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1 /* $Id: gameseq.c,v 1.18 2003-03-15 03:55:52 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 #ifdef HAVE_CONFIG_H
16 #include <conf.h>
17 #endif
18
19 #ifdef RCS
20 char gameseq_rcsid[] = "$Id: gameseq.c,v 1.18 2003-03-15 03:55:52 btb Exp $";
21 #endif
22
23 #ifdef WINDOWS
24 #include "desw.h"
25 #endif
26
27
28 #include <stdio.h>
29 #include <stdlib.h>
30 #include <string.h>
31 #include <unistd.h>
32 #include <time.h>
33
34 #ifdef OGL
35 #include "ogl_init.h"
36 #endif
37
38 #include "pa_enabl.h"                   //$$POLY_ACC
39 #include "inferno.h"
40 #include "game.h"
41 #include "player.h"
42 #include "key.h"
43 #include "object.h"
44 #include "physics.h"
45 #include "error.h"
46 #include "joy.h"
47 #include "mono.h"
48 #include "iff.h"
49 #include "pcx.h"
50 #include "timer.h"
51 #include "render.h"
52 #include "laser.h"
53 #include "screens.h"
54 #include "textures.h"
55 #include "slew.h"
56 #include "gauges.h"
57 #include "texmap.h"
58 #include "3d.h"
59 #include "effects.h"
60 #include "menu.h"
61 #include "gameseg.h"
62 #include "wall.h"
63 #include "ai.h"
64 #include "fuelcen.h"
65 #include "switch.h"
66 #include "digi.h"
67 #include "gamesave.h"
68 #include "scores.h"
69 #include "ibitblt.h"
70 #include "u_mem.h"
71 #include "palette.h"
72 #include "morph.h"
73 #include "lighting.h"
74 #include "newdemo.h"
75 #include "titles.h"
76 #include "collide.h"
77 #include "weapon.h"
78 #include "sounds.h"
79 #include "args.h"
80 #include "gameseq.h"
81 #include "gamefont.h"
82 #include "newmenu.h"
83 #include "endlevel.h"
84 #ifdef NETWORK
85 #include "network.h"
86 #endif
87 #include "playsave.h"
88 #include "ctype.h"
89 #include "multi.h"
90 #include "fireball.h"
91 #include "kconfig.h"
92 #include "config.h"
93 #include "robot.h"
94 #include "automap.h"
95 #include "cntrlcen.h"
96 #include "powerup.h"
97 #include "modem.h"
98 #include "text.h"
99 #include "cfile.h"
100 #include "piggy.h"
101 #include "texmerge.h"
102 #include "paging.h"
103 #include "mission.h"
104 #include "state.h"
105 #include "songs.h"
106 #ifdef NETWORK
107 #include "netmisc.h"
108 #endif
109 #include "gamepal.h"
110 #include "movie.h"
111 #include "controls.h"
112 #include "credits.h"
113
114 #if defined(POLY_ACC)
115 #include "poly_acc.h"
116 #endif
117 #if defined (TACTILE)
118  #include "tactile.h"
119 #endif
120
121 #ifdef EDITOR
122 #include "editor/editor.h"
123 #endif
124 #include "makesig.h"
125 #include "strutil.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 #if !defined(SHAREWARE) && !defined(D2_OEM)
155 int Last_level,Last_secret_level;
156 #endif
157
158 // Global variables describing the player
159 int                             N_players=1;                                            // Number of players ( >1 means a net game, eh?)
160 int                             Player_num=0;                                           // The player number who is on the console.
161 player                  Players[MAX_PLAYERS+4];                   // Misc player info
162 obj_position    Player_init[MAX_PLAYERS];
163
164 // Global variables telling what sort of game we have
165 int MaxNumNetPlayers = -1;
166 int NumNetPlayerPositions = -1;
167
168 extern fix ThisLevelTime;
169
170 // Extern from game.c to fix a bug in the cockpit!
171
172 extern int last_drawn_cockpit[2];
173 extern int Last_level_path_created;
174
175 //      HUD_clear_messages external, declared in gauges.h
176 #ifndef _GAUGES_H
177 extern void HUD_clear_messages(); // From hud.c
178 #endif
179
180 //      Extra prototypes declared for the sake of LINT
181 void init_player_stats_new_ship(void);
182 void copy_defaults_to_robot_all(void);
183
184 int     Do_appearance_effect=0;
185
186 extern int Rear_view;
187
188 int     First_secret_visit = 1;
189
190 extern int descent_critical_error;
191
192 extern int Last_msg_ycrd;
193
194 //--------------------------------------------------------------------
195 void verify_console_object()
196 {
197         Assert( Player_num > -1 );
198         Assert( Players[Player_num].objnum > -1 );
199         ConsoleObject = &Objects[Players[Player_num].objnum];
200         Assert( ConsoleObject->type==OBJ_PLAYER );
201         Assert( ConsoleObject->id==Player_num );
202 }
203
204 int count_number_of_robots() 
205 {
206         int robot_count;
207         int i;
208
209         robot_count = 0;
210         for (i=0;i<=Highest_object_index;i++) {
211                 if (Objects[i].type == OBJ_ROBOT)
212                         robot_count++;
213         }
214
215         return robot_count;
216 }
217
218
219 int count_number_of_hostages() 
220 {
221         int count;
222         int i;
223
224         count = 0;
225         for (i=0;i<=Highest_object_index;i++) {
226                 if (Objects[i].type == OBJ_HOSTAGE)
227                         count++;
228         }
229
230         return count;
231 }
232
233 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
234 void
235 gameseq_init_network_players()
236 {
237         int i,k,j;
238
239         // Initialize network player start locations and object numbers
240
241         ConsoleObject = &Objects[0];
242         k = 0;
243         j = 0;
244         for (i=0;i<=Highest_object_index;i++) {
245
246                 if (( Objects[i].type==OBJ_PLAYER )     || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
247                 {
248                         if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
249                    ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
250                         {
251                                 // -- mprintf((0, "Created Cooperative multiplayer object\n"));
252                                 Objects[i].type=OBJ_PLAYER;
253                                 // -- mprintf((0, "Player init %d is ship %d.\n", k, j));
254                                 Player_init[k].pos = Objects[i].pos;
255                                 Player_init[k].orient = Objects[i].orient;
256                                 Player_init[k].segnum = Objects[i].segnum;
257                                 Players[k].objnum = i;
258                                 Objects[i].id = k;
259                                 k++;
260                         }
261                         else
262                                 obj_delete(i);
263                         j++;
264                 }
265
266                 if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
267                         obj_delete(i);          //kill the buddy in netgames
268
269         }
270         NumNetPlayerPositions = k;
271
272 #ifndef NDEBUG
273         if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
274                   (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
275         {
276                 mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
277                 //Int3(); // Not enough positions!!
278         }
279 #endif
280 #if defined (D2_OEM)
281
282         if ((Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num==8)
283          {
284           for (i=0;i<N_players;i++)
285                  if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
286                         {
287                nm_messagebox ("Warning!",1,TXT_OK,"This special version of Descent II\nwill disconnect after this level.\nPlease purchase the full version\nto experience all the levels!");    
288                          return;
289                         }
290          }
291 #endif
292 }
293
294 void gameseq_remove_unused_players()
295 {
296         int i;
297
298         // 'Remove' the unused players
299
300 #ifdef NETWORK
301         if (Game_mode & GM_MULTI)
302         {
303                 for (i=0; i < NumNetPlayerPositions; i++)
304                 {
305                         if ((!Players[i].connected) || (i >= N_players))
306                         {
307                                 #ifndef NDEBUG
308 //                              mprintf((0, "Ghosting player ship %d.\n", i+1));
309                                 #endif
310                                 multi_make_player_ghost(i);
311                         }
312                 }
313         }
314         else
315 #endif
316         {               // Note link to above if!!!
