rogue/src/g_cmds.c
Jaime Moreira 6b9331ea5f Faster weapon switching with 'cycleweap'
Allows to skip elements on the weapon list by tapping the same bound key
2022-08-01 14:35:42 -04:00

1886 lines
27 KiB
C

/* =======================================================================
*
* Game command processing.
*
* =======================================================================
*/
#include "header/local.h"
#include "monster/misc/player.h"
static char *
ClientTeam(edict_t *ent, char* value)
{
char *p;
value[0] = 0;
if (!ent)
{
return value;
}
if (!ent->client)
{
return value;
}
strcpy(value, Info_ValueForKey(ent->client->pers.userinfo, "skin"));
p = strchr(value, '/');
if (!p)
{
return value;
}
if ((int)(dmflags->value) & DF_MODELTEAMS)
{
*p = 0;
return value;
}
return ++p;
}
qboolean
OnSameTeam(edict_t *ent1, edict_t *ent2)
{
char ent1Team[512];
char ent2Team[512];
if (!ent1 || !ent2)
{
return false;
}
if (!((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS)))
{
return false;
}
ClientTeam(ent1, ent1Team);
ClientTeam(ent2, ent2Team);
if (ent1Team[0] != '\0' && strcmp(ent1Team, ent2Team) == 0)
{
return true;
}
return false;
}
void
SelectNextItem(edict_t *ent, int itflags)
{
gclient_t *cl;
int i, index;
gitem_t *it;
if (!ent)
{
return;
}
cl = ent->client;
if (cl->chase_target)
{
ChaseNext(ent);
return;
}
/* scan for the next valid one */
for (i = 1; i <= MAX_ITEMS; i++)
{
index = (cl->pers.selected_item + i) % MAX_ITEMS;
if (!cl->pers.inventory[index])
{
continue;
}
it = &itemlist[index];
if (!it->use)
{
continue;
}
if (!(it->flags & itflags))
{
continue;
}
cl->pers.selected_item = index;
return;
}
cl->pers.selected_item = -1;
}
void
SelectPrevItem(edict_t *ent, int itflags)
{
gclient_t *cl;
int i, index;
gitem_t *it;
if (!ent)
{
return;
}
cl = ent->client;
if (cl->chase_target)
{
ChasePrev(ent);
return;
}
/* scan for the next valid one */
for (i = 1; i <= MAX_ITEMS; i++)
{
index = (cl->pers.selected_item + MAX_ITEMS - i) % MAX_ITEMS;
if (!cl->pers.inventory[index])
{
continue;
}
it = &itemlist[index];
if (!it->use)
{
continue;
}
if (!(it->flags & itflags))
{
continue;
}
cl->pers.selected_item = index;
return;
}
cl->pers.selected_item = -1;
}
void
ValidateSelectedItem(edict_t *ent)
{
gclient_t *cl;
if (!ent)
{
return;
}
cl = ent->client;
if (cl->pers.inventory[cl->pers.selected_item])
{
return; /* valid */
}
SelectNextItem(ent, -1);
}
/* ================================================================================= */
/*
* Give items to a client
*/
void
Cmd_Give_f(edict_t *ent)
{
char *name;
gitem_t *it;
int index;
int i;
qboolean give_all;
edict_t *it_ent;
if (!ent)
{
return;
}
if ((deathmatch->value || coop->value) && !sv_cheats->value)
{
gi.cprintf(ent, PRINT_HIGH,
"You must run the server with '+set cheats 1' to enable this command.\n");
return;
}
name = gi.args();
if (Q_stricmp(name, "all") == 0)
{
give_all = true;
}
else
{
give_all = false;
}
if (give_all || (Q_stricmp(gi.argv(1), "health") == 0))
{
if (gi.argc() == 3)
{
ent->health = atoi(gi.argv(2));
ent->health = ent->health < 1 ? 1 : ent->health;
}
else
{
ent->health = ent->max_health;
}
if (!give_all)
{
return;
}
}
if (give_all || (Q_stricmp(name, "weapons") == 0))
