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463 lines
15 KiB
463 lines
15 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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////////////////////////////////////////////////////////////////////////////// |
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// // |
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// pfGameConsoleCommands // |
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// // |
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// Set of console commands that are actually meant for implementing // |
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// gameplay. Simpler than Python, easier to implement for programmers, and // |
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// far lower level, but should be used with extreme caution. // |
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// // |
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// Why? Because unlike normal console commands, which will eventually be // |
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// disabled in the shipping product (thus no danger of any fan cracking // |
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// them), these WILL be in the finished product. Debugging hacks and temp // |
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// workarounds to new features are NOT to be implemented here. // |
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// // |
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// Because of their nature, all Game. console commands should be approved // |
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// by Brice before checkin. // |
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// // |
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// Preferred method of adding Game. commands: // |
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// 1. Implement in normal console command groups (Debug. if nothing // |
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// else) // |
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// 2. Get the command approved // |
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// 3. Once command is tested and approved and deemed both worthy and // |
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// bug-free, cut-and-paste the command into the Game. group // |
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// // |
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////////////////////////////////////////////////////////////////////////////// |
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#ifdef PLASMA_EXTERNAL_RELEASE |
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#define LIMIT_CONSOLE_COMMANDS 1 |
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#endif |
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#include "pfConsoleCore/pfConsoleCmd.h" |
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#include "pfConsole.h" |
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#include "plPipeline.h" |
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#include "plgDispatch.h" |
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#include "plGImage/plMipmap.h" |
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#include "plGImage/plTGAWriter.h" |
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#include "pfMessage/pfGameGUIMsg.h" |
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#include "hsResMgr.h" |
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#include "pfGameGUIMgr/pfGUICtrlGenerator.h" |
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#include "plAvatar/plAvatarMgr.h" |
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#include "plAvatar/plAnimStage.h" |
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#include "plAvatar/plAvBrainGeneric.h" |
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#include "plAvatar/plAvBrainHuman.h" |
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#include "plMessage/plAvatarMsg.h" |
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#include "pnKeyedObject/plFixedKey.h" |
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#define PF_SANITY_CHECK( cond, msg ) { if( !( cond ) ) { PrintString( msg ); return; } } |
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//// DO NOT REMOVE!!!! |
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//// This is here so Microsoft VC won't decide to "optimize" this file out |
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PF_CONSOLE_FILE_DUMMY(Game) |
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//// DO NOT REMOVE!!!! |
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//// plDoesFileExist ////////////////////////////////////////////////////////// |
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// Utility function to determine whether the given file exists |
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static hsBool plDoesFileExist( const char *path ) |
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{ |
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hsUNIXStream stream; |
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if( !stream.Open( path, "rb" ) ) |
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return false; |
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stream.Close(); |
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return true; |
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} |
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////////////////////////////////////////////////////////////////////////////// |
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//// Game Group Commands ///////////////////////////////////////////////////// |
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////////////////////////////////////////////////////////////////////////////// |
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PF_CONSOLE_GROUP( Game ) |
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#ifndef LIMIT_CONSOLE_COMMANDS |
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PF_CONSOLE_CMD( Game, TakeScreenshot, "...", "Takes a shot of the current frame and saves it to the given file" ) |
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{ |
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hsAssert( pfConsole::GetPipeline() != nil, "Cannot use this command before pipeline initialization" ); |
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plMipmap myMipmap; |
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char fileName[ 512 ]; |
