mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
879 lines
22 KiB
C
879 lines
22 KiB
C
// DR. ROBOTNIK'S RING RACERS
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//-----------------------------------------------------------------------------
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// Copyright (C) 2024 by Kart Krew.
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// Copyright (C) 2020 by Sonic Team Junior.
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// Copyright (C) 2000 by DooM Legacy Team.
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// Copyright (C) 1996 by id Software, Inc.
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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 "k_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 "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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#include "fastcmp.h"
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#include "g_party.h"
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// Console cheat commands rely on these a lot...
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#define REQUIRE_CHEATS if (!CV_CheatsEnabled())\
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{ CONS_Printf(M_GetText("Cheats 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 (and not a replay) to use this.\n")); return; }
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#define REQUIRE_INLEVEL_OR_REPLAY if (gamestate != GS_LEVEL)\
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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)\
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{ CONS_Printf(M_GetText("This only works offline.\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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REQUIRE_CHEATS;
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REQUIRE_INLEVEL;
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D_Cheat(consoleplayer, CHEAT_NOCLIP);
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}
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void Command_CheatGod_f(void)
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{
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL;
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D_Cheat(consoleplayer, CHEAT_GOD);
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}
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void Command_CheatFreeze_f(void)
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{
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL;
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D_Cheat(consoleplayer, CHEAT_FREEZE);
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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_CHEATS;
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REQUIRE_INLEVEL;
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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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D_Cheat(consoleplayer, CHEAT_SCALE, scale);
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}
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void Command_Gravflip_f(void)
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{
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL;
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D_Cheat(consoleplayer, CHEAT_FLIP);
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}
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void Command_Hurtme_f(void)
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{
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL;
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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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D_Cheat(consoleplayer, CHEAT_HURT, atoi(COM_Argv(1)));
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}
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void Command_RTeleport_f(void)
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{
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float x = atof(COM_Argv(1));
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float y = atof(COM_Argv(2));
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float z = atof(COM_Argv(3));
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL_OR_REPLAY;
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if (COM_Argc() != 4)
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{
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CONS_Printf(M_GetText("rteleport <x> <y> <z>: relative teleport to a location\n"));
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return;
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}
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D_Cheat(consoleplayer, CHEAT_RELATIVE_TELEPORT,
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FLOAT_TO_FIXED(x), FLOAT_TO_FIXED(y), FLOAT_TO_FIXED(z));
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}
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void Command_Teleport_f(void)
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{
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float x = atof(COM_Argv(1));
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float y = atof(COM_Argv(2));
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float z = atof(COM_Argv(3));
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL_OR_REPLAY;
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if (COM_Argc() != 4)
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{
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CONS_Printf(M_GetText("teleport <x> <y> <z>: teleport to a location\n"));
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return;
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}
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D_Cheat(consoleplayer, CHEAT_TELEPORT,
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FLOAT_TO_FIXED(x), FLOAT_TO_FIXED(y), FLOAT_TO_FIXED(z));
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}
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void Command_Skynum_f(void)
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{
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL;
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if (COM_Argc() != 2)
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{
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CONS_Printf(M_GetText("skynum <texture name>: change the sky\n"));
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CONS_Printf(M_GetText("Current sky is %s\n"), levelskytexture);
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return;
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}
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CONS_Printf(M_GetText("Previewing sky %s...\n"), COM_Argv(1));
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P_SetupLevelSky(COM_Argv(1), false);
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}
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void Command_Weather_f(void)
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{
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER; // TODO: make multiplayer compatible
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if (COM_Argc() != 2)
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{
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CONS_Printf(M_GetText("weather <weather#>: change the weather\n"));
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CONS_Printf(M_GetText("Current weather is %d\n"), curWeather);
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return;
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}
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CONS_Printf(M_GetText("Previewing weather %s...\n"), COM_Argv(1));
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P_SwitchWeather(atoi(COM_Argv(1)));
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}
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#ifdef _DEBUG
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// You never thought you needed this, did you? >=D
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// Yes, this has the specific purpose of completely screwing you up
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// to see if the consistency restoration code can fix you.
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// Don't enable this for normal builds...
