//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright 2020 Christoph Oelckers This file is part of Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D 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 2 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. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au) */ //------------------------------------------------------------------------- #include "ns.h" #include "duke3d.h" #include "mapinfo.h" #include "cheathandler.h" #include "c_dispatch.h" #include "gamestate.h" #include "gamefuncs.h" #include "dukeactor.h" BEGIN_DUKE_NS int getlabelvalue(const char* text); static int ccmd_spawn(CCmdFuncPtr parm) { int x = 0, y = 0, z = 0; unsigned int cstat = 0; int picnum = 0; unsigned int pal = 0; int ang = 0; int set = 0; #if 0 // fixme - route through the network and this limitation becomes irrelevant if (netgame || numplayers > 1 || !(ps[myconnectindex].gm & MODE_GAME)) { Printf("spawn: Can't spawn sprites in multiplayer games or demos\n"); return CCMD_OK; } #endif switch (parm->numparms) { case 7: // x,y,z x = atol(parm->parms[4]); y = atol(parm->parms[5]); z = atol(parm->parms[6]); set |= 8; [[fallthrough]]; case 4: // ang ang = atol(parm->parms[3]) & 2047; set |= 4; [[fallthrough]]; case 3: // cstat cstat = (unsigned short)atol(parm->parms[2]); set |= 2; [[fallthrough]]; case 2: // pal pal = (uint8_t)atol(parm->parms[1]); set |= 1; [[fallthrough]]; case 1: // tile number if (isdigit(parm->parms[0][0])) { picnum = (unsigned short)atol(parm->parms[0]); } else { picnum = getlabelvalue(parm->parms[0]); if (picnum < 0) { Printf("spawn: Invalid tile label given\n"); return CCMD_OK; } } if (picnum >= MAXTILES) { Printf("spawn: Invalid tile number\n"); return CCMD_OK; } break; default: return CCMD_SHOWHELP; } auto spawned = spawn(ps[myconnectindex].GetActor(), picnum); if (spawned) { if (set & 1) spawned->s->pal = (uint8_t)pal; if (set & 2) spawned->s->cstat = (uint16_t)cstat; if (set & 4) spawned->s->ang = ang; if (set & 8) SetActor(spawned, { x, y, z }); if (spawned->sector() == nullptr) { Printf("spawn: Sprite can't be spawned into null space\n"); deletesprite(spawned); } } return CCMD_OK; } void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz) { player_struct* p = &ps[myconnectindex]; p->oposx = p->pos.x = x; p->oposy = p->pos.y = y; p->oposz = p->pos.z = z; if (ang != INT_MIN) { p->angle.oang = p->angle.ang = buildang(ang); } if (horz != INT_MIN) { p->horizon.ohoriz = p->horizon.horiz = buildhoriz(horz); } } void GameInterface::ToggleThirdPerson() { if (gamestate != GS_LEVEL) return; if (!isRRRA() || (!ps[myconnectindex].OnMotorcycle && !ps[myconnectindex].OnBoat)) { if (ps[myconnectindex].over_shoulder_on) ps[myconnectindex].over_shoulder_on = 0; else { ps[myconnectindex].over_shoulder_on = 1; cameradist = 0; cameraclock = INT_MIN; } FTA(QUOTE_VIEW_MODE_OFF + ps[myconnectindex].over_shoulder_on, &ps[myconnectindex]); } } void GameInterface::SwitchCoopView() { if (gamestate != GS_LEVEL) return; if (ud.coop || ud.recstat == 2) { screenpeek = connectpoint2[screenpeek]; if (screenpeek == -1) screenpeek = 0; } } void GameInterface::ToggleShowWeapon() { if (gamestate != GS_LEVEL) return; cl_showweapon = cl_showweapon == 0; FTA(QUOTE_WEAPON_MODE_OFF - cl_showweapon, &ps[screenpeek]); } int registerosdcommands(void) { C_RegisterFunction("spawn","spawn [palnum] [cstat] [ang] [x y z]: spawns a sprite with the given properties",ccmd_spawn); return 0; } END_DUKE_NS