jediacademy/code/game/g_svcmds.cpp

1423 lines
37 KiB
C++
Raw Normal View History

2013-04-04 22:35:38 +00:00
// leave this line at the top for all g_xxxx.cpp files...
#include "g_headers.h"
#include "Q3_Interface.h"
#include "g_local.h"
#include "wp_saber.h"
extern void G_NextTestAxes( void );
extern void G_ChangePlayerModel( gentity_t *ent, const char *newModel );
extern void G_InitPlayerFromCvars( gentity_t *ent );
extern void Q3_SetViewEntity(int entID, const char *name);
extern qboolean G_ClearViewEntity( gentity_t *ent );
extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
extern void WP_SetSaber( gentity_t *ent, int saberNum, char *saberName );
extern void WP_RemoveSaber( gentity_t *ent, int saberNum );
extern saber_colors_t TranslateSaberColor( const char *name );
2013-04-04 23:21:13 +00:00
extern qboolean WP_SaberBladeUseSecondBladeStyle( saberInfo_t *saber, int bladeNum );
extern qboolean WP_UseFirstValidSaberStyle( gentity_t *ent, int *saberAnimLevel );
2013-04-04 22:35:38 +00:00
extern void G_SetWeapon( gentity_t *self, int wp );
extern stringID_table_t WPTable[];
extern cvar_t *g_char_model;
extern cvar_t *g_char_skin_head;
extern cvar_t *g_char_skin_torso;
extern cvar_t *g_char_skin_legs;
extern cvar_t *g_char_color_red;
extern cvar_t *g_char_color_green;
extern cvar_t *g_char_color_blue;
extern cvar_t *g_saber;
extern cvar_t *g_saber2;
extern cvar_t *g_saber_color;
extern cvar_t *g_saber2_color;
/*
===================
Svcmd_EntityList_f
===================
*/
void Svcmd_EntityList_f (void) {
int e;
gentity_t *check;
check = g_entities+1;
for (e = 1; e < globals.num_entities ; e++, check++) {
if ( !check->inuse ) {
continue;
}
gi.Printf("%3i:", e);
switch ( check->s.eType ) {
case ET_GENERAL:
gi.Printf("ET_GENERAL ");
break;
case ET_PLAYER:
gi.Printf("ET_PLAYER ");
break;
case ET_ITEM:
gi.Printf("ET_ITEM ");
break;
case ET_MISSILE:
gi.Printf("ET_MISSILE ");
break;
case ET_MOVER:
gi.Printf("ET_MOVER ");
break;
case ET_BEAM:
gi.Printf("ET_BEAM ");
break;
default:
gi.Printf("#%i", check->s.eType);
break;
}
if ( check->classname ) {
gi.Printf("%s", check->classname);
}
gi.Printf("\n");
}
}
gclient_t *ClientForString( const char *s ) {
gclient_t *cl;
int i;
int idnum;
// numeric values are just slot numbers
if ( s[0] >= '0' && s[0] <= '9' ) {
idnum = atoi( s );
if ( idnum < 0 || idnum >= level.maxclients ) {
Com_Printf( "Bad client slot: %i\n", idnum );
return NULL;
}
cl = &level.clients[idnum];
if ( cl->pers.connected == CON_DISCONNECTED ) {
gi.Printf( "Client %i is not connected\n", idnum );
return NULL;
}
return cl;
}
// check for a name match
for ( i=0 ; i < level.maxclients ; i++ ) {
cl = &level.clients[i];
if ( cl->pers.connected == CON_DISCONNECTED ) {
continue;
}
if ( !Q_stricmp( cl->pers.netname, s ) ) {
return cl;
}
}
gi.Printf( "User %s is not on the server\n", s );
return NULL;
}
//---------------------------
extern void G_StopCinematicSkip( void );
extern void G_StartCinematicSkip( void );
extern void ExitEmplacedWeapon( gentity_t *ent );
static void Svcmd_ExitView_f( void )
{
extern cvar_t *g_skippingcin;
static int exitViewDebounce = 0;
if ( exitViewDebounce > level.time )
{
return;
}
exitViewDebounce = level.time + 500;
if ( in_camera )
{//see if we need to exit an in-game cinematic
if ( g_skippingcin->integer ) // already doing cinematic skip?
{// yes... so stop skipping...
G_StopCinematicSkip();
}
else
{// no... so start skipping...
