Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
2000-02-03 20:27:25 +00:00
|
|
|
host_cmd.c
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Copyright (C) 1996-1997 Id Software, Inc.
|
2000-01-08 04:50:26 +00:00
|
|
|
Portions Copyright (C) 1999,2000 Nelson Rush.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
|
|
modify it under the terms of the GNU General Public License
|
|
|
|
as published by the Free Software Foundation; either version 2
|
|
|
|
of the License, or (at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program; if not, write to the Free Software
|
|
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
2000-02-03 20:27:25 +00:00
|
|
|
#include <quakedef.h>
|
2000-01-29 18:46:26 +00:00
|
|
|
#include <qtypes.h>
|
|
|
|
#include <cvar.h>
|
|
|
|
#include <net.h>
|
|
|
|
#include <cmd.h>
|
|
|
|
#include <keys.h>
|
|
|
|
#include <console.h>
|
|
|
|
#include <sys.h>
|
|
|
|
#include <screen.h>
|
|
|
|
#include <lib_replace.h>
|
|
|
|
#include <protocol.h>
|
2000-02-04 13:40:04 +00:00
|
|
|
#include <client.h>
|
|
|
|
#include <server.h>
|
|
|
|
#include <world.h>
|
2000-02-11 05:47:57 +00:00
|
|
|
#include <phys.h>
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
extern cvar_t *pausable;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-07 05:02:38 +00:00
|
|
|
/* PHS 02/01/2000 */
|
2000-02-27 07:13:32 +00:00
|
|
|
extern cvar_t *sv_filter;
|
2000-01-07 05:02:38 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
int current_skill;
|
|
|
|
|
|
|
|
void Mod_Print (void);
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Quit_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
|
|
|
|
extern void M_Menu_Quit_f (void);
|
|
|
|
|
|
|
|
void Host_Quit_f (void)
|
|
|
|
{
|
|
|
|
if (key_dest != key_console && cls.state != ca_dedicated)
|
|
|
|
{
|
|
|
|
M_Menu_Quit_f ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
CL_Disconnect ();
|
2000-02-10 09:43:27 +00:00
|
|
|
SV_Shutdown(false);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
Sys_Quit ();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Status_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Status_f (void)
|
|
|
|
{
|
|
|
|
client_t *client;
|
|
|
|
int seconds;
|
|
|
|
int minutes;
|
|
|
|
int hours = 0;
|
|
|
|
int j;
|
|
|
|
void (*print) (char *fmt, ...);
|
|
|
|
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
|
|
|
if (!sv.active)
|
|
|
|
{
|
|
|
|
Cmd_ForwardToServer ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
print = Con_Printf;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
print = SV_ClientPrintf;
|
|
|
|
|
|
|
|
print ("host: %s\n", Cvar_VariableString ("hostname"));
|
2000-01-16 12:19:30 +00:00
|
|
|
print ("version: %s\n", QF_VERSION);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (tcpipAvailable)
|
|
|
|
print ("tcp/ip: %s\n", my_tcpip_address);
|
|
|
|
if (ipxAvailable)
|
|
|
|
print ("ipx: %s\n", my_ipx_address);
|
|
|
|
print ("map: %s\n", sv.name);
|
|
|
|
print ("players: %i active (%i max)\n\n", net_activeconnections, svs.maxclients);
|
|
|
|
for (j=0, client = svs.clients ; j<svs.maxclients ; j++, client++)
|
|
|
|
{
|
|
|
|
if (!client->active)
|
|
|
|
continue;
|
|
|
|
seconds = (int)(net_time - client->netconnection->connecttime);
|
|
|
|
minutes = seconds / 60;
|
|
|
|
if (minutes)
|
|
|
|
{
|
|
|
|
seconds -= (minutes * 60);
|
|
|
|
hours = minutes / 60;
|
|
|
|
if (hours)
|
|
|
|
minutes -= (hours * 60);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
hours = 0;
|
|
|
|
print ("#%-2u %-16.16s %3i %2i:%02i:%02i\n", j+1, client->name, (int)client->edict->v.frags, hours, minutes, seconds);
|
|
|
|
print (" %s\n", client->netconnection->address);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_God_f
|
|
|
|
|
|
|
|
Sets client to godmode
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_God_f (void)
|
|
|
|
{
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
|
|
|
Cmd_ForwardToServer ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pr_global_struct->deathmatch && !host_client->privileged)
|
|
|
|
return;
|
|
|
|
|
|
|
|
sv_player->v.flags = (int)sv_player->v.flags ^ FL_GODMODE;
|
|
|
|
if (!((int)sv_player->v.flags & FL_GODMODE) )
|
|
|
|
SV_ClientPrintf ("godmode OFF\n");
|
|
|
|
else
|
|
|
|
SV_ClientPrintf ("godmode ON\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
void Host_Notarget_f (void)
|
|
|
|
{
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
|
|
|
Cmd_ForwardToServer ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pr_global_struct->deathmatch && !host_client->privileged)
|
|
|
|
return;
|
|
|
|
|
|
|
|
sv_player->v.flags = (int)sv_player->v.flags ^ FL_NOTARGET;
|
|
|
|
if (!((int)sv_player->v.flags & FL_NOTARGET) )
|
|
|
|
SV_ClientPrintf ("notarget OFF\n");
|
|
|
|
else
|
|
|
|
SV_ClientPrintf ("notarget ON\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean noclip_anglehack;
|
|
|
|
|
|
|
|
void Host_Noclip_f (void)
|
|
|
|
{
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
|
|
|
Cmd_ForwardToServer ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pr_global_struct->deathmatch && !host_client->privileged)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (sv_player->v.movetype != MOVETYPE_NOCLIP)
|
|
|
|
{
|
|
|
|
noclip_anglehack = true;
|
|
|
|
sv_player->v.movetype = MOVETYPE_NOCLIP;
|
|
|
|
SV_ClientPrintf ("noclip ON\n");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
noclip_anglehack = false;
|
|
|
|
sv_player->v.movetype = MOVETYPE_WALK;
|
|
|
|
SV_ClientPrintf ("noclip OFF\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2000-02-20 04:20:00 +00:00
|
|
|
/*
|
|
|
|
================
|
|
|
|
Host_Gamedir_f
|
|
|
|
|
|
|
|
Sets the gamedir and path to a different directory.
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
char gamedirfile[MAX_OSPATH];
|
|
|
|
void
|
|
|
|
Host_Gamedir_f (void)
|
|
|
|
{
|
|
|
|
char *dir;
|
|
|
|
|
|
|
|
if (Cmd_Argc() == 1)
|
|
|
|
{
|
|
|
|
Con_Printf ("Current gamedir: %s\n", com_gamedir);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Cmd_Argc() != 2)
|
|
|
|
{
|
|
|
|
Con_Printf ("Usage: gamedir <newdir>\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
dir = Cmd_Argv(1);
|
|
|
|
|
|
|
|
if (strstr(dir, "..") || strstr(dir, "/")
|
|
|
|
|| strstr(dir, "\\") || strstr(dir, ":") )
|
|
|
|
{
|
|
|
|
Con_Printf ("Gamedir should be a single filename, not a path\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
COM_Gamedir (dir);
|
|
|
|
}
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Fly_f
|
|
|
|
|
|
|
|
Sets client to flymode
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Fly_f (void)
|
|
|
|
{
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
|
|
|
Cmd_ForwardToServer ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pr_global_struct->deathmatch && !host_client->privileged)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (sv_player->v.movetype != MOVETYPE_FLY)
|
|
|
|
{
|
|
|
|
sv_player->v.movetype = MOVETYPE_FLY;
|
|
|
|
SV_ClientPrintf ("flymode ON\n");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sv_player->v.movetype = MOVETYPE_WALK;
|
|
|
|
SV_ClientPrintf ("flymode OFF\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Ping_f
|
|
|
|
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Ping_f (void)
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
float total;
|
|
|
|
client_t *client;
|
|
|
|
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
|
|
|
Cmd_ForwardToServer ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
SV_ClientPrintf ("Client ping times:\n");
|
|
|
|
for (i=0, client = svs.clients ; i<svs.maxclients ; i++, client++)
|
|
|
|
{
|
|
|
|
if (!client->active)
|
|
|
|
continue;
|
|
|
|
total = 0;
|
|
|
|
for (j=0 ; j<NUM_PING_TIMES ; j++)
|
|
|
|
total+=client->ping_times[j];
|
|
|
|
total /= NUM_PING_TIMES;
|
|
|
|
SV_ClientPrintf ("%4i %s\n", (int)(total*1000), client->name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============================================================================
|
|
|
|
|
|
|
|
SERVER TRANSITIONS
|
|
|
|
|
|
|
|
===============================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================
|
|
|
|
Host_Map_f
|
|
|
|
|
|
|
|
handle a
|
|
|
|
map <servername>
|
|
|
|
command from the console. Active clients are kicked off.