{
for (i = 0; i < game.num_items; i++)
{
it = itemlist + i;
if (!it->pickup)
{
continue;
}
if (!(it->flags & IT_WEAPON))
{
continue;
}
ent->client->pers.inventory[i] += 1;
}
if (!give_all)
{
return;
}
}
if (give_all || (Q_stricmp(name, "ammo") == 0))
{
for (i = 0; i < game.num_items; i++)
{
it = itemlist + i;
if (!it->pickup)
{
continue;
}
if (!(it->flags & IT_AMMO))
{
continue;
}
Add_Ammo(ent, it, 1000);
}
if (!give_all)
{
return;
}
}
if (give_all || (Q_stricmp(name, "armor") == 0))
{
gitem_armor_t *info;
it = FindItem("Jacket Armor");
ent->client->pers.inventory[ITEM_INDEX(it)] = 0;
it = FindItem("Combat Armor");
ent->client->pers.inventory[ITEM_INDEX(it)] = 0;
it = FindItem("Body Armor");
info = (gitem_armor_t *)it->info;
ent->client->pers.inventory[ITEM_INDEX(it)] = info->max_count;
if (!give_all)
{
return;
}
}
if (give_all || (Q_stricmp(name, "Power Shield") == 0))
{
it = FindItem("Power Shield");
it_ent = G_Spawn();
it_ent->classname = it->classname;
SpawnItem(it_ent, it);
Touch_Item(it_ent, ent, NULL, NULL);
if (it_ent->inuse)
{
G_FreeEdict(it_ent);
}
if (!give_all)
{
return;
}
}
if (give_all)
{
for (i = 0; i < game.num_items; i++)
{
it = itemlist + i;
if (!it->pickup)
{
continue;
}
if (it->flags & IT_NOT_GIVEABLE)
{
continue;
}
if (it->flags & (IT_ARMOR | IT_WEAPON | IT_AMMO))
{
continue;
}
ent->client->pers.inventory[i] = 1;
}
return;
}
it = FindItem(name);
if (!it)
{
name = gi.argv(1);
it = FindItem(name);
if (!it)
{
gi.cprintf(ent, PRINT_HIGH, "unknown item\n");
return;
}
}
if (!it->pickup)
{
gi.cprintf(ent, PRINT_HIGH, "non-pickup item\n");
return;
}
if (it->flags & IT_NOT_GIVEABLE)
{
gi.dprintf("item cannot be given\n");
return;
}
index = ITEM_INDEX(it);
if (it->flags & IT_AMMO)
{
if (gi.argc() == 3)
{
ent->client->pers.inventory[index] = atoi(gi.argv(2));
}
else
{
ent->client->pers.inventory[index] += it->quantity;
}
}
else
{
it_ent = G_Spawn();
it_ent->classname = it->classname;
SpawnItem(it_ent, it);
/* since some items don't actually spawn when you say to .. */
if (!it_ent->inuse)
{
return;
}
Touch_Item(it_ent, ent, NULL, NULL);
if (it_ent->inuse)
{
G_FreeEdict(it_ent);
}
}
}
/*
* Sets client to godmode
*/
void
Cmd_God_f(edict_t *ent)
{
char *msg;
if (!ent)
{
return;
}
if ((deathmatch->value || coop->value) && !sv_cheats->value)
{
gi.cprintf(ent, PRINT_HIGH,
"You must run the server with '+set cheats 1' to enable this command.\n");
return;
}
ent->flags ^= FL_GODMODE;
if (!(ent->flags & FL_GODMODE))
{
msg = "godmode OFF\n";
}
else
{
msg = "godmode ON\n";
}
gi.cprintf(ent, PRINT_HIGH, msg);
}
/*
* Sets client to notarget
*/
void
Cmd_Notarget_f(edict_t *ent)
{
char *msg;
if (!ent)
{
return;
}
if ((deathmatch->value || coop->value) && !sv_cheats->value)
{
gi.cprintf(ent, PRINT_HIGH,
"You must run the server with '+set cheats 1' to enable this command.\n");
return;
}
ent->flags ^= FL_NOTARGET;
if (!(ent->flags & FL_NOTARGET))
{
msg = "notarget OFF\n";
}
else
{
msg = "notarget ON\n";
}
gi.cprintf(ent, PRINT_HIGH, msg);
}
void
Cmd_Noclip_f(edict_t *ent)
{
char *msg;
if (!ent)
{
return;
}
if ((deathmatch->value || coop->value) && !sv_cheats->value)
{
gi.cprintf(ent, PRINT_HIGH,
