Ejemplo n.º 1
0
void initialize_marathon(
	void)
{
#ifndef DEMO /* no external physics models for demo */
//	import_definition_structures();
#endif
	
	build_trig_tables();
	allocate_map_memory();
	// Rendering and flood-map done when starting a level,
	// since they require map-geometry sizes
	// allocate_render_memory();
	allocate_pathfinding_memory();
	// allocate_flood_map_memory();
	allocate_texture_tables();
	initialize_weapon_manager();
	initialize_game_window();
	initialize_scenery();
	// LP additions:
	initialize_items();
#if defined(HAVE_OPENGL) && !defined(mac)
	OGL_Initialize();
#endif
	GameQueue = new ModifiableActionQueues(MAXIMUM_NUMBER_OF_PLAYERS, ACTION_QUEUE_BUFFER_DIAMETER, true);
}
bool XML_DynLimParser::End()
{
	// Resize and clear the arrays of objects, monsters, effects, and projectiles
	
	EffectList.resize(MAXIMUM_EFFECTS_PER_MAP);
	ObjectList.resize(MAXIMUM_OBJECTS_PER_MAP);
	MonsterList.resize(MAXIMUM_MONSTERS_PER_MAP);
	ProjectileList.resize(MAXIMUM_PROJECTILES_PER_MAP);
#if 0
	objlist_clear(effects, EffectList.size());
	objlist_clear(projectiles,  ProjectileList.size());
	objlist_clear(monsters,  MonsterList.size());
	objlist_clear(objects,  ObjectList.size());
#endif	
	// Resize the array of paths also
	allocate_pathfinding_memory();
	
	return true;
}