|
|
|
|
======================
|
|
|
|
*/
|
|
|
|
void Host_Map_f (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
char name[MAX_QPATH];
|
|
|
|
|
|
|
|
if (cmd_source != src_command)
|
|
|
|
return;
|
|
|
|
|
|
|
|
cls.demonum = -1; // stop demo loop in case this fails
|
|
|
|
|
|
|
|
CL_Disconnect ();
|
2000-02-10 09:43:27 +00:00
|
|
|
SV_Shutdown(false);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
key_dest = key_game; // remove console or menu
|
|
|
|
SCR_BeginLoadingPlaque ();
|
|
|
|
|
|
|
|
cls.mapstring[0] = 0;
|
|
|
|
for (i=0 ; i<Cmd_Argc() ; i++)
|
|
|
|
{
|
|
|
|
strcat (cls.mapstring, Cmd_Argv(i));
|
|
|
|
strcat (cls.mapstring, " ");
|
|
|
|
}
|
|
|
|
strcat (cls.mapstring, "\n");
|
|
|
|
|
|
|
|
svs.serverflags = 0; // haven't completed an episode yet
|
|
|
|
strcpy (name, Cmd_Argv(1));
|
|
|
|
#ifdef QUAKE2
|
|
|
|
SV_SpawnServer (name, NULL);
|
|
|
|
#else
|
|
|
|
SV_SpawnServer (name);
|
|
|
|
#endif
|
|
|
|
if (!sv.active)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (cls.state != ca_dedicated)
|
|
|
|
{
|
|
|
|
strcpy (cls.spawnparms, "");
|
|
|
|
|
|
|
|
for (i=2 ; i<Cmd_Argc() ; i++)
|
|
|
|
{
|
|
|
|
strcat (cls.spawnparms, Cmd_Argv(i));
|
|
|
|
strcat (cls.spawnparms, " ");
|
|
|
|
}
|
|
|
|
|
|
|
|
Cmd_ExecuteString ("connect local", src_command);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Changelevel_f
|
|
|
|
|
|
|
|
Goes to a new map, taking all clients along
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Changelevel_f (void)
|
|
|
|
{
|
|
|
|
#ifdef QUAKE2
|
|
|
|
char level[MAX_QPATH];
|
|
|
|
char _startspot[MAX_QPATH];
|
|
|
|
char *startspot;
|
|
|
|
|
|
|
|
if (Cmd_Argc() < 2)
|
|
|
|
{
|
|
|
|
Con_Printf ("changelevel <levelname> : continue game on a new level\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (!sv.active || cls.demoplayback)
|
|
|
|
{
|
|
|
|
Con_Printf ("Only the server may changelevel\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
strcpy (level, Cmd_Argv(1));
|
|
|
|
if (Cmd_Argc() == 2)
|
|
|
|
startspot = NULL;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
strcpy (_startspot, Cmd_Argv(2));
|
|
|
|
startspot = _startspot;
|
|
|
|
}
|
|
|
|
|
|
|
|
SV_SaveSpawnparms ();
|
|
|
|
SV_SpawnServer (level, startspot);
|
|
|
|
#else
|
|
|
|
char level[MAX_QPATH];
|
|
|
|
|
|
|
|
if (Cmd_Argc() != 2)
|
|
|
|
{
|
|
|
|
Con_Printf ("changelevel <levelname> : continue game on a new level\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (!sv.active || cls.demoplayback)
|
|
|
|
{
|
|
|
|
Con_Printf ("Only the server may changelevel\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
SV_SaveSpawnparms ();
|
|
|
|
strcpy (level, Cmd_Argv(1));
|
|
|
|
SV_SpawnServer (level);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Restart_f
|
|
|
|
|
|
|
|
Restarts the current server for a dead player
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Restart_f (void)
|
|
|
|
{
|
|
|
|
char mapname[MAX_QPATH];
|
|
|
|
#ifdef QUAKE2
|
|
|
|
char startspot[MAX_QPATH];
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (cls.demoplayback || !sv.active)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (cmd_source != src_command)
|
|
|
|
return;
|
|
|
|
strcpy (mapname, sv.name); // must copy out, because it gets cleared
|
|
|
|
// in sv_spawnserver
|
|
|
|
#ifdef QUAKE2
|
|
|
|
strcpy(startspot, sv.startspot);
|
|
|
|
SV_SpawnServer (mapname, startspot);
|
|
|
|
#else
|
|
|
|
SV_SpawnServer (mapname);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Reconnect_f
|
|
|
|
|
|
|
|
This command causes the client to wait for the signon messages again.
|
|
|
|
This is sent just before a server changes levels
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Reconnect_f (void)
|
|
|
|
{
|
|
|
|
SCR_BeginLoadingPlaque ();
|
|
|
|
cls.signon = 0; // need new connection messages
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=====================
|
|
|
|
Host_Connect_f
|
|
|
|
|
|
|
|
User command to connect to server
|
|
|
|
=====================
|
|
|
|
*/
|
|
|
|
void Host_Connect_f (void)
|
|
|
|
{
|
|
|
|
char name[MAX_QPATH];
|
|
|
|
|
|
|
|
cls.demonum = -1; // stop demo loop in case this fails
|
|
|
|
if (cls.demoplayback)
|
|
|
|
{
|
|
|
|
CL_StopPlayback ();
|
|
|
|
CL_Disconnect ();
|
|
|
|
}
|
|
|
|
strcpy (name, Cmd_Argv(1));
|
|
|
|
CL_EstablishConnection (name);
|
|
|
|
Host_Reconnect_f ();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============================================================================
|
|
|
|
|
|
|
|
LOAD / SAVE GAME
|
|
|
|
|
|
|
|
===============================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
#define SAVEGAME_VERSION 5
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
Host_SavegameComment
|
|
|
|
|
|
|
|
Writes a SAVEGAME_COMMENT_LENGTH character comment describing the current
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void Host_SavegameComment (char *text)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
char kills[20];
|
|
|
|
|
|
|
|
for (i=0 ; i<SAVEGAME_COMMENT_LENGTH ; i++)
|
|
|
|
text[i] = ' ';
|
|
|
|
memcpy (text, cl.levelname, strlen(cl.levelname));
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(kills, sizeof(kills),"kills:%3i/%3i", cl.stats[STAT_MONSTERS], cl.stats[STAT_TOTALMONSTERS]);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
memcpy (text+22, kills, strlen(kills));
|
|
|
|
// convert space to _ to make stdio happy
|
|
|
|
for (i=0 ; i<SAVEGAME_COMMENT_LENGTH ; i++)
|
|
|
|
if (text[i] == ' ')
|
|
|
|
text[i] = '_';
|
|
|
|
text[SAVEGAME_COMMENT_LENGTH] = '\0';
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
Host_Savegame_f
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void Host_Savegame_f (void)
|
|
|
|
{
|
|
|
|
char name[256];
|
2000-02-08 05:06:58 +00:00
|
|
|
QFile *f;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
int i;
|
|
|
|
char comment[SAVEGAME_COMMENT_LENGTH+1];
|
|
|
|
|
|
|
|
if (cmd_source != src_command)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!sv.active)
|
|
|
|
{
|
|
|
|
Con_Printf ("Not playing a local game.\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cl.intermission)
|
|
|
|
{
|
|
|
|
Con_Printf ("Can't save in intermission.\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (svs.maxclients != 1)
|
|
|
|
{
|
|
|
|
Con_Printf ("Can't save multiplayer games.\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Cmd_Argc() != 2)
|
|
|
|
{
|
|
|
|
Con_Printf ("save <savename> : save a game\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (strstr(Cmd_Argv(1), ".."))