G_StartCinematicSkip();
}
}
else if ( !G_ClearViewEntity( player ) )
{//didn't exit control of a droid or turret
//okay, now try exiting emplaced guns or AT-ST's
if ( player->s.eFlags & EF_LOCKED_TO_WEAPON )
{//get out of emplaced gun
ExitEmplacedWeapon( player );
}
else if ( player->client && player->client->NPC_class == CLASS_ATST )
{//a player trying to get out of his ATST
GEntity_UseFunc( player->activator, player, player );
}
}
}
gentity_t *G_GetSelfForPlayerCmd( void )
{
if ( g_entities[0].client->ps.viewEntity > 0
&& g_entities[0].client->ps.viewEntity < ENTITYNUM_WORLD
&& g_entities[g_entities[0].client->ps.viewEntity].client
&& g_entities[g_entities[0].client->ps.viewEntity].s.weapon == WP_SABER )
{//you're controlling another NPC
return (&g_entities[g_entities[0].client->ps.viewEntity]);
}
else
{
return (&g_entities[0]);
}
}
static void Svcmd_Saber_f()
{
char *saber = gi.argv(1);
char *saber2 = gi.argv(2);
if ( !g_entities[0].client || !saber || !saber[0] )
{
return;
}
gi.cvar_set( "g_saber", saber );
WP_SetSaber( &g_entities[0], 0, saber );
2013-04-04 23:21:13 +00:00
if ( saber2 && saber2[0] && !(g_entities[0].client->ps.saber[0].saberFlags&SFL_TWO_HANDED) )
2013-04-04 22:35:38 +00:00
{//want to use a second saber and first one is not twoHanded
gi.cvar_set( "g_saber2", saber2 );
WP_SetSaber( &g_entities[0], 1, saber2 );
}
else
{
gi.cvar_set( "g_saber2", "" );
WP_RemoveSaber( &g_entities[0], 1 );
}
}
static void Svcmd_SaberBlade_f()
{
if ( gi.argc() < 2 )
{
gi.Printf( "USAGE: saberblade <sabernum> <bladenum> [0 = off, 1 = on, no arg = toggle]\n" );
return;
}
if ( &g_entities[0] == NULL || &g_entities[0].client == NULL )
{
return;
}
int sabernum = atoi(gi.argv(1)) - 1;
if ( sabernum < 0 || sabernum > 1 )
{
return;
}
if ( sabernum > 0 && !g_entities[0].client->ps.dualSabers )
{
return;
}
//FIXME: what if don't even have a single saber at all?
int bladenum = atoi(gi.argv(2)) - 1;
if ( bladenum < 0 || bladenum >= g_entities[0].client->ps.saber[sabernum].numBlades )
{
return;
}
qboolean turnOn;
if ( gi.argc() > 2 )
{//explicit
turnOn = (atoi(gi.argv(3))!=0);
}
else
{//toggle
turnOn = (g_entities[0].client->ps.saber[sabernum].blade[bladenum].active==qfalse);
}
g_entities[0].client->ps.SaberBladeActivate( sabernum, bladenum, turnOn );
}
static void Svcmd_SaberColor_f()
{//FIXME: just list the colors, each additional listing sets that blade
int saberNum = atoi(gi.argv(1));
char *color[MAX_BLADES];
int bladeNum;
for ( bladeNum = 0; bladeNum < MAX_BLADES; bladeNum++ )
{
color[bladeNum] = gi.argv(2+bladeNum);
}
if ( !VALIDSTRING( color ) || saberNum < 1 || saberNum > 2 )
{
gi.Printf( "Usage: saberColor <saberNum> <blade1 color> <blade2 color> ... <blade8 color> \n" );
gi.Printf( "valid saberNums: 1 or 2\n" );
gi.Printf( "valid colors: red, orange, yellow, green, blue, and purple\n" );
return;
}
saberNum--;
gentity_t *self = G_GetSelfForPlayerCmd();
for ( bladeNum = 0; bladeNum < MAX_BLADES; bladeNum++ )
{
if ( !color[bladeNum] || !color[bladeNum][0] )
{
break;
}
else
{
self->client->ps.saber[saberNum].blade[bladeNum].color = TranslateSaberColor( color[bladeNum] );
}
}
if ( saberNum == 0 )
{
gi.cvar_set( "g_saber_color", color[0] );
}
else if ( saberNum == 1 )
{
gi.cvar_set( "g_saber2_color", color[0] );
}
}
static void Svcmd_ForceJump_f( void )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return;
}
char *newVal = gi.argv(1);
if ( !VALIDSTRING( newVal ) )
{
gi.Printf( "Current forceJump level is %d\n", g_entities[0].client->ps.forcePowerLevel[FP_LEVITATION] );
gi.Printf( "Usage: setForceJump <level> (1 - 3)\n" );
return;
}
int val = atoi(newVal);
if ( val > FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowersKnown |= ( 1 << FP_LEVITATION );
}
else
{
g_entities[0].client->ps.forcePowersKnown &= ~( 1 << FP_LEVITATION );
}
g_entities[0].client->ps.forcePowerLevel[FP_LEVITATION] = val;
if ( g_entities[0].client->ps.forcePowerLevel[FP_LEVITATION] < FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_0;
}
else if ( g_entities[0].client->ps.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_3 )
{
g_entities[0].client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
}
}
static void Svcmd_SaberThrow_f( void )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return;
}
char *newVal = gi.argv(1);
if ( !VALIDSTRING( newVal ) )
{
gi.Printf( "Current saberThrow level is %d\n", g_entities[0].client->ps.forcePowerLevel[FP_SABERTHROW] );
gi.Printf( "Usage: setSaberThrow <level> (1 - 3)\n" );
return;
}
int val = atoi(newVal);
if ( val > FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowersKnown |= ( 1 << FP_SABERTHROW );
}
else
{
g_entities[0].client->ps.forcePowersKnown &= ~( 1 << FP_SABERTHROW );
}
g_entities[0].client->ps.forcePowerLevel[FP_SABERTHROW] = val;
if ( g_entities[0].client->ps.forcePowerLevel[FP_SABERTHROW] < FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_0;
}
else if ( g_entities[0].client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_3 )
{
g_entities[0].client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_3;
}
}
static void Svcmd_ForceHeal_f( void )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return;
}
char *newVal = gi.argv(1);
if ( !VALIDSTRING( newVal ) )
{
