mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-28 05:11:34 +00:00
8f354ad9c1
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
1346 lines
35 KiB
C
1346 lines
35 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) 1999-2018 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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S_StartSound(0, sfx_itemup);
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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(true); //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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{ 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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{ 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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{ 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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#define REQUIRE_NOULTIMATE if (ultimatemode)\
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{ CONS_Printf(M_GetText("You're too good to be cheating!\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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REQUIRE_NOULTIMATE;
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plyr = &players[consoleplayer];
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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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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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REQUIRE_NOULTIMATE;
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plyr = &players[consoleplayer];
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plyr->pflags ^= PF_GODMODE;
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CONS_Printf(M_GetText("Sissy 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_CheatNoTarget_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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REQUIRE_NOULTIMATE;
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plyr = &players[consoleplayer];
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plyr->pflags ^= PF_INVIS;
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CONS_Printf(M_GetText("SEP Field %s\n"), plyr->pflags & PF_INVIS ? 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)));
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}
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// Moves the NiGHTS player to another axis within the current mare
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/*void Command_JumpToAxis_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("jumptoaxis <axisnum>: Jump to axis within current mare.\n"));
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return;
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}
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P_TransferToAxis(&players[consoleplayer], atoi(COM_Argv(1)));
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}
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|
void Command_Charability_f(void)
|
|
{
|
|
REQUIRE_DEVMODE;
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_SINGLEPLAYER;
|
|
|
|
if (COM_Argc() < 3)
|
|
{
|
|
CONS_Printf(M_GetText("charability <1/2> <value>: change character abilities\n"));
|
|
return;
|
|
}
|
|
|
|
if (atoi(COM_Argv(1)) == 1)
|
|
players[consoleplayer].charability = (UINT8)atoi(COM_Argv(2));
|
|
else if (atoi(COM_Argv(1)) == 2)
|
|
players[consoleplayer].charability2 = (UINT8)atoi(COM_Argv(2));
|
|
else
|
|
CONS_Printf(M_GetText("charability <1/2> <value>: change character abilities\n"));
|
|
}
|
|
|
|
void Command_Charspeed_f(void)
