Example #1
0
//called when the player is starting a new level for normal game model
void StartNewLevel(int level_num)
{
	GameTime = FrameTime;

	load_custom_data(get_level_file(level_num));

        if (!(Game_mode & GM_MULTI)) {
		do_briefing_screens(level_num);
	}
	StartNewLevelSub(level_num, 1 );

}
Example #2
0
//load a level off disk. level numbers start at 1.  Secret levels are -1,-2,-3
void LoadLevel(int level_num,int page_in_textures)
{
	char *level_name;
	player save_player;

	save_player = Players[Player_num];

	Assert(level_num <= Last_level  && level_num >= Last_secret_level  && level_num != 0);

	level_name = get_level_file(level_num);

	if (!load_level(level_name))
		Current_level_num=level_num;

	gr_use_palette_table( "palette.256" );

	show_boxed_message(TXT_LOADING, 0);
#ifdef RELEASE
	timer_delay(F1_0);
#endif

#ifdef NETWORK
	my_segments_checksum = netmisc_calc_checksum();
#endif

	load_endlevel_data(level_num);
	
	load_custom_data(level_name);

#ifdef NETWORK
	reset_network_objects();
#endif

	Players[Player_num] = save_player;

	set_sound_sources();

	songs_play_level_song( Current_level_num, 0 );

	gr_palette_load(gr_palette);		//actually load the palette

	if ( page_in_textures )
		piggy_load_level_data();
}