- moved most remaining playsim code into its proper folder.
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69 changed files with 51 additions and 45 deletions
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@ -1,197 +0,0 @@
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2017 Christoph Oelckers
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 3 of the License, or
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// (at your option) any later version.
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//
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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. See the
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// GNU General Public License for more details.
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//
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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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//
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//--------------------------------------------------------------------------
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//
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// Emulation for selected Legacy console commands
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// Unfortunately Legacy allows full access of FS to the console
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// so everything that gets used by some map has to be emulated...
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//
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//---------------------------------------------------------------------------
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//
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#include <string.h>
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#include "p_local.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "c_dispatch.h"
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#include "sc_man.h"
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#include "g_level.h"
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#include "r_renderer.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void FS_Gimme(const char * what)
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{
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char buffer[80];
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// This is intentionally limited to the few items
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// it can handle in Legacy.
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if (!strnicmp(what, "health", 6)) what="health";
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else if (!strnicmp(what, "ammo", 4)) what="ammo";
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else if (!strnicmp(what, "armor", 5)) what="greenarmor";
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else if (!strnicmp(what, "keys", 4)) what="keys";
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else if (!strnicmp(what, "weapons", 7)) what="weapons";
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else if (!strnicmp(what, "chainsaw", 8)) what="chainsaw";
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else if (!strnicmp(what, "shotgun", 7)) what="shotgun";
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else if (!strnicmp(what, "supershotgun", 12)) what="supershotgun";
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else if (!strnicmp(what, "rocket", 6)) what="rocketlauncher";
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else if (!strnicmp(what, "plasma", 6)) what="plasmarifle";
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else if (!strnicmp(what, "bfg", 3)) what="BFG9000";
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else if (!strnicmp(what, "chaingun", 8)) what="chaingun";
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else if (!strnicmp(what, "berserk", 7)) what="Berserk";
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else if (!strnicmp(what, "map", 3)) what="Allmap";
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else if (!strnicmp(what, "fullmap", 7)) what="Allmap";
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else return;
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mysnprintf(buffer, countof(buffer), "give %.72s", what);
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AddCommandString(buffer);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FS_MapCmd(FLevelLocals *Level, FScanner &sc)
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{
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char nextmap[9];
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int NextSkill = -1;
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int flags = CHANGELEVEL_RESETINVENTORY|CHANGELEVEL_RESETHEALTH;
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if (dmflags & DF_NO_MONSTERS)
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flags |= CHANGELEVEL_NOMONSTERS;
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sc.MustGetString();
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strncpy (nextmap, sc.String, 8);
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nextmap[8]=0;
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while (sc.GetString())
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{
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if (sc.Compare("-skill"))
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{
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sc.MustGetNumber();
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NextSkill = clamp<int>(sc.Number-1, 0, AllSkills.Size()-1);
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}
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else if (sc.Compare("-monsters"))
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{
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sc.MustGetNumber();
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if (sc.Number)
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flags &= ~CHANGELEVEL_NOMONSTERS;
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else
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flags |= CHANGELEVEL_NOMONSTERS;
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}
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else if (sc.Compare("-noresetplayers"))
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{
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flags &= ~(CHANGELEVEL_RESETINVENTORY|CHANGELEVEL_RESETHEALTH);
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}
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}
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Level->ChangeLevel(nextmap, 0, flags, NextSkill);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FS_EmulateCmd(FLevelLocals *Level, char * string)
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{
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FScanner sc;
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sc.OpenMem("RUNCMD", string, (int)strlen(string));
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while (sc.GetString())
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{
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if (sc.Compare("GIMME"))
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{
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while (sc.GetString())
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{
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if (!sc.Compare(";")) FS_Gimme(sc.String);
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else break;
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}
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}
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else if (sc.Compare("ALLOWJUMP"))
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{
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sc.MustGetNumber();
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if (sc.Number) dmflags = dmflags & ~DF_NO_JUMP;
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else dmflags=dmflags | DF_NO_JUMP;
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while (sc.GetString())
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{
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if (sc.Compare(";")) break;
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}
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}
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else if (sc.Compare("gravity"))
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{
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sc.MustGetFloat();
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Level->gravity=(float)(sc.Float*800);
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while (sc.GetString())
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{
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if (sc.Compare(";")) break;
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}
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}
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else if (sc.Compare("viewheight"))
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{
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sc.MustGetFloat();
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double playerviewheight = sc.Float;
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for (auto p : Level->Players)
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{
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// No, this is not correct. But this is the way Legacy WADs expect it to be handled!
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if (p->mo != nullptr) p->mo->FloatVar(NAME_ViewHeight) = playerviewheight;
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p->viewheight = playerviewheight;
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p->Uncrouch();
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}
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while (sc.GetString())
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{
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if (sc.Compare(";")) break;
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}
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}
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else if (sc.Compare("map"))
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{
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FS_MapCmd(Level, sc);
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}
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else if (sc.Compare("gr_fogdensity"))
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{
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sc.MustGetNumber();
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// Using this disables most MAPINFO fog options!
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Level->fogdensity = sc.Number * 70 / 400;
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Level->outsidefogdensity = 0;
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Level->skyfog = 0;
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Level->info->outsidefog = 0;
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}
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else if (sc.Compare("gr_fogcolor"))
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{
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sc.MustGetString();
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Level->fadeto = (uint32_t)strtoull(sc.String, NULL, 16);
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}
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else
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{
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// Skip unhandled commands
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while (sc.GetString())
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{
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if (sc.Compare(";")) break;
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}
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}
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}
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}
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