //      Return true if game over.
1474 void AdvanceLevel(int secret_flag)
1475 {
1476 #ifdef NETWORK
1477         int result;
1478 #endif
1479
1480         mprintf((0,"AdvanceLevel\n"));
1481
1482         Assert(!secret_flag);
1483
1484         if (Current_level_num != Last_level) {
1485 #ifdef NETWORK
1486                 if (Game_mode & GM_MULTI)
1487                         multi_endlevel_score();         
1488                 else
1489 #endif
1490                         // NOTE LINK TO ABOVE!!!
1491                         DoEndLevelScoreGlitz(0);                //give bonuses
1492         }
1493
1494         Control_center_destroyed = 0;
1495
1496         #ifdef EDITOR
1497         if (Current_level_num == 0)
1498                 return;         //not a real level
1499         #endif
1500
1501 #ifdef NETWORK
1502         if (Game_mode & GM_MULTI)       {
1503                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1504                 if (result) // failed to sync
1505                 {
1506                         if (Current_level_num == Last_level)            //player has finished the game!
1507                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1508                         else
1509                                 return;
1510                 }
1511         }
1512 #endif
1513
1514         if (Current_level_num == Last_level) {          //player has finished the game!
1515                 
1516                 mprintf((0,"Finished last level!\n"));
1517
1518                 DoEndGame();
1519
1520         } else {
1521
1522                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1523
1524                 if (!(Game_mode & GM_MULTI))
1525                         DoEndlevelMenu(); // Let use save their game
1526
1527                 StartNewLevel(Next_level_num, 0);
1528
1529         }
1530 }
1531
1532 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1533
1534 extern char last_palette_loaded[];
1535
1536 void load_stars_palette()
1537 {
1538         int pcx_error;
1539         ubyte pal[256*3];
1540
1541         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1542         Assert(pcx_error == PCX_ERROR_NONE);
1543
1544         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1545
1546
1547         {       //remap stuff. this code is kindof a hack
1548
1549                 //now, before we bring up the menu, we need to
1550                 //do some stuff to make sure the palette is ok.  First, we need to
1551                 //get our current palette into the 2d's array, so the remapping will
1552                 //work.  Second, we need to remap the fonts.  Third, we need to fill
1553                 //in part of the fade tables so the darkening of the menu edges works
1554
1555                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1556                 remap_fonts_and_menus(1);
1557
1558         }
1559
1560         strcpy(last_palette_loaded,"");         //force palette load next time
1561 }
1562 #endif
1563
1564 void nm_draw_background1(char * filename);
1565
1566 void load_stars()
1567 {
1568 //@@    int pcx_error;
1569 //@@    ubyte pal[256*3];
1570 //@@
1571 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1572 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1573 //@@
1574 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1575
1576         nm_draw_background1(STARS_BACKGROUND);
1577
1578 }
1579
1580
1581 void
1582 died_in_mine_message(void)
1583 {
1584         // Tell the player he died in the mine, explain why
1585         int old_fmode;
1586
1587         if (Game_mode & GM_MULTI)
1588                 return;
1589
1590         gr_palette_fade_out(gr_palette, 32, 0);
1591
1592         set_screen_mode(SCREEN_MENU);           //go into menu mode
1593
1594         gr_set_current_canvas(NULL);
1595
1596         load_stars();
1597
1598         old_fmode = Function_mode;
1599         Function_mode = FMODE_MENU;
1600         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1601         Function_mode = old_fmode;
1602 }
1603
1604 //      Called when player dies on secret level.
1605 void returning_to_level_message(void)
1606 {
1607         char    msg[128];
1608
1609         int old_fmode;
1610
1611         if (Game_mode & GM_MULTI)
1612                 return;
1613
1614         gr_palette_fade_out(gr_palette, 32, 0);
1615
1616         set_screen_mode(SCREEN_MENU);           //go into menu mode
1617
1618         gr_set_current_canvas(NULL);
1619
1620         load_stars();
1621
1622         old_fmode = Function_mode;
1623         Function_mode = FMODE_MENU;
1624         sprintf(msg, "Returning to level %i", Entered_from_level);
1625         nm_messagebox(NULL, 1, TXT_OK, msg);
1626         Function_mode = old_fmode;
1627 }
1628
1629 //      Called when player dies on secret level.
