jkxr/Projects/Android/jni/OpenJK/codeJK2/game/g_svcmds.cpp
Simon 3a4909e424 Multiple changes
- New Hand models for relaxed and force hands and textures (@baggyg)
- Additional selector screen when using the saber to change stance
- show current item in the selector
- Allow player to restart game if they die holding the saber

Co-Authored-By: Grant Bagwell <general@grantbagwell.co.uk>
2022-10-14 23:51:31 +01:00

659 lines
17 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/>.
===========================================================================
*/
#include "g_headers.h"
#include "g_local.h"
#include "g_icarus.h"
#include "wp_saber.h"
extern void Q3_SetViewEntity(int entID, const char *name);
extern qboolean G_ClearViewEntity( gentity_t *ent );
extern team_t TranslateTeamName( const char *name );
extern char *TeamNames[TEAM_NUM_TEAMS];
/*
===================
Svcmd_EntityList_f
===================
*/
void Svcmd_EntityList_f (void) {
int e;
gentity_t *check;
check = g_entities;
for (e = 0; e < globals.num_entities ; e++, check++) {
if ( !check->inuse ) {
continue;
}
gi.Printf("%3i:", e);
switch ( check->s.eType ) {
case ET_GENERAL:
gi.Printf( "ET_GENERAL " );
break;
case ET_PLAYER:
gi.Printf( "ET_PLAYER " );
break;
case ET_ITEM:
gi.Printf( "ET_ITEM " );
break;
case ET_MISSILE:
gi.Printf( "ET_MISSILE " );
break;
case ET_MOVER:
gi.Printf( "ET_MOVER " );
break;
case ET_BEAM:
gi.Printf( "ET_BEAM " );
break;
case ET_PORTAL:
gi.Printf( "ET_PORTAL " );
break;
case ET_SPEAKER:
gi.Printf( "ET_SPEAKER " );
break;
case ET_PUSH_TRIGGER:
gi.Printf( "ET_PUSH_TRIGGER " );
break;
case ET_TELEPORT_TRIGGER:
gi.Printf( "ET_TELEPORT_TRIGGER " );
break;
case ET_INVISIBLE:
gi.Printf( "ET_INVISIBLE " );
break;
case ET_THINKER:
gi.Printf( "ET_THINKER " );
break;
case ET_CLOUD:
gi.Printf( "ET_CLOUD " );
break;
default:
gi.Printf( "%-3i ", check->s.eType );
break;
}
if ( check->classname ) {
gi.Printf("%s", check->classname);
}
gi.Printf("\n");
}
}
gclient_t *ClientForString( const char *s ) {
gclient_t *cl;
int i;
int idnum;
// numeric values are just slot numbers
if ( s[0] >= '0' && s[0] <= '9' ) {
idnum = atoi( s );
if ( idnum < 0 || idnum >= level.maxclients ) {
Com_Printf( "Bad client slot: %i\n", idnum );
return NULL;
}
cl = &level.clients[idnum];
if ( cl->pers.connected == CON_DISCONNECTED ) {
gi.Printf( "Client %i is not connected\n", idnum );
return NULL;
}
return cl;
}
// check for a name match
for ( i=0 ; i < level.maxclients ; i++ ) {
cl = &level.clients[i];
if ( cl->pers.connected == CON_DISCONNECTED ) {
continue;
}
if ( !Q_stricmp( cl->pers.netname, s ) ) {
return cl;
}
}
gi.Printf( "User %s is not on the server\n", s );
return NULL;
}
//---------------------------
extern void G_StopCinematicSkip( void );
extern void G_StartCinematicSkip( void );
extern void ExitEmplacedWeapon( gentity_t *ent );
static void Svcmd_ExitView_f( void )
{
extern cvar_t *g_skippingcin;
static int exitViewDebounce = 0;
if ( exitViewDebounce > level.time )
{
return;
}
exitViewDebounce = level.time + 500;
if ( in_camera )
{//see if we need to exit an in-game cinematic
if ( g_skippingcin->integer ) // already doing cinematic skip?
{// yes... so stop skipping...
G_StopCinematicSkip();
}
else
{// no... so start skipping...
