// Copyright (C) 1999-2000 Id Software, Inc. // // cg_servercmds.c -- reliably sequenced text commands sent by the server // these are processed at snapshot transition time, so there will definately // be a valid snapshot this frame #include "cg_local.h" #include "../../ui/menudef.h" #if !defined(CL_LIGHT_H_INC) #include "cg_lights.h" #endif #include "..\ghoul2\g2.h" #include "../ui/ui_public.h" /* ================= CG_ParseScores ================= */ static void CG_ParseScores( void ) { int i, powerups, readScores; cg.numScores = atoi( CG_Argv( 1 ) ); readScores = cg.numScores; if (readScores > MAX_CLIENT_SCORE_SEND) { readScores = MAX_CLIENT_SCORE_SEND; } if ( cg.numScores > MAX_CLIENTS ) { cg.numScores = MAX_CLIENTS; } cg.numScores = readScores; cg.teamScores[0] = atoi( CG_Argv( 2 ) ); cg.teamScores[1] = atoi( CG_Argv( 3 ) ); memset( cg.scores, 0, sizeof( cg.scores ) ); for ( i = 0 ; i < readScores ; i++ ) { // cg.scores[i].client = atoi( CG_Argv( i * 14 + 4 ) ); cg.scores[i].score = atoi( CG_Argv( i * 14 + 5 ) ); cg.scores[i].ping = atoi( CG_Argv( i * 14 + 6 ) ); cg.scores[i].time = atoi( CG_Argv( i * 14 + 7 ) ); cg.scores[i].scoreFlags = atoi( CG_Argv( i * 14 + 8 ) ); powerups = atoi( CG_Argv( i * 14 + 9 ) ); cg.scores[i].accuracy = atoi(CG_Argv(i * 14 + 10)); cg.scores[i].impressiveCount = atoi(CG_Argv(i * 14 + 11)); cg.scores[i].excellentCount = atoi(CG_Argv(i * 14 + 12)); cg.scores[i].guantletCount = atoi(CG_Argv(i * 14 + 13)); cg.scores[i].defendCount = atoi(CG_Argv(i * 14 + 14)); cg.scores[i].assistCount = atoi(CG_Argv(i * 14 + 15)); cg.scores[i].perfect = atoi(CG_Argv(i * 14 + 16)); cg.scores[i].captures = atoi(CG_Argv(i * 14 + 17)); if ( cg.scores[i].client < 0 || cg.scores[i].client >= MAX_CLIENTS ) { cg.scores[i].client = 0; } cgs.clientinfo[ cg.scores[i].client ].score = cg.scores[i].score; cgs.clientinfo[ cg.scores[i].client ].powerups = powerups; cg.scores[i].team = cgs.clientinfo[cg.scores[i].client].team; } CG_SetScoreSelection(NULL); } /* ================= CG_ParseTeamInfo ================= */ static void CG_ParseTeamInfo( void ) { int i; int client; numSortedTeamPlayers = atoi( CG_Argv( 1 ) ); for ( i = 0 ; i < numSortedTeamPlayers ; i++ ) { client = atoi( CG_Argv( i * 6 + 2 ) ); sortedTeamPlayers[i] = client; cgs.clientinfo[ client ].location = atoi( CG_Argv( i * 6 + 3 ) ); cgs.clientinfo[ client ].health = atoi( CG_Argv( i * 6 + 4 ) ); cgs.clientinfo[ client ].armor = atoi( CG_Argv( i * 6 + 5 ) ); cgs.clientinfo[ client ].curWeapon = atoi( CG_Argv( i * 6 + 6 ) ); cgs.clientinfo[ client ].powerups = atoi( CG_Argv( i * 6 + 7 ) ); } } /* ================ CG_ParseServerinfo This is called explicitly when the gamestate is first received, and whenever the server updates any serverinfo flagged cvars ================ */ void CG_ParseServerinfo( void ) { const char *info; const char *tinfo; char *mapname; info = CG_ConfigString( CS_SERVERINFO ); cgs.debugMelee = atoi( Info_ValueForKey( info, "g_debugMelee" ) ); //trap_Cvar_GetHiddenVarValue("g_iknowkungfu"); cgs.stepSlideFix = atoi( Info_ValueForKey( info, "g_stepSlideFix" ) ); cgs.noSpecMove = atoi( Info_ValueForKey( info, "g_noSpecMove" ) ); trap_Cvar_Set("bg_fighterAltControl", Info_ValueForKey( info, "bg_fighterAltControl" )); cgs.siegeTeamSwitch = atoi( Info_ValueForKey( info, "g_siegeTeamSwitch" ) ); cgs.showDuelHealths = atoi( Info_ValueForKey( info, "g_showDuelHealths" ) ); cgs.gametype = atoi( Info_ValueForKey( info, "g_gametype" ) ); trap_Cvar_Set("g_gametype", va("%i", cgs.gametype)); cgs.needpass = atoi( Info_ValueForKey( info, "needpass" ) ); cgs.jediVmerc = atoi( Info_ValueForKey( info, "g_jediVmerc" ) ); cgs.wDisable = atoi( Info_ValueForKey( info, "wdisable" ) ); cgs.fDisable = atoi( Info_ValueForKey( info, "fdisable" ) ); cgs.dmflags = atoi( Info_ValueForKey( info, "dmflags" ) ); cgs.teamflags = atoi( Info_ValueForKey( info, "teamflags" ) ); cgs.fraglimit = atoi( Info_ValueForKey( info, "fraglimit" ) ); cgs.duel_fraglimit = atoi( Info_ValueForKey( info, "duel_fraglimit" ) ); cgs.capturelimit = atoi( Info_ValueForKey( info, "capturelimit" ) ); cgs.timelimit = atoi( Info_ValueForKey( info, "timelimit" ) ); cgs.maxclients = atoi( Info_ValueForKey( info, "sv_maxclients" ) ); mapname = Info_ValueForKey( info, "mapname" ); //rww - You must do this one here, Info_ValueForKey always uses the same memory pointer. trap_Cvar_Set ( "ui_about_mapname", mapname ); Com_sprintf( cgs.mapname, sizeof( cgs.mapname ), "maps/%s.bsp", mapname ); Q_strncpyz( cgs.redTeam, Info_ValueForKey( info, "g_redTeam" ), sizeof(cgs.redTeam) ); trap_Cvar_Set("g_redTeam", cgs.redTeam); Q_strncpyz( cgs.blueTeam, Info_ValueForKey( info, "g_blueTeam" ), sizeof(cgs.blueTeam) ); trap_Cvar_Set("g_blueTeam", cgs.blueTeam); trap_Cvar_Set ( "ui_about_gametype", va("%i", cgs.gametype ) ); trap_Cvar_Set ( "ui_about_fraglimit", va("%i", cgs.fraglimit ) ); trap_Cvar_Set ( "ui_about_duellimit", va("%i", cgs.duel_fraglimit ) ); trap_Cvar_Set ( "ui_about_capturelimit", va("%i", cgs.capturelimit ) ); trap_Cvar_Set ( "ui_about_timelimit", va("%i", cgs.timelimit ) ); trap_Cvar_Set ( "ui_about_maxclients", va("%i", cgs.maxclients ) ); trap_Cvar_Set ( "ui_about_dmflags", va("%i", cgs.dmflags ) ); trap_Cvar_Set ( "ui_about_hostname", Info_ValueForKey( info, "sv_hostname" ) ); trap_Cvar_Set ( "ui_about_needpass", Info_ValueForKey( info, "g_needpass" ) ); trap_Cvar_Set ( "ui_about_botminplayers", Info_ValueForKey ( info, "bot_minplayers" ) ); //Set the siege teams based on what the server has for overrides. trap_Cvar_Set("cg_siegeTeam1", Info_ValueForKey(info, "g_siegeTeam1")); trap_Cvar_Set("cg_siegeTeam2", Info_ValueForKey(info, "g_siegeTeam2")); tinfo = CG_ConfigString( CS_TERRAINS + 1 ); if ( !tinfo || !*tinfo ) { cg.mInRMG = qfalse; } else { int weather = 0; cg.mInRMG = qtrue; trap_Cvar_Set("RMG", "1"); weather = atoi( Info_ValueForKey( info, "RMG_weather" ) ); trap_Cvar_Set("RMG_weather", va("%i", weather)); if (weather == 1 || weather == 2) { cg.mRMGWeather = qtrue; } else { cg.mRMGWeather = qfalse; } } } /* ================== CG_ParseWarmup ================== */ static void CG_ParseWarmup( void ) { const char *info; int warmup; info = CG_ConfigString( CS_WARMUP ); warmup = atoi( info ); cg.warmupCount = -1; cg.warmup = warmup; } /* ================ CG_SetConfigValues Called on load to set the initial values from configure strings ================ */ void CG_SetConfigValues( void ) { const char *s; const char *str; cgs.scores1 = atoi( CG_ConfigString( CS_SCORES1 ) ); cgs.scores2 = atoi( CG_ConfigString( CS_SCORES2 ) ); cgs.levelStartTime = atoi( CG_ConfigString( CS_LEVEL_START_TIME ) ); if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY ) { s = CG_ConfigString( CS_FLAGSTATUS ); cgs.redflag = s[0] - '0'; cgs.blueflag = s[1] - '0'; } cg.warmup = atoi( CG_ConfigString( CS_WARMUP ) ); // Track who the jedi master is cgs.jediMaster = atoi ( CG_ConfigString ( CS_CLIENT_JEDIMASTER ) ); cgs.duelWinner = atoi ( CG_ConfigString ( CS_CLIENT_DUELWINNER ) ); str = CG_ConfigString(CS_CLIENT_DUELISTS); if (str && str[0]) { char buf[64]; int c = 0; int i = 0; while (str[i] && str[i] != '|') { buf[c] = str[i]; c++; i++; } buf[c] = 0; cgs.duelist1 = atoi ( buf ); c = 0; i++; while (str[i]) { buf[c] = str[i]; c++; i++; } buf[c] = 0; cgs.duelist2 = atoi ( buf ); } } /* ===================== CG_ShaderStateChanged ===================== */ void CG_ShaderStateChanged(void) { char originalShader[MAX_QPATH]; char newShader[MAX_QPATH]; char timeOffset[16]; const char *o; char *n,*t; o = CG_ConfigString( CS_SHADERSTATE ); while (o && *o) { n = strstr(o, "="); if (n && *n) { strncpy(originalShader, o, n-o); originalShader[n-o] = 0; n++; t = strstr(n, ":"); if (t && *t) { strncpy(newShader, n, t-n); newShader[t-n] = 0; } else { break; } t++; o = strstr(t, "@"); if (o) { strncpy(timeOffset, t, o-t); timeOffset[o-t] = 0; o++; trap_R_RemapShader( originalShader, newShader, timeOffset ); } } else { break; } } } extern char *cg_customSoundNames[MAX_CUSTOM_SOUNDS]; extern const char *cg_customCombatSoundNames[MAX_CUSTOM_COMBAT_SOUNDS]; extern const char *cg_customExtraSoundNames[MAX_CUSTOM_EXTRA_SOUNDS]; extern const char *cg_customJediSoundNames[MAX_CUSTOM_JEDI_SOUNDS]; extern const char *cg_customDuelSoundNames[MAX_CUSTOM_DUEL_SOUNDS]; static const char *GetCustomSoundForType(int setType, int index) { switch (setType) { case 1: return cg_customSoundNames[index]; case 2: return cg_customCombatSoundNames[index]; case 3: return cg_customExtraSoundNames[index]; case 4: return cg_customJediSoundNames[index]; case 5: return bg_customSiegeSoundNames[index]; case 6: return cg_customDuelSoundNames[index]; default: assert(0); return NULL; } } void SetCustomSoundForType(clientInfo_t *ci, int setType, int index, sfxHandle_t sfx) { switch (setType) { case 1: ci->sounds[index] = sfx; break; case 2: ci->combatSounds[index] = sfx; break; case 3: ci->extraSounds[index] = sfx; break; case 4: ci->jediSounds[index] = sfx; break; case 5: ci->siegeSounds[index] = sfx; break; case 6: ci->duelSounds[index] = sfx; break; default: assert(0); break; } } static void CG_RegisterCustomSounds(clientInfo_t *ci, int setType, const char *psDir) { int iTableEntries = 0; int i; switch (setType) { case 1: iTableEntries = MAX_CUSTOM_SOUNDS; break; case 2: iTableEntries = MAX_CUSTOM_COMBAT_SOUNDS; break; case 3: iTableEntries = MAX_CUSTOM_EXTRA_SOUNDS; break; case 4: iTableEntries = MAX_CUSTOM_JEDI_SOUNDS; break; case 5: iTableEntries = MAX_CUSTOM_SIEGE_SOUNDS; default: assert(0); return; } for ( i = 0 ; inpcClient) { return; } //standard if (cent->currentState.csSounds_Std) { const char *s = CG_ConfigString( CS_SOUNDS + cent->currentState.csSounds_Std ); if (s && s[0]) { char sEnd[MAX_QPATH]; int i = 2; int j = 0; //Parse past the initial "*" which indicates this is a custom sound, and the $ which indicates //it is an NPC custom sound dir. while (s[i]) { sEnd[j] = s[i]; j++; i++; } sEnd[j] = 0; CG_RegisterCustomSounds(cent->npcClient, 1, sEnd); } } else { memset(¢->npcClient->sounds, 0, sizeof(cent->npcClient->sounds)); } //combat if (cent->currentState.csSounds_Combat) { const char *s = CG_ConfigString( CS_SOUNDS + cent->currentState.csSounds_Combat ); if (s && s[0]) { char sEnd[MAX_QPATH]; int i = 2; int j = 0; //Parse past the initial "*" which indicates this is a custom sound, and the $ which indicates //it is an NPC custom sound dir. while (s[i]) { sEnd[j] = s[i]; j++; i++; } sEnd[j] = 0; CG_RegisterCustomSounds(cent->npcClient, 2, sEnd); } } else { memset(¢->npcClient->combatSounds, 0, sizeof(cent->npcClient->combatSounds)); } //extra if (cent->currentState.csSounds_Extra) { const char *s = CG_ConfigString( CS_SOUNDS + cent->currentState.csSounds_Extra ); if (s && s[0]) { char sEnd[MAX_QPATH]; int i = 2; int j = 0; //Parse past the initial "*" which indicates this is a custom sound, and the $ which indicates //it is an NPC custom sound dir. while (s[i]) { sEnd[j] = s[i]; j++; i++; } sEnd[j] = 0; CG_RegisterCustomSounds(cent->npcClient, 3, sEnd); } } else { memset(¢->npcClient->extraSounds, 0, sizeof(cent->npcClient->extraSounds)); } //jedi if (cent->currentState.csSounds_Jedi) { const char *s = CG_ConfigString( CS_SOUNDS + cent->currentState.csSounds_Jedi ); if (s && s[0]) { char sEnd[MAX_QPATH]; int i = 2; int j = 0; //Parse past the initial "*" which indicates this is a custom sound, and the $ which indicates //it is an NPC custom sound dir. while (s[i]) { sEnd[j] = s[i]; j++; i++; } sEnd[j] = 0; CG_RegisterCustomSounds(cent->npcClient, 4, sEnd); } } else { memset(¢->npcClient->jediSounds, 0, sizeof(cent->npcClient->jediSounds)); } } int CG_HandleAppendedSkin(char *modelName); void CG_CacheG2AnimInfo(char *modelName); // nmckenzie: DUEL_HEALTH - fixme - we could really clean this up immensely with some helper functions. void SetDuelistHealthsFromConfigString ( const char *str ) { char buf[64]; int c = 0; int i = 0; while (str[i] && str[i] != '|') { buf[c] = str[i]; c++; i++; } buf[c] = 