jkxr/Projects/Android/jni/OpenJK/codemp/cgame/cg_servercmds.c

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/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2005 - 2015, ioquake3 contributors
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// 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"
#include "ghoul2/G2.h"
#include "ui/ui_public.h"
/*
=================
CG_ParseScores
=================
*/
#define SCORE_OFFSET (14)
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*SCORE_OFFSET + 4 ) );
cg.scores[i].score = atoi( CG_Argv( i*SCORE_OFFSET + 5 ) );
cg.scores[i].ping = atoi( CG_Argv( i*SCORE_OFFSET + 6 ) );
cg.scores[i].time = atoi( CG_Argv( i*SCORE_OFFSET + 7 ) );
cg.scores[i].scoreFlags = atoi( CG_Argv( i*SCORE_OFFSET + 8 ) );
powerups = atoi( CG_Argv( i*SCORE_OFFSET + 9 ) );
cg.scores[i].accuracy = atoi( CG_Argv( i*SCORE_OFFSET + 10 ) );
cg.scores[i].impressiveCount = atoi( CG_Argv( i*SCORE_OFFSET + 11 ) );
cg.scores[i].excellentCount = atoi( CG_Argv( i*SCORE_OFFSET + 12 ) );
cg.scores[i].gauntletCount = atoi( CG_Argv( i*SCORE_OFFSET + 13 ) );
cg.scores[i].defendCount = atoi( CG_Argv( i*SCORE_OFFSET + 14 ) );
cg.scores[i].assistCount = atoi( CG_Argv( i*SCORE_OFFSET + 15 ) );
cg.scores[i].perfect = atoi( CG_Argv( i*SCORE_OFFSET + 16 ) );
cg.scores[i].captures = atoi( CG_Argv( i*SCORE_OFFSET + 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
=================
*/
#define TEAMINFO_OFFSET (6)
static void CG_ParseTeamInfo( void ) {
int i, client;
numSortedTeamPlayers = atoi( CG_Argv( 1 ) );
if ( numSortedTeamPlayers < 0 || numSortedTeamPlayers > TEAM_MAXOVERLAY ) {
trap->Error( ERR_DROP, "CG_ParseTeamInfo: numSortedTeamPlayers out of range (%d)", numSortedTeamPlayers );
return;
}
for ( i=0; i<numSortedTeamPlayers; i++ ) {
client = atoi( CG_Argv( i*TEAMINFO_OFFSET + 2 ) );
if ( client < 0 || client >= MAX_CLIENTS ) {
trap->Error( ERR_DROP, "CG_ParseTeamInfo: bad client number: %d", client );
return;
}
sortedTeamPlayers[i] = client;
cgs.clientinfo[client].location = atoi( CG_Argv( i*TEAMINFO_OFFSET + 3 ) );
cgs.clientinfo[client].health = atoi( CG_Argv( i*TEAMINFO_OFFSET + 4 ) );
cgs.clientinfo[client].armor = atoi( CG_Argv( i*TEAMINFO_OFFSET + 5 ) );
cgs.clientinfo[client].curWeapon = atoi( CG_Argv( i*TEAMINFO_OFFSET + 6 ) );
cgs.clientinfo[client].powerups = atoi( CG_Argv( i*TEAMINFO_OFFSET + 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 = NULL;
char *mapname;
int i, value;
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" ) );
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, "g_needpass" ) );
cgs.jediVmerc = atoi( Info_ValueForKey( info, "g_jediVmerc" ) );
// this changes on map_restart, attempt to precache weapons
value = atoi( Info_ValueForKey( info, "g_weaponDisable" ) );
if ( cgs.wDisable != value ) {
gitem_t *item = NULL;
itemInfo_t *itemInfo = NULL;
cgs.wDisable = value;
