mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-23 20:43:09 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
538 lines
14 KiB
C++
538 lines
14 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "../server/exe_headers.h"
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#include "server.h"
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#include "../game/weapons.h"
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#include "../game/g_items.h"
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#include "../game/statindex.h"
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#include "../win32/AutoVersion.h"
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/*
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===============================================================================
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OPERATOR CONSOLE ONLY COMMANDS
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These commands can only be entered from stdin or by a remote operator datagram
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===============================================================================
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*/
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qboolean qbLoadTransition = qfalse;
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//=========================================================
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// don't call this directly, it should only be called from SV_Map_f() or SV_MapTransition_f()
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//
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static bool SV_Map_( ForceReload_e eForceReload )
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{
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char *map = NULL;
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char expanded[MAX_QPATH] = {0};
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map = Cmd_Argv(1);
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if ( !*map ) {
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Com_Printf ("no map specified\n");
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return false;
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}
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// make sure the level exists before trying to change, so that
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// a typo at the server console won't end the game
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if (strchr (map, '\\') ) {
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Com_Printf ("Can't have mapnames with a \\\n");
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return false;
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}
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Com_sprintf (expanded, sizeof(expanded), "maps/%s.bsp", map);
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if ( FS_ReadFile (expanded, NULL) == -1 ) {
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Com_Printf ("Can't find map %s\n", expanded);
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extern cvar_t *com_buildScript;
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if (com_buildScript && com_buildScript->integer)
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{//yes, it's happened, someone deleted a map during my build...
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Com_Error( ERR_FATAL, "Can't find map %s\n", expanded );
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}
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return false;
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}
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if (map[0]!='_')
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{
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SG_WipeSavegame("auto");
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}
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SV_SpawnServer( map, eForceReload, qtrue ); // start up the map
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return true;
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}
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// Save out some player data for later restore if this is a spawn point with KEEP_PREV (spawnflags&1) set...
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//
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// (now also called by auto-save code to setup the cvars correctly
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void SV_Player_EndOfLevelSave(void)
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{
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int i;
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// 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
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// the single player build, so here's the guts again...
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//
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client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
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if (cl
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&&
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cl->gentity && cl->gentity->client // crash fix for voy4->brig transition when you kill Foster.
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// Shouldn't happen, but does sometimes...
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)
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{
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Cvar_Set( sCVARNAME_PLAYERSAVE, ""); // default to blank
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// clientSnapshot_t* pFrame = &cl->frames[cl->netchan.outgoingSequence & PACKET_MASK];
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playerState_t* pState = cl->gentity->client;
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const char *s2;
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const char *s;
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#ifdef JK2_MODE
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s = va("%i %i %i %i %i %i %i %f %f %f %i %i %i %i %i %i",
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pState->stats[STAT_HEALTH],
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pState->stats[STAT_ARMOR],
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pState->stats[STAT_WEAPONS],
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pState->stats[STAT_ITEMS],
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pState->weapon,
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pState->weaponstate,
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pState->batteryCharge,
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pState->viewangles[0],
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pState->viewangles[1],
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pState->viewangles[2],
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pState->forcePowersKnown,
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pState->forcePower,
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pState->saberActive,
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pState->saberAnimLevel,
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pState->saberLockEnemy,
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pState->saberLockTime
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);
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#else
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// |general info |-force powers |-saber 1 |-saber 2 |-general saber
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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",
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pState->stats[STAT_HEALTH],
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pState->stats[STAT_ARMOR],
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pState->stats[STAT_WEAPONS],
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pState->stats[STAT_ITEMS],
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pState->weapon,
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pState->weaponstate,
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pState->batteryCharge,
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pState->viewangles[0],
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pState->viewangles[1],
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pState->viewangles[2],
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//force power data
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pState->forcePowersKnown,
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pState->forcePower,