317                 #ifndef NDEBUG
318                 // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
319                 #endif
320                 for (i=1; i < NumNetPlayerPositions; i++)
321                 {
322                         obj_delete(Players[i].objnum);
323                 }
324         }
325 }
326
327 fix StartingShields=INITIAL_SHIELDS;
328
329 // Setup player for new game
330 void init_player_stats_game()
331 {
332         Players[Player_num].score = 0;
333         Players[Player_num].last_score = 0;
334         Players[Player_num].lives = INITIAL_LIVES;
335         Players[Player_num].level = 1;
336
337         Players[Player_num].time_level = 0;
338         Players[Player_num].time_total = 0;
339         Players[Player_num].hours_level = 0;
340         Players[Player_num].hours_total = 0;
341
342         Players[Player_num].energy = INITIAL_ENERGY;
343         Players[Player_num].shields = StartingShields;
344         Players[Player_num].killer_objnum = -1;
345
346         Players[Player_num].net_killed_total = 0;
347         Players[Player_num].net_kills_total = 0;
348
349         Players[Player_num].num_kills_level = 0;
350         Players[Player_num].num_kills_total = 0;
351         Players[Player_num].num_robots_level = 0;
352         Players[Player_num].num_robots_total = 0;
353         Players[Player_num].KillGoalCount = 0;
354         
355         Players[Player_num].hostages_rescued_total = 0;
356         Players[Player_num].hostages_level = 0;
357         Players[Player_num].hostages_total = 0;
358
359         Players[Player_num].laser_level = 0;
360         Players[Player_num].flags = 0;
361
362         init_player_stats_new_ship();
363
364         First_secret_visit = 1;
365 }
366
367 void init_ammo_and_energy(void)
368 {
369         if (Players[Player_num].energy < INITIAL_ENERGY)
370                 Players[Player_num].energy = INITIAL_ENERGY;
371         if (Players[Player_num].shields < StartingShields)
372                 Players[Player_num].shields = StartingShields;
373
374 //      for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
375 //              if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
376 //                      Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
377
378 //      for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
379 //              if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
380 //                      Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
381         if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
382                 Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
383 }
384
385 extern  ubyte   Last_afterburner_state;
386
387 // Setup player for new level (After completion of previous level)
388 void init_player_stats_level(int secret_flag)
389 {
390         // int  i;
391
392         Players[Player_num].last_score = Players[Player_num].score;
393
394         Players[Player_num].level = Current_level_num;
395
396 #ifdef NETWORK
397         if (!Network_rejoined) {
398 #endif
399                 Players[Player_num].time_level = 0;
400                 Players[Player_num].hours_level = 0;
401 #ifdef NETWORK
402         }
403 #endif
404
405         Players[Player_num].killer_objnum = -1;
406
407         Players[Player_num].num_kills_level = 0;
408         Players[Player_num].num_robots_level = count_number_of_robots();
409         Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
410
411         Players[Player_num].hostages_level = count_number_of_hostages();
412         Players[Player_num].hostages_total += Players[Player_num].hostages_level;
413         Players[Player_num].hostages_on_board = 0;
414
415         if (!secret_flag) {
416                 init_ammo_and_energy();
417
418                 Players[Player_num].flags &= (~KEY_BLUE);
419                 Players[Player_num].flags &= (~KEY_RED);
420                 Players[Player_num].flags &= (~KEY_GOLD);
421
422                 Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
423                                                                                                         PLAYER_FLAGS_CLOAKED |
424                                                                                                         PLAYER_FLAGS_MAP_ALL);
425
426                 Players[Player_num].cloak_time = 0;
427                 Players[Player_num].invulnerable_time = 0;
428
429                 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
430                         Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
431         }
432
433         Player_is_dead = 0; // Added by RH
434         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
435
436         Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
437
438         Controls.afterburner_state = 0;
439         Last_afterburner_state = 0;
440
441         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
442
443         init_gauges();
444
445    #ifdef TACTILE
446                 if (TactileStick)
447                   tactile_set_button_jolt();
448         #endif
449
450         Missile_viewer = NULL;
451 }
452
453 extern  void init_ai_for_ship(void);
454
455 // Setup player for a brand-new ship
456 void init_player_stats_new_ship()
457 {
458         int     i;
459
460         if (Newdemo_state == ND_STATE_RECORDING) {
461                 newdemo_record_laser_level(Players[Player_num].laser_level, 0);
462                 newdemo_record_player_weapon(0, 0);
463                 newdemo_record_player_weapon(1, 0);
464         }
465
466         Players[Player_num].energy = INITIAL_ENERGY;
467         Players[Player_num].shields = StartingShields;
468         Players[Player_num].laser_level = 0;
469         Players[Player_num].killer_objnum = -1;
470         Players[Player_num].hostages_on_board = 0;
471
472         Afterburner_charge = 0;
473
474         for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
475                 Players[Player_num].primary_ammo[i] = 0;
476                 Primary_last_was_super[i] = 0;
477         }
478
479         for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
480                 Players[Player_num].secondary_ammo[i] = 0;
481                 Secondary_last_was_super[i] = 0;
482         }
483         Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
484
485         Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
486         Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
487
488         Primary_weapon = 0;
489         Secondary_weapon = 0;
490
491         Players[Player_num].flags &= ~( PLAYER_FLAGS_QUAD_LASERS | 
492                                                                                                 PLAYER_FLAGS_AFTERBURNER | 
493                                                                                                 PLAYER_FLAGS_CLOAKED | 
494                                                                                                 PLAYER_FLAGS_INVULNERABLE | 
495                                                                                                 PLAYER_FLAGS_MAP_ALL |
496                                                                                                 PLAYER_FLAGS_CONVERTER |
497                                                                                                 PLAYER_FLAGS_AMMO_RACK |
498                                                                                                 PLAYER_FLAGS_HEADLIGHT |
499                                                                                                 PLAYER_FLAGS_HEADLIGHT_ON |
500                                                                                                 PLAYER_FLAGS_FLAG);
501
502         Players[Player_num].cloak_time = 0;
503         Players[Player_num].invulnerable_time = 0;
504
505         Player_is_dead = 0;             //player no longer dead
506
507         Players[Player_num].homing_object_dist = -F1_0; // Added by RH
508
509         Controls.afterburner_state = 0;
510         Last_afterburner_state = 0;
511
512         digi_kill_sound_linked_to_object(Players[Player_num].objnum);
513
514         Missile_viewer=NULL;            ///reset missile camera if out there
515
516    #ifdef TACTILE
517                 if (TactileStick)
518                  {
519                   tactile_set_button_jolt();
520                  }
521         #endif
522
523
524         init_ai_for_ship();
525 }
526
527 #ifdef NETWORK
528 void reset_network_objects()
529 {
530         memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
531         memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
532         memset(object_owner, -1, MAX_OBJECTS);
533 }
534 #endif
535
536 extern void init_stuck_objects(void);
537
538 #ifdef EDITOR
539
540 extern int Slide_segs_computed;
541
542 //reset stuff so game is semi-normal when playing from editor
543 void editor_reset_stuff_on_level()
544 {
545         gameseq_init_network_players();
546         init_player_stats_level(0);
547         Viewer = ConsoleObject;
548         ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
549         ConsoleObject->id=Player_num;
550         ConsoleObject->control_type = CT_FLYING;
551         ConsoleObject->movement_type = MT_PHYSICS;
552         Game_suspended = 0;
553         verify_console_object();
554         Control_center_destroyed = 0;
555         if (Newdemo_state != ND_STATE_PLAYBACK)
556                 gameseq_remove_unused_players();
557         init_cockpit();
558         init_robots_for_level();
559         init_ai_objects();
560         init_morphs();
561         init_all_matcens();
562         init_player_stats_new_ship();
563         init_controlcen_for_level();
564         automap_clear_visited();
565         init_stuck_objects();
566         init_thief_for_level();
567
568         Slide_segs_computed = 0;
569 }
570 #endif
571
572 //do whatever needs to be done when a player dies in multiplayer
573
574 void DoGameOver()
575 {
576 //      nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
577
578         if (Current_mission_num == Builtin_mission_num)
579                 scores_maybe_add_player(0);
580
581         Function_mode = FMODE_MENU;
582         Game_mode = GM_GAME_OVER;
583         longjmp( LeaveGame, 0 );                // Exit out of game loop
584
585 }
586
587 extern void do_save_game_menu();
588
589 //update various information about the player
590 void update_player_stats()
591 {
592                 Players[Player_num].time_level += FrameTime;    //the never-ending march of time...
593                 if ( Players[Player_num].time_level > i2f(3600) )       {
594                         Players[Player_num].time_level -= i2f(3600);
595                         Players[Player_num].hours_level++;
596                 }
597
598                 Players[Player_num].time_total += FrameTime;    //the never-ending march of time...
599                 if ( Players[Player_num].time_total > i2f(3600) )       {
600                         Players[Player_num].time_total -= i2f(3600);
601                         Players[Player_num].hours_total++;
602                 }
603 }
604
605 //hack to not start object when loading level
606 extern int Dont_start_sound_objects;
607
608 //go through this level and start any eclip sounds
609 void set_sound_sources()
610 {
611         int segnum,sidenum;
612         segment *seg;
613
614         digi_init_sounds();             //clear old sounds
615
616         Dont_start_sound_objects = 1;
617
618         for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
619                 for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
620                         int tm,ec,sn;
621
622                         if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
623                                 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))
624                                         if ((sn=Effects[ec].sound_num)!=-1) {
625                                                 vms_vector pnt;
626                                                 int csegnum = seg->children[sidenum];
627
628                                                 //check for sound on other side of wall.  Don't add on
629                                                 //both walls if sound travels through wall.  If sound
630                                                 //does travel through wall, add sound for lower-numbered
631                                                 //segment.
