/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
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 .
===========================================================================
*/
#include "../server/exe_headers.h"
#include "server.h"
#include "../game/weapons.h"
#include "../game/g_items.h"
#include "../game/statindex.h"
#include "../win32/AutoVersion.h"
/*
===============================================================================
OPERATOR CONSOLE ONLY COMMANDS
These commands can only be entered from stdin or by a remote operator datagram
===============================================================================
*/
qboolean qbLoadTransition = qfalse;
//=========================================================
// 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 = NULL;
char expanded[MAX_QPATH] = {0};
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;
}
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;
}
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;
const char *s;
#ifdef JK2_MODE
s = va("%i %i %i %i %i %i %i %f %f %f %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],
pState->forcePowersKnown,
pState->forcePower,
pState->saberActive,
pState->saberAnimLevel,
pState->saberLockEnemy,
pState->saberLockTime
);
#else
// |general info |-force powers |-saber 1 |-saber 2 |-general saber
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
);
#endif
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
//
static void SV_MapTransition_f(void)
{
const char *spawntarget;
#ifdef JK2_MODE
SCR_PrecacheScreenshot();
#endif
SV_Player_EndOfLevelSave();
spawntarget = Cmd_Argv(2);
if ( *spawntarget != '\0' )
{
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)
==================
*/
#ifdef JK2_MODE
extern void SCR_UnprecacheScreenshot();
#endif
static void SV_Map_f( void )
{
Cvar_Set( sCVARNAME_PLAYERSAVE, "");
Cvar_Set( "spawntarget", "" );
Cvar_Set("tier_storyinfo", "0");
Cvar_Set("tiers_complete", "");
#ifdef JK2_MODE
SCR_UnprecacheScreenshot();
#endif
ForceReload_e eForceReload = eForceReload_NOTHING; // default for normal load
char *cmd = Cmd_Argv( 0 );
if ( !Q_stricmp( cmd, "devmapbsp") )
eForceReload = eForceReload_BSP;
else if ( !Q_stricmp( cmd, "devmapmdl") )
eForceReload = eForceReload_MODELS;
else if ( !Q_stricmp( cmd, "devmapall") )
eForceReload = eForceReload_ALL;
qboolean cheat = (qboolean)(!Q_stricmpn( cmd, "devmap", 6 ) );
// retain old cheat state
if ( !cheat && Cvar_VariableIntegerValue( "helpUsObi" ) )
cheat = qtrue;
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
Cvar_Set( "helpUsObi", cheat ? "1" : "0" );
}
#ifdef JK2_MODE
Cvar_Set( "cg_missionstatusscreen", "0" );
#endif
}
/*
==================
SV_LoadTransition_f
==================
*/
void SV_LoadTransition_f(void)
{
const char *map;
const char *spawntarget;
map = Cmd_Argv(1);
if ( !*map ) {
return;
}
qbLoadTransition = qtrue;
#ifdef JK2_MODE
SCR_PrecacheScreenshot();
#endif
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 != '\0' )
{
Cvar_Set( "spawntarget", spawntarget );
}
else
{
Cvar_Set( "spawntarget", "" );
}
if ( !SV_TryLoadTransition( map ) )
{//couldn't load a savegame
SV_Map_( eForceReload_NOTHING );
}
qbLoadTransition = qfalse;
}
//===============================================================
char *ivtos( const vec3_t v ) {
static int index;
static char str[8][32];
char *s;
// use an array so that multiple vtos won't collide
s = str[index];
index = (index + 1)&7;
Com_sprintf (s, 32, "( %i %i %i )", (int)v[0], (int)v[1], (int)v[2]);
return s;
}
/*
================
SV_Status_f
================
*/
static void SV_Status_f( void ) {
client_t *cl;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
cl = &svs.clients[0];
if ( !cl ) {
Com_Printf("Server is not running.\n");
return;
}
#if defined(_WIN32)
#define STATUS_OS "Windows"
#elif defined(__linux__)
#define STATUS_OS "Linux"
#elif defined(MACOS_X)
#define STATUS_OS "OSX"
#else
#define STATUS_OS "Unknown"
#endif
Com_Printf( "name : %s^7\n", cl->name );
Com_Printf( "score : %i\n", cl->gentity->client->persistant[PERS_SCORE] );
Com_Printf( "version : %s %s %i\n", STATUS_OS, VERSION_STRING_DOTTED, PROTOCOL_VERSION );
#ifdef JK2_MODE
Com_Printf( "game : Jedi Outcast %s\n", FS_GetCurrentGameDir() );
#else
Com_Printf( "game : Jedi Academy %s\n", FS_GetCurrentGameDir() );
#endif
Com_Printf( "map : %s at %s\n", sv_mapname->string, ivtos( cl->gentity->client->origin ) );
}
/*
===========
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() != 1 ) {
Com_Printf ("Usage: info\n");
return;
}
cl = &svs.clients[0];
if ( !cl->state ) {
Com_Printf("Client is not active\n");
return;
}
Com_Printf( "userinfo\n" );
Com_Printf( "--------\n" );
Info_Print( cl->userinfo );
}
//===========================================================
/*
==================
SV_CompleteMapName
==================
*/
static void SV_CompleteMapName( char *args, int argNum ) {
if ( argNum == 2 )
Field_CompleteFilename( "maps", "bsp", qtrue, qfalse );
}
/*
==================
SV_CompleteMapName
==================
*/
static void SV_CompleteSaveName( char *args, int argNum ) {
if ( argNum == 2 )
Field_CompleteFilename( "saves", "sav", qtrue, qtrue );
}
/*
==================
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_SetCommandCompletionFunc( "map", SV_CompleteMapName );
Cmd_AddCommand ("devmap", SV_Map_f);
Cmd_SetCommandCompletionFunc( "devmap", SV_CompleteMapName );
Cmd_AddCommand ("devmapbsp", SV_Map_f);
Cmd_SetCommandCompletionFunc( "devmapbsp", SV_CompleteMapName );
Cmd_AddCommand ("devmapmdl", SV_Map_f);
Cmd_SetCommandCompletionFunc( "devmapmdl", SV_CompleteMapName );
Cmd_AddCommand ("devmapsnd", SV_Map_f);
Cmd_SetCommandCompletionFunc( "devmapsnd", SV_CompleteMapName );
Cmd_AddCommand ("devmapall", SV_Map_f);
Cmd_SetCommandCompletionFunc( "devmapall", SV_CompleteMapName );
Cmd_AddCommand ("maptransition", SV_MapTransition_f);
Cmd_AddCommand ("load", SV_LoadGame_f);
Cmd_SetCommandCompletionFunc( "load", SV_CompleteSaveName );
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
}