2019-09-19 22:42:45 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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2020-01-28 03:29:47 +00:00
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Copyright (C) 2020 Raze developers and contributors
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2019-09-19 22:42:45 +00:00
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2020-01-28 03:29:47 +00:00
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This file was part of NBlood.
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2019-09-19 22:42:45 +00:00
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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2019-09-21 18:59:54 +00:00
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#include "ns.h" // Must come before everything else!
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2019-09-19 22:42:45 +00:00
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#include "build.h"
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2020-12-09 14:56:32 +00:00
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2019-09-19 22:42:45 +00:00
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#include "blood.h"
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2020-01-25 19:21:49 +00:00
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#include "mapinfo.h"
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2020-07-29 21:18:08 +00:00
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#include "gamestate.h"
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2019-09-19 22:42:45 +00:00
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2019-09-22 06:39:22 +00:00
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BEGIN_BLD_NS
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2019-09-19 22:42:45 +00:00
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2022-08-30 20:17:08 +00:00
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void GameInterface::WarpToCoords(double x, double y, double z, DAngle ang, int horz)
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2020-07-11 13:05:49 +00:00
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{
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2021-12-29 21:56:21 +00:00
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PLAYER* pPlayer = &gPlayer[myconnectindex];
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VIEW* pView = &gPrevView[myconnectindex];
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2022-08-30 20:17:08 +00:00
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gView->actor->spr.pos.XY() = { x , y };
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2022-08-29 17:27:52 +00:00
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pPlayer->actor->spr.pos.XY() = gView->actor->spr.pos.XY();
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2022-09-08 12:09:25 +00:00
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pView->pos.XY() = gView->actor->spr.pos.XY();
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2021-12-29 21:56:21 +00:00
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pPlayer->zView = pView->viewz = gView->zView = z;
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2022-08-30 20:17:08 +00:00
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if (ang != DAngle::fromDeg(INT_MIN))
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2021-12-29 21:56:21 +00:00
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{
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2022-08-30 20:17:08 +00:00
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pPlayer->angle.oang = pPlayer->angle.ang = gView->angle.ang = ang;
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2021-12-29 21:56:21 +00:00
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}
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if (horz != INT_MIN)
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{
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pPlayer->horizon.ohoriz = pPlayer->horizon.horiz = pView->horiz = gView->horizon.horiz = buildhoriz(horz);
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}
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2020-07-11 13:05:49 +00:00
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}
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2020-11-29 11:23:31 +00:00
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void GameInterface::ToggleThirdPerson()
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2020-08-29 15:49:15 +00:00
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{
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2021-12-29 21:56:21 +00:00
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if (gamestate != GS_LEVEL) return;
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if (gViewPos > VIEWPOS_0)
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2022-09-07 12:02:15 +00:00
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{
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2021-12-29 21:56:21 +00:00
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gViewPos = VIEWPOS_0;
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2022-09-07 12:02:15 +00:00
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}
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2021-12-29 21:56:21 +00:00
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else
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2022-09-07 12:02:15 +00:00
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{
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2021-12-29 21:56:21 +00:00
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gViewPos = VIEWPOS_1;
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2022-09-07 12:02:15 +00:00
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cameradist = 0;
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cameraclock = INT_MIN;
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}
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2020-08-29 15:49:15 +00:00
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}
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2020-11-29 11:23:31 +00:00
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void GameInterface::SwitchCoopView()
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2020-08-29 15:49:15 +00:00
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{
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2021-12-29 21:56:21 +00:00
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if (gamestate != GS_LEVEL) return;
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if (gGameOptions.nGameType == 1)
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{
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gViewIndex = connectpoint2[gViewIndex];
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if (gViewIndex == -1)
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gViewIndex = connecthead;
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gView = &gPlayer[gViewIndex];
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}
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else if (gGameOptions.nGameType == 3)
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{
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int oldViewIndex = gViewIndex;
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do
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{
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gViewIndex = connectpoint2[gViewIndex];
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if (gViewIndex == -1)
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gViewIndex = connecthead;
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if (oldViewIndex == gViewIndex || gMe->teamId == gPlayer[gViewIndex].teamId)
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break;
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} while (oldViewIndex != gViewIndex);
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gView = &gPlayer[gViewIndex];
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}
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2020-08-29 15:49:15 +00:00
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}
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2020-11-29 11:23:31 +00:00
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void GameInterface::ToggleShowWeapon()
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2020-08-29 15:49:15 +00:00
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{
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2021-12-29 21:56:21 +00:00
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if (gamestate != GS_LEVEL) return;
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cl_showweapon = (cl_showweapon + 1) & 3;
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2019-09-19 22:42:45 +00:00
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}
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2019-09-22 06:39:22 +00:00
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END_BLD_NS
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