mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-23 04:33:12 +00:00
487 lines
12 KiB
C++
487 lines
12 KiB
C++
// leave this as first line for PCH reasons...
|
|
//
|
|
#include "../server/exe_headers.h"
|
|
|
|
|
|
|
|
#include "server.h"
|
|
#include "..\game\weapons.h"
|
|
#include "..\game\g_items.h"
|
|
#include "..\game\statindex.h"
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
OPERATOR CONSOLE ONLY COMMANDS
|
|
|
|
These commands can only be entered from stdin or by a remote operator datagram
|
|
===============================================================================
|
|
*/
|
|
|
|
qboolean qbLoadTransition = qfalse;
|
|
|
|
/*
|
|
==================
|
|
SV_SetPlayer
|
|
|
|
Returns the player
|
|
==================
|
|
*/
|
|
static client_t *SV_SetPlayer( void ) {
|
|
client_t *cl;
|
|
|
|
cl = &svs.clients[0];
|
|
if ( !cl->state ) {
|
|
Com_Printf( "Client is not active\n" );
|
|
return NULL;
|
|
}
|
|
return cl;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// don't call this directly, it should only be called from SV_Map_f() or SV_MapTransition_f()
|
|
//
|
|
static bool SV_Map_( ForceReload_e eForceReload )
|
|
{
|
|
char *map;
|
|
char expanded[MAX_QPATH];
|
|
|
|
map = Cmd_Argv(1);
|
|
if ( !*map ) {
|
|
Com_Printf ("no map specified\n");
|
|
return false;
|
|
}
|
|
|
|
// make sure the level exists before trying to change, so that
|
|
// a typo at the server console won't end the game
|
|
if (strchr (map, '\\') ) {
|
|
Com_Printf ("Can't have mapnames with a \\\n");
|
|
return false;
|
|
}
|
|
|
|
#ifndef _XBOX // Could check for maps/%s/brushes.mle or something...
|
|
Com_sprintf (expanded, sizeof(expanded), "maps/%s.bsp", map);
|
|
if ( FS_ReadFile (expanded, NULL) == -1 ) {
|
|
Com_Printf ("Can't find map %s\n", expanded);
|
|
extern cvar_t *com_buildScript;
|
|
if (com_buildScript && com_buildScript->integer)
|
|
{//yes, it's happened, someone deleted a map during my build...
|
|
Com_Error( ERR_FATAL, "Can't find map %s\n", expanded );
|
|
}
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
if (map[0]!='_')
|
|
{
|
|
SG_WipeSavegame("auto");
|
|
}
|
|
|
|
SV_SpawnServer( map, eForceReload, qtrue ); // start up the map
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
// Save out some player data for later restore if this is a spawn point with KEEP_PREV (spawnflags&1) set...
|
|
//
|
|
// (now also called by auto-save code to setup the cvars correctly
|
|
void SV_Player_EndOfLevelSave(void)
|
|
{
|
|
int i;
|
|
|
|
// I could just call GetClientState() but that's in sv_bot.cpp, and I'm not sure if that's going to be deleted for
|
|
// the single player build, so here's the guts again...
|
|
//
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
if (cl
|
|
&&
|
|
cl->gentity && cl->gentity->client // crash fix for voy4->brig transition when you kill Foster.
|
|
// Shouldn't happen, but does sometimes...
