bool frontendInitialise(const char *ResourceFile) { debug(LOG_MAIN, "Initialising frontend : %s", ResourceFile); if(!InitialiseGlobals()) // Initialise all globals and statics everywhere. { return false; } iV_Reset(); // Reset the IV library. if (!scrTabInitialise()) // Initialise the script system { return false; } if (!stringsInitialise()) // Initialise the string system { return false; } if (!objInitialise()) // Initialise the object system { 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; } debug(LOG_MAIN, "frontEndInitialise: loading resource file ....."); if (!resLoad(ResourceFile, 0)) { //need the object heaps to have been set up before loading in the save game return false; } if (!dispInitialise()) // Initialise the display system { return false; } FrontImages = (IMAGEFILE*)resGetData("IMG", "frontend.img"); /* Shift the interface initialisation here temporarily so that it can pick up the stats after they have been loaded */ if (!intInitialise()) { return false; } // keymappings // clear out any existing mappings keyClearMappings(); keyInitMappings(false); // Set the default uncoloured cursor here, since it looks slightly // better for menus and such. wzSetCursor(CURSOR_DEFAULT); SetFormAudioIDs(-1,ID_SOUND_WINDOWCLOSE); // disable the open noise since distorted in 3dfx builds. initMiscVars(); gameTimeInit(); // hit me with some funky beats.... cdAudio_PlayTrack(SONG_FRONTEND); 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; }