/* ============ G_InitGame ============ */ void G_InitGame( int levelTime, int randomSeed, int restart ) { int i; G_Printf ("------- Game Initialization -------\n"); G_Printf ("gamename: %s\n", GAMEVERSION); G_Printf ("gamedate: %s\n", __DATE__); srand( randomSeed ); G_RegisterCvars(); G_ProcessIPBans(); G_InitMemory(); // set some level globals memset( &level, 0, sizeof( level ) ); level.time = levelTime; level.startTime = levelTime; level.snd_fry = G_SoundIndex("sound/player/fry.wav"); // FIXME standing in lava / slime if ( g_gametype.integer != GT_SINGLE_PLAYER && g_logfile.string[0] ) { if ( g_logfileSync.integer ) { trap_FS_FOpenFile( g_logfile.string, &level.logFile, FS_APPEND_SYNC ); } else { trap_FS_FOpenFile( g_logfile.string, &level.logFile, FS_APPEND ); } if ( !level.logFile ) { G_Printf( "WARNING: Couldn't open logfile: %s\n", g_logfile.string ); } else { char serverinfo[MAX_INFO_STRING]; trap_GetServerinfo( serverinfo, sizeof( serverinfo ) ); G_LogPrintf("------------------------------------------------------------\n" ); G_LogPrintf("InitGame: %s\n", serverinfo ); } } else { G_Printf( "Not logging to disk.\n" ); } G_InitWorldSession(); // initialize all entities for this game memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) ); level.gentities = g_entities; // initialize all clients for this game level.maxclients = g_maxclients.integer; memset( g_clients, 0, MAX_CLIENTS * sizeof(g_clients[0]) ); level.clients = g_clients; // set client fields on player ents for ( i=0 ; i<level.maxclients ; i++ ) { g_entities[i].client = level.clients + i; } // always leave room for the max number of clients, // even if they aren't all used, so numbers inside that // range are NEVER anything but clients level.num_entities = MAX_CLIENTS; for ( i=0 ; i<MAX_CLIENTS ; i++ ) { g_entities[i].classname = "clientslot"; } // let the server system know where the entites are trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ), &level.clients[0].ps, sizeof( level.clients[0] ) ); // reserve some spots for dead player bodies InitBodyQue(); ClearRegisteredItems(); // parse the key/value pairs and spawn gentities G_SpawnEntitiesFromString(); // general initialization G_FindTeams(); // make sure we have flags for CTF, etc if( g_gametype.integer >= GT_TEAM ) { G_CheckTeamItems(); } SaveRegisteredItems(); G_Printf ("-----------------------------------\n"); if( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) { G_ModelIndex( SP_PODIUM_MODEL ); } if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) { BotAISetup( restart ); BotAILoadMap( restart ); G_InitBots( restart ); } G_RemapTeamShaders(); }
/* ============== SpawnEntities Creates a server's entity / program execution context by parsing textual entity definitions out of an ent file. ============== */ void Level::SpawnEntities( const char *themapname, const char *entities, int levelTime ) { int inhibit,count=0; const char *value; SpawnArgs args; char *spawnpos; // Init the level variables Init(); spawnpos = const_cast<char*>(strchr( themapname, '$' )); if ( spawnpos ) { mapname = str( themapname, 0, spawnpos - themapname ); spawnpoint = spawnpos + 1; } else { mapname = themapname; spawnpoint = ""; } // set up time so functions still have valid times setTime( levelTime, 1000 / 20 ); if ( !LoadingServer ) { // Get rid of anything left over from the last level //CleanUp( false ); // Set up for a new map thePathManager.Init( mapname ); } setSkill( skill->integer ); // reset out count of the number of game traces sv_numtraces = 0; // parse world entities = args.Parse( entities ); spawn_entnum = ENTITYNUM_WORLD; args.Spawn(); if ( !world ) Com_Error( ERR_FATAL, "No world\n" ); if ( g_gametype->integer == GT_MULTIPLAYER || g_gametype->integer == GT_BOT_SINGLE_PLAYER ) { multiplayerManager.initMultiplayerGame(); } // parse ents inhibit = 0; for( entities = args.Parse( entities ); entities != NULL; entities = args.Parse( entities ) ) { // remove things (except the world) from different skill levels or deathmatch spawnflags = 0; value = args.getArg( "spawnflags" ); if ( value ) { spawnflags = atoi( value ); if ( inhibitEntity( spawnflags ) ) { inhibit++; continue; } } args.Spawn(); count++; gi.ProcessLoadingScreen( "$$SpawningEntities$$" ); } gi.DPrintf( "%i entities spawned\n", count ); gi.DPrintf( "%i entities inhibited\n", inhibit ); // Process the spawn events L_ProcessPendingEvents(); if ( multiplayerManager.inMultiplayer() ) { multiplayerManager.initItems(); } // Setup bots if ( gi.Cvar_VariableIntegerValue( "bot_enable" ) && multiplayerManager.inMultiplayer() ) { BotAIShutdown( 0 ); BotAISetup( 0 ); BotAILoadMap( 0 ); G_InitBots( 0 ); } if ( !LoadingServer || game.autosaved ) { Start(); } postLoad(); //------------------------------------------------------------------------------- // // Deletion Note: // Since hNodeController is an Entity, it is deleted // when all the other entities are deleted in the clean up function // specifically the line // // // if ( active_edicts.next->entity ) // { // delete active_edicts.next->entity; // } // // // Since it is already being deleted like this // We do not need to explcitily delete the controller... In fact // you will error out if you try to. //-------------------------------------------------------------------------------- hNodeController = new HelperNodeController; if ( hNodeController ) hNodeController->SetTargetName( "HelperNodeController" ); // // if this is a single player game, spawn the single player in now // this allows us to read persistant data into the player before the client // is completely ready // if ( game.maxclients == 1 ) { spawn_entnum = 0; new Player; } }