1 /* $Id: gameseq.c,v 1.25 2003/03/25 10:17:05 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 1.25 2003/03/25 10:17:05 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 #include "gamemine.h"
114 
115 #if defined(POLY_ACC)
116 #include "poly_acc.h"
117 #endif
118 #if defined (TACTILE)
119  #include "tactile.h"
120 #endif
121 
122 #ifdef EDITOR
123 #include "editor/editor.h"
124 #endif
125 
126 #include "strutil.h"
127 #include "rle.h"
128 
129 void StartNewLevelSecret(int level_num, int page_in_textures);
130 void InitPlayerPosition(int random_flag);
131 void load_stars();
132 void returning_to_level_message(void);
133 void advancing_to_level_message(void);
134 void DoEndGame(void);
135 void AdvanceLevel(int secret_flag);
136 void filter_objects_from_level();
137 
138 // From allender -- you'll find these defines in state.c and cntrlcen.c
139 // since I couldn't think of a good place to put them and i wanted to
140 // fix this stuff fast!  Sorry about that...
141 
142 #ifndef MACINTOSH
143 #define SECRETB_FILENAME	"secret.sgb"
144 #define SECRETC_FILENAME	"secret.sgc"
145 #else
146 #define SECRETB_FILENAME	":Players:secret.sgb"
147 #define SECRETC_FILENAME	":Players:secret.sgc"
148 #endif
149 
150 //Current_level_num starts at 1 for the first level
151 //-1,-2,-3 are secret levels
152 //0 means not a real level loaded
153 int	Current_level_num=0,Next_level_num;
154 char	Current_level_name[LEVEL_NAME_LEN];
155 
156 #if !defined(SHAREWARE) && !defined(D2_OEM)
157 int Last_level,Last_secret_level;
158 #endif
159 
160 // Global variables describing the player
161 int 				N_players=1;						// Number of players ( >1 means a net game, eh?)
162 int 				Player_num=0;						// The player number who is on the console.
163 player                  Players[MAX_PLAYERS+4];                   // Misc player info
164 obj_position	Player_init[MAX_PLAYERS];
165 
166 // Global variables telling what sort of game we have
167 int MaxNumNetPlayers = -1;
168 int NumNetPlayerPositions = -1;
169 
170 extern fix ThisLevelTime;
171 
172 // Extern from game.c to fix a bug in the cockpit!
173 
174 extern int last_drawn_cockpit[2];
175 extern int Last_level_path_created;
176 
177 //	HUD_clear_messages external, declared in gauges.h
178 #ifndef _GAUGES_H
179 extern void HUD_clear_messages(); // From hud.c
180 #endif
181 
182 //	Extra prototypes declared for the sake of LINT
183 void init_player_stats_new_ship(void);
184 void copy_defaults_to_robot_all(void);
185 
186 int	Do_appearance_effect=0;
187 
188 extern int Rear_view;
189 
190 int	First_secret_visit = 1;
191 
192 extern int descent_critical_error;
193 
194 extern int Last_msg_ycrd;
195 
196 //--------------------------------------------------------------------
verify_console_object()197 void verify_console_object()
198 {
199 	Assert( Player_num > -1 );
200 	Assert( Players[Player_num].objnum > -1 );
201 	ConsoleObject = &Objects[Players[Player_num].objnum];
202 	Assert( ConsoleObject->type==OBJ_PLAYER );
203 	Assert( ConsoleObject->id==Player_num );
204 }
205 
count_number_of_robots()206 int count_number_of_robots()
207 {
208 	int robot_count;
209 	int i;
210 
211 	robot_count = 0;
212 	for (i=0;i<=Highest_object_index;i++) {
213 		if (Objects[i].type == OBJ_ROBOT)
214 			robot_count++;
215 	}
216 
217 	return robot_count;
218 }
219 
220 
count_number_of_hostages()221 int count_number_of_hostages()
222 {
223 	int count;
224 	int i;
225 
226 	count = 0;
227 	for (i=0;i<=Highest_object_index;i++) {
228 		if (Objects[i].type == OBJ_HOSTAGE)
229 			count++;
230 	}
231 
232 	return count;
233 }
234 
235 //added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
236 void
gameseq_init_network_players()237 gameseq_init_network_players()
238 {
239 	int i,k,j;
240 
241 	// Initialize network player start locations and object numbers
242 
243 	ConsoleObject = &Objects[0];
244 	k = 0;
245 	j = 0;
246 	for (i=0;i<=Highest_object_index;i++) {
247 
248 		if (( Objects[i].type==OBJ_PLAYER )	|| (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP))
249 		{
250 			if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) ||
251 	           ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) )
252 			{
253 				// -- mprintf((0, "Created Cooperative multiplayer object\n"));
254 				Objects[i].type=OBJ_PLAYER;
255 				// -- mprintf((0, "Player init %d is ship %d.\n", k, j));
256 				Player_init[k].pos = Objects[i].pos;
257 				Player_init[k].orient = Objects[i].orient;
258 				Player_init[k].segnum = Objects[i].segnum;
259 				Players[k].objnum = i;
260 				Objects[i].id = k;
261 				k++;
262 			}
263 			else
264 				obj_delete(i);
265 			j++;
266 		}
267 
268 		if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI))
269 			obj_delete(i);		//kill the buddy in netgames
270 
271 	}
272 	NumNetPlayerPositions = k;
273 
274 #ifndef NDEBUG
275 	if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) ||
276 		  (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) )
277 	{
278 		mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n"));
279 		//Int3(); // Not enough positions!!
280 	}
281 #endif
282 #if defined (D2_OEM)
283 
284  	if ((Game_mode & GM_MULTI) && Current_mission_num == Builtin_mission_num && Current_level_num==8)
285 	 {
286 	  for (i=0;i<N_players;i++)
287 		 if (Players[i].connected && !(NetPlayers.players[i].version_minor & 0xF0))
288 			{
289 	       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!");
290 			 return;
291 			}
292 	 }
293 #endif
294 }
295 
gameseq_remove_unused_players()296 void gameseq_remove_unused_players()
297 {
298 	int i;
299 
300 	// 'Remove' the unused players
301 
302 #ifdef NETWORK
303 	if (Game_mode & GM_MULTI)
304 	{
305 		for (i=0; i < NumNetPlayerPositions; i++)
306 		{
307 			if ((!Players[i].connected) || (i >= N_players))
308 			{
309 				#ifndef NDEBUG
310 //				mprintf((0, "Ghosting player ship %d.\n", i+1));
311 				#endif
312 				multi_make_player_ghost(i);
313 			}
314 		}
315 	}
316 	else
317 #endif
318 	{		// Note link to above if!!!
319 		#ifndef NDEBUG
320 		// -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions));
321 		#endif
322 		for (i=1; i < NumNetPlayerPositions; i++)
323 		{
324 			obj_delete(Players[i].objnum);
325 		}
326 	}
327 }
328 
329 fix StartingShields=INITIAL_SHIELDS;
330 
331 // Setup player for new game
init_player_stats_game()332 void init_player_stats_game()
333 {
334 	Players[Player_num].score = 0;
335 	Players[Player_num].last_score = 0;
336 	Players[Player_num].lives = INITIAL_LIVES;
337 	Players[Player_num].level = 1;
338 
339 	Players[Player_num].time_level = 0;
340 	Players[Player_num].time_total = 0;
341 	Players[Player_num].hours_level = 0;
342 	Players[Player_num].hours_total = 0;
343 
344 	Players[Player_num].energy = INITIAL_ENERGY;
345 	Players[Player_num].shields = StartingShields;
346 	Players[Player_num].killer_objnum = -1;
347 
348 	Players[Player_num].net_killed_total = 0;
349 	Players[Player_num].net_kills_total = 0;
350 
351 	Players[Player_num].num_kills_level = 0;
352 	Players[Player_num].num_kills_total = 0;
353 	Players[Player_num].num_robots_level = 0;
354 	Players[Player_num].num_robots_total = 0;
355 	Players[Player_num].KillGoalCount = 0;
356 
357 	Players[Player_num].hostages_rescued_total = 0;
358 	Players[Player_num].hostages_level = 0;
359 	Players[Player_num].hostages_total = 0;
360 
361 	Players[Player_num].laser_level = 0;
362 	Players[Player_num].flags = 0;
363 
364 	init_player_stats_new_ship();
365 
366 	First_secret_visit = 1;
367 }
368 
init_ammo_and_energy(void)369 void init_ammo_and_energy(void)
370 {
371 	if (Players[Player_num].energy < INITIAL_ENERGY)
372 		Players[Player_num].energy = INITIAL_ENERGY;
373 	if (Players[Player_num].shields < StartingShields)
374 		Players[Player_num].shields = StartingShields;
375 
376 //	for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
377 //		if (Players[Player_num].primary_ammo[i] < Default_primary_ammo_level[i])
378 //			Players[Player_num].primary_ammo[i] = Default_primary_ammo_level[i];
379 
380 //	for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
