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1 pmbaty 1
/*
2
 * Portions of this file are copyright Rebirth contributors and licensed as
3
 * described in COPYING.txt.
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 * Portions of this file are copyright Parallax Software and licensed
5
 * according to the Parallax license below.
6
 * See COPYING.txt for license details.
7
 
8
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
9
SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
10
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
11
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
12
IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
13
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
14
FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
17
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
18
*/
19
 
20
/*
21
 *
22
 * Routines for EndGame, EndLevel, etc.
23
 *
24
 */
25
 
26
#include "dxxsconf.h"
27
#include <cctype>
28
#include <utility>
29
#include <stdio.h>
30
#include <stdlib.h>
31
#include <string.h>
32
#if !defined(_MSC_VER) && !defined(macintosh)
33
#include <unistd.h>
34
#endif
35
#include <time.h>
36
 
37
#if DXX_USE_OGL
38
#include "ogl_init.h"
39
#endif
40
 
41
#include "inferno.h"
42
#include "game.h"
43
#include "player.h"
44
#include "key.h"
45
#include "object.h"
46
#include "physics.h"
47
#include "dxxerror.h"
48
#include "joy.h"
49
#include "iff.h"
50
#include "pcx.h"
51
#include "timer.h"
52
#include "render.h"
53
#include "laser.h"
54
#include "event.h"
55
#include "screens.h"
56
#include "textures.h"
57
#include "slew.h"
58
#include "gauges.h"
59
#include "texmap.h"
60
#include "3d.h"
61
#include "effects.h"
62
#include "menu.h"
63
#include "gameseg.h"
64
#include "wall.h"
65
#include "ai.h"
66
#include "fuelcen.h"
67
#include "switch.h"
68
#include "digi.h"
69
#include "gamesave.h"
70
#include "scores.h"
71
#include "u_mem.h"
72
#include "palette.h"
73
#include "morph.h"
74
#include "lighting.h"
75
#include "newdemo.h"
76
#include "titles.h"
77
#include "collide.h"
78
#include "weapon.h"
79
#include "sounds.h"
80
#include "args.h"
81
#include "gameseq.h"
82
#include "gamefont.h"
83
#include "newmenu.h"
84
#include "hudmsg.h"
85
#include "endlevel.h"
86
#include "kmatrix.h"
87
#  include "multi.h"
88
#include "playsave.h"
89
#include "fireball.h"
90
#include "kconfig.h"
91
#include "config.h"
92
#include "robot.h"
93
#include "automap.h"
94
#include "cntrlcen.h"
95
#include "powerup.h"
96
#include "text.h"
97
#include "piggy.h"
98
#include "texmerge.h"
99
#include "paging.h"
100
#include "mission.h"
101
#include "state.h"
102
#include "songs.h"
103
#include "gamepal.h"
104
#include "controls.h"
105
#include "credits.h"
106
#include "gamemine.h"
107
#if DXX_USE_EDITOR
108
#include "editor/editor.h"
109
#endif
110
#include "strutil.h"
111
#include "rle.h"
112
#include "segment.h"
113
#include "gameseg.h"
114
#include "fmtcheck.h"
115
 
116
#include "compiler-range_for.h"
117
#include "d_enumerate.h"
118
#include "partial_range.h"
119
#include "d_range.h"
120
#include "d_zip.h"
121
 
122
#if defined(DXX_BUILD_DESCENT_I)
123
#include "custom.h"
124
#define GLITZ_BACKGROUND        Menu_pcx_name
125
 
126
#elif defined(DXX_BUILD_DESCENT_II)
127
#include "movie.h"
128
#define GLITZ_BACKGROUND        STARS_BACKGROUND
129
 
130
namespace dsx {
131
static void StartNewLevelSecret(int level_num, int page_in_textures);
132
static void InitPlayerPosition(fvmobjptridx &vmobjptridx, fvmsegptridx &vmsegptridx, int random_flag);
133
static void DoEndGame();
134
static void filter_objects_from_level(fvmobjptr &vmobjptr);
135
PHYSFSX_gets_line_t<FILENAME_LEN> Current_level_palette;
136
int     First_secret_visit = 1;
137
}
138
#endif
139
 
140
namespace {
141
 
142
class preserve_player_object_info
143
{
144
        player_info plr_info;
145
        fix plr_shields;
146
        /* Cache the reference, not the value.  This class is designed
147
         * to be alive across a call to LoadLevel, which may change the
148
         * value of the object number.
149
         */
150
        const objnum_t &objnum;
151
public:
152
        preserve_player_object_info(fvcobjptr &vcobjptr, const objnum_t &o) :
153
                objnum(o)
154
        {
155
                auto &plr = *vcobjptr(objnum);
156
                plr_shields = plr.shields;
157
                plr_info = plr.ctype.player_info;
158
        }
159
        void restore(fvmobjptr &vmobjptr) const
160
        {
161
                auto &plr = *vmobjptr(objnum);
162
                plr.shields = plr_shields;
163
                plr.ctype.player_info = plr_info;
164
        }
165
};
166
 
167
}
168
 
169
namespace dsx {
170
static void init_player_stats_ship(object &, fix GameTime64);
171
static window_event_result AdvanceLevel(int secret_flag);
172
static void StartLevel(int random_flag);
173
static void copy_defaults_to_robot_all(void);
174
}
175
 
176
namespace dcx {
177
//Current_level_num starts at 1 for the first level
178
//-1,-2,-3 are secret levels
179
//0 used to mean not a real level loaded (i.e. editor generated level), but this hack has been removed
180
int     Current_level_num=1,Next_level_num;
181
PHYSFSX_gets_line_t<LEVEL_NAME_LEN> Current_level_name;
182
 
183
// Global variables describing the player
184
unsigned        N_players=1;    // Number of players ( >1 means a net game, eh?)
185
playernum_t Player_num; // The player number who is on the console.
186
fix StartingShields=INITIAL_SHIELDS;
187
std::array<obj_position, MAX_PLAYERS> Player_init;
188
 
189
// Global variables telling what sort of game we have
190
unsigned NumNetPlayerPositions;
191
int     Do_appearance_effect=0;
192
 
193
template <object_type_t type>
194
static bool is_object_of_type(const object_base &o)
195
{
196
        return o.type == type;
197
}
198
 
199
static unsigned get_starting_concussion_missile_count()
200
{
201
        return 2 + NDL - GameUniqueState.Difficulty_level;
202
}
203
 
204
}
205
 
206
namespace dsx {
207
 
208
//--------------------------------------------------------------------
209
static void verify_console_object()
210
{
211
        auto &Objects = LevelUniqueObjectState.Objects;
212
        auto &vmobjptr = Objects.vmptr;
213
        Assert(Player_num < Players.size());
214
        const auto &&console = vmobjptr(get_local_player().objnum);
215
        ConsoleObject = console;
216
        Assert(console->type == OBJ_PLAYER);
217
        Assert(get_player_id(console) == Player_num);
218
}
219
 
220
template <object_type_t type>
221
static unsigned count_number_of_objects_of_type(fvcobjptr &vcobjptr)
222
{
223
        return std::count_if(vcobjptr.begin(), vcobjptr.end(), is_object_of_type<type>);
224
}
225
 
226
#define count_number_of_robots  count_number_of_objects_of_type<OBJ_ROBOT>
227
#define count_number_of_hostages        count_number_of_objects_of_type<OBJ_HOSTAGE>
228
 
229
static bool operator!=(const vms_vector &a, const vms_vector &b)
230
{
231
        return a.x != b.x || a.y != b.y || a.z != b.z;
232
}
233
 
234
static unsigned generate_extra_starts_by_displacement_within_segment(const unsigned preplaced_starts, const unsigned total_required_num_starts)
235
{
236
        auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
237
        auto &Objects = LevelUniqueObjectState.Objects;
238
        auto &Vertices = LevelSharedVertexState.get_vertices();
239
        auto &vcobjptr = Objects.vcptr;
240
        auto &vmobjptr = Objects.vmptr;
241
        std::array<uint8_t, MAX_PLAYERS> player_init_segment_capacity_flag{};
242
        DXX_MAKE_VAR_UNDEFINED(player_init_segment_capacity_flag);
243
        static_assert(WRIGHT + 1 == WBOTTOM, "side ordering error");
244
        static_assert(WBOTTOM + 1 == WBACK, "side ordering error");
245
        constexpr uint8_t capacity_x = 1 << WRIGHT;
246
        constexpr uint8_t capacity_y = 1 << WBOTTOM;
247
        constexpr uint8_t capacity_z = 1 << WBACK;
248
        /* When players are displaced, they are moved by their size
249
         * multiplied by this constant.  Larger values provide more
250
         * separation between the player starts, but increase the chance
251
         * that the player will be too close to a wall or that the segment
252
         * will be deemed too small to support displacement.
253
         */
254
        constexpr fix size_scalar = 0x18000;    // 1.5 in fixed point
255
        unsigned segments_with_spare_capacity = 0;
256
        auto &vcvertptr = Vertices.vcptr;
257
        for (unsigned i = 0; i < preplaced_starts; ++i)
258
        {
259
                /* For each existing Player_init, compute whether the segment is
260
                 * large enough in each dimension to support adding more ships.
261
                 */
262
                const auto &pi = Player_init[i];
263
                const auto segnum = pi.segnum;
264
                const shared_segment &seg = *vcsegptr(segnum);
265
                auto &plr = *Players.vcptr(i);
266
                auto &old_player_obj = *vcobjptr(plr.objnum);
267
                const vm_distance_squared size2(fixmul64(old_player_obj.size * old_player_obj.size, size_scalar));
268
                auto &v0 = *vcvertptr(seg.verts[0]);
269
                uint8_t capacity_flag = 0;
270
                if (vm_vec_dist2(v0, vcvertptr(seg.verts[1])) > size2)
271
                        capacity_flag |= capacity_x;
272
                if (vm_vec_dist2(v0, vcvertptr(seg.verts[3])) > size2)
273
                        capacity_flag |= capacity_y;
274
                if (vm_vec_dist2(v0, vcvertptr(seg.verts[4])) > size2)
275
                        capacity_flag |= capacity_z;
276
                player_init_segment_capacity_flag[i] = capacity_flag;
277
                con_printf(CON_NORMAL, "Original player %u has size %u, starts in segment #%hu, and has segment capacity flags %x.", i, old_player_obj.size, static_cast<segnum_t>(segnum), capacity_flag);
278
                if (capacity_flag)
279
                        ++segments_with_spare_capacity;
280
        }
281
        if (!segments_with_spare_capacity)
282
                return preplaced_starts;
283
        unsigned k = preplaced_starts;
284
        for (unsigned old_player_idx = -1, side = WRIGHT; ++ old_player_idx != preplaced_starts || (old_player_idx = 0, side ++ != WBACK);)
285
        {
286
                auto &old_player_ref = *Players.vcptr(old_player_idx);
287
                const auto &&old_player_ptridx = Objects.vcptridx(old_player_ref.objnum);
288
                auto &old_player_obj = *old_player_ptridx;
289
                if (player_init_segment_capacity_flag[old_player_idx] & (1 << side))
290
                {
291
                        auto &&segp = vmsegptridx(old_player_obj.segnum);
292
                        /* Copy the start exactly.  The next loop will fix the
293
                         * collisions caused by placing the clone on top of the
294
                         * original.
295
                         *
296
                         * Currently, there is no handling for the case that the
297
                         * level author already put two players too close together.
298
                         * If this is a problem, more logic can be added to suppress
299
                         * cloning in that case.
300
                         */
301
                        const auto &&extra_player_ptridx = obj_create_copy(old_player_obj, segp);
302
                        if (extra_player_ptridx == object_none)
303
                        {
304
                                con_printf(CON_URGENT, "%s:%u: warning: failed to copy start object %hu", __FILE__, __LINE__, old_player_ptridx.get_unchecked_index());
305
                                continue;
306
                        }
307
                        Players.vmptr(k)->objnum = extra_player_ptridx;
308
                        auto &extra_player_obj = *extra_player_ptridx;
309
                        set_player_id(extra_player_obj, k);
310
                        con_printf(CON_NORMAL, "Copied player %u (object %hu at {%i, %i, %i}) to create player %u (object %hu).", old_player_idx, old_player_ptridx.get_unchecked_index(), old_player_obj.pos.x, old_player_obj.pos.y, old_player_obj.pos.z, k, extra_player_ptridx.get_unchecked_index());
311
                        if (++ k >= total_required_num_starts)
312
                                break;
313
                }
314
        }
315
        for (unsigned old_player_idx = 0; old_player_idx < preplaced_starts; ++old_player_idx)
316
        {
317
                auto &old_player_init = Player_init[old_player_idx];
318
                const auto old_player_pos = old_player_init.pos;
319
                auto &old_player_obj = *vmobjptr(Players.vcptr(old_player_idx)->objnum);
320
                std::array<vms_vector, 3> vec_displacement{};
321
                DXX_MAKE_VAR_UNDEFINED(vec_displacement);
322
                const shared_segment &seg = *vcsegptr(old_player_init.segnum);
323
                /* For each of [right, bottom, back], compute the vector between
324
                 * the center of that side and the reference player's start
325
                 * point.  This will be used in the next loop.
326
                 */
327
                for (unsigned side = WRIGHT; side != WBACK + 1; ++side)
328
                {
329
                        const auto &&center_on_side = compute_center_point_on_side(vcvertptr, seg, side);
330
                        const auto &&vec_pos_to_center_on_side = vm_vec_sub(center_on_side, old_player_init.pos);
331
                        const unsigned idxside = side - WRIGHT;
332
                        assert(idxside < vec_displacement.size());
333
                        vec_displacement[idxside] = vec_pos_to_center_on_side;
334
                }
335
                const auto displace_player = [&](const unsigned plridx, object_base &plrobj, const unsigned displacement_direction) {
336
                        vms_vector disp{};
337
                        unsigned dimensions = 0;
338
                        for (unsigned i = 0, side = WRIGHT; side != WBACK + 1; ++side, ++i)
339
                        {
340
                                if (!(player_init_segment_capacity_flag[old_player_idx] & (1 << side)))
341
                                {
342
                                        con_printf(CON_NORMAL, "Cannot displace player %u at {%i, %i, %i}: not enough room in dimension %u.", plridx, plrobj.pos.x, plrobj.pos.y, plrobj.pos.z, side);
343
                                        continue;
344
                                }
345
                                const auto &v = vec_displacement[i];
346
                                const auto &va = (displacement_direction & (1 << i)) ? v : vm_vec_negated(v);
347
                                con_printf(CON_NORMAL, "Add displacement of {%i, %i, %i} for dimension %u for player %u.", va.x, va.y, va.z, side, plridx);
348
                                ++ dimensions;
349
                                vm_vec_add2(disp, va);
350
                        }
351
                        if (!dimensions)
352
                                return;
353
                        vm_vec_normalize(disp);
354
                        vm_vec_scale(disp, fixmul(old_player_obj.size, size_scalar >> 1));
355
                        const auto target_position = vm_vec_add(Player_init[plridx].pos, disp);
356
                        if (const auto sidemask = get_seg_masks(vcvertptr, target_position, vcsegptr(plrobj.segnum), 1).sidemask)
357
                        {
358
                                con_printf(CON_NORMAL, "Cannot displace player %u at {%i, %i, %i} to {%i, %i, %i}: would be outside segment for sides %x.", plridx, plrobj.pos.x, plrobj.pos.y, plrobj.pos.z, target_position.x, target_position.y, target_position.z, sidemask);
359
                                return;
360
                        }
361
                        con_printf(CON_NORMAL, "Displace player %u at {%i, %i, %i} by {%i, %i, %i} to {%i, %i, %i}.", plridx, plrobj.pos.x, plrobj.pos.y, plrobj.pos.z, disp.x, disp.y, disp.z, target_position.x, target_position.y, target_position.z);
362
                        Player_init[plridx].pos = target_position;
363
                        plrobj.pos = Player_init[plridx].pos;
364
                };
365
                for (unsigned extra_player_idx = preplaced_starts, displacements = 0; extra_player_idx < k; ++extra_player_idx)
366
                {
367
                        auto &extra_player_obj = *vmobjptr(Players.vcptr(extra_player_idx)->objnum);
368
                        if (old_player_pos != extra_player_obj.pos)
369
                                /* This clone is associated with some other player.
370
                                 * Skip it here.  It will be handled in a different pass
371
                                 * of the loop.
372
                                 */
373
                                continue;
374
                        auto &extra_player_init = Player_init[extra_player_idx];
375
                        extra_player_init = old_player_init;
376
                        if (!displacements++)
377
                                displace_player(old_player_idx, old_player_obj, 0);
378
                        displace_player(extra_player_idx, extra_player_obj, displacements);
379
                }
380
        }
381
        return k;
382
}
383
 