for ( i=1, item=bg_itemlist, itemInfo = cg_items;
i<bg_numItems;
i++, item++, itemInfo++ )
{// register all weapons that aren't disabled
if ( item->giType == IT_WEAPON )
CG_RegisterWeapon( item->giTag );
}
}
cgs.fDisable = atoi( Info_ValueForKey( info, "g_forcePowerDisable" ) );
cgs.dmflags = atoi( Info_ValueForKey( info, "dmflags" ) );
cgs.duel_fraglimit = atoi( Info_ValueForKey( info, "duel_fraglimit" ) );
cgs.capturelimit = atoi( Info_ValueForKey( info, "capturelimit" ) );
// reset fraglimit warnings
i = atoi( Info_ValueForKey( info, "fraglimit" ) );
if ( cgs.fraglimit < i )
cg.fraglimitWarnings &= ~(1|2|4);
cgs.fraglimit = i;
// reset timelimit warnings
i = atoi( Info_ValueForKey( info, "timelimit" ) );
if ( cgs.timelimit != i )
cg.timelimitWarnings &= ~(1|2);
cgs.timelimit = i;
cgs.maxclients = Com_Clampi( 0, MAX_CLIENTS, 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 );
Com_sprintf( cgs.rawmapname, sizeof( cgs.rawmapname ), "maps/%s", 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"));
Q_strncpyz( cgs.voteString, CG_ConfigString( CS_VOTE_STRING ), sizeof( cgs.voteString ) );
// synchronise our expected snaps/sec with the server's framerate
i = atoi( Info_ValueForKey( info, "sv_fps" ) );
if ( i )
trap->Cvar_Set( "snaps", va( "%i", i ) );
}
/*
==================
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;
}
// this is a reverse map of flag statuses as seen in g_team.c
//static char ctfFlagStatusRemap[] = { '0', '1', '*', '*', '2' };
static char ctfFlagStatusRemap[] = {
FLAG_ATBASE,
FLAG_TAKEN, // CTF
// server doesn't use FLAG_TAKEN_RED or FLAG_TAKEN_BLUE
// which was originally for 1-flag CTF.
FLAG_DROPPED
};
/*
================
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 ) {
int redflagId = 0, blueflagId = 0;
s = CG_ConfigString( CS_FLAGSTATUS );
redflagId = s[0] - '0';
blueflagId = s[1] - '0';
// fix: proper flag statuses mapping for dropped flag
if ( redflagId >= 0 && redflagId < ARRAY_LEN( ctfFlagStatusRemap ) )
cgs.redflag = ctfFlagStatusRemap[redflagId];
if ( blueflagId >= 0 && blueflagId < ARRAY_LEN( ctfFlagStatusRemap ) )
cgs.blueflag = ctfFlagStatusRemap[blueflagId];
}
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;
break;
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
int redflagId = str[0] - '0', blueflagId = str[1] - '0';
if ( redflagId >= 0 && redflagId < ARRAY_LEN( ctfFlagStatusRemap ) )
cgs.redflag = ctfFlagStatusRemap[redflagId];
if ( blueflagId >= 0 && blueflagId < ARRAY_LEN( ctfFlagStatusRemap ) )
cgs.blueflag = ctfFlagStatusRemap[blueflagId];
}
}
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 tournament restart will clear everything, but doesn't
require a reload of all the media
===============
*/
static void CG_MapRestart( void ) {
if ( cg_showMiss.integer ) {
trap->Print( "CG_MapRestart\n" );
}
trap->R_ClearDecals ( );
//FIXME: trap->FX_Reset?
