mirror of
https://github.com/DrBeef/Raze.git
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343 lines
8.5 KiB
C++
343 lines
8.5 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "mytypes.h"
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#include "misc.h"
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#include "gamecontrol.h"
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#include "gstrings.h"
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#include "cheathandler.h"
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#include "d_protocol.h"
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#include "cheats.h"
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#include "gamestate.h"
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#include "automap.h"
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//#include "inv.h"
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BEGIN_SW_NS
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bool CheatInputMode = false;
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bool EveryCheat = false;
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bool mapcheat = false;
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extern bool FAF_DebugView;
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extern bool ToggleFlyMode;
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const char *CheatKeyType;
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void KeysCheat(PLAYERp pp, const char *cheat_string);
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static PLAYERp checkCheat(cheatseq_t* c)
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{
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if (::CheckCheatmode(true, true)) return nullptr;
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return &Player[screenpeek];
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}
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const char *GameInterface::CheckCheatMode()
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{
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if (Skill >= 3 && !sv_cheats)
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{
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return GStrings("TXTS_TOOSKILLFUL");
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}
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return nullptr;
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}
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const char *GameInterface::GenericCheat(int player, int cheat)
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{
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switch (cheat)
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{
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case CHT_GOD:
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GodMode ^= 1; // fixme: Make god mode a player property.
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return GStrings(GodMode ? "GOD MODE: ON" : "GOD MODE: OFF");
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case CHT_GODOFF:
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GodMode = 0; // fixme: Make god mode a player property.
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return GStrings("GOD MODE: OFF");
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case CHT_GODON:
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GodMode = 1; // fixme: Make god mode a player property.
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return GStrings("GOD MODE: ON");
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case CHT_NOCLIP:
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Player[player].Flags ^= PF_CLIP_CHEAT;
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return GStrings(Player[player].Flags & PF_CLIP_CHEAT ? "CLIPPING: OFF" : "CLIPPING: ON");
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case CHT_FLY:
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ToggleFlyMode = true;
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return nullptr;
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default:
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return nullptr;
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}
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}
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bool RestartCheat(cheatseq_t* c)
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{
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if (!checkCheat(c)) return false;
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DeferredStartGame(currentLevel, g_nextskill);
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return true;
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}
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bool RoomCheat(cheatseq_t* c)
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{
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FAF_DebugView = !FAF_DebugView;
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return true;
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}
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bool NextCheat(cheatseq_t* c)
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{
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if (!checkCheat(c)) return false;
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if (!currentLevel) return true;
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auto map = FindNextMap(currentLevel);
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if (map) DeferredStartGame(map, g_nextskill);
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return true;
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}
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bool PrevCheat(cheatseq_t* c)
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{
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if (!checkCheat(c)) return false;
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if (!currentLevel) return true;
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auto map = FindMapByLevelNum(currentLevel->levelNumber - 1);
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if (map) DeferredStartGame(map, g_nextskill);
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return true;
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}
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bool MapCheat(cheatseq_t* c)
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{
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PLAYERp pp;
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if (!(pp=checkCheat(c))) return false;
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gFullMap = !gFullMap;
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// Need to do this differently. The code here was completely broken.
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PutStringInfo(pp, GStrings(gFullMap ? "TXTS_AMON" : "TXTS_AMOFF"));
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return true;
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}
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bool WarpCheat(cheatseq_t* c)
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{
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PLAYERp pp;
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if (!(pp = checkCheat(c))) return false;
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int level_num;
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level_num = atol((char*)c->Args);
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auto maprec = FindMapByLevelNum(level_num);
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if (!maprec) return false;
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if (!pp) return true;
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if (SW_SHAREWARE)
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{
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if (level_num > 4 || level_num < 1)
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return false;
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}
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if (TEST(pp->Flags, PF_DEAD))
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return true;
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DeferredStartGame(maprec, g_nextskill);
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return true;
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}
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bool EveryCheatToggle(cheatseq_t* c)
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{
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EveryCheat = !EveryCheat;
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C_DoCommand("god");
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C_DoCommand("give weapons");
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C_DoCommand("give items");
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return true;
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}
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// The prefix was changed from 'sw' to 'lw' so that it doesn't contain two keys of the WASD control scheme, which interferes with input control.
