ef2gamesource/dlls/game/gamecmds.cpp

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/gamecmds.cpp $
// $Revision:: 54 $
// $Date:: 9/26/03 2:36p $
//
// Copyright (C) 1999 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
//
#include "_pch_cpp.h"
#include "gamecmds.h"
#include "camera.h"
#include "viewthing.h"
#include "soundman.h"
#include "navigate.h"
#include "mp_manager.hpp"
#include "CinematicArmature.h"
#include <qcommon/gameplaymanager.h>
#include "botmenudef.h"
typedef struct
{
const char *command;
qboolean ( *func )( const gentity_t *ent );
qboolean allclients;
} consolecmd_t;
consolecmd_t G_ConsoleCmds[] =
{
// command name function available in multiplayer?
{ "vtaunt", G_VTaunt, true },
// { "vsay_team", G_VTaunt, true },
// { "vosay_team", G_VTaunt, true },
// { "vtell", G_VTaunt, true },
{ "vsay", G_SayCmd, true },
{ "vosay", G_SayCmd, true },
{ "tell", G_TellCmd, true },
{ "vtell", G_TellCmd, true },
{ "say", G_SayCmd, true },
{ "taunt", G_TauntCmd, true },
{ "vosay_team", G_TeamSayCmd, true },
{ "vsay_team", G_TeamSayCmd, true },
{ "tsay", G_TeamSayCmd, true },
{ "say_team", G_TeamSayCmd, true }, // added for BOTLIB
{ "eventlist", G_EventListCmd, false },
{ "pendingevents", G_PendingEventsCmd, false },
{ "eventhelp", G_EventHelpCmd, false },
{ "dumpevents", G_DumpEventsCmd, false },
{ "classevents", G_ClassEventsCmd, false },
{ "dumpclassevents", G_DumpClassEventsCmd, false },
{ "dumpallclasses", G_DumpAllClassesCmd, false },
{ "classlist", G_ClassListCmd, false },
{ "classtree", G_ClassTreeCmd, false },
{ "cam", G_CameraCmd, false },
{ "snd", G_SoundCmd, false },
{ "cin", G_CinematicCmd, false },
// { "showvar", G_ShowVarCmd, false },
{ "script", G_ScriptCmd, false },
{ "clientrunthread", G_ClientRunThreadCmd, false },
{ "clientsetvar", G_ClientSetVarCmd, false },
{ "levelvars", G_LevelVarsCmd, false },
{ "gamevars", G_GameVarsCmd, false },
{ "loc", G_LocCmd, false },
{ "warp", G_WarpCmd, false },
{ "mask", G_MaskCmd, false },
{ "setgameplayfloat", G_SetGameplayFloatCmd, false },
{ "setgameplaystring", G_SetGameplayStringCmd, false },
{ "purchaseSkill", G_PurchaseSkillCmd, false },
{ "swapItem", G_SwapItemCmd, false },
{ "dropItem", G_DropItemCmd, false },
{ "dialogrunthread", G_DialogRunThread, false },
{ NULL, NULL, NULL }
};
void G_InitConsoleCommands( void )
{
consolecmd_t *cmds;
//
// the game server will interpret these commands, which will be automatically
// forwarded to the server after they are not recognized locally
//
gi.AddCommand( "give" );
gi.AddCommand( "god" );
gi.AddCommand( "notarget" );
gi.AddCommand( "noclip" );
gi.AddCommand( "kill" );
gi.AddCommand( "script" );
for( cmds = G_ConsoleCmds; cmds->command != NULL; cmds++ )
{
gi.AddCommand( cmds->command );
}
}
qboolean G_ConsoleCommand( void )
{
gentity_t *ent;
qboolean result;
result = false;
try
{
if ( dedicated->integer )
{
const char *cmd;
cmd = gi.argv( 0 );
if ( stricmp( cmd, "say" ) == 0 )
