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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static int osdcmd_warptocoords(CCmdFuncPtr parm)
{
if (parm->numparms < 3 || parm->numparms > 5)
return CCMD_SHOWHELP;
PLAYER *pPlayer = &gPlayer[myconnectindex];
pPlayer->pSprite->x = gView->pSprite->x = atoi(parm->parms[0]);
pPlayer->pSprite->y = gView->pSprite->y = atoi(parm->parms[1]);
pPlayer->zView = gView->zView = atoi(parm->parms[2]);
if (parm->numparms >= 4)
{
pPlayer->angle.oang = gView->angle.ang = buildang(atoi(parm->parms[3]));
}
if (parm->numparms == 5)
{
pPlayer->horizon.horiz = gView->horizon.horiz = buildhoriz(atoi(parm->parms[4]));
}
viewBackupView(pPlayer->nPlayer);
return CCMD_OK;
}
static int osdcmd_third_person_view(CCmdFuncPtr parm)
{
if (gamestate != GS_LEVEL || System_WantGuiCapture()) return CCMD_OK;
if (gViewPos > VIEWPOS_0)
gViewPos = VIEWPOS_0;
else
gViewPos = VIEWPOS_1;
return CCMD_OK;
}
static int osdcmd_coop_view(CCmdFuncPtr parm)
{
if (gamestate != GS_LEVEL || System_WantGuiCapture()) return CCMD_OK;
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];
}
return CCMD_OK;
}
static int osdcmd_show_weapon(CCmdFuncPtr parm)
{
if (gamestate != GS_LEVEL || System_WantGuiCapture()) return CCMD_OK;
cl_showweapon = (cl_showweapon + 1) & 3;
return CCMD_OK;
}
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int32_t registerosdcommands(void)
{
C_RegisterFunction("warptocoords","warptocoords [x] [y] [z] [ang] (optional) [horiz] (optional): warps the player to the specified coordinates",osdcmd_warptocoords);
C_RegisterFunction("third_person_view", "Switch to third person view", osdcmd_third_person_view);
C_RegisterFunction("coop_view", "Switch player to view from in coop", osdcmd_coop_view);
C_RegisterFunction("show_weapon", "Show opponents' weapons", osdcmd_show_weapon);
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return 0;
}
END_BLD_NS