//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT Copyright (C) 2020 Raze developers and contributors This file was part of NBlood. 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! #include "build.h" #include "compat.h" #include "mmulti.h" #include "common_game.h" #include "blood.h" #include "globals.h" #include "levels.h" #include "messages.h" #include "sound.h" #include "view.h" #include "mapinfo.h" #include "gamestate.h" BEGIN_BLD_NS static int osdcmd_warptocoords(CCmdFuncPtr parm) { if (parm->numparms < 3 || parm->numparms > 5) return CCMD_SHOWHELP; PLAYER *pPlayer = &gPlayer[myconnectindex]; VIEW* pView = &gPrevView[myconnectindex]; pPlayer->pSprite->x = pView->at50 = gView->pSprite->x = atoi(parm->parms[0]); pPlayer->pSprite->y = pView->at54 = gView->pSprite->y = atoi(parm->parms[1]); pPlayer->zView = pView->at38 = gView->zView = atoi(parm->parms[2]); if (parm->numparms >= 4) { pPlayer->angle.oang = pPlayer->angle.ang = pView->at30 = gView->angle.ang = buildang(atoi(parm->parms[3])); } if (parm->numparms == 5) { pPlayer->horizon.ohoriz = pPlayer->horizon.horiz = pView->at24 = gView->horizon.horiz = buildhoriz(atoi(parm->parms[4])); } return CCMD_OK; } static int osdcmd_third_person_view(CCmdFuncPtr parm) { if (gamestate != GS_LEVEL) 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) 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) return CCMD_OK; cl_showweapon = (cl_showweapon + 1) & 3; return CCMD_OK; } 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); return 0; } END_BLD_NS