/*
===========================================================================
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 .
===========================================================================
*/
#include "g_headers.h"
#include "g_local.h"
#include "objectives.h"
#include "wp_saber.h"
extern bool in_camera;
extern void ForceThrow( gentity_t *self, qboolean pull );
extern void ForceLevitation( gentity_t *self );
extern void ForceLightning( gentity_t *self );
extern void ForceHeal( gentity_t *self );
extern void ForceGrip( gentity_t *self );
extern void ForceTelepathy( gentity_t *self );
extern void G_ActivatePersonalShield( gentity_t *ent );
extern void G_ActivateSeeker( gentity_t *ent );
extern void G_PilotXWing( gentity_t *ent );
extern void G_DriveATST( gentity_t *ent, gentity_t *atst );
extern void G_StartMatrixEffect( gentity_t *ent, qboolean falling = qfalse, int length = 1000 );
extern void ItemUse_Bacta(gentity_t *ent);
extern gentity_t *G_GetSelfForPlayerCmd( void );
/*
==================
CheatsOk
==================
*/
qboolean CheatsOk( gentity_t *ent ) {
if ( !g_cheats->integer ) {
gi.SendServerCommand( ent-g_entities, "print \"Cheats are not enabled on this server.\n\"");
return qfalse;
}
if ( ent->health <= 0 ) {
gi.SendServerCommand( ent-g_entities, "print \"You must be alive to use this command.\n\"");
return qfalse;
}
return qtrue;
}
/*
==================
ConcatArgs
==================
*/
char *ConcatArgs( int start ) {
int i, c, tlen;
static char line[MAX_STRING_CHARS];
int len;
const char *arg;
len = 0;
c = gi.argc();
for ( i = start ; i < c ; i++ ) {
arg = gi.argv( i );
tlen = strlen( arg );
if ( len + tlen >= MAX_STRING_CHARS - 1 ) {
break;
}
memcpy( line + len, arg, tlen );
len += tlen;
if ( i != c - 1 ) {
line[len] = ' ';
len++;
}
}
line[len] = 0;
return line;
}
/*
==================
SanitizeString
Remove case and control characters
==================
*/
void SanitizeString( char *in, char *out ) {
while ( *in ) {
if ( *in == 94 ) {
in += 2; // skip color code
continue;
}
if ( *in < 32 ) {
in++;
continue;
}
*out++ = tolower( *in++ );
}
*out = 0;
}
/*
==================
ClientNumberFromString
Returns a player number for either a number or name string
Returns -1 if invalid
==================
*/
int ClientNumberFromString( gentity_t *to, char *s ) {
gclient_t *cl;
int idnum;
char s2[MAX_STRING_CHARS];
char n2[MAX_STRING_CHARS];
// numeric values are just slot numbers
if (s[0] >= '0' && s[0] <= '9') {
idnum = atoi( s );
if ( idnum < 0 || idnum >= level.maxclients ) {
gi.SendServerCommand( to-g_entities, "print \"Bad client slot: %i\n\"", idnum);
return -1;
}
cl = &level.clients[idnum];
if ( cl->pers.connected != CON_CONNECTED ) {
gi.SendServerCommand( to-g_entities, "print \"Client %i is not active\n\"", idnum);
return -1;
}
return idnum;
}
// check for a name match
SanitizeString( s, s2 );
for ( idnum=0,cl=level.clients ; idnum < level.maxclients ; idnum++,cl++ ) {
