示例#1
0
/*
===============
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_InitLocalEntities();
	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

#ifdef MISSIONPACK
	if (cg_singlePlayerActive.integer) {
		trap_Cvar_Set("ui_matchStartTime", va("%i", cg.time));
		if (cg_recordSPDemo.integer && cg_recordSPDemoName.string && *cg_recordSPDemoName.string) {
			trap_SendConsoleCommand(va("set g_synchronousclients 1 ; record %s \n", cg_recordSPDemoName.string));
		}
	}
#endif
}
示例#2
0
/*
===============
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" );
}
示例#3
0
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
	cgi_GetGameState( &cgs.gameState );

	// look up the individual string that was modified
	str = CG_ConfigString( num );

	// do something with it if necessary
	if ( num == CS_ITEMS ) {
		int i;
		for ( i = 1 ; i < bg_numItems ; i++ ) {
			if ( str[ i ] == '1' ) 
			{
				if (bg_itemlist[i].classname)
				{
					CG_RegisterItemSounds( i );
					CG_RegisterItemVisuals( i );
				}
			}
		}
	}
	else if ( num == CS_MUSIC ) {
		CG_StartMusic( qtrue );
	} else if ( num == CS_SERVERINFO ) {
		CG_ParseServerinfo();
	} else if ( num >= CS_MODELS && num < CS_MODELS+MAX_MODELS ) {
		cgs.model_draw[ num-CS_MODELS ] = cgi_R_RegisterModel( str );
//		OutputDebugString(va("### CG_ConfigStringModified(): cgs.model_draw[%d] = \"%s\"\n",num-CS_MODELS,str));
// GHOUL2 Insert start
	} else if ( num >= CS_CHARSKINS && num < CS_CHARSKINS+MAX_CHARSKINS ) {
		cgs.skins[ num-CS_CHARSKINS ] = cgi_R_RegisterSkin( str );
// Ghoul2 Insert end
	} else if ( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_SOUNDS ) {
		if ( str[0] != '*' ) {
			cgs.sound_precache[ num-CS_SOUNDS] = cgi_S_RegisterSound( str );
		}
	} 
	else if ( num >= CS_EFFECTS && num < CS_EFFECTS + MAX_FX ) 
	{
		theFxScheduler.RegisterEffect( str );
	} 
	else if ( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS ) {
		CG_NewClientinfo( num - CS_PLAYERS );
		CG_RegisterClientModels( num - CS_PLAYERS );
	}
	else if ( num >= CS_LIGHT_STYLES && num < CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3))
	{
		CG_SetLightstyle(num - CS_LIGHT_STYLES);
	}
	else if ( num >= CS_WORLD_FX && num < CS_WORLD_FX + MAX_WORLD_FX )
	{
		cgi_R_WorldEffectCommand( str );
	}
}
示例#4
0
// The server has issued a map_restart, so the next snapshot is completely new and should not be interpolated to.
// A tournament restart will clear everything, but doesn't require a reload of all the media
static void CG_MapRestart( void ) {
	if ( cg_showMiss.integer )
		trap->Print( "CG_MapRestart\n" );

	trap->R_ClearDecals();
	//FIXME: trap->FX_Reset?

	CG_InitLocalEntities();
	CG_InitMarkPolys();
	CG_KillCEntityInstances();

	cg.fraglimitWarnings = 0;
	cg.timelimitWarnings = 0;
	cg.intermissionStarted = qfalse;
	cgs.voteTime = 0;
	cg.mapRestart = qtrue;

	CG_StartMusic( qtrue );
	trap->S_ClearLoopingSounds();

	// 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 && cgs.gametype != GT_SIEGE && cgs.gametype != GT_POWERDUEL ) {
		trap->S_StartLocalSound( media.sounds.warning.countFight, CHAN_ANNOUNCER );
		CG_CenterPrint( CG_GetStringEdString( "MP_SVGAME", "BEGIN_DUEL" ), 120, GIANTCHAR_WIDTH * 2 );
	}
}
示例#5
0
/*
===============
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;
}
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
	cgi_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_MODELS && num < CS_MODELS+MAX_MODELS ) {
		cgs.model_draw[ num-CS_MODELS ] = cgi_R_RegisterModel( str );
	} else if ( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_MODELS ) {
		if ( str[0] != '*' ) {
			cgs.sound_precache[ num-CS_SOUNDS] = cgi_S_RegisterSound( str );
		}
	} 
	else if ( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS ) {
		CG_NewClientinfo( num - CS_PLAYERS );
		CG_RegisterClientModels( num - CS_PLAYERS );
	}
}
示例#7
0
/*
===============
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_InitLocalEntities();
	CG_InitMarkPolys();
	CG_InitParticles();

