jkxr/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_consolecmds.cpp

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/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// cg_consolecmds.c -- text commands typed in at the local console, or
// executed by a key binding
#include "cg_local.h"
#include "cg_media.h" //just for cgs....
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#include <VrClientInfo.h>
void CG_TargetCommand_f( void );
extern qboolean player_locked;
extern void CMD_CGCam_Disable( void );
void CG_NextInventory_f( void );
void CG_PrevInventory_f( void );
void CG_NextForcePower_f( void );
void CG_PrevForcePower_f( void );
/*
=================
CG_TargetCommand_f
=================
*/
void CG_TargetCommand_f( void ) {
int targetNum;
char test[4];
targetNum = CG_CrosshairPlayer();
if ( targetNum == -1 ) {
return;
}
cgi_Argv( 1, test, 4 );
cgi_SendClientCommand( va( "gc %i %i", targetNum, atoi( test ) ) );
}
/*
=============
CG_Viewpos_f
Debugging command to print the current position
=============
*/
static void CG_Viewpos_f (void) {
CG_Printf ("%s (%i %i %i) : %i\n", cgs.mapname, (int)cg.refdef.vieworg[0],
(int)cg.refdef.vieworg[1], (int)cg.refdef.vieworg[2],
(int)cg.refdefViewAngles[YAW]);
}
void CG_WriteCam_f (void)
{
char text[1024];
const char *targetname;
static int numCams;
numCams++;
targetname = CG_Argv(1);
if( !targetname || !targetname[0] )
{
targetname = "nameme!";
}
CG_Printf( "Camera #%d ('%s') written to: ", numCams, targetname );
Com_sprintf( text, sizeof(text), "//entity %d\n{\n\"classname\" \"ref_tag\"\n\"targetname\" \"%s\"\n\"origin\" \"%i %i %i\"\n\"angles\" \"%i %i %i\"\n\"fov\" \"%i\"\n}\n", numCams, targetname, (int)cg.refdef.vieworg[0], (int)cg.refdef.vieworg[1], (int)cg.refdef.vieworg[2], (int)cg.refdefViewAngles[0], (int)cg.refdefViewAngles[1], (int)cg.refdefViewAngles[2], cg_fov.integer );
gi.WriteCam( text );
}
void Lock_Disable ( void )
{
player_locked = qfalse;
}
extern float cg_zoomFov; //from cg_view.cpp
void CG_ToggleBinoculars( void )
{
if ( in_camera || !cg.snap )
{
return;
}
if ( cg.zoomMode == 0 || cg.zoomMode >= 2 ) // not zoomed or currently zoomed with the disruptor or LA goggles
{
if ( (cg.snap->ps.saberActive && cg.snap->ps.saberInFlight) || cg.snap->ps.stats[STAT_HEALTH] <= 0)
{//can't select binoculars when throwing saber
//FIXME: indicate this to the player
return;
}
if ( cg.snap->ps.viewEntity || ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & ( EF_LOCKED_TO_WEAPON | EF_IN_ATST )))
{
// can't zoom when you have a viewEntity or driving an atst or in an emplaced gun
return;
}
cg.zoomMode = 1;
cg.zoomLocked = qfalse;
if ( cg.snap->ps.batteryCharge )
{
// when you have batteries, you can actually zoom in
cg_zoomFov = 40.0f;
}
else if ( cg.overrides.active & CG_OVERRIDE_FOV )
{
cg_zoomFov = cg.overrides.fov;
}
else
{
cg_zoomFov = cg_fov.value;
}
cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomStart );
}
else
{
cg.zoomMode = 0;
cg.zoomTime = cg.time;
cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomEnd );
}
}
void CG_ToggleLAGoggles( void )
{
if ( in_camera || !cg.snap)
{
return;
}
if ( cg.zoomMode == 0 || cg.zoomMode < 3 ) // not zoomed or currently zoomed with the disruptor or regular binoculars
{
if ( (cg.snap->ps.saberActive && cg.snap->ps.saberInFlight) || cg.snap->ps.stats[STAT_HEALTH] <= 0 )
{//can't select binoculars when throwing saber
//FIXME: indicate this to the player
return;
}
if ( cg.snap->ps.viewEntity || ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & ( EF_LOCKED_TO_WEAPON | EF_IN_ATST )))
{
// can't zoom when you have a viewEntity or driving an atst or in an emplaced gun
return;
}
cg.zoomMode = 3;
cg.zoomLocked = qfalse;
if ( cg.overrides.active & CG_OVERRIDE_FOV )
{
cg_zoomFov = cg.overrides.fov;
}
else
{
cg_zoomFov = cg_fov.value; // does not zoom!!