if ( cl->pers.connected != CON_CONNECTED ) {
continue;
}
SanitizeString( cl->pers.netname, n2 );
if ( !strcmp( n2, s2 ) ) {
return idnum;
}
}
gi.SendServerCommand( to-g_entities, "print \"User %s is not on the server\n\"", s);
return -1;
}
void G_Give( gentity_t *ent, const char *name, const char *args, int argc )
{
gitem_t *it;
int i;
qboolean give_all = qfalse;
if ( !Q_stricmp( name, "all" ) )
give_all = qtrue;
if ( give_all || !Q_stricmp( name, "health") )
{
if ( argc == 3 )
ent->health = Com_Clampi( 1, ent->client->ps.stats[STAT_MAX_HEALTH], atoi( args ) );
else
ent->health = ent->client->ps.stats[STAT_MAX_HEALTH];
if ( !give_all )
return;
}
if ( give_all || !Q_stricmp( name, "armor" ) || !Q_stricmp( name, "shield" ) )
{
if ( argc == 3 )
ent->client->ps.stats[STAT_ARMOR] = Com_Clampi( 0, ent->client->ps.stats[STAT_MAX_HEALTH], atoi( args ) );
else
ent->client->ps.stats[STAT_ARMOR] = ent->client->ps.stats[STAT_MAX_HEALTH];
if ( ent->client->ps.stats[STAT_ARMOR] > 0 )
ent->client->ps.powerups[PW_BATTLESUIT] = Q3_INFINITE;
else
ent->client->ps.powerups[PW_BATTLESUIT] = 0;
if ( !give_all )
return;
}
if ( give_all || !Q_stricmp( name, "force" ) )
{
if ( argc == 3 )
ent->client->ps.forcePower = Com_Clampi( 0, FORCE_POWER_MAX, atoi( args ) );
else
ent->client->ps.forcePower = FORCE_POWER_MAX;
if ( !give_all )
return;
}
if ( give_all || !Q_stricmp( name, "weapons" ) )
{
ent->client->ps.stats[STAT_WEAPONS] = (1 << (MAX_PLAYER_WEAPONS+1)) - ( 1 << WP_NONE );
if ( !give_all )
return;
}
if ( !give_all && !Q_stricmp( name, "weaponnum" ) )
{
ent->client->ps.stats[STAT_WEAPONS] |= (1 << atoi( args ));
return;
}
if ( !give_all && !Q_stricmp( name, "eweaps" ) ) //for developing, gives you all the weapons, including enemy
{
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
return;
}
if ( give_all || !Q_stricmp( name, "ammo" ) )
{
int num = 999;
if ( argc == 3 )
num = Com_Clampi( -1, 999, atoi( args ) );
for ( i=AMMO_BLASTER; iclient->ps.ammo[i] = num != -1 ? num : ammoData[i].max;
if ( !give_all )
return;
}
if ( give_all || !Q_stricmp( name, "batteries" ) )
{
if ( argc == 3 )
ent->client->ps.batteryCharge = Com_Clampi( 0, MAX_BATTERIES, atoi( args ) );
else
ent->client->ps.batteryCharge = MAX_BATTERIES;
if ( !give_all )
return;
}
if ( give_all || !Q_stricmp( name, "inventory" ) )
{
// Huh? Was doing a INV_MAX+1 which was wrong because then you'd actually have every inventory item including INV_MAX
ent->client->ps.stats[STAT_ITEMS] = (1 << (INV_MAX)) - ( 1 << INV_ELECTROBINOCULARS );
ent->client->ps.inventory[INV_ELECTROBINOCULARS] = 1;
ent->client->ps.inventory[INV_BACTA_CANISTER] = 5;
ent->client->ps.inventory[INV_SEEKER] = 5;
ent->client->ps.inventory[INV_LIGHTAMP_GOGGLES] = 1;
ent->client->ps.inventory[INV_SENTRY] = 5;
ent->client->ps.inventory[INV_GOODIE_KEY] = 5;
ent->client->ps.inventory[INV_SECURITY_KEY] = 5;
if ( !give_all )
return;
}
// spawn a specific item right on the player
if ( !give_all ) {
gentity_t *it_ent;
trace_t trace;
