void initialize_marathon( void) { #ifndef DEMO /* no external physics models for demo */ // import_definition_structures(); #endif build_trig_tables(); allocate_map_memory(); // Rendering and flood-map done when starting a level, // since they require map-geometry sizes // allocate_render_memory(); allocate_pathfinding_memory(); // allocate_flood_map_memory(); allocate_texture_tables(); initialize_weapon_manager(); initialize_game_window(); initialize_scenery(); // LP additions: initialize_items(); #if defined(HAVE_OPENGL) && !defined(mac) OGL_Initialize(); #endif GameQueue = new ModifiableActionQueues(MAXIMUM_NUMBER_OF_PLAYERS, ACTION_QUEUE_BUFFER_DIAMETER, true); }
bool XML_DynLimParser::End() { // Resize and clear the arrays of objects, monsters, effects, and projectiles EffectList.resize(MAXIMUM_EFFECTS_PER_MAP); ObjectList.resize(MAXIMUM_OBJECTS_PER_MAP); MonsterList.resize(MAXIMUM_MONSTERS_PER_MAP); ProjectileList.resize(MAXIMUM_PROJECTILES_PER_MAP); #if 0 objlist_clear(effects, EffectList.size()); objlist_clear(projectiles, ProjectileList.size()); objlist_clear(monsters, MonsterList.size()); objlist_clear(objects, ObjectList.size()); #endif // Resize the array of paths also allocate_pathfinding_memory(); return true; }