632
633                                                 if (IS_CHILD(csegnum) && csegnum < segnum) {
634                                                         if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
635                                                                 segment *csegp;
636                                                                 int csidenum;
637
638                                                                 csegp = &Segments[seg->children[sidenum]];
639                                                                 csidenum = find_connect_side(seg, csegp);
640
641                                                                 if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
642                                                                         continue;               //skip this one
643                                                         }
644                                                 }
645
646                                                 compute_center_point_on_side(&pnt,seg,sidenum);
647                                                 digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
648                                         }
649                 }
650
651         Dont_start_sound_objects = 0;
652
653 }
654
655
656 //fix flash_dist=i2f(1);
657 fix flash_dist=fl2f(.9);
658
659 //create flash for player appearance
660 void create_player_appearance_effect(object *player_obj)
661 {
662         vms_vector pos;
663         object *effect_obj;
664
665 #ifndef NDEBUG
666         {
667                 int objnum = player_obj-Objects;
668                 if ( (objnum < 0) || (objnum > Highest_object_index) )
669                         Int3(); // See Rob, trying to track down weird network bug
670         }
671 #endif
672
673         if (player_obj == Viewer)
674                 vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
675         else
676                 pos = player_obj->pos;
677
678         effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
679
680         if (effect_obj) {
681                 effect_obj->orient = player_obj->orient;
682
683                 if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
684                         digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
685         }
686 }
687
688 //
689 // New Game sequencing functions
690 //
691
692 //pairs of chars describing ranges
693 char playername_allowed_chars[] = "azAZ09__--";
694
695 int MakeNewPlayerFile(int allow_abort)
696 {
697         int x;
698         char filename[14];
699         newmenu_item m;
700         char text[CALLSIGN_LEN+1]="";
701         FILE *fp;
702
703         strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
704
705 try_again:
706         m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
707
708         Newmenu_allowed_chars = playername_allowed_chars;
709         x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
710         Newmenu_allowed_chars = NULL;
711
712         if ( x < 0 ) {
713                 if ( allow_abort ) return 0;
714                 goto try_again;
715         }
716
717         if (text[0]==0) //null string
718                 goto try_again;
719
720         sprintf( filename, "%s.plr", text );
721
722         fp = fopen( filename, "rb" );
723
724 #ifndef MACINTOSH
725         //if the callsign is the name of a tty device, prepend a char
726         if (fp && isatty(fileno(fp))) {
727                 fclose(fp);
728                 sprintf(filename,"$%.7s.plr",text);
729                 fp = fopen(filename,"rb");
730         }
731 #endif
732         
733         if ( fp )       {
734                 nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
735                 fclose(fp);
736                 goto try_again;
737         }
738
739         if ( !new_player_config() )
740                 goto try_again;                 // They hit Esc during New player config
741
742         strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
743
744         write_player_file();
745
746         return 1;
747 }
748
749 #ifdef WINDOWS
750 #undef TXT_SELECT_PILOT
751 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
752 #endif
753
754 //Inputs the player's name, without putting up the background screen
755 int RegisterPlayer()
756 {
757         int i,j;
758         char filename[14];
759         int allow_abort_flag = 1;
760
761         if ( Players[Player_num].callsign[0] == 0 )     {
762                 //---------------------------------------------------------------------
763                 // Set default config options in case there is no config file
764                 // kc_keyboard, kc_joystick, kc_mouse are statically defined.
765                 Config_joystick_sensitivity = 8;
766                 Config_control_type =CONTROL_NONE;
767                 for (i=0; i<CONTROL_MAX_TYPES; i++ )
768                         for (j=0; j<MAX_CONTROLS; j++ )
769                                 kconfig_settings[i][j] = default_kconfig_settings[i][j];
770                 kc_set_controls();
771                 //----------------------------------------------------------------
772
773                 // Read the last player's name from config file, not lastplr.txt
774                 strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
775
776                 if (config_last_player[0]==0)
777                         allow_abort_flag = 0;
778         }
779
780 do_menu_again:
781         ;
782
783 #ifndef MACINTOSH
784         if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag ))     {
785                 goto do_menu_again; //return 0;         // They hit Esc in file selector
786         }
787 #else
788         #ifndef APPLE_DEMO
789         if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag )) {
790                 goto do_menu_again;             // They hit Esc in file selector
791         }
792         #else
793         newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 );               // no abort allowed ever -- and change title of menubox
794         #endif
795 #endif
796
797         if ( filename[0] == '<' )       {
798                 // They selected 'create new pilot'
799                 if (!MakeNewPlayerFile(allow_abort_flag))
800                         //return 0;             // They hit Esc during enter name stage
801                         goto do_menu_again;
802         } else {
803                 strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
804         }
805
806         if (read_player_file() != EZERO)
807                 goto do_menu_again;
808
809         Auto_leveling_on = Default_leveling_on;
810
811         set_display_mode(Default_display_mode);
812
813         WriteConfigFile();              // Update lastplr
814
815         return 1;
816 }
817
818 extern void change_filename_extension( char *dest, char *src, char *new_ext );
819 extern char last_palette_loaded_pig[];
820
821 ubyte *Bitmap_replacement_data=NULL;
822
823 void free_bitmap_replacements()
824 {
825         if (Bitmap_replacement_data) {
826                 d_free(Bitmap_replacement_data);
827                 Bitmap_replacement_data = NULL;
828         }
829 }
830
831 void load_bitmap_replacements(char *level_name)
832 {
833         char ifile_name[FILENAME_LEN];
834         CFILE *ifile;
835         int i;
836
837         //first, free up data allocated for old bitmaps
838         free_bitmap_replacements();
839
840         change_filename_extension(ifile_name, level_name, ".POG" );
841         
842         ifile = cfopen(ifile_name,"rb");
843
844         if (ifile) {
845                 int id,version,n_bitmaps;
846                 int bitmap_data_size;
847                 ushort *indices;
848  
849                 id = cfile_read_int(ifile);
850                 version = cfile_read_int(ifile);
851
852                 if (id != MAKE_SIG('G','O','P','D') || version != 1) {
853                         cfclose(ifile);
854                         return;
855                 }
856
857                 n_bitmaps = cfile_read_int(ifile);
858
859                 MALLOC( indices, ushort, n_bitmaps );
860                 
861                 for (i = 0; i < n_bitmaps; i++)
862                         indices[i] = cfile_read_short(ifile);
863
864                 bitmap_data_size = cfilelength(ifile) - cftell(ifile) - DISKBITMAPHEADER_SIZE * n_bitmaps;
865                 MALLOC( Bitmap_replacement_data, ubyte, bitmap_data_size );
866
867                 for (i=0;i<n_bitmaps;i++) {
868                         DiskBitmapHeader bmh;
869                         grs_bitmap temp_bitmap;
870
871                         DiskBitmapHeader_read(&bmh, ifile);
872
873                         memset( &temp_bitmap, 0, sizeof(grs_bitmap) );
874         
875                         temp_bitmap.bm_w = temp_bitmap.bm_rowsize = bmh.width + ((short) (bmh.wh_extra&0x0f)<<8);
876                         temp_bitmap.bm_h = bmh.height + ((short) (bmh.wh_extra&0xf0)<<4);
877                         temp_bitmap.avg_color = bmh.avg_color;
878                         temp_bitmap.bm_data = Bitmap_replacement_data + bmh.offset;
879         
880                         if ( bmh.flags & BM_FLAG_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
881                         if ( bmh.flags & BM_FLAG_SUPER_TRANSPARENT ) temp_bitmap.bm_flags |= BM_FLAG_SUPER_TRANSPARENT;
882                         if ( bmh.flags & BM_FLAG_NO_LIGHTING ) temp_bitmap.bm_flags |= BM_FLAG_NO_LIGHTING;
883                         if ( bmh.flags & BM_FLAG_RLE ) temp_bitmap.bm_flags |= BM_FLAG_RLE;
884                         if ( bmh.flags & BM_FLAG_RLE_BIG ) temp_bitmap.bm_flags |= BM_FLAG_RLE_BIG;
885
886                         GameBitmaps[indices[i]] = temp_bitmap;
887                 }
888
889                 cfread(Bitmap_replacement_data,1,bitmap_data_size,ifile);
890
891                 d_free(indices);
892
893                 cfclose(ifile);
894
895                 last_palette_loaded_pig[0]= 0;  //force pig re-load
896
897                 texmerge_flush();               //for re-merging with new textures
898         }
899
900         atexit(free_bitmap_replacements);
901 }
902
903 void load_robot_replacements(char *level_name);
904 int read_hamfile();
905 extern int Robot_replacements_loaded;
906
907 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
908 void LoadLevel(int level_num,int page_in_textures)
909 {
910         char *level_name;
911         player save_player;
912         int load_ret;
913
914         save_player = Players[Player_num];      
915
916         Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
917
918         if (level_num<0)                //secret level
919                 level_name = Secret_level_names[-level_num-1];
920         else                                    //normal level
921                 level_name = Level_names[level_num-1];
922
923         #ifdef WINDOWS
924                 dd_gr_set_current_canvas(NULL);
925                 dd_gr_clear_canvas(BM_XRGB(0,0,0));
926         #else
927                 gr_set_current_canvas(NULL);
928                 gr_clear_canvas(BM_XRGB(0, 0, 0));              //so palette switching is less obvious
929         #endif
930
931         Last_msg_ycrd = -1;             //so we don't restore backgound under msg
932
933 //      WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
934 //      WIN(ShowCursorW());
935
936 #if 1 //defined(POLY_ACC) || defined(OGL)
937     gr_palette_load(gr_palette);
938     show_boxed_message(TXT_LOADING);
939 #else
940         show_boxed_message(TXT_LOADING);
941         gr_palette_load(gr_palette);
942 #endif
943
944         load_ret = load_level(level_name);              //actually load the data from disk!