G_StartCinematicSkip();
}
}
else if ( !G_ClearViewEntity( player ) )
{//didn't exit control of a droid or turret
//okay, now try exiting emplaced guns or AT-ST's
if ( player->s.eFlags & EF_LOCKED_TO_WEAPON )
{//get out of emplaced gun
ExitEmplacedWeapon( player );
}
else if ( player->client && player->client->NPC_class == CLASS_ATST )
{//a player trying to get out of his ATST
GEntity_UseFunc( player->activator, player, player );
}
}
}
gentity_t *G_GetSelfForPlayerCmd( void )
{
if ( g_entities[0].client->ps.viewEntity > 0
&& g_entities[0].client->ps.viewEntity < ENTITYNUM_WORLD
&& g_entities[g_entities[0].client->ps.viewEntity].client
&& g_entities[g_entities[0].client->ps.viewEntity].s.weapon == WP_SABER )
{//you're controlling another NPC
return (&g_entities[g_entities[0].client->ps.viewEntity]);
}
else
{
return (&g_entities[0]);
}
}
static void Svcmd_SaberColor_f()
{
const char *color = gi.argv(1);
if ( !VALIDSTRING( color ))
{
gi.Printf( "Usage: saberColor <color>\n" );
gi.Printf( "valid colors: red, orange, yellow, green, blue, and purple\n" );
return;
}
gentity_t *self = G_GetSelfForPlayerCmd();
if ( !Q_stricmp( color, "red" ))
{
self->client->ps.saberColor = SABER_RED;
}
else if ( !Q_stricmp( color, "green" ))
{
self->client->ps.saberColor = SABER_GREEN;
}
else if ( !Q_stricmp( color, "yellow" ))
{
self->client->ps.saberColor = SABER_YELLOW;
}
else if ( !Q_stricmp( color, "orange" ))
{
self->client->ps.saberColor = SABER_ORANGE;
}
else if ( !Q_stricmp( color, "purple" ))
{
self->client->ps.saberColor = SABER_PURPLE;
}
else if ( !Q_stricmp( color, "blue" ))
{
self->client->ps.saberColor = SABER_BLUE;
}
else
{
gi.Printf( "Usage: saberColor <color>\n" );
gi.Printf( "valid colors: red, orange, yellow, green, blue, and purple\n" );
}
}
struct SetForceCmd {
const char *desc;
const char *cmdname;
const int maxlevel;
};
SetForceCmd SetForceTable[] = {
{ "forceHeal", "setForceHeal", FORCE_LEVEL_3 },
{ "forceJump", "setForceJump", FORCE_LEVEL_3 },
{ "forceSpeed", "setForceSpeed", FORCE_LEVEL_3 },
{ "forcePush", "setForcePush", FORCE_LEVEL_3 },
{ "forcePull", "setForcePull", FORCE_LEVEL_3 },
{ "forceMindTrick", "setForceMindTrick", FORCE_LEVEL_4 },
{ "forceGrip", "setForceGrip", FORCE_LEVEL_3 },
{ "forceLightning", "setForceLightning", FORCE_LEVEL_3 },
{ "saberThrow", "setSaberThrow", FORCE_LEVEL_3 },
{ "saberDefense", "setSaberDefense", FORCE_LEVEL_3 },
{ "saberOffense", "setSaberOffense", FORCE_LEVEL_5 },
};
static void Svcmd_ForceSetLevel_f( int forcePower )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
/* if ( !g_cheats->integer )
{
gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\"");
return;
}*/
const char *newVal = gi.argv(1);
if ( !VALIDSTRING( newVal ) )
{
gi.Printf( "Current %s level is %d\n", SetForceTable[forcePower].desc, g_entities[0].client->ps.forcePowerLevel[forcePower] );
gi.Printf( "Usage: %s <level> (0 - %i)\n", SetForceTable[forcePower].cmdname, SetForceTable[forcePower].maxlevel );
return;
}
int val = atoi(newVal);
if ( val > FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowersKnown |= ( 1 << forcePower );
}
else
{
g_entities[0].client->ps.forcePowersKnown &= ~( 1 << forcePower );
}
g_entities[0].client->ps.forcePowerLevel[forcePower] = val;
if ( g_entities[0].client->ps.forcePowerLevel[forcePower] < FORCE_LEVEL_0 )
{
g_entities[0].client->ps.forcePowerLevel[forcePower] = FORCE_LEVEL_0;
}
else if ( g_entities[0].client->ps.forcePowerLevel[forcePower] > SetForceTable[forcePower].maxlevel )