	// 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 /* && cgs.gametype == GT_TOURNAMENT */ )
	{
		trap_S_StartLocalSound(cgs.media.countFightSound, CHAN_ANNOUNCER);
		CG_CenterPrint("FIGHT!", 120, GIANTCHAR_WIDTH * 2);
	}
#ifdef MISSIONPACK
	if(cg_singlePlayerActive.integer)
	{
		trap_Cvar_Set("ui_matchStartTime", va("%i", cg.time));
		if(cg_recordSPDemo.integer && cg_recordSPDemoName.string && *cg_recordSPDemoName.string)
		{
			trap_SendConsoleCommand(va("set g_synchronousclients 1 ; record %s \n", cg_recordSPDemoName.string));
		}
	}
#endif

	trap_Cvar_Set("cg_cameraOrbit", "0");
	trap_Cvar_Set("cg_thirdPerson", "0");
}
/*
===============
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 ) {
		trap->Print( "CG_MapRestart\n" );
	}

	trap->R_ClearDecals ( );
	//FIXME: trap->FX_Reset?

	CG_InitLocalEntities();
	CG_InitMarkPolys();
	CG_KillCEntityInstances();

	// 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(qtrue);

	trap->S_ClearLoopingSounds();

	// 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 && cgs.gametype != GT_POWERDUEL/* && cgs.gametype == GT_DUEL */) {
		trap->S_StartLocalSound( cgs.media.countFightSound, CHAN_ANNOUNCER );
		CG_CenterPrint( CG_GetStringEdString("MP_SVGAME", "BEGIN_DUEL"), 120, GIANTCHAR_WIDTH*2 );
	}
	/*
	if (cg_singlePlayerActive.integer) {
		trap->Cvar_Set("ui_matchStartTime", va("%i", cg.time));
		if (cg_recordSPDemo.integer && cg_recordSPDemoName.string && *cg_recordSPDemoName.string) {
			trap->SendConsoleCommand(va("set g_synchronousclients 1 ; record %s \n", cg_recordSPDemoName.string));
		}
	}
	*/
	trap->Cvar_Set("cg_thirdPerson", "0");
	cg.numItemsInInventory = 0;
	memset(cg.playerInventory, 0, sizeof(cg.playerInventory));
	memset(cg.playerACI, -1, sizeof(cg.playerACI));
}
示例#9
0
/*
===============
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();

	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" );
}
示例#10
0
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( qtrue );
	} else if ( num == CS_SERVERINFO ) {
		CG_ParseServerinfo();
	} else if ( num == CS_WARMUP ) {
		CG_ParseWarmup();
	} else if ( num == CS_SCORES1 ) {
		cgs.scores1 = atoi( str );
	} else if ( num == CS_SCORES2 ) {
		cgs.scores2 = atoi( str );
	} else if ( num == CS_CLIENT_JEDIMASTER ) {
		cgs.jediMaster = atoi ( str );
	}
	else if ( num == CS_CLIENT_DUELWINNER )
	{
		cgs.duelWinner = atoi ( str );
	}
	else if ( num == CS_CLIENT_DUELISTS )
	{
		char buf[64];
		int c = 0;
		int i = 0;

		while (str[i] && str[i] != '|')
		{
			buf[c] = str[i];
			c++;
			i++;
		}
		buf[c] = 0;

		cgs.duelist1 = atoi ( buf );
		c = 0;

		i++;
		while (str[i] && str[i] != '|')
		{
			buf[c] = str[i];
			c++;
			i++;
		}
		buf[c] = 0;

		cgs.duelist2 = atoi ( buf );

		if (str[i])
		{
			c = 0;
			i++;

			while (str[i])
			{
				buf[c] = str[i];
				c++;
				i++;
			}
			buf[c] = 0;

