SRB2 uses a LOT of mapthing args compared to Hexen (which has none) and ZDoom (which only has them on objects that will never ever activate scripts). So we really badly needed to separate the two if we want attaching scripts to things to be useful.
1273 lines
33 KiB
C
1273 lines
33 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file m_cheat.c
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/// \brief Cheat sequence checking
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#include "doomdef.h"
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#include "g_input.h"
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#include "g_game.h"
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#include "s_sound.h"
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#include "r_local.h"
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#include "p_local.h"
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#include "p_setup.h"
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#include "d_net.h"
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#include "m_cheat.h"
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#include "m_menu.h"
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#include "m_random.h"
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#include "m_misc.h"
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#include "hu_stuff.h"
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#include "m_cond.h" // secrets unlocked?
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#include "v_video.h"
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#include "z_zone.h"
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#include "p_slopes.h"
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#include "k_kart.h" // srb2kart
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#include "lua_script.h"
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#include "lua_hook.h"
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//
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// CHEAT SEQUENCE PACKAGE
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//
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#define SCRAMBLE(a) \
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((((a)&1)<<7) + (((a)&2)<<5) + ((a)&4) + (((a)&8)<<1) \
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+ (((a)&16)>>1) + ((a)&32) + (((a)&64)>>5) + (((a)&128)>>7))
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typedef struct
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{
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UINT8 *p;
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UINT8 (*func)(void); // called when cheat confirmed.
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UINT8 *sequence;
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} cheatseq_t;
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// ==========================================================================
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// CHEAT Structures
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// ==========================================================================
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// Cheat responders
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/*static UINT8 cheatf_ultimate(void)
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{
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if (menuactive && (currentMenu != &MainDef && currentMenu != &SP_LoadDef))
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return 0; // Only on the main menu, or the save select!
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BwehHehHe();
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ultimate_selectable = (!ultimate_selectable);
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// If on the save select, move to what is now Ultimate Mode!
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if (currentMenu == &SP_LoadDef)
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M_ForceSaveSlotSelected(NOSAVESLOT);
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return 1;
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}*/
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static UINT8 cheatf_warp(void)
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{
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UINT8 i;
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boolean success = false;
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/*if (modifiedgame)
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return 0;*/
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if (menuactive && currentMenu != &MainDef)
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return 0; // Only on the main menu!
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// Temporarily unlock EVERYTHING.
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for (i = 0; i < MAXUNLOCKABLES; i++)
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{
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if (!unlockables[i].conditionset)
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continue;
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if (!unlockables[i].unlocked)
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{
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unlockables[i].unlocked = true;
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success = true;
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}
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}
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if (success)
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{
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G_SaveGameData(); //G_SetGameModified(false);
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S_StartSound(0, sfx_kc42);
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}
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// Refresh secrets menu existing.
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M_ClearMenus(true);
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M_StartControlPanel();
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return 1;
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}
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#ifdef DEVELOP
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static UINT8 cheatf_devmode(void)
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{
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UINT8 i;
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if (modifiedgame)
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return 0;
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if (menuactive && currentMenu != &MainDef)
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return 0; // Only on the main menu!
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S_StartSound(0, sfx_itemup);
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// Just unlock all the things and turn on -debug and console devmode.
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G_SetGameModified(false, false); // might need to revist the latter later
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for (i = 0; i < MAXUNLOCKABLES; i++)
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unlockables[i].unlocked = true;
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devparm = true;
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cv_debug |= 0x8000;
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// Refresh secrets menu existing.
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M_ClearMenus(true);
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M_StartControlPanel();
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return 1;
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}
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#endif
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/*static cheatseq_t cheat_ultimate = {
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0, cheatf_ultimate,
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{ SCRAMBLE('u'), SCRAMBLE('l'), SCRAMBLE('t'), SCRAMBLE('i'), SCRAMBLE('m'), SCRAMBLE('a'), SCRAMBLE('t'), SCRAMBLE('e'), 0xff }
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};*/
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/*static cheatseq_t cheat_ultimate_joy = {
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0, cheatf_ultimate,
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{ SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_DOWNARROW), SCRAMBLE(KEY_DOWNARROW),
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SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_RIGHTARROW),
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SCRAMBLE(KEY_ENTER), 0xff }
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};*/
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static cheatseq_t cheat_warp = {
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0, cheatf_warp,
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//{ SCRAMBLE('r'), SCRAMBLE('e'), SCRAMBLE('d'), SCRAMBLE('x'), SCRAMBLE('v'), SCRAMBLE('i'), 0xff }
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(UINT8[]){ SCRAMBLE('b'), SCRAMBLE('a'), SCRAMBLE('n'), SCRAMBLE('a'), SCRAMBLE('n'), SCRAMBLE('a'), 0xff }
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};
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static cheatseq_t cheat_warp_joy = {
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0, cheatf_warp,
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/*{ SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW),
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SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_UPARROW),
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SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW),
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SCRAMBLE(KEY_ENTER), 0xff }*/
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(UINT8[]){ SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_RIGHTARROW),
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SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_LEFTARROW),
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SCRAMBLE(KEY_DOWNARROW), SCRAMBLE(KEY_RIGHTARROW),
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SCRAMBLE(KEY_ENTER), 0xff }
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};
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#ifdef DEVELOP
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static cheatseq_t cheat_devmode = {
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0, cheatf_devmode,
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(UINT8[]){ SCRAMBLE('d'), SCRAMBLE('e'), SCRAMBLE('v'), SCRAMBLE('m'), SCRAMBLE('o'), SCRAMBLE('d'), SCRAMBLE('e'), 0xff }
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};
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#endif
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// ==========================================================================
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// CHEAT SEQUENCE PACKAGE
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// ==========================================================================
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static UINT8 cheat_xlate_table[256];
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void cht_Init(void)
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{
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size_t i = 0;
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INT16 pi = 0;
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for (; i < 256; i++, pi++)
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{
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const INT32 cc = SCRAMBLE(pi);
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cheat_xlate_table[i] = (UINT8)cc;
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}
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}
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//
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// Called in st_stuff module, which handles the input.
