Exemple #1
0
void GAME_SetMode (const cgame_export_t *gametype)
{
	const cgame_export_t *list;

	if (cls.gametype == gametype)
		return;

	list = GAME_GetCurrentType();
	if (list) {
		Com_Printf("Shutdown gametype '%s'\n", list->name);
		list->Shutdown();

		/* we dont need to go back to "main" stack if we are already on this stack */
		if (!UI_IsWindowOnStack("main"))
			UI_InitStack("main", "", qtrue, qtrue);
	}

	cls.gametype = gametype;

	CL_Disconnect();

	list = GAME_GetCurrentType();
	if (list) {
		Com_Printf("Change gametype to '%s'\n", list->name);
		/* inventory structure switched/initialized */
		INV_DestroyInventory(&cls.i);
		INV_InitInventory(list->name, &cls.i, &csi, &inventoryImport);
		/** @todo this should be in GetCGameAPI */
		list->Init(NULL);
	}
}
Exemple #2
0
static qboolean GAME_Spawn (void)
{
	const size_t size = GAME_GetCharacterArraySize();
	int i;

	/* If there is no active gametype we create a team with default values.
	 * This is e.g. the case when someone starts a map with the map command */
	if (GAME_GetCurrentType() == NULL || chrDisplayList.num == 0) {
		const char *teamDefID = GAME_GetTeamDef();
		const equipDef_t *ed = INV_GetEquipmentDefinitionByID("multiplayer_initial");

		/* inventory structure switched/initialized */
		INV_DestroyInventory(&cls.i);
		INV_InitInventory("client", &cls.i, &csi, &inventoryImport);
		GAME_GenerateTeam(teamDefID, ed, size);
	}

	for (i = 0; i < size; i++)
		cl.chrList.chr[i] = chrDisplayList.chr[i];
	cl.chrList.num = chrDisplayList.num;

	return qtrue;
}
static inline void ResetInventoryList (void)
{
	INV_DestroyInventory(&i);
	INV_InitInventory("test", &i, &csi, &inventoryImport);
}
Exemple #4
0
/**
 * @brief This will be called when the game library is first loaded
 * @note only happens when a new game/map is started
 */
static void G_Init (void)
{
	gi.DPrintf("==== InitGame ====\n");

	/* noset vars */
	sv_dedicated = gi.Cvar_Get("sv_dedicated", "0", CVAR_SERVERINFO | CVAR_NOSET, "Is this a dedicated server?");

	/* latched vars */
	sv_cheats = gi.Cvar_Get("sv_cheats", "0", CVAR_SERVERINFO | CVAR_LATCH, "Activate cheats");
	gi.Cvar_Get("gamename", GAMEVERSION, CVAR_SERVERINFO | CVAR_LATCH, NULL);
	gi.Cvar_Get("gamedate", __DATE__, CVAR_SERVERINFO | CVAR_LATCH, NULL);
	developer = gi.Cvar_Get("developer", "0", 0, "Print out a lot of developer debug messages - useful to track down bugs");
	logstats = gi.Cvar_Get("logstats", "1", CVAR_ARCHIVE, "Server logfile output for kills");

	/* max. players per team (original quake) */
	sv_maxplayersperteam = gi.Cvar_Get("sv_maxplayersperteam", "8", CVAR_SERVERINFO | CVAR_LATCH, "How many players (humans) may a team have");
	/* max. soldiers per team */
	sv_maxsoldiersperteam = gi.Cvar_Get("sv_maxsoldiersperteam", "4", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_LATCH, "How many soldiers may one team have");
	/* max soldiers per player */
	sv_maxsoldiersperplayer = gi.Cvar_Get("sv_maxsoldiersperplayer", STRINGIFY(MAX_ACTIVETEAM), CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_LATCH, "How many soldiers one player is able to control in a given team");
	/* enable moralestates in multiplayer */
	sv_enablemorale = gi.Cvar_Get("sv_enablemorale", "1", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_LATCH, "Enable morale behaviour for actors");
	sv_roundtimelimit = gi.Cvar_Get("sv_roundtimelimit", "90", CVAR_ARCHIVE | CVAR_SERVERINFO, "Timelimit in seconds for multiplayer rounds");
	sv_roundtimelimit->modified = false;
	sv_maxentities = gi.Cvar_Get("sv_maxentities", "1024", CVAR_LATCH, NULL);

	sv_maxteams = gi.Cvar_Get("sv_maxteams", "2", CVAR_SERVERINFO, "How many teams for current running map");
	sv_maxteams->modified = false;

