Example #1
0
/*
* G_Shutdown
*/
void G_Shutdown( void )
{
	int i;

	G_Printf( "==== G_Shutdown ====\n" );

	GT_asCallShutdown();
	G_asCallMapExit();

	G_asShutdownMapScript();
	GT_asShutdownScript();
	G_asShutdownGameModuleEngine();

	SV_WriteIPList ();

	trap_Cvar_ForceSet( "nextmap", va( "map \"%s\"", G_SelectNextMapName() ) );

	AI_Shutdown();

	G_RemoveCommands();

	G_FreeCallvotes();

	G_LevelFreePool();

	for( i = 0; i < game.numentities; i++ )
	{
		if( game.edicts[i].r.inuse )
			G_FreeEdict( &game.edicts[i] );
	}

	G_Free( game.edicts );
	G_Free( game.clients );
}
Example #2
0
/*
* SpawnEntities
* 
* Creates a server's entity / program execution context by
* parsing textual entity definitions out of an ent file.
*/
void G_InitLevel( char *mapname, char *entities, int entstrlen, unsigned int levelTime, unsigned int serverTime, unsigned int realTime )
{
	char *mapString = NULL;
	char name[MAX_CONFIGSTRING_CHARS];
	int i;
	edict_t *ent;
	char *token;
	const gsitem_t *item;

	G_asGarbageCollect( true );

	GT_asCallShutdown();
	G_asCallMapExit();

	G_asShutdownMapScript();
	GT_asShutdownScript();

	G_FreeCallvotes();

	game.serverTime = serverTime;
	game.realtime = realTime;
	game.levelSpawnCount++;

	GClip_ClearWorld(); // clear areas links

	if( !entities )
		G_Error( "G_SpawnLevel: NULL entities string\n" );

	// make a copy of the raw entities string so it's not freed with the pool
	mapString = ( char * )G_Malloc( entstrlen + 1 );
	memcpy( mapString, entities, entstrlen );
	Q_strncpyz( name, mapname, sizeof( name ) );

	// clear old data

	G_LevelInitPool( strlen( mapname ) + 1 + ( entstrlen + 1 ) * 2 + G_LEVELPOOL_BASE_SIZE );

	G_StringPoolInit();

	memset( &level, 0, sizeof( level_locals_t ) );
	memset( &gs.gameState, 0, sizeof( gs.gameState ) );

	level.spawnedTimeStamp = game.realtime;
	level.time = levelTime;
	level.gravity = g_gravity->value;

	// get the strings back
	Q_strncpyz( level.mapname, name, sizeof( level.mapname ) );
	level.mapString = ( char * )G_LevelMalloc( entstrlen + 1 );
	level.mapStrlen = entstrlen;
	memcpy( level.mapString, mapString, entstrlen );
	G_Free( mapString );
	mapString = NULL;

	// make a copy of the raw entities string for parsing
	level.map_parsed_ents = ( char * )G_LevelMalloc( entstrlen + 1 );
	level.map_parsed_ents[0] = 0;

	if( !level.time )
		memset( game.edicts, 0, game.maxentities * sizeof( game.edicts[0] ) );
	else
	{
		G_FreeEdict( world );
		for( i = gs.maxclients + 1; i < game.maxentities; i++ )
		{
			if( game.edicts[i].r.inuse )
				G_FreeEdict( game.edicts + i );
		}
	}

	game.numentities = gs.maxclients + 1;

	// link client fields on player ents
	for( i = 0; i < gs.maxclients; i++ )
	{
		game.edicts[i+1].s.number = i+1;
		game.edicts[i+1].r.client = &game.clients[i];
		game.edicts[i+1].r.inuse = ( trap_GetClientState( i ) >= CS_CONNECTED ) ? true : false;
		memset( &game.clients[i].level, 0, sizeof( game.clients[0].level ) );
		game.clients[i].level.timeStamp = level.time;
	}

