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📄 g_main.c

📁 quakeIII源码这个不用我多说吧
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	// 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;

	// 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 );
		G_SoundIndex( "sound/player/gurp1.wav" );
		G_SoundIndex( "sound/player/gurp2.wav" );
	}

	if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
		BotAISetup( restart );
		BotAILoadMap( restart );
		G_InitBots( restart );
	}

	G_RemapTeamShaders();

}



/*
=================
G_ShutdownGame
=================
*/
void G_ShutdownGame( int restart ) {
	G_Printf ("==== ShutdownGame ====\n");

	if ( level.logFile ) {
		G_LogPrintf("ShutdownGame:\n" );
		G_LogPrintf("------------------------------------------------------------\n" );
		trap_FS_FCloseFile( level.logFile );
	}

	// write all the client session data so we can get it back
	G_WriteSessionData();

	if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
		BotAIShutdown( restart );
	}
}



//===================================================================

#ifndef GAME_HARD_LINKED
// this is only here so the functions in q_shared.c and bg_*.c can link

void QDECL Com_Error ( int level, const char *error, ... ) {
	va_list		argptr;
	char		text[1024];

	va_start (argptr, error);
	vsprintf (text, error, argptr);
	va_end (argptr);

	G_Error( "%s", text);
}

void QDECL Com_Printf( const char *msg, ... ) {
	va_list		argptr;
	char		text[1024];

	va_start (argptr, msg);
	vsprintf (text, msg, argptr);
	va_end (argptr);

	G_Printf ("%s", text);
}

#endif

/*
========================================================================

PLAYER COUNTING / SCORE SORTING

========================================================================
*/

/*
=============
AddTournamentPlayer

If there are less than two tournament players, put a
spectator in the game and restart
=============
*/
void AddTournamentPlayer( void ) {
	int			i;
	gclient_t	*client;
	gclient_t	*nextInLine;

	if ( level.numPlayingClients >= 2 ) {
		return;
	}

	// never change during intermission
	if ( level.intermissiontime ) {
		return;
	}

	nextInLine = NULL;

	for ( i = 0 ; i < level.maxclients ; i++ ) {
		client = &level.clients[i];
		if ( client->pers.connected != CON_CONNECTED ) {
			continue;
		}
		if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
			continue;
		}
		// never select the dedicated follow or scoreboard clients
		if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD || 
			client->sess.spectatorClient < 0  ) {
			continue;
		}

		if ( !nextInLine || client->sess.spectatorTime < nextInLine->sess.spectatorTime ) {
			nextInLine = client;
		}
	}

	if ( !nextInLine ) {
		return;
	}

	level.warmupTime = -1;

	// set them to free-for-all team
	SetTeam( &g_entities[ nextInLine - level.clients ], "f" );
}

/*
=======================
RemoveTournamentLoser

Make the loser a spectator at the back of the line
=======================
*/
void RemoveTournamentLoser( void ) {
	int			clientNum;

	if ( level.numPlayingClients != 2 ) {
		return;
	}

	clientNum = level.sortedClients[1];

	if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) {
		return;
	}

	// make them a spectator
	SetTeam( &g_entities[ clientNum ], "s" );
}

/*
=======================
RemoveTournamentWinner
=======================
*/
void RemoveTournamentWinner( void ) {
	int			clientNum;

	if ( level.numPlayingClients != 2 ) {
		return;
	}

	clientNum = level.sortedClients[0];

	if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) {
		return;
	}

	// make them a spectator
	SetTeam( &g_entities[ clientNum ], "s" );
}

/*
=======================
AdjustTournamentScores
=======================
*/
void AdjustTournamentScores( void ) {
	int			clientNum;

	clientNum = level.sortedClients[0];
	if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) {
		level.clients[ clientNum ].sess.wins++;
		ClientUserinfoChanged( clientNum );
	}

	clientNum = level.sortedClients[1];
	if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) {
		level.clients[ clientNum ].sess.losses++;
		ClientUserinfoChanged( clientNum );
	}

}

/*
=============
SortRanks

=============
*/
int QDECL SortRanks( const void *a, const void *b ) {
	gclient_t	*ca, *cb;

	ca = &level.clients[*(int *)a];
	cb = &level.clients[*(int *)b];

	// sort special clients last
	if ( ca->sess.spectatorState == SPECTATOR_SCOREBOARD || ca->sess.spectatorClient < 0 ) {
		return 1;
	}
	if ( cb->sess.spectatorState == SPECTATOR_SCOREBOARD || cb->sess.spectatorClient < 0  ) {
		return -1;
	}

	// then connecting clients
	if ( ca->pers.connected == CON_CONNECTING ) {
		return 1;
	}
	if ( cb->pers.connected == CON_CONNECTING ) {
		return -1;
	}


	// then spectators
	if ( ca->sess.sessionTeam == TEAM_SPECTATOR && cb->sess.sessionTeam == TEAM_SPECTATOR ) {
		if ( ca->sess.spectatorTime < cb->sess.spectatorTime ) {
			return -1;
		}
		if ( ca->sess.spectatorTime > cb->sess.spectatorTime ) {
			return 1;
		}
		return 0;
	}
	if ( ca->sess.sessionTeam == TEAM_SPECTATOR ) {
		return 1;
	}
	if ( cb->sess.sessionTeam == TEAM_SPECTATOR ) {
		return -1;
	}

