From 5a85e81685300e2299dabfeb25d513b99df471be Mon Sep 17 00:00:00 2001 From: Paweł Redman Date: Fri, 6 Sep 2013 22:40:51 +0200 Subject: Initial commit --- src/cgame/cg_servercmds.c | 1339 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1339 insertions(+) create mode 100644 src/cgame/cg_servercmds.c (limited to 'src/cgame/cg_servercmds.c') diff --git a/src/cgame/cg_servercmds.c b/src/cgame/cg_servercmds.c new file mode 100644 index 0000000..48a5a60 --- /dev/null +++ b/src/cgame/cg_servercmds.c @@ -0,0 +1,1339 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +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 = ( trap_Argc( ) - 3 ) / 6; + + if( cg.numScores > MAX_CLIENTS ) + cg.numScores = MAX_CLIENTS; + + cg.teamScores[ 0 ] = atoi( CG_Argv( 1 ) ); + cg.teamScores[ 1 ] = atoi( CG_Argv( 2 ) ); + + 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 + 3 ) ); + cg.scores[ i ].score = atoi( CG_Argv( i * 6 + 4 ) ); + cg.scores[ i ].ping = atoi( CG_Argv( i * 6 + 5 ) ); + cg.scores[ i ].time = atoi( CG_Argv( i * 6 + 6 ) ); + cg.scores[ i ].weapon = atoi( CG_Argv( i * 6 + 7 ) ); + cg.scores[ i ].upgrade = atoi( CG_Argv( i * 6 + 8 ) ); + + 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; + + cg.scores[ i ].team = cgs.clientinfo[ cg.scores[ i ].client ].team; + } +} + +/* +================= +CG_ParseTeamInfo + +================= +*/ +static void CG_ParseTeamInfo( void ) +{ + int i; + int count; + int client; + + count = ( trap_Argc( ) - 1 ) / 5; + + cgs.teaminfoReceievedTime = cg.time; + + for( i = 0; i < count; i++ ) + { + client = atoi( CG_Argv( i * 5 + 1 ) ); + if( client < 0 || client >= MAX_CLIENTS ) + { + CG_Printf( "[skipnotify]CG_ParseTeamInfo: bad client number: %d\n", client ); + return; + } + + cgs.clientinfo[ client ].location = atoi( CG_Argv( i * 5 + 2 ) ); + cgs.clientinfo[ client ].health = atoi( CG_Argv( i * 5 + 3 ) ); + cgs.clientinfo[ client ].curWeaponClass = atoi( CG_Argv( i * 5 + 4 ) ); + cgs.clientinfo[ client ].upgrade = atoi( CG_Argv( i * 5 + 5 ) ); + } +} + + +/* +================ +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.warmupTime = warmup; +} + +/* +================ +CG_SetConfigValues + +Called on load to set the initial values from configure strings +================ +*/ +void CG_SetConfigValues( void ) +{ + const char *alienStages = CG_ConfigString( CS_ALIEN_STAGES ); + const char *humanStages = CG_ConfigString( CS_HUMAN_STAGES ); + + if( alienStages[0] ) + { + sscanf( alienStages, "%d %d %d", &cgs.alienStage, &cgs.alienCredits, + &cgs.alienNextStageThreshold ); + } + else + cgs.alienStage = cgs.alienCredits = cgs.alienNextStageThreshold = 0; + + + if( humanStages[0] ) + { + sscanf( humanStages, "%d %d %d", &cgs.humanStage, &cgs.humanCredits, + &cgs.humanNextStageThreshold ); + } + else + cgs.humanStage = cgs.humanCredits = cgs.humanNextStageThreshold = 0; + + cgs.levelStartTime = atoi( CG_ConfigString( CS_LEVEL_START_TIME ) ); + cg.warmupTime = 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_TEAM ] != TEAM_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_TEAM ] != TEAM_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_ALIEN_STAGES ) + { + stage_t oldAlienStage = cgs.alienStage; + + if( str[0] ) + { + sscanf( str, "%d %d %d", &cgs.alienStage, &cgs.alienCredits, + &cgs.alienNextStageThreshold ); + + if( cgs.alienStage != oldAlienStage ) + CG_AnnounceAlienStageTransistion( oldAlienStage, cgs.alienStage ); + } + else + { + cgs.alienStage = cgs.alienCredits = cgs.alienNextStageThreshold = 0; + } + } + else if( num == CS_HUMAN_STAGES ) + { + stage_t oldHumanStage = cgs.humanStage; + + if( str[0] ) + { + sscanf( str, "%d %d %d", &cgs.humanStage, &cgs.humanCredits, + &cgs.humanNextStageThreshold ); + + if( cgs.humanStage != oldHumanStage ) + CG_AnnounceHumanStageTransistion( oldHumanStage, cgs.humanStage ); + } + else + { + cgs.humanStage = cgs.humanCredits = cgs.humanNextStageThreshold = 0; + } + } + else if( num == CS_LEVEL_START_TIME ) + cgs.levelStartTime = atoi( str ); + else if( num >= CS_VOTE_TIME && num < CS_VOTE_TIME + NUM_TEAMS ) + { + cgs.voteTime[ num - CS_VOTE_TIME ] = atoi( str ); + cgs.voteModified[ num - CS_VOTE_TIME ] = qtrue; + + if( num - CS_VOTE_TIME == TEAM_NONE ) + trap_Cvar_Set( "ui_voteActive", cgs.voteTime[ TEAM_NONE ] ? "1" : "0" ); + else if( num - CS_VOTE_TIME == TEAM_ALIENS ) + trap_Cvar_Set( "ui_alienTeamVoteActive", + cgs.voteTime[ TEAM_ALIENS ] ? "1" : "0" ); + else if( num - CS_VOTE_TIME == TEAM_HUMANS ) + trap_Cvar_Set( "ui_humanTeamVoteActive", + cgs.voteTime[ TEAM_HUMANS ] ? "1" : "0" ); + } + else if( num >= CS_VOTE_YES && num < CS_VOTE_YES + NUM_TEAMS ) + { + cgs.voteYes[ num - CS_VOTE_YES ] = atoi( str ); + cgs.voteModified[ num - CS_VOTE_YES ] = qtrue; + } + else if( num >= CS_VOTE_NO && num < CS_VOTE_NO + NUM_TEAMS ) + { + cgs.voteNo[ num - CS_VOTE_NO ] = atoi( str ); + cgs.voteModified[ num - CS_VOTE_NO ] = qtrue; + } + else if( num >= CS_VOTE_STRING && num < CS_VOTE_STRING + NUM_TEAMS ) + Q_strncpyz( cgs.voteString[ num - CS_VOTE_STRING ], str, + sizeof( cgs.voteString[ num - CS_VOTE_STRING ] ) ); + else if( num >= CS_VOTE_CALLER && num < CS_VOTE_CALLER + NUM_TEAMS ) + Q_strncpyz( cgs.voteCaller[ num - CS_VOTE_CALLER ], str, + sizeof( cgs.voteCaller[ num - CS_VOTE_CALLER ] ) ); + 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[ TEAM_NONE ] = 0; + + cg.mapRestart = qtrue; + + CG_StartMusic( ); + + trap_S_ClearLoopingSounds( qtrue ); + + // we really should clear more parts of cg here and stop sounds + + trap_Cvar_Set( "cg_thirdPerson", "0" ); + + cg.splashTime = cg.time; +} + +/* +============== +CG_Menu +============== +*/ +void CG_Menu( int menu, int arg ) +{ + const char *cmd; // command to send + const char *longMsg = NULL; // command parameter + const char *shortMsg = NULL; // non-modal version of message + const char *dialog; + dialogType_t type = 0; // controls which cg_disable var will switch it off + + switch( cg.snap->ps.stats[ STAT_TEAM ] ) + { + case TEAM_ALIENS: + dialog = "menu tremulous_alien_dialog\n"; + break; + case TEAM_HUMANS: + dialog = "menu tremulous_human_dialog\n"; + break; + default: + dialog = "menu tremulous_default_dialog\n"; + } + cmd = dialog; + + switch( menu ) + { + case MN_TEAM: + cmd = "menu tremulous_teamselect\n"; + type = DT_INTERACTIVE; + break; + + case MN_A_CLASS: + cmd = "menu tremulous_alienclass\n"; + type = DT_INTERACTIVE; + break; + + case MN_H_SPAWN: + cmd = "menu tremulous_humanitem\n"; + type = DT_INTERACTIVE; + break; + + case MN_A_BUILD: + cmd = "menu tremulous_alienbuild\n"; + type = DT_INTERACTIVE; + break; + + case MN_H_BUILD: + cmd = "menu