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UInt32 uniqueNumber; |
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if( numParams > 1 ) |
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{ |
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PrintString( "Too many parameters to TakeScreenshot" ); |
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return; |
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} |
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else if( numParams == 1 ) |
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strcpy( fileName, (char *)params[ 0 ] ); |
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else |
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{ |
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// Think up a filename |
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for( uniqueNumber = 1; uniqueNumber < 1000; uniqueNumber++ ) |
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{ |
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sprintf( fileName, "screen%03d.tga", uniqueNumber ); |
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if( !plDoesFileExist( fileName ) ) |
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break; |
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} |
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if( uniqueNumber == 1000 ) |
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{ |
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PrintString( "Out of filenames for TakeScreenshot" ); |
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return; |
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} |
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} |
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if( !pfConsole::GetPipeline()->CaptureScreen( &myMipmap ) ) |
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PrintString( "Error capturing screenshot" ); |
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else |
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{ |
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char str[ 512 ]; |
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plTGAWriter::Instance().WriteMipmap( fileName, &myMipmap ); |
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sprintf( str, "Screenshot written to '%s'.", fileName ); |
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PrintString( str ); |
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} |
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} |
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PF_CONSOLE_CMD( Game, LoadDialog, "string dlgName", "Loads the given GUI dialog into memory" ) |
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{ |
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plUoid lu( kGameGUIMgr_KEY ); |
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plKey mgrKey = hsgResMgr::ResMgr()->FindKey( lu ); |
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if( mgrKey ) |
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{ |
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pfGameGUIMsg *msg = TRACKED_NEW pfGameGUIMsg( mgrKey, pfGameGUIMsg::kLoadDialog ); |
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msg->SetString( params[ 0 ] ); |
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plgDispatch::MsgSend( msg ); |
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} |
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} |
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PF_CONSOLE_CMD( Game, LoadLocalDialog, "string ageName, string dlgName", "Loads the given GUI dialog into memory" ) |
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{ |
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plUoid lu( kGameGUIMgr_KEY ); |
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plKey mgrKey = hsgResMgr::ResMgr()->FindKey( lu ); |
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if( mgrKey ) |
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{ |
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pfGameGUIMsg *msg = TRACKED_NEW pfGameGUIMsg( mgrKey, pfGameGUIMsg::kLoadDialog ); |
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msg->SetString( params[ 1 ] ); |
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msg->SetAge( params[ 0 ] ); |
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plgDispatch::MsgSend( msg ); |
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} |
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} |
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PF_CONSOLE_CMD( Game, ShowDialog, "string dlgName", "Shows the given GUI dialog" ) |
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{ |
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plUoid lu( kGameGUIMgr_KEY ); |
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plKey mgrKey = hsgResMgr::ResMgr()->FindKey( lu ); |
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if( mgrKey ) |
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{ |
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pfGameGUIMsg *msg = TRACKED_NEW pfGameGUIMsg( mgrKey, pfGameGUIMsg::kShowDialog ); |
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msg->SetString( params[ 0 ] ); |
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plgDispatch::MsgSend( msg ); |
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} |
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} |
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PF_CONSOLE_CMD( Game, HideDialog, "string dlgName", "Hides the given GUI dialog" ) |
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{ |
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plUoid lu( kGameGUIMgr_KEY ); |
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plKey mgrKey = hsgResMgr::ResMgr()->FindKey( lu ); |
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if( mgrKey ) |
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{ |
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pfGameGUIMsg *msg = TRACKED_NEW pfGameGUIMsg( mgrKey, pfGameGUIMsg::kHideDialog ); |
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msg->SetString( params[ 0 ] ); |
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plgDispatch::MsgSend( msg ); |
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} |
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} |
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PF_CONSOLE_CMD( Game, SwitchDialog, "string olddlgName, string newdlgName", "Hide olddlg and show newdlg" ) |