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// Returns a 1 if the cheat was successful, 0 if failed.
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//
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static UINT8 cht_CheckCheat(cheatseq_t *cht, char key)
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{
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UINT8 rc = 0;
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if (!cht->p)
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cht->p = cht->sequence; // initialize if first time
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if (*cht->p == 0)
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*(cht->p++) = key;
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else if (cheat_xlate_table[(UINT8)key] == *cht->p)
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cht->p++;
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else
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cht->p = cht->sequence;
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if (*cht->p == 1)
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cht->p++;
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else if (*cht->p == 0xff) // end of sequence character
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{
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cht->p = cht->sequence;
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rc = cht->func();
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}
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return rc;
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}
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boolean cht_Responder(event_t *ev)
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{
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UINT8 ret = 0, ch = 0;
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if (ev->type != ev_keydown)
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return false;
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if (ev->data1 > 0xFF)
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{
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// map some fake (joy) inputs into keys
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// map joy inputs into keys
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switch (ev->data1)
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{
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case KEY_JOY1:
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case KEY_JOY1 + 2:
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ch = KEY_ENTER;
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break;
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case KEY_HAT1:
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ch = KEY_UPARROW;
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break;
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case KEY_HAT1 + 1:
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ch = KEY_DOWNARROW;
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break;
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case KEY_HAT1 + 2:
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ch = KEY_LEFTARROW;
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break;
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case KEY_HAT1 + 3:
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ch = KEY_RIGHTARROW;
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break;
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default:
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// no mapping
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return false;
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}
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}
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else
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ch = (UINT8)ev->data1;
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//ret += cht_CheckCheat(&cheat_ultimate, (char)ch);
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//ret += cht_CheckCheat(&cheat_ultimate_joy, (char)ch);
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ret += cht_CheckCheat(&cheat_warp, (char)ch);
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ret += cht_CheckCheat(&cheat_warp_joy, (char)ch);
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#ifdef DEVELOP
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ret += cht_CheckCheat(&cheat_devmode, (char)ch);
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#endif
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return (ret != 0);
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}
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// Console cheat commands rely on these a lot...
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#define REQUIRE_PANDORA if (!M_SecretUnlocked(SECRET_PANDORA) && !cv_debug)\
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{ CONS_Printf(M_GetText("You haven't earned this yet.\n")); return; }
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#define REQUIRE_DEVMODE if (!cv_debug)\
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{ CONS_Printf(M_GetText("DEVMODE must be enabled.\n")); return; }
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#define REQUIRE_OBJECTPLACE if (!objectplacing)\
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{ CONS_Printf(M_GetText("OBJECTPLACE must be enabled.\n")); return; }
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#define REQUIRE_INLEVEL if (gamestate != GS_LEVEL || demo.playback)\
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{ CONS_Printf(M_GetText("You must be in a level to use this.\n")); return; }
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#define REQUIRE_SINGLEPLAYER if (netgame || multiplayer)\
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{ CONS_Printf(M_GetText("This only works in single player.\n")); return; }
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// command that can be typed at the console!
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void Command_CheatNoClip_f(void)
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{
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player_t *plyr;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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plyr = &players[consoleplayer];
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if (!plyr->mo || P_MobjWasRemoved(plyr->mo))
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return;
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plyr->pflags ^= PF_NOCLIP;
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CONS_Printf(M_GetText("No Clipping %s\n"), plyr->pflags & PF_NOCLIP ? M_GetText("On") : M_GetText("Off"));
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if (plyr->pflags & PF_NOCLIP)
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plyr->mo->flags |= MF_NOCLIP;
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else
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plyr->mo->flags &= ~MF_NOCLIP;
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G_SetGameModified(multiplayer, true);
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}
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void Command_CheatGod_f(void)
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{
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player_t *plyr;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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plyr = &players[consoleplayer];
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plyr->pflags ^= PF_GODMODE;
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CONS_Printf(M_GetText("Cheese Mode %s\n"), plyr->pflags & PF_GODMODE ? M_GetText("On") : M_GetText("Off"));
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G_SetGameModified(multiplayer, true);
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}
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void Command_Scale_f(void)
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{
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const double scaled = atof(COM_Argv(1));
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fixed_t scale = FLOAT_TO_FIXED(scaled);
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REQUIRE_DEVMODE;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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if (scale < FRACUNIT/100 || scale > 100*FRACUNIT) //COM_Argv(1) will return a null string if they did not give a paramater, so...