it = FindItem (args);
if (!it) {
it = FindItem (name);
if (!it) {
gi.SendServerCommand( ent-g_entities, "print \"unknown item\n\"");
return;
}
}
it_ent = G_Spawn();
VectorCopy( ent->currentOrigin, it_ent->s.origin );
it_ent->classname = G_NewString(it->classname);
G_SpawnItem (it_ent, it);
FinishSpawningItem(it_ent );
memset( &trace, 0, sizeof( trace ) );
Touch_Item (it_ent, ent, &trace);
if (it_ent->inuse) {
G_FreeEntity( it_ent );
}
}
}
void Cmd_Give_f( gentity_t *ent )
{
if ( !CheatsOk( ent ) ) {
return;
}
G_Give( ent, gi.argv(1), ConcatArgs( 2 ), gi.argc() );
}
//------------------
void Cmd_Fx( gentity_t *ent )
{
vec3_t dir;
gentity_t *fx_ent = NULL;
if ( Q_stricmp( gi.argv(1), "play" ) == 0 )
{
if ( gi.argc() == 3 )
{
// I guess, only allow one active at a time
while (( fx_ent = G_Find( fx_ent, FOFS(classname), "cmd_fx")) != NULL )
{
G_FreeEntity( fx_ent );
}
fx_ent = G_Spawn();
fx_ent->fxFile = gi.argv( 2 );
// Move out in front of the person spawning the effect
AngleVectors( ent->currentAngles, dir, NULL, NULL );
VectorMA( ent->currentOrigin, 32, dir, fx_ent->s.origin );
extern void SP_fx_runner( gentity_t *ent );
SP_fx_runner( fx_ent );
fx_ent->delay = 2000; // adjusting delay
fx_ent->classname = "cmd_fx"; // and classname
return;
}
}
else if ( Q_stricmp( gi.argv(1), "stop" ) == 0 )
{
while (( fx_ent = G_Find( fx_ent, FOFS(classname), "cmd_fx")) != NULL )
{
G_FreeEntity( fx_ent );
}
return;
}
else if ( Q_stricmp( gi.argv(1), "delay" ) == 0 )
{
while (( fx_ent = G_Find( fx_ent, FOFS(classname), "cmd_fx")) != NULL )
{
if ( gi.argc() == 3 )
{
fx_ent->delay = atoi( gi.argv( 2 ));
}
else
{
gi.Printf( S_COLOR_GREEN"FX: current delay is: %i\n", fx_ent->delay );
}
return;
}
}
else if ( Q_stricmp( gi.argv(1), "random" ) == 0 )
{
while (( fx_ent = G_Find( fx_ent, FOFS(classname), "cmd_fx")) != NULL )
{
if ( gi.argc() == 3 )
{
fx_ent->random = atoi( gi.argv( 2 ));
}
else
{
gi.Printf( S_COLOR_GREEN"FX: current random is: %6.2f\n", fx_ent->random );
}
return;
}
}
else if ( Q_stricmp( gi.argv(1), "origin" ) == 0 )
{
while (( fx_ent = G_Find( fx_ent, FOFS(classname), "cmd_fx")) != NULL )
{
if ( gi.argc() == 5 )
{
fx_ent->s.origin[0] = atof( gi.argv( 2 ));
fx_ent->s.origin[1] = atof( gi.argv( 3 ));
fx_ent->s.origin[2] = atof( gi.argv( 4 ));
G_SetOrigin( fx_ent, fx_ent->s.origin );
}
else
{
gi.Printf( S_COLOR_GREEN"FX: current origin is: <%6.2f %6.2f %6.2f>\n",
fx_ent->currentOrigin[0], fx_ent->currentOrigin[1], fx_ent->currentOrigin[2] );
}
return;
}
}
else if ( Q_stricmp( gi.argv(1), "dir" ) == 0 )
{
while (( fx_ent = G_Find( fx_ent, FOFS(classname), "cmd_fx")) != NULL )
{
if ( gi.argc() == 5 )
{
fx_ent->s.angles[0] = atof( gi.argv( 2 ));
fx_ent->s.angles[1] = atof( gi.argv( 3 ));
fx_ent->s.angles[2] = atof( gi.argv( 4 ));
if ( !VectorNormalize( fx_ent->s.angles ))
{
// must have been zero length
fx_ent->s.angles[2] = 1;
}
}
else
{
gi.Printf( S_COLOR_GREEN"FX: current dir is: <%6.2f %6.2f %6.2f>\n",
