Kart-Public/src/m_cheat.c

1375 lines
35 KiB
C
Raw Normal View History

2014-03-15 09:59:03 -07:00
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
2016-07-05 21:09:17 -07:00
// Copyright (C) 1999-2016 by Sonic Team Junior.
2014-03-15 09:59:03 -07:00
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file m_cheat.c
/// \brief Cheat sequence checking
#include "doomdef.h"
#include "g_input.h"
#include "g_game.h"
#include "s_sound.h"
2014-08-03 20:49:33 -07:00
#include "r_local.h"
2014-03-15 09:59:03 -07:00
#include "p_local.h"
#include "p_setup.h"
#include "d_net.h"
#include "m_cheat.h"
#include "m_menu.h"
#include "m_random.h"
#include "m_misc.h"
#include "hu_stuff.h"
#include "m_cond.h" // secrets unlocked?
#include "v_video.h"
#include "z_zone.h"
2016-07-05 21:09:17 -07:00
#include "p_slopes.h"
2014-03-15 09:59:03 -07:00
#include "k_kart.h" // srb2kart
2014-03-15 09:59:03 -07:00
#include "lua_script.h"
#include "lua_hook.h"
//
// CHEAT SEQUENCE PACKAGE
//
#define SCRAMBLE(a) \
((((a)&1)<<7) + (((a)&2)<<5) + ((a)&4) + (((a)&8)<<1) \
+ (((a)&16)>>1) + ((a)&32) + (((a)&64)>>5) + (((a)&128)>>7))
typedef struct
{
UINT8 *p;
UINT8 (*func)(void); // called when cheat confirmed.
UINT8 sequence[];
} cheatseq_t;
// ==========================================================================
// CHEAT Structures
// ==========================================================================
// Cheat responders
/*static UINT8 cheatf_ultimate(void)
2014-03-15 09:59:03 -07:00
{
if (menuactive && (currentMenu != &MainDef && currentMenu != &SP_LoadDef))
return 0; // Only on the main menu, or the save select!
S_StartSound(0, sfx_itemup);
ultimate_selectable = (!ultimate_selectable);
// If on the save select, move to what is now Ultimate Mode!
if (currentMenu == &SP_LoadDef)
M_ForceSaveSlotSelected(NOSAVESLOT);
return 1;
}*/
2014-03-15 09:59:03 -07:00
static UINT8 cheatf_warp(void)
{
UINT8 i;
boolean success = false;
/*if (modifiedgame)
return 0;*/
2014-03-15 09:59:03 -07:00
if (menuactive && currentMenu != &MainDef)
return 0; // Only on the main menu!
// Temporarily unlock EVERYTHING.
for (i = 0; i < MAXUNLOCKABLES; i++)
{
if (!unlockables[i].conditionset)
continue;
if (!unlockables[i].unlocked)
{
unlockables[i].unlocked = true;
success = true;
}
}
if (success)
{
G_SetGameModified(false);
S_StartSound(0, sfx_kc42);
}
2014-03-15 09:59:03 -07:00
// Refresh secrets menu existing.
M_ClearMenus(true);
M_StartControlPanel();
return 1;
}
2016-07-05 21:09:17 -07:00
#ifdef DEVELOP
static UINT8 cheatf_devmode(void)
{
UINT8 i;
if (modifiedgame)
return 0;
if (menuactive && currentMenu != &MainDef)
return 0; // Only on the main menu!
S_StartSound(0, sfx_itemup);
// Just unlock all the things and turn on -debug and console devmode.
G_SetGameModified(false);
for (i = 0; i < MAXUNLOCKABLES; i++)
unlockables[i].unlocked = true;
devparm = true;
2016-07-05 21:09:17 -07:00
cv_debug |= 0x8000;
// Refresh secrets menu existing.
M_ClearMenus(true);
M_StartControlPanel();
return 1;
}
#endif
/*static cheatseq_t cheat_ultimate = {
2014-03-15 09:59:03 -07:00
0, cheatf_ultimate,
{ SCRAMBLE('u'), SCRAMBLE('l'), SCRAMBLE('t'), SCRAMBLE('i'), SCRAMBLE('m'), SCRAMBLE('a'), SCRAMBLE('t'), SCRAMBLE('e'), 0xff }
};*/
2014-03-15 09:59:03 -07:00
/*static cheatseq_t cheat_ultimate_joy = {
2014-03-15 09:59:03 -07:00
0, cheatf_ultimate,
{ SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_DOWNARROW), SCRAMBLE(KEY_DOWNARROW),
SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_RIGHTARROW),
SCRAMBLE(KEY_ENTER), 0xff }
};*/
2014-03-15 09:59:03 -07:00
static cheatseq_t cheat_warp = {
0, cheatf_warp,
//{ SCRAMBLE('r'), SCRAMBLE('e'), SCRAMBLE('d'), SCRAMBLE('x'), SCRAMBLE('v'), SCRAMBLE('i'), 0xff }
{ SCRAMBLE('b'), SCRAMBLE('a'), SCRAMBLE('n'), SCRAMBLE('a'), SCRAMBLE('n'), SCRAMBLE('a'), 0xff }
2014-03-15 09:59:03 -07:00
};
static cheatseq_t cheat_warp_joy = {
0, cheatf_warp,
/*{ SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW),
2014-03-15 09:59:03 -07:00
SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_UPARROW),
SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW),
SCRAMBLE(KEY_ENTER), 0xff }*/
{ SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_RIGHTARROW),
SCRAMBLE(KEY_RIGHTARROW), SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_LEFTARROW),
SCRAMBLE(KEY_DOWNARROW), SCRAMBLE(KEY_RIGHTARROW),
2014-03-15 09:59:03 -07:00
SCRAMBLE(KEY_ENTER), 0xff }
};
2016-07-05 21:09:17 -07:00
#ifdef DEVELOP
static cheatseq_t cheat_devmode = {
0, cheatf_devmode,
{ SCRAMBLE('d'), SCRAMBLE('e'), SCRAMBLE('v'), SCRAMBLE('m'), SCRAMBLE('o'), SCRAMBLE('d'), SCRAMBLE('e'), 0xff }
};
#endif
2014-03-15 09:59:03 -07:00
// ==========================================================================
// CHEAT SEQUENCE PACKAGE
// ==========================================================================
static UINT8 cheat_xlate_table[256];
void cht_Init(void)
{
size_t i = 0;
INT16 pi = 0;
for (; i < 256; i++, pi++)
{
const INT32 cc = SCRAMBLE(pi);
cheat_xlate_table[i] = (UINT8)cc;
}
}
//
// Called in st_stuff module, which handles the input.
// Returns a 1 if the cheat was successful, 0 if failed.
