/* $Id: gameseq.c,v 1.45 2005-01-10 17:47:27 schaffner Exp $ */ /* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Routines for EndGame, EndLevel, etc. * */ #ifdef HAVE_CONFIG_H #include #endif #ifdef RCS char gameseq_rcsid[] = "$Id: gameseq.c,v 1.45 2005-01-10 17:47:27 schaffner Exp $"; #endif #ifdef WINDOWS #include "desw.h" #endif #include #include #include #if !defined(_MSC_VER) && !defined(macintosh) #include #endif #include #ifdef OGL #include "ogl_init.h" #endif #include "pa_enabl.h" //$$POLY_ACC #include "inferno.h" #include "game.h" #include "player.h" #include "key.h" #include "object.h" #include "physics.h" #include "error.h" #include "joy.h" #include "mono.h" #include "iff.h" #include "pcx.h" #include "timer.h" #include "render.h" #include "laser.h" #include "screens.h" #include "textures.h" #include "slew.h" #include "gauges.h" #include "texmap.h" #include "3d.h" #include "effects.h" #include "menu.h" #include "gameseg.h" #include "wall.h" #include "ai.h" #include "fuelcen.h" #include "switch.h" #include "digi.h" #include "gamesave.h" #include "scores.h" #include "ibitblt.h" #include "u_mem.h" #include "palette.h" #include "morph.h" #include "lighting.h" #include "newdemo.h" #include "titles.h" #include "collide.h" #include "weapon.h" #include "sounds.h" #include "args.h" #include "gameseq.h" #include "gamefont.h" #include "newmenu.h" #include "endlevel.h" #ifdef NETWORK # include "multi.h" # include "network.h" # include "netmisc.h" # include "modem.h" #endif #include "playsave.h" #include "ctype.h" #include "fireball.h" #include "kconfig.h" #include "config.h" #include "robot.h" #include "automap.h" #include "cntrlcen.h" #include "powerup.h" #include "text.h" #include "cfile.h" #include "piggy.h" #include "texmerge.h" #include "paging.h" #include "mission.h" #include "state.h" #include "songs.h" #include "gamepal.h" #include "movie.h" #include "controls.h" #include "credits.h" #include "gamemine.h" #if defined(POLY_ACC) #include "poly_acc.h" #endif #if defined (TACTILE) #include "tactile.h" #endif #ifdef EDITOR #include "editor/editor.h" #endif #include "strutil.h" #include "rle.h" void StartNewLevelSecret(int level_num, int page_in_textures); void InitPlayerPosition(int random_flag); void load_stars(); void returning_to_level_message(void); void advancing_to_level_message(void); void DoEndGame(void); void AdvanceLevel(int secret_flag); void filter_objects_from_level(); // From allender -- you'll find these defines in state.c and cntrlcen.c // since I couldn't think of a good place to put them and i wanted to // fix this stuff fast! Sorry about that... #ifndef MACINTOSH #define SECRETB_FILENAME "secret.sgb" #define SECRETC_FILENAME "secret.sgc" #else #define SECRETB_FILENAME ":Players:secret.sgb" #define SECRETC_FILENAME ":Players:secret.sgc" #endif //Current_level_num starts at 1 for the first level //-1,-2,-3 are secret levels //0 means not a real level loaded int Current_level_num=0,Next_level_num; char Current_level_name[LEVEL_NAME_LEN]; // Global variables describing the player int N_players=1; // Number of players ( >1 means a net game, eh?) int Player_num=0; // The player number who is on the console. player Players[MAX_PLAYERS+4]; // Misc player info obj_position Player_init[MAX_PLAYERS]; // Global variables telling what sort of game we have int MaxNumNetPlayers = -1; int NumNetPlayerPositions = -1; extern fix ThisLevelTime; // Extern from game.c to fix a bug in the cockpit! extern int last_drawn_cockpit[2]; extern int Last_level_path_created; // HUD_clear_messages external, declared in gauges.h #ifndef _GAUGES_H extern void HUD_clear_messages(); // From hud.c #endif // Extra prototypes declared for the sake of LINT void init_player_stats_new_ship(void); void copy_defaults_to_robot_all(void); int Do_appearance_effect=0; extern int Rear_view; int First_secret_visit = 1; extern int descent_critical_error; extern int Last_msg_ycrd; //-------------------------------------------------------------------- void verify_console_object() { Assert( Player_num > -1 ); Assert( Players[Player_num].objnum > -1 ); ConsoleObject = &Objects[Players[Player_num].objnum]; Assert( ConsoleObject->type==OBJ_PLAYER ); Assert( ConsoleObject->id==Player_num ); } int count_number_of_robots() { int robot_count; int i; robot_count = 0; for (i=0;i<=Highest_object_index;i++) { if (Objects[i].type == OBJ_ROBOT) robot_count++; } return robot_count; } int count_number_of_hostages() { int count; int i; count = 0; for (i=0;i<=Highest_object_index;i++) { if (Objects[i].type == OBJ_HOSTAGE) count++; } return count; } //added 10/12/95: delete buddy bot if coop game. Probably doesn't really belong here. -MT void gameseq_init_network_players() { int i,k,j; // Initialize network player start locations and object numbers ConsoleObject = &Objects[0]; k = 0; j = 0; for (i=0;i<=Highest_object_index;i++) { if (( Objects[i].type==OBJ_PLAYER ) || (Objects[i].type == OBJ_GHOST) || (Objects[i].type == OBJ_COOP)) { if ( (!(Game_mode & GM_MULTI_COOP) && ((Objects[i].type == OBJ_PLAYER)||(Objects[i].type==OBJ_GHOST))) || ((Game_mode & GM_MULTI_COOP) && ((j == 0) || ( Objects[i].type==OBJ_COOP ))) ) { // -- mprintf((0, "Created Cooperative multiplayer object\n")); Objects[i].type=OBJ_PLAYER; // -- mprintf((0, "Player init %d is ship %d.