{
g_entities[0].client->ps.forcePowerLevel[forcePower] = SetForceTable[forcePower].maxlevel;
}
}
extern qboolean PM_SaberInStart( int move );
extern qboolean PM_SaberInTransition( int move );
extern qboolean PM_SaberInAttack( int move );
void Svcmd_SaberAttackCycle_f( void )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
gentity_t *self = G_GetSelfForPlayerCmd();
if ( self->s.weapon != WP_SABER )
{
return;
}
int saberAnimLevel;
if ( !self->s.number )
{
saberAnimLevel = cg.saberAnimLevelPending;
}
else
{
saberAnimLevel = self->client->ps.saberAnimLevel;
}
saberAnimLevel++;
if ( self->client->ps.forcePowerLevel[FP_SABER_OFFENSE] == FORCE_LEVEL_1 )
{
saberAnimLevel = FORCE_LEVEL_2;
}
else if ( self->client->ps.forcePowerLevel[FP_SABER_OFFENSE] == FORCE_LEVEL_2 )
{
if ( saberAnimLevel > FORCE_LEVEL_2 )
{
saberAnimLevel = FORCE_LEVEL_1;
}
}
else
{//level 3
if ( saberAnimLevel > self->client->ps.forcePowerLevel[FP_SABER_OFFENSE] )
{//wrap around
saberAnimLevel = FORCE_LEVEL_1;
}
}
if ( !self->s.number )
{
cg.saberAnimLevelPending = saberAnimLevel;
}
else
{
self->client->ps.saberAnimLevel = saberAnimLevel;
}
#ifndef FINAL_BUILD
switch ( saberAnimLevel )
{
case FORCE_LEVEL_1:
gi.Printf( S_COLOR_BLUE "Lightsaber Combat Style: Fast\n" );
//LIGHTSABERCOMBATSTYLE_FAST
break;
case FORCE_LEVEL_2:
gi.Printf( S_COLOR_YELLOW "Lightsaber Combat Style: Medium\n" );
//LIGHTSABERCOMBATSTYLE_MEDIUM
break;
case FORCE_LEVEL_3:
gi.Printf( S_COLOR_RED "Lightsaber Combat Style: Strong\n" );
//LIGHTSABERCOMBATSTYLE_STRONG
break;
case FORCE_LEVEL_4:
gi.Printf( S_COLOR_CYAN "Lightsaber Combat Style: Desann\n" );
//LIGHTSABERCOMBATSTYLE_DESANN
break;
case FORCE_LEVEL_5:
gi.Printf( S_COLOR_MAGENTA "Lightsaber Combat Style: Tavion\n" );
//LIGHTSABERCOMBATSTYLE_TAVION
break;
}
//gi.Printf("\n");
#endif
}
void Svcmd_SaberSetLevel_f( void )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
return;
}
gentity_t *self = G_GetSelfForPlayerCmd();
if ( self->s.weapon != WP_SABER )
{
return;
}
const char *newVal = gi.argv(1);
int saberAnimLevel = atoi(newVal);
if ( saberAnimLevel > self->client->ps.forcePowerLevel[FP_SABER_OFFENSE] )
{//wrap around
saberAnimLevel = FORCE_LEVEL_1;
}
if ( !self->s.number )
{
cg.saberAnimLevelPending = saberAnimLevel;
}
else
{
self->client->ps.saberAnimLevel = saberAnimLevel;
}
}
template <int32_t power>
static void Svcmd_ForceSetLevel_f(void)
{
Svcmd_ForceSetLevel_f(power);
}
static void Svcmd_SetForceAll_f(void)
{
for ( int i = FP_HEAL; i <= FP_SABER_OFFENSE; i++ )
{
Svcmd_ForceSetLevel_f( i );
}
}
static void Svcmd_SetSaberAll_f(void)
{
Svcmd_ForceSetLevel_f( FP_SABERTHROW );
Svcmd_ForceSetLevel_f( FP_SABER_DEFENSE );
Svcmd_ForceSetLevel_f( FP_SABER_OFFENSE );
}
static void Svcmd_RunScript_f(void)
{
const char *cmd2 = gi.argv(1);
if ( cmd2 && cmd2[0] )
{
const char *cmd3 = gi.argv(2);
if ( cmd3 && cmd3[0] )
{
gentity_t *found = NULL;
if ( (found = G_Find(NULL, FOFS(targetname), cmd2 ) ) != NULL )
{
ICARUS_RunScript( found, cmd3 );
}
else
{
//can't find cmd2
gi.Printf( S_COLOR_RED "runscript: can't find targetname %s\n", cmd2 );
}
}
else
{
ICARUS_RunScript( &g_entities[0], cmd2 );
}
}
else
{
gi.Printf( S_COLOR_RED "usage: runscript <ent targetname> scriptname\n" );
}
}
static void Svcmd_PlayerTeam_f(void)
{
const char *cmd2 = gi.argv(1);
if ( !*cmd2 || !cmd2[0] )
{
gi.Printf( S_COLOR_RED "'playerteam' - change player team, requires a team name!\n" );
