SRB2/src/m_cheat.c
Inuyasha 96913c4a47 objectplace stability fix
Objectplace reallocates the mapthings list to add one more mapthing. By itself there's no problem with this.
But, mobj->spawnpoint is a pointer to the mapthing's location in the mapthings list.
So by reallocating the mapthings list, all references to mobj->spawnpoints point to freed memory.

... Oops.

Now when objectplace reallocates the mapthings list it actually corrects the locations of all mobj's spawnpoints to point to the new list.

Hooray, you can use NiGHTS objectplace again if you really want to.
2016-01-20 01:13:21 -08:00

1319 lines
34 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2014 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"
#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 "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;
}
#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);
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 }
};
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 }
};
#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;
}
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);
#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 || 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)), 0);
}
// 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_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)));
}
#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;
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);
}
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)
{
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 = mapthings;
#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)
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;
}
}