1362 lines
No EOL
31 KiB
C++
1362 lines
No EOL
31 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/gamecmds.cpp $
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// $Revision:: 54 $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 1999 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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//
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#include "_pch_cpp.h"
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#include "gamecmds.h"
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#include "camera.h"
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#include "viewthing.h"
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#include "soundman.h"
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#include "navigate.h"
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#include "mp_manager.hpp"
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#include "CinematicArmature.h"
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#include <qcommon/gameplaymanager.h>
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#include "botmenudef.h"
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typedef struct
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{
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const char *command;
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qboolean ( *func )( const gentity_t *ent );
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qboolean allclients;
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} consolecmd_t;
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consolecmd_t G_ConsoleCmds[] =
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{
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// command name function available in multiplayer?
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{ "vtaunt", G_VTaunt, true },
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// { "vsay_team", G_VTaunt, true },
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// { "vosay_team", G_VTaunt, true },
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// { "vtell", G_VTaunt, true },
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{ "vsay", G_SayCmd, true },
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{ "vosay", G_SayCmd, true },
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{ "tell", G_TellCmd, true },
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{ "vtell", G_TellCmd, true },
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{ "say", G_SayCmd, true },
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{ "taunt", G_TauntCmd, true },
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{ "vosay_team", G_TeamSayCmd, true },
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{ "vsay_team", G_TeamSayCmd, true },
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{ "tsay", G_TeamSayCmd, true },
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{ "say_team", G_TeamSayCmd, true }, // added for BOTLIB
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{ "eventlist", G_EventListCmd, false },
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{ "pendingevents", G_PendingEventsCmd, false },
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{ "eventhelp", G_EventHelpCmd, false },
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{ "dumpevents", G_DumpEventsCmd, false },
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{ "classevents", G_ClassEventsCmd, false },
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{ "dumpclassevents", G_DumpClassEventsCmd, false },
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{ "dumpallclasses", G_DumpAllClassesCmd, false },
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{ "classlist", G_ClassListCmd, false },
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{ "classtree", G_ClassTreeCmd, false },
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{ "cam", G_CameraCmd, false },
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{ "snd", G_SoundCmd, false },
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{ "cin", G_CinematicCmd, false },
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// { "showvar", G_ShowVarCmd, false },
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{ "script", G_ScriptCmd, false },
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{ "clientrunthread", G_ClientRunThreadCmd, false },
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{ "clientsetvar", G_ClientSetVarCmd, false },
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{ "levelvars", G_LevelVarsCmd, false },
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{ "gamevars", G_GameVarsCmd, false },
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{ "loc", G_LocCmd, false },
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{ "warp", G_WarpCmd, false },
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{ "mask", G_MaskCmd, false },
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{ "setgameplayfloat", G_SetGameplayFloatCmd, false },
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{ "setgameplaystring", G_SetGameplayStringCmd, false },
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{ "purchaseSkill", G_PurchaseSkillCmd, false },
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{ "swapItem", G_SwapItemCmd, false },
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{ "dropItem", G_DropItemCmd, false },
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{ "dialogrunthread", G_DialogRunThread, false },
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{ NULL, NULL, NULL }
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};
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void G_InitConsoleCommands( void )
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{
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consolecmd_t *cmds;
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//
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// the game server will interpret these commands, which will be automatically
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// forwarded to the server after they are not recognized locally
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//
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gi.AddCommand( "give" );
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gi.AddCommand( "god" );
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gi.AddCommand( "notarget" );
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gi.AddCommand( "noclip" );
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gi.AddCommand( "kill" );
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gi.AddCommand( "script" );
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for( cmds = G_ConsoleCmds; cmds->command != NULL; cmds++ )
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{
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gi.AddCommand( cmds->command );
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}
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}
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qboolean G_ConsoleCommand( void )
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{
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gentity_t *ent;
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qboolean result;
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result = false;
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try
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{
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if ( dedicated->integer )
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{
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const char *cmd;
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cmd = gi.argv( 0 );
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if ( stricmp( cmd, "say" ) == 0 )
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{
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G_Say( NULL, false, false );
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result = true;
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}
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}
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if ( !result )
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{
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ent = &g_entities[ 0 ];
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result = G_ProcessClientCommand( ent );
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}
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}
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catch( const char *error )
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{
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G_ExitWithError( error );
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}
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return result;
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}
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void G_ClientCommand( gentity_t *ent )
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{
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try
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{
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if ( ent && !G_ProcessClientCommand( ent ) )
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{
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// anything that doesn't match a command will be a chat
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G_Say( ent, false, true );
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}
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}
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catch( const char *error )
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{
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G_ExitWithError( error );
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}
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}
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qboolean G_ProcessClientCommand( gentity_t *ent )
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{
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const char *cmd;
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consolecmd_t *cmds;
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int i;
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int n;
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Event *ev;
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cmd = gi.argv( 0 );
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if ( !ent || !ent->client || !ent->entity || !ent->inuse )
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{
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// not fully in game yet
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return false;
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}
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for( cmds = G_ConsoleCmds; cmds->command != NULL; cmds++ )
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{
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// if we have multiple clients and this command isn't allowed by multiple clients, skip it
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if ( ( game.maxclients > 1 ) && ( !cmds->allclients ) && !sv_cheats->integer )
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{
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continue;
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}
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if ( !Q_stricmp( cmd, cmds->command ) )
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{
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return cmds->func( ent );
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}
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}
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if ( Event::Exists( cmd ) )
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{
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ev = new Event( cmd );
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ev->SetSource( EV_FROM_CONSOLE );
