bool CDockingPorts::ShipsNearPort (CSpaceObject *pOwner, CSpaceObject *pRequestingObj, const CVector &vPortPos)

//	ShipsNearPort
//
//	Returns TRUE if there are ships near the given port

	{
	int i;
	CSystem *pSystem = pOwner->GetSystem();

	for (i = 0; i < pSystem->GetObjectCount(); i++)
		{
		CSpaceObject *pObj = pSystem->GetObject(i);
		if (pObj
				&& pObj->GetCategory() == CSpaceObject::catShip
				&& !pObj->IsInactive()
				&& pObj != pRequestingObj)
			{
			Metric rDist2 = (pObj->GetPos() - vPortPos).Length2();
			if (rDist2 < MIN_PORT_DISTANCE2 && !IsDockedOrDocking(pObj))
				return true;
			}
		}

	return false;
	}
void CAutoDefenseClass::Update (CInstalledDevice *pDevice, 
								CSpaceObject *pSource, 
								int iTick,
								bool *retbSourceDestroyed,
								bool *retbConsumedItems)

//	Update
//
//	Update device

	{
	if (pDevice->IsReady() && pDevice->IsEnabled())
		{
		int i;

		//	Look for a target

		CSpaceObject *pBestTarget = NULL;
		Metric rBestDist2 = MAX_INTERCEPT_DISTANCE * MAX_INTERCEPT_DISTANCE;

		for (i = 0; i < pSource->GetSystem()->GetObjectCount(); i++)
			{
			CSpaceObject *pObj = pSource->GetSystem()->GetObject(i);

			if (pObj
					&& pObj->GetCategory() == CSpaceObject::catMissile
					&& pObj->GetSource() != pSource
					&& (pObj->GetSource() == NULL || pSource->IsEnemy(pObj->GetSource())))
				{
				CVector vRange = pObj->GetPos() - pSource->GetPos();
				Metric rDistance2 = vRange.Dot(vRange);

				if (rDistance2 < rBestDist2)
					{
					pBestTarget = pObj;
					rBestDist2 = rDistance2;
					}
				}
			}

		//	If we found a target, try to shoot at it

		if (pBestTarget)
			{
			CDeviceClass *pWeapon = GetWeapon();

			if (pWeapon)
				{
				int iFireAngle;
				if (pWeapon->IsWeaponAligned(pSource, pDevice, pBestTarget, &iFireAngle))
					{
					pDevice->SetFireAngle(iFireAngle);
					pWeapon->Activate(pDevice, pSource, pBestTarget, iFireAngle, retbSourceDestroyed, retbConsumedItems);
					pDevice->SetActivationDelay(m_iRechargeTicks);
					}
				}
			}
		}
	}
Example #3
0
bool CFerianShipAI::InRangeOfThreat (CSpaceObject **retpThreat)

//	InRangeOfThreat
//
//	Returns the nearest threat

	{
	if (m_pShip->IsDestinyTime(19))
		{
		CSystem *pSystem = m_pShip->GetSystem();
		int iDestiny = m_pShip->GetDestiny();

		//	Get the list of objects that intersect the object

		SSpaceObjectGridEnumerator i;
		pSystem->EnumObjectsInBoxStart(i, m_pShip->GetPos(), MAX_THREAT_DIST);

		//	Loop over all objects

		Metric rNearestDist2 = MAX_THREAT_DIST * MAX_THREAT_DIST2;
		CSpaceObject *pNearestObj = NULL;

		while (pSystem->EnumObjectsInBoxHasMore(i))
			{
			CSpaceObject *pObj = pSystem->EnumObjectsInBoxGetNext(i);

			//	If the object is in the bounding box then remember
			//	it so that we can do a more accurate calculation.

			if (pObj->GetCategory() == CSpaceObject::catShip
					&& (!m_pShip->IsFriend(pObj) || pObj->GetDestiny() < iDestiny)
					&& pObj->CanAttack())
				{
				Metric rDist2 = m_pShip->GetDistance2(pObj);
				if (rDist2 < rNearestDist2)
					{
					pNearestObj = pObj;
					rNearestDist2 = rDist2;
					}
				}
			}

		//	Done

		if (pNearestObj)
			{
			*retpThreat = pNearestObj;
			return true;
			}
		}

	return false;
	}
Example #4
0
void DoTradeSim (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j;
	CSovereign *pPlayer = Universe.FindSovereign(g_PlayerSovereignUNID);

	int iSystemSample = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("count"), 1, -1, 1);
	bool bLogo = !pCmdLine->GetAttributeBool(NO_LOGO_SWITCH);

	//	For each station type we keep track of the items that it sells and the
	//	various prices that each instances charges.

