示例#1
0
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;
}
示例#2
0
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;
}