//
static UINT8 cht_CheckCheat(cheatseq_t *cht, char key)
{
UINT8 rc = 0;
if (!cht->p)
cht->p = cht->sequence; // initialize if first time
if (*cht->p == 0)
*(cht->p++) = key;
else if (cheat_xlate_table[(UINT8)key] == *cht->p)
cht->p++;
else
cht->p = cht->sequence;
if (*cht->p == 1)
cht->p++;
else if (*cht->p == 0xff) // end of sequence character
{
cht->p = cht->sequence;
rc = cht->func();
}
return rc;
}
boolean cht_Responder(event_t *ev)
{
UINT8 ret = 0, ch = 0;
if (ev->type != ev_keydown)
return false;
if (ev->data1 > 0xFF)
{
// map some fake (joy) inputs into keys
// map joy inputs into keys
switch (ev->data1)
{
case KEY_JOY1:
case KEY_JOY1 + 2:
ch = KEY_ENTER;
break;
case KEY_HAT1:
ch = KEY_UPARROW;
break;
case KEY_HAT1 + 1:
ch = KEY_DOWNARROW;
break;
case KEY_HAT1 + 2:
ch = KEY_LEFTARROW;
break;
case KEY_HAT1 + 3:
ch = KEY_RIGHTARROW;
break;
default:
// no mapping
return false;
}
}
else
ch = (UINT8)ev->data1;
//ret += cht_CheckCheat(&cheat_ultimate, (char)ch);
//ret += cht_CheckCheat(&cheat_ultimate_joy, (char)ch);
2014-03-15 09:59:03 -07:00
ret += cht_CheckCheat(&cheat_warp, (char)ch);
ret += cht_CheckCheat(&cheat_warp_joy, (char)ch);
2016-07-05 21:09:17 -07:00
#ifdef DEVELOP
ret += cht_CheckCheat(&cheat_devmode, (char)ch);
#endif
2014-03-15 09:59:03 -07:00
return (ret != 0);
}
// Console cheat commands rely on these a lot...
#define REQUIRE_PANDORA if (!M_SecretUnlocked(SECRET_PANDORA) && !cv_debug)\
{ CONS_Printf(M_GetText("You haven't earned this yet.\n")); return; }
#define REQUIRE_DEVMODE if (!cv_debug)\
{ CONS_Printf(M_GetText("DEVMODE must be enabled.\n")); return; }
#define REQUIRE_OBJECTPLACE if (!objectplacing)\
{ CONS_Printf(M_GetText("OBJECTPLACE must be enabled.\n")); return; }
#define REQUIRE_INLEVEL if (gamestate != GS_LEVEL || demoplayback)\
{ CONS_Printf(M_GetText("You must be in a level to use this.\n")); return; }
#define REQUIRE_SINGLEPLAYER if (netgame || multiplayer)\
{ CONS_Printf(M_GetText("This only works in single player.\n")); return; }
#define REQUIRE_NOULTIMATE if (ultimatemode)\
{ CONS_Printf(M_GetText("You're too good to be cheating!\n")); return; }
// command that can be typed at the console!
void Command_CheatNoClip_f(void)
{
player_t *plyr;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
REQUIRE_NOULTIMATE;
plyr = &players[consoleplayer];
plyr->pflags ^= PF_NOCLIP;
CONS_Printf(M_GetText("No Clipping %s\n"), plyr->pflags & PF_NOCLIP ? M_GetText("On") : M_GetText("Off"));
G_SetGameModified(multiplayer);
}
void Command_CheatGod_f(void)
{
player_t *plyr;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
REQUIRE_NOULTIMATE;
plyr = &players[consoleplayer];
plyr->pflags ^= PF_GODMODE;
CONS_Printf(M_GetText("Sissy Mode %s\n"), plyr->pflags & PF_GODMODE ? M_GetText("On") : M_GetText("Off"));
G_SetGameModified(multiplayer);
}
void Command_CheatNoTarget_f(void)
{
player_t *plyr;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
REQUIRE_NOULTIMATE;
plyr = &players[consoleplayer];
plyr->pflags ^= PF_INVIS;
CONS_Printf(M_GetText("SEP Field %s\n"), plyr->pflags & PF_INVIS ? M_GetText("On") : M_GetText("Off"));
G_SetGameModified(multiplayer);
}
void Command_Scale_f(void)
{
const double scaled = atof(COM_Argv(1));
fixed_t scale = FLOAT_TO_FIXED(scaled);
REQUIRE_DEVMODE;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
if (scale < FRACUNIT/100 || scale > 100*FRACUNIT) //COM_Argv(1) will return a null string if they did not give a paramater, so...
{
CONS_Printf(M_GetText("scale <value> (0.01-100.0): set player scale size\n"));
return;
}
if (!players[consoleplayer].mo)
return;
players[consoleplayer].mo->destscale = scale;
CONS_Printf(M_GetText("Scale set to %s\n"), COM_Argv(1));
}
void Command_Gravflip_f(void)
{
REQUIRE_DEVMODE;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
if (players[consoleplayer].mo)
players[consoleplayer].mo->flags2 ^= MF2_OBJECTFLIP;
}
void Command_Hurtme_f(void)
{
REQUIRE_DEVMODE;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
if (COM_Argc() < 2)
{
CONS_Printf(M_GetText("hurtme <damage>: Damage yourself by a specific amount\n"));
return;
}
P_DamageMobj(players[consoleplayer].mo, NULL, NULL, atoi(COM_Argv(1)));
}
2014-08-03 20:49:33 -07:00
// Moves the NiGHTS player to another axis within the current mare
Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows. p_inter.c - Everything to do with setting states for starposts In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state. Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example) These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them? Disable all mechanisms of damaging bosses or enemies with the player's physical contact With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out. Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects) NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled. Comment out Tag mechanisms Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily. d_clisrv.c Comment out Tag mechanisms See p_inter.c d_netcmd.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us. Comment out Tag mechanisms See p_inter.c g_game.c Disable NiGHTS-related material See p_inter.c Disable some team-related material Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now. Everything to do with setting states for starposts See p_inter.c m_cheat.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay See d_netcmd.c p_map.c Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example) See p_inter.c Disable NiGHTS-related material See p_inter.c p_mobj.c Disable P_EmeraldManager Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required. p_setup.c Everything to do with setting states for starposts See p_inter.c p_spec.c Disable NiGHTS-related material See p_inter.c Everything to do with setting states for starposts See p_inter.c p_telept.c Everything to do with setting states for starposts See p_inter.c p_tick.c Disable some team-related material See g_game.c Disable P_EmeraldManager See p_mobj.c Do not run shields Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker. Do not run special stages SRB2Kart does not have special stages. Comment out Tag mechanisms See p_inter.c y_inter.c Disable some team-related material See g_game.c p_user.c Disable NiGHTS-related material See p_inter.c Disable 2d movement for players 2D mode? In a kart racer? :nick:
2018-10-03 09:04:41 -07:00
/*void Command_JumpToAxis_f(void)
2014-08-03 20:49:33 -07:00
{
REQUIRE_DEVMODE;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("jumptoaxis <axisnum>: Jump to axis within current mare.\n"));
return;
}
P_TransferToAxis(&players[consoleplayer], atoi(COM_Argv(1)));
}
2014-03-15 09:59:03 -07:00
void Command_Charability_f(void)
{
REQUIRE_DEVMODE;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
if (COM_Argc() < 3)
{
CONS_Printf(M_GetText("charability <1/2> <value>: change character abilities\n"));
return;
}
if (atoi(COM_Argv(1)) == 1)
players[consoleplayer].charability = (UINT8)atoi(COM_Argv(2));
else if (atoi(COM_Argv(1)) == 2)
players[consoleplayer].charability2 = (UINT8)atoi(COM_Argv(2));