	SStationData AllStations;

	//	For each item type we keep track of the stations that sell and/or
	//	buy it.

	SItemData AllItems;

	//	Generate systems for multiple games

	for (i = 0; i < iSystemSample; i++)
		{
		if (bLogo)
			printf("pass %d...\n", i+1);

		CTopologyNode *pNode = Universe.GetFirstTopologyNode();

		while (true)
			{
			//	Create the system

			CSystem *pSystem;
			if (error = Universe.CreateStarSystem(pNode, &pSystem))
				{
				printf("ERROR: Unable to create star system.\n");
				return;
				}

			//	For all active stations in the system, get their trading information

			for (j = 0; j < pSystem->GetObjectCount(); j++)
				{
				CSpaceObject *pObj = pSystem->GetObject(j);

				if (pObj && pObj->GetCategory() == CSpaceObject::catStation)
					CompileTradeData(pObj, &AllStations, &AllItems);
				}

			//	Get the next node

			CString sEntryPoint;
			pNode = pSystem->GetStargateDestination(CONSTLIT("Outbound"), &sEntryPoint);
			if (pNode == NULL || pNode->IsEndGame())
				break;

			//	Done with old system

			Universe.DestroySystem(pSystem);
			}

		Universe.Reinit();
		}

	if (bLogo)
		printf("FINAL STATISTICS\n\n");

	//	Loop over each item and output the best trading strategy

	printf("Item\tSeller\tSell Price\tBuyer\tBuy Price\tProfit\n");
	for (i = 0; i < AllItems.GetCount(); i++)
		{
		ComputeAverages(&AllItems[i]);
		OutputTradingStrategy(AllItems[i]);
		}
	}
void GenerateStationPlaceSim (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j, k;
	CSovereign *pPlayer = Universe.FindSovereign(g_PlayerSovereignUNID);

	int iSystemSample = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("count"), 1, -1, 1);
	bool bLogo = !pCmdLine->GetAttributeBool(NO_LOGO_SWITCH);

	//	Generate systems for multiple games

	CSymbolTable AllSystems(TRUE, TRUE);
	for (i = 0; i < iSystemSample; i++)
		{
		if (bLogo)
			printf("pass %d...\n", i+1);

		CTopologyNode *pNode = Universe.GetFirstTopologyNode();

		while (true)
			{
			//	Create the system

			CSystem *pSystem;
			if (error = Universe.CreateStarSystem(pNode, &pSystem))
				{
				printf("ERROR: Unable to create star system.\n");
				return;
				}

			//	Find this system in the table.

			SPSimSystemInfo *pSystemEntry;
			if (error = AllSystems.Lookup(pNode->GetSystemName(), (CObject **)&pSystemEntry))
				{
				pSystemEntry = new SPSimSystemInfo;
				pSystemEntry->sName = pNode->GetSystemName();
				pSystemEntry->iLevel = pNode->GetLevel();
				pSystemEntry->dwSystemType = pNode->GetSystemTypeUNID();
				pSystemEntry->iCount = 1;

				for (j = 0; j < DIST_BUCKET_COUNT; j++)
					pSystemEntry->iEnemies[j] = 0;

				AllSystems.AddEntry(pSystemEntry->sName, pSystemEntry);
				}
			else
				pSystemEntry->iCount++;

			//	For all active stations in the system, count the number of enemy stations
			//	within certain distance buckets

			for (j = 0; j < pSystem->GetObjectCount(); j++)
				{
				CSpaceObject *pObj = pSystem->GetObject(j);

