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authorMichael Levin <risujin@fastmail.fm>2009-10-03 11:24:47 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:14:58 +0000
commit4b1bd2babe3c5b37648b987d16225d9f111205ce (patch)
treeed6ece1bd3c583982ca0f74ecca23315e30a274f /src/cgame/cg_servercmds.c
parentc5ad838c31a7d6f5970010fc06d4417bef68dab9 (diff)
* Reworked the dialog code a bit, removed some redundancies
* Commented out the CMD_* dialog long messages -- probably never accessed from the GUI! * Converted some more prints into MN_* messages * Introduced a two-argument 'servermenu' to pass arguments to CG_Menu() -- menus can refer to classes etc now * Converted UI 'Disable Warning Dialogs' to a multi-item ('no', 'print to console', 'yes') * Removed some unused dialogs
Diffstat (limited to 'src/cgame/cg_servercmds.c')
-rw-r--r--src/cgame/cg_servercmds.c180
1 files changed, 87 insertions, 93 deletions
diff --git a/src/cgame/cg_servercmds.c b/src/cgame/cg_servercmds.c
index d875dcc1..afc45780 100644
--- a/src/cgame/cg_servercmds.c
+++ b/src/cgame/cg_servercmds.c
@@ -454,13 +454,13 @@ static void CG_RemoveChatEscapeChar( char *text )
CG_Menu
==============
*/
-void CG_Menu( int menu )
+void CG_Menu( int menu, int arg )
{
- const char *cmd = NULL; // command to send
- const char *longMsg = NULL; // command parameter
- const char *shortMsg = NULL; // non-modal version of message
-
+ const char *cmd; // command to send
+ const char *longMsg = NULL; // command parameter
+ const char *shortMsg = NULL; // non-modal version of message
const char *dialog;
+
switch( cg.snap->ps.stats[ STAT_PTEAM ] )
{
case PTE_ALIENS:
@@ -472,6 +472,7 @@ void CG_Menu( int menu )
default:
dialog = "menu tremulous_default_dialog\n";
}
+ cmd = dialog;
switch( menu )
{
@@ -503,28 +504,24 @@ void CG_Menu( int menu )
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";
- cmd = dialog;
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";
- cmd = dialog;
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.";
- cmd = dialog;
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.";
- cmd = dialog;
break;
//===============================
@@ -533,42 +530,36 @@ void CG_Menu( int menu )
// 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.";
+ //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";
- cmd = dialog;
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.";
+ //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";
- cmd = dialog;
break;
case MN_CMD_SPEC:
- longMsg = "You may not perform this action while on a team. Become a "
- "spectator before trying again.";
+ //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";
- cmd = dialog;
break;
case MN_CMD_ALIEN:
- longMsg = "You must be on the alien team to perform this action.";
+ //longMsg = "You must be on the alien team to perform this action.";
shortMsg = "Must be alien to use this command";
- cmd = dialog;
break;
case MN_CMD_HUMAN:
- longMsg = "You must be on the human team to perform this action.";
+ //longMsg = "You must be on the human team to perform this action.";
shortMsg = "Must be human to use this command";
- cmd = dialog;
break;
case MN_CMD_LIVING:
- longMsg = "You must be living to perform this action.";
+ //longMsg = "You must be living to perform this action.";
shortMsg = "Must be living to use this command";
- cmd = dialog;
break;
@@ -578,7 +569,6 @@ void CG_Menu( int menu )
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";
- cmd = dialog;
break;
case MN_B_NORMAL:
@@ -586,114 +576,105 @@ void CG_Menu( int menu )
"unsuitable to build on. Please choose another site for this "
"structure.";
shortMsg = "Cannot build on this surface";
- cmd = dialog;
+ break;
+
+ case MN_B_CANNOT:
+ longMsg = NULL;
+ shortMsg = "You cannot build that structure";
+ 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";
+ 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";
break;
//===============================
case MN_H_NOBP:
- longMsg = "There is no power remaining. Free up power by destroying "
+ longMsg = "There is no power remaining. Free up power by deconstructing "
"existing buildable objects.";
shortMsg = "There is no power remaining";
- cmd = dialog;
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";
- cmd = dialog;
break;
case MN_H_ONEREACTOR:
- longMsg = "There can only be one Reactor. Destroy the existing one if you "
+ longMsg = "There can only be one Reactor. Deconstruct the existing one if you "
"wish to move it.";
shortMsg = "There can only be one Reactor";
- cmd = dialog;
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";
- cmd = dialog;
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";
- cmd = dialog;
- 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";
- cmd = dialog;
- break;
-
- case MN_H_RPTNOREAC:
- 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";
- cmd = dialog;
break;
case MN_H_RPTPOWERHERE:
longMsg = "This area already has power. A Repeater is not required here.";
shortMsg = "This area already has power";
- cmd = dialog;
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";
- cmd = dialog;
break;
case MN_H_NOFUNDS:
longMsg = "Insufficient funds. You do not have enough credits to perform "
"this action.";
shortMsg = "Insufficient funds";
- cmd = dialog;
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";
- cmd = dialog;
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";
- cmd = dialog;
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";
- cmd = dialog;
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";
- cmd = dialog;
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";
- cmd = dialog;
break;
case MN_H_ARMOURYBUILDTIMER:
@@ -701,9 +682,15 @@ void CG_Menu( int menu )
"build timer has expired.";
shortMsg = "You can not buy or sell weapos until your build timer "
"expires";
- cmd = dialog;
break;
+ case MN_H_DEADTOCLASS:
+ shortMsg = "You must be dead to use the class command";
+ break;
+
+ case MN_H_UNKNOWNSPAWNITEM:
+ shortMsg = "Unknown starting item";
+ break;
//===============================
@@ -711,48 +698,35 @@ void CG_Menu( int menu )
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";
- cmd = dialog;
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";
- cmd = dialog;
break;
case MN_A_ONEOVERMIND:
- longMsg = "There can only be one Overmind. Destroy the existing one if you "
+ longMsg = "There can only be one Overmind. Deconstruct the existing one if you "
"wish to move it.";
shortMsg = "There can only be one Overmind";
- cmd = dialog;
break;
case MN_A_ONEHOVEL:
- longMsg = "There can only be one Hovel. Destroy the existing one if you "
+ longMsg = "There can only be one Hovel. Deconstruct the existing one if you "
"wish to move it.";
shortMsg = "There can only be one Hovel";
- cmd = dialog;
break;
case MN_A_NOBP:
- longMsg = "The Overmind cannot control any more structures. Destroy existing "
+ longMsg = "The Overmind cannot control any more structures. Deconstruct existing "
"structures to build more.";
shortMsg = "The Overmind cannot control any more structures";
- cmd = dialog;
- 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";
- cmd = dialog;
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 = dialog;
shortMsg = "There is no room to evolve here";
break;
@@ -761,40 +735,34 @@ void CG_Menu( int menu )
"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";
- cmd = dialog;
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";
- cmd = dialog;
break;
case MN_A_EVOLVEBUILDTIMER:
longMsg = "You cannot Evolve until your build timer has expired.";
shortMsg = "You cannot Evolve until your build timer expires";
- cmd = dialog;
break;
case MN_A_HOVEL_OCCUPIED:
longMsg = "This Hovel is already occupied by another builder.";
shortMsg = "This Hovel is already occupied by another builder";
- cmd = dialog;
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";
- cmd = dialog;
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";
- cmd = dialog;
break;
case MN_A_INFEST:
@@ -803,25 +771,50 @@ void CG_Menu( int menu )
cmd = "menu tremulous_alienupgrade\n";
break;
+ case MN_A_CANTEVOLVE:
+ shortMsg = va( "You cannot evolve to %s",
+ BG_FindHumanNameForClassNum( arg ) );
+ break;
+
+ case MN_A_EVOLVEWALLWALK:
+ shortMsg = "You cannot evolve while wallwalking";
+ break;
+
+ case MN_A_UNKNOWNCLASS:
+ shortMsg = "Unknown class";
+ break;
+
+ case MN_A_CLASSNOTSPAWN:
+ shortMsg = va( "You cannot spawn as %s",
+ BG_FindHumanNameForClassNum( arg ) );
+ break;
+
+ case MN_A_CLASSNOTALLOWED:
+ shortMsg = va( "%s is not allowed",
+ BG_FindHumanNameForClassNum( arg ) );
+ break;
+
+ case MN_A_CLASSNOTATSTAGE:
+ shortMsg = va( "%s is not allowed at Stage %d",
+ BG_FindHumanNameForClassNum( arg ),
+ cgs.alienStage + 1 );
+ break;
+
default:
Com_Printf( "cgame: debug: no such menu %d\n", menu );
}
-
- if( cg_disableWarningDialogs.integer == 0 ||
- !shortMsg )
+
+ if( cmd != dialog )
{
- // Player either wants dialog window or there's no short message
- if( cmd )
- {
- if( longMsg )
- trap_Cvar_Set( "ui_dialog", longMsg );
-
- trap_SendConsoleCommand( cmd );
- }
+ trap_SendConsoleCommand( cmd );
+ }
+ else if( longMsg && cg_disableWarningDialogs.integer == 0 )
+ {
+ trap_Cvar_Set( "ui_dialog", longMsg );
+ trap_SendConsoleCommand( cmd );
}
- else if( cg_disableWarningDialogs.integer == 1 )
+ else if( shortMsg && cg_disableWarningDialogs.integer < 2 )
{
- // There is short message and player wants it
CG_Printf( "%s\n", shortMsg );
}
}
@@ -932,8 +925,9 @@ static void CG_ServerCommand( void )
if( !strcmp( cmd, "servermenu" ) )
{
if( trap_Argc( ) == 2 && !cg.demoPlayback )
- CG_Menu( atoi( CG_Argv( 1 ) ) );
-
+ CG_Menu( atoi( CG_Argv( 1 ) ), 0 );
+ if( trap_Argc( ) == 3 && !cg.demoPlayback )
+ CG_Menu( atoi( CG_Argv( 1 ) ), atoi( CG_Argv( 2 ) ) );
return;
}