	// then sort by score
	if ( ca->ps.persistant[PERS_SCORE]
		> cb->ps.persistant[PERS_SCORE] ) {
		return -1;
	}
	if ( ca->ps.persistant[PERS_SCORE]
		< cb->ps.persistant[PERS_SCORE] ) {
		return 1;
	}
	return 0;
}

/*
============
CalculateRanks

Recalculates the score ranks of all players
This will be called on every client connect, begin, disconnect, death,
and team change.
============
*/
void CalculateRanks( void ) {
	int		i;
	int		rank;
	int		score;
	int		newScore;
	gclient_t	*cl;

	level.follow1 = -1;
	level.follow2 = -1;
	level.numConnectedClients = 0;
	level.numNonSpectatorClients = 0;
	level.numPlayingClients = 0;
	level.numVotingClients = 0;		// don't count bots
	for ( i = 0; i < TEAM_NUM_TEAMS; i++ ) {
		level.numteamVotingClients[i] = 0;
	}
	for ( i = 0 ; i < level.maxclients ; i++ ) {
		if ( level.clients[i].pers.connected != CON_DISCONNECTED ) {
			level.sortedClients[level.numConnectedClients] = i;
			level.numConnectedClients++;

			if ( level.clients[i].sess.sessionTeam != TEAM_SPECTATOR ) {
				level.numNonSpectatorClients++;
			
				// decide if this should be auto-followed
				if ( level.clients[i].pers.connected == CON_CONNECTED ) {
					level.numPlayingClients++;
					if ( !(g_entities[i].r.svFlags & SVF_BOT) ) {
						level.numVotingClients++;
						if ( level.clients[i].sess.sessionTeam == TEAM_RED )
							level.numteamVotingClients[0]++;
						else if ( level.clients[i].sess.sessionTeam == TEAM_BLUE )
							level.numteamVotingClients[1]++;
					}
					if ( level.follow1 == -1 ) {
						level.follow1 = i;
					} else if ( level.follow2 == -1 ) {
						level.follow2 = i;
					}
				}
			}
		}
	}

	qsort( level.sortedClients, level.numConnectedClients, 
		sizeof(level.sortedClients[0]), SortRanks );

	// set the rank value for all clients that are connected and not spectators
	if ( g_gametype.integer >= GT_TEAM ) {
		// in team games, rank is just the order of the teams, 0=red, 1=blue, 2=tied
		for ( i = 0;  i < level.numConnectedClients; i++ ) {
			cl = &level.clients[ level.sortedClients[i] ];
			if ( level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE] ) {
				cl->ps.persistant[PERS_RANK] = 2;
			} else if ( level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE] ) {
				cl->ps.persistant[PERS_RANK] = 0;
			} else {
				cl->ps.persistant[PERS_RANK] = 1;
			}
		}
	} else {	
		rank = -1;
		score = 0;
		for ( i = 0;  i < level.numPlayingClients; i++ ) {
			cl = &level.clients[ level.sortedClients[i] ];
			newScore = cl->ps.persistant[PERS_SCORE];
			if ( i == 0 || newScore != score ) {
				rank = i;
				// assume we aren't tied until the next client is checked
				level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank;
			} else {
				// we are tied with the previous client
				level.clients[ level.sortedClients[i-1] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
				level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
			}
			score = newScore;
			if ( g_gametype.integer == GT_SINGLE_PLAYER && level.numPlayingClients == 1 ) {
				level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
			}
		}
	}

	// set the CS_SCORES1/2 configstrings, which will be visible to everyone
	if ( g_gametype.integer >= GT_TEAM ) {
		trap_SetConfigstring( CS_SCORES1, va("%i", level.teamScores[TEAM_RED] ) );
		trap_SetConfigstring( CS_SCORES2, va("%i", level.teamScores[TEAM_BLUE] ) );
	} else {
		if ( level.numConnectedClients == 0 ) {
			trap_SetConfigstring( CS_SCORES1, va("%i", SCORE_NOT_PRESENT) );
			trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) );
		} else if ( level.numConnectedClients == 1 ) {
			trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) );
			trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) );
		} else {
			trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) );
			trap_SetConfigstring( CS_SCORES2, va("%i", level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE] ) );
		}
	}

	// see if it is time to end the level
	CheckExitRules();

	// if we are at the intermission, send the new info to everyone
	if ( level.intermissiontime ) {
		SendScoreboardMessageToAllClients();
	}
}


/*
========================================================================

MAP CHANGING

========================================================================
*/

/*
========================
SendScoreboardMessageToAllClients

Do this at BeginIntermission time and whenever ranks are recalculated
due to enters/exits/forced team changes
========================
*/
void SendScoreboardMessageToAllClients( void ) {
	int		i;

	for ( i = 0 ; i < level.maxclients ; i++ ) {
		if ( level.clients[ i ].pers.connected == CON_CONNECTED ) {
			DeathmatchScoreboardMessage( g_entities + i );
		}
	}
}

/*
========================
MoveClientToIntermission

When the intermission starts, this will be called for all players.
If a new client connects, this will be called after the spawn function.
========================
*/
void MoveClientToIntermission( gentity_t *ent ) {
	// take out of follow mode if needed
	if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
		StopFollowing( ent );
	}


	// move to the spot
	VectorCopy( level.intermission_origin, ent->s.origin );
	VectorCopy( level.intermission_origin, ent->client->ps.origin );
	VectorCopy (level.intermission_angle, ent->client->ps.viewangles);
	ent->client->ps.pm_type = PM_INTERMISSION;

	// clean up powerup info

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