Example #1
0
void NWN2Engine::init() {
	LoadProgress progress(21);

	progress.step("Declare languages");
	declareLanguages();

	if (evaluateLanguage(true, _language))
		status("Setting the language to %s", LangMan.getLanguageName(_language).c_str());
	else
		warning("Failed to detect this game's language");

	LangMan.setCurrentLanguage(_language);

	progress.step("Loading user game config");
	initConfig();

	initResources(progress);
	if (EventMan.quitRequested())
		return;

	progress.step("Loading game cursors");
	initCursors();
	if (EventMan.quitRequested())
		return;

	progress.step("Initializing internal game config");
	initGameConfig();

	progress.step("Successfully initialized the engine");
}
Example #2
0
void NWNEngine::init() {
	LoadProgress progress(21);

	progress.step("Detecting game version");
	detectVersion();

	progress.step("Loading user game config");
	initConfig();
	checkConfig();

	if (EventMan.quitRequested())
		return;

	progress.step("Declare string encodings");
	declareEncodings();

	initResources(progress);

	if (EventMan.quitRequested())
		return;

	progress.step("Loading game cursors");
	initCursors();

	if (EventMan.quitRequested())
		return;

	progress.step("Initializing internal game config");
	initGameConfig();

	progress.step("Starting script system");
	_scriptFuncs = new ScriptFunctions();

	progress.step("Successfully initialized the engine");
}
Example #3
0
void WitcherEngine::init() {
	LoadProgress progress(15);

	progress.step("Declare languages");
	declareLanguages();

	if (evaluateLanguage(true, _languageText, _languageVoice))
		status("Setting the language to %s text + %s voices",
				LangMan.getLanguageName(_languageText).c_str(),
				LangMan.getLanguageName(_languageVoice).c_str());
	else
		throw Common::Exception("Failed to detect this game's language");

	progress.step("Loading user game config");
	initConfig();

	initResources(progress);
	if (EventMan.quitRequested())
		return;

	progress.step("Loading game cursors");
	initCursors();
	if (EventMan.quitRequested())
		return;

	progress.step("Initializing internal game config");
	initGameConfig();

	progress.step("Initializing Lua subsystem");
	initLua();

	progress.step("Successfully initialized the engine");
}
Example #4
0
void SonicEngine::init() {
	// Force to the screen size of the Nintendo DS (2 screens of 256x192)
	WindowMan.setWindowSize(kScreenWidth, 2 * kScreenHeight);

	LoadProgress progress(8);

	progress.step("Declare languages");
	declareLanguages();

	if (evaluateLanguage(true, _language))
		status("Setting the language to %s", LangMan.getLanguageName(_language).c_str());
	else
		warning("Failed to detect this game's language");

	progress.step("Loading user game config");
	initConfig();

	initResources(progress);
	if (EventMan.quitRequested())
		return;

	progress.step("Initializing internal game config");
	initGameConfig();

	progress.step("Successfully initialized the engine");
}
Example #5
0
void KotOREngine::init() {
	initConfig();
	checkConfig();

	if (EventMan.quitRequested())
		return;

	initResources();

	if (EventMan.quitRequested())
		return;

	initCursors();

	if (EventMan.quitRequested())
		return;

	initGameConfig();
}
Example #6
0
void NWNEngine::init() {
	initConfig();
	checkConfig();

	if (EventMan.quitRequested())
		return;

	initResources();

	if (EventMan.quitRequested())
		return;

	initCursors();

	if (EventMan.quitRequested())
		return;

	initGameConfig();

	_scriptFuncs = new ScriptFunctions();
}