/** * @brief Resolves references to frequently accessed media. */ static void G_InitMedia(void) { uint16_t i; memset(&g_media, 0, sizeof(g_media)); // preload items/set item media ptrs G_InitItems(); // precache sexed sounds; clients will load these when a new player model // gets loaded. gi.SoundIndex("*gurp_1"); gi.SoundIndex("*drown_1"); gi.SoundIndex("*fall_1"); gi.SoundIndex("*fall_2"); gi.SoundIndex("*land_1"); gi.SoundIndex("*jump_1"); gi.SoundIndex("*jump_2"); gi.SoundIndex("*jump_3"); gi.SoundIndex("*jump_4"); gi.SoundIndex("*jump_5"); gi.SoundIndex("*sizzle_1"); gi.SoundIndex("*death_1"); gi.SoundIndex("*gasp_1"); gi.SoundIndex("*pain25_1"); gi.SoundIndex("*pain50_1"); gi.SoundIndex("*pain75_1"); gi.SoundIndex("*pain100_1"); g_media.models.grenade = gi.ModelIndex("models/objects/grenade/tris"); g_media.models.rocket = gi.ModelIndex("models/objects/rocket/tris"); g_media.models.hook = gi.ModelIndex("models/objects/grapplehook/tris"); g_media.models.fireball = gi.ModelIndex("models/objects/fireball/tris"); g_media.sounds.bfg_hit = gi.SoundIndex("weapons/bfg/hit"); g_media.sounds.bfg_prime = gi.SoundIndex("weapons/bfg/prime"); g_media.sounds.grenade_hit = gi.SoundIndex("objects/grenade/hit"); g_media.sounds.grenade_throw = gi.SoundIndex("weapons/handgrenades/hg_throw"); g_media.sounds.rocket_fly = gi.SoundIndex("objects/rocket/fly"); g_media.sounds.lightning_fly = gi.SoundIndex("weapons/lightning/fly"); g_media.sounds.quad_attack = gi.SoundIndex("quad/attack"); g_media.sounds.quad_expire = gi.SoundIndex("quad/expire"); g_media.sounds.hook_fire = gi.SoundIndex("objects/hook/fire"); g_media.sounds.hook_fly = gi.SoundIndex("objects/hook/fly"); g_media.sounds.hook_hit = gi.SoundIndex("objects/hook/hit"); g_media.sounds.hook_pull = gi.SoundIndex("objects/hook/pull"); g_media.sounds.hook_detach = gi.SoundIndex("objects/hook/detach"); g_media.sounds.hook_gibhit = gi.SoundIndex("objects/hook/gibhit"); g_media.sounds.teleport = gi.SoundIndex("world/teleport"); g_media.sounds.water_in = gi.SoundIndex("world/water_in"); g_media.sounds.water_out = gi.SoundIndex("world/water_out"); g_media.sounds.weapon_no_ammo = gi.SoundIndex("weapons/common/no_ammo"); g_media.sounds.weapon_switch = gi.SoundIndex("weapons/common/switch"); for (i = 0; i < NUM_GIB_MODELS; i++) { g_media.models.gibs[i] = gi.ModelIndex(va("models/gibs/gib_%i/tris", i + 1)); } for (i = 0; i < NUM_GIB_SOUNDS; i++) { g_media.sounds.gib_hits[i] = gi.SoundIndex(va("gibs/gib_%i/hit", i + 1)); } for (i = 1; i < lengthof(g_media.sounds.countdown); i++) { g_media.sounds.countdown[i] = gi.SoundIndex(va("world/countdown_%d", i)); } g_media.sounds.roar = gi.SoundIndex("world/ominous_bwah"); g_media.sounds.techs[TECH_HASTE] = gi.SoundIndex("tech/haste"); g_media.sounds.techs[TECH_REGEN] = gi.SoundIndex("tech/regen"); g_media.sounds.techs[TECH_RESIST] = gi.SoundIndex("tech/resist"); g_media.sounds.techs[TECH_STRENGTH] = gi.SoundIndex("tech/strength"); g_media.sounds.techs[TECH_VAMPIRE] = gi.SoundIndex("tech/vampire"); g_media.images.health = gi.ImageIndex("pics/i_health"); }
