int main(int argc, char **argv) { #ifdef COREDUMP #ifndef WIN32 struct rlimit rlim; getrlimit(RLIMIT_CORE, &rlim); rlim.rlim_cur=rlim.rlim_max; setrlimit(RLIMIT_CORE, &rlim); #endif #endif char *path; FILE *file; srand(time(0)); glutInit(&argc, argv); glutInitWindowSize(1024, 768); glutInitDisplayMode(GLUT_MULTISAMPLE|GLUT_RGB|GLUT_DOUBLE|GLUT_DEPTH); glutCreateWindow("Geometric figures"); hidInit(); consoleInit(); figureInit(); drawerInit(); animInit(); scriptInit(); glutDisplayFunc(drawerDisplay); glutReshapeFunc(drawerResize); glutKeyboardFunc(mainKeyPress); glutSpecialFunc(mainSpecialKeyPress); glutKeyboardUpFunc(mainKeyRelease); glutSpecialUpFunc(mainSpecialKeyRelease); glutMouseFunc(mainMouseEvent); glutMotionFunc(mainMouseMoveEvent); consolePrintNamedBlock("help", "welcome"); path=utilExpandPath("%/config.py"); if ((file=fopen(path, "r"))) { fclose(file); consoleExecFile(path); } for (int i=1; i<argc; i++) { consoleExecFile(argv[i]); } glutMainLoop(); drawerFree(); scriptFinalize(); return 0; }
// //////////////////////////////////////////////////////////////////////////// static BOOL gameInit(void) { UDWORD player; scriptInit(); // If this is from a savegame, stop here! if (getSaveGameType() == GTYPE_SAVE_START || getSaveGameType() == GTYPE_SAVE_MIDMISSION) { // these two lines are the biggest hack in the world. // the reticule seems to get detached from 'reticuleup' // this forces it back in sync... intRemoveReticule(); intAddReticule(); return true; } for(player = 0; player<game.maxPlayers; player++) // clean up only to the player limit for this map.. { cleanMap(player); } for (player = 1; player < MAX_PLAYERS; player++) { // we want to remove disabled AI & all the other players that don't belong if ((game.skDiff[player] == 0 || player >= game.maxPlayers) && (!game.scavengers || player != 7)) { clearPlayer(player, true); // do this quietly debug(LOG_NET, "removing disabled AI (%d) from map.", player); } } if (game.scavengers) // FIXME - not sure if we still need this hack - Per { // ugly hack for now game.skDiff[7] = DIFF_SLIDER_STOPS / 2; } if (NetPlay.isHost) // add oil drums { addOilDrum(NetPlay.playercount * 2); } playerResponding(); // say howdy! return true; }
bool stageOneInitialise(void) { debug(LOG_WZ, "== stageOneInitalise =="); // Initialise all globals and statics everwhere. if(!InitialiseGlobals()) { return false; } iV_Reset(); // Reset the IV library if (!stringsInitialise()) /* Initialise the string system */ { return false; } if (!objInitialise()) /* Initialise the object system */ { return false; } if (!droidInit()) { return false; } if (!initViewData()) { return false; } if (!grpInitialise()) { return false; } if (!aiInitialise()) /* Initialise the AI system */ // pregame { return false; } if (!anim_Init()) { return false; } if ( !animObj_Init( init_ObjectDead ) ) { return false; } if (!allocPlayerPower()) /*set up the PlayerPower for each player - this should only be done ONCE now*/ { return false; } // initialise the visibility stuff if (!visInitialise()) { return false; } /* Initialise the movement system */ if (!moveInitialise()) { return false; } if (!proj_InitSystem()) { return false; } if (!scrTabInitialise()) // Initialise the old wzscript system { return false; } if (!initScripts()) // Initialise the new javascript system { return false; } if (!gridInitialise()) { return false; } initMission(); initTransporters(); scriptInit(); // do this here so that the very first mission has it initialised initRunData(); gameTimeInit(); eventTimeReset(gameTime / SCR_TICKRATE); return true; }
bool stageOneInitialise() { debug(LOG_WZ, "== stageOneInitialise =="); wzSceneEnd("Main menu loop"); wzSceneBegin("Main game loop"); // Initialise all globals and statics everywhere. if (!InitialiseGlobals()) { return false; } if (!stringsInitialise()) /* Initialise the string system */ { return false; } if (!objInitialise()) /* Initialise the object system */ { return false; } if (!droidInit()) { return false; } if (!initViewData()) { return false; } if (!grpInitialise()) { return false; } if (!aiInitialise()) /* Initialise the AI system */ // pregame { return false; } if (!allocPlayerPower()) /*set up the PlayerPower for each player - this should only be done ONCE now*/ { return false; } // initialise the visibility stuff if (!visInitialise()) { return false; } if (!proj_InitSystem()) { return false; } if (!scrTabInitialise()) // Initialise the old wzscript system { return false; } if (!gridInitialise()) { return false; } initMission(); initTransporters(); scriptInit(); // do this here so that the very first mission has it initialised initRunData(); gameTimeInit(); eventTimeReset(gameTime / SCR_TICKRATE); return true; }