|
|
{
|
|
REQUIRE_DEVMODE;
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_SINGLEPLAYER;
|
|
|
|
if (COM_Argc() < 3)
|
|
{
|
|
CONS_Printf(M_GetText("charspeed <normalspeed/runspeed/thrustfactor/accelstart/acceleration/actionspd> <value>: set character speed\n"));
|
|
return;
|
|
}
|
|
|
|
if (!strcasecmp(COM_Argv(1), "normalspeed"))
|
|
players[consoleplayer].normalspeed = atoi(COM_Argv(2))<<FRACBITS;
|
|
else if (!strcasecmp(COM_Argv(1), "runspeed"))
|
|
players[consoleplayer].runspeed = atoi(COM_Argv(2))<<FRACBITS;
|
|
else if (!strcasecmp(COM_Argv(1), "thrustfactor"))
|
|
players[consoleplayer].thrustfactor = atoi(COM_Argv(2));
|
|
else if (!strcasecmp(COM_Argv(1), "accelstart"))
|
|
players[consoleplayer].accelstart = atoi(COM_Argv(2));
|
|
else if (!strcasecmp(COM_Argv(1), "acceleration"))
|
|
players[consoleplayer].acceleration = atoi(COM_Argv(2));
|
|
else if (!strcasecmp(COM_Argv(1), "actionspd"))
|
|
players[consoleplayer].actionspd = atoi(COM_Argv(2))<<FRACBITS;
|
|
else
|
|
CONS_Printf(M_GetText("charspeed <normalspeed/runspeed/thrustfactor/accelstart/acceleration/actionspd> <value>: set character speed\n"));
|
|
}*/
|
|
|
|
void Command_RTeleport_f(void)
|
|
{
|
|
fixed_t intx, inty, intz;
|
|
size_t i;
|
|
player_t *p = &players[consoleplayer];
|
|
subsector_t *ss;
|
|
|
|
REQUIRE_DEVMODE;
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_SINGLEPLAYER;
|
|
|
|
if (COM_Argc() < 3 || COM_Argc() > 7)
|
|
{
|
|
CONS_Printf(M_GetText("rteleport -x <value> -y <value> -z <value>: relative teleport to a location\n"));
|
|
return;
|
|
}
|
|
|
|
if (!p->mo)
|
|
return;
|
|
|
|
i = COM_CheckParm("-x");
|
|
if (i)
|
|
intx = atoi(COM_Argv(i + 1));
|
|
else
|
|
intx = 0;
|
|
|
|
i = COM_CheckParm("-y");
|
|
if (i)
|
|
inty = atoi(COM_Argv(i + 1));
|
|
else
|
|
inty = 0;
|
|
|
|
ss = R_IsPointInSubsector(p->mo->x + intx*FRACUNIT, p->mo->y + inty*FRACUNIT);
|
|
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));
|
|
intz <<= FRACBITS;
|
|
intz += p->mo->z;
|
|
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->z;
|
|
|
|
CONS_Printf(M_GetText("Teleporting by %d, %d, %d...\n"), intx, inty, FixedInt((intz-p->mo->z)));
|
|
|
|
P_MapStart();
|
|
if (!P_SetOrigin(p->mo, p->mo->x+intx*FRACUNIT, p->mo->y+inty*FRACUNIT, 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_Teleport_f(void)
|
|
{
|
|
fixed_t intx, inty, intz;
|
|
size_t i;
|
|
player_t *p = &players[consoleplayer];
|
|
subsector_t *ss;
|
|
|
|
REQUIRE_DEVMODE;
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_SINGLEPLAYER;
|
|
|
|
if (COM_Argc() < 3 || COM_Argc() > 7)
|
|
{
|
|
CONS_Printf(M_GetText("teleport -x <value> -y <value> -z <value>: teleport to a location\n"));
|
|
return;
|
|
}
|
|
|
|
if (!p->mo)
|
|
return;
|
|
|
|
i = COM_CheckParm("-x");
|
|
if (i)
|
|
intx = atoi(COM_Argv(i + 1));
|
|
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));
|
|
else
|
|
{
|
|
CONS_Alert(CONS_NOTICE, M_GetText("%s value not specified\n"), "Y");
|
|
return;
|
|
}
|
|
|
|
ss = R_PointInSubsector(intx*FRACUNIT, inty*FRACUNIT);
|
|
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));
|
|
intz <<= 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 = ss->sector->floorheight;
|
|
|
|
CONS_Printf(M_GetText("Teleporting to %d, %d, %d...\n"), intx, inty, FixedInt(intz));
|
|
|
|
P_MapStart();
|
|
if (!P_SetOrigin(p->mo, intx*FRACUNIT, inty*FRACUNIT, 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 <sky#>: change the sky\n"));
|
|
CONS_Printf(M_GetText("Current sky is %d\n"), levelskynum);
|
|
return;
|
|
}
|
|
|
|
CONS_Printf(M_GetText("Previewing sky %s...\n"), COM_Argv(1));
|
|
|
|