else
CONS_Printf(M_GetText("charability <1/2> <value>: change character abilities\n"));
}
void Command_Charspeed_f(void)
{
REQUIRE_DEVMODE;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
if (COM_Argc() < 3)
{
CONS_Printf(M_GetText("charspeed <normalspeed/runspeed/thrustfactor/accelstart/acceleration/actionspd> <value>: set character speed\n"));
return;
}
if (!strcasecmp(COM_Argv(1), "normalspeed"))
players[consoleplayer].normalspeed = atoi(COM_Argv(2))<<FRACBITS;
else if (!strcasecmp(COM_Argv(1), "runspeed"))
players[consoleplayer].runspeed = atoi(COM_Argv(2))<<FRACBITS;
else if (!strcasecmp(COM_Argv(1), "thrustfactor"))
players[consoleplayer].thrustfactor = atoi(COM_Argv(2));
else if (!strcasecmp(COM_Argv(1), "accelstart"))
players[consoleplayer].accelstart = atoi(COM_Argv(2));
else if (!strcasecmp(COM_Argv(1), "acceleration"))
players[consoleplayer].acceleration = atoi(COM_Argv(2));
else if (!strcasecmp(COM_Argv(1), "actionspd"))
players[consoleplayer].actionspd = atoi(COM_Argv(2))<<FRACBITS;
else
CONS_Printf(M_GetText("charspeed <normalspeed/runspeed/thrustfactor/accelstart/acceleration/actionspd> <value>: set character speed\n"));
Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows. p_inter.c - Everything to do with setting states for starposts In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state. Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example) These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them? Disable all mechanisms of damaging bosses or enemies with the player's physical contact With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out. Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects) NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled. Comment out Tag mechanisms Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily. d_clisrv.c Comment out Tag mechanisms See p_inter.c d_netcmd.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us. Comment out Tag mechanisms See p_inter.c g_game.c Disable NiGHTS-related material See p_inter.c Disable some team-related material Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now. Everything to do with setting states for starposts See p_inter.c m_cheat.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay See d_netcmd.c p_map.c Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example) See p_inter.c Disable NiGHTS-related material See p_inter.c p_mobj.c Disable P_EmeraldManager Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required. p_setup.c Everything to do with setting states for starposts See p_inter.c p_spec.c Disable NiGHTS-related material See p_inter.c Everything to do with setting states for starposts See p_inter.c p_telept.c Everything to do with setting states for starposts See p_inter.c p_tick.c Disable some team-related material See g_game.c Disable P_EmeraldManager See p_mobj.c Do not run shields Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker. Do not run special stages SRB2Kart does not have special stages. Comment out Tag mechanisms See p_inter.c y_inter.c Disable some team-related material See g_game.c p_user.c Disable NiGHTS-related material See p_inter.c Disable 2d movement for players 2D mode? In a kart racer? :nick:
2018-10-03 09:04:41 -07:00
}*/
2014-03-15 09:59:03 -07:00
2014-08-03 20:49:33 -07:00
void Command_RTeleport_f(void)
{
fixed_t intx, inty, intz;
size_t i;
player_t *p = &players[consoleplayer];
subsector_t *ss;
REQUIRE_DEVMODE;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
if (COM_Argc() < 3 || COM_Argc() > 7)
{
CONS_Printf(M_GetText("rteleport -x <value> -y <value> -z <value>: relative teleport to a location\n"));
return;
}
if (!p->mo)
return;
i = COM_CheckParm("-x");
if (i)
intx = atoi(COM_Argv(i + 1));
else
intx = 0;
i = COM_CheckParm("-y");
if (i)
inty = atoi(COM_Argv(i + 1));
else
inty = 0;
ss = R_IsPointInSubsector(p->mo->x + intx*FRACUNIT, p->mo->y + inty*FRACUNIT);
2014-08-03 20:49:33 -07:00
if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
{
CONS_Alert(CONS_NOTICE, M_GetText("Not a valid location.\n"));
return;
}
i = COM_CheckParm("-z");
if (i)
{
intz = atoi(COM_Argv(i + 1));
intz <<= FRACBITS;
intz += p->mo->z;
if (intz < ss->sector->floorheight)
intz = ss->sector->floorheight;
if (intz > ss->sector->ceilingheight - p->mo->height)
intz = ss->sector->ceilingheight - p->mo->height;
}
else
intz = p->mo->z;
CONS_Printf(M_GetText("Teleporting by %d, %d, %d...\n"), intx, inty, FixedInt((intz-p->mo->z)));
P_MapStart();
if (!P_TeleportMove(p->mo, p->mo->x+intx*FRACUNIT, p->mo->y+inty*FRACUNIT, intz))
CONS_Alert(CONS_WARNING, M_GetText("Unable to teleport to that spot!\n"));
else
S_StartSound(p->mo, sfx_mixup);
P_MapEnd();
}
void Command_Teleport_f(void)
{
fixed_t intx, inty, intz;
size_t i;
player_t *p = &players[consoleplayer];
subsector_t *ss;
REQUIRE_DEVMODE;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
if (COM_Argc() < 3 || COM_Argc() > 7)
{
CONS_Printf(M_GetText("teleport -x <value> -y <value> -z <value>: teleport to a location\n"));
return;
}
if (!p->mo)
return;
i = COM_CheckParm("-x");
if (i)
intx = atoi(COM_Argv(i + 1));
else
{
CONS_Alert(CONS_NOTICE, M_GetText("%s value not specified\n"), "X");
return;
}
i = COM_CheckParm("-y");
if (i)
inty = atoi(COM_Argv(i + 1));
else
{
CONS_Alert(CONS_NOTICE, M_GetText("%s value not specified\n"), "Y");
return;
}
ss = R_PointInSubsector(intx*FRACUNIT, inty*FRACUNIT);
if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
{
CONS_Alert(CONS_NOTICE, M_GetText("Not a valid location.\n"));
return;
}
i = COM_CheckParm("-z");
if (i)
{
intz = atoi(COM_Argv(i + 1));
intz <<= FRACBITS;
if (intz < ss->sector->floorheight)
intz = ss->sector->floorheight;
if (intz > ss->sector->ceilingheight - p->mo->height)
intz = ss->sector->ceilingheight - p->mo->height;
}
else
intz = ss->sector->floorheight;
CONS_Printf(M_GetText("Teleporting to %d, %d, %d...\n"), intx, inty, FixedInt(intz));
P_MapStart();
if (!P_TeleportMove(p->mo, intx*FRACUNIT, inty*FRACUNIT, intz))
CONS_Alert(CONS_WARNING, M_GetText("Unable to teleport to that spot!\n"));
else
S_StartSound(p->mo, sfx_mixup);
P_MapEnd();
}
void Command_Skynum_f(void)
{
REQUIRE_DEVMODE;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("skynum <sky#>: change the sky\n"));
CONS_Printf(M_GetText("Current sky is %d\n"), levelskynum);
return;
}
CONS_Printf(M_GetText("Previewing sky %s...\n"), COM_Argv(1));
P_SetupLevelSky(atoi(COM_Argv(1)), false);
}
void Command_Weather_f(void)
{
REQUIRE_DEVMODE;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
if (COM_Argc() != 2)
{
CONS_Printf(M_GetText("weather <weather#>: change the weather\n"));
CONS_Printf(M_GetText("Current weather is %d\n"), curWeather);
return;
}
CONS_Printf(M_GetText("Previewing weather %s...\n"), COM_Argv(1));
P_SwitchWeather(atoi(COM_Argv(1)));
}
2014-03-15 09:59:03 -07:00
#ifdef _DEBUG
// You never thought you needed this, did you? >=D
// Yes, this has the specific purpose of completely screwing you up
// to see if the consistency restoration code can fix you.