"You must run the server with '+set cheats 1' to enable this command.\n");
return;
}
if (ent->movetype == MOVETYPE_NOCLIP)
{
ent->movetype = MOVETYPE_WALK;
msg = "noclip OFF\n";
}
else
{
ent->movetype = MOVETYPE_NOCLIP;
msg = "noclip ON\n";
}
gi.cprintf(ent, PRINT_HIGH, msg);
}
/*
* Use an inventory item
*/
void
Cmd_Use_f(edict_t *ent)
{
int index;
gitem_t *it;
char *s;
if (!ent)
{
return;
}
s = gi.args();
it = FindItem(s);
if (!it)
{
gi.cprintf(ent, PRINT_HIGH, "unknown item: %s\n", s);
return;
}
if (!it->use)
{
gi.cprintf(ent, PRINT_HIGH, "Item is not usable.\n");
return;
}
index = ITEM_INDEX(it);
if (!ent->client->pers.inventory[index])
{
gi.cprintf(ent, PRINT_HIGH, "Out of item: %s\n", s);
return;
}
it->use(ent, it);
}
/*
* Drop an inventory item
*/
void
Cmd_Drop_f(edict_t *ent)
{
int index;
gitem_t *it;
char *s;
if (!ent)
{
return;
}
s = gi.args();
it = FindItem(s);
if (!it)
{
gi.cprintf(ent, PRINT_HIGH, "unknown item: %s\n", s);
return;
}
if (!it->drop)
{
gi.cprintf(ent, PRINT_HIGH, "Item is not dropable.\n");
return;
}
index = ITEM_INDEX(it);
if (!ent->client->pers.inventory[index])
{
gi.cprintf(ent, PRINT_HIGH, "Out of item: %s\n", s);
return;
}
it->drop(ent, it);
}
void
Cmd_Score_f(edict_t *ent)
{
if (!ent)
{
return;
}
ent->client->showinventory = false;
ent->client->showhelp = false;
if (!deathmatch->value && !coop->value)
{
return;
}
if (ent->client->showscores)
{
ent->client->showscores = false;
return;
}
ent->client->showscores = true;
DeathmatchScoreboardMessage(ent, ent->enemy);
gi.unicast(ent, true);
}
void
Cmd_Help_f(edict_t *ent)
{
if (!ent)
{
return;
}
/* this is for backwards compatability */
if (deathmatch->value)
{
Cmd_Score_f(ent);
return;
}
ent->client->showinventory = false;
ent->client->showscores = false;
if (ent->client->showhelp)
{
ent->client->showhelp = false;
return;
}
ent->client->showhelp = true;
ent->client->pers.helpchanged = 0;
HelpComputerMessage(ent);
gi.unicast(ent, true);
}
void
Cmd_Inven_f(edict_t *ent)
{
gclient_t *cl;
if (!ent)
{
return;
}
cl = ent->client;
cl->showscores = false;
cl->showhelp = false;
if (cl->showinventory)
{
cl->showinventory = false;
return;
}
cl->showinventory = true;
InventoryMessage(ent);
gi.unicast(ent, true);
}
void
Cmd_InvUse_f(edict_t *ent)
{
gitem_t *it;
if (!ent)
{
return;
}
ValidateSelectedItem(ent);
if (ent->client->pers.selected_item == -1)
{
gi.cprintf(ent, PRINT_HIGH, "No item to use.\n");
return;
}
it = &itemlist[ent->client->pers.selected_item];
if (!it->use)
{
gi.cprintf(ent, PRINT_HIGH, "Item is not usable.\n");
return;
}
it->use(ent, it);
}
void
Cmd_WeapPrev_f(edict_t *ent)
{
gclient_t *cl;
int i, index;
gitem_t *it;
int selected_weapon;
if (!ent)
{
return;
}
cl = ent->client;
if (!cl->pers.weapon)
{
return;
}
selected_weapon = ITEM_INDEX(cl->pers.weapon);
/* scan for the next valid one */
for (i = 1; i <= MAX_ITEMS; i++)
{
/* prevent scrolling through ALL weapons */
index = (selected_weapon + MAX_ITEMS - i) % MAX_ITEMS;
if (!cl->pers.inventory[index])
{
continue;
}
it = &itemlist[index];
if (!it->use)
{
continue;
}
if (!(it->flags & IT_WEAPON))
{
continue;
}
it->use(ent, it);
/* prevent scrolling through ALL weapons */
if (cl->newweapon == it)
{
return;
}
}
}
