bool proj_setup_start_script(obj_type *obj,weapon_type *weap,proj_setup_type *proj_setup,bool no_construct,char *err_str) { // create the script proj_setup->script_idx=scripts_add(thing_type_projectile,"Projectiles",proj_setup->name,obj->idx,weap->idx,proj_setup->idx,err_str); if (proj_setup->script_idx==-1) return(FALSE); // send the construct event if (no_construct) return(TRUE); return(scripts_post_event(proj_setup->script_idx,-1,sd_event_construct,0,0,err_str)); }
bool object_start_script(obj_type *obj,bool no_construct,char *err_str) { char script_name[file_str_len]; // is it a non-script scenery? // this is usually something set when re-loading // state from a saved file if (obj->scenery.on) { obj->script_idx=-1; return(TRUE); } // if player, use player script // or overridden multiplayer script, // otherwise use script setup by spot script_name[0]=0x0; if (obj->type==object_type_player) { if (net_setup.mode!=net_mode_none) strcpy(script_name,iface.multiplayer.game_list.games[net_setup.game_idx].script.player_script); if (script_name[0]==0x0) strcpy(script_name,"Player"); } else { strcpy(script_name,obj->spawn_spot.script); } // create the script obj->script_idx=scripts_add(thing_type_object,"Objects",script_name,obj->idx,-1,-1,err_str); if (obj->script_idx==-1) return(FALSE); // send the construct event if (no_construct) return(TRUE); return(scripts_post_event(obj->script_idx,-1,sd_event_construct,0,0,err_str)); }
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); }