fx_ent->s.angles[0], fx_ent->s.angles[1], fx_ent->s.angles[2] );
}
return;
}
}
gi.Printf( S_COLOR_CYAN"Fx--------------------------------------------------------\n" );
gi.Printf( S_COLOR_CYAN"commands: sample usage:\n" );
gi.Printf( S_COLOR_CYAN"----------------------------------------------------------\n" );
gi.Printf( S_COLOR_CYAN"fx play fx play sparks, fx play env/fire\n" );
gi.Printf( S_COLOR_CYAN"fx stop fx stop\n" );
gi.Printf( S_COLOR_CYAN"fx delay <#> fx delay 1000\n" );
gi.Printf( S_COLOR_CYAN"fx random <#> fx random 200\n" );
gi.Printf( S_COLOR_CYAN"fx origin <#><#><#> fx origin 10 20 30\n" );
gi.Printf( S_COLOR_CYAN"fx dir <#><#><#> fx dir 0 0 -1\n\n" );
}
/*
==================
Cmd_God_f
Sets client to godmode
argv(0) god
==================
*/
void Cmd_God_f (gentity_t *ent)
{
const char *msg;
if ( !CheatsOk( ent ) ) {
return;
}
ent->flags ^= FL_GODMODE;
if (!(ent->flags & FL_GODMODE) )
msg = "godmode OFF\n";
else
msg = "godmode ON\n";
gi.SendServerCommand( ent-g_entities, "print \"%s\"", msg);
}
/*
==================
Cmd_Undying_f
Sets client to undead mode
argv(0) undying
==================
*/
void Cmd_Undying_f (gentity_t *ent)
{
const char *msg;
if ( !CheatsOk( ent ) )
{
return;
}
ent->flags ^= FL_UNDYING;
if (!(ent->flags & FL_UNDYING) )
{
msg = "undead mode OFF\n";
}
else
{
int max;
const char *cmd;
cmd = gi.argv(1);
if ( cmd && atoi( cmd ) )
{
max = atoi( cmd );
}
else
{
max = 999;
}
ent->health = ent->max_health = max;
msg = "undead mode ON\n";
if ( ent->client )
{
ent->client->ps.stats[STAT_HEALTH] = ent->client->ps.stats[STAT_MAX_HEALTH] = 999;
}
}
gi.SendServerCommand( ent-g_entities, "print \"%s\"", msg);
}
/*
==================
Cmd_Notarget_f
Sets client to notarget
argv(0) notarget
==================
*/
void Cmd_Notarget_f( gentity_t *ent ) {
const char *msg;
if ( !CheatsOk( ent ) ) {
return;
}
ent->flags ^= FL_NOTARGET;
if (!(ent->flags & FL_NOTARGET) )
msg = "notarget OFF\n";
else
msg = "notarget ON\n";
gi.SendServerCommand( ent-g_entities, "print \"%s\"", msg);
}
/*
==================
Cmd_Noclip_f
argv(0) noclip
==================
*/
void Cmd_Noclip_f( gentity_t *ent ) {
const char *msg;
if ( !CheatsOk( ent ) ) {
return;
}
if ( ent->client->noclip ) {
msg = "noclip OFF\n";
} else {
msg = "noclip ON\n";
}
ent->client->noclip = (qboolean)!ent->client->noclip;
gi.SendServerCommand( ent-g_entities, "print \"%s\"", msg);
}
/*
==================
Cmd_LevelShot_f
This is just to help generate the level pictures
for the menus. It goes to the intermission immediately
and sends over a command to the client to resize the view,
hide the scoreboard, and take a special screenshot
==================
*/
void Cmd_LevelShot_f( gentity_t *ent ) {
if ( !CheatsOk( ent ) ) {
return;
}
gi.SendServerCommand( ent-g_entities, "clientLevelShot" );
}
/*
=================
Cmd_Kill_f
=================
*/
void Cmd_Kill_f( gentity_t *ent ) {
if( ( level.time - ent->client->respawnTime ) < 5000 ) {
gi.SendServerCommand( ent-g_entities, "cp @INGAME_ONE_KILL_PER_5_SECONDS");
