// Reset the game when loading a save game bool saveGameReset(void) { debug(LOG_MAIN, "saveGameReset"); cdAudio_Stop(); freeAllStructs(); freeAllDroids(); freeAllFeatures(); freeAllFlagPositions(); initMission(); initTransporters(); //free up the gateway stuff? gwShutDown(); intResetScreen(true); intResetPreviousObj(); if (!mapShutdown()) { return false; } //clear out any messages freeMessages(); return true; }
bool GameChallengeMission::init() { do { CC_BREAK_IF(!Layout::init()); initMission(); return true; } while (false); CCLOG("Fun GameChallengeMission init ERROR"); return false; }
bool GameNormalMission::init() { do { CC_BREAK_IF(!Layout::init()); initMission(); return true; } while (false); log("Fun GameNormalMission :: init ERROR"); return false; }
bool GameNormalMap::init() { do { CC_BREAK_IF(!OverTableView::init()); this->setFlipMap(false); this->scrollViewForDistance(); initMission(); return true; } while (false); log("Fun GameNormalMap :: init ERROR"); return false; }
bool stageOneInitialise(void) { debug(LOG_WZ, "== stageOneInitalise =="); // Initialise all globals and statics everwhere. if(!InitialiseGlobals()) { return false; } iV_Reset(); // Reset the IV library if (!stringsInitialise()) /* Initialise the string system */ { return false; } if (!objInitialise()) /* Initialise the object system */ { return false; } if (!droidInit()) { return false; } if (!initViewData()) { return false; } if (!grpInitialise()) { return false; } if (!aiInitialise()) /* Initialise the AI system */ // pregame { return false; } if (!anim_Init()) { return false; } if ( !animObj_Init( init_ObjectDead ) ) { return false; } if (!allocPlayerPower()) /*set up the PlayerPower for each player - this should only be done ONCE now*/ { return false; } // initialise the visibility stuff if (!visInitialise()) { return false; } /* Initialise the movement system */ if (!moveInitialise()) { return false; } if (!proj_InitSystem()) { return false; } if (!scrTabInitialise()) // Initialise the old wzscript system { return false; } if (!initScripts()) // Initialise the new javascript system { return false; } if (!gridInitialise()) { return false; } initMission(); initTransporters(); scriptInit(); // do this here so that the very first mission has it initialised initRunData(); gameTimeInit(); eventTimeReset(gameTime / SCR_TICKRATE); return true; }
bool stageOneInitialise() { debug(LOG_WZ, "== stageOneInitialise =="); wzSceneEnd("Main menu loop"); wzSceneBegin("Main game loop"); // Initialise all globals and statics everywhere. if (!InitialiseGlobals()) { return false; } if (!stringsInitialise()) /* Initialise the string system */ { return false; } if (!objInitialise()) /* Initialise the object system */ { return false; } if (!droidInit()) { return false; } if (!initViewData()) { return false; } if (!grpInitialise()) { return false; } if (!aiInitialise()) /* Initialise the AI system */ // pregame { return false; } if (!allocPlayerPower()) /*set up the PlayerPower for each player - this should only be done ONCE now*/ { return false; } // initialise the visibility stuff if (!visInitialise()) { return false; } if (!proj_InitSystem()) { return false; } if (!scrTabInitialise()) // Initialise the old wzscript system { return false; } if (!gridInitialise()) { return false; } initMission(); initTransporters(); scriptInit(); // do this here so that the very first mission has it initialised initRunData(); gameTimeInit(); eventTimeReset(gameTime / SCR_TICKRATE); return true; }