raze/source/sw/src/cheats.cpp
ny00123 d55871927a SW: Comment out unused vars, which would become
used if previously commented out code was uncommented
(including a few instances of uninitialized var reads).

git-svn-id: https://svn.eduke32.com/eduke32@8686 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/brooms.cpp
#	source/sw/src/cheats.cpp
#	source/sw/src/draw.cpp
#	source/sw/src/game.cpp
#	source/sw/src/jnstub.cpp
#	source/sw/src/menus.cpp
#	source/sw/src/rts.cpp
#	source/sw/src/sector.cpp
#	source/sw/src/setup.cpp
#	source/sw/src/sounds.cpp
#	source/sw/src/weapon.cpp
2020-03-07 19:30:17 +01:00

607 lines
14 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
// From SWP:
// Added SWKEYS
// Added SWGUN# and SWGOD
// Added SWMEDIC (25%)
// Added Full name key cheats - swbluecard - swgoldkey
// Added swquit
// Added 2 uzi's for swgimme
//
#include "ns.h"
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "mytypes.h"
#include "text.h"
#include "gamecontrol.h"
#include "gstrings.h"
//#include "inv.h"
BEGIN_SW_NS
SWBOOL CheatInputMode = FALSE;
SWBOOL EveryCheat = FALSE;
SWBOOL ResCheat = FALSE;
SWBOOL mapcheat = false;
const char *CheatKeyType;
void KeysCheat(PLAYERp pp, const char *cheat_string);
void ResCheatOn(PLAYERp, const char *)
{
ResCheat = TRUE;
}
void VoxCheat(PLAYERp, const char *)
{
//gs.Voxel ^= 1;
}
void RestartCheat(PLAYERp, const char *)
{
ExitLevel = TRUE;
}
void RoomCheat(PLAYERp, const char *)
{
extern SWBOOL FAF_DebugView;
FAF_DebugView ^= 1;
}
void SecretCheat(PLAYERp pp, const char *)
{
hud_stats = !hud_stats;
}
void NextCheat(PLAYERp pp, const char *)
{
Level++;
ExitLevel = TRUE;
}
void PrevCheat(PLAYERp pp, const char *)
{
Level--;
ExitLevel = TRUE;
}
void MapCheat(PLAYERp pp, const char *)
{
mapcheat = !mapcheat;
// Need to do this differently. The code here was completely broken.
PutStringInfo(pp, GStrings(mapcheat ? "TXT_AMON" : "TXT_AMOFF"));
}
void LocCheat(PLAYERp pp, const char *)
{
extern SWBOOL LocationInfo;
LocationInfo++;
if (LocationInfo > 2)
LocationInfo = 0;
}
void GunsCheat(PLAYERp pp, const char *cheat_string)
{
PLAYERp p;
short pnum;
unsigned int i;
short gAmmo[10] = {0,9,12,20,3,6,5,5,10,1};
const char *cp = cheat_string;
const char *str = "TXT_GIVENW";
int gunnum, x;
USERp u;
cp += sizeof("swgun")-1;
gunnum = atol(cp);
if (gunnum == 0)
gunnum = 10;
if (gunnum < 2 || gunnum > 10)
return;
TRAVERSE_CONNECT(pnum)
{
p = &Player[pnum];
u = User[p->PlayerSprite];
x = gAmmo[gunnum-1];
if (TEST(p->WpnFlags, BIT(gunnum-1)) == 0)
p->WpnFlags += BIT(gunnum-2) << 1;
else
str = "TXTS_AMMOW";
p->WpnAmmo[gunnum-1] += x;
if (p->WpnAmmo[gunnum-1] > DamageData[gunnum-1].max_ammo)
{