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{
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CONS_Printf(M_GetText("scale <value> (0.01-100.0): set player scale size\n"));
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return;
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}
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if (!players[consoleplayer].mo)
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return;
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players[consoleplayer].mo->destscale = scale;
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CONS_Printf(M_GetText("Scale set to %s\n"), COM_Argv(1));
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}
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void Command_Gravflip_f(void)
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{
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REQUIRE_DEVMODE;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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if (players[consoleplayer].mo)
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players[consoleplayer].mo->flags2 ^= MF2_OBJECTFLIP;
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}
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void Command_Hurtme_f(void)
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{
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REQUIRE_DEVMODE;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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if (COM_Argc() < 2)
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{
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CONS_Printf(M_GetText("hurtme <damage>: Damage yourself by a specific amount\n"));
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return;
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}
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P_DamageMobj(players[consoleplayer].mo, NULL, NULL, atoi(COM_Argv(1)), DMG_NORMAL);
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}
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void Command_RTeleport_f(void)
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{
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fixed_t intx, inty, intz;
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size_t i;
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player_t *p = &players[consoleplayer];
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subsector_t *ss;
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REQUIRE_DEVMODE;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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if (COM_Argc() < 3 || COM_Argc() > 7)
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{
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CONS_Printf(M_GetText("rteleport -x <value> -y <value> -z <value>: relative teleport to a location\n"));
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return;
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}
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if (!p->mo)
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return;
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i = COM_CheckParm("-x");
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if (i)
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intx = atoi(COM_Argv(i + 1));
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else
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intx = 0;
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i = COM_CheckParm("-y");
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if (i)
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inty = atoi(COM_Argv(i + 1));
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else
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inty = 0;
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ss = R_PointInSubsectorOrNull(p->mo->x + intx*FRACUNIT, p->mo->y + inty*FRACUNIT);
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if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
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{
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CONS_Alert(CONS_NOTICE, M_GetText("Not a valid location.\n"));
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return;
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}
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i = COM_CheckParm("-z");
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if (i)
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{
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intz = atoi(COM_Argv(i + 1));
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intz <<= FRACBITS;
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intz += p->mo->z;
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if (intz < ss->sector->floorheight)
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intz = ss->sector->floorheight;
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if (intz > ss->sector->ceilingheight - p->mo->height)
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intz = ss->sector->ceilingheight - p->mo->height;
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}
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else
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intz = p->mo->z;
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CONS_Printf(M_GetText("Teleporting by %d, %d, %d...\n"), intx, inty, FixedInt((intz-p->mo->z)));
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P_MapStart();
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if (!P_SetOrigin(p->mo, p->mo->x+intx*FRACUNIT, p->mo->y+inty*FRACUNIT, intz))
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CONS_Alert(CONS_WARNING, M_GetText("Unable to teleport to that spot!\n"));
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else
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S_StartSound(p->mo, sfx_mixup);
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P_MapEnd();
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}
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void Command_Teleport_f(void)
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{
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fixed_t intx, inty, intz;
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size_t i;
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player_t *p = &players[consoleplayer];
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subsector_t *ss;
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REQUIRE_DEVMODE;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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if (COM_Argc() < 3 || COM_Argc() > 11)
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{
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CONS_Printf(M_GetText("teleport -x <value> -y <value> -z <value> -ang <value> -aim <value>: teleport to a location\nteleport -sp <sequence> <placement>: teleport to specified checkpoint\n"));
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return;
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}
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if (!p->mo)
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return;
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i = COM_CheckParm("-sp");
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if (i)
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{
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INT32 starpostnum = atoi(COM_Argv(i + 1)); // starpost number
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INT32 starpostpath = atoi(COM_Argv(i + 2)); // quick, dirty way to distinguish between paths
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if (starpostnum < 0 || starpostpath < 0)
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{
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CONS_Alert(CONS_NOTICE, M_GetText("Negative starpost indexing is not valid.\n"));
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return;
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}
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if (!starpostnum) // spawnpoints...
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{
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mapthing_t *mt;
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fixed_t offset;
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if (starpostpath >= numcoopstarts)
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{
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CONS_Alert(CONS_NOTICE, M_GetText("Player %d spawnpoint not found (%d max).\n"), starpostpath+1, numcoopstarts-1);
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return;
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}
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mt = playerstarts[starpostpath]; // Given above check, should never be NULL.
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intx = mt->x<<FRACBITS;
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inty = mt->y<<FRACBITS;
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offset = mt->z<<FRACBITS;
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ss = R_PointInSubsectorOrNull(intx, inty);
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if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
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{
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CONS_Alert(CONS_NOTICE, M_GetText("Spawnpoint not in a valid location.\n"));
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return;
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}
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// Flagging a player's ambush will make them start on the ceiling
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// Objectflip inverts
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if (!!(mt->args[0]) ^ !!(mt->options & MTF_OBJECTFLIP))
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intz = ss->sector->ceilingheight - p->mo->height - offset;
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else
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intz = ss->sector->floorheight + offset;
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if (mt->options & MTF_OBJECTFLIP) // flip the player!
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{
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p->mo->eflags |= MFE_VERTICALFLIP;
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p->mo->flags2 |= MF2_OBJECTFLIP;
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}
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else
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{
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p->mo->eflags &= ~MFE_VERTICALFLIP;
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p->mo->flags2 &= ~MF2_OBJECTFLIP;
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}
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p->mo->angle = p->drawangle = FixedAngle(mt->angle<<FRACBITS);
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P_SetPlayerAngle(p, p->mo->angle);
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}
|
|
else // scan the thinkers to find starposts...
|
|
{
|
|
mobj_t *mo2 = NULL;
|
|
thinker_t *th;
|
|
|
|
INT32 starpostmax = 0;
|
|
intz = starpostpath; // variable reuse - counting down for selection purposes
|
|
|
|
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
|
{
|
|
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
|
|
continue;
|
|
|
|
mo2 = (mobj_t *)th;
|
|
|
|
if (mo2->type != MT_STARPOST)
|
|
continue;
|
|
|
|
if (mo2->health != starpostnum)
|
|
{
|
|
if (mo2->health > starpostmax)
|
|
starpostmax = mo2->health;
|
|
continue;
|
|
}
|
|
|
|
if (intz--)
|
|
continue;
|
|
|
|
break;
|
|
}
|
|
|
|
if (th == &thlist[THINK_MOBJ])
|
|
{
|
|
if (intz == starpostpath)
|
|
CONS_Alert(CONS_NOTICE, M_GetText("No starpost of position %d found (%d max).\n"), starpostnum, starpostmax);
|
|
else
|
|
CONS_Alert(CONS_NOTICE, M_GetText("Starpost of position %d, %d not found (%d, %d max).\n"), starpostnum, starpostpath, starpostmax, (starpostpath-intz)-1);
|
|
return;
|
|
}
|
|
|
|
ss = R_PointInSubsectorOrNull(mo2->x, mo2->y);
|
|
if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("Starpost not in a valid location.\n"));
|
|
return;
|
|
}
|
|
|
|
intx = mo2->x;
|
|
inty = mo2->y;
|
|
intz = mo2->z;
|
|
|
|
if (mo2->flags2 & MF2_OBJECTFLIP) // flip the player!