gi.Printf( "Current forceHeal level is %d\n", g_entities[0].client->ps.forcePowerLevel[FP_HEAL] );
gi.Printf( "Usage: forceHeal <level> (1 - 3)\n" );
return;
}
int val = atoi(newVal);
if ( val > FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowersKnown |= ( 1 << FP_HEAL );
}
else
{
g_entities[0].client->ps.forcePowersKnown &= ~( 1 << FP_HEAL );
}
g_entities[0].client->ps.forcePowerLevel[FP_HEAL] = val;
if ( g_entities[0].client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowerLevel[FP_HEAL] = FORCE_LEVEL_0;
}
else if ( g_entities[0].client->ps.forcePowerLevel[FP_HEAL] > FORCE_LEVEL_3 )
{
g_entities[0].client->ps.forcePowerLevel[FP_HEAL] = FORCE_LEVEL_3;
}
}
static void Svcmd_ForcePush_f( void )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return;
}
char *newVal = gi.argv(1);
if ( !VALIDSTRING( newVal ) )
{
gi.Printf( "Current forcePush level is %d\n", g_entities[0].client->ps.forcePowerLevel[FP_PUSH] );
gi.Printf( "Usage: forcePush <level> (1 - 3)\n" );
return;
}
int val = atoi(newVal);
if ( val > FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowersKnown |= ( 1 << FP_PUSH );
}
else
{
g_entities[0].client->ps.forcePowersKnown &= ~( 1 << FP_PUSH );
}
g_entities[0].client->ps.forcePowerLevel[FP_PUSH] = val;
if ( g_entities[0].client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_0;
}
else if ( g_entities[0].client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_3 )
{
g_entities[0].client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_3;
}
}
static void Svcmd_ForcePull_f( void )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return;
}
char *newVal = gi.argv(1);
if ( !VALIDSTRING( newVal ) )
{
gi.Printf( "Current forcePull level is %d\n", g_entities[0].client->ps.forcePowerLevel[FP_PULL] );
gi.Printf( "Usage: forcePull <level> (1 - 3)\n" );
return;
}
int val = atoi(newVal);
if ( val > FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowersKnown |= ( 1 << FP_PULL );
}
else
{
g_entities[0].client->ps.forcePowersKnown &= ~( 1 << FP_PULL );
}
g_entities[0].client->ps.forcePowerLevel[FP_PULL] = val;
if ( g_entities[0].client->ps.forcePowerLevel[FP_PULL] < FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_0;
}
else if ( g_entities[0].client->ps.forcePowerLevel[FP_PULL] > FORCE_LEVEL_3 )
{
g_entities[0].client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_3;
}
}
static void Svcmd_ForceSpeed_f( void )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return;
}
char *newVal = gi.argv(1);
if ( !VALIDSTRING( newVal ) )
{
gi.Printf( "Current forceSpeed level is %d\n", g_entities[0].client->ps.forcePowerLevel[FP_SPEED] );
gi.Printf( "Usage: forceSpeed <level> (1 - 3)\n" );
return;
}
int val = atoi(newVal);
if ( val > FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowersKnown |= ( 1 << FP_SPEED );
}
else
{
g_entities[0].client->ps.forcePowersKnown &= ~( 1 << FP_SPEED );
}
g_entities[0].client->ps.forcePowerLevel[FP_SPEED] = val;
if ( g_entities[0].client->ps.forcePowerLevel[FP_SPEED] < FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_0;
}
else if ( g_entities[0].client->ps.forcePowerLevel[FP_SPEED] > FORCE_LEVEL_3 )
{
g_entities[0].client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_3;
}
}
static void Svcmd_ForceGrip_f( void )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return;
}
char *newVal = gi.argv(1);
if ( !VALIDSTRING( newVal ) )
{
gi.Printf( "Current forceGrip level is %d\n", g_entities[0].client->ps.forcePowerLevel[FP_GRIP] );
gi.Printf( "Usage: forceGrip <level> (1 - 3)\n" );
return;
}
int val = atoi(newVal);
if ( val > FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowersKnown |= ( 1 << FP_GRIP );
}
else
{
g_entities[0].client->ps.forcePowersKnown &= ~( 1 << FP_GRIP );
}
g_entities[0].client->ps.forcePowerLevel[FP_GRIP] = val;
if ( g_entities[0].client->ps.forcePowerLevel[FP_GRIP] < FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_0;
}
else if ( g_entities[0].client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_3 )
{
g_entities[0].client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_3;
}
}
static void Svcmd_ForceLightning_f( void )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return;
}
char *newVal = gi.argv(1);
if ( !VALIDSTRING( newVal ) )
{
gi.Printf( "Current forceLightning level is %d\n", g_entities[0].client->ps.forcePowerLevel[FP_LIGHTNING] );
gi.Printf( "Usage: forceLightning <level> (1 - 3)\n" );
return;
}
int val = atoi(newVal);
if ( val > FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowersKnown |= ( 1 << FP_LIGHTNING );
}
else
{
g_entities[0].client->ps.forcePowersKnown &= ~( 1 << FP_LIGHTNING );
}
g_entities[0].client->ps.forcePowerLevel[FP_LIGHTNING] = val;
if ( g_entities[0].client->ps.forcePowerLevel[FP_LIGHTNING] < FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowerLevel[FP_LIGHTNING] = FORCE_LEVEL_0;
}
else if ( g_entities[0].client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_3 )
{
g_entities[0].client->ps.forcePowerLevel[FP_LIGHTNING] = FORCE_LEVEL_3;
}
}
static void Svcmd_MindTrick_f( void )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return;
}
char *newVal = gi.argv(1);
if ( !VALIDSTRING( newVal ) )
{
gi.Printf( "Current mindTrick level is %d\n", g_entities[0].client->ps.forcePowerLevel[FP_TELEPATHY] );