tremulous_humanbuild\n"; + type = DT_INTERACTIVE; + break; + + case MN_H_ARMOURY: + cmd = "menu tremulous_humanarmoury\n"; + type = DT_INTERACTIVE; + break; + + case MN_H_UNKNOWNITEM: + shortMsg = "Unknown item"; + type = DT_ARMOURYEVOLVE; + 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"; + type = DT_COMMAND; + 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"; + type = DT_COMMAND; + break; + + case MN_A_TEAMLOCKED: + longMsg = "The alien team is locked. You cannot join the aliens " + "at this time."; + shortMsg = "The alien team is locked"; + type = DT_COMMAND; + break; + + case MN_H_TEAMLOCKED: + longMsg = "The human team is locked. You cannot join the humans " + "at this time."; + shortMsg = "The human team is locked"; + type = DT_COMMAND; + break; + + case MN_PLAYERLIMIT: + longMsg = "The maximum number of playing clients has been reached. " + "Please wait until slots become available."; + shortMsg = "No free player slots"; + type = DT_COMMAND; + break; + + case MN_WARMUP: + longMsg = "You must wait until the warmup time is finished " + "before joining a team. "; + shortMsg = "You cannot join a team during warmup."; + type = DT_COMMAND; + break; + + //=============================== + + // Since cheating commands have no default binds, they will often be done + // via console. In light of this, perhaps opening a menu is + // counterintuitive + case MN_CMD_CHEAT: + //longMsg = "This action is considered cheating. It can only be used " + // "in cheat mode, which is not enabled on this server."; + shortMsg = "Cheats are not enabled on this server"; + type = DT_COMMAND; + break; + + case MN_CMD_CHEAT_TEAM: + shortMsg = "Cheats are not enabled on this server, so " + "you may not use this command while on a team"; + type = DT_COMMAND; + break; + + case MN_CMD_TEAM: + //longMsg = "You must be on a team to perform this action. Join the alien" + // "or human team and try again."; + shortMsg = "Join a team first"; + type = DT_COMMAND; + break; + + case MN_CMD_SPEC: + //longMsg = "You may not perform this action while on a team. Become a " + // "spectator before trying again."; + shortMsg = "You can only use this command when spectating"; + type = DT_COMMAND; + break; + + case MN_CMD_ALIEN: + //longMsg = "You must be on the alien team to perform this action."; + shortMsg = "Must be alien to use this command"; + type = DT_COMMAND; + break; + + case MN_CMD_HUMAN: + //longMsg = "You must be on the human team to perform this action."; + shortMsg = "Must be human to use this command"; + type = DT_COMMAND; + break; + + case MN_CMD_LIVING: + //longMsg = "You must be living to perform this action."; + shortMsg = "Must be living to use this command"; + type = DT_COMMAND; + break; + + + //=============================== + + case MN_B_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"; + type = DT_BUILD; + break; + + case MN_B_NORMAL: + longMsg = "Cannot build on this surface. The surface is too steep or " + "unsuitable for building. Please choose another site for this " + "structure."; + shortMsg = "Cannot build on this surface"; + type = DT_BUILD; + break; + + case MN_B_CANNOT: + longMsg = NULL; + shortMsg = "You cannot build that structure"; + type = DT_BUILD; + break; + + // FIXME: MN_H_ and MN_A_? + case MN_B_LASTSPAWN: + longMsg = "This action would remove your