mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-29 23:41:52 +00:00
254 lines
6.4 KiB
C++
254 lines
6.4 KiB
C++
// cg_servercmds.c -- text commands sent by the server
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// this line must stay at top so the whole PCH thing works...
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#include "cg_headers.h"
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//#include "cg_local.h"
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#include "cg_media.h"
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#include "FxScheduler.h"
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#include "cg_lights.h"
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/*
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================
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CG_ParseServerinfo
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This is called explicitly when the gamestate is first received,
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and whenever the server updates any serverinfo flagged cvars
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================
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*/
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void CG_ParseServerinfo( void ) {
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const char *info;
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char *mapname;
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info = CG_ConfigString( CS_SERVERINFO );
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cgs.dmflags = atoi( Info_ValueForKey( info, "dmflags" ) );
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cgs.teamflags = atoi( Info_ValueForKey( info, "teamflags" ) );
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cgs.timelimit = atoi( Info_ValueForKey( info, "timelimit" ) );
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cgs.maxclients = 1;
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mapname = Info_ValueForKey( info, "mapname" );
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Com_sprintf( cgs.mapname, sizeof( cgs.mapname ), "maps/%s.bsp", mapname );
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char *p = strrchr(mapname,'/');
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strcpy( cgs.stripLevelName[0], p?p+1:mapname );
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Q_strupr( cgs.stripLevelName[0] );
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for (int i=1; i<STRIPED_LEVELNAME_VARIATIONS; i++) // clear retry-array
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{
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cgs.stripLevelName[i][0]='\0';
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}
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// be careful with the []-numbers here. Currently I use 0,1,2 for replacements or substitution, and [3] for "INGAME"
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// I know, if I'd known there was going to be this much messing about I'd have subroutinised it all and done it
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// neater, but it kinda evolved... Feel free to bug me if you want to add to it... ? -Ste.
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//
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//FIXME: a better way to handle sound-matched strings from other levels (currently uses levelname+sound as key)
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// additional String files needed for some levels...
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//
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// JKA...
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if (!Q_stricmp(cgs.stripLevelName[0],"YAVIN1B"))
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{
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strcpy( cgs.stripLevelName[1], "YAVIN1");
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}
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/* // JK2...
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if (!Q_stricmp(cgs.stripLevelName[0],"KEJIM_BASE") ||
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!Q_stricmp(cgs.stripLevelName[0],"KEJIM_POST")
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)
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{
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strcpy( cgs.stripLevelName[1], "ARTUS_MINE" );
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}
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if (!Q_stricmp(cgs.stripLevelName[0],"DOOM_DETENTION") ||
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!Q_stricmp(cgs.stripLevelName[0],"DOOM_SHIELDS")
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)
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{
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strcpy( cgs.stripLevelName[1], "DOOM_COMM" );
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}
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if (!Q_stricmp(cgs.stripLevelName[0],"DOOM_COMM"))
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{
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strcpy( cgs.stripLevelName[1], "CAIRN_BAY" );
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}
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if (!Q_stricmp(cgs.stripLevelName[0],"NS_STARPAD"))
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{
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strcpy( cgs.stripLevelName[1], "ARTUS_TOPSIDE" ); // for dream sequence...
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strcpy( cgs.stripLevelName[2], "BESPIN_UNDERCITY" ); // for dream sequence...