|
|
|
|
{
|
|
|
|
Con_Printf ("Relative pathnames are not allowed.\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i=0 ; i<svs.maxclients ; i++)
|
|
|
|
{
|
|
|
|
if (svs.clients[i].active && (svs.clients[i].edict->v.health <= 0) )
|
|
|
|
{
|
|
|
|
Con_Printf ("Can't savegame with a dead player\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(name, sizeof(name), "%s/%s", com_gamedir, Cmd_Argv(1));
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
COM_DefaultExtension (name, ".sav");
|
|
|
|
|
|
|
|
Con_Printf ("Saving game to %s...\n", name);
|
2000-02-08 05:06:58 +00:00
|
|
|
f = Qopen (name, "w");
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (!f)
|
|
|
|
{
|
|
|
|
Con_Printf ("ERROR: couldn't open.\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2000-02-08 05:06:58 +00:00
|
|
|
Qprintf (f, "%i\n", SAVEGAME_VERSION);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Host_SavegameComment (comment);
|
2000-02-08 05:06:58 +00:00
|
|
|
Qprintf (f, "%s\n", comment);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
|
2000-02-08 05:06:58 +00:00
|
|
|
Qprintf (f, "%f\n", svs.clients->spawn_parms[i]);
|
|
|
|
Qprintf (f, "%d\n", current_skill);
|
|
|
|
Qprintf (f, "%s\n", sv.name);
|
|
|
|
Qprintf (f, "%f\n",sv.time);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
// write the light styles
|
|
|
|
|
|
|
|
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
|
|
|
|
{
|
|
|
|
if (sv.lightstyles[i])
|
2000-02-08 05:06:58 +00:00
|
|
|
Qprintf (f, "%s\n", sv.lightstyles[i]);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
else
|
2000-02-08 05:06:58 +00:00
|
|
|
Qprintf (f,"m\n");
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
ED_WriteGlobals (f);
|
|
|
|
for (i=0 ; i<sv.num_edicts ; i++)
|
|
|
|
{
|
|
|
|
ED_Write (f, EDICT_NUM(i));
|
2000-02-08 05:06:58 +00:00
|
|
|
Qflush (f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
2000-02-08 05:06:58 +00:00
|
|
|
Qclose (f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Con_Printf ("done.\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
Host_Loadgame_f
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void Host_Loadgame_f (void)
|
|
|
|
{
|
|
|
|
char name[MAX_OSPATH];
|
2000-02-08 07:23:09 +00:00
|
|
|
QFile *f;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
char mapname[MAX_QPATH];
|
|
|
|
float time, tfloat;
|
|
|
|
char str[32768], *start;
|
|
|
|
int i, r;
|
|
|
|
edict_t *ent;
|
|
|
|
int entnum;
|
|
|
|
int version;
|
|
|
|
float spawn_parms[NUM_SPAWN_PARMS];
|
2000-02-08 07:23:09 +00:00
|
|
|
char buf[100];
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (cmd_source != src_command)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (Cmd_Argc() != 2)
|
|
|
|
{
|
|
|
|
Con_Printf ("load <savename> : load a game\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
cls.demonum = -1; // stop demo loop in case this fails
|
|
|
|
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(name, sizeof(name), "%s/%s", com_gamedir, Cmd_Argv(1));
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
COM_DefaultExtension (name, ".sav");
|
|
|
|
|
|
|
|
// we can't call SCR_BeginLoadingPlaque, because too much stack space has
|
|
|
|
// been used. The menu calls it before stuffing loadgame command
|
|
|
|
// SCR_BeginLoadingPlaque ();
|
|
|
|
|
|
|
|
Con_Printf ("Loading game from %s...\n", name);
|
2000-02-08 20:59:36 +00:00
|
|
|
f = Qopen (name, "rz");
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (!f)
|
|
|
|
{
|
|
|
|
Con_Printf ("ERROR: couldn't open.\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2000-02-08 07:23:09 +00:00
|
|
|
Qgets(f,buf,sizeof(buf));
|
|
|
|
sscanf (buf, "%i\n", &version);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (version != SAVEGAME_VERSION)
|
|
|
|
{
|
2000-02-08 07:23:09 +00:00
|
|
|
Qclose (f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Con_Printf ("Savegame is version %i, not %i\n", version, SAVEGAME_VERSION);
|
|
|
|
return;
|
|
|
|
}
|
2000-02-08 07:23:09 +00:00
|
|
|
Qgets(f,buf,sizeof(buf));
|
|
|
|
sscanf (buf, "%s\n", str);
|
|
|
|
for (i=0 ; i<NUM_SPAWN_PARMS ; i++) {
|
|
|
|
Qgets(f,buf,sizeof(buf));
|
|
|
|
sscanf (buf, "%f\n", &spawn_parms[i]);
|
|
|
|
}
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// this silliness is so we can load 1.06 save files, which have float skill values
|
2000-02-08 07:23:09 +00:00
|
|
|
Qgets(f,buf,sizeof(buf));
|
|
|
|
sscanf (buf, "%f\n", &tfloat);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
current_skill = (int)(tfloat + 0.1);
|
2000-02-27 07:13:32 +00:00
|
|
|
skill->value = (float)current_skill;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
#ifdef QUAKE2
|
2000-02-27 07:13:32 +00:00
|
|
|
deathmatch->value = 0;
|
|
|
|
coop->value = 0;
|
|
|
|
teamplay->value = 0;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
#endif
|
|
|
|
|
2000-02-08 07:23:09 +00:00
|
|
|
Qgets(f,buf,sizeof(buf));
|
|
|
|
sscanf (buf, "%s\n",mapname);
|
|
|
|
Qgets(f,buf,sizeof(buf));
|
|
|
|
sscanf (buf, "%f\n",&time);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
CL_Disconnect_f ();
|
|
|
|
|
|
|
|
#ifdef QUAKE2
|
|
|
|
SV_SpawnServer (mapname, NULL);
|
|
|
|
#else
|
|
|
|
SV_SpawnServer (mapname);
|
|
|
|
#endif
|
|
|
|
if (!sv.active)
|
|
|
|
{
|
|
|
|
Con_Printf ("Couldn't load map\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
sv.paused = true; // pause until all clients connect
|
|
|
|
sv.loadgame = true;
|
|
|
|
|
|
|
|
// load the light styles
|
|
|
|
|
|
|
|
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
|
|
|
|
{
|
2000-02-08 07:23:09 +00:00
|
|
|
Qgets(f,buf,sizeof(buf));
|
|
|
|
sscanf (buf, "%s\n", str);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
sv.lightstyles[i] = Hunk_Alloc (strlen(str)+1);
|
|
|
|
strcpy (sv.lightstyles[i], str);
|
|
|
|
}
|
|
|
|
|
|
|
|
// load the edicts out of the savegame file
|
|
|
|
entnum = -1; // -1 is the globals
|
2000-02-08 07:23:09 +00:00
|
|
|
while (!Qeof(f))
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
for (i=0 ; i<sizeof(str)-1 ; i++)
|
|
|
|
{
|
2000-02-08 07:23:09 +00:00
|
|
|
r = Qgetc (f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (r == EOF || !r)
|
|
|
|
break;
|
|
|
|
str[i] = r;
|
|
|
|
if (r == '}')
|
|
|
|
{
|
|
|
|
i++;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (i == sizeof(str)-1)
|
|
|
|
Sys_Error ("Loadgame buffer overflow");
|
|
|
|
str[i] = 0;
|
|
|
|
start = str;
|
|
|
|
start = COM_Parse(str);
|
|
|
|
if (!com_token[0])
|
|
|
|
break; // end of file
|
|
|
|
if (strcmp(com_token,"{"))
|
|
|
|
Sys_Error ("First token isn't a brace");
|
|
|
|
|
|
|
|
if (entnum == -1)
|
|
|
|
{ // parse the global vars
|
|
|
|
ED_ParseGlobals (start);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // parse an edict
|
|
|
|
|
|
|
|
ent = EDICT_NUM(entnum);
|
|
|
|
memset (&ent->v, 0, progs->entityfields * 4);
|
|
|
|
ent->free = false;
|
|
|
|
ED_ParseEdict (start, ent);
|
|
|
|
|
|
|
|
// link it into the bsp tree
|
|
|
|
if (!ent->free)
|
|
|
|
SV_LinkEdict (ent, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
entnum++;
|
|
|
|
}
|
|
|
|
|
|
|
|
sv.num_edicts = entnum;
|
|
|
|
sv.time = time;
|
|
|
|
|
2000-02-08 07:23:09 +00:00
|
|
|
Qclose (f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
|
|
|
|
svs.clients->spawn_parms[i] = spawn_parms[i];
|
|
|
|
|
|
|
|
if (cls.state != ca_dedicated)
|
|
|
|
{
|
|
|
|
CL_EstablishConnection ("local");
|
|
|
|
Host_Reconnect_f ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef QUAKE2
