Ejemplo n.º 1
0
//Initializes the (global) scripting system, as well as any subsystems.
//script_close is handled by destructors
void script_init()
{
	mprintf(("SCRIPTING: Beginning initialization sequence...\n"));

	// first things first: init all script hooks, since they are PODs now, not classes...
	script_hook_init(&Script_splashhook);
	script_hook_init(&Script_simulationhook);
	script_hook_init(&Script_hudhook);
	script_hook_init(&Script_globalhook);
	script_hook_init(&Script_gameinithook);

	mprintf(("SCRIPTING: Beginning Lua initialization...\n"));
	Script_system.CreateLuaState();

	if(Output_scripting_meta)
	{
		mprintf(("SCRIPTING: Outputting scripting metadata...\n"));
		Script_system.OutputMeta("scripting.html");
	}
	mprintf(("SCRIPTING: Beginning main hook parse sequence....\n"));
	script_parse_table("scripting.tbl");
	parse_modular_table(NOX("*-sct.tbm"), script_parse_table);
	mprintf(("SCRIPTING: Inititialization complete.\n"));
}
Ejemplo n.º 2
0
void gameseq_init()
{
	int i;

	for (i=0; i<GS_STACK_SIZE; i++ )	{
		// gs[i].current_state = GS_STATE_MAIN_MENU;
		gs[i].current_state = 0;
		gs[i].previous_state = 0;
		gs[i].queue_tail=0;
		gs[i].queue_head=0;
	}

	for (i=0; i<GS_NUM_STATES; i++ )	{
		script_hook_init(&GS_state_hooks[i]);
	}

	gs_current_stack = 0;
	state_reentry = 0;
	state_processing_event_post = 0;
	state_in_event_processer = 0;
}