jediacademy/codemp/cgame/cg_servercmds.c
2013-04-04 18:21:13 -05:00

1687 lines
39 KiB
C

// 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 ; i<iTableEntries; i++ )
{
sfxHandle_t hSFX;
const char *s = GetCustomSoundForType(setType, i);
if ( !s )
{
break;
}
s++;
hSFX = trap_S_RegisterSound( va("sound/chars/%s/misc/%s", psDir, s) );
if (hSFX == 0)
{
char modifiedSound[MAX_QPATH];
char *p;
strcpy(modifiedSound, s);
p = strchr(modifiedSound,'.');
if (p)
{
char testNumber[2];
p--;
//before we destroy it.. we want to see if this is actually a number.
//If it isn't a number then don't try decrementing and registering as
//it will only cause a disk hit (we don't try precaching such files)
testNumber[0] = *p;
testNumber[1] = 0;
if (atoi(testNumber))
{
*p = 0;
strcat(modifiedSound, "1.wav");
hSFX = trap_S_RegisterSound( va("sound/chars/%s/misc/%s", psDir, modifiedSound) );
}
}
}
SetCustomSoundForType(ci, setType, i, hSFX);
}
}
void CG_PrecacheNPCSounds(const char *str)
{
char sEnd[MAX_QPATH];
char pEnd[MAX_QPATH];
int i = 0;
int j = 0;
int k = 0;
k = 2;
while (str[k])
{
pEnd[k-2] = str[k];
k++;
}
pEnd[k-2] = 0;
while (i < 4) //4 types
{ //It would be better if we knew what type this actually was (extra, combat, jedi, etc).
//But that would require extra configstring indexing and that is a bad thing.
while (j < MAX_CUSTOM_SOUNDS)
{
const char *s = GetCustomSoundForType(i+1, j);
if (s && s[0])
{ //whatever it is, try registering it under this folder.
k = 1;
while (s[k])
{
sEnd[k-1] = s[k];
k++;
}
sEnd[k-1] = 0;
trap_S_ShutUp(qtrue);
trap_S_RegisterSound( va("sound/chars/%s/misc/%s", pEnd, sEnd) );
trap_S_ShutUp(qfalse);
}
else
{ //move onto the next set
break;
}
j++;
}
j = 0;
i++;
}
}
void CG_HandleNPCSounds(centity_t *cent)
{
if (!cent->npcClient)
{
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(&cent->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(&cent->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(&cent->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(&cent->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(&cent->ghoul2);
cent->ghoul2 = NULL;
}
if (cent->grip_arm && trap_G2_HaveWeGhoul2Models(cent->grip_arm))
{
trap_G2API_CleanGhoul2Models(&cent->grip_arm);
cent->grip_arm = NULL;
}
if (cent->frame_hold && trap_G2_HaveWeGhoul2Models(cent->frame_hold))
{
trap_G2API_CleanGhoul2Models(&cent->frame_hold);
cent->frame_hold = NULL;
}
if (cent->npcClient)
{
CG_DestroyNPCClient(&cent->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(&cent->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, &cent->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<count;i++)
{
Com_sprintf( string,sizeof(string)," %s \"%s\"", string, (const char *) CG_Argv(i));
}
trap_SP_Print(holdInt, (byte *)string);
return;
}
#endif
if (!strcmp(cmd, "sxd"))
{ //siege extended data, contains extra info certain classes may want to know about other clients
CG_ParseSiegeExtendedData();
return;
}
if (!strcmp(cmd, "sb"))
{ //siege briefing display
CG_SiegeBriefingDisplay(atoi(CG_Argv(1)), 0);
return;
}
if ( !strcmp( cmd, "scl" ) )
{
//if (!( trap_Key_GetCatcher() & KEYCATCH_UI ))
//Well, I want it to come up even if the briefing display is up.
{
trap_OpenUIMenu(UIMENU_CLASSSEL); //UIMENU_CLASSSEL
}
return;
}
if ( !strcmp( cmd, "spc" ) )
{
trap_Cvar_Set("ui_myteam", "3");
trap_OpenUIMenu(UIMENU_PLAYERCONFIG); //UIMENU_CLASSSEL
return;
}
if ( !strcmp( cmd, "nfr" ) )
{ //"nfr" == "new force rank" (want a short string)
int doMenu = 0;
int setTeam = 0;
int newRank = 0;
if (trap_Argc() < 3)
{
#ifdef _DEBUG
Com_Printf("WARNING: Invalid newForceRank string\n");
#endif
return;
}
newRank = atoi(CG_Argv(1));
doMenu = atoi(CG_Argv(2));
setTeam = atoi(CG_Argv(3));
trap_Cvar_Set("ui_rankChange", va("%i", newRank));
trap_Cvar_Set("ui_myteam", va("%i", setTeam));
if (!( trap_Key_GetCatcher() & KEYCATCH_UI ) && doMenu)
{
trap_OpenUIMenu(UIMENU_PLAYERCONFIG);
}
return;
}
if ( !strcmp( cmd, "kg2" ) )
{ //Kill a ghoul2 instance in this slot.
//If it has been occupied since this message was sent somehow, the worst that can (should) happen
//is the instance will have to reinit with its current info.
int indexNum = 0;
int argNum = trap_Argc();
int i = 1;
if (argNum < 1)
{
return;
}
while (i < argNum)
{
indexNum = atoi(CG_Argv(i));
if (cg_entities[indexNum].ghoul2 && trap_G2_HaveWeGhoul2Models(cg_entities[indexNum].ghoul2))
{
if (indexNum < MAX_CLIENTS)
{ //You try to do very bad thing!
#ifdef _DEBUG
Com_Printf("WARNING: Tried to kill a client ghoul2 instance with a kg2 command!\n");
#endif
return;
}
CG_KillCEntityG2(indexNum);
}
i++;
}
return;
}
if (!strcmp(cmd, "kls"))
{ //kill looping sounds
int indexNum = 0;
int argNum = trap_Argc();
centity_t *clent = NULL;
centity_t *trackerent = NULL;
if (argNum < 1)
{
assert(0);
return;
}
indexNum = atoi(CG_Argv(1));
if (indexNum != -1)
{
clent = &cg_entities[indexNum];
}
if (argNum >= 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 * 0.20, 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();
}
}
}