1630 void advancing_to_level_message(void)
1631 {
1632         char    msg[128];
1633
1634         int old_fmode;
1635
1636         //      Only supposed to come here from a secret level.
1637         Assert(Current_level_num < 0);
1638
1639         if (Game_mode & GM_MULTI)
1640                 return;
1641
1642         gr_palette_fade_out(gr_palette, 32, 0);
1643
1644         set_screen_mode(SCREEN_MENU);           //go into menu mode
1645
1646         gr_set_current_canvas(NULL);
1647         
1648         load_stars();
1649
1650         old_fmode = Function_mode;
1651         Function_mode = FMODE_MENU;
1652         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1653         nm_messagebox(NULL, 1, TXT_OK, msg);
1654         Function_mode = old_fmode;
1655 }
1656
1657 void digi_stop_digi_sounds();
1658
1659 void DoPlayerDead()
1660 {
1661         reset_palette_add();
1662
1663         gr_palette_load (gr_palette);
1664
1665 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1666         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1667
1668         dead_player_end();              //terminate death sequence (if playing)
1669
1670         #ifdef EDITOR
1671         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
1672                 object * playerobj = &Objects[Players[Player_num].objnum];
1673                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1674                 load_level("gamesave.lvl");
1675                 init_player_stats_new_ship();
1676                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1677                 StartLevel(0);
1678                 return;
1679         }
1680         #endif
1681
1682 #ifdef NETWORK
1683         if ( Game_mode&GM_MULTI )
1684         {
1685                 multi_do_death(Players[Player_num].objnum);
1686         }
1687         else
1688 #endif
1689         {                               //Note link to above else!
1690                 Players[Player_num].lives--;
1691                 if (Players[Player_num].lives == 0)
1692                 {       
1693                         DoGameOver();
1694                         return;
1695                 }
1696         }
1697                                 
1698         if ( Control_center_destroyed ) {
1699
1700                 //clear out stuff so no bonus
1701                 Players[Player_num].hostages_on_board = 0;
1702                 Players[Player_num].energy = 0;
1703                 Players[Player_num].shields = 0;
1704                 Players[Player_num].connected = 3;
1705
1706                 died_in_mine_message(); // Give them some indication of what happened
1707
1708                 if (Current_level_num < 0) {
1709                         if (PHYSFS_exists(SECRETB_FILENAME))
1710                         {
1711                                 returning_to_level_message();
1712                                 state_restore_all(1, 2, SECRETB_FILENAME);                      //      2 means you died
1713                                 set_pos_from_return_segment();
1714                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1715                         } else {
1716                                 advancing_to_level_message();
1717                                 StartNewLevel(Entered_from_level+1, 0);
1718                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1719                         }
1720                 } else {
1721
1722                         AdvanceLevel(0);                        //if finished, go on to next level
1723
1724                         init_player_stats_new_ship();
1725                         last_drawn_cockpit[0] = -1;
1726                         last_drawn_cockpit[1] = -1;
1727                 }
1728
1729         } else if (Current_level_num < 0) {
1730                 if (PHYSFS_exists(SECRETB_FILENAME))
1731                 {
1732                         returning_to_level_message();
1733                         if (!Control_center_destroyed)
1734                                 state_save_all(0, 2, SECRETC_FILENAME, 0);
1735                         state_restore_all(1, 2, SECRETB_FILENAME);
1736                         set_pos_from_return_segment();
1737                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1738                 } else {
1739                         died_in_mine_message(); // Give them some indication of what happened
1740                         advancing_to_level_message();
1741                         StartNewLevel(Entered_from_level+1, 0);
1742                         init_player_stats_new_ship();
1743                 }
1744         } else {
1745                 init_player_stats_new_ship();
1746                 StartLevel(1);
1747         }
1748
1749         digi_sync_sounds();
1750 }
1751
1752 extern int BigWindowSwitch;
1753
1754 //called when the player is starting a new level for normal game mode and restore state
1755 //      secret_flag set if came from a secret level
1756 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1757 {
1758         if (!(Game_mode & GM_MULTI)) {
1759                 last_drawn_cockpit[0] = -1;
1760                 last_drawn_cockpit[1] = -1;
1761         }
1762    BigWindowSwitch=0;
1763
1764
1765         if (Newdemo_state == ND_STATE_PAUSED)
1766                 Newdemo_state = ND_STATE_RECORDING;
1767
1768         if (Newdemo_state == ND_STATE_RECORDING) {
1769                 newdemo_set_new_level(level_num);
1770                 newdemo_record_start_frame(FrameCount, FrameTime );
1771         }
1772
