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|
/*
===========================================================================
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_ConfigStringModifiedSvcmd
================
*/
static void CG_ConfigStringModifiedSvcmd( void )
{
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 ); // enneract: not needed when calling from CG_Init
CG_ConfigStringModified( num );
}
/*
================
CG_ConfigStringModified
================
*/
void CG_ConfigStringModified( int num )
{
const char *str;
// 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_ConfigStringModifiedSvcmd( );
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( );
}
}
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