return;
}
ent->flags &= ~FL_GODMODE;
ent->client->ps.stats[STAT_HEALTH] = ent->health = 0;
player_die (ent, ent, ent, 100000, MOD_SUICIDE);
}
/*
==================
Cmd_Where_f
==================
*/
void Cmd_Where_f( gentity_t *ent ) {
const char *s = gi.argv(1);
const int len = strlen(s);
gentity_t *check;
if ( gi.argc () < 2 ) {
gi.Printf("usage: where classname\n");
return;
}
for (int i = 0; i < globals.num_entities; i++)
{
if(!PInUse(i))
continue;
// if(!check || !check->inuse) {
// continue;
// }
check = &g_entities[i];
if (!Q_stricmpn(s, check->classname, len) ) {
gi.SendServerCommand( ent-g_entities, "print \"%s %s\n\"", check->classname, vtos( check->s.pos.trBase ) );
}
}
}
/*
-------------------------
UserSpawn
-------------------------
*/
extern qboolean G_CallSpawn( gentity_t *ent );
void UserSpawn( gentity_t *ent, const char *name )
{
vec3_t origin;
vec3_t vf;
vec3_t angles;
gentity_t *ent2;
//Spawn the ent
ent2 = G_Spawn();
ent2->classname = G_NewString( name ); //FIXME: This will leave floating memory...
//TODO: This should ultimately make sure this is a safe spawn!
//Spawn the entity and place it there
VectorSet( angles, 0, ent->s.apos.trBase[YAW], 0 );
AngleVectors( angles, vf, NULL, NULL );
VectorMA( ent->s.pos.trBase, 96, vf, origin ); //FIXME: Find the radius size of the object, and push out 32 + radius
origin[2] += 8;
VectorCopy( origin, ent2->s.pos.trBase );
VectorCopy( origin, ent2->s.origin );
VectorCopy( ent->s.apos.trBase, ent2->s.angles );
gi.linkentity( ent2 );
//Find a valid spawning spot
if ( G_CallSpawn( ent2 ) == qfalse )
{
gi.SendServerCommand( ent-g_entities, "print \"Failed to spawn '%s'\n\"", name );
G_FreeEntity( ent2 );
return;
}
}
/*
-------------------------
Cmd_Spawn
-------------------------
*/
void Cmd_Spawn( gentity_t *ent )
{
char *name;
name = ConcatArgs( 1 );
gi.SendServerCommand( ent-g_entities, "print \"Spawning '%s'\n\"", name );
UserSpawn( ent, name );
}
/*
=================
Cmd_SetViewpos_f
=================
*/
void Cmd_SetViewpos_f( gentity_t *ent ) {
vec3_t origin, angles;
int i;
if ( !g_cheats->integer ) {
gi.SendServerCommand( ent-g_entities, va("print \"Cheats are not enabled on this server.\n\""));
return;
}
if ( gi.argc() != 5 ) {
gi.SendServerCommand( ent-g_entities, va("print \"usage: setviewpos x y z yaw\n\""));
return;
}
VectorClear( angles );
for ( i = 0 ; i < 3 ; i++ ) {
origin[i] = atof( gi.argv( i+1 ) );
}
angles[YAW] = atof( gi.argv( 4 ) );
TeleportPlayer( ent, origin, angles );
}
/*
=================
Cmd_SetObjective_f
=================
*/
void Cmd_SetObjective_f( gentity_t *ent )
{
int objectiveI,status,displayStatus;
if ( gi.argc() == 2 ) {
objectiveI = atoi(gi.argv(1));
gi.Printf("objective #%d display status=%d, status=%d\n",objectiveI,
ent->client->sess.mission_objectives[objectiveI].display,
ent->client->sess.mission_objectives[objectiveI].status
);
return;
}
if ( gi.argc() != 4 ) {
