587 lines
12 KiB
C++
587 lines
12 KiB
C++
#include "g_local.h"
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#include "objectives.h"
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/*
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==================
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CheatsOk
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==================
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*/
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qboolean CheatsOk( gentity_t *ent ) {
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if ( !g_cheats->integer ) {
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gi.SendServerCommand( ent-g_entities, "print \"Cheats are not enabled on this server.\n\"");
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return qfalse;
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}
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if ( ent->health <= 0 ) {
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gi.SendServerCommand( ent-g_entities, "print \"You must be alive to use this command.\n\"");
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return qfalse;
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}
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return qtrue;
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}
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/*
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==================
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ConcatArgs
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==================
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*/
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char *ConcatArgs( int start ) {
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int i, c, tlen;
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static char line[MAX_STRING_CHARS];
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int len;
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char *arg;
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len = 0;
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c = gi.argc();
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for ( i = start ; i < c ; i++ ) {
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arg = gi.argv( i );
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tlen = strlen( arg );
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if ( len + tlen >= MAX_STRING_CHARS - 1 ) {
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break;
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}
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memcpy( line + len, arg, tlen );
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len += tlen;
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if ( i != c - 1 ) {
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line[len] = ' ';
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len++;
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}
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}
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line[len] = 0;
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return line;
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}
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/*
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==================
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SanitizeString
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Remove case and control characters
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==================
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*/
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void SanitizeString( char *in, char *out ) {
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while ( *in ) {
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if ( *in == 27 ) {
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in += 2; // skip color code
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continue;
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}
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if ( *in < 32 ) {
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in++;
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continue;
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}
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*out++ = tolower( *in++ );
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}
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*out = 0;
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}
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/*
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==================
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ClientNumberFromString
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Returns a player number for either a number or name string
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Returns -1 if invalid
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==================
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*/
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int ClientNumberFromString( gentity_t *to, char *s ) {
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gclient_t *cl;
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int idnum;
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char s2[MAX_STRING_CHARS];
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char n2[MAX_STRING_CHARS];
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// numeric values are just slot numbers
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if (s[0] >= '0' && s[0] <= '9') {
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idnum = atoi( s );
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if ( idnum < 0 || idnum >= level.maxclients ) {
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gi.SendServerCommand( to-g_entities, "print \"Bad client slot: %i\n\"", idnum);
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return -1;
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}
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cl = &level.clients[idnum];
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if ( cl->pers.connected != CON_CONNECTED ) {
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gi.SendServerCommand( to-g_entities, "print \"Client %i is not active\n\"", idnum);
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return -1;
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}
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return idnum;
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}
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// check for a name match
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SanitizeString( s, s2 );
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for ( idnum=0,cl=level.clients ; idnum < level.maxclients ; idnum++,cl++ ) {
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if ( cl->pers.connected != CON_CONNECTED ) {
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continue;
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}
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SanitizeString( cl->pers.netname, n2 );
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if ( !strcmp( n2, s2 ) ) {
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return idnum;
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}
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}
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gi.SendServerCommand( to-g_entities, "print \"User %s is not on the server\n\"", s);
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return -1;
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}
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/*
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==================
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Cmd_Give_f
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Give items to a client
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==================
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*/
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void Cmd_Give_f (gentity_t *ent)
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{
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char *name;
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gitem_t *it;
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int i;
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qboolean give_all;
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gentity_t *it_ent;
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trace_t trace;