team's last spawn point, " + "which often quickly results in a loss. Try building more " + "spawns."; + shortMsg = "You may not deconstruct the last spawn"; + break; + + case MN_B_SUDDENDEATH: + longMsg = "Neither team has prevailed after a certain time and the " + "game has entered Sudden Death. During Sudden Death " + "building is not allowed."; + shortMsg = "Cannot build during Sudden Death"; + type = DT_BUILD; + break; + + case MN_B_REVOKED: + longMsg = "Your teammates have lost faith in your ability to build " + "for the team. You will not be allowed to build until your " + "team votes to reinstate your building rights."; + shortMsg = "Your building rights have been revoked"; + type = DT_BUILD; + break; + + case MN_B_SURRENDER: + longMsg = "Your team has decided to admit defeat and concede the game:" + "traitors and cowards are not allowed to build."; + // too harsh? + shortMsg = "Building is denied to traitorous cowards"; + break; + + case MN_B_NOSURF: + longMsg = "No surface for building. Find a valid " + "surface and place your structure on it."; + shortMsg = "No surface for building"; + break; + + case MN_B_CUBOID_MODE1: + longMsg = "On this map noone is allowed to build a cuboid before reaching " + "stage 2 to prevent players from cheating."; + shortMsg = "Cuboids are disabled on stage 1"; + break; + + case MN_B_CUBOID_MODE2: + longMsg = "Cuboids are not available on this map. " + "Ask an administrator for more information."; + shortMsg = "Cuboids are disabled on this map"; + break; + + case MN_B_TOODENSE: + longMsg = "There are already too many buildings in your" + "vicinity. Remove some of them or build further."; + shortMsg = "Buildable density is too high here"; + break; + + //=============================== + + case MN_H_NOBP: + if( cgs.markDeconstruct ) + longMsg = "There is no power remaining. Free up power by marking " + "existing buildable objects."; + else + longMsg = "There is no power remaining. Free up power by deconstructing " + "existing buildable objects."; + shortMsg = "There is no power remaining"; + type = DT_BUILD; + 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"; + type = DT_BUILD; + break; + + case MN_H_ONEREACTOR: + longMsg = "There can only be one Reactor. Deconstruct the existing one if you " + "wish to move it."; + shortMsg = "There can only be one Reactor"; + type = DT_BUILD; + break; + + case MN_H_NOPOWERHERE: + 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"; + type = DT_BUILD; + 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"; + type = DT_BUILD; + break; + + case MN_H_RPTPOWERHERE: + longMsg = "This area already has power. A Repeater is not required here."; + shortMsg = "This area already has power"; + type = DT_BUILD; + 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"; + type = DT_ARMOURYEVOLVE; + break; + + case MN_H_NOFUNDS: + longMsg = "Insufficient funds. You do not have enough credits to perform " + "this action."; + shortMsg = "Insufficient funds"; + type = DT_ARMOURYEVOLVE; + 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"; + type = DT_ARMOURYEVOLVE; + break; + + case MN_H_NOARMOURYHERE: + longMsg = "You must be near a powered Armoury in order to purchase " + "weapons, upgrades or ammunition."; + shortMsg = "You must be near a powered Armoury"; + type = DT_ARMOURYEVOLVE; + break; + + case