// Don't enable this for normal builds...
void Command_CauseCfail_f(void)
{
if (consoleplayer == serverplayer)
{
CONS_Printf(M_GetText("Only remote players can use this command.\n"));
return;
}
P_UnsetThingPosition(players[consoleplayer].mo);
2016-07-05 21:09:17 -07:00
P_RandomFixed();
P_RandomByte();
P_RandomFixed();
2014-03-15 09:59:03 -07:00
players[consoleplayer].mo->x = 0;
players[consoleplayer].mo->y = 123311; //cfail cansuled kthxbye
players[consoleplayer].mo->z = 123311;
players[consoleplayer].score = 1337;
players[consoleplayer].health = 1337;
players[consoleplayer].mo->destscale = 25;
P_SetThingPosition(players[consoleplayer].mo);
// CTF consistency test
if (gametype == GT_CTF)
{
if (blueflag) {
P_RemoveMobj(blueflag);
blueflag = NULL;
}
if (redflag)
{
redflag->x = 423423;
redflag->y = 666;
redflag->z = 123311;
}
}
}
#endif
#if defined(HAVE_BLUA) && defined(LUA_ALLOW_BYTECODE)
void Command_Dumplua_f(void)
{
if (modifiedgame)
{
CONS_Printf(M_GetText("This command has been disabled in modified games, to prevent scripted attacks.\n"));
return;
}
if (COM_Argc() < 2)
{
CONS_Printf(M_GetText("dumplua <filename>: Compile a plain text lua script (not a wad!) into bytecode.\n"));
CONS_Alert(CONS_WARNING, M_GetText("This command makes irreversible file changes, please use with caution!\n"));
return;
}
LUA_DumpFile(COM_Argv(1));
}
#endif
void Command_Savecheckpoint_f(void)
{
REQUIRE_DEVMODE;
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
players[consoleplayer].starposttime = players[consoleplayer].realtime;
players[consoleplayer].starpostx = players[consoleplayer].mo->x>>FRACBITS;
players[consoleplayer].starposty = players[consoleplayer].mo->y>>FRACBITS;
players[consoleplayer].starpostz = players[consoleplayer].mo->floorz>>FRACBITS;
players[consoleplayer].starpostangle = players[consoleplayer].mo->angle;
CONS_Printf(M_GetText("Temporary checkpoint created at %d, %d, %d\n"), players[consoleplayer].starpostx, players[consoleplayer].starposty, players[consoleplayer].starpostz);
}
// Like M_GetAllEmeralds() but for console devmode junkies.
Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows. p_inter.c - Everything to do with setting states for starposts In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state. Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example) These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them? Disable all mechanisms of damaging bosses or enemies with the player's physical contact With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out. Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects) NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled. Comment out Tag mechanisms Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily. d_clisrv.c Comment out Tag mechanisms See p_inter.c d_netcmd.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us. Comment out Tag mechanisms See p_inter.c g_game.c Disable NiGHTS-related material See p_inter.c Disable some team-related material Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now. Everything to do with setting states for starposts See p_inter.c m_cheat.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay See d_netcmd.c p_map.c Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example) See p_inter.c Disable NiGHTS-related material See p_inter.c p_mobj.c Disable P_EmeraldManager Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required. p_setup.c Everything to do with setting states for starposts See p_inter.c p_spec.c Disable NiGHTS-related material See p_inter.c Everything to do with setting states for starposts See p_inter.c p_telept.c Everything to do with setting states for starposts See p_inter.c p_tick.c Disable some team-related material See g_game.c Disable P_EmeraldManager See p_mobj.c Do not run shields Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker. Do not run special stages SRB2Kart does not have special stages. Comment out Tag mechanisms See p_inter.c y_inter.c Disable some team-related material See g_game.c p_user.c Disable NiGHTS-related material See p_inter.c Disable 2d movement for players 2D mode? In a kart racer? :nick:
2018-10-03 09:04:41 -07:00
/*void Command_Getallemeralds_f(void)
2014-03-15 09:59:03 -07:00
{
REQUIRE_SINGLEPLAYER;
REQUIRE_NOULTIMATE;
2014-03-21 11:42:55 -07:00
REQUIRE_PANDORA;
2014-03-15 09:59:03 -07:00
emeralds = ((EMERALD7)*2)-1;
CONS_Printf(M_GetText("You now have all 7 emeralds.\n"));
}
void Command_Resetemeralds_f(void)
{
REQUIRE_SINGLEPLAYER;
2014-03-21 11:42:55 -07:00
REQUIRE_PANDORA;
2014-03-15 09:59:03 -07:00
emeralds = 0;
CONS_Printf(M_GetText("Emeralds reset to zero.\n"));
Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows. p_inter.c - Everything to do with setting states for starposts In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state. Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example) These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them? Disable all mechanisms of damaging bosses or enemies with the player's physical contact With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out. Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects) NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled. Comment out Tag mechanisms Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily. d_clisrv.c Comment out Tag mechanisms See p_inter.c d_netcmd.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us. Comment out Tag mechanisms See p_inter.c g_game.c Disable NiGHTS-related material See p_inter.c Disable some team-related material Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now. Everything to do with setting states for starposts See p_inter.c m_cheat.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay See d_netcmd.c p_map.c Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example) See p_inter.c Disable NiGHTS-related material See p_inter.c p_mobj.c Disable P_EmeraldManager Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required. p_setup.c Everything to do with setting states for starposts See p_inter.c p_spec.c Disable NiGHTS-related material See p_inter.c Everything to do with setting states for starposts See p_inter.c p_telept.c Everything to do with setting states for starposts See p_inter.c p_tick.c Disable some team-related material See g_game.c Disable P_EmeraldManager See p_mobj.c Do not run shields Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker. Do not run special stages SRB2Kart does not have special stages. Comment out Tag mechanisms See p_inter.c y_inter.c Disable some team-related material See g_game.c p_user.c Disable NiGHTS-related material See p_inter.c Disable 2d movement for players 2D mode? In a kart racer? :nick:
2018-10-03 09:04:41 -07:00
}*/
2014-03-15 09:59:03 -07:00
void Command_Devmode_f(void)
{
#ifndef _DEBUG
REQUIRE_SINGLEPLAYER;
#endif
REQUIRE_NOULTIMATE;
if (COM_Argc() > 1)
{
const char *arg = COM_Argv(1);
if (arg[0] && arg[0] == '0' &&
arg[1] && arg[1] == 'x') // Use hexadecimal!
