raze/source/blood/src/osdcmd.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
Copyright (C) 2020 Raze developers and contributors
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This file was part of NBlood.
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NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
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#include "build.h"
#include "compat.h"
#include "mmulti.h"
#include "common_game.h"
#include "blood.h"
#include "globals.h"
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#include "levels.h"
#include "messages.h"
#include "sound.h"
#include "view.h"
#include "mapinfo.h"
#include "gamestate.h"
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BEGIN_BLD_NS
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void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
{
PLAYER *pPlayer = &gPlayer[myconnectindex];
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VIEW* pView = &gPrevView[myconnectindex];
pPlayer->pSprite->x = pView->at50 = gView->pSprite->x = x;
pPlayer->pSprite->y = pView->at54 = gView->pSprite->y = y;
pPlayer->zView = pView->at38 = gView->zView = z;
if (ang != INT_MIN)
{
pPlayer->angle.oang = pPlayer->angle.ang = pView->at30 = gView->angle.ang = buildang(ang);
}
if (horz != INT_MIN)
{
pPlayer->horizon.ohoriz = pPlayer->horizon.horiz = pView->at24 = gView->horizon.horiz = buildhoriz(horz);
}
}
void GameInterface::ToggleThirdPerson()
{
if (gamestate != GS_LEVEL) return;
if (gViewPos > VIEWPOS_0)
gViewPos = VIEWPOS_0;
else
gViewPos = VIEWPOS_1;
}
void GameInterface::SwitchCoopView()
{
if (gamestate != GS_LEVEL) return;
if (gGameOptions.nGameType == 1)
{
gViewIndex = connectpoint2[gViewIndex];
if (gViewIndex == -1)
gViewIndex = connecthead;
gView = &gPlayer[gViewIndex];
}
else if (gGameOptions.nGameType == 3)
{
int oldViewIndex = gViewIndex;
do
{
gViewIndex = connectpoint2[gViewIndex];
if (gViewIndex == -1)
gViewIndex = connecthead;
if (oldViewIndex == gViewIndex || gMe->teamId == gPlayer[gViewIndex].teamId)
break;
} while (oldViewIndex != gViewIndex);
gView = &gPlayer[gViewIndex];
}
}
void GameInterface::ToggleShowWeapon()
{
if (gamestate != GS_LEVEL) return;
cl_showweapon = (cl_showweapon + 1) & 3;
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}
END_BLD_NS