|
|
|
|
void SaveGamestate()
|
|
|
|
{
|
|
|
|
char name[256];
|
2000-02-08 07:23:09 +00:00
|
|
|
QFile *f;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
int i;
|
|
|
|
char comment[SAVEGAME_COMMENT_LENGTH+1];
|
|
|
|
edict_t *ent;
|
|
|
|
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(name, sizeof(name), "%s/%s.gip", com_gamedir, sv.name);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
Con_Printf ("Saving game to %s...\n", name);
|
|
|
|
f = fopen (name, "w");
|
|
|
|
if (!f)
|
|
|
|
{
|
|
|
|
Con_Printf ("ERROR: couldn't open.\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
fprintf (f, "%i\n", SAVEGAME_VERSION);
|
|
|
|
Host_SavegameComment (comment);
|
|
|
|
fprintf (f, "%s\n", comment);
|
|
|
|
// for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
|
|
|
|
// fprintf (f, "%f\n", svs.clients->spawn_parms[i]);
|
2000-02-27 07:13:32 +00:00
|
|
|
fprintf (f, "%f\n", skill->value);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
fprintf (f, "%s\n", sv.name);
|
|
|
|
fprintf (f, "%f\n", sv.time);
|
|
|
|
|
|
|
|
// write the light styles
|
|
|
|
|
|
|
|
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
|
|
|
|
{
|
|
|
|
if (sv.lightstyles[i])
|
|
|
|
fprintf (f, "%s\n", sv.lightstyles[i]);
|
|
|
|
else
|
|
|
|
fprintf (f,"m\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
for (i=svs.maxclients+1 ; i<sv.num_edicts ; i++)
|
|
|
|
{
|
|
|
|
ent = EDICT_NUM(i);
|
|
|
|
if ((int)ent->v.flags & FL_ARCHIVE_OVERRIDE)
|
|
|
|
continue;
|
|
|
|
fprintf (f, "%i\n",i);
|
|
|
|
ED_Write (f, ent);
|
|
|
|
fflush (f);
|
|
|
|
}
|
2000-02-08 07:23:09 +00:00
|
|
|
Qclose (f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Con_Printf ("done.\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
int LoadGamestate(char *level, char *startspot)
|
|
|
|
{
|
|
|
|
char name[MAX_OSPATH];
|
2000-02-08 07:23:09 +00:00
|
|
|
QFile *f;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
char mapname[MAX_QPATH];
|
|
|
|
float time, sk;
|
|
|
|
char str[32768], *start;
|
|
|
|
int i, r;
|
|
|
|
edict_t *ent;
|
|
|
|
int entnum;
|
|
|
|
int version;
|
|
|
|
// float spawn_parms[NUM_SPAWN_PARMS];
|
|
|
|
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(name, sizeof(name), "%s/%s.gip", com_gamedir, level);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
Con_Printf ("Loading game from %s...\n", name);
|
|
|
|
f = fopen (name, "r");
|
|
|
|
if (!f)
|
|
|
|
{
|
|
|
|
Con_Printf ("ERROR: couldn't open.\n");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
2000-02-08 07:23:09 +00:00
|
|
|
Qgets(f,buf,sizeof(buf));
|
|
|
|
sscanf (buf, "%i\n", &version);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (version != SAVEGAME_VERSION)
|
|
|
|
{
|
2000-02-08 07:23:09 +00:00
|
|
|
Qclose (f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Con_Printf ("Savegame is version %i, not %i\n", version, SAVEGAME_VERSION);
|
|
|
|
return -1;
|
|
|
|
}
|
2000-02-08 07:23:09 +00:00
|
|
|
Qgets(f,buf,sizeof(buf));
|
|
|
|
sscanf (buf, "%s\n", str);
|
|
|
|
// for (i=0 ; i<NUM_SPAWN_PARMS ; i++) {
|
|
|
|
// Qgets(f,buf,sizeof(buf));
|
|
|
|
// sscanf (buf, "%f\n", &spawn_parms[i]);
|
|
|
|
// }
|
|
|
|
Qgets(f,buf,sizeof(buf));
|
|
|
|
sscanf (buf, "%f\n", &sk);
|
2000-02-27 07:13:32 +00:00
|
|
|
skill->value = sk;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-02-08 07:23:09 +00:00
|
|
|
Qgets(f,buf,sizeof(buf));
|
|
|
|
sscanf (buf, "%s\n",mapname);
|
|
|
|
Qgets(f,buf,sizeof(buf));
|
|
|
|
sscanf (buf, "%f\n",&time);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
SV_SpawnServer (mapname, startspot);
|
|
|
|
|
|
|
|
if (!sv.active)
|
|
|
|
{
|
|
|
|
Con_Printf ("Couldn't load map\n");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// load the light styles
|
|
|
|
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
|
|
|
|
{
|
2000-02-08 07:23:09 +00:00
|
|
|
Qgets(f,buf,sizeof(buf));
|
|
|
|
sscanf (buf, "%s\n", str);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
sv.lightstyles[i] = Hunk_Alloc (strlen(str)+1);
|
|
|
|
strcpy (sv.lightstyles[i], str);
|
|
|
|
}
|
|
|
|
|
|
|
|
// load the edicts out of the savegame file
|
|
|
|
while (!feof(f))
|
|
|
|
{
|
2000-02-08 07:23:09 +00:00
|
|
|
Qgets(f,buf,sizeof(buf));
|
|
|
|
sscanf (buf, "%i\n",&entnum);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
for (i=0 ; i<sizeof(str)-1 ; i++)
|
|
|
|
{
|
2000-02-08 07:23:09 +00:00
|
|
|
r = Qgetc (f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (r == EOF || !r)
|
|
|
|
break;
|
|
|
|
str[i] = r;
|
|
|
|
if (r == '}')
|
|
|
|
{
|
|
|
|
i++;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (i == sizeof(str)-1)
|
|
|
|
Sys_Error ("Loadgame buffer overflow");
|
|
|
|
str[i] = 0;
|
|
|
|
start = str;
|
|
|
|
start = COM_Parse(str);
|
|
|
|
if (!com_token[0])
|
|
|
|
break; // end of file
|
|
|
|
if (strcmp(com_token,"{"))
|
|
|
|
Sys_Error ("First token isn't a brace");
|
|
|
|
|
|
|
|
// parse an edict
|
|
|
|
|
|
|
|
ent = EDICT_NUM(entnum);
|
|
|
|
memset (&ent->v, 0, progs->entityfields * 4);
|
|
|
|
ent->free = false;
|
|
|
|
ED_ParseEdict (start, ent);
|
|
|
|
|
|
|
|
// link it into the bsp tree
|
|
|
|
if (!ent->free)
|
|
|
|
SV_LinkEdict (ent, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
// sv.num_edicts = entnum;
|
|
|
|
sv.time = time;
|
2000-02-08 07:23:09 +00:00
|
|
|
Qclose (f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
// for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
|
|
|
|
// svs.clients->spawn_parms[i] = spawn_parms[i];
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// changing levels within a unit
|
|
|
|
void Host_Changelevel2_f (void)
|
|
|
|
{
|
|
|
|
char level[MAX_QPATH];
|
|
|
|
char _startspot[MAX_QPATH];
|
|
|
|
char *startspot;
|
|
|
|
|
|
|
|
if (Cmd_Argc() < 2)
|
|
|
|
{
|
|
|
|
Con_Printf ("changelevel2 <levelname> : continue game on a new level in the unit\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (!sv.active || cls.demoplayback)
|
|
|
|
{
|
|
|
|
Con_Printf ("Only the server may changelevel\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
strcpy (level, Cmd_Argv(1));
|
|
|
|
if (Cmd_Argc() == 2)
|
|
|
|
startspot = NULL;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
strcpy (_startspot, Cmd_Argv(2));
|
|
|
|
startspot = _startspot;
|
|
|
|
}
|
|
|
|
|
|
|
|
SV_SaveSpawnparms ();
|
|
|
|
|
|
|
|
// save the current level's state
|
|
|
|
SaveGamestate ();
|
|
|
|
|
|
|
|
// try to restore the new level
|
|
|
|
if (LoadGamestate (level, startspot))
|
|
|
|
SV_SpawnServer (level, startspot);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================
|
|
|
|
Host_Name_f
|
|
|
|
======================
|
|
|
|
*/
|
|
|
|
void Host_Name_f (void)
|
|
|
|
{
|
|
|
|
char *newName;
|
2000-01-07 05:02:38 +00:00
|
|
|
int Idx;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (Cmd_Argc () == 1)
|
|
|
|
{
|
2000-02-27 07:13:32 +00:00
|
|
|
Con_Printf ("\"name\" is \"%s\"\n", cl_name->string);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (Cmd_Argc () == 2)
|
|
|
|
newName = Cmd_Argv(1);
|
|
|
|
else
|
|
|
|
newName = Cmd_Args();
|
|
|
|
newName[15] = 0;
|
|
|
|
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
2000-02-27 07:13:32 +00:00
|
|
|
if (Q_strcmp(cl_name->string, newName) == 0)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
return;
|
|
|
|
Cvar_Set ("_cl_name", newName);
|
2000-01-29 18:46:26 +00:00
|
|
|
if (cls.state >= ca_connected)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Cmd_ForwardToServer ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2000-01-07 05:02:38 +00:00