MN_H_NOENERGYAMMOHERE: + longMsg = "You must be near a Reactor or a powered Armoury or Repeater " + "in order to purchase energy ammunition."; + shortMsg = "You must be near a Reactor or a powered Armoury or Repeater"; + type = DT_ARMOURYEVOLVE; + 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"; + type = DT_ARMOURYEVOLVE; + 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"; + type = DT_ARMOURYEVOLVE; + 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 weapons until your build timer " + "expires"; + type = DT_ARMOURYEVOLVE; + break; + + case MN_H_DEADTOCLASS: + shortMsg = "You must be dead to use the class command"; + type = DT_COMMAND; + break; + + case MN_H_UNKNOWNSPAWNITEM: + shortMsg = "Unknown starting item"; + type = DT_COMMAND; + 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"; + type = DT_BUILD; + 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"; + type = DT_BUILD; + break; + + case MN_A_ONEOVERMIND: + longMsg = "There can only be one Overmind. Deconstruct the existing one if you " + "wish to move it."; + shortMsg = "There can only be one Overmind"; + type = DT_BUILD; + break; + + case MN_A_NOBP: + longMsg = "The Overmind cannot control any more structures. Deconstruct existing " + "structures to build more."; + shortMsg = "The Overmind cannot control any more structures"; + type = DT_BUILD; + break; + + case MN_A_NOEROOM: + longMsg = "There is no room to evolve here. Move away from walls or other " + "nearby objects and try again."; + shortMsg = "There is no room to evolve here"; + type = DT_ARMOURYEVOLVE; + break; + + case MN_A_TOOCLOSE: + longMsg = "This location is too close to the enemy to evolve. Move away " + "from the enemy's presence and try again."; + shortMsg = "This location is too close to the enemy to evolve"; + type = DT_ARMOURYEVOLVE; + 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"; + type = DT_ARMOURYEVOLVE; + break; + + case MN_A_EVOLVEBUILDTIMER: + longMsg = "You cannot evolve until your build timer has expired."; + shortMsg = "You cannot evolve until your build timer expires"; + type = DT_ARMOURYEVOLVE; + break; + + case MN_A_INFEST: + trap_Cvar_Set( "ui_currentClass", + va( "%d %d", cg.snap->ps.stats[ STAT_CLASS ], + cg.snap->ps.persistant[ PERS_CREDIT ] ) ); + + cmd = "menu tremulous_alienupgrade\n"; + type = DT_INTERACTIVE; + break; + + case MN_A_CANTEVOLVE: + shortMsg = va( "You cannot evolve into a %s", + BG_ClassConfig( arg )->humanName ); + type = DT_ARMOURYEVOLVE; + break; + + case MN_A_EVOLVEWALLWALK: + shortMsg = "You cannot evolve while wallwalking"; + type = DT_ARMOURYEVOLVE; + break; + + case MN_A_UNKNOWNCLASS: + shortMsg = "Unknown class"; + type = DT_ARMOURYEVOLVE; + break; + + case MN_A_CLASSNOTSPAWN: + shortMsg = va( "You cannot spawn as a %s", + BG_ClassConfig( arg )->humanName ); + type = DT_ARMOURYEVOLVE; + break; + + case MN_A_CLASSNOTALLOWED: + shortMsg = va( "The %s is not allowed", + BG_ClassConfig( arg )->humanName ); + type = DT_ARMOURYEVOLVE; + break; + + case MN_A_CLASSNOTATSTAGE: + shortMsg = va( "The %s is not allowed at Stage %d", + BG_ClassConfig( arg )->humanName, + cgs.alienStage + 1 ); + type = DT_ARMOURYEVOLVE; + break; + + default: + longMsg = "An error has occured. Server has not specified" + " the error code. This is propably a bug."; + shortMsg = "Generic error"; + break; + } + + if( type == DT_ARMOURYEVOLVE && cg_disableUpgradeDialogs.integer ) + return; + + if( type == DT_BUILD && cg_disableBuildDialogs.integer ) + return; + + if( type == DT_COMMAND && cg_disableCommandDialogs.integer ) + return; + + if( cmd != dialog ) + { + trap_SendConsoleCommand( cmd ); + } + else if( longMsg && cg_disableWarningDialogs.integer == 0 ) + { + trap_Cvar_Set( "ui_dialog", longMsg ); + trap_SendConsoleCommand( cmd ); + } + else if( shortMsg && cg_disableWarningDialogs.integer < 2 ) + { + CG_Printf( "%s\n", shortMsg ); + } +} + +/* +================= +CG_Say +================= +*/ +static void CG_Say( int clientNum, saymode_t mode, const char *text ) +{ + char *name; + char prefix[ 11 ] = ""; + char *ignore = ""; + char *location = ""; + char *color; + char *maybeColon; + + if( clientNum >= 0 && clientNum < MAX_CLIENTS ) + { + clientInfo_t *ci = &cgs.clientinfo[ clientNum ]; + char *tcolor = S_COLOR_WHITE; + + name = ci->name; + + if( ci->team == TEAM_ALIENS ) + tcolor = S_COLOR_RED; + else if( ci->team == TEAM_HUMANS ) + tcolor = S_COLOR_CYAN; + + if( cg_chatTeamPrefix.integer ) + Com_sprintf( prefix, sizeof( prefix ), "[%s%c" S_COLOR_WHITE "] ", + tcolor, toupper( *( BG_TeamName( ci->team ) ) ) ); + + if( Com_ClientListContains( &cgs.ignoreList, clientNum ) ) + ignore = "[skipnotify]"; + + if( ( mode == SAY_TEAM || mode == SAY_AREA ) && + cg.snap->ps.pm_type != PM_INTERMISSION ) + { + int locationNum; + + if( clientNum == cg.snap->ps.clientNum ) + { + centity_t *locent; + + locent = CG_GetPlayerLocation( ); + if( locent ) + locationNum = locent->currentState.generic1; + else + locationNum = 0; + } + else + locationNum = ci->location; + + if( locationNum > 0 && locationNum < MAX_LOCATIONS ) + { + const char *s = CG_ConfigString( CS_LOCATIONS + locationNum ); + + if( *s ) + location = va( " (%s" S_COLOR_WHITE ")", s ); + } + } + } + else + name = "console"; + + // IRC-like /me parsing + if( mode != SAY_RAW && Q_stricmpn( text, "/me ", 4 ) == 0 ) + { + text += 4; + Q_strcat( prefix, sizeof( prefix ), "* " ); + maybeColon = ""; + } + else + maybeColon = ":"; + + switch( mode ) + { + case SAY_ALL: + // might already be ignored but in that case no harm is done + if( cg_teamChatsOnly.integer ) + ignore = "[skipnotify]"; + + CG_Printf( "%s%s%s" S_COLOR_WHITE "%s %c" S_COLOR_GREEN "%s\n", + ignore, prefix, name, maybeColon, INDENT_MARKER, text ); + break; + case SAY_TEAM: + CG_Printf( "%s%s(%s" S_COLOR_WHITE ")%s%s %c" S_COLOR_CYAN "%s\n", + ignore, prefix, name, location, maybeColon, INDENT_MARKER, text ); + break; + case SAY_ADMINS: + case SAY_ADMINS_PUBLIC: + CG_Printf( "%s%s%s%s" S_COLOR_WHITE "%s %c" S_COLOR_MAGENTA "%s\n", + ignore, prefix, + ( mode == SAY_ADMINS ) ? "[ADMIN]" : "[PLAYER]", + name, maybeColon, INDENT_MARKER, text ); + break; + case SAY_AREA: + CG_Printf( "%s%s<%s" S_COLOR_WHITE ">%s%s %c" S_COLOR_BLUE "%s\n", + ignore, prefix, name, location, maybeColon, INDENT_MARKER, text ); + break; + case SAY_PRIVMSG: + case SAY_TPRIVMSG: + color = ( mode == SAY_TPRIVMSG ) ? S_COLOR_CYAN : S_COLOR_GREEN; + CG_Printf( "%s%s[%s" S_COLOR_WHITE " -> %s" S_COLOR_WHITE "]%s %c%s%s\n", + ignore, prefix, name, cgs.clientinfo[ cg.clientNum ].name, + maybeColon, INDENT_MARKER, color, text ); + if( !ignore[0] ) + { + CG_CenterPrint( va( "%sPrivate