jedioutcast/code/cgame/cg_consolecmds.cpp

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// cg_consolecmds.c -- text commands typed in at the local console, or
// executed by a key binding
// this line must stay at top so the whole PCH thing works...
#include "cg_headers.h"
//#include "cg_local.h"
#include "cg_media.h" //just for cgs....
void CG_TargetCommand_f( void );
extern qboolean player_locked;
extern void CMD_CGCam_Disable( void );
void CG_NextInventory_f( void );
void CG_PrevInventory_f( void );
void CG_NextForcePower_f( void );
void CG_PrevForcePower_f( void );
void CG_LoadHud_f( void );
/*
=============
CG_Viewpos_f
Debugging command to print the current position
=============
*/
static void CG_Viewpos_f (void) {
CG_Printf ("%s (%i %i %i) : %i\n", cgs.mapname, (int)cg.refdef.vieworg[0],
(int)cg.refdef.vieworg[1], (int)cg.refdef.vieworg[2],
(int)cg.refdefViewAngles[YAW]);
}
void CG_WriteCam_f (void)
{
char text[1024];
char *targetname;
static int numCams;
numCams++;
targetname = (char *)CG_Argv(1);
if( !targetname || !targetname[0] )
{
targetname = "nameme!";
}
CG_Printf( "Camera #%d ('%s') written to: ", numCams, targetname );
sprintf( text, "//entity %d\n{\n\"classname\" \"ref_tag\"\n\"targetname\" \"%s\"\n\"origin\" \"%i %i %i\"\n\"angles\" \"%i %i %i\"\n\"fov\" \"%i\"\n}\n", numCams, targetname, (int)cg.refdef.vieworg[0], (int)cg.refdef.vieworg[1], (int)cg.refdef.vieworg[2], (int)cg.refdefViewAngles[0], (int)cg.refdefViewAngles[1], (int)cg.refdefViewAngles[2], cg_fov.integer );
gi.WriteCam( text );
}
void Lock_Disable ( void )
{
player_locked = qfalse;
}
extern float cg_zoomFov; //from cg_view.cpp
void CG_ToggleBinoculars( void )
{
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if ( in_camera)
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{
return;
}
if ( cg.zoomMode == 0 || cg.zoomMode >= 2 ) // not zoomed or currently zoomed with the disruptor or LA goggles
{
if ( cg.snap->ps.saberActive && cg.snap->ps.saberInFlight && cg.snap->ps.stats[STAT_HEALTH] > 0 )
{//can't select binoculars when throwing saber
//FIXME: indicate this to the player
return;
}
if ( cg.snap->ps.viewEntity || ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & ( EF_LOCKED_TO_WEAPON | EF_IN_ATST )))
{
// can't zoom when you have a viewEntity or driving an atst or in an emplaced gun
return;
}
cg.zoomMode = 1;
cg.zoomLocked = qfalse;
if ( cg.snap->ps.batteryCharge )
{
// when you have batteries, you can actually zoom in
cg_zoomFov = 40.0f;
}
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else if ( cg.overrides.active & CG_OVERRIDE_FOV )
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{
cg_zoomFov = cg.overrides.fov;
}
else
{
cg_zoomFov = cg_fov.value;
}
cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomStart );
}
else
{
cg.zoomMode = 0;
cg.zoomTime = cg.time;
cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomEnd );
}
}
void CG_ToggleLAGoggles( void )
{
if ( in_camera)
{
return;
}
if ( cg.zoomMode == 0 || cg.zoomMode < 3 ) // not zoomed or currently zoomed with the disruptor or regular binoculars
{
if ( cg.snap->ps.saberActive && cg.snap->ps.saberInFlight && cg.snap->ps.stats[STAT_HEALTH] > 0 )
{//can't select binoculars when throwing saber
//FIXME: indicate this to the player
return;
}
if ( cg.snap->ps.viewEntity || ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & ( EF_LOCKED_TO_WEAPON | EF_IN_ATST )))
{
// can't zoom when you have a viewEntity or driving an atst or in an emplaced gun
return;
}
cg.zoomMode = 3;
cg.zoomLocked = qfalse;
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if ( cg.overrides.active & CG_OVERRIDE_FOV )
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{
cg_zoomFov = cg.overrides.fov;
}
else
{
cg_zoomFov = cg_fov.value; // does not zoom!!