\n", k, j)); Player_init[k].pos = Objects[i].pos; Player_init[k].orient = Objects[i].orient; Player_init[k].segnum = Objects[i].segnum; Players[k].objnum = i; Objects[i].id = k; k++; } else obj_delete(i); j++; } if ((Objects[i].type==OBJ_ROBOT) && (Robot_info[Objects[i].id].companion) && (Game_mode & GM_MULTI)) obj_delete(i); //kill the buddy in netgames } NumNetPlayerPositions = k; #ifndef NDEBUG if ( ((Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 4)) || (!(Game_mode & GM_MULTI_COOP) && (NumNetPlayerPositions != 8)) ) { mprintf((1, "--NOT ENOUGH MULTIPLAYER POSITIONS IN THIS MINE!--\n")); //Int3(); // Not enough positions!! } #endif #ifdef NETWORK if (is_D2_OEM && (Game_mode & GM_MULTI) && PLAYING_BUILTIN_MISSION && Current_level_num==8) { for (i=0;i= N_players)) { #ifndef NDEBUG // mprintf((0, "Ghosting player ship %d.\n", i+1)); #endif multi_make_player_ghost(i); } } } else #endif { // Note link to above if!!! #ifndef NDEBUG // -- mprintf((0, "Removing player objects numbered %d-%d.\n", 1, NumNetPlayerPositions)); #endif for (i=1; i < NumNetPlayerPositions; i++) { obj_delete(Players[i].objnum); } } } fix StartingShields=INITIAL_SHIELDS; // Setup player for new game void init_player_stats_game() { Players[Player_num].score = 0; Players[Player_num].last_score = 0; Players[Player_num].lives = INITIAL_LIVES; Players[Player_num].level = 1; Players[Player_num].time_level = 0; Players[Player_num].time_total = 0; Players[Player_num].hours_level = 0; Players[Player_num].hours_total = 0; Players[Player_num].energy = INITIAL_ENERGY; Players[Player_num].shields = StartingShields; Players[Player_num].killer_objnum = -1; Players[Player_num].net_killed_total = 0; Players[Player_num].net_kills_total = 0; Players[Player_num].num_kills_level = 0; Players[Player_num].num_kills_total = 0; Players[Player_num].num_robots_level = 0; Players[Player_num].num_robots_total = 0; Players[Player_num].KillGoalCount = 0; Players[Player_num].hostages_rescued_total = 0; Players[Player_num].hostages_level = 0; Players[Player_num].hostages_total = 0; Players[Player_num].laser_level = 0; Players[Player_num].flags = 0; init_player_stats_new_ship(); First_secret_visit = 1; } void init_ammo_and_energy(void) { if (Players[Player_num].energy < INITIAL_ENERGY) Players[Player_num].energy = INITIAL_ENERGY; if (Players[Player_num].shields < StartingShields) Players[Player_num].shields = StartingShields; // for (i=0; iid=Player_num; ConsoleObject->control_type = CT_FLYING; ConsoleObject->movement_type = MT_PHYSICS; Game_suspended = 0; verify_console_object(); Control_center_destroyed = 0; if (Newdemo_state != ND_STATE_PLAYBACK) gameseq_remove_unused_players(); init_cockpit(); init_robots_for_level(); init_ai_objects(); init_morphs(); init_all_matcens(); init_player_stats_new_ship(); init_controlcen_for_level(); automap_clear_visited(); init_stuck_objects(); init_thief_for_level(); Slide_segs_computed = 0; } #endif //do whatever needs to be done when a player dies in multiplayer void DoGameOver() { // nm_messagebox( TXT_GAME_OVER, 1, TXT_OK, "" ); if (PLAYING_BUILTIN_MISSION) scores_maybe_add_player(0); Function_mode = FMODE_MENU; Game_mode = GM_GAME_OVER; longjmp( LeaveGame, 0 ); // Exit out of game loop } extern void do_save_game_menu(); //update various information about the player void update_player_stats() { Players[Player_num].time_level += FrameTime; //the never-ending march of time... if ( Players[Player_num].time_level > i2f(3600) ) { Players[Player_num].time_level -= i2f(3600); Players[Player_num].hours_level++; } Players[Player_num].time_total += FrameTime; //the never-ending march of time... if ( Players[Player_num].time_total > i2f(3600) ) { Players[Player_num].time_total -= i2f(3600); Players[Player_num].hours_total++; } } //hack to not start object when loading level extern int Dont_start_sound_objects; //go through this level and start any eclip sounds void set_sound_sources() { int segnum,sidenum; segment *seg; digi_init_sounds(); //clear old sounds Dont_start_sound_objects = 1; for (seg=&Segments[0],segnum=0;segnum<=Highest_segment_index;seg++,segnum++) for (sidenum=0;sidenumsides[sidenum].tmap_num2) != 0) && ((ec=TmapInfo[tm&0x3fff].eclip_num)!=-1)) || ((ec=TmapInfo[seg->sides[sidenum].tmap_num].eclip_num)!=-1)) if ((sn=Effects[ec].sound_num)!=-1) { vms_vector pnt; int csegnum = seg->children[sidenum]; //check for sound on other side of wall. Don't add on //both walls if sound travels through wall. If sound //does travel through wall, add sound for lower-numbered //segment. if (IS_CHILD(csegnum) && csegnum < segnum) { if (WALL_IS_DOORWAY(seg, sidenum) & (WID_FLY_FLAG+WID_RENDPAST_FLAG)) { segment *csegp; int csidenum; csegp = &Segments[seg->children[sidenum]]; csidenum = find_connect_side(seg, csegp); if (csegp->sides[csidenum].tmap_num2 == seg->sides[sidenum].tmap_num2) continue; //skip this one } } compute_center_point_on_side(&pnt,seg,sidenum); digi_link_sound_to_pos(sn,segnum,sidenum,&pnt,1, F1_0/2); } } Dont_start_sound_objects = 0; } //fix flash_dist=i2f(1); fix flash_dist=fl2f(.9); //create flash for player appearance void create_player_appearance_effect(object *player_obj) { vms_vector pos; object *effect_obj; #ifndef NDEBUG { int objnum = player_obj-Objects; if ( (objnum < 0) || (objnum > Highest_object_index) ) Int3(); // See Rob, trying to track down weird network bug } #endif if (player_obj == Viewer) vm_vec_scale_add(&pos, &player_obj->pos, &player_obj->orient.fvec, fixmul(player_obj->size,flash_dist)); else pos = player_obj->pos; effect_obj = object_create_explosion(player_obj->segnum, &pos, player_obj->size, VCLIP_PLAYER_APPEARANCE ); if (effect_obj) { effect_obj->orient = player_obj->orient; if ( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num > -1 ) digi_link_sound_to_object( Vclip[VCLIP_PLAYER_APPEARANCE].sound_num, effect_obj-Objects, 0, F1_0); } } // // New Game sequencing functions // //pairs of chars describing ranges char playername_allowed_chars[] = "azAZ09__--"; int MakeNewPlayerFile(int allow_abort) { int x; char filename[14]; newmenu_item m; char text[CALLSIGN_LEN+1]=""; strncpy(text, Players[Player_num].callsign,CALLSIGN_LEN); try_again: m.type=NM_TYPE_INPUT; m.text_len = 8; m.text = text; Newmenu_allowed_chars = playername_allowed_chars; x = newmenu_do( NULL, TXT_ENTER_PILOT_NAME, 1, &m, NULL ); Newmenu_allowed_chars = NULL; if ( x < 0 ) { if ( allow_abort ) return 0; goto try_again; } if (text[0]==0) //null string goto try_again; sprintf( filename, "%s.plr", text ); if (PHYSFS_exists(filename)) { nm_messagebox(NULL, 1, TXT_OK, "%s '%s' %s", TXT_PLAYER, text, TXT_ALREADY_EXISTS ); goto try_again; } if ( !new_player_config() ) goto try_again; // They hit Esc during New player config strncpy(Players[Player_num].callsign, text, CALLSIGN_LEN); write_player_file(); return 1; } #ifdef WINDOWS #undef TXT_SELECT_PILOT #define TXT_SELECT_PILOT "Select pilot\n or Right-click\nto delete" #endif //Inputs the player's name, without putting up the background screen int RegisterPlayer() { int i,j; char filename[14]; int allow_abort_flag = 1; if ( Players[Player_num].callsign[0] == 0 ) { //--------------------------------------------------------------------- // Set default config options in case there is no config file // kc_keyboard, kc_joystick, kc_mouse are statically defined. Config_joystick_sensitivity = 8; Config_control_type =CONTROL_NONE; for (i=0; i= Last_secret_level && level_num != 0); if (level_num<0) //secret level level_name = Secret_level_names[-level_num-1]; else //normal level level_name = Level_names[level_num-1]; #ifdef WINDOWS dd_gr_set_current_canvas(NULL); dd_gr_clear_canvas(BM_XRGB(0,0,0)); #else gr_set_current_canvas(NULL); gr_clear_canvas(BM_XRGB(0, 0, 0)); //so palette switching is less obvious #endif Last_msg_ycrd = -1; //so we don't restore backgound under msg // WIN(LoadCursorWin(MOUSE_WAIT_CURSOR)); // WIN(ShowCursorW()); #if 1 //defined(POLY_ACC) || defined(OGL) gr_palette_load(gr_palette); show_boxed_message(TXT_LOADING); gr_update(); #else show_boxed_message(TXT_LOADING); gr_palette_load(gr_palette); #endif load_ret = load_level(level_name); //actually load the data from disk! if (load_ret) Error("Couldn't load level file <%s>, error = %d",level_name,load_ret); Current_level_num=level_num; // load_palette_pig(Current_level_palette); //load just the pig load_palette(Current_level_palette,1,1); //don't change screen load_endlevel_data(level_num); if (EMULATING_D1) load_d1_bitmap_replacements(); else load_bitmap_replacements(level_name); if (Robot_replacements_loaded) { free_polygon_models(); read_hamfile(); //load original data if (Current_mission->enhanced) { // load extra data char t[50]; extern void bm_read_extra_robots(); sprintf(t,"%s.ham",Current_mission_filename); bm_read_extra_robots(t, Current_mission->enhanced); } Robot_replacements_loaded = 0; } load_robot_replacements(level_name); if ( page_in_textures ) piggy_load_level_data(); #ifdef NETWORK my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1)); reset_network_objects(); #endif Players[Player_num] = save_player; set_sound_sources(); songs_play_level_song( Current_level_num ); clear_boxed_message(); //remove message before new palette loaded gr_palette_load(gr_palette); //actually load the palette // WIN(HideCursorW()); } //sets up Player_num & ConsoleObject void InitPlayerObject() { Assert(Player_num>=0 && Player_numtype = OBJ_PLAYER; ConsoleObject->id = Player_num; ConsoleObject->control_type = CT_FLYING; ConsoleObject->movement_type = MT_PHYSICS; } extern void game_disable_cheats(); extern void turn_cheats_off(); extern void init_seismic_disturbances(void); extern int state_default_item; //starts a new game on the given level void StartNewGame(int start_level) { state_default_item = -2; // for first blind save, pick slot to save in Game_mode = GM_NORMAL; Function_mode = FMODE_GAME; Next_level_num = 0; InitPlayerObject(); //make sure player's object set up init_player_stats_game(); //clear all stats N_players = 1; #ifdef NETWORK Network_new_game = 0; #endif if (start_level < 0) StartNewLevelSecret(start_level, 0); else StartNewLevel(start_level, 0); Players[Player_num].starting_level = start_level; // Mark where they started game_disable_cheats(); init_seismic_disturbances(); } //@@//starts a resumed game loaded from disk //@@void ResumeSavedGame(int start_level) //@@{ //@@ Game_mode = GM_NORMAL; //@@ Function_mode = FMODE_GAME; //@@ //@@ N_players = 1; //@@ Network_new_game = 0; //@@ //@@ InitPlayerObject(); //make sure player's object set up //@@ //@@ StartNewLevel(start_level, 0); //@@ //@@ game_disable_cheats(); //@@} #ifndef _NETWORK_H extern int network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ); // network.c #endif #define STARS_BACKGROUND ((MenuHires && cfexist("starsb.pcx"))?"starsb.pcx":cfexist("stars.pcx")?"stars.pcx":"starsb.pcx") // ----------------------------------------------------------------------------- // Does the bonus scoring. // Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway. void DoEndLevelScoreGlitz(int network) { int level_points, skill_points, energy_points, shield_points, hostage_points; int all_hostage_points; int endgame_points; char all_hostage_text[64]; char