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if ( !CheatsOk( ent ) ) {
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return;
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}
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name = ConcatArgs( 1 );
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if (Q_stricmp(name, "all") == 0)
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give_all = qtrue;
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else
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give_all = qfalse;
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if (give_all || Q_stricmp(gi.argv(1), "health") == 0)
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{
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if (gi.argc() == 3) {
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ent->health = atoi(gi.argv(2));
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if (ent->health > ent->client->ps.stats[STAT_MAX_HEALTH]) {
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ent->health = ent->client->ps.stats[STAT_MAX_HEALTH];
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}
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}
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else {
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ent->health = ent->client->ps.stats[STAT_MAX_HEALTH];
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}
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if (!give_all)
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return;
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}
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if (give_all || Q_stricmp(name, "weapons") == 0)
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{
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ent->client->ps.stats[STAT_WEAPONS] = (1 << (MAX_PLAYER_WEAPONS+1)) - ( 1 << WP_NONE );
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if (!give_all)
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return;
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}
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if ( !give_all && Q_stricmp(gi.argv(1), "weaponnum") == 0 )
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{
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ent->client->ps.stats[STAT_WEAPONS] |= (1 << atoi(gi.argv(2)));
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return;
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}
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if ( Q_stricmp(name, "eweaps") == 0) //for developing, gives you all the weapons, including enemy
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{
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ent->client->ps.stats[STAT_WEAPONS] = (unsigned)(1 << WP_NUM_WEAPONS) - ( 1 << WP_NONE ); // NOTE: this wasn't giving the last weapon in the list
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if (!give_all)
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return;
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}
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if (give_all || Q_stricmp(name, "ammo") == 0)
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{
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for ( i = 0 ; i < AMMO_MAX ; i++ ) {
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ent->client->ps.ammo[i] = ammoData[i].max;
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}
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if (!give_all)
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return;
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}
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if (give_all || Q_stricmp(gi.argv(1), "armor") == 0)
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{
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if (gi.argc() == 3)
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ent->client->ps.stats[STAT_ARMOR] = atoi(gi.argv(2));
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else
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ent->client->ps.stats[STAT_ARMOR] = ent->client->ps.stats[STAT_MAX_HEALTH];
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if (!give_all)
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return;
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}
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// spawn a specific item right on the player
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if ( !give_all ) {
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it = FindItem (name);
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if (!it) {
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name = gi.argv(1);
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it = FindItem (name);
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if (!it) {
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gi.SendServerCommand( ent-g_entities, "print \"unknown item\n\"");
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return;
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}
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}
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it_ent = G_Spawn();
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VectorCopy( ent->currentOrigin, it_ent->s.origin );
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it_ent->classname = it->classname;
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G_SpawnItem (it_ent, it);
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FinishSpawningItem(it_ent );
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memset( &trace, 0, sizeof( trace ) );
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Touch_Item (it_ent, ent, &trace);
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if (it_ent->inuse) {
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G_FreeEntity( it_ent );
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}
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}
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}
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/*
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==================
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Cmd_God_f
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Sets client to godmode
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argv(0) god
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==================
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*/
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void Cmd_God_f (gentity_t *ent)
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{
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char *msg;
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if ( !CheatsOk( ent ) ) {
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return;
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}
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ent->flags ^= FL_GODMODE;
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if (!(ent->flags & FL_GODMODE) )
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msg = "godmode OFF\n";
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else
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msg = "godmode ON\n";
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gi.SendServerCommand( ent-g_entities, "print \"%s\"", msg);
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}
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/*
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==================
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Cmd_Undying_f
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Sets client to undead mode
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argv(0) undying
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==================
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*/
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void Cmd_Undying_f (gentity_t *ent)
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{
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char *msg;
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if ( !CheatsOk( ent ) )
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{
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return;
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}
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ent->flags ^= FL_UNDYING;
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if (!(ent->flags & FL_UNDYING) )
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{
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msg = "undead mode OFF\n";
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}
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else