P_SetupLevelSky(atoi(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].health = 1337;
|
|
players[consoleplayer].mo->destscale = 25;
|
|
P_SetThingPosition(players[consoleplayer].mo);
|
|
|
|
// CTF consistency test
|
|
if (gametype == GT_CTF)
|
|
{
|
|
if (blueflag) {
|
|
P_RemoveMobj(blueflag);
|
|
blueflag = NULL;
|
|
}
|
|
if (redflag)
|
|
{
|
|
redflag->x = 423423;
|
|
redflag->y = 666;
|
|
redflag->z = 123311;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if defined(HAVE_BLUA) && defined(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].starposttime = players[consoleplayer].realtime;
|
|
players[consoleplayer].starpostx = players[consoleplayer].mo->x>>FRACBITS;
|
|
players[consoleplayer].starposty = players[consoleplayer].mo->y>>FRACBITS;
|
|
players[consoleplayer].starpostz = players[consoleplayer].mo->floorz>>FRACBITS;
|
|
players[consoleplayer].starpostangle = players[consoleplayer].mo->angle;
|
|
|
|
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_NOULTIMATE;
|
|
REQUIRE_PANDORA;
|
|
|
|
emeralds = ((EMERALD7)*2)-1;
|
|
|
|
CONS_Printf(M_GetText("You now have all 7 emeralds.\n"));
|
|
}
|
|
|
|
void Command_Resetemeralds_f(void)
|
|
{
|
|
REQUIRE_SINGLEPLAYER;
|
|
REQUIRE_PANDORA;
|
|
|
|
emeralds = 0;
|
|
|
|
CONS_Printf(M_GetText("Emeralds reset to zero.\n"));
|
|
}*/
|
|
|
|
void Command_Devmode_f(void)
|
|
{
|
|
#ifndef _DEBUG
|
|
REQUIRE_SINGLEPLAYER;
|
|
#endif
|
|
REQUIRE_NOULTIMATE;
|
|
|
|
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_NOULTIMATE;
|
|
REQUIRE_PANDORA;
|
|
|
|
if (COM_Argc() > 1)
|
|
{
|
|
// P_GivePlayerRings does value clamping
|
|
players[consoleplayer].health = players[consoleplayer].mo->health = 1;
|
|
P_GivePlayerRings(&players[consoleplayer], atoi(COM_Argv(1)));
|
|
if (!G_IsSpecialStage(gamemap) || !useNightsSS)
|
|
players[consoleplayer].totalring -= atoi(COM_Argv(1)); //undo totalring addition done in P_GivePlayerRings
|
|
|
|
G_SetGameModified(multiplayer);
|
|
}
|
|
}
|
|
|
|
void Command_Setlives_f(void)
|
|
{
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_SINGLEPLAYER;
|
|
REQUIRE_NOULTIMATE;
|
|
REQUIRE_PANDORA;
|
|
|
|
if (COM_Argc() > 1)
|
|
{
|
|
// P_GivePlayerLives does value clamping
|
|
players[consoleplayer].lives = 0;
|
|
P_GivePlayerLives(&players[consoleplayer], atoi(COM_Argv(1)));
|
|
|
|
G_SetGameModified(multiplayer);
|
|
}
|
|
}
|
|
|
|
void Command_Setcontinues_f(void)
|
|
{
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_SINGLEPLAYER;
|
|
REQUIRE_NOULTIMATE;
|
|
REQUIRE_PANDORA;
|
|
|
|
if (COM_Argc() > 1)
|
|
{
|
|
INT32 numcontinues = atoi(COM_Argv(1));
|
|
if (numcontinues > 99)
|
|
numcontinues = 99;
|
|
else if (numcontinues < 0)
|
|
numcontinues = 0;
|
|
|
|
players[consoleplayer].continues = numcontinues;
|
|
|
|
G_SetGameModified(multiplayer);
|
|
}
|
|
}*/
|
|
|
|
//
|
|
// 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}};
|
|
|
|
consvar_t cv_mapthingnum = {"op_mapthingnum", "0", CV_NOTINNET, op_mapthing_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
consvar_t cv_speed = {"op_speed", "16", CV_NOTINNET, op_speed_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
consvar_t cv_opflags = {"op_flags", "0", CV_NOTINNET, op_flags_t, NULL, 0, NULL, NULL, 0, 0, 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 UINT8 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_AMBIENT|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 - mobjinfo[op_currentthing].height;
|
|
players[0].mo->height = mobjinfo[op_currentthing].height;
|
|
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_GetZAt call as well)
|
|
fixed_t cheight = sec->c_slope ? P_GetZAt(sec->c_slope, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000) : sec->ceilingheight;