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ev->SetConsoleEdict( ent );
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n = gi.argc();
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for( i = 1; i < n; i++ )
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{
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ev->AddToken( gi.argv( i ) );
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}
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if ( !Q_stricmpn( cmd, "ai_", 2 ) )
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{
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return thePathManager.ProcessEvent( ev );
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}
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else if ( !Q_stricmpn( cmd, "view", 4 ) )
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{
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return Viewmodel.ProcessEvent( ev );
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}
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else
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{
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if( ent && ent->entity )
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return ent->entity->ProcessEvent( ev );
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}
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}
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return false;
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}
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/*
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==================
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Cmd_Say_f
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==================
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*/
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void G_Say( const gentity_t *ent, bool team, qboolean arg0 )
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{
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str text;
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const char *p;
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if ( gi.argc() < 2 && !arg0 )
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{
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return;
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}
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if ( arg0 )
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{
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text = gi.argv( 0 );
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text += " ";
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text += gi.args();
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}
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else
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{
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p = gi.args();
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if ( *p == '"' )
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{
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p++;
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text = p;
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text[ text.length() - 1 ] = 0;
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}
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else
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{
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text = p;
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}
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}
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if ( ent && ent->entity && ent->entity->isSubclassOf( Player ) )
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{
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multiplayerManager.say( (Player *)ent->entity, text, team );
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}
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else
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{
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multiplayerManager.say( NULL, text, false );
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}
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}
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qboolean G_CameraCmd( const gentity_t *ent )
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{
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Event *ev;
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const char *cmd;
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int i;
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int n;
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n = gi.argc();
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if ( !n )
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{
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gi.WPrintf( "Usage: cam [command] [arg 1]...[arg n]\n" );
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return true;
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}
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cmd = gi.argv( 1 );
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if ( Event::Exists( cmd ) )
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{
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ev = new Event( cmd );
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ev->SetSource( EV_FROM_CONSOLE );
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ev->SetConsoleEdict( NULL );
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for( i = 2; i < n; i++ )
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{
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ev->AddToken( gi.argv( i ) );
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}
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CameraMan.ProcessEvent( ev );
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}
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else
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{
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gi.WPrintf( "Unknown camera command '%s'.\n", cmd );
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}
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return true;
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}
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//===============================================================
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// Name: G_CinematicCmd
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// Class:
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//
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// Description: Takes a cinematic command from the console, rips
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// off the first argument and looks up the second
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// as a cinematic armature event. If found, sends
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// it off to the armature along with the rest of the
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// event tokens.
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//
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// Parameters: gentity_t* -- entity sending the event
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//
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// Returns: qboolean -- true if processed.
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//
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//===============================================================
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qboolean G_CinematicCmd( const gentity_t *ent )
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{
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Event *ev ;
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const char *cmd ;
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int n = gi.argc();
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if ( !n )
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{
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gi.WPrintf( "Usage: cin <command> <arg1> ... <argn>\n");
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return true ;
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}
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cmd = gi.argv( 1 );
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if ( Event::Exists( cmd ) )
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{
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ev = new Event( cmd );
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ev->SetSource( EV_FROM_CONSOLE );
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ev->SetConsoleEdict( NULL );
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for (int i = 2; i < n; i++ )
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{
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ev->AddToken( gi.argv( i ) );
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}
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theCinematicArmature.ProcessEvent( ev );
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}
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else
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{
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gi.WPrintf( "Unknown cinematic armature command '%s'.\n", cmd );
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}
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return true ;
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}
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qboolean G_SoundCmd( const gentity_t *ent )
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{
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Event *ev;
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const char *cmd;
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int i;
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int n;
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n = gi.argc();
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if ( !n )
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{
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gi.WPrintf( "Usage: snd [command] [arg 1]...[arg n]\n" );
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return true;
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}
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cmd = gi.argv( 1 );
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if ( Event::Exists( cmd ) )
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{
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ev = new Event( cmd );
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ev->SetSource( EV_FROM_CONSOLE );
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ev->SetConsoleEdict( NULL );
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for( i = 2; i < n; i++ )
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{
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ev->AddToken( gi.argv( i ) );
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}
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SoundMan.ProcessEvent( ev );
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}
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else
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{
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gi.WPrintf( "Unknown sound command '%s'.\n", cmd );
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}
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return true;
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}
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char *ClientName(int client, char *name, int size);
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qboolean G_VTaunt( const gentity_t *ent )
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{
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// NOTE: vtant, vsay, vosay are q3's specific hotkey chat mechanisms. we don't have these so this is a stub
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// function right now.
