mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-26 05:51:29 +00:00
72ba9972d8
Rename JKQuest -> JKXR Renaming JKQuest to JKXR Renaming JKQuest to JKXR Renaming JKQuest to JKXR
362 lines
9.2 KiB
C++
362 lines
9.2 KiB
C++
/*
|
|
===========================================================================
|
|
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_headers.h"
|
|
|
|
#include "cg_media.h" //just for cgs....
|
|
#include <JKXR/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.saber[0].Active() && 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.weaponSelect == WP_SABER )
|
|
{
|
|
cg.weaponSelect = WP_NONE;
|
|
}
|
|
|
|
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 );
|
|
|
|
if( cg.weaponSelect == WP_NONE && cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << WP_SABER ) )
|
|
{
|
|
// FIXME: this is pretty damn ugly but whatever
|
|
cg.weaponSelect = WP_SABER;
|
|
}
|
|
}
|
|
}
|
|
|
|
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.saber[0].Active() && 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/jahud.txt";
|
|
}
|
|
|
|
//cgi_UI_String_Init();
|
|
//cgi_UI_Menu_Reset();
|
|
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 );
|
|
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},
|
|
{ "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 },
|
|
{ "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[] = {
|
|
"bow",
|
|
"entitylist",
|
|
"difficulty",
|
|
"flourish",
|
|
"force_absorb",
|
|
"force_distract",
|
|
"force_grip",
|
|
"force_heal",
|
|
"force_protect",
|
|
"force_pull",
|
|
"force_rage",
|
|
"force_sight",
|
|
"force_speed",
|
|
"force_throw",
|
|
"give",
|
|
"gloat",
|
|
"god",
|
|
"invuse",
|
|
"kill",
|
|
"meditate",
|
|
"nav",
|
|
"noclip",
|
|
"notarget",
|
|
"npc",
|
|
"playermodel",
|
|
"playerteam",
|
|
"playertint",
|
|
"runscript",
|
|
"saber",
|
|
"saberAttackCycle",
|
|
"saberColor",
|
|
"saberblade",
|
|
"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] );
|
|
}
|