1773         if (Game_mode & GM_MULTI)
1774                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1775
1776         LoadLevel(level_num,page_in_textures);
1777
1778         Assert(Current_level_num == level_num); //make sure level set right
1779
1780         gameseq_init_network_players(); // Initialize the Players array for
1781                                                                                           // this level
1782
1783         Viewer = &Objects[Players[Player_num].objnum];
1784
1785         Assert(N_players <= NumNetPlayerPositions);
1786                 //If this assert fails, there's not enough start positions
1787
1788 #ifdef NETWORK
1789         if (Game_mode & GM_NETWORK)
1790         {
1791                 if(network_level_sync()) // After calling this, Player_num is set
1792                         return;
1793         }
1794         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1795         {
1796                 if(com_level_sync())
1797                         return;
1798         }
1799 #endif
1800
1801         Assert(Function_mode == FMODE_GAME);
1802
1803         #ifndef NDEBUG
1804         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1805         #endif
1806
1807         HUD_clear_messages();
1808
1809         automap_clear_visited();
1810
1811 #ifdef NETWORK
1812         if (Network_new_game == 1)
1813         {
1814                 Network_new_game = 0;
1815                 init_player_stats_new_ship();
1816         }
1817 #endif
1818         init_player_stats_level(secret_flag);
1819
1820 #ifdef NETWORK
1821         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1822         {
1823                 int i;
1824                 for (i = 0; i < N_players; i++)
1825                         Players[i].flags |= Netgame.player_flags[i];
1826         }
1827
1828         if (Game_mode & GM_MULTI)
1829         {
1830                 multi_prep_level(); // Removes robots from level if necessary
1831         }
1832 #endif
1833
1834         gameseq_remove_unused_players();
1835
1836         Game_suspended = 0;
1837
1838         Control_center_destroyed = 0;
1839
1840         set_screen_mode(SCREEN_GAME);
1841         init_cockpit();
1842         init_robots_for_level();
1843         init_ai_objects();
1844         init_smega_detonates();
1845         init_morphs();
1846         init_all_matcens();
1847         reset_palette_add();
1848         init_thief_for_level();
1849         init_stuck_objects();
1850         game_flush_inputs();            // clear out the keyboard
1851         if (!(Game_mode & GM_MULTI))
1852                 filter_objects_from_level();
1853
1854         turn_cheats_off();
1855
1856         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1857                 set_highest_level(Current_level_num);
1858         else
1859                 read_player_file();             //get window sizes
1860
1861         reset_special_effects();
1862
1863 #ifdef OGL
1864         gr_remap_mono_fonts();
1865         ogl_cache_level_textures();
1866 #endif
1867
1868
1869 #ifdef NETWORK
1870         if (Network_rejoined == 1)
1871         {
1872                 #ifndef NDEBUG
1873                 mprintf((0, "Restarting - joining in random location.\n"));
1874                 #endif
1875                 Network_rejoined = 0;
1876                 StartLevel(1);
1877         }
1878         else
1879 #endif
1880                 StartLevel(0);          // Note link to above if!
1881
1882         copy_defaults_to_robot_all();
1883         init_controlcen_for_level();
1884
1885         //      Say player can use FLASH cheat to mark path to exit.
1886         Last_level_path_created = -1;
1887 }
1888
1889 #ifdef NETWORK
1890 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1891 #endif
1892 void bash_to_shield (int i,char *s)
1893 {
1894 #ifdef NETWORK
1895         int type=Objects[i].id;
1896 #endif
1897
1898         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1899
1900 #ifdef NETWORK
1901         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
1902 #endif
1903
1904         Objects[i].id = POW_SHIELD_BOOST;
1905         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
1906         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
1907 }
1908
1909
1910 void filter_objects_from_level()
1911  {
1912   int i;
1913
1914   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
1915
1916   for (i=0;i<=Highest_object_index;i++)
1917         {
1918          if (Objects[i].type==OBJ_POWERUP)
1919      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
1920            bash_to_shield (i,"Flag!!!!");
1921    }
1922
1923  }
1924
1925 struct {
1926         int     level_num;
1927         char    movie_name[FILENAME_LEN];
1928 } intro_movie[] = {     { 1,"pla"},
1929                                                         { 5,"plb"},
1930                                                         { 9,"plc"},
1931                                                         {13,"pld"},
1932                                                         {17,"ple"},
1933                                                         {21,"plf"},
1934                                                         {24,"plg"}};
1935
1936 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
1937
1938 extern int MenuHiresAvailable;
1939 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
1940 extern int intro_played;        //true if big intro movie played
1941
1942 void ShowLevelIntro(int level_num)
1943 {
1944         //if shareware, show a briefing?