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/*
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gentity_t *who;
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int i;
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if (!ent->client) {
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return qfalse;
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}
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Player *player = (Player *)ent->entity;
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Player *enemy = multiplayerManager.getLastKilledByPlayer(player);
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// insult someone who just killed you
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if (ent->enemy && ent->enemy->client && ent->enemy->client->lastkilled_client == ent->s.number) {
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// i am a dead corpse
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if (!(ent->enemy->r.svFlags & SVF_BOT)) {
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G_Voice( ent, ent->enemy, SAY_TELL, VOICECHAT_DEATHINSULT, qfalse );
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}
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if (!(ent->r.svFlags & SVF_BOT)) {
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G_Voice( ent, ent, SAY_TELL, VOICECHAT_DEATHINSULT, qfalse );
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}
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ent->enemy = NULL;
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return;
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}
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// insult someone you just killed
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if (ent->client->lastkilled_client >= 0 && ent->client->lastkilled_client != ent->s.number) {
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who = g_entities + ent->client->lastkilled_client;
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if (who->client) {
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// who is the person I just killed
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if (who->client->lasthurt_mod == MOD_GAUNTLET) {
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if (!(who->r.svFlags & SVF_BOT)) {
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G_Voice( ent, who, SAY_TELL, VOICECHAT_KILLGAUNTLET, qfalse ); // and I killed them with a gauntlet
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}
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if (!(ent->r.svFlags & SVF_BOT)) {
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G_Voice( ent, ent, SAY_TELL, VOICECHAT_KILLGAUNTLET, qfalse );
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}
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} else {
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if (!(who->r.svFlags & SVF_BOT)) {
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G_Voice( ent, who, SAY_TELL, VOICECHAT_KILLINSULT, qfalse ); // and I killed them with something else
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}
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if (!(ent->r.svFlags & SVF_BOT)) {
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G_Voice( ent, ent, SAY_TELL, VOICECHAT_KILLINSULT, qfalse );
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}
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}
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ent->client->lastkilled_client = -1;
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return;
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}
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}
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if (gametype >= GT_TEAM) {
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// praise a team mate who just got a reward
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for(i = 0; i < MAX_CLIENTS; i++) {
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who = g_entities + i;
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if (who->client && who != ent && who->client->sess.sessionTeam == ent->client->sess.sessionTeam) {
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if (who->client->rewardTime > level.time) {
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if (!(who->r.svFlags & SVF_BOT)) {
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G_Voice( ent, who, SAY_TELL, VOICECHAT_PRAISE, qfalse );
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}
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if (!(ent->r.svFlags & SVF_BOT)) {
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G_Voice( ent, ent, SAY_TELL, VOICECHAT_PRAISE, qfalse );
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}
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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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*/
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// just say something
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/*
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cmd = "vchat";
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}
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trap_SendServerCommand( other-g_entities, va("%s %d %d %d %s", cmd, voiceonly, ent->s.number, color, id));
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*/
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// trap_SendServerCommand( other-g_entities, va("%s %d %d %d %s", cmd, voiceonly, ent->s.number, color, id));
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/*
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GameplayManager
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gi.SendServerCommand(NULL,va("%s %d %d %d %s", "taunt", voiceonly, ent->s.number, color, id));
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// G_Say( ent,false, va("%s","taunt") ); // VOICECHAT_TAUNT)); // NULL, SAY_ALL, VOICECHAT_TAUNT, qfalse );
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char bogoname[1024];
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gi.SendServerCommand(ent->s.clientNum,va("hudsay \"%s: %s \"",ClientName(ent->s.clientNum,bogoname,1024),"taunt")); // ClientName(ent->s.clientNum,bogoname,1024),