				//	Find any objects that are lootable by the player

				if (pObj
						&& pObj->GetCategory() == CSpaceObject::catStation
						&& pObj->CanAttack())
					{
					//	Count to see how many enemy stations are in range

					for (k = 0; k < pSystem->GetObjectCount(); k++)
						{
						CSpaceObject *pEnemy = pSystem->GetObject(k);
						if (pEnemy
								&& pEnemy->GetCategory() == CSpaceObject::catStation
								&& pEnemy->CanAttack()
								&& (pEnemy->IsEnemy(pObj) || pObj->IsEnemy(pEnemy)))
							{
							Metric rDist = pObj->GetDistance(pEnemy);
							int iDist = DistToBucketIndex(rDist);
							if (iDist != -1)
								{
								ASSERT(iDist < DIST_BUCKET_COUNT && iDist >= 0);
								pSystemEntry->iEnemies[iDist]++;

								int iLSDist = (int)((rDist / LIGHT_SECOND) + 0.5);
								if (iLSDist < 30)
									{
									printf("%s: %s (%x) and %s (%x) within %d ls\n",
											pSystem->GetName().GetASCIIZPointer(),
											pObj->GetNounPhrase().GetASCIIZPointer(),
											pObj->GetID(),
											pEnemy->GetNounPhrase().GetASCIIZPointer(),
											pEnemy->GetID(),
											iLSDist);
									}
								}
							}
						}
					}
				}

			//	Get the next node

			CString sEntryPoint;
			pNode = pSystem->GetStargateDestination(CONSTLIT("Outbound"), &sEntryPoint);
			if (pNode == NULL || pNode->IsEndGame())
				break;

			//	Done with old system

			Universe.DestroySystem(pSystem);
			}

		Universe.Reinit();
		}

	if (bLogo)
		printf("FINAL SYSTEM STATISTICS\n\n");

	//	Output total value stats

	printf("Level\tSystem\t<10 ls\t<25 ls\t<50ls\t<100 ls\n");

	int iTotals[DIST_BUCKET_COUNT];
	for (i = 0; i < DIST_BUCKET_COUNT; i++)
		iTotals[i] = 0;

	for (i = 0; i < AllSystems.GetCount(); i++)
		{
		SPSimSystemInfo *pSystemEntry = (SPSimSystemInfo *)AllSystems.GetValue(i);

		printf("%d\t%s",
				pSystemEntry->iLevel,
				pSystemEntry->sName.GetASCIIZPointer());

		for (j = 0; j < DIST_BUCKET_COUNT; j++)
			{
			printf("\t%.2f", (double)pSystemEntry->iEnemies[j] / (double)pSystemEntry->iCount);
			iTotals[j] += pSystemEntry->iEnemies[j];
			}

		printf("\n");
		}

	//	Totals

	printf("\n");
	printf("Within  10 ls: %.2f\n", iTotals[0] / (double)iSystemSample);
	printf("Within  25 ls: %.2f\n", iTotals[1] / (double)iSystemSample);
	printf("Within  50 ls: %.2f\n", iTotals[2] / (double)iSystemSample);
	printf("Within 100 ls: %.2f\n", iTotals[3] / (double)iSystemSample);

	printf("\n");
	}
void CParticleEffect::OnUpdate (Metric rSecondsPerTick)

//	OnUpdate
//
//	Update the effect

	{
	int iTick = GetSystem()->GetTick() + GetDestiny();

	//	Do not bother updating everything if we are far from the POV

	bool bFarAway = false;
	if (g_pUniverse->GetPOV() 
			&& g_pUniverse->GetCurrentSystem() == GetSystem())
		{
		Metric rPOVDist2 = (GetPos() - g_pUniverse->GetPOV()->GetPos()).Length2();
		Metric rMaxUpdateDist2 = LIGHT_SECOND * LIGHT_SECOND * 3600;
		bFarAway = (rPOVDist2 > rMaxUpdateDist2);
		}

	//	Update the particles

	SParticleArray *pGroup = m_pFirstGroup;
	while (pGroup)
		{
		SParticleType *pType = pGroup->pType;

		//	Max distance for a particle in this group

		Metric rMaxDist2 = pType->rRadius * pType->rRadius;
		Metric rMinDist2 = pType->rHoleRadius * pType->rHoleRadius;

		//	If the particle field causes damage then we need to
		//	compute its average density

		int iDensity = 0;
		if (pType->m_fDamage)
			{
			Metric rRadius2 = pType->rRadius * pType->rRadius;
			Metric rArea = rRadius2 / (LIGHT_SECOND * LIGHT_SECOND);
			iDensity = (int)(4 * pGroup->iCount / rArea);
			}

		//	Get an array of objects in the particle field that
		//	may influence the particles