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void Command_CauseCfail_f(void)
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{
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL;
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if (consoleplayer == serverplayer)
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{
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CONS_Printf(M_GetText("Only remote players can use this command.\n"));
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return;
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}
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P_UnsetThingPosition(players[consoleplayer].mo);
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P_RandomFixed(PR_UNDEFINED);
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P_RandomByte(PR_UNDEFINED);
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P_RandomFixed(PR_UNDEFINED);
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players[consoleplayer].mo->x = 0;
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players[consoleplayer].mo->y = 123311; //cfail cansuled kthxbye
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players[consoleplayer].mo->z = 123311;
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players[consoleplayer].score = 1337;
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players[consoleplayer].rings = 1337;
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players[consoleplayer].mo->destscale = 25;
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P_SetThingPosition(players[consoleplayer].mo);
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}
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#endif
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#ifdef LUA_ALLOW_BYTECODE
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void Command_Dumplua_f(void)
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{
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if (modifiedgame)
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{
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CONS_Printf(M_GetText("This command has been disabled in modified games, to prevent scripted attacks.\n"));
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return;
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}
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if (COM_Argc() < 2)
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{
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CONS_Printf(M_GetText("dumplua <filename>: Compile a plain text lua script (not a wad!) into bytecode.\n"));
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CONS_Alert(CONS_WARNING, M_GetText("This command makes irreversible file changes, please use with caution!\n"));
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return;
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}
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LUA_DumpFile(COM_Argv(1));
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}
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#endif
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void Command_Savecheckpoint_f(void)
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{
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mobj_t *thing = players[consoleplayer].mo;
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL;
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if (camera[G_PartyPosition(consoleplayer)].freecam || players[consoleplayer].spectator)
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{
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D_Cheat(consoleplayer, CHEAT_SAVECHECKPOINT, camera[0].x, camera[0].y, camera[0].z);
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}
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else if (!P_MobjWasRemoved(thing))
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{
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D_Cheat(consoleplayer, CHEAT_SAVECHECKPOINT, thing->x, thing->y, thing->z);
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}
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}
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//
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// Devmode
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//
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UINT32 cht_debug;
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struct debugFlagNames_s const debug_flag_names[] =
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{
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{"None", DBG_NONE},
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{"Basic", DBG_BASIC},
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{"Detailed", DBG_DETAILED},
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{"Player", DBG_PLAYER},
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{"Render", DBG_RENDER},
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{"Renderer", DBG_RENDER}, // alt name
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{"Polyobj", DBG_POLYOBJ},
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{"GameLogic", DBG_GAMELOGIC},
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{"Game", DBG_GAMELOGIC}, // alt name
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{"Netplay", DBG_NETPLAY},
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{"Memory", DBG_MEMORY},
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{"Setup", DBG_SETUP},
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{"Lua", DBG_LUA},
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{"RNG", DBG_RNG},
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{"Randomizer", DBG_RNG}, // alt name
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{"Music", DBG_MUSIC},
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{"PwrLv", DBG_PWRLV},
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{"PowerLevel", DBG_PWRLV}, // alt name
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{"Demo", DBG_DEMO},
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{"Replay", DBG_DEMO}, // alt name
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{NULL, 0}
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};
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void Command_Devmode_f(void)
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{
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size_t argc = 0;
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REQUIRE_CHEATS;
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argc = COM_Argc();
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if (argc > 1)
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{
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UINT32 flags = 0;
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size_t i;
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for (i = 1; i < argc; i++)
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{
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const char *arg = COM_Argv(i);
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size_t j;
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// Try it as a string
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for (j = 0; debug_flag_names[j].str; j++)
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{
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if (stricmp(arg, debug_flag_names[j].str) == 0)
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{
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break;
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}
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}
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if (debug_flag_names[j].str)
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{
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flags |= debug_flag_names[j].flag;
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continue;
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}
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// Try it as a number
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if (arg[0] && arg[0] == '0' &&
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arg[1] && arg[1] == 'x') // Use hexadecimal!
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{
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flags |= axtoi(arg+2);
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}
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else
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{
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flags |= atoi(arg);
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}
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}
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D_Cheat(consoleplayer, CHEAT_DEVMODE, flags);
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}
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else
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{
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CONS_Printf(M_GetText("devmode <flags>: Enable debugging info. Prepend with 0x to use hexadecimal\n"));
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return;
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}
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}
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void Command_Setrings_f(void)
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{
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL;
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D_Cheat(consoleplayer, CHEAT_RINGS, atoi(COM_Argv(1)));
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}
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void Command_Setspheres_f(void)
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{
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL;
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D_Cheat(consoleplayer, CHEAT_SPHERES, atoi(COM_Argv(1)));
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}
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void Command_Setlives_f(void)
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{
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL;
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D_Cheat(consoleplayer, CHEAT_LIVES, atoi(COM_Argv(1)));
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}