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*/
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return true;
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}
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qboolean G_TellCmd( const gentity_t *ent )
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{
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str text;
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const char *p;
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int i;
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int entnum;
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if ( gi.argc() < 3 )
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{
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return true;
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}
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entnum = atoi( gi.argv( 1 ) );
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for ( i = 2 ; i < gi.argc() ; i++ )
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{
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p = gi.argv( i );
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if ( *p == '"' )
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{
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p++;
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text += p;
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text[ text.length() - 1 ] = 0;
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}
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else
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{
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text += p;
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}
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}
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if ( ent->entity && ent->entity->isSubclassOf( Player ) )
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{
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multiplayerManager.tell( (Player *)ent->entity, text, entnum );
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}
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return true;
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}
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qboolean G_SayCmd( const gentity_t *ent )
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{
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G_Say( ent, false, false );
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return true;
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}
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qboolean G_TeamSayCmd( const gentity_t *ent )
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{
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G_Say( ent, true, false );
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return true;
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}
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qboolean G_TauntCmd( const gentity_t *ent )
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{
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str tauntName;
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if ( gi.argc() < 2 )
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{
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return true;
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}
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tauntName = "taunt";
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tauntName += gi.argv( 1 );
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if ( ent->entity && ent->entity->isSubclassOf( Player ) )
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{
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Player *player = (Player *)ent->entity;
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if ( multiplayerManager.inMultiplayer() && !multiplayerManager.isPlayerSpectator( player ) )
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{
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//ent->entity->Sound( tauntName, CHAN_TAUNT, DEFAULT_VOL, LEVEL_WIDE_MIN_DIST );
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ent->entity->Sound( tauntName, CHAN_TAUNT, DEFAULT_VOL, 250.0f );
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}
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}
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return true;
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}
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|
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qboolean G_LocCmd( const gentity_t *ent )
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{
|
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if ( ent )
|
|
{
|
|
gi.Printf( "Origin = ( %f, %f, %f ) Angles = ( %f, %f, %f )\n",
|
|
ent->currentOrigin[0], ent->currentOrigin[1], ent->currentOrigin[2],
|
|
ent->currentAngles[0], ent->currentAngles[1], ent->currentAngles[0] );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean G_WarpCmd( const gentity_t *ent )
|
|
{
|
|
Vector pos;
|
|
|
|
if ( sv_cheats->integer == 0 )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if ( ent )
|
|
{
|
|
Entity *entity;
|
|
|
|
if ( ent->entity )
|
|
{
|
|
// Get the new position
|
|
|
|
if ( gi.argc() == 2 )
|
|
{
|
|
pos = Vector(gi.argv( 1 ));
|
|
}
|
|
else if ( gi.argc() == 4 )
|
|
{
|
|
pos[ 0 ] = atof( gi.argv( 1 ) );
|
|
pos[ 1 ] = atof( gi.argv( 2 ) );
|
|
pos[ 2 ] = atof( gi.argv( 3 ) );
|
|
}
|
|
else
|
|
{
|
|
gi.Printf( "Incorrect parms\n" );
|
|
return false;
|
|
}
|
|
|
|
// Move the entity to the new position
|
|
|
|
entity = ent->entity;
|
|
entity->setOrigin( pos );
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean G_MaskCmd( const gentity_t *ent )
|
|
{
|
|
Vector pos;
|
|
|
|
// Check parms
|
|
|
|
if ( gi.argc() != 2 )
|
|
{
|
|
gi.Printf( "Incorrect parms\n" );
|
|
return true;
|
|
}
|
|
|
|
if ( ent )
|
|
{
|
|
Entity *entity;
|
|
|
|
if ( ent->entity )
|
|
{
|
|
entity = ent->entity;
|
|
|
|
// Get and set new mask
|
|
|
|