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}
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if (!Q_stricmp(cgs.stripLevelName[0],"BESPIN_PLATFORM"))
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{
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strcpy( cgs.stripLevelName[1], "BESPIN_UNDERCITY" );
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}
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*/
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}
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/*
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================
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CG_ConfigStringModified
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================
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*/
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void CG_RegisterClientModels (int entityNum);
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extern void cgi_R_WorldEffectCommand( const char *command );
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static void CG_ConfigStringModified( void ) {
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const char *str;
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int num;
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num = atoi( CG_Argv( 1 ) );
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// get the gamestate from the client system, which will have the
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// new configstring already integrated
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cgi_GetGameState( &cgs.gameState );
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// look up the individual string that was modified
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str = CG_ConfigString( num );
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// do something with it if necessary
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if ( num == CS_ITEMS ) {
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int i;
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for ( i = 1 ; i < bg_numItems ; i++ ) {
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if ( str[ i ] == '1' )
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{
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if (bg_itemlist[i].classname)
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{
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CG_RegisterItemSounds( i );
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CG_RegisterItemVisuals( i );
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}
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}
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}
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}
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else if ( num == CS_MUSIC ) {
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CG_StartMusic( qtrue );
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} else if ( num == CS_SERVERINFO ) {
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CG_ParseServerinfo();
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} else if ( num >= CS_MODELS && num < CS_MODELS+MAX_MODELS ) {
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cgs.model_draw[ num-CS_MODELS ] = cgi_R_RegisterModel( str );
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// OutputDebugString(va("### CG_ConfigStringModified(): cgs.model_draw[%d] = \"%s\"\n",num-CS_MODELS,str));
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// GHOUL2 Insert start
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} else if ( num >= CS_CHARSKINS && num < CS_CHARSKINS+MAX_CHARSKINS ) {
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cgs.skins[ num-CS_CHARSKINS ] = cgi_R_RegisterSkin( str );
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// Ghoul2 Insert end
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} else if ( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_SOUNDS ) {
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if ( str[0] != '*' ) {
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cgs.sound_precache[ num-CS_SOUNDS] = cgi_S_RegisterSound( str );
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}
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}
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else if ( num >= CS_EFFECTS && num < CS_EFFECTS + MAX_FX )
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{
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theFxScheduler.RegisterEffect( str );
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}
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else if ( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS ) {
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CG_NewClientinfo( num - CS_PLAYERS );
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CG_RegisterClientModels( num - CS_PLAYERS );
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}
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else if ( num >= CS_LIGHT_STYLES && num < CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3))
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{
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CG_SetLightstyle(num - CS_LIGHT_STYLES);
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}
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else if ( num >= CS_WORLD_FX && num < CS_WORLD_FX + MAX_WORLD_FX )
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{
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cgi_R_WorldEffectCommand( str );
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}
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}
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/*
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=================
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CG_ServerCommand
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The string has been tokenized and can be retrieved with
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Cmd_Argc() / Cmd_Argv()
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=================
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*/
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static void CG_ServerCommand( void ) {
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const char *cmd;
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cmd = CG_Argv(0);
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if ( !strcmp( cmd, "cp" ) ) {
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CG_CenterPrint( CG_Argv(1), SCREEN_HEIGHT * 0.25 );
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return;
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}
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if ( !strcmp( cmd, "cs" ) ) {
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CG_ConfigStringModified();
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return;
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}
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if ( !strcmp( cmd, "print" ) ) {
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CG_Printf( "%s", CG_Argv(1) );
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return;
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}
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if ( !strcmp( cmd, "chat" ) ) {
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// cgi_S_StartLocalSound ( cgs.media.talkSound, CHAN_LOCAL_SOUND );
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CG_Printf( "%s\n", CG_Argv(1) );
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return;
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}
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// Scroll text
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if ( !strcmp( cmd, "st" ) )
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{
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CG_ScrollText( CG_Argv(1), SCREEN_WIDTH - 16 );
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return;
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}
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// Cinematic text
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if ( !strcmp( cmd, "ct" ) )
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{
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CG_CaptionText( CG_Argv(1), cgs.sound_precache[atoi(CG_Argv(2))], SCREEN_HEIGHT * 0.25 );
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return;
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}
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// Text stop
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if ( !strcmp( cmd, "cts" ) )
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{
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CG_CaptionTextStop();
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return;
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}
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// Text to appear in center of screen with an LCARS frame around it.
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if ( !strcmp( cmd, "lt" ) )
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{
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CG_Printf("CG_LCARSText() being called. Tell Ste\nString: \"%s\"\n",CG_Argv(1));
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return;
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}
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// clientLevelShot is sent before taking a special screenshot for
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// the menu system during development
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if ( !strcmp( cmd, "clientLevelShot" ) ) {
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cg.levelShot = qtrue;
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return;
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}
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if ( !strcmp( cmd, "vmsg" ) ) {
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#if 0
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char snd[MAX_QPATH];
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Com_sprintf(snd, sizeof(snd),
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"sound/teamplay/vmsg/%s.wav", CG_Argv(1) );
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cgi_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO,
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cgi_S_RegisterSound (snd) );
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#endif
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return;
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}
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CG_Printf( "Unknown client game command: %s\n", cmd );
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}
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/*
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====================
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CG_ExecuteNewServerCommands
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Execute all of the server commands that were received along
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with this this snapshot.
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====================
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*/
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void CG_ExecuteNewServerCommands( int latestSequence ) {
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while ( cgs.serverCommandSequence < latestSequence ) {
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if ( cgi_GetServerCommand( ++cgs.serverCommandSequence ) ) {
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CG_ServerCommand();
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}
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}
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}
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