gi.Printf( S_COLOR_RED "Current team is: %s\n", TeamNames[g_entities[0].client->playerTeam] );
gi.Printf( S_COLOR_RED "Valid team names are:\n");
for ( int n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
{
gi.Printf( S_COLOR_RED "%s\n", TeamNames[n] );
}
}
else
{
team_t team = TranslateTeamName( cmd2 );
if ( team == TEAM_FREE )
{
gi.Printf( S_COLOR_RED "'playerteam' unrecognized team name %s!\n", cmd2 );
gi.Printf( S_COLOR_RED "Current team is: %s\n", TeamNames[g_entities[0].client->playerTeam] );
gi.Printf( S_COLOR_RED "Valid team names are:\n");
for ( int n = TEAM_FREE; n < TEAM_NUM_TEAMS; n++ )
{
gi.Printf( S_COLOR_RED "%s\n", TeamNames[n] );
}
}
else
{
g_entities[0].client->playerTeam = team;
//FIXME: convert Imperial, Malon, Hirogen and Klingon to Scavenger?
}
}
}
static void Svcmd_Control_f(void)
{
const char *cmd2 = gi.argv(1);
if ( !*cmd2 || !cmd2[0] )
{
if ( !G_ClearViewEntity( &g_entities[0] ) )
{
gi.Printf( S_COLOR_RED "control <NPC_targetname>\n", cmd2 );
}
}
else
{
Q3_SetViewEntity( 0, cmd2 );
}
}
static void Svcmd_Secrets_f(void)
{
const gentity_t *pl = &g_entities[0];
if(pl->client->sess.missionStats.totalSecrets < 1)
{
gi.Printf( "There are" S_COLOR_RED " NO " S_COLOR_WHITE "secrets on this map!\n" );
}
else if(pl->client->sess.missionStats.secretsFound == pl->client->sess.missionStats.totalSecrets)
{
gi.Printf( "You've found all " S_COLOR_GREEN "%i" S_COLOR_WHITE " secrets on this map!\n", pl->client->sess.missionStats.secretsFound );
}
else
{
gi.Printf( "You've found " S_COLOR_GREEN "%i" S_COLOR_WHITE " out of " S_COLOR_GREEN "%i" S_COLOR_WHITE " secrets!\n", pl->client->sess.missionStats.secretsFound, pl->client->sess.missionStats.totalSecrets );
}
}
// PADAWAN - g_spskill 0 + cg_crosshairForceHint 1 + handicap 100
// JEDI - g_spskill 1 + cg_crosshairForceHint 1 + handicap 100
// JEDI KNIGHT - g_spskill 2 + cg_crosshairForceHint 0 + handicap 100
// JEDI MASTER - g_spskill 2 + cg_crosshairForceHint 0 + handicap 50
extern cvar_t *g_spskill;
static void Svcmd_Difficulty_f(void)
{
if(gi.argc() == 1)
{
if(g_spskill->integer == 0)
{
gi.Printf( S_COLOR_GREEN "Current Difficulty: Padawan" S_COLOR_WHITE "\n" );
}
else if(g_spskill->integer == 1)
{
gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi" S_COLOR_WHITE "\n" );
}
else if(g_spskill->integer == 2)
{
int crosshairHint = gi.Cvar_VariableIntegerValue("cg_crosshairForceHint");
int handicap = gi.Cvar_VariableIntegerValue("handicap");
if(handicap == 100 && crosshairHint == 0)
{
gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi Knight" S_COLOR_WHITE "\n" );
}
else if(handicap == 50 && crosshairHint == 0)
{
gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi Master" S_COLOR_WHITE "\n" );
}
else
{
gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi Knight (Custom)" S_COLOR_WHITE "\n" );
gi.Printf( S_COLOR_GREEN "Crosshair Force Hint: %i" S_COLOR_WHITE "\n", crosshairHint != 0 ? 1 : 0 );
gi.Printf( S_COLOR_GREEN "Handicap: %i" S_COLOR_WHITE "\n", handicap );
}
}
else
{
gi.Printf( S_COLOR_RED "Invalid difficulty cvar set! g_spskill (%i) [0-2] is valid range only" S_COLOR_WHITE "\n", g_spskill->integer );
}
}
}
#define CMD_NONE (0x00000000u)
#define CMD_CHEAT (0x00000001u)
#define CMD_ALIVE (0x00000002u)
typedef struct svcmd_s {
const char *name;
void (*func)(void);
uint32_t flags;
} svcmd_t;
static int svcmdcmp( const void *a, const void *b ) {
return Q_stricmp( (const char *)a, ((svcmd_t*)b)->name );
}
// FIXME some of these should be made CMD_ALIVE too!