945
946         if (load_ret)
947                 Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
948
949         Current_level_num=level_num;
950
951 //      load_palette_pig(Current_level_palette);                //load just the pig
952
953         load_palette(Current_level_palette,1,1);                //don't change screen
954
955         load_endlevel_data(level_num);
956
957         if ( page_in_textures )
958                 piggy_load_level_data();
959
960         load_bitmap_replacements(level_name);
961
962         if (Robot_replacements_loaded) {
963                 read_hamfile();         //load original data
964                 Robot_replacements_loaded = 0;
965         }
966         load_robot_replacements(level_name);
967
968 #ifdef NETWORK
969         my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
970
971         reset_network_objects();
972 #endif
973
974         Players[Player_num] = save_player;
975
976         set_sound_sources();
977
978         songs_play_level_song( Current_level_num );
979
980         clear_boxed_message();          //remove message before new palette loaded
981
982         gr_palette_load(gr_palette);            //actually load the palette
983
984 //      WIN(HideCursorW());
985 }
986
987 //sets up Player_num & ConsoleObject  
988 void InitPlayerObject()
989 {
990         Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
991
992         if (Player_num != 0 )   {
993                 Players[0] = Players[Player_num];
994                 Player_num = 0;
995         }
996
997         Players[Player_num].objnum = 0;
998
999         ConsoleObject = &Objects[Players[Player_num].objnum];
1000
1001         ConsoleObject->type                             = OBJ_PLAYER;
1002         ConsoleObject->id                                       = Player_num;
1003         ConsoleObject->control_type     = CT_FLYING;
1004         ConsoleObject->movement_type    = MT_PHYSICS;
1005 }
1006
1007 extern void game_disable_cheats();
1008 extern void turn_cheats_off();
1009 extern void init_seismic_disturbances(void);
1010
1011 //starts a new game on the given level
1012 void StartNewGame(int start_level)
1013 {
1014         Game_mode = GM_NORMAL;
1015         Function_mode = FMODE_GAME;
1016         
1017         Next_level_num = 0;
1018
1019         InitPlayerObject();                             //make sure player's object set up
1020
1021         init_player_stats_game();               //clear all stats
1022
1023         N_players = 1;
1024 #ifdef NETWORK
1025         Network_new_game = 0;
1026 #endif
1027
1028         if (start_level < 0)
1029                 StartNewLevelSecret(start_level, 0);
1030         else
1031                 StartNewLevel(start_level, 0);
1032
1033         Players[Player_num].starting_level = start_level;               // Mark where they started
1034
1035         game_disable_cheats();
1036
1037         init_seismic_disturbances();
1038 }
1039
1040 //@@//starts a resumed game loaded from disk
1041 //@@void ResumeSavedGame(int start_level)
1042 //@@{
1043 //@@    Game_mode = GM_NORMAL;
1044 //@@    Function_mode = FMODE_GAME;
1045 //@@
1046 //@@    N_players = 1;
1047 //@@    Network_new_game = 0;
1048 //@@
1049 //@@    InitPlayerObject();                             //make sure player's object set up
1050 //@@
1051 //@@    StartNewLevel(start_level, 0);
1052 //@@
1053 //@@    game_disable_cheats();
1054 //@@}
1055
1056 #ifndef _NETWORK_H
1057 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
1058 #endif
1059
1060 extern int N_secret_levels;
1061
1062 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":"stars.pcx")
1063
1064 //      -----------------------------------------------------------------------------
1065 //      Does the bonus scoring.
1066 //      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1067 void DoEndLevelScoreGlitz(int network)
1068 {
1069         int level_points, skill_points, energy_points, shield_points, hostage_points;
1070         int     all_hostage_points;
1071         int     endgame_points;
1072         char    all_hostage_text[64];
1073         char    endgame_text[64];
1074         #define N_GLITZITEMS 11
1075         char                            m_str[N_GLITZITEMS][30];
1076         newmenu_item    m[N_GLITZITEMS+1];
1077         int                             i,c;
1078         char                            title[128];
1079         int                             is_last_level;
1080         int                             mine_level;
1081
1082         set_screen_mode(SCREEN_MENU);           //go into menu mode
1083
1084    #ifdef TACTILE
1085                 if (TactileStick)
1086                   ClearForces();
1087         #endif
1088
1089         mprintf((0,"DoEndLevelScoreGlitz\n"));
1090
1091         //      Compute level player is on, deal with secret levels (negative numbers)
1092         mine_level = Players[Player_num].level;
1093         if (mine_level < 0)
1094                 mine_level *= -(Last_level/N_secret_levels);
1095
1096         level_points = Players[Player_num].score-Players[Player_num].last_score;
1097
1098         if (!Cheats_enabled) {
1099                 if (Difficulty_level > 1) {
1100                         skill_points = level_points*(Difficulty_level)/4;
1101                         skill_points -= skill_points % 100;
1102                 } else
1103                         skill_points = 0;
1104
1105                 shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1106                 energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1107                 hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1108
1109                 shield_points -= shield_points % 50;
1110                 energy_points -= energy_points % 50;
1111         } else {
1112                 skill_points = 0;
1113                 shield_points = 0;
1114                 energy_points = 0;
1115                 hostage_points = 0;
1116         }
1117
1118         all_hostage_text[0] = 0;
1119         endgame_text[0] = 0;
1120
1121         if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1122                 all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1123                 sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1124         } else
1125                 all_hostage_points = 0;
1126
1127         if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {           //player has finished the game!
1128                 endgame_points = Players[Player_num].lives * 10000;
1129                 sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1130                 is_last_level=1;
1131         } else
1132                 endgame_points = is_last_level = 0;
1133
1134         mprintf((0,"adding bonus points\n"));
1135         add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1136
1137         c = 0;
1138         sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);           // Return at start to lower menu...
1139         sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1140         sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1141         sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1142
1143         sprintf(m_str[c++], "%s", all_hostage_text);
1144         if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1145                 sprintf(m_str[c++], "%s", endgame_text);
1146
1147         sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1148         sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1149
1150         #ifdef WINDOWS
1151         sprintf(m_str[c++], "");
1152         sprintf(m_str[c++], "         Done");
1153         #endif
1154
1155         for (i=0; i<c; i++) {
1156                 m[i].type = NM_TYPE_TEXT;
1157                 m[i].text = m_str[i];
1158         }
1159
1160         #ifdef WINDOWS
1161         m[c-1].type = NM_TYPE_MENU;
1162         #endif
1163
1164         // m[c].type = NM_TYPE_MENU;    m[c++].text = "Ok";
1165
1166         if (Current_level_num < 0)
1167                 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);
1168         else
1169                 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);
1170
1171         Assert(c <= N_GLITZITEMS);
1172
1173         gr_palette_fade_out(gr_palette, 32, 0);
1174
1175         mprintf((0,"doing menu\n"));
1176
1177    PA_DFX (pa_alpha_always());
1178
1179 #ifdef NETWORK
1180         if ( network && (Game_mode & GM_NETWORK) )
1181                 newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1182         else
1183 #endif
1184                 // NOTE LINK TO ABOVE!!!
1185                 newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1186
1187         mprintf((0,"done DoEndLevelScoreGlitz\n"));
1188 }
1189
1190 //give the player the opportunity to save his game
1191 void DoEndlevelMenu()
1192 {
1193 //No between level saves......!!!       state_save_all(1);
1194 }
1195
1196 //      -----------------------------------------------------------------------------------------------------
1197 //called when the player is starting a level (new game or new ship)
1198 void StartSecretLevel()
1199 {
1200         Assert(!Player_is_dead);
1201
1202         InitPlayerPosition(0);
1203
1204         verify_console_object();
1205
1206         ConsoleObject->control_type     = CT_FLYING;
1207         ConsoleObject->movement_type    = MT_PHYSICS;
1208
1209         // -- WHY? -- disable_matcens();
1210         clear_transient_objects(0);             //0 means leave proximity bombs
1211
1212         // create_player_appearance_effect(ConsoleObject);
1213         Do_appearance_effect = 1;
1214
1215         ai_reset_all_paths();
1216         // -- NO? -- reset_time();
1217
1218         reset_rear_view();
1219         Auto_fire_fusion_cannon_time = 0;
1220         Fusion_charge = 0;
1221
1222         Robot_firing_enabled = 1;
1223 }
1224
1225 extern void set_pos_from_return_segment(void);
1226
1227 //      Returns true if secret level has been destroyed.
1228 int p_secret_level_destroyed(void)
1229 {
1230         if (First_secret_visit) {
1231                 return 0;               //      Never been there, can't have been destroyed.