			cgs.duelist3 = atoi(buf);
		}
	}
	else if ( num == CS_CLIENT_DUELHEALTHS ) {	// nmckenzie: DUEL_HEALTH
		SetDuelistHealthsFromConfigString(str);
	}
	else if ( num == CS_LEVEL_START_TIME ) {
		cgs.levelStartTime = atoi( str );
	} else if ( num == CS_VOTE_TIME ) {
		cgs.voteTime = atoi( str );
		cgs.voteModified = qtrue;
	} 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) {
		cgs.teamVoteTime[num-CS_TEAMVOTE_TIME] = atoi( str );
		cgs.teamVoteModified[num-CS_TEAMVOTE_TIME] = qtrue;
	} 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 ) );
	} else if ( num == CS_INTERMISSION ) {
		cg.intermissionStarted = atoi( str );
	} else if ( num >= CS_MODELS && num < CS_MODELS+MAX_MODELS ) {
		char modelName[MAX_QPATH];
		strcpy(modelName, str);
		if (strstr(modelName, ".glm") || modelName[0] == '$')
		{ //Check to see if it has a custom skin attached.
			CG_HandleAppendedSkin(modelName);
			CG_CacheG2AnimInfo(modelName);
		}

		if (modelName[0] != '$' && modelName[0] != '@')
		{ //don't register vehicle names and saber names as models.
			cgs.gameModels[ num-CS_MODELS ] = trap->R_RegisterModel( modelName );
		}
		else
		{
            cgs.gameModels[ num-CS_MODELS ] = 0;
		}
// GHOUL2 Insert start
		/*
	} else if ( num >= CS_CHARSKINS && num < CS_CHARSKINS+MAX_CHARSKINS ) {
		cgs.skins[ num-CS_CHARSKINS ] = trap->R_RegisterSkin( str );
		*/
		//rww - removed and replaced with CS_G2BONES
// Ghoul2 Insert end
	} else if ( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_SOUNDS ) {
		if ( str[0] != '*' ) {	// player specific sounds don't register here
			cgs.gameSounds[ num-CS_SOUNDS] = trap->S_RegisterSound( str );
		}
		else if (str[1] == '$')
		{ //an NPC soundset
			CG_PrecacheNPCSounds(str);
		}
	} else if ( num >= CS_EFFECTS && num < CS_EFFECTS+MAX_FX ) {
		if (str[0] == '*')
		{ //it's a special global weather effect
			CG_ParseWeatherEffect(str);
			cgs.gameEffects[ num-CS_EFFECTS] = 0;
		}
		else
		{
			cgs.gameEffects[ num-CS_EFFECTS] = trap->FX_RegisterEffect( str );
		}
	}
	else if ( num >= CS_SIEGE_STATE && num < CS_SIEGE_STATE+1 )
	{
		if (str[0])
		{
			CG_ParseSiegeState(str);
		}
	}
	else if ( num >= CS_SIEGE_WINTEAM && num < CS_SIEGE_WINTEAM+1 )
	{
		if (str[0])
		{
			cg_siegeWinTeam = atoi(str);
		}
	}
	else if ( num >= CS_SIEGE_OBJECTIVES && num < CS_SIEGE_OBJECTIVES+1 )
	{
		CG_ParseSiegeObjectiveStatus(str);
	}
	else if (num >= CS_SIEGE_TIMEOVERRIDE && num < CS_SIEGE_TIMEOVERRIDE+1)
	{
		cg_beatingSiegeTime = atoi(str);
		CG_SetSiegeTimerCvar ( cg_beatingSiegeTime );
	}
	else if ( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS )
	{
		CG_NewClientInfo( num - CS_PLAYERS, qtrue);
		CG_BuildSpectatorString();
	} else if ( num == CS_FLAGSTATUS ) {
		if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY ) {
			// format is rb where its red/blue, 0 is at base, 1 is taken, 2 is dropped
			int redflagId = str[0] - '0', blueflagId = str[1] - '0';

			if ( redflagId >= 0 && redflagId < ARRAY_LEN( ctfFlagStatusRemap ) )
				cgs.redflag = ctfFlagStatusRemap[redflagId];

			if ( blueflagId >= 0 && blueflagId < ARRAY_LEN( ctfFlagStatusRemap ) )
				cgs.blueflag = ctfFlagStatusRemap[blueflagId];
		}
	}
	else if ( num == CS_SHADERSTATE ) {
		CG_ShaderStateChanged();
	}
	else if ( num >= CS_LIGHT_STYLES && num < CS_LIGHT_STYLES + (MAX_LIGHT_STYLES * 3))
	{
		CG_SetLightstyle(num - CS_LIGHT_STYLES);
	}