}
cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomStart );
}
else
{
cg.zoomMode = 0;
cg.zoomTime = cg.time;
cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomEnd );
}
}
static void CG_InfoDown_f( void ) {
// cg.showInformation = qtrue;
}
static void CG_InfoUp_f( void )
{
// cg.showInformation = qfalse;
}
typedef struct {
char *cmd;
void (*function)(void);
} consoleCommand_t;
static consoleCommand_t commands[] = {
{ "testgun", CG_TestGun_f },
{ "testmodel", CG_TestModel_f },
{ "nextframe", CG_TestModelNextFrame_f },
{ "prevframe", CG_TestModelPrevFrame_f },
{ "nextskin", CG_TestModelNextSkin_f },
{ "prevskin", CG_TestModelPrevSkin_f },
/*
Ghoul2 Insert Start
*/
{ "testG2Model", CG_TestG2Model_f},
{ "testsurface", CG_TestModelSurfaceOnOff_f },
{ "testanglespre", CG_TestModelSetAnglespre_f},
{ "testanglespost", CG_TestModelSetAnglespost_f},
{ "testanimate", CG_TestModelAnimate_f},
{ "testlistbones", CG_ListModelBones_f},
{ "testlistsurfaces", CG_ListModelSurfaces_f},
/*
Ghoul2 Insert End
*/
{ "viewpos", CG_Viewpos_f },
{ "writecam", CG_WriteCam_f },
{ "+info", CG_InfoDown_f },
{ "-info", CG_InfoUp_f },
{ "weapnext", CG_NextWeapon_f },
{ "weapprev", CG_PrevWeapon_f },
{ "weapon", CG_Weapon_f },
{ "tcmd", CG_TargetCommand_f },
{ "cam_disable", CMD_CGCam_Disable }, //gets out of camera mode for debuggin
{ "cam_enable", CGCam_Enable }, //gets into camera mode for precise camera placement
{ "lock_disable", Lock_Disable }, //player can move now
{ "zoom", CG_ToggleBinoculars },
{ "la_zoom", CG_ToggleLAGoggles },
{ "invnext", CG_NextInventory_f },
{ "invprev", CG_PrevInventory_f },
{ "forcenext", CG_NextForcePower_f },
{ "forceprev", CG_PrevForcePower_f },
{ "loadhud", CG_LoadHud_f },
{ "dpweapnext", CG_DPNextWeapon_f },
{ "dpweapprev", CG_DPPrevWeapon_f },
{ "dpinvnext", CG_DPNextInventory_f },
{ "dpinvprev", CG_DPPrevInventory_f },
{ "dpforcenext", CG_DPNextForcePower_f },
{ "dpforceprev", CG_DPPrevForcePower_f },
};
//extern menuDef_t *menuScoreboard;
void Menu_Reset();
void CG_LoadHud_f( void)
{
const char *hudSet;
// cgi_UI_String_Init();
// cgi_UI_Menu_Reset();
hudSet = cg_hudFiles.string;
if (hudSet[0] == '\0')
{
hudSet = "ui/jk2hud.txt";
}
CG_LoadMenus(hudSet);
// menuScoreboard = NULL;
}
/*
=================
CG_ConsoleCommand
The string has been tokenized and can be retrieved with
Cmd_Argc() / Cmd_Argv()
=================
*/
qboolean CG_ConsoleCommand( void ) {
const char *cmd;
int i;
cmd = CG_Argv(0);
for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) {
if ( !Q_stricmp( cmd, commands[i].cmd ) ) {
commands[i].function();
return qtrue;
}
}
return qfalse;
}
/*
=================
CG_InitConsoleCommands
Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands( void ) {
int i;
for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) {
cgi_AddCommand( commands[i].cmd );
}
}