gi.Printf( "Usage: mindTrick <level> (1 - 3)\n" );
return;
}
int val = atoi(newVal);
if ( val > FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowersKnown |= ( 1 << FP_TELEPATHY );
}
else
{
g_entities[0].client->ps.forcePowersKnown &= ~( 1 << FP_TELEPATHY );
}
g_entities[0].client->ps.forcePowerLevel[FP_TELEPATHY] = val;
if ( g_entities[0].client->ps.forcePowerLevel[FP_TELEPATHY] < FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowerLevel[FP_TELEPATHY] = FORCE_LEVEL_0;
}
else if ( g_entities[0].client->ps.forcePowerLevel[FP_TELEPATHY] > FORCE_LEVEL_4 )
{
g_entities[0].client->ps.forcePowerLevel[FP_TELEPATHY] = FORCE_LEVEL_4;
}
}
static void Svcmd_SaberDefense_f( void )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return;
}
char *newVal = gi.argv(1);
if ( !VALIDSTRING( newVal ) )
{
gi.Printf( "Current saberDefense level is %d\n", g_entities[0].client->ps.forcePowerLevel[FP_SABER_DEFENSE] );
gi.Printf( "Usage: saberDefense <level> (1 - 3)\n" );
return;
}
int val = atoi(newVal);
if ( val > FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowersKnown |= ( 1 << FP_SABER_DEFENSE );
}
else
{
g_entities[0].client->ps.forcePowersKnown &= ~( 1 << FP_SABER_DEFENSE );
}
g_entities[0].client->ps.forcePowerLevel[FP_SABER_DEFENSE] = val;
if ( g_entities[0].client->ps.forcePowerLevel[FP_SABER_DEFENSE] < FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_0;
}
else if ( g_entities[0].client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_3 )
{
g_entities[0].client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
}
}
static void Svcmd_SaberOffense_f( void )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return;
}
char *newVal = gi.argv(1);
if ( !VALIDSTRING( newVal ) )
{
gi.Printf( "Current saberOffense level is %d\n", g_entities[0].client->ps.forcePowerLevel[FP_SABER_OFFENSE] );
gi.Printf( "Usage: saberOffense <level> (1 - 3)\n" );
return;
}
int val = atoi(newVal);
if ( val > FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowersKnown |= ( 1 << FP_SABER_OFFENSE );
}
else
{
g_entities[0].client->ps.forcePowersKnown &= ~( 1 << FP_SABER_OFFENSE );
}
g_entities[0].client->ps.forcePowerLevel[FP_SABER_OFFENSE] = val;
if ( g_entities[0].client->ps.forcePowerLevel[FP_SABER_OFFENSE] < FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_0;
}
else if ( g_entities[0].client->ps.forcePowerLevel[FP_SABER_OFFENSE] >= SS_NUM_SABER_STYLES )
{
g_entities[0].client->ps.forcePowerLevel[FP_SABER_OFFENSE] = SS_NUM_SABER_STYLES-1;
}
}
static void Svcmd_ForceSetLevel_f( int forcePower )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return;
}
char *newVal = gi.argv(1);
if ( !VALIDSTRING( newVal ) )
{
gi.Printf( "Current force level is %d\n", g_entities[0].client->ps.forcePowerLevel[forcePower] );
gi.Printf( "Usage: force <level> (1 - 3)\n" );
return;
}
int val = atoi(newVal);
if ( val > FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowersKnown |= ( 1 << forcePower );
}
else
{
g_entities[0].client->ps.forcePowersKnown &= ~( 1 << forcePower );
}
g_entities[0].client->ps.forcePowerLevel[forcePower] = val;
if ( g_entities[0].client->ps.forcePowerLevel[forcePower] < FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowerLevel[forcePower] = FORCE_LEVEL_0;
}
else if ( g_entities[0].client->ps.forcePowerLevel[forcePower] > FORCE_LEVEL_3 )
{
g_entities[0].client->ps.forcePowerLevel[forcePower] = FORCE_LEVEL_3;
}
}
extern qboolean PM_SaberInStart( int move );
extern qboolean PM_SaberInTransition( int move );
extern qboolean PM_SaberInAttack( int move );
2013-04-04 23:21:13 +00:00
extern qboolean WP_SaberCanTurnOffSomeBlades( saberInfo_t *saber );
2013-04-04 22:35:38 +00:00
void Svcmd_SaberAttackCycle_f( void )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
gentity_t *self = G_GetSelfForPlayerCmd();
if ( self->s.weapon != WP_SABER )
{// saberAttackCycle button also switches to saber
gi.SendConsoleCommand("weapon 1" );
return;
}
2013-04-04 23:21:13 +00:00
if ( self->client->ps.dualSabers )
2013-04-04 22:35:38 +00:00
{//can't cycle styles with dualSabers, so just toggle second saber on/off
2013-04-04 23:21:13 +00:00
if ( WP_SaberCanTurnOffSomeBlades( &self->client->ps.saber[1] ) )
{//can turn second saber off
if ( self->client->ps.saber[1].ActiveManualOnly() )
{//turn it off
qboolean skipThisBlade;
for ( int bladeNum = 0; bladeNum < self->client->ps.saber[1].numBlades; bladeNum++ )
{
skipThisBlade = qfalse;
if ( WP_SaberBladeUseSecondBladeStyle( &self->client->ps.saber[1], bladeNum ) )
{//check to see if we should check the secondary style's flags
if ( (self->client->ps.saber[1].saberFlags2&SFL2_NO_MANUAL_DEACTIVATE2) )
{
skipThisBlade = qtrue;
}
}
else
{//use the primary style's flags
if ( (self->client->ps.saber[1].saberFlags2&SFL2_NO_MANUAL_DEACTIVATE) )
{
skipThisBlade = qtrue;
}
}
if ( !skipThisBlade )
{
self->client->ps.saber[1].BladeActivate( bladeNum, qfalse );
G_SoundIndexOnEnt( self, CHAN_WEAPON, self->client->ps.saber[1].soundOff );
}
}
2013-04-04 22:35:38 +00:00
}
2013-04-04 23:21:13 +00:00
else if ( !self->client->ps.saber[0].ActiveManualOnly() )
{//first one is off, too, so just turn that one on
if ( !self->client->ps.saberInFlight )
{//but only if it's in your hand!