|
|
|
/* PHS 02/01/2000 */
|
|
|
|
/* If cvar sv_filter is 1 */
|
|
|
|
/* Check for \n & \r in names and remove, replace with '-' */
|
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
if(sv_filter->value == 1)
|
2000-01-07 05:02:38 +00:00
|
|
|
for(Idx=0;Idx<strlen(newName);Idx++)
|
|
|
|
if((newName[Idx]=='\r') || (newName[Idx]=='\n'))
|
|
|
|
newName[Idx]='-';
|
|
|
|
|
|
|
|
if (host_client->name[0] && strcmp(host_client->name, "unconnected") )
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (Q_strcmp(host_client->name, newName) != 0)
|
|
|
|
Con_Printf ("%s renamed to %s\n", host_client->name, newName);
|
|
|
|
Q_strcpy (host_client->name, newName);
|
|
|
|
host_client->edict->v.netname = host_client->name - pr_strings;
|
|
|
|
|
|
|
|
// send notification to all clients
|
|
|
|
|
|
|
|
MSG_WriteByte (&sv.reliable_datagram, svc_updatename);
|
|
|
|
MSG_WriteByte (&sv.reliable_datagram, host_client - svs.clients);
|
|
|
|
MSG_WriteString (&sv.reliable_datagram, host_client->name);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void Host_Version_f (void)
|
|
|
|
{
|
2000-01-16 12:19:30 +00:00
|
|
|
Con_Printf ("Version %s\n", QF_VERSION);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Con_Printf ("Exe: "__TIME__" "__DATE__"\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void Host_Say(qboolean teamonly)
|
|
|
|
{
|
|
|
|
client_t *client;
|
|
|
|
client_t *save;
|
|
|
|
int j;
|
|
|
|
char *p;
|
|
|
|
unsigned char text[64];
|
|
|
|
qboolean fromServer = false;
|
|
|
|
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
|
|
|
if (cls.state == ca_dedicated)
|
|
|
|
{
|
|
|
|
fromServer = true;
|
|
|
|
teamonly = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Cmd_ForwardToServer ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Cmd_Argc () < 2)
|
|
|
|
return;
|
|
|
|
|
|
|
|
save = host_client;
|
|
|
|
|
|
|
|
p = Cmd_Args();
|
|
|
|
// remove quotes if present
|
|
|
|
if (*p == '"')
|
|
|
|
{
|
|
|
|
p++;
|
|
|
|
p[Q_strlen(p)-1] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// turn on color set 1
|
|
|
|
if (!fromServer)
|
2000-01-05 00:05:48 +00:00
|
|
|
snprintf(text, sizeof(text), "%c%s: ", 1, save->name);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
else
|
2000-02-27 07:13:32 +00:00
|
|
|
snprintf(text, sizeof(text), "%c<%s> ", 1, hostname->string);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
j = sizeof(text) - 2 - Q_strlen(text); // -2 for /n and null terminator
|
|
|
|
if (Q_strlen(p) > j)
|
|
|
|
p[j] = 0;
|
|
|
|
|
|
|
|
strcat (text, p);
|
|
|
|
strcat (text, "\n");
|
|
|
|
|
|
|
|
for (j = 0, client = svs.clients; j < svs.maxclients; j++, client++)
|
|
|
|
{
|
|
|
|
if (!client || !client->active || !client->spawned)
|
|
|
|
continue;
|
2000-02-27 07:13:32 +00:00
|
|
|
if (teamplay->value && teamonly && client->edict->v.team != save->edict->v.team)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
continue;
|
|
|
|
host_client = client;
|
|
|
|
SV_ClientPrintf("%s", text);
|
|
|
|
}
|
|
|
|
host_client = save;
|
|
|
|
|
|
|
|
Sys_Printf("%s", &text[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void Host_Say_f(void)
|
|
|
|
{
|
|
|
|
Host_Say(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void Host_Say_Team_f(void)
|
|
|
|
{
|
|
|
|
Host_Say(true);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void Host_Tell_f(void)
|
|
|
|
{
|
|
|
|
client_t *client;
|
|
|
|
client_t *save;
|
|
|
|
int j;
|
|
|
|
char *p;
|
|
|
|
char text[64];
|
|
|
|
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
|
|
|
Cmd_ForwardToServer ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Cmd_Argc () < 3)
|
|
|
|
return;
|
|
|
|
|
|
|
|
Q_strcpy(text, host_client->name);
|
|
|
|
Q_strcat(text, ": ");
|
|
|
|
|
|
|
|
p = Cmd_Args();
|
|
|
|
|
|
|
|
// remove quotes if present
|
|
|
|
if (*p == '"')
|
|
|
|
{
|
|
|
|
p++;
|
|
|
|
p[Q_strlen(p)-1] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// check length & truncate if necessary
|
|
|
|
j = sizeof(text) - 2 - Q_strlen(text); // -2 for /n and null terminator
|
|
|
|
if (Q_strlen(p) > j)
|
|
|
|
p[j] = 0;
|
|
|
|
|
|
|
|
strcat (text, p);
|
|
|
|
strcat (text, "\n");
|
|
|
|
|
|
|
|
save = host_client;
|
|
|
|
for (j = 0, client = svs.clients; j < svs.maxclients; j++, client++)
|
|
|
|
{
|
|
|
|
if (!client->active || !client->spawned)
|
|
|
|
continue;
|
|
|
|
if (Q_strcasecmp(client->name, Cmd_Argv(1)))
|
|
|
|
continue;
|
|
|
|
host_client = client;
|
|
|
|
SV_ClientPrintf("%s", text);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
host_client = save;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Color_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Color_f(void)
|
|
|
|
{
|
|
|
|
int top, bottom;
|
|
|
|
int playercolor;
|
|
|
|
|
|
|
|
if (Cmd_Argc() == 1)
|
|
|
|
{
|
2000-02-27 07:13:32 +00:00
|
|
|
Con_Printf ("\"color\" is \"%i %i\"\n", ((int)cl_color->value) >> 4, ((int)cl_color->value) & 0x0f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Con_Printf ("color <0-13> [0-13]\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Cmd_Argc() == 2)
|
|
|
|
top = bottom = atoi(Cmd_Argv(1));
|
|
|
|
else
|
|
|
|
{
|
|
|
|
top = atoi(Cmd_Argv(1));
|
|
|
|
bottom = atoi(Cmd_Argv(2));
|
|
|
|
}
|
|
|
|
|
|
|
|
top &= 15;
|
|
|
|
if (top > 13)
|
|
|
|
top = 13;
|
|
|
|
bottom &= 15;
|
|
|
|
if (bottom > 13)
|
|
|
|
bottom = 13;
|
|
|
|
|
|
|
|
playercolor = top*16 + bottom;
|
|
|
|
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
2000-02-27 07:13:32 +00:00
|
|
|
cl_color->value = playercolor;
|
2000-01-29 18:46:26 +00:00
|
|
|
if (cls.state >= ca_connected)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Cmd_ForwardToServer ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
host_client->colors = playercolor;
|
|
|
|
host_client->edict->v.team = bottom + 1;
|
|
|
|
|
|
|
|
// send notification to all clients
|
|
|
|
MSG_WriteByte (&sv.reliable_datagram, svc_updatecolors);
|
|
|
|
MSG_WriteByte (&sv.reliable_datagram, host_client - svs.clients);
|
|
|
|
MSG_WriteByte (&sv.reliable_datagram, host_client->colors);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Kill_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Kill_f (void)
|
|
|
|
{
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
|
|
|
Cmd_ForwardToServer ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (sv_player->v.health <= 0)
|
|
|
|
{
|
|
|
|
SV_ClientPrintf ("Can't suicide -- allready dead!\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
pr_global_struct->time = sv.time;
|
|
|
|
pr_global_struct->self = EDICT_TO_PROG(sv_player);
|
|
|
|
PR_ExecuteProgram (pr_global_struct->ClientKill);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Pause_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Pause_f (void)
|
|
|
|
{
|
2000-03-09 22:16:25 +00:00
|
|
|
if (cls.demoplayback)
|
|
|
|
{
|
|
|
|
cl.paused = !cl.paused;
|
|
|
|
return;
|
|
|
|
}
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
|
|
|
Cmd_ForwardToServer ();
|
|
|
|
return;
|
|
|
|
}
|
2000-02-27 07:13:32 +00:00
|
|
|
if (!pausable->value)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
SV_ClientPrintf ("Pause not allowed.\n");
|
|
|
|
else
|
|
|
|
{
|
2000-03-09 22:16:25 +00:00
|
|
|
sv.paused = !sv.paused;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (sv.paused)
|
|
|
|
{
|
|
|
|
