/* =========================================================================== 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" /* ================= CG_SizeUp_f Keybinding command ================= */ static void CG_SizeUp_f( void ) { trap_Cvar_Set( "cg_viewsize", va( "%i", MIN( cg_viewsize.integer + 10, 100 ) ) ); } /* ================= CG_SizeDown_f Keybinding command ================= */ static void CG_SizeDown_f( void ) { trap_Cvar_Set( "cg_viewsize", va( "%i", MAX( cg_viewsize.integer - 10, 30 ) ) ); } /* ============= 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; 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; } } void CG_ClientList_f( void ) { clientInfo_t *ci; int i; int count = 0; for( i = 0; i < MAX_CLIENTS; i++ ) { ci = &cgs.clientinfo[ i ]; if( !ci->infoValid ) continue; switch( ci->team ) { case TEAM_ALIENS: Com_Printf( "%2d ^1A ^7%s^7\n", i, ci->name ); break; case TEAM_HUMANS: Com_Printf( "%2d ^4H ^7%s^7\n", i, ci->name ); break; default: case TEAM_NONE: case NUM_TEAMS: Com_Printf( "%2d ^3S ^7%s^7\n", i, ci->name ); break; } count++; } Com_Printf( "Listed %2d clients\n", count ); } static void CG_UIMenu_f( void ) { trap_SendConsoleCommand( va( "menu %s\n", CG_Argv( 1 ) ) ); } static consoleCommand_t commands[ ] = { { "+scores", CG_ScoresDown_f }, { "-scores", CG_ScoresUp_f }, { "clientlist", CG_ClientList_f }, { "destroyTestPS", CG_DestroyTestPS_f }, { "destroyTestTS", CG_DestroyTestTS_f }, { "nextframe", CG_TestModelNextFrame_f }, { "nextskin", CG_TestModelNextSkin_f }, { "prevframe", CG_TestModelPrevFrame_f }, { "prevskin", CG_TestModelPrevSkin_f }, { "scoresDown", CG_scrollScoresDown_f }, { "scoresUp", CG_scrollScoresUp_f }, { "sizedown", CG_SizeDown_f }, { "sizeup", CG_SizeUp_f }, { "testgun", CG_TestGun_f }, { "testmodel", CG_TestModel_f }, { "testPS", CG_TestPS_f }, { "testTS", CG_TestTS_f }, { "ui_menu", CG_UIMenu_f }, { "viewpos", CG_Viewpos_f }, { "weapnext", CG_NextWeapon_f }, { "weapon", CG_Weapon_f }, { "weapprev", CG_PrevWeapon_f } }; /* ================= CG_ConsoleCommand The string has been tokenized and can be retrieved with Cmd_Argc() / Cmd_Argv() ================= */ qboolean CG_ConsoleCommand( void ) { consoleCommand_t *cmd; cmd = bsearch( CG_Argv( 0 ), commands, sizeof( commands ) / sizeof( commands[ 0 ]), sizeof( commands[ 0 ] ), cmdcmp ); if( !cmd ) return qfalse; cmd->function( ); return qtrue; } /* ================= 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( "ui_messagemode" ); trap_AddCommand( "ui_messagemode2" ); trap_AddCommand( "ui_messagemode3" ); trap_AddCommand( "ui_messagemode4" ); trap_AddCommand( "say" ); trap_AddCommand( "say_team" ); trap_AddCommand( "vsay" ); trap_AddCommand( "vsay_team" ); trap_AddCommand( "vsay_local" ); trap_AddCommand( "m" ); trap_AddCommand( "mt" ); trap_AddCommand( "give" ); trap_AddCommand( "god" ); trap_AddCommand( "notarget" ); trap_AddCommand( "noclip" ); trap_AddCommand( "team" ); trap_AddCommand( "follow" ); trap_AddCommand( "levelshot" ); trap_AddCommand( "setviewpos" ); trap_AddCommand( "callvote" ); trap_AddCommand( "vote" ); trap_AddCommand( "callteamvote" ); trap_AddCommand( "teamvote" ); 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( "ignore" ); trap_AddCommand( "unignore" ); }