self->client->ps.saber[0].Activate();
}
}
else
{//turn on the second one
self->client->ps.saber[1].Activate();
}
return;
2013-04-04 22:35:38 +00:00
}
}
2013-04-04 23:21:13 +00:00
else if ( self->client->ps.saber[0].numBlades > 1
&& WP_SaberCanTurnOffSomeBlades( &self->client->ps.saber[0] ) )//self->client->ps.saber[0].type == SABER_STAFF )
2013-04-04 22:35:38 +00:00
{//can't cycle styles with saberstaff, so just toggles saber blades on/off
if ( self->client->ps.saberInFlight )
{//can't turn second blade back on if it's in the air, you naughty boy!
return;
}
2013-04-04 23:21:13 +00:00
/*
if ( self->client->ps.saber[0].singleBladeStyle == SS_NONE )
{//can't use just one blade?
return;
}
*/
2013-04-04 22:35:38 +00:00
qboolean playedSound = qfalse;
if ( !self->client->ps.saber[0].blade[0].active )
{//first one is not even on
//turn only it on
self->client->ps.SaberBladeActivate( 0, 0, qtrue );
return;
}
2013-04-04 23:21:13 +00:00
qboolean skipThisBlade;
for ( int bladeNum = 1; bladeNum < self->client->ps.saber[0].numBlades; bladeNum++ )
2013-04-04 22:35:38 +00:00
{
2013-04-04 23:21:13 +00:00
if ( !self->client->ps.saber[0].blade[bladeNum].active )
2013-04-04 22:35:38 +00:00
{//extra is off, turn it on
2013-04-04 23:21:13 +00:00
self->client->ps.saber[0].BladeActivate( bladeNum, qtrue );
2013-04-04 22:35:38 +00:00
}
else
{//turn extra off
2013-04-04 23:21:13 +00:00
skipThisBlade = qfalse;
if ( WP_SaberBladeUseSecondBladeStyle( &self->client->ps.saber[1], bladeNum ) )
{//check to see if we should check the secondary style's flags
if ( (self->client->ps.saber[1].saberFlags2&SFL2_NO_MANUAL_DEACTIVATE2) )
{
skipThisBlade = qtrue;
}
}
else
{//use the primary style's flags
if ( (self->client->ps.saber[1].saberFlags2&SFL2_NO_MANUAL_DEACTIVATE) )
{
skipThisBlade = qtrue;
}
}
if ( !skipThisBlade )
2013-04-04 22:35:38 +00:00
{
2013-04-04 23:21:13 +00:00
self->client->ps.saber[0].BladeActivate( bladeNum, qfalse );
if ( !playedSound )
{
G_SoundIndexOnEnt( self, CHAN_WEAPON, self->client->ps.saber[0].soundOff );
playedSound = qtrue;
}
2013-04-04 22:35:38 +00:00
}
}
}
return;
}
2013-04-04 23:21:13 +00:00
int allowedStyles = self->client->ps.saberStylesKnown;
if ( self->client->ps.dualSabers
&& self->client->ps.saber[0].Active()
&& self->client->ps.saber[1].Active() )
{
allowedStyles |= (1<<SS_DUAL);
for ( int styleNum = SS_NONE+1; styleNum < SS_NUM_SABER_STYLES; styleNum++ )
{
if ( styleNum == SS_TAVION
&& ((self->client->ps.saber[0].stylesLearned&(1<<SS_TAVION))||(self->client->ps.saber[1].stylesLearned&(1<<SS_TAVION)))//was given this style by one of my sabers
&& !(self->client->ps.saber[0].stylesForbidden&(1<<SS_TAVION))
&& !(self->client->ps.saber[1].stylesForbidden&(1<<SS_TAVION)) )
{//if have both sabers on, allow tavion only if one of our sabers specifically wanted to use it... (unless specifically forbidden)
}
else if ( styleNum == SS_DUAL
&& !(self->client->ps.saber[0].stylesForbidden&(1<<SS_DUAL))
&& !(self->client->ps.saber[1].stylesForbidden&(1<<SS_DUAL)) )
{//if have both sabers on, only dual style is allowed (unless specifically forbidden)
}
else
{
allowedStyles &= ~(1<<styleNum);
}
}
}
2013-04-04 22:35:38 +00:00
2013-04-04 23:21:13 +00:00
if ( !allowedStyles )
2013-04-04 22:35:38 +00:00
{
return;
}
int saberAnimLevel;
if ( !self->s.number )
{
saberAnimLevel = cg.saberAnimLevelPending;
}
else
{
saberAnimLevel = self->client->ps.saberAnimLevel;
}
saberAnimLevel++;
int sanityCheck = 0;
while ( self->client->ps.saberAnimLevel != saberAnimLevel
2013-04-04 23:21:13 +00:00
&& !(allowedStyles&(1<<saberAnimLevel))
2013-04-04 22:35:38 +00:00
&& sanityCheck < SS_NUM_SABER_STYLES+1 )
{
saberAnimLevel++;