void
Cmd_WeapNext_f(edict_t *ent)
{
gclient_t *cl;
int i, index;
gitem_t *it;
int selected_weapon;
if (!ent)
{
return;
}
cl = ent->client;
if (!cl->pers.weapon)
{
return;
}
selected_weapon = ITEM_INDEX(cl->pers.weapon);
/* scan for the next valid one */
for (i = 1; i <= MAX_ITEMS; i++)
{
/* prevent scrolling through ALL weapons */
index = (selected_weapon + i) % MAX_ITEMS;
if (!cl->pers.inventory[index])
{
continue;
}
it = &itemlist[index];
if (!it->use)
{
continue;
}
if (!(it->flags & IT_WEAPON))
{
continue;
}
it->use(ent, it);
/* prevent scrolling through ALL weapons */
if (cl->newweapon == it)
{
return;
}
}
}
void
Cmd_WeapLast_f(edict_t *ent)
{
gclient_t *cl;
int index;
gitem_t *it;
if (!ent)
{
return;
}
cl = ent->client;
if (!cl->pers.weapon || !cl->pers.lastweapon)
{
return;
}
index = ITEM_INDEX(cl->pers.lastweapon);
if (!cl->pers.inventory[index])
{
return;
}
it = &itemlist[index];
if (!it->use)
{
return;
}
if (!(it->flags & IT_WEAPON))
{
return;
}
it->use(ent, it);
}
void
Cmd_InvDrop_f(edict_t *ent)
{
gitem_t *it;
if (!ent)
{
return;
}
ValidateSelectedItem(ent);
if (ent->client->pers.selected_item == -1)
{
gi.cprintf(ent, PRINT_HIGH, "No item to drop.\n");
return;
}
it = &itemlist[ent->client->pers.selected_item];
if (!it->drop)
{
gi.cprintf(ent, PRINT_HIGH, "Item is not dropable.\n");
return;
}
it->drop(ent, it);
}
void
Cmd_Kill_f(edict_t *ent)
{
if (!ent)
{
return;
}
if ((level.time - ent->client->respawn_time) < 5)
{
return;
}
ent->flags &= ~FL_GODMODE;
ent->health = 0;
meansOfDeath = MOD_SUICIDE;
/* make sure no trackers are still hurting us. */
if (ent->client->tracker_pain_framenum)
{
RemoveAttackingPainDaemons(ent);
}
if (ent->client->owned_sphere)
{
G_FreeEdict(ent->client->owned_sphere);
ent->client->owned_sphere = NULL;
}
player_die(ent, ent, ent, 100000, vec3_origin);
}
void
Cmd_PutAway_f(edict_t *ent)
{
if (!ent)
{
return;
}
ent->client->showscores = false;
ent->client->showhelp = false;
ent->client->showinventory = false;
}
int
PlayerSort(void const *a, void const *b)
{
int anum, bnum;
if (!a || !b)
{
return 0;
}
anum = *(int *)a;
bnum = *(int *)b;
anum = game.clients[anum].ps.stats[STAT_FRAGS];
bnum = game.clients[bnum].ps.stats[STAT_FRAGS];
if (anum < bnum)
{
return -1;
}
if (anum > bnum)
{
return 1;
}
return 0;
}
void
Cmd_Players_f(edict_t *ent)
{
int i;
int count;
char small[64];
char large[1280];
int index[256];
if (!ent)
{
return;
}
count = 0;
for (i = 0; i < maxclients->value; i++)
{
if (game.clients[i].pers.connected)
{
index[count] = i;
count++;
}
}
/* sort by frags */
qsort(index, count, sizeof(index[0]), PlayerSort);
/* print information */
large[0] = 0;
for (i = 0; i < count; i++)
{
Com_sprintf(small, sizeof(small), "%3i %s\n",
game.clients[index[i]].ps.stats[STAT_FRAGS],
game.clients[index[i]].pers.netname);
if (strlen(small) + strlen(large) > sizeof(large) - 100)
{
/* can't print all of them in one packet */
strcat(large, "...\n");
break;
}
strcat(large, small);
}
gi.cprintf(ent, PRINT_HIGH, "%s\n%i players\n", large, count);
}
void
Cmd_Wave_f(edict_t *ent)
{
int i;
if (!ent)
{
return;
}
i = atoi(gi.argv(1));
/* can't wave when ducked */
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