|
|
|
|
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 = sec->f_slope ? P_GetZAt(sec->f_slope, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000) : sec->floorheight;
|
|
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;
|
|
|
|
#ifdef HAVE_BLUA
|
|
LUA_InvalidateMapthings();
|
|
#endif
|
|
|
|
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 = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
continue;
|
|
|
|
mo = (mobj_t *)th;
|
|
// get offset from mt, which points to old mapthings, then add new location
|
|
if (mo->spawnpoint)
|
|
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 = sec->c_slope ? P_GetZAt(sec->c_slope, mt->x << FRACBITS, mt->y << FRACBITS) : sec->ceilingheight;
|
|
mt->options = (UINT16)((cheight - player->mo->z - player->mo->height)>>FRACBITS);
|
|
}
|
|
else
|
|
{
|
|
fixed_t fheight = sec->f_slope ? P_GetZAt(sec->f_slope, mt->x << FRACBITS, mt->y << FRACBITS) : sec->floorheight;
|
|
mt->options = (UINT16)((player->mo->z - fheight)>>FRACBITS);
|
|
}
|
|
mt->options <<= ZSHIFT;
|
|
mt->angle = (INT16)(FixedInt(AngleFixed(player->mo->angle)));
|
|
|
|
mt->options |= (UINT16)cv_opflags.value;
|
|
return mt;
|
|
}
|
|
|
|
//
|
|
// Helper functions
|
|
//
|
|
boolean OP_FreezeObjectplace(void)
|
|
{
|
|
if (!objectplacing)
|
|
return false;
|
|
|
|
if ((maptol & TOL_NIGHTS) && (players[consoleplayer].pflags & PF_NIGHTSMODE))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void OP_ResetObjectplace(void)
|
|
{
|
|
objectplacing = false;
|
|
op_currentthing = 0;
|
|
}
|
|
|
|
//
|
|
// Main meat of objectplace: handling functions
|
|
//
|
|
void OP_NightsObjectplace(player_t *player)
|
|
{
|
|
ticcmd_t *cmd = &player->cmd;
|
|
mapthing_t *mt;
|
|
|
|
player->nightstime = 3*TICRATE;
|
|
player->drillmeter = TICRATE;
|
|
|
|
if (player->pflags & PF_ATTACKDOWN)
|
|
{
|
|
// Are ANY objectplace buttons pressed? If no, remove flag.
|
|
if (!(cmd->buttons & (BT_ATTACK|BT_ACCELERATE|BT_BRAKE|BT_FORWARD|BT_BACKWARD)))
|
|
player->pflags &= ~PF_ATTACKDOWN;
|
|
|
|
// Do nothing.
|
|
return;
|
|
}
|
|
|
|
// This places a hoop!
|
|
if (cmd->buttons & BT_ATTACK)
|
|
{
|
|
UINT16 angle = (UINT16)(player->anotherflyangle % 360);
|
|
INT16 temp = (INT16)FixedInt(AngleFixed(player->mo->angle)); // Traditional 2D Angle
|
|
sector_t *sec = player->mo->subsector->sector;
|
|
fixed_t fheight = sec->f_slope ? P_GetZAt(sec->f_slope, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000) : sec->floorheight;
|
|
|
|
|
|
player->pflags |= PF_ATTACKDOWN;
|
|
|
|
mt = OP_CreateNewMapThing(player, 1705, false);
|
|
|
|
// Tilt
|
|
mt->angle = (INT16)FixedInt(FixedDiv(angle*FRACUNIT, 360*(FRACUNIT/256)));
|
|
|
|
if (player->anotherflyangle < 90 || player->anotherflyangle > 270)
|
|
temp -= 90;
|
|
else
|
|
temp += 90;
|
|
temp %= 360;
|
|
|
|
mt->options = (UINT16)((player->mo->z - fheight)>>FRACBITS);
|
|
mt->angle = (INT16)(mt->angle+(INT16)((FixedInt(FixedDiv(temp*FRACUNIT, 360*(FRACUNIT/256))))<<8));
|
|
|
|
P_SpawnHoopsAndRings(mt);
|
|
}
|
|
|
|
// This places a bumper!
|
|
/*if (cmd->buttons & BT_SPECTATE)
|
|
{
|
|
player->pflags |= PF_ATTACKDOWN;
|
|
if (!OP_HeightOkay(player, false))
|
|
return;
|
|
|
|
mt = OP_CreateNewMapThing(player, (UINT16)mobjinfo[MT_NIGHTSBUMPER].doomednum, false);
|
|
P_SpawnMapThing(mt);
|
|
}*/
|
|
|
|
// This places a ring!
|
|
if (cmd->buttons & BT_BACKWARD)
|
|
{
|
|
player->pflags |= PF_ATTACKDOWN;
|
|
if (!OP_HeightOkay(player, false))
|
|
return;
|
|
|
|
mt = OP_CreateNewMapThing(player, (UINT16)mobjinfo[MT_RING].doomednum, false);
|
|
P_SpawnHoopsAndRings(mt);
|
|
}
|
|
|
|
// This places a wing item!
