jkxr/Projects/Android/jni/OpenJK/code/game/g_svcmds.cpp

1012 lines
29 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 "../cgame/cg_local.h"
#include "Q3_Interface.h"
#include "g_local.h"
#include "wp_saber.h"
#include "g_functions.h"
extern void G_NextTestAxes( void );
extern void G_ChangePlayerModel( gentity_t *ent, const char *newModel );
extern void G_InitPlayerFromCvars( gentity_t *ent );
extern void Q3_SetViewEntity(int entID, const char *name);
extern qboolean G_ClearViewEntity( gentity_t *ent );
extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
extern void WP_SetSaber( gentity_t *ent, int saberNum, const char *saberName );
extern void WP_RemoveSaber( gentity_t *ent, int saberNum );
extern saber_colors_t TranslateSaberColor( const char *name );
extern qboolean WP_SaberBladeUseSecondBladeStyle( saberInfo_t *saber, int bladeNum );
extern qboolean WP_UseFirstValidSaberStyle( gentity_t *ent, int *saberAnimLevel );
extern void G_SetWeapon( gentity_t *self, int wp );
extern stringID_table_t WPTable[];
extern cvar_t *g_char_model;
extern cvar_t *g_char_skin_head;
extern cvar_t *g_char_skin_torso;
extern cvar_t *g_char_skin_legs;
extern cvar_t *g_char_color_red;
extern cvar_t *g_char_color_green;
extern cvar_t *g_char_color_blue;
extern cvar_t *g_saber;
extern cvar_t *g_saber2;
extern cvar_t *g_saber_color;
extern cvar_t *g_saber2_color;
/*
===================
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;
case ET_TERRAIN:
gi.Printf( "ET_TERRAIN " );
break;
default:
gi.Printf( "%-3i ", check->s.eType );
break;
}
if ( check->classname ) {
gi.Printf("%s", check->classname);
}
gi.Printf("\n");
}
}
//---------------------------
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_Saber_f()
{
const char *saber = gi.argv(1);
const char *saber2 = gi.argv(2);
char name[MAX_CVAR_VALUE_STRING] = {0};
if ( gi.argc() < 2 )
{
gi.Printf( "Usage: saber <saber1> <saber2>\n" );
gi.Cvar_VariableStringBuffer( "g_saber", name, sizeof(name) );
gi.Printf("g_saber is set to %s\n", name);
gi.Cvar_VariableStringBuffer( "g_saber2", name, sizeof(name) );
if ( name[0] )
gi.Printf("g_saber2 is set to %s\n", name);
return;
}
if ( !g_entities[0].client || !saber || !saber[0] )
{
return;
}
gi.cvar_set( "g_saber", saber );
WP_SetSaber( &g_entities[0], 0, saber );
if ( saber2 && saber2[0] && !(g_entities[0].client->ps.saber[0].saberFlags&SFL_TWO_HANDED) )
{//want to use a second saber and first one is not twoHanded
gi.cvar_set( "g_saber2", saber2 );
WP_SetSaber( &g_entities[0], 1, saber2 );
}
else
{
gi.cvar_set( "g_saber2", "" );
WP_RemoveSaber( &g_entities[0], 1 );
}
}
static void Svcmd_SaberBlade_f()
{
if ( gi.argc() < 2 )
{
gi.Printf( "USAGE: saberblade <sabernum> <bladenum> [0 = off, 1 = on, no arg = toggle]\n" );
return;
}
if ( &g_entities[0] == NULL || g_entities[0].client == NULL )
{
return;
}
int sabernum = atoi(gi.argv(1)) - 1;
if ( sabernum < 0 || sabernum > 1 )
{
return;
}
if ( sabernum > 0 && !g_entities[0].client->ps.dualSabers )
{
return;
}
//FIXME: what if don't even have a single saber at all?