return;
}
if (ent->client->anim_priority > ANIM_WAVE)
{
return;
}
ent->client->anim_priority = ANIM_WAVE;
switch (i)
{
case 0:
gi.cprintf(ent, PRINT_HIGH, "flipoff\n");
ent->s.frame = FRAME_flip01 - 1;
ent->client->anim_end = FRAME_flip12;
break;
case 1:
gi.cprintf(ent, PRINT_HIGH, "salute\n");
ent->s.frame = FRAME_salute01 - 1;
ent->client->anim_end = FRAME_salute11;
break;
case 2:
gi.cprintf(ent, PRINT_HIGH, "taunt\n");
ent->s.frame = FRAME_taunt01 - 1;
ent->client->anim_end = FRAME_taunt17;
break;
case 3:
gi.cprintf(ent, PRINT_HIGH, "wave\n");
ent->s.frame = FRAME_wave01 - 1;
ent->client->anim_end = FRAME_wave11;
break;
case 4:
default:
gi.cprintf(ent, PRINT_HIGH, "point\n");
ent->s.frame = FRAME_point01 - 1;
ent->client->anim_end = FRAME_point12;
break;
}
}
void
Cmd_Say_f(edict_t *ent, qboolean team, qboolean arg0)
{
int i, j;
edict_t *other;
char *p;
char text[2048];
gclient_t *cl;
if (!ent)
{
return;
}
if ((gi.argc() < 2) && !arg0)
{
return;
}
if (!((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS)))
{
team = false;
}
if (team)
{
Com_sprintf(text, sizeof(text), "(%s): ", ent->client->pers.netname);
}
else
{
Com_sprintf(text, sizeof(text), "%s: ", ent->client->pers.netname);
}
if (arg0)
{
strcat(text, gi.argv(0));
strcat(text, " ");
strcat(text, gi.args());
}
else
{
p = gi.args();
if (*p == '"')
{
p++;
p[strlen(p) - 1] = 0;
}
strcat(text, p);
}
/* don't let text be too long for malicious reasons */
if (strlen(text) > 150)
{
text[150] = 0;
}
strcat(text, "\n");
if (flood_msgs->value)
{
cl = ent->client;
if (level.time < cl->flood_locktill)
{
gi.cprintf(ent, PRINT_HIGH, "You can't talk for %d more seconds\n",
(int)(cl->flood_locktill - level.time));
return;
}
i = cl->flood_whenhead - flood_msgs->value + 1;
if (i < 0)
{
i = (sizeof(cl->flood_when) / sizeof(cl->flood_when[0])) + i;
}
if (cl->flood_when[i] &&
(level.time - cl->flood_when[i] < flood_persecond->value))
{
cl->flood_locktill = level.time + flood_waitdelay->value;
gi.cprintf(ent, PRINT_CHAT,
"Flood protection: You can't talk for %d seconds.\n",
(int)flood_waitdelay->value);
return;
}
cl->flood_whenhead = (cl->flood_whenhead + 1) % (sizeof(cl->flood_when) /
sizeof(cl->flood_when[0]));
cl->flood_when[cl->flood_whenhead] = level.time;
}
if (dedicated->value)
{
gi.cprintf(NULL, PRINT_CHAT, "%s", text);
}
for (j = 1; j <= game.maxclients; j++)
{
other = &g_edicts[j];
if (!other->inuse)
{
continue;
}
if (!other->client)
{
continue;
}
if (team)
{
if (!OnSameTeam(ent, other))
{
continue;
}
}
gi.cprintf(other, PRINT_CHAT, "%s", text);
}
}
void
Cmd_Ent_Count_f(edict_t *ent)
{
int x;
edict_t *e;
if (!ent)
{
return;
}
x = 0;
for (e = g_edicts; e < &g_edicts[globals.num_edicts]; e++)
{
if (e->inuse)
{
x++;
}
}
gi.dprintf("%d entites active\n", x);
}
void
Cmd_PlayerList_f(edict_t *ent)
{
int i, text_len;
char st[80];
char text[1400];
edict_t *e2;
if (!ent)
{
return;
}
/* connect time, ping, score, name */
*text = '\0';
for (i = 0, e2 = g_edicts + 1; i < maxclients->value; i++, e2++)
{
if (!e2->inuse)
{
continue;
}
Com_sprintf(st, sizeof(st), "%02d:%02d %4d %3d %s%s\n",
(level.framenum - e2->client->resp.enterframe) / 600,
((level.framenum - e2->client->resp.enterframe) % 600) / 10,
