/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2006 Tim Angus This file is part of Tremulous. Tremulous is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Tremulous 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 Tremulous; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // 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" /* ================= CG_ParseScores ================= */ static void CG_ParseScores( void ) { int i; cg.numScores = atoi( CG_Argv( 1 ) ); if( cg.numScores > MAX_CLIENTS ) cg.numScores = MAX_CLIENTS; cg.teamScores[ 0 ] = atoi( CG_Argv( 2 ) ); cg.teamScores[ 1 ] = atoi( CG_Argv( 3 ) ); memset( cg.scores, 0, sizeof( cg.scores ) ); if( cg_debugRandom.integer ) CG_Printf( "cg.numScores: %d\n", cg.numScores ); for( i = 0; i < cg.numScores; i++ ) { // cg.scores[ i ].client = atoi( CG_Argv( i * 6 + 4 ) ); cg.scores[ i ].score = atoi( CG_Argv( i * 6 + 5 ) ); cg.scores[ i ].ping = atoi( CG_Argv( i * 6 + 6 ) ); cg.scores[ i ].time = atoi( CG_Argv( i * 6 + 7 ) ); cg.scores[ i ].weapon = atoi( CG_Argv( i * 6 + 8 ) ); cg.scores[ i ].upgrade = atoi( CG_Argv( i * 6 + 9 ) ); 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 = 0; cg.scores[ i ].team = cgs.clientinfo[ cg.scores[ i ].client ].team; } } /* ================= CG_ParseTeamInfo ================= */ static void CG_ParseTeamInfo( void ) { int i; int client; numSortedTeamPlayers = atoi( CG_Argv( 1 ) ); for( i = 0; i < numSortedTeamPlayers; i++ ) { client = atoi( CG_Argv( i * 6 + 2 ) ); sortedTeamPlayers[ i ] = client; cgs.clientinfo[ client ].location = atoi( CG_Argv( i * 6 + 3 ) ); cgs.clientinfo[ client ].health = atoi( CG_Argv( i * 6 + 4 ) ); cgs.clientinfo[ client ].armor = atoi( CG_Argv( i * 6 + 5 ) ); cgs.clientinfo[ client ].curWeapon = atoi( CG_Argv( i * 6 + 6 ) ); cgs.clientinfo[ client ].powerups = atoi( CG_Argv( i * 6 + 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; char *mapname; info = CG_ConfigString( CS_SERVERINFO ); cgs.timelimit = atoi( Info_ValueForKey( info, "timelimit" ) ); cgs.maxclients = atoi( Info_ValueForKey( info, "sv_maxclients" ) ); cgs.markDeconstruct = atoi( Info_ValueForKey( info, "g_markDeconstruct" ) ); mapname = Info_ValueForKey( info, "mapname" ); Com_sprintf( cgs.mapname, sizeof( cgs.mapname ), "maps/%s.bsp", mapname ); } /* ================== CG_ParseWarmup ================== */ static void CG_ParseWarmup( void ) { const char *info; int warmup; info = CG_ConfigString( CS_WARMUP ); warmup = atoi( info ); cg.warmupCount = -1; if( warmup == 0 && cg.warmup ) { } cg.warmup = warmup; } /* ================ CG_SetConfigValues Called on load to set the initial values from configure strings ================ */ void CG_SetConfigValues( void ) { sscanf( CG_ConfigString( CS_BUILDPOINTS ), "%d %d %d %d %d", &cgs.alienBuildPoints, &cgs.alienBuildPointsTotal, &cgs.humanBuildPoints, &cgs.humanBuildPointsTotal, &cgs.humanBuildPointsPowered ); sscanf( CG_ConfigString( CS_STAGES ), "%d %d %d %d %d %d", &cgs.alienStage, &cgs.humanStage, &cgs.alienKills, &cgs.humanKills, &cgs.alienNextStageThreshold, &cgs.humanNextStageThreshold ); sscanf( CG_ConfigString( CS_SPAWNS ), "%d %d", &cgs.numAlienSpawns, &cgs.numHumanSpawns ); cgs.levelStartTime = atoi( CG_ConfigString( CS_LEVEL_START_TIME ) ); cg.warmup = atoi( CG_ConfigString( CS_WARMUP ) ); } /* ===================== 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; } } /* ================ CG_AnnounceAlienStageTransistion ================ */ static void CG_AnnounceAlienStageTransistion( stage_t from, stage_t to ) { if( cg.predictedPlayerState.stats[ STAT_PTEAM ] != PTE_ALIENS ) return; trap_S_StartLocalSound( cgs.media.alienStageTransition, CHAN_ANNOUNCER ); CG_CenterPrint( "We have evolved!", 200, GIANTCHAR_WIDTH * 4 ); } /* ================ CG_AnnounceHumanStageTransistion ================ */ static void CG_AnnounceHumanStageTransistion( stage_t from, stage_t to ) { if( cg.predictedPlayerState.stats[ STAT_PTEAM ] != PTE_HUMANS ) return; trap_S_StartLocalSound( cgs.media.humanStageTransition, CHAN_ANNOUNCER ); CG_CenterPrint( "Reinforcements have arrived!", 200, GIANTCHAR_WIDTH * 4 ); } /* ================ CG_ConfigStringModified ================ */ 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( ); else