381 //		if (Players[Player_num].secondary_ammo[i] < Default_secondary_ammo_level[i])
382 //			Players[Player_num].secondary_ammo[i] = Default_secondary_ammo_level[i];
383 	if (Players[Player_num].secondary_ammo[0] < 2 + NDL - Difficulty_level)
384 		Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
385 }
386 
387 extern	ubyte	Last_afterburner_state;
388 
389 // Setup player for new level (After completion of previous level)
init_player_stats_level(int secret_flag)390 void init_player_stats_level(int secret_flag)
391 {
392 	// int	i;
393 
394 	Players[Player_num].last_score = Players[Player_num].score;
395 
396 	Players[Player_num].level = Current_level_num;
397 
398 #ifdef NETWORK
399 	if (!Network_rejoined) {
400 #endif
401 		Players[Player_num].time_level = 0;
402 		Players[Player_num].hours_level = 0;
403 #ifdef NETWORK
404 	}
405 #endif
406 
407 	Players[Player_num].killer_objnum = -1;
408 
409 	Players[Player_num].num_kills_level = 0;
410 	Players[Player_num].num_robots_level = count_number_of_robots();
411 	Players[Player_num].num_robots_total += Players[Player_num].num_robots_level;
412 
413 	Players[Player_num].hostages_level = count_number_of_hostages();
414 	Players[Player_num].hostages_total += Players[Player_num].hostages_level;
415 	Players[Player_num].hostages_on_board = 0;
416 
417 	if (!secret_flag) {
418 		init_ammo_and_energy();
419 
420 		Players[Player_num].flags &= (~KEY_BLUE);
421 		Players[Player_num].flags &= (~KEY_RED);
422 		Players[Player_num].flags &= (~KEY_GOLD);
423 
424 		Players[Player_num].flags &=   ~(PLAYER_FLAGS_INVULNERABLE |
425 													PLAYER_FLAGS_CLOAKED |
426 													PLAYER_FLAGS_MAP_ALL);
427 
428 		Players[Player_num].cloak_time = 0;
429 		Players[Player_num].invulnerable_time = 0;
430 
431 		if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
432 			Players[Player_num].flags |= (KEY_BLUE | KEY_RED | KEY_GOLD);
433 	}
434 
435 	Player_is_dead = 0; // Added by RH
436 	Players[Player_num].homing_object_dist = -F1_0; // Added by RH
437 
438 	Last_laser_fired_time = Next_laser_fire_time = GameTime; // added by RH, solved demo playback bug
439 
440 	Controls.afterburner_state = 0;
441 	Last_afterburner_state = 0;
442 
443 	digi_kill_sound_linked_to_object(Players[Player_num].objnum);
444 
445 	init_gauges();
446 
447    #ifdef TACTILE
448 		if (TactileStick)
449 		  tactile_set_button_jolt();
450 	#endif
451 
452 	Missile_viewer = NULL;
453 }
454 
455 extern	void init_ai_for_ship(void);
456 
457 // Setup player for a brand-new ship
init_player_stats_new_ship()458 void init_player_stats_new_ship()
459 {
460 	int	i;
461 
462 	if (Newdemo_state == ND_STATE_RECORDING) {
463 		newdemo_record_laser_level(Players[Player_num].laser_level, 0);
464 		newdemo_record_player_weapon(0, 0);
465 		newdemo_record_player_weapon(1, 0);
466 	}
467 
468 	Players[Player_num].energy = INITIAL_ENERGY;
469 	Players[Player_num].shields = StartingShields;
470 	Players[Player_num].laser_level = 0;
471 	Players[Player_num].killer_objnum = -1;
472 	Players[Player_num].hostages_on_board = 0;
473 
474 	Afterburner_charge = 0;
475 
476 	for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
477 		Players[Player_num].primary_ammo[i] = 0;
478 		Primary_last_was_super[i] = 0;
479 	}
480 
481 	for (i=1; i<MAX_SECONDARY_WEAPONS; i++) {
482 		Players[Player_num].secondary_ammo[i] = 0;
483 		Secondary_last_was_super[i] = 0;
484 	}
485 	Players[Player_num].secondary_ammo[0] = 2 + NDL - Difficulty_level;
486 
487 	Players[Player_num].primary_weapon_flags = HAS_LASER_FLAG;
488 	Players[Player_num].secondary_weapon_flags = HAS_CONCUSSION_FLAG;
489 
490 	Primary_weapon = 0;
491 	Secondary_weapon = 0;
492 
493 	Players[Player_num].flags &= ~(	PLAYER_FLAGS_QUAD_LASERS |
494 												PLAYER_FLAGS_AFTERBURNER |
495 												PLAYER_FLAGS_CLOAKED |
496 												PLAYER_FLAGS_INVULNERABLE |
497 												PLAYER_FLAGS_MAP_ALL |
498 												PLAYER_FLAGS_CONVERTER |
499 												PLAYER_FLAGS_AMMO_RACK |
500 												PLAYER_FLAGS_HEADLIGHT |
501 												PLAYER_FLAGS_HEADLIGHT_ON |
502 												PLAYER_FLAGS_FLAG);
503 
504 	Players[Player_num].cloak_time = 0;
505 	Players[Player_num].invulnerable_time = 0;
506 
507 	Player_is_dead = 0;		//player no longer dead
508 
509 	Players[Player_num].homing_object_dist = -F1_0; // Added by RH
510 
511 	Controls.afterburner_state = 0;
512 	Last_afterburner_state = 0;
513 
514 	digi_kill_sound_linked_to_object(Players[Player_num].objnum);
515 
516 	Missile_viewer=NULL;		///reset missile camera if out there
517 
518    #ifdef TACTILE
519 		if (TactileStick)
520 		 {
521 		  tactile_set_button_jolt();
522 		 }
523 	#endif
524 
525 
526 	init_ai_for_ship();
527 }
528 
529 #ifdef NETWORK
reset_network_objects()530 void reset_network_objects()
531 {
532 	memset(local_to_remote, -1, MAX_OBJECTS*sizeof(short));
533 	memset(remote_to_local, -1, MAX_NUM_NET_PLAYERS*MAX_OBJECTS*sizeof(short));
534 	memset(object_owner, -1, MAX_OBJECTS);
535 }
536 #endif
537 
538 extern void init_stuck_objects(void);
539 
540 #ifdef EDITOR
541 
542 extern int Slide_segs_computed;
543 
544 //reset stuff so game is semi-normal when playing from editor
editor_reset_stuff_on_level()545 void editor_reset_stuff_on_level()
546 {
547 	gameseq_init_network_players();
548 	init_player_stats_level(0);
549 	Viewer = ConsoleObject;
550 	ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
551 	ConsoleObject->id=Player_num;
552 	ConsoleObject->control_type = CT_FLYING;
553 	ConsoleObject->movement_type = MT_PHYSICS;
554 	Game_suspended = 0;
555 	verify_console_object();
556 	Control_center_destroyed = 0;
557 	if (Newdemo_state != ND_STATE_PLAYBACK)
558 		gameseq_remove_unused_players();
559 	init_cockpit();
560 	init_robots_for_level();
561 	init_ai_objects();
562 	init_morphs();
563 	init_all_matcens();
564 	init_player_stats_new_ship();
565 	init_controlcen_for_level();
566 	automap_clear_visited();
567 	init_stuck_objects();
568 	init_thief_for_level();
569 
570 	Slide_segs_computed = 0;
571 }
572 #endif
573 
574 //do whatever needs to be done when a player dies in multiplayer
575 
DoGameOver()576 void DoGameOver()
577 {
578 //	nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" );
579 
580 	if (Current_mission_num == Builtin_mission_num)
581 		scores_maybe_add_player(0);
582 
583 	Function_mode = FMODE_MENU;
584 	Game_mode = GM_GAME_OVER;
585 	longjmp( LeaveGame, 0 );		// Exit out of game loop
586 
587 }
588 
589 extern void do_save_game_menu();
590 
591 //update various information about the player
update_player_stats()592 void update_player_stats()
593 {
594 		Players[Player_num].time_level += FrameTime;	//the never-ending march of time...
595 		if ( Players[Player_num].time_level > i2f(3600) )	{
596 			Players[Player_num].time_level -= i2f(3600);
597 			Players[Player_num].hours_level++;
598 		}
599 
600 		Players[Player_num].time_total += FrameTime;	//the never-ending march of time...
601 		if ( Players[Player_num].time_total > i2f(3600) )	{
602 			Players[Player_num].time_total -= i2f(3600);
603 			Players[Player_num].hours_total++;
604 		}
605 }
606 
607 //hack to not start object when loading level
608 extern int Dont_start_sound_objects;
609 
610 //go through this level and start any eclip sounds
set_sound_sources()611 void set_sound_sources()
612 {
613 	int segnum,sidenum;
614 	segment *seg;
615 
616 	digi_init_sounds();		//clear old sounds
617 
618 	Dont_start_sound_objects = 1;
619 
620 	for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++)
621 		for (sidenum=0;sidenum<MAX_SIDES_PER_SEGMENT;sidenum++) {
622 			int tm,ec,sn;
623 
624 			if (WALL_IS_DOORWAY(seg,sidenum) & WID_RENDER_FLAG)
625 				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))
626 					if ((sn=Effects[ec].sound_num)!=-1) {
627 						vms_vector pnt;
628 						int csegnum = seg->children[sidenum];
629 
630 						//check for sound on other side of wall.  Don't add on
631 						//both walls if sound travels through wall.  If sound
632 						//does travel through wall, add sound for lower-numbered
633 						//segment.