e2->client->ping, e2->client->resp.score,
e2->client->pers.netname,
e2->client->resp.spectator ? " (spectator)" : "");
text_len = strlen(text);
if ((text_len + strlen(st)) > (sizeof(text) - 50))
{
snprintf(text + text_len, sizeof(text) - text_len, "And more...\n");
gi.cprintf(ent, PRINT_HIGH, "%s", text);
return;
}
strcat(text, st);
}
gi.cprintf(ent, PRINT_HIGH, "%s", text);
}
void
Cmd_Teleport_f(edict_t *ent)
{
if (!ent)
{
return;
}
if ((deathmatch->value || coop->value) && !sv_cheats->value)
{
gi.cprintf(ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
return;
}
if (gi.argc() != 4)
{
gi.cprintf(ent, PRINT_HIGH, "Usage: teleport x y z\n");
return;
}
/* Unlink it to prevent unwanted interactions with
other entities. This works because linkentity()
uses the first available slot and the player is
always at postion 0. */
gi.unlinkentity(ent);
/* Set new position */
ent->s.origin[0] = atof(gi.argv(1));
ent->s.origin[1] = atof(gi.argv(2));
ent->s.origin[2] = atof(gi.argv(3)) + 10.0;
/* Remove velocity and keep the entity briefly in place
to give the server and clients time to catch up. */
VectorClear(ent->velocity);
ent->client->ps.pmove.pm_time = 20;
ent->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT;
/* Remove viewangles. They'll be recalculated
by the client at the next frame. */
VectorClear(ent->s.angles);
VectorClear(ent->client->ps.viewangles);
VectorClear(ent->client->v_angle);
/* Telefrag everything that's in the target location. */
KillBox(ent);
/* And link it back in. */
gi.linkentity(ent);
}
void
Cmd_ListEntities_f(edict_t *ent)
{
if ((deathmatch->value || coop->value) && !sv_cheats->value)
{
gi.cprintf(ent, PRINT_HIGH, "You must run the server with '+set cheats 1' to enable this command.\n");
return;
}
if (gi.argc() < 2)
{
gi.cprintf(ent, PRINT_HIGH, "Usage: listentities <all|ammo|items|keys|monsters|weapons>\n");
return;
}
/* What to print? */
qboolean all = false;
qboolean ammo = false;
qboolean items = false;
qboolean keys = false;
qboolean monsters = false;
qboolean weapons = false;
for (int i = 1; i < gi.argc(); i++)
{
const char *arg = gi.argv(i);
if (Q_stricmp(arg, "all") == 0)
{
all = true;
}
else if (Q_stricmp(arg, "ammo") == 0)
{
ammo = true;
}
else if (Q_stricmp(arg, "items") == 0)
{
items = true;
}
else if (Q_stricmp(arg, "keys") == 0)
{
keys = true;
}
else if (Q_stricmp(arg, "monsters") == 0)
{
monsters = true;
}
else if (Q_stricmp(arg, "weapons") == 0)
{
weapons = true;
}
else
{
gi.cprintf(ent, PRINT_HIGH, "Usage: listentities <all|ammo|items|keys|monsters|weapons>\n");
}
}
/* Print what's requested. */
for (int i = 0; i < globals.num_edicts; i++)
{
edict_t *cur = &g_edicts[i];
qboolean print = false;
/* Ensure that the entity is valid. */
if (!cur->classname)
{
continue;
}
if (all)
{
print = true;
}
else
{
if (ammo)
{
if (strncmp(cur->classname, "ammo_", 5) == 0)
{
print = true;
}
}
if (items)
{
if (strncmp(cur->classname, "item_", 5) == 0)
{
print = true;
}
}
if (keys)
{
if (strncmp(cur->classname, "key_", 4) == 0)
{
print = true;
}
}
if (monsters)
{
if (strncmp(cur->classname, "monster_", 8) == 0)
{
print = true;
}
}
if (weapons)
{
if (strncmp(cur->classname, "weapon_", 7) == 0)