SV_BroadcastPrintf ("%s paused the game\n", pr_strings + sv_player->v.netname);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SV_BroadcastPrintf ("%s unpaused the game\n",pr_strings + sv_player->v.netname);
|
|
|
|
}
|
|
|
|
|
|
|
|
// send notification to all clients
|
|
|
|
MSG_WriteByte (&sv.reliable_datagram, svc_setpause);
|
|
|
|
MSG_WriteByte (&sv.reliable_datagram, sv.paused);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_PreSpawn_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_PreSpawn_f (void)
|
|
|
|
{
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
|
|
|
Con_Printf ("prespawn is not valid from the console\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (host_client->spawned)
|
|
|
|
{
|
|
|
|
Con_Printf ("prespawn not valid -- allready spawned\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
SZ_Write (&host_client->message, sv.signon.data, sv.signon.cursize);
|
|
|
|
MSG_WriteByte (&host_client->message, svc_signonnum);
|
|
|
|
MSG_WriteByte (&host_client->message, 2);
|
|
|
|
host_client->sendsignon = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Spawn_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Spawn_f (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
client_t *client;
|
|
|
|
edict_t *ent;
|
|
|
|
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
|
|
|
Con_Printf ("spawn is not valid from the console\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (host_client->spawned)
|
|
|
|
{
|
|
|
|
Con_Printf ("Spawn not valid -- allready spawned\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// run the entrance script
|
|
|
|
if (sv.loadgame)
|
|
|
|
{ // loaded games are fully inited allready
|
|
|
|
// if this is the last client to be connected, unpause
|
|
|
|
sv.paused = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// set up the edict
|
|
|
|
ent = host_client->edict;
|
|
|
|
|
|
|
|
memset (&ent->v, 0, progs->entityfields * 4);
|
|
|
|
ent->v.colormap = NUM_FOR_EDICT(ent);
|
|
|
|
ent->v.team = (host_client->colors & 15) + 1;
|
|
|
|
ent->v.netname = host_client->name - pr_strings;
|
|
|
|
|
|
|
|
// copy spawn parms out of the client_t
|
|
|
|
|
|
|
|
for (i=0 ; i< NUM_SPAWN_PARMS ; i++)
|
|
|
|
(&pr_global_struct->parm1)[i] = host_client->spawn_parms[i];
|
|
|
|
|
|
|
|
// call the spawn function
|
|
|
|
|
|
|
|
pr_global_struct->time = sv.time;
|
|
|
|
pr_global_struct->self = EDICT_TO_PROG(sv_player);
|
|
|
|
PR_ExecuteProgram (pr_global_struct->ClientConnect);
|
|
|
|
|
|
|
|
if ((Sys_DoubleTime() - host_client->netconnection->connecttime) <= sv.time)
|
|
|
|
Sys_Printf ("%s entered the game\n", host_client->name);
|
|
|
|
|
|
|
|
PR_ExecuteProgram (pr_global_struct->PutClientInServer);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// send all current names, colors, and frag counts
|
|
|
|
SZ_Clear (&host_client->message);
|
|
|
|
|
|
|
|
// send time of update
|
|
|
|
MSG_WriteByte (&host_client->message, svc_time);
|
|
|
|
MSG_WriteFloat (&host_client->message, sv.time);
|
|
|
|
|
|
|
|
for (i=0, client = svs.clients ; i<svs.maxclients ; i++, client++)
|
|
|
|
{
|
|
|
|
MSG_WriteByte (&host_client->message, svc_updatename);
|
|
|
|
MSG_WriteByte (&host_client->message, i);
|
|
|
|
MSG_WriteString (&host_client->message, client->name);
|
|
|
|
MSG_WriteByte (&host_client->message, svc_updatefrags);
|
|
|
|
MSG_WriteByte (&host_client->message, i);
|
|
|
|
MSG_WriteShort (&host_client->message, client->old_frags);
|
|
|
|
MSG_WriteByte (&host_client->message, svc_updatecolors);
|
|
|
|
MSG_WriteByte (&host_client->message, i);
|
|
|
|
MSG_WriteByte (&host_client->message, client->colors);
|
|
|
|
}
|
|
|
|
|
|
|
|
// send all current light styles
|
|
|
|
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
|
|
|
|
{
|
|
|
|
MSG_WriteByte (&host_client->message, svc_lightstyle);
|
|
|
|
MSG_WriteByte (&host_client->message, (char)i);
|
|
|
|
MSG_WriteString (&host_client->message, sv.lightstyles[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// send some stats
|
|
|
|
//
|
|
|
|
MSG_WriteByte (&host_client->message, svc_updatestat);
|
|
|
|
MSG_WriteByte (&host_client->message, STAT_TOTALSECRETS);
|
|
|
|
MSG_WriteLong (&host_client->message, pr_global_struct->total_secrets);
|
|
|
|
|
|
|
|
MSG_WriteByte (&host_client->message, svc_updatestat);
|
|
|
|
MSG_WriteByte (&host_client->message, STAT_TOTALMONSTERS);
|
|
|
|
MSG_WriteLong (&host_client->message, pr_global_struct->total_monsters);
|
|
|
|
|
|
|
|
MSG_WriteByte (&host_client->message, svc_updatestat);
|
|
|
|
MSG_WriteByte (&host_client->message, STAT_SECRETS);
|
|
|
|
MSG_WriteLong (&host_client->message, pr_global_struct->found_secrets);
|
|
|
|
|
|
|
|
MSG_WriteByte (&host_client->message, svc_updatestat);
|
|
|
|
MSG_WriteByte (&host_client->message, STAT_MONSTERS);
|
|
|
|
MSG_WriteLong (&host_client->message, pr_global_struct->killed_monsters);
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// send a fixangle
|
|
|
|
// Never send a roll angle, because savegames can catch the server
|
|
|
|
// in a state where it is expecting the client to correct the angle
|
|
|
|
// and it won't happen if the game was just loaded, so you wind up
|
|
|
|
// with a permanent head tilt
|
|
|
|
ent = EDICT_NUM( 1 + (host_client - svs.clients) );
|
|
|
|
MSG_WriteByte (&host_client->message, svc_setangle);
|
|
|
|
for (i=0 ; i < 2 ; i++)
|
|
|
|
MSG_WriteAngle (&host_client->message, ent->v.angles[i] );
|
|
|
|
MSG_WriteAngle (&host_client->message, 0 );
|
|
|
|
|
|
|
|
SV_WriteClientdataToMessage (sv_player, &host_client->message);
|
|
|
|
|
|
|
|
MSG_WriteByte (&host_client->message, svc_signonnum);
|
|
|
|
MSG_WriteByte (&host_client->message, 3);
|
|
|
|
host_client->sendsignon = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Begin_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Begin_f (void)
|
|
|
|
{
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
|
|
|
Con_Printf ("begin is not valid from the console\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
host_client->spawned = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Kick_f
|
|
|
|
|
|
|
|
Kicks a user off of the server
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Kick_f (void)
|
|
|
|
{
|
|
|
|
char *who;
|
|
|
|
char *message = NULL;
|
|
|
|
client_t *save;
|
|
|
|
int i;
|
|
|
|
qboolean byNumber = false;
|
|
|
|
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
|
|
|
if (!sv.active)
|
|
|
|
{
|
|
|
|
Cmd_ForwardToServer ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (pr_global_struct->deathmatch && !host_client->privileged)
|
|
|
|
return;
|
|
|
|
|
|
|
|
save = host_client;
|
|
|
|
|
|
|
|
if (Cmd_Argc() > 2 && Q_strcmp(Cmd_Argv(1), "#") == 0)
|
|
|
|
{
|
|
|
|
i = Q_atof(Cmd_Argv(2)) - 1;
|
|
|
|
if (i < 0 || i >= svs.maxclients)
|
|
|
|
return;
|
|
|
|
if (!svs.clients[i].active)
|
|
|
|
return;
|
|
|
|
host_client = &svs.clients[i];
|
|
|
|
byNumber = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (i = 0, host_client = svs.clients; i < svs.maxclients; i++, host_client++)
|
|
|
|
{
|
|
|
|
if (!host_client->active)
|
|
|
|
continue;
|
|
|
|
if (Q_strcasecmp(host_client->name, Cmd_Argv(1)) == 0)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (i < svs.maxclients)
|
|
|
|
{
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
if (cls.state == ca_dedicated)
|
|
|
|
who = "Console";
|
|
|
|
else
|
2000-02-27 07:13:32 +00:00
|
|
|
who = cl_name->string;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
else
|
|
|
|
who = save->name;
|
|
|
|
|
|
|
|
// can't kick yourself!
