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Xash3DArchive/engine/client/cl_cmds.c

338 lines
6.6 KiB
C

//=======================================================================
// Copyright XashXT Group 2007 ©
// cl_cmds.c - client console commnds
//=======================================================================
#include "common.h"
#include "client.h"
#define SCRSHOT_TYPE SI->scrshot_ext
#define LEVELSHOT_TYPE SI->levshot_ext
#define SAVESHOT_TYPE SI->savshot_ext
#define DEMOSHOT_TYPE SI->savshot_ext
/*
================
SCR_Loading_f
loading
================
*/
void SCR_Loading_f( void )
{
S_StopAllSounds();
}
/*
====================
CL_SetFont_f
setfont <fontname>
====================
*/
void CL_SetFont_f( void )
{
if( Cmd_Argc() < 2 )
{
Msg( "Usage: setfont <fontname> <console>\n" );
return;
}
switch(Cmd_Argc( ))
{
case 2:
Cvar_Set( "cl_font", Cmd_Argv( 1 ));
cls.clientFont = re->RegisterShader( va( "gfx/fonts/%s", cl_font->string ), SHADER_FONT );
break;
case 3:
Cvar_Set( "con_font", Cmd_Argv( 1 ));
cls.consoleFont = re->RegisterShader( va( "gfx/fonts/%s", con_font->string ), SHADER_FONT );
break;
default:
Msg( "setfont: invalid aruments\n" );
break;
}
}
/*
====================
CL_PlayVideo_f
movie <moviename>
====================
*/
void CL_PlayVideo_f( void )
{
if( Cmd_Argc() != 2 )
{
Msg( "movie <moviename>\n" );
return;
}
if( cls.state == ca_active )
{
// FIXME: get rid of this stupid alias
Cbuf_AddText( va( "killserver\n; wait\n; movie %s\n;", Cmd_Argv( 1 )));
return;
}
SCR_PlayCinematic( Cmd_Argv( 1 ));
}
/*
===============
CL_Download_f
Request a download from the server
===============
*/
void CL_Download_f( void )
{
if( Cmd_Argc() != 2 )
{
Msg( "Usage: download <filename>\n" );
return;
}
CL_CheckOrDownloadFile(Cmd_Argv(1));
}
/*
==================
CL_ScreenshotGetName
==================
*/
void CL_ScreenshotGetName( int lastnum, char *filename )
{
int a, b, c, d;
if( !filename ) return;
if( lastnum < 0 || lastnum > 9999 )
{
// bound
com.sprintf( filename, "scrshots/%s/!error.%s", cl.configstrings[CS_NAME], SCRSHOT_TYPE );
return;
}
a = lastnum / 1000;
lastnum -= a * 1000;
b = lastnum / 100;
lastnum -= b * 100;
c = lastnum / 10;
lastnum -= c * 10;
d = lastnum;
com.sprintf( filename, "scrshots/%s/shot%i%i%i%i.%s", cl.configstrings[CS_NAME], a, b, c, d, SCRSHOT_TYPE );
}
/*
==============================================================================
SCREEN SHOTS
==============================================================================
*/
/*
==================
CL_ScreenShot_f
normal screenshot
==================
*/
void CL_ScreenShot_f( void )
{
int i;
string checkname;
// scan for a free filename
for( i = 0; i <= 9999; i++ )
{
CL_ScreenshotGetName( i, checkname );
if( !FS_FileExists( checkname )) break;
}
Con_ClearNotify();
re->ScrShot( checkname, VID_SCREENSHOT );
}
void CL_EnvShot_f( void )
{
if( Cmd_Argc() < 2 )
{
Msg( "Usage: envshot <shotname>\n" );
return;
}
com.sprintf( cls.shotname, "%s/%s", SI->envpath, Cmd_Argv( 1 ));
cls.scrshot_action = scrshot_envshot; // build new frame for envshot