static svcmd_t svcmds[] = {
{ "entitylist", Svcmd_EntityList_f, CMD_NONE },
{ "game_memory", Svcmd_GameMem_f, CMD_NONE },
{ "nav", Svcmd_Nav_f, CMD_CHEAT },
{ "npc", Svcmd_NPC_f, CMD_CHEAT },
{ "use", Svcmd_Use_f, CMD_CHEAT },
{ "ICARUS", Svcmd_ICARUS_f, CMD_CHEAT },
{ "saberColor", Svcmd_SaberColor_f, CMD_CHEAT },
{ "setForceJump", Svcmd_ForceSetLevel_f<FP_LEVITATION>, CMD_CHEAT },
{ "setSaberThrow", Svcmd_ForceSetLevel_f<FP_SABERTHROW>, CMD_CHEAT },
{ "setForceHeal", Svcmd_ForceSetLevel_f<FP_HEAL>, CMD_CHEAT },
{ "setForcePush", Svcmd_ForceSetLevel_f<FP_PUSH>, CMD_CHEAT },
{ "setForcePull", Svcmd_ForceSetLevel_f<FP_PULL>, CMD_CHEAT },
{ "setForceSpeed", Svcmd_ForceSetLevel_f<FP_SPEED>, CMD_CHEAT },
{ "setForceGrip", Svcmd_ForceSetLevel_f<FP_GRIP>, CMD_CHEAT },
{ "setForceLightning", Svcmd_ForceSetLevel_f<FP_LIGHTNING>, CMD_CHEAT },
{ "setMindTrick", Svcmd_ForceSetLevel_f<FP_TELEPATHY>, CMD_CHEAT },
{ "setSaberDefense", Svcmd_ForceSetLevel_f<FP_SABER_DEFENSE>, CMD_NONE },
{ "setSaberOffense", Svcmd_ForceSetLevel_f<FP_SABER_OFFENSE>, CMD_NONE },
{ "setSaberLevel", Svcmd_SaberSetLevel_f, CMD_NONE },
{ "setForceAll", Svcmd_SetForceAll_f, CMD_CHEAT },
{ "setSaberAll", Svcmd_SetSaberAll_f, CMD_CHEAT },
{ "saberAttackCycle", Svcmd_SaberAttackCycle_f, CMD_NONE },
{ "runscript", Svcmd_RunScript_f, CMD_CHEAT },
{ "playerTeam", Svcmd_PlayerTeam_f, CMD_CHEAT },
{ "control", Svcmd_Control_f, CMD_CHEAT },
{ "exitview", Svcmd_ExitView_f, CMD_NONE },
{ "secrets", Svcmd_Secrets_f, CMD_NONE },
{ "difficulty", Svcmd_Difficulty_f, CMD_NONE },
//{ "say", Svcmd_Say_f, qtrue },
//{ "toggleallowvote", Svcmd_ToggleAllowVote_f, qfalse },
//{ "toggleuserinfovalidation", Svcmd_ToggleUserinfoValidation_f, qfalse },
};
static const size_t numsvcmds = ARRAY_LEN( svcmds );
/*
=================
ConsoleCommand
=================
*/
qboolean ConsoleCommand( void ) {
const char *cmd = gi.argv(0);
const svcmd_t *command = (const svcmd_t *)Q_LinearSearch( cmd, svcmds, numsvcmds, sizeof( svcmds[0] ), svcmdcmp );
if ( !command )
return qfalse;
if ( (command->flags & CMD_CHEAT)
&& !g_cheats->integer )
{
gi.Printf( "Cheats are not enabled on this server.\n" );
return qtrue;
}
else if ( (command->flags & CMD_ALIVE)
&& (g_entities[0].health <= 0) )
{
gi.Printf( "You must be alive to use this command.\n" );
return qtrue;
}
else
command->func();
return qtrue;
}