// LP: added whether a savegame is being restored (skip Pfhortran init if that's the case) bool entering_map(bool restoring_saved) { bool success= true; /* if any active monsters think they have paths, we'll make them reconsider */ initialize_monsters_for_new_level(); /* and since no monsters have paths, we should make sure no paths think they have monsters */ reset_paths(); /* mark our shape collections for loading and load them */ mark_environment_collections(static_world->environment_code, true); mark_all_monster_collections(true); mark_player_collections(true); mark_map_collections(true); MarkLuaCollections(true); MarkLuaHUDCollections(true); #ifdef SDL load_collections(true, get_screen_mode()->acceleration != _no_acceleration); #else load_collections(true, true); #endif load_all_monster_sounds(); load_all_game_sounds(static_world->environment_code); #if !defined(DISABLE_NETWORKING) /* tell the keyboard controller to start recording keyboard flags */ if (game_is_networked) success= NetSync(); /* make sure everybody is ready */ #endif // !defined(DISABLE_NETWORKING) /* make sure nobodyÕs holding a weapon illegal in the new environment */ check_player_weapons_for_environment_change(); #if !defined(DISABLE_NETWORKING) if (dynamic_world->player_count>1 && !restoring_saved) initialize_net_game(); #endif // !defined(DISABLE_NETWORKING) randomize_scenery_shapes(); // reset_action_queues(); //¦¦ // sync_heartbeat_count(); // set_keyboard_controller_status(true); L_Call_Init(restoring_saved); #if !defined(DISABLE_NETWORKING) NetSetChatCallbacks(InGameChatCallbacks::instance()); #endif // !defined(DISABLE_NETWORKING) // Zero out fades *AND* any inadvertant fades from script start... stop_fade(); set_fade_effect(NONE); if (!success) leaving_map(); return success; }
void PlayerImage::objectCreated() { if(sNumOutstandingObjects == 0) { mark_collection(get_player_shape_definitions()->collection, true); load_collections(false, false); // XXX (ZZZ) ugly hack, making sure we don't load multiple times. // sNumOutstandingObjects++; } sNumOutstandingObjects++; }