384
//added 10/12/95: delete buddy bot if coop game.  Probably doesn't really belong here. -MT
385
static void gameseq_init_network_players(object_array &Objects)
386
{
387
 
388
        // Initialize network player start locations and object numbers
389
 
390
        ConsoleObject = &Objects.front();
391
        unsigned j = 0, k = 0;
392
        const auto multiplayer_coop = Game_mode & GM_MULTI_COOP;
393
#if defined(DXX_BUILD_DESCENT_II)
394
        const auto remove_thief = Netgame.ThiefModifierFlags & ThiefModifier::Absent;
395
        const auto multiplayer = Game_mode & GM_MULTI;
396
        const auto retain_guidebot = Netgame.AllowGuidebot;
397
        auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
398
#endif
399
        auto &vmobjptridx = Objects.vmptridx;
400
        range_for (const auto &&o, vmobjptridx)
401
        {
402
                const auto type = o->type;
403
                if (type == OBJ_PLAYER || type == OBJ_GHOST || type == OBJ_COOP)
404
                {
405
                        if (likely(k < Player_init.size()) &&
406
                                multiplayer_coop
407
                                ? (j == 0 || type == OBJ_COOP)
408
                                : (type == OBJ_PLAYER || type == OBJ_GHOST)
409
                        )
410
                        {
411
                                o->type=OBJ_PLAYER;
412
                                auto &pi = Player_init[k];
413
                                pi.pos = o->pos;
414
                                pi.orient = o->orient;
415
                                pi.segnum = o->segnum;
416
                                vmplayerptr(k)->objnum = o;
417
                                set_player_id(o, k);
418
                                k++;
419
                        }
420
                        else
421
                                obj_delete(LevelUniqueObjectState, Segments, o);
422
                        j++;
423
                }
424
#if defined(DXX_BUILD_DESCENT_II)
425
                else if (type == OBJ_ROBOT && multiplayer)
426
                {
427
                        auto &ri = Robot_info[get_robot_id(o)];
428
                        if ((!retain_guidebot && robot_is_companion(ri)) ||
429
                                (remove_thief && robot_is_thief(ri)))
430
                        {
431
                                object_create_robot_egg(o);
432
                                obj_delete(LevelUniqueObjectState, Segments, o);                //kill the buddy in netgames
433
                        }
434
                }
435
#endif
436
        }
437
        if (multiplayer_coop)
438
        {
439
        const unsigned total_required_num_starts = Netgame.max_numplayers;
440
        if (k < total_required_num_starts)
441
        {
442
                con_printf(CON_NORMAL, "Insufficient cooperative starts found in mission \"%s\" level %u (need %u, found %u).  Generating extra starts...", Current_mission->path.c_str(), Current_level_num, total_required_num_starts, k);
443
                /*
444
                 * First, try displacing the starts within the existing segment.
445
                 */
446
                const unsigned preplaced_starts = k;
447
                k = generate_extra_starts_by_displacement_within_segment(preplaced_starts, total_required_num_starts);
448
                con_printf(CON_NORMAL, "Generated %u starts by displacement within the original segment.", k - preplaced_starts);
449
        }
450
        else
451
                con_printf(CON_NORMAL, "Found %u cooperative starts in mission \"%s\" level %u.", k, Current_mission->path.c_str(), Current_level_num);
452
        }
453
        NumNetPlayerPositions = k;
454
}
455
 
456
void gameseq_remove_unused_players()
457
{
458
        auto &Objects = LevelUniqueObjectState.Objects;
459
        auto &vmobjptridx = Objects.vmptridx;
460
        // 'Remove' the unused players
461
 
462
        if (Game_mode & GM_MULTI)
463
        {
464
                for (unsigned i = 0; i < NumNetPlayerPositions; ++i)
465
                {
466
                        if ((!vcplayerptr(i)->connected) || (i >= N_players))
467
                        {
468
                                multi_make_player_ghost(i);
469
                        }
470
                }
471
        }
472
        else
473
        {               // Note link to above if!!!
474
                range_for (auto &i, partial_const_range(Players, 1u, NumNetPlayerPositions))
475
                {
476
                        obj_delete(LevelUniqueObjectState, Segments, vmobjptridx(i.objnum));
477
                }
478
#if defined(DXX_BUILD_DESCENT_II)
479
                auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
480
                if (PlayerCfg.ThiefModifierFlags & ThiefModifier::Absent)
481
                {
482
                        range_for (const auto &&o, vmobjptridx)
483
                        {
484
                                const auto type = o->type;
485
                                if (type == OBJ_ROBOT)
486
                                {
487
                                        auto &ri = Robot_info[get_robot_id(o)];
488
                                        if (robot_is_thief(ri))
489
                                        {
490
                                                object_create_robot_egg(o);
491
                                                obj_delete(LevelUniqueObjectState, Segments, o);
492
                                        }
493
                                }
494
                        }
495
                }
496
#endif
497
        }
498
}
499
 
500
// Setup player for new game
501
void init_player_stats_game(const playernum_t pnum)
502
{
503
        auto &Objects = LevelUniqueObjectState.Objects;
504
        auto &vmobjptr = Objects.vmptr;
505
        auto &plr = *vmplayerptr(pnum);
506
        plr.lives = INITIAL_LIVES;
507
        plr.level = 1;
508
        plr.time_level = 0;
509
        plr.time_total = 0;
510
        plr.hours_level = 0;
511
        plr.hours_total = 0;
512
        plr.num_kills_level = 0;
513
        plr.num_kills_total = 0;
514
        const auto &&plobj = vmobjptr(plr.objnum);
515
        auto &player_info = plobj->ctype.player_info;
516
        player_info.powerup_flags = {};
517
        player_info.net_killed_total = 0;
518
        player_info.net_kills_total = 0;
519
        player_info.KillGoalCount = 0;
520
        player_info.mission.score = 0;
521
        player_info.mission.last_score = 0;
522
        player_info.mission.hostages_rescued_total = 0;
523
 
524
        init_player_stats_new_ship(pnum);
525
#if defined(DXX_BUILD_DESCENT_II)
526
        if (pnum == Player_num)
527
                First_secret_visit = 1;
528
#endif
529
}
530
 
531
static void init_ammo_and_energy(object &plrobj)
532
{
533
        auto &player_info = plrobj.ctype.player_info;
534
        {
535
                auto &energy = player_info.energy;
536
#if defined(DXX_BUILD_DESCENT_II)
537
                if (player_info.primary_weapon_flags & HAS_PRIMARY_FLAG(OMEGA_INDEX))
538
                {
539
                        const auto old_omega_charge = player_info.Omega_charge;
540
                        if (old_omega_charge < MAX_OMEGA_CHARGE)
541
                        {
542
                                const auto energy_used = get_omega_energy_consumption((player_info.Omega_charge = MAX_OMEGA_CHARGE) - old_omega_charge);
543
                                energy -= energy_used;
544
                        }
545
                }
546
#endif
547
                if (energy < INITIAL_ENERGY)
548
                        energy = INITIAL_ENERGY;
549
        }
550
        {
551
                auto &shields = plrobj.shields;
552
                if (shields < StartingShields)
553
                        shields = StartingShields;
554
        }
555
        const unsigned minimum_missiles = get_starting_concussion_missile_count();
556
        auto &concussion = player_info.secondary_ammo[CONCUSSION_INDEX];
557
        if (concussion < minimum_missiles)
558
                concussion = minimum_missiles;
559
}
560
 
561
#if defined(DXX_BUILD_DESCENT_II)
562
extern  ubyte   Last_afterburner_state;
563
#endif
564
 
565
// Setup player for new level (After completion of previous level)
566
static void init_player_stats_level(player &plr, object &plrobj, const secret_restore secret_flag)
567
{
568
#if defined(DXX_BUILD_DESCENT_II)
569
        auto &Objects = LevelUniqueObjectState.Objects;
570
        auto &vcobjptridx = Objects.vcptridx;
571
#endif
572
 