|
|
{
|
|
p->mo->eflags |= MFE_VERTICALFLIP;
|
|
p->mo->flags2 |= MF2_OBJECTFLIP;
|
|
}
|
|
else
|
|
{
|
|
p->mo->eflags &= ~MFE_VERTICALFLIP;
|
|
p->mo->flags2 &= ~MF2_OBJECTFLIP;
|
|
}
|
|
|
|
p->mo->angle = p->drawangle = mo2->angle;
|
|
P_SetPlayerAngle(p, p->mo->angle);
|
|
}
|
|
|
|
CONS_Printf(M_GetText("Teleporting to checkpoint %d, %d...\n"), starpostnum, starpostpath);
|
|
}
|
|
else
|
|
{
|
|
i = COM_CheckParm("-nop"); // undocumented stupid addition to allow pivoting on the spot with -ang and -aim
|
|
if (i)
|
|
{
|
|
intx = p->mo->x;
|
|
inty = p->mo->y;
|
|
}
|
|
else
|
|
{
|
|
i = COM_CheckParm("-x");
|
|
if (i)
|
|
intx = atoi(COM_Argv(i + 1))<<FRACBITS;
|
|
else
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("%s value not specified.\n"), "X");
|
|
return;
|
|
}
|
|
|
|
i = COM_CheckParm("-y");
|
|
if (i)
|
|
inty = atoi(COM_Argv(i + 1))<<FRACBITS;
|
|
else
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("%s value not specified.\n"), "Y");
|
|
return;
|
|
}
|
|
}
|
|
|
|
ss = R_PointInSubsectorOrNull(intx, inty);
|
|
if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("Not a valid location.\n"));
|
|
return;
|
|
}
|
|
i = COM_CheckParm("-z");
|
|
if (i)
|
|
{
|
|
intz = atoi(COM_Argv(i + 1))<<FRACBITS;
|
|
if (intz < ss->sector->floorheight)
|
|
intz = ss->sector->floorheight;
|
|
if (intz > ss->sector->ceilingheight - p->mo->height)
|
|
intz = ss->sector->ceilingheight - p->mo->height;
|
|
}
|
|
else
|
|
intz = ((p->mo->eflags & MFE_VERTICALFLIP) ? ss->sector->ceilingheight : ss->sector->floorheight);
|
|
|
|
i = COM_CheckParm("-ang");
|
|
if (i)
|
|
{
|
|
p->drawangle = p->mo->angle = FixedAngle(atoi(COM_Argv(i + 1))<<FRACBITS);
|
|
P_SetPlayerAngle(p, p->mo->angle);
|
|
}
|
|
|
|
i = COM_CheckParm("-aim");
|
|
if (i)
|
|
{
|
|
angle_t aim = FixedAngle(atoi(COM_Argv(i + 1))<<FRACBITS);
|
|
if (aim >= ANGLE_90 && aim <= ANGLE_270)
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("Not a valid aiming angle (between +/-90).\n"));
|
|
return;
|
|
}
|
|
localaiming[0] = p->aiming = aim;
|
|
}
|
|
|
|
CONS_Printf(M_GetText("Teleporting to %d, %d, %d...\n"), FixedInt(intx), FixedInt(inty), FixedInt(intz));
|
|
}
|
|
|
|
P_MapStart();
|
|
if (!P_SetOrigin(p->mo, intx, inty, intz))
|
|
CONS_Alert(CONS_WARNING, M_GetText("Unable to teleport to that spot!\n"));
|
|
else
|
|
S_StartSound(p->mo, sfx_mixup);
|
|
P_MapEnd();
|
|
}
|
|
|
|
void Command_Skynum_f(void)
|
|
{
|
|
REQUIRE_DEVMODE;
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_SINGLEPLAYER;
|
|
|
|
if (COM_Argc() != 2)
|
|
{
|
|
CONS_Printf(M_GetText("skynum <texture name>: change the sky\n"));
|
|
CONS_Printf(M_GetText("Current sky is %s\n"), levelskytexture);
|
|
return;
|
|
}
|
|
|
|
CONS_Printf(M_GetText("Previewing sky %s...\n"), COM_Argv(1));
|
|
|
|
P_SetupLevelSky(COM_Argv(1), false);
|
|
}
|
|
|
|
void Command_Weather_f(void)
|
|
{
|
|
REQUIRE_DEVMODE;
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_SINGLEPLAYER;
|
|
|
|
if (COM_Argc() != 2)
|
|
{
|
|
CONS_Printf(M_GetText("weather <weather#>: change the weather\n"));
|
|
CONS_Printf(M_GetText("Current weather is %d\n"), curWeather);
|
|
return;
|
|
}
|
|
|
|
CONS_Printf(M_GetText("Previewing weather %s...\n"), COM_Argv(1));
|
|
|
|
P_SwitchWeather(atoi(COM_Argv(1)));
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
// You never thought you needed this, did you? >=D
|
|
// Yes, this has the specific purpose of completely screwing you up
|
|
// to see if the consistency restoration code can fix you.
|
|
// Don't enable this for normal builds...
|
|
void Command_CauseCfail_f(void)
|
|
{
|
|
if (consoleplayer == serverplayer)
|
|
{
|
|
CONS_Printf(M_GetText("Only remote players can use this command.\n"));
|
|
return;
|
|
}
|
|
|
|
P_UnsetThingPosition(players[consoleplayer].mo);
|
|
P_RandomFixed();
|
|
P_RandomByte();
|
|
P_RandomFixed();
|
|
players[consoleplayer].mo->x = 0;
|
|
players[consoleplayer].mo->y = 123311; //cfail cansuled kthxbye
|
|
players[consoleplayer].mo->z = 123311;
|
|
players[consoleplayer].score = 1337;
|
|
players[consoleplayer].rings = 1337;
|
|
players[consoleplayer].mo->destscale = 25;
|
|
P_SetThingPosition(players[consoleplayer].mo);
|
|
}
|
|
#endif
|
|
|
|
#ifdef LUA_ALLOW_BYTECODE
|
|
void Command_Dumplua_f(void)
|
|
{
|
|
if (modifiedgame)
|
|
{
|
|
CONS_Printf(M_GetText("This command has been disabled in modified games, to prevent scripted attacks.\n"));
|
|
return;
|
|
}
|
|
|
|
if (COM_Argc() < 2)
|
|
{
|
|
CONS_Printf(M_GetText("dumplua <filename>: Compile a plain text lua script (not a wad!) into bytecode.\n"));
|
|
CONS_Alert(CONS_WARNING, M_GetText("This command makes irreversible file changes, please use with caution!\n"));
|
|
return;
|
|
}
|
|
|
|
LUA_DumpFile(COM_Argv(1));
|
|
}
|
|
#endif
|
|
|
|
void Command_Savecheckpoint_f(void)
|
|
{
|
|
REQUIRE_DEVMODE;
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_SINGLEPLAYER;
|
|
|
|
players[consoleplayer].starpostx = players[consoleplayer].mo->x;
|
|
players[consoleplayer].starposty = players[consoleplayer].mo->y;
|
|
players[consoleplayer].starpostz = players[consoleplayer].mo->floorz;
|
|
|
|
CONS_Printf(M_GetText("Temporary checkpoint created at %d, %d, %d\n"), players[consoleplayer].starpostx, players[consoleplayer].starposty, players[consoleplayer].starpostz);
|
|
}
|
|
|
|
// Like M_GetAllEmeralds() but for console devmode junkies.