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{
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msg = "undead mode ON\n";
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ent->health = ent->max_health = 999;
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if ( ent->client )
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{
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ent->client->ps.stats[STAT_HEALTH] = ent->client->ps.stats[STAT_MAX_HEALTH] = 999;
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}
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}
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gi.SendServerCommand( ent-g_entities, "print \"%s\"", msg);
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}
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/*
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==================
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Cmd_Notarget_f
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Sets client to notarget
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argv(0) notarget
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==================
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*/
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void Cmd_Notarget_f( gentity_t *ent ) {
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char *msg;
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if ( !CheatsOk( ent ) ) {
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return;
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}
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ent->flags ^= FL_NOTARGET;
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if (!(ent->flags & FL_NOTARGET) )
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msg = "notarget OFF\n";
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else
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msg = "notarget ON\n";
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gi.SendServerCommand( ent-g_entities, "print \"%s\"", msg);
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}
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/*
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==================
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Cmd_Noclip_f
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argv(0) noclip
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==================
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*/
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void Cmd_Noclip_f( gentity_t *ent ) {
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char *msg;
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if ( !CheatsOk( ent ) ) {
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return;
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}
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if ( ent->client->noclip ) {
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msg = "noclip OFF\n";
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} else {
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msg = "noclip ON\n";
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}
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ent->client->noclip = !ent->client->noclip;
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gi.SendServerCommand( ent-g_entities, "print \"%s\"", msg);
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}
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/*
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==================
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Cmd_LevelShot_f
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This is just to help generate the level pictures
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for the menus. It goes to the intermission immediately
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and sends over a command to the client to resize the view,
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hide the scoreboard, and take a special screenshot
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==================
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*/
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void Cmd_LevelShot_f( gentity_t *ent ) {
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if ( !CheatsOk( ent ) ) {
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return;
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}
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gi.SendServerCommand( ent-g_entities, "clientLevelShot" );
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}
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/*
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=================
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Cmd_Kill_f
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=================
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*/
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void Cmd_Kill_f( gentity_t *ent ) {
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if( ( level.time - ent->client->respawnTime ) < 5000 ) {
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gi.SendServerCommand( ent-g_entities, "cp \"Only one kill every five seconds\n\"");
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return;
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}
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ent->flags &= ~FL_GODMODE;
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ent->client->ps.stats[STAT_HEALTH] = ent->health = 0;
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player_die (ent, ent, ent, 100000, MOD_SUICIDE);
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}
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/*
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==================
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Cmd_Where_f
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==================
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*/
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void Cmd_Where_f( gentity_t *ent ) {
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const char *s = gi.argv(1);
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const len = strlen(s);
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gentity_t *check;
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if ( gi.argc () < 2 ) {
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gi.Printf("usage: where classname\n");
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return;
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}
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for (int i = 0; i < globals.num_entities; i++) {
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check = &g_entities[i];
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if(!check || !check->inuse) {
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continue;
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}
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if (!Q_stricmpn(s, check->classname, len) ) {
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gi.SendServerCommand( ent-g_entities, "print \"%s %s\n\"", check->classname, vtos( check->s.pos.trBase ) );
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}
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}
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}
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/*
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-------------------------
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UserSpawn
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-------------------------
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*/
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extern qboolean G_CallSpawn( gentity_t *ent );
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void UserSpawn( gentity_t *ent, const char *name )
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{
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vec3_t origin;
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vec3_t vf;
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vec3_t angles;
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gentity_t *ent2;
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//Spawn the ent
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ent2 = G_Spawn();
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ent2->classname = G_NewString( name ); //FIXME: This will leave floating memory...
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//TODO: This should ultimately make sure this is a safe spawn!