{
print = true;
}
}
}
if (print)
{
/* We use dprintf() because cprintf() may flood the server... */
gi.dprintf("%s: %f %f %f\n", cur->classname, cur->s.origin[0], cur->s.origin[1], cur->s.origin[2]);
}
}
}
static int
get_ammo_usage(gitem_t *weap)
{
if (!weap)
{
return 0;
}
/* handles grenades and tesla which only use 1 ammo per shot */
/* have to check this because they don't store their ammo usage in weap->quantity */
if (weap->flags & IT_AMMO)
{
return 1;
}
/* weapons store their ammo usage in the quantity field */
return weap->quantity;
}
static gitem_t *
cycle_weapon(edict_t *ent)
{
gclient_t *cl;
gitem_t *noammo_fallback;
gitem_t *noweap_fallback;
gitem_t *weap;
gitem_t *ammo;
int i;
int start;
int num_weaps;
const char *weapname = NULL;
if (!ent)
{
return NULL;
}
cl = ent->client;
if (!cl)
{
return NULL;
}
num_weaps = gi.argc();
/* find where we want to start the search for the next eligible weapon */
if (cl->newweapon)
{
weapname = cl->newweapon->classname;
}
else if (cl->pers.weapon)
{
weapname = cl->pers.weapon->classname;
}
if (weapname)
{
for (i = 1; i < num_weaps; i++)
{
if (Q_stricmp(weapname, gi.argv(i)) == 0)
{
break;
}
}
i++;
if (i >= num_weaps)
{
i = 1;
}
}
else
{
i = 1;
}
start = i;
noammo_fallback = NULL;
noweap_fallback = NULL;
/* find the first eligible weapon in the list we can switch to */
do
{
weap = FindItemByClassname(gi.argv(i));
if (weap && weap != cl->pers.weapon && (weap->flags & IT_WEAPON) && weap->use)
{
if (cl->pers.inventory[ITEM_INDEX(weap)] > 0)
{
if (weap->ammo)
{
ammo = FindItem(weap->ammo);
if (ammo)
{
if (cl->pers.inventory[ITEM_INDEX(ammo)] >= get_ammo_usage(weap))
{
return weap;
}
if (!noammo_fallback)
{
noammo_fallback = weap;
}
}
}
else
{
return weap;
}
}
else if (!noweap_fallback)
{
noweap_fallback = weap;
}
}
i++;
if (i >= num_weaps)
{
i = 1;
}
} while (i != start);
/* if no weapon was found, the fallbacks will be used for
printing the appropriate error message to the console
*/
if (noammo_fallback)
{
return noammo_fallback;
}
return noweap_fallback;
}
void
Cmd_CycleWeap_f(edict_t *ent)
{
gitem_t *weap;
if (!ent)
{
return;
}
if (gi.argc() <= 1)
{
gi.cprintf(ent, PRINT_HIGH, "Usage: cycleweap classname1 classname2 .. classnameN\n");
return;
}
weap = cycle_weapon(ent);
if (weap)
{
if (ent->client->pers.inventory[ITEM_INDEX(weap)] <= 0)
{
gi.cprintf(ent, PRINT_HIGH, "Out of item: %s\n", weap->pickup_name);
}
else
{
weap->use(ent, weap);
}
}
}
static gitem_t *
preferred_weapon(edict_t *ent)
{
gclient_t *cl;
gitem_t *noammo_fallback;
gitem_t *noweap_fallback;
gitem_t *weap;
gitem_t *ammo;
int i;
int num_weaps;
if (!ent)
{
return NULL;
}
cl = ent->client;
if (!cl)
{
return NULL;
}
num_weaps = gi.argc();
noammo_fallback = NULL;
noweap_fallback = NULL;
/* find the first eligible weapon in the list we can switch to */
for (i = 1; i < num_weaps; i++)
{
weap = FindItemByClassname(gi.argv(i));
if (weap && (weap->flags & IT_WEAPON) && weap->use)
{
if (cl->pers.inventory[ITEM_INDEX(weap)] > 0)
{
if (weap->ammo)
{
ammo = FindItem(weap->ammo);
if (ammo)
{
if (cl->pers.inventory[ITEM_INDEX(ammo)] >= get_ammo_usage(weap))
{
return weap;
}
if (!noammo_fallback)
{
noammo_fallback = weap;