if ( saberAnimLevel > SS_STAFF )
{
saberAnimLevel = SS_FAST;
}
sanityCheck++;
}
2013-04-04 23:21:13 +00:00
if ( !(allowedStyles&(1<<saberAnimLevel)) )
2013-04-04 22:35:38 +00:00
{
return;
}
2013-04-04 23:21:13 +00:00
WP_UseFirstValidSaberStyle( self, &saberAnimLevel );
2013-04-04 22:35:38 +00:00
if ( !self->s.number )
{
cg.saberAnimLevelPending = saberAnimLevel;
}
else
{
self->client->ps.saberAnimLevel = saberAnimLevel;
}
#ifndef FINAL_BUILD
switch ( saberAnimLevel )
{
case SS_FAST:
gi.Printf( S_COLOR_BLUE"Lightsaber Combat Style: Fast\n" );
//LIGHTSABERCOMBATSTYLE_FAST
break;
case SS_MEDIUM:
gi.Printf( S_COLOR_YELLOW"Lightsaber Combat Style: Medium\n" );
//LIGHTSABERCOMBATSTYLE_MEDIUM
break;
case SS_STRONG:
gi.Printf( S_COLOR_RED"Lightsaber Combat Style: Strong\n" );
//LIGHTSABERCOMBATSTYLE_STRONG
break;
case SS_DESANN:
gi.Printf( S_COLOR_CYAN"Lightsaber Combat Style: Desann\n" );
//LIGHTSABERCOMBATSTYLE_DESANN
break;
case SS_TAVION:
gi.Printf( S_COLOR_MAGENTA"Lightsaber Combat Style: Tavion\n" );
//LIGHTSABERCOMBATSTYLE_TAVION
break;
case SS_DUAL:
gi.Printf( S_COLOR_MAGENTA"Lightsaber Combat Style: Dual\n" );
//LIGHTSABERCOMBATSTYLE_TAVION
break;
case SS_STAFF:
gi.Printf( S_COLOR_MAGENTA"Lightsaber Combat Style: Staff\n" );
//LIGHTSABERCOMBATSTYLE_TAVION
break;
}
//gi.Printf("\n");
#endif
}
qboolean G_ReleaseEntity( gentity_t *grabber )
{
if ( grabber && grabber->client && grabber->client->ps.heldClient < ENTITYNUM_WORLD )
{
gentity_t *heldClient = &g_entities[grabber->client->ps.heldClient];
grabber->client->ps.heldClient = ENTITYNUM_NONE;
if ( heldClient && heldClient->client )
{
heldClient->client->ps.heldByClient = ENTITYNUM_NONE;
heldClient->owner = NULL;
}
return qtrue;
}
return qfalse;
}
void G_GrabEntity( gentity_t *grabber, char *target )
{
if ( !grabber || !grabber->client )
{
return;
}
gentity_t *heldClient = G_Find( NULL, FOFS(targetname), (char *)target );
if ( heldClient && heldClient->client && heldClient != grabber )//don't grab yourself, it's not polite
{//found him
grabber->client->ps.heldClient = heldClient->s.number;
heldClient->client->ps.heldByClient = grabber->s.number;
heldClient->owner = grabber;
}
}
/*
=================
ConsoleCommand
// these are added in cg_main, CG_Init so they tab-complete
=================
*/
qboolean ConsoleCommand( void ) {
char *cmd;
cmd = gi.argv(0);
if ( Q_stricmp (cmd, "entitylist") == 0 )
{
Svcmd_EntityList_f();
return qtrue;
}
if (Q_stricmp (cmd, "game_memory") == 0) {
Svcmd_GameMem_f();
return qtrue;
}
// if (Q_stricmp (cmd, "addbot") == 0) {
// Svcmd_AddBot_f();
// return qtrue;
// }
if (Q_stricmp (cmd, "nav") == 0)
{
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return qfalse;
}
Svcmd_Nav_f ();
return qtrue;
}
if (Q_stricmp (cmd, "npc") == 0)
{
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return qfalse;
}
Svcmd_NPC_f ();
return qtrue;
}
if (Q_stricmp (cmd, "use") == 0)
{
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return qfalse;
}
Svcmd_Use_f ();
return qtrue;
}
if ( Q_stricmp( cmd, "ICARUS" ) == 0 )
{
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return qfalse;
}
Quake3Game()->Svcmd();
return qtrue;
}
if ( Q_stricmp( cmd, "saberColor" ) == 0 )
{
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return qfalse;
}
Svcmd_SaberColor_f();
return qtrue;
}
if ( Q_stricmp( cmd, "saber" ) == 0 )
{
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return qfalse;
}
Svcmd_Saber_f();
return qtrue;
}
if ( Q_stricmp( cmd, "saberblade" ) == 0 )
{
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return qfalse;
}
Svcmd_SaberBlade_f();
return qtrue;
}
if ( Q_stricmp( cmd, "setForceJump" ) == 0 )
{