{
G_Say( NULL, false, false );
result = true;
}
}
if ( !result )
{
ent = &g_entities[ 0 ];
result = G_ProcessClientCommand( ent );
}
}
catch( const char *error )
{
G_ExitWithError( error );
}
return result;
}
void G_ClientCommand( gentity_t *ent )
{
try
{
if ( ent && !G_ProcessClientCommand( ent ) )
{
// anything that doesn't match a command will be a chat
G_Say( ent, false, true );
}
}
catch( const char *error )
{
G_ExitWithError( error );
}
}
qboolean G_ProcessClientCommand( gentity_t *ent )
{
const char *cmd;
consolecmd_t *cmds;
int i;
int n;
Event *ev;
cmd = gi.argv( 0 );
if ( !ent || !ent->client || !ent->entity || !ent->inuse )
{
// not fully in game yet
return false;
}
for( cmds = G_ConsoleCmds; cmds->command != NULL; cmds++ )
{
// if we have multiple clients and this command isn't allowed by multiple clients, skip it
if ( ( game.maxclients > 1 ) && ( !cmds->allclients ) && !sv_cheats->integer )
{
continue;
}
if ( !Q_stricmp( cmd, cmds->command ) )
{
return cmds->func( ent );
}
}
if ( Event::Exists( cmd ) )
{
ev = new Event( cmd );
ev->SetSource( EV_FROM_CONSOLE );
ev->SetConsoleEdict( ent );
n = gi.argc();
for( i = 1; i < n; i++ )
{
ev->AddToken( gi.argv( i ) );
}
if ( !Q_stricmpn( cmd, "ai_", 2 ) )
{
return thePathManager.ProcessEvent( ev );
}
else if ( !Q_stricmpn( cmd, "view", 4 ) )
{
return Viewmodel.ProcessEvent( ev );
}
else
{
if( ent && ent->entity )
return ent->entity->ProcessEvent( ev );
}
}
return false;
}
/*
==================
Cmd_Say_f
==================
*/
void G_Say( const gentity_t *ent, bool team, qboolean arg0 )
{
str text;
const char *p;
if ( gi.argc() < 2 && !arg0 )
{
return;
}
if ( arg0 )
{
text = gi.argv( 0 );
text += " ";
text += gi.args();
}
else
{
p = gi.args();
if ( *p == '"' )
{
p++;
text = p;
text[ text.length() - 1 ] = 0;
}
else
{
text = p;
}
}
if ( ent && ent->entity && ent->entity->isSubclassOf( Player ) )
{
multiplayerManager.say( (Player *)ent->entity, text, team );
}
else
{
multiplayerManager.say( NULL, text, false );
}
}
qboolean G_CameraCmd( const gentity_t *ent )
{
Event *ev;
const char *cmd;
int i;
int n;
n = gi.argc();
if ( !n )
{
gi.WPrintf( "Usage: cam [command] [arg 1]...[arg n]\n" );
return true;
}
cmd = gi.argv( 1 );
if ( Event::Exists( cmd ) )
{
ev = new Event( cmd );
ev->SetSource( EV_FROM_CONSOLE );
ev->SetConsoleEdict( NULL );
for( i = 2; i < n; i++ )
{
ev->AddToken( gi.argv( i ) );
}
CameraMan.ProcessEvent( ev );
}
else
{
gi.WPrintf( "Unknown camera command '%s'.\n", cmd );
}
return true;
}
//===============================================================
// Name: G_CinematicCmd
// Class:
//
// Description: Takes a cinematic command from the console, rips
// off the first argument and looks up the second
// as a cinematic armature event. If found, sends
// it off to the armature along with the rest of the
// event tokens.
//
// Parameters: gentity_t* -- entity sending the event
//
// Returns: qboolean -- true if processed.