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pState->forcePowerMax,
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pState->forcePowerRegenRate,
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pState->forcePowerRegenAmount,
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//saber 1 data
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pState->saber[0].name,
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pState->saber[0].blade[0].active,
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pState->saber[0].blade[1].active,
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pState->saber[0].blade[2].active,
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pState->saber[0].blade[3].active,
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pState->saber[0].blade[4].active,
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pState->saber[0].blade[5].active,
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pState->saber[0].blade[6].active,
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pState->saber[0].blade[7].active,
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pState->saber[0].blade[0].color,
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pState->saber[0].blade[1].color,
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pState->saber[0].blade[2].color,
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pState->saber[0].blade[3].color,
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pState->saber[0].blade[4].color,
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pState->saber[0].blade[5].color,
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pState->saber[0].blade[6].color,
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pState->saber[0].blade[7].color,
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//saber 2 data
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pState->saber[1].name,
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pState->saber[1].blade[0].active,
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pState->saber[1].blade[1].active,
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pState->saber[1].blade[2].active,
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pState->saber[1].blade[3].active,
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pState->saber[1].blade[4].active,
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pState->saber[1].blade[5].active,
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pState->saber[1].blade[6].active,
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pState->saber[1].blade[7].active,
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pState->saber[1].blade[0].color,
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pState->saber[1].blade[1].color,
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pState->saber[1].blade[2].color,
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pState->saber[1].blade[3].color,
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pState->saber[1].blade[4].color,
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pState->saber[1].blade[5].color,
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pState->saber[1].blade[6].color,
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pState->saber[1].blade[7].color,
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//general saber data
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pState->saberStylesKnown,
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pState->saberAnimLevel,
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pState->saberLockEnemy,
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pState->saberLockTime
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);
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#endif
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Cvar_Set( sCVARNAME_PLAYERSAVE, s );
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//ammo
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s2 = "";
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for (i=0;i< AMMO_MAX; i++)
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{
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s2 = va("%s %i",s2, pState->ammo[i]);
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}
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Cvar_Set( "playerammo", s2 );
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//inventory
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s2 = "";
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for (i=0;i< INV_MAX; i++)
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{
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s2 = va("%s %i",s2, pState->inventory[i]);
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}
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Cvar_Set( "playerinv", s2 );
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// the new JK2 stuff - force powers, etc...
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//
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s2 = "";
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for (i=0;i< NUM_FORCE_POWERS; i++)
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{
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s2 = va("%s %i",s2, pState->forcePowerLevel[i]);
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}
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Cvar_Set( "playerfplvl", s2 );
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}
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}
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// Restart the server on a different map
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//
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static void SV_MapTransition_f(void)
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{
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const char *spawntarget;
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#ifdef JK2_MODE
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SCR_PrecacheScreenshot();
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#endif
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SV_Player_EndOfLevelSave();
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spawntarget = Cmd_Argv(2);
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if ( *spawntarget != '\0' )
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{
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Cvar_Set( "spawntarget", spawntarget );
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}
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else
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{
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Cvar_Set( "spawntarget", "" );
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}
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SV_Map_( eForceReload_NOTHING );
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}
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/*
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==================
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SV_Map_f
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Restart the server on a different map, but clears a cvar so that typing "map blah" doesn't try and preserve
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player weapons/ammo/etc from the previous level that you haven't really exited (ie ignores KEEP_PREV on spawn points)
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==================
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*/
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#ifdef JK2_MODE
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extern void SCR_UnprecacheScreenshot();
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#endif
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static void SV_Map_f( void )
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{
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Cvar_Set( sCVARNAME_PLAYERSAVE, "");
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Cvar_Set( "spawntarget", "" );
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Cvar_Set("tier_storyinfo", "0");
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Cvar_Set("tiers_complete", "");
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#ifdef JK2_MODE
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SCR_UnprecacheScreenshot();
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#endif
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ForceReload_e eForceReload = eForceReload_NOTHING; // default for normal load
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char *cmd = Cmd_Argv( 0 );
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if ( !Q_stricmp( cmd, "devmapbsp") )
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eForceReload = eForceReload_BSP;
