mirror of
https://github.com/ZDoom/Raze.git
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8d63e735d0
Mostly working but interpolation is not correct yet and for some strange reason the numbers on the HUD are gone.
263 lines
7.1 KiB
C++
263 lines
7.1 KiB
C++
//-------------------------------------------------------------------------
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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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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
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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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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "compat.h"
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#include "mmulti.h"
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#include "common_game.h"
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#include "blood.h"
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#include "globals.h"
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#include "levels.h"
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#include "messages.h"
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#include "sound.h"
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#include "view.h"
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#include "mapinfo.h"
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#include "gamestate.h"
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BEGIN_BLD_NS
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void LevelWarp(int nEpisode, int nLevel);
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static int osdcmd_map(CCmdFuncPtr parm)
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{
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if (parm->numparms != 1)
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return CCMD_SHOWHELP;
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FString mapname = parm->parms[0];
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FString mapfilename = mapname;
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DefaultExtension(mapfilename, ".map");
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if (!fileSystem.FileExists(mapfilename))
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{
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Printf(TEXTCOLOR_RED "map: file \"%s\" not found.\n", mapfilename.GetChars());
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return CCMD_OK;
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}
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auto maprec = FindMapByName(mapname);
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if (maprec)
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{
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StartLevel(maprec);
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}
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else
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{
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// Map has not been defined. Treat as user map.
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StartLevel(SetupUserMap(mapfilename));
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}
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return CCMD_OK;
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}
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static int osdcmd_give(CCmdFuncPtr parm)
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{
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if (numplayers != 1 || gamestate != GS_LEVEL|| gMe->pXSprite->health == 0)
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{
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Printf("give: Cannot give while dead or not in a single-player game.\n");
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return CCMD_OK;
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}
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if (parm->numparms != 1) return CCMD_SHOWHELP;
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if (!Bstrcasecmp(parm->parms[0], "all"))
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{
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SetWeapons(true);
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SetAmmo(true);
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SetToys(true);
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SetArmor(true);
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SetKeys(true);
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bPlayerCheated = true;
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return CCMD_OK;
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}
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else if (!Bstrcasecmp(parm->parms[0], "health"))
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{
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actHealDude(gMe->pXSprite, 200, 200);
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bPlayerCheated = true;
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return CCMD_OK;
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}
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else if (!Bstrcasecmp(parm->parms[0], "weapons"))
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{
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SetWeapons(true);
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bPlayerCheated = true;
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return CCMD_OK;
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}
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else if (!Bstrcasecmp(parm->parms[0], "ammo"))
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{
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SetAmmo(true);
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bPlayerCheated = true;
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return CCMD_OK;
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}
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else if (!Bstrcasecmp(parm->parms[0], "armor"))
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{
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SetArmor(true);
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bPlayerCheated = true;
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return CCMD_OK;
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}
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else if (!Bstrcasecmp(parm->parms[0], "keys"))
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{
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SetKeys(true);
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bPlayerCheated = true;
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return CCMD_OK;
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}
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else if (!Bstrcasecmp(parm->parms[0], "inventory"))
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{
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SetToys(true);
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bPlayerCheated = true;
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return CCMD_OK;
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}
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return CCMD_SHOWHELP;
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}
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static int osdcmd_god(CCmdFuncPtr)
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{
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if (numplayers == 1 && gamestate == GS_LEVEL)
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{
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SetGodMode(!gMe->godMode);
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bPlayerCheated = true;
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}
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else
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Printf("god: Not in a single-player game.\n");
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return CCMD_OK;
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}
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static int osdcmd_noclip(CCmdFuncPtr)
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{
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if (numplayers == 1 && gamestate == GS_LEVEL)
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{
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SetClipMode(!gNoClip);
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bPlayerCheated = true;
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}
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else
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{
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Printf("noclip: Not in a single-player game.\n");
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}
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return CCMD_OK;
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}
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static int osdcmd_levelwarp(CCmdFuncPtr parm)
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{
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if (parm->numparms != 2)
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return CCMD_SHOWHELP;
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int e = atoi(parm->parms[0]);
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int m = atoi(parm->parms[1]);
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if (e == 0 || m == 0)
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{
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Printf(TEXTCOLOR_RED "Invalid level!: E%sM%s\n", parm->parms[0], parm->parms[1]);
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return CCMD_OK;
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}
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LevelWarp(e - 1, m - 1);
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return CCMD_OK;
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}
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static int osdcmd_warptocoords(CCmdFuncPtr parm)
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{
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if (parm->numparms < 3 || parm->numparms > 5)
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return CCMD_SHOWHELP;
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PLAYER *pPlayer = &gPlayer[myconnectindex];
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pPlayer->pSprite->x = gView->pSprite->x = atoi(parm->parms[0]);
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pPlayer->pSprite->y = gView->pSprite->y = atoi(parm->parms[1]);
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pPlayer->zView = gView->zView = atoi(parm->parms[2]);
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if (parm->numparms >= 4)
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{
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pPlayer->q16ang = gView->q16ang = IntToFixed(atoi(parm->parms[3]));
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}
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if (parm->numparms == 5)
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{
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// fix me, I'm broken.
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pPlayer->q16horiz = gView->q16horiz = IntToFixed(atoi(parm->parms[4]));
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gViewAngle = FloatToFixed(atan2(atoi(parm->parms[4]), 100) * (1024. / pi::pi()));
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}
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viewBackupView(pPlayer->nPlayer);
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return CCMD_OK;
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}
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static int osdcmd_third_person_view(CCmdFuncPtr parm)
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{
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if (gamestate != GS_LEVEL || System_WantGuiCapture()) return CCMD_OK;
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if (gViewPos > VIEWPOS_0)
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gViewPos = VIEWPOS_0;
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else
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gViewPos = VIEWPOS_1;
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return CCMD_OK;
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}
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static int osdcmd_coop_view(CCmdFuncPtr parm)
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{
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if (gamestate != GS_LEVEL || System_WantGuiCapture()) return CCMD_OK;
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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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return CCMD_OK;
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}
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static int osdcmd_show_weapon(CCmdFuncPtr parm)
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{
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if (gamestate != GS_LEVEL || System_WantGuiCapture()) return CCMD_OK;
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cl_showweapon = (cl_showweapon + 1) & 3;
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return CCMD_OK;
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}
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int32_t registerosdcommands(void)
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{
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C_RegisterFunction("map","map <mapname>: loads the given map", osdcmd_map);
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C_RegisterFunction("give","give <all|health|weapons|ammo|armor|keys|inventory>: gives requested item", osdcmd_give);
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C_RegisterFunction("god","god: toggles god mode", osdcmd_god);
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C_RegisterFunction("noclip","noclip: toggles clipping mode", osdcmd_noclip);
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C_RegisterFunction("levelwarp","levelwarp <e> <m>: warp to episode 'e' and map 'm'", osdcmd_levelwarp);
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C_RegisterFunction("warptocoords","warptocoords [x] [y] [z] [ang] (optional) [horiz] (optional): warps the player to the specified coordinates",osdcmd_warptocoords);
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C_RegisterFunction("third_person_view", "Switch to third person view", osdcmd_third_person_view);
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C_RegisterFunction("coop_view", "Switch player to view from in coop", osdcmd_coop_view);
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C_RegisterFunction("show_weapon", "Show opponents' weapons", osdcmd_show_weapon);
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return 0;
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}
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END_BLD_NS
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