]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/sandbox.qc
More documentation and some minor changes for drag code
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / sandbox.qc
index cd9b528a9e18147cdcf1b3181825f6b54314f340..28017401af9033b3bf5d24f813f7870699d041de 100644 (file)
 MUTATOR_HOOKFUNCTION(sandbox_PlayerCommand)
 {
        if(MUTATOR_RETURNVALUE) // command was already handled?
-               return 0;
-       if(cmd_name == "g_sandbox" && cmd_argc >= 2)
+               return FALSE;
+       if(cmd_name == "g_sandbox")
        {
-               print(strcat("Sandbox command received. Player sending the command is ", self.netname, "\n"));
-               return 1;
+               if(cmd_argc < 2)
+               {
+                       print_to(self, "Sandbox mode is active. For more information, use 'g_sandbox help'");
+                       return TRUE;
+               }
+
+               if(argv(1) == "help")
+               {
+                       print_to(self, "You can use the following sandbox commands:");
+                       print_to(self, "^7\"^2spawn_object ^3models/foo/bar.md3^7\" spawns a new object in front of the player, and gives it the specified model");
+                       print_to(self, "^7\"^2spawn_item ^3item^7\" spawns the specified item in front of the player. Only weapons are currently supported");
+                       return TRUE;
+               }
+               else if(argv(1) == "spawn_object")
+               {
+                       // don't allow spawning objects without a model
+                       if(cmd_argc < 3)
+                       {
+                               print_to(self, "WARNING: Attempted to spawn an object without specifying a model. Please specify the path to your model file after the 'spawn_object' command");
+                               return TRUE;
+                       }
+                       else if not(fexists(argv(2)))
+                       {
+                               print_to(self, "WARNING: Attempted to spawn an object with a non-existent model. Make sure the path to your model file is correct");
+                               return TRUE;
+                       }
+
+                       // spawn a new object with default properties
+                       entity e;
+                       e = spawn();
+                       e.realowner = self;
+                       e.classname = "object";
+                       e.takedamage = DAMAGE_NO;
+                       e.movetype = MOVETYPE_TOSS;
+                       e.solid = SOLID_BSP;
+
+                       makevectors(self.v_angle);
+                       WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * autocvar_g_sandbox_editor_distance_spawn, MOVE_NORMAL, self);
+                       setorigin(e, trace_endpos);
+                       setmodel(e, argv(2));
+                       e.angles_y = self.v_angle_y; // apply the player's direction to the object, as he spawns it from behind
+
+                       if(autocvar_g_sandbox_info)
+                               print(strcat(self.netname, " spawned an object at origin ", vtos(e.origin), "\n"));
+
+                       return TRUE;
+               }
+               else if(argv(1) == "spawn_item")
+               {
+                       // weapons are the only items currently supported
+
+                       if(cmd_argc < 3)
+                       {
+                               print_to(self, "WARNING: Attempted to spawn an item without specifying its type. Please specify the name of your item after the 'spawn_item' command");
+                               return TRUE;
+                       }
+
+                       // spawn a new item
+                       entity e;
+                       float i;
+                       makevectors(self.v_angle);
+                       WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * autocvar_g_sandbox_editor_distance_spawn, MOVE_NOMONSTERS, self);
+
+                       for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+                       {
+                               e = get_weaponinfo(i);
+                               if(e.netname == argv(2))
+                               {
+                                       W_ThrowNewWeapon(self, i, FALSE, trace_endpos, '0 0 0');
+                                       if(autocvar_g_sandbox_info)
+                                               print(strcat(self.netname, " spawned a ^2", e.netname, "^7 at origin ", vtos(e.origin), "\n"));
+                                       return TRUE;
+                               }
+                       }
+
+                       print_to(self, "WARNING: Attempted to spawn an invalid or unsupported item. See 'g_sandbox help' for supported items");
+                       return TRUE;
+               }
+               else if(argv(1) == "remove_object")
+               {
+                       makevectors(self.v_angle);
+                       WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * autocvar_g_sandbox_editor_distance_edit, MOVE_NORMAL, self);
+                       if(trace_ent.classname == "object" && trace_ent.realowner == self)
+                       {
+                               if(autocvar_g_sandbox_info)
+                                       print(strcat(self.netname, " removed an object at origin ", vtos(trace_ent.origin), "\n"));
+                               remove(trace_ent);
+                               trace_ent = world;
+                               return TRUE;
+                       }
+
+                       print_to(self, "WARNING: Object could not be removed. Make sure you are facing an object that you have spawned");
+                       return TRUE;
+               }
        }
-       return 0;
+       return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(sandbox_PlayerPreThink)
+{
+       // if the player is close enough to their own object and facing it, they can grab it
+
+       if(autocvar_sv_cheats)
+               return FALSE; // cheat dragging is used instead
+
+       float grab;
+       crosshair_trace_plusvisibletriggers(self);
+
+       // grab is TRUE if the object can be picked up. While an object is being carried, the Drag() function
+       // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace.
+       // This also makes sure that an object can only pe picked up if in range, but does not get dropped if it goes
+       // out of range while slinging it around.
+
+       if(trace_ent.classname == "object" && trace_ent.realowner == self && vlen(trace_ent.origin - self.origin) <= autocvar_g_sandbox_editor_distance_edit)
+               grab = TRUE; // object can be picked up
+       if(Drag(trace_ent, grab)) // execute dragging
+               if(autocvar_g_sandbox_info)
+                       print(strcat(self.netname, " grabbed an object at origin ", vtos(trace_ent.origin), "\n"));
+
+       return FALSE;
 }
 
 MUTATOR_DEFINITION(sandbox)
 {
        MUTATOR_HOOK(SV_ParseClientCommand, sandbox_PlayerCommand, CBC_ORDER_ANY);
+       MUTATOR_HOOK(PlayerPreThink, sandbox_PlayerPreThink, CBC_ORDER_ANY);
 
        return 0;
 }