Kart-Public/src/m_cheat.c
Eidolon 8f354ad9c1 Implement Uncapped (squashed)
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.
2022-05-01 17:35:30 -05:00

1346 lines
35 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file m_cheat.c
/// \brief Cheat sequence checking
#include "doomdef.h"
#include "g_input.h"
#include "g_game.h"
#include "s_sound.h"
#include "r_local.h"
#include "p_local.h"
#include "p_setup.h"
#include "d_net.h"
#include "m_cheat.h"
#include "m_menu.h"
#include "m_random.h"
#include "m_misc.h"
#include "hu_stuff.h"
#include "m_cond.h" // secrets unlocked?
#include "v_video.h"
#include "z_zone.h"
#include "p_slopes.h"
#include "k_kart.h" // srb2kart
#include "lua_script.h"
#include "lua_hook.h"
//
// CHEAT SEQUENCE PACKAGE
//
#define SCRAMBLE(a) \
((((a)&1)<<7) + (((a)&2)<<5) + ((a)&4) + (((a)&8)<<1) \
+ (((a)&16)>>1) + ((a)&32) + (((a)&64)>>5) + (((a)&128)>>7))
typedef struct
{
UINT8 *p;
UINT8 (*func)(void); // called when cheat confirmed.
UINT8 sequence[];
} cheatseq_t;
// ==========================================================================
// CHEAT Structures
// ==========================================================================
// Cheat responders
/*static UINT8 cheatf_ultimate(void)
{
if (menuactive && (currentMenu != &MainDef && currentMenu != &SP_LoadDef))
return 0; // Only on the main menu, or the save select!
S_StartSound(0, sfx_itemup);
ultimate_selectable = (!ultimate_selectable);
// If on the save select, move to what is now Ultimate Mode!
if (currentMenu == &SP_LoadDef)
M_ForceSaveSlotSelected(NOSAVESLOT);
return 1;
}*/
static UINT8 cheatf_warp(void)
{
UINT8 i;
boolean success = false;
/*if (modifiedgame)
return 0;*/
if (menuactive && currentMenu != &MainDef)
return 0; // Only on the main menu!
// Temporarily unlock EVERYTHING.
for (i = 0; i < MAXUNLOCKABLES; i++)
{
if (!unlockables[i].conditionset)
continue;
if (!unlockables[i].unlocked)
{
unlockables[i].unlocked = true;
success = true;
}
}
if (success)
{
G_SaveGameData(true); //G_SetGameModified(false);
S_StartSound(0, sfx_kc42);
}
// Refresh secrets menu existing.
M_ClearMenus(true);
M_StartControlPanel();
return 1;
}
#ifdef DEVELOP
static UINT8 cheatf_devmode(void)
{
UINT8 i;
if (modifiedgame)
return 0;
if (menuactive && currentMenu != &MainDef)
return 0; // Only on the main menu!
S_StartSound(0, sfx_itemup);
// Just unlock all the things and turn on -debug and console devmode.
G_SetGameModified(false, false); // might need to revist the latter later
for (i = 0; i < MAXUNLOCKABLES; i++)
unlockables[i].unlocked = true;
devparm = true;
cv_debug |= 0x8000;
// Refresh secrets menu existing.
M_ClearMenus(true);
M_StartControlPanel();
return 1;
}
#endif
/*static cheatseq_t cheat_ultimate = {
0, cheatf_ultimate,
{ SCRAMBLE('u'), SCRAMBLE('l'), SCRAMBLE('t'), SCRAMBLE('i'), SCRAMBLE('m'), SCRAMBLE('a'), SCRAMBLE('t'), SCRAMBLE('e'), 0xff }
};*/
/*static cheatseq_t cheat_ultimate_joy = {
0, cheatf_ultimate,
{ SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_DOWNARROW), SCRAMBLE(KEY_DOWNARROW),
SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_RIGHTARROW),
SCRAMBLE(KEY_ENTER), 0xff }
};*/
static cheatseq_t cheat_warp = {
0, cheatf_warp,
//{ SCRAMBLE('r'), SCRAMBLE('e'), SCRAMBLE('d'), SCRAMBLE('x'), SCRAMBLE('v'), SCRAMBLE('i'), 0xff }
{ SCRAMBLE('b'), SCRAMBLE('a'), SCRAMBLE('n'), SCRAMBLE('a'), SCRAMBLE('n'), SCRAMBLE('a'), 0xff }
};
static cheatseq_t cheat_warp_joy = {
0, cheatf_warp,
/*{ SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW),
SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_UPARROW),
SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW),
SCRAMBLE(KEY_ENTER), 0xff }*/
{ SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_RIGHTARROW),
SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_LEFTARROW),
SCRAMBLE(KEY_DOWNARROW), SCRAMBLE(KEY_RIGHTARROW),
SCRAMBLE(KEY_ENTER), 0xff }
};
#ifdef DEVELOP
static cheatseq_t cheat_devmode = {
0, cheatf_devmode,
{ SCRAMBLE('d'), SCRAMBLE('e'), SCRAMBLE('v'), SCRAMBLE('m'), SCRAMBLE('o'), SCRAMBLE('d'), SCRAMBLE('e'), 0xff }
};
#endif
// ==========================================================================
// CHEAT SEQUENCE PACKAGE
// ==========================================================================
static UINT8 cheat_xlate_table[256];
void cht_Init(void)
{
size_t i = 0;
INT16 pi = 0;
for (; i < 256; i++, pi++)
{
const INT32 cc = SCRAMBLE(pi);
cheat_xlate_table[i] = (UINT8)cc;
}
}
//
// Called in st_stuff module, which handles the input.
// Returns a 1 if the cheat was successful, 0 if failed.