0; cgs.duelist1health = atoi ( buf ); c = 0; i++; while (str[i] && str[i] != '|') { buf[c] = str[i]; c++; i++; } buf[c] = 0; cgs.duelist2health = atoi ( buf ); c = 0; i++; if ( str[i] == '!' ) { // we only have 2 duelists, apparently. cgs.duelist3health = -1; return; } while (str[i] && str[i] != '|') { buf[c] = str[i]; c++; i++; } buf[c] = 0; cgs.duelist3health = atoi ( buf ); } /* ================ CG_ConfigStringModified ================ */ extern int cgSiegeRoundState; extern int cgSiegeRoundTime; void CG_ParseSiegeObjectiveStatus(const char *str); void CG_ParseWeatherEffect(const char *str); extern void CG_ParseSiegeState(const char *str); //cg_main.c extern int cg_beatingSiegeTime; extern int cg_siegeWinTeam; static void CG_ConfigStringModified( void ) { const char *str; int num; num = atoi( CG_Argv( 1 ) ); // get the gamestate from the client system, which will have the // new configstring already integrated trap_GetGameState( &cgs.gameState ); // look up the individual string that was modified str = CG_ConfigString( num ); // do something with it if necessary if ( num == CS_MUSIC ) { CG_StartMusic( qtrue ); } else if ( num == CS_SERVERINFO ) { CG_ParseServerinfo(); } else if ( num == CS_WARMUP ) { CG_ParseWarmup(); } else if ( num == CS_SCORES1 ) { cgs.scores1 = atoi( str ); } else if ( num == CS_SCORES2 ) { cgs.scores2 = atoi( str ); } else if ( num == CS_CLIENT_JEDIMASTER ) { cgs.jediMaster = atoi ( str ); } else if ( num == CS_CLIENT_DUELWINNER ) { cgs.duelWinner = atoi ( str ); } else if ( num == CS_CLIENT_DUELISTS ) { char buf[64]; int c = 0; int i = 0; while (str[i] && str[i] != '|') { buf[c] = str[i]; c++; i++; } buf[c] = 0; cgs.duelist1 = atoi ( buf ); c = 0; i++; while (str[i] && str[i] != '|') { buf[c] = str[i]; c++; i++; } buf[c] = 0; cgs.duelist2 = atoi ( buf ); if (str[i]) { c = 0; i++; while (str[i]) { buf[c] = str[i]; c++; i++; } buf[c] = 0; cgs.duelist3 = atoi(buf); } } else if ( num == CS_CLIENT_DUELHEALTHS ) { // nmckenzie: DUEL_HEALTH SetDuelistHealthsFromConfigString(str); } else if ( num == CS_LEVEL_START_TIME ) { cgs.levelStartTime = atoi( str ); } else if ( num == CS_VOTE_TIME ) { cgs.voteTime = atoi( str ); cgs.voteModified = qtrue; } else if ( num == CS_VOTE_YES ) { cgs.voteYes = atoi( str ); cgs.voteModified = qtrue; } else if ( num == CS_VOTE_NO ) { cgs.voteNo = atoi( str ); cgs.voteModified = qtrue; } else if ( num == CS_VOTE_STRING ) { Q_strncpyz( cgs.voteString, str, sizeof( cgs.voteString ) ); } else if ( num >= CS_TEAMVOTE_TIME && num <= CS_TEAMVOTE_TIME + 1) { cgs.teamVoteTime[num-CS_TEAMVOTE_TIME] = atoi( str ); cgs.teamVoteModified[num-CS_TEAMVOTE_TIME] = qtrue; } else if ( num >= CS_TEAMVOTE_YES && num <= CS_TEAMVOTE_YES + 1) { cgs.teamVoteYes[num-CS_TEAMVOTE_YES] = atoi( str ); cgs.teamVoteModified[num-CS_TEAMVOTE_YES] = qtrue; } else if ( num >= CS_TEAMVOTE_NO && num <= CS_TEAMVOTE_NO + 1) { cgs.teamVoteNo[num-CS_TEAMVOTE_NO] = atoi( str ); cgs.teamVoteModified[num-CS_TEAMVOTE_NO] = qtrue; } else if ( num >= CS_TEAMVOTE_STRING && num <= CS_TEAMVOTE_STRING + 1) { Q_strncpyz( cgs.teamVoteString[num-CS_TEAMVOTE_STRING], str, sizeof( cgs.teamVoteString ) ); } else if ( num == CS_INTERMISSION ) { cg.intermissionStarted = atoi( str ); } else if ( num >= CS_MODELS && num < CS_MODELS+MAX_MODELS ) { char modelName[MAX_QPATH]; strcpy(modelName, str); if (strstr(modelName, ".glm") || modelName[0] == '$') { //Check to see if it has a custom skin attached. CG_HandleAppendedSkin(modelName); CG_CacheG2AnimInfo(modelName); } if (modelName[0] != '$' && modelName[0] != '@') { //don't register vehicle names and saber names as models. cgs.gameModels[ num-CS_MODELS ] = trap_R_RegisterModel( modelName ); } else { cgs.gameModels[ num-CS_MODELS ] = 0; } // GHOUL2 Insert start /* } else if ( num >= CS_CHARSKINS && num < CS_CHARSKINS+MAX_CHARSKINS ) { cgs.skins[ num-CS_CHARSKINS ] = trap_R_RegisterSkin( str ); */ //rww - removed and replaced with CS_G2BONES // Ghoul2 Insert end } else if ( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_SOUNDS ) { if ( str[0] != '*' ) { // player specific sounds don't register here cgs.gameSounds[ num-CS_SOUNDS] = trap_S_RegisterSound( str ); } else if (str[1] == '$') { //an NPC soundset CG_PrecacheNPCSounds(str); } } else if ( num >= CS_EFFECTS && num < CS_EFFECTS+MAX_FX ) { if (str[0] == '*') { //it's a special global weather effect CG_ParseWeatherEffect(str); cgs.gameEffects[ num-CS_EFFECTS] = 0; } else { cgs.gameEffects[ num-CS_EFFECTS] = trap_FX_RegisterEffect( str ); } } else if ( num >= CS_SIEGE_STATE && num < CS_SIEGE_STATE+1 ) { if (str[0]) { CG_ParseSiegeState(str); } } else if ( num >= CS_SIEGE_WINTEAM && num < CS_SIEGE_WINTEAM+1 ) { if (str[0]) { cg_siegeWinTeam = atoi(str); } } else if ( num >= CS_SIEGE_OBJECTIVES && num < CS_SIEGE_OBJECTIVES+1 ) { CG_ParseSiegeObjectiveStatus(str); } else if (num >= CS_SIEGE_TIMEOVERRIDE && num < CS_SIEGE_TIMEOVERRIDE+1) { cg_beatingSiegeTime = atoi(str); CG_SetSiegeTimerCvar ( cg_beatingSiegeTime ); } else if ( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS ) { CG_NewClientInfo( num - CS_PLAYERS, qtrue); CG_BuildSpectatorString(); } else if ( num == CS_FLAGSTATUS ) { if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY ) { // format is rb where its red/blue, 0 is at base, 1 is taken, 2 is dropped cgs.redflag = str[0] - '0'; cgs.blueflag = str[1] - '0'; } } else if ( num == CS_SHADERSTATE ) { CG_ShaderStateChanged(); } else if ( num >= CS_LIGHT_STYLES && num < CS_LIGHT_STYLES + (MAX_LIGHT_STYLES * 3)) { CG_SetLightstyle(num - CS_LIGHT_STYLES); } } //frees all ghoul2 stuff and npc stuff from a centity -rww void CG_KillCEntityG2(int entNum) { int j; clientInfo_t *ci = NULL; centity_t *cent = &cg_entities[entNum]; if (entNum < MAX_CLIENTS) { ci = &cgs.clientinfo[entNum]; } else { ci = cent->npcClient; } if (ci) { if (ci == cent->npcClient) { //never going to be != cent->ghoul2, unless cent->ghoul2 has already been removed (and then this ptr is not valid) ci->ghoul2Model = NULL; } else if (ci->ghoul2Model == cent->ghoul2) { ci->ghoul2Model = NULL; } else if (ci->ghoul2Model && trap_G2_HaveWeGhoul2Models(ci->ghoul2Model)) { trap_G2API_CleanGhoul2Models(&ci->ghoul2Model); ci->ghoul2Model = NULL; } //Clean up any weapon instances for custom saber stuff j = 0; while (j < MAX_SABERS) { if (ci->ghoul2Weapons[j] && trap_G2_HaveWeGhoul2Models(ci->ghoul2Weapons[j])) { trap_G2API_CleanGhoul2Models(&ci->ghoul2Weapons[j]); ci->ghoul2Weapons[j] = NULL; } j++; } } if (cent->ghoul2 && trap_G2_HaveWeGhoul2Models(cent->ghoul2)) { trap_G2API_CleanGhoul2Models(¢->ghoul2); cent->ghoul2 = NULL; } if (cent->grip_arm && trap_G2_HaveWeGhoul2Models(cent->grip_arm)) { trap_G2API_CleanGhoul2Models(¢->grip_arm); cent->grip_arm = NULL; } if (cent->frame_hold && trap_G2_HaveWeGhoul2Models(cent->frame_hold)) { trap_G2API_CleanGhoul2Models(¢->frame_hold); cent->frame_hold = NULL; } if (cent->npcClient) { CG_DestroyNPCClient(¢->npcClient); } cent->isRagging = qfalse; //just in case. cent->ikStatus = qfalse; cent->localAnimIndex = 0; } void CG_KillCEntityInstances(void) { int i = 0; centity_t *cent; while (i < MAX_GENTITIES) { cent = &cg_entities[i]; if (i >= MAX_CLIENTS && cent->currentState.number == i) { //do not clear G2 instances on client ents, they are constant CG_KillCEntityG2(i); } cent->bolt1 = 0; cent->bolt2 = 0; cent->bolt3 = 0; cent->bolt4 = 0; cent->bodyHeight = 0;//SABER_LENGTH_MAX; //cent->saberExtendTime = 0; cent->boltInfo = 0; cent->frame_minus1_refreshed = 0; cent->frame_minus2_refreshed = 0; cent->dustTrailTime = 0; cent->ghoul2weapon = NULL; //cent->torsoBolt = 0; cent->trailTime = 0; cent->frame_hold_time = 0; cent->frame_hold_refreshed = 0; cent->trickAlpha = 0; cent->trickAlphaTime = 0; VectorClear(cent->turAngles); cent->weapon = 0; cent->teamPowerEffectTime = 0; cent->teamPowerType = 0; cent->numLoopingSounds = 0; cent->localAnimIndex = 0; i++; } } /* =============== CG_MapRestart The server has issued a map_restart, so the next snapshot is completely