Example #1
0
//	-----------------------------------------------------------------------------------------------------
//called when the player is starting a level (new game or new ship)
void StartLevel(int random)
{
	Assert(!Player_is_dead);

	InitPlayerPosition(random);

	verify_console_object();

	ConsoleObject->control_type	= CT_FLYING;
	ConsoleObject->movement_type	= MT_PHYSICS;

	// create_player_appearance_effect(ConsoleObject);
	Do_appearance_effect = 1;

	if (Game_mode & GM_MULTI)
	{
		if (Game_mode & GM_MULTI_COOP)
			multi_send_score();
	 	multi_send_reappear();
		multi_do_protocol_frame(1, 1);
	}
	else // in Singleplayer, after we died ...
	{
		disable_matcens(); // ... disable matcens and ...
		clear_transient_objects(0); // ... clear all transient objects.
	}

	ai_reset_all_paths();
	ai_init_boss_for_ship();

	reset_rear_view();
	Auto_fire_fusion_cannon_time = 0;
	Fusion_charge = 0;

	if (!(Game_mode & GM_MULTI)) // stuff for Singleplayer only
	{

	}
}
Example #2
0
int kmatrix_handler(window *wind, d_event *event, kmatrix_screen *km)
{
	int i = 0, k = 0, choice = 0;
	
	switch (event->type)
	{
		case EVENT_KEY_COMMAND:
			k = event_key_get(event);
			switch( k )
			{
				case KEY_ESC:
					if (km->network)
					{
						StartAbortMenuTime=timer_query();
						choice=nm_messagebox1( NULL,multi_endlevel_poll2, NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
					}
					else
						choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
					
					if (choice==0)
					{
						Players[Player_num].connected=CONNECT_DISCONNECTED;
						
						if (km->network)
							multi_send_endlevel_packet();
						
						multi_leave_game();
						window_close(wind);
						if (Game_wind)
							window_close(Game_wind);
						return 1;
					}
					return 1;
					
				default:
					break;
			}
			break;
			
		case EVENT_WINDOW_DRAW:
			timer_delay2(50);

			if (km->network)
				multi_do_protocol_frame(0, 1);
			
			km->playing = 0;

			// Check if all connected players are also looking at this screen ...
			for (i = 0; i < MAX_PLAYERS; i++)
				if (Players[i].connected)
					if (Players[i].connected != CONNECT_END_MENU && Players[i].connected != CONNECT_DIED_IN_MINE)
						km->playing = 1;
			
			// ... and let the reactor blow sky high!
			if (!km->playing)
				Countdown_seconds_left = -1;
			
			// If Reactor is finished and end_time not inited, set the time when we will exit this loop
			if (km->end_time == -1 && Countdown_seconds_left < 0 && !km->playing)
				km->end_time = timer_query() + (KMATRIX_VIEW_SEC * F1_0);
			
			// Check if end_time has been reached and exit loop
			if (timer_query() >= km->end_time && km->end_time != -1)
			{
				if (km->network)
					multi_send_endlevel_packet();  // make sure
				
				if (is_D2_OEM)
				{
					if (Current_level_num==8)
					{
						Players[Player_num].connected=CONNECT_DISCONNECTED;
						
						if (km->network)
							multi_send_endlevel_packet();
						
						multi_leave_game();
						window_close(wind);
						if (Game_wind)
							window_close(Game_wind);
						return 0;
					}
				}
				
				window_close(wind);
				break;
			}

			kmatrix_redraw(km);
			
			if (km->playing)
				kmatrix_status_msg(Countdown_seconds_left, 1);
			else
				kmatrix_status_msg(f2i(timer_query()-km->end_time), 0);
			break;
			
		case EVENT_WINDOW_CLOSE:
			game_flush_inputs();
			newmenu_free_background();
			break;
			
		default:
			break;
	}
	
	return 0;
}