//Initializes the (global) scripting system, as well as any subsystems. //script_close is handled by destructors void script_init() { mprintf(("SCRIPTING: Beginning initialization sequence...\n")); // first things first: init all script hooks, since they are PODs now, not classes... script_hook_init(&Script_splashhook); script_hook_init(&Script_simulationhook); script_hook_init(&Script_hudhook); script_hook_init(&Script_globalhook); script_hook_init(&Script_gameinithook); mprintf(("SCRIPTING: Beginning Lua initialization...\n")); Script_system.CreateLuaState(); if(Output_scripting_meta) { mprintf(("SCRIPTING: Outputting scripting metadata...\n")); Script_system.OutputMeta("scripting.html"); } mprintf(("SCRIPTING: Beginning main hook parse sequence....\n")); script_parse_table("scripting.tbl"); parse_modular_table(NOX("*-sct.tbm"), script_parse_table); mprintf(("SCRIPTING: Inititialization complete.\n")); }
void gameseq_init() { int i; for (i=0; i<GS_STACK_SIZE; i++ ) { // gs[i].current_state = GS_STATE_MAIN_MENU; gs[i].current_state = 0; gs[i].previous_state = 0; gs[i].queue_tail=0; gs[i].queue_head=0; } for (i=0; i<GS_NUM_STATES; i++ ) { script_hook_init(&GS_state_hooks[i]); } gs_current_stack = 0; state_reentry = 0; state_processing_event_post = 0; state_in_event_processer = 0; }