new and should not be interpolated to. A tournement restart will clear everything, but doesn't require a reload of all the media =============== */ static void CG_MapRestart( void ) { if ( cg_showmiss.integer ) { CG_Printf( "CG_MapRestart\n" ); } trap_R_ClearDecals ( ); //FIXME: trap_FX_Reset? CG_InitLocalEntities(); CG_InitMarkPolys(); CG_ClearParticles (); CG_KillCEntityInstances(); // make sure the "3 frags left" warnings play again cg.fraglimitWarnings = 0; cg.timelimitWarnings = 0; cg.intermissionStarted = qfalse; cgs.voteTime = 0; cg.mapRestart = qtrue; CG_StartMusic(qtrue); trap_S_ClearLoopingSounds(); // we really should clear more parts of cg here and stop sounds // play the "fight" sound if this is a restart without warmup if ( cg.warmup == 0 && cgs.gametype != GT_SIEGE && cgs.gametype != GT_POWERDUEL/* && cgs.gametype == GT_DUEL */) { trap_S_StartLocalSound( cgs.media.countFightSound, CHAN_ANNOUNCER ); CG_CenterPrint( CG_GetStringEdString("MP_SVGAME", "BEGIN_DUEL"), 120, GIANTCHAR_WIDTH*2 ); } /* if (cg_singlePlayerActive.integer) { trap_Cvar_Set("ui_matchStartTime", va("%i", cg.time)); if (cg_recordSPDemo.integer && cg_recordSPDemoName.string && *cg_recordSPDemoName.string) { trap_SendConsoleCommand(va("set g_synchronousclients 1 ; record %s \n", cg_recordSPDemoName.string)); } } */ trap_Cvar_Set("cg_thirdPerson", "0"); } /* ================= CG_RemoveChatEscapeChar ================= */ static void CG_RemoveChatEscapeChar( char *text ) { int i, l; l = 0; for ( i = 0; text[i]; i++ ) { if (text[i] == '\x19') continue; text[l++] = text[i]; } text[l] = '\0'; } #define MAX_STRINGED_SV_STRING 1024 // this is an quake-engine limit, not a StringEd limit void CG_CheckSVStringEdRef(char *buf, const char *str) { //I don't really like doing this. But it utilizes the system that was already in place. int i = 0; int b = 0; int strLen = 0; qboolean gotStrip = qfalse; if (!str || !str[0]) { if (str) { strcpy(buf, str); } return; } strcpy(buf, str); strLen = strlen(str); if (strLen >= MAX_STRINGED_SV_STRING) { return; } while (i < strLen && str[i]) { gotStrip = qfalse; if (str[i] == '@' && (i+1) < strLen) { if (str[i+1] == '@' && (i+2) < strLen) { if (str[i+2] == '@' && (i+3) < strLen) { //@@@ should mean to insert a StringEd reference here, so insert it into buf at the current place char stringRef[MAX_STRINGED_SV_STRING]; int r = 0; while (i < strLen && str[i] == '@') { i++; } while (i < strLen && str[i] && str[i] != ' ' && str[i] != ':' && str[i] != '.' && str[i] != '\n') { stringRef[r] = str[i]; r++; i++; } stringRef[r] = 0; buf[b] = 0; Q_strcat(buf, MAX_STRINGED_SV_STRING, CG_GetStringEdString("MP_SVGAME", stringRef)); b = strlen(buf); } } } if (!gotStrip) { buf[b] = str[i]; b++; } i++; } buf[b] = 0; } static void CG_BodyQueueCopy(centity_t *cent, int clientNum, int knownWeapon) { centity_t *source; animation_t *anim; float animSpeed; int flags=BONE_ANIM_OVERRIDE_FREEZE; clientInfo_t *ci; if (cent->ghoul2) { trap_G2API_CleanGhoul2Models(¢->ghoul2); } if (clientNum < 0 || clientNum >= MAX_CLIENTS) { return; } source = &cg_entities[ clientNum ]; ci = &cgs.clientinfo[ clientNum ]; if (!source) { return; } if (!source->ghoul2) { return; } cent->isRagging = qfalse; //reset in case it's still set from another body that was in this cent slot. cent->ownerRagging = source->isRagging; //if the owner was in ragdoll state, then we want to go into it too right away. #if 0 VectorCopy(source->lerpOriginOffset, cent->lerpOriginOffset); #endif cent->bodyFadeTime = 0; cent->bodyHeight = 0; cent->dustTrailTime = source->dustTrailTime; trap_G2API_DuplicateGhoul2Instance(source->ghoul2, ¢->ghoul2); if (source->isRagging) { //just reset it now. source->isRagging = qfalse; trap_G2API_SetRagDoll(source->ghoul2, NULL); //calling with null parms resets to no ragdoll. } //either force the weapon from when we died or remove it if it was a dropped weapon if (knownWeapon > WP_BRYAR_PISTOL && trap_G2API_HasGhoul2ModelOnIndex(&(cent->ghoul2), 