		CSpaceObject *Objects[ctMaxObjsInField];
		int iObjCount = 0;
		if (!bFarAway && (pType->m_fWake || pType->m_fDamage))
			{
			Metric rMaxInfluenceDist2 = rMaxDist2;
			for (int i = 0; i < GetSystem()->GetObjectCount(); i++)
				{
				CSpaceObject *pObj = GetSystem()->GetObject(i);

				if (pObj 
						&& pObj->GetCategory() == catShip
						&& pObj != this)
					{
					CVector vDist = GetPos() - pObj->GetPos();
					Metric rDist2 = vDist.Length2();

					if (rDist2 < rMaxInfluenceDist2 
							&& (pObj->GetVel().Length2() > g_KlicksPerPixel)
							&& iObjCount < ctMaxObjsInField)
						{
						Objects[iObjCount++] = pObj;

						//	See if the object should take damage

						if (pType->m_fDamage)
							{
							CVector vDeltaV = pObj->GetVel() - GetVel();
							int iSpeed = (int)(vDeltaV.Length() / g_KlicksPerPixel);
							if (iSpeed == 0)
								iSpeed = 1;

							if (mathRandom(1, 1000) < (iDensity * iSpeed))
								{
								pObj->Damage(this,
										pObj->GetPos(),
										VectorToPolar(vDeltaV),
										pType->Damage);
								}
							}
						}
					}
				}
			}

		//	If we're computing drag then we need to compute the new velocity
		//	of the whole particle system

		CVector vNewVel;
		if (pType->m_fDrag)
			vNewVel = GetVel() * g_SpaceDragFactor;

		//	Iterate over all particles

		SParticle *pParticle = pGroup->pParticles;
		SParticle *pEnd = pParticle + pGroup->iCount;
		while (pParticle < pEnd)
			{
			if (pParticle->IsValid())
				{
				//	Lifespan. If we're far away and we're regenerating,
				//	then don't bother to compute lifespan.

				if (pType->m_fLifespan 
						&& !(bFarAway && (pType->m_fRegenerate && pType->iRegenerationTimer)))
					{
					if (--pParticle->iLifeLeft == 0)
						{
						//	Do we regenerate?

						if (pType->m_fRegenerate && pType->iRegenerationTimer)
							{
							pParticle->iLifeLeft = pType->iLifespan;
							pParticle->vPos = NullVector;

							//	Speed

							Metric rSpeed = mathRandom(1, 100) * (pType->rAveSpeed / 100.0);
							if (pType->iDirection == -1)
								pParticle->vVel = PolarToVector(mathRandom(0, 359), rSpeed);
							else
								{
								int iAngle = (pType->iDirection + 360 + mathRandom(0, 2 * pType->iDirRange) - pType->iDirRange) % 360;
								pParticle->vVel = PolarToVector(iAngle, rSpeed);
								}
							}

						//	Otherwise we die

						else
							{
							pParticle->iLifeLeft = -1;
							pGroup->iAlive--;
							pParticle++;
							continue;
							}
						}
					}

				//	Update the position

				if (!bFarAway)
					{
					pParticle->vPos = pParticle->vPos + pParticle->vVel;

					//	Change the velocity to keep the particles within
					//	the radius

					if (pType->m_fMaxRadius)
						{
						Metric rDist2 = pParticle->vPos.Length2();
						if (pType->m_fMaxRadius && rDist2 > rMaxDist2)
							{
							CVector vChange = pParticle->vPos + g_KlicksPerPixel * pParticle->vPos.Perpendicular().Normal();
							pParticle->vVel = pParticle->vVel - (0.00005 * vChange);
							}
						else if (rDist2 < rMinDist2)
							{
							CVector vNormal = pParticle->vPos.Normal();
							CVector vChange = g_KlicksPerPixel * (400 * vNormal - 50 * vNormal.Perpendicular());
							pParticle->vVel = pParticle->vVel + (0.00005 * vChange);
							}
						else
							pParticle->vVel = pParticle->vVel * pType->rDampening;
						}

					if (pType->m_fDrag)
						{
						//	Compute the new absolute velocity (after drag)
						CVector vAbsolute = pType->rDampening * (pParticle->vVel + GetVel());

						//	The particle velocity is the absolute vel minus the
						//	system velocity.
						pParticle->vVel = vAbsolute - vNewVel;
						}