//
//===============================================================
qboolean G_CinematicCmd( const gentity_t *ent )
{
Event *ev ;
const char *cmd ;
int n = gi.argc();
if ( !n )
{
gi.WPrintf( "Usage: cin <command> <arg1> ... <argn>\n");
return true ;
}
cmd = gi.argv( 1 );
if ( Event::Exists( cmd ) )
{
ev = new Event( cmd );
ev->SetSource( EV_FROM_CONSOLE );
ev->SetConsoleEdict( NULL );
for (int i = 2; i < n; i++ )
{
ev->AddToken( gi.argv( i ) );
}
theCinematicArmature.ProcessEvent( ev );
}
else
{
gi.WPrintf( "Unknown cinematic armature command '%s'.\n", cmd );
}
return true ;
}
qboolean G_SoundCmd( const gentity_t *ent )
{
Event *ev;
const char *cmd;
int i;
int n;
n = gi.argc();
if ( !n )
{
gi.WPrintf( "Usage: snd [command] [arg 1]...[arg n]\n" );
return true;
}
cmd = gi.argv( 1 );
if ( Event::Exists( cmd ) )
{
ev = new Event( cmd );
ev->SetSource( EV_FROM_CONSOLE );
ev->SetConsoleEdict( NULL );
for( i = 2; i < n; i++ )
{
ev->AddToken( gi.argv( i ) );
}
SoundMan.ProcessEvent( ev );
}
else
{
gi.WPrintf( "Unknown sound command '%s'.\n", cmd );
}
return true;
}
char *ClientName(int client, char *name, int size);
qboolean G_VTaunt( const gentity_t *ent )
{
// NOTE: vtant, vsay, vosay are q3's specific hotkey chat mechanisms. we don't have these so this is a stub
// function right now.
/*
gentity_t *who;
int i;
if (!ent->client) {
return qfalse;
}
Player *player = (Player *)ent->entity;
Player *enemy = multiplayerManager.getLastKilledByPlayer(player);
// insult someone who just killed you
if (ent->enemy && ent->enemy->client && ent->enemy->client->lastkilled_client == ent->s.number) {
// i am a dead corpse
if (!(ent->enemy->r.svFlags & SVF_BOT)) {
G_Voice( ent, ent->enemy, SAY_TELL, VOICECHAT_DEATHINSULT, qfalse );
}
if (!(ent->r.svFlags & SVF_BOT)) {
G_Voice( ent, ent, SAY_TELL, VOICECHAT_DEATHINSULT, qfalse );
}
ent->enemy = NULL;
return;
}
// insult someone you just killed
if (ent->client->lastkilled_client >= 0 && ent->client->lastkilled_client != ent->s.number) {
who = g_entities + ent->client->lastkilled_client;
if (who->client) {
// who is the person I just killed
if (who->client->lasthurt_mod == MOD_GAUNTLET) {
if (!(who->r.svFlags & SVF_BOT)) {
G_Voice( ent, who, SAY_TELL, VOICECHAT_KILLGAUNTLET, qfalse ); // and I killed them with a gauntlet
}
if (!(ent->r.svFlags & SVF_BOT)) {
G_Voice( ent, ent, SAY_TELL, VOICECHAT_KILLGAUNTLET, qfalse );
}
} else {
if (!(who->r.svFlags & SVF_BOT)) {
G_Voice( ent, who, SAY_TELL, VOICECHAT_KILLINSULT, qfalse ); // and I killed them with something else
}
if (!(ent->r.svFlags & SVF_BOT)) {
G_Voice( ent, ent, SAY_TELL, VOICECHAT_KILLINSULT, qfalse );
}
}
ent->client->lastkilled_client = -1;
return;
}
}
if (gametype >= GT_TEAM) {
// praise a team mate who just got a reward
for(i = 0; i < MAX_CLIENTS; i++) {
who = g_entities + i;
if (who->client && who != ent && who->client->sess.sessionTeam == ent->client->sess.sessionTeam) {
if (who->client->rewardTime > level.time) {
if (!(who->r.svFlags & SVF_BOT)) {
G_Voice( ent, who, SAY_TELL, VOICECHAT_PRAISE, qfalse );
}
if (!(ent->r.svFlags & SVF_BOT)) {
G_Voice( ent, ent, SAY_TELL, VOICECHAT_PRAISE, qfalse );
}
return;
}
}
}
}
*/
// just say something
/*
cmd = "vchat";
}
trap_SendServerCommand( other-g_entities, va("%s %d %d %d %s", cmd, voiceonly, ent->s.number, color, id));
*/
// trap_SendServerCommand( other-g_entities, va("%s %d %d %d %s", cmd, voiceonly, ent->s.number, color, id));