|
|
/*
|
|
void Command_Getallemeralds_f(void)
|
|
{
|
|
REQUIRE_SINGLEPLAYER;
|
|
REQUIRE_PANDORA;
|
|
|
|
emeralds = EMERALD_ALL;
|
|
|
|
CONS_Printf(M_GetText("You now have all 7 emeralds.\n"));
|
|
}
|
|
|
|
void Command_Resetemeralds_f(void)
|
|
{
|
|
REQUIRE_SINGLEPLAYER;
|
|
|
|
emeralds = 0;
|
|
|
|
CONS_Printf(M_GetText("Emeralds reset to zero.\n"));
|
|
}
|
|
*/
|
|
|
|
void Command_Devmode_f(void)
|
|
{
|
|
#ifndef _DEBUG
|
|
REQUIRE_SINGLEPLAYER;
|
|
#endif
|
|
|
|
if (COM_Argc() > 1)
|
|
{
|
|
const char *arg = COM_Argv(1);
|
|
|
|
if (arg[0] && arg[0] == '0' &&
|
|
arg[1] && arg[1] == 'x') // Use hexadecimal!
|
|
cv_debug = axtoi(arg+2);
|
|
else
|
|
cv_debug = atoi(arg);
|
|
}
|
|
else
|
|
{
|
|
CONS_Printf(M_GetText("devmode <flags>: enable debugging tools and info, prepend with 0x to use hexadecimal\n"));
|
|
return;
|
|
}
|
|
|
|
G_SetGameModified(multiplayer, true);
|
|
}
|
|
|
|
void Command_Setrings_f(void)
|
|
{
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_SINGLEPLAYER;
|
|
REQUIRE_PANDORA;
|
|
|
|
if (COM_Argc() > 1)
|
|
{
|
|
// P_GivePlayerRings does value clamping
|
|
players[consoleplayer].rings = 0;
|
|
P_GivePlayerRings(&players[consoleplayer], atoi(COM_Argv(1)));
|
|
players[consoleplayer].totalring -= atoi(COM_Argv(1)); //undo totalring addition done in P_GivePlayerRings
|
|
|
|
G_SetGameModified(multiplayer, true);
|
|
}
|
|
}
|
|
|
|
void Command_Setlives_f(void)
|
|
{
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_SINGLEPLAYER;
|
|
REQUIRE_PANDORA;
|
|
|
|
if (COM_Argc() > 1)
|
|
{
|
|
SINT8 lives = atoi(COM_Argv(1));
|
|
if (lives == -1)
|
|
{
|
|
players[consoleplayer].lives = INFLIVES; // infinity!
|
|
}
|
|
else
|
|
{
|
|
// P_GivePlayerLives does value clamping
|
|
players[consoleplayer].lives = 0;
|
|
P_GivePlayerLives(&players[consoleplayer], atoi(COM_Argv(1)));
|
|
}
|
|
|
|
G_SetGameModified(multiplayer, true);
|
|
}
|
|
}
|
|
|
|
//
|
|
// OBJECTPLACE (and related variables)
|
|
//
|
|
static CV_PossibleValue_t op_mapthing_t[] = {{0, "MIN"}, {4095, "MAX"}, {0, NULL}};
|
|
static CV_PossibleValue_t op_speed_t[] = {{1, "MIN"}, {128, "MAX"}, {0, NULL}};
|
|
static CV_PossibleValue_t op_flags_t[] = {{0, "MIN"}, {15, "MAX"}, {0, NULL}};
|
|
static CV_PossibleValue_t op_hoopflags_t[] = {{0, "MIN"}, {15, "MAX"}, {0, NULL}};
|
|
|
|
consvar_t cv_mapthingnum = CVAR_INIT ("op_mapthingnum", "0", CV_NOTINNET, op_mapthing_t, NULL);
|
|
consvar_t cv_speed = CVAR_INIT ("op_speed", "16", CV_NOTINNET, op_speed_t, NULL);
|
|
consvar_t cv_opflags = CVAR_INIT ("op_flags", "0", CV_NOTINNET, op_flags_t, NULL);
|
|
consvar_t cv_ophoopflags = CVAR_INIT ("op_hoopflags", "4", CV_NOTINNET, op_hoopflags_t, NULL);
|
|
|
|
boolean objectplacing = false;
|
|
mobjtype_t op_currentthing = 0; // For the object placement mode
|
|
UINT16 op_currentdoomednum = 0; // For display, etc
|
|
UINT32 op_displayflags = 0; // for display in ST_stuff
|
|
|
|
static pflags_t op_oldpflags = 0;
|
|
static mobjflag_t op_oldflags1 = 0;
|
|
static mobjflag2_t op_oldflags2 = 0;
|
|
static UINT32 op_oldeflags = 0;
|
|
static fixed_t op_oldmomx = 0, op_oldmomy = 0, op_oldmomz = 0, op_oldheight = 0;
|
|
static statenum_t op_oldstate = 0;
|
|
static UINT16 op_oldcolor = 0;
|
|
|
|
//
|
|
// Static calculation / common output help
|
|
//
|
|
static void OP_CycleThings(INT32 amt)
|
|
{
|
|
INT32 add = (amt > 0 ? 1 : -1);
|
|
|
|
while (amt)
|
|
{
|
|
do
|
|
{
|
|
op_currentthing += add;
|
|
if (op_currentthing <= 0)
|
|
op_currentthing = NUMMOBJTYPES-1;
|
|
if (op_currentthing >= NUMMOBJTYPES)
|
|
op_currentthing = 0;
|
|
} while
|
|
(mobjinfo[op_currentthing].doomednum == -1
|
|
|| op_currentthing == MT_NIGHTSDRONE
|
|
|| mobjinfo[op_currentthing].flags & MF_NOSECTOR
|
|
|| (states[mobjinfo[op_currentthing].spawnstate].sprite == SPR_NULL
|
|
&& states[mobjinfo[op_currentthing].seestate].sprite == SPR_NULL)
|
|
);
|
|
amt -= add;
|
|
}
|
|
|
|
// HACK, minus has SPR_NULL sprite
|
|
if (states[mobjinfo[op_currentthing].spawnstate].sprite == SPR_NULL)
|
|
{
|
|
states[S_OBJPLACE_DUMMY].sprite = states[mobjinfo[op_currentthing].seestate].sprite;