573
        plr.level = Current_level_num;
574
 
575
        if (!Network_rejoined) {
576
                plr.time_level = 0;
577
                plr.hours_level = 0;
578
        }
579
 
580
        auto &player_info = plrobj.ctype.player_info;
581
        player_info.mission.last_score = player_info.mission.score;
582
 
583
        plr.num_kills_level = 0;
584
 
585
        if (secret_flag == secret_restore::none) {
586
                init_ammo_and_energy(plrobj);
587
 
588
                auto &powerup_flags = player_info.powerup_flags;
589
                powerup_flags &= ~(PLAYER_FLAGS_INVULNERABLE | PLAYER_FLAGS_CLOAKED);
590
#if defined(DXX_BUILD_DESCENT_II)
591
                powerup_flags &= ~(PLAYER_FLAGS_MAP_ALL);
592
#endif
593
 
594
                DXX_MAKE_VAR_UNDEFINED(player_info.cloak_time);
595
                DXX_MAKE_VAR_UNDEFINED(player_info.invulnerable_time);
596
 
597
                const auto all_keys = PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_GOLD_KEY | PLAYER_FLAGS_RED_KEY;
598
                if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
599
                        powerup_flags |= all_keys;
600
                else
601
                        powerup_flags &= ~all_keys;
602
        }
603
 
604
        Player_dead_state = player_dead_state::no; // Added by RH
605
        Dead_player_camera = NULL;
606
 
607
#if defined(DXX_BUILD_DESCENT_II)
608
        Controls.state.afterburner = 0;
609
        Last_afterburner_state = 0;
610
 
611
        digi_kill_sound_linked_to_object(vcobjptridx(plr.objnum));
612
#endif
613
        init_gauges();
614
#if defined(DXX_BUILD_DESCENT_II)
615
        Missile_viewer = NULL;
616
#endif
617
        init_player_stats_ship(plrobj, GameTime64);
618
}
619
 
620
// Setup player for a brand-new ship
621
void init_player_stats_new_ship(const playernum_t pnum)
622
{
623
        auto &Objects = LevelUniqueObjectState.Objects;
624
        auto &vmobjptridx = Objects.vmptridx;
625
        auto &plr = *vcplayerptr(pnum);
626
        const auto &&plrobj = vmobjptridx(plr.objnum);
627
        plrobj->shields = StartingShields;
628
        auto &player_info = plrobj->ctype.player_info;
629
        player_info.energy = INITIAL_ENERGY;
630
        player_info.secondary_ammo = {{
631
                static_cast<uint8_t>(get_starting_concussion_missile_count())
632
        }};
633
        const auto GrantedItems = (Game_mode & GM_MULTI) ? Netgame.SpawnGrantedItems : 0;
634
        player_info.vulcan_ammo = map_granted_flags_to_vulcan_ammo(GrantedItems);
635
        const auto granted_laser_level = map_granted_flags_to_laser_level(GrantedItems);
636
        player_info.laser_level = granted_laser_level;
637
        const auto granted_primary_weapon_flags = HAS_LASER_FLAG | map_granted_flags_to_primary_weapon_flags(GrantedItems);
638
        player_info.primary_weapon_flags = granted_primary_weapon_flags;
639
        player_info.powerup_flags &= ~(PLAYER_FLAGS_QUAD_LASERS | PLAYER_FLAGS_CLOAKED | PLAYER_FLAGS_INVULNERABLE);
640
#if defined(DXX_BUILD_DESCENT_II)
641
        player_info.powerup_flags &= ~(PLAYER_FLAGS_AFTERBURNER | PLAYER_FLAGS_MAP_ALL | PLAYER_FLAGS_CONVERTER | PLAYER_FLAGS_AMMO_RACK | PLAYER_FLAGS_HEADLIGHT | PLAYER_FLAGS_HEADLIGHT_ON | PLAYER_FLAGS_FLAG);
642
        player_info.Omega_charge = (granted_primary_weapon_flags & HAS_OMEGA_FLAG)
643
                ? MAX_OMEGA_CHARGE
644
                : 0;
645
        player_info.Omega_recharge_delay = 0;
646
#endif
647
        player_info.powerup_flags |= map_granted_flags_to_player_flags(GrantedItems);
648
        DXX_MAKE_VAR_UNDEFINED(player_info.cloak_time);
649
        DXX_MAKE_VAR_UNDEFINED(player_info.invulnerable_time);
650
        if (pnum == Player_num)
651
        {
652
                if (Game_mode & GM_MULTI && Netgame.InvulAppear)
653
                {
654
                        player_info.powerup_flags |= PLAYER_FLAGS_INVULNERABLE;
655
                        player_info.invulnerable_time = GameTime64 - (i2f(58 - Netgame.InvulAppear) >> 1);
656
                        player_info.FakingInvul = 1;
657
                }
658
                set_primary_weapon(player_info, [=]{
659
                        range_for (auto i, PlayerCfg.PrimaryOrder)
660
                        {
661
                                if (i >= MAX_PRIMARY_WEAPONS)
662
                                        break;
663
                                if (i == primary_weapon_index_t::LASER_INDEX)
664
                                        break;
665
#if defined(DXX_BUILD_DESCENT_II)
666
                                if (i == primary_weapon_index_t::SUPER_LASER_INDEX)
667
                                {
668
                                        if (granted_laser_level <= LASER_LEVEL_4)
669
                                                /* Granted lasers are not super lasers */
670
                                                continue;
671
                                        /* Super lasers still set LASER_INDEX, not
672
                                         * SUPER_LASER_INDEX
673
                                         */
674
                                        break;
675
                                }
676
#endif
677
                                if (HAS_PRIMARY_FLAG(i) & static_cast<unsigned>(granted_primary_weapon_flags))
678
                                        return static_cast<primary_weapon_index_t>(i);
679
                        }
680
                        return primary_weapon_index_t::LASER_INDEX;
681
                }());
682
#if defined(DXX_BUILD_DESCENT_II)
683
                auto primary_last_was_super = player_info.Primary_last_was_super;
684
                for (uint_fast32_t i = primary_weapon_index_t::VULCAN_INDEX, mask = 1 << i; i != primary_weapon_index_t::SUPER_LASER_INDEX; ++i, mask <<= 1)
685
                {
686
                        /* If no super granted, force to non-super. */
687
                        if (!(HAS_PRIMARY_FLAG(i + 5) & granted_primary_weapon_flags))
688
                                primary_last_was_super &= ~mask;
689
                        /* If only super granted, force to super. */
690
                        else if (!(HAS_PRIMARY_FLAG(i) & granted_primary_weapon_flags))
691
                                primary_last_was_super |= mask;
692
                        /* else both granted, so leave as-is. */
693
                        else
694
                                continue;
695
                }
696
                player_info.Primary_last_was_super = primary_last_was_super;
697
#endif
698
                if (Newdemo_state == ND_STATE_RECORDING)
699
                {
700
                        newdemo_record_laser_level(player_info.laser_level, 0);
701
                }
702
                set_secondary_weapon_to_concussion(player_info);
703
                dead_player_end(); //player no longer dead
704
                Player_dead_state = player_dead_state::no;
705
                player_info.Player_eggs_dropped = false;
706
                Dead_player_camera = 0;
707
#if defined(DXX_BUILD_DESCENT_II)
708
                auto &Secondary_last_was_super = player_info.Secondary_last_was_super;
709
                Secondary_last_was_super = {};
710
                Afterburner_charge = GrantedItems.has_afterburner() ? F1_0 : 0;
711
                Controls.state.afterburner = 0;
712
                Last_afterburner_state = 0;
713
                Missile_viewer = nullptr; //reset missile camera if out there
714
#endif
715
                init_ai_for_ship();
716
        }
717
        digi_kill_sound_linked_to_object(plrobj);
718
        init_player_stats_ship(plrobj, GameTime64);
719
}
720
 
721
void init_player_stats_ship(object &plrobj, const fix GameTime64)
722
{
723
        auto &player_info = plrobj.ctype.player_info;
724
        player_info.lavafall_hiss_playing = false;
725
        player_info.missile_gun = 0;
726
        player_info.Spreadfire_toggle = 0;
727
        player_info.killer_objnum = object_none;
728
#if defined(DXX_BUILD_DESCENT_II)
729
        player_info.Omega_recharge_delay = 0;
730
        player_info.Helix_orientation = 0;
731
#endif
732
        player_info.mission.hostages_on_board = 0;
733
        player_info.homing_object_dist = -F1_0; // Added by RH
734
        player_info.Next_flare_fire_time = player_info.Next_laser_fire_time = player_info.Next_missile_fire_time = GameTime64;
735
}
736
 
737
}
738
 
739
//do whatever needs to be done when a player dies in multiplayer
740
 
741
static void DoGameOver()
742
{
743
        if (PLAYING_BUILTIN_MISSION)
744
                scores_maybe_add_player();
745
}
746
 
747
//update various information about the player
748
void update_player_stats()
749
{
750
        auto &plr = get_local_player();
751
        plr.time_level += FrameTime;    //the never-ending march of time...
752
        if (plr.time_level > i2f(3600))
753
        {
754
                plr.time_level -= i2f(3600);
755
                ++ plr.hours_level;
756
        }
757
 
758
        plr.time_total += FrameTime;    //the never-ending march of time...
759
        if (plr.time_total > i2f(3600))
760
        {
761
                plr.time_total -= i2f(3600);
762
                ++ plr.hours_total;
763
        }
764
}
765
 
766
//go through this level and start any eclip sounds
767
namespace dsx {
768
 
769
static void set_sound_sources(fvcsegptridx &vcsegptridx, fvcvertptr &vcvertptr)
770
{
771
        auto &Effects = LevelUniqueEffectsClipState.Effects;
772
        auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
773
        digi_init_sounds();             //clear old sounds
774
#if defined(DXX_BUILD_DESCENT_II)
775
        auto &Walls = LevelUniqueWallSubsystemState.Walls;
776
        auto &vcwallptr = Walls.vcptr;
777
#endif
778
        Dont_start_sound_objects = 1;
779
 
780
        const auto get_eclip_for_tmap = [](const d_level_unique_tmap_info_state::TmapInfo_array &TmapInfo, const unique_side &side) {
781
                if (const auto tm2 = side.tmap_num2)
782
                {
783
                        const auto ec = TmapInfo[tm2 & 0x3fff].eclip_num;
784
#if defined(DXX_BUILD_DESCENT_II)
785
                        if (ec != eclip_none)
786
#endif
787
                                return ec;
788
                }
789
#if defined(DXX_BUILD_DESCENT_I)
790
                return eclip_none.value;
791
#elif defined(DXX_BUILD_DESCENT_II)
792
                return TmapInfo[side.tmap_num].eclip_num;
793
#endif
794
        };
795
 
796
        range_for (const auto &&seg, vcsegptridx)
797
        {
798
                range_for (const uint_fast32_t sidenum, xrange(MAX_SIDES_PER_SEGMENT))
799
                {
800
                        int sn;
801
 
802
#if defined(DXX_BUILD_DESCENT_II)
803
                        const auto wid = WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, seg, sidenum);
804
                        if (!(wid & WID_RENDER_FLAG))
805
                                continue;
806
#endif
807
                        const auto ec = get_eclip_for_tmap(TmapInfo, seg->unique_segment::sides[sidenum]);
808
                        if (ec != eclip_none)
809
                        {
810
                                        if ((sn=Effects[ec].sound_num)!=-1) {
811
#if defined(DXX_BUILD_DESCENT_II)
812
                                                auto csegnum = seg->children[sidenum];
813
 
814
                                                //check for sound on other side of wall.  Don't add on
815
                                                //both walls if sound travels through wall.  If sound
816
                                                //does travel through wall, add sound for lower-numbered
817
                                                //segment.
818
 
819
                                                if (IS_CHILD(csegnum) && csegnum < seg) {
820
                                                        if (wid & (WID_FLY_FLAG|WID_RENDPAST_FLAG)) {
821
                                                                const auto &&csegp = vcsegptr(seg->children[sidenum]);
822
                                                                auto csidenum = find_connect_side(seg, csegp);
823
 
824
                                                                if (csegp->unique_segment::sides[csidenum].tmap_num2 == seg->unique_segment::sides[sidenum].tmap_num2)
825
                                                                        continue;               //skip this one
826
                                                        }
827
                                                }
828
#endif
829
 
