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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2014 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"
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# include "r_local.h"
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# 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 "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 )
{
if ( modifiedgame )
return 0 ;
if ( menuactive & & currentMenu ! = & MainDef )
return 0 ; // Only on the main menu!
S_StartSound ( 0 , sfx_itemup ) ;
// Temporarily unlock stuff.
G_SetGameModified ( false ) ;
unlockables [ 2 ] . unlocked = true ; // credits
unlockables [ 3 ] . unlocked = true ; // sound test
unlockables [ 16 ] . unlocked = true ; // level select
// Refresh secrets menu existing.
M_ClearMenus ( true ) ;
M_StartControlPanel ( ) ;
return 1 ;
}
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# ifdef DEVELOP
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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 ) ;
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
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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 }
} ;
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 }
} ;
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# ifdef DEVELOP
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static cheatseq_t cheat_devmode = {
0 , cheatf_devmode ,
{ SCRAMBLE ( ' d ' ) , SCRAMBLE ( ' e ' ) , SCRAMBLE ( ' v ' ) , SCRAMBLE ( ' m ' ) , SCRAMBLE ( ' o ' ) , SCRAMBLE ( ' d ' ) , SCRAMBLE ( ' e ' ) , 0xff }
} ;
# endif
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// ==========================================================================
// 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 ;
}
static inline void cht_GetParam ( cheatseq_t * cht , char * buffer )
{
UINT8 * p ;
UINT8 c ;
p = cht - > sequence ;
while ( * ( p + + ) ! = 1 )
;
do
{
c = * p ;
* ( buffer + + ) = c ;
* ( p + + ) = 0 ;
} while ( c & & * p ! = 0xff ) ;
if ( * p = = 0xff )
* buffer = 0 ;
}
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 ) ;
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# ifdef DEVELOP
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ret + = cht_CheckCheat ( & cheat_devmode , ( char ) ch ) ;
# endif
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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 || demoplayback)\
{ 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 ) ;
}
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 ) ;
}
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 ) ;
}
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 ) ) ) ;
}
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// 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 ) ) ) ;
}
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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 " ) ) ;
}
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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_PointInSubsector ( 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_TeleportMove ( 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_TeleportMove ( 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 ) ) ) ;
}
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# 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_Random ( ) ;
P_Random ( ) ;
P_Random ( ) ;
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 ;
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REQUIRE_PANDORA ;
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emeralds = ( ( EMERALD7 ) * 2 ) - 1 ;
CONS_Printf ( M_GetText ( " You now have all 7 emeralds. \n " ) ) ;
}
void Command_Resetemeralds_f ( void )
{
REQUIRE_SINGLEPLAYER ;
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REQUIRE_PANDORA ;
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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 ) ;
}
void Command_Setrings_f ( void )
{
REQUIRE_INLEVEL ;
REQUIRE_SINGLEPLAYER ;
REQUIRE_NOULTIMATE ;
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REQUIRE_PANDORA ;
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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 ;
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REQUIRE_PANDORA ;
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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 ;
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REQUIRE_PANDORA ;
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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 )
{
if ( ceiling )
{
if ( ( ( player - > mo - > subsector - > sector - > ceilingheight - 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
{
if ( ( ( player - > mo - > z - player - > mo - > subsector - > sector - > floorheight ) > > 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 ;
# ifdef HAVE_BLUA
LUA_InvalidateMapthings ( ) ;
# endif
mapthings = Z_Realloc ( mapthings , + + nummapthings * sizeof ( * mapthings ) , PU_LEVEL , NULL ) ;
mt = ( mapthings + nummapthings - 1 ) ;
mt - > type = type ;
mt - > x = ( INT16 ) ( player - > mo - > x > > FRACBITS ) ;
mt - > y = ( INT16 ) ( player - > mo - > y > > FRACBITS ) ;
if ( ceiling )
mt - > options = ( UINT16 ) ( ( player - > mo - > subsector - > sector - > ceilingheight - player - > mo - > z - player - > mo - > height ) > > FRACBITS ) ;
else
mt - > options = ( UINT16 ) ( ( player - > mo - > z - player - > mo - > subsector - > sector - > floorheight ) > > 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_TOSSFLAG | BT_USE | BT_CAMRIGHT | BT_CAMLEFT ) ) )
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
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 - player - > mo - > subsector - > sector - > floorheight ) > > 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_TOSSFLAG )
{
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_CAMRIGHT )
{
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_CAMLEFT )
{
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_USE )
{
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 - > flags & MF_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_JUMP )
player - > mo - > z + = FRACUNIT * cv_speed . value ;
else if ( cmd - > buttons & BT_USE )
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_TeleportMove ( 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 )
{
P_Thrust ( player - > mo , player - > mo - > angle - ANGLE_90 , ( cmd - > sidemove * FRACUNIT / MAXPLMOVE ) * cv_speed . value ) ;
P_TeleportMove ( 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 ( cv_viewheight . value < < 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 ;
if ( player - > pflags & PF_ATTACKDOWN )
{
// Are ANY objectplace buttons pressed? If no, remove flag.
if ( ! ( cmd - > buttons & ( BT_ATTACK | BT_TOSSFLAG | BT_CAMRIGHT | BT_CAMLEFT ) ) )
player - > pflags & = ~ PF_ATTACKDOWN ;
// Do nothing.
return ;
}
if ( cmd - > buttons & BT_CAMLEFT )
{
OP_CycleThings ( - 1 ) ;
player - > pflags | = PF_ATTACKDOWN ;
}
else if ( cmd - > buttons & BT_CAMRIGHT )
{
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 ) ;
}
// Display flag information
{
if ( ! ! ( mobjinfo [ op_currentthing ] . flags & MF_SPAWNCEILING ) ^ ! ! ( cv_opflags . value & MTF_OBJECTFLIP ) )
op_displayflags = ( UINT16 ) ( ( player - > mo - > subsector - > sector - > ceilingheight - player - > mo - > z - mobjinfo [ op_currentthing ] . height ) > > FRACBITS ) ;
else
op_displayflags = ( UINT16 ) ( ( player - > mo - > z - player - > mo - > subsector - > sector - > floorheight ) > > FRACBITS ) ;
op_displayflags < < = ZSHIFT ;
op_displayflags | = ( UINT16 ) cv_opflags . value ;
}
}
//
// 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 ) ;
// 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 \\ \\ "
" Camera L/R: Cycle mapthings \\ "
" Jump: Float up \\ "
" Spin: Float down \\ "
" Fire Ring: Place object \\ " ) ) ) ;
}
// Save all the player's data.
op_oldflags1 = players [ 0 ] . mo - > flags ;
op_oldflags2 = players [ 0 ] . mo - > flags2 ;
op_oldeflags = players [ 0 ] . mo - > eflags ;
op_oldpflags = players [ 0 ] . pflags ;
op_oldmomx = players [ 0 ] . mo - > momx ;
op_oldmomy = players [ 0 ] . mo - > momy ;
op_oldmomz = players [ 0 ] . mo - > momz ;
op_oldheight = players [ 0 ] . mo - > height ;
op_oldstate = S_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 ] > = flashingtics )
players [ 0 ] . powers [ pw_flashing ] = flashingtics - 1 ;
}
}