cv_debug = axtoi(arg+2);
else
cv_debug = atoi(arg);
}
else
{
CONS_Printf(M_GetText("devmode <flags>: enable debugging tools and info, prepend with 0x to use hexadecimal\n"));
return;
}
G_SetGameModified(multiplayer);
}
Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows. p_inter.c - Everything to do with setting states for starposts In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state. Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example) These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them? Disable all mechanisms of damaging bosses or enemies with the player's physical contact With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out. Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects) NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled. Comment out Tag mechanisms Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily. d_clisrv.c Comment out Tag mechanisms See p_inter.c d_netcmd.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us. Comment out Tag mechanisms See p_inter.c g_game.c Disable NiGHTS-related material See p_inter.c Disable some team-related material Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now. Everything to do with setting states for starposts See p_inter.c m_cheat.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay See d_netcmd.c p_map.c Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example) See p_inter.c Disable NiGHTS-related material See p_inter.c p_mobj.c Disable P_EmeraldManager Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required. p_setup.c Everything to do with setting states for starposts See p_inter.c p_spec.c Disable NiGHTS-related material See p_inter.c Everything to do with setting states for starposts See p_inter.c p_telept.c Everything to do with setting states for starposts See p_inter.c p_tick.c Disable some team-related material See g_game.c Disable P_EmeraldManager See p_mobj.c Do not run shields Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker. Do not run special stages SRB2Kart does not have special stages. Comment out Tag mechanisms See p_inter.c y_inter.c Disable some team-related material See g_game.c p_user.c Disable NiGHTS-related material See p_inter.c Disable 2d movement for players 2D mode? In a kart racer? :nick:
2018-10-03 09:04:41 -07:00
/*void Command_Setrings_f(void)
2014-03-15 09:59:03 -07:00
{
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
REQUIRE_NOULTIMATE;
2014-03-21 11:42:55 -07:00
REQUIRE_PANDORA;
2014-03-15 09:59:03 -07:00
if (COM_Argc() > 1)
{
// P_GivePlayerRings does value clamping
players[consoleplayer].health = players[consoleplayer].mo->health = 1;
P_GivePlayerRings(&players[consoleplayer], atoi(COM_Argv(1)));
if (!G_IsSpecialStage(gamemap) || !useNightsSS)
players[consoleplayer].totalring -= atoi(COM_Argv(1)); //undo totalring addition done in P_GivePlayerRings
G_SetGameModified(multiplayer);
}
}
void Command_Setlives_f(void)
{
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
REQUIRE_NOULTIMATE;
2014-03-21 11:42:55 -07:00
REQUIRE_PANDORA;
2014-03-15 09:59:03 -07:00
if (COM_Argc() > 1)
{
// P_GivePlayerLives does value clamping
players[consoleplayer].lives = 0;
P_GivePlayerLives(&players[consoleplayer], atoi(COM_Argv(1)));
G_SetGameModified(multiplayer);
}
}
void Command_Setcontinues_f(void)
{
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
REQUIRE_NOULTIMATE;
2014-03-21 11:42:55 -07:00
REQUIRE_PANDORA;
2014-03-15 09:59:03 -07:00
if (COM_Argc() > 1)
{
INT32 numcontinues = atoi(COM_Argv(1));
if (numcontinues > 99)
numcontinues = 99;
else if (numcontinues < 0)
numcontinues = 0;
players[consoleplayer].continues = numcontinues;
G_SetGameModified(multiplayer);
}
Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows. p_inter.c - Everything to do with setting states for starposts In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state. Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example) These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them? Disable all mechanisms of damaging bosses or enemies with the player's physical contact With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out. Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects) NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled. Comment out Tag mechanisms Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily. d_clisrv.c Comment out Tag mechanisms See p_inter.c d_netcmd.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us. Comment out Tag mechanisms See p_inter.c g_game.c Disable NiGHTS-related material See p_inter.c Disable some team-related material Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now. Everything to do with setting states for starposts See p_inter.c m_cheat.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay See d_netcmd.c p_map.c Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example) See p_inter.c Disable NiGHTS-related material See p_inter.c p_mobj.c Disable P_EmeraldManager Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required. p_setup.c Everything to do with setting states for starposts See p_inter.c p_spec.c Disable NiGHTS-related material See p_inter.c Everything to do with setting states for starposts See p_inter.c p_telept.c Everything to do with setting states for starposts See p_inter.c p_tick.c Disable some team-related material See g_game.c Disable P_EmeraldManager See p_mobj.c Do not run shields Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker. Do not run special stages SRB2Kart does not have special stages. Comment out Tag mechanisms See p_inter.c y_inter.c Disable some team-related material See g_game.c p_user.c Disable NiGHTS-related material See p_inter.c Disable 2d movement for players 2D mode? In a kart racer? :nick:
2018-10-03 09:04:41 -07:00
}*/
2014-03-15 09:59:03 -07:00
//
// OBJECTPLACE (and related variables)
//
static CV_PossibleValue_t op_mapthing_t[] = {{0, "MIN"}, {4095, "MAX"}, {0, NULL}};
static CV_PossibleValue_t op_speed_t[] = {{1, "MIN"}, {128, "MAX"}, {0, NULL}};
static CV_PossibleValue_t op_flags_t[] = {{0, "MIN"}, {15, "MAX"}, {0, NULL}};