634 
635 						if (IS_CHILD(csegnum) && csegnum < segnum) {
636 							if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) {
637 								segment *csegp;
638 								int csidenum;
639 
640 								csegp = &Segments[seg->children[sidenum]];
641 								csidenum = find_connect_side(seg, csegp);
642 
643 								if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2)
644 									continue;		//skip this one
645 							}
646 						}
647 
648 						compute_center_point_on_side(&pnt,seg,sidenum);
649 						digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2);
650 					}
651 		}
652 
653 	Dont_start_sound_objects = 0;
654 
655 }
656 
657 
658 //fix flash_dist=i2f(1);
659 fix flash_dist=fl2f(.9);
660 
661 //create flash for player appearance
create_player_appearance_effect(object * player_obj)662 void create_player_appearance_effect(object *player_obj)
663 {
664 	vms_vector pos;
665 	object *effect_obj;
666 
667 #ifndef NDEBUG
668 	{
669 		int objnum = player_obj-Objects;
670 		if ( (objnum < 0) || (objnum > Highest_object_index) )
671 			Int3(); // See Rob, trying to track down weird network bug
672 	}
673 #endif
674 
675 	if (player_obj == Viewer)
676 		vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist));
677 	else
678 		pos = player_obj->pos;
679 
680 	effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE );
681 
682 	if (effect_obj) {
683 		effect_obj->orient = player_obj->orient;
684 
685 		if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 )
686 			digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0);
687 	}
688 }
689 
690 //
691 // New Game sequencing functions
692 //
693 
694 //pairs of chars describing ranges
695 char playername_allowed_chars[] = "azAZ09__--";
696 
MakeNewPlayerFile(int allow_abort)697 int MakeNewPlayerFile(int allow_abort)
698 {
699 	int x;
700 	char filename[14];
701 	newmenu_item m;
702 	char text[CALLSIGN_LEN+1]="";
703 	FILE *fp;
704 
705 	strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN);
706 
707 try_again:
708 	m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text;
709 
710 	Newmenu_allowed_chars = playername_allowed_chars;
711 	x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL );
712 	Newmenu_allowed_chars = NULL;
713 
714 	if ( x < 0 ) {
715 		if ( allow_abort ) return 0;
716 		goto try_again;
717 	}
718 
719 	if (text[0]==0)	//null string
720 		goto try_again;
721 
722 	sprintf( filename, "%s.plr", text );
723 
724 	fp = fopen( filename, "rb" );
725 
726 #ifndef MACINTOSH
727 	//if the callsign is the name of a tty device, prepend a char
728 	if (fp && isatty(fileno(fp))) {
729 		fclose(fp);
730 		sprintf(filename,"$%.7s.plr",text);
731 		fp = fopen(filename,"rb");
732 	}
733 #endif
734 
735 	if ( fp )	{
736 		nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS );
737 		fclose(fp);
738 		goto try_again;
739 	}
740 
741 	if ( !new_player_config() )
742 		goto try_again;			// They hit Esc during New player config
743 
744 	strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN);
745 
746 	write_player_file();
747 
748 	return 1;
749 }
750 
751 #ifdef WINDOWS
752 #undef TXT_SELECT_PILOT
753 #define TXT_SELECT_PILOT "Select pilot\n<Ctrl-D> or Right-click\nto delete"
754 #endif
755 
756 //Inputs the player's name, without putting up the background screen
RegisterPlayer()757 int RegisterPlayer()
758 {
759 	int i,j;
760 	char filename[14];
761 	int allow_abort_flag = 1;
762 
763 	if ( Players[Player_num].callsign[0] == 0 )	{
764 		//---------------------------------------------------------------------
765 		// Set default config options in case there is no config file
766 		// kc_keyboard, kc_joystick, kc_mouse are statically defined.
767 		Config_joystick_sensitivity = 8;
768 		Config_control_type =CONTROL_NONE;
769 		for (i=0; i<CONTROL_MAX_TYPES; i++ )
770 			for (j=0; j<MAX_CONTROLS; j++ )
771 				kconfig_settings[i][j] = default_kconfig_settings[i][j];
772 		kc_set_controls();
773 		//----------------------------------------------------------------
774 
775 		// Read the last player's name from config file, not lastplr.txt
776 		strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );
777 
778 		if (config_last_player[0]==0)
779 			allow_abort_flag = 0;
780 	}
781 
782 do_menu_again:
783 	;
784 
785 #ifndef MACINTOSH
786 	if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag ))	{
787 		goto do_menu_again; //return 0;		// They hit Esc in file selector
788 	}
789 #else
790 	#ifndef APPLE_DEMO
791 	if (!newmenu_get_filename( TXT_SELECT_PILOT, ".\\Players\\*.plr", filename, allow_abort_flag ))	{
792 		goto do_menu_again;		// They hit Esc in file selector
793 	}
794 	#else
795 	newmenu_get_filename( "Select Pilot", ".\\Players\\*.plr", filename, 0 );		// no abort allowed ever -- and change title of menubox
796 	#endif
797 #endif
798 
799 	if ( filename[0] == '<' )	{
800 		// They selected 'create new pilot'
801 		if (!MakeNewPlayerFile(allow_abort_flag))
802 			//return 0;		// They hit Esc during enter name stage
803 			goto do_menu_again;
804 	} else {
805 		strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
806 	}
807 
808 	if (read_player_file() != EZERO)
809 		goto do_menu_again;
810 
811 	Auto_leveling_on = Default_leveling_on;
812 
813 	set_display_mode(Default_display_mode);
814 
815 	WriteConfigFile();		// Update lastplr
816 
817 	return 1;
818 }
819 
820 
821 void load_robot_replacements(char *level_name);
822 int read_hamfile();
823 extern int Robot_replacements_loaded;
824 
825 //load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
LoadLevel(int level_num,int page_in_textures)826 void LoadLevel(int level_num,int page_in_textures)
827 {
828 	char *level_name;
829 	player save_player;
830 	int load_ret;
831 
832 	save_player = Players[Player_num];
833 
834 	Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
835 
836 	if (level_num<0)		//secret level
837 		level_name = Secret_level_names[-level_num-1];
838 	else					//normal level
839 		level_name = Level_names[level_num-1];
840 
841 	undo_bm_read_all_d1();
842 	d1_pig_loaded = cfexist(D1_PIGFILE);
843 
844 	#ifdef WINDOWS
845 		dd_gr_set_current_canvas(NULL);
846 		dd_gr_clear_canvas(BM_XRGB(0,0,0));
847 	#else
848 		gr_set_current_canvas(NULL);
849 		gr_clear_canvas(BM_XRGB(0, 0, 0));		//so palette switching is less obvious
850 	#endif
851 
852 	Last_msg_ycrd = -1;		//so we don't restore backgound under msg
853 
854 //	WIN(LoadCursorWin(MOUSE_WAIT_CURSOR));
855 //	WIN(ShowCursorW());
856 
857 #if 1 //defined(POLY_ACC) || defined(OGL)
858     gr_palette_load(gr_palette);
859     show_boxed_message(TXT_LOADING);
860 #else
861 	show_boxed_message(TXT_LOADING);
862 	gr_palette_load(gr_palette);
863 #endif
864 
865 	load_ret = load_level(level_name);		//actually load the data from disk!
866 
867 	if (load_ret)
868 		Error("Couldn't load level file <%s>, error = %d",level_name,load_ret);
869 
870 	Current_level_num=level_num;
871 
872 //	load_palette_pig(Current_level_palette);		//load just the pig
873 
874 	load_palette(Current_level_palette,1,1);		//don't change screen
875 
876 	load_endlevel_data(level_num);
877 
878 	if ( page_in_textures )
879 		piggy_load_level_data();
880 
881 	if (Mission_list[Current_mission_num].descent_version == 1)
882 		load_d1_bitmap_replacements();
883 	else
884 		load_bitmap_replacements(level_name);
885 
886 	if (Robot_replacements_loaded) {
887 		read_hamfile();		//load original data
888 		Robot_replacements_loaded = 0;
889 	}
890 	load_robot_replacements(level_name);
891 
892 #ifdef NETWORK
893 	my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
894 
895 	reset_network_objects();
896 #endif
897 
898 	Players[Player_num] = save_player;
899 
900 	set_sound_sources();
901 
902 	songs_play_level_song( Current_level_num );
903 
904 	clear_boxed_message();		//remove message before new palette loaded
905 
906 	gr_palette_load(gr_palette);		//actually load the palette
907 
908 //	WIN(HideCursorW());
909 }
910 
911 //sets up Player_num & ConsoleObject
InitPlayerObject()912 void InitPlayerObject()
913 {
914 	Assert(Player_num>=0 && Player_num<MAX_PLAYERS);
915 
916 	if (Player_num != 0 )	{
917 		Players[0] = Players[Player_num];
918 		Player_num = 0;
919 	}
920 
921 	Players[Player_num].objnum = 0;
922 
923 	ConsoleObject = &Objects[Players[Player_num].objnum];
924 
925 	ConsoleObject->type				= OBJ_PLAYER;
926 	ConsoleObject->id					= Player_num;
927 	ConsoleObject->control_type	= CT_FLYING;
928 	ConsoleObject->movement_type	= MT_PHYSICS;
929 }
930 
931 extern void game_disable_cheats();
932 extern void turn_cheats_off();
933 extern void init_seismic_disturbances(void);
934 
935 //starts a new game on the given level
StartNewGame(int start_level)936 void StartNewGame(int start_level)
937 {
938 	Game_mode = GM_NORMAL;
939 	Function_mode = FMODE_GAME;
940 
941 	Next_level_num = 0;
942 
943 	InitPlayerObject();				//make sure player's object set up
944 
945 	init_player_stats_game();		//clear all stats
946 
947 	N_players = 1;
948 #ifdef NETWORK
949 	Network_new_game = 0;
950 #endif
951 
952 	if (start_level < 0)
953 		StartNewLevelSecret(start_level, 0);
954 	else
955 		StartNewLevel(start_level, 0);
956 
957 	Players[Player_num].starting_level = start_level;		// Mark where they started
958 
959 	game_disable_cheats();
960 
961 	init_seismic_disturbances();
962 }
963 
964 //@@//starts a resumed game loaded from disk
965 //@@void ResumeSavedGame(int start_level)
966 //@@{
967 //@@	Game_mode = GM_NORMAL;
968 //@@	Function_mode = FMODE_GAME;
969 //@@
970 //@@	N_players = 1;
971 //@@	Network_new_game = 0;
972 //@@
973 //@@	InitPlayerObject();				//make sure player's object set up
974 //@@
975 //@@	StartNewLevel(start_level, 0);
976 //@@
977 //@@	game_disable_cheats();
978 //@@}
979 
980 #ifndef _NETWORK_H
981 extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c
982 #endif
983 
984 extern int N_secret_levels;
985 
986 #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":"stars.pcx")
987 
988 //	-----------------------------------------------------------------------------
989 //	Does the bonus scoring.