int bladenum = atoi(gi.argv(2)) - 1;
if ( bladenum < 0 || bladenum >= g_entities[0].client->ps.saber[sabernum].numBlades )
{
return;
}
qboolean turnOn;
if ( gi.argc() > 2 )
{//explicit
turnOn = (qboolean)(atoi(gi.argv(3))!=0);
}
else
{//toggle
turnOn = (qboolean)!g_entities[0].client->ps.saber[sabernum].blade[bladenum].active;
}
g_entities[0].client->ps.SaberBladeActivate( sabernum, bladenum, turnOn );
}
static void Svcmd_SaberColor_f()
{//FIXME: just list the colors, each additional listing sets that blade
int saberNum = atoi(gi.argv(1));
const char *color[MAX_BLADES];
int bladeNum;
for ( bladeNum = 0; bladeNum < MAX_BLADES; bladeNum++ )
{
color[bladeNum] = gi.argv(2+bladeNum);
}
if ( saberNum < 1 || saberNum > 2 || gi.argc() < 3 )
{
gi.Printf( "Usage: saberColor <saberNum> <blade1 color> <blade2 color> ... <blade8 color>\n" );
gi.Printf( "valid saberNums: 1 or 2\n" );
gi.Printf( "valid colors: red, orange, yellow, green, blue, and purple\n" );
return;
}
saberNum--;
gentity_t *self = G_GetSelfForPlayerCmd();
for ( bladeNum = 0; bladeNum < MAX_BLADES; bladeNum++ )
{
if ( !color[bladeNum] || !color[bladeNum][0] )
{
break;
}
else
{
self->client->ps.saber[saberNum].blade[bladeNum].color = TranslateSaberColor( color[bladeNum] );
}
}
if ( saberNum == 0 )
{
gi.cvar_set( "g_saber_color", color[0] );
}
else if ( saberNum == 1 )
{
gi.cvar_set( "g_saber2_color", color[0] );
}
}
struct SetForceCmd {
const char *desc;
const char *cmdname;
const int maxlevel;
};
SetForceCmd SetForceTable[NUM_FORCE_POWERS] = {
{ "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", SS_NUM_SABER_STYLES-1 },
{ "forceRage", "setForceRage", FORCE_LEVEL_3 },
{ "forceProtect", "setForceProtect", FORCE_LEVEL_3 },
{ "forceAbsorb", "setForceAbsorb", FORCE_LEVEL_3 },
{ "forceDrain", "setForceDrain", FORCE_LEVEL_3 },
{ "forceSight", "setForceSight", FORCE_LEVEL_3 },
};
static void Svcmd_ForceSetLevel_f( int forcePower )
{
if ( !&g_entities[0] || !g_entities[0].client )
{
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 );
extern qboolean WP_SaberCanTurnOffSomeBlades( saberInfo_t *saber );
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 )
{// saberAttackCycle button also switches to saber
gi.SendConsoleCommand("weapon 1" );
return;
}
if ( self->client->ps.dualSabers )
{//can't cycle styles with dualSabers, so just toggle second saber on/off
if ( WP_SaberCanTurnOffSomeBlades( &self->client->ps.saber[1] ) )
{//can turn second saber off
if ( self->client->ps.saber[1].ActiveManualOnly() )
{//turn it off
qboolean skipThisBlade;
for ( int bladeNum = 0; bladeNum < self->client->ps.saber[1].numBlades; bladeNum++ )
{
skipThisBlade = qfalse;
if ( WP_SaberBladeUseSecondBladeStyle( &self->client->ps.saber[1], bladeNum ) )
{//check to see if we should check the secondary style's flags
if ( (self->client->ps.saber[1].saberFlags2&SFL2_NO_MANUAL_DEACTIVATE2) )
{
skipThisBlade = qtrue;
}
}
else
{//use the primary style's flags
if ( (self->client->ps.saber[1].saberFlags2&SFL2_NO_MANUAL_DEACTIVATE) )
{
skipThisBlade = qtrue;
}
}
if ( !skipThisBlade )
{
self->client->ps.saber[1].BladeActivate( bladeNum, qfalse );
G_SoundIndexOnEnt( self, CHAN_WEAPON, self->client->ps.saber[1].soundOff );
}
}
}
else if ( !self->client->ps.saber[0].ActiveManualOnly() )
{//first one is off, too, so just turn that one on
if ( !self->client->ps.saberInFlight )
{//but only if it's in your hand!
self->client->ps.saber[0].Activate();
}
}
else
{//turn on the second one
self->client->ps.saber[1].Activate();
}
return;
}
}
else if ( self->client->ps.saber[0].numBlades > 1
&& WP_SaberCanTurnOffSomeBlades( &self->client->ps.saber[0] ) )//self->client->ps.saber[0].type == SABER_STAFF )
{//can't cycle styles with saberstaff, so just toggles saber blades on/off
if ( self->client->ps.saberInFlight )
{//can't turn second blade back on if it's in the air, you naughty boy!
return;
}
/*
if ( self->client->ps.saber[0].singleBladeStyle == SS_NONE )
{//can't use just one blade?