consvar_t cv_mapthingnum = {"op_mapthingnum", "0", CV_NOTINNET, op_mapthing_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_speed = {"op_speed", "16", CV_NOTINNET, op_speed_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_opflags = {"op_flags", "0", CV_NOTINNET, op_flags_t, NULL, 0, NULL, NULL, 0, 0, NULL};
boolean objectplacing = false;
mobjtype_t op_currentthing = 0; // For the object placement mode
UINT16 op_currentdoomednum = 0; // For display, etc
UINT32 op_displayflags = 0; // for display in ST_stuff
static pflags_t op_oldpflags = 0;
static mobjflag_t op_oldflags1 = 0;
static mobjflag2_t op_oldflags2 = 0;
static UINT32 op_oldeflags = 0;
static fixed_t op_oldmomx = 0, op_oldmomy = 0, op_oldmomz = 0, op_oldheight = 0;
static statenum_t op_oldstate = 0;
static UINT8 op_oldcolor = 0;
//
// Static calculation / common output help
//
static void OP_CycleThings(INT32 amt)
{
INT32 add = (amt > 0 ? 1 : -1);
while (amt)
{
do
{
op_currentthing += add;
if (op_currentthing <= 0)
op_currentthing = NUMMOBJTYPES-1;
if (op_currentthing >= NUMMOBJTYPES)
op_currentthing = 0;
} while
(mobjinfo[op_currentthing].doomednum == -1
|| op_currentthing == MT_NIGHTSDRONE
|| mobjinfo[op_currentthing].flags & (MF_AMBIENT|MF_NOSECTOR)
|| (states[mobjinfo[op_currentthing].spawnstate].sprite == SPR_NULL
&& states[mobjinfo[op_currentthing].seestate].sprite == SPR_NULL)
);
amt -= add;
}
// HACK, minus has SPR_NULL sprite
if (states[mobjinfo[op_currentthing].spawnstate].sprite == SPR_NULL)
{
states[S_OBJPLACE_DUMMY].sprite = states[mobjinfo[op_currentthing].seestate].sprite;
states[S_OBJPLACE_DUMMY].frame = states[mobjinfo[op_currentthing].seestate].frame;
}
else
{
states[S_OBJPLACE_DUMMY].sprite = states[mobjinfo[op_currentthing].spawnstate].sprite;
states[S_OBJPLACE_DUMMY].frame = states[mobjinfo[op_currentthing].spawnstate].frame;
}
if (players[0].mo->eflags & MFE_VERTICALFLIP) // correct z when flipped
players[0].mo->z += players[0].mo->height - mobjinfo[op_currentthing].height;
players[0].mo->height = mobjinfo[op_currentthing].height;
P_SetPlayerMobjState(players[0].mo, S_OBJPLACE_DUMMY);
op_currentdoomednum = mobjinfo[op_currentthing].doomednum;
}
static boolean OP_HeightOkay(player_t *player, UINT8 ceiling)
{
2016-07-05 21:09:17 -07:00
sector_t *sec = player->mo->subsector->sector;
2014-03-15 09:59:03 -07:00
if (ceiling)
{
2016-07-05 21:09:17 -07:00
#ifdef ESLOPE
// Truncate position to match where mapthing would be when spawned
// (this applies to every further P_GetZAt call as well)
fixed_t cheight = sec->c_slope ? P_GetZAt(sec->c_slope, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000) : sec->ceilingheight;
#else
fixed_t cheight = sec->ceilingheight;
#endif
if (((cheight - player->mo->z - player->mo->height)>>FRACBITS) >= (1 << (16-ZSHIFT)))
2014-03-15 09:59:03 -07:00
{
CONS_Printf(M_GetText("Sorry, you're too %s to place this object (max: %d %s).\n"), M_GetText("low"),
(1 << (16-ZSHIFT)), M_GetText("below top ceiling"));
return false;
}
}
else
{
2016-07-05 21:09:17 -07:00
#ifdef ESLOPE
fixed_t fheight = sec->f_slope ? P_GetZAt(sec->f_slope, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000) : sec->floorheight;
#else
fixed_t fheight = sec->floorheight;
#endif
if (((player->mo->z - fheight)>>FRACBITS) >= (1 << (16-ZSHIFT)))
2014-03-15 09:59:03 -07:00
{
CONS_Printf(M_GetText("Sorry, you're too %s to place this object (max: %d %s).\n"), M_GetText("high"),
(1 << (16-ZSHIFT)), M_GetText("above bottom floor"));
return false;
}
}
return true;
}
static mapthing_t *OP_CreateNewMapThing(player_t *player, UINT16 type, boolean ceiling)
{
2016-07-05 21:09:17 -07:00
mapthing_t *mt = mapthings;
sector_t *sec = player->mo->subsector->sector;
2014-03-15 09:59:03 -07:00
#ifdef HAVE_BLUA
LUA_InvalidateMapthings();
#endif
mapthings = Z_Realloc(mapthings, ++nummapthings * sizeof (*mapthings), PU_LEVEL, NULL);
2016-07-05 21:09:17 -07:00
// as Z_Realloc can relocate mapthings, quickly go through thinker list and correct
// the spawnpoints of any objects that have them to the new location
if (mt != mapthings)
{
thinker_t *th;
mobj_t *mo;
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo = (mobj_t *)th;
// get offset from mt, which points to old mapthings, then add new location
if (mo->spawnpoint)
mo->spawnpoint = (mo->spawnpoint - mt) + mapthings;
}
}
2014-03-15 09:59:03 -07:00
mt = (mapthings+nummapthings-1);
mt->type = type;
mt->x = (INT16)(player->mo->x>>FRACBITS);
mt->y = (INT16)(player->mo->y>>FRACBITS);
if (ceiling)
2016-07-05 21:09:17 -07:00
{
#ifdef ESLOPE
fixed_t cheight = sec->c_slope ? P_GetZAt(sec->c_slope, mt->x << FRACBITS, mt->y << FRACBITS) : sec->ceilingheight;
#else
fixed_t cheight = sec->ceilingheight;
#endif
mt->options = (UINT16)((cheight - player->mo->z - player->mo->height)>>FRACBITS);
}
2014-03-15 09:59:03 -07:00
else
2016-07-05 21:09:17 -07:00
{
#ifdef ESLOPE
fixed_t fheight = sec->f_slope ? P_GetZAt(sec->f_slope, mt->x << FRACBITS, mt->y << FRACBITS) : sec->floorheight;
#else
fixed_t fheight = sec->floorheight;
#endif
mt->options = (UINT16)((player->mo->z - fheight)>>FRACBITS);
}
2014-03-15 09:59:03 -07:00
mt->options <<= ZSHIFT;
mt->angle = (INT16)(FixedInt(AngleFixed(player->mo->angle)));
mt->options |= (UINT16)cv_opflags.value;
return mt;
}
//
// Helper functions
//
boolean OP_FreezeObjectplace(void)
{
if (!objectplacing)
return false;
if ((maptol & TOL_NIGHTS) && (players[consoleplayer].pflags & PF_NIGHTSMODE))
return false;
return true;
}
void OP_ResetObjectplace(void)
{
objectplacing = false;
op_currentthing = 0;
}
//
// Main meat of objectplace: handling functions
//
void OP_NightsObjectplace(player_t *player)
{
ticcmd_t *cmd = &player->cmd;
mapthing_t *mt;
player->nightstime = 3*TICRATE;
player->drillmeter = TICRATE;
if (player->pflags & PF_ATTACKDOWN)
{
// Are ANY objectplace buttons pressed? If no, remove flag.
if (!(cmd->buttons & (BT_ATTACK|BT_ACCELERATE|BT_BRAKE|BT_FORWARD|BT_BACKWARD)))
2014-03-15 09:59:03 -07:00
player->pflags &= ~PF_ATTACKDOWN;
// Do nothing.
return;
}
// This places a hoop!
