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