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else if ( !Q_stricmp( cmd, "devmapmdl") )
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eForceReload = eForceReload_MODELS;
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else if ( !Q_stricmp( cmd, "devmapall") )
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eForceReload = eForceReload_ALL;
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qboolean cheat = (qboolean)(!Q_stricmpn( cmd, "devmap", 6 ) );
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// retain old cheat state
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if ( !cheat && Cvar_VariableIntegerValue( "helpUsObi" ) )
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cheat = qtrue;
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if (SV_Map_( eForceReload ))
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{
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// set the cheat value
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// if the level was started with "map <levelname>", then
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// cheats will not be allowed. If started with "devmap <levelname>"
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// then cheats will be allowed
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Cvar_Set( "helpUsObi", cheat ? "1" : "0" );
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}
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#ifdef JK2_MODE
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Cvar_Set( "cg_missionstatusscreen", "0" );
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#endif
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}
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/*
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==================
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SV_LoadTransition_f
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==================
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*/
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void SV_LoadTransition_f(void)
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{
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const char *map;
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const char *spawntarget;
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map = Cmd_Argv(1);
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if ( !*map ) {
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return;
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}
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qbLoadTransition = qtrue;
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#ifdef JK2_MODE
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SCR_PrecacheScreenshot();
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#endif
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SV_Player_EndOfLevelSave();
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//Save the full current state of the current map so we can return to it later
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SG_WriteSavegame( va("hub/%s", sv_mapname->string), qfalse );
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//set the spawntarget if there is one
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spawntarget = Cmd_Argv(2);
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if ( *spawntarget != '\0' )
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{
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Cvar_Set( "spawntarget", spawntarget );
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}
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else
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{
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Cvar_Set( "spawntarget", "" );
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}
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if ( !SV_TryLoadTransition( map ) )
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{//couldn't load a savegame
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SV_Map_( eForceReload_NOTHING );
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}
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qbLoadTransition = qfalse;
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}
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//===============================================================
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char *ivtos( const vec3_t v ) {
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static int index;
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static char str[8][32];
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char *s;
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// use an array so that multiple vtos won't collide
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s = str[index];
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index = (index + 1)&7;
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Com_sprintf (s, 32, "( %i %i %i )", (int)v[0], (int)v[1], (int)v[2]);
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return s;
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}
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/*
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================
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SV_Status_f
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================
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*/
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static void SV_Status_f( void ) {
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client_t *cl;
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// make sure server is running
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if ( !com_sv_running->integer ) {
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Com_Printf( "Server is not running.\n" );
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return;
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}
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cl = &svs.clients[0];
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if ( !cl ) {
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Com_Printf("Server is not running.\n");
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return;
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}
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#if defined(_WIN32)
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#define STATUS_OS "Windows"
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#elif defined(__linux__)
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#define STATUS_OS "Linux"
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#elif defined(MACOS_X)
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#define STATUS_OS "OSX"
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#else
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#define STATUS_OS "Unknown"
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#endif
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Com_Printf( "name : %s^7\n", cl->name );
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Com_Printf( "score : %i\n", cl->gentity->client->persistant[PERS_SCORE] );
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Com_Printf( "version : %s %s %i\n", STATUS_OS, VERSION_STRING_DOTTED, PROTOCOL_VERSION );
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#ifdef JK2_MODE
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Com_Printf( "game : Jedi Outcast %s\n", FS_GetCurrentGameDir() );
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#else
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Com_Printf( "game : Jedi Academy %s\n", FS_GetCurrentGameDir() );
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#endif
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Com_Printf( "map : %s at %s\n", sv_mapname->string, ivtos( cl->gentity->client->origin ) );
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}
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/*
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===========
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SV_Serverinfo_f
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Examine the serverinfo string
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===========
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*/
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static void SV_Serverinfo_f( void ) {
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Com_Printf ("Server info settings:\n");
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Info_Print ( Cvar_InfoString( CVAR_SERVERINFO ) );
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}
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/*