|
|
)
|
|
{
|
|
Cvar_Set( sCVARNAME_PLAYERSAVE, ""); // default to blank
|
|
|
|
// clientSnapshot_t* pFrame = &cl->frames[cl->netchan.outgoingSequence & PACKET_MASK];
|
|
playerState_t* pState = cl->gentity->client;
|
|
const char *s2;
|
|
// |general info |-force powers |-saber 1 |-saber 2 |-general saber
|
|
const char *s = va("%i %i %i %i %i %i %i %f %f %f %i %i %i %i %i %s %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %s %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i",
|
|
pState->stats[STAT_HEALTH],
|
|
pState->stats[STAT_ARMOR],
|
|
pState->stats[STAT_WEAPONS],
|
|
pState->stats[STAT_ITEMS],
|
|
pState->weapon,
|
|
pState->weaponstate,
|
|
pState->batteryCharge,
|
|
pState->viewangles[0],
|
|
pState->viewangles[1],
|
|
pState->viewangles[2],
|
|
//force power data
|
|
pState->forcePowersKnown,
|
|
pState->forcePower,
|
|
pState->forcePowerMax,
|
|
pState->forcePowerRegenRate,
|
|
pState->forcePowerRegenAmount,
|
|
//saber 1 data
|
|
pState->saber[0].name,
|
|
pState->saber[0].blade[0].active,
|
|
pState->saber[0].blade[1].active,
|
|
pState->saber[0].blade[2].active,
|
|
pState->saber[0].blade[3].active,
|
|
pState->saber[0].blade[4].active,
|
|
pState->saber[0].blade[5].active,
|
|
pState->saber[0].blade[6].active,
|
|
pState->saber[0].blade[7].active,
|
|
pState->saber[0].blade[0].color,
|
|
pState->saber[0].blade[1].color,
|
|
pState->saber[0].blade[2].color,
|
|
pState->saber[0].blade[3].color,
|
|
pState->saber[0].blade[4].color,
|
|
pState->saber[0].blade[5].color,
|
|
pState->saber[0].blade[6].color,
|
|
pState->saber[0].blade[7].color,
|
|
//saber 2 data
|
|
pState->saber[1].name,
|
|
pState->saber[1].blade[0].active,
|
|
pState->saber[1].blade[1].active,
|
|
pState->saber[1].blade[2].active,
|
|
pState->saber[1].blade[3].active,
|
|
pState->saber[1].blade[4].active,
|
|
pState->saber[1].blade[5].active,
|
|
pState->saber[1].blade[6].active,
|
|
pState->saber[1].blade[7].active,
|
|
pState->saber[1].blade[0].color,
|
|
pState->saber[1].blade[1].color,
|
|
pState->saber[1].blade[2].color,
|
|
pState->saber[1].blade[3].color,
|
|
pState->saber[1].blade[4].color,
|
|
pState->saber[1].blade[5].color,
|
|
pState->saber[1].blade[6].color,
|
|
pState->saber[1].blade[7].color,
|
|
//general saber data
|
|
pState->saberStylesKnown,
|
|
pState->saberAnimLevel,
|
|
pState->saberLockEnemy,
|
|
pState->saberLockTime
|
|
);
|
|
Cvar_Set( sCVARNAME_PLAYERSAVE, s );
|
|
|
|
//ammo
|
|
s2 = "";
|
|
for (i=0;i< AMMO_MAX; i++)
|
|
{
|
|
s2 = va("%s %i",s2, pState->ammo[i]);
|
|
}
|
|
Cvar_Set( "playerammo", s2 );
|
|
|
|
//inventory
|
|
s2 = "";
|
|
for (i=0;i< INV_MAX; i++)
|
|
{
|
|
s2 = va("%s %i",s2, pState->inventory[i]);
|
|
}
|
|
Cvar_Set( "playerinv", s2 );
|
|
|
|
// the new JK2 stuff - force powers, etc...
|
|
//
|
|
s2 = "";
|
|
for (i=0;i< NUM_FORCE_POWERS; i++)
|
|
{
|
|
s2 = va("%s %i",s2, pState->forcePowerLevel[i]);
|
|
}
|
|
Cvar_Set( "playerfplvl", s2 );
|
|
}
|
|
}
|
|
|
|
|
|
// Restart the server on a different map
|
|
//
|
|
//extern void SCR_PrecacheScreenshot(); //scr_scrn.cpp
|
|
static void SV_MapTransition_f(void)
|
|
{
|
|
char *spawntarget;
|
|
|
|
// SCR_PrecacheScreenshot();
|
|
SV_Player_EndOfLevelSave();
|
|
|
|
spawntarget = Cmd_Argv(2);
|
|
if ( *spawntarget != NULL )
|
|
{
|
|
Cvar_Set( "spawntarget", spawntarget );
|
|
}
|
|
else
|
|
{
|
|