endgame_text[64]; #define N_GLITZITEMS 11 char m_str[N_GLITZITEMS][30]; newmenu_item m[N_GLITZITEMS+1]; int i,c; char title[128]; int is_last_level; int mine_level; set_screen_mode(SCREEN_MENU); //go into menu mode #ifdef TACTILE if (TactileStick) ClearForces(); #endif mprintf((0,"DoEndLevelScoreGlitz\n")); // Compute level player is on, deal with secret levels (negative numbers) mine_level = Players[Player_num].level; if (mine_level < 0) mine_level *= -(Last_level/N_secret_levels); level_points = Players[Player_num].score-Players[Player_num].last_score; if (!Cheats_enabled) { if (Difficulty_level > 1) { skill_points = level_points*(Difficulty_level)/4; skill_points -= skill_points % 100; } else skill_points = 0; shield_points = f2i(Players[Player_num].shields) * 5 * mine_level; energy_points = f2i(Players[Player_num].energy) * 2 * mine_level; hostage_points = Players[Player_num].hostages_on_board * 500 * (Difficulty_level+1); shield_points -= shield_points % 50; energy_points -= energy_points % 50; } else { skill_points = 0; shield_points = 0; energy_points = 0; hostage_points = 0; } all_hostage_text[0] = 0; endgame_text[0] = 0; if (!Cheats_enabled && (Players[Player_num].hostages_on_board == Players[Player_num].hostages_level)) { all_hostage_points = Players[Player_num].hostages_on_board * 1000 * (Difficulty_level+1); sprintf(all_hostage_text, "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points); } else all_hostage_points = 0; if (!Cheats_enabled && !(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) { //player has finished the game! endgame_points = Players[Player_num].lives * 10000; sprintf(endgame_text, "%s%i\n", TXT_SHIP_BONUS, endgame_points); is_last_level=1; } else endgame_points = is_last_level = 0; mprintf((0,"adding bonus points\n")); add_bonus_points_to_score(skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points); c = 0; sprintf(m_str[c++], "%s%i", TXT_SHIELD_BONUS, shield_points); // Return at start to lower menu... sprintf(m_str[c++], "%s%i", TXT_ENERGY_BONUS, energy_points); sprintf(m_str[c++], "%s%i", TXT_HOSTAGE_BONUS, hostage_points); sprintf(m_str[c++], "%s%i", TXT_SKILL_BONUS, skill_points); sprintf(m_str[c++], "%s", all_hostage_text); if (!(Game_mode & GM_MULTI) && (Players[Player_num].lives) && (Current_level_num == Last_level)) sprintf(m_str[c++], "%s", endgame_text); sprintf(m_str[c++], "%s%i\n", TXT_TOTAL_BONUS, shield_points+energy_points+hostage_points+skill_points+all_hostage_points+endgame_points); sprintf(m_str[c++], "%s%i", TXT_TOTAL_SCORE, Players[Player_num].score); #ifdef WINDOWS sprintf(m_str[c++], ""); sprintf(m_str[c++], " Done"); #endif for (i=0; icontrol_type = CT_FLYING; ConsoleObject->movement_type = MT_PHYSICS; // -- WHY? -- disable_matcens(); clear_transient_objects(0); //0 means leave proximity bombs // create_player_appearance_effect(ConsoleObject); Do_appearance_effect = 1; ai_reset_all_paths(); // -- NO? -- reset_time(); reset_rear_view(); Auto_fire_fusion_cannon_time = 0; Fusion_charge = 0; Robot_firing_enabled = 1; } extern void set_pos_from_return_segment(void); // Returns true if secret level has been destroyed. int p_secret_level_destroyed(void) { if (First_secret_visit) { return 0; // Never been there, can't have been destroyed. } else { if (PHYSFS_exists(SECRETC_FILENAME)) { return 0; } else { return 1; } } } // ----------------------------------------------------------------------------------------------------- void do_secret_message(char *msg) { int old_fmode; load_stars(); #if defined(POLY_ACC) pa_save_clut(); pa_update_clut(gr_palette, 0, 256, 0); #endif old_fmode = Function_mode; Function_mode = FMODE_MENU; nm_messagebox(NULL, 1, TXT_OK, msg); Function_mode = old_fmode; #if defined(POLY_ACC) pa_restore_clut(); #endif WIN(DEFINE_SCREEN(NULL)); } // ----------------------------------------------------------------------------------------------------- // called when the player is starting a new level for normal game mode and restore state // Need to deal with whether this is the first time coming to this level or not. If not the // first time, instead of initializing various things, need to do a game restore for all the // robots, powerups, walls, doors, etc. void StartNewLevelSecret(int level_num, int page_in_textures) { newmenu_item m[1]; //int i; ThisLevelTime=0; m[0].type = NM_TYPE_TEXT; m[0].text = " "; last_drawn_cockpit[0] = -1; last_drawn_cockpit[1] = -1; if (Newdemo_state == ND_STATE_PAUSED) Newdemo_state = ND_STATE_RECORDING; if (Newdemo_state == ND_STATE_RECORDING) { newdemo_set_new_level(level_num); newdemo_record_start_frame(FrameCount, FrameTime ); } else if (Newdemo_state != ND_STATE_PLAYBACK) { gr_palette_fade_out(gr_palette, 32, 0); set_screen_mode(SCREEN_MENU); //go into menu mode if (First_secret_visit) { do_secret_message(TXT_SECRET_EXIT); } else { if (PHYSFS_exists(SECRETC_FILENAME)) { do_secret_message(TXT_SECRET_EXIT); } else { char text_str[128]; sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1); do_secret_message(text_str); } } } LoadLevel(level_num,page_in_textures); Assert(Current_level_num == level_num); //make sure level set right Assert(Function_mode == FMODE_GAME); gameseq_init_network_players(); // Initialize the Players array for // this level HUD_clear_messages(); automap_clear_visited(); // -- init_player_stats_level(); Viewer = &Objects[Players[Player_num].objnum]; gameseq_remove_unused_players(); Game_suspended = 0; Control_center_destroyed = 0; init_cockpit(); reset_palette_add(); if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) { init_robots_for_level(); init_ai_objects(); init_smega_detonates(); init_morphs(); init_all_matcens(); reset_special_effects(); StartSecretLevel(); } else { if (PHYSFS_exists(SECRETC_FILENAME)) { int pw_save, sw_save; pw_save = Primary_weapon; sw_save = Secondary_weapon; state_restore_all(1, 1, SECRETC_FILENAME); Primary_weapon = pw_save; Secondary_weapon = sw_save; reset_special_effects(); StartSecretLevel(); // -- No: This is only for returning to base level: set_pos_from_return_segment(); } else { char text_str[128]; sprintf(text_str, "Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1); do_secret_message(text_str); return; // -- // If file doesn't exist, it's because reactor was destroyed. // -- mprintf((0, "secret.sgc doesn't exist. Advancing to next level.