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===========
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SV_Systeminfo_f
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Examine or change the serverinfo string
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===========
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*/
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static void SV_Systeminfo_f( void ) {
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Com_Printf ("System info settings:\n");
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Info_Print ( Cvar_InfoString( CVAR_SYSTEMINFO ) );
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}
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/*
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===========
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SV_DumpUser_f
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Examine all a users info strings FIXME: move to game
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===========
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*/
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static void SV_DumpUser_f( void ) {
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client_t *cl;
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// make sure server is running
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if ( !com_sv_running->integer ) {
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Com_Printf( "Server is not running.\n" );
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return;
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}
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if ( Cmd_Argc() != 1 ) {
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Com_Printf ("Usage: info\n");
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return;
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}
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cl = &svs.clients[0];
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if ( !cl->state ) {
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Com_Printf("Client is not active\n");
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return;
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}
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Com_Printf( "userinfo\n" );
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Com_Printf( "--------\n" );
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Info_Print( cl->userinfo );
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}
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//===========================================================
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/*
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==================
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SV_CompleteMapName
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==================
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*/
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static void SV_CompleteMapName( char *args, int argNum ) {
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if ( argNum == 2 )
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Field_CompleteFilename( "maps", "bsp", qtrue, qfalse );
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}
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/*
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==================
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SV_CompleteMapName
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==================
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*/
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static void SV_CompleteSaveName( char *args, int argNum ) {
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if ( argNum == 2 )
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Field_CompleteFilename( "saves", "sav", qtrue, qtrue );
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}
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/*
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==================
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SV_AddOperatorCommands
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==================
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*/
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void SV_AddOperatorCommands( void ) {
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static qboolean initialized;
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if ( initialized ) {
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return;
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}
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initialized = qtrue;
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Cmd_AddCommand ("status", SV_Status_f);
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Cmd_AddCommand ("serverinfo", SV_Serverinfo_f);
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Cmd_AddCommand ("systeminfo", SV_Systeminfo_f);
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Cmd_AddCommand ("dumpuser", SV_DumpUser_f);
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Cmd_AddCommand ("sectorlist", SV_SectorList_f);
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Cmd_AddCommand ("map", SV_Map_f);
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Cmd_SetCommandCompletionFunc( "map", SV_CompleteMapName );
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Cmd_AddCommand ("devmap", SV_Map_f);
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Cmd_SetCommandCompletionFunc( "devmap", SV_CompleteMapName );
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Cmd_AddCommand ("devmapbsp", SV_Map_f);
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Cmd_SetCommandCompletionFunc( "devmapbsp", SV_CompleteMapName );
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Cmd_AddCommand ("devmapmdl", SV_Map_f);
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Cmd_SetCommandCompletionFunc( "devmapmdl", SV_CompleteMapName );
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Cmd_AddCommand ("devmapsnd", SV_Map_f);
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Cmd_SetCommandCompletionFunc( "devmapsnd", SV_CompleteMapName );
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Cmd_AddCommand ("devmapall", SV_Map_f);
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Cmd_SetCommandCompletionFunc( "devmapall", SV_CompleteMapName );
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Cmd_AddCommand ("maptransition", SV_MapTransition_f);
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Cmd_AddCommand ("load", SV_LoadGame_f);
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Cmd_SetCommandCompletionFunc( "load", SV_CompleteSaveName );
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Cmd_AddCommand ("loadtransition", SV_LoadTransition_f);
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Cmd_AddCommand ("save", SV_SaveGame_f);
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Cmd_AddCommand ("wipe", SV_WipeGame_f);
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//#ifdef _DEBUG
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// extern void UI_Dump_f(void);
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// Cmd_AddCommand ("ui_dump", UI_Dump_f);
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//#endif
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}
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|
|
|
/*
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|
==================
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|
SV_RemoveOperatorCommands
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|
==================
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|
*/
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|
void SV_RemoveOperatorCommands( void ) {
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|
#if 0
|
|
// removing these won't let the server start again
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|
Cmd_RemoveCommand ("status");
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|
Cmd_RemoveCommand ("serverinfo");
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|
Cmd_RemoveCommand ("systeminfo");
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|
Cmd_RemoveCommand ("dumpuser");
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|
Cmd_RemoveCommand ("serverrecord");
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|
Cmd_RemoveCommand ("serverstop");
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|
Cmd_RemoveCommand ("sectorlist");
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|
#endif
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|
}
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