raze/source/games/duke/src/ccmds.cpp
Mitchell Richters b23e77d9c7 - Replace player's ang with DAngle object.
* 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.
2022-10-05 00:36:27 +02:00

173 lines
4.4 KiB
C++

//-------------------------------------------------------------------------
/*
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;
ESpriteFlags 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 = ESpriteFlags::FromInt(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->spr.pal = (uint8_t)pal;
if (set & 2) spawned->spr.cstat = ESpriteFlags::FromInt(cstat);
if (set & 4) spawned->set_int_ang(ang);
if (set & 8) SetActor(spawned, DVector3( 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->pos = DVector3(x, y, z);
p->backupxyz();
if (ang != INT_MIN)
{
p->angle.oang = p->angle.ang = DAngle::fromBuild(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 <picnum> [palnum] [cstat] [ang] [x y z]: spawns a sprite with the given properties",ccmd_spawn);
return 0;
}
END_DUKE_NS