830
                                                const auto &&pnt = compute_center_point_on_side(vcvertptr, seg, sidenum);
831
                                                digi_link_sound_to_pos(sn, seg, sidenum, pnt, 1, F1_0/2);
832
                                        }
833
                        }
834
                }
835
        }
836
        Dont_start_sound_objects = 0;
837
}
838
 
839
constexpr fix flash_dist=fl2f(.9);
840
 
841
//create flash for player appearance
842
void create_player_appearance_effect(const d_vclip_array &Vclip, const object_base &player_obj)
843
{
844
        const auto pos = (&player_obj == Viewer)
845
                ? vm_vec_scale_add(player_obj.pos, player_obj.orient.fvec, fixmul(player_obj.size, flash_dist))
846
                : player_obj.pos;
847
 
848
        const auto &&seg = vmsegptridx(player_obj.segnum);
849
        const auto &&effect_obj = object_create_explosion(seg, pos, player_obj.size, VCLIP_PLAYER_APPEARANCE);
850
 
851
        if (effect_obj) {
852
                effect_obj->orient = player_obj.orient;
853
 
854
                const auto sound_num = Vclip[VCLIP_PLAYER_APPEARANCE].sound_num;
855
                if (sound_num > -1)
856
                        digi_link_sound_to_pos(sound_num, seg, 0, effect_obj->pos, 0, F1_0);
857
        }
858
}
859
}
860
 
861
//
862
// New Game sequencing functions
863
//
864
 
865
//get level filename. level numbers start at 1.  Secret levels are -1,-2,-3
866
static const d_fname &get_level_file(int level_num)
867
{
868
        if (level_num<0)                //secret level
869
                return Secret_level_names[-level_num-1];
870
        else                                    //normal level
871
                return Level_names[level_num-1];
872
}
873
 
874
// routine to calculate the checksum of the segments.
875
static void do_checksum_calc(const uint8_t *b, int len, unsigned int *s1, unsigned int *s2)
876
{
877
 
878
        while(len--) {
879
                *s1 += *b++;
880
                if (*s1 >= 255) *s1 -= 255;
881
                *s2 += *s1;
882
        }
883
}
884
 
885
namespace dsx {
886
static ushort netmisc_calc_checksum()
887
{
888
        unsigned int sum1,sum2;
889
        short s;
890
        int t;
891
 
892
        sum1 = sum2 = 0;
893
        range_for (auto &&segp, vcsegptr)
894
        {
895
                const cscusegment i = *segp;
896
                for (auto &&[sside, uside] : zip(i.s.sides, i.u.sides))
897
                {
898
                        do_checksum_calc(reinterpret_cast<const uint8_t *>(&(sside.get_type())), 1, &sum1, &sum2);
899
                        s = INTEL_SHORT(sside.wall_num);
900
                        do_checksum_calc(reinterpret_cast<uint8_t *>(&s), 2, &sum1, &sum2);
901
                        s = INTEL_SHORT(uside.tmap_num);
902
                        do_checksum_calc(reinterpret_cast<uint8_t *>(&s), 2, &sum1, &sum2);
903
                        s = INTEL_SHORT(uside.tmap_num2);
904
                        do_checksum_calc(reinterpret_cast<uint8_t *>(&s), 2, &sum1, &sum2);
905
                        range_for (auto &k, uside.uvls)
906
                        {
907
                                t = INTEL_INT(k.u);
908
                                do_checksum_calc(reinterpret_cast<uint8_t *>(&t), 4, &sum1, &sum2);
909
                                t = INTEL_INT(k.v);
910
                                do_checksum_calc(reinterpret_cast<uint8_t *>(&t), 4, &sum1, &sum2);
911
                                t = INTEL_INT(k.l);
912
                                do_checksum_calc(reinterpret_cast<uint8_t *>(&t), 4, &sum1, &sum2);
913
                        }
914
                        range_for (auto &k, sside.normals)
915
                        {
916
                                t = INTEL_INT(k.x);
917
                                do_checksum_calc(reinterpret_cast<uint8_t *>(&t), 4, &sum1, &sum2);
918
                                t = INTEL_INT(k.y);
919
                                do_checksum_calc(reinterpret_cast<uint8_t *>(&t), 4, &sum1, &sum2);
920
                                t = INTEL_INT(k.z);
921
                                do_checksum_calc(reinterpret_cast<uint8_t *>(&t), 4, &sum1, &sum2);
922
                        }
923
                }
924
                range_for (auto &j, i.s.children)
925
                {
926
                        s = INTEL_SHORT(j);
927
                        do_checksum_calc(reinterpret_cast<uint8_t *>(&s), 2, &sum1, &sum2);
928
                }
929
                range_for (const uint16_t j, i.s.verts)
930
                {
931
                        s = INTEL_SHORT(j);
932
                        do_checksum_calc(reinterpret_cast<uint8_t *>(&s), 2, &sum1, &sum2);
933
                }
934
                s = INTEL_SHORT(i.u.objects);
935
                do_checksum_calc(reinterpret_cast<uint8_t *>(&s), 2, &sum1, &sum2);
936
#if defined(DXX_BUILD_DESCENT_I)
937
                do_checksum_calc(&i.s.special, 1, &sum1, &sum2);
938
                do_checksum_calc(reinterpret_cast<const uint8_t *>(&i.s.matcen_num), 1, &sum1, &sum2);
939
                t = INTEL_INT(i.u.static_light);
940
                do_checksum_calc(reinterpret_cast<uint8_t *>(&t), 4, &sum1, &sum2);
941
#endif
942
                do_checksum_calc(&i.s.station_idx, 1, &sum1, &sum2);
943
        }
944
        sum2 %= 255;
945
        return ((sum1<<8)+ sum2);
946
}
947
}
948
 
949
#if defined(DXX_BUILD_DESCENT_II)
950
namespace dsx {
951
// load just the hxm file
952
void load_level_robots(int level_num)
953
{
954
        Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
955
        const d_fname &level_name = get_level_file(level_num);
956
        if (Robot_replacements_loaded) {
957
                free_polygon_models();
958
                load_mission_ham();
959
                Robot_replacements_loaded = 0;
960
        }
961
        load_robot_replacements(level_name);
962
}
963
}
964
#endif
965
 
966
//load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
967
namespace dsx {
968
void LoadLevel(int level_num,int page_in_textures)
969
{
970
        auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
971
        auto &Objects = LevelUniqueObjectState.Objects;
972
        auto &Vertices = LevelSharedVertexState.get_vertices();
973
        auto &vcobjptr = Objects.vcptr;
974
        auto &vmobjptr = Objects.vmptr;
975
        preserve_player_object_info p(vcobjptr, vcplayerptr(Player_num)->objnum);
976
 
977
        auto &plr = get_local_player();
978
        auto save_player = plr;
979
 
980
        Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);
981
        const d_fname &level_name = get_level_file(level_num);
982
#if defined(DXX_BUILD_DESCENT_I)
983
        if (!load_level(level_name))
984
                Current_level_num=level_num;
985
 
986
        gr_use_palette_table( "palette.256" );
987
#elif defined(DXX_BUILD_DESCENT_II)
988
        gr_set_default_canvas();
989
        gr_clear_canvas(*grd_curcanv, BM_XRGB(0, 0, 0));                //so palette switching is less obvious
990
 
991
        load_level_robots(level_num);
992
 
993
        auto &LevelSharedDestructibleLightState = LevelSharedSegmentState.DestructibleLights;
994
        int load_ret = load_level(LevelSharedDestructibleLightState, level_name);               //actually load the data from disk!
995
 
996
        if (load_ret)
997
                Error("Could not load level file <%s>, error = %d",static_cast<const char *>(level_name),load_ret);
998
 
999
        Current_level_num=level_num;
1000
 
1001
        load_palette(Current_level_palette,1,1);                //don't change screen
1002
#endif
1003
 
1004
#if DXX_USE_EDITOR
1005
        if (!EditorWindow)
1006
#endif
1007
                show_boxed_message(TXT_LOADING, 0);
1008
#ifdef RELEASE
1009
        timer_delay(F1_0);
1010
#endif
1011
 
1012
        load_endlevel_data(level_num);
1013
#if defined(DXX_BUILD_DESCENT_I)
1014
        load_custom_data(level_name);
1015
#elif defined(DXX_BUILD_DESCENT_II)
1016
        if (EMULATING_D1)
1017
                load_d1_bitmap_replacements();
1018
        else
1019
                load_bitmap_replacements(level_name);
1020
 
1021
        if ( page_in_textures )
1022
                piggy_load_level_data();
1023
#endif
1024
 
1025
        my_segments_checksum = netmisc_calc_checksum();
1026
 
1027
        reset_network_objects();
1028
 
1029
        plr = save_player;
1030
 
1031
        auto &vcvertptr = Vertices.vcptr;
1032
        set_sound_sources(vcsegptridx, vcvertptr);
1033
 
1034
#if DXX_USE_EDITOR
1035
        if (!EditorWindow)
1036
#endif
1037
                songs_play_level_song( Current_level_num, 0 );
1038
 
1039
        gr_palette_load(gr_palette);            //actually load the palette
1040
#if defined(DXX_BUILD_DESCENT_I)
1041
        if ( page_in_textures )
1042
                piggy_load_level_data();
1043
#endif
1044
 
1045
        gameseq_init_network_players(Objects);
1046
        p.restore(vmobjptr);
1047
}
1048
}
1049
 
1050
//sets up Player_num & ConsoleObject
1051
void InitPlayerObject()
1052
{
1053
        auto &Objects = LevelUniqueObjectState.Objects;
1054
        auto &vmobjptr = Objects.vmptr;
1055
        Assert(Player_num<MAX_PLAYERS);
1056
 
1057
        if (Player_num != 0 )   {
1058
                Players[0u] = get_local_player();
1059
                Player_num = 0;
1060
        }
1061
 
1062
        auto &plr = get_local_player();
1063
        plr.objnum = object_first;
1064
        const auto &&console = vmobjptr(plr.objnum);
1065
        ConsoleObject = console;
1066
        console->type                           = OBJ_PLAYER;
1067
        set_player_id(console, Player_num);
1068
        console->control_type   = CT_FLYING;
1069
        console->movement_type  = MT_PHYSICS;
1070
}
1071
 
1072
//starts a new game on the given level
1073
namespace dsx {
1074
 
1075
void StartNewGame(const int start_level)
1076
{
1077
        GameUniqueState.quicksave_selection = d_game_unique_state::save_slot::None;     // for first blind save, pick slot to save in
1078
        reset_globals_for_new_game();
1079
 
1080
        Game_mode = GM_NORMAL;
1081
 
1082
        Next_level_num = 0;
1083
 
1084
        InitPlayerObject();                             //make sure player's object set up
1085
 
1086
        LevelUniqueObjectState.accumulated_robots = 0;
1087
        LevelUniqueObjectState.total_hostages = 0;
1088
        GameUniqueState.accumulated_robots = 0;
1089
        GameUniqueState.total_hostages = 0;
1090
        init_player_stats_game(Player_num);             //clear all stats
1091
 
1092
        N_players = 1;
1093
 
1094
#if defined(DXX_BUILD_DESCENT_II)
1095
        if (start_level < 0)
1096
        {
1097
                /* Allow an autosave as soon as the user exits the secret level.
1098
                 */
1099
                state_set_immediate_autosave(GameUniqueState);
1100
                StartNewLevelSecret(start_level, 0);
1101
        }
1102
        else
1103
#endif
1104
        {
1105
                StartNewLevel(start_level);
1106
                /* Override Next_autosave to avoid creating an autosave
1107
                 * immediately after starting a new game.  No state can be lost
1108
                 * at that point, so there is no reason to save.
1109
                 */
1110
                state_set_next_autosave(GameUniqueState, PlayerCfg.SPGameplayOptions.AutosaveInterval);
1111
        }
1112
 
1113
        auto &plr = get_local_player();
1114
        plr.starting_level = start_level;               // Mark where they started
1115
        plr.callsign = InterfaceUniqueState.PilotName;
1116
 
1117
        game_disable_cheats();
1118
#if defined(DXX_BUILD_DESCENT_II)
1119
        init_seismic_disturbances();
1120
#endif
1121
}
1122
 