1)) { trap_G2API_RemoveGhoul2Model(&(cent->ghoul2), 1); } else if (trap_G2API_HasGhoul2ModelOnIndex(&(cent->ghoul2), 1)) { trap_G2API_CopySpecificGhoul2Model(CG_G2WeaponInstance(cent, knownWeapon), 0, cent->ghoul2, 1); } if (!cent->ownerRagging) { int aNum; int eFrame; qboolean fallBack = qfalse; //anim = &bgAllAnims[cent->localAnimIndex].anims[ cent->currentState.torsoAnim ]; if (!BG_InDeathAnim(source->currentState.torsoAnim)) { //then just snap the corpse into a default anim = &bgAllAnims[source->localAnimIndex].anims[ BOTH_DEAD1 ]; fallBack = qtrue; } else { anim = &bgAllAnims[source->localAnimIndex].anims[ source->currentState.torsoAnim ]; } animSpeed = 50.0f / anim->frameLerp; if (!fallBack) { //this will just set us to the last frame of the animation, in theory aNum = cgs.clientinfo[source->currentState.number].frame+1; while (aNum >= anim->firstFrame+anim->numFrames) { aNum--; } if (aNum < anim->firstFrame-1) { //wrong animation...? aNum = (anim->firstFrame+anim->numFrames)-1; } } else { aNum = anim->firstFrame; } eFrame = anim->firstFrame + anim->numFrames; //if (!cgs.clientinfo[source->currentState.number].frame || (cent->currentState.torsoAnim) != (source->currentState.torsoAnim) ) //{ // aNum = (anim->firstFrame+anim->numFrames)-1; //} trap_G2API_SetBoneAnim(cent->ghoul2, 0, "upper_lumbar", aNum, eFrame, flags, animSpeed, cg.time, -1, 150); trap_G2API_SetBoneAnim(cent->ghoul2, 0, "model_root", aNum, eFrame, flags, animSpeed, cg.time, -1, 150); trap_G2API_SetBoneAnim(cent->ghoul2, 0, "Motion", aNum, eFrame, flags, animSpeed, cg.time, -1, 150); } //After we create the bodyqueue, regenerate any limbs on the real instance if (source->torsoBolt) { CG_ReattachLimb(source); } } /* ================= CG_ServerCommand The string has been tokenized and can be retrieved with Cmd_Argc() / Cmd_Argv() ================= */ void CG_SiegeBriefingDisplay(int team, int dontshow); void CG_ParseSiegeExtendedData(void); extern void CG_ChatBox_AddString(char *chatStr); //cg_draw.c static void CG_ServerCommand( void ) { const char *cmd; char text[MAX_SAY_TEXT]; qboolean IRCG = qfalse; cmd = CG_Argv(0); if ( !cmd[0] ) { // server claimed the command return; } #if 0 // never seems to get used -Ste if ( !strcmp( cmd, "spd" ) ) { const char *ID; int holdInt,count,i; char string[1204]; count = trap_Argc(); ID = CG_Argv(1); holdInt = atoi(ID); memset( &string, 0, sizeof( string ) ); Com_sprintf( string,sizeof(string)," \"%s\"", (const char *) CG_Argv(2)); for (i=3;i= 2) { indexNum = atoi(CG_Argv(2)); if (indexNum != -1) { trackerent = &cg_entities[indexNum]; } } if (clent) { CG_S_StopLoopingSound(clent->currentState.number, -1); } if (trackerent) { CG_S_StopLoopingSound(trackerent->currentState.number, -1); } return; } if (!strcmp(cmd, "ircg")) { //this means param 2 is the body index and we want to copy to bodyqueue on it IRCG = qtrue; } if (!strcmp(cmd, "rcg") || IRCG) { //rcg - Restore Client Ghoul (make sure limbs are reattached and ragdoll state is reset - this must be done reliably) int indexNum = 0; int argNum = trap_Argc(); centity_t *clent; if (argNum < 1) { assert(0); return; } indexNum = atoi(CG_Argv(1)); if (indexNum < 0 || indexNum >= MAX_CLIENTS) { assert(0); return; } clent = &cg_entities[indexNum]; //assert(clent->ghoul2); if (!clent->ghoul2) { //this can happen while connecting as a client return; } #ifdef _DEBUG if (!trap_G2_HaveWeGhoul2Models(clent->ghoul2)) { assert(!"Tried to reset state on a bad instance. Crash is inevitable."); } #endif if (IRCG) { int bodyIndex = 0; int weaponIndex = 0; int side = 0; centity_t *body; assert(argNum >= 3); bodyIndex = atoi(CG_Argv(2)); weaponIndex = atoi(CG_Argv(3)); side = atoi(CG_Argv(4)); body = &cg_entities[bodyIndex]; if (side) { body->teamPowerType = qtrue; //light side } else { body->teamPowerType = qfalse; //dark side } CG_BodyQueueCopy(body, clent->currentState.number, weaponIndex); } //reattach any missing limbs if (clent->torsoBolt) { CG_ReattachLimb(clent); } //make sure ragdoll state