}
示例#11
0
/*
=================
CG_Init

Called after every level change or subsystem restart
Will perform callbacks to make the loading info screen update.
=================
*/
void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum, int randomSeed ) {
	const char	*s;

	// clear everything
	memset( &cgs, 0, sizeof( cgs ) );
	memset( &cg, 0, sizeof( cg ) );
	memset( cg_entities, 0, sizeof(cg_entities) );

	srand( randomSeed );

	cg.clientNum = clientNum;

	cgs.processedSnapshotNum = serverMessageNum;
	cgs.serverCommandSequence = serverCommandSequence;

	trap_R_RegisterFont( "facfont-20", 0, &cgs.media.facfont );
	trap_R_RegisterFont( "verdana-14", 0, &cgs.media.verdana );

	// load a few needed things before we do any screen updates
//	cgs.media.charsetShader		= trap_R_RegisterShader( "gfx/2d/bigchars" );
	cgs.media.whiteShader		= trap_R_RegisterShader( "*white" );
//	cgs.media.charsetProp		= trap_R_RegisterShaderNoMip( "menu/art/font1_prop.tga" );
//	cgs.media.charsetPropGlow	= trap_R_RegisterShaderNoMip( "menu/art/font1_prop_glo.tga" );
//	cgs.media.charsetPropB		= trap_R_RegisterShaderNoMip( "menu/art/font2_prop.tga" );
	cgs.media.blackShader = trap_R_RegisterShaderNoMip( "textures/mohmenu/black.tga" );

	CG_RegisterCvars();

	CG_InitConsoleCommands();

	// get the rendering configuration from the client system
	trap_GetGlconfig( &cgs.glconfig );
	cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
	cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;

	// get the gamestate from the client system
	trap_GetGameState( &cgs.gameState );

	// check version
	s = CG_ConfigString( CS_GAME_VERSION );
	if ( strcmp( s, GAME_VERSION ) ) {
		CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s );
	}

	s = CG_ConfigString( CS_LEVEL_START_TIME );
	cgs.levelStartTime = atoi( s );

	CG_ParseServerinfo();

	// load the new map
	CG_LoadingString( "collision map" );

	trap_CM_LoadMap( cgs.mapname );

	CG_LoadingString( "sounds" );

	CG_RegisterSounds();
	CG_LoadUbersound();

	CG_LoadingString( "graphics" );

	CG_RegisterGraphics();

	CG_LoadingString( "clients" );

	CG_RegisterClients();		// if low on memory, some clients will be deferred

	CG_InitLocalEntities();

	CG_InitMarkPolys();

	CG_InitEventSystem();

	CG_InitBeams();

	CG_InitRainEffect();

	// remove the last loading update
	cg.infoScreenText[0] = 0;

	// Make sure we have update values (scores)
	CG_SetConfigValues();

	CG_StartMusic();

	CG_LoadingString( "" );

