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