quakec/source/server/utilities/command_parser.qc

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/*
server/utilities/command_parser.qc
Contains SV_ParseClientCommand(), helper functions for server
commands, and a table storing command information. Modeled after
pr_cmds.
Copyright (C) 2021-2022 NZ:P Team
This program 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.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
// Needed to iterate through all of the command table.
#define NUMBER_OF_COMMANDS 2
// Success/Failure return codes
#define COMMAND_SUCCESS 0
#define COMMAND_FAILURE 1
//
// Command_give(params)
// Usage: give <weapon_number>
//
float(string params) Command_give =
{
float wep = stof(argv(1));
if (wep) {
if (!self.secondaryweapon) {
WeaponSwitch(self);
}
float startframe, endframe;
string modelname;
self.weapon = wep;
self.currentammo = getWeaponAmmo(wep);
self.currentmag = getWeaponMag(wep);
if (IsDualWeapon(wep)) {
self.currentmag2 = self.currentmag;
}
self.weaponskin = GetWepSkin(self.weapon);
startframe = GetFrame(self.weapon,TAKE_OUT_START);
endframe = GetFrame(self.weapon,TAKE_OUT_END);
modelname = GetWeaponModel(wep, 0);
SwitchWeapon(wep);
Set_W_Frame (startframe, endframe, 0, 0, 0, SUB_Null, modelname, false, S_BOTH);
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = 0;
#ifndef PC
self.Weapon_Name = GetWeaponName(self.weapon);
#endif
return COMMAND_SUCCESS;
}
return COMMAND_FAILURE;
}
//
// Command_addmoney(params)
// Usage: addmoney <point_value>
// Gives <point_value> amount of points to the client
// who requested it.
//
float(string params) Command_addmoney =
{
// Grab parameters.
tokenize(params);
float point_value = stof(argv(0));
// Safety checks
if (point_value == 0) {
sprint(self, 1, "Command_addmoney: <point_value> is either zero or blank string. Failing.\n");
return COMMAND_FAILURE;
}
// Assign points to the player.
addmoney(self, point_value, 0);
return COMMAND_SUCCESS;
}
//
// Server command table
// command_name : Command string entered into developer console.
// command_function : QuakeC function called when command is executed.
// Returns 0 for success, 1 for failure.
// requires_arguments : Whether or not to expect arguments to be passed
// with the command.
// command_description : Called when no params (when applicable) are given.
//
var struct {
string command_name;
float(string params) command_function;
float requires_arguments;
string command_description;
} server_commands[] = {
{"addmoney", Command_addmoney, true, "Usage: addmoney <point_value>\n Gives `point_value` amount of points to the client who requested it.\n"},
{"give", Command_give, true, "Usage: give <weapon number>\n Gives `weapon` of index.\n"}
};
//
// SV_ParseClientCommand(command_string)
// Server-Side client command parser to add special
// gameplay commands that interact with QuakeC.
//
void(string command_string) SV_ParseClientCommand =
{
// If true, we will avoid sending the command info
// to the client.
float client_parse_override = false;
// Get the string ready for arg parsing
tokenize(command_string);
// Grab the command string
string command = argv(0);
// Check for 'say' prefix (`cl_chatmode 2` will append it
// to everything unregistered by the client). Re-tokenize
// if found.
if (command == "say") {
string fixed_command_string = argv(1);
tokenize(fixed_command_string);
command = argv(0);
}
// Now iterate over our commands
for (float i = 0; i < NUMBER_OF_COMMANDS; i++) {
// Command names match
if (command == server_commands[i].command_name) {
// Override Client Commands
client_parse_override = true;
// Return description if no params are given
if (argv(1) == "" && server_commands[i].requires_arguments == true) {
sprint(self, 1, server_commands[i].command_description);
} else {
if (server_commands[i].command_function(argv(1)) == COMMAND_FAILURE) {
sprint(self, 1, "Command executed but failed to complete.\n");
}
}
}
}
// Client override was disabled, so let the engine
// deal with whatever was sent.
#ifdef PC
if (client_parse_override == false)
clientcommand(self, command_string);
#endif // PC
};