1123
//      -----------------------------------------------------------------------------
1124
//      Does the bonus scoring.
1125
//      Call with dead_flag = 1 if player died, but deserves some portion of bonus (only skill points), anyway.
1126
static void DoEndLevelScoreGlitz()
1127
{
1128
        auto &Objects = LevelUniqueObjectState.Objects;
1129
        auto &vmobjptr = Objects.vmptr;
1130
        int level_points, skill_points, energy_points, shield_points, hostage_points;
1131
        #define N_GLITZITEMS 9
1132
        char                            m_str[N_GLITZITEMS][32];
1133
        newmenu_item    m[N_GLITZITEMS];
1134
        int                             i,c;
1135
        char                            title[128];
1136
#if defined(DXX_BUILD_DESCENT_I)
1137
        gr_palette_load( gr_palette );
1138
#elif defined(DXX_BUILD_DESCENT_II)
1139
        int                             mine_level;
1140
 
1141
        //      Compute level player is on, deal with secret levels (negative numbers)
1142
        mine_level = get_local_player().level;
1143
        if (mine_level < 0)
1144
                mine_level *= -(Last_level/N_secret_levels);
1145
#endif
1146
 
1147
        auto &plrobj = get_local_plrobj();
1148
        auto &player_info = plrobj.ctype.player_info;
1149
        level_points = player_info.mission.score - player_info.mission.last_score;
1150
 
1151
        const auto Difficulty_level = GameUniqueState.Difficulty_level;
1152
        if (!cheats.enabled) {
1153
                if (Difficulty_level > 1) {
1154
#if defined(DXX_BUILD_DESCENT_I)
1155
                        skill_points = level_points*(Difficulty_level-1)/2;
1156
#elif defined(DXX_BUILD_DESCENT_II)
1157
                        skill_points = level_points*(Difficulty_level)/4;
1158
#endif
1159
                        skill_points -= skill_points % 100;
1160
                } else
1161
                        skill_points = 0;
1162
 
1163
                hostage_points = player_info.mission.hostages_on_board * 500 * (Difficulty_level+1);
1164
#if defined(DXX_BUILD_DESCENT_I)
1165
                shield_points = f2i(plrobj.shields) * 10 * (Difficulty_level+1);
1166
                energy_points = f2i(player_info.energy) * 5 * (Difficulty_level+1);
1167
#elif defined(DXX_BUILD_DESCENT_II)
1168
                shield_points = f2i(plrobj.shields) * 5 * mine_level;
1169
                energy_points = f2i(player_info.energy) * 2 * mine_level;
1170
 
1171
                shield_points -= shield_points % 50;
1172
                energy_points -= energy_points % 50;
1173
#endif
1174
        } else {
1175
                skill_points = 0;
1176
                shield_points = 0;
1177
                energy_points = 0;
1178
                hostage_points = 0;
1179
        }
1180
 
1181
        auto &plr = get_local_player();
1182
 
1183
        c = 0;
1184
        snprintf(m_str[c++], sizeof(m_str[0]), "%s%i", TXT_SHIELD_BONUS, shield_points);                // Return at start to lower menu...
1185
        snprintf(m_str[c++], sizeof(m_str[0]), "%s%i", TXT_ENERGY_BONUS, energy_points);
1186
        snprintf(m_str[c++], sizeof(m_str[0]), "%s%i", TXT_HOSTAGE_BONUS, hostage_points);
1187
        snprintf(m_str[c++], sizeof(m_str[0]), "%s%i", TXT_SKILL_BONUS, skill_points);
1188
 
1189
        const unsigned hostages_on_board = player_info.mission.hostages_on_board;
1190
        unsigned all_hostage_points = 0;
1191
        unsigned endgame_points = 0;
1192
        uint8_t is_last_level = 0;
1193
        auto &hostage_text = m_str[c++];
1194
        if (cheats.enabled)
1195
                snprintf(hostage_text, sizeof(hostage_text), "Hostages saved:   \t%u", hostages_on_board);
1196
        else if (const auto hostages_lost = LevelUniqueObjectState.total_hostages - hostages_on_board)
1197
                snprintf(hostage_text, sizeof(hostage_text), "Hostages lost:    \t%u", hostages_lost);
1198
        else
1199
        {
1200
                all_hostage_points = hostages_on_board * 1000 * (Difficulty_level + 1);
1201
                snprintf(hostage_text, sizeof(hostage_text), "%s%i\n", TXT_FULL_RESCUE_BONUS, all_hostage_points);
1202
        }
1203
 
1204
        auto &endgame_text = m_str[c++];
1205
        endgame_text[0] = 0;
1206
        if (cheats.enabled)
1207
        {
1208
                /* Nothing */
1209
        }
1210
        else if (!(Game_mode & GM_MULTI) && plr.lives && Current_level_num == Last_level)
1211
        {               //player has finished the game!
1212
                endgame_points = plr.lives * 10000;
1213
                snprintf(endgame_text, sizeof(endgame_text), "%s%i\n", TXT_SHIP_BONUS, endgame_points);
1214
                is_last_level=1;
1215
        }
1216
 
1217
        add_bonus_points_to_score(player_info, skill_points + energy_points + shield_points + hostage_points + all_hostage_points + endgame_points);
1218
 
1219
        snprintf(m_str[c++], sizeof(m_str[0]), "%s%i\n", TXT_TOTAL_BONUS, shield_points + energy_points + hostage_points + skill_points + all_hostage_points + endgame_points);
1220
        snprintf(m_str[c++], sizeof(m_str[0]), "%s%i", TXT_TOTAL_SCORE, player_info.mission.score);
1221
 
1222
        for (i=0; i<c; i++) {
1223
                nm_set_item_text(m[i], m_str[i]);
1224
        }
1225
 
1226
        auto current_level_num = Current_level_num;
1227
        const auto txt_level = (current_level_num < 0) ? (current_level_num = -current_level_num, TXT_SECRET_LEVEL) : TXT_LEVEL;
1228
        snprintf(title, sizeof(title), "%s%s %d %s\n%s %s", is_last_level?"\n\n\n":"\n", txt_level, current_level_num, TXT_COMPLETE, static_cast<const char *>(Current_level_name), TXT_DESTROYED);
1229
 
1230
        Assert(c <= N_GLITZITEMS);
1231
 
1232
        newmenu_do2(nullptr, title, c, m, unused_newmenu_subfunction, unused_newmenu_userdata, 0, GLITZ_BACKGROUND);
1233
}
1234
}
1235
 
1236
#if defined(DXX_BUILD_DESCENT_II)
1237
//      -----------------------------------------------------------------------------------------------------
1238
//called when the player is starting a level (new game or new ship)
1239
static void StartSecretLevel()
1240
{
1241
        auto &Objects = LevelUniqueObjectState.Objects;
1242
        auto &vmobjptridx = Objects.vmptridx;
1243
        Assert(Player_dead_state == player_dead_state::no);
1244
 
1245
        InitPlayerPosition(vmobjptridx, vmsegptridx, 0);
1246
 
1247
        verify_console_object();
1248
 
1249
        ConsoleObject->control_type     = CT_FLYING;
1250
        ConsoleObject->movement_type    = MT_PHYSICS;
1251
 
1252
        // -- WHY? -- disable_matcens();
1253
        clear_transient_objects(0);             //0 means leave proximity bombs
1254
 
1255
        // create_player_appearance_effect(ConsoleObject);
1256
        Do_appearance_effect = 1;
1257
 
1258
        ai_reset_all_paths();
1259
        // -- NO? -- reset_time();
1260
 
1261
        reset_rear_view();
1262
        auto &player_info = ConsoleObject->ctype.player_info;
1263
        player_info.Auto_fire_fusion_cannon_time = 0;
1264
        player_info.Fusion_charge = 0;
1265
}
1266
 
1267
//      Returns true if secret level has been destroyed.
1268
int p_secret_level_destroyed(void)
1269
{
1270
        if (First_secret_visit) {
1271
                return 0;               //      Never been there, can't have been destroyed.
1272
        } else {
1273
                if (PHYSFSX_exists(SECRETC_FILENAME,0))
1274
                {
1275
                        return 0;
1276
                } else {
1277
                        return 1;
1278
                }
1279
        }
1280
}
1281
 
1282
//      -----------------------------------------------------------------------------------------------------
1283
#define TXT_SECRET_RETURN  "Returning to level %i", Entered_from_level
1284
#define TXT_SECRET_ADVANCE "Base level destroyed.\nAdvancing to level %i", Entered_from_level+1
1285
#endif
1286
 
1287
static int draw_endlevel_background(newmenu *,const d_event &event, grs_bitmap *background)
1288
{
1289
        switch (event.type)
1290
        {
1291
                case EVENT_WINDOW_DRAW:
1292
                        gr_set_default_canvas();
1293
                        show_fullscr(*grd_curcanv, *background);
1294
                        break;
1295
 
1296
                default:
1297
                        break;
1298
        }
1299
 
1300
        return 0;
1301
}
1302
 
1303
static void do_screen_message(const char *msg) __attribute_nonnull();
1304
static void do_screen_message(const char *msg)
1305
{
1306
 
1307
        if (Game_mode & GM_MULTI)
1308
                return;
1309
        grs_main_bitmap background;
1310
        if (pcx_read_bitmap(GLITZ_BACKGROUND, background, gr_palette) != pcx_result::SUCCESS)
1311
                return;
1312
 
1313
        gr_palette_load(gr_palette);
1314
        std::array<newmenu_item, 1> nm_message_items{{
1315
                nm_item_menu(TXT_OK),
1316
        }};
1317
        newmenu_do( NULL, msg, nm_message_items, draw_endlevel_background, static_cast<grs_bitmap *>(&background));
1318
}
1319
 
1320
namespace dsx {
1321
#if defined(DXX_BUILD_DESCENT_II)
1322
static void do_screen_message_fmt(const char *fmt, ...) __attribute_format_printf(1, 2);
1323
static void do_screen_message_fmt(const char *fmt, ...)
1324
{
1325
        va_list arglist;
1326
        char msg[1024];
1327
        va_start(arglist, fmt);
1328
        vsnprintf(msg, sizeof(msg), fmt, arglist);
1329
        va_end(arglist);
1330
        do_screen_message(msg);
1331
}
1332
#define do_screen_message(F,...)        dxx_call_printf_checked(do_screen_message_fmt,do_screen_message,(),F,##__VA_ARGS__)
1333
 
1334
//      -----------------------------------------------------------------------------------------------------
1335
// called when the player is starting a new level for normal game mode and restore state
1336
//      Need to deal with whether this is the first time coming to this level or not.  If not the
1337
//      first time, instead of initializing various things, need to do a game restore for all the
1338
//      robots, powerups, walls, doors, etc.
1339
static void StartNewLevelSecret(int level_num, int page_in_textures)
1340
{
1341
        auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
1342
        auto &Objects = LevelUniqueObjectState.Objects;
1343
        auto &vmobjptr = Objects.vmptr;
1344
 
1345
        last_drawn_cockpit = -1;
1346
 
1347
        if (Newdemo_state == ND_STATE_PAUSED)
1348
                Newdemo_state = ND_STATE_RECORDING;
1349
 
1350
        if (Newdemo_state == ND_STATE_RECORDING) {
1351
                newdemo_set_new_level(level_num);
1352
                newdemo_record_start_frame(FrameTime );
1353
        } else if (Newdemo_state != ND_STATE_PLAYBACK) {
1354
 
1355
                set_screen_mode(SCREEN_MENU);
1356
 
1357
                if (First_secret_visit) {
1358
                        do_screen_message(TXT_SECRET_EXIT);
1359
                } else {
1360
                        if (PHYSFSX_exists(SECRETC_FILENAME,0))
1361
                        {
1362
                                do_screen_message(TXT_SECRET_EXIT);
1363
                        } else {
1364
                                do_screen_message("Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1365
                        }
1366
                }
1367
        }
1368
 
