#include "locations\init\FalaiseDeFleur.c" #include "locations\init\Redmond.c" #include "locations\init\IslaMuelle.c" #include "locations\init\Oxbay.c" #include "locations\init\QuebradasCostillas.c" #include "locations\init\Douwesen.c" #include "locations\init\KhaelRoa.c" #include "locations\init\Conceicao.c" #include "locations\init\QuestLocations.c" #include "locations\init\boarding.c" void InitLocations() { ref loc; for(int i = 0; i < MAX_LOCATIONS; i++) { makeref(loc, Locations[i]); DeleteAttribute(loc, ""); loc.id = ""; loc.index = i; loc.image = "loading\sea.tga"; loc.music = "enplav.ogg"; loc.locators_radius.reload = 1.0; loc.locators_radius.rld = 1.0; loc.locators_radius.camdetector = 1.0; loc.locators_radius.camera = 0.3; loc.locators_radius.characters = 0.5; loc.locators_radius.goto = 0.5; loc.locators_radius.sit = 0.5; loc.locators_radius.item = 0.5; loc.locators_radius.officers = 0.5; loc.locators_radius.merchant = 1.0; loc.locators_radius.box = 1.0; loc.locators_radius.candles = 0.1; loc.locators_radius.candles_medium = 0.2; loc.locators_radius.chandeliers = 0.5; loc.locators_radius.heaters = 1.0; loc.locators_radius.torchlightes = 0.3; loc.locators_radius.torchlightes_o = 0.3; loc.locators_radius.fonar = 0.4; loc.locators_radius.outside = 2.0; loc.locators_radius.incas_light = 0.8; loc.locators_radius.incas_sky = 1.0; loc.locators_radius.randitem = 1.5; loc.locators_radius.waitress = 1.0; loc.locators_radius.tables = 0.5; loc.locators_radius.barmen = 1.0; loc.locators_radius.lamp = 0.2; loc.locators_radius.blueteleport = 0.2; loc.locators_radius.redteleport = 0.2; loc.locators_radius.greenteleport = 0.2; loc.locators_radius.magsteleport = 0.2; loc.locators_radius.EncDetector = 8.0; loc.locators_radius.teleport = 1.0; //Day dynamic light loc.models.day.lights.candles = "candle"; loc.models.day.lights.candles_medium = "candelabrum"; loc.models.day.lights.chandeliers = "chandelier"; loc.models.day.lights.heaters = "heater"; loc.models.day.lights.torchlightes = "torchlight"; loc.models.day.lights.outside = "outside_day"; loc.models.day.lights.incas_light = "incas"; loc.models.day.lights.incas_sky = "incasskyday"; loc.models.day.lights.lamp = "lamp"; loc.models.day.lights.blueteleport = "blueteleport"; loc.models.day.lights.redteleport = "redteleport"; loc.models.day.lights.greenteleport = "greenteleport"; loc.models.day.lights.magsteleport = "magsteleport"; //Night dynamic light loc.models.night.lights.candles = "candle"; loc.models.night.lights.candles_medium = "candelabrum"; loc.models.night.lights.chandeliers = "chandelier"; loc.models.night.lights.heaters = "heater"; loc.models.night.lights.torchlightes = "torchlight"; loc.models.night.lights.torchlightes_o = "torchlight"; loc.models.night.lights.fonar = "lamp"; loc.models.night.lights.outside = "outside_night"; loc.models.night.lights.incas_light = "incas"; loc.models.night.lights.incas_sky = "incasskynight"; loc.models.night.lights.lamp = "lamp"; loc.models.night.lights.blueteleport = "blueteleport"; loc.models.night.lights.redteleport = "redteleport"; loc.models.night.lights.greenteleport = "greenteleport"; loc.models.night.lights.magsteleport = "magsteleport"; } ReloadProgressUpdate(); //Init locations int n = 0; Locations[0].IslandsList.FalaiseDeFleur.begin = n; n = LocationInitFalaiseDeFleur(n); Locations[0].IslandsList.FalaiseDeFleur.end = n; Locations[0].IslandsList.Redmond.begin = n; n = LocationInitRedmond(n); Locations[0].IslandsList.Redmond.end = n; Locations[0].IslandsList.IslaMuelle.begin = n; n = LocationInitIslaMuelle(n); Locations[0].IslandsList.IslaMuelle.end = n; Locations[0].IslandsList.Oxbay.begin = n; n = LocationInitOxbay(n); Locations[0].IslandsList.Oxbay.end = n; Locations[0].IslandsList.QuebradasCostillas.begin = n; ReloadProgressUpdate(); n = LocationInitQuebradasCostillas(n); Locations[0].IslandsList.QuebradasCostillas.end = n; Locations[0].IslandsList.Douwesen.begin = n; n = LocationInitDouwesen(n); Locations[0].IslandsList.Douwesen.end = n; Locations[0].IslandsList.Conceicao.begin = n; n = LocationInitConceicao(n); Locations[0].IslandsList.Conceicao.end = n; Locations[0].IslandsList.KhaelRoa.begin = n; n = LocationInitKhaelRoa(n); Locations[0].IslandsList.KhaelRoa.end = n; ReloadProgressUpdate(); n = LocationInitQuestLocations(n); n = LocationInitBoarding(n); nLocationsNum = n; Trace("Number of locations: " + nLocationsNum); }