990 //	Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
DoEndLevelScoreGlitz(int network)991 void DoEndLevelScoreGlitz(int network)
992 {
993 	int level_points, skill_points, energy_points, shield_points, hostage_points;
994 	int	all_hostage_points;
995 	int	endgame_points;
996 	char	all_hostage_text[64];
997 	char	endgame_text[64];
998 	#define N_GLITZITEMS 11
999 	char				m_str[N_GLITZITEMS][30];
1000 	newmenu_item	m[N_GLITZITEMS+1];
1001 	int				i,c;
1002 	char				title[128];
1003 	int				is_last_level;
1004 	int				mine_level;
1005 
1006 	set_screen_mode(SCREEN_MENU);		//go into menu mode
1007 
1008    #ifdef TACTILE
1009 		if (TactileStick)
1010 		  ClearForces();
1011 	#endif
1012 
1013 	mprintf((0,"DoEndLevelScoreGlitz\n"));
1014 
1015 	//	Compute level player is on, deal with secret levels (negative numbers)
1016 	mine_level = Players[Player_num].level;
1017 	if (mine_level < 0)
1018 		mine_level *= -(Last_level/N_secret_levels);
1019 
1020 	level_points = Players[Player_num].score-Players[Player_num].last_score;
1021 
1022 	if (!Cheats_enabled) {
1023 		if (Difficulty_level > 1) {
1024 			skill_points = level_points*(Difficulty_level)/4;
1025 			skill_points -= skill_points % 100;
1026 		} else
1027 			skill_points = 0;
1028 
1029 		shield_points = f2i(Players[Player_num].shields) * 5 * mine_level;
1030 		energy_points = f2i(Players[Player_num].energy) * 2 * mine_level;
1031 		hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1);
1032 
1033 		shield_points -= shield_points % 50;
1034 		energy_points -= energy_points % 50;
1035 	} else {
1036 		skill_points = 0;
1037 		shield_points = 0;
1038 		energy_points = 0;
1039 		hostage_points = 0;
1040 	}
1041 
1042 	all_hostage_text[0] = 0;
1043 	endgame_text[0] = 0;
1044 
1045 	if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) {
1046 		all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1);
1047 		sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1048 	} else
1049 		all_hostage_points = 0;
1050 
1051 	if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) {		//player has finished the game!
1052 		endgame_points = Players[Player_num].lives * 10000;
1053 		sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1054 		is_last_level=1;
1055 	} else
1056 		endgame_points = is_last_level = 0;
1057 
1058 	mprintf((0,"adding bonus points\n"));
1059 	add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1060 
1061 	c = 0;
1062 	sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points);		// Return at start to lower menu...
1063 	sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points);
1064 	sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1065 	sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points);
1066 
1067 	sprintf(m_str[c++], "%s", all_hostage_text);
1068 	if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level))
1069 		sprintf(m_str[c++], "%s", endgame_text);
1070 
1071 	sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points);
1072 	sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score);
1073 
1074 	#ifdef WINDOWS
1075 	sprintf(m_str[c++], "");
1076 	sprintf(m_str[c++], "         Done");
1077 	#endif
1078 
1079 	for (i=0; i<c; i++) {
1080 		m[i].type = NM_TYPE_TEXT;
1081 		m[i].text = m_str[i];
1082 	}
1083 
1084 	#ifdef WINDOWS
1085 	m[c-1].type = NM_TYPE_MENU;
1086 	#endif
1087 
1088 	// m[c].type = NM_TYPE_MENU;	m[c++].text = "Ok";
1089 
1090 	if (Current_level_num < 0)
1091 		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);
1092 	else
1093 		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);
1094 
1095 	Assert(c <= N_GLITZITEMS);
1096 
1097 	gr_palette_fade_out(gr_palette, 32, 0);
1098 
1099 	mprintf((0,"doing menu\n"));
1100 
1101    PA_DFX (pa_alpha_always());
1102 
1103 #ifdef NETWORK
1104 	if ( network && (Game_mode & GM_NETWORK) )
1105 		newmenu_do2(NULL, title, c, m, (void (*))network_endlevel_poll2, 0, STARS_BACKGROUND);
1106 	else
1107 #endif
1108 		// NOTE LINK TO ABOVE!!!
1109 		newmenu_do2(NULL, title, c, m, NULL, 0, STARS_BACKGROUND);
1110 
1111 	mprintf((0,"done DoEndLevelScoreGlitz\n"));
1112 }
1113 
1114 //give the player the opportunity to save his game
DoEndlevelMenu()1115 void DoEndlevelMenu()
1116 {
1117 //No between level saves......!!!	state_save_all(1);
1118 }
1119 
1120 //	-----------------------------------------------------------------------------------------------------
1121 //called when the player is starting a level (new game or new ship)
StartSecretLevel()1122 void StartSecretLevel()
1123 {
1124 	Assert(!Player_is_dead);
1125 
1126 	InitPlayerPosition(0);
1127 
1128 	verify_console_object();
1129 
1130 	ConsoleObject->control_type	= CT_FLYING;
1131 	ConsoleObject->movement_type	= MT_PHYSICS;
1132 
1133 	// -- WHY? -- disable_matcens();
1134 	clear_transient_objects(0);		//0 means leave proximity bombs
1135 
1136 	// create_player_appearance_effect(ConsoleObject);
1137 	Do_appearance_effect = 1;
1138 
1139 	ai_reset_all_paths();
1140 	// -- NO? -- reset_time();
1141 
1142 	reset_rear_view();
1143 	Auto_fire_fusion_cannon_time = 0;
1144 	Fusion_charge = 0;
1145 
1146 	Robot_firing_enabled = 1;
1147 }
1148 
1149 extern void set_pos_from_return_segment(void);
1150 
1151 //	Returns true if secret level has been destroyed.
p_secret_level_destroyed(void)1152 int p_secret_level_destroyed(void)
1153 {
1154 	if (First_secret_visit) {
1155 		return 0;		//	Never been there, can't have been destroyed.
1156 	} else {
1157 		FILE	*fp;
1158 		if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1159 			fclose(fp);
1160 			return 0;
1161 		} else {
1162 			return 1;
1163 		}
1164 	}
1165 }
1166 
1167 //	-----------------------------------------------------------------------------------------------------
do_secret_message(char * msg)1168 void do_secret_message(char *msg)
1169 {
1170 	int	old_fmode;
1171 
1172 	load_stars();
1173 
1174 #if defined(POLY_ACC)
1175 	pa_save_clut();
1176 	pa_update_clut(gr_palette, 0, 256, 0);
1177 #endif
1178 
1179 	old_fmode = Function_mode;
1180 	Function_mode = FMODE_MENU;
1181 	nm_messagebox(NULL, 1, TXT_OK, msg);
1182 	Function_mode = old_fmode;
1183 
1184 #if defined(POLY_ACC)
1185 	pa_restore_clut();
1186 #endif
1187 
1188 	WIN(DEFINE_SCREEN(NULL));
1189 }
1190 
1191 //	-----------------------------------------------------------------------------------------------------
1192 // called when the player is starting a new level for normal game mode and restore state
1193 //	Need to deal with whether this is the first time coming to this level or not.  If not the
1194 //	first time, instead of initializing various things, need to do a game restore for all the
1195 //	robots, powerups, walls, doors, etc.