if( num == CS_SERVERINFO ) CG_ParseServerinfo( ); else if( num == CS_WARMUP ) CG_ParseWarmup( ); else if( num == CS_BUILDPOINTS ) sscanf( str, "%d %d %d %d %d", &cgs.alienBuildPoints, &cgs.alienBuildPointsTotal, &cgs.humanBuildPoints, &cgs.humanBuildPointsTotal, &cgs.humanBuildPointsPowered ); else if( num == CS_STAGES ) { stage_t oldAlienStage = cgs.alienStage; stage_t oldHumanStage = cgs.humanStage; sscanf( str, "%d %d %d %d %d %d", &cgs.alienStage, &cgs.humanStage, &cgs.alienKills, &cgs.humanKills, &cgs.alienNextStageThreshold, &cgs.humanNextStageThreshold ); if( cgs.alienStage != oldAlienStage ) CG_AnnounceAlienStageTransistion( oldAlienStage, cgs.alienStage ); if( cgs.humanStage != oldHumanStage ) CG_AnnounceHumanStageTransistion( oldHumanStage, cgs.humanStage ); } else if( num == CS_SPAWNS ) sscanf( str, "%d %d", &cgs.numAlienSpawns, &cgs.numHumanSpawns ); else if( num == CS_LEVEL_START_TIME ) cgs.levelStartTime = atoi( str ); else if( num == CS_VOTE_TIME ) { cgs.voteTime = atoi( str ); cgs.voteModified = qtrue; if( cgs.voteTime ) trap_Cvar_Set( "ui_voteActive", "1" ); else trap_Cvar_Set( "ui_voteActive", "0" ); } 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 ) { int cs_offset = num - CS_TEAMVOTE_TIME; cgs.teamVoteTime[ cs_offset ] = atoi( str ); cgs.teamVoteModified[ cs_offset ] = qtrue; if( cs_offset == 0 ) { if( cgs.teamVoteTime[ cs_offset ] ) trap_Cvar_Set( "ui_humanTeamVoteActive", "1" ); else trap_Cvar_Set( "ui_humanTeamVoteActive", "0" ); } else if( cs_offset == 1 ) { if( cgs.teamVoteTime[ cs_offset ] ) trap_Cvar_Set( "ui_alienTeamVoteActive", "1" ); else trap_Cvar_Set( "ui_alienTeamVoteActive", "0" ); } } 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[ num - CS_TEAMVOTE_STRING ] ) ); } else if( num == CS_INTERMISSION ) cg.intermissionStarted = atoi( str ); else if( num >= CS_MODELS && num < CS_MODELS+MAX_MODELS ) cgs.gameModels[ num - CS_MODELS ] = trap_R_RegisterModel( str ); else if( num >= CS_SHADERS && num < CS_SHADERS+MAX_GAME_SHADERS ) cgs.gameShaders[ num - CS_SHADERS ] = trap_R_RegisterShader( str ); else if( num >= CS_PARTICLE_SYSTEMS && num < CS_PARTICLE_SYSTEMS+MAX_GAME_PARTICLE_SYSTEMS ) cgs.gameParticleSystems[ num - CS_PARTICLE_SYSTEMS ] = CG_RegisterParticleSystem( (char *)str ); 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, qfalse ); } } else if( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS ) { CG_NewClientInfo( num - CS_PLAYERS ); CG_BuildSpectatorString( ); } else if( num == CS_WINNER ) { trap_Cvar_Set( "ui_winner", str ); } else if( num == CS_SHADERSTATE ) { CG_ShaderStateChanged( ); } } /* =============== CG_MapRestart The server has issued a map_restart, so the next snapshot is completely new and should not be interpolated to. A tournement restart will clear everything, but doesn't require a reload of all the media =============== */ static void CG_MapRestart( void ) { if( cg_showmiss.integer ) CG_Printf( "CG_MapRestart\n" ); CG_InitMarkPolys( ); // 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( ); trap_S_ClearLoopingSounds( qtrue ); // 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 ) CG_CenterPrint( "FIGHT!", 120, GIANTCHAR_WIDTH * 2 ); 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'; } /* =============== CG_SetUIVars Set some cvars used by the UI =============== */ static void CG_SetUIVars( void ) { int i; char carriageCvar[ MAX_TOKEN_CHARS ]; *carriageCvar = 0; //determine what the player is carrying for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) { if( BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) && BG_FindPurchasableForWeapon( i ) ) strcat( carriageCvar, va( "W%d ", i ) ); } for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) { if( BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) && BG_FindPurchasableForUpgrade( i ) ) strcat( carriageCvar, va( "U%d ", i ) ); } strcat( carriageCvar, "$" ); trap_Cvar_Set( "ui_carriage", carriageCvar ); trap_Cvar_Set( "ui_stages", va( "%d %d", cgs.alienStage, cgs.humanStage ) ); } /* ============== CG_Menu ============== */ void CG_Menu( int menu ) { const char *cmd = NULL; // command to send const char *longMsg = NULL; // command parameter const char *shortMsg = NULL; // non-modal version of message