p->WpnAmmo[gunnum-1] = DamageData[gunnum-1].max_ammo;
str = nullptr;
}
PlayerUpdateWeapon(p, u->WeaponNum);
}
if (str) PutStringInfo(pp, FStringf("%s %d", GStrings(str), gunnum));
}
void WeaponCheat(PLAYERp pp, const char *)
{
PLAYERp p;
short pnum;
unsigned int i;
USERp u;
TRAVERSE_CONNECT(pnum)
{
p = &Player[pnum];
u = User[p->PlayerSprite];
if (!TEST(p->Flags, PF_TWO_UZI))
{
SET(p->Flags, PF_TWO_UZI);
SET(p->Flags, PF_PICKED_UP_AN_UZI);
}
// ALL WEAPONS
if (!SW_SHAREWARE)
p->WpnFlags = 0xFFFFFFFF;
else
p->WpnFlags = 0x0000207F; // Disallows high weapon cheat in shareware
for (i = 0; i < SIZ(p->WpnAmmo); i++)
{
p->WpnAmmo[i] = DamageData[i].max_ammo;
}
p->WpnShotgunAuto = 50;
p->WpnRocketHeat = 5;
p->WpnRocketNuke = 1;
PlayerUpdateWeapon(p, u->WeaponNum);
}
}
void AmmoCheat(PLAYERp pp, const char *)
{
PLAYERp p;
short pnum;
unsigned int i;
USERp u;
TRAVERSE_CONNECT(pnum)
{
p = &Player[pnum];
u = User[p->PlayerSprite];
p->WpnShotgunAuto = 50;
p->WpnRocketHeat = 5;
p->WpnRocketNuke = 1;
for (i = 0; i < SIZ(p->WpnAmmo); i++)
{
p->WpnAmmo[i] = DamageData[i].max_ammo;
}
PlayerUpdateWeapon(p, u->WeaponNum);
}
}
void GodCheat(PLAYERp pp, const char *)
{
//
// GOD mode
//
GodMode ^= 1;
PutStringInfo(pp, GStrings(GodMode? "GOD MODE: ON" : "GOD MODE: OFF"));
}
void ClipCheat(PLAYERp pp, const char *)
{
FLIP(pp->Flags, PF_CLIP_CHEAT);
PutStringInfo(pp, GStrings(TEST(pp->Flags, PF_CLIP_CHEAT) ? "CLIPPING: OFF" : "CLIPPING: ON"));;
}
void WarpCheat(PLAYERp pp, const char *cheat_string)
{
const char *cp = cheat_string;
int level_num;
cp += sizeof("swtrek")-1;
level_num = atol(cp);
//int episode_num;
//DSPRINTF(ds,"ep %d, lev %d",episode_num, level_num);
//MONO_PRINT(ds);
if (!pp) return;
if (!SW_SHAREWARE)
{
if (level_num > 28 || level_num < 1)
return;
}
else
{
if (level_num > 4 || level_num < 1)
return;
}
if (TEST(pp->Flags, PF_DEAD))
return;
Level = level_num;
ExitLevel = TRUE;
sprintf(ds, "%s %1d", GStrings("TXT_ENTERING"), Level);
PutStringInfo(pp, ds);
}
void ItemCheat(PLAYERp pp, const char *cheat_string)
{
//
// Get all ITEMS
//
PLAYERp p;
short pnum;
short inv;
int i;
PutStringInfo(pp, "ITEMS");
TRAVERSE_CONNECT(pnum)
{
p = &Player[pnum];
memset(p->HasKey, TRUE, sizeof(p->HasKey));
p->WpnShotgunAuto = 50;
p->WpnRocketHeat = 5;
p->WpnRocketNuke = 1;
p->Armor = 100;
for (inv = 0; inv < MAX_INVENTORY; inv++)
{
p->InventoryPercent[inv] = 100;
//p->InventoryAmount[inv] = 1;
p->InventoryAmount[inv] = InventoryData[inv].MaxInv;
//PlayerUpdateInventory(p, inv);
}
PlayerUpdateInventory(p, p->InventoryNum);
//p->InventoryNum = 0;
}
for (i=0; i<numsectors; i++)
{
if (SectUser[i] && SectUser[i]->stag == SECT_LOCK_DOOR)
SectUser[i]->number = 0; // unlock all doors of this type