1369
        LoadLevel(level_num,page_in_textures);
1370
 
1371
        Assert(Current_level_num == level_num); // make sure level set right
1372
 
1373
        HUD_clear_messages();
1374
 
1375
        automap_clear_visited();
1376
 
1377
        Viewer = &get_local_plrobj();
1378
 
1379
        gameseq_remove_unused_players();
1380
 
1381
        Game_suspended = 0;
1382
 
1383
        LevelUniqueControlCenterState.Control_center_destroyed = 0;
1384
 
1385
        init_cockpit();
1386
        reset_palette_add();
1387
 
1388
        if (First_secret_visit || (Newdemo_state == ND_STATE_PLAYBACK)) {
1389
                init_robots_for_level();
1390
                init_ai_objects();
1391
                init_smega_detonates();
1392
                init_morphs();
1393
                init_all_matcens();
1394
                reset_special_effects();
1395
                StartSecretLevel();
1396
        } else {
1397
                if (PHYSFSX_exists(SECRETC_FILENAME,0))
1398
                {
1399
                        auto &player_info = get_local_plrobj().ctype.player_info;
1400
                        const auto pw_save = player_info.Primary_weapon;
1401
                        const auto sw_save = player_info.Secondary_weapon;
1402
                        state_restore_all(1, secret_restore::survived, SECRETC_FILENAME, blind_save::no);
1403
                        player_info.Primary_weapon = pw_save;
1404
                        player_info.Secondary_weapon = sw_save;
1405
                        reset_special_effects();
1406
                        StartSecretLevel();
1407
                        // -- No: This is only for returning to base level: set_pos_from_return_segment();
1408
                } else {
1409
                        do_screen_message("Secret level already destroyed.\nAdvancing to level %i.", Current_level_num+1);
1410
                        return;
1411
                }
1412
        }
1413
 
1414
        if (First_secret_visit) {
1415
                copy_defaults_to_robot_all();
1416
        }
1417
 
1418
        init_controlcen_for_level();
1419
 
1420
        // Say player can use FLASH cheat to mark path to exit.
1421
        Last_level_path_created = -1;
1422
 
1423
        First_secret_visit = 0;
1424
}
1425
 
1426
static int Entered_from_level;
1427
 
1428
// ---------------------------------------------------------------------------------------------------------------
1429
//      Called from switch.c when player is on a secret level and hits exit to return to base level.
1430
window_event_result ExitSecretLevel()
1431
{
1432
        auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
1433
        auto &Objects = LevelUniqueObjectState.Objects;
1434
        auto &vmobjptr = Objects.vmptr;
1435
        auto result = window_event_result::handled;
1436
 
1437
        if (Newdemo_state == ND_STATE_PLAYBACK)
1438
                return window_event_result::ignored;
1439
 
1440
        if (Game_wind)
1441
                window_set_visible(Game_wind, 0);
1442
 
1443
        if (!LevelUniqueControlCenterState.Control_center_destroyed)
1444
        {
1445
                state_save_all(secret_save::c, blind_save::no);
1446
        }
1447
 
1448
        if (PHYSFSX_exists(SECRETB_FILENAME,0))
1449
        {
1450
                do_screen_message(TXT_SECRET_RETURN);
1451
                auto &player_info = get_local_plrobj().ctype.player_info;
1452
                const auto pw_save = player_info.Primary_weapon;
1453
                const auto sw_save = player_info.Secondary_weapon;
1454
                state_restore_all(1, secret_restore::survived, SECRETB_FILENAME, blind_save::no);
1455
                player_info.Primary_weapon = pw_save;
1456
                player_info.Secondary_weapon = sw_save;
1457
        } else {
1458
                // File doesn't exist, so can't return to base level.  Advance to next one.
1459
                if (Entered_from_level == Last_level)
1460
                {
1461
                        DoEndGame();
1462
                        result = window_event_result::close;
1463
                }
1464
                else {
1465
                        do_screen_message(TXT_SECRET_ADVANCE);
1466
                        StartNewLevel(Entered_from_level+1);
1467
                }
1468
        }
1469
 
1470
        if (Game_wind)
1471
                window_set_visible(Game_wind, 1);
1472
        reset_time();
1473
 
1474
        return result;
1475
}
1476
 
1477
// ---------------------------------------------------------------------------------------------------------------
1478
//      Set invulnerable_time and cloak_time in player struct to preserve amount of time left to
1479
//      be invulnerable or cloaked.
1480
void do_cloak_invul_secret_stuff(fix64 old_gametime, player_info &player_info)
1481
{
1482
        auto &pl_flags = player_info.powerup_flags;
1483
        if (pl_flags & PLAYER_FLAGS_INVULNERABLE)
1484
        {
1485
                fix64   time_used;
1486
 
1487
                auto &t = player_info.invulnerable_time;
1488
                time_used = old_gametime - t;
1489
                t = GameTime64 - time_used;
1490
        }
1491
 
1492
        if (pl_flags & PLAYER_FLAGS_CLOAKED)
1493
        {
1494
                fix     time_used;
1495
 
1496
                auto &t = player_info.cloak_time;
1497
                time_used = old_gametime - t;
1498
                t = GameTime64 - time_used;
1499
        }
1500
}
1501
 
1502
// ---------------------------------------------------------------------------------------------------------------
1503
//      Called from switch.c when player passes through secret exit.  That means he was on a non-secret level and he
1504
//      is passing to the secret level.
1505
//      Do a savegame.
1506
void EnterSecretLevel(void)
1507
{
1508
        auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
1509
        int i;
1510
 
1511
        Assert(! (Game_mode & GM_MULTI) );
1512
 
1513
        if (Game_wind)
1514
                window_set_visible(Game_wind, 0);
1515
 
1516
        digi_play_sample( SOUND_SECRET_EXIT, F1_0 );    // after above call which stops all sounds
1517
 
1518
        Entered_from_level = Current_level_num;
1519
 
1520
        if (LevelUniqueControlCenterState.Control_center_destroyed)
1521
                DoEndLevelScoreGlitz();
1522
 
1523
        if (Newdemo_state != ND_STATE_PLAYBACK)
1524
                state_save_all(secret_save::b, blind_save::no); //      Not between levels (ie, save all), IS a secret level, NO filename override
1525
 
1526
        //      Find secret level number to go to, stuff in Next_level_num.
1527
        for (i=0; i<-Last_secret_level; i++)
1528
                if (Secret_level_table[i]==Current_level_num) {
1529
                        Next_level_num = -(i+1);
1530
                        break;
1531
                } else if (Secret_level_table[i] > Current_level_num) { //      Allows multiple exits in same group.
1532
                        Next_level_num = -i;
1533
                        break;
1534
                }
1535
 
1536
        if (! (i<-Last_secret_level))           //didn't find level, so must be last
1537
                Next_level_num = Last_secret_level;
1538
 
1539
        // NMN 04/09/07  Do a REAL start level routine if we are playing a D1 level so we have
1540
        //               briefings
1541
        if (EMULATING_D1)
1542
        {
1543
                set_screen_mode(SCREEN_MENU);
1544
                do_screen_message("Alternate Exit Found!\n\nProceeding to Secret Level!");
1545
                StartNewLevel(Next_level_num);
1546
        } else {
1547
                StartNewLevelSecret(Next_level_num, 1);
1548
        }
1549
        // END NMN
1550
 
1551
        // do_cloak_invul_stuff();
1552
        if (Game_wind)
1553
                window_set_visible(Game_wind, 1);
1554
        reset_time();
1555
}
1556
#endif
1557
 
1558
//called when the player has finished a level
1559
window_event_result PlayerFinishedLevel(int secret_flag)
1560
{
1561
        auto &Objects = LevelUniqueObjectState.Objects;
1562
        auto &vmobjptr = Objects.vmptr;
1563
        if (Game_wind)
1564
                window_set_visible(Game_wind, 0);
1565
 
1566
        //credit the player for hostages
1567
        auto &player_info = get_local_plrobj().ctype.player_info;
1568
        player_info.mission.hostages_rescued_total += player_info.mission.hostages_on_board;
1569
#if defined(DXX_BUILD_DESCENT_I)
1570
        if (!(Game_mode & GM_MULTI) && (secret_flag)) {
1571
                std::array<newmenu_item, 1> m{{
1572
                        nm_item_text(" "),                      //TXT_SECRET_EXIT;
1573
                }};
1574
                newmenu_do2(NULL, TXT_SECRET_EXIT, m.size(), m.data(), unused_newmenu_subfunction, unused_newmenu_userdata, 0, Menu_pcx_name);
1575
        }
1576
#elif defined(DXX_BUILD_DESCENT_II)
1577
        Assert(!secret_flag);
1578
#endif
1579
        if (Game_mode & GM_NETWORK)
1580
                get_local_player().connected = CONNECT_WAITING; // Finished but did not die
1581
 
1582
        last_drawn_cockpit = -1;
1583
 
1584
        auto result = AdvanceLevel(secret_flag);                                //now go on to the next one (if one)
1585
 
1586
        if (Game_wind)
1587
                window_set_visible(Game_wind, 1);
1588
        reset_time();
1589
 
1590
        return result;
1591
}
1592
 
1593
#if defined(DXX_BUILD_DESCENT_II)
1594
#define MOVIE_REQUIRED 1
1595
#define ENDMOVIE "end"
1596
#endif
1597
 
1598
//called when the player has finished the last level
1599
static void DoEndGame()
1600
{
1601
        if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
1602
                newdemo_stop_recording();
1603
 
1604
        set_screen_mode( SCREEN_MENU );
1605
 
1606
        gr_set_default_canvas();
1607
 
1608
        key_flush();
1609
 
1610
        if (PLAYING_BUILTIN_MISSION && !(Game_mode & GM_MULTI))
1611
        { //only built-in mission, & not multi
1612
#if defined(DXX_BUILD_DESCENT_II)
1613
                int played=MOVIE_NOT_PLAYED;    //default is not played
1614
 
1615
                played = PlayMovie(ENDMOVIE ".tex", ENDMOVIE ".mve",MOVIE_REQUIRED);
1616
                if (!played)
1617
#endif
1618
                {
1619
                        do_end_briefing_screens(Ending_text_filename);
1620
                }
1621
        }
1622
        else if (!(Game_mode & GM_MULTI))    //not multi
1623
        {
1624
                char tname[FILENAME_LEN];
1625
 
1626
                do_end_briefing_screens (Ending_text_filename);
1627
 
1628
                //try doing special credits
1629
                snprintf(tname, sizeof(tname), "%s.ctb", &*Current_mission->filename);
1630
                credits_show(tname);
1631
        }
1632
 
1633
        key_flush();
1634
 
1635
        if (Game_mode & GM_MULTI)
1636
                multi_endlevel_score();
1637
        else
1638
                // NOTE LINK TO ABOVE
1639
                DoEndLevelScoreGlitz();
1640
 
1641
        if (PLAYING_BUILTIN_MISSION && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1642
                gr_set_default_canvas();
1643
                gr_clear_canvas(*grd_curcanv, BM_XRGB(0,0,0));
1644
#if defined(DXX_BUILD_DESCENT_II)
1645
                load_palette(D2_DEFAULT_PALETTE,0,1);
1646
#endif
1647
                scores_maybe_add_player();
1648
        }
1649
}
1650
 
1651
//called to go to the next level (if there is one)
1652
//if secret_flag is true, advance to secret level, else next normal one
1653
//      Return true if game over.
1654
static window_event_result AdvanceLevel(int secret_flag)
1655
{
1656
        auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
1657
        auto rval = window_event_result::handled;
1658
 
1659
#if defined(DXX_BUILD_DESCENT_II)
1660
        Assert(!secret_flag);
1661
 
1662
        // Loading a level can write over homing_flag.
1663
        // So for simplicity, reset the homing weapon cheat here.
1664
        if (cheats.homingfire)
1665
        {
1666
                cheats.homingfire = 0;
1667
                weapons_homing_all_reset();
1668
        }
1669
#endif
1670
        if (Current_level_num != Last_level)
1671
        {
1672
                if (Game_mode & GM_MULTI)
1673
                {
1674
                        const auto result = multi_endlevel_score();
1675
                        if (result == kmatrix_result::abort)
1676
                                return window_event_result::close;      // Exit out of game loop
1677
                }
1678
                else
1679
                        // NOTE LINK TO ABOVE!!!
1680
                        DoEndLevelScoreGlitz();         //give bonuses
1681
        }
1682
 
1683
        LevelUniqueControlCenterState.Control_center_destroyed = 0;
1684
 
1685
        if (Game_mode & GM_MULTI)
1686
        {
1687
                int result;
1688
                result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
1689
                if (result) // failed to sync
1690
                {
1691
                        // check if player has finished the game
1692
                        return Current_level_num == Last_level ? window_event_result::close : rval;
1693
                }
1694
        }
1695
 
1696
        if (Current_level_num == Last_level) {          //player has finished the game!
1697
 
1698
                DoEndGame();
1699
                rval = window_event_result::close;
1700
 
1701
        } else {
1702
#if defined(DXX_BUILD_DESCENT_I)
1703
                Next_level_num = Current_level_num+1;           //assume go to next normal level
1704
 
1705
                if (secret_flag) {                      //go to secret level instead
1706
                        int i;
1707
 