gi.SendServerCommand( ent-g_entities, va("print \"usage: setobjective \n\""));
return;
}
if ( !CheatsOk( ent ) )
{
return;
}
objectiveI = atoi(gi.argv(1));
displayStatus = atoi(gi.argv(2));
status = atoi(gi.argv(3));
ent->client->sess.mission_objectives[objectiveI].display = displayStatus;
ent->client->sess.mission_objectives[objectiveI].status = status;
}
/*
=================
Cmd_ViewObjective_f
=================
*/
void Cmd_ViewObjective_f( gentity_t *ent )
{
int objectiveI;
if ( gi.argc() != 2 ) {
gi.SendServerCommand( ent-g_entities, va("print \"usage: viewobjective \n\""));
return;
}
objectiveI = atoi(gi.argv(1));
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));
}
/*
================
Cmd_UseElectrobinoculars_f
================
*/
void Cmd_UseElectrobinoculars_f(gentity_t *ent)
{
if ( ent->health < 1 || in_camera )
{
return;
}
G_AddEvent( ent, EV_USE_INV_BINOCULARS, 0 );
}
/*
================
Cmd_UseBacta_f
================
*/
void Cmd_UseBacta_f(gentity_t *ent)
{
if ( ent->health < 1 || in_camera )
{
return;
}
ItemUse_Bacta(ent);
}
//----------------------------------------------------------------------------------
qboolean PickSeekerSpawnPoint( vec3_t org, vec3_t fwd, vec3_t right, int skip, vec3_t spot )
{
vec3_t mins, maxs, forward, end;
trace_t tr;
VectorSet( maxs, -8, -8, -24); // ?? size
VectorSet( maxs, 8, 8, 8 );
VectorCopy( fwd, forward );
// to the front and side a bit
forward[2] = 0.3f; // start up a bit
VectorMA( org, 48, forward, end );
VectorMA( end, -8, right, end );
gi.trace( &tr, org, mins, maxs, end, skip, MASK_PLAYERSOLID, G2_NOCOLLIDE, 0 );
if ( !tr.startsolid && !tr.allsolid && tr.fraction >= 1.0f )
{
VectorCopy( tr.endpos, spot );
return qtrue;
}
// side
VectorMA( org, 48, right, end );
gi.trace( &tr, org, mins, maxs, end, skip, MASK_PLAYERSOLID, G2_NOCOLLIDE, 0 );
if ( !tr.startsolid && !tr.allsolid && tr.fraction >= 1.0f )
{
VectorCopy( tr.endpos, spot );
return qtrue;
}
// other side
VectorMA( org, -48, right, end );
gi.trace( &tr, org, mins, maxs, end, skip, MASK_PLAYERSOLID, G2_NOCOLLIDE, 0 );
if ( !tr.startsolid && !tr.allsolid && tr.fraction >= 1.0f )
{
VectorCopy( tr.endpos, spot );
return qtrue;
}
// behind
VectorMA( org, -48, fwd, end );
gi.trace( &tr, org, mins, maxs, end, skip, MASK_PLAYERSOLID, G2_NOCOLLIDE, 0 );
if ( !tr.startsolid && !tr.allsolid && tr.fraction >= 1.0f )
{
VectorCopy( tr.endpos, spot );
return qtrue;
}
return qfalse;
}
/*
================
Cmd_UseSeeker_f
================
*/
void Cmd_UseSeeker_f( gentity_t *ent )
{
if ( ent->health < 1 || in_camera )
{
return;
}
// don't use them if we don't have any...also don't use them if one is already going
if ( ent->client && ent->client->ps.inventory[INV_SEEKER] > 0 && level.time > ent->client->ps.powerups[PW_SEEKER] )
{
gentity_t *tent = G_Spawn();
if ( tent )
{
vec3_t fwd, right, spot;
AngleVectors( ent->client->ps.viewangles, fwd, right, NULL );
VectorCopy( ent->currentOrigin, spot ); // does nothing really, just initialize the goods...
