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b23e77d9c7
* This commit does not build. Committed items are everything that's been done by find and replace. * Next commit has hand-performed changes that are better separated out for clarity.
173 lines
4.4 KiB
C++
173 lines
4.4 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright 2020 Christoph Oelckers
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "duke3d.h"
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#include "mapinfo.h"
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#include "cheathandler.h"
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#include "c_dispatch.h"
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#include "gamestate.h"
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#include "gamefuncs.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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int getlabelvalue(const char* text);
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static int ccmd_spawn(CCmdFuncPtr parm)
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{
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int x = 0, y = 0, z = 0;
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ESpriteFlags cstat = 0;
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int picnum = 0;
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unsigned int pal = 0;
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int ang = 0;
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int set = 0;
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#if 0 // fixme - route through the network and this limitation becomes irrelevant
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if (netgame || numplayers > 1 || !(ps[myconnectindex].gm & MODE_GAME)) {
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Printf("spawn: Can't spawn sprites in multiplayer games or demos\n");
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return CCMD_OK;
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}
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#endif
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switch (parm->numparms) {
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case 7: // x,y,z
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x = atol(parm->parms[4]);
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y = atol(parm->parms[5]);
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z = atol(parm->parms[6]);
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set |= 8;
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[[fallthrough]];
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case 4: // ang
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ang = atol(parm->parms[3]) & 2047; set |= 4;
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[[fallthrough]];
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case 3: // cstat
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cstat = ESpriteFlags::FromInt(atol(parm->parms[2])); set |= 2;
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[[fallthrough]];
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case 2: // pal
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pal = (uint8_t)atol(parm->parms[1]); set |= 1;
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[[fallthrough]];
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case 1: // tile number
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if (isdigit(parm->parms[0][0])) {
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picnum = (unsigned short)atol(parm->parms[0]);
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}
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else {
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picnum = getlabelvalue(parm->parms[0]);
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if (picnum < 0) {
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Printf("spawn: Invalid tile label given\n");
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return CCMD_OK;
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}
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}
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if (picnum >= MAXTILES) {
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Printf("spawn: Invalid tile number\n");
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return CCMD_OK;
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}
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break;
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default:
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return CCMD_SHOWHELP;
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}
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auto spawned = spawn(ps[myconnectindex].GetActor(), picnum);
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if (spawned)
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{
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if (set & 1) spawned->spr.pal = (uint8_t)pal;
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if (set & 2) spawned->spr.cstat = ESpriteFlags::FromInt(cstat);
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if (set & 4) spawned->set_int_ang(ang);
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if (set & 8) SetActor(spawned, DVector3( x, y, z ));
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if (spawned->sector() == nullptr)
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{
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Printf("spawn: Sprite can't be spawned into null space\n");
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deletesprite(spawned);
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}
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}
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return CCMD_OK;
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}
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void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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{
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player_struct* p = &ps[myconnectindex];
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p->pos = DVector3(x, y, z);
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p->backupxyz();
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if (ang != INT_MIN)
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{
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p->angle.oang = p->angle.ang = DAngle::fromBuild(ang);
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}
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if (horz != INT_MIN)
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{
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p->horizon.ohoriz = p->horizon.horiz = buildhoriz(horz);
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}
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}
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void GameInterface::ToggleThirdPerson()
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{
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if (gamestate != GS_LEVEL) return;
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if (!isRRRA() || (!ps[myconnectindex].OnMotorcycle && !ps[myconnectindex].OnBoat))
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{
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if (ps[myconnectindex].over_shoulder_on)
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ps[myconnectindex].over_shoulder_on = 0;
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else
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{
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ps[myconnectindex].over_shoulder_on = 1;
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cameradist = 0;
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cameraclock = INT_MIN;
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}
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FTA(QUOTE_VIEW_MODE_OFF + ps[myconnectindex].over_shoulder_on, &ps[myconnectindex]);
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}
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}
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void GameInterface::SwitchCoopView()
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{
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if (gamestate != GS_LEVEL) return;
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if (ud.coop || ud.recstat == 2)
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{
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screenpeek = connectpoint2[screenpeek];
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if (screenpeek == -1) screenpeek = 0;
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}
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}
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void GameInterface::ToggleShowWeapon()
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{
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if (gamestate != GS_LEVEL) return;
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cl_showweapon = cl_showweapon == 0;
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FTA(QUOTE_WEAPON_MODE_OFF - cl_showweapon, &ps[screenpeek]);
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}
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int registerosdcommands(void)
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{
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C_RegisterFunction("spawn","spawn <picnum> [palnum] [cstat] [ang] [x y z]: spawns a sprite with the given properties",ccmd_spawn);
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return 0;
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}
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END_DUKE_NS
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