CG_InitLocalEntities();
CG_InitMarkPolys();
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;
if (cent->ghoul2)
{
trap->G2API_CleanGhoul2Models(&cent->ghoul2);
}
if (clientNum < 0 || clientNum >= MAX_CLIENTS)
{
return;
}
source = &cg_entities[ 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);
}
}
void CG_SiegeBriefingDisplay(int team, int dontshow);
void CG_ParseSiegeExtendedData(void);
static void CG_SiegeBriefingDisplay_f( void ) {
CG_SiegeBriefingDisplay( atoi( CG_Argv( 1 ) ), 0 );
}
static void CG_SiegeClassSelect_f( void ) {
//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
}
static void CG_SiegeProfileMenu_f( void ) {
if ( !cg.demoPlayback ) {
trap->Cvar_Set( "ui_myteam", "3" );
trap->OpenUIMenu( UIMENU_PLAYERCONFIG ); //UIMENU_CLASSSEL
}
}
static void CG_NewForceRank_f( void ) {
//"nfr" == "new force rank" (want a short string)
int doMenu = 0;
int setTeam = 0;
int newRank = 0;
if ( trap->Cmd_Argc() < 3 ) {
#ifdef _DEBUG
trap->Print("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 && !cg.demoPlayback )
trap->OpenUIMenu( UIMENU_PLAYERCONFIG );
}
static void CG_KillGhoul2_f( void ) {
//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->Cmd_Argc();
int i;
if ( argNum < 1 )
return;
for ( i=1; i<argNum; i++ ) {
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 );
}
}
}
static void CG_KillLoopSounds_f( void ) {
//kill looping sounds
int indexNum = 0;
int argNum = trap->Cmd_Argc();
centity_t *clent = NULL;
centity_t *trackerent = NULL;
if ( argNum < 1 ) {
assert( 0 );
return;
}
indexNum = atoi( CG_Argv( 1 ) );
if ( indexNum >= 0 && indexNum < MAX_GENTITIES )
clent = &cg_entities[indexNum];
if ( argNum >= 2 ) {
indexNum = atoi( CG_Argv( 2 ) );
if ( indexNum >= 0 && indexNum < MAX_GENTITIES )
trackerent = &cg_entities[indexNum];
}
if ( clent )
CG_S_StopLoopingSound( clent->currentState.number, -1 );
if ( trackerent )
CG_S_StopLoopingSound( trackerent->currentState.number, -1 );
}
static void CG_RestoreClientGhoul_f( void ) {
//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->Cmd_Argc();
centity_t *clent;
qboolean IRCG = qfalse;
if ( !strcmp( CG_Argv( 0 ), "ircg" ) )
IRCG = qtrue;
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 );
//this can happen while connecting as a client
if ( !clent->ghoul2 )
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 = 1; //light side
else
body->teamPowerType = 0; //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
}
static void CG_CenterPrint_f( void ) {
char strEd[MAX_STRINGED_SV_STRING] = {0};
CG_CheckSVStringEdRef( strEd, CG_Argv( 1 ) );
CG_CenterPrint( strEd, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
}
static void CG_CenterPrintSE_f( void ) {
char strEd[MAX_STRINGED_SV_STRING] = {0};
char *x = (char *)CG_Argv( 1 );
if ( x[0] == '@' )
x++;
trap->SE_GetStringTextString( x, strEd, MAX_STRINGED_SV_STRING );
CG_CenterPrint( strEd, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
}
static void CG_Print_f( void ) {
char strEd[MAX_STRINGED_SV_STRING] = {0};
CG_CheckSVStringEdRef( strEd, CG_Argv( 1 ) );
trap->Print( "%s", strEd );
}
void CG_ChatBox_AddString(char *chatStr);
static void CG_Chat_f( void ) {
char cmd[MAX_STRING_CHARS] = {0}, text[MAX_SAY_TEXT] = {0};
trap->Cmd_Argv( 0, cmd, sizeof( cmd ) );
if ( !strcmp( cmd, "chat" ) ) {
if ( !cg_teamChatsOnly.integer ) {
if( cg_chatBeep.integer )
trap->S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
trap->Cmd_Argv( 1, text, sizeof( text ) );
CG_RemoveChatEscapeChar( text );
CG_ChatBox_AddString( text );
trap->Print( "*%s\n", text );
}
}
else if ( !strcmp( cmd, "lchat" ) ) {
if ( !cg_teamChatsOnly.integer ) {
char name[MAX_NETNAME]={0}, loc[MAX_STRING_CHARS]={0},
color[8]={0}, message[MAX_STRING_CHARS]={0};