if (cmd->buttons & BT_ATTACK)
{
UINT16 angle = (UINT16)(player->anotherflyangle % 360);
INT16 temp = (INT16)FixedInt(AngleFixed(player->mo->angle)); // Traditional 2D Angle
2016-07-05 21:09:17 -07:00
sector_t *sec = player->mo->subsector->sector;
#ifdef ESLOPE
fixed_t fheight = sec->f_slope ? P_GetZAt(sec->f_slope, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000) : sec->floorheight;
#else
fixed_t fheight = sec->floorheight;
#endif
2014-03-15 09:59:03 -07:00
player->pflags |= PF_ATTACKDOWN;
mt = OP_CreateNewMapThing(player, 1705, false);
// Tilt
mt->angle = (INT16)FixedInt(FixedDiv(angle*FRACUNIT, 360*(FRACUNIT/256)));
if (player->anotherflyangle < 90 || player->anotherflyangle > 270)
temp -= 90;
else
temp += 90;
temp %= 360;
2016-07-05 21:09:17 -07:00
mt->options = (UINT16)((player->mo->z - fheight)>>FRACBITS);
2014-03-15 09:59:03 -07:00
mt->angle = (INT16)(mt->angle+(INT16)((FixedInt(FixedDiv(temp*FRACUNIT, 360*(FRACUNIT/256))))<<8));
P_SpawnHoopsAndRings(mt);
}
// This places a bumper!
/*if (cmd->buttons & BT_SPECTATE)
2014-03-15 09:59:03 -07:00
{
player->pflags |= PF_ATTACKDOWN;
if (!OP_HeightOkay(player, false))
return;
mt = OP_CreateNewMapThing(player, (UINT16)mobjinfo[MT_NIGHTSBUMPER].doomednum, false);
P_SpawnMapThing(mt);
}*/
2014-03-15 09:59:03 -07:00
// This places a ring!
if (cmd->buttons & BT_BACKWARD)
2014-03-15 09:59:03 -07:00
{
player->pflags |= PF_ATTACKDOWN;
if (!OP_HeightOkay(player, false))
return;
mt = OP_CreateNewMapThing(player, (UINT16)mobjinfo[MT_RING].doomednum, false);
P_SpawnHoopsAndRings(mt);
}
// This places a wing item!
if (cmd->buttons & BT_FORWARD)
2014-03-15 09:59:03 -07:00
{
player->pflags |= PF_ATTACKDOWN;
if (!OP_HeightOkay(player, false))
return;
mt = OP_CreateNewMapThing(player, (UINT16)mobjinfo[MT_NIGHTSWING].doomednum, false);
P_SpawnHoopsAndRings(mt);
}
// This places a custom object as defined in the console cv_mapthingnum.
if (cmd->buttons & BT_BRAKE)
2014-03-15 09:59:03 -07:00
{
UINT16 angle;
player->pflags |= PF_ATTACKDOWN;
if (!cv_mapthingnum.value)
{
CONS_Alert(CONS_WARNING, "Set op_mapthingnum first!\n");
return;
}
if (!OP_HeightOkay(player, false))
return;
if (player->mo->target->flags2 & MF2_AMBUSH)
2014-03-15 09:59:03 -07:00
angle = (UINT16)player->anotherflyangle;
else
{
angle = (UINT16)((360-player->anotherflyangle) % 360);
if (angle > 90 && angle < 270)
{
angle += 180;
angle %= 360;
}
}
mt = OP_CreateNewMapThing(player, (UINT16)cv_mapthingnum.value, false);
mt->angle = angle;
if (mt->type == 300 // Ring
|| mt->type == 308 || mt->type == 309 // Team Rings
|| mt->type == 1706 // Nights Wing
|| (mt->type >= 600 && mt->type <= 609) // Placement patterns
|| mt->type == 1705 || mt->type == 1713 // NiGHTS Hoops
|| mt->type == 1800) // Mario Coin
{
P_SpawnHoopsAndRings(mt);
}
else
P_SpawnMapThing(mt);
}
}
//
// OP_ObjectplaceMovement
//
// Control code for Objectplace mode
//
void OP_ObjectplaceMovement(player_t *player)
{
ticcmd_t *cmd = &player->cmd;
if (!player->climbing && (netgame || !cv_analog.value || (player->pflags & PF_SPINNING)))
player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
ticruned++;
if (!(cmd->angleturn & TICCMD_RECEIVED))
ticmiss++;
if (cmd->buttons & BT_ACCELERATE)
2014-03-15 09:59:03 -07:00
player->mo->z += FRACUNIT*cv_speed.value;
else if (cmd->buttons & BT_BRAKE)
2014-03-15 09:59:03 -07:00
player->mo->z -= FRACUNIT*cv_speed.value;
if (cmd->forwardmove != 0)
{
P_Thrust(player->mo, player->mo->angle, (cmd->forwardmove*FRACUNIT/MAXPLMOVE)*cv_speed.value);
P_TeleportMove(player->mo, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, player->mo->z);
player->mo->momx = player->mo->momy = 0;
}
if (cmd->sidemove != 0)
{
P_Thrust(player->mo, player->mo->angle-ANGLE_90, (cmd->sidemove*FRACUNIT/MAXPLMOVE)*cv_speed.value);
P_TeleportMove(player->mo, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, player->mo->z);
player->mo->momx = player->mo->momy = 0;
}
if (player->mo->z > player->mo->ceilingz - player->mo->height)
player->mo->z = player->mo->ceilingz - player->mo->height;
if (player->mo->z < player->mo->floorz)
player->mo->z = player->mo->floorz;
if (cv_opflags.value & MTF_OBJECTFLIP)
player->mo->eflags |= MFE_VERTICALFLIP;
else
player->mo->eflags &= ~MFE_VERTICALFLIP;
// make sure viewz follows player if in 1st person mode
//player->deltaviewheight = 0;
player->viewheight = FixedMul(32 << FRACBITS, player->mo->scale);
2014-03-15 09:59:03 -07:00
if (player->mo->eflags & MFE_VERTICALFLIP)
player->viewz = player->mo->z + player->mo->height - player->viewheight;
else
player->viewz = player->mo->z + player->viewheight;
2016-07-05 21:09:17 -07:00
// Display flag information
// Moved up so it always updates.
