void load_saved_city (char *s) { char *cname = (char *) malloc (strlen (lc_save_dir) + strlen (s) + 2); sprintf (cname, "%s%c%s", lc_save_dir, PATH_SLASH, s); load_city (cname); free (cname); }
/* * Load City and do setup for Lincity NG. */ bool loadCityNG( std::string filename ){ if( file_exists( const_cast<char*>( filename.c_str()) ) ){ load_city(const_cast<char*>(filename.c_str())); update_avail_modules(0); GameView* gv = getGameView(); if( gv ){ gv->readOrigin(); } return true; } return false; }
/* Start up game with new dungeons; start with player in city */ void init_world(void) { int env, i; City = Level = TempLevel = Dungeon = NULL; for (env = 0; env <= E_MAX; env++) level_seed[env] = RANDFUNCTION(); load_country(); for(i=0;i<NUMCITYSITES;i++) CitySiteList[i][0] = FALSE; load_city(TRUE); Level = City; Current_Environment = E_CITY; setPlayerXY(62, 20); print1("You pass through the massive gates of Rampart, the city."); screencheck(Player.x, Player.y); }
int main (int argc, char *argv[]) { char* load_filename; /* Initialize some global variables */ initialize_server (); /* Set up the paths to certain files and directories */ init_path_strings (); #ifndef CS_PROFILE #ifdef SEED_RAND srand (time (0)); #endif #endif init_types (); initialize_tax_rates (); reset_start_time (); load_filename = parse_server_args (argc, argv); if (load_filename && file_exists(load_filename)) { printf ("Server is trying to load: %s\n", load_filename); load_city (load_filename); zoom_originx = main_screen_originx; zoom_originy = main_screen_originy; } else { engine_new_city (&zoom_originx, &zoom_originy, 1); } printf ("Server starting main loop!\n"); while (1) { sniff_packets (); engine_do_time_step (); get_real_time (); send_periodic_messages (); if (total_time % 1000 == 0) { debug_print_stats (); } } return 0; }