if ( trap->Cmd_Argc() < 4 )
return;
trap->Cmd_Argv( 1, name, sizeof( name ) );
trap->Cmd_Argv( 2, loc, sizeof( loc ) );
trap->Cmd_Argv( 3, color, sizeof( color ) );
trap->Cmd_Argv( 4, message, sizeof( message ) );
//get localized text
if ( loc[0] == '@' )
trap->SE_GetStringTextString( loc+1, loc, sizeof( loc ) );
if( cg_chatBeep.integer )
trap->S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
Com_sprintf( text, sizeof( text ), "%s^7<%s> ^%s%s", name, loc, color, message );
CG_RemoveChatEscapeChar( text );
CG_ChatBox_AddString( text );
trap->Print( "*%s\n", text );
}
}
else if ( !strcmp( cmd, "tchat" ) ) {
if( cg_teamChatBeep.integer )
trap->S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
trap->Cmd_Argv( 1, text, sizeof( text ) );
CG_RemoveChatEscapeChar( text );
CG_ChatBox_AddString( text );
trap->Print( "*%s\n", text );
}
else if ( !strcmp( cmd, "ltchat" ) ) {
char name[MAX_NETNAME]={0}, loc[MAX_STRING_CHARS]={0},
color[8]={0}, message[MAX_STRING_CHARS]={0};
if ( trap->Cmd_Argc() < 4 )
return;
trap->Cmd_Argv( 1, name, sizeof( name ) );
trap->Cmd_Argv( 2, loc, sizeof( loc ) );
trap->Cmd_Argv( 3, color, sizeof( color ) );
trap->Cmd_Argv( 4, message, sizeof( message ) );
//get localized text
if ( loc[0] == '@' )
trap->SE_GetStringTextString( loc+1, loc, sizeof( loc ) );
if( cg_teamChatBeep.integer )
trap->S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
Com_sprintf( text, sizeof( text ), "%s^7<%s> ^%s%s", name, loc, color, message );
CG_RemoveChatEscapeChar( text );
CG_ChatBox_AddString( text );
trap->Print( "*%s\n", text );
}
}
static void CG_RemapShader_f( void ) {
if ( trap->Cmd_Argc() == 4 ) {
char shader1[MAX_QPATH]={0}, shader2[MAX_QPATH]={0};
trap->Cmd_Argv( 1, shader1, sizeof( shader1 ) );
trap->Cmd_Argv( 2, shader2, sizeof( shader2 ) );
trap->R_RemapShader( shader1, shader2, CG_Argv( 3 ) );
}
}
static void CG_ClientLevelShot_f( void ) {
// clientLevelShot is sent before taking a special screenshot for
// the menu system during development
cg.levelShot = qtrue;
}
typedef struct serverCommand_s {
const char *cmd;
void (*func)(void);
} serverCommand_t;
int svcmdcmp( const void *a, const void *b ) {
return Q_stricmp( (const char *)a, ((serverCommand_t*)b)->cmd );
}
static serverCommand_t commands[] = {
{ "chat", CG_Chat_f },
{ "clientLevelShot", CG_ClientLevelShot_f },
{ "cp", CG_CenterPrint_f },
{ "cps", CG_CenterPrintSE_f },
{ "cs", CG_ConfigStringModified },
{ "ircg", CG_RestoreClientGhoul_f },
{ "kg2", CG_KillGhoul2_f },
{ "kls", CG_KillLoopSounds_f },
{ "lchat", CG_Chat_f },
// loaddeferred can be both a servercmd and a consolecmd
{ "loaddefered", CG_LoadDeferredPlayers }, // FIXME: spelled wrong, but not changing for demo
{ "ltchat", CG_Chat_f },
{ "map_restart", CG_MapRestart },
{ "nfr", CG_NewForceRank_f },
{ "print", CG_Print_f },
{ "rcg", CG_RestoreClientGhoul_f },
{ "remapShader", CG_RemapShader_f },
{ "sb", CG_SiegeBriefingDisplay_f },
{ "scl", CG_SiegeClassSelect_f },
{ "scores", CG_ParseScores },
{ "spc", CG_SiegeProfileMenu_f },
{ "sxd", CG_ParseSiegeExtendedData },
{ "tchat", CG_Chat_f },
{ "tinfo", CG_ParseTeamInfo },
};
static const size_t numCommands = ARRAY_LEN( commands );
/*
=================
CG_ServerCommand
The string has been tokenized and can be retrieved with
Cmd_Argc() / Cmd_Argv()
=================
*/
static void CG_ServerCommand( void ) {
const char *cmd = CG_Argv( 0 );
serverCommand_t *command = NULL;
if ( !cmd[0] ) {
// server claimed the command
return;
}
command = (serverCommand_t *)Q_LinearSearch( cmd, commands, numCommands, sizeof( commands[0] ), svcmdcmp );
if ( command ) {
command->func();
return;
}
trap->Print( "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();
}
}
}