|
|
states[S_OBJPLACE_DUMMY].frame = states[mobjinfo[op_currentthing].seestate].frame;
|
|
}
|
|
else
|
|
{
|
|
states[S_OBJPLACE_DUMMY].sprite = states[mobjinfo[op_currentthing].spawnstate].sprite;
|
|
states[S_OBJPLACE_DUMMY].frame = states[mobjinfo[op_currentthing].spawnstate].frame;
|
|
}
|
|
if (players[0].mo->eflags & MFE_VERTICALFLIP) // correct z when flipped
|
|
players[0].mo->z += players[0].mo->height - FixedMul(mobjinfo[op_currentthing].height, players[0].mo->scale);
|
|
players[0].mo->height = FixedMul(mobjinfo[op_currentthing].height, players[0].mo->scale);
|
|
P_SetPlayerMobjState(players[0].mo, S_OBJPLACE_DUMMY);
|
|
|
|
op_currentdoomednum = mobjinfo[op_currentthing].doomednum;
|
|
}
|
|
|
|
static boolean OP_HeightOkay(player_t *player, UINT8 ceiling)
|
|
{
|
|
sector_t *sec = player->mo->subsector->sector;
|
|
|
|
if (ceiling)
|
|
{
|
|
// Truncate position to match where mapthing would be when spawned
|
|
// (this applies to every further P_GetSlopeZAt call as well)
|
|
fixed_t cheight = P_GetSectorCeilingZAt(sec, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000);
|
|
|
|
if (((cheight - player->mo->z - player->mo->height)>>FRACBITS) >= (1 << (16-ZSHIFT)))
|
|
{
|
|
CONS_Printf(M_GetText("Sorry, you're too %s to place this object (max: %d %s).\n"), M_GetText("low"),
|
|
(1 << (16-ZSHIFT)), M_GetText("below top ceiling"));
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fixed_t fheight = P_GetSectorFloorZAt(sec, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000);
|
|
if (((player->mo->z - fheight)>>FRACBITS) >= (1 << (16-ZSHIFT)))
|
|
{
|
|
CONS_Printf(M_GetText("Sorry, you're too %s to place this object (max: %d %s).\n"), M_GetText("high"),
|
|
(1 << (16-ZSHIFT)), M_GetText("above bottom floor"));
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static mapthing_t *OP_CreateNewMapThing(player_t *player, UINT16 type, boolean ceiling)
|
|
{
|
|
mapthing_t *mt = mapthings;
|
|
sector_t *sec = player->mo->subsector->sector;
|
|
|
|
LUA_InvalidateMapthings();
|
|
|
|
mapthings = Z_Realloc(mapthings, ++nummapthings * sizeof (*mapthings), PU_LEVEL, NULL);
|
|
|
|
// as Z_Realloc can relocate mapthings, quickly go through thinker list and correct
|
|
// the spawnpoints of any objects that have them to the new location
|
|
if (mt != mapthings)
|
|
{
|
|
thinker_t *th;
|
|
mobj_t *mo;
|
|
|
|
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
|
{
|
|
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
|
|
continue;
|
|
|
|
mo = (mobj_t *)th;
|
|
// get offset from mt, which points to old mapthings, then add new location
|
|
if (!mo->spawnpoint)
|
|
continue;
|
|
mo->spawnpoint = (mo->spawnpoint - mt) + mapthings;
|
|
}
|
|
}
|
|
|
|
mt = (mapthings+nummapthings-1);
|
|
|
|
mt->type = type;
|
|
mt->x = (INT16)(player->mo->x>>FRACBITS);
|
|
mt->y = (INT16)(player->mo->y>>FRACBITS);
|
|
if (ceiling)
|
|
{
|
|
fixed_t cheight = P_GetSectorCeilingZAt(sec, mt->x << FRACBITS, mt->y << FRACBITS);
|
|
mt->z = (UINT16)((cheight - player->mo->z - player->mo->height)>>FRACBITS);
|
|
}
|
|
else
|
|
{
|
|
fixed_t fheight = P_GetSectorFloorZAt(sec, mt->x << FRACBITS, mt->y << FRACBITS);
|
|
mt->z = (UINT16)((player->mo->z - fheight)>>FRACBITS);
|
|
}
|
|
mt->angle = (INT16)(FixedInt(AngleFixed(player->mo->angle)));
|
|
|
|
mt->options = (mt->z << ZSHIFT) | (UINT16)cv_opflags.value;
|
|
mt->scale = player->mo->scale;
|
|
memset(mt->args, 0, NUM_MAPTHING_ARGS*sizeof(*mt->args));
|
|
memset(mt->stringargs, 0x00, NUM_MAPTHING_STRINGARGS*sizeof(*mt->stringargs));
|
|
mt->special = 0;
|
|
memset(mt->script_args, 0, NUM_SCRIPT_ARGS*sizeof(*mt->script_args));
|
|
memset(mt->script_stringargs, 0x00, NUM_SCRIPT_STRINGARGS*sizeof(*mt->script_stringargs));
|
|
mt->pitch = mt->roll = 0;
|
|
return mt;
|
|
}
|
|
|
|
//
|
|
// Helper functions
|
|
//
|
|
boolean OP_FreezeObjectplace(void)
|
|
{
|
|
if (!objectplacing)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void OP_ResetObjectplace(void)
|
|
{
|
|
objectplacing = false;
|
|
op_currentthing = 0;
|
|
}
|
|
