stvoy-mp-sdk/Code-DM/cgame/cg_consolecmds.c

208 lines
4.7 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_consolecmds.c -- text commands typed in at the local console, or
// executed by a key binding
#include "cg_local.h"
void CG_TargetCommand_f( void ) {
int targetNum;
char test[4];
targetNum = CG_CrosshairPlayer();
if (!targetNum ) {
return;
}
trap_Argv( 1, test, 4 );
trap_SendConsoleCommand( va( "gc %i %i", targetNum, atoi( test ) ) );
}
/*
=================
CG_SizeUp_f
Keybinding command
=================
*/
static void CG_SizeUp_f (void) {
trap_Cvar_Set("cg_viewsize", va("%i",(int)(cg_viewsize.integer+10)));
}
/*
=================
CG_SizeDown_f
Keybinding command
=================
*/
static void CG_SizeDown_f (void) {
trap_Cvar_Set("cg_viewsize", va("%i",(int)(cg_viewsize.integer-10)));
}
/*
=============
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]);
}
static void CG_ScoresDown_f( void ) {
if ( cg.scoresRequestTime + 2000 < cg.time ) {
// the scores are more than two seconds out of data,
// so request new ones
cg.scoresRequestTime = cg.time;
trap_SendClientCommand( "score" );
// leave the current scores up if they were already
// displayed, but if this is the first hit, clear them out
if ( !cg.showScores ) {
cg.showScores = qtrue;
cg.numScores = 0;
}
} else {
// show the cached contents even if they just pressed if it
// is within two seconds
cg.showScores = qtrue;
}
}
static void CG_ScoresUp_f( void ) {
cg.showScores = qfalse;
cg.scoreFadeTime = cg.time;
}
static void CG_TellTarget_f( void ) {
int clientNum;
char command[128];
char message[128];
clientNum = CG_CrosshairPlayer();
if ( clientNum == -1 ) {
return;
}
trap_Args( message, 128 );
Com_sprintf( command, 128, "tell %i %s", clientNum, message );
trap_SendClientCommand( command );
}
static void CG_TellAttacker_f( void ) {
int clientNum;
char command[128];
char message[128];
clientNum = CG_LastAttacker();
if ( clientNum == -1 ) {
return;
}
trap_Args( message, 128 );
Com_sprintf( command, 128, "tell %i %s", clientNum, message );
trap_SendClientCommand( command );
}
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 },
{ "viewpos", CG_Viewpos_f },
{ "+info", CG_ScoresDown_f },
{ "-info", CG_ScoresUp_f },
{ "+zoom", CG_ZoomDown_f },
{ "-zoom", CG_ZoomUp_f },
{ "sizeup", CG_SizeUp_f },
{ "sizedown", CG_SizeDown_f },
{ "weapnext", CG_NextWeapon_f },
{ "weapprev", CG_PrevWeapon_f },
{ "weapon", CG_Weapon_f },
{ "tell_target", CG_TellTarget_f },
{ "tell_attacker", CG_TellAttacker_f },
{ "tcmd", CG_TargetCommand_f },
{ "loaddefered", CG_LoadDeferredPlayers } // spelled wrong, but not changing for demo...
};
/*
=================
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++ ) {
trap_AddCommand( commands[i].cmd );
}
//
// the game server will interpret these commands, which will be automatically
// forwarded to the server after they are not recognized locally
//
trap_AddCommand ("kill");
trap_AddCommand ("say");
trap_AddCommand ("say_team");
trap_AddCommand ("give");
trap_AddCommand ("god");
trap_AddCommand ("notarget");
trap_AddCommand ("noclip");
trap_AddCommand ("team");
trap_AddCommand ("follow");
trap_AddCommand ("levelshot");
trap_AddCommand ("addbot");
trap_AddCommand ("setviewpos");
trap_AddCommand ("vote");
trap_AddCommand ("callvote");
trap_AddCommand ("loaddefered"); // spelled wrong, but not changing for demo
}