\n")); // -- // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0); // -- StartNewLevel(Secret_level_table[-Current_level_num-1]+1, 0); // -- return; } } if (First_secret_visit) { copy_defaults_to_robot_all(); } turn_cheats_off(); init_controlcen_for_level(); // Say player can use FLASH cheat to mark path to exit. Last_level_path_created = -1; First_secret_visit = 0; } int Entered_from_level; // --------------------------------------------------------------------------------------------------------------- // Called from switch.c when player is on a secret level and hits exit to return to base level. void ExitSecretLevel(void) { if (Newdemo_state == ND_STATE_PLAYBACK) return; if (!Control_center_destroyed) { state_save_all(0, 2, SECRETC_FILENAME, 0); } if (PHYSFS_exists(SECRETB_FILENAME)) { int pw_save, sw_save; returning_to_level_message(); pw_save = Primary_weapon; sw_save = Secondary_weapon; state_restore_all(1, 1, SECRETB_FILENAME); Primary_weapon = pw_save; Secondary_weapon = sw_save; } else { // File doesn't exist, so can't return to base level. Advance to next one. if (Entered_from_level == Last_level) DoEndGame(); else { advancing_to_level_message(); StartNewLevel(Entered_from_level+1, 0); } } } // --------------------------------------------------------------------------------------------------------------- // Set invulnerable_time and cloak_time in player struct to preserve amount of time left to // be invulnerable or cloaked. void do_cloak_invul_secret_stuff(fix old_gametime) { if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) { fix time_used; time_used = old_gametime - Players[Player_num].invulnerable_time; Players[Player_num].invulnerable_time = GameTime - time_used; } if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) { fix time_used; time_used = old_gametime - Players[Player_num].cloak_time; Players[Player_num].cloak_time = GameTime - time_used; } } // --------------------------------------------------------------------------------------------------------------- // Called from switch.c when player passes through secret exit. That means he was on a non-secret level and he // is passing to the secret level. // Do a savegame. void EnterSecretLevel(void) { fix old_gametime; int i; Assert(! (Game_mode & GM_MULTI) ); Entered_from_level = Current_level_num; if (Control_center_destroyed) DoEndLevelScoreGlitz(0); if (Newdemo_state != ND_STATE_PLAYBACK) state_save_all(0, 1, NULL, 0); // Not between levels (ie, save all), IS a secret level, NO filename override // Find secret level number to go to, stuff in Next_level_num. for (i=0; i<-Last_secret_level; i++) if (Secret_level_table[i]==Current_level_num) { Next_level_num = -(i+1); break; } else if (Secret_level_table[i] > Current_level_num) { // Allows multiple exits in same group. Next_level_num = -i; break; } if (! (i<-Last_secret_level)) //didn't find level, so must be last Next_level_num = Last_secret_level; old_gametime = GameTime; StartNewLevelSecret(Next_level_num, 1); // do_cloak_invul_stuff(); } //called when the player has finished a level void PlayerFinishedLevel(int secret_flag) { Assert(!secret_flag); //credit the player for hostages Players[Player_num].hostages_rescued_total += Players[Player_num].hostages_on_board; if (Game_mode & GM_NETWORK) Players[Player_num].connected = 2; // Finished but did not die last_drawn_cockpit[0] = -1; last_drawn_cockpit[1] = -1; AdvanceLevel(secret_flag); //now go on to the next one (if one) } #if defined(D2_OEM) || defined(COMPILATION) #define MOVIE_REQUIRED 0 #else #define MOVIE_REQUIRED 1 #endif #ifdef D2_OEM #define ENDMOVIE "endo" #else #define ENDMOVIE "end" #endif void show_order_form(); extern void com_hangup(void); //called when the player has finished the last level void DoEndGame(void) { mprintf((0,"DoEndGame\n")); Function_mode = FMODE_MENU; if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED)) newdemo_stop_recording(); set_screen_mode( SCREEN_MENU ); WINDOS( dd_gr_set_current_canvas(NULL), gr_set_current_canvas(NULL) ); key_flush(); if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI)) { //only built-in mission, & not multi int played=MOVIE_NOT_PLAYED; //default is not played init_subtitles(ENDMOVIE ".tex"); //ingore errors played = PlayMovie(ENDMOVIE,MOVIE_REQUIRED); close_subtitles(); if (!played) { if (is_D2_OEM) { songs_play_song( SONG_TITLE, 0 ); do_briefing_screens("end2oem.tex",1); } else { songs_play_song( SONG_ENDGAME, 0 ); mprintf((0,"doing briefing\n")); do_briefing_screens("ending2.tex",1); mprintf((0,"briefing done\n")); } } } else if (!