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{ |
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plUoid lu( kGameGUIMgr_KEY ); |
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plKey mgrKey = hsgResMgr::ResMgr()->FindKey( lu ); |
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if( mgrKey ) |
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{ |
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pfGameGUIMsg *msg = TRACKED_NEW pfGameGUIMsg( mgrKey, pfGameGUIMsg::kHideDialog ); |
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msg->SetString( params[ 0 ] ); |
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plgDispatch::MsgSend( msg ); |
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pfGameGUIMsg *msg2 = TRACKED_NEW pfGameGUIMsg( mgrKey, pfGameGUIMsg::kShowDialog ); |
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msg2->SetString( params[ 1 ] ); |
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plgDispatch::MsgSend( msg2 ); |
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} |
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} |
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PF_CONSOLE_SUBGROUP( Game, GUI ) |
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#include "pfGameGUIMgr/pfGUICtrlGenerator.h" |
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static hsColorRGBA sDynCtrlColor = hsColorRGBA().Set( 1, 1, 1, 1 ), sDynCtrlTextColor = hsColorRGBA().Set( 0, 0, 0, 1 ); |
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PF_CONSOLE_CMD( Game_GUI, SetDynamicCtrlColor, "float bgRed, float bgGreen, float bgBlue, float textRed, float textGreen, float textBlue", "" ) |
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{ |
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sDynCtrlColor.Set( params[ 0 ], params[ 1 ], params[ 2 ], 1.f ); |
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sDynCtrlTextColor.Set( params[ 3 ], params[ 4 ], params[ 5 ], 1.f ); |
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} |
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PF_CONSOLE_CMD( Game_GUI, CreateRectButton, "string title, float x, float y, float width, float height, string command", "" ) |
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{ |
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pfGUICtrlGenerator::Instance().GenerateRectButton( params[ 0 ], params[ 1 ], params[ 2 ], |
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params[ 3 ], params[ 4 ], |
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params[ 5 ], |
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sDynCtrlColor, sDynCtrlTextColor ); |
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} |
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PF_CONSOLE_CMD( Game_GUI, CreateRoundButton, "float x, float y, float radius, string command", "" ) |
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{ |
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pfGUICtrlGenerator::Instance().GenerateSphereButton( params[ 0 ], params[ 1 ], params[ 2 ], |
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params[ 3 ], |
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sDynCtrlColor ); |
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} |
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PF_CONSOLE_CMD( Game_GUI, CreateDragBar, "float x, float y, float width, float height", "") |
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{ |
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pfGUICtrlGenerator::Instance().GenerateDragBar( params[ 0 ], params[ 1 ], params[ 2 ], params[ 3 ], sDynCtrlColor ); |
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} |
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PF_CONSOLE_CMD( Game_GUI, CreateDialog, "string name", "" ) |
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{ |
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pfGUICtrlGenerator::Instance().GenerateDialog( params[ 0 ] ); |
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} |
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#endif |
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//#include "../pfKI/pfKI.h" |
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#include "pfMessage/pfKIMsg.h" |
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PF_CONSOLE_CMD( Game, EnterChatMode, "", "Enters in-game chat mode" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kEnterChatMode); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KIToggleMini, "", "Toggle between mini and big KI" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kMiniBigKIToggle); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KIPutAway, "", "Put KI completely away" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kKIPutAway); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KIChatPageUp, "", "Scroll chat display one page up" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kChatAreaPageUp); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KIChatPageDown, "", "Scroll chat display one page down" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kChatAreaPageDown); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KIChatToStart, "", "Scroll chat display to top of buffer" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kChatAreaGoToBegin); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KIChatToEnd, "", "Scroll chat display to bottom of buffer" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kChatAreaGoToEnd); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KITakePicture, "", "Take picture with KI" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kKITakePicture); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KICreateJournal, "", "Create journal note entry" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kKICreateJournalNote); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KIChatToggleFaded, "", "Toggle fade of chat display" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kKIToggleFade); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KIChatToggleFadeEnable, "", "Toggle enable of chat fade" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kKIToggleFadeEnable); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KIUpSizeFont, "", "Up size the KI font (chatarea)" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kKIUpSizeFont); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KIDownSizeFont, "", "Down size the KI font (chatarea)" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kKIDownSizeFont); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KIOpenYeeshaBook, "", "Open the player's Yeesha book" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kKIOpenYeehsaBook); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KIOpenKI, "", "Open the KI a little at a time" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kKIOpenKI); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KIHelp, "", "Open the CCR help dialog" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kKIShowCCRHelp); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KICreateMarker, "", "Create marker in the working marker folder" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kKICreateMarker); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, KICreateMarkerFolder, "", "Create marker folder in current Age's journal folder" ) |