if ( stricmp( gi.argv( 1 ), "monster" ) == 0 )
|
|
{
|
|
entity->edict->clipmask = MASK_MONSTERSOLID;
|
|
}
|
|
else if ( stricmp( gi.argv( 1 ), "player" ) == 0 )
|
|
{
|
|
entity->edict->clipmask = MASK_PLAYERSOLID;
|
|
}
|
|
else
|
|
{
|
|
gi.Printf( "Unknown mask name - %s\n", gi.argv( 1 ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean G_EventListCmd( const gentity_t *ent )
|
|
{
|
|
const char *mask;
|
|
|
|
mask = NULL;
|
|
if ( gi.argc() > 1 )
|
|
{
|
|
mask = gi.argv( 1 );
|
|
}
|
|
|
|
Event::ListCommands( mask );
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean G_PendingEventsCmd( const gentity_t *ent )
|
|
{
|
|
const char *mask;
|
|
|
|
mask = NULL;
|
|
if ( gi.argc() > 1 )
|
|
{
|
|
mask = gi.argv( 1 );
|
|
}
|
|
|
|
Event::PendingEvents( mask );
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean G_EventHelpCmd( const gentity_t *ent )
|
|
{
|
|
const char *mask;
|
|
|
|
mask = NULL;
|
|
if ( gi.argc() > 1 )
|
|
{
|
|
mask = gi.argv( 1 );
|
|
}
|
|
|
|
Event::ListDocumentation( mask, false );
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean G_DumpEventsCmd( const gentity_t *ent )
|
|
{
|
|
const char *mask;
|
|
|
|
mask = NULL;
|
|
if ( gi.argc() > 1 )
|
|
{
|
|
mask = gi.argv( 1 );
|
|
}
|
|
|
|
Event::ListDocumentation( mask, true );
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean G_ClassEventsCmd( const gentity_t *ent )
|
|
{
|
|
const char *className;
|
|
|
|
className = NULL;
|
|
if ( gi.argc() < 2 )
|
|
{
|
|
gi.WPrintf( "Usage: classevents [className]\n" );
|
|
className = gi.argv( 1 );
|
|
}
|
|
else
|
|
{
|
|
className = gi.argv( 1 );
|
|
ClassEvents( className );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
qboolean G_DumpClassEventsCmd( const gentity_t *ent )
|
|
{
|
|
const char *className;
|
|
|
|
className = NULL;
|
|
if ( gi.argc() < 2 )
|
|
{
|
|
gi.WPrintf( "Usage: dumpclassevents [className]\n" );
|
|
className = gi.argv( 1 );
|
|
}
|
|
else
|
|
{
|
|
className = gi.argv( 1 );
|
|
ClassEvents( className, true );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
qboolean G_DumpAllClassesCmd( const gentity_t *ent )
|
|
{
|
|
const char *tmpstr = NULL;
|
|
const char *filename = NULL;
|
|
int typeFlag = EVENT_ALL;
|
|
int outputFlag = OUTPUT_ALL;
|
|
|
|
if ( gi.argc() > 1 )
|
|
{
|
|
tmpstr = gi.argv( 1 );
|
|
if ( !strcmp("tiki", tmpstr ) )
|
|
typeFlag = EVENT_TIKI_ONLY;
|
|
if ( !strcmp("script", tmpstr ) )
|
|
typeFlag = EVENT_SCRIPT_ONLY;
|
|
}
|
|
if ( gi.argc() > 2 )
|
|
{
|
|
tmpstr = gi.argv( 2 );
|
|
if ( !strcmp("html", tmpstr ) )
|
|
outputFlag = OUTPUT_HTML;
|
|
if ( !strcmp("cmdmap", tmpstr ) )
|
|
outputFlag = OUTPUT_CMD;
|
|
}
|
|
if ( gi.argc() > 3 )
|
|
{
|
|
filename = gi.argv( 3 );
|
|
}
|
|
|
|
DumpAllClasses(typeFlag, outputFlag, filename);
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean G_ClassListCmd( const gentity_t *ent )
|
|
{
|
|
listAllClasses();
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean G_ClassTreeCmd( const gentity_t *ent )
|
|
{
|
|
if ( gi.argc() > 1 )
|
|
{
|
|
listInheritanceOrder( gi.argv( 1 ) );
|
|
}
|
|
else
|
|
{
|
|
gi.SendServerCommand( ent - g_entities, "print \"Syntax: classtree [classname].\n\"" );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
qboolean G_ShowVarCmd( gentity_t *ent )
|
|
{
|
|
ScriptVariable *var;
|
|
|
|
var = Director.GetExistingVariable( gi.argv( 1 ) );
|
|
if ( var )
|
|
{
|
|
gi.SendServerCommand( ent - g_entities, "print \"%s = '%s'\n\"", gi.argv( 1 ), var->stringValue() );
|
|
}
|
|
else
|
|
{
|
|
gi.SendServerCommand( ent - g_entities, "print \"Variable '%s' does not exist.\"", gi.argv( 1 ) );
|
|
}
|
|
|
|
return true;
|
|
} */
|
|
|
|
qboolean G_ScriptCmd( const gentity_t *ent )
|
|
{
|
|
int i, argc;
|
|
const char *argv[ 32 ];
|
|
char args[ 32 ][ 64 ];
|
|
|
|
argc = 0;
|
|
for( i = 1; i < gi.argc(); i++ )
|
|
{
|
|
if ( argc < 32 )
|
|
{
|
|
strncpy( args[ argc ], gi.argv( i ), 64 );
|
|
argv[ argc ] = args[ argc ];
|
|
argc++;
|
|
}
|
|
}
|
|
if ( argc > 0 )
|
|
{
|
|
level.consoleThread->ProcessCommand( argc, argv );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean G_ClientRunThreadCmd( const gentity_t *ent )
|
|
{
|
|
str threadName;
|
|
CThread *thread;
|
|
|
|
// Get the thread name
|
|
|
|
if ( !gi.argc() )
|
|
return true;
|
|
|
|
threadName = gi.argv( 1 );
|
|
|
|
|
|
// Check to make sure player is allowed to run this thread
|
|
|
|
// Need to do this part
|
|
|
|
// Run the thread
|
|
|
|
if ( !threadName.length() )
|
|
return true;
|
|
|
|
thread = Director.CreateThread( threadName );
|
|
|
|
if ( thread )
|
|
thread->DelayedStart( 0.0f );
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean G_ClientSetVarCmd( const gentity_t *ent )
|
|
{
|
|
str varName;
|
|
str value;
|
|
|
|
|
|
if ( gi.argc() != 3 )
|
|
return true;
|
|
|
|
// Get the variable name
|
|
|
|
varName = gi.argv( 1 );
|
|
|
|
// Get the variable value
|
|
|
|
value = gi.argv( 2 );
|
|
|
|
// Check to make sure player is allowed to set this variable
|
|
|
|
// Need to do this part
|
|
|
|
// Set the variable
|
|
|
|
if ( varName.length() && value.length() )
|
|
{
|
|
levelVars.SetVariable( varName, value );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//===============================================================
|
|
// Name: G_SendCommandToAllPlayers
|
|
// Class: None
|
|
//
|
|
// Description: Sends the specified command to all connected
|
|
// clients (players).
|
|
//
|
|
// Parameters: const char* -- the command to send
|
|
//
|
|
// Returns: qboolean -- qtrue if successfully sent.
|
|
//
|
|
//===============================================================
|
|
qboolean G_SendCommandToAllPlayers( const char *command )
|
|
{
|
|
bool retVal = true ;
|
|
|
|
for( unsigned int clientIdx = 0; clientIdx < maxclients->integer; ++clientIdx )
|
|
{
|
|
gentity_t *ent = g_entities + clientIdx ;
|
|
if ( !ent->inuse || !ent->client || !ent->entity ) continue;
|
|
|
|
if ( !G_SendCommandToPlayer( ent, command ) ) retVal = false ;
|
|
}
|
|
|
|
return retVal ;
|
|
}
|
|
|
|
|
|
//===============================================================
|
|
// Name: G_SendCommandToPlayer
|
|
// Class:
|
|
//
|
|
// Description: Sends the specified command to the specified player.