|
|
//
|
|
// OP_ObjectplaceMovement
|
|
//
|
|
// Control code for Objectplace mode
|
|
//
|
|
void OP_ObjectplaceMovement(player_t *player)
|
|
{
|
|
ticcmd_t *cmd = &player->cmd;
|
|
|
|
player->drawangle = player->mo->angle = player->angleturn;
|
|
|
|
ticruned++;
|
|
if (!(cmd->flags & TICCMD_RECEIVED))
|
|
ticmiss++;
|
|
|
|
if (cmd->buttons & BT_ACCELERATE)
|
|
player->mo->z += player->mo->scale * cv_speed.value;
|
|
else if (cmd->buttons & BT_BRAKE)
|
|
player->mo->z -= player->mo->scale * cv_speed.value;
|
|
|
|
if (cmd->forwardmove != 0)
|
|
{
|
|
P_Thrust(player->mo, player->cmd.angle<<16, (cmd->forwardmove*player->mo->scale/MAXPLMOVE)*cv_speed.value);
|
|
P_MoveOrigin(player->mo, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, player->mo->z);
|
|
player->mo->momx = player->mo->momy = 0;
|
|
}
|
|
|
|
if (player->mo->z > player->mo->ceilingz - player->mo->height)
|
|
player->mo->z = player->mo->ceilingz - player->mo->height;
|
|
if (player->mo->z < player->mo->floorz)
|
|
player->mo->z = player->mo->floorz;
|
|
|
|
if (cv_opflags.value & MTF_OBJECTFLIP)
|
|
player->mo->eflags |= MFE_VERTICALFLIP;
|
|
else
|
|
player->mo->eflags &= ~MFE_VERTICALFLIP;
|
|
|
|
// make sure viewz follows player if in 1st person mode
|
|
player->deltaviewheight = 0;
|
|
player->viewheight = P_GetPlayerViewHeight(player);
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
player->viewz = player->mo->z + player->mo->height - player->viewheight;
|
|
else
|
|
player->viewz = player->mo->z + player->viewheight;
|
|
|
|
// Display flag information
|
|
// Moved up so it always updates.
|
|
{
|
|
sector_t *sec = player->mo->subsector->sector;
|
|
|
|
if (!!(mobjinfo[op_currentthing].flags & MF_SPAWNCEILING) ^ !!(cv_opflags.value & MTF_OBJECTFLIP))
|
|
{
|
|
fixed_t cheight = P_GetSectorCeilingZAt(sec, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000);
|
|
op_displayflags = (UINT16)((cheight - player->mo->z - mobjinfo[op_currentthing].height)>>FRACBITS);
|
|
}
|
|
else
|
|
{
|
|
fixed_t fheight = P_GetSectorFloorZAt(sec, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000);
|
|
op_displayflags = (UINT16)((player->mo->z - fheight)>>FRACBITS);
|
|
}
|
|
op_displayflags <<= ZSHIFT;
|
|
op_displayflags |= (UINT16)cv_opflags.value;
|
|
}
|
|
|
|
|
|
if (player->pflags & PF_STASIS)
|
|
{
|
|
// Are ANY objectplace buttons pressed? If no, remove flag.
|
|
if (!(cmd->buttons & (BT_ATTACK|BT_DRIFT)))
|
|
player->pflags &= ~PF_STASIS;
|
|
|
|
// Do nothing.
|
|
return;
|
|
}
|
|
|
|
/*if (cmd->buttons & BT_FORWARD)
|
|
{
|
|
OP_CycleThings(-1);
|
|
player->pflags |= PF_STASIS;
|
|
}
|
|
else*/ if (cmd->buttons & BT_DRIFT)
|
|
{
|
|
OP_CycleThings(1);
|
|
player->pflags |= PF_STASIS;
|
|
}
|
|
|
|
// Place an object and add it to the maplist
|
|
if (cmd->buttons & BT_ATTACK)
|
|
{
|
|
mapthing_t *mt;
|
|
mobjtype_t spawnmid = op_currentthing;
|
|
mobjtype_t spawnthing = op_currentdoomednum;
|
|
boolean ceiling;
|
|
|
|
player->pflags |= PF_STASIS;
|
|
|
|
if (cv_mapthingnum.value > 0 && cv_mapthingnum.value < 4096)
|
|
{
|
|
// find which type to spawn
|
|
for (spawnmid = 0; spawnmid < NUMMOBJTYPES; ++spawnmid)
|
|
if (cv_mapthingnum.value == mobjinfo[spawnmid].doomednum)
|
|
break;
|
|
|
|
if (spawnmid == NUMMOBJTYPES)
|
|
{
|
|
CONS_Alert(CONS_ERROR, M_GetText("Can't place an object with mapthingnum %d.\n"), cv_mapthingnum.value);
|
|
return;
|
|
}
|
|
spawnthing = mobjinfo[spawnmid].doomednum;
|
|
}
|
|
|
|
ceiling = !!(mobjinfo[spawnmid].flags & MF_SPAWNCEILING) ^ !!(cv_opflags.value & MTF_OBJECTFLIP);
|
|
if (!OP_HeightOkay(player, ceiling))
|
|
return;
|
|
|
|
mt = OP_CreateNewMapThing(player, (UINT16)spawnthing, ceiling);
|
|
if (mt->type >= 600 && mt->type <= 611) // Placement patterns
|
|
P_SpawnItemPattern(mt);
|
|
else if (mt->type == 1713) // NiGHTS Hoops
|
|
P_SpawnHoop(mt);
|
|
else
|
|
P_SpawnMapThing(mt);
|
|
|
|
CONS_Printf(M_GetText("Placed object type %d at %d, %d, %d, %d\n"), mt->type, mt->x, mt->y, mt->z, mt->angle);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Objectplace related commands.