1945
1946         if (!(Game_mode & GM_MULTI)) {
1947                 int i;
1948
1949                 ubyte save_pal[sizeof(gr_palette)];
1950
1951                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
1952
1953                 if (PLAYING_BUILTIN_MISSION) {
1954                         int movie=0;
1955
1956                         if (is_SHAREWARE || is_MAC_SHARE)
1957                         {
1958                                 if (level_num==1)
1959                                         do_briefing_screens ("brief2.tex", 1);
1960                         }
1961                         else if (is_D2_OEM)
1962                         {
1963                                 if (level_num == 1 && !intro_played)
1964                                         do_briefing_screens("brief2o.tex", 1);
1965                         }
1966                         else // full version
1967                         {
1968                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
1969                                 {
1970                                         if (intro_movie[i].level_num == level_num)
1971                                         {
1972                                                 Screen_mode = -1;
1973                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
1974                                                 movie=1;
1975                                                 break;
1976                                         }
1977                                 }
1978
1979 #if 0
1980                                 if (robot_movies)
1981                                 {
1982                                         int hires_save=MenuHiresAvailable;
1983
1984                                         if (robot_movies == 1)          //lowres only
1985                                         {
1986                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
1987
1988                                                 if (hires_save != MenuHiresAvailable)
1989                                                         Screen_mode = -1;               //force reset
1990
1991                                         }
1992 #endif
1993                                         do_briefing_screens ("robot.tex",level_num);
1994 #if 0
1995                                         MenuHiresAvailable = hires_save;
1996                                 }
1997 #endif
1998
1999                         }
2000                 }
2001                 else {  //not the built-in mission.  check for add-on briefing
2002                         if (EMULATING_D1)
2003                                 do_briefing_screens(Briefing_text_filename, level_num);
2004                         else {
2005                                 char tname[FILENAME_LEN];
2006                                 sprintf(tname, "%s.tex", Current_mission_filename);
2007                                 do_briefing_screens(tname, level_num);
2008                         }
2009                 }
2010
2011
2012                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2013         }
2014 }
2015
2016 //      ---------------------------------------------------------------------------
2017 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2018 //      Reason: On this level, if player goes to a secret level, he will be going to a different
2019 //      secret level than he's ever been to before.
2020 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2021 void maybe_set_first_secret_visit(int level_num)
2022 {
2023         int     i;
2024
2025         for (i=0; i<N_secret_levels; i++) {
2026                 if (Secret_level_table[i] == level_num) {
2027                         First_secret_visit = 1;
2028                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2029                 }
2030         }
2031 }
2032
2033 //called when the player is starting a new level for normal game model
2034 //      secret_flag if came from a secret level
2035 void StartNewLevel(int level_num, int secret_flag)
2036 {
2037         ThisLevelTime=0;
2038
2039         if ((level_num > 0) && (!secret_flag)) {
2040                 maybe_set_first_secret_visit(level_num);
2041         }
2042
2043         ShowLevelIntro(level_num);
2044
2045         StartNewLevelSub(level_num, 1, secret_flag );
2046
2047 }
2048
2049 //initialize the player object position & orientation (at start of game, or new ship)
2050 void InitPlayerPosition(int random_flag)
2051 {
2052         int NewPlayer=0;
2053
2054 #ifdef NETWORK
2055         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2056 #endif
2057                 NewPlayer = Player_num;
2058 #ifdef NETWORK
2059         else if (random_flag == 1)
2060         {
2061                 int i, closest = -1, trys=0;
2062                 fix closest_dist = 0x7ffffff, dist;
2063
2064                 d_srand(clock());
2065
2066 #ifndef NDEBUG
2067                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2068                 {
2069                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2070                         //Int3();
2071                 }
2072 #endif
2073
2074                 do {
2075                         if (trys > 0)   
2076                         {
2077                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2078                         }
2079                         trys++;
2080
2081                         NewPlayer = d_rand() % NumNetPlayerPositions;
2082
2083                         closest = -1;
2084                         closest_dist = 0x7fffffff;
2085         
2086                         for (i=0; i<N_players; i++ )    {
2087                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2088                                         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
2089                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2090                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2091                                                 closest_dist = dist;
2092                                                 closest = i;
2093                                         }
2094                                 }
2095                         }
2096
2097                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2098                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2099         }
2100         else {
2101                 mprintf((0, "Starting position is not being changed.\n"));
2102                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2103         }
2104         Assert(NewPlayer >= 0);
2105         Assert(NewPlayer < NumNetPlayerPositions);
2106 #endif
2107
2108         ConsoleObject->pos = Player_init[NewPlayer].pos;
2109         ConsoleObject->orient = Player_init[NewPlayer].orient;
2110 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2111
2112         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2113
2114         obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2115
2116 #ifdef NETWORK
2117 done:
2118 #endif
2119         reset_player_object();
2120         reset_cruise();
2121 }
2122
2123 //      -----------------------------------------------------------------------------------------------------
2124 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2125 //      What about setting size!?  Where does that come from?