StartNewLevelSecret(int level_num,int page_in_textures)1196 void StartNewLevelSecret(int level_num, int page_in_textures)
1197 {
1198 	newmenu_item	m[1];
1199         //int i;
1200 
1201         ThisLevelTime=0;
1202 
1203 	m[0].type = NM_TYPE_TEXT;
1204 	m[0].text = " ";
1205 
1206 	last_drawn_cockpit[0] = -1;
1207 	last_drawn_cockpit[1] = -1;
1208 
1209 	if (Newdemo_state == ND_STATE_PAUSED)
1210 		Newdemo_state = ND_STATE_RECORDING;
1211 
1212 	if (Newdemo_state == ND_STATE_RECORDING) {
1213 		newdemo_set_new_level(level_num);
1214 		newdemo_record_start_frame(FrameCount, FrameTime );
1215 	} else if (Newdemo_state != ND_STATE_PLAYBACK) {
1216 
1217 		gr_palette_fade_out(gr_palette, 32, 0);
1218 
1219 		set_screen_mode(SCREEN_MENU);		//go into menu mode
1220 
1221 		if (First_secret_visit) {
1222 			do_secret_message(TXT_SECRET_EXIT);
1223 		} else {
1224 			FILE	*fp;
1225 			if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1226 				fclose(fp);
1227 				do_secret_message(TXT_SECRET_EXIT);
1228 			} else {
1229 				char	text_str[128];
1230 
1231 				sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1232 				do_secret_message(text_str);
1233 			}
1234 		}
1235 	}
1236 
1237 	LoadLevel(level_num,page_in_textures);
1238 
1239 	Assert(Current_level_num == level_num);	//make sure level set right
1240 
1241 	Assert(Function_mode == FMODE_GAME);
1242 
1243 	gameseq_init_network_players(); // Initialize the Players array for
1244 											  // this level
1245 
1246 	HUD_clear_messages();
1247 
1248 	automap_clear_visited();
1249 
1250 	// --	init_player_stats_level();
1251 
1252 	Viewer = &Objects[Players[Player_num].objnum];
1253 
1254 	gameseq_remove_unused_players();
1255 
1256 	Game_suspended = 0;
1257 
1258 	Control_center_destroyed = 0;
1259 
1260 	init_cockpit();
1261 	reset_palette_add();
1262 
1263 	if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1264 		init_robots_for_level();
1265 		init_ai_objects();
1266 		init_smega_detonates();
1267 		init_morphs();
1268 		init_all_matcens();
1269 		reset_special_effects();
1270 		StartSecretLevel();
1271 	} else {
1272 		FILE	*fp;
1273 		if ((fp = fopen(SECRETC_FILENAME, "rb")) != NULL) {
1274 			int	pw_save, sw_save;
1275 
1276 			fclose(fp);
1277 
1278 			pw_save = Primary_weapon;
1279 			sw_save = Secondary_weapon;
1280 			state_restore_all(1, 1, SECRETC_FILENAME);
1281 			Primary_weapon = pw_save;
1282 			Secondary_weapon = sw_save;
1283 			reset_special_effects();
1284 			StartSecretLevel();
1285 			// -- No: This is only for returning to base level: set_pos_from_return_segment();
1286 		} else {
1287 			char	text_str[128];
1288 
1289 			sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1290 			do_secret_message(text_str);
1291 			return;
1292 
1293 			// -- //	If file doesn't exist, it's because reactor was destroyed.
1294 			// -- mprintf((0, "secret.sgc doesn't exist.  Advancing to next level.\n"));
1295 			// -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1296 			// -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0);
1297 			// -- return;
1298 		}
1299 	}
1300 
1301 	if (First_secret_visit) {
1302 		copy_defaults_to_robot_all();
1303 	}
1304 
1305 	turn_cheats_off();
1306 
1307 	init_controlcen_for_level();
1308 
1309 	//	Say player can use FLASH cheat to mark path to exit.
1310 	Last_level_path_created = -1;
1311 
1312 	First_secret_visit = 0;
1313 }
1314 
1315 int	Entered_from_level;
1316 
1317 // ---------------------------------------------------------------------------------------------------------------
1318 //	Called from switch.c when player is on a secret level and hits exit to return to base level.
ExitSecretLevel(void)1319 void ExitSecretLevel(void)
1320 {
1321 	FILE	*fp;
1322 
1323 	if (Newdemo_state == ND_STATE_PLAYBACK)
1324 		return;
1325 
1326 	if (!Control_center_destroyed) {
1327 		state_save_all(0, 2, SECRETC_FILENAME);
1328 	}
1329 
1330 	if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1331 		int	pw_save, sw_save;
1332 
1333 		returning_to_level_message();
1334 		fclose(fp);
1335 		pw_save = Primary_weapon;
1336 		sw_save = Secondary_weapon;
1337 		state_restore_all(1, 1, SECRETB_FILENAME);
1338 		Primary_weapon = pw_save;
1339 		Secondary_weapon = sw_save;
1340 	} else {
1341 		// File doesn't exist, so can't return to base level.  Advance to next one.
1342 		if (Entered_from_level == Last_level)
1343 			DoEndGame();
1344 		else {
1345 			advancing_to_level_message();
1346 			StartNewLevel(Entered_from_level+1, 0);
1347 		}
1348 	}
1349 }
1350 
1351 // ---------------------------------------------------------------------------------------------------------------
1352 //	Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1353 //	be invulnerable or cloaked.
do_cloak_invul_secret_stuff(fix old_gametime)1354 void do_cloak_invul_secret_stuff(fix old_gametime)
1355 {
1356 	if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1357 		fix	time_used;
1358 
1359 		time_used = old_gametime - Players[Player_num].invulnerable_time;
1360 		Players[Player_num].invulnerable_time = GameTime - time_used;
1361 	}
1362 
1363 	if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1364 		fix	time_used;
1365 
1366 		time_used = old_gametime - Players[Player_num].cloak_time;
1367 		Players[Player_num].cloak_time = GameTime - time_used;
1368 	}
1369 }
1370 
1371 // ---------------------------------------------------------------------------------------------------------------
1372 //	Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1373 //	is passing to the secret level.
1374 //	Do a savegame.
EnterSecretLevel(void)1375 void EnterSecretLevel(void)
1376 {
1377 	fix	old_gametime;
1378 	int	i;
1379 
1380 	Assert(! (Game_mode & GM_MULTI) );
1381 
1382 	Entered_from_level = Current_level_num;
1383 
1384 	if (Control_center_destroyed)
1385 		DoEndLevelScoreGlitz(0);
1386 
1387 	if (Newdemo_state != ND_STATE_PLAYBACK)
1388 		state_save_all(0, 1, NULL);	//	Not between levels (ie, save all), IS a secret level, NO filename override
1389 
1390 	//	Find secret level number to go to, stuff in Next_level_num.
1391 	for (i=0; i<-Last_secret_level; i++)
1392 		if (Secret_level_table[i]==Current_level_num) {
1393 			Next_level_num = -(i+1);
1394 			break;
1395 		} else if (Secret_level_table[i] > Current_level_num) {	//	Allows multiple exits in same group.
1396 			Next_level_num = -i;
1397 			break;
1398 		}
1399 
1400 	if (! (i<-Last_secret_level))		//didn't find level, so must be last
1401 		Next_level_num = Last_secret_level;
1402 
1403 	old_gametime = GameTime;
1404 
1405 	StartNewLevelSecret(Next_level_num, 1);
1406 
1407 	// do_cloak_invul_stuff();
1408 }
1409 
1410 //called when the player has finished a level
PlayerFinishedLevel(int secret_flag)1411 void PlayerFinishedLevel(int secret_flag)
1412 {
1413 	Assert(!secret_flag);
1414 
1415 	//credit the player for hostages
1416 	Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board;
1417 
1418 	if (Game_mode & GM_NETWORK)
1419 		Players[Player_num].connected = 2; // Finished but did not die
1420 
1421 	last_drawn_cockpit[0] = -1;
1422 	last_drawn_cockpit[1] = -1;
1423 
1424 	AdvanceLevel(secret_flag);				//now go on to the next one (if one)
1425 }
1426 
1427 #if defined(D2_OEM) || defined(COMPILATION)
1428 #define MOVIE_REQUIRED 0
1429 #else
1430 #define MOVIE_REQUIRED 1
1431 #endif
1432 
1433 #ifdef D2_OEM
1434 #define ENDMOVIE "endo"
1435 #else
1436 #define ENDMOVIE "end"
1437 #endif
1438 
1439 void show_order_form();
1440 extern void com_hangup(void);
1441 
1442 //called when the player has finished the last level
DoEndGame(void)1443 void DoEndGame(void)
1444 {
1445 	mprintf((0,"DoEndGame\n"));
1446 
1447 	Function_mode = FMODE_MENU;
1448 	if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1449 		newdemo_stop_recording();
1450 
1451 	set_screen_mode( SCREEN_MENU );
1452 
1453 	WINDOS(
1454 		dd_gr_set_current_canvas(NULL),
1455 		gr_set_current_canvas(NULL)
1456 	);
1457 
1458 	key_flush();
1459 
1460 	if (Current_mission_num == Builtin_mission_num && !(Game_mode & GM_MULTI)) { //only built-in mission, & not multi
1461 #ifndef SHAREWARE
1462 		int played=MOVIE_NOT_PLAYED;	//default is not played
1463 #endif
1464 
1465 		init_subtitles(ENDMOVIE ".tex");	//ingore errors
1466 		played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED);
1467 		close_subtitles();
1468 		if (!played) {
1469 			if (cfexist("end2oem.txb") || cfexist("end2oem.tex")) { // #ifdef D2_OEM
1470 				songs_play_song( SONG_TITLE, 0 );
1471 				do_briefing_screens("end2oem.tex",1);
1472 			} else {
1473 				songs_play_song( SONG_ENDGAME, 0 );
1474 				mprintf((0,"doing briefing\n"));
1475 				do_briefing_screens("ending2.tex",1);
1476 				mprintf((0,"briefing done\n"));
1477 			}
1478 		}
1479    } else if (!(Game_mode & GM_MULTI)) {    //not multi
1480 		char tname[FILENAME_LEN];
1481 		sprintf(tname,"%s.tex",Current_mission_filename);
1482 		do_briefing_screens (tname,Last_level+1);   //level past last is endgame breifing
1483 
1484 		//try doing special credits
1485 		sprintf(tname,"%s.ctb",Current_mission_filename);
1486 		credits_show(tname);
1487 	}
1488 
1489 	key_flush();
1490 
1491 #ifdef SHAREWARE
1492 		show_order_form();
1493 #endif
1494 
1495 #ifdef NETWORK
1496 	if (Game_mode & GM_MULTI)
1497 		multi_endlevel_score();
1498 	else
1499 #endif
1500 		// NOTE LINK TO ABOVE
1501 		DoEndLevelScoreGlitz(0);
1502 
1503 	if (Current_mission_num == Builtin_mission_num && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1504 		WINDOS(
1505 			dd_gr_set_current_canvas(NULL),
1506 			gr_set_current_canvas( NULL )
1507 		);
1508 		WINDOS(
1509 			dd_gr_clear_canvas(BM_XRGB(0,0,0)),
1510 			gr_clear_canvas(BM_XRGB(0,0,0))
1511 		);
1512 		gr_palette_clear();
1513 		load_palette(DEFAULT_PALETTE,0,1);
1514 		scores_maybe_add_player(0);
1515 	}
1516 
1517 	Function_mode = FMODE_MENU;
1518 
1519 	if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1520 		Game_mode |= GM_GAME_OVER;		//preserve modem setting so go back into modem menu
1521 	else
1522 		Game_mode = GM_GAME_OVER;
1523 
1524 
1525 	longjmp( LeaveGame, 0 );		// Exit out of game loop
1526 }
1527 
1528 //from which level each do you get to each secret level
1529 int Secret_level_table[MAX_SECRET_LEVELS_PER_MISSION];
1530 
1531 //called to go to the next level (if there is one)
1532 //if secret_flag is true, advance to secret level, else next normal one
1533 //	Return true if game over.
