gzdoom/src/fragglescript/t_cmd.cpp

198 lines
5.3 KiB
C++

//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2017 Christoph Oelckers
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//--------------------------------------------------------------------------
//
// Emulation for selected Legacy console commands
// Unfortunately Legacy allows full access of FS to the console
// so everything that gets used by some map has to be emulated...
//
//---------------------------------------------------------------------------
//
#include <string.h>
#include <stdio.h>
#include "p_local.h"
#include "doomdef.h"
#include "doomstat.h"
#include "c_dispatch.h"
#include "sc_man.h"
#include "g_level.h"
#include "r_renderer.h"
#include "d_player.h"
#include "g_levellocals.h"
//==========================================================================
//
//
//
//==========================================================================
static void FS_Gimme(const char * what)
{
char buffer[80];
// This is intentionally limited to the few items
// it can handle in Legacy.
if (!strnicmp(what, "health", 6)) what="health";
else if (!strnicmp(what, "ammo", 4)) what="ammo";
else if (!strnicmp(what, "armor", 5)) what="greenarmor";
else if (!strnicmp(what, "keys", 4)) what="keys";
else if (!strnicmp(what, "weapons", 7)) what="weapons";
else if (!strnicmp(what, "chainsaw", 8)) what="chainsaw";
else if (!strnicmp(what, "shotgun", 7)) what="shotgun";
else if (!strnicmp(what, "supershotgun", 12)) what="supershotgun";
else if (!strnicmp(what, "rocket", 6)) what="rocketlauncher";
else if (!strnicmp(what, "plasma", 6)) what="plasmarifle";
else if (!strnicmp(what, "bfg", 3)) what="BFG9000";
else if (!strnicmp(what, "chaingun", 8)) what="chaingun";
else if (!strnicmp(what, "berserk", 7)) what="Berserk";
else if (!strnicmp(what, "map", 3)) what="Allmap";
else if (!strnicmp(what, "fullmap", 7)) what="Allmap";
else return;
mysnprintf(buffer, countof(buffer), "give %.72s", what);
AddCommandString(buffer);
}
//==========================================================================
//
//
//
//==========================================================================
void FS_MapCmd(FScanner &sc)
{
char nextmap[9];
int NextSkill = -1;
int flags = CHANGELEVEL_RESETINVENTORY|CHANGELEVEL_RESETHEALTH;
if (dmflags & DF_NO_MONSTERS)
flags |= CHANGELEVEL_NOMONSTERS;
sc.MustGetString();
strncpy (nextmap, sc.String, 8);
nextmap[8]=0;
while (sc.GetString())
{
if (sc.Compare("-skill"))
{
sc.MustGetNumber();
NextSkill = clamp<int>(sc.Number-1, 0, AllSkills.Size()-1);
}
else if (sc.Compare("-monsters"))
{
sc.MustGetNumber();
if (sc.Number)
flags &= ~CHANGELEVEL_NOMONSTERS;
else
flags |= CHANGELEVEL_NOMONSTERS;
}
else if (sc.Compare("-noresetplayers"))
{
flags &= ~(CHANGELEVEL_RESETINVENTORY|CHANGELEVEL_RESETHEALTH);
}
}
G_ChangeLevel(nextmap, 0, flags, NextSkill);
}
//==========================================================================
//
//
//
//==========================================================================
void FS_EmulateCmd(char * string)
{
FScanner sc;
sc.OpenMem("RUNCMD", string, (int)strlen(string));
while (sc.GetString())
{
if (sc.Compare("GIMME"))
{
while (sc.GetString())
{
if (!sc.Compare(";")) FS_Gimme(sc.String);
else break;
}
}
else if (sc.Compare("ALLOWJUMP"))
{
sc.MustGetNumber();
if (sc.Number) dmflags = dmflags & ~DF_NO_JUMP;
else dmflags=dmflags | DF_NO_JUMP;
while (sc.GetString())
{
if (sc.Compare(";")) break;
}
}
else if (sc.Compare("gravity"))
{
sc.MustGetFloat();
level.gravity=(float)(sc.Float*800);
while (sc.GetString())
{
if (sc.Compare(";")) break;
}
}
else if (sc.Compare("viewheight"))
{
sc.MustGetFloat();
double playerviewheight = sc.Float;
for(int i=0;i<MAXPLAYERS;i++)
{
// No, this is not correct. But this is the way Legacy WADs expect it to be handled!
if (players[i].mo != NULL) players[i].mo->ViewHeight = playerviewheight;
players[i].viewheight = playerviewheight;
players[i].Uncrouch();
}
while (sc.GetString())
{
if (sc.Compare(";")) break;
}
}
else if (sc.Compare("map"))
{
FS_MapCmd(sc);
}
else if (sc.Compare("gr_fogdensity"))
{
sc.MustGetNumber();
// Using this disables most MAPINFO fog options!
level.fogdensity = sc.Number * 70 / 400;
level.outsidefogdensity = 0;
level.skyfog = 0;
level.info->outsidefog = 0;
}
else if (sc.Compare("gr_fogcolor"))
{
sc.MustGetString();
level.fadeto = (uint32_t)strtoull(sc.String, NULL, 16);
}
else
{
// Skip unhandled commands
while (sc.GetString())
{
if (sc.Compare(";")) break;
}
}
}
}