2126 void copy_defaults_to_robot(object *objp)
2127 {
2128         robot_info      *robptr;
2129         int                     objid;
2130
2131         Assert(objp->type == OBJ_ROBOT);
2132         objid = objp->id;
2133         Assert(objid < N_robot_types);
2134
2135         robptr = &Robot_info[objid];
2136
2137         //      Boost shield for Thief and Buddy based on level.
2138         objp->shields = robptr->strength;
2139
2140         if ((robptr->thief) || (robptr->companion)) {
2141                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2142
2143                 if (robptr->companion) {
2144                         //      Now, scale guide-bot hits by skill level
2145                         switch (Difficulty_level) {
2146                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2147                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2148                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2149                                 default:        break;
2150                         }
2151                 }
2152         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2153                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2154
2155         //      Additional wimpification of bosses at Trainee
2156         if ((robptr->boss_flag) && (Difficulty_level == 0))
2157                 objp->shields /= 2;
2158 }
2159
2160 //      -----------------------------------------------------------------------------------------------------
2161 //      Copy all values from the robot info structure to all instances of robots.
2162 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2163 //      This function should be called at level load time.
2164 void copy_defaults_to_robot_all()
2165 {
2166         int     i;
2167
2168         for (i=0; i<=Highest_object_index; i++)
2169                 if (Objects[i].type == OBJ_ROBOT)
2170                         copy_defaults_to_robot(&Objects[i]);
2171
2172 }
2173
2174 extern void clear_stuck_objects(void);
2175
2176 //      -----------------------------------------------------------------------------------------------------
2177 //called when the player is starting a level (new game or new ship)
2178 void StartLevel(int random_flag)
2179 {
2180         Assert(!Player_is_dead);
2181
2182         InitPlayerPosition(random_flag);
2183
2184         verify_console_object();
2185
2186         ConsoleObject->control_type     = CT_FLYING;
2187         ConsoleObject->movement_type    = MT_PHYSICS;
2188
2189         disable_matcens();
2190
2191         clear_transient_objects(0);             //0 means leave proximity bombs
2192
2193         // create_player_appearance_effect(ConsoleObject);
2194         Do_appearance_effect = 1;
2195
2196 #ifdef NETWORK
2197         if (Game_mode & GM_MULTI)
2198         {
2199                 if (Game_mode & GM_MULTI_COOP)
2200                         multi_send_score();
2201                 multi_send_position(Players[Player_num].objnum);
2202                 multi_send_reappear();
2203         }               
2204
2205         if (Game_mode & GM_NETWORK)
2206                 network_do_frame(1, 1);
2207 #endif
2208
2209         ai_reset_all_paths();
2210         ai_init_boss_for_ship();
2211         clear_stuck_objects();
2212
2213         #ifdef EDITOR
2214         //      Note, this is only done if editor builtin.  Calling this from here
2215         //      will cause it to be called after the player dies, resetting the
2216         //      hits for the buddy and thief.  This is ok, since it will work ok
2217         //      in a shipped version.
2218         init_ai_objects();
2219         #endif
2220
2221         reset_time();
2222
2223         reset_rear_view();
2224         Auto_fire_fusion_cannon_time = 0;
2225         Fusion_charge = 0;
2226
2227         Robot_firing_enabled = 1;
2228 }