|
|
//
|
|
// Parameters: Player* -- the player to send it to
|
|
// str -- the command
|
|
//
|
|
// Returns: None
|
|
//
|
|
//===============================================================
|
|
qboolean G_SendCommandToPlayer( const gentity_t *ent, const char *command )
|
|
{
|
|
assert( ent );
|
|
Entity *entity = ent->entity ;
|
|
|
|
assert( entity );
|
|
assert( entity->isSubclassOf( Player ) );
|
|
Player *player = ( Player* )entity ;
|
|
|
|
str builtCommand("stufftext \"");
|
|
builtCommand += command ;
|
|
builtCommand += "\"\n";
|
|
gi.SendServerCommand( player->edict - g_entities, builtCommand.c_str() );
|
|
|
|
return true ;
|
|
}
|
|
|
|
|
|
//===============================================================
|
|
// Name: G_EnableWidgetOfPlayer
|
|
// Class:
|
|
//
|
|
// Description: Enables (or disables) the specified widget of
|
|
// the specified player.
|
|
//
|
|
// Parameters: const gentity_t* -- the player gentity_t to send this command to.
|
|
// const char* -- the name of the widget to enable/disable
|
|
// bool -- true means enable
|
|
//
|
|
// Returns: None
|
|
//
|
|
//===============================================================
|
|
qboolean G_EnableWidgetOfPlayer( const gentity_t *ent, const char *widgetName, qboolean enableFlag )
|
|
{
|
|
assert( widgetName );
|
|
|
|
str command("globalwidgetcommand ");
|
|
command += widgetName ;
|
|
command += ( enableFlag ) ? " enable" : " disable" ;
|
|
|
|
return G_SendCommandToPlayer( ent, command.c_str());
|
|
}
|
|
|
|
|
|
//===============================================================
|
|
// Name: G_SetWidgetTextOfPlayer
|
|
// Class:
|
|
//
|
|
// Description: Sets the widget text of the widget for the speicifed player
|
|
//
|
|
// Parameters: const gentity_t* -- the player gentity_t to send this command to.
|
|
// const char* -- the name of the widget to set the text on
|
|
// const char* -- text the put on the widget
|
|
//
|
|
// Returns: None
|
|
//
|
|
//===============================================================
|
|
qboolean G_SetWidgetTextOfPlayer( const gentity_t *ent, const char *widgetName, const char *widgetText )
|
|
{
|
|
assert( widgetName );
|
|
char tmpstr[4096];
|
|
if ( strlen(widgetText) > 4095 )
|
|
assert(0);
|
|
|
|
strcpy(tmpstr, widgetText);
|
|
|
|
int i;
|
|
for ( i=0; i<strlen(widgetText); i++ )
|
|
{
|
|
if ( tmpstr[i] == '\n' )
|
|
tmpstr[i] = '~';
|
|
if ( tmpstr[i] == ' ' )
|
|
tmpstr[i] = '^';
|
|
}
|
|
|
|
str command("globalwidgetcommand ");
|
|
command += widgetName ;
|
|
command += " labeltext " ;
|
|
command += tmpstr ;
|
|
|
|
return G_SendCommandToPlayer( ent, command.c_str());
|
|
}
|
|
|
|
void PrintVariableList( ScriptVariableList * list )
|
|
{
|
|
ScriptVariable *var;
|
|
int i;
|
|
|
|
for( i = 1; i <= list->NumVariables(); i++ )
|
|
{
|
|
var = list->GetVariable( i );
|
|
gi.Printf( "%s = %s\n", var->getName(), var->stringValue() );
|
|
}
|
|
gi.Printf( "%d variables\n", list->NumVariables() );
|
|
}
|
|
|
|
qboolean G_LevelVarsCmd( const gentity_t *ent )
|
|
{
|
|
gi.Printf( "Level Variables\n" );
|
|
PrintVariableList( &levelVars );
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean G_GameVarsCmd( const gentity_t *ent )
|
|
{
|
|
gi.Printf( "Game Variables\n" );
|
|
PrintVariableList( &gameVars );
|
|
|
|
return true;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: G_SetGameplayFloatCmd
|
|
// Class: None
|
|
//
|
|
// Description: Sets properties on the gameplay database.
|
|
//
|
|
// Parameters: const gentity_t *ent -- Entity, not used
|
|
//
|
|
// Returns: qboolean
|
|
//
|
|
//--------------------------------------------------------------
|
|
qboolean G_SetGameplayFloatCmd( const gentity_t *ent )
|
|
{
|
|
str objname;
|
|
str propname;
|
|
str create = "0";
|
|
float value = 1.0f;
|
|
|
|
// Check for not enough args
|
|
if ( gi.argc() < 4 )
|
|
return qfalse;
|
|
|
|
objname = gi.argv( 1 );
|
|
propname = gi.argv( 2 );
|
|
value = (double)atof(gi.argv( 3 ));
|
|
if ( gi.argc() > 4 )
|
|
create = gi.argv( 4 );
|
|
|
|
if ( create == "0" )
|
|
GameplayManager::getTheGameplayManager()->setFloatValue(objname, propname, value);
|
|
else
|
|
GameplayManager::getTheGameplayManager()->setFloatValue(objname, propname, value, true);
|
|
|
|
gi.Printf("Gameplay Modified -- %s's %s changed to %g\n", objname.c_str(), propname.c_str(), value);
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: G_SetGameplayStringCmd
|
|
// Class: None
|
|
//
|
|
// Description: Sets properties on the gameplay database.