if ( PickSeekerSpawnPoint( ent->currentOrigin, fwd, right, ent->s.number, spot ))
{
VectorCopy( spot, tent->s.origin );
G_SetOrigin( tent, spot );
G_SetAngles( tent, ent->currentAngles );
extern void SP_NPC_Droid_Seeker( gentity_t *ent );
SP_NPC_Droid_Seeker( tent );
G_Sound( tent, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));
// make sure that we even have some
ent->client->ps.inventory[INV_SEEKER]--;
ent->client->ps.powerups[PW_SEEKER] = level.time + 1000;// can only drop one every second..maybe this is annoying?
}
}
}
}
/*
================
Cmd_UseGoggles_f
================
*/
void Cmd_UseGoggles_f(gentity_t *ent)
{
if ( ent->health < 1 || in_camera )
{
return;
}
if ( ent->client && ent->client->ps.inventory[INV_LIGHTAMP_GOGGLES] > 0 )
{
G_AddEvent( ent, EV_USE_INV_LIGHTAMP_GOGGLES, 0 );
}
}
/*
================
Cmd_UseSentry_f
================
*/
qboolean place_portable_assault_sentry( gentity_t *self, vec3_t origin, vec3_t dir );
void Cmd_UseSentry_f(gentity_t *ent)
{
if ( ent->health < 1 || in_camera )
{
return;
}
if ( ent->client->ps.inventory[INV_SENTRY] <= 0 )
{
// have none to place...play sound?
return;
}
if ( place_portable_assault_sentry( ent, ent->currentOrigin, ent->client->ps.viewangles ))
{
ent->client->ps.inventory[INV_SENTRY]--;
G_AddEvent( ent, EV_USE_INV_SENTRY, 0 );
}
else
{
// couldn't be placed....play a notification sound!!
}
}
/*
================
Cmd_UseInventory_f
================
*/
void Cmd_UseInventory_f(gentity_t *ent)
{
switch (cg.inventorySelect)
{
case INV_ELECTROBINOCULARS :
Cmd_UseElectrobinoculars_f(ent);
return;
case INV_BACTA_CANISTER :
Cmd_UseBacta_f(ent);
return;
case INV_SEEKER :
Cmd_UseSeeker_f(ent);
return;
case INV_LIGHTAMP_GOGGLES :
Cmd_UseGoggles_f(ent);
return;
case INV_SENTRY :
Cmd_UseSentry_f(ent);
return;
default :
return;
}
}
void G_Taunt( gentity_t *ent )
{
if ( ent->client )
{
ent->client->ps.taunting = level.time + 100;
}
}
extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
void G_Victory( gentity_t *ent )
{
if ( ent->health > 0 )
{//say something and put away saber
G_SoundOnEnt( ent, CHAN_VOICE, "sound/chars/kyle/misc/taunt1.wav" );
if ( ent->client )
{
ent->client->ps.saberActive = qfalse;
}
}
}
/*
=================
ClientCommand
=================
*/
void ClientCommand( int clientNum ) {
gentity_t *ent;
const char *cmd;
ent = g_entities + clientNum;
if ( !ent->client ) {
return; // not fully in game yet
}
cmd = gi.argv(0);
if (Q_stricmp (cmd, "spawn") == 0)
{
Cmd_Spawn( ent );
return;
}
if (Q_stricmp (cmd, "give") == 0)
Cmd_Give_f (ent);