|
|
|
|
if (host_client == save)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (Cmd_Argc() > 2)
|
|
|
|
{
|
|
|
|
message = COM_Parse(Cmd_Args());
|
|
|
|
if (byNumber)
|
|
|
|
{
|
|
|
|
message++; // skip the #
|
|
|
|
while (*message == ' ') // skip white space
|
|
|
|
message++;
|
|
|
|
message += Q_strlen(Cmd_Argv(2)); // skip the number
|
|
|
|
}
|
|
|
|
while (*message && *message == ' ')
|
|
|
|
message++;
|
|
|
|
}
|
|
|
|
if (message)
|
|
|
|
SV_ClientPrintf ("Kicked by %s: %s\n", who, message);
|
|
|
|
else
|
|
|
|
SV_ClientPrintf ("Kicked by %s\n", who);
|
|
|
|
SV_DropClient (false);
|
|
|
|
}
|
|
|
|
|
|
|
|
host_client = save;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============================================================================
|
|
|
|
|
|
|
|
DEBUGGING TOOLS
|
|
|
|
|
|
|
|
===============================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Give_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Give_f (void)
|
|
|
|
{
|
|
|
|
char *t;
|
1999-12-27 17:18:40 +00:00
|
|
|
int v;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
eval_t *val;
|
|
|
|
|
|
|
|
if (cmd_source == src_command)
|
|
|
|
{
|
|
|
|
Cmd_ForwardToServer ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pr_global_struct->deathmatch && !host_client->privileged)
|
|
|
|
return;
|
|
|
|
|
|
|
|
t = Cmd_Argv(1);
|
|
|
|
v = atoi (Cmd_Argv(2));
|
|
|
|
|
|
|
|
switch (t[0])
|
|
|
|
{
|
|
|
|
case '0':
|
|
|
|
case '1':
|
|
|
|
case '2':
|
|
|
|
case '3':
|
|
|
|
case '4':
|
|
|
|
case '5':
|
|
|
|
case '6':
|
|
|
|
case '7':
|
|
|
|
case '8':
|
|
|
|
case '9':
|
|
|
|
// MED 01/04/97 added hipnotic give stuff
|
|
|
|
if (hipnotic)
|
|
|
|
{
|
|
|
|
if (t[0] == '6')
|
|
|
|
{
|
|
|
|
if (t[1] == 'a')
|
|
|
|
sv_player->v.items = (int)sv_player->v.items | HIT_PROXIMITY_GUN;
|
|
|
|
else
|
|
|
|
sv_player->v.items = (int)sv_player->v.items | IT_GRENADE_LAUNCHER;
|
|
|
|
}
|
|
|
|
else if (t[0] == '9')
|
|
|
|
sv_player->v.items = (int)sv_player->v.items | HIT_LASER_CANNON;
|
|
|
|
else if (t[0] == '0')
|
|
|
|
sv_player->v.items = (int)sv_player->v.items | HIT_MJOLNIR;
|
|
|
|
else if (t[0] >= '2')
|
|
|
|
sv_player->v.items = (int)sv_player->v.items | (IT_SHOTGUN << (t[0] - '2'));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (t[0] >= '2')
|
|
|
|
sv_player->v.items = (int)sv_player->v.items | (IT_SHOTGUN << (t[0] - '2'));
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 's':
|
|
|
|
if (rogue)
|
|
|
|
{
|
|
|
|
val = GetEdictFieldValue(sv_player, "ammo_shells1");
|
|
|
|
if (val)
|
|
|
|
val->_float = v;
|
|
|
|
}
|
|
|
|
|
|
|
|
sv_player->v.ammo_shells = v;
|
|
|
|
break;
|
|
|
|
case 'n':
|
|
|
|
if (rogue)
|
|
|
|
{
|
|
|
|
val = GetEdictFieldValue(sv_player, "ammo_nails1");
|
|
|
|
if (val)
|
|
|
|
{
|
|
|
|
val->_float = v;
|
|
|
|
if (sv_player->v.weapon <= IT_LIGHTNING)
|
|
|
|
sv_player->v.ammo_nails = v;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sv_player->v.ammo_nails = v;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'l':
|
|
|
|
if (rogue)
|
|
|
|
{
|
|
|
|
val = GetEdictFieldValue(sv_player, "ammo_lava_nails");
|
|
|
|
if (val)
|
|
|
|
{
|
|
|
|
val->_float = v;
|
|
|
|
if (sv_player->v.weapon > IT_LIGHTNING)
|
|
|
|
sv_player->v.ammo_nails = v;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'r':
|
|
|
|
if (rogue)
|
|
|
|
{
|
|
|
|
val = GetEdictFieldValue(sv_player, "ammo_rockets1");
|
|
|
|
if (val)
|
|
|
|
{
|
|
|
|
val->_float = v;
|
|
|
|
if (sv_player->v.weapon <= IT_LIGHTNING)
|
|
|
|
sv_player->v.ammo_rockets = v;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sv_player->v.ammo_rockets = v;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'm':
|
|
|
|
if (rogue)
|
|
|
|
{
|
|
|
|
val = GetEdictFieldValue(sv_player, "ammo_multi_rockets");
|
|
|
|
if (val)
|
|
|
|
{
|
|
|
|
val->_float = v;
|
|
|
|
if (sv_player->v.weapon > IT_LIGHTNING)
|
|
|
|
sv_player->v.ammo_rockets = v;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'h':
|
|
|
|
sv_player->v.health = v;
|
|
|
|
break;
|
|
|
|
case 'c':
|
|
|
|
if (rogue)
|
|
|
|
{
|
|
|
|
val = GetEdictFieldValue(sv_player, "ammo_cells1");
|
|
|
|
if (val)
|
|
|
|
{
|
|
|
|
val->_float = v;
|
|
|
|
if (sv_player->v.weapon <= IT_LIGHTNING)
|
|
|
|
sv_player->v.ammo_cells = v;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sv_player->v.ammo_cells = v;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'p':
|
|
|
|
if (rogue)
|
|
|
|
{
|
|
|
|
val = GetEdictFieldValue(sv_player, "ammo_plasma");
|
|
|
|
if (val)
|
|
|
|
{
|
|
|
|
val->_float = v;
|
|
|
|
if (sv_player->v.weapon > IT_LIGHTNING)
|
|
|
|
sv_player->v.ammo_cells = v;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
edict_t *FindViewthing (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
edict_t *e;
|
|
|
|
|
|
|
|
for (i=0 ; i<sv.num_edicts ; i++)
|
|
|
|
{
|
|
|
|
e = EDICT_NUM(i);
|
|
|
|
if ( !strcmp (pr_strings + e->v.classname, "viewthing") )
|
|
|
|
return e;
|
|
|
|
}
|
|
|
|
Con_Printf ("No viewthing on map\n");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Viewmodel_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Viewmodel_f (void)
|
|
|
|
{
|
|
|
|
edict_t *e;
|
|
|
|
model_t *m;
|
|
|
|
|
|
|
|
e = FindViewthing ();
|
|
|
|
if (!e)
|
|
|
|
return;
|
|
|
|
|
|
|
|
m = Mod_ForName (Cmd_Argv(1), false);
|
|
|
|
if (!m)
|
|
|
|
{
|
|
|
|
Con_Printf ("Can't load %s\n", Cmd_Argv(1));
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
e->v.frame = 0;
|
|
|
|
cl.model_precache[(int)e->v.modelindex] = m;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Viewframe_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Viewframe_f (void)
|
|
|
|
{
|