(Game_mode & GM_MULTI)) { //not multi char tname[FILENAME_LEN]; sprintf(tname,"%s.tex",Current_mission_filename); do_briefing_screens (tname,Last_level+1); //level past last is endgame breifing //try doing special credits sprintf(tname,"%s.ctb",Current_mission_filename); credits_show(tname); } key_flush(); #ifdef SHAREWARE show_order_form(); #endif #ifdef NETWORK if (Game_mode & GM_MULTI) multi_endlevel_score(); else #endif // NOTE LINK TO ABOVE DoEndLevelScoreGlitz(0); if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) { WINDOS( dd_gr_set_current_canvas(NULL), gr_set_current_canvas( NULL ) ); WINDOS( dd_gr_clear_canvas(BM_XRGB(0,0,0)), gr_clear_canvas(BM_XRGB(0,0,0)) ); gr_palette_clear(); load_palette(DEFAULT_PALETTE,0,1); scores_maybe_add_player(0); } Function_mode = FMODE_MENU; if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM)) Game_mode |= GM_GAME_OVER; //preserve modem setting so go back into modem menu else Game_mode = GM_GAME_OVER; longjmp( LeaveGame, 0 ); // Exit out of game loop } //called to go to the next level (if there is one) //if secret_flag is true, advance to secret level, else next normal one // Return true if game over. void AdvanceLevel(int secret_flag) { #ifdef NETWORK int result; #endif mprintf((0,"AdvanceLevel\n")); Assert(!secret_flag); if (Current_level_num != Last_level) { #ifdef NETWORK if (Game_mode & GM_MULTI) multi_endlevel_score(); else #endif // NOTE LINK TO ABOVE!!! DoEndLevelScoreGlitz(0); //give bonuses } Control_center_destroyed = 0; #ifdef EDITOR if (Current_level_num == 0) return; //not a real level #endif #ifdef NETWORK if (Game_mode & GM_MULTI) { result = multi_endlevel(&secret_flag); // Wait for other players to reach this point if (result) // failed to sync { if (Current_level_num == Last_level) //player has finished the game! longjmp( LeaveGame, 0 ); // Exit out of game loop else return; } } #endif if (Current_level_num == Last_level) { //player has finished the game! mprintf((0,"Finished last level!\n")); DoEndGame(); } else { Next_level_num = Current_level_num+1; //assume go to next normal level if (!(Game_mode & GM_MULTI)) DoEndlevelMenu(); // Let use save their game StartNewLevel(Next_level_num, 0); } } #ifdef MACINTOSH // horrible hack of a routine to load just the palette from the stars.pcx file extern char last_palette_loaded[]; void load_stars_palette() { int pcx_error; ubyte pal[256*3]; pcx_error = pcx_read_bitmap_palette(STARS_BACKGROUND,pal); Assert(pcx_error == PCX_ERROR_NONE); //@@gr_remap_bitmap_good( bmp, pal, -1, -1 ); { //remap stuff. this code is kindof a hack //now, before we bring up the menu, we need to //do some stuff to make sure the palette is ok. First, we need to //get our current palette into the 2d's array, so the remapping will //work. Second, we need to remap the fonts. Third, we need to fill //in part of the fade tables so the darkening of the menu edges works gr_copy_palette(gr_palette, pal, sizeof(gr_palette)); remap_fonts_and_menus(1); } strcpy(last_palette_loaded,""); //force palette load next time } #endif void nm_draw_background1(char * filename); void load_stars() { //@@ int pcx_error; //@@ ubyte pal[256*3]; //@@ //@@ pcx_error = pcx_read_bitmap("STARS.PCX",&grd_curcanv->cv_bitmap,grd_curcanv->cv_bitmap.bm_type,pal); //@@ Assert(pcx_error == PCX_ERROR_NONE); //@@ //@@ gr_remap_bitmap_good( &grd_curcanv->cv_bitmap, pal, -1, -1 ); WIN(DEFINE_SCREEN(STARS_BACKGROUND)); nm_draw_background1(STARS_BACKGROUND); } void died_in_mine_message(void) { // Tell the player he died in the mine, explain why int old_fmode; if (Game_mode & GM_MULTI) return; gr_palette_fade_out(gr_palette, 32, 0); set_screen_mode(SCREEN_MENU); //go into menu mode WINDOS( dd_gr_set_current_canvas(NULL), gr_set_current_canvas(NULL) ); load_stars(); #if defined(POLY_ACC) pa_save_clut(); pa_update_clut(gr_palette, 0, 256, 0); #endif old_fmode = Function_mode; Function_mode = FMODE_MENU; nm_messagebox(NULL, 1, TXT_OK, TXT_DIED_IN_MINE); Function_mode = old_fmode; #if defined(POLY_ACC) pa_restore_clut(); #endif WIN(DEFINE_SCREEN(NULL)); } // Called when player dies on secret level. void returning_to_level_message(void) { char msg[128]; int old_fmode; if (Game_mode & GM_MULTI) return; gr_palette_fade_out(gr_palette, 32, 0); set_screen_mode(SCREEN_MENU); //go into menu mode gr_set_current_canvas(NULL); load_stars(); #if defined(POLY_ACC) pa_save_clut(); pa_update_clut(gr_palette, 0, 256, 0); #endif old_fmode = Function_mode; Function_mode = FMODE_MENU; sprintf(msg, "Returning to level %i", Entered_from_level); nm_messagebox(NULL, 1, TXT_OK, msg); Function_mode = old_fmode; #if defined(POLY_ACC) pa_restore_clut(); #endif WIN(DEFINE_SCREEN(NULL)); } // Called when player dies on secret level. void advancing_to_level_message(void) { char msg[128]; int old_fmode; // Only supposed to come here from a secret level. Assert(Current_level_num < 0); if (Game_mode & GM_MULTI) return; gr_palette_fade_out(gr_palette, 32, 0); set_screen_mode(SCREEN_MENU); //go into menu mode gr_set_current_canvas(NULL); load_stars(); #if defined(POLY_ACC) pa_save_clut(); pa_update_clut(gr_palette, 0, 256, 0); #endif old_fmode = Function_mode; Function_mode = FMODE_MENU; sprintf(msg, "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1); nm_messagebox(NULL, 1, TXT_OK, msg); Function_mode = old_fmode; #if defined(POLY_ACC) pa_restore_clut(); #endif WIN(DEFINE_SCREEN(NULL)); } void digi_stop_digi_sounds(); void DoPlayerDead() { reset_palette_add(); gr_palette_load (gr_palette); // digi_pause_digi_sounds(); //kill any continuing sounds (eg. forcefield hum) digi_stop_digi_sounds(); //kill any continuing sounds (eg. forcefield hum) dead_player_end(); //terminate death sequence (if playing) #ifdef EDITOR if (Game_mode == GM_EDITOR) { //test mine, not real level object * playerobj = &Objects[Players[Player_num].objnum]; //nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." ); load_level("gamesave.lvl"); init_player_stats_new_ship(); playerobj->flags &= ~OF_SHOULD_BE_DEAD; StartLevel(0); return; } #endif #ifdef NETWORK if ( Game_mode&GM_MULTI ) { multi_do_death(Players[Player_num].objnum); } else #endif { //Note link to above else! Players[Player_num].lives--; if (Players[Player_num].lives == 0) { DoGameOver(); return; } } if ( Control_center_destroyed ) { //clear out stuff so no bonus Players[Player_num].hostages_on_board = 0; Players[Player_num].energy = 0; Players[Player_num].shields = 0; Players[Player_num].connected = 3; died_in_mine_message(); // Give them some indication of what happened if (Current_level_num < 0) { if (PHYSFS_exists(SECRETB_FILENAME)) { returning_to_level_message(); state_restore_all(1, 2, SECRETB_FILENAME); // 2 means you died set_pos_from_return_segment(); Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore. } else { advancing_to_level_message(); StartNewLevel(Entered_from_level+1, 0); init_player_stats_new_ship(); // New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups! } } else { AdvanceLevel(0); //if finished, go on to next level init_player_stats_new_ship(); last_drawn_cockpit[0] = -1; last_drawn_cockpit[1] = -1; } } else if (Current_level_num < 0) { if (PHYSFS_exists(SECRETB_FILENAME)) { returning_to_level_message(); if (!Control_center_destroyed) state_save_all(0, 2, SECRETC_FILENAME, 0); state_restore_all(1, 2, SECRETB_FILENAME); set_pos_from_return_segment(); Players[Player_num].lives--; // re-lose the life, Players[Player_num].lives got written over in restore. } else { died_in_mine_message(); // Give them some indication of what happened advancing_to_level_message(); StartNewLevel(Entered_from_level+1, 0); init_player_stats_new_ship(); } } else { init_player_stats_new_ship(); StartLevel(1); } digi_sync_sounds(); } extern int BigWindowSwitch; //called when the player is starting a new level for normal game mode and restore state // secret_flag set if came from a secret level void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag) { if (!(Game_mode & GM_MULTI)) { last_drawn_cockpit[0] = -1; last_drawn_cockpit[1] = -1; } BigWindowSwitch=0; if (Newdemo_state == ND_STATE_PAUSED) Newdemo_state = ND_STATE_RECORDING; if (Newdemo_state == ND_STATE_RECORDING) { newdemo_set_new_level(level_num); newdemo_record_start_frame(FrameCount, FrameTime ); } if (Game_mode & GM_MULTI) Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel. LoadLevel(level_num,page_in_textures); Assert(Current_level_num == level_num); //make sure level set right gameseq_init_network_players(); // Initialize the Players array for // this level Viewer = &Objects[Players[Player_num].objnum]; Assert(N_players <= NumNetPlayerPositions); //If this assert fails, there's not enough start positions #ifdef NETWORK if (Game_mode & GM_NETWORK) { if(network_level_sync()) // After calling this, Player_num is set return; } if ((Game_mode & GM_SERIAL) || (Game_mode & GM_MODEM)) { if(com_level_sync()) return; } #endif Assert(Function_mode == FMODE_GAME); #ifndef NDEBUG //-- mprintf((0, "Player_num = %d, N_players = %d.\n", Player_num, N_players)); // DEBUG #endif HUD_clear_messages(); automap_clear_visited(); #ifdef NETWORK if (Network_new_game == 1) { Network_new_game = 0; init_player_stats_new_ship(); } #endif init_player_stats_level(secret_flag); #ifdef NETWORK if ((Game_mode & GM_MULTI_COOP) && Network_rejoined) { int i; for (i = 0; i < N_players; i++) Players[i].flags |= Netgame.player_flags[i]; } if (Game_mode & GM_MULTI) { multi_prep_level(); // Removes robots from level if necessary } #endif gameseq_remove_unused_players(); Game_suspended = 0; Control_center_destroyed = 0; set_screen_mode(SCREEN_GAME); init_cockpit(); init_robots_for_level(); init_ai_objects(); init_smega_detonates(); init_morphs(); init_all_matcens(); reset_palette_add(); init_thief_for_level(); init_stuck_objects(); game_flush_inputs(); // clear out the keyboard if (!(Game_mode & GM_MULTI)) filter_objects_from_level(); turn_cheats_off(); if (!(Game_mode & GM_MULTI) && !Cheats_enabled) set_highest_level(Current_level_num); else read_player_file(); //get window sizes reset_special_effects(); #ifdef OGL gr_remap_mono_fonts(); ogl_cache_level_textures(); #endif #ifdef NETWORK if (Network_rejoined == 1) { #ifndef NDEBUG mprintf((0, "Restarting - joining in random location.\n")); #endif Network_rejoined = 0; StartLevel(1); } else #endif StartLevel(0); // Note link to above if! copy_defaults_to_robot_all(); init_controlcen_for_level(); // Say player can use FLASH cheat to mark path to exit. Last_level_path_created = -1; } #ifdef NETWORK extern char PowerupsInMine[MAX_POWERUP_TYPES], MaxPowerupsAllowed[MAX_POWERUP_TYPES]; #endif void bash_to_shield (int i,char *s) { #ifdef NETWORK int type=Objects[i].id; #endif mprintf((0, "Bashing %s object #%i to shield.