|
|
if (cmd->buttons & BT_FORWARD)
|
|
{
|
|
player->pflags |= PF_ATTACKDOWN;
|
|
if (!OP_HeightOkay(player, false))
|
|
return;
|
|
|
|
mt = OP_CreateNewMapThing(player, (UINT16)mobjinfo[MT_NIGHTSWING].doomednum, false);
|
|
P_SpawnHoopsAndRings(mt);
|
|
}
|
|
|
|
// This places a custom object as defined in the console cv_mapthingnum.
|
|
if (cmd->buttons & BT_BRAKE)
|
|
{
|
|
UINT16 angle;
|
|
|
|
player->pflags |= PF_ATTACKDOWN;
|
|
if (!cv_mapthingnum.value)
|
|
{
|
|
CONS_Alert(CONS_WARNING, "Set op_mapthingnum first!\n");
|
|
return;
|
|
}
|
|
if (!OP_HeightOkay(player, false))
|
|
return;
|
|
|
|
if (player->mo->target->flags2 & MF2_AMBUSH)
|
|
angle = (UINT16)player->anotherflyangle;
|
|
else
|
|
{
|
|
angle = (UINT16)((360-player->anotherflyangle) % 360);
|
|
if (angle > 90 && angle < 270)
|
|
{
|
|
angle += 180;
|
|
angle %= 360;
|
|
}
|
|
}
|
|
|
|
mt = OP_CreateNewMapThing(player, (UINT16)cv_mapthingnum.value, false);
|
|
mt->angle = angle;
|
|
|
|
if (mt->type == 300 // Ring
|
|
|| mt->type == 308 || mt->type == 309 // Team Rings
|
|
|| mt->type == 1706 // Nights Wing
|
|
|| (mt->type >= 600 && mt->type <= 609) // Placement patterns
|
|
|| mt->type == 1705 || mt->type == 1713 // NiGHTS Hoops
|
|
|| mt->type == 1800) // Mario Coin
|
|
{
|
|
P_SpawnHoopsAndRings(mt);
|
|
}
|
|
else
|
|
P_SpawnMapThing(mt);
|
|
}
|
|
}
|
|
|
|
//
|
|
// OP_ObjectplaceMovement
|
|
//
|
|
// Control code for Objectplace mode
|
|
//
|
|
void OP_ObjectplaceMovement(player_t *player)
|
|
{
|
|
ticcmd_t *cmd = &player->cmd;
|
|
|
|
if (!player->climbing && (netgame || !cv_analog.value || (player->pflags & PF_SPINNING)))
|
|
player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
|
|
|
|
ticruned++;
|
|
if (!(cmd->angleturn & TICCMD_RECEIVED))
|
|
ticmiss++;
|
|
|
|
if (cmd->buttons & BT_ACCELERATE)
|
|
player->mo->z += FRACUNIT*cv_speed.value;
|
|
else if (cmd->buttons & BT_BRAKE)
|
|
player->mo->z -= FRACUNIT*cv_speed.value;
|
|
|
|
if (cmd->forwardmove != 0)
|
|
{
|
|
P_Thrust(player->mo, player->mo->angle, (cmd->forwardmove*FRACUNIT/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 (cmd->sidemove != 0) -- was disabled in practice anyways, since sidemove was suppressed
|
|
{
|
|
P_Thrust(player->mo, player->mo->angle-ANGLE_90, (cmd->sidemove*FRACUNIT/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 = FixedMul(32 << FRACBITS, player->mo->scale);
|
|
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 = sec->c_slope ? P_GetZAt(sec->c_slope, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000) : sec->ceilingheight;
|
|
op_displayflags = (UINT16)((cheight - player->mo->z - mobjinfo[op_currentthing].height)>>FRACBITS);
|
|
}
|
|
else
|
|
{
|
|
fixed_t fheight = sec->f_slope ? P_GetZAt(sec->f_slope, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000) : sec->floorheight;
|
|
op_displayflags = (UINT16)((player->mo->z - fheight)>>FRACBITS);
|
|
}
|
|
op_displayflags <<= ZSHIFT;
|
|
op_displayflags |= (UINT16)cv_opflags.value;
|
|
}
|
|
|
|
if (player->pflags & PF_ATTACKDOWN)
|
|
{
|
|
// Are ANY objectplace buttons pressed? If no, remove flag.
