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https://git.do.srb2.org/STJr/SRB2.git
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1354 lines
35 KiB
C
1354 lines
35 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file m_cheat.c
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/// \brief Cheat sequence checking
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#include "doomdef.h"
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#include "g_input.h"
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#include "g_game.h"
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#include "s_sound.h"
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#include "r_local.h"
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#include "p_local.h"
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#include "p_setup.h"
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#include "d_net.h"
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#include "m_cheat.h"
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#include "m_menu.h"
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#include "m_random.h"
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#include "m_misc.h"
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#include "hu_stuff.h"
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#include "m_cond.h" // secrets unlocked?
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#include "v_video.h"
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#include "z_zone.h"
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#include "p_slopes.h"
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#include "lua_script.h"
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#include "lua_hook.h"
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//
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// CHEAT SEQUENCE PACKAGE
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//
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#define SCRAMBLE(a) \
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((((a)&1)<<7) + (((a)&2)<<5) + ((a)&4) + (((a)&8)<<1) \
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+ (((a)&16)>>1) + ((a)&32) + (((a)&64)>>5) + (((a)&128)>>7))
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typedef struct
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{
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UINT8 *p;
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UINT8 (*func)(void); // called when cheat confirmed.
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UINT8 sequence[];
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} cheatseq_t;
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// ==========================================================================
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// CHEAT Structures
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// ==========================================================================
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// Cheat responders
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static UINT8 cheatf_ultimate(void)
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{
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if (menuactive && (currentMenu != &MainDef && currentMenu != &SP_LoadDef))
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return 0; // Only on the main menu, or the save select!
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S_StartSound(0, sfx_itemup);
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ultimate_selectable = (!ultimate_selectable);
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// If on the save select, move to what is now Ultimate Mode!
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if (currentMenu == &SP_LoadDef)
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M_ForceSaveSlotSelected(NOSAVESLOT);
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return 1;
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}
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static UINT8 cheatf_warp(void)
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{
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if (modifiedgame)
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return 0;
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if (menuactive && currentMenu != &MainDef)
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return 0; // Only on the main menu!
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S_StartSound(0, sfx_itemup);
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// Temporarily unlock stuff.
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G_SetGameModified(false);
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unlockables[2].unlocked = true; // credits
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unlockables[3].unlocked = true; // sound test
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unlockables[16].unlocked = true; // level select
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// Refresh secrets menu existing.
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M_ClearMenus(true);
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M_StartControlPanel();
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return 1;
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}
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#ifdef DEVELOP
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static UINT8 cheatf_devmode(void)
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{
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UINT8 i;
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if (modifiedgame)
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return 0;
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if (menuactive && currentMenu != &MainDef)
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return 0; // Only on the main menu!
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S_StartSound(0, sfx_itemup);
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// Just unlock all the things and turn on -debug and console devmode.
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G_SetGameModified(false);
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for (i = 0; i < MAXUNLOCKABLES; i++)
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unlockables[i].unlocked = true;
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devparm = TRUE;
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cv_debug |= 0x8000;
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// Refresh secrets menu existing.
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M_ClearMenus(true);
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M_StartControlPanel();
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return 1;
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}
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#endif
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static cheatseq_t cheat_ultimate = {
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0, cheatf_ultimate,
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{ SCRAMBLE('u'), SCRAMBLE('l'), SCRAMBLE('t'), SCRAMBLE('i'), SCRAMBLE('m'), SCRAMBLE('a'), SCRAMBLE('t'), SCRAMBLE('e'), 0xff }
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};
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static cheatseq_t cheat_ultimate_joy = {
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0, cheatf_ultimate,
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{ SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_DOWNARROW), SCRAMBLE(KEY_DOWNARROW),
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SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_RIGHTARROW),
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SCRAMBLE(KEY_ENTER), 0xff }
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};
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static cheatseq_t cheat_warp = {
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0, cheatf_warp,
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{ SCRAMBLE('r'), SCRAMBLE('e'), SCRAMBLE('d'), SCRAMBLE('x'), SCRAMBLE('v'), SCRAMBLE('i'), 0xff }
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};
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static cheatseq_t cheat_warp_joy = {
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0, cheatf_warp,
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{ SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW),
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SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_UPARROW),
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SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW),
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SCRAMBLE(KEY_ENTER), 0xff }
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};
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#ifdef DEVELOP
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static cheatseq_t cheat_devmode = {
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0, cheatf_devmode,
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{ SCRAMBLE('d'), SCRAMBLE('e'), SCRAMBLE('v'), SCRAMBLE('m'), SCRAMBLE('o'), SCRAMBLE('d'), SCRAMBLE('e'), 0xff }
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};
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#endif
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// ==========================================================================
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// CHEAT SEQUENCE PACKAGE
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// ==========================================================================
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static UINT8 cheat_xlate_table[256];
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void cht_Init(void)
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{
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size_t i = 0;
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INT16 pi = 0;
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for (; i < 256; i++, pi++)
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{
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const INT32 cc = SCRAMBLE(pi);
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cheat_xlate_table[i] = (UINT8)cc;
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}
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}
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//
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// Called in st_stuff module, which handles the input.