AdvanceLevel(int secret_flag)1534 void AdvanceLevel(int secret_flag)
1535 {
1536 #ifdef NETWORK
1537 	int result;
1538 #endif
1539 
1540 	mprintf((0,"AdvanceLevel\n"));
1541 
1542 	Assert(!secret_flag);
1543 
1544 	if (Current_level_num != Last_level) {
1545 #ifdef NETWORK
1546 		if (Game_mode & GM_MULTI)
1547 			multi_endlevel_score();
1548 		else
1549 #endif
1550 			// NOTE LINK TO ABOVE!!!
1551 			DoEndLevelScoreGlitz(0);		//give bonuses
1552 	}
1553 
1554 	Control_center_destroyed = 0;
1555 
1556 	#ifdef EDITOR
1557 	if (Current_level_num == 0)
1558 		return;		//not a real level
1559 	#endif
1560 
1561 #ifdef NETWORK
1562 	if (Game_mode & GM_MULTI)	{
1563 		result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1564 		if (result) // failed to sync
1565 		{
1566 			if (Current_level_num == Last_level)		//player has finished the game!
1567 				longjmp( LeaveGame, 0 );		// Exit out of game loop
1568 			else
1569 				return;
1570 		}
1571 	}
1572 #endif
1573 
1574 	if (Current_level_num == Last_level) {		//player has finished the game!
1575 
1576 		mprintf((0,"Finished last level!\n"));
1577 
1578 		DoEndGame();
1579 
1580 	} else {
1581 
1582 		Next_level_num = Current_level_num+1;		//assume go to next normal level
1583 
1584 		if (!(Game_mode & GM_MULTI))
1585 			DoEndlevelMenu(); // Let use save their game
1586 
1587 		StartNewLevel(Next_level_num, 0);
1588 
1589 	}
1590 }
1591 
1592 #ifdef MACINTOSH		// horrible hack of a routine to load just the palette from the stars.pcx file
1593 
1594 extern char last_palette_loaded[];
1595 
load_stars_palette()1596 void load_stars_palette()
1597 {
1598 	int pcx_error;
1599 	ubyte pal[256*3];
1600 
1601 	pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal);
1602 	Assert(pcx_error == PCX_ERROR_NONE);
1603 
1604 	//@@gr_remap_bitmap_good( bmp, pal, -1, -1 );
1605 
1606 
1607 	{	//remap stuff. this code is kindof a hack
1608 
1609 		//now, before we bring up the menu, we need to
1610 		//do some stuff to make sure the palette is ok.  First, we need to
1611 		//get our current palette into the 2d's array, so the remapping will
1612 		//work.  Second, we need to remap the fonts.  Third, we need to fill
1613 		//in part of the fade tables so the darkening of the menu edges works
1614 
1615 		gr_copy_palette(gr_palette, pal, sizeof(gr_palette));
1616 		remap_fonts_and_menus(1);
1617 
1618 	}
1619 
1620 	strcpy(last_palette_loaded,"");		//force palette load next time
1621 }
1622 #endif
1623 
1624 void nm_draw_background1(char * filename);
1625 
load_stars()1626 void load_stars()
1627 {
1628 //@@	int pcx_error;
1629 //@@	ubyte pal[256*3];
1630 //@@
1631 //@@	pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal);
1632 //@@	Assert(pcx_error == PCX_ERROR_NONE);
1633 //@@
1634 //@@	gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 );
1635 
1636 	WIN(DEFINE_SCREEN(STARS_BACKGROUND));
1637 
1638 	nm_draw_background1(STARS_BACKGROUND);
1639 
1640 }
1641 
1642 
1643 void
died_in_mine_message(void)1644 died_in_mine_message(void)
1645 {
1646 	// Tell the player he died in the mine, explain why
1647 	int old_fmode;
1648 
1649 	if (Game_mode & GM_MULTI)
1650 		return;
1651 
1652 	gr_palette_fade_out(gr_palette, 32, 0);
1653 
1654 	set_screen_mode(SCREEN_MENU);		//go into menu mode
1655 
1656 	WINDOS(
1657 		dd_gr_set_current_canvas(NULL),
1658 		gr_set_current_canvas(NULL)
1659 	);
1660 
1661 	load_stars();
1662 
1663 #if defined(POLY_ACC)
1664 	pa_save_clut();
1665 	pa_update_clut(gr_palette, 0, 256, 0);
1666 #endif
1667 
1668 	old_fmode = Function_mode;
1669 	Function_mode = FMODE_MENU;
1670 	nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE);
1671 	Function_mode = old_fmode;
1672 
1673 #if defined(POLY_ACC)
1674 	pa_restore_clut();
1675 #endif
1676 
1677 	WIN(DEFINE_SCREEN(NULL));
1678 }
1679 
1680 //	Called when player dies on secret level.
returning_to_level_message(void)1681 void returning_to_level_message(void)
1682 {
1683 	char	msg[128];
1684 
1685 	int old_fmode;
1686 
1687 	if (Game_mode & GM_MULTI)
1688 		return;
1689 
1690 	gr_palette_fade_out(gr_palette, 32, 0);
1691 
1692 	set_screen_mode(SCREEN_MENU);		//go into menu mode
1693 
1694 	gr_set_current_canvas(NULL);
1695 
1696 	load_stars();
1697 
1698 #if defined(POLY_ACC)
1699 	pa_save_clut();
1700 	pa_update_clut(gr_palette, 0, 256, 0);
1701 #endif
1702 
1703 	old_fmode = Function_mode;
1704 	Function_mode = FMODE_MENU;
1705 	sprintf(msg, "Returning to level %i", Entered_from_level);
1706 	nm_messagebox(NULL, 1, TXT_OK, msg);
1707 	Function_mode = old_fmode;
1708 
1709 #if defined(POLY_ACC)
1710 	pa_restore_clut();
1711 #endif
1712 
1713 	WIN(DEFINE_SCREEN(NULL));
1714 }
1715 
1716 //	Called when player dies on secret level.
advancing_to_level_message(void)1717 void advancing_to_level_message(void)
1718 {
1719 	char	msg[128];
1720 
1721 	int old_fmode;
1722 
1723 	//	Only supposed to come here from a secret level.
1724 	Assert(Current_level_num < 0);
1725 
1726 	if (Game_mode & GM_MULTI)
1727 		return;
1728 
1729 	gr_palette_fade_out(gr_palette, 32, 0);
1730 
1731 	set_screen_mode(SCREEN_MENU);		//go into menu mode
1732 
1733 	gr_set_current_canvas(NULL);
1734 
1735 	load_stars();
1736 
1737 #if defined(POLY_ACC)
1738 	pa_save_clut();
1739 	pa_update_clut(gr_palette, 0, 256, 0);
1740 #endif
1741 
1742 	old_fmode = Function_mode;
1743 	Function_mode = FMODE_MENU;
1744 	sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1);
1745 	nm_messagebox(NULL, 1, TXT_OK, msg);
1746 	Function_mode = old_fmode;
1747 
1748 #if defined(POLY_ACC)
1749 	pa_restore_clut();
1750 #endif
1751 
1752 	WIN(DEFINE_SCREEN(NULL));
1753 }
1754 
1755 void digi_stop_digi_sounds();
1756 
DoPlayerDead()1757 void DoPlayerDead()
1758 {
1759 	reset_palette_add();
1760 
1761 	gr_palette_load (gr_palette);
1762 
1763 //	digi_pause_digi_sounds();		//kill any continuing sounds (eg. forcefield hum)
1764 	digi_stop_digi_sounds();		//kill any continuing sounds (eg. forcefield hum)
1765 
1766 	dead_player_end();		//terminate death sequence (if playing)
1767 
1768 	#ifdef EDITOR
1769 	if (Game_mode == GM_EDITOR) {			//test mine, not real level
1770 		object * playerobj = &Objects[Players[Player_num].objnum];
1771 		//nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
1772 		load_level("gamesave.lvl");
1773 		init_player_stats_new_ship();
1774 		playerobj->flags &= ~OF_SHOULD_BE_DEAD;
1775 		StartLevel(0);
1776 		return;
1777 	}
1778 	#endif
1779 
1780 #ifdef NETWORK
1781 	if ( Game_mode&GM_MULTI )
1782 	{
1783 		multi_do_death(Players[Player_num].objnum);
1784 	}
1785 	else
1786 #endif
1787 	{				//Note link to above else!