	// initialize game subsystems
	trap_ConfigString( CS_MAPNAME, level.mapname );
	trap_ConfigString( CS_SKYBOX, "" );
	trap_ConfigString( CS_AUDIOTRACK, "" );
	trap_ConfigString( CS_STATNUMS, va( "%i %i %i", STAT_SCORE, STAT_HEALTH, STAT_LAST_KILLER ) );
	trap_ConfigString( CS_POWERUPEFFECTS, va( "%i %i %i %i", EF_QUAD, EF_SHELL, EF_CARRIER, EF_REGEN ) );
	trap_ConfigString( CS_SCB_PLAYERTAB_LAYOUT, "" );
	trap_ConfigString( CS_SCB_PLAYERTAB_TITLES, "" );
	trap_ConfigString( CS_MATCHNAME, "" );
	trap_ConfigString( CS_MATCHSCORE, "" );

	// reset map messages
	for( i = 0; i < MAX_HELPMESSAGES; i++ ) {
		trap_ConfigString( CS_HELPMESSAGES + i, "" );
	}

	G_InitGameCommands();
	G_MapLocations_Init();
	G_CallVotes_Init();
	G_SpawnQueue_Init();
	G_Teams_Init();
	// load map script
	G_asLoadMapScript( level.mapname );
	G_Gametype_Init();
	// ch : this would be the location to "transfer ratings"
	G_PrecacheItems(); // set configstrings for items (gametype must be initialized)
	G_PrecacheMedia();
	G_PrecacheGameCommands(); // adding commands after this point won't update them to the client
	AI_InitLevel(); // load navigation file of the current map

	// start spawning entities

	level.canSpawnEntities = true;
	G_InitBodyQueue(); // reserve some spots for dead player bodies

	entities = level.mapString;

	i = 0;
	ent = NULL;
	while( 1 )
	{
		level.spawning_entity = NULL;

		// parse the opening brace
		token = COM_Parse( &entities );
		if( !entities )
			break;
		if( token[0] != '{' )
			G_Error( "G_SpawnMapEntities: found %s when expecting {", token );

		if( !ent )
		{
			ent = world;
			G_InitEdict( world );
		}
		else
			ent = G_Spawn();

		ent->spawnString = entities; // keep track of string definition of this entity

		entities = ED_ParseEdict( entities, ent );
		if( !ent->classname )
		{
			i++;
			// racesow - introducing the freestyle map bug again in
			// order to make some freestyle maps work
			if( !level.gametype.freestyleMapFix )
				G_FreeEdict( ent );
			// !racesow
			G_FreeEdict( ent );
			continue;
		}

		if( !G_CanSpawnEntity( ent ) )
		{
			i++;
			G_FreeEdict( ent );
			continue;
		}

		if( !G_CallSpawn( ent ) )
		{
			i++;
			G_FreeEdict( ent );
			continue;
		}

		// check whether an item is allowed to spawn
		if( ( item = ent->item ) )
		{
			// not pickable items aren't spawnable
			if( item->flags & ITFLAG_PICKABLE )
			{
				if( G_Gametype_CanSpawnItem( item ) )
				{
					// override entity's classname with whatever item specifies
					ent->classname = item->classname;
					PrecacheItem( item );
					continue;
				}
			}

			i++;
			G_FreeEdict( ent );
			continue;
		}
	}

	G_FindTeams();

	// is the parsing string sane?
	assert( (int)level.map_parsed_len < entstrlen );
	level.map_parsed_ents[level.map_parsed_len] = 0;

	// make sure server got the edicts data
	trap_LocateEntities( game.edicts, sizeof( game.edicts[0] ), game.numentities, game.maxentities );

	// items need brush model entities spawned before they are linked
	G_Items_FinishSpawningItems();

	//
	// initialize game subsystems which require entities initialized
	//

	// call gametype specific
	GT_asCallSpawn();

	// call map specific
	G_asCallMapInit();

	AI_InitEntitiesData();

	// always start in warmup match state and let the thinking code
	// revert it to wait state if empty ( so gametype based item masks are setup )
	G_Match_LaunchState( MATCH_STATE_WARMUP );

	G_asGarbageCollect( true );

	// racesow
	RS_Init();
}