|
|
//
|
|
/*void Command_Writethings_f(void)
|
|
{
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_SINGLEPLAYER;
|
|
REQUIRE_OBJECTPLACE;
|
|
|
|
P_WriteThings();
|
|
}*/
|
|
|
|
void Command_ObjectPlace_f(void)
|
|
{
|
|
size_t thingarg;
|
|
size_t silent;
|
|
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_SINGLEPLAYER;
|
|
|
|
G_SetGameModified(multiplayer, true);
|
|
|
|
silent = COM_CheckParm("-silent");
|
|
|
|
thingarg = 2 - ( silent != 1 );
|
|
|
|
// Entering objectplace?
|
|
if (!objectplacing || thingarg < COM_Argc())
|
|
{
|
|
if (!objectplacing)
|
|
{
|
|
objectplacing = true;
|
|
|
|
if (! silent)
|
|
{
|
|
HU_SetCEchoFlags(V_MONOSPACE);
|
|
HU_SetCEchoDuration(10);
|
|
HU_DoCEcho(va(M_GetText(
|
|
"\\\\\\\\\\\\\\\\\\\\\\\\\x82"
|
|
" Objectplace Controls: \x80\\\\"
|
|
"Weapon Next/Prev: Cycle mapthings\\"
|
|
" Jump: Float up \\"
|
|
" Spin: Float down \\"
|
|
" Fire Ring: Place object \\")));
|
|
}
|
|
|
|
// Save all the player's data.
|
|
op_oldflags1 = players[0].mo->flags;
|
|
op_oldflags2 = players[0].mo->flags2;
|
|
op_oldeflags = players[0].mo->eflags;
|
|
op_oldpflags = players[0].pflags;
|
|
op_oldmomx = players[0].mo->momx;
|
|
op_oldmomy = players[0].mo->momy;
|
|
op_oldmomz = players[0].mo->momz;
|
|
op_oldheight = players[0].mo->height;
|
|
op_oldstate = S_KART_STILL;
|
|
op_oldcolor = players[0].mo->color; // save color too in case of super/fireflower
|
|
|
|
// Remove ALL flags and motion.
|
|
P_UnsetThingPosition(players[0].mo);
|
|
players[0].pflags = 0;
|
|
players[0].mo->flags2 = 0;
|
|
players[0].mo->eflags = 0;
|
|
players[0].mo->flags = (MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP);
|
|
players[0].mo->momx = players[0].mo->momy = players[0].mo->momz = 0;
|
|
P_SetThingPosition(players[0].mo);
|
|
|
|
// Take away color so things display properly
|
|
players[0].mo->color = 0;
|
|
|
|
// Like the classics, recover from death by entering objectplace
|
|
if (players[0].mo->health <= 0)
|
|
{
|
|
players[0].mo->health = 1;
|
|
players[0].deadtimer = 0;
|
|
op_oldflags1 = mobjinfo[MT_PLAYER].flags;
|
|
++players[0].lives;
|
|
players[0].playerstate = PST_LIVE;
|
|
P_RestoreMusic(&players[0]);
|
|
}
|
|
else
|
|
op_oldstate = (statenum_t)(players[0].mo->state-states);
|
|
}
|
|
|
|
if (thingarg < COM_Argc())
|
|
{
|
|
UINT16 mapthingnum = atoi(COM_Argv(thingarg));
|
|
mobjtype_t type = P_GetMobjtype(mapthingnum);
|
|
if (type == MT_UNKNOWN)
|
|
CONS_Printf(M_GetText("No mobj type delegated to thing type %d.\n"), mapthingnum);
|
|
else
|
|
op_currentthing = type;
|
|
}
|
|
|
|
// If no thing set, then cycle a little
|
|
if (!op_currentthing)
|
|
{
|
|
op_currentthing = 1;
|
|
OP_CycleThings(1);
|
|
}
|
|
else
|
|
OP_CycleThings(0); // sets all necessary height values without cycling op_currentthing
|
|
|
|
P_SetPlayerMobjState(players[0].mo, S_OBJPLACE_DUMMY);
|
|
}
|
|
// Or are we leaving it instead?
|
|
else
|
|
{
|
|
objectplacing = false;
|
|
|
|
// Don't touch if the mo mysteriously vanished.
|
|
if (!players[0].mo)
|
|
return;
|
|
|
|
// If still in dummy state, get out of it.
|
|
if (players[0].mo->state == &states[S_OBJPLACE_DUMMY])
|
|
P_SetPlayerMobjState(players[0].mo, op_oldstate);
|
|
|
|
// Reset everything back to how it was before we entered objectplace.
|
|
P_UnsetThingPosition(players[0].mo);
|
|
players[0].mo->flags = op_oldflags1;
|
|
players[0].mo->flags2 = op_oldflags2;
|
|
players[0].mo->eflags = op_oldeflags;
|
|
players[0].pflags = op_oldpflags;
|
|
players[0].mo->momx = op_oldmomx;
|
|
players[0].mo->momy = op_oldmomy;
|
|
players[0].mo->momz = op_oldmomz;
|
|
players[0].mo->height = op_oldheight;
|
|
P_SetThingPosition(players[0].mo);
|
|
|
|
// Return their color to normal.
|
|
players[0].mo->color = op_oldcolor;
|
|
|
|
// This is necessary for recovery of dying players.
|
|
players[0].flashing = K_GetKartFlashing(&players[0]);
|
|
}
|
|
}
|