//
static UINT8 cht_CheckCheat(cheatseq_t *cht, char key)
{
UINT8 rc = 0;
if (!cht->p)
cht->p = cht->sequence; // initialize if first time
if (*cht->p == 0)
*(cht->p++) = key;
else if (cheat_xlate_table[(UINT8)key] == *cht->p)
cht->p++;
else
cht->p = cht->sequence;
if (*cht->p == 1)
cht->p++;
else if (*cht->p == 0xff) // end of sequence character
{
cht->p = cht->sequence;
rc = cht->func();
}
return rc;
}
boolean cht_Responder(event_t *ev)
{
UINT8 ret = 0, ch = 0;
if (ev->type != ev_keydown)
return false;
if (ev->data1 > 0xFF)
{
// map some fake (joy) inputs into keys
// map joy inputs into keys
switch (ev->data1)
{
case KEY_JOY1:
case KEY_JOY1 + 2:
ch = KEY_ENTER;
break;
case KEY_HAT1:
ch = KEY_UPARROW;
break;
case KEY_HAT1 + 1:
ch = KEY_DOWNARROW;
break;
case KEY_HAT1 + 2:
ch = KEY_LEFTARROW;
break;
case KEY_HAT1 + 3:
ch = KEY_RIGHTARROW;
break;
default:
// no mapping
return false;
}
}
else
ch = (UINT8)ev->data1;
//ret += cht_CheckCheat(&cheat_ultimate, (char)ch);
//ret += cht_CheckCheat(&cheat_ultimate_joy, (char)ch);
ret += cht_CheckCheat(&cheat_warp, (char)ch);
ret += cht_CheckCheat(&cheat_warp_joy, (char)ch);
#ifdef DEVELOP
ret += cht_CheckCheat(&cheat_devmode, (char)ch);
#endif
return (ret != 0);
}
// Console cheat commands rely on these a lot...
#define REQUIRE_PANDORA if (!M_SecretUnlocked(SECRET_PANDORA) && !cv_debug)\
{ CONS_Printf(M_GetText("You haven't earned this yet.\n")); return; }
#define REQUIRE_DEVMODE if (!cv_debug)\
{ CONS_Printf(M_GetText("DEVMODE must be enabled.\n")); return; }
#define REQUIRE_OBJECTPLACE if (!objectplacing)\
{ CONS_Printf(M_GetText("OBJECTPLACE must be enabled.\n")); return; }
#define REQUIRE_INLEVEL if (gamestate != GS_LEVEL || demo.playback)\
{ CONS_Printf(M_GetText("You must be in a level to use this.\n")); return; }
#define REQUIRE_SINGLEPLAYER if (netgame || multiplayer)\
{ CONS_Printf(M_GetText("This only works in single player.\n")); return; }
#define REQUIRE_NOULTIMATE if (ultimatemode)\
{ CONS_Printf(M_GetText("You're too good to be cheating!\n")); return; }
// command that can be typed at the console!
void Command_CheatNoClip_f(void)
{
player_t *plyr;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
REQUIRE_NOULTIMATE;
plyr = &players[consoleplayer];
plyr->pflags ^= PF_NOCLIP;
CONS_Printf(M_GetText("No Clipping %s\n"), plyr->pflags & PF_NOCLIP ? M_GetText("On") : M_GetText("Off"));
G_SetGameModified(multiplayer, true);
}
void Command_CheatGod_f(void)
{
player_t *plyr;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
REQUIRE_NOULTIMATE;
plyr = &players[consoleplayer];
plyr->pflags ^= PF_GODMODE;
CONS_Printf(M_GetText("Sissy Mode %s\n"), plyr->pflags & PF_GODMODE ? M_GetText("On") : M_GetText("Off"));
G_SetGameModified(multiplayer, true);
}
void Command_CheatNoTarget_f(void)
{
player_t *plyr;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
REQUIRE_NOULTIMATE;
plyr = &players[consoleplayer];
plyr->pflags ^= PF_INVIS;
CONS_Printf(M_GetText("SEP Field %s\n"), plyr->pflags & PF_INVIS ? M_GetText("On") : M_GetText("Off"));
G_SetGameModified(multiplayer, true);
}
void Command_Scale_f(void)
{
const double scaled = atof(COM_Argv(1));
fixed_t scale = FLOAT_TO_FIXED(scaled);
REQUIRE_DEVMODE;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
if (scale < FRACUNIT/100 || scale > 100*FRACUNIT) //COM_Argv(1) will return a null string if they did not give a paramater, so...
{
CONS_Printf(M_GetText("scale <value> (0.01-100.0): set player scale size\n"));
return;
}
if (!players[consoleplayer].mo)
return;
players[consoleplayer].mo->destscale = scale;
CONS_Printf(M_GetText("Scale set to %s\n"), COM_Argv(1));
}
void Command_Gravflip_f(void)
{
REQUIRE_DEVMODE;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
if (players[consoleplayer].mo)
players[consoleplayer].mo->flags2 ^= MF2_OBJECTFLIP;
}
void Command_Hurtme_f(void)
{
REQUIRE_DEVMODE;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
if (COM_Argc() < 2)
{
CONS_Printf(M_GetText("hurtme <damage>: Damage yourself by a specific amount\n"));
return;
}
P_DamageMobj(players[consoleplayer].mo, NULL, NULL, atoi(COM_Argv(1)));
}
// Moves the NiGHTS player to another axis within the current mare
/*void Command_JumpToAxis_f(void)
{
REQUIRE_DEVMODE;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("jumptoaxis <axisnum>: Jump to axis within current mare.\n"));
return;
}
P_TransferToAxis(&players[consoleplayer], atoi(COM_Argv(1)));
}
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;
}
}