/* * G_Init * * This will be called when the game module is first loaded. */ void G_Init(void) { gi.Print(" Game initialization...\n"); memset(&g_game, 0, sizeof(g_game)); gi.Cvar("game_name", GAME_NAME, CVAR_SERVER_INFO | CVAR_NO_SET, NULL); gi.Cvar("game_date", __DATE__, CVAR_SERVER_INFO | CVAR_NO_SET, NULL); g_auto_join = gi.Cvar("g_auto_join", "1", CVAR_SERVER_INFO, NULL); g_capture_limit = gi.Cvar("g_capture_limit", "8", CVAR_SERVER_INFO, NULL); g_chat_log = gi.Cvar("g_chat_log", "0", 0, NULL); g_cheats = gi.Cvar("g_cheats", "0", CVAR_SERVER_INFO, NULL); g_ctf = gi.Cvar("g_ctf", "0", CVAR_SERVER_INFO, NULL); g_frag_limit = gi.Cvar("g_frag_limit", "30", CVAR_SERVER_INFO, NULL); g_frag_log = gi.Cvar("g_frag_log", "0", 0, NULL); g_friendly_fire = gi.Cvar("g_friendly_fire", "1", CVAR_SERVER_INFO, NULL); g_gameplay = gi.Cvar("g_gameplay", "0", CVAR_SERVER_INFO, NULL); g_gravity = gi.Cvar("g_gravity", "800", CVAR_SERVER_INFO, NULL); g_match = gi.Cvar("g_match", "0", CVAR_SERVER_INFO, NULL); g_max_entities = gi.Cvar("g_max_entities", "1024", CVAR_LATCH, NULL); g_mysql = gi.Cvar("g_mysql", "0", 0, NULL); g_mysql_db = gi.Cvar("g_mysql_db", "quake2world", 0, NULL); g_mysql_host = gi.Cvar("g_mysql_host", "localhost", 0, NULL); g_mysql_password = gi.Cvar("g_mysql_password", "", 0, NULL); g_mysql_user = gi.Cvar("g_mysql_user", "quake2world", 0, NULL); g_player_projectile = gi.Cvar("g_player_projectile", "1", CVAR_SERVER_INFO, NULL); g_random_map = gi.Cvar("g_random_map", "0", 0, NULL); g_round_limit = gi.Cvar("g_round_limit", "30", CVAR_SERVER_INFO, NULL); g_rounds = gi.Cvar("g_rounds", "0", CVAR_SERVER_INFO, NULL); g_spawn_farthest = gi.Cvar("g_spawn_farthest", "0", CVAR_SERVER_INFO, NULL); g_teams = gi.Cvar("g_teams", "0", CVAR_SERVER_INFO, NULL); g_time_limit = gi.Cvar("g_time_limit", "20", CVAR_SERVER_INFO, NULL); g_voting = gi.Cvar("g_voting", "1", CVAR_SERVER_INFO, "Activates voting"); password = gi.Cvar("password", "", CVAR_USER_INFO, NULL); sv_max_clients = gi.Cvar("sv_max_clients", "8", CVAR_SERVER_INFO | CVAR_LATCH, NULL); dedicated = gi.Cvar("dedicated", "0", CVAR_NO_SET, NULL); if (g_frag_log->value) gi.OpenFile("frag_log.log", &frag_log, FILE_APPEND); if (g_chat_log->value) gi.OpenFile("chat_log.log", &chat_log, FILE_APPEND); #ifdef HAVE_MYSQL if(g_mysql->value) { //init database mysql = mysql_init(NULL); mysql_real_connect(mysql, g_mysql_host->string, g_mysql_user->string, g_mysql_password->string, g_mysql_db->string, 0, NULL, 0 ); if(mysql != NULL) gi.Print(" MySQL connection to %s/%s", g_mysql_host->string, g_mysql_user->string); } #endif G_ParseMapList("maps.lst"); G_InitItems(); // initialize entities and clients for this game g_game.edicts = gi.TagMalloc(g_max_entities->integer * sizeof(g_edict_t), TAG_GAME); g_game.clients = gi.TagMalloc(sv_max_clients->integer * sizeof(g_client_t), TAG_GAME); ge.edicts = g_game.edicts; ge.max_edicts = g_max_entities->integer; ge.num_edicts = sv_max_clients->integer + 1; // set these to false to avoid spurious game restarts and alerts on init g_gameplay->modified = g_teams->modified = g_match->modified = g_rounds->modified = g_ctf->modified = g_cheats->modified = g_frag_limit->modified = g_round_limit->modified = g_capture_limit->modified = g_time_limit->modified = false; gi.Print(" Game initialized.\n"); }