1232         } else {
1233                 FILE    *fp;
1234                 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1235                         fclose(fp);
1236                         return 0;
1237                 } else {
1238                         return 1;
1239                 }
1240         }
1241 }
1242
1243 //      -----------------------------------------------------------------------------------------------------
1244 void do_secret_message(char *msg)
1245 {
1246         int     old_fmode;
1247
1248         load_stars();
1249
1250 #if defined(POLY_ACC)
1251         pa_save_clut();
1252         pa_update_clut(gr_palette, 0, 256, 0);
1253 #endif
1254
1255         old_fmode = Function_mode;
1256         Function_mode = FMODE_MENU;
1257         nm_messagebox(NULL, 1, TXT_OK, msg);
1258         Function_mode = old_fmode;
1259
1260 #if defined(POLY_ACC)
1261         pa_restore_clut();
1262 #endif
1263         
1264         WIN(DEFINE_SCREEN(NULL));
1265 }
1266
1267 //      -----------------------------------------------------------------------------------------------------
1268 // called when the player is starting a new level for normal game mode and restore state
1269 //      Need to deal with whether this is the first time coming to this level or not.  If not the
1270 //      first time, instead of initializing various things, need to do a game restore for all the
1271 //      robots, powerups, walls, doors, etc.
1272 void StartNewLevelSecret(int level_num, int page_in_textures)
1273 {
1274         newmenu_item    m[1];
1275         //int i;
1276
1277         ThisLevelTime=0;
1278          
1279         m[0].type = NM_TYPE_TEXT;
1280         m[0].text = " ";
1281
1282         last_drawn_cockpit[0] = -1;
1283         last_drawn_cockpit[1] = -1;
1284
1285         if (Newdemo_state == ND_STATE_PAUSED)
1286                 Newdemo_state = ND_STATE_RECORDING;
1287
1288         if (Newdemo_state == ND_STATE_RECORDING) {
1289                 newdemo_set_new_level(level_num);
1290                 newdemo_record_start_frame(FrameCount, FrameTime );
1291         } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1292
1293                 gr_palette_fade_out(gr_palette, 32, 0);
1294
1295                 set_screen_mode(SCREEN_MENU);           //go into menu mode
1296
1297                 if (First_secret_visit) {
1298                         do_secret_message(TXT_SECRET_EXIT);
1299                 } else {
1300                         FILE    *fp;
1301                         if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1302                                 fclose(fp);
1303                                 do_secret_message(TXT_SECRET_EXIT);
1304                         } else {
1305                                 char    text_str[128];
1306
1307                                 sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1308                                 do_secret_message(text_str);
1309                         }
1310                 }
1311         }
1312
1313         LoadLevel(level_num,page_in_textures);
1314
1315         Assert(Current_level_num == level_num); //make sure level set right
1316
1317         Assert(Function_mode == FMODE_GAME);
1318
1319         gameseq_init_network_players(); // Initialize the Players array for 
1320                                                                                           // this level
1321
1322         HUD_clear_messages();
1323
1324         automap_clear_visited();
1325
1326         // --   init_player_stats_level();
1327
1328         Viewer = &Objects[Players[Player_num].objnum];
1329
1330         gameseq_remove_unused_players();
1331
1332         Game_suspended = 0;
1333
1334         Control_center_destroyed = 0;
1335
1336         init_cockpit();
1337         reset_palette_add();
1338
1339         if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1340                 init_robots_for_level();
1341                 init_ai_objects();
1342                 init_smega_detonates();
1343                 init_morphs();
1344                 init_all_matcens();
1345                 reset_special_effects();
1346                 StartSecretLevel();
1347         } else {
1348                 FILE    *fp;
1349                 if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1350                         int     pw_save, sw_save;
1351
1352                         fclose(fp);
1353
1354                         pw_save = Primary_weapon;
1355                         sw_save = Secondary_weapon;
1356                         state_restore_all(1, 1, SECRETC_FILENAME);
1357                         Primary_weapon = pw_save;
1358                         Secondary_weapon = sw_save;
1359                         reset_special_effects();
1360                         StartSecretLevel();
1361                         // -- No: This is only for returning to base level: set_pos_from_return_segment();
1362                 } else {
1363                         char    text_str[128];
1364
1365                         sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1366                         do_secret_message(text_str);
1367                         return;
1368
1369                         // -- //        If file doesn't exist, it's because reactor was destroyed.
1370                         // -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1371                         // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1372                         // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1373                         // -- return;
1374                 }
1375         }
1376
1377         if (First_secret_visit) {
1378                 copy_defaults_to_robot_all();
1379         }
1380
1381         turn_cheats_off();
1382
1383         init_controlcen_for_level();
1384
1385         //      Say player can use FLASH cheat to mark path to exit.
1386         Last_level_path_created = -1;
1387
1388         First_secret_visit = 0;
1389 }
1390
1391 int     Entered_from_level;
1392
1393 // ---------------------------------------------------------------------------------------------------------------
1394 //      Called from switch.c when player is on a secret level and hits exit to return to base level.
1395 void ExitSecretLevel(void)
1396 {
1397         FILE    *fp;
1398
1399         if (Newdemo_state == ND_STATE_PLAYBACK)
1400                 return;
1401
1402         if (!Control_center_destroyed) {
1403                 state_save_all(0, 2, SECRETC_FILENAME);
1404         }
1405
1406         if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1407                 int     pw_save, sw_save;
1408
1409                 returning_to_level_message();
1410                 fclose(fp);
1411                 pw_save = Primary_weapon;
1412                 sw_save = Secondary_weapon;
1413                 state_restore_all(1, 1, SECRETB_FILENAME);
1414                 Primary_weapon = pw_save;
1415                 Secondary_weapon = sw_save;
1416         } else {
1417                 // File doesn't exist, so can't return to base level.  Advance to next one.
1418                 if (Entered_from_level == Last_level)
1419                         DoEndGame();
1420                 else {
1421                         advancing_to_level_message();
1422                         StartNewLevel(Entered_from_level+1, 0);
1423                 }
1424         }
1425 }
1426
1427 // ---------------------------------------------------------------------------------------------------------------
1428 //      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1429 //      be invulnerable or cloaked.
1430 void do_cloak_invul_secret_stuff(fix old_gametime)
1431 {
1432         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1433                 fix     time_used;
1434
1435                 time_used = old_gametime - Players[Player_num].invulnerable_time;
1436                 Players[Player_num].invulnerable_time = GameTime - time_used;
1437         }
1438
1439         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1440                 fix     time_used;
1441
1442                 time_used = old_gametime - Players[Player_num].cloak_time;
1443                 Players[Player_num].cloak_time = GameTime - time_used;
1444         }
1445 }
1446
1447 // ---------------------------------------------------------------------------------------------------------------
1448 //      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1449 //      is passing to the secret level.
1450 //      Do a savegame.
1451 void EnterSecretLevel(void)
1452 {
1453         fix     old_gametime;
1454         int     i;
1455
1456         Assert(! (Game_mode & GM_MULTI) );
1457
1458         Entered_from_level = Current_level_num;
1459
1460         if (Control_center_destroyed)
1461                 DoEndLevelScoreGlitz(0);
1462
1463         if (Newdemo_state != ND_STATE_PLAYBACK)
1464                 state_save_all(0, 1, NULL);     //      Not between levels (ie, save all), IS a secret level, NO filename override
1465
1466         //      Find secret level number to go to, stuff in Next_level_num.
