jedioutcast/code/cgame/cg_servercmds.cpp
2013-04-04 09:52:42 -05:00

201 lines
5 KiB
C++

// cg_servercmds.c -- text commands sent by the server
// this line must stay at top so the whole PCH thing works...
#include "cg_headers.h"
//#include "cg_local.h"
#include "cg_media.h"
#include "FxScheduler.h"
#include "cg_lights.h"
/*
================
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;
char *mapname;
info = CG_ConfigString( CS_SERVERINFO );
cgs.dmflags = atoi( Info_ValueForKey( info, "dmflags" ) );
cgs.teamflags = atoi( Info_ValueForKey( info, "teamflags" ) );
cgs.timelimit = atoi( Info_ValueForKey( info, "timelimit" ) );
cgs.maxclients = 1;
mapname = Info_ValueForKey( info, "mapname" );
Com_sprintf( cgs.mapname, sizeof( cgs.mapname ), "maps/%s.bsp", mapname );
strcpy( cgs.stripLevelName, mapname );
strupr( cgs.stripLevelName );
cgi_SP_Register(cgs.stripLevelName, qfalse); //do not keep around after level
}
/*
================
CG_ConfigStringModified
================
*/
void CG_RegisterClientModels (int entityNum);
extern void cgi_R_WorldEffectCommand( const char *command );
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
cgi_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_MODELS && num < CS_MODELS+MAX_MODELS ) {
cgs.model_draw[ num-CS_MODELS ] = cgi_R_RegisterModel( str );
// OutputDebugString(va("### CG_ConfigStringModified(): cgs.model_draw[%d] = \"%s\"\n",num-CS_MODELS,str));
// GHOUL2 Insert start
} else if ( num >= CS_CHARSKINS && num < CS_CHARSKINS+MAX_CHARSKINS ) {
cgs.skins[ num-CS_CHARSKINS ] = cgi_R_RegisterSkin( str );
// Ghoul2 Insert end
} else if ( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_MODELS ) {
if ( str[0] != '*' ) {
cgs.sound_precache[ num-CS_SOUNDS] = cgi_S_RegisterSound( str );
}
}
else if ( num >= CS_EFFECTS && num < CS_EFFECTS + MAX_FX )
{
theFxScheduler.RegisterEffect( str );
}
else if ( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS ) {
CG_NewClientinfo( num - CS_PLAYERS );
CG_RegisterClientModels( num - CS_PLAYERS );
}
else if ( num >= CS_LIGHT_STYLES && num < CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3))
{
CG_SetLightstyle(num - CS_LIGHT_STYLES);
}
else if ( num >= CS_WORLD_FX && num < CS_WORLD_FX + MAX_WORLD_FX )
{
cgi_R_WorldEffectCommand( str );
}
}
/*
=================
CG_ServerCommand
The string has been tokenized and can be retrieved with
Cmd_Argc() / Cmd_Argv()
=================
*/
static void CG_ServerCommand( void ) {
const char *cmd;
cmd = CG_Argv(0);
if ( !strcmp( cmd, "cp" ) ) {
CG_CenterPrint( CG_Argv(1), SCREEN_HEIGHT * 0.25 );
return;
}
if ( !strcmp( cmd, "cs" ) ) {
CG_ConfigStringModified();
return;
}
if ( !strcmp( cmd, "print" ) ) {
CG_Printf( "%s", CG_Argv(1) );
return;
}
if ( !strcmp( cmd, "chat" ) ) {
cgi_S_StartLocalSound ( cgs.media.talkSound, CHAN_LOCAL_SOUND );
CG_Printf( "%s\n", CG_Argv(1) );
return;
}
// Scroll text
if ( !strcmp( cmd, "st" ) )
{
CG_ScrollText( CG_Argv(1), SCREEN_WIDTH - 16 );
return;
}
// Cinematic text
if ( !strcmp( cmd, "ct" ) )
{
CG_CaptionText( CG_Argv(1), cgs.sound_precache[atoi(CG_Argv(2))], SCREEN_HEIGHT * 0.25 );
return;
}
// Text stop
if ( !strcmp( cmd, "cts" ) )
{
CG_CaptionTextStop();
return;
}
// Game text spoken by a character
if ( !strcmp( cmd, "gt" ) )
{
CG_GameText(SCREEN_HEIGHT * 0.25 );
return;
}
// Text to appear in center of screen with an LCARS frame around it.
if ( !strcmp( cmd, "lt" ) )
{
CG_Printf("CG_LCARSText() being called. Tell Ste\nString: \"%s\"\n",CG_Argv(1));
return;
}
// clientLevelShot is sent before taking a special screenshot for
// the menu system during development
if ( !strcmp( cmd, "clientLevelShot" ) ) {
cg.levelShot = qtrue;
return;
}
if ( !strcmp( cmd, "vmsg" ) ) {
#if 0
char snd[MAX_QPATH];
Com_sprintf(snd, sizeof(snd),
"sound/teamplay/vmsg/%s.wav", CG_Argv(1) );
cgi_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO,
cgi_S_RegisterSound (snd) );
#endif
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 ( cgi_GetServerCommand( ++cgs.serverCommandSequence ) ) {
CG_ServerCommand();
}
}
}