int parseGame(const char *filename) { initParser(); if (!parseGameFile(filename)) { g_outputError("failed to parse game file %s\n", filename); return 0; } /* make sure a room named "start" exists */ if (NULL == g_hash_table_lookup(roomParsedTable, "start")) { g_outputError("room 'start' must be defined\n"); return 0; } initGlobalEvents(); initObjects(); initCreatures(); initRooms(); /* make sure we didn't have any issues parsing Lua scripts */ if (g_scriptError) { return 0; } destroyParser(); return 1; }
ComputerManager::ComputerManager( UserConfig& config, FeatureManager& featureManager, BuiltinFeatures& builtinFeatures, QObject* parent ) : QObject( parent ), m_config( config ), m_featureManager( featureManager ), m_builtinFeatures( builtinFeatures ), m_networkObjectDirectoryManager( new NetworkObjectDirectoryManager() ), m_networkObjectDirectory( m_networkObjectDirectoryManager->createDirectory( this ) ), m_networkObjectModel( new NetworkObjectTreeModel( m_networkObjectDirectory ) ), m_networkObjectOverlayDataModel( new NetworkObjectOverlayDataModel( 1, Qt::DisplayRole, tr( "User" ), this ) ), m_computerTreeModel( new CheckableItemProxyModel( NetworkObjectModel::UidRole, this ) ), m_networkObjectFilterProxyModel( new NetworkObjectFilterProxyModel( this ) ) { if( m_networkObjectDirectory == nullptr ) { QMessageBox::critical( nullptr, tr( "Missing network object directory plugin" ), tr( "No default network object directory plugin was found. " "Please check your installation or configure a different " "network object directory backend via %1 Configurator." ). arg( VeyonCore::applicationName() ) ); qFatal( "ComputerManager: missing network object directory plugin!" ); } initNetworkObjectLayer(); initRooms(); initComputerTreeModel(); updateComputerList(); auto computerScreenUpdateTimer = new QTimer( this ); connect( computerScreenUpdateTimer, &QTimer::timeout, this, &ComputerManager::updateComputerScreens ); computerScreenUpdateTimer->start( 1000 ); // TODO: replace constant }
RoomManager::RoomManager() { srand(time(NULL)); addPlayerMutex = PTHREAD_MUTEX_INITIALIZER; MAX_ONE_TYPE_ROOMS = 10; initRooms(); initMap(); }
void initLists(Bool printList) { initAbsences(); initAppointments(); initConsultations(); initDoctors(); initPatients(); initRooms(); if(printList) printLists(); }
void Game::initAssets() { _assets.bots.spriteSheet = _display->createSpriteSheet(Rectangle(32,32),10,10); _assets.bots.red.up = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/red/up.png"); _assets.bots.red.right = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/red/right.png"); _assets.bots.red.down = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/red/down.png"); _assets.bots.red.left = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/red/left.png"); _assets.bots.blue.up = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/blue/up.png"); _assets.bots.blue.right = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/blue/right.png"); _assets.bots.blue.down = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/blue/down.png"); _assets.bots.blue.left = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/blue/left.png"); _assets.bots.green.up = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/green/up.png"); _assets.bots.green.right = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/green/right.png"); _assets.bots.green.down = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/green/down.png"); _assets.bots.green.left = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/green/left.png"); _assets.bots.player.up = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/player/up.png"); _assets.bots.player.right = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/player/right.png"); _assets.bots.player.down = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/player/down.png"); _assets.bots.player.left = _display->createTexture(_assets.bots.spriteSheet,"assets/img/bots/player/left.png"); _assets.inventory.spriteSheet = _display->createSpriteSheet(Rectangle(48,48),5,5); _assets.inventory.inventoryBG = _display->createTexture(_assets.inventory.spriteSheet,"assets/img/inventory/inventorybg.png"); _assets.inventory.smallAmmo = _display->createTexture(_assets.inventory.spriteSheet,"assets/img/inventory/smallammo.png"); _assets.inventory.heavyAmmo = _display->createTexture(_assets.inventory.spriteSheet,"assets/img/inventory/placeholder.png"); _assets.inventory.bombAmmo = _display->createTexture(_assets.inventory.spriteSheet,"assets/img/inventory/placeholder.png"); _assets.inventory.scrapmetal = _display->createTexture(_assets.inventory.spriteSheet,"assets/img/inventory/scrapmetal.png"); _assets.inventory.bombLauncher = _display->createTexture(_assets.inventory.spriteSheet,"assets/img/inventory/placeholder.png"); _assets.inventory.sniperRifle = _display->createTexture(_assets.inventory.spriteSheet,"assets/img/inventory/placeholder.png"); _assets.inventory.smallGun = _display->createTexture(_assets.inventory.spriteSheet,"assets/img/inventory/placeholder.png"); _assets.inventory.wrench = _display->createTexture(_assets.inventory.spriteSheet,"assets/img/inventory/placeholder.png"); _assets.inventory.redDoorCard = _display->createTexture(_assets.inventory.spriteSheet,"assets/img/inventory/placeholder.png"); _assets.inventory.blueDoorCard = _display->createTexture(_assets.inventory.spriteSheet,"assets/img/inventory/placeholder.png"); _assets.inventory.greenDoorCard = _display->createTexture(_assets.inventory.spriteSheet,"assets/img/inventory/placeholder.png"); _assets.inventory.augmentation = _display->createTexture(_assets.inventory.spriteSheet,"assets/img/inventory/placeholder.png"); _assets.selection.spriteSheet = _display->createSpriteSheet(Rectangle(8,8),2,2); _assets.selection.NW = _display->createTexture(_assets.selection.spriteSheet,"assets/img/inventory/selection/NW.png"); _assets.selection.NE = _display->createTexture(_assets.selection.spriteSheet,"assets/img/inventory/selection/NE.png"); _assets.selection.SW = _display->createTexture(_assets.selection.spriteSheet,"assets/img/inventory/selection/SW.png"); _assets.selection.SE = _display->createTexture(_assets.selection.spriteSheet,"assets/img/inventory/selection/SE.png"); _assets.tiles.spriteSheet = _display->createSpriteSheet(Rectangle(32,32),5,5); _assets.tiles.overlay.gray = _display->createTexture(_assets.tiles.spriteSheet,"assets/img/tiles/grayoverlay.png"); _assets.tiles.overlay.black = _display->createTexture(_assets.tiles.spriteSheet,"assets/img/tiles/blackoverlay.png"); _assets.tiles.door.red = _display->createTexture(_assets.tiles.spriteSheet,"assets/img/tiles/reddoor.png"); _assets.tiles.door.green = _display->createTexture(_assets.tiles.spriteSheet,"assets/img/tiles/greendoor.png"); _assets.tiles.door.blue = _display->createTexture(_assets.tiles.spriteSheet,"assets/img/tiles/bluedoor.png"); _assets.tiles.floor = _display->createTexture(_assets.tiles.spriteSheet,"assets/img/tiles/floor.png"); _assets.tiles.wall = _display->createTexture(_assets.tiles.spriteSheet,"assets/img/tiles/wall.png"); _assets.tiles.exit_open = _display->createTexture(_assets.tiles.spriteSheet,"assets/img/tiles/exit.png"); _assets.tiles.exit_locked = _display->createTexture(_assets.tiles.spriteSheet,"assets/img/tiles/exit_locked.png"); _assets.tiles.computer = _display->createTexture(_assets.tiles.spriteSheet,"assets/img/tiles/computer.png"); _assets.environment.spriteSheet = _display->createSpriteSheet(Rectangle(32,32),5,5); _assets.environment.crate = _display->createTexture(_assets.environment.spriteSheet,"assets/img/environments/crate.png"); _assets.fonts.mono36 = _display->loadTrueTypeFont("assets/fonts/MostlyMono.ttf",48); _assets.fonts.mono28 = _display->loadTrueTypeFont("assets/fonts/MostlyMono.ttf",28); _assets.fonts.mono20 = _display->loadTrueTypeFont("assets/fonts/MostlyMono.ttf",24); _assets.others.statsBackground = _display->loadImage("assets/img/others/stats.png"); _assets.others.inventoryBackground = _display->loadImage("assets/img/others/inv.png"); initRooms(); }