cls.envshot_vieworg = NULL; // no custom view
}
void CL_SkyShot_f( void )
{
if( Cmd_Argc() < 2 )
{
Msg( "Usage: skyshot <shotname>\n" );
return;
}
com.sprintf( cls.shotname, "%s/%s", SI->envpath, Cmd_Argv( 1 ));
cls.scrshot_action = scrshot_skyshot; // build new frame for skyshot
cls.envshot_vieworg = NULL; // no custom view
}
/*
==================
CL_LevelShot_f
splash logo while map is loading
==================
*/
void CL_LevelShot_f( void )
{
if( cls.scrshot_request != scrshot_plaque ) return;
cls.scrshot_request = scrshot_inactive;
// check for exist
com.sprintf( cls.shotname, "levelshots/%s.%s", cl.configstrings[CS_NAME], LEVELSHOT_TYPE );
if( !FS_FileExists( va( "†%s", cls.shotname )))
cls.scrshot_action = scrshot_plaque; // build new frame for levelshot
else cls.scrshot_action = scrshot_inactive; // disable - not needs
}
/*
==================
CL_SaveShot_f
mini-pic in loadgame menu
==================
*/
void CL_SaveShot_f( void )
{
if( Cmd_Argc() < 2 )
{
Msg( "Usage: saveshot <savename>\n" );
return;
}
com.sprintf( cls.shotname, "save/%s.%s", Cmd_Argv( 1 ), SAVESHOT_TYPE );
cls.scrshot_action = scrshot_savegame; // build new frame for saveshot
}
/*
==================
CL_DemoShot_f
mini-pic in playdemo menu
==================
*/
void CL_DemoShot_f( void )
{
if( Cmd_Argc() < 2 )
{
Msg( "Usage: demoshot <demoname>\n" );
return;
}
com.sprintf( cls.shotname, "demos/%s.%s", Cmd_Argv( 1 ), DEMOSHOT_TYPE );
cls.scrshot_action = scrshot_demoshot; // build new frame for demoshot
}
/*
==============
CL_DeleteDemo_f
==============
*/
void CL_DeleteDemo_f( void )
{
if( Cmd_Argc() != 2 )
{
Msg( "Usage: killdemo <name>\n" );
return;
}
if( cls.demorecording && !com.stricmp( cls.demoname, Cmd_Argv( 1 )))
{
Msg( "Can't delete %s - recording\n", Cmd_Argv( 1 ));
return;
}
// delete save and saveshot
FS_Delete( va( "demos/%s.dem", Cmd_Argv( 1 )));
FS_Delete( va( "demos/%s.%s", Cmd_Argv( 1 ), DEMOSHOT_TYPE ));
}
/*
=================
CL_SetSky_f
Set a specific sky and rotation speed
=================
*/
void CL_SetSky_f( void )
{
if( Cmd_Argc() < 2 )
{
Msg( "Usage: sky <shadername>\n" );
return;
}
re->RegisterShader( Cmd_Argv(1), SHADER_SKY );
}
/*
================
SCR_TimeRefresh_f
timerefres [noflip]
================
*/
void SCR_TimeRefresh_f( void )
{
int i;
double start, stop;
double time;
if( cls.state != ca_active )
return;
start = Sys_DoubleTime();
if( Cmd_Argc() == 2 )
{
// run without page flipping
re->BeginFrame( false );
for( i = 0; i < 128; i++ )
{
cl.refdef.viewangles[1] = i / 128.0 * 360.0f;
re->RenderFrame( &cl.refdef );
}
re->EndFrame();
}
else
{
for( i = 0; i < 128; i++ )
{
cl.refdef.viewangles[1] = i / 128.0 * 360.0f;
re->BeginFrame( true );
re->RenderFrame( &cl.refdef );
re->EndFrame();
}
}
stop = Sys_DoubleTime ();
time = (stop - start);
Msg( "%f seconds (%f fps)\n", time, 128 / time );
}
/*
=============
SCR_Viewpos_f
viewpos
=============
*/
void SCR_Viewpos_f( void )
{
Msg( "org ( %g %g %g )\n", cl.refdef.vieworg[0], cl.refdef.vieworg[1], cl.refdef.vieworg[2] );
Msg( "ang ( %g %g %g )\n", cl.refdef.viewangles[0], cl.refdef.viewangles[1], cl.refdef.viewangles[2] );
}