/*
GameplayManager
gi.SendServerCommand(NULL,va("%s %d %d %d %s", "taunt", voiceonly, ent->s.number, color, id));
// G_Say( ent,false, va("%s","taunt") ); // VOICECHAT_TAUNT)); // NULL, SAY_ALL, VOICECHAT_TAUNT, qfalse );
char bogoname[1024];
gi.SendServerCommand(ent->s.clientNum,va("hudsay \"%s: %s \"",ClientName(ent->s.clientNum,bogoname,1024),"taunt")); // ClientName(ent->s.clientNum,bogoname,1024),
*/
return true;
}
qboolean G_TellCmd( const gentity_t *ent )
{
str text;
const char *p;
int i;
int entnum;
if ( gi.argc() < 3 )
{
return true;
}
entnum = atoi( gi.argv( 1 ) );
for ( i = 2 ; i < gi.argc() ; i++ )
{
p = gi.argv( i );
if ( *p == '"' )
{
p++;
text += p;
text[ text.length() - 1 ] = 0;
}
else
{
text += p;
}
}
if ( ent->entity && ent->entity->isSubclassOf( Player ) )
{
multiplayerManager.tell( (Player *)ent->entity, text, entnum );
}
return true;
}
qboolean G_SayCmd( const gentity_t *ent )
{
G_Say( ent, false, false );
return true;
}
qboolean G_TeamSayCmd( const gentity_t *ent )
{
G_Say( ent, true, false );
return true;
}
qboolean G_TauntCmd( const gentity_t *ent )
{
str tauntName;
if ( gi.argc() < 2 )
{
return true;
}
tauntName = "taunt";
tauntName += gi.argv( 1 );
if ( ent->entity && ent->entity->isSubclassOf( Player ) )
{
Player *player = (Player *)ent->entity;
if ( multiplayerManager.inMultiplayer() && !multiplayerManager.isPlayerSpectator( player ) )
{
//ent->entity->Sound( tauntName, CHAN_TAUNT, DEFAULT_VOL, LEVEL_WIDE_MIN_DIST );
ent->entity->Sound( tauntName, CHAN_TAUNT, DEFAULT_VOL, 250.0f );
}
}
return true;
}
qboolean G_LocCmd( const gentity_t *ent )
{
if ( ent )
{
gi.Printf( "Origin = ( %f, %f, %f ) Angles = ( %f, %f, %f )\n",
ent->currentOrigin[0], ent->currentOrigin[1], ent->currentOrigin[2],
ent->currentAngles[0], ent->currentAngles[1], ent->currentAngles[0] );
}
return true;
}
qboolean G_WarpCmd( const gentity_t *ent )
{
Vector pos;
if ( sv_cheats->integer == 0 )
{
return true;
}
if ( ent )
{
Entity *entity;
if ( ent->entity )
{
// Get the new position
if ( gi.argc() == 2 )
{
pos = Vector(gi.argv( 1 ));
}
else if ( gi.argc() == 4 )
{
pos[ 0 ] = atof( gi.argv( 1 ) );
pos[ 1 ] = atof( gi.argv( 2 ) );
pos[ 2 ] = atof( gi.argv( 3 ) );
}
else
{
gi.Printf( "Incorrect parms\n" );
return false;
}
// Move the entity to the new position
entity = ent->entity;
entity->setOrigin( pos );
}
}
return true;
}
qboolean G_MaskCmd( const gentity_t *ent )
{
Vector pos;
// Check parms
if ( gi.argc() != 2 )
{
gi.Printf( "Incorrect parms\n" );
return true;
}
if ( ent )
{
Entity *entity;
if ( ent->entity )
{
entity = ent->entity;
// Get and set new mask
if ( stricmp( gi.argv( 1 ), "monster" ) == 0 )
{
entity->edict->clipmask = MASK_MONSTERSOLID;
}
else if ( stricmp( gi.argv( 1 ), "player" ) == 0 )
{
entity->edict->clipmask = MASK_PLAYERSOLID;
}
else
{
gi.Printf( "Unknown mask name - %s\n", gi.argv( 1 ) );
}
}
}
return true;
}
qboolean G_EventListCmd( const gentity_t *ent )
{
const char *mask;
mask = NULL;
if ( gi.argc() > 1 )
{
mask = gi.argv( 1 );
}
Event::ListCommands( mask );
return true;
}
qboolean G_PendingEventsCmd( const gentity_t *ent )
{
const char *mask;
mask = NULL;
if ( gi.argc() > 1 )
{
mask = gi.argv( 1 );
}
Event::PendingEvents( mask );
return true;
}
qboolean G_EventHelpCmd( const gentity_t *ent )
{
const char *mask;
mask = NULL;
if ( gi.argc() > 1 )
{
mask = gi.argv( 1 );
}
Event::ListDocumentation( mask, false );
