Ejemplo n.º 1
0
/*
 * 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");
}
Ejemplo n.º 2
0
/*
 * @brief 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_ammo_respawn_time = gi.Cvar("g_ammo_respawn_time", "20.0", CVAR_SERVER_INFO,
			"Ammo respawn interval in seconds");
	g_auto_join = gi.Cvar("g_auto_join", "1", CVAR_SERVER_INFO,
			"Automatically assigns players to teams");
	g_capture_limit = gi.Cvar("g_capture_limit", "8", CVAR_SERVER_INFO,
			"The capture limit per level");
	g_cheats = gi.Cvar("g_cheats", "0", CVAR_SERVER_INFO, NULL);
	g_ctf = gi.Cvar("g_ctf", "0", CVAR_SERVER_INFO, "Enables capture the flag gameplay");
	g_frag_limit = gi.Cvar("g_frag_limit", "30", CVAR_SERVER_INFO, "The frag limit per level");
	g_friendly_fire = gi.Cvar("g_friendly_fire", "1", CVAR_SERVER_INFO, "Enables friendly fire");
	g_gameplay = gi.Cvar("g_gameplay", "0", CVAR_SERVER_INFO,
			"Selects deathmatch, arena, or instagib combat");
	g_gravity = gi.Cvar("g_gravity", "800", CVAR_SERVER_INFO, NULL);
	g_match = gi.Cvar("g_match", "0", CVAR_SERVER_INFO,
			"Enables match play requiring players to ready");
	g_max_entities = gi.Cvar("g_max_entities", "1024", CVAR_LATCH, NULL);
	g_motd = gi.Cvar("g_motd", "", CVAR_SERVER_INFO,
			"Message of the day, shown to clients on initial connect");
	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_password = gi.Cvar("g_password", "", CVAR_USER_INFO, "The server password");
	g_player_projectile = gi.Cvar("g_player_projectile", "1.0", CVAR_SERVER_INFO,
			"Scales player velocity to projectiles");
	g_random_map = gi.Cvar("g_random_map", "0", 0, "Enables map shuffling");
	g_respawn_protection = gi.Cvar("g_respawn_protection", "0.0", 0,
			"Respawn protection in seconds");
	g_round_limit = gi.Cvar("g_round_limit", "30", CVAR_SERVER_INFO,
			"The number of rounds to run per level");
	g_rounds = gi.Cvar("g_rounds", "0", CVAR_SERVER_INFO,
			"Enables rounds-based play, where last player standing wins");
	g_show_attacker_stats = gi.Cvar("g_show_attacker_stats", "1", CVAR_SERVER_INFO, NULL);
	g_spawn_farthest = gi.Cvar("g_spawn_farthest", "1", CVAR_SERVER_INFO, NULL);
	g_spectator_chat = gi.Cvar("g_spectator_chat", "1", CVAR_SERVER_INFO,
			"If enabled, spectators can only talk to other spectators");
	g_teams = gi.Cvar("g_teams", "0", CVAR_SERVER_INFO, "Enables teams-based play");
	g_time_limit = gi.Cvar("g_time_limit", "20.0", CVAR_SERVER_INFO,
			"The time limit per level in minutes");
	g_voting = gi.Cvar("g_voting", "1", CVAR_SERVER_INFO, "Activates voting");
	g_weapon_respawn_time = gi.Cvar("g_weapon_respawn_time", "5.0", CVAR_SERVER_INFO,
			"Weapon respawn interval in seconds");

	sv_max_clients = gi.Cvar("sv_max_clients", "8", CVAR_SERVER_INFO | CVAR_LATCH, NULL);
	sv_hostname = gi.Cvar("sv_hostname", "Quake2World", CVAR_SERVER_INFO, NULL);
	dedicated = gi.Cvar("dedicated", "0", CVAR_NO_SET, NULL);

#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");

	// initialize entities and clients for this game
	g_game.edicts = gi.Malloc(g_max_entities->integer * sizeof(g_edict_t), MEM_TAG_GAME);
	g_game.clients = gi.Malloc(sv_max_clients->integer * sizeof(g_client_t), MEM_TAG_GAME);

	ge.edicts = g_game.edicts;
	ge.max_edicts = g_max_entities->integer;
	ge.num_edicts = sv_max_clients->integer + 1;

	G_Ai_Init(); // initialize the AI

	// 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");
}