1788 		Players[Player_num].lives--;
1789 		if (Players[Player_num].lives == 0)
1790 		{
1791 			DoGameOver();
1792 			return;
1793 		}
1794 	}
1795 
1796 	if ( Control_center_destroyed ) {
1797 
1798 		//clear out stuff so no bonus
1799 		Players[Player_num].hostages_on_board = 0;
1800 		Players[Player_num].energy = 0;
1801 		Players[Player_num].shields = 0;
1802 		Players[Player_num].connected = 3;
1803 
1804 		died_in_mine_message(); // Give them some indication of what happened
1805 
1806 		if (Current_level_num < 0) {
1807 			FILE	*fp;
1808 
1809 			if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1810 				fclose(fp);
1811 				returning_to_level_message();
1812 				state_restore_all(1, 2, SECRETB_FILENAME);			//	2 means you died
1813 				set_pos_from_return_segment();
1814 				Players[Player_num].lives--;						//	re-lose the life, Players[Player_num].lives got written over in restore.
1815 			} else {
1816 				advancing_to_level_message();
1817 				StartNewLevel(Entered_from_level+1, 0);
1818 				init_player_stats_new_ship();	//	New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1819 			}
1820 		} else {
1821 
1822 			AdvanceLevel(0);			//if finished, go on to next level
1823 
1824 			init_player_stats_new_ship();
1825 			last_drawn_cockpit[0] = -1;
1826 			last_drawn_cockpit[1] = -1;
1827 		}
1828 
1829 	} else if (Current_level_num < 0) {
1830 		FILE	*fp;
1831 		if ((fp = fopen(SECRETB_FILENAME, "rb")) != NULL) {
1832 			fclose(fp);
1833 			returning_to_level_message();
1834 			if (!Control_center_destroyed)
1835 				state_save_all(0, 2, SECRETC_FILENAME);
1836 			state_restore_all(1, 2, SECRETB_FILENAME);
1837 			set_pos_from_return_segment();
1838 			Players[Player_num].lives--;						//	re-lose the life, Players[Player_num].lives got written over in restore.
1839 		} else {
1840 			died_in_mine_message(); // Give them some indication of what happened
1841 			advancing_to_level_message();
1842 			StartNewLevel(Entered_from_level+1, 0);
1843 			init_player_stats_new_ship();
1844 		}
1845 	} else {
1846 		init_player_stats_new_ship();
1847 		StartLevel(1);
1848 	}
1849 
1850 	digi_sync_sounds();
1851 }
1852 
1853 extern int BigWindowSwitch;
1854 
1855 //called when the player is starting a new level for normal game mode and restore state
1856 //	secret_flag set if came from a secret level
StartNewLevelSub(int level_num,int page_in_textures,int secret_flag)1857 void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
1858 {
1859 	if (!(Game_mode & GM_MULTI)) {
1860 		last_drawn_cockpit[0] = -1;
1861 		last_drawn_cockpit[1] = -1;
1862 	}
1863    BigWindowSwitch=0;
1864 
1865 
1866 	if (Newdemo_state == ND_STATE_PAUSED)
1867 		Newdemo_state = ND_STATE_RECORDING;
1868 
1869 	if (Newdemo_state == ND_STATE_RECORDING) {
1870 		newdemo_set_new_level(level_num);
1871 		newdemo_record_start_frame(FrameCount, FrameTime );
1872 	}
1873 
1874 	if (Game_mode & GM_MULTI)
1875 		Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.
1876 
1877 	LoadLevel(level_num,page_in_textures);
1878 
1879 	Assert(Current_level_num == level_num);	//make sure level set right
1880 
1881 	gameseq_init_network_players(); // Initialize the Players array for
1882 											  // this level
1883 
1884 	Viewer = &Objects[Players[Player_num].objnum];
1885 
1886 	Assert(N_players <= NumNetPlayerPositions);
1887 		//If this assert fails, there's not enough start positions
1888 
1889 #ifdef NETWORK
1890 	if (Game_mode & GM_NETWORK)
1891 	{
1892 		if(network_level_sync()) // After calling this, Player_num is set
1893 			return;
1894 	}
1895 	if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM))
1896 	{
1897 		if(com_level_sync())
1898 			return;
1899 	}
1900 #endif
1901 
1902 	Assert(Function_mode == FMODE_GAME);
1903 
1904 	#ifndef NDEBUG
1905 	//-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG
1906 	#endif
1907 
1908 	HUD_clear_messages();
1909 
1910 	automap_clear_visited();
1911 
1912 #ifdef NETWORK
1913 	if (Network_new_game == 1)
1914 	{
1915 		Network_new_game = 0;
1916 		init_player_stats_new_ship();
1917 	}
1918 #endif
1919 	init_player_stats_level(secret_flag);
1920 
1921 #ifdef NETWORK
1922 	if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1923 	{
1924 		int i;
1925 		for (i = 0; i < N_players; i++)
1926 			Players[i].flags |= Netgame.player_flags[i];
1927 	}
1928 
1929 	if (Game_mode & GM_MULTI)
1930 	{
1931 		multi_prep_level(); // Removes robots from level if necessary
1932 	}
1933 #endif
1934 
1935 	gameseq_remove_unused_players();
1936 
1937 	Game_suspended = 0;
1938 
1939 	Control_center_destroyed = 0;
1940 
1941 	set_screen_mode(SCREEN_GAME);
1942 	init_cockpit();
1943 	init_robots_for_level();
1944 	init_ai_objects();
1945 	init_smega_detonates();
1946 	init_morphs();
1947 	init_all_matcens();
1948 	reset_palette_add();
1949 	init_thief_for_level();
1950 	init_stuck_objects();
1951 	game_flush_inputs();		// clear out the keyboard
1952 	if (!(Game_mode & GM_MULTI))
1953 		filter_objects_from_level();
1954 
1955 	turn_cheats_off();
1956 
1957 	if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
1958 		set_highest_level(Current_level_num);
1959 	else
1960 		read_player_file();		//get window sizes
1961 
1962 	reset_special_effects();
1963 
1964 #ifdef OGL
1965 	ogl_cache_level_textures();
1966 #endif
1967 
1968 
1969 #ifdef NETWORK
1970 	if (Network_rejoined == 1)
1971 	{
1972 		#ifndef NDEBUG
1973 		mprintf((0, "Restarting - joining in random location.\n"));
1974 		#endif
1975 		Network_rejoined = 0;
1976 		StartLevel(1);
1977 	}
1978 	else
1979 #endif
1980 		StartLevel(0);		// Note link to above if!
1981 
1982 	copy_defaults_to_robot_all();
1983 	init_controlcen_for_level();
1984 
1985 	//	Say player can use FLASH cheat to mark path to exit.
1986 	Last_level_path_created = -1;
1987 }
1988 
1989 #ifdef NETWORK
1990 extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES];
1991 #endif
bash_to_shield(int i,char * s)1992 void bash_to_shield (int i,char *s)
1993 {
1994 #ifdef NETWORK
1995 	int type=Objects[i].id;
1996 #endif
1997 
1998 	mprintf((0, "Bashing %s object #%i to shield.\n",s, i));
1999 
2000 #ifdef NETWORK
2001 	PowerupsInMine[type]=MaxPowerupsAllowed[type]=0;
2002 #endif
2003 
2004 	Objects[i].id = POW_SHIELD_BOOST;
2005 	Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num;
2006 	Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time;
2007 }
2008 
2009 
filter_objects_from_level()2010 void filter_objects_from_level()
2011  {
2012   int i;
2013 
2014   mprintf ((0,"Highest object index=%d\n",Highest_object_index));
2015 
2016   for (i=0;i<=Highest_object_index;i++)
2017 	{
2018 	 if (Objects[i].type==OBJ_POWERUP)
2019      if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE)
2020 	   bash_to_shield (i,"Flag!!!!");
2021    }
2022 
2023  }
2024 
2025 struct {
2026 	int	level_num;
2027 	char	movie_name[FILENAME_LEN];
2028 } intro_movie[] = { 	{ 1,"pla"},
2029 							{ 5,"plb"},
2030 							{ 9,"plc"},
2031 							{13,"pld"},
2032 							{17,"ple"},
2033 							{21,"plf"},
2034 							{24,"plg"}};
2035 
2036 #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie))
2037 
2038 extern int MenuHiresAvailable;
2039 extern int robot_movies;	//0 means none, 1 means lowres, 2 means hires
2040 extern int intro_played;	//true if big intro movie played
2041 
ShowLevelIntro(int level_num)2042 void ShowLevelIntro(int level_num)
2043 {
2044 	//if shareware, show a briefing?