return true;
}
qboolean G_DumpEventsCmd( const gentity_t *ent )
{
const char *mask;
mask = NULL;
if ( gi.argc() > 1 )
{
mask = gi.argv( 1 );
}
Event::ListDocumentation( mask, true );
return true;
}
qboolean G_ClassEventsCmd( const gentity_t *ent )
{
const char *className;
className = NULL;
if ( gi.argc() < 2 )
{
gi.WPrintf( "Usage: classevents [className]\n" );
className = gi.argv( 1 );
}
else
{
className = gi.argv( 1 );
ClassEvents( className );
}
return true;
}
qboolean G_DumpClassEventsCmd( const gentity_t *ent )
{
const char *className;
className = NULL;
if ( gi.argc() < 2 )
{
gi.WPrintf( "Usage: dumpclassevents [className]\n" );
className = gi.argv( 1 );
}
else
{
className = gi.argv( 1 );
ClassEvents( className, true );
}
return true;
}
qboolean G_DumpAllClassesCmd( const gentity_t *ent )
{
const char *tmpstr = NULL;
const char *filename = NULL;
int typeFlag = EVENT_ALL;
int outputFlag = OUTPUT_ALL;
if ( gi.argc() > 1 )
{
tmpstr = gi.argv( 1 );
if ( !strcmp("tiki", tmpstr ) )
typeFlag = EVENT_TIKI_ONLY;
if ( !strcmp("script", tmpstr ) )
typeFlag = EVENT_SCRIPT_ONLY;
}
if ( gi.argc() > 2 )
{
tmpstr = gi.argv( 2 );
if ( !strcmp("html", tmpstr ) )
outputFlag = OUTPUT_HTML;
if ( !strcmp("cmdmap", tmpstr ) )
outputFlag = OUTPUT_CMD;
}
if ( gi.argc() > 3 )
{
filename = gi.argv( 3 );
}
DumpAllClasses(typeFlag, outputFlag, filename);
return true;
}
qboolean G_ClassListCmd( const gentity_t *ent )
{
listAllClasses();
return true;
}
qboolean G_ClassTreeCmd( const gentity_t *ent )
{
if ( gi.argc() > 1 )
{
listInheritanceOrder( gi.argv( 1 ) );
}
else
{
gi.SendServerCommand( ent - g_entities, "print \"Syntax: classtree [classname].\n\"" );
}
return true;
}
/*
qboolean G_ShowVarCmd( gentity_t *ent )
{
ScriptVariable *var;
var = Director.GetExistingVariable( gi.argv( 1 ) );
if ( var )
{
gi.SendServerCommand( ent - g_entities, "print \"%s = '%s'\n\"", gi.argv( 1 ), var->stringValue() );
}
else
{
gi.SendServerCommand( ent - g_entities, "print \"Variable '%s' does not exist.\"", gi.argv( 1 ) );
}
return true;
} */
qboolean G_ScriptCmd( const gentity_t *ent )
{
int i, argc;
const char *argv[ 32 ];
char args[ 32 ][ 64 ];
argc = 0;
for( i = 1; i < gi.argc(); i++ )
{
if ( argc < 32 )
{
strncpy( args[ argc ], gi.argv( i ), 64 );
argv[ argc ] = args[ argc ];
argc++;
}
}
if ( argc > 0 )
{
level.consoleThread->ProcessCommand( argc, argv );
}
return true;
}
qboolean G_ClientRunThreadCmd( const gentity_t *ent )
{
str threadName;
CThread *thread;
// Get the thread name
if ( !gi.argc() )
return true;
threadName = gi.argv( 1 );
// Check to make sure player is allowed to run this thread
// Need to do this part
// Run the thread
if ( !threadName.length() )
return true;
thread = Director.CreateThread( threadName );
if ( thread )
thread->DelayedStart( 0.0f );
return true;
}
qboolean G_ClientSetVarCmd( const gentity_t *ent )
{
str varName;
str value;
if ( gi.argc() != 3 )
return true;
// Get the variable name
varName = gi.argv( 1 );
// Get the variable value
value = gi.argv( 2 );
// Check to make sure player is allowed to set this variable
// Need to do this part
// Set the variable
if ( varName.length() && value.length() )
{
levelVars.SetVariable( varName, value );
}
return true;
}
//===============================================================
// Name: G_SendCommandToAllPlayers
// Class: None
//
// Description: Sends the specified command to all connected
// clients (players).