else if (Q_stricmp (cmd, "god") == 0)
Cmd_God_f (ent);
else if (Q_stricmp (cmd, "undying") == 0)
Cmd_Undying_f (ent);
else if (Q_stricmp (cmd, "notarget") == 0)
Cmd_Notarget_f (ent);
else if (Q_stricmp (cmd, "noclip") == 0)
{
Cmd_Noclip_f (ent);
}
else if (Q_stricmp (cmd, "kill") == 0)
{
if ( !CheatsOk( ent ) )
{
return;
}
Cmd_Kill_f (ent);
}
else if (Q_stricmp (cmd, "levelshot") == 0)
Cmd_LevelShot_f (ent);
else if (Q_stricmp (cmd, "where") == 0)
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 );
else if (Q_stricmp (cmd, "force_throw") == 0)
{
ent = G_GetSelfForPlayerCmd();
ForceThrow( ent, qfalse );
}
else if (Q_stricmp (cmd, "force_pull") == 0)
{
ent = G_GetSelfForPlayerCmd();
ForceThrow( ent, qtrue );
}
else if (Q_stricmp (cmd, "force_speed") == 0)
{
ent = G_GetSelfForPlayerCmd();
ForceSpeed( ent );
}
else if (Q_stricmp (cmd, "force_heal") == 0)
{
ent = G_GetSelfForPlayerCmd();
ForceHeal( ent );
}
else if (Q_stricmp (cmd, "force_grip") == 0)
{
ent = G_GetSelfForPlayerCmd();
ForceGrip( ent );
}
else if (Q_stricmp (cmd, "force_distract") == 0)
{
ent = G_GetSelfForPlayerCmd();
ForceTelepathy( ent );
}
else if (Q_stricmp (cmd, "taunt") == 0)
{
ent = G_GetSelfForPlayerCmd();
G_Taunt( ent );
}
else if (Q_stricmp (cmd, "victory") == 0)
G_Victory( ent );
// else if (Q_stricmp (cmd, "use_shield") == 0) // sounds like the design doc states that the shields will be a pickup and so the player never decides whether to use them or not.
// G_ActivatePersonalShield( ent ); // If you want shields (armor), type "give all" or "give armor" or "give armor #amt#"
else if (Q_stricmp (cmd, "fly_xwing") == 0)
G_PilotXWing( ent );
else if (Q_stricmp (cmd, "drive_atst") == 0)
{
if ( CheatsOk( ent ) )
{
G_DriveATST( ent, NULL );
}
}
else if (Q_stricmp (cmd, "thereisnospoon") == 0)
G_StartMatrixEffect( ent );
else if (Q_stricmp (cmd, "use_electrobinoculars") == 0)
Cmd_UseElectrobinoculars_f( ent );
else if (Q_stricmp (cmd, "use_bacta") == 0)
Cmd_UseBacta_f( ent );
else if (Q_stricmp (cmd, "use_seeker") == 0)
Cmd_UseSeeker_f( ent );
else if (Q_stricmp (cmd, "use_lightamp_goggles") == 0)
Cmd_UseGoggles_f( ent );
else if (Q_stricmp (cmd, "use_sentry") == 0)
Cmd_UseSentry_f( ent );
else if (Q_stricmp (cmd, "fx") == 0)
Cmd_Fx( ent );
else if (Q_stricmp (cmd, "invuse") == 0)
{
Cmd_UseInventory_f( ent );
}
else if (Q_stricmp (cmd, "playmusic") == 0)
{
const char *cmd2 = gi.argv(1);
if ( cmd2 )
{
gi.SetConfigstring( CS_MUSIC, cmd2 );
}
}
else
{
gi.SendServerCommand( clientNum, va("print \"Unknown command %s\n\"", cmd ) );
}
}