/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2006 Tim Angus This file is part of Tremulous. Tremulous is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Tremulous 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 Tremulous; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // cg_consolecmds.c -- text commands typed in at the local console, or // executed by a key binding #include "cg_local.h" void CG_TargetCommand_f( void ) { int targetNum; char test[ 4 ]; targetNum = CG_CrosshairPlayer( ); if( !targetNum ) return; trap_Argv( 1, test, 4 ); trap_SendConsoleCommand( va( "gc %i %i", targetNum, atoi( test ) ) ); } /* ================= CG_SizeUp_f Keybinding command ================= */ static void CG_SizeUp_f( void ) { trap_Cvar_Set( "cg_viewsize", va( "%i", (int)( cg_viewsize.integer + 10 ) ) ); } /* ================= CG_SizeDown_f Keybinding command ================= */ static void CG_SizeDown_f( void ) { trap_Cvar_Set( "cg_viewsize", va( "%i", (int)( cg_viewsize.integer - 10 ) ) ); } /* ============= CG_Viewpos_f Debugging command to print the current position ============= */ static void CG_Viewpos_f( void ) { CG_Printf( "(%i %i %i) : %i\n", (int)cg.refdef.vieworg[ 0 ], (int)cg.refdef.vieworg[ 1 ], (int)cg.refdef.vieworg[ 2 ], (int)cg.refdefViewAngles[ YAW ] ); } qboolean CG_RequestScores( void ) { if( cg.scoresRequestTime + 2000 < cg.time ) { // the scores are more than two seconds out of data, // so request new ones cg.scoresRequestTime = cg.time; //TA: added \n SendClientCommand doesn't call flush( )? trap_SendClientCommand( "score\n" ); return qtrue; } else return qfalse; } extern menuDef_t *menuScoreboard; static void CG_scrollScoresDown_f( void ) { if( menuScoreboard && cg.scoreBoardShowing ) { Menu_ScrollFeeder( menuScoreboard, FEEDER_ALIENTEAM_LIST, qtrue ); Menu_ScrollFeeder( menuScoreboard, FEEDER_HUMANTEAM_LIST, qtrue ); } } static void CG_scrollScoresUp_f( void ) { if( menuScoreboard && cg.scoreBoardShowing ) { Menu_ScrollFeeder( menuScoreboard, FEEDER_ALIENTEAM_LIST, qfalse ); Menu_ScrollFeeder( menuScoreboard, FEEDER_HUMANTEAM_LIST, qfalse ); } } static void CG_ScoresDown_f( void ) { if( !cg.showScores ) { Menu_SetFeederSelection( menuScoreboard, FEEDER_ALIENTEAM_LIST, 0, NULL ); Menu_SetFeederSelection( menuScoreboard, FEEDER_HUMANTEAM_LIST, 0, NULL ); } if( CG_RequestScores( ) ) { // leave the current scores up if they were already // displayed, but if this is the first hit, clear them out if( !cg.showScores ) { if( cg_debugRandom.integer ) CG_Printf( "CG_ScoresDown_f: scores out of date\n" ); cg.showScores = qtrue; cg.numScores = 0; } } else { // show the cached contents even if they just pressed if it // is within two seconds cg.showScores = qtrue; } } static void CG_ScoresUp_f( void ) { if( cg.showScores ) { cg.showScores = qfalse; cg.scoreFadeTime = cg.time; } } static void CG_TellTarget_f( void ) { int clientNum; char command[ 128 ]; char message[ 128 ]; clientNum = CG_CrosshairPlayer( ); if( clientNum == -1 ) return; trap_Args( message, 128 ); Com_sprintf( command, 128, "tell %i %s", clientNum, message ); trap_SendClientCommand( command ); } static void CG_TellAttacker_f( void ) { int clientNum; char command[ 128 ]; char message[ 128 ]; clientNum = CG_LastAttacker( ); if( clientNum == -1 ) return; trap_Args( message, 128 ); Com_sprintf( command, 128, "tell %i %s", clientNum, message ); trap_SendClientCommand( command ); } typedef struct { char *cmd; void (*function)( void ); } consoleCommand_t; static consoleCommand_t commands[ ] = { { "testgun", CG_TestGun_f }, { "testmodel", CG_TestModel_f }, { "nextframe", CG_TestModelNextFrame_f }, { "prevframe", CG_TestModelPrevFrame_f }, { "nextskin", CG_TestModelNextSkin_f }, { "prevskin", CG_TestModelPrevSkin_f }, { "viewpos", CG_Viewpos_f }, { "+scores", CG_ScoresDown_f }, { "-scores", CG_ScoresUp_f }, { "scoresUp", CG_scrollScoresUp_f }, { "scoresDown", CG_scrollScoresDown_f }, { "sizeup", CG_SizeUp_f }, { "sizedown", CG_SizeDown_f }, { "weapnext", CG_NextWeapon_f }, { "weapprev", CG_PrevWeapon_f }, { "weapon", CG_Weapon_f }, { "tell_target", CG_TellTarget_f }, { "tell_attacker", CG_TellAttacker_f }, { "tcmd", CG_TargetCommand_f }, { "testPS", CG_TestPS_f }, { "destroyTestPS", CG_DestroyTestPS_f }, { "testTS", CG_TestTS_f }, { "destroyTestTS", CG_DestroyTestTS_f }, }; /* ================= CG_ConsoleCommand The string has been tokenized and can be retrieved with Cmd_Argc() / Cmd_Argv() ================= */ qboolean CG_ConsoleCommand( void ) { const char *cmd; const char *arg1; int i; cmd = CG_Argv( 0 ); //TA: ugly hacky special case if( !Q_stricmp( cmd, "ui_menu" ) ) { arg1 = CG_Argv( 1 ); trap_SendConsoleCommand( va( "menu %s\n", arg1 ) ); return qtrue; } for( i = 0; i < sizeof( commands ) / sizeof( commands[ 0 ] ); i++ ) { if( !Q_stricmp( cmd, commands[ i ].cmd ) ) { commands[ i ].function( ); return qtrue; } } return qfalse; } /* ================= CG_InitConsoleCommands Let the client system know about all of our commands so it can perform tab completion ================= */ void CG_InitConsoleCommands( void ) { int i; for( i = 0 ; i < sizeof( commands ) / sizeof( commands[ 0 ] ) ; i++ ) trap_AddCommand( commands[ i ].cmd ); // // the game server will interpret these commands, which will be automatically // forwarded to the server after they are not recognized locally // trap_AddCommand( "kill" ); trap_AddCommand( "say" ); trap_AddCommand( "say_team" ); trap_AddCommand( "tell" ); trap_AddCommand( "vsay" ); trap_AddCommand( "vsay_team" ); trap_AddCommand( "vtell" ); trap_AddCommand( "vtaunt" ); trap_AddCommand( "vosay" ); trap_AddCommand( "vosay_team" ); trap_AddCommand( "votell" ); trap_AddCommand( "give" ); trap_AddCommand( "god" ); trap_AddCommand( "notarget" ); trap_AddCommand( "noclip" ); trap_AddCommand( "team" ); trap_AddCommand( "follow" ); trap_AddCommand( "levelshot" ); trap_AddCommand( "addbot" ); trap_AddCommand( "setviewpos" ); trap_AddCommand( "callvote" ); trap_AddCommand( "vote" ); trap_AddCommand( "callteamvote" ); trap_AddCommand( "teamvote" ); trap_AddCommand( "stats" ); trap_AddCommand( "teamtask" ); trap_AddCommand( "class" ); trap_AddCommand( "build" ); trap_AddCommand( "buy" ); trap_AddCommand( "sell" ); trap_AddCommand( "reload" ); trap_AddCommand( "itemact" ); trap_AddCommand( "itemdeact" ); trap_AddCommand( "itemtoggle" ); trap_AddCommand( "destroy" ); trap_AddCommand( "deconstruct" ); trap_AddCommand( "menu" ); trap_AddCommand( "ui_menu" ); trap_AddCommand( "mapRotation" ); trap_AddCommand( "stopMapRotation" ); trap_AddCommand( "advanceMapRotation" ); trap_AddCommand( "alienWin" ); trap_AddCommand( "humanWin" ); }