|
|
//
|
|
// Parameters: const gentity_t *ent -- Entity, not used
|
|
//
|
|
// Returns: qboolean
|
|
//
|
|
//--------------------------------------------------------------
|
|
qboolean G_SetGameplayStringCmd( const gentity_t *ent )
|
|
{
|
|
str objname;
|
|
str propname;
|
|
str valuestr;
|
|
str create = "0";
|
|
|
|
// Check for not enough args
|
|
if ( gi.argc() < 4 )
|
|
return qfalse;
|
|
|
|
objname = gi.argv( 1 );
|
|
propname = gi.argv( 2 );
|
|
valuestr = gi.argv( 3 );
|
|
if ( gi.argc() > 4 )
|
|
create = gi.argv( 4 );
|
|
|
|
if ( create == "0" )
|
|
GameplayManager::getTheGameplayManager()->setStringValue(objname, propname, valuestr);
|
|
else
|
|
GameplayManager::getTheGameplayManager()->setStringValue(objname, propname, valuestr, true);
|
|
|
|
gi.Printf("Gameplay Modified -- %s's %s changed to %s\n", objname.c_str(), propname.c_str(), valuestr.c_str());
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
//===============================================================
|
|
// Name: G_PurchaseSkillCmd
|
|
// Class: None
|
|
//
|
|
// Description: Purchases a skill for the current player. This
|
|
// goes into the gameplay database and looks for a
|
|
// CurrentPlayer object who has a skillPoints property.
|
|
//
|
|
// If its found, we attempt to increment the value
|
|
// of the skill specified in the command's first argument.
|
|
// We also decrement by one the number of available skillPoints.
|
|
//
|
|
// Parameters: gentity_t -- the entity issuing the command. Not used.
|
|
//
|
|
// Returns: qboolean -- true if the command was executed.
|
|
//
|
|
//===============================================================
|
|
qboolean G_PurchaseSkillCmd( const gentity_t *ent )
|
|
{
|
|
str propname ;
|
|
|
|
if ( gi.argc() < 1 ) return qfalse ;
|
|
|
|
propname = gi.argv( 1 );
|
|
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
if ( !gpm ) return false ;
|
|
|
|
float skillPoints = gpm->getFloatValue( "CurrentPlayer", "SkillPoints" );
|
|
if ( skillPoints > 0.0f )
|
|
{
|
|
str objName("CurrentPlayer.");
|
|
objName += propname ;
|
|
float skillValue = gpm->getFloatValue( objName, "value" );
|
|
if ( skillValue < gpm->getFloatValue( objName, "max" ) )
|
|
{
|
|
gpm->setFloatValue( objName, "value", skillValue + 1.0f );
|
|
gpm->setFloatValue( "CurrentPlayer", "SkillPoints", skillPoints - 1.0f );
|
|
|
|
if ( ent->entity->isSubclassOf( Player ) )
|
|
{
|
|
Player *player = (Player*)ent->entity;
|
|
player->skillChanged( objName );
|
|
}
|
|
}
|
|
}
|
|
|
|
return qtrue ;
|
|
}
|
|
|
|
|
|
//===============================================================
|
|
// Name: G_SwapItemCmd
|
|
// Class: None
|
|
//
|
|
// Description: Swaps an inventory item with the currently held item
|
|
// of that type. This is fairly specific at this point
|
|
// to use the Gameplay Database in a particular way.
|
|
//
|
|
// The command takes a single string, which defines an
|
|
// inventory slot object. We retrieve the name of the
|
|
// item in that inventory slot. If it isn't found, there
|
|
// isn't an item there and nothing happens.
|
|
//
|
|
// If it is found, we determine if the player already has
|
|
// an item of that type in their local inventory (hands).
|
|
// This is done by again checking the database. If they
|
|
// do have a weapon of that type, we swap this one with
|
|
// that. Otherwise we just give him this weapon.
|
|
//
|
|
// Parameters: gentity_t -- the entity issuing the command. This
|
|
// is the player who issued the command.
|
|
//
|
|
// Returns: qboolean -- true if the command was executed.