					//	Change the velocity based on influences from other objects

					if (pType->m_fWake && (iTick % 4) == 0)
						{
						for (int i = 0; i < iObjCount; i++)
							{
							Metric rDist2 = (Objects[i]->GetPos() - (pParticle->vPos + GetPos())).Length2();
							if (rDist2 < g_KlicksPerPixel * g_KlicksPerPixel * 1000)
								{
								if (Objects[i]->GetVel().Dot(pParticle->vVel) < Objects[i]->GetVel().Length2())
									pParticle->vVel = pParticle->vVel + 0.2 * Objects[i]->GetVel();
								}
							}
						}
					}
				}

			pParticle++;
			}

		//	Regeneration timer

		if (pType->m_fRegenerate && pType->iRegenerationTimer)
			pType->iRegenerationTimer--;

		//	If there are no more particles left alive in this group then kill
		//	the group

		if (pGroup->iAlive == 0)
			{
			SParticleArray *pNext = pGroup->pNext;
			SParticleArray *pPrev = NULL;

			//	Find the previous group

			SParticleArray *pFind = m_pFirstGroup;
			while (pFind != pGroup)
				{
				if (pPrev)
					pPrev = pPrev->pNext;
				else
					pPrev = m_pFirstGroup;

				pFind = pFind->pNext;
				}

			//	Fix up the linked list

			if (pPrev)
				pPrev->pNext = pNext;
			else
				m_pFirstGroup = pNext;

			//	Delete the group

			delete pGroup;
			pGroup = pNext;
			}

		//	Otherwise, next group

		else
			pGroup = pGroup->pNext;
		}

	//	If we have no more groups then we destroy ourselves

	if (m_pFirstGroup == NULL)
		{
		Destroy(removedFromSystem, NULL);
		return;
		}

	//	If we're moving, slow down

	SetVel(CVector(GetVel().GetX() * g_SpaceDragFactor, GetVel().GetY() * g_SpaceDragFactor));
	}
Example #7
0
ALERROR CTranscendenceWnd::StartIntro (void)

//	StartIntro
//
//	Start introduction

	{
	ALERROR error;
	int i;

	ClearDebugLines();

	//	Use widescreen topology

	int cyBarHeight = (g_cyScreen - INTRO_DISPLAY_HEIGHT) / 2;
	m_rcIntroTop.top = 0;
	m_rcIntroTop.left = 0;
	m_rcIntroTop.bottom = cyBarHeight;
	m_rcIntroTop.right = g_cxScreen;

	m_rcIntroMain.top = cyBarHeight;
	m_rcIntroMain.left = 0;
	m_rcIntroMain.bottom = g_cyScreen - cyBarHeight;
	m_rcIntroMain.right = g_cxScreen;

	m_rcIntroBottom.top = g_cyScreen - cyBarHeight;
	m_rcIntroBottom.left = 0;
	m_rcIntroBottom.bottom = g_cyScreen;
	m_rcIntroBottom.right = g_cxScreen;

	m_Screen.DrawRectFilled(m_rcIntroTop.left, m_rcIntroTop.top,m_rcIntroTop.right, m_rcIntroTop.bottom, CGImage::RGBColor(0, 0, 0));
	m_Screen.DrawRectFilled(m_rcIntroBottom.left, m_rcIntroBottom.top,m_rcIntroBottom.right, m_rcIntroBottom.bottom, CGImage::RGBColor(0, 0, 0));
	//	Create the High-Score display

	RECT rcRect;
	rcRect.left = m_rcMainScreen.left + HIGHSCORE_DISPLAY_X;
	rcRect.top = m_rcMainScreen.top + HIGHSCORE_DISPLAY_Y;
	rcRect.right = rcRect.left + HIGHSCORE_DISPLAY_WIDTH;
	rcRect.bottom = rcRect.top + HIGHSCORE_DISPLAY_HEIGHT;
	m_HighScoreDisplay.Init(rcRect, m_pHighScoreList, m_iLastHighScore);
	m_HighScoreDisplay.SetFontTable(&m_Fonts);
	m_HighScoreDisplay.Update();

	//	Create the player display

	m_PlayerDisplay.Init(this, m_rcIntroTop, m_Options.bDebugMode);

	//	Create the buttons

	m_ButtonBar.Init();