	trap_S_ClearLoopingSounds( qtrue );
}
示例#12
0
/*
================
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_MUSIC_QUEUE ) {   //----(SA)	added
		CG_QueueMusic();
	} else if ( num == CS_MISSIONSTATS ) {  //----(SA)	added
		CG_ParseMissionStats();
	} else if ( num == CS_SERVERINFO ) {
		CG_ParseServerinfo();
	} else if ( num == CS_WARMUP ) {
		CG_ParseWarmup();
	} else if ( num == CS_SCORES1 ) {
		cgs.scores1 = atoi( str );
	} else if ( num == CS_SCORES2 ) {
		cgs.scores2 = atoi( str );
	} else if ( num == CS_LEVEL_START_TIME ) {
		cgs.levelStartTime = atoi( str );
	} else if ( num == CS_VOTE_TIME ) {
		cgs.voteTime = atoi( str );
		cgs.voteModified = qtrue;
	} 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 ) );
#if 0
		trap_S_StartLocalSound( cgs.media.voteNow, CHAN_ANNOUNCER );
	} else if ( num >= CS_TEAMVOTE_TIME && num <= CS_TEAMVOTE_TIME + 1 ) {
		cgs.teamVoteTime[num - CS_TEAMVOTE_TIME] = atoi( str );
		cgs.teamVoteModified[num - CS_TEAMVOTE_TIME] = qtrue;
	} 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 ) );
		trap_S_StartLocalSound( cgs.media.voteNow, CHAN_ANNOUNCER );
#endif
	} else if ( num == CS_INTERMISSION ) {
		cg.intermissionStarted = atoi( str );
	} else if ( num == CS_SCREENFADE ) {
		CG_ParseScreenFade();
	} else if ( num == CS_FOGVARS ) {
		CG_ParseFog();
	} else if ( num >= CS_MODELS && num < CS_MODELS + MAX_MODELS ) {
		cgs.gameModels[ num - CS_MODELS ] = trap_R_RegisterModel( str );
	} else if ( num >= CS_SOUNDS && num < CS_SOUNDS + MAX_MODELS ) {
		if ( str[0] != '*' ) {   // player specific sounds don't register here

			// Ridah, register sound scripts seperately
			if ( !strstr( str, ".wav" ) ) {
				CG_SoundScriptPrecache( str );
			} else {
				cgs.gameSounds[ num - CS_SOUNDS] = trap_S_RegisterSound( str );
			}

		}
	} else if ( num >= CS_PLAYERS && num < CS_PLAYERS + MAX_CLIENTS ) {
		CG_NewClientInfo( num - CS_PLAYERS );
	}
	// Rafael particle configstring
	else if ( num >= CS_PARTICLES && num < CS_PARTICLES + MAX_PARTICLES_AREAS ) {
		CG_NewParticleArea( num );
	}
//----(SA)	have not reached this code yet so I don't know if I really need this here
	else if ( num >= CS_DLIGHTS && num < CS_DLIGHTS + MAX_DLIGHTS ) {
		CG_Printf( ">>>>>>>>>>>got configstring for dlight: %d\ntell Sherman!!!!!!!!!!", num - CS_DLIGHTS );
//----(SA)
	} else if ( num == CS_SHADERSTATE )   {
		CG_ShaderStateChanged();
	}

}
示例#13
0
文件: cg_main.c 项目: wombat23/omoh2
/*
=================
CG_Init

Called after every level change or subsystem restart
Will perform callbacks to make the loading info screen update.
=================
*/
void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) {
	const char	*s;

	// clear everything
	memset( &cgs, 0, sizeof( cgs ) );
	memset( &cg, 0, sizeof( cg ) );
	memset( cg_entities, 0, sizeof(cg_entities) );
	memset( cg_weapons, 0, sizeof(cg_weapons) );
	memset( cg_items, 0, sizeof(cg_items) );

	cg.clientNum = clientNum;

	cgs.processedSnapshotNum = serverMessageNum;
	cgs.serverCommandSequence = serverCommandSequence;

	// load a few needed things before we do any screen updates
	cgs.media.charsetShader		= trap_R_RegisterShader( "gfx/2d/bigchars" );
	cgs.media.whiteShader		= trap_R_RegisterShader( "white" );
	cgs.media.charsetProp		= trap_R_RegisterShaderNoMip( "menu/art/font1_prop.tga" );
	cgs.media.charsetPropGlow	= trap_R_RegisterShaderNoMip( "menu/art/font1_prop_glo.tga" );
	cgs.media.charsetPropB		= trap_R_RegisterShaderNoMip( "menu/art/font2_prop.tga" );

	CG_RegisterCvars();

	CG_InitConsoleCommands();

	cg.weaponSelect = WP_MACHINEGUN;

	cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for
	cgs.flagStatus = -1;
	// old servers

	// get the rendering configuration from the client system
	trap_GetGlconfig( &cgs.glconfig );
	cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
	cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;

	// get the gamestate from the client system
	trap_GetGameState( &cgs.gameState );