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//Spawn the entity and place it there
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VectorSet( angles, 0, ent->s.apos.trBase[YAW], 0 );
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AngleVectors( angles, vf, NULL, NULL );
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VectorMA( ent->s.pos.trBase, 96, vf, origin ); //FIXME: Find the radius size of the object, and push out 32 + radius
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origin[2] += 8;
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VectorCopy( origin, ent2->s.pos.trBase );
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VectorCopy( origin, ent2->s.origin );
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VectorCopy( ent->s.apos.trBase, ent2->s.angles );
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gi.linkentity( ent2 );
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//Find a valid spawning spot
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if ( G_CallSpawn( ent2 ) == qfalse )
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{
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gi.SendServerCommand( ent-g_entities, "print \"Failed to spawn '%s'\n\"", name );
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G_FreeEntity( ent2 );
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return;
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}
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}
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/*
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-------------------------
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Cmd_Spawn
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-------------------------
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*/
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void Cmd_Spawn( gentity_t *ent )
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{
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char *name;
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name = ConcatArgs( 1 );
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gi.SendServerCommand( ent-g_entities, "print \"Spawning '%s'\n\"", name );
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UserSpawn( ent, name );
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}
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/*
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=================
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Cmd_SetViewpos_f
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=================
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*/
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void Cmd_SetViewpos_f( gentity_t *ent ) {
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vec3_t origin, angles;
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int i;
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if ( !g_cheats->integer ) {
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gi.SendServerCommand( ent-g_entities, va("print \"Cheats are not enabled on this server.\n\""));
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return;
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}
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if ( gi.argc() != 5 ) {
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gi.SendServerCommand( ent-g_entities, va("print \"usage: setviewpos x y z yaw\n\""));
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return;
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}
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VectorClear( angles );
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for ( i = 0 ; i < 3 ; i++ ) {
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origin[i] = atof( gi.argv( i+1 ) );
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}
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angles[YAW] = atof( gi.argv( 4 ) );
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TeleportPlayer( ent, origin, angles, STARFLEET_TELEPORT_FX );
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}
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/*
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=================
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Cmd_SetObjective_f
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=================
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*/
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void Cmd_SetObjective_f( gentity_t *ent )
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{
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int objectiveI,status,displayStatus;
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if ( gi.argc() != 4 ) {
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gi.SendServerCommand( ent-g_entities, va("print \"usage: setobjective <objective #> <display status> <status>\n\""));
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return;
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}
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if ( !CheatsOk( ent ) )
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{
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return;
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}
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objectiveI = atoi(gi.argv(1));
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displayStatus = atoi(gi.argv(2));
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status = atoi(gi.argv(3));
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ent->client->sess.mission_objectives[objectiveI].display = displayStatus;
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ent->client->sess.mission_objectives[objectiveI].status = status;
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}
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/*
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=================
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Cmd_ViewObjective_f
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=================
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*/
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void Cmd_ViewObjective_f( gentity_t *ent )
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{
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int objectiveI;
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if ( gi.argc() != 2 ) {
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gi.SendServerCommand( ent-g_entities, va("print \"usage: viewobjective <objective #>\n\""));
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return;
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}
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objectiveI = atoi(gi.argv(1));
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gi.SendServerCommand( ent-g_entities, va("print \"Objective %d Display Status(1=show): %d Status:%d\n\"",objectiveI,ent->client->sess.mission_objectives[objectiveI].display,ent->client->sess.mission_objectives[objectiveI].status));
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}
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/*
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=================
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ClientCommand
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=================
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*/
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void ClientCommand( int clientNum ) {
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gentity_t *ent;
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char *cmd;
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ent = g_entities + clientNum;
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if ( !ent->client ) {
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return; // not fully in game yet
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}
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cmd = gi.argv(0);
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if (Q_stricmp (cmd, "spawn") == 0)
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{
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Cmd_Spawn( ent );
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return;
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}
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if (Q_stricmp (cmd, "give") == 0)
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Cmd_Give_f (ent);
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else if (Q_stricmp (cmd, "god") == 0)
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Cmd_God_f (ent);
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else if (Q_stricmp (cmd, "undying") == 0)
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Cmd_Undying_f (ent);
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else if (Q_stricmp (cmd, "notarget") == 0)
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Cmd_Notarget_f (ent);
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else if (Q_stricmp (cmd, "noclip") == 0)
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Cmd_Noclip_f (ent);
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else if (Q_stricmp (cmd, "kill") == 0)
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Cmd_Kill_f (ent);
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else if (Q_stricmp (cmd, "levelshot") == 0)
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Cmd_LevelShot_f (ent);
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else if (Q_stricmp (cmd, "where") == 0)
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|
Cmd_Where_f (ent);
|
|
else if (Q_stricmp (cmd, "setviewpos") == 0)
|
|
Cmd_SetViewpos_f( ent );
|
|
else if (Q_stricmp (cmd, "setobjective") == 0)
|
|
Cmd_SetObjective_f( ent );
|
|
else if (Q_stricmp (cmd, "viewobjective") == 0)
|
|
Cmd_ViewObjective_f( ent );
|
|
}
|