1467         for (i=0; i<-Last_secret_level; i++)
1468                 if (Secret_level_table[i]==Current_level_num) {
1469                         Next_level_num = -(i+1);
1470                         break;
1471                 } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1472                         Next_level_num = -i;
1473                         break;
1474                 }
1475
1476         if (! (i<-Last_secret_level))           //didn't find level, so must be last
1477                 Next_level_num = Last_secret_level;
1478
1479         old_gametime = GameTime;
1480
1481         StartNewLevelSecret(Next_level_num, 1);
1482         
1483         // do_cloak_invul_stuff();
1484 }
1485
1486 //called when the player has finished a level
1487 void PlayerFinishedLevel(int secret_flag)
1488 {
1489         Assert(!secret_flag);
1490
1491         //credit the player for hostages
1492         Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1493
1494         if (Game_mode & GM_NETWORK)
1495                 Players[Player_num].connected = 2; // Finished but did not die
1496
1497         last_drawn_cockpit[0] = -1;
1498         last_drawn_cockpit[1] = -1;
1499
1500         AdvanceLevel(secret_flag);                              //now go on to the next one (if one)
1501 }
1502
1503 #if defined(D2_OEM) || defined(COMPILATION)
1504 #define MOVIE_REQUIRED 0
1505 #else
1506 #define MOVIE_REQUIRED 1
1507 #endif
1508
1509 #ifdef D2_OEM
1510 #define ENDMOVIE "endo"
1511 #else
1512 #define ENDMOVIE "end"
1513 #endif
1514
1515 void show_order_form();
1516 extern void com_hangup(void);
1517
1518 //called when the player has finished the last level
1519 void DoEndGame(void)
1520 {
1521         mprintf((0,"DoEndGame\n"));
1522
1523         Function_mode = FMODE_MENU;
1524         if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1525                 newdemo_stop_recording();
1526
1527         set_screen_mode( SCREEN_MENU );
1528
1529         WINDOS(
1530                 dd_gr_set_current_canvas(NULL),
1531                 gr_set_current_canvas(NULL)
1532         );
1533
1534         key_flush();
1535
1536         if (Current_mission_num == Builtin_mission_num && !(Game_mode & GM_MULTI)) { //only built-in mission, & not multi
1537 #ifndef SHAREWARE
1538                 int played=MOVIE_NOT_PLAYED;    //default is not played
1539 #endif
1540
1541                 init_subtitles(ENDMOVIE ".tex");        //ingore errors
1542                 played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1543                 close_subtitles();
1544                 if (!played) {
1545                         if (cfexist("end2oem.txb") || cfexist("end2oem.tex")) { // #ifdef D2_OEM
1546                                 songs_play_song( SONG_TITLE, 0 );
1547                                 do_briefing_screens("end2oem.tex",1);
1548                         } else {
1549                                 songs_play_song( SONG_ENDGAME, 0 );
1550                                 mprintf((0,"doing briefing\n"));
1551                                 do_briefing_screens("ending2.tex",1);
1552                                 mprintf((0,"briefing done\n"));
1553                         }
1554                 }
1555    } else if (!(Game_mode & GM_MULTI)) {    //not multi
1556                 char tname[FILENAME_LEN];
1557                 sprintf(tname,"%s.tex",Current_mission_filename);
1558                 do_briefing_screens (tname,Last_level+1);   //level past last is endgame breifing
1559
1560                 //try doing special credits
1561                 sprintf(tname,"%s.ctb",Current_mission_filename);
1562                 credits_show(tname);
1563         }
1564
1565         key_flush();
1566
1567 #ifdef SHAREWARE
1568                 show_order_form();
1569 #endif
1570
1571 #ifdef NETWORK
1572         if (Game_mode & GM_MULTI)
1573                 multi_endlevel_score();
1574         else
1575 #endif
1576                 // NOTE LINK TO ABOVE
1577                 DoEndLevelScoreGlitz(0);
1578
1579         if (Current_mission_num == Builtin_mission_num && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1580                 WINDOS(
1581                         dd_gr_set_current_canvas(NULL),
1582                         gr_set_current_canvas( NULL )
1583                 );
1584                 WINDOS(
1585                         dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1586                         gr_clear_canvas(BM_XRGB(0,0,0))
1587                 );
1588                 gr_palette_clear();
1589                 load_palette(DEFAULT_PALETTE,0,1);
1590                 scores_maybe_add_player(0);
1591         }
1592
1593         Function_mode = FMODE_MENU;
1594
1595         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1596                 Game_mode |= GM_GAME_OVER;              //preserve modem setting so go back into modem menu
1597         else
1598                 Game_mode = GM_GAME_OVER;
1599
1600
1601         longjmp( LeaveGame, 0 );                // Exit out of game loop
1602 }
1603
1604 //from which level each do you get to each secret level 
1605 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1606
1607 //called to go to the next level (if there is one)
1608 //if secret_flag is true, advance to secret level, else next normal one
1609 //      Return true if game over.
1610 void AdvanceLevel(int secret_flag)
1611 {
1612 #ifdef NETWORK
1613         int result;
1614 #endif
1615
1616         mprintf((0,"AdvanceLevel\n"));
1617
1618         Assert(!secret_flag);
1619
1620         if (Current_level_num != Last_level) {
1621 #ifdef NETWORK
1622                 if (Game_mode & GM_MULTI)
1623                         multi_endlevel_score();         
1624                 else 
1625 #endif
1626                         // NOTE LINK TO ABOVE!!!
1627                         DoEndLevelScoreGlitz(0);                //give bonuses
1628         }
1629
1630         Control_center_destroyed = 0;
1631
1632         #ifdef EDITOR
1633         if (Current_level_num == 0)
1634                 return;         //not a real level
1635         #endif
1636
1637 #ifdef NETWORK
1638         if (Game_mode & GM_MULTI)       {
1639                 result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1640                 if (result) // failed to sync
1641                 {
1642                         if (Current_level_num == Last_level)            //player has finished the game!
1643                                 longjmp( LeaveGame, 0 );                // Exit out of game loop
1644                         else
1645                                 return;
1646                 }
1647         }
1648 #endif
1649
1650         if (Current_level_num == Last_level) {          //player has finished the game!
1651                 
1652                 mprintf((0,"Finished last level!\n"));
1653
1654                 DoEndGame();
1655
1656         } else {
1657
1658                 Next_level_num = Current_level_num+1;           //assume go to next normal level
1659
1660                 if (!(Game_mode & GM_MULTI))
1661                         DoEndlevelMenu(); // Let use save their game
1662
1663                 StartNewLevel(Next_level_num, 0);
1664
1665         }
1666 }
1667
1668 #ifdef MACINTOSH                // horrible hack of a routine to load just the palette from the stars.pcx file
1669
1670 extern char last_palette_loaded[];
1671
1672 void load_stars_palette()
1673 {
1674         int pcx_error;
1675         ubyte pal[256*3];
1676
1677         pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1678         Assert(pcx_error == PCX_ERROR_NONE);
1679
1680         //@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1681
1682
1683         {       //remap stuff. this code is kindof a hack
1684
1685                 //now, before we bring up the menu, we need to 
1686                 //do some stuff to make sure the palette is ok.  First, we need to
1687                 //get our current palette into the 2d's array, so the remapping will
1688                 //work.  Second, we need to remap the fonts.  Third, we need to fill 
1689                 //in part of the fade tables so the darkening of the menu edges works
1690
1691                 gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1692                 remap_fonts_and_menus(1);
1693
1694         }
1695
1696         strcpy(last_palette_loaded,"");         //force palette load next time
1697 }
1698 #endif
1699
1700 void nm_draw_background1(char * filename);
1701
1702 void load_stars()
1703 {
1704 //@@    int pcx_error;
1705 //@@    ubyte pal[256*3];
1706 //@@
1707 //@@    pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1708 //@@    Assert(pcx_error == PCX_ERROR_NONE);
1709 //@@
1710 //@@    gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1711
1712         WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1713
1714         nm_draw_background1(STARS_BACKGROUND);
1715
1716 }
1717
1718
1719 void
1720 died_in_mine_message(void)
1721 {
1722         // Tell the player he died in the mine, explain why
1723         int old_fmode;
1724
1725         if (Game_mode & GM_MULTI)
1726                 return;
1727
1728         gr_palette_fade_out(gr_palette, 32, 0);
1729
1730         set_screen_mode(SCREEN_MENU);           //go into menu mode
1731
1732         WINDOS(
1733                 dd_gr_set_current_canvas(NULL),
1734                 gr_set_current_canvas(NULL)
1735         );
1736
1737         load_stars();
1738
1739 #if defined(POLY_ACC)
1740         pa_save_clut();
1741         pa_update_clut(gr_palette, 0, 256, 0);
1742 #endif
1743
1744         old_fmode = Function_mode;
1745         Function_mode = FMODE_MENU;
1746         nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1747         Function_mode = old_fmode;
1748
1749 #if defined(POLY_ACC)
1750         pa_restore_clut();
1751 #endif
1752
1753         WIN(DEFINE_SCREEN(NULL));
1754 }
1755
1756 //      Called when player dies on secret level.
1757 void returning_to_level_message(void)
1758 {
1759         char    msg[128];
1760
1761         int old_fmode;
1762
1763         if (Game_mode & GM_MULTI)
1764                 return;
1765
1766         gr_palette_fade_out(gr_palette, 32, 0);
1767
1768         set_screen_mode(SCREEN_MENU);           //go into menu mode
1769
1770         gr_set_current_canvas(NULL);
1771
1772         load_stars();
1773
1774 #if defined(POLY_ACC)
1775         pa_save_clut();
1776         pa_update_clut(gr_palette, 0, 256, 0);
1777 #endif
1778
1779         old_fmode = Function_mode;
1780         Function_mode = FMODE_MENU;
1781         sprintf(msg, "Returning to level %i", Entered_from_level);
1782         nm_messagebox(NULL, 1, TXT_OK, msg);
1783         Function_mode = old_fmode;
1784
1785 #if defined(POLY_ACC)
1786         pa_restore_clut();
1787 #endif
1788
1789         WIN(DEFINE_SCREEN(NULL));
1790 }
1791
1792 //      Called when player dies on secret level.
1793 void advancing_to_level_message(void)
1794 {
1795         char    msg[128];
1796
1797         int old_fmode;
1798
1799         //      Only supposed to come here from a secret level.
1800         Assert(Current_level_num < 0);
1801
1802         if (Game_mode & GM_MULTI)
1803                 return;
1804
1805         gr_palette_fade_out(gr_palette, 32, 0);
1806
1807         set_screen_mode(SCREEN_MENU);           //go into menu mode
1808
1809         gr_set_current_canvas(NULL);
1810         
1811         load_stars();
1812
1813 #if defined(POLY_ACC)
1814         pa_save_clut();
1815         pa_update_clut(gr_palette, 0, 256, 0);
1816 #endif
1817
1818         old_fmode = Function_mode;
1819         Function_mode = FMODE_MENU;
1820         sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1821         nm_messagebox(NULL, 1, TXT_OK, msg);
1822         Function_mode = old_fmode;
1823
1824 #if defined(POLY_ACC)
1825         pa_restore_clut();
1826 #endif
1827
1828         WIN(DEFINE_SCREEN(NULL));
1829 }
1830
1831 void digi_stop_digi_sounds();
1832
1833 void DoPlayerDead()
1834 {
1835         reset_palette_add();
1836
1837         gr_palette_load (gr_palette);
1838
1839 //      digi_pause_digi_sounds();               //kill any continuing sounds (eg. forcefield hum)
1840         digi_stop_digi_sounds();                //kill any continuing sounds (eg. forcefield hum)
1841
1842         dead_player_end();              //terminate death sequence (if playing)
1843
1844         #ifdef EDITOR
1845         if (Game_mode == GM_EDITOR) {                   //test mine, not real level
1846                 object * playerobj = &Objects[Players[Player_num].objnum];
1847                 //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1848                 load_level("gamesave.lvl");
1849                 init_player_stats_new_ship();
1850                 playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1851                 StartLevel(0);
1852                 return;
1853         }
1854         #endif
1855
1856 #ifdef NETWORK
1857         if ( Game_mode&GM_MULTI )
1858         {
1859                 multi_do_death(Players[Player_num].objnum);
1860         }
1861         else 
1862 #endif
1863         {                               //Note link to above else!