Svcmd_ForceJump_f();
return qtrue;
}
if ( Q_stricmp( cmd, "setSaberThrow" ) == 0 )
{
Svcmd_SaberThrow_f();
return qtrue;
}
if ( Q_stricmp( cmd, "setForceHeal" ) == 0 )
{
Svcmd_ForceHeal_f();
return qtrue;
}
if ( Q_stricmp( cmd, "setForcePush" ) == 0 )
{
Svcmd_ForcePush_f();
return qtrue;
}
if ( Q_stricmp( cmd, "setForcePull" ) == 0 )
{
Svcmd_ForcePull_f();
return qtrue;
}
if ( Q_stricmp( cmd, "setForceSpeed" ) == 0 )
{
Svcmd_ForceSpeed_f();
return qtrue;
}
if ( Q_stricmp( cmd, "setForceGrip" ) == 0 )
{
Svcmd_ForceGrip_f();
return qtrue;
}
if ( Q_stricmp( cmd, "setForceLightning" ) == 0 )
{
Svcmd_ForceLightning_f();
return qtrue;
}
if ( Q_stricmp( cmd, "setMindTrick" ) == 0 )
{
Svcmd_MindTrick_f();
return qtrue;
}
if ( Q_stricmp( cmd, "setSaberDefense" ) == 0 )
{
Svcmd_SaberDefense_f();
return qtrue;
}
if ( Q_stricmp( cmd, "setSaberOffense" ) == 0 )
{
Svcmd_SaberOffense_f();
return qtrue;
}
if ( Q_stricmp( cmd, "setForceRage" ) == 0 )
{
Svcmd_ForceSetLevel_f( FP_RAGE );
return qtrue;
}
if ( Q_stricmp( cmd, "setForceDrain" ) == 0 )
{
Svcmd_ForceSetLevel_f( FP_DRAIN );
return qtrue;
}
if ( Q_stricmp( cmd, "setForceProtect" ) == 0 )
{
Svcmd_ForceSetLevel_f( FP_PROTECT );
return qtrue;
}
if ( Q_stricmp( cmd, "setForceAbsorb" ) == 0 )
{
Svcmd_ForceSetLevel_f( FP_ABSORB );
return qtrue;
}
if ( Q_stricmp( cmd, "setForceSight" ) == 0 )
{
Svcmd_ForceSetLevel_f( FP_SEE );
return qtrue;
}
if ( Q_stricmp( cmd, "setForceAll" ) == 0 )
{
Svcmd_ForceJump_f();
Svcmd_SaberThrow_f();
Svcmd_ForceHeal_f();
Svcmd_ForcePush_f();
Svcmd_ForcePull_f();
Svcmd_ForceSpeed_f();
Svcmd_ForceGrip_f();
Svcmd_ForceLightning_f();
Svcmd_MindTrick_f();
Svcmd_SaberDefense_f();
Svcmd_SaberOffense_f();
Svcmd_ForceSetLevel_f( FP_RAGE );
Svcmd_ForceSetLevel_f( FP_DRAIN );
Svcmd_ForceSetLevel_f( FP_PROTECT );
Svcmd_ForceSetLevel_f( FP_ABSORB );
Svcmd_ForceSetLevel_f( FP_SEE );
2013-04-04 23:21:13 +00:00
for ( int i = SS_NONE+1; i < SS_NUM_SABER_STYLES; i++ )
2013-04-04 22:35:38 +00:00
{
g_entities[0].client->ps.saberStylesKnown |= (1<<i);
}
return qtrue;
}
if ( Q_stricmp( cmd, "saberAttackCycle" ) == 0 )
{
Svcmd_SaberAttackCycle_f();
return qtrue;
}
if ( Q_stricmp( cmd, "runscript" ) == 0 )
{
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return qfalse;
}
char *cmd2 = gi.argv(1);
if ( cmd2 && cmd2[0] )
{
char *cmd3 = gi.argv(2);
if ( cmd3 && cmd3[0] )
{
gentity_t *found = NULL;
if ( (found = G_Find(NULL, FOFS(targetname), cmd2 ) ) != NULL )
{
Quake3Game()->RunScript( found, cmd3 );
}
else
{
//can't find cmd2
gi.Printf( S_COLOR_RED"runscript: can't find targetname %s\n", cmd2 );
}
}
else
{
Quake3Game()->RunScript( &g_entities[0], cmd2 );
}
}
else
{
gi.Printf( S_COLOR_RED"usage: runscript <ent targetname> scriptname\n" );
}
//FIXME: else warning
return qtrue;
}
if ( Q_stricmp( cmd, "playerteam" ) == 0 )
{
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return qfalse;
}
char *cmd2 = gi.argv(1);
int n;
if ( !*cmd2 || !cmd2[0] )
{
gi.Printf( S_COLOR_RED"'playerteam' - change player team, requires a team name!\n" );
gi.Printf( S_COLOR_RED"Valid team names are:\n");
for ( n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
{
gi.Printf( S_COLOR_RED"%s\n", GetStringForID( TeamTable, n ) );
}
}
else
{
team_t team;
team = (team_t)GetIDForString( TeamTable, cmd2 );
if ( team == -1 )
{
gi.Printf( S_COLOR_RED"'playerteam' unrecognized team name %s!\n", cmd2 );
gi.Printf( S_COLOR_RED"Valid team names are:\n");
for ( n = TEAM_FREE; n < TEAM_NUM_TEAMS; n++ )
{
gi.Printf( S_COLOR_RED"%s\n", GetStringForID( TeamTable, n ) );
}
}
else
{
g_entities[0].client->playerTeam = team;
//FIXME: convert Imperial, Malon, Hirogen and Klingon to Scavenger?