}
cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomStart );
}
else
{
cg.zoomMode = 0;
cg.zoomTime = cg.time;
cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomEnd );
}
}
void CG_LoadHud_f( void)
{
const char *hudSet = cg_hudFiles.string;
if ( hudSet[0] == '\0' )
hudSet = "ui/jk2hud.txt";
CG_LoadMenus(hudSet);
}
typedef struct {
const char *cmd;
void (*func)(void);
} consoleCommand_t;
int cmdcmp( const void *a, const void *b ) {
return Q_stricmp( (const char *)a, ((consoleCommand_t*)b)->cmd );
}
void CG_ItemSelectorSelect_f( void );
void CG_ItemSelectorNext_f( void );
void CG_ItemSelectorPrev_f( void );
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void CG_ToggleSaber_f( void );
void CG_ExitScope_f( void );
void CG_EnterScope_f( void );
/* This array MUST be sorted correctly by alphabetical name field */
static consoleCommand_t commands[] = {
{ "cam_disable", CMD_CGCam_Disable }, //gets out of camera mode for debuggin
{ "cam_enable", CGCam_Enable }, //gets into camera mode for precise camera placement
{ "dpforcenext", CG_DPNextForcePower_f },
{ "dpforceprev", CG_DPPrevForcePower_f },
{ "dpinvnext", CG_DPNextInventory_f },
{ "dpinvprev", CG_DPPrevInventory_f },
{ "dpweapnext", CG_DPNextWeapon_f },
{ "dpweapprev", CG_DPPrevWeapon_f },
{ "forcenext", CG_NextForcePower_f },
{ "forceprev", CG_PrevForcePower_f },
{ "invnext", CG_NextInventory_f },
{ "invprev", CG_PrevInventory_f },
{ "la_zoom", CG_ToggleLAGoggles },
{ "loadhud", CG_LoadHud_f },
{ "lock_disable", Lock_Disable }, //player can move now
{ "nextframe", CG_TestModelNextFrame_f },
{ "nextskin", CG_TestModelNextSkin_f },
{ "prevframe", CG_TestModelPrevFrame_f },
{ "prevskin", CG_TestModelPrevSkin_f },
{ "tcmd", CG_TargetCommand_f },
{ "testG2Model", CG_TestG2Model_f},
{ "testanglespost", CG_TestModelSetAnglespost_f},
{ "testanglespre", CG_TestModelSetAnglespre_f},
{ "testanimate", CG_TestModelAnimate_f},
{ "testgun", CG_TestGun_f },
{ "testlistbones", CG_ListModelBones_f},
{ "testlistsurfaces", CG_ListModelSurfaces_f},
{ "testmodel", CG_TestModel_f },
{ "testsurface", CG_TestModelSurfaceOnOff_f },
{ "viewpos", CG_Viewpos_f },
{ "weapnext", CG_NextWeapon_f },
{ "weapon", CG_Weapon_f },
{ "weapprev", CG_PrevWeapon_f },
{ "writecam", CG_WriteCam_f },
{ "zoom", CG_ToggleBinoculars },
{ "itemselectorselect", CG_ItemSelectorSelect_f },
{ "itemselectornext", CG_ItemSelectorNext_f },
{ "itemselectorprev", CG_ItemSelectorPrev_f },
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{ "togglesaber", CG_ToggleSaber_f },
{ "exitscope", CG_ExitScope_f },
{ "enterscope", CG_EnterScope_f }
};
static const size_t numCommands = ARRAY_LEN( commands );
/*
=================
CG_ConsoleCommand
The string has been tokenized and can be retrieved with
Cmd_Argc() / Cmd_Argv()
=================
*/
qboolean CG_ConsoleCommand( void ) {
consoleCommand_t *command = NULL;
command = (consoleCommand_t *)Q_LinearSearch( CG_Argv( 0 ), commands, numCommands, sizeof( commands[0] ), cmdcmp );
if ( !command )
return qfalse;
command->func();
return qtrue;
}
static const char *gcmds[] = {
"entitylist",
"difficulty",
"force_distract",
"force_grip",
"force_heal",
"force_pull",
"force_speed",
"force_throw",
"give",
"god",
"invuse",
"kill",
"nav",
"noclip",
"notarget",
"npc",
"playerteam",
"runscript",
"saberAttackCycle",
"saberColor",
"secrets",
"setForceAll",
"setSaberAll",
"setobjective",
"setviewpos",
"taunt",
"undying",
"use_bacta",
"use_electrobinoculars",
"use_lightamp_goggles",
"use_seeker",
"use_sentry",
"viewobjective"
};
static const size_t numgcmds = ARRAY_LEN( gcmds );
/*
=================
CG_InitConsoleCommands
Let the client system know about all of our commands
so it can perform tab completion
=================
*/
void CG_InitConsoleCommands( void ) {
size_t i;
for ( i = 0 ; i < numCommands ; i++ )
cgi_AddCommand( commands[i].cmd );
//
// the game server will interpret these commands, which will be automatically
// forwarded to the server after they are not recognized locally
//
for( i = 0; i < numgcmds; i++ )
cgi_AddCommand( gcmds[i] );
}