CG_SetUIVars( ); // string literals have static storage duration, this is safe, // cleaner and much more readable. switch( menu ) { case MN_TEAM: cmd = "menu tremulous_teamselect\n"; break; case MN_A_CLASS: cmd = "menu tremulous_alienclass\n"; break; case MN_H_SPAWN: cmd = "menu tremulous_humanitem\n"; break; case MN_A_BUILD: cmd = "menu tremulous_alienbuild\n"; break; case MN_H_BUILD: cmd = "menu tremulous_humanbuild\n"; break; case MN_H_ARMOURY: cmd = "menu tremulous_humanarmoury\n"; break; case MN_A_TEAMFULL: longMsg = "The alien team has too many players. Please wait until slots " "become available or join the human team."; shortMsg = "The alien team has too many players\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_H_TEAMFULL: longMsg = "The human team has too many players. Please wait until slots " "become available or join the alien team."; shortMsg = "The human team has too many players\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_A_TEAMCHANGEBUILDTIMER: longMsg = "You cannot leave the Alien team until your build timer " "has expired."; shortMsg = "You cannot change teams until your build timer expires.\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_H_TEAMCHANGEBUILDTIMER: longMsg = "You cannot leave the Human team until your build timer " "has expired."; shortMsg = "You cannot change teams until your build timer expires.\n"; cmd = "menu tremulous_human_dialog\n"; break; //=============================== case MN_H_NOROOM: longMsg = "There is no room to build here. Move until the buildable turns " "translucent green indicating a valid build location."; shortMsg = "There is no room to build here\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_NOPOWER: longMsg = "There is no power remaining. Free up power by destroying " "existing buildable objects."; shortMsg = "There is no power remaining\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_NOTPOWERED: longMsg = "This buildable is not powered. Build a Reactor and/or Repeater " "in order to power it."; shortMsg = "This buildable is not powered\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_NORMAL: longMsg = "Cannot build on this surface. The surface is too steep or " "unsuitable to build on. Please choose another site for this " "structure."; shortMsg = "Cannot build on this surface\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_REACTOR: longMsg = "There can only be one Reactor. Destroy the existing one if you " "wish to move it."; shortMsg = "There can only be one Reactor\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_REPEATER: longMsg = "There is no power here. If available, a Repeater may be used to " "transmit power to this location."; shortMsg = "There is no power here\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_NODCC: longMsg = "There is no Defense Computer. A Defense Computer is needed to " "build this."; shortMsg = "There is no Defense Computer\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_TNODEWARN: longMsg = "WARNING: This Telenode will not be powered. Build near a power " "structure to prevent seeing this message again."; shortMsg = "This Telenode will not be powered\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_RPTWARN: longMsg = "WARNING: This Repeater will not be powered as there is no parent " "Reactor providing power. Build a Reactor."; shortMsg = "This Repeater will not be powered\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_RPTWARN2: longMsg = "This area already has power. A Repeater is not required here."; shortMsg = "This area already has power\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_NOSLOTS: longMsg = "You have no room to carry this. Please sell any conflicting " "upgrades before purchasing this item."; shortMsg = "You have no room to carry this\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_NOFUNDS: longMsg = "Insufficient funds. You do not have enough credits to perform " "this action."; shortMsg = "Insufficient funds\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_ITEMHELD: longMsg = "You already hold this item. It is not possible to carry multiple " "items of the same type."; shortMsg = "You already hold this item\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_NOARMOURYHERE: longMsg = "You must be near a powered Armoury in order to purchase " "weapons, upgrades or non-energy ammunition."; shortMsg = "You must be near a powered Armoury\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_NOENERGYAMMOHERE: longMsg = "You must be near an Armoury, Reactor or Repeater in order " "to purchase energy ammunition."; shortMsg = "You must be near an Armoury, Reactor or Repeater\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_NOROOMBSUITON: longMsg = "There is not enough room here to put on a Battle Suit. " "Make sure you have enough head room to climb in."; shortMsg = "Not enough room here to put on a Battle Suit\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_NOROOMBSUITOFF: longMsg = "There is not enough room here to take off your Battle Suit. " "Make sure you have enough head room to climb out."; shortMsg = "Not enough room here to take off your Battle Suit\n"; cmd = "menu tremulous_human_dialog\n"; break; case MN_H_ARMOURYBUILDTIMER: longMsg = "You are not allowed to buy or sell weapons until your " "build timer has expired."; shortMsg = "You can not buy or sell weapos until your build timer " "expires\n"; cmd = "menu tremulous_human_dialog\n"; break; //=============================== case MN_A_NOROOM: longMsg = "There is no room to build here. Move until the structure turns " "translucent green indicating a valid build location."; shortMsg = "There is no room to build here\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_A_NOCREEP: longMsg = "There is no creep here. You must build near existing Eggs or " "the Overmind. Alien structures will not support themselves."; shortMsg = "There is no creep here\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_A_NOOVMND: longMsg = "There is no Overmind. An Overmind must be built to control " "the structure you tried to place"; shortMsg = "There is no Overmind\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_A_OVERMIND: longMsg = "There can only be one Overmind. Destroy the existing one if you " "wish to move it."; shortMsg = "There can only be one Overmind\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_A_HOVEL: longMsg = "There can only be one Hovel. Destroy the existing one if you " "wish to move it."; shortMsg = "There can only be one Hovel\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_A_NOASSERT: longMsg = "The Overmind cannot control any more structures. Destroy existing " "structures to build more."; shortMsg = "The Overmind cannot control any more structures\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_A_SPWNWARN: longMsg = "WARNING: This spawn will not be controlled by an Overmind. " "Build an Overmind to prevent seeing this message again."; shortMsg = "This spawn will not be controlled by an Overmind\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_A_NORMAL: longMsg = "Cannot build on this surface. This surface is too steep or " "unsuitable to build on. Please choose another site for this " "structure."; shortMsg = "Cannot build on this surface\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_A_NOEROOM: longMsg = "There is no room to evolve here. Move away from walls or other " "nearby objects and try again."; cmd = "menu tremulous_alien_dialog\n"; shortMsg = "There is no room to evolve here\n"; break; case MN_A_TOOCLOSE: longMsg = "This location is too close to the enemy to evolve. Move away " "until you are no longer aware of the enemy's presence and try " "again."; shortMsg = "This location is too close to the enemy to evolve\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_A_NOOVMND_EVOLVE: longMsg = "There is no Overmind. An Overmind must be built to allow " "you to upgrade."; shortMsg = "There is no Overmind\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_A_EVOLVEBUILDTIMER: longMsg = "You cannot Evolve until your build timer has expired."; shortMsg = "You cannot Evolve until your build timer expires\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_A_HOVEL_OCCUPIED: longMsg = "This Hovel is already occupied by another builder."; shortMsg = "This Hovel is already occupied by another builder\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_A_HOVEL_BLOCKED: longMsg = "The exit to this Hovel is currently blocked. Please