//
// Parameters: const char* -- the command to send
//
// Returns: qboolean -- qtrue if successfully sent.
//
//===============================================================
qboolean G_SendCommandToAllPlayers( const char *command )
{
bool retVal = true ;
for( unsigned int clientIdx = 0; clientIdx < maxclients->integer; ++clientIdx )
{
gentity_t *ent = g_entities + clientIdx ;
if ( !ent->inuse || !ent->client || !ent->entity ) continue;
if ( !G_SendCommandToPlayer( ent, command ) ) retVal = false ;
}
return retVal ;
}
//===============================================================
// Name: G_SendCommandToPlayer
// Class:
//
// Description: Sends the specified command to the specified player.
//
// Parameters: Player* -- the player to send it to
// str -- the command
//
// Returns: None
//
//===============================================================
qboolean G_SendCommandToPlayer( const gentity_t *ent, const char *command )
{
assert( ent );
Entity *entity = ent->entity ;
assert( entity );
assert( entity->isSubclassOf( Player ) );
Player *player = ( Player* )entity ;
str builtCommand("stufftext \"");
builtCommand += command ;
builtCommand += "\"\n";
gi.SendServerCommand( player->edict - g_entities, builtCommand.c_str() );
return true ;
}
//===============================================================
// Name: G_EnableWidgetOfPlayer
// Class:
//
// Description: Enables (or disables) the specified widget of
// the specified player.
//
// Parameters: const gentity_t* -- the player gentity_t to send this command to.
// const char* -- the name of the widget to enable/disable
// bool -- true means enable
//
// Returns: None
//
//===============================================================
qboolean G_EnableWidgetOfPlayer( const gentity_t *ent, const char *widgetName, qboolean enableFlag )
{
assert( widgetName );
str command("globalwidgetcommand ");
command += widgetName ;
command += ( enableFlag ) ? " enable" : " disable" ;
return G_SendCommandToPlayer( ent, command.c_str());
}
//===============================================================
// Name: G_SetWidgetTextOfPlayer
// Class:
//
// Description: Sets the widget text of the widget for the speicifed player
//
// Parameters: const gentity_t* -- the player gentity_t to send this command to.
// const char* -- the name of the widget to set the text on
// const char* -- text the put on the widget
//
// Returns: None
//
//===============================================================
qboolean G_SetWidgetTextOfPlayer( const gentity_t *ent, const char *widgetName, const char *widgetText )
{
assert( widgetName );
char tmpstr[4096];
if ( strlen(widgetText) > 4095 )
assert(0);
strcpy(tmpstr, widgetText);
int i;
for ( i=0; i<strlen(widgetText); i++ )
{
if ( tmpstr[i] == '\n' )
tmpstr[i] = '~';
if ( tmpstr[i] == ' ' )
tmpstr[i] = '^';
}
str command("globalwidgetcommand ");
command += widgetName ;
command += " labeltext " ;
command += tmpstr ;
return G_SendCommandToPlayer( ent, command.c_str());
}
void PrintVariableList( ScriptVariableList * list )
{
ScriptVariable *var;
int i;
for( i = 1; i <= list->NumVariables(); i++ )
{
var = list->GetVariable( i );
gi.Printf( "%s = %s\n", var->getName(), var->stringValue() );
}
gi.Printf( "%d variables\n", list->NumVariables() );
}
qboolean G_LevelVarsCmd( const gentity_t *ent )
{
gi.Printf( "Level Variables\n" );
PrintVariableList( &levelVars );
return true;
}
qboolean G_GameVarsCmd( const gentity_t *ent )
{
gi.Printf( "Game Variables\n" );
PrintVariableList( &gameVars );
return true;
}
//--------------------------------------------------------------
//
// Name: G_SetGameplayFloatCmd
// Class: None
//
// Description: Sets properties on the gameplay database.