1864                 Players[Player_num].lives--;
1865                 if (Players[Player_num].lives == 0)
1866                 {       
1867                         DoGameOver();
1868                         return;
1869                 }
1870         }
1871                                 
1872         if ( Control_center_destroyed ) {
1873
1874                 //clear out stuff so no bonus
1875                 Players[Player_num].hostages_on_board = 0;
1876                 Players[Player_num].energy = 0;
1877                 Players[Player_num].shields = 0;
1878                 Players[Player_num].connected = 3;
1879
1880                 died_in_mine_message(); // Give them some indication of what happened
1881
1882                 if (Current_level_num < 0) {
1883                         FILE    *fp;
1884
1885                         if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1886                                 fclose(fp);
1887                                 returning_to_level_message();
1888                                 state_restore_all(1, 2, SECRETB_FILENAME);                      //      2 means you died
1889                                 set_pos_from_return_segment();
1890                                 Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1891                         } else {
1892                                 advancing_to_level_message();
1893                                 StartNewLevel(Entered_from_level+1, 0);
1894                                 init_player_stats_new_ship();   //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1895                         }
1896                 } else {
1897
1898                         AdvanceLevel(0);                        //if finished, go on to next level
1899
1900                         init_player_stats_new_ship();
1901                         last_drawn_cockpit[0] = -1;
1902                         last_drawn_cockpit[1] = -1;
1903                 }
1904
1905         } else if (Current_level_num < 0) {
1906                 FILE    *fp;
1907                 if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1908                         fclose(fp);
1909                         returning_to_level_message();
1910                         if (!Control_center_destroyed)
1911                                 state_save_all(0, 2, SECRETC_FILENAME);
1912                         state_restore_all(1, 2, SECRETB_FILENAME);
1913                         set_pos_from_return_segment();
1914                         Players[Player_num].lives--;                                            //      re-lose the life, Players[Player_num].lives got written over in restore.
1915                 } else {
1916                         died_in_mine_message(); // Give them some indication of what happened
1917                         advancing_to_level_message();
1918                         StartNewLevel(Entered_from_level+1, 0);
1919                         init_player_stats_new_ship();
1920                 }
1921         } else {
1922                 init_player_stats_new_ship();
1923                 StartLevel(1);
1924         }
1925
1926         digi_sync_sounds();
1927 }
1928
1929 extern int BigWindowSwitch;
1930
1931 //called when the player is starting a new level for normal game mode and restore state
1932 //      secret_flag set if came from a secret level
1933 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1934 {
1935         if (!(Game_mode & GM_MULTI)) {
1936                 last_drawn_cockpit[0] = -1;
1937                 last_drawn_cockpit[1] = -1;
1938         }
1939    BigWindowSwitch=0;
1940
1941
1942         if (Newdemo_state == ND_STATE_PAUSED)
1943                 Newdemo_state = ND_STATE_RECORDING;
1944
1945         if (Newdemo_state == ND_STATE_RECORDING) {
1946                 newdemo_set_new_level(level_num);
1947                 newdemo_record_start_frame(FrameCount, FrameTime );
1948         }
1949
1950         if (Game_mode & GM_MULTI)
1951                 Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1952
1953         LoadLevel(level_num,page_in_textures);
1954
1955         Assert(Current_level_num == level_num); //make sure level set right
1956
1957         gameseq_init_network_players(); // Initialize the Players array for 
1958                                                                                           // this level
1959
1960         Viewer = &Objects[Players[Player_num].objnum];
1961
1962         Assert(N_players <= NumNetPlayerPositions);
1963                 //If this assert fails, there's not enough start positions
1964
1965 #ifdef NETWORK
1966         if (Game_mode & GM_NETWORK)
1967         {
1968                 if(network_level_sync()) // After calling this, Player_num is set
1969                         return;
1970         }
1971         if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1972         {
1973                 if(com_level_sync())
1974                         return;
1975         }
1976 #endif
1977
1978         Assert(Function_mode == FMODE_GAME);
1979
1980         #ifndef NDEBUG
1981         //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1982         #endif
1983
1984         HUD_clear_messages();
1985
1986         automap_clear_visited();
1987
1988 #ifdef NETWORK
1989         if (Network_new_game == 1)
1990         {
1991                 Network_new_game = 0;
1992                 init_player_stats_new_ship();
1993         }
1994 #endif
1995         init_player_stats_level(secret_flag);
1996
1997 #ifdef NETWORK
1998         if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1999         {
2000                 int i;
2001                 for (i = 0; i < N_players; i++)
2002                         Players[i].flags |= Netgame.player_flags[i];
2003         }
2004
2005         if (Game_mode & GM_MULTI)
2006         {
2007                 multi_prep_level(); // Removes robots from level if necessary
2008         }
2009 #endif
2010
2011         gameseq_remove_unused_players();
2012
2013         Game_suspended = 0;
2014
2015         Control_center_destroyed = 0;
2016
2017         set_screen_mode(SCREEN_GAME);
2018         init_cockpit();
2019         init_robots_for_level();
2020         init_ai_objects();
2021         init_smega_detonates();
2022         init_morphs();
2023         init_all_matcens();
2024         reset_palette_add();
2025         init_thief_for_level();
2026         init_stuck_objects();
2027         game_flush_inputs();            // clear out the keyboard
2028         if (!(Game_mode & GM_MULTI))
2029                 filter_objects_from_level();
2030
2031         turn_cheats_off();
2032
2033         if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
2034                 set_highest_level(Current_level_num);
2035         else
2036                 read_player_file();             //get window sizes
2037
2038         reset_special_effects();
2039
2040 #ifdef OGL
2041         ogl_cache_level_textures();
2042 #endif
2043
2044
2045 #ifdef NETWORK
2046         if (Network_rejoined == 1)
2047         {
2048                 #ifndef NDEBUG
2049                 mprintf((0, "Restarting - joining in random location.\n"));
2050                 #endif
2051                 Network_rejoined = 0;
2052                 StartLevel(1);
2053         }
2054         else
2055 #endif
2056                 StartLevel(0);          // Note link to above if!
2057
2058         copy_defaults_to_robot_all();
2059         init_controlcen_for_level();
2060
2061         //      Say player can use FLASH cheat to mark path to exit.
2062         Last_level_path_created = -1;
2063 }
2064
2065 #ifdef NETWORK
2066 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
2067 #endif
2068 void bash_to_shield (int i,char *s)
2069 {
2070 #ifdef NETWORK
2071         int type=Objects[i].id;
2072 #endif
2073
2074         mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
2075
2076 #ifdef NETWORK
2077         PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2078 #endif
2079
2080         Objects[i].id = POW_SHIELD_BOOST;
2081         Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2082         Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2083 }
2084
2085
2086 void filter_objects_from_level()
2087  {
2088   int i;
2089   
2090   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2091  
2092   for (i=0;i<=Highest_object_index;i++) 
2093         {
2094          if (Objects[i].type==OBJ_POWERUP)
2095      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2096            bash_to_shield (i,"Flag!!!!");
2097    } 
2098
2099  }
2100
2101 struct {
2102         int     level_num;
2103         char    movie_name[FILENAME_LEN];
2104 } intro_movie[] = {     { 1,"pla"},
2105                                                         { 5,"plb"},
2106                                                         { 9,"plc"},
2107                                                         {13,"pld"},
2108                                                         {17,"ple"},
2109                                                         {21,"plf"},
2110                                                         {24,"plg"}};
2111
2112 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2113
2114 extern int MenuHiresAvailable;
2115 extern int robot_movies;        //0 means none, 1 means lowres, 2 means hires
2116 extern int intro_played;        //true if big intro movie played
2117
2118 void ShowLevelIntro(int level_num)
2119 {
2120         //if shareware, show a briefing?