Cvar_Set( "spawntarget", "" );
|
|
}
|
|
|
|
SV_Map_( eForceReload_NOTHING );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
SV_Map_f
|
|
|
|
Restart the server on a different map, but clears a cvar so that typing "map blah" doesn't try and preserve
|
|
player weapons/ammo/etc from the previous level that you haven't really exited (ie ignores KEEP_PREV on spawn points)
|
|
==================
|
|
*/
|
|
//void SCR_UnprecacheScreenshot(); //scr_scrn.cpp
|
|
static void SV_Map_f( void )
|
|
{
|
|
Cvar_Set( sCVARNAME_PLAYERSAVE, "");
|
|
Cvar_Set( "spawntarget", "" );
|
|
Cvar_Set("tier_storyinfo", "0");
|
|
Cvar_Set("tiers_complete", "");
|
|
// SCR_UnprecacheScreenshot();
|
|
|
|
ForceReload_e eForceReload = eForceReload_NOTHING; // default for normal load
|
|
|
|
if ( !Q_stricmp( Cmd_Argv(0), "devmapbsp") ) {
|
|
eForceReload = eForceReload_BSP;
|
|
}
|
|
else
|
|
if ( !Q_stricmp( Cmd_Argv(0), "devmapmdl") ) {
|
|
eForceReload = eForceReload_MODELS;
|
|
}
|
|
else
|
|
if ( !Q_stricmp( Cmd_Argv(0), "devmapall") ) {
|
|
eForceReload = eForceReload_ALL;
|
|
}
|
|
|
|
if (SV_Map_( eForceReload ))
|
|
{
|
|
// set the cheat value
|
|
// if the level was started with "map <levelname>", then
|
|
// cheats will not be allowed. If started with "devmap <levelname>"
|
|
// then cheats will be allowed
|
|
if ( !Q_stricmpn( Cmd_Argv(0), "devmap", 6 ) ) {
|
|
Cvar_Set( "helpUsObi", "1" );
|
|
} else {
|
|
#ifdef _XBOX
|
|
Cvar_Set( "helpUsObi", "1" );
|
|
#else
|
|
Cvar_Set( "helpUsObi", "0" );
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
SV_LoadTransition_f
|
|
==================
|
|
*/
|
|
void SV_LoadTransition_f(void)
|
|
{
|
|
char *map;
|
|
char *spawntarget;
|
|
|
|
map = Cmd_Argv(1);
|
|
if ( !*map ) {
|
|
return;
|
|
}
|
|
|
|
qbLoadTransition = qtrue;
|
|
|
|
// SCR_PrecacheScreenshot();
|
|
SV_Player_EndOfLevelSave();
|
|
|
|
//Save the full current state of the current map so we can return to it later
|
|
SG_WriteSavegame( va("hub/%s", sv_mapname->string), qfalse );
|
|
|
|
//set the spawntarget if there is one
|
|
spawntarget = Cmd_Argv(2);
|
|
if ( *spawntarget != NULL )
|
|
{
|
|
Cvar_Set( "spawntarget", spawntarget );
|
|
}
|
|
else
|
|
{
|
|
Cvar_Set( "spawntarget", "" );
|
|
}
|
|
|
|
if ( !SV_TryLoadTransition( map ) )
|
|
{//couldn't load a savegame
|
|
SV_Map_( eForceReload_NOTHING );
|
|
}
|
|
qbLoadTransition = qfalse;
|
|
}
|
|
//===============================================================
|
|
|
|
/*
|
|
================
|
|
SV_Status_f
|
|
================
|
|
*/
|
|
static void SV_Status_f( void ) {
|
|
int i, j, l;
|
|
client_t *cl;
|
|
const char *s;
|
|
int ping;
|
|
|
|
// make sure server is running
|
|
if ( !com_sv_running->integer ) {
|
|
Com_Printf( "Server is not running.\n" );
|
|
return;
|
|
}
|
|
|
|
Com_Printf ("map: %s\n", sv_mapname->string );
|
|
|
|
Com_Printf ("num score ping name lastmsg address qport rate\n");
|
|
Com_Printf ("--- ----- ---- --------------- ------- --------------------- ----- -----\n");
|
|
for (i=0,cl=svs.clients ; i < 1 ; i++,cl++)
|
|
{
|
|
if (!cl->state)
|
|
continue;
|
|
Com_Printf ("%3i ", i);
|
|
Com_Printf ("%5i ", cl->gentity->client->persistant[PERS_SCORE]);
|
|
|
|
if (cl->state == CS_CONNECTED)
|
|
Com_Printf ("CNCT ");
|
|
else if (cl->state == CS_ZOMBIE)
|
|
Com_Printf ("ZMBI ");
|
|
else
|
|
{
|
|
ping = cl->ping < 9999 ? cl->ping : 9999;