return;
}
*/
qboolean playedSound = qfalse;
if ( !self->client->ps.saber[0].blade[0].active )
{//first one is not even on
//turn only it on
self->client->ps.SaberBladeActivate( 0, 0, qtrue );
return;
}
qboolean skipThisBlade;
for ( int bladeNum = 1; bladeNum < self->client->ps.saber[0].numBlades; bladeNum++ )
{
if ( !self->client->ps.saber[0].blade[bladeNum].active )
{//extra is off, turn it on
self->client->ps.saber[0].BladeActivate( bladeNum, qtrue );
}
else
{//turn extra off
skipThisBlade = qfalse;
if ( WP_SaberBladeUseSecondBladeStyle( &self->client->ps.saber[1], bladeNum ) )
{//check to see if we should check the secondary style's flags
if ( (self->client->ps.saber[1].saberFlags2&SFL2_NO_MANUAL_DEACTIVATE2) )
{
skipThisBlade = qtrue;
}
}
else
{//use the primary style's flags
if ( (self->client->ps.saber[1].saberFlags2&SFL2_NO_MANUAL_DEACTIVATE) )
{
skipThisBlade = qtrue;
}
}
if ( !skipThisBlade )
{
self->client->ps.saber[0].BladeActivate( bladeNum, qfalse );
if ( !playedSound )
{
G_SoundIndexOnEnt( self, CHAN_WEAPON, self->client->ps.saber[0].soundOff );
playedSound = qtrue;
}
}
}
}
return;
}
int allowedStyles = self->client->ps.saberStylesKnown;
if ( self->client->ps.dualSabers
&& self->client->ps.saber[0].Active()
&& self->client->ps.saber[1].Active() )
{
allowedStyles |= (1<<SS_DUAL);
for ( int styleNum = SS_NONE+1; styleNum < SS_NUM_SABER_STYLES; styleNum++ )
{
if ( styleNum == SS_TAVION
&& ((self->client->ps.saber[0].stylesLearned&(1<<SS_TAVION))||(self->client->ps.saber[1].stylesLearned&(1<<SS_TAVION)))//was given this style by one of my sabers
&& !(self->client->ps.saber[0].stylesForbidden&(1<<SS_TAVION))
&& !(self->client->ps.saber[1].stylesForbidden&(1<<SS_TAVION)) )
{//if have both sabers on, allow tavion only if one of our sabers specifically wanted to use it... (unless specifically forbidden)
}
else if ( styleNum == SS_DUAL
&& !(self->client->ps.saber[0].stylesForbidden&(1<<SS_DUAL))
&& !(self->client->ps.saber[1].stylesForbidden&(1<<SS_DUAL)) )
{//if have both sabers on, only dual style is allowed (unless specifically forbidden)
}
else
{
allowedStyles &= ~(1<<styleNum);
}
}
}
if ( !allowedStyles )
{
return;
}
int saberAnimLevel;
if ( !self->s.number )
{
saberAnimLevel = cg.saberAnimLevelPending;
}
else
{
saberAnimLevel = self->client->ps.saberAnimLevel;
}
saberAnimLevel++;
int sanityCheck = 0;
while ( self->client->ps.saberAnimLevel != saberAnimLevel
&& !(allowedStyles&(1<<saberAnimLevel))
&& sanityCheck < SS_NUM_SABER_STYLES+1 )
{
saberAnimLevel++;
if ( saberAnimLevel > SS_STAFF )
{
saberAnimLevel = SS_FAST;
}
sanityCheck++;
}
if ( !(allowedStyles&(1<<saberAnimLevel)) )
{
return;
}
WP_UseFirstValidSaberStyle( self, &saberAnimLevel );
if ( !self->s.number )
{
cg.saberAnimLevelPending = saberAnimLevel;
}
else
{
self->client->ps.saberAnimLevel = saberAnimLevel;
}
#ifndef FINAL_BUILD
switch ( saberAnimLevel )
{
case SS_FAST:
gi.Printf( S_COLOR_BLUE "Lightsaber Combat Style: Fast\n" );
//LIGHTSABERCOMBATSTYLE_FAST
break;
case SS_MEDIUM:
gi.Printf( S_COLOR_YELLOW "Lightsaber Combat Style: Medium\n" );
//LIGHTSABERCOMBATSTYLE_MEDIUM
break;
case SS_STRONG:
gi.Printf( S_COLOR_RED "Lightsaber Combat Style: Strong\n" );
//LIGHTSABERCOMBATSTYLE_STRONG
break;
case SS_DESANN:
gi.Printf( S_COLOR_CYAN "Lightsaber Combat Style: Desann\n" );
//LIGHTSABERCOMBATSTYLE_DESANN
break;
case SS_TAVION:
gi.Printf( S_COLOR_MAGENTA "Lightsaber Combat Style: Tavion\n" );
//LIGHTSABERCOMBATSTYLE_TAVION
break;
case SS_DUAL:
gi.Printf( S_COLOR_MAGENTA "Lightsaber Combat Style: Dual\n" );
//LIGHTSABERCOMBATSTYLE_TAVION
break;
case SS_STAFF:
gi.Printf( S_COLOR_MAGENTA "Lightsaber Combat Style: Staff\n" );
//LIGHTSABERCOMBATSTYLE_TAVION
break;
}
//gi.Printf("\n");
#endif
}
qboolean G_ReleaseEntity( gentity_t *grabber )
{
if ( grabber && grabber->client && grabber->client->ps.heldClient < ENTITYNUM_WORLD )
{
gentity_t *heldClient = &g_entities[grabber->client->ps.heldClient];
grabber->client->ps.heldClient = ENTITYNUM_NONE;
if ( heldClient && heldClient->client )
{
heldClient->client->ps.heldByClient = ENTITYNUM_NONE;
heldClient->owner = NULL;
}
return qtrue;
}
return qfalse;
}
void G_GrabEntity( gentity_t *grabber, const char *target )
{
if ( !grabber || !grabber->client )
{
return;
}
gentity_t *heldClient = G_Find( NULL, FOFS(targetname), (char *)target );
if ( heldClient && heldClient->client && heldClient != grabber )//don't grab yourself, it's not polite
{//found him
grabber->client->ps.heldClient = heldClient->s.number;
heldClient->client->ps.heldByClient = grabber->s.number;
heldClient->owner = grabber;
}
}
static void Svcmd_ICARUS_f( void )
{
Quake3Game()->Svcmd();
}
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 < NUM_FORCE_POWERS; i++ )
{
Svcmd_ForceSetLevel_f( i );
}
if( gi.argc() > 1 )
{
for ( int i = SS_NONE+1; i < SS_NUM_SABER_STYLES; i++ )
{
g_entities[0].client->ps.saberStylesKnown |= (1<<i);
}
}
}
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 ( !self->s.number )
{
cg.saberAnimLevelPending = saberAnimLevel;
}
else
{
self->client->ps.saberAnimLevel = saberAnimLevel;
}
}
static void Svcmd_SetSaberAll_f(void)
{
Svcmd_ForceSetLevel_f( FP_SABERTHROW );
Svcmd_ForceSetLevel_f( FP_SABER_DEFENSE );
Svcmd_ForceSetLevel_f( FP_SABER_OFFENSE );
for ( int i = SS_NONE+1; i < SS_NUM_SABER_STYLES; i++ )
{
g_entities[0].client->ps.saberStylesKnown |= (1<<i);
}
}
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 )
{
Quake3Game()->RunScript( found, cmd3 );
}
else
{
//can't find cmd2
gi.Printf( S_COLOR_RED "runscript: can't find targetname %s\n", cmd2 );
}
}
else
{
Quake3Game()->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", GetStringForID( TeamTable, 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", GetStringForID( TeamTable, n ) );
}
}
else
{
team_t team;
team = (team_t)GetIDForString( TeamTable, cmd2 );
if ( team == (team_t)-1 )
{
gi.Printf( S_COLOR_RED "'playerteam' unrecognized team name %s!\n", cmd2 );
gi.Printf( S_COLOR_RED "Current team is: %s\n", GetStringForID( TeamTable, 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", GetStringForID( TeamTable, 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_Grab_f(void)
{
const char *cmd2 = gi.argv(1);
if ( !*cmd2 || !cmd2[0] )
{
if ( !G_ReleaseEntity( &g_entities[0] ) )
{
gi.Printf( S_COLOR_RED "grab <NPC_targetname>\n", cmd2 );
}
}
else
{
G_GrabEntity( &g_entities[0], cmd2 );
}
}
static void Svcmd_Knockdown_f(void)
{
G_Knockdown( &g_entities[0], &g_entities[0], vec3_origin, 300, qtrue );
}
static void Svcmd_PlayerModel_f(void)
{