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static cheatseq_t swcheats[] = {
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{"lwgod", "god" },
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{"lwchan", "god" },
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{"lwgimme", "give all" },
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{"lwmedic", "give health" },
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{"lwkeys", "give keys" },
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{"lwammo", "give ammo" },
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{"lwarmor", "give armor" },
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{"lwitems", "give items" },
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{"lwguns", "give weapons" },
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{"lwtrek##", nullptr, WarpCheat, 0},
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{"lwgreed", nullptr, EveryCheatToggle, 0},
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{"lwghost", "noclip" },
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{"lwstart", nullptr, RestartCheat, 0},
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{"lwloc", "stat coord", nullptr, true},
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{"lwmap", nullptr, MapCheat, 0},
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{"lwroom", nullptr, RoomCheat, true}, // Room above room debug
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};
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static void WeaponCheat(int player)
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{
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auto p = &Player[player];
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auto u = p->Actor()->u();
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if (!TEST(p->Flags, PF_TWO_UZI))
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{
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SET(p->Flags, PF_TWO_UZI);
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SET(p->Flags, PF_PICKED_UP_AN_UZI);
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}
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// ALL WEAPONS
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if (!SW_SHAREWARE) p->WpnFlags = 0xFFFFFFFF;
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else p->WpnFlags = 0x0000207F; // Disallows high weapon cheat in shareware
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for (size_t i = 0; i < SIZ(p->WpnAmmo); i++)
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{
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p->WpnAmmo[i] = DamageData[i].max_ammo;
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}
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p->WpnShotgunAuto = 50;
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p->WpnRocketHeat = 5;
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p->WpnRocketNuke = 1;
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PlayerUpdateWeapon(p, u->WeaponNum);
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}
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static void ItemCheat(int player)
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{
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auto p = &Player[player];
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PutStringInfo(p, GStrings("GIVING EVERYTHING!"));
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memset(p->HasKey, true, sizeof(p->HasKey));
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p->WpnShotgunAuto = 50;
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p->WpnRocketHeat = 5;
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p->WpnRocketNuke = 1;
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p->Armor = 100;
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for (int inv = 0; inv < MAX_INVENTORY; inv++)
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{
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p->InventoryPercent[inv] = 100;
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p->InventoryAmount[inv] = (uint8_t)InventoryData[inv].MaxInv;
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}
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PlayerUpdateInventory(p, p->InventoryNum);
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for (int i = 0; i < numsectors; i++)
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{
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if (SectUser[i].Data() && SectUser[i]->stag == SECT_LOCK_DOOR)
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SectUser[i]->number = 0; // unlock all doors of this type
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}
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}
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static void cmd_Give(int player, uint8_t** stream, bool skip)
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{
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int type = ReadByte(stream);
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if (skip) return;
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if (numplayers != 1 || gamestate != GS_LEVEL || (Player[player].Flags & PF_DEAD))
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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;
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}
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switch (type)
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{
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case GIVE_ALL:
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ItemCheat(player);
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WeaponCheat(player);
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break;
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case GIVE_HEALTH:
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if (Player[player].Actor()->u()->Health < Player[player].MaxHealth)
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{
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Player[player].Actor()->u()->Health += 25;
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PutStringInfo(&Player[player], GStrings("TXTS_ADDEDHEALTH"));
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}
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break;
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case GIVE_WEAPONS:
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WeaponCheat(player);
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break;
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case GIVE_AMMO:
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{
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auto p = &Player[player];
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auto u = p->Actor()->u();
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p->WpnShotgunAuto = 50;
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p->WpnRocketHeat = 5;
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p->WpnRocketNuke = 1;
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for (size_t i = 0; i < SIZ(p->WpnAmmo); i++)
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{
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p->WpnAmmo[i] = DamageData[i].max_ammo;
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}
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PlayerUpdateWeapon(p, u->WeaponNum);
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break;
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}
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case GIVE_ARMOR:
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if (Player[player].Actor()->u()->Health < Player[player].MaxHealth)
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{
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Player[player].Armor = 100;
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PutStringInfo(&Player[player], GStrings("TXTB_FULLARM"));
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}
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break;
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case GIVE_KEYS:
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memset(Player[player].HasKey, true, sizeof(Player[player].HasKey));
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PutStringInfo(&Player[player], GStrings("TXTS_GIVEKEY"));
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break;
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case GIVE_INVENTORY:
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{
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auto p = &Player[player];
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PutStringInfo(p, GStrings("GOT ALL INVENTORY"));
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p->WpnShotgunAuto = 50;
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p->WpnRocketHeat = 5;
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p->WpnRocketNuke = 1;
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p->Armor = 100;
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for (int inv = 0; inv < MAX_INVENTORY; inv++)
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{
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p->InventoryPercent[inv] = 100;
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p->InventoryAmount[inv] = (uint8_t)InventoryData[inv].MaxInv;
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}
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PlayerUpdateInventory(p, p->InventoryNum);
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}
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break;
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case GIVE_ITEMS:
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ItemCheat(player);
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break;
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}
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}
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void InitCheats()
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{
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SetCheats(swcheats, countof(swcheats));
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Net_SetCommandHandler(DEM_GIVE, cmd_Give);
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}
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END_SW_NS
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