jediacademy/code/server/sv_ccmds.cpp

488 lines
12 KiB
C++

// 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 <levelname>", then
// cheats will not be allowed. If started with "devmap <levelname>"
// 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 ; j<l ; j++)
Com_Printf (" ");
Com_Printf ("%7i ", sv.time - cl->lastPacketTime );
s = NET_AdrToString( cl->netchan.remoteAddress );
Com_Printf ("%s", s);
l = 22 - strlen(s);
for (j=0 ; j<l ; j++)
Com_Printf (" ");
Com_Printf ("%5i", cl->netchan.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 <userid>\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
}