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{ |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kKICreateMarkerFolder); |
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plgDispatch::MsgSend( msg ); |
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} |
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PF_CONSOLE_CMD( Game, SetChatFadeDelay, "float delayInSecs", "Sets the time in seconds before the chat text disappears" ) |
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{ |
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// pfKI::GetInstance()->SetChatFadeDelay( params[ 0 ] ); |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kSetChatFadeDelay); |
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msg->SetDelay( params[0] ); |
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plgDispatch::MsgSend( msg ); |
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} |
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#include "plAvatar/plArmatureMod.h" |
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PF_CONSOLE_CMD( Game, LimitAvatarLOD, "int newLOD", "Zero is (always) highest detail; 2 is (currently) lowest." ) |
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{ |
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int newLOD = params[0]; |
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if(newLOD >= 0 && newLOD <= 2) |
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plArmatureLODMod::fMinLOD = newLOD; |
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} |
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PF_CONSOLE_SUBGROUP( Game, Emote) // Game.Emote.Shakefist |
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void Emote(const char *emotion, float fadeIn = 2.0, float fadeOut = 2.0) |
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{ |
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plArmatureMod *avatar = plAvatarMgr::GetInstance()->GetLocalAvatar(); |
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AvatarEmote(avatar, emotion); |
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} |
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PF_CONSOLE_CMD( Game_Emote, Wave, "", "") |
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{ |
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Emote("Wave", 4.0, 1.0); |
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} |
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PF_CONSOLE_CMD( Game_Emote, Sneeze, "", "") |
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{ |
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Emote("Sneeze"); |
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} |
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PF_CONSOLE_CMD( Game_Emote, Dance, "", "") |
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{ |
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Emote("Dance"); |
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} |
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PF_CONSOLE_CMD( Game_Emote, Laugh, "", "") |
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{ |
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Emote("Laugh"); |
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} |
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PF_CONSOLE_CMD( Game_Emote, Clap, "", "") |
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{ |
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Emote("Clap", 4.0, 3.0); |
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} |
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PF_CONSOLE_CMD( Game_Emote, Talk, "", "") |
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{ |
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Emote("Talk"); |
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} |
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PF_CONSOLE_CMD( Game_Emote, Sit, "", "") |
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{ |
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plArmatureMod *avatar = plAvatarMgr::GetInstance()->GetLocalAvatar(); |
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PushSimpleMultiStage(avatar, "SitDownGround", "SitIdleGround", "SitStandGround", true, true, plAGAnim::kBodyLower, plAvBrainGeneric::kSitOnGround); |
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} |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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PF_CONSOLE_CMD( Game, SetLocalClientAsAdmin, "bool enable", "Makes chat messages from this client appear as admin messages" ) |
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{ |
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// pfKI::GetInstance()->SetTextChatAdminMode( (bool)params[ 0 ] ); |
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pfKIMsg* msg = TRACKED_NEW pfKIMsg(pfKIMsg::kSetTextChatAdminMode); |
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msg->SetFlags( params[0] ? pfKIMsg::kAdminMsg : 0 ); |
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plgDispatch::MsgSend( msg ); |
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} |
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#endif |
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#include "pfConditional/plObjectInBoxConditionalObject.h" |
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PF_CONSOLE_CMD( Game, BreakVolumeSensors, "bool break", "reverts to old broken volume sensor logic" ) |
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{ |
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bool b = params[ 0 ]; |
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plVolumeSensorConditionalObject::makeBriceHappyVar = !b; |
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}
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