	CString sContinueLabel = ComputeLoadGameLabel(&m_bSavedGame);
	m_ButtonBar.AddButton(CMD_CONTINUE_OLD_GAME,
			CONSTLIT("Continue Game"),
			sContinueLabel,
			CONSTLIT("C"),
			0,
			CButtonBarData::alignLeft);
	if (sContinueLabel.IsBlank())
		m_ButtonBar.SetVisible(0, false);

	m_ButtonBar.AddButton(CMD_START_NEW_GAME,
			CONSTLIT("New Game"),
			CONSTLIT("Begin a New Game"),
			CONSTLIT("N"),
			1,
			CButtonBarData::alignCenter);

	m_ButtonBar.AddButton(CMD_QUIT_GAME,
			CONSTLIT("Quit"),
			CONSTLIT("Exit Transcendence"),
			CONSTLIT("Q"),
			2,
			CButtonBarData::alignRight);

	m_ButtonBarDisplay.SetFontTable(&m_Fonts);
	m_ButtonBarDisplay.Init(this, &m_ButtonBar, m_rcIntroBottom);

	//	Create an empty system

	if (error = m_Universe.CreateEmptyStarSystem(&m_pIntroSystem))
		{
		ASSERT(false);
		return error;
		}

	m_Universe.SetCurrentSystem(m_pIntroSystem);

	CSovereign *pSovereign1 = m_Universe.FindSovereign(g_PlayerSovereignUNID);
	CSovereign *pSovereign2 = m_Universe.FindSovereign(g_PirateSovereignUNID);

	//	Create a couple of random enemy ships

	CShip *pShip1;
	CShip *pShip2;
	if ((error = CreateRandomShip(m_pIntroSystem, pSovereign1, &pShip1)))
		{
		ASSERT(false);
		return error;
		}

	if ((error = CreateRandomShip(m_pIntroSystem, pSovereign2, &pShip2)))
		{
		ASSERT(false);
		return error;
		}

	//	Make the ships attack each other

	for (i = 0; i < m_pIntroSystem->GetObjectCount(); i++)
		{
		CSpaceObject *pObj = m_pIntroSystem->GetObject(i);

		if (pObj
				&& pObj->GetCategory() == CSpaceObject::catShip
				&& !pObj->GetData(CONSTLIT("IntroController")).IsBlank())
			{
			CShip *pShip = pObj->AsShip();
			if (pShip)
				{
				IShipController *pController = pShip->GetController();
				if (pShip->GetSovereign() == pSovereign1)
					pController->AddOrder(IShipController::orderDestroyTarget, pShip2, 0);
				else
					pController->AddOrder(IShipController::orderDestroyTarget, pShip1, 0);
				}
			}
		}

	//	Other initialization

	m_bOverwriteGameDlg = false;
	m_rcOverwriteGameDlg.left = m_rcIntroMain.left + (RectWidth(m_rcIntroMain) - DIALOG_WIDTH) / 2;
	m_rcOverwriteGameDlg.top = m_rcIntroMain.top + (RectHeight(m_rcIntroMain) - DIALOG_HEIGHT) / 2;
	m_rcOverwriteGameDlg.right = m_rcOverwriteGameDlg.left + DIALOG_WIDTH;
	m_rcOverwriteGameDlg.bottom = m_rcOverwriteGameDlg.top + DIALOG_HEIGHT;

	int cxMid = m_rcOverwriteGameDlg.left + (DIALOG_WIDTH / 2);
	m_rcOverwriteGameOK.left = cxMid - DIALOG_SPACING_X - DIALOG_BUTTON_WIDTH;
	m_rcOverwriteGameOK.top = m_rcOverwriteGameDlg.bottom - DIALOG_SPACING_Y - DIALOG_BUTTON_HEIGHT;
	m_rcOverwriteGameOK.right = m_rcOverwriteGameOK.left + DIALOG_BUTTON_WIDTH;
	m_rcOverwriteGameOK.bottom = m_rcOverwriteGameOK.top + DIALOG_BUTTON_HEIGHT;

	m_rcOverwriteGameCancel = m_rcOverwriteGameOK;
	m_rcOverwriteGameCancel.left = cxMid + DIALOG_SPACING_X;
	m_rcOverwriteGameCancel.right = m_rcOverwriteGameCancel.left + DIALOG_BUTTON_WIDTH;

	//	No sound

	m_Universe.SetSound(false);

	//	Set the POV to one of them

	m_Universe.SetPOV(pShip1);
	m_iTick = 0;
	m_iLastShipCreated = m_iTick;

	m_State = gsIntro;

	//	Show the cursor

	SDL_ShowCursor(true);

	return NOERROR;
	}