message from: " S_COLOR_WHITE "%s", + color, name ), 200, GIANTCHAR_WIDTH * 4 ); + if( clientNum < 0 || clientNum >= MAX_CLIENTS ) + clientNum = cg.clientNum; + CG_Printf( ">> to reply, say: /m %d [your message] <<\n", clientNum ); + } + break; + case SAY_RAW: + CG_Printf( "%s\n", text ); + break; + } + + switch( mode ) + { + case SAY_TEAM: + case SAY_AREA: + case SAY_TPRIVMSG: + if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) + { + trap_S_StartLocalSound( cgs.media.alienTalkSound, CHAN_LOCAL_SOUND ); + break; + } + else if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) + { + trap_S_StartLocalSound( cgs.media.humanTalkSound, CHAN_LOCAL_SOUND ); + break; + } + default: + trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); + } +} + +/* +================= +CG_VoiceTrack + +return the voice indexed voice track or print errors quietly to console +in case someone is on an unpure server and wants to know which voice pak +is missing or incomplete +================= +*/ +static voiceTrack_t *CG_VoiceTrack( char *voice, int cmd, int track ) +{ + voice_t *v; + voiceCmd_t *c; + voiceTrack_t *t; + + v = BG_VoiceByName( cgs.voices, voice ); + if( !v ) + { + CG_Printf( "[skipnotify]WARNING: could not find voice \"%s\"\n", voice ); + return NULL; + } + c = BG_VoiceCmdByNum( v->cmds, cmd ); + if( !c ) + { + CG_Printf( "[skipnotify]WARNING: could not find command %d " + "in voice \"%s\"\n", cmd, voice ); + return NULL; + } + t = BG_VoiceTrackByNum( c->tracks, track ); + if( !t ) + { + CG_Printf( "[skipnotify]WARNING: could not find track %d for command %d in " + "voice \"%s\"\n", track, cmd, voice ); + return NULL; + } + return t; +} + +/* +================= +CG_ParseVoice + +voice clientNum vChan cmdNum trackNum [sayText] +================= +*/ +static void CG_ParseVoice( void ) +{ + int clientNum; + voiceChannel_t vChan; + char sayText[ MAX_SAY_TEXT] = {""}; + voiceTrack_t *track; + clientInfo_t *ci; + + if( trap_Argc() < 5 || trap_Argc() > 6 ) + return; + + if( trap_Argc() == 6 ) + Q_strncpyz( sayText, CG_Argv( 5 ), sizeof( sayText ) ); + + clientNum = atoi( CG_Argv( 1 ) ); + if( clientNum < 0 || clientNum >= MAX_CLIENTS ) + return; + + vChan = atoi( CG_Argv( 2 ) ); + if( vChan < 0 || vChan >= VOICE_CHAN_NUM_CHANS ) + return; + + if( cg_teamChatsOnly.integer && vChan != VOICE_CHAN_TEAM ) + return; + + ci = &cgs.clientinfo[ clientNum ]; + + // this joker is still talking + if( ci->voiceTime > cg.time ) + return; + + track = CG_VoiceTrack( ci->voice, atoi( CG_Argv( 3 ) ), atoi( CG_Argv( 4 ) ) ); + + // keep track of how long the player will be speaking + // assume it takes 3s to say "*unintelligible gibberish*" + if( track ) + ci->voiceTime = cg.time + track->duration; + else + ci->voiceTime = cg.time + 3000; + + if( !sayText[ 0 ] ) + { + if( track ) + Q_strncpyz( sayText, track->text, sizeof( sayText ) ); + else + Q_strncpyz( sayText, "*unintelligible gibberish*", sizeof( sayText ) ); + } + + if( !cg_noVoiceText.integer ) + { + switch( vChan ) + { + case VOICE_CHAN_ALL: + CG_Say( clientNum, SAY_ALL, sayText ); + break; + case VOICE_CHAN_TEAM: + CG_Say( clientNum, SAY_TEAM, sayText ); + break; + default: + break; + } + } + + // playing voice audio tracks disabled + if( cg_noVoiceChats.integer ) + return; + + // no audio track to