}
}
return qtrue;
}
if ( Q_stricmp( cmd, "control" ) == 0 )
{
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return qfalse;
}
char *cmd2 = gi.argv(1);
if ( !*cmd2 || !cmd2[0] )
{
if ( !G_ClearViewEntity( &g_entities[0] ) )
{
gi.Printf( S_COLOR_RED"control <NPC_targetname>\n", cmd2 );
}
}
else
{
Q3_SetViewEntity( 0, cmd2 );
}
return qtrue;
}
if ( Q_stricmp( cmd, "grab" ) == 0 )
{
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return qfalse;
}
char *cmd2 = gi.argv(1);
if ( !*cmd2 || !cmd2[0] )
{
if ( !G_ReleaseEntity( &g_entities[0] ) )
{
gi.Printf( S_COLOR_RED"grab <NPC_targetname>\n", cmd2 );
}
}
else
{
G_GrabEntity( &g_entities[0], cmd2 );
}
return qtrue;
}
if ( Q_stricmp( cmd, "knockdown" ) == 0 )
{
if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return qfalse;
}
G_Knockdown( &g_entities[0], &g_entities[0], vec3_origin, 300, qtrue );
return qtrue;
}
if ( Q_stricmp( cmd, "playerModel" ) == 0 )
{
if ( gi.argc() == 1 )
{
gi.Printf( S_COLOR_RED"USAGE: playerModel <NPC Name>\n playerModel <g2model> <skinhead> <skintorso> <skinlower>\n playerModel player (builds player from customized menu settings)\n" );
gi.Printf( "playerModel = %s ", va("%s %s %s %s\n", g_char_model->string, g_char_skin_head->string, g_char_skin_torso->string, g_char_skin_legs->string ) );
}
else if ( gi.argc() == 2 )
{
G_ChangePlayerModel( &g_entities[0], gi.argv(1) );
}
else if ( gi.argc() == 5 )
{
//instead of setting it directly via a command, we now store it in cvars
//G_ChangePlayerModel( &g_entities[0], va("%s|%s|%s|%s", gi.argv(1), gi.argv(2), gi.argv(3), gi.argv(4)) );
gi.cvar_set("g_char_model", gi.argv(1) );
gi.cvar_set("g_char_skin_head", gi.argv(2) );
gi.cvar_set("g_char_skin_torso", gi.argv(3) );
gi.cvar_set("g_char_skin_legs", gi.argv(4) );
G_InitPlayerFromCvars( &g_entities[0] );
}
return qtrue;
}
if ( Q_stricmp( cmd, "playerTint" ) == 0 )
{
if ( gi.argc() == 4 )
{
g_entities[0].client->renderInfo.customRGBA[0] = atoi(gi.argv(1));
g_entities[0].client->renderInfo.customRGBA[1] = atoi(gi.argv(2));
g_entities[0].client->renderInfo.customRGBA[2] = atoi(gi.argv(3));
gi.cvar_set("g_char_color_red", gi.argv(1) );
gi.cvar_set("g_char_color_green", gi.argv(2) );
gi.cvar_set("g_char_color_blue", gi.argv(3) );
}
else
{
gi.Printf( S_COLOR_RED"USAGE: playerTint <red 0 - 255> <green 0 - 255> <blue 0 - 255>\n" );
gi.Printf( "playerTint = %s\n", va("%d %d %d", g_char_color_red->integer, g_char_color_green->integer, g_char_color_blue->integer ) );
}
return qtrue;
}
if ( Q_stricmp( cmd, "nexttestaxes" ) == 0 )
{
G_NextTestAxes();
}
if ( Q_stricmp( cmd, "exitview" ) == 0 )
{
Svcmd_ExitView_f();
}
if (Q_stricmp (cmd, "iknowkungfu") == 0)
{
gi.cvar_set( "g_debugMelee", "1" );
G_SetWeapon( &g_entities[0], WP_MELEE );
for ( int i = FP_FIRST; i < NUM_FORCE_POWERS; i++ )
{
g_entities[0].client->ps.forcePowersKnown |= ( 1 << i );
if ( i == FP_TELEPATHY )
{
g_entities[0].client->ps.forcePowerLevel[i] = FORCE_LEVEL_4;
}
else
{
g_entities[0].client->ps.forcePowerLevel[i] = FORCE_LEVEL_3;
}
}
}
return qfalse;
}