is reset if (clent->isRagging) { clent->isRagging = qfalse; trap_G2API_SetRagDoll(clent->ghoul2, NULL); //calling with null parms resets to no ragdoll. } //clear all the decals as well trap_G2API_ClearSkinGore(clent->ghoul2); clent->weapon = 0; clent->ghoul2weapon = NULL; //force a weapon reinit return; } if ( !strcmp( cmd, "cp" ) ) { char strEd[MAX_STRINGED_SV_STRING]; CG_CheckSVStringEdRef(strEd, CG_Argv(1)); CG_CenterPrint( strEd, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); return; } if ( !strcmp( cmd, "cps" ) ) { char strEd[MAX_STRINGED_SV_STRING]; char *x = (char *)CG_Argv(1); if (x[0] == '@') { x++; } trap_SP_GetStringTextString(x, strEd, MAX_STRINGED_SV_STRING); CG_CenterPrint( strEd, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); return; } if ( !strcmp( cmd, "cs" ) ) { CG_ConfigStringModified(); return; } if ( !strcmp( cmd, "print" ) ) { char strEd[MAX_STRINGED_SV_STRING]; CG_CheckSVStringEdRef(strEd, CG_Argv(1)); CG_Printf( "%s", strEd ); return; } if ( !strcmp( cmd, "chat" ) ) { if ( !cg_teamChatsOnly.integer ) { trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); Q_strncpyz( text, CG_Argv(1), MAX_SAY_TEXT ); CG_RemoveChatEscapeChar( text ); CG_ChatBox_AddString(text); CG_Printf( "*%s\n", text ); } return; } if ( !strcmp( cmd, "tchat" ) ) { trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); Q_strncpyz( text, CG_Argv(1), MAX_SAY_TEXT ); CG_RemoveChatEscapeChar( text ); CG_ChatBox_AddString(text); CG_Printf( "*%s\n", text ); return; } //chat with location, possibly localized. if ( !strcmp( cmd, "lchat" ) ) { if ( !cg_teamChatsOnly.integer ) { char name[MAX_STRING_CHARS]; char loc[MAX_STRING_CHARS]; char color[8]; char message[MAX_STRING_CHARS]; if (trap_Argc() < 4) { return; } strcpy(name, CG_Argv(1)); strcpy(loc, CG_Argv(2)); strcpy(color, CG_Argv(3)); strcpy(message, CG_Argv(4)); if (loc[0] == '@') { //get localized text trap_SP_GetStringTextString(loc+1, loc, MAX_STRING_CHARS); } trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); //Q_strncpyz( text, CG_Argv(1), MAX_SAY_TEXT ); Com_sprintf(text, MAX_SAY_TEXT, "%s<%s>^%s%s", name, loc, color, message); CG_RemoveChatEscapeChar( text ); CG_ChatBox_AddString(text); CG_Printf( "*%s\n", text ); } return; } if ( !strcmp( cmd, "ltchat" ) ) { char name[MAX_STRING_CHARS]; char loc[MAX_STRING_CHARS]; char color[8]; char message[MAX_STRING_CHARS]; if (trap_Argc() < 4) { return; } strcpy(name, CG_Argv(1)); strcpy(loc, CG_Argv(2)); strcpy(color, CG_Argv(3)); strcpy(message, CG_Argv(4)); if (loc[0] == '@') { //get localized text trap_SP_GetStringTextString(loc+1, loc, MAX_STRING_CHARS); } trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); //Q_strncpyz( text, CG_Argv(1), MAX_SAY_TEXT ); Com_sprintf(text, MAX_SAY_TEXT, "%s<%s> ^%s%s", name, loc, color, message); CG_RemoveChatEscapeChar( text ); CG_ChatBox_AddString(text); CG_Printf( "*%s\n", text ); return; } if ( !strcmp( cmd, "scores" ) ) { CG_ParseScores(); return; } if ( !strcmp( cmd, "tinfo" ) ) { CG_ParseTeamInfo(); return; } if ( !strcmp( cmd, "map_restart" ) ) { CG_MapRestart(); return; } if ( Q_stricmp (cmd, "remapShader") == 0 ) { if (trap_Argc() == 4) { trap_R_RemapShader(CG_Argv(1), CG_Argv(2), CG_Argv(3)); } } // loaddeferred can be both a servercmd and a consolecmd if ( !strcmp( cmd, "loaddefered" ) ) { // FIXME: spelled wrong, but not changing for demo CG_LoadDeferredPlayers(); return; } // clientLevelShot is sent before taking a special screenshot for // the menu system during development if ( !strcmp( cmd, "clientLevelShot" ) ) { cg.levelShot = qtrue; return; } CG_Printf( "Unknown client game command: %s\n", cmd ); } /* ==================== CG_ExecuteNewServerCommands Execute all of the server commands that were received along with this this snapshot. ==================== */ void CG_ExecuteNewServerCommands( int latestSequence ) { while ( cgs.serverCommandSequence < latestSequence ) { if ( trap_GetServerCommand( ++cgs.serverCommandSequence ) ) { CG_ServerCommand(); } } }