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// Returns a 1 if the cheat was successful, 0 if failed.
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//
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static UINT8 cht_CheckCheat(cheatseq_t *cht, char key)
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{
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UINT8 rc = 0;
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if (!cht->p)
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cht->p = cht->sequence; // initialize if first time
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if (*cht->p == 0)
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*(cht->p++) = key;
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else if (cheat_xlate_table[(UINT8)key] == *cht->p)
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cht->p++;
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else
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cht->p = cht->sequence;
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if (*cht->p == 1)
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cht->p++;
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else if (*cht->p == 0xff) // end of sequence character
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{
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cht->p = cht->sequence;
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rc = cht->func();
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}
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return rc;
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}
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boolean cht_Responder(event_t *ev)
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{
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UINT8 ret = 0, ch = 0;
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if (ev->type != ev_keydown)
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return false;
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if (ev->data1 > 0xFF)
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{
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// map some fake (joy) inputs into keys
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// map joy inputs into keys
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switch (ev->data1)
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{
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case KEY_JOY1:
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case KEY_JOY1 + 2:
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ch = KEY_ENTER;
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break;
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case KEY_HAT1:
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ch = KEY_UPARROW;
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break;
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case KEY_HAT1 + 1:
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ch = KEY_DOWNARROW;
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break;
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case KEY_HAT1 + 2:
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ch = KEY_LEFTARROW;
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break;
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case KEY_HAT1 + 3:
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ch = KEY_RIGHTARROW;
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break;
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default:
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// no mapping
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return false;
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}
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}
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else
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ch = (UINT8)ev->data1;
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ret += cht_CheckCheat(&cheat_ultimate, (char)ch);
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ret += cht_CheckCheat(&cheat_ultimate_joy, (char)ch);
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ret += cht_CheckCheat(&cheat_warp, (char)ch);
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ret += cht_CheckCheat(&cheat_warp_joy, (char)ch);
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#ifdef DEVELOP
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ret += cht_CheckCheat(&cheat_devmode, (char)ch);
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#endif
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return (ret != 0);
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}
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// Console cheat commands rely on these a lot...
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#define REQUIRE_PANDORA if (!M_SecretUnlocked(SECRET_PANDORA) && !cv_debug)\
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{ CONS_Printf(M_GetText("You haven't earned this yet.\n")); return; }
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#define REQUIRE_DEVMODE if (!cv_debug)\
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{ CONS_Printf(M_GetText("DEVMODE must be enabled.\n")); return; }
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#define REQUIRE_OBJECTPLACE if (!objectplacing)\
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{ CONS_Printf(M_GetText("OBJECTPLACE must be enabled.\n")); return; }
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#define REQUIRE_INLEVEL if (gamestate != GS_LEVEL || demoplayback)\
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{ CONS_Printf(M_GetText("You must be in a level to use this.\n")); return; }
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#define REQUIRE_SINGLEPLAYER if (netgame || multiplayer)\
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{ CONS_Printf(M_GetText("This only works in single player.\n")); return; }
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#define REQUIRE_NOULTIMATE if (ultimatemode)\
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{ CONS_Printf(M_GetText("You're too good to be cheating!\n")); return; }
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// command that can be typed at the console!
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void Command_CheatNoClip_f(void)
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{
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player_t *plyr;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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REQUIRE_NOULTIMATE;
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plyr = &players[consoleplayer];
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plyr->pflags ^= PF_NOCLIP;
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CONS_Printf(M_GetText("No Clipping %s\n"), plyr->pflags & PF_NOCLIP ? M_GetText("On") : M_GetText("Off"));
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G_SetGameModified(multiplayer);
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}
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void Command_CheatGod_f(void)
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{
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player_t *plyr;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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REQUIRE_NOULTIMATE;
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plyr = &players[consoleplayer];
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plyr->pflags ^= PF_GODMODE;
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CONS_Printf(M_GetText("Sissy Mode %s\n"), plyr->pflags & PF_GODMODE ? M_GetText("On") : M_GetText("Off"));
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G_SetGameModified(multiplayer);
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}
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void Command_CheatNoTarget_f(void)
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{
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player_t *plyr;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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REQUIRE_NOULTIMATE;
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plyr = &players[consoleplayer];
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plyr->pflags ^= PF_INVIS;
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CONS_Printf(M_GetText("SEP Field %s\n"), plyr->pflags & PF_INVIS ? M_GetText("On") : M_GetText("Off"));
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G_SetGameModified(multiplayer);
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}
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void Command_Scale_f(void)
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{
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const double scaled = atof(COM_Argv(1));
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fixed_t scale = FLOAT_TO_FIXED(scaled);
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REQUIRE_DEVMODE;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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if (scale < FRACUNIT/100 || scale > 100*FRACUNIT) //COM_Argv(1) will return a null string if they did not give a paramater, so...