1708
                        for (i=0;i<-Last_secret_level;i++)
1709
                                if (Secret_level_table[i]==Current_level_num) {
1710
                                        Next_level_num = -(i+1);
1711
                                        break;
1712
                                }
1713
                        Assert(i<-Last_secret_level);           //couldn't find which secret level
1714
                }
1715
 
1716
                if (Current_level_num < 0)      {                       //on secret level, where to go?
1717
 
1718
                        Assert(!secret_flag);                           //shouldn't be going to secret level
1719
                        Assert(Current_level_num<=-1 && Current_level_num>=Last_secret_level);
1720
 
1721
                        Next_level_num = Secret_level_table[(-Current_level_num)-1]+1;
1722
                }
1723
#elif defined(DXX_BUILD_DESCENT_II)
1724
 
1725
                //NMN 04/08/07 If we are in a secret level and playing a D1
1726
                //             level, then use Entered_from_level # instead
1727
                if (Current_level_num < 0 && EMULATING_D1)
1728
                {
1729
                  Next_level_num = Entered_from_level+1;                //assume go to next normal level
1730
                } else {
1731
                  Next_level_num = Current_level_num+1;         //assume go to next normal level
1732
                }
1733
                // END NMN
1734
#endif
1735
                rval = std::max(StartNewLevel(Next_level_num), rval);
1736
        }
1737
 
1738
        return rval;
1739
}
1740
 
1741
window_event_result DoPlayerDead()
1742
{
1743
        auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
1744
        auto &Objects = LevelUniqueObjectState.Objects;
1745
        auto &vmobjptr = Objects.vmptr;
1746
        const bool pause = !(((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)) && (!Endlevel_sequence));
1747
        auto result = window_event_result::handled;
1748
 
1749
        if (pause)
1750
                stop_time();
1751
 
1752
        reset_palette_add();
1753
 
1754
        gr_palette_load (gr_palette);
1755
 
1756
        dead_player_end();              //terminate death sequence (if playing)
1757
 
1758
        auto &plr = get_local_player();
1759
        if ( Game_mode&GM_MULTI )
1760
        {
1761
                multi_do_death(plr.objnum);
1762
        }
1763
        else
1764
        {                               //Note link to above else!
1765
                -- plr.lives;
1766
                if (plr.lives == 0)
1767
                {
1768
                        DoGameOver();
1769
                        if (pause)
1770
                                start_time();
1771
                        return window_event_result::close;
1772
                }
1773
        }
1774
 
1775
        if (LevelUniqueControlCenterState.Control_center_destroyed)
1776
        {
1777
                //clear out stuff so no bonus
1778
                auto &plrobj = get_local_plrobj();
1779
                auto &player_info = plrobj.ctype.player_info;
1780
                player_info.mission.hostages_on_board = 0;
1781
                player_info.energy = 0;
1782
                plrobj.shields = 0;
1783
                plr.connected = CONNECT_DIED_IN_MINE;
1784
 
1785
                do_screen_message(TXT_DIED_IN_MINE); // Give them some indication of what happened
1786
#if defined(DXX_BUILD_DESCENT_II)
1787
                if (Current_level_num < 0) {
1788
                        if (PHYSFSX_exists(SECRETB_FILENAME,0))
1789
                        {
1790
                                do_screen_message(TXT_SECRET_RETURN);
1791
                                state_restore_all(1, secret_restore::died, SECRETB_FILENAME, blind_save::no);                   //      2 means you died
1792
                                set_pos_from_return_segment();
1793
                                plr.lives--;                                            //      re-lose the life, get_local_player().lives got written over in restore.
1794
                        } else {
1795
                                if (Entered_from_level == Last_level)
1796
                                {
1797
                                        DoEndGame();
1798
                                        result = window_event_result::close;
1799
                                }
1800
                                else {
1801
                                        do_screen_message(TXT_SECRET_ADVANCE);
1802
                                        StartNewLevel(Entered_from_level+1);
1803
                                        init_player_stats_new_ship(Player_num); //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1804
                                }
1805
                        }
1806
                } else
1807
#endif
1808
                {
1809
 
1810
                        if (Game_wind)
1811
                                window_set_visible(Game_wind, 0);
1812
                        result = AdvanceLevel(0);                       //if finished, go on to next level
1813
 
1814
                        init_player_stats_new_ship(Player_num);
1815
                        last_drawn_cockpit = -1;
1816
                        if (Game_wind)
1817
                                window_set_visible(Game_wind, 1);
1818
                }
1819
#if defined(DXX_BUILD_DESCENT_II)
1820
        } else if (Current_level_num < 0) {
1821
                if (PHYSFSX_exists(SECRETB_FILENAME,0))
1822
                {
1823
                        do_screen_message(TXT_SECRET_RETURN);
1824
                        if (!LevelUniqueControlCenterState.Control_center_destroyed)
1825
                                state_save_all(secret_save::c, blind_save::no);
1826
                        state_restore_all(1, secret_restore::died, SECRETB_FILENAME, blind_save::no);
1827
                        set_pos_from_return_segment();
1828
                        plr.lives--;                                            //      re-lose the life, get_local_player().lives got written over in restore.
1829
                } else {
1830
                        do_screen_message(TXT_DIED_IN_MINE); // Give them some indication of what happened
1831
                        if (Entered_from_level == Last_level)
1832
                        {
1833
                                DoEndGame();
1834
                                result = window_event_result::close;
1835
                        }
1836
                        else {
1837
                                do_screen_message(TXT_SECRET_ADVANCE);
1838
                                StartNewLevel(Entered_from_level+1);
1839
                                init_player_stats_new_ship(Player_num); //      New, MK, 05/29/96!, fix bug with dying in secret level, advance to next level, keep powerups!
1840
                        }
1841
                }
1842
#endif
1843
        } else {
1844
                init_player_stats_new_ship(Player_num);
1845
                StartLevel(1);
1846
        }
1847
 
1848
        digi_sync_sounds();
1849
 
1850
        if (pause)
1851
                start_time();
1852
        reset_time();
1853
 
1854
        return result;
1855
}
1856
 
1857
//called when the player is starting a new level for normal game mode and restore state
1858
//      secret_flag set if came from a secret level
1859
#if defined(DXX_BUILD_DESCENT_I)
1860
window_event_result StartNewLevelSub(const int level_num, const int page_in_textures)
1861
#elif defined(DXX_BUILD_DESCENT_II)
1862
window_event_result StartNewLevelSub(const int level_num, const int page_in_textures, const secret_restore secret_flag)
1863
#endif
1864
{
1865
        auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
1866
        auto &Objects = LevelUniqueObjectState.Objects;
1867
        auto &vmobjptr = Objects.vmptr;
1868
        if (!(Game_mode & GM_MULTI)) {
1869
                last_drawn_cockpit = -1;
1870
        }
1871
#if defined(DXX_BUILD_DESCENT_I)
1872
        static constexpr std::integral_constant<secret_restore, secret_restore::none> secret_flag{};
1873
#elif defined(DXX_BUILD_DESCENT_II)
1874
        BigWindowSwitch=0;
1875
#endif
1876
 
1877
 
1878
        if (Newdemo_state == ND_STATE_PAUSED)
1879
                Newdemo_state = ND_STATE_RECORDING;
1880
 
1881
        if (Newdemo_state == ND_STATE_RECORDING) {
1882
                newdemo_set_new_level(level_num);
1883
                newdemo_record_start_frame(FrameTime );
1884
        }
1885
 
1886
        LoadLevel(level_num,page_in_textures);
1887
 
1888
        Assert(Current_level_num == level_num); //make sure level set right
1889
 
1890
        Viewer = &get_local_plrobj();
1891
 
1892
        Assert(N_players <= NumNetPlayerPositions);
1893
                //If this assert fails, there's not enough start positions
1894
 
1895
        if (Game_mode & GM_NETWORK)
1896
        {
1897
                multi_prep_level_objects(Vclip);
1898
                if (multi_level_sync() == window_event_result::close) // After calling this, Player_num is set
1899
                {
1900
                        songs_play_song( SONG_TITLE, 1 ); // level song already plays but we fail to start level...
1901
                        return window_event_result::close;
1902
                }
1903
        }
1904
 
1905
        HUD_clear_messages();
1906
 
1907
        automap_clear_visited();
1908
 
1909
        LevelUniqueObjectState.accumulated_robots = count_number_of_robots(Objects.vcptr);
1910
        GameUniqueState.accumulated_robots += LevelUniqueObjectState.accumulated_robots;
1911
        LevelUniqueObjectState.total_hostages = count_number_of_hostages(Objects.vcptr);
1912
        GameUniqueState.total_hostages += LevelUniqueObjectState.total_hostages;
1913
        init_player_stats_level(get_local_player(), get_local_plrobj(), secret_flag);
1914
 
1915
#if defined(DXX_BUILD_DESCENT_I)
1916
        gr_use_palette_table( "palette.256" );
1917
#elif defined(DXX_BUILD_DESCENT_II)
1918
        load_palette(Current_level_palette,0,1);
1919
#endif
1920
        gr_palette_load(gr_palette);
1921
 
1922
        if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
1923
        {
1924
                for (playernum_t i = 0; i < N_players; ++i)
1925
                {
1926
                        const auto &&plobj = vmobjptr(vcplayerptr(i)->objnum);
1927
                        plobj->ctype.player_info.powerup_flags |= Netgame.net_player_flags[i];
1928
                }
1929
        }
1930
 
1931
        if (Game_mode & GM_MULTI)
1932
        {
1933
                multi_prep_level_player();
1934
        }
1935
 
1936
        gameseq_remove_unused_players();
1937
 
1938
        Game_suspended = 0;
1939
 
1940
        LevelUniqueControlCenterState.Control_center_destroyed = 0;
1941
 
1942
#if defined(DXX_BUILD_DESCENT_II)
1943
        set_screen_mode(SCREEN_GAME);
1944
#endif
1945
 
1946
        init_cockpit();
1947
        init_robots_for_level();
1948
        init_ai_objects();
1949
        init_morphs();
1950
        init_all_matcens();
1951
        reset_palette_add();
1952
        LevelUniqueStuckObjectState.init_stuck_objects();
1953
#if defined(DXX_BUILD_DESCENT_II)
1954
        init_smega_detonates();
1955
        init_thief_for_level();
1956
        if (!(Game_mode & GM_MULTI))
1957
                filter_objects_from_level(vmobjptr);
1958
#endif
1959
 
1960
        if (!(Game_mode & GM_MULTI) && !cheats.enabled)
1961
                set_highest_level(Current_level_num);
1962
        else
1963
                read_player_file();             //get window sizes
1964
 
1965
        reset_special_effects();
1966
 
1967
#if DXX_USE_OGL
1968
        ogl_cache_level_textures();
1969
#endif
1970
 
1971
 
1972
        if (Network_rejoined == 1)
1973
        {
1974
                Network_rejoined = 0;
1975
                StartLevel(1);
1976
        }
1977
        else
1978
                StartLevel(0);          // Note link to above if!
1979
 
1980
        copy_defaults_to_robot_all();
1981
        init_controlcen_for_level();
1982
 
1983
        //      Say player can use FLASH cheat to mark path to exit.
1984
        Last_level_path_created = -1;
1985
 
1986
        // Initialise for palette_restore()
1987
        // Also takes care of nm_draw_background() possibly being called
1988
        if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
1989
                full_palette_save();
1990
 
1991
        if (!Game_wind)
1992
                game();
1993
 
1994
        return window_event_result::handled;
1995
}
1996
 
1997
void bash_to_shield(const d_powerup_info_array &Powerup_info, const d_vclip_array &Vclip, object_base &i)
1998
{
1999
        set_powerup_id(Powerup_info, Vclip, i, POW_SHIELD_BOOST);
2000
}
2001
 
2002
#if defined(DXX_BUILD_DESCENT_II)
2003
 
2004
static void filter_objects_from_level(fvmobjptr &vmobjptr)
2005
 {
2006
        range_for (const auto &&objp, vmobjptr)
2007
        {
2008
                if (objp->type==OBJ_POWERUP)
2009
                {
2010
                        const auto powerup_id = get_powerup_id(objp);
2011
                        if (powerup_id == POW_FLAG_RED || powerup_id == POW_FLAG_BLUE)
2012
                                bash_to_shield(Powerup_info, Vclip, objp);
2013
                }
2014
   }
2015
 