|
|
if (!(cmd->buttons & (BT_ATTACK|BT_DRIFT)))
|
|
player->pflags &= ~PF_ATTACKDOWN;
|
|
|
|
// Do nothing.
|
|
return;
|
|
}
|
|
|
|
/*if (cmd->buttons & BT_FORWARD)
|
|
{
|
|
OP_CycleThings(-1);
|
|
player->pflags |= PF_ATTACKDOWN;
|
|
}
|
|
else*/ if (cmd->buttons & BT_DRIFT)
|
|
{
|
|
OP_CycleThings(1);
|
|
player->pflags |= PF_ATTACKDOWN;
|
|
}
|
|
|
|
// 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_ATTACKDOWN;
|
|
|
|
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 == 300 // Ring
|
|
|| mt->type == 308 || mt->type == 309 // Team Rings
|
|
|| mt->type == 1706 // Nights Wing
|
|
|| (mt->type >= 600 && mt->type <= 609) // Placement patterns
|
|
|| mt->type == 1705 || mt->type == 1713 // NiGHTS Hoops
|
|
|| mt->type == 1800) // Mario Coin
|
|
{
|
|
P_SpawnHoopsAndRings(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->options>>ZSHIFT, mt->angle);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Objectplace related commands.
|
|
//
|
|
void Command_Writethings_f(void)
|
|
{
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_SINGLEPLAYER;
|
|
REQUIRE_OBJECTPLACE;
|
|
|
|
P_WriteThings(W_GetNumForName(G_BuildMapName(gamemap)) + ML_THINGS);
|
|
}
|
|
|
|
void Command_ObjectPlace_f(void)
|
|
{
|
|
REQUIRE_INLEVEL;
|
|
REQUIRE_SINGLEPLAYER;
|
|
REQUIRE_NOULTIMATE;
|
|
|
|
G_SetGameModified(multiplayer, true);
|
|
|
|
// Entering objectplace?
|
|
if (!objectplacing)
|
|
{
|
|
objectplacing = true;
|
|
|
|
if ((players[0].pflags & PF_NIGHTSMODE))
|
|
return;
|
|
|
|
if (!COM_CheckParm("-silent"))
|
|
{
|
|
HU_SetCEchoFlags(V_RETURN8|V_MONOSPACE);
|
|
HU_SetCEchoDuration(10);
|
|
HU_DoCEcho(va(M_GetText(
|
|
"\\\\\\\\\\\\\\\\\\\\\\\\\x82"
|
|
" Objectplace Controls: \x80\\\\"
|
|
" Drift: Cycle mapthings\\"
|
|
"Accelerate: Float up \\"
|
|
" Brake: Float down \\"
|
|
" Item: 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_STND1; // SRB2kart - was S_PLAY_STND
|
|
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 = players[0].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 no thing set, then cycle a little
|
|
if (!op_currentthing)
|
|
{
|
|
op_currentthing = 1;
|
|
OP_CycleThings(1);
|
|
}
|
|
else // Cycle things sets this for the former.
|
|
players[0].mo->height = mobjinfo[op_currentthing].height;
|
|
|
|
P_SetPlayerMobjState(players[0].mo, S_OBJPLACE_DUMMY);
|
|
}
|
|
// Or are we leaving it instead?
|
|
else
|
|
{
|
|
objectplacing = false;
|
|
|
|
// Don't touch the NiGHTS Objectplace stuff.
|
|
// ... or if the mo mysteriously vanished.
|
|
if (!players[0].mo || (players[0].pflags & PF_NIGHTSMODE))
|
|
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.
|
|
if (players[0].powers[pw_flashing] >= K_GetKartFlashing(&players[0]))
|
|
players[0].powers[pw_flashing] = K_GetKartFlashing(&players[0]) - 1;
|
|
}
|
|
}
|