{
sector_t *sec = player->mo->subsector->sector;
if (!!(mobjinfo[op_currentthing].flags & MF_SPAWNCEILING) ^ !!(cv_opflags.value & MTF_OBJECTFLIP))
{
#ifdef ESLOPE
fixed_t cheight = sec->c_slope ? P_GetZAt(sec->c_slope, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000) : sec->ceilingheight;
#else
fixed_t cheight = sec->ceilingheight;
#endif
op_displayflags = (UINT16)((cheight - player->mo->z - mobjinfo[op_currentthing].height)>>FRACBITS);
}
else
{
#ifdef ESLOPE
fixed_t fheight = sec->f_slope ? P_GetZAt(sec->f_slope, player->mo->x & 0xFFFF0000, player->mo->y & 0xFFFF0000) : sec->floorheight;
#else
fixed_t fheight = sec->floorheight;
#endif
op_displayflags = (UINT16)((player->mo->z - fheight)>>FRACBITS);
}
op_displayflags <<= ZSHIFT;
op_displayflags |= (UINT16)cv_opflags.value;
}
2014-03-15 09:59:03 -07:00
if (player->pflags & PF_ATTACKDOWN)
{
// Are ANY objectplace buttons pressed? If no, remove flag.
if (!(cmd->buttons & (BT_ATTACK|BT_DRIFT)))
2014-03-15 09:59:03 -07:00
player->pflags &= ~PF_ATTACKDOWN;
// Do nothing.
return;
}
/*if (cmd->buttons & BT_FORWARD)
2014-03-15 09:59:03 -07:00
{
OP_CycleThings(-1);
player->pflags |= PF_ATTACKDOWN;
}
else*/ if (cmd->buttons & BT_DRIFT)
2014-03-15 09:59:03 -07:00
{
OP_CycleThings(1);
player->pflags |= PF_ATTACKDOWN;
}
// Place an object and add it to the maplist
if (cmd->buttons & BT_ATTACK)
{
mapthing_t *mt;
mobjtype_t spawnmid = op_currentthing;
mobjtype_t spawnthing = op_currentdoomednum;
boolean ceiling;
player->pflags |= PF_ATTACKDOWN;
if (cv_mapthingnum.value > 0 && cv_mapthingnum.value < 4096)
{
// find which type to spawn
for (spawnmid = 0; spawnmid < NUMMOBJTYPES; ++spawnmid)
if (cv_mapthingnum.value == mobjinfo[spawnmid].doomednum)
break;
if (spawnmid == NUMMOBJTYPES)
{
CONS_Alert(CONS_ERROR, M_GetText("Can't place an object with mapthingnum %d.\n"), cv_mapthingnum.value);
return;
}
spawnthing = mobjinfo[spawnmid].doomednum;
}
ceiling = !!(mobjinfo[spawnmid].flags & MF_SPAWNCEILING) ^ !!(cv_opflags.value & MTF_OBJECTFLIP);
if (!OP_HeightOkay(player, ceiling))
return;
mt = OP_CreateNewMapThing(player, (UINT16)spawnthing, ceiling);
if (mt->type == 300 // Ring
|| mt->type == 308 || mt->type == 309 // Team Rings
|| mt->type == 1706 // Nights Wing
|| (mt->type >= 600 && mt->type <= 609) // Placement patterns
|| mt->type == 1705 || mt->type == 1713 // NiGHTS Hoops
|| mt->type == 1800) // Mario Coin
{
P_SpawnHoopsAndRings(mt);
}
else
P_SpawnMapThing(mt);
CONS_Printf(M_GetText("Placed object type %d at %d, %d, %d, %d\n"), mt->type, mt->x, mt->y, mt->options>>ZSHIFT, mt->angle);
}
}
//
// Objectplace related commands.
//
void Command_Writethings_f(void)
{
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
REQUIRE_OBJECTPLACE;
P_WriteThings(W_GetNumForName(G_BuildMapName(gamemap)) + ML_THINGS);
}
void Command_ObjectPlace_f(void)
{
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
REQUIRE_NOULTIMATE;
G_SetGameModified(multiplayer);
// Entering objectplace?
if (!objectplacing)
{
objectplacing = true;
if ((players[0].pflags & PF_NIGHTSMODE))
return;
if (!COM_CheckParm("-silent"))
{
HU_SetCEchoFlags(V_RETURN8|V_MONOSPACE);
HU_SetCEchoDuration(10);
HU_DoCEcho(va(M_GetText(
"\\\\\\\\\\\\\\\\\\\\\\\\\x82"
" Objectplace Controls: \x80\\\\"
" Drift: Cycle mapthings\\"
"Accelerate: Float up \\"
" Brake: Float down \\"
" Item: Place object \\")));
2014-03-15 09:59:03 -07:00
}
// Save all the player's data.
op_oldflags1 = players[0].mo->flags;
op_oldflags2 = players[0].mo->flags2;
op_oldeflags = players[0].mo->eflags;
op_oldpflags = players[0].pflags;
op_oldmomx = players[0].mo->momx;
op_oldmomy = players[0].mo->momy;
op_oldmomz = players[0].mo->momz;
op_oldheight = players[0].mo->height;
op_oldstate = S_KART_STND1; // SRB2kart - was S_PLAY_STND
2014-03-15 09:59:03 -07:00
op_oldcolor = players[0].mo->color; // save color too in case of super/fireflower
// Remove ALL flags and motion.
P_UnsetThingPosition(players[0].mo);
players[0].pflags = 0;
players[0].mo->flags2 = 0;
players[0].mo->eflags = 0;
players[0].mo->flags = (MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP);
players[0].mo->momx = players[0].mo->momy = players[0].mo->momz = 0;
P_SetThingPosition(players[0].mo);
// Take away color so things display properly
players[0].mo->color = 0;
// Like the classics, recover from death by entering objectplace
if (players[0].mo->health <= 0)
{
players[0].mo->health = players[0].health = 1;
players[0].deadtimer = 0;
op_oldflags1 = mobjinfo[MT_PLAYER].flags;
++players[0].lives;
players[0].playerstate = PST_LIVE;
P_RestoreMusic(&players[0]);
}
else
op_oldstate = (statenum_t)(players[0].mo->state-states);
// If no thing set, then cycle a little
if (!op_currentthing)
{
op_currentthing = 1;
OP_CycleThings(1);
}
else // Cycle things sets this for the former.
players[0].mo->height = mobjinfo[op_currentthing].height;
P_SetPlayerMobjState(players[0].mo, S_OBJPLACE_DUMMY);
}
// Or are we leaving it instead?
else
{
objectplacing = false;
// Don't touch the NiGHTS Objectplace stuff.
// ... or if the mo mysteriously vanished.
if (!players[0].mo || (players[0].pflags & PF_NIGHTSMODE))
return;
// If still in dummy state, get out of it.
if (players[0].mo->state == &states[S_OBJPLACE_DUMMY])
P_SetPlayerMobjState(players[0].mo, op_oldstate);
// Reset everything back to how it was before we entered objectplace.
P_UnsetThingPosition(players[0].mo);
players[0].mo->flags = op_oldflags1;
players[0].mo->flags2 = op_oldflags2;
players[0].mo->eflags = op_oldeflags;
players[0].pflags = op_oldpflags;
players[0].mo->momx = op_oldmomx;
players[0].mo->momy = op_oldmomy;
players[0].mo->momz = op_oldmomz;
players[0].mo->height = op_oldheight;
P_SetThingPosition(players[0].mo);
// Return their color to normal.
players[0].mo->color = op_oldcolor;
// This is necessary for recovery of dying players.
if (players[0].powers[pw_flashing] >= K_GetKartFlashing(&players[0]))
players[0].powers[pw_flashing] = K_GetKartFlashing(&players[0]) - 1;
2014-03-15 09:59:03 -07:00
}
}