|
|
|
edict_t *e;
|
|
|
|
int f;
|
|
|
|
model_t *m;
|
|
|
|
|
|
|
|
e = FindViewthing ();
|
|
|
|
if (!e)
|
|
|
|
return;
|
|
|
|
m = cl.model_precache[(int)e->v.modelindex];
|
|
|
|
|
|
|
|
f = atoi(Cmd_Argv(1));
|
|
|
|
if (f >= m->numframes)
|
|
|
|
f = m->numframes-1;
|
|
|
|
|
|
|
|
e->v.frame = f;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void PrintFrameName (model_t *m, int frame)
|
|
|
|
{
|
|
|
|
aliashdr_t *hdr;
|
|
|
|
maliasframedesc_t *pframedesc;
|
|
|
|
|
|
|
|
hdr = (aliashdr_t *)Mod_Extradata (m);
|
|
|
|
if (!hdr)
|
|
|
|
return;
|
|
|
|
pframedesc = &hdr->frames[frame];
|
|
|
|
|
|
|
|
Con_Printf ("frame %i: %s\n", frame, pframedesc->name);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Viewnext_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Viewnext_f (void)
|
|
|
|
{
|
|
|
|
edict_t *e;
|
|
|
|
model_t *m;
|
|
|
|
|
|
|
|
e = FindViewthing ();
|
|
|
|
if (!e)
|
|
|
|
return;
|
|
|
|
m = cl.model_precache[(int)e->v.modelindex];
|
|
|
|
|
|
|
|
e->v.frame = e->v.frame + 1;
|
|
|
|
if (e->v.frame >= m->numframes)
|
|
|
|
e->v.frame = m->numframes - 1;
|
|
|
|
|
|
|
|
PrintFrameName (m, e->v.frame);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Viewprev_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Viewprev_f (void)
|
|
|
|
{
|
|
|
|
edict_t *e;
|
|
|
|
model_t *m;
|
|
|
|
|
|
|
|
e = FindViewthing ();
|
|
|
|
if (!e)
|
|
|
|
return;
|
|
|
|
|
|
|
|
m = cl.model_precache[(int)e->v.modelindex];
|
|
|
|
|
|
|
|
e->v.frame = e->v.frame - 1;
|
|
|
|
if (e->v.frame < 0)
|
|
|
|
e->v.frame = 0;
|
|
|
|
|
|
|
|
PrintFrameName (m, e->v.frame);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============================================================================
|
|
|
|
|
|
|
|
DEMO LOOP CONTROL
|
|
|
|
|
|
|
|
===============================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Startdemos_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Startdemos_f (void)
|
|
|
|
{
|
|
|
|
int i, c;
|
|
|
|
|
2000-02-04 01:24:39 +00:00
|
|
|
if (COM_CheckParm ("-nodemos")) // No demos, please..
|
|
|
|
return;
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (cls.state == ca_dedicated)
|
|
|
|
{
|
|
|
|
if (!sv.active)
|
|
|
|
Cbuf_AddText ("map start\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
c = Cmd_Argc() - 1;
|
|
|
|
if (c > MAX_DEMOS)
|
|
|
|
{
|
|
|
|
Con_Printf ("Max %i demos in demoloop\n", MAX_DEMOS);
|
|
|
|
c = MAX_DEMOS;
|
|
|
|
}
|
|
|
|
Con_Printf ("%i demo(s) in loop\n", c);
|
|
|
|
|
|
|
|
for (i=1 ; i<c+1 ; i++)
|
|
|
|
strncpy (cls.demos[i-1], Cmd_Argv(i), sizeof(cls.demos[0])-1);
|
|
|
|
|
|
|
|
if (!sv.active && cls.demonum != -1 && !cls.demoplayback)
|
|
|
|
{
|
|
|
|
cls.demonum = 0;
|
|
|
|
CL_NextDemo ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
cls.demonum = -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Demos_f
|
|
|
|
|
|
|
|
Return to looping demos
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Demos_f (void)
|
|
|
|
{
|
|
|
|
if (cls.state == ca_dedicated)
|
|
|
|
return;
|
|
|
|
if (cls.demonum == -1)
|
|
|
|
cls.demonum = 1;
|
|
|
|
CL_Disconnect_f ();
|
|
|
|
CL_NextDemo ();
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_Stopdemo_f
|
|
|
|
|
|
|
|
Return to looping demos
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_Stopdemo_f (void)
|
|
|
|
{
|
|
|
|
if (cls.state == ca_dedicated)
|
|
|
|
return;
|
|
|
|
if (!cls.demoplayback)
|
|
|
|
return;
|
|
|
|
CL_StopPlayback ();
|
|
|
|
CL_Disconnect ();
|
|
|
|
}
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
Host_InitCommands
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void Host_InitCommands (void)
|
|
|
|
{
|
|
|
|
Cmd_AddCommand ("status", Host_Status_f);
|
|
|
|
Cmd_AddCommand ("quit", Host_Quit_f);
|
|
|
|
Cmd_AddCommand ("god", Host_God_f);
|
|
|
|
Cmd_AddCommand ("notarget", Host_Notarget_f);
|
|
|
|
Cmd_AddCommand ("fly", Host_Fly_f);
|
|
|
|
Cmd_AddCommand ("map", Host_Map_f);
|
|
|
|
Cmd_AddCommand ("restart", Host_Restart_f);
|
|
|
|
Cmd_AddCommand ("changelevel", Host_Changelevel_f);
|
|
|
|
#ifdef QUAKE2
|
|
|
|
Cmd_AddCommand ("changelevel2", Host_Changelevel2_f);
|
|
|
|
#endif
|
|
|
|
Cmd_AddCommand ("connect", Host_Connect_f);
|
|
|
|
Cmd_AddCommand ("reconnect", Host_Reconnect_f);
|
|
|
|
Cmd_AddCommand ("name", Host_Name_f);
|
|
|
|
Cmd_AddCommand ("noclip", Host_Noclip_f);
|
|
|
|
Cmd_AddCommand ("version", Host_Version_f);
|
|
|
|
Cmd_AddCommand ("say", Host_Say_f);
|
|
|
|
Cmd_AddCommand ("say_team", Host_Say_Team_f);
|
|
|
|
Cmd_AddCommand ("tell", Host_Tell_f);
|
|
|
|
Cmd_AddCommand ("color", Host_Color_f);
|
|
|
|
Cmd_AddCommand ("kill", Host_Kill_f);
|
|
|
|
Cmd_AddCommand ("pause", Host_Pause_f);
|
|
|
|
Cmd_AddCommand ("spawn", Host_Spawn_f);
|
|
|
|
Cmd_AddCommand ("begin", Host_Begin_f);
|
|
|
|
Cmd_AddCommand ("prespawn", Host_PreSpawn_f);
|
|
|
|
Cmd_AddCommand ("kick", Host_Kick_f);
|
|
|
|
Cmd_AddCommand ("ping", Host_Ping_f);
|
|
|
|
Cmd_AddCommand ("load", Host_Loadgame_f);
|
|
|
|
Cmd_AddCommand ("save", Host_Savegame_f);
|
|
|
|
Cmd_AddCommand ("give", Host_Give_f);
|
|
|
|
|
|
|
|
Cmd_AddCommand ("startdemos", Host_Startdemos_f);
|
|
|
|
Cmd_AddCommand ("demos", Host_Demos_f);
|
|
|
|
Cmd_AddCommand ("stopdemo", Host_Stopdemo_f);
|
|
|
|
|
|
|
|
Cmd_AddCommand ("viewmodel", Host_Viewmodel_f);
|
|
|
|
Cmd_AddCommand ("viewframe", Host_Viewframe_f);
|
|
|
|
Cmd_AddCommand ("viewnext", Host_Viewnext_f);
|
|
|
|
Cmd_AddCommand ("viewprev", Host_Viewprev_f);
|
|
|
|
|
|
|
|
Cmd_AddCommand ("mcache", Mod_Print);
|
2000-02-20 04:20:00 +00:00
|
|
|
Cmd_AddCommand ("gamedir", Host_Gamedir_f);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|