}
WeaponCheat(pp, cheat_string);
PlayerUpdateKeys(pp);
}
void InventoryCheat(PLAYERp pp, const char *cheat_string)
{
//
// Get all ITEMS
//
PLAYERp p;
short pnum;
short inv;
int i;
PutStringInfo(pp, "INVENTORY");
TRAVERSE_CONNECT(pnum)
{
p = &Player[pnum];
p->WpnShotgunAuto = 50;
p->WpnRocketHeat = 5;
p->WpnRocketNuke = 1;
p->Armor = 100;
for (inv = 0; inv < MAX_INVENTORY; inv++)
{
p->InventoryPercent[inv] = 100;
//p->InventoryAmount[inv] = 1;
p->InventoryAmount[inv] = InventoryData[inv].MaxInv;
//PlayerUpdateInventory(p, inv);
}
PlayerUpdateInventory(p, p->InventoryNum);
//p->InventoryNum = 0;
}
}
void ArmorCheat(PLAYERp pp, const char *cheat_string)
{
short pnum;
const char *str = nullptr;
TRAVERSE_CONNECT(pnum)
{
if (User[Player[pnum].PlayerSprite]->Health < pp->MaxHealth)
str = "ARMOR";
Player[pnum].Armor = 100;
}
if (str) PutStringInfo(pp, GStrings(str));
}
void HealCheat(PLAYERp pp, const char *cheat_string)
{
short pnum;
const char *str = nullptr;
TRAVERSE_CONNECT(pnum)
{
if (User[Player[pnum].PlayerSprite]->Health < pp->MaxHealth)
str = "TXTS_ADDEDHEALTH";
User[Player[pnum].PlayerSprite]->Health += 25;
}
if (str) PutStringInfo(pp, GStrings(str));
}
void SortKeyCheat(PLAYERp pp, const char *sKey)
{
const char *sTemp = "";
CheatKeyType = "";
if (Bstrncasecmp(sKey, "swredcard",9) == 0)
{
sTemp = "swkey1";
CheatKeyType = "Red Cardkey";
}
else
if (Bstrncasecmp(sKey, "swbluecard",10) == 0)
{
sTemp = "swkey2";
CheatKeyType = "Blue Cardkey";
}
else
if (Bstrncasecmp(sKey, "swgreencard",11) == 0)
{
sTemp = "swkey3";
CheatKeyType = "Green Cardkey";
}
else
if (Bstrncasecmp(sKey, "swyellowcard",12) == 0)
{
sTemp = "swkey4";
CheatKeyType = "Yellow Cardkey";
}
else
if (Bstrncasecmp(sKey, "swgoldkey",9) == 0)
{
sTemp = "swkey5";
CheatKeyType = "Gold Key";
}
else
if (Bstrncasecmp(sKey, "swsilverkey",11) == 0)
{
sTemp = "swkey6";
CheatKeyType = "Silver Key";
}
else
if (Bstrncasecmp(sKey, "swbronzekey",11) == 0)
{
sTemp = "swkey7";
CheatKeyType = "Bronze Key";
}
else
if (Bstrncasecmp(sKey, "swredkey",8) == 0)
{
sTemp = "swkey8";
CheatKeyType = "Red Key";
}
if (Bstrncmp(sTemp, "", 1) != 0)
KeysCheat(pp, sTemp);
}
void KeysCheat(PLAYERp pp, const char *cheat_string)
{
// Get KEYS
PLAYERp p;
short pnum;
const char *cp = cheat_string;
const char *str = "TXT_GIVEKEY";
int keynum = 0;
cp += sizeof("swkey")-1;
keynum = atol(cp);
TRAVERSE_CONNECT(pnum)
{
p = &Player[pnum];
if (keynum < 1 || keynum > 8)
{
memset(p->HasKey, TRUE, sizeof(p->HasKey));
keynum = 0;
}
else
{
if (p->HasKey[keynum-1] == FALSE)
{
p->HasKey[keynum-1] = TRUE; // cards: 0=red 1=blue 2=green 3=yellow | keys: 4=gold 5=silver 6=bronze 7=red
str = "TXT_KEYGIVEN";