2121
2122         if (!(Game_mode & GM_MULTI)) {
2123 #ifndef SHAREWARE
2124                 int i;
2125 #endif
2126                 ubyte save_pal[sizeof(gr_palette)];
2127
2128                 memcpy(save_pal,gr_palette,sizeof(gr_palette));
2129
2130                 if (level_num == 1 && !intro_played) {
2131                         // try to play d2 oem briefing
2132                         do_briefing_screens("brief2o.tex", 1);
2133                 }
2134
2135                 if (Current_mission_num == Builtin_mission_num) {
2136 #ifndef SHAREWARE
2137                         int movie=0;
2138 #endif
2139                         if (cfexist("brief2.txb") || cfexist("brief2.tex")) { // #ifdef SHAREWARE
2140                                 if (level_num==1)
2141                                 {
2142                                         do_briefing_screens ("brief2.tex",1);
2143                                 }
2144                         } else { // full version
2145                                 for (i=0;i<NUM_INTRO_MOVIES;i++)
2146                                 {
2147                                         if (intro_movie[i].level_num == level_num)
2148                                         {
2149                                                 Screen_mode = -1;
2150                                                 PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2151                                                 movie=1;
2152                                                 break;
2153                                         }
2154                                 }
2155
2156 #ifdef WINDOWS
2157                                 if (!movie) {                                   //must go before briefing
2158                                         dd_gr_init_screen();
2159                                         Screen_mode = -1;
2160                                 }
2161 #endif
2162
2163                                 if (robot_movies)
2164                                 {
2165                                         int hires_save=MenuHiresAvailable;
2166
2167                                         if (robot_movies == 1)          //lowres only
2168                                         {
2169                                                 MenuHiresAvailable = 0;         //pretend we can't do highres
2170
2171                                                 if (hires_save != MenuHiresAvailable)
2172                                                         Screen_mode = -1;               //force reset
2173
2174                                         }
2175                                         do_briefing_screens ("robot.tex",level_num);
2176                                         MenuHiresAvailable = hires_save;
2177                                 }
2178
2179                         }
2180                 }
2181                 else {  //not the built-in mission.  check for add-on briefing
2182                         if (Mission_list[Current_mission_num].descent_version == 1)
2183                                 do_briefing_screens(Briefing_text_filename, level_num);
2184                         else {
2185                                 char tname[FILENAME_LEN];
2186                                 sprintf(tname, "%s.tex", Current_mission_filename);
2187                                 do_briefing_screens(tname, level_num);
2188                         }
2189                 }
2190
2191
2192                 memcpy(gr_palette,save_pal,sizeof(gr_palette));
2193         }
2194 }
2195
2196 //      ---------------------------------------------------------------------------
2197 //      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2198 //      Reason: On this level, if player goes to a secret level, he will be going to a different
2199 //      secret level than he's ever been to before.
2200 //      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2201 void maybe_set_first_secret_visit(int level_num)
2202 {
2203         int     i;
2204
2205         for (i=0; i<N_secret_levels; i++) {
2206                 if (Secret_level_table[i] == level_num) {
2207                         First_secret_visit = 1;
2208                         mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2209                 }
2210         }
2211 }
2212
2213 //called when the player is starting a new level for normal game model
2214 //      secret_flag if came from a secret level
2215 void StartNewLevel(int level_num, int secret_flag)
2216 {
2217         ThisLevelTime=0;
2218
2219         if ((level_num > 0) && (!secret_flag)) {
2220                 maybe_set_first_secret_visit(level_num);
2221         }
2222
2223         ShowLevelIntro(level_num);
2224
2225         WIN(DEFINE_SCREEN(NULL));               // ALT-TAB: no restore of background.
2226         
2227         StartNewLevelSub(level_num, 1, secret_flag );
2228
2229 }
2230
2231 //initialize the player object position & orientation (at start of game, or new ship)
2232 void InitPlayerPosition(int random_flag)
2233 {
2234         int NewPlayer=0;
2235
2236 #ifdef NETWORK
2237         if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2238 #endif
2239                 NewPlayer = Player_num;
2240 #ifdef NETWORK
2241         else if (random_flag == 1)
2242         {
2243                 int i, closest = -1, trys=0;
2244                 fix closest_dist = 0x7ffffff, dist;
2245
2246                 d_srand(clock());
2247
2248 #ifndef NDEBUG
2249                 if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2250                 {
2251                         mprintf((1, "WARNING: There are only %d start positions!\n"));
2252                         //Int3();
2253                 }
2254 #endif
2255
2256                 do {
2257                         if (trys > 0)   
2258                         {
2259                                 mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2260                         }
2261                         trys++;
2262
2263                         NewPlayer = d_rand() % NumNetPlayerPositions;
2264
2265                         closest = -1;
2266                         closest_dist = 0x7fffffff;
2267         
2268                         for (i=0; i<N_players; i++ )    {
2269                                 if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )       {
2270                                         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
2271                                         // -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2272                                         if ( (dist < closest_dist) && (dist >= 0) )     {
2273                                                 closest_dist = dist;
2274                                                 closest = i;
2275                                         }
2276                                 }
2277                         }
2278
2279                         // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2280                 } while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2281         } 
2282         else {
2283                 mprintf((0, "Starting position is not being changed.\n"));
2284                 goto done; // If deathmatch and not random, positions were already determined by sync packet
2285         }
2286         Assert(NewPlayer >= 0);
2287         Assert(NewPlayer < NumNetPlayerPositions);
2288 #endif
2289
2290         ConsoleObject->pos = Player_init[NewPlayer].pos;
2291         ConsoleObject->orient = Player_init[NewPlayer].orient;
2292 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2293
2294         // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2295
2296         obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2297
2298 #ifdef NETWORK
2299 done:
2300 #endif
2301         reset_player_object();
2302         reset_cruise();
2303 }
2304
2305 //      -----------------------------------------------------------------------------------------------------
2306 //      Initialize default parameters for one robot, copying from Robot_info to *objp.
2307 //      What about setting size!?  Where does that come from?
2308 void copy_defaults_to_robot(object *objp)
2309 {
2310         robot_info      *robptr;
2311         int                     objid;
2312
2313         Assert(objp->type == OBJ_ROBOT);
2314         objid = objp->id;
2315         Assert(objid < N_robot_types);
2316
2317         robptr = &Robot_info[objid];
2318
2319         //      Boost shield for Thief and Buddy based on level.
2320         objp->shields = robptr->strength;
2321
2322         if ((robptr->thief) || (robptr->companion)) {
2323                 objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2324
2325                 if (robptr->companion) {
2326                         //      Now, scale guide-bot hits by skill level
2327                         switch (Difficulty_level) {
2328                                 case 0: objp->shields = i2f(20000);     break;          //      Trainee, basically unkillable
2329                                 case 1: objp->shields *= 3;                             break;          //      Rookie, pretty dang hard
2330                                 case 2: objp->shields *= 2;                             break;          //      Hotshot, a bit tough
2331                                 default:        break;
2332                         }
2333                 }
2334         } else if (robptr->boss_flag)   //      MK, 01/16/95, make boss shields lower on lower diff levels.
2335                 objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2336
2337         //      Additional wimpification of bosses at Trainee
2338         if ((robptr->boss_flag) && (Difficulty_level == 0))
2339                 objp->shields /= 2;
2340 }
2341
2342 //      -----------------------------------------------------------------------------------------------------
2343 //      Copy all values from the robot info structure to all instances of robots.
2344 //      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2345 //      This function should be called at level load time.
2346 void copy_defaults_to_robot_all()
2347 {
2348         int     i;
2349
2350         for (i=0; i<=Highest_object_index; i++)
2351                 if (Objects[i].type == OBJ_ROBOT)
2352                         copy_defaults_to_robot(&Objects[i]);
2353
2354 }
2355
2356 extern void clear_stuck_objects(void);
2357
2358 //      -----------------------------------------------------------------------------------------------------
2359 //called when the player is starting a level (new game or new ship)
2360 void StartLevel(int random_flag)
2361 {
2362         Assert(!Player_is_dead);
2363
2364         InitPlayerPosition(random_flag);
2365
2366         verify_console_object();
2367
2368         ConsoleObject->control_type     = CT_FLYING;
2369         ConsoleObject->movement_type    = MT_PHYSICS;
2370
2371         disable_matcens();
2372
2373         clear_transient_objects(0);             //0 means leave proximity bombs
2374
2375         // create_player_appearance_effect(ConsoleObject);
2376         Do_appearance_effect = 1;
2377
2378 #ifdef NETWORK
2379         if (Game_mode & GM_MULTI)
2380         {
2381                 if (Game_mode & GM_MULTI_COOP)
2382                         multi_send_score();
2383                 multi_send_position(Players[Player_num].objnum);
2384                 multi_send_reappear();
2385         }               
2386
2387         if (Game_mode & GM_NETWORK)
2388                 network_do_frame(1, 1);
2389 #endif
2390
2391         ai_reset_all_paths();
2392         ai_init_boss_for_ship();
2393         clear_stuck_objects();
2394
2395         #ifdef EDITOR
2396         //      Note, this is only done if editor builtin.  Calling this from here
2397         //      will cause it to be called after the player dies, resetting the
2398         //      hits for the buddy and thief.  This is ok, since it will work ok
2399         //      in a shipped version.
2400         init_ai_objects();
2401         #endif
2402
2403         reset_time();
2404
2405         reset_rear_view();
2406         Auto_fire_fusion_cannon_time = 0;
2407         Fusion_charge = 0;
2408
2409         Robot_firing_enabled = 1;
2410 }