2016
 }
2017
 
2018
namespace {
2019
 
2020
struct intro_movie_t {
2021
        int     level_num;
2022
        char    movie_name[4];
2023
};
2024
 
2025
const std::array<intro_movie_t, 7> intro_movie{{
2026
        { 1, "PLA"},
2027
        { 5, "PLB"},
2028
        { 9, "PLC"},
2029
        {13, "PLD"},
2030
        {17, "PLE"},
2031
        {21, "PLF"},
2032
        {24, "PLG"}
2033
}};
2034
 
2035
}
2036
 
2037
static void ShowLevelIntro(int level_num)
2038
{
2039
        //if shareware, show a briefing?
2040
 
2041
        if (!(Game_mode & GM_MULTI)) {
2042
                palette_array_t save_pal;
2043
 
2044
                save_pal = gr_palette;
2045
 
2046
                if (PLAYING_BUILTIN_MISSION) {
2047
 
2048
                        if (is_SHAREWARE || is_MAC_SHARE)
2049
                        {
2050
                                if (level_num==1)
2051
                                        do_briefing_screens (Briefing_text_filename, 1);
2052
                        }
2053
                        else if (is_D2_OEM)
2054
                        {
2055
                                if (level_num == 1 && !intro_played)
2056
                                        do_briefing_screens(Briefing_text_filename, 1);
2057
                        }
2058
                        else // full version
2059
                        {
2060
                                range_for (auto &i, intro_movie)
2061
                                {
2062
                                        if (i.level_num == level_num)
2063
                                        {
2064
                                                Screen_mode = -1;
2065
                                                PlayMovie(NULL, i.movie_name, MOVIE_REQUIRED);
2066
                                                break;
2067
                                        }
2068
                                }
2069
 
2070
                                do_briefing_screens (Briefing_text_filename,level_num);
2071
                        }
2072
                }
2073
                else    //not the built-in mission (maybe d1, too).  check for add-on briefing
2074
                {
2075
                        do_briefing_screens(Briefing_text_filename, level_num);
2076
                }
2077
 
2078
                gr_palette = save_pal;
2079
        }
2080
}
2081
 
2082
//      ---------------------------------------------------------------------------
2083
//      If starting a level which appears in the Secret_level_table, then set First_secret_visit.
2084
//      Reason: On this level, if player goes to a secret level, he will be going to a different
2085
//      secret level than he's ever been to before.
2086
//      Sets the global First_secret_visit if necessary.  Otherwise leaves it unchanged.
2087
static void maybe_set_first_secret_visit(int level_num)
2088
{
2089
        range_for (auto &i, unchecked_partial_range(Secret_level_table.get(), N_secret_levels))
2090
        {
2091
                if (i == level_num)
2092
                {
2093
                        First_secret_visit = 1;
2094
                        break;
2095
                }
2096
        }
2097
}
2098
#endif
2099
 
2100
//called when the player is starting a new level for normal game model
2101
//      secret_flag if came from a secret level
2102
window_event_result StartNewLevel(int level_num)
2103
{
2104
        hide_menus();
2105
 
2106
        GameTime64 = 0;
2107
        /* Autosave is permitted immediately on entering a new level */
2108
        state_set_immediate_autosave(GameUniqueState);
2109
        ThisLevelTime = {};
2110
 
2111
#if defined(DXX_BUILD_DESCENT_I)
2112
        if (!(Game_mode & GM_MULTI)) {
2113
                do_briefing_screens(Briefing_text_filename, level_num);
2114
        }
2115
#elif defined(DXX_BUILD_DESCENT_II)
2116
        if (level_num > 0) {
2117
                maybe_set_first_secret_visit(level_num);
2118
        }
2119
 
2120
        ShowLevelIntro(level_num);
2121
#endif
2122
 
2123
        return StartNewLevelSub(level_num, 1, secret_restore::none);
2124
 
2125
}
2126
 
2127
namespace
2128
{
2129
 
2130
class respawn_locations
2131
{
2132
        typedef std::pair<int, fix> site;
2133
        unsigned max_usable_spawn_sites;
2134
        std::array<site, MAX_PLAYERS> sites;
2135
public:
2136
        respawn_locations(fvmobjptr &vmobjptr, fvcsegptridx &vcsegptridx)
2137
        {
2138
                const auto player_num = Player_num;
2139
                const auto find_closest_player = [player_num, &vmobjptr, &vcsegptridx](const obj_position &candidate) {
2140
                        fix closest_dist = INT32_MAX;
2141
                        const auto &&candidate_segp = vcsegptridx(candidate.segnum);
2142
                        for (playernum_t i = N_players; i--;)
2143
                        {
2144
                                if (i == player_num)
2145
                                        continue;
2146
                                const auto &&objp = vmobjptr(vcplayerptr(i)->objnum);
2147
                                if (objp->type != OBJ_PLAYER)
2148
                                        continue;
2149
                                const auto dist = find_connected_distance(objp->pos, candidate_segp.absolute_sibling(objp->segnum), candidate.pos, candidate_segp, -1, WALL_IS_DOORWAY_FLAG<0>());
2150
                                if (dist >= 0 && closest_dist > dist)
2151
                                        closest_dist = dist;
2152
                        }
2153
                        return closest_dist;
2154
                };
2155
                const auto max_spawn_sites = std::min<unsigned>(NumNetPlayerPositions, sites.size());
2156
                for (uint_fast32_t i = max_spawn_sites; i--;)
2157
                {
2158
                        auto &s = sites[i];
2159
                        s.first = i;
2160
                        s.second = find_closest_player(Player_init[i]);
2161
                }
2162
                const unsigned SecludedSpawns = Netgame.SecludedSpawns + 1;
2163
                if (max_spawn_sites > SecludedSpawns)
2164
                {
2165
                        max_usable_spawn_sites = SecludedSpawns;
2166
                        const auto &&predicate = [](const site &a, const site &b) {
2167
                                return a.second > b.second;
2168
                        };
2169
                        const auto b = sites.begin();
2170
                        const auto m = std::next(b, SecludedSpawns);
2171
                        const auto e = std::next(b, max_spawn_sites);
2172
                        std::partial_sort(b, m, e, predicate);
2173
                }
2174
                else
2175
                        max_usable_spawn_sites = max_spawn_sites;
2176
        }
2177
        unsigned get_usable_sites() const
2178
        {
2179
                return max_usable_spawn_sites;
2180
        }
2181
        const site &operator[](std::size_t i) const
2182
        {
2183
                return sites[i];
2184
        }
2185
};
2186
 
2187
}
2188
 
2189
//initialize the player object position & orientation (at start of game, or new ship)
2190
static void InitPlayerPosition(fvmobjptridx &vmobjptridx, fvmsegptridx &vmsegptridx, int random_flag)
2191
{
2192
        auto &Objects = LevelUniqueObjectState.Objects;
2193
        auto &vmobjptr = Objects.vmptr;
2194
        reset_cruise();
2195
        int NewPlayer=0;
2196
 
2197
        if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
2198
                NewPlayer = Player_num;
2199
        else if (random_flag == 1)
2200
        {
2201
                const respawn_locations locations(vmobjptr, vcsegptridx);
2202
                if (!locations.get_usable_sites())
2203
                        return;
2204
                uint_fast32_t trys=0;
2205
                d_srand(static_cast<fix>(timer_update()));
2206
                do {
2207
                        trys++;
2208
                        NewPlayer = d_rand() % locations.get_usable_sites();
2209
                        const auto closest_dist = locations[NewPlayer].second;
2210
                        if (closest_dist >= i2f(15*20))
2211
                                break;
2212
                } while (trys < MAX_PLAYERS * 2);
2213
                NewPlayer = locations[NewPlayer].first;
2214
        }
2215
        else {
2216
                // If deathmatch and not random, positions were already determined by sync packet
2217
                reset_player_object();
2218
                return;
2219
        }
2220
        Assert(NewPlayer >= 0);
2221
        Assert(NewPlayer < NumNetPlayerPositions);
2222
        ConsoleObject->pos = Player_init[NewPlayer].pos;
2223
        ConsoleObject->orient = Player_init[NewPlayer].orient;
2224
        obj_relink(vmobjptr, vmsegptr, vmobjptridx(ConsoleObject), vmsegptridx(Player_init[NewPlayer].segnum));
2225
        reset_player_object();
2226
}
2227
 
2228
//      -----------------------------------------------------------------------------------------------------
2229
//      Initialize default parameters for one robot, copying from Robot_info to *objp.
2230
//      What about setting size!?  Where does that come from?
2231
void copy_defaults_to_robot(object_base &objp)
2232
{
2233
        assert(objp.type == OBJ_ROBOT);
2234
        const unsigned objid = get_robot_id(objp);
2235
        assert(objid < LevelSharedRobotInfoState.N_robot_types);
2236
 
2237
        auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
2238
        auto &robptr = Robot_info[objid];
2239
 
2240
        //      Boost shield for Thief and Buddy based on level.
2241
        fix shields = robptr.strength;
2242
 
2243
#if defined(DXX_BUILD_DESCENT_II)
2244
        const auto &Difficulty_level = GameUniqueState.Difficulty_level;
2245
        if ((robot_is_thief(robptr)) || (robot_is_companion(robptr))) {
2246
                shields = (shields * (abs(Current_level_num)+7))/8;
2247
 
2248
                if (robot_is_companion(robptr)) {
2249
                        //      Now, scale guide-bot hits by skill level
2250
                        switch (Difficulty_level) {
2251
                                case 0: shields = i2f(20000);   break;          //      Trainee, basically unkillable
2252
                                case 1: shields *= 3;                           break;          //      Rookie, pretty dang hard
2253
                                case 2: shields *= 2;                           break;          //      Hotshot, a bit tough
2254
                                default:        break;
2255
                        }
2256
                }
2257
        } else if (robptr.boss_flag)    //      MK, 01/16/95, make boss shields lower on lower diff levels.
2258
        {
2259
        //      Additional wimpification of bosses at Trainee
2260
                shields = shields / (NDL + 3) * (Difficulty_level ? Difficulty_level + 4 : 2);
2261
        }
2262
#endif
2263
        objp.shields = shields;
2264
}
2265
 
2266
//      -----------------------------------------------------------------------------------------------------
2267
//      Copy all values from the robot info structure to all instances of robots.
2268
//      This allows us to change bitmaps.tbl and have these changes manifested in existing robots.
2269
//      This function should be called at level load time.
2270
static void copy_defaults_to_robot_all(void)
2271
{
2272
        auto &Objects = LevelUniqueObjectState.Objects;
2273
        auto &vmobjptr = Objects.vmptr;
2274
        range_for (object_base &objp, vmobjptr)
2275
        {
2276
                if (objp.type == OBJ_ROBOT)
2277
                        copy_defaults_to_robot(objp);
2278
        }
2279
}
2280
 
2281
//      -----------------------------------------------------------------------------------------------------
2282
//called when the player is starting a level (new game or new ship)
2283
static void StartLevel(int random_flag)
2284
{
2285
        auto &Objects = LevelUniqueObjectState.Objects;
2286
        auto &vmobjptridx = Objects.vmptridx;
2287
        assert(Player_dead_state == player_dead_state::no);
2288
 
2289
        InitPlayerPosition(vmobjptridx, vmsegptridx, random_flag);
2290
 
2291
        verify_console_object();
2292
 
2293
        ConsoleObject->control_type     = CT_FLYING;
2294
        ConsoleObject->movement_type    = MT_PHYSICS;
2295
 
2296
        // create_player_appearance_effect(ConsoleObject);
2297
        Do_appearance_effect = 1;
2298
 
2299
        if (Game_mode & GM_MULTI)
2300
        {
2301
                if (Game_mode & GM_MULTI_COOP)
2302
                        multi_send_score();
2303
                multi_send_reappear();
2304
                multi_do_protocol_frame(1, 1);
2305
        }
2306
        else // in Singleplayer, after we died ...
2307
        {
2308
                disable_matcens(); // ... disable matcens and ...
2309
                clear_transient_objects(0); // ... clear all transient objects.
2310
        }
2311
 
2312
        ai_reset_all_paths();
2313
        ai_init_boss_for_ship();
2314
 
2315
        reset_rear_view();
2316
        auto &player_info = ConsoleObject->ctype.player_info;
2317
        player_info.Auto_fire_fusion_cannon_time = 0;
2318
        player_info.Fusion_charge = 0;
2319
}
2320
}