	/* change anytime vars */
	password = gi.Cvar_Get("password", "", CVAR_USERINFO, NULL);
	sv_needpass = gi.Cvar_Get("sv_needpass", "0", CVAR_SERVERINFO, NULL);
	sv_filterban = gi.Cvar_Get("sv_filterban", "1", 0, NULL);
	sv_ai = gi.Cvar_Get("sv_ai", "1", 0, "Activate or deativate the ai");
	sv_teamplay = gi.Cvar_Get("sv_teamplay", "0", CVAR_ARCHIVE | CVAR_LATCH | CVAR_SERVERINFO, "Is teamplay activated? see sv_maxclients, sv_maxplayersperteam, sv_maxsoldiersperteam and sv_maxsoldiersperplayer");
	/* how many connected clients */
	sv_maxclients = gi.Cvar_Get("sv_maxclients", "1", CVAR_SERVERINFO, "If sv_maxclients is 1 we are in singleplayer - otherwise we are mutliplayer mode (see sv_teamplay)");
	sv_shot_origin = gi.Cvar_Get("sv_shot_origin", "8", 0, "Assumed distance of muzzle from model");
	sv_send_edicts = gi.Cvar_Get("sv_send_edicts", "0", CVAR_ARCHIVE | CVAR_CHEAT, "Send server side edicts for client display like triggers");
	sv_hurtaliens = gi.Cvar_Get("sv_hurtaliens", "0", CVAR_SERVERINFO, "Spawn hurt aliens");

	ai_alien = gi.Cvar_Get("ai_alien", "ortnok", 0, "Alien team");
	ai_civilian = gi.Cvar_Get("ai_civilian", "europe", 0, "Civilian team");
	/* this cvar is set in singleplayer via campaign definition */
	ai_equipment = gi.Cvar_Get("ai_equipment", "multiplayer_alien", 0, "Initial equipment definition for aliens");
	/* aliens in singleplayer (can differ each mission) */
	ai_numaliens = gi.Cvar_Get("ai_numaliens", "30", 0, "How many aliens in this battle (singleplayer)");
	/* civilians for singleplayer */
	ai_numcivilians = gi.Cvar_Get("ai_numcivilians", "10", 0, "How many civilians in this battle");
	/* aliens in multiplayer */
	ai_numactors = gi.Cvar_Get("ai_numactors", "8", CVAR_ARCHIVE, "How many (ai controlled) actors in this battle (multiplayer)");

	mob_death = gi.Cvar_Get("mob_death", "10", CVAR_LATCH|CVAR_NOSET, NULL);
	mob_wound = gi.Cvar_Get("mob_wound", "0.1", CVAR_LATCH|CVAR_NOSET, NULL);
	mof_watching = gi.Cvar_Get("mof_watching", "1.7", CVAR_LATCH|CVAR_NOSET, NULL);
	mof_teamkill = gi.Cvar_Get("mof_teamkill", "2.0", CVAR_LATCH|CVAR_NOSET, NULL);
	mof_civilian = gi.Cvar_Get("mof_civilian", "0.3", CVAR_LATCH|CVAR_NOSET, NULL);
	mof_enemy = gi.Cvar_Get("mof_ememy", "0.5", CVAR_LATCH|CVAR_NOSET, NULL);
	mor_pain = gi.Cvar_Get("mof_pain", "3.6", CVAR_LATCH|CVAR_NOSET, NULL);
	/* everyone gets this times morale damage */
	mor_default = gi.Cvar_Get("mor_default", "0.3", CVAR_LATCH|CVAR_NOSET, "Everyone gets this times morale damage");
	/* at this distance the following two get halved (exponential scale) */
	mor_distance = gi.Cvar_Get("mor_distance", "120", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)");
	/* at this distance the following two get halved (exponential scale) */
	mor_victim = gi.Cvar_Get("mor_victim", "0.7", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)");
	/* at this distance the following two get halved (exponential scale) */
	mor_attacker = gi.Cvar_Get("mor_attacker", "0.3", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)");
	/* how much the morale depends on the size of the damaged team */
	mon_teamfactor = gi.Cvar_Get("mon_teamfactor", "0.6", CVAR_LATCH|CVAR_NOSET, "How much the morale depends on the size of the damaged team");