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void Command_Setscore_f(void)
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{
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL;
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D_Cheat(consoleplayer, CHEAT_SCORE, atoi(COM_Argv(1)));
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}
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void Command_Grayscale_f(void)
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{
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REQUIRE_CHEATS;
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COM_ImmedExecute("toggle palette \"\" GRAYPAL");
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}
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void Command_Goto_f(void)
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{
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const INT32 id = atoi(COM_Argv(1));
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const waypoint_t *wayp = K_GetWaypointFromID(id);
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL_OR_REPLAY;
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if (COM_Argc() != 2)
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{
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CONS_Printf(M_GetText("goto <waypoint id>: teleport to a waypoint\n"));
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return;
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}
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if (wayp == NULL)
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{
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CONS_Alert(CONS_WARNING, "goto %d: no waypoint with that ID\n", id);
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return;
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}
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D_Cheat(consoleplayer, CHEAT_TELEPORT,
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wayp->mobj->x, wayp->mobj->y, wayp->mobj->z);
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}
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void Command_Angle_f(void)
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{
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const float anglef = atof(COM_Argv(1));
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const angle_t angle = FixedAngle(FLOAT_TO_FIXED(anglef));
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL_OR_REPLAY;
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D_Cheat(consoleplayer, CHEAT_ANGLE, angle);
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}
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void Command_RespawnAt_f(void)
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{
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL;
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if (COM_Argc() != 2)
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{
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CONS_Printf(M_GetText("respawnat <waypoint id>: lightsnake to a specific waypoint\n"));
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return;
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}
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D_Cheat(consoleplayer, CHEAT_RESPAWNAT, atoi(COM_Argv(1)));
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}
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void Command_GotoSkybox_f(void)
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{
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REQUIRE_CHEATS;
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REQUIRE_INLEVEL_OR_REPLAY;
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mobj_t *skybox = players[consoleplayer].skybox.viewpoint;
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if (P_MobjWasRemoved(skybox))
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{
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CONS_Printf("There is no visible skybox for local Player 1.\n");
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return;
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}
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D_Cheat(consoleplayer, CHEAT_TELEPORT, skybox->x, skybox->y, skybox->z);
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D_Cheat(consoleplayer, CHEAT_ANGLE, skybox->angle);
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}
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//
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// OBJECTPLACE (and related variables)
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//
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boolean objectplacing = false;
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mobjtype_t op_currentthing = 0; // For the object placement mode
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UINT16 op_currentdoomednum = 0; // For display, etc
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UINT32 op_displayflags = 0; // for display in ST_stuff
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static pflags_t op_oldpflags = 0;
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static mobjflag_t op_oldflags1 = 0;
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static mobjflag2_t op_oldflags2 = 0;
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static UINT32 op_oldeflags = 0;
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static fixed_t op_oldmomx = 0, op_oldmomy = 0, op_oldmomz = 0, op_oldheight = 0;
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static statenum_t op_oldstate = 0;
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static UINT16 op_oldcolor = 0;
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//
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// Static calculation / common output help
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//
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static void OP_CycleThings(INT32 amt)
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{
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INT32 add = (amt > 0 ? 1 : -1);
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while (amt)
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{
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do
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{
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op_currentthing += add;
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if (op_currentthing <= 0)
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op_currentthing = NUMMOBJTYPES-1;
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if (op_currentthing >= NUMMOBJTYPES)
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op_currentthing = 0;
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} while
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(mobjinfo[op_currentthing].doomednum == -1
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|| mobjinfo[op_currentthing].flags & MF_NOSECTOR
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|| (states[mobjinfo[op_currentthing].spawnstate].sprite == SPR_NULL
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&& states[mobjinfo[op_currentthing].seestate].sprite == SPR_NULL)
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);
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amt -= add;
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}
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// HACK, minus has SPR_NULL sprite
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if (states[mobjinfo[op_currentthing].spawnstate].sprite == SPR_NULL)
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{
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states[S_OBJPLACE_DUMMY].sprite = states[mobjinfo[op_currentthing].seestate].sprite;
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states[S_OBJPLACE_DUMMY].frame = states[mobjinfo[op_currentthing].seestate].frame;
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}
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else
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{
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states[S_OBJPLACE_DUMMY].sprite = states[mobjinfo[op_currentthing].spawnstate].sprite;
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states[S_OBJPLACE_DUMMY].frame = states[mobjinfo[op_currentthing].spawnstate].frame;
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}
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if (players[0].mo->eflags & MFE_VERTICALFLIP) // correct z when flipped
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players[0].mo->z += players[0].mo->height - FixedMul(mobjinfo[op_currentthing].height, players[0].mo->scale);
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players[0].mo->height = FixedMul(mobjinfo[op_currentthing].height, players[0].mo->scale);
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P_SetPlayerMobjState(players[0].mo, S_OBJPLACE_DUMMY);
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op_currentdoomednum = mobjinfo[op_currentthing].doomednum;
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}
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static boolean OP_HeightOkay(player_t *player, UINT8 ceiling)
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{
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sector_t *sec = player->mo->subsector->sector;
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if (ceiling)
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{
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// Truncate position to match where mapthing would be when spawned
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// (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->thing_args, 0, NUM_MAPTHING_ARGS*sizeof(*mt->thing_args));
|
|
memset(mt->thing_stringargs, 0x00, NUM_MAPTHING_STRINGARGS*sizeof(*mt->thing_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->mo->angle, (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_OBJECTPLACE;
|
|
|
|
P_WriteThings();
|
|
}*/
|
|
|
|
void Command_ObjectPlace_f(void)
|
|
{
|
|
size_t thingarg;
|
|
size_t silent;
|
|
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_CHEATS;
|
|
REQUIRE_SINGLEPLAYER; // this one will very likely never be multiplayer compatible...
|
|
|
|
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;
|
|
}
|
|
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]);
|
|
}
|
|
}
|