	// check version
	s = CG_ConfigString( CS_GAME_VERSION );
	if ( strcmp( s, GAME_VERSION ) ) {
		CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s );
	}

	s = CG_ConfigString( CS_LEVEL_START_TIME );
	cgs.levelStartTime = atoi( s );

	CG_ParseServerinfo();

	// load the new map
	CG_LoadingString( "collision map" );

	trap_CM_LoadMap( cgs.mapname );

	cg.loading = qtrue;		// force players to load instead of defer

	CG_LoadingString( "sounds" );

	CG_RegisterSounds();

	CG_LoadingString( "graphics" );

	CG_RegisterGraphics();

	CG_LoadingString( "clients" );

	CG_RegisterClients();		// if low on memory, some clients will be deferred

	cg.loading = qfalse;	// future players will be deferred

	CG_InitLocalEntities();

	CG_InitMarkPolys();

	// remove the last loading update
	cg.infoScreenText[0] = 0;

	// Make sure we have update values (scores)
	CG_SetConfigValues();

	CG_StartMusic();

	CG_LoadingString( "" );

	CG_ShaderStateChanged();

	trap_S_ClearLoopingSounds( qtrue );
}
示例#14
0
void CG_StopDeathMusic( void ) {
	trap_S_StopBackgroundTrack();
	cg.deathmusicStarted = qfalse;
	CG_StartMusic();
}
示例#15
0
/*
===============
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 ) {
//	char buff[64];
	int i;
	if ( cg_showmiss.integer ) {
		CG_Printf( "CG_MapRestart\n" );
	}

	memset( &cg.lastWeapSelInBank[0], 0, MAX_WEAP_BANKS * sizeof( int ) );  // clear weapon bank selections

	cg.centerPrintTime = 0; // reset centerprint counter so previous messages don't re-appear
	cg.itemPickupTime = 0;  // reset item pickup counter so previous messages don't re-appear
	cg.cursorHintFade = 0;  // reset cursor hint timer
	cg.yougotmailTime = 0;  // reset

	// (SA) clear zoom (so no warpies)
	cg.zoomedBinoc = qfalse;
	cg.zoomedBinoc = cg.zoomedScope = qfalse;
	cg.zoomTime = 0;
	cg.zoomval = 0;

	// reset fog to world fog (if present)
//	trap_R_SetFog(FOG_CMD_SWITCHFOG, FOG_MAP,20,0,0,0,0);
//	trap_Cvar_VariableStringBuffer("r_mapFogColor", buff, sizeof(buff));
//	trap_SendClientCommand(va("fogswitch %s", buff) );

	CG_InitLocalEntities();
	CG_InitMarkPolys();

	//Rafael particles
	CG_ClearParticles();
	// done.

	for ( i = 1; i < MAX_PARTICLES_AREAS; i++ )
	{
		{
			int rval;

			rval = CG_NewParticleArea( CS_PARTICLES + i );
			if ( !rval ) {
				break;
			}
		}
	}


	// Ridah, trails
	CG_ClearTrails();
	// done.

	// Ridah
	CG_ClearFlameChunks();
	CG_SoundInit();
	// done.

	// RF, init ZombieFX
	trap_RB_ZombieFXAddNewHit( -1, NULL, NULL );

	// make sure the "3 frags left" warnings play again
	cg.fraglimitWarnings = 0;

	cg.timelimitWarnings = 0;

	cg.intermissionStarted = qfalse;

	cgs.voteTime = 0;

	cg.lightstylesInited    = qfalse;

	cg.mapRestart = qtrue;

	CG_StartMusic();

	trap_S_ClearLoopingSounds( qtrue );

	// we really should clear more parts of cg here and stop sounds
	cg.v_dmg_time = 0;
	cg.v_noFireTime = 0;
	cg.v_fireTime = 0;