\n",s, i)); #ifdef NETWORK PowerupsInMine[type]=MaxPowerupsAllowed[type]=0; #endif Objects[i].id = POW_SHIELD_BOOST; Objects[i].rtype.vclip_info.vclip_num = Powerup_info[Objects[i].id].vclip_num; Objects[i].rtype.vclip_info.frametime = Vclip[Objects[i].rtype.vclip_info.vclip_num].frame_time; } void filter_objects_from_level() { int i; mprintf ((0,"Highest object index=%d\n",Highest_object_index)); for (i=0;i<=Highest_object_index;i++) { if (Objects[i].type==OBJ_POWERUP) if (Objects[i].id==POW_FLAG_RED || Objects[i].id==POW_FLAG_BLUE) bash_to_shield (i,"Flag!!!!"); } } struct { int level_num; char movie_name[FILENAME_LEN]; } intro_movie[] = { { 1,"pla"}, { 5,"plb"}, { 9,"plc"}, {13,"pld"}, {17,"ple"}, {21,"plf"}, {24,"plg"}}; #define NUM_INTRO_MOVIES (sizeof(intro_movie) / sizeof(*intro_movie)) extern int MenuHiresAvailable; extern int robot_movies; //0 means none, 1 means lowres, 2 means hires extern int intro_played; //true if big intro movie played void ShowLevelIntro(int level_num) { //if shareware, show a briefing? if (!(Game_mode & GM_MULTI)) { int i; ubyte save_pal[sizeof(gr_palette)]; memcpy(save_pal,gr_palette,sizeof(gr_palette)); if (PLAYING_BUILTIN_MISSION) { int movie=0; if (is_SHAREWARE || is_MAC_SHARE) { if (level_num==1) do_briefing_screens ("brief2.tex", 1); } else if (is_D2_OEM) { if (level_num == 1 && !intro_played) do_briefing_screens("brief2o.tex", 1); } else // full version { for (i=0;i 0) && (!secret_flag)) { maybe_set_first_secret_visit(level_num); } ShowLevelIntro(level_num); WIN(DEFINE_SCREEN(NULL)); // ALT-TAB: no restore of background. StartNewLevelSub(level_num, 1, secret_flag ); } //initialize the player object position & orientation (at start of game, or new ship) void InitPlayerPosition(int random_flag) { int NewPlayer=0; #ifdef NETWORK if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch #endif NewPlayer = Player_num; #ifdef NETWORK else if (random_flag == 1) { int i, closest = -1, trys=0; fix closest_dist = 0x7ffffff, dist; d_srand(clock()); #ifndef NDEBUG if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS) { mprintf((1, "WARNING: There are only %d start positions!\n")); //Int3(); } #endif do { if (trys > 0) { mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest )); } trys++; NewPlayer = d_rand() % NumNetPlayerPositions; closest = -1; closest_dist = 0x7fffffff; for (i=0; i= 0) ) { closest_dist = dist; closest = i; } } } // -- mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest)); } while ( (closest_dist= 0); Assert(NewPlayer < NumNetPlayerPositions); #endif ConsoleObject->pos = Player_init[NewPlayer].pos; ConsoleObject->orient = Player_init[NewPlayer].orient; // -- mprintf((0, "Pos set to %8x %8x %8x\n", ConsoleObject->pos.x, ConsoleObject->pos.y, ConsoleObject->pos.z)); // -- mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions)); obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum); #ifdef NETWORK done: #endif reset_player_object(); reset_cruise(); } // ----------------------------------------------------------------------------------------------------- // Initialize default parameters for one robot, copying from Robot_info to *objp. // What about setting size!? Where does that come from? void copy_defaults_to_robot(object *objp) { robot_info *robptr; int objid; Assert(objp->type == OBJ_ROBOT); objid = objp->id; Assert(objid < N_robot_types); robptr = &Robot_info[objid]; // Boost shield for Thief and Buddy based on level. objp->shields = robptr->strength; if ((robptr->thief) || (robptr->companion)) { objp->shields = (objp->shields * (abs(Current_level_num)+7))/8; if (robptr->companion) { // Now, scale guide-bot hits by skill level switch (Difficulty_level) { case 0: objp->shields = i2f(20000); break; // Trainee, basically unkillable case 1: objp->shields *= 3; break; // Rookie, pretty dang hard case 2: objp->shields *= 2; break; // Hotshot, a bit tough default: break; } } } else if (robptr->boss_flag) // MK, 01/16/95, make boss shields lower on lower diff levels. objp->shields = objp->shields/(NDL+3) * (Difficulty_level+4); // Additional wimpification of bosses at Trainee if ((robptr->boss_flag) && (Difficulty_level == 0)) objp->shields /= 2; } // ----------------------------------------------------------------------------------------------------- // Copy all values from the robot info structure to all instances of robots. // This allows us to change bitmaps.tbl and have these changes manifested in existing robots. // This function should be called at level load time. void copy_defaults_to_robot_all() { int i; for (i=0; i<=Highest_object_index; i++) if (Objects[i].type == OBJ_ROBOT) copy_defaults_to_robot(&Objects[i]); } extern void clear_stuck_objects(void); // ----------------------------------------------------------------------------------------------------- //called when the player is starting a level (new game or new ship) void StartLevel(int random_flag) { Assert(!Player_is_dead); InitPlayerPosition(random_flag); verify_console_object(); ConsoleObject->control_type = CT_FLYING; ConsoleObject->movement_type = MT_PHYSICS; disable_matcens(); clear_transient_objects(0); //0 means leave proximity bombs // create_player_appearance_effect(ConsoleObject); Do_appearance_effect = 1; #ifdef NETWORK if (Game_mode & GM_MULTI) { if (Game_mode & GM_MULTI_COOP) multi_send_score(); multi_send_position(Players[Player_num].objnum); multi_send_reappear(); } if (Game_mode & GM_NETWORK) network_do_frame(1, 1); #endif ai_reset_all_paths(); ai_init_boss_for_ship(); clear_stuck_objects(); #ifdef EDITOR // Note, this is only done if editor builtin. Calling this from here // will cause it to be called after the player dies, resetting the // hits for the buddy and thief. This is ok, since it will work ok // in a shipped version. init_ai_objects(); #endif reset_time(); reset_rear_view(); Auto_fire_fusion_cannon_time = 0; Fusion_charge = 0; Robot_firing_enabled = 1; }