2045 
2046 	if (!(Game_mode & GM_MULTI)) {
2047 		int i;
2048 
2049 		ubyte save_pal[sizeof(gr_palette)];
2050 
2051 		memcpy(save_pal,gr_palette,sizeof(gr_palette));
2052 
2053 		if (Current_mission_num == Builtin_mission_num) {
2054 			int movie=0;
2055 
2056 			if (cfexist("brief2.txb") || cfexist("brief2.tex")) { // SHAREWARE
2057 				if (level_num==1)
2058 					do_briefing_screens ("brief2.tex", 1);
2059 			} else if (cfexist("brief2o.txb") || cfexist("brief2o.tex")) { // OEM
2060 				if (level_num == 1 && !intro_played)
2061 					do_briefing_screens("brief2o.tex", 1);
2062 			} else { // full version
2063 				for (i=0;i<NUM_INTRO_MOVIES;i++)
2064 				{
2065 					if (intro_movie[i].level_num == level_num)
2066 					{
2067 						Screen_mode = -1;
2068 						PlayMovie(intro_movie[i].movie_name,MOVIE_REQUIRED);
2069 						movie=1;
2070 						break;
2071 					}
2072 				}
2073 
2074 #ifdef WINDOWS
2075 				if (!movie) {					//must go before briefing
2076 					dd_gr_init_screen();
2077 					Screen_mode = -1;
2078 				}
2079 #endif
2080 
2081 				if (robot_movies)
2082 				{
2083 					int hires_save=MenuHiresAvailable;
2084 
2085 					if (robot_movies == 1)		//lowres only
2086 					{
2087 						MenuHiresAvailable = 0;		//pretend we can't do highres
2088 
2089 						if (hires_save != MenuHiresAvailable)
2090 							Screen_mode = -1;		//force reset
2091 
2092 					}
2093 					do_briefing_screens ("robot.tex",level_num);
2094 					MenuHiresAvailable = hires_save;
2095 				}
2096 
2097 			}
2098 		}
2099 		else {	//not the built-in mission.  check for add-on briefing
2100 			if (Mission_list[Current_mission_num].descent_version == 1)
2101 				do_briefing_screens(Briefing_text_filename, level_num);
2102 			else {
2103 				char tname[FILENAME_LEN];
2104 				sprintf(tname, "%s.tex", Current_mission_filename);
2105 				do_briefing_screens(tname, level_num);
2106 			}
2107 		}
2108 
2109 
2110 		memcpy(gr_palette,save_pal,sizeof(gr_palette));
2111 	}
2112 }
2113 
2114 //	---------------------------------------------------------------------------
2115 //	If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2116 //	Reason: On this level, if player goes to a secret level, he will be going to a different
2117 //	secret level than he's ever been to before.
2118 //	Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
maybe_set_first_secret_visit(int level_num)2119 void maybe_set_first_secret_visit(int level_num)
2120 {
2121 	int	i;
2122 
2123 	for (i=0; i<N_secret_levels; i++) {
2124 		if (Secret_level_table[i] == level_num) {
2125 			First_secret_visit = 1;
2126 			mprintf((0, "Bashing First_secret_visit to 1 because entering level %i.\n", level_num));
2127 		}
2128 	}
2129 }
2130 
2131 //called when the player is starting a new level for normal game model
2132 //	secret_flag if came from a secret level
StartNewLevel(int level_num,int secret_flag)2133 void StartNewLevel(int level_num, int secret_flag)
2134 {
2135 	ThisLevelTime=0;
2136 
2137 	if ((level_num > 0) && (!secret_flag)) {
2138 		maybe_set_first_secret_visit(level_num);
2139 	}
2140 
2141 	ShowLevelIntro(level_num);
2142 
2143 	WIN(DEFINE_SCREEN(NULL));		// ALT-TAB: no restore of background.
2144 
2145 	StartNewLevelSub(level_num, 1, secret_flag );
2146 
2147 }
2148 
2149 //initialize the player object position & orientation (at start of game, or new ship)
InitPlayerPosition(int random_flag)2150 void InitPlayerPosition(int random_flag)
2151 {
2152 	int NewPlayer=0;
2153 
2154 #ifdef NETWORK
2155 	if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2156 #endif
2157 		NewPlayer = Player_num;
2158 #ifdef NETWORK
2159 	else if (random_flag == 1)
2160 	{
2161 		int i, closest = -1, trys=0;
2162 		fix closest_dist = 0x7ffffff, dist;
2163 
2164 		d_srand(clock());
2165 
2166 #ifndef NDEBUG
2167 		if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
2168 		{
2169 			mprintf((1, "WARNING: There are only %d start positions!\n"));
2170 			//Int3();
2171 		}
2172 #endif
2173 
2174 		do {
2175 			if (trys > 0)
2176 			{
2177 				mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
2178 			}
2179 			trys++;
2180 
2181 			NewPlayer = d_rand() % NumNetPlayerPositions;
2182 
2183 			closest = -1;
2184 			closest_dist = 0x7fffffff;
2185 
2186 			for (i=0; i<N_players; i++ )	{
2187 				if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )	{
2188 					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
2189 					// -- mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
2190 					if ( (dist < closest_dist) && (dist >= 0) )	{
2191 						closest_dist = dist;
2192 						closest = i;
2193 					}
2194 				}
2195 			}
2196 
2197 			// -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
2198 		} while ( (closest_dist<i2f(15*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
2199 	}
2200 	else {
2201 		mprintf((0, "Starting position is not being changed.\n"));
2202 		goto done; // If deathmatch and not random, positions were already determined by sync packet
2203 	}
2204 	Assert(NewPlayer >= 0);
2205 	Assert(NewPlayer < NumNetPlayerPositions);
2206 #endif
2207 
2208 	ConsoleObject->pos = Player_init[NewPlayer].pos;
2209 	ConsoleObject->orient = Player_init[NewPlayer].orient;
2210 // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z));
2211 
2212 	// -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));
2213 
2214  	obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
2215 
2216 #ifdef NETWORK
2217 done:
2218 #endif
2219 	reset_player_object();
2220 	reset_cruise();
2221 }
2222 
2223 //	-----------------------------------------------------------------------------------------------------
2224 //	Initialize default parameters for one robot, copying from Robot_info to *objp.
2225 //	What about setting size!?  Where does that come from?
copy_defaults_to_robot(object * objp)2226 void copy_defaults_to_robot(object *objp)
2227 {
2228 	robot_info	*robptr;
2229 	int			objid;
2230 
2231 	Assert(objp->type == OBJ_ROBOT);
2232 	objid = objp->id;
2233 	Assert(objid < N_robot_types);
2234 
2235 	robptr = &Robot_info[objid];
2236 
2237 	//	Boost shield for Thief and Buddy based on level.
2238 	objp->shields = robptr->strength;
2239 
2240 	if ((robptr->thief) || (robptr->companion)) {
2241 		objp->shields = (objp->shields * (abs(Current_level_num)+7))/8;
2242 
2243 		if (robptr->companion) {
2244 			//	Now, scale guide-bot hits by skill level
2245 			switch (Difficulty_level) {
2246 				case 0:	objp->shields = i2f(20000);	break;		//	Trainee, basically unkillable
2247 				case 1:	objp->shields *= 3;				break;		//	Rookie, pretty dang hard
2248 				case 2:	objp->shields *= 2;				break;		//	Hotshot, a bit tough
2249 				default:	break;
2250 			}
2251 		}
2252 	} else if (robptr->boss_flag)	//	MK, 01/16/95, make boss shields lower on lower diff levels.
2253 		objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4);
2254 
2255 	//	Additional wimpification of bosses at Trainee
2256 	if ((robptr->boss_flag) && (Difficulty_level == 0))
2257 		objp->shields /= 2;
2258 }
2259 
2260 //	-----------------------------------------------------------------------------------------------------
2261 //	Copy all values from the robot info structure to all instances of robots.
2262 //	This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2263 //	This function should be called at level load time.
copy_defaults_to_robot_all()2264 void copy_defaults_to_robot_all()
2265 {
2266 	int	i;
2267 
2268 	for (i=0; i<=Highest_object_index; i++)
2269 		if (Objects[i].type == OBJ_ROBOT)
2270 			copy_defaults_to_robot(&Objects[i]);
2271 
2272 }
2273 
2274 extern void clear_stuck_objects(void);
2275 
2276 //	-----------------------------------------------------------------------------------------------------
2277 //called when the player is starting a level (new game or new ship)
StartLevel(int random_flag)2278 void StartLevel(int random_flag)
2279 {
2280 	Assert(!Player_is_dead);
2281 
2282 	InitPlayerPosition(random_flag);
2283 
2284 	verify_console_object();
2285 
2286 	ConsoleObject->control_type	= CT_FLYING;
2287 	ConsoleObject->movement_type	= MT_PHYSICS;
2288 
2289 	disable_matcens();
2290 
2291 	clear_transient_objects(0);		//0 means leave proximity bombs
2292 
2293 	// create_player_appearance_effect(ConsoleObject);
2294 	Do_appearance_effect = 1;
2295 
2296 #ifdef NETWORK
2297 	if (Game_mode & GM_MULTI)
2298 	{
2299 		if (Game_mode & GM_MULTI_COOP)
2300 			multi_send_score();
2301 		multi_send_position(Players[Player_num].objnum);
2302 	 	multi_send_reappear();
2303 	}
2304 
2305 	if (Game_mode & GM_NETWORK)
2306 		network_do_frame(1, 1);
2307 #endif
2308 
2309 	ai_reset_all_paths();
2310 	ai_init_boss_for_ship();
2311 	clear_stuck_objects();
2312 
2313 	#ifdef EDITOR
2314 	//	Note, this is only done if editor builtin.  Calling this from here
2315 	//	will cause it to be called after the player dies, resetting the
2316 	//	hits for the buddy and thief.  This is ok, since it will work ok
2317 	//	in a shipped version.
2318 	init_ai_objects();
2319 	#endif
2320 
2321 	reset_time();
2322 
2323 	reset_rear_view();
2324 	Auto_fire_fusion_cannon_time = 0;
2325 	Fusion_charge = 0;
2326 
2327 	Robot_firing_enabled = 1;
2328 }
2329