	// RF, clear out animScriptData so we recalc everything and get new pointers from server
	memset( cgs.animScriptData.modelInfo, 0, sizeof( cgs.animScriptData.modelInfo ) );
	for ( i = 0; i < MAX_CLIENTS; i++ ) {
		if ( cgs.clientinfo[i].infoValid ) {
			CG_LoadClientInfo( &cgs.clientinfo[i] );    // re-register the valid clients
		}
	}
	// always clear the weapon selection
	cg.weaponSelect = WP_NONE;
	// clear out the player weapon info
	memset( &cg_entities[0].pe.weap, 0, sizeof( cg_entities[0].pe.weap ) );
	// check for server set weapons we might not know about
	// (FIXME: this is a hack for the time being since a scripted "selectweapon" does
	// not hit the first snap, the server weapon set in cg_playerstate.c line 219 doesn't
	// do the trick)
	if ( !cg.weaponSelect ) {
		if ( cg_loadWeaponSelect.integer > 0 ) {
			cg.weaponSelect = cg_loadWeaponSelect.integer;
			cg.weaponSelectTime = cg.time;
			trap_Cvar_Set( "cg_loadWeaponSelect", "0" );  // turn it off
		}
	}
	// clear out rumble effects
	memset( cg.cameraShake, 0, sizeof( cg.cameraShake ) );
	memset( cg.cameraShakeAngles, 0, sizeof( cg.cameraShakeAngles ) );
	cg.rumbleScale = 0;

	// play the "fight" sound if this is a restart without warmup
//	if ( cg.warmup == 0 /* && cgs.gametype == GT_TOURNAMENT */) {
//		trap_S_StartLocalSound( cgs.media.countFightSound, CHAN_ANNOUNCER );
//		CG_CenterPrint( "FIGHT!", 120, GIANTCHAR_WIDTH*2 );
//	}
#ifdef MISSIONPACK
	if ( cg_singlePlayerActive.integer ) {
		trap_Cvar_Set( "ui_matchStartTime", va( "%i", cg.time ) );
		if ( cg_recordSPDemo.integer && cg_recordSPDemoName.string && *cg_recordSPDemoName.string ) {
			trap_SendConsoleCommand( va( "set g_synchronousclients 1 ; record %s \n", cg_recordSPDemoName.string ) );
		}
	}
#endif
	trap_Cvar_Set( "cg_thirdPerson", "0" );
}
示例#16
0
/*
================
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_SCORES1)
	{
		cgs.scores1 = atoi(str);
	}
	else if(num == CS_SCORES2)
	{
		cgs.scores2 = atoi(str);
	}
	else if(num == CS_LEVEL_START_TIME)
	{
		cgs.levelStartTime = atoi(str);
	}
	else if(num == CS_VOTE_TIME)
	{
		cgs.voteTime = atoi(str);
		cgs.voteModified = qtrue;
	}
	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));

		trap_S_StartLocalSound(cgs.media.voteNow, CHAN_ANNOUNCER);
	}
	else if(num >= CS_TEAMVOTE_TIME && num <= CS_TEAMVOTE_TIME + 1)
	{
		cgs.teamVoteTime[num - CS_TEAMVOTE_TIME] = atoi(str);
		cgs.teamVoteModified[num - CS_TEAMVOTE_TIME] = qtrue;
	}
	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));

		trap_S_StartLocalSound(cgs.media.voteNow, CHAN_ANNOUNCER);
	}
	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, qtrue);
	}
	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);
		}
	}
	else if(num >= CS_PLAYERS && num < CS_PLAYERS + MAX_CLIENTS)
	{
		CG_NewClientInfo(num - CS_PLAYERS);
		CG_BuildSpectatorString();
	}
	else if(num == CS_FLAGSTATUS)
	{
		if(cgs.gametype == GT_CTF)
		{
			// format is rb where its red/blue, 0 is at base, 1 is taken, 2 is dropped
			cgs.redflag = str[0] - '0';
			cgs.blueflag = str[1] - '0';
		}
		else if(cgs.gametype == GT_1FCTF)
		{
			cgs.flagStatus = str[0] - '0';
		}
	}
	else if(num == CS_SHADERSTATE)
	{
		CG_ShaderStateChanged();
	}