play + if( !track ) + return; + + // don't play audio track for lamers + if( Com_ClientListContains( &cgs.ignoreList, clientNum ) ) + return; + + switch( vChan ) + { + case VOICE_CHAN_ALL: + trap_S_StartLocalSound( track->track, CHAN_VOICE ); + break; + case VOICE_CHAN_TEAM: + trap_S_StartLocalSound( track->track, CHAN_VOICE ); + break; + case VOICE_CHAN_LOCAL: + trap_S_StartSound( NULL, clientNum, CHAN_VOICE, track->track ); + break; + default: + break; + } +} + +/* +================= +CG_CenterPrint_f +================= +*/ +static void CG_CenterPrint_f( void ) +{ + CG_CenterPrint( CG_Argv( 1 ), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); +} + +/* +================= +CG_Print_f +================= +*/ +static void CG_Print_f( void ) +{ + CG_Printf( "%s", CG_Argv( 1 ) ); +} + +/* +================= +CG_Chat_f +================= +*/ +static void CG_Chat_f( void ) +{ + char id[ 3 ]; + char mode[ 3 ]; + + trap_Argv( 1, id, sizeof( id ) ); + trap_Argv( 2, mode, sizeof( mode ) ); + + CG_Say( atoi( id ), atoi( mode ), CG_Argv( 3 ) ); +} + +/* +================= +CG_ClientLevelShot_f +================= +*/ +static void CG_ClientLevelShot_f( void ) +{ + cg.levelShot = qtrue; +} + +/* +================= +CG_ServerMenu_f +================= +*/ +static void CG_ServerMenu_f( void ) +{ + if( !cg.demoPlayback ) + { + if( trap_Argc( ) == 2 ) + CG_Menu( atoi( CG_Argv( 1 ) ), 0 ); + else if( trap_Argc( ) == 3 ) + CG_Menu( atoi( CG_Argv( 1 ) ), atoi( CG_Argv( 2 ) ) ); + } +} + +/* +================= +CG_ServerCloseMenus_f +================= +*/ +static void CG_ServerCloseMenus_f( void ) +{ + trap_SendConsoleCommand( "closemenus\n" ); +} + +/* +================= +CG_PoisonCloud_f +================= +*/ +static void CG_PoisonCloud_f( void ) +{ + 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 ); + } +} + +static void CG_GameCmds_f( void ) +{ + int i; + int c = trap_Argc( ); + + /* + There is no corresponding trap_RemoveCommand because a server could send + something like + cmds quit + which would result in trap_RemoveCommand( "quit" ), which would be really bad + */ + for( i = 1; i < c; i++ ) + trap_AddCommand( CG_Argv( i ) ); +} + +static consoleCommand_t svcommands[ ] = +{ + { "cb2", CG_Cuboid_Response }, // set local cuboid + { "cb3", CG_Cuboid_Response }, // set local cuboid and print a "limit exceeded" warning + { "chat", CG_Chat_f }, + { "clientLevelShot", CG_ClientLevelShot_f }, + { "cmds", CG_GameCmds_f }, + { "cp", CG_CenterPrint_f }, + { "cs", CG_ConfigStringModified }, + { "map_restart", CG_MapRestart }, + { "poisoncloud", CG_PoisonCloud_f }, + { "print", CG_Print_f }, + { "scores", CG_ParseScores }, + { "serverclosemenus", CG_ServerCloseMenus_f }, + { "servermenu", CG_ServerMenu_f }, + { "tinfo", CG_ParseTeamInfo }, + { "voice", CG_ParseVoice } +}; + +/* +================= +CG_ServerCommand + +The string has been tokenized and can be retrieved with +Cmd_Argc() / Cmd_Argv() +================= +*/ +static void CG_ServerCommand( void ) +{ + const char *cmd; + consoleCommand_t *command; + + cmd = CG_Argv( 0 ); + command = bsearch( cmd, svcommands, sizeof( svcommands ) / + sizeof( svcommands[ 0 ]), sizeof( svcommands[ 0 ] ), + cmdcmp ); + + if( command ) + { + command->function( ); + 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( ); + } +} -- cgit