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/*
===========================================================================
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( "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" );
}
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