Exemple #1
0
void server_game_stop(void)
{
		// dispose remote and game
		// bound objects

	object_dispose_2(bt_remote);
	object_dispose_2(bt_game);

		// dispose game script

	scripts_dispose(js.game_attach.script_uid);

		// finish with object list free

	object_free_list();
}
Exemple #2
0
void proj_setup_dispose(weapon_type *weap,int idx)
{
	proj_setup_type		*proj_setup;

	proj_setup=weap->proj_setup_list.proj_setups[idx];
	if (proj_setup==NULL) return;

		// clear scripts and models

	scripts_dispose(proj_setup->script_idx);
	model_draw_free(&proj_setup->draw);
	
		// free and empty from list
		
	free(proj_setup);
	weap->proj_setup_list.proj_setups[idx]=NULL;
}
Exemple #3
0
void proj_setup_dispose(weapon_type *weap,int idx)
{
	proj_setup_type		*proj_setup;

	proj_setup=weap->proj_setup_list.proj_setups[idx];
	if (proj_setup==NULL) return;

		// call the dispose event

	scripts_post_event_console(proj_setup->script_idx,-1,sd_event_dispose,0,0);

		// clear scripts and models

	scripts_dispose(proj_setup->script_idx);
	model_draw_dispose(&proj_setup->draw);
	
		// free and empty from list
		
	free(proj_setup);
	weap->proj_setup_list.proj_setups[idx]=NULL;
}
Exemple #4
0
void object_dispose_single(int idx)
{
	int					n;
	obj_type			*obj;

	obj=server.obj_list.objs[idx];

		// call the dispose event

	scripts_post_event_console(obj->script_idx,-1,sd_event_dispose,0,0);

		// destroy any live projectiles

	projectile_dispose_object(obj);

		// dispose weapons

	for (n=0;n!=max_weap_list;n++) {
		weapon_dispose(obj,n);
	}

		// if this is map bound, then
		// remove any particles attached
		// to bones
		
	if (obj->bind==bt_map) effect_object_bone_attach_particle_dispose(idx);

		// clear scripts and models

	scripts_dispose(obj->script_idx);
	model_draw_dispose(&obj->draw);

		// free and empty from list

	free(obj);
	server.obj_list.objs[idx]=NULL;
}
Exemple #5
0
bool server_game_start(char *game_script_name,int skill,network_reply_join_remotes *remotes,char *err_str)
{
	int							n;
	network_request_object_add	*obj_add;
	
		// initialize lists
		
	model_initialize();
		
	object_initialize_list();
	weapon_initialize_list();
	proj_setup_initialize_list();
	
	scripts_initialize();
	script_globals_initialize();
	timers_initialize();

		// setup skill level

	server.skill=skill;
	
		// run game script

	map.info.name[0]=0x0;
	map.info.player_start_name[0]=0x0;
	map.info.player_start_type[0]=0x0;
	map.info.in_load=FALSE;
	
	server.player_obj_uid=-1;
	
	js.game_attach.thing_type=thing_type_game;
	js.game_attach.thing_uid=-1;

	scripts_clear_attach_data(&js.game_attach);
	
	if (!scripts_add(&js.game_attach,"Game",game_script_name,NULL,err_str)) return(FALSE);
	
		// editor map override?
		
	if (setup.editor_override.on) {
		strcpy(map.info.name,setup.editor_override.map);
	}
	
		// can't start a game without a map
	
	if (map.info.name[0]==0x0) {
		strcpy(err_str,"Game: No start map specified in game script");
		return(FALSE);
	}

		// prepare for any script based spawns

	object_script_spawn_start();
	
		// put in additional objects (remotes, bots)
		
	if (remotes!=NULL) {
	
		obj_add=remotes->objects;
		
		for (n=0;n!=remotes->count;n++) {
			remote_add(obj_add,FALSE);
			obj_add++;
		}
	}
	
		// start player object
	
	server.player_obj_uid=object_start(NULL,TRUE,bt_game,-1,err_str);
	if (server.player_obj_uid==-1) {
		scripts_dispose(js.game_attach.script_uid);
		return(FALSE);
	}
			
		// force player to auto-spawn
		// spawing of player needs to happen before map_start events
		
	object_spawn(object_find_uid(server.player_obj_uid));

		// finish any script based spawns

	object_script_spawn_finish();
	
	return(TRUE);
}