wait until it " "becomes clear then try again."; shortMsg = "The exit to this Hovel is currently blocked\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_A_HOVEL_EXIT: longMsg = "The exit to this Hovel would always be blocked. Please choose " "a more suitable location."; shortMsg = "The exit to this Hovel would always be blocked\n"; cmd = "menu tremulous_alien_dialog\n"; break; case MN_A_INFEST: trap_Cvar_Set( "ui_currentClass", va( "%d %d", cg.snap->ps.stats[ STAT_PCLASS ], cg.snap->ps.persistant[ PERS_CREDIT ] ) ); cmd = "menu tremulous_alienupgrade\n"; break; default: Com_Printf( "cgame: debug: no such menu %d\n", menu ); } if( !cg_disableWarningDialogs.integer || !shortMsg ) { // Player either wants dialog window or there's no short message if( cmd ) { if( longMsg ) trap_Cvar_Set( "ui_dialog", longMsg ); trap_SendConsoleCommand( cmd ); } } else { // There is short message and player wants it CG_Printf( shortMsg ); } } /* ================= CG_ServerCommand The string has been tokenized and can be retrieved with Cmd_Argc() / Cmd_Argv() ================= */ static void CG_ServerCommand( void ) { const char *cmd; char text[ MAX_SAY_TEXT ]; cmd = CG_Argv( 0 ); if( !cmd[ 0 ] ) { // server claimed the command return; } if( !strcmp( cmd, "cp" ) ) { CG_CenterPrint( CG_Argv( 1 ), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); return; } if( !strcmp( cmd, "cs" ) ) { CG_ConfigStringModified( ); return; } if( !strcmp( cmd, "print" ) ) { CG_Printf( "%s", CG_Argv( 1 ) ); return; } if( !strcmp( cmd, "chat" ) ) { if( !cg_teamChatsOnly.integer ) { Q_strncpyz( text, CG_Argv( 1 ), MAX_SAY_TEXT ); if( Q_stricmpn( text, "[skipnotify]", 12 ) ) trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); CG_RemoveChatEscapeChar( text ); CG_Printf( "%s\n", text ); } return; } if( !strcmp( cmd, "tchat" ) ) { Q_strncpyz( text, CG_Argv( 1 ), MAX_SAY_TEXT ); if( Q_stricmpn( text, "[skipnotify]", 12 ) ) { if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) trap_S_StartLocalSound( cgs.media.alienTalkSound, CHAN_LOCAL_SOUND ); else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) trap_S_StartLocalSound( cgs.media.humanTalkSound, CHAN_LOCAL_SOUND ); else trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); } CG_RemoveChatEscapeChar( text ); CG_Printf( "%s\n", text ); return; } if( !strcmp( cmd, "scores" ) ) { CG_ParseScores( ); return; } if( !strcmp( cmd, "tinfo" ) ) { CG_ParseTeamInfo( ); return; } if( !strcmp( cmd, "map_restart" ) ) { CG_MapRestart( ); return; } if( Q_stricmp( cmd, "remapShader" ) == 0 ) { if( trap_Argc( ) == 4 ) trap_R_RemapShader( CG_Argv( 1 ), CG_Argv( 2 ), CG_Argv( 3 ) ); } // clientLevelShot is sent before taking a special screenshot for // the menu system during development if( !strcmp( cmd, "clientLevelShot" ) ) { cg.levelShot = qtrue; return; } //the server has triggered a menu if( !strcmp( cmd, "servermenu" ) ) { if( trap_Argc( ) == 2 && !cg.demoPlayback ) CG_Menu( atoi( CG_Argv( 1 ) ) ); return; } //the server thinks this client should close all menus if( !strcmp( cmd, "serverclosemenus" ) ) { trap_SendConsoleCommand( "closemenus\n" ); return; } //poison cloud effect needs to be reliable if( !strcmp( cmd, "poisoncloud" ) ) { cg.poisonedTime = cg.time; if( CG_IsParticleSystemValid( &cg.poisonCloudPS ) ) { cg.poisonCloudPS = CG_SpawnNewParticleSystem( cgs.media.poisonCloudPS ); CG_SetAttachmentCent( &cg.poisonCloudPS->attachment, &cg.predictedPlayerEntity ); CG_AttachToCent( &cg.poisonCloudPS->attachment ); } return; } if( !strcmp( cmd, "weaponswitch" ) ) { CG_Printf( "client weaponswitch\n" ); if( trap_Argc( ) == 2 ) { cg.weaponSelect = atoi( CG_Argv( 1 ) ); cg.weaponSelectTime = cg.time; } return; } // server requests a ptrc if( !strcmp( cmd, "ptrcrequest" ) ) { int code = CG_ReadPTRCode( ); trap_SendClientCommand( va( "ptrcverify %d", code ) ); return; } // server issues a ptrc if( !strcmp( cmd, "ptrcissue" ) ) { if( trap_Argc( ) == 2 ) { int code = atoi( CG_Argv( 1 ) ); CG_WritePTRCode( code ); } return; } // reply to ptrcverify if( !strcmp( cmd, "ptrcconfirm" ) ) { trap_SendConsoleCommand( "menu ptrc_popmenu\n" ); 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( trap_GetServerCommand( ++cgs.serverCommandSequence ) ) CG_ServerCommand( ); } }