//
// Parameters: const gentity_t *ent -- Entity, not used
//
// Returns: qboolean
//
//--------------------------------------------------------------
qboolean G_SetGameplayFloatCmd( const gentity_t *ent )
{
str objname;
str propname;
str create = "0";
float value = 1.0f;
// Check for not enough args
if ( gi.argc() < 4 )
return qfalse;
objname = gi.argv( 1 );
propname = gi.argv( 2 );
value = (double)atof(gi.argv( 3 ));
if ( gi.argc() > 4 )
create = gi.argv( 4 );
if ( create == "0" )
GameplayManager::getTheGameplayManager()->setFloatValue(objname, propname, value);
else
GameplayManager::getTheGameplayManager()->setFloatValue(objname, propname, value, true);
gi.Printf("Gameplay Modified -- %s's %s changed to %g\n", objname.c_str(), propname.c_str(), value);
return qtrue;
}
//--------------------------------------------------------------
//
// Name: G_SetGameplayStringCmd
// Class: None
//
// Description: Sets properties on the gameplay database.
//
// Parameters: const gentity_t *ent -- Entity, not used
//
// Returns: qboolean
//
//--------------------------------------------------------------
qboolean G_SetGameplayStringCmd( const gentity_t *ent )
{
str objname;
str propname;
str valuestr;
str create = "0";
// Check for not enough args
if ( gi.argc() < 4 )
return qfalse;
objname = gi.argv( 1 );
propname = gi.argv( 2 );
valuestr = gi.argv( 3 );
if ( gi.argc() > 4 )
create = gi.argv( 4 );
if ( create == "0" )
GameplayManager::getTheGameplayManager()->setStringValue(objname, propname, valuestr);
else
GameplayManager::getTheGameplayManager()->setStringValue(objname, propname, valuestr, true);
gi.Printf("Gameplay Modified -- %s's %s changed to %s\n", objname.c_str(), propname.c_str(), valuestr.c_str());
return qtrue;
}
//===============================================================
// Name: G_PurchaseSkillCmd
// Class: None
//
// Description: Purchases a skill for the current player. This
// goes into the gameplay database and looks for a
// CurrentPlayer object who has a skillPoints property.
//
// If its found, we attempt to increment the value
// of the skill specified in the command's first argument.
// We also decrement by one the number of available skillPoints.
//
// Parameters: gentity_t -- the entity issuing the command. Not used.
//
// Returns: qboolean -- true if the command was executed.
//
//===============================================================
qboolean G_PurchaseSkillCmd( const gentity_t *ent )
{
str propname ;
if ( gi.argc() < 1 ) return qfalse ;
propname = gi.argv( 1 );
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
if ( !gpm ) return false ;
float skillPoints = gpm->getFloatValue( "CurrentPlayer", "SkillPoints" );
if ( skillPoints > 0.0f )
{
str objName("CurrentPlayer.");
objName += propname ;
float skillValue = gpm->getFloatValue( objName, "value" );
if ( skillValue < gpm->getFloatValue( objName, "max" ) )
{
gpm->setFloatValue( objName, "value", skillValue + 1.0f );
gpm->setFloatValue( "CurrentPlayer", "SkillPoints", skillPoints - 1.0f );
if ( ent->entity->isSubclassOf( Player ) )
{
Player *player = (Player*)ent->entity;
player->skillChanged( objName );
}
}
}
return qtrue ;
}
//===============================================================
// Name: G_SwapItemCmd
// Class: None
//
// Description: Swaps an inventory item with the currently held item
// of that type. This is fairly specific at this point
// to use the Gameplay Database in a particular way.
//
// The command takes a single string, which defines an
// inventory slot object. We retrieve the name of the
// item in that inventory slot. If it isn't found, there
// isn't an item there and nothing happens.
//
// If it is found, we determine if the player already has
// an item of that type in their local inventory (hands).
// This is done by again checking the database. If they
// do have a weapon of that type, we swap this one with
// that. Otherwise we just give him this weapon.
//
// Parameters: gentity_t -- the entity issuing the command. This
// is the player who issued the command.
//
// Returns: qboolean -- true if the command was executed.