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{
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CONS_Printf(M_GetText("scale <value> (0.01-100.0): set player scale size\n"));
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return;
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}
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if (!players[consoleplayer].mo)
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return;
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players[consoleplayer].mo->destscale = scale;
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CONS_Printf(M_GetText("Scale set to %s\n"), COM_Argv(1));
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}
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void Command_Gravflip_f(void)
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{
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REQUIRE_DEVMODE;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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if (players[consoleplayer].mo)
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players[consoleplayer].mo->flags2 ^= MF2_OBJECTFLIP;
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}
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void Command_Hurtme_f(void)
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{
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REQUIRE_DEVMODE;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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if (COM_Argc() < 2)
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{
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CONS_Printf(M_GetText("hurtme <damage>: Damage yourself by a specific amount\n"));
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return;
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}
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P_DamageMobj(players[consoleplayer].mo, NULL, NULL, atoi(COM_Argv(1)));
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}
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// Moves the NiGHTS player to another axis within the current mare
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void Command_JumpToAxis_f(void)
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{
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REQUIRE_DEVMODE;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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if (COM_Argc() != 2)
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{
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CONS_Printf(M_GetText("jumptoaxis <axisnum>: Jump to axis within current mare.\n"));
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return;
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}
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P_TransferToAxis(&players[consoleplayer], atoi(COM_Argv(1)));
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}
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void Command_Charability_f(void)
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{
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REQUIRE_DEVMODE;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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if (COM_Argc() < 3)
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{
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CONS_Printf(M_GetText("charability <1/2> <value>: change character abilities\n"));
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return;
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}
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if (atoi(COM_Argv(1)) == 1)
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players[consoleplayer].charability = (UINT8)atoi(COM_Argv(2));
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else if (atoi(COM_Argv(1)) == 2)
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players[consoleplayer].charability2 = (UINT8)atoi(COM_Argv(2));
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else
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CONS_Printf(M_GetText("charability <1/2> <value>: change character abilities\n"));
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}
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void Command_Charspeed_f(void)
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{
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REQUIRE_DEVMODE;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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if (COM_Argc() < 3)
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{
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CONS_Printf(M_GetText("charspeed <normalspeed/runspeed/thrustfactor/accelstart/acceleration/actionspd> <value>: set character speed\n"));
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return;
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}
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if (!strcasecmp(COM_Argv(1), "normalspeed"))
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players[consoleplayer].normalspeed = atoi(COM_Argv(2))<<FRACBITS;
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else if (!strcasecmp(COM_Argv(1), "runspeed"))
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players[consoleplayer].runspeed = atoi(COM_Argv(2))<<FRACBITS;
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else if (!strcasecmp(COM_Argv(1), "thrustfactor"))
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players[consoleplayer].thrustfactor = atoi(COM_Argv(2));
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else if (!strcasecmp(COM_Argv(1), "accelstart"))
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players[consoleplayer].accelstart = atoi(COM_Argv(2));
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else if (!strcasecmp(COM_Argv(1), "acceleration"))
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players[consoleplayer].acceleration = atoi(COM_Argv(2));
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else if (!strcasecmp(COM_Argv(1), "actionspd"))
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players[consoleplayer].actionspd = atoi(COM_Argv(2))<<FRACBITS;
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else
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CONS_Printf(M_GetText("charspeed <normalspeed/runspeed/thrustfactor/accelstart/acceleration/actionspd> <value>: set character speed\n"));
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}
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void Command_RTeleport_f(void)
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{
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fixed_t intx, inty, intz;
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size_t i;
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player_t *p = &players[consoleplayer];
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subsector_t *ss;
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REQUIRE_DEVMODE;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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if (COM_Argc() < 3 || COM_Argc() > 7)
