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

	InitPlayerPosition(random);

	verify_console_object();

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

	disable_matcens();

	clear_transient_objects(0);		//0 means leave proximity bombs

	// create_player_appearance_effect(ConsoleObject);
	Do_appearance_effect = 1;

#ifdef NETWORK
	if (Game_mode & GM_MULTI)
	{
#ifndef SHAREWARE
		if (Game_mode & GM_MULTI_COOP)
			multi_send_score();
#endif
		multi_send_position(Players[Player_num].objnum);
	 	multi_send_reappear();
	}		

	if (Game_mode & GM_NETWORK)
		network_do_frame(1, 1);
#endif

	ai_reset_all_paths();
	ai_init_boss_for_ship();
	reset_time();

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

	Robot_firing_enabled = 1;

	if (VR_screen_mode == SCREEN_MENU)
		vr_reset_display();
}
示例#2
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
	{

	}
}
示例#3
0
start_endlevel_sequence()
{
	int last_segnum,exit_side,tunnel_length;

	if (Newdemo_state == ND_STATE_RECORDING)		// stop demo recording
		Newdemo_state = ND_STATE_PAUSED;

	if (Newdemo_state == ND_STATE_PLAYBACK)		// don't do this if in playback mode
		return;

	if (Player_is_dead || ConsoleObject->flags&OF_SHOULD_BE_DEAD)
		return;				//don't start if dead!

	Players[Player_num].homing_object_dist = -F1_0; // Turn off homing sound.

	reset_rear_view();		//turn off rear view if set

	if (!endlevel_data_loaded) {

		#ifdef NETWORK
		if (Game_mode & GM_MULTI) {
			multi_send_endlevel_start(0);
			#ifdef NETWORK
			network_do_frame(1, 1);
			#endif
		}
		#endif

		gr_palette_fade_out(gr_palette, 32, 0);

		PlayerFinishedLevel(0);		//don't do special sequence
		return;
	}

	{
		int segnum,old_segnum,entry_side,i;

		//count segments in exit tunnel

		old_segnum = ConsoleObject->segnum;
		exit_side = find_exit_side(ConsoleObject);
		segnum = Segments[old_segnum].children[exit_side];
		tunnel_length = 0;
		do {
			entry_side = matt_find_connect_side(segnum,old_segnum);
			exit_side = Side_opposite[entry_side];
			old_segnum = segnum;
			segnum = Segments[segnum].children[exit_side];
			tunnel_length++;
		} while (segnum >= 0);

		if (segnum != -2) {
			PlayerFinishedLevel(0);		//don't do special sequence
			return;
		}

		last_segnum = old_segnum;

		//now pick transition segnum 1/3 of the way in

		old_segnum = ConsoleObject->segnum;
		exit_side = find_exit_side(ConsoleObject);
		segnum = Segments[old_segnum].children[exit_side];
		i=tunnel_length/3;
		while (i--) {
			entry_side = matt_find_connect_side(segnum,old_segnum);
			exit_side = Side_opposite[entry_side];
			old_segnum = segnum;
			segnum = Segments[segnum].children[exit_side];
		}
		transition_segnum = segnum;

	}

	Assert(last_segnum == exit_segnum);

	cockpit_mode_save = Cockpit_mode;

	#ifdef NETWORK
	if (Game_mode & GM_MULTI) {
		multi_send_endlevel_start(0);
		network_do_frame(1, 1);
	}
	#endif

	songs_play_song( SONG_ENDLEVEL, 0 );

	Endlevel_sequence = EL_FLYTHROUGH;

	ConsoleObject->movement_type = MT_NONE;			//movement handled by flythrough
	ConsoleObject->control_type = CT_NONE;

	Game_suspended |= SUSP_ROBOTS;          //robots don't move

	cur_fly_speed = desired_fly_speed = FLY_SPEED;

	start_endlevel_flythrough(0,ConsoleObject,cur_fly_speed);		//initialize

	HUD_init_message( TXT_EXIT_SEQUENCE );

	outside_mine = ext_expl_playing = 0;

	flash_scale = f1_0;

	//init_endlevel();

	mine_destroyed=0;

}