	mor_regeneration = gi.Cvar_Get("mor_regeneration", "15", CVAR_LATCH|CVAR_NOSET, NULL);
	mor_shaken = gi.Cvar_Get("mor_shaken", "50", CVAR_LATCH|CVAR_NOSET, NULL);
	mor_panic = gi.Cvar_Get("mor_panic", "30", CVAR_LATCH|CVAR_NOSET, NULL);
	mor_brave = gi.Cvar_Get("mor_brave", "85", CVAR_LATCH|CVAR_NOSET, NULL);

	m_sanity = gi.Cvar_Get("m_sanity", "1.0", CVAR_LATCH|CVAR_NOSET, NULL);
	m_rage = gi.Cvar_Get("m_rage", "0.6", CVAR_LATCH|CVAR_NOSET, NULL);
	m_rage_stop = gi.Cvar_Get("m_rage_stop", "2.0", CVAR_LATCH|CVAR_NOSET, NULL);
	m_panic_stop = gi.Cvar_Get("m_panic_stop", "1.0", CVAR_LATCH|CVAR_NOSET, NULL);

	g_endlessaliens = gi.Cvar_Get("g_endlessaliens", "0", CVAR_LATCH|CVAR_SERVERINFO, "Spawn endless aliens");
	g_ailua = gi.Cvar_Get("g_ailua", "0", 0, "Activate or deactivate the LUA AI");
	g_aihumans = gi.Cvar_Get("g_aihumans", "0", CVAR_DEVELOPER, "Activate or deactivate the ai for human actors");
	g_aidebug = gi.Cvar_Get("g_aidebug", "0", CVAR_DEVELOPER|CVAR_CHEAT, "All AI actors are visible");
	g_drawtraces = gi.Cvar_Get("g_drawtraces", "0", CVAR_DEVELOPER, "All traces will be rendered");
	g_nodamage = gi.Cvar_Get("g_nodamage", "0", CVAR_DEVELOPER|CVAR_CHEAT, "No damage in developer mode");
	g_notu = gi.Cvar_Get("g_notu", "0", CVAR_DEVELOPER|CVAR_CHEAT, "No TU costs while performing any action");
	g_actorspeed = gi.Cvar_Get("g_actorspeed", "1.0", CVAR_ARCHIVE|CVAR_SERVERINFO, "Moving speed of the actor");
	g_lastseen = gi.Cvar_Get("g_lastseen", "20", CVAR_ARCHIVE|CVAR_SERVERINFO, "Quit the match if no player was seen in this amount of rounds");
	g_nospawn = gi.Cvar_Get("g_nospawn", "0", CVAR_DEVELOPER|CVAR_CHEAT, "Do not spawn a soldier");

	/* flood control */
	flood_msgs = gi.Cvar_Get("flood_msgs", "4", 0, NULL);
	flood_persecond = gi.Cvar_Get("flood_persecond", "4", 0, NULL);
	flood_waitdelay = gi.Cvar_Get("flood_waitdelay", "10", 0, "Delay until someone is unlocked from talking again");

	g_difficulty = gi.Cvar_Get("g_difficulty", "0", CVAR_NOSET, "Singleplayer difficulty level");

	game.sv_maxentities = sv_maxentities->integer;
	game.sv_maxplayersperteam = sv_maxplayersperteam->integer;

	/* initialize the entity storage */
	globals.edicts = G_EdictsInit();
	globals.max_edicts = game.sv_maxentities;
	globals.num_edicts = game.sv_maxplayersperteam;

	/* initialize all players for this game */
	/* game.sv_maxplayersperteam for human controlled players
	 * + game.sv_maxplayer for ai */
	game.players = (player_t *)G_TagMalloc(game.sv_maxplayersperteam * 2 * sizeof(game.players[0]), TAG_GAME);
	globals.players = game.players;
	globals.maxplayersperteam = game.sv_maxplayersperteam;

	/* init csi and inventory */
	INVSH_InitCSI(gi.csi);
	INV_InitInventory("game", &game.i, gi.csi, &inventoryImport);

	if (logstats->integer)
		logstatsfile = fopen(va("%s/stats.log", gi.FS_Gamedir()), "a");
	else
		logstatsfile = NULL;

	AI_Init();
	AIL_Init();
}
Exemple #5
0
static inline void ResetInventoryList (void)
{
	INV_DestroyInventory(&cls.i);
	INV_InitInventory("testCampaign", &cls.i, &csi, &inventoryImport);
}