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{
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CONS_Printf(M_GetText("rteleport -x <value> -y <value> -z <value>: relative teleport to a location\n"));
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return;
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}
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if (!p->mo)
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return;
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i = COM_CheckParm("-x");
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if (i)
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intx = atoi(COM_Argv(i + 1));
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else
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intx = 0;
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i = COM_CheckParm("-y");
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if (i)
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inty = atoi(COM_Argv(i + 1));
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else
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inty = 0;
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ss = R_IsPointInSubsector(p->mo->x + intx*FRACUNIT, p->mo->y + inty*FRACUNIT);
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if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
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{
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CONS_Alert(CONS_NOTICE, M_GetText("Not a valid location.\n"));
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return;
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}
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i = COM_CheckParm("-z");
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if (i)
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{
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intz = atoi(COM_Argv(i + 1));
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intz <<= FRACBITS;
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intz += p->mo->z;
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if (intz < ss->sector->floorheight)
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intz = ss->sector->floorheight;
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if (intz > ss->sector->ceilingheight - p->mo->height)
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intz = ss->sector->ceilingheight - p->mo->height;
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}
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else
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intz = p->mo->z;
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CONS_Printf(M_GetText("Teleporting by %d, %d, %d...\n"), intx, inty, FixedInt((intz-p->mo->z)));
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P_MapStart();
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if (!P_TeleportMove(p->mo, p->mo->x+intx*FRACUNIT, p->mo->y+inty*FRACUNIT, intz))
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CONS_Alert(CONS_WARNING, M_GetText("Unable to teleport to that spot!\n"));
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else
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S_StartSound(p->mo, sfx_mixup);
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P_MapEnd();
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}
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void Command_Teleport_f(void)
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{
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fixed_t intx, inty, intz;
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size_t i;
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player_t *p = &players[consoleplayer];
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subsector_t *ss;
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REQUIRE_DEVMODE;
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REQUIRE_INLEVEL;
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REQUIRE_SINGLEPLAYER;
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if (COM_Argc() < 3 || COM_Argc() > 7)
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{
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CONS_Printf(M_GetText("teleport -x <value> -y <value> -z <value>: teleport to a location\n"));
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return;
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}
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if (!p->mo)
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return;
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|
|
|
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_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);
|
|
}
|
|
|
|
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)
|
|
{
|
|
#ifdef ESLOPE
|
|
// 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;
|
|
#else
|
|
fixed_t cheight = sec->ceilingheight;
|
|
#endif
|
|
|
|
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
|
|
{
|
|
#ifdef ESLOPE
|
|
fixed_t fheight = sec->f_slope ? P_GetZAt(sec->f_slope, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000) : sec->floorheight;
|
|
#else
|
|
fixed_t fheight = sec->floorheight;
|
|
#endif
|
|
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)
|
|
{
|
|
#ifdef ESLOPE
|
|
fixed_t cheight = sec->c_slope ? P_GetZAt(sec->c_slope, mt->x << FRACBITS, mt->y << FRACBITS) : sec->ceilingheight;
|
|
#else
|
|
fixed_t cheight = sec->ceilingheight;
|
|
#endif
|
|
mt->options = (UINT16)((cheight - player->mo->z - player->mo->height)>>FRACBITS);
|
|
}
|
|
else
|
|
{
|
|
#ifdef ESLOPE
|
|
fixed_t fheight = sec->f_slope ? P_GetZAt(sec->f_slope, mt->x << FRACBITS, mt->y << FRACBITS) : sec->floorheight;
|
|
#else
|
|
fixed_t fheight = sec->floorheight;
|
|
#endif
|
|
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_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
|
|
sector_t *sec = player->mo->subsector->sector;
|
|
#ifdef ESLOPE
|
|
fixed_t fheight = sec->f_slope ? P_GetZAt(sec->f_slope, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000) : sec->floorheight;
|
|
#else
|
|
fixed_t fheight = sec->floorheight;
|
|
#endif
|
|
|
|
|
|
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_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;
|
|
|
|
// 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))
|
|
{
|
|
#ifdef ESLOPE
|
|
fixed_t cheight = sec->c_slope ? P_GetZAt(sec->c_slope, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000) : sec->ceilingheight;
|
|
#else
|
|
fixed_t cheight = sec->ceilingheight;
|
|
#endif
|
|
op_displayflags = (UINT16)((cheight - player->mo->z - mobjinfo[op_currentthing].height)>>FRACBITS);
|
|
}
|
|
else
|
|
{
|
|
#ifdef ESLOPE
|
|
fixed_t fheight = sec->f_slope ? P_GetZAt(sec->f_slope, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000) : sec->floorheight;
|
|
#else
|
|
fixed_t fheight = sec->floorheight;
|
|
#endif
|
|
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_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);
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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;
|
|
}
|
|
}
|