}
}
}
else
{
return weap;
}
}
else if (!noweap_fallback)
{
noweap_fallback = weap;
}
}
}
/* if no weapon was found, the fallbacks will be used for
printing the appropriate error message to the console
*/
if (noammo_fallback)
{
return noammo_fallback;
}
return noweap_fallback;
}
void
Cmd_PrefWeap_f(edict_t *ent)
{
gitem_t *weap;
if (!ent)
{
return;
}
if (gi.argc() <= 1)
{
gi.cprintf(ent, PRINT_HIGH, "Usage: prefweap classname1 classname2 .. classnameN\n");
return;
}
weap = preferred_weapon(ent);
if (weap)
{
if (ent->client->pers.inventory[ITEM_INDEX(weap)] <= 0)
{
gi.cprintf(ent, PRINT_HIGH, "Out of item: %s\n", weap->pickup_name);
}
else
{
weap->use(ent, weap);
}
}
}
void
ClientCommand(edict_t *ent)
{
char *cmd;
if (!ent)
{
return;
}
if (!ent->client)
{
return; /* not fully in game yet */
}
cmd = gi.argv(0);
if (Q_stricmp(cmd, "players") == 0)
{
Cmd_Players_f(ent);
return;
}
if (Q_stricmp(cmd, "say") == 0)
{
Cmd_Say_f(ent, false, false);
return;
}
if (Q_stricmp(cmd, "say_team") == 0)
{
Cmd_Say_f(ent, true, false);
return;
}
if (Q_stricmp(cmd, "score") == 0)
{
Cmd_Score_f(ent);
return;
}
if (Q_stricmp(cmd, "help") == 0)
{
Cmd_Help_f(ent);
return;
}
if (level.intermissiontime)
{
return;
}
if (Q_stricmp(cmd, "use") == 0)
{
Cmd_Use_f(ent);
}
else if (Q_stricmp(cmd, "drop") == 0)
{
Cmd_Drop_f(ent);
}
else if (Q_stricmp(cmd, "give") == 0)
{
Cmd_Give_f(ent);
}
else if (Q_stricmp(cmd, "god") == 0)
{
Cmd_God_f(ent);
}
else if (Q_stricmp(cmd, "notarget") == 0)
{
Cmd_Notarget_f(ent);
}
else if (Q_stricmp(cmd, "noclip") == 0)
{
Cmd_Noclip_f(ent);
}
else if (Q_stricmp(cmd, "inven") == 0)
{
Cmd_Inven_f(ent);
}
else if (Q_stricmp(cmd, "invnext") == 0)
{
SelectNextItem(ent, -1);
}
else if (Q_stricmp(cmd, "invprev") == 0)
{
SelectPrevItem(ent, -1);
}
else if (Q_stricmp(cmd, "invnextw") == 0)
{
SelectNextItem(ent, IT_WEAPON);
}
else if (Q_stricmp(cmd, "invprevw") == 0)
{
SelectPrevItem(ent, IT_WEAPON);
}
else if (Q_stricmp(cmd, "invnextp") == 0)
{
SelectNextItem(ent, IT_POWERUP);
}
else if (Q_stricmp(cmd, "invprevp") == 0)
{
SelectPrevItem(ent, IT_POWERUP);
}
else if (Q_stricmp(cmd, "invuse") == 0)
{
Cmd_InvUse_f(ent);
}
else if (Q_stricmp(cmd, "invdrop") == 0)
{
Cmd_InvDrop_f(ent);
}
else if (Q_stricmp(cmd, "weapprev") == 0)
{
Cmd_WeapPrev_f(ent);
}
else if (Q_stricmp(cmd, "weapnext") == 0)
{
Cmd_WeapNext_f(ent);
}
else if (Q_stricmp(cmd, "weaplast") == 0)
{
Cmd_WeapLast_f(ent);
}
else if (Q_stricmp(cmd, "kill") == 0)
{
Cmd_Kill_f(ent);
}
else if (Q_stricmp(cmd, "putaway") == 0)
{
Cmd_PutAway_f(ent);
}
else if (Q_stricmp(cmd, "wave") == 0)
{
Cmd_Wave_f(ent);
}
else if (Q_stricmp(cmd, "playerlist") == 0)
{
Cmd_PlayerList_f(ent);
}
else if (Q_stricmp(cmd, "entcount") == 0)
{
Cmd_Ent_Count_f(ent);
}
else if (Q_stricmp(cmd, "disguise") == 0)
{
ent->flags |= FL_DISGUISED;
}
else if (Q_stricmp(cmd, "teleport") == 0)
{
Cmd_Teleport_f(ent);
}
else if (Q_stricmp(cmd, "listentities") == 0)
{
Cmd_ListEntities_f(ent);
}
else if (Q_stricmp(cmd, "cycleweap") == 0)
{
Cmd_CycleWeap_f(ent);
}
else if (Q_stricmp(cmd, "prefweap") == 0)
{
Cmd_PrefWeap_f(ent);
}
else /* anything that doesn't match a command will be a chat */
{
Cmd_Say_f(ent, false, true);
}
}