//
//===============================================================
qboolean G_SwapItemCmd( const gentity_t *ent )
{
if ( gi.argc() < 1 ) return qfalse ;
if ( !ent->entity->isSubclassOf( Player ) ) return qfalse ;
Player *player = (Player*)ent->entity ;
str objectName = gi.argv( 1 );
str propertyName = gi.argv( 2 );
str heldItem ;
weaponhand_t hand = WEAPON_RIGHT;
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
if ( !gpm ) return false ;
str itemName = gpm->getStringValue( objectName, propertyName );
str tikiName = gpm->getStringValue( itemName, "model" );
str itemType = gpm->getStringValue( itemName, "class" );
str playerItem("CurrentPlayer." + itemType);
if ( !gpm->hasObject(playerItem) )
{
gi.WPrintf( "Warning: Unknown item type %s for item %s", itemType.c_str(), itemName.c_str() );
return qfalse ;
}
// Get the currently held item, and replace it with the item we clicked on
heldItem = gpm->getStringValue( playerItem, "name" );
gpm->setStringValue( playerItem, "name", itemName );
// Ranged weapons are left hand
if ( itemType == "Ranged" )
hand = WEAPON_LEFT ;
// Remove the currently held item from the player's inventory
player->takeItem( heldItem.c_str() );
// Give the player the new item we clicked on
player->giveItem( tikiName );
// Use the weapon we clicked on if we picked a weapon of the same type
// that we have currently equipped. Otherwise, we just swap out
// the slots
Weapon *weap = 0;
weap = player->GetActiveWeapon(WEAPON_RIGHT);
if ( !weap )
weap = player->GetActiveWeapon(WEAPON_LEFT);
if ( weap )
{
str tmpstr = gpm->getStringValue(weap->getArchetype(), "class");
if ( tmpstr == itemType )
player->useWeapon( itemType, hand );
}
// Put the held item in inventory slot the clicked item was in.
gpm->setStringValue( objectName, propertyName, heldItem );
return qtrue ;
}
//--------------------------------------------------------------
//
// Name: G_DropItemCmd
// Class: None
//
// Description: Drops an item that is clicked on from the inventory
//
// Parameters: gentity_t -- the entity issuing the command. This
// is the player who issued the command.
//
// Returns: qboolean -- true if the command was executed.
//
//--------------------------------------------------------------
qboolean G_DropItemCmd( const gentity_t *ent )
{
if ( gi.argc() < 1 ) return false ;
if ( !ent->entity->isSubclassOf( Player ) ) return false ;
Player *player = (Player*)ent->entity ;
str objectName = gi.argv( 1 );
str propertyName = gi.argv( 2 );
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
if ( !gpm ) return false ;
str itemName = gpm->getStringValue( objectName, propertyName );
if ( itemName == "Empty" )
return false;
str tikiName = gpm->getStringValue( itemName, "model" );
str itemType = gpm->getStringValue( itemName, "class" );
str playerItem("CurrentPlayer." + itemType);
if ( !gpm->hasObject(playerItem) )
{
gi.WPrintf( "Warning: Unknown item type %s for item %s", itemType.c_str(), itemName.c_str() );
return false ;
}
// Empty the slot
gpm->setStringValue( objectName, propertyName, "Empty" );
// Give the player the item to drop
//Item *givenItem = player->giveItem(tikiName);
Weapon *dropweap;
ClassDef *cls;
cls = getClass( tikiName.c_str() );
if ( !cls )
{
SpawnArgs args;
args.setArg( "model", tikiName.c_str() );
cls = args.getClassDef();
if ( !cls )
return false;
}
dropweap = ( Weapon * )cls->newInstance();
dropweap->setModel( tikiName.c_str() );
dropweap->ProcessPendingEvents();
dropweap->SetOwner(player);
dropweap->hideModel();
dropweap->setAttached(true);
dropweap->Drop();
return true ;
}
//-----------------------------------------------------
//
// Name:
// Class:
//
// Description:
//
// Parameters:
//
// Returns:
//-----------------------------------------------------
qboolean G_DialogRunThread( const gentity_t *ent )
{
str threadName;
// clear out the current dialog actor
if(ent->entity->isSubclassOf(Player))
{
Player* player = (Player*)ent->entity;
player->clearBranchDialogActor();
}
return G_ClientRunThreadCmd( ent );
}