|
|
//
|
|
//===============================================================
|
|
qboolean G_SwapItemCmd( const gentity_t *ent )
|
|
{
|
|
if ( gi.argc() < 1 ) return qfalse ;
|
|
if ( !ent->entity->isSubclassOf( Player ) ) return qfalse ;
|
|
|
|
Player *player = (Player*)ent->entity ;
|
|
str objectName = gi.argv( 1 );
|
|
str propertyName = gi.argv( 2 );
|
|
str heldItem ;
|
|
weaponhand_t hand = WEAPON_RIGHT;
|
|
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
if ( !gpm ) return false ;
|
|
|
|
str itemName = gpm->getStringValue( objectName, propertyName );
|
|
str tikiName = gpm->getStringValue( itemName, "model" );
|
|
str itemType = gpm->getStringValue( itemName, "class" );
|
|
str playerItem("CurrentPlayer." + itemType);
|
|
|
|
if ( !gpm->hasObject(playerItem) )
|
|
{
|
|
gi.WPrintf( "Warning: Unknown item type %s for item %s", itemType.c_str(), itemName.c_str() );
|
|
return qfalse ;
|
|
}
|
|
|
|
// Get the currently held item, and replace it with the item we clicked on
|
|
heldItem = gpm->getStringValue( playerItem, "name" );
|
|
gpm->setStringValue( playerItem, "name", itemName );
|
|
|
|
// Ranged weapons are left hand
|
|
if ( itemType == "Ranged" )
|
|
hand = WEAPON_LEFT ;
|
|
|
|
// Remove the currently held item from the player's inventory
|
|
player->takeItem( heldItem.c_str() );
|
|
|
|
// Give the player the new item we clicked on
|
|
player->giveItem( tikiName );
|
|
|
|
// Use the weapon we clicked on if we picked a weapon of the same type
|
|
// that we have currently equipped. Otherwise, we just swap out
|
|
// the slots
|
|
Weapon *weap = 0;
|
|
weap = player->GetActiveWeapon(WEAPON_RIGHT);
|
|
if ( !weap )
|
|
weap = player->GetActiveWeapon(WEAPON_LEFT);
|
|
if ( weap )
|
|
{
|
|
str tmpstr = gpm->getStringValue(weap->getArchetype(), "class");
|
|
if ( tmpstr == itemType )
|
|
player->useWeapon( itemType, hand );
|
|
}
|
|
|
|
// Put the held item in inventory slot the clicked item was in.
|
|
gpm->setStringValue( objectName, propertyName, heldItem );
|
|
|
|
return qtrue ;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: G_DropItemCmd
|
|
// Class: None
|
|
//
|
|
// Description: Drops an item that is clicked on from the inventory
|
|
//
|
|
// Parameters: gentity_t -- the entity issuing the command. This
|
|
// is the player who issued the command.
|
|
//
|
|
// Returns: qboolean -- true if the command was executed.
|
|
//
|
|
//--------------------------------------------------------------
|
|
qboolean G_DropItemCmd( const gentity_t *ent )
|
|
{
|
|
if ( gi.argc() < 1 ) return false ;
|
|
if ( !ent->entity->isSubclassOf( Player ) ) return false ;
|
|
|
|
Player *player = (Player*)ent->entity ;
|
|
str objectName = gi.argv( 1 );
|
|
str propertyName = gi.argv( 2 );
|
|
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
if ( !gpm ) return false ;
|
|
|
|
str itemName = gpm->getStringValue( objectName, propertyName );
|
|
if ( itemName == "Empty" )
|
|
return false;
|
|
|
|
str tikiName = gpm->getStringValue( itemName, "model" );
|
|
str itemType = gpm->getStringValue( itemName, "class" );
|
|
str playerItem("CurrentPlayer." + itemType);
|
|
|
|
if ( !gpm->hasObject(playerItem) )
|
|
{
|
|
gi.WPrintf( "Warning: Unknown item type %s for item %s", itemType.c_str(), itemName.c_str() );
|
|
return false ;
|
|
}
|
|
|
|
// Empty the slot
|
|
gpm->setStringValue( objectName, propertyName, "Empty" );
|
|
|
|
// Give the player the item to drop
|
|
//Item *givenItem = player->giveItem(tikiName);
|
|
|
|
Weapon *dropweap;
|
|
ClassDef *cls;
|
|
cls = getClass( tikiName.c_str() );
|
|
if ( !cls )
|
|
{
|
|
SpawnArgs args;
|
|
args.setArg( "model", tikiName.c_str() );
|
|
cls = args.getClassDef();
|
|
if ( !cls )
|
|
return false;
|
|
}
|
|
dropweap = ( Weapon * )cls->newInstance();
|
|
dropweap->setModel( tikiName.c_str() );
|
|
dropweap->ProcessPendingEvents();
|
|
dropweap->SetOwner(player);
|
|
dropweap->hideModel();
|
|
dropweap->setAttached(true);
|
|
dropweap->Drop();
|
|
|
|
return true ;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------
|
|
//
|
|
// Name:
|
|
// Class:
|
|
//
|
|
// Description:
|
|
//
|
|
// Parameters:
|
|
//
|
|
// Returns:
|
|
//-----------------------------------------------------
|
|
qboolean G_DialogRunThread( const gentity_t *ent )
|
|
{
|
|
str threadName;
|
|
|
|
// clear out the current dialog actor
|
|
if(ent->entity->isSubclassOf(Player))
|
|
{
|
|
Player* player = (Player*)ent->entity;
|
|
player->clearBranchDialogActor();
|
|
}
|
|
|
|
return G_ClientRunThreadCmd( ent );
|
|
} |