Example #1
0
//reset stuff so game is semi-normal when playing from editor
void editor_reset_stuff_on_level()
{
	gameseq_init_network_players();
	init_player_stats_level();
	Viewer = ConsoleObject;
	ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
	ConsoleObject->id=Player_num;
	ConsoleObject->control_type = CT_FLYING;
	ConsoleObject->movement_type = MT_PHYSICS;
	Game_suspended = 0;
	verify_console_object();
	Fuelcen_control_center_destroyed = 0;
	if (Newdemo_state != ND_STATE_PLAYBACK)
		gameseq_remove_unused_players();
	init_cockpit();
	init_robots_for_level();
	init_ai_objects();
	init_morphs();
	init_all_matcens();
	init_player_stats_new_ship();
}
Example #2
0
//reset stuff so game is semi-normal when playing from editor
void editor_reset_stuff_on_level()
{
	gameseq_init_network_players();
	init_player_stats_level(0);
	Viewer = ConsoleObject;
	ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
	ConsoleObject->id=Player_num;
	ConsoleObject->control_type = CT_FLYING;
	ConsoleObject->movement_type = MT_PHYSICS;
	Game_suspended = 0;
	verify_console_object();
	Control_center_destroyed = 0;
	if (Newdemo_state != ND_STATE_PLAYBACK)
		gameseq_remove_unused_players();
	init_cockpit();
	init_robots_for_level();
	init_ai_objects();
	init_morphs();
	init_all_matcens();
	init_player_stats_new_ship(Player_num);
	if (!Game_wind)
		Game_wind = window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, game_handler, NULL);
}
Example #3
0
//called when the player is starting a new level for normal game mode and restore state
void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
{
	/*
	 * This flag is present for compatibility with D2X.  Set it to zero
	 * so the optimizer deletes all reference to it.
	 */
	secret_flag = 0;
	if (!(Game_mode & GM_MULTI)) {
		last_drawn_cockpit = -1;
	}

	if (Newdemo_state == ND_STATE_PAUSED)
		Newdemo_state = ND_STATE_RECORDING;

	if (Newdemo_state == ND_STATE_RECORDING) {
		newdemo_set_new_level(level_num);
		newdemo_record_start_frame(FrameTime );
	}

	LoadLevel(level_num, page_in_textures);

	Assert(Current_level_num == level_num);	//make sure level set right

	gameseq_init_network_players(); // Initialize the Players array for
											  // this level

#ifdef NETWORK
	if (Game_mode & GM_NETWORK)
	{
		if(multi_level_sync()) // After calling this, Player_num is set
		{
			songs_play_song( SONG_TITLE, 1 ); // level song already plays but we fail to start level...
			return;
		}
	}
#endif

	HUD_clear_messages();

	automap_clear_visited();

	init_player_stats_level(secret_flag);

	gr_use_palette_table( "palette.256" );
	gr_palette_load(gr_palette);

#ifndef SHAREWARE
#ifdef NETWORK
	if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
	{
		int i;
		for (i = 0; i < N_players; i++)
			Players[i].flags |= Netgame.player_flags[i];
	}
#endif
#endif

	Viewer = &Objects[Players[Player_num].objnum];

#ifdef NETWORK
	if (Game_mode & GM_MULTI)
	{
		multi_prep_level(); // Removes robots from level if necessary
	}
#endif

	gameseq_remove_unused_players();

	Game_suspended = 0;

	Control_center_destroyed = 0;

	init_cockpit();
	init_robots_for_level();
	init_ai_objects();
	init_morphs();
	init_all_matcens();
	reset_palette_add();

	if (!(Game_mode & GM_MULTI) && !cheats.enabled)
		set_highest_level(Current_level_num);

	reset_special_effects();

#ifdef OGL
	ogl_cache_level_textures();
#endif

#ifdef NETWORK
	if (Network_rejoined == 1)
	{
		Network_rejoined = 0;
		StartLevel(1);
	}
	else
#endif
		StartLevel(0);		// Note link to above if!

	copy_defaults_to_robot_all();
	init_controlcen_for_level();

	//	Say player can use FLASH cheat to mark path to exit.
	Last_level_path_created = -1;

	// Initialise for palette_restore()
	if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
		palette_save();

	if (!Game_wind)
		game();
}
Example #4
0
//called when the player is starting a new level for normal game mode and restore state
void StartNewLevelSub(int level_num, int page_in_textures)
{
	if (!(Game_mode & GM_MULTI)) {
		last_drawn_cockpit = -1;
	}

	if (Newdemo_state == ND_STATE_PAUSED)
		Newdemo_state = ND_STATE_RECORDING;

	if (Newdemo_state == ND_STATE_RECORDING) {
		newdemo_set_new_level(level_num);
		newdemo_record_start_frame(FrameTime );
	}

	if (Game_mode & GM_MULTI)
		Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.

	LoadLevel(level_num);

	if ( page_in_textures )	{
		piggy_load_level_data();
	}

	Assert(Current_level_num == level_num);	//make sure level set right

	gameseq_init_network_players(); // Initialize the Players array for 
											  // this level

#ifdef NETWORK
	if (Game_mode & GM_NETWORK)
	{
		if(network_level_sync()) // After calling this, Player_num is set
			return;
	}
#endif

	Assert(Function_mode == FMODE_GAME);

	HUD_clear_messages();

	automap_clear_visited();

	#ifdef NETWORK
	if (Network_new_game == 1)
	{
		Network_new_game = 0;
		init_player_stats_new_ship();
	}
	#endif
	init_player_stats_level();

#ifndef SHAREWARE
#ifdef NETWORK
	if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
	{
		int i;
		for (i = 0; i < N_players; i++)
			Players[i].flags |= Netgame.player_flags[i];
	}
#endif
#endif

	Viewer = &Objects[Players[Player_num].objnum];

#ifdef NETWORK
	if (Game_mode & GM_MULTI)
	{
		multi_prep_level(); // Removes robots from level if necessary
	}
#endif

	gameseq_remove_unused_players();

	count_powerup_start_level();

	Game_suspended = 0;

	Fuelcen_control_center_destroyed = 0;

	init_cockpit();
	init_robots_for_level();
	init_ai_objects();
	init_morphs();
	init_all_matcens();
	reset_palette_add();
	game_flush_inputs();		// clear out the keyboard

	if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
		set_highest_level(Current_level_num);

	reset_special_effects();

#ifdef OGL
	ogl_cache_level_textures();
#endif

#ifdef NETWORK
	if (Network_rejoined == 1)
	{
		Network_rejoined = 0;
		StartLevel(1);
	}
	else
#endif
		StartLevel(0);		// Note link to above if!

	copy_defaults_to_robot_all();
	init_controlcen_for_level();

	//	Say player can use FLASH cheat to mark path to exit.
	Last_level_path_created = -1;
}