if ( gi.argc() == 1 )
{
gi.Printf( S_COLOR_RED "USAGE: playerModel <NPC Name>\n playerModel <g2model> <skinhead> <skintorso> <skinlower>\n playerModel player (builds player from customized menu settings)" S_COLOR_WHITE "\n" );
gi.Printf( "playerModel = %s ", va("%s %s %s %s\n", g_char_model->string, g_char_skin_head->string, g_char_skin_torso->string, g_char_skin_legs->string ) );
}
else if ( gi.argc() == 2 )
{
G_ChangePlayerModel( &g_entities[0], gi.argv(1) );
}
else if ( gi.argc() == 5 )
{
//instead of setting it directly via a command, we now store it in cvars
//G_ChangePlayerModel( &g_entities[0], va("%s|%s|%s|%s", gi.argv(1), gi.argv(2), gi.argv(3), gi.argv(4)) );
gi.cvar_set("g_char_model", gi.argv(1) );
gi.cvar_set("g_char_skin_head", gi.argv(2) );
gi.cvar_set("g_char_skin_torso", gi.argv(3) );
gi.cvar_set("g_char_skin_legs", gi.argv(4) );
G_InitPlayerFromCvars( &g_entities[0] );
}
}
static void Svcmd_PlayerTint_f(void)
{
if ( gi.argc() == 4 )
{
g_entities[0].client->renderInfo.customRGBA[0] = atoi(gi.argv(1));
g_entities[0].client->renderInfo.customRGBA[1] = atoi(gi.argv(2));
g_entities[0].client->renderInfo.customRGBA[2] = atoi(gi.argv(3));
gi.cvar_set("g_char_color_red", gi.argv(1) );
gi.cvar_set("g_char_color_green", gi.argv(2) );
gi.cvar_set("g_char_color_blue", gi.argv(3) );
}
else
{
gi.Printf( S_COLOR_RED "USAGE: playerTint <red 0 - 255> <green 0 - 255> <blue 0 - 255>\n" );
gi.Printf( "playerTint = %s\n", va("%d %d %d", g_char_color_red->integer, g_char_color_green->integer, g_char_color_blue->integer ) );
}
}
static void Svcmd_IKnowKungfu_f(void)
{
gi.cvar_set( "g_debugMelee", "1" );
G_SetWeapon( &g_entities[0], WP_MELEE );
for ( int i = FP_FIRST; i < NUM_FORCE_POWERS; i++ )
{
g_entities[0].client->ps.forcePowersKnown |= ( 1 << i );
if ( i == FP_TELEPATHY )
{
g_entities[0].client->ps.forcePowerLevel[i] = FORCE_LEVEL_4;
}
else
{
g_entities[0].client->ps.forcePowerLevel[i] = FORCE_LEVEL_3;
}
}
}
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 },
{ "saber", Svcmd_Saber_f, CMD_CHEAT },
{ "saberBlade", Svcmd_SaberBlade_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_CHEAT },
{ "setSaberOffense", Svcmd_ForceSetLevel_f<FP_SABER_OFFENSE>, CMD_CHEAT },
{ "setForceRage", Svcmd_ForceSetLevel_f<FP_RAGE>, CMD_CHEAT },
{ "setForceDrain", Svcmd_ForceSetLevel_f<FP_DRAIN>, CMD_CHEAT },
{ "setForceProtect", Svcmd_ForceSetLevel_f<FP_PROTECT>, CMD_CHEAT },
{ "setForceAbsorb", Svcmd_ForceSetLevel_f<FP_ABSORB>, CMD_CHEAT },
{ "setForceSight", Svcmd_ForceSetLevel_f<FP_SEE>, CMD_CHEAT },
{ "setForceAll", Svcmd_SetForceAll_f, CMD_CHEAT },
{ "setSaberAll", Svcmd_SetSaberAll_f, CMD_CHEAT },
{ "setSaberLevel", Svcmd_SaberSetLevel_f, CMD_NONE },
{ "saberAttackCycle", Svcmd_SaberAttackCycle_f, CMD_NONE },
{ "runscript", Svcmd_RunScript_f, CMD_CHEAT },
{ "playerTeam", Svcmd_PlayerTeam_f, CMD_CHEAT },
{ "control", Svcmd_Control_f, CMD_CHEAT },
{ "grab", Svcmd_Grab_f, CMD_CHEAT },
{ "knockdown", Svcmd_Knockdown_f, CMD_CHEAT },
{ "playerModel", Svcmd_PlayerModel_f, CMD_NONE },
{ "playerTint", Svcmd_PlayerTint_f, CMD_NONE },
{ "nexttestaxes", G_NextTestAxes, CMD_NONE },
{ "exitview", Svcmd_ExitView_f, CMD_NONE },
{ "iknowkungfu", Svcmd_IKnowKungfu_f, CMD_CHEAT },
{ "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;
}