}
else
{
p->HasKey[keynum-1] = FALSE;
str = "TXT_KEYREMOVED";
}
}
}
PlayerUpdateKeys(pp);
PutStringInfo(pp, GStrings(str));
}
void EveryCheatToggle(PLAYERp pp, const char *cheat_string)
{
EveryCheat ^= 1;
WeaponCheat(pp, cheat_string);
GodCheat(pp, cheat_string);
ItemCheat(pp, cheat_string);
}
void GeorgeFunc(PLAYERp pp, char *)
{
PlayerSound(DIGI_TAUNTAI9, v3df_dontpan|v3df_doppler|v3df_follow,pp);
}
void BlackburnFunc(PLAYERp pp, char *)
{
PlayerSound(DIGI_TAUNTAI3, v3df_dontpan|v3df_doppler|v3df_follow,pp);
}
int cheatcmp(const char *str1, const char *str2, int len)
{
const char *cp1 = str1;
const char *cp2 = str2;
do
{
if (*cp1 != *cp2)
{
if (!((*cp1 == '#' && isdigit(*cp2)) || (*cp2 == '#' && isdigit(*cp1))))
return -1;
}
cp1++;
cp2++;
}
while (--len);
return 0;
}
#define CF_ALL BIT(0)
#define CF_NOTSW BIT(1)
typedef struct
{
const char *CheatInputCode;
void (*CheatInputFunc)(PLAYERp, const char *);
char flags;
}CHEAT_INFO, *CHEAT_INFOp;
CHEAT_INFO ci[] =
{
{"swgod", GodCheat, 0},
{"swchan", GodCheat, 0},
{"swgimme", ItemCheat, 0},
{"swmedic", HealCheat, 0},
{"swkeys", KeysCheat, 0},
{"swredcard", SortKeyCheat, 0},
{"swbluecard", SortKeyCheat, 0},
{"swgreencard", SortKeyCheat, 0},
{"swyellowcard", SortKeyCheat, 0},
{"swgoldkey", SortKeyCheat, 0},
{"swsilverkey", SortKeyCheat, 0},
{"swbronzekey", SortKeyCheat, 0},
{"swredkey", SortKeyCheat, 0},
{"swgun#", GunsCheat, 0},
{"swtrek##", WarpCheat, 0},
{"swgreed", EveryCheatToggle, 0},
{"swghost", ClipCheat, 0},
{"swstart", RestartCheat, 0},
{"swres", ResCheatOn, 0},
{"swloc", LocCheat, 0},
{"swmap", MapCheat, 0},
{"swroom", RoomCheat, CF_NOTSW}, // Room above room dbug
#if DEBUG
{"swsecret", SecretCheat, CF_ALL},
#endif
};
// !JIM! My simplified version of CheatInput which simply processes MessageInputString
void CheatInput(void)
{
SWBOOL match = FALSE;
unsigned int i;
//if (CommEnabled)
// return;
FString CheatInputString = MessageInputString;
CheatInputString.ToLower();
// check for at least one single match
for (i = 0; i < SIZ(ci); i++)
{
// compare without the NULL
if (cheatcmp(CheatInputString, ci[i].CheatInputCode, CheatInputString.Len()) == 0)
{
// if they are equal in length then its a complet match
if (strlen(CheatInputString) == strlen(ci[i].CheatInputCode))
{
match = TRUE;
CheatInputMode = FALSE;
if (TEST(ci[i].flags, CF_NOTSW) && SW_SHAREWARE)
return;
if (!TEST(ci[i].flags, CF_ALL))
{
if (CommEnabled)
return;
if (Skill >= 3)
{
PutStringInfo(Player, GStrings("TXTS_TOOSKILLFUL"));
return;
}
}
if (ci[i].CheatInputFunc)
(*ci[i].CheatInputFunc)(Player, CheatInputString);
return;
}
else
{
match = TRUE;
break;
}
}
}
if (!match)
{
CheatInputMode = FALSE;
}
}
END_SW_NS