}
示例#17
0
/*
================
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( qtrue );
	} else if ( num == CS_SERVERINFO ) {
		CG_ParseServerinfo();
	} else if ( num == CS_WARMUP ) {
		CG_ParseWarmup();
	} else if ( num == CS_SCORES1 ) {
		cgs.scores1 = atoi( str );
	} else if ( num == CS_SCORES2 ) {
		cgs.scores2 = atoi( str );
	} else if ( num == CS_CLIENT_JEDIMASTER ) {
		cgs.jediMaster = atoi ( str );
	} else if ( num == CS_CLIENT_DUELWINNER ) {
		cgs.duelWinner = atoi ( str );
	} else if ( num == CS_CLIENT_DUELISTS ) {
		char buf[64];
		int c = 0;
		int i = 0;

		while (str[i] && str[i] != '|')
		{
			buf[c] = str[i];
			c++;
			i++;
		}
		buf[c] = 0;

		cgs.duelist1 = atoi ( buf );
		c = 0;

		i++;
		while (str[i])
		{
			buf[c] = str[i];
			c++;
			i++;
		}
		buf[c] = 0;

		cgs.duelist2 = atoi ( buf );
	} else if ( num == CS_LEVEL_START_TIME ) {
		cgs.levelStartTime = atoi( str );
	} else if ( num == CS_VOTE_TIME ) {
		cgs.voteTime = atoi( str );
		cgs.voteModified = qtrue;
	} 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) {
		cgs.teamVoteTime[num-CS_TEAMVOTE_TIME] = atoi( str );
		cgs.teamVoteModified[num-CS_TEAMVOTE_TIME] = qtrue;
	} 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 ) );
	} 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 );
// GHOUL2 Insert start
	} else if ( num >= CS_CHARSKINS && num < CS_CHARSKINS+MAX_CHARSKINS ) {
		cgs.skins[ num-CS_CHARSKINS ] = trap_R_RegisterSkin( str );
// Ghoul2 Insert end
	} 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 );
		}
	} else if ( num >= CS_EFFECTS && num < CS_SOUNDS+MAX_SOUNDS ) {
		if ( str[0] != '*' ) {	// player specific sounds don't register here
			cgs.gameEffects[ num-CS_EFFECTS] = trap_FX_RegisterEffect( str );
		}
	} else if ( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS ) {
		CG_NewClientInfo( num - CS_PLAYERS, qtrue);
		CG_BuildSpectatorString();
	} else if ( num == CS_FLAGSTATUS ) {
		if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY ) {
			// format is rb where its red/blue, 0 is at base, 1 is taken, 2 is dropped
			cgs.redflag = str[0] - '0';
			cgs.blueflag = str[1] - '0';
		}
	}
	else if ( num == CS_SHADERSTATE ) {
		CG_ShaderStateChanged();
	}
	else if ( num >= CS_LIGHT_STYLES && num < CS_LIGHT_STYLES + (MAX_LIGHT_STYLES * 3))
	{
		CG_SetLightstyle(num - CS_LIGHT_STYLES);
	}
		
}
示例#18
0
/*
================
CG_ConfigStringModified

================
*/
static void CG_ConfigStringModified()
{
    const char *str;
    int        num;

    // update the config string state with the new data, keeping in sync
    // with the config strings in the engine.
    // The engine already checked the inputs
    num = atoi( CG_Argv( 1 ) );
    cgs.gameState[num] = CG_Argv(2);

    // look up the individual string that was modified
    str = CG_ConfigString( num );

    //CG_Printf("configstring modification %i: %s\n", num, str);

    // 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_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 ] = true;

        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 ] = true;
    }
    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 ] = true;
    }
    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 );
        if ( cg.intermissionStarted )
        {
            Rocket_ShowScoreboard( "scoreboard", true );
        }
    }
    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,
                                              RSF_DEFAULT);
    }
    else if ( num >= CS_GRADING_TEXTURES && num < CS_GRADING_TEXTURES + MAX_GRADING_TEXTURES )
    {
        CG_RegisterGrading( num - CS_GRADING_TEXTURES, 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, false );
        }
    }
    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();
    }
}
示例#19
0
/*
================
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_AnnounceAlienStageTransition( 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_AnnounceHumanStageTransition( 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();
	}
}
示例#20
0
/*
================
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_SCORES1 )
	{
		cgs.scores1 = atoi( str );
	}
	else if ( num == CS_SCORES2 )
	{
		cgs.scores2 = atoi( str );
	}
	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 ) );
	}
	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_FLAGSTATUS )
	{
	}
	else if ( num == CS_SHADERSTATE )
	{
		CG_ShaderStateChanged();
	}
}