|
|
Com_Printf ("%4i ", ping);
|
|
}
|
|
|
|
Com_Printf ("%s", cl->name);
|
|
l = 16 - strlen(cl->name);
|
|
for (j=0 ; j<l ; j++)
|
|
Com_Printf (" ");
|
|
|
|
Com_Printf ("%7i ", sv.time - cl->lastPacketTime );
|
|
|
|
s = NET_AdrToString( cl->netchan.remoteAddress );
|
|
Com_Printf ("%s", s);
|
|
l = 22 - strlen(s);
|
|
for (j=0 ; j<l ; j++)
|
|
Com_Printf (" ");
|
|
|
|
Com_Printf ("%5i", cl->netchan.qport);
|
|
|
|
Com_Printf (" %5i", cl->rate);
|
|
|
|
Com_Printf ("\n");
|
|
}
|
|
Com_Printf ("\n");
|
|
}
|
|
|
|
/*
|
|
===========
|
|
SV_Serverinfo_f
|
|
|
|
Examine the serverinfo string
|
|
===========
|
|
*/
|
|
static void SV_Serverinfo_f( void ) {
|
|
Com_Printf ("Server info settings:\n");
|
|
Info_Print ( Cvar_InfoString( CVAR_SERVERINFO ) );
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
SV_Systeminfo_f
|
|
|
|
Examine or change the serverinfo string
|
|
===========
|
|
*/
|
|
static void SV_Systeminfo_f( void ) {
|
|
Com_Printf ("System info settings:\n");
|
|
Info_Print ( Cvar_InfoString( CVAR_SYSTEMINFO ) );
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
SV_DumpUser_f
|
|
|
|
Examine all a users info strings FIXME: move to game
|
|
===========
|
|
*/
|
|
static void SV_DumpUser_f( void ) {
|
|
client_t *cl;
|
|
|
|
// make sure server is running
|
|
if ( !com_sv_running->integer ) {
|
|
Com_Printf( "Server is not running.\n" );
|
|
return;
|
|
}
|
|
|
|
if ( Cmd_Argc() != 2 ) {
|
|
Com_Printf ("Usage: info <userid>\n");
|
|
return;
|
|
}
|
|
|
|
cl = SV_SetPlayer();
|
|
if ( !cl ) {
|
|
return;
|
|
}
|
|
|
|
Com_Printf( "userinfo\n" );
|
|
Com_Printf( "--------\n" );
|
|
Info_Print( cl->userinfo );
|
|
}
|
|
|
|
//===========================================================
|
|
|
|
/*
|
|
==================
|
|
SV_AddOperatorCommands
|
|
==================
|
|
*/
|
|
void SV_AddOperatorCommands( void ) {
|
|
static qboolean initialized;
|
|
|
|
if ( initialized ) {
|
|
return;
|
|
}
|
|
initialized = qtrue;
|
|
|
|
Cmd_AddCommand ("status", SV_Status_f);
|
|
Cmd_AddCommand ("serverinfo", SV_Serverinfo_f);
|
|
Cmd_AddCommand ("systeminfo", SV_Systeminfo_f);
|
|
Cmd_AddCommand ("dumpuser", SV_DumpUser_f);
|
|
Cmd_AddCommand ("sectorlist", SV_SectorList_f);
|
|
Cmd_AddCommand ("map", SV_Map_f);
|
|
Cmd_AddCommand ("devmap", SV_Map_f);
|
|
Cmd_AddCommand ("devmapbsp", SV_Map_f);
|
|
Cmd_AddCommand ("devmapmdl", SV_Map_f);
|
|
Cmd_AddCommand ("devmapsnd", SV_Map_f);
|
|
Cmd_AddCommand ("devmapall", SV_Map_f);
|
|
Cmd_AddCommand ("maptransition", SV_MapTransition_f);
|
|
Cmd_AddCommand ("load", SV_LoadGame_f);
|
|
Cmd_AddCommand ("loadtransition", SV_LoadTransition_f);
|
|
Cmd_AddCommand ("save", SV_SaveGame_f);
|
|
Cmd_AddCommand ("wipe", SV_WipeGame_f);
|
|
|
|
//#ifdef _DEBUG
|
|
// extern void UI_Dump_f(void);
|
|
// Cmd_AddCommand ("ui_dump", UI_Dump_f);
|
|
//#endif
|
|
}
|
|
|
|
/*
|
|
==================
|
|
SV_RemoveOperatorCommands
|
|
==================
|
|
*/
|
|
void SV_RemoveOperatorCommands( void ) {
|
|
#if 0
|
|
// removing these won't let the server start again
|
|
Cmd_RemoveCommand ("status");
|
|
Cmd_RemoveCommand ("serverinfo");
|
|
Cmd_RemoveCommand ("systeminfo");
|
|
Cmd_RemoveCommand ("dumpuser");
|
|
Cmd_RemoveCommand ("serverrecord");
|
|
Cmd_RemoveCommand ("serverstop");
|
|
Cmd_RemoveCommand ("sectorlist");
|
|
#endif
|
|
}
|
|
|