gzdoom-gles/src/st_stuff.cpp

420 lines
14 KiB
C++
Raw Normal View History

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Cheat code. See *_sbar.cpp for status bars.
//
//-----------------------------------------------------------------------------
#include "d_protocol.h"
#include "gstrings.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "d_event.h"
#include "gi.h"
EXTERN_CVAR (Bool, ticker);
EXTERN_CVAR (Bool, noisedebug);
EXTERN_CVAR (Int, am_cheat);
struct cheatseq_t
{
BYTE *Sequence;
BYTE *Pos;
BYTE DontCheck;
BYTE CurrentArg;
BYTE Args[2];
bool (*Handler)(cheatseq_t *);
};
static bool CheatAddKey (cheatseq_t *cheat, BYTE key, bool *eat);
static bool Cht_Generic (cheatseq_t *);
static bool Cht_Music (cheatseq_t *);
static bool Cht_BeholdMenu (cheatseq_t *);
static bool Cht_PumpupMenu (cheatseq_t *);
static bool Cht_AutoMap (cheatseq_t *);
static bool Cht_ChangeLevel (cheatseq_t *);
static bool Cht_ChangeStartSpot (cheatseq_t *);
static bool Cht_WarpTransLevel (cheatseq_t *);
static bool Cht_MyPos (cheatseq_t *);
static bool Cht_Sound (cheatseq_t *);
static bool Cht_Ticker (cheatseq_t *);
BYTE CheatPowerup[7][10] =
{
{ 'i','d','b','e','h','o','l','d','v', 255 },
{ 'i','d','b','e','h','o','l','d','s', 255 },
{ 'i','d','b','e','h','o','l','d','i', 255 },
{ 'i','d','b','e','h','o','l','d','r', 255 },
{ 'i','d','b','e','h','o','l','d','a', 255 },
{ 'i','d','b','e','h','o','l','d','l', 255 },
{ 'i','d','b','e','h','o','l','d', 255 }
};
BYTE CheatPowerup2[8][10] =
{
{ 'p','u','m','p','u','p','b',255 },
{ 'p','u','m','p','u','p','i',255 },
{ 'p','u','m','p','u','p','m',255 },
{ 'p','u','m','p','u','p','h',255 },
{ 'p','u','m','p','u','p','p',255 },
{ 'p','u','m','p','u','p','s',255 },
{ 'p','u','m','p','u','p','t',255 },
{ 'p','u','m','p','u','p',255 },
};
// Smashing Pumpkins Into Small Piles Of Putrid Debris.
static BYTE CheatNoclip[] = { 'i','d','s','p','i','s','p','o','p','d',255 };
static BYTE CheatNoclip2[] = { 'i','d','c','l','i','p',255 };
static BYTE CheatMus[] = { 'i','d','m','u','s',0,0,255 };
static BYTE CheatChoppers[] = { 'i','d','c','h','o','p','p','e','r','s',255 };
static BYTE CheatGod[] = { 'i','d','d','q','d',255 };
static BYTE CheatAmmo[] = { 'i','d','k','f','a',255 };
static BYTE CheatAmmoNoKey[] = { 'i','d','f','a',255 };
static BYTE CheatClev[] = { 'i','d','c','l','e','v',0,0,255 };
static BYTE CheatMypos[] = { 'i','d','m','y','p','o','s',255 };
static BYTE CheatAmap[] = { 'i','d','d','t',255 };
static BYTE CheatQuicken[] = { 'q','u','i','c','k','e','n',255 };
static BYTE CheatKitty[] = { 'k','i','t','t','y',255 };
static BYTE CheatRambo[] = { 'r','a','m','b','o',255 };
static BYTE CheatShazam[] = { 's','h','a','z','a','m',255 };
static BYTE CheatPonce[] = { 'p','o','n','c','e',255 };
static BYTE CheatSkel[] = { 's','k','e','l',255 };
static BYTE CheatNoise[] = { 'n','o','i','s','e',255 };
static BYTE CheatTicker[] = { 't','i','c','k','e','r',255 };
static BYTE CheatEngage[] = { 'e','n','g','a','g','e',0,0,255 };
static BYTE CheatChicken[] = { 'c','o','c','k','a','d','o','o','d','l','e','d','o','o',255 };
static BYTE CheatMassacre[] = { 'm','a','s','s','a','c','r','e',255 };
static BYTE CheatRavMap[] = { 'r','a','v','m','a','p',255 };
static BYTE CheatSatan[] = { 's','a','t','a','n',255 };
static BYTE CheatCasper[] = { 'c','a','s','p','e','r',255 };
static BYTE CheatNRA[] = { 'n','r','a',255 };
static BYTE CheatClubMed[] = { 'c','l','u','b','m','e','d',255 };
static BYTE CheatLocksmith[] = { 'l','o','c','k','s','m','i','t','h',255 };
static BYTE CheatIndiana[] = { 'i','n','d','i','a','n','a',255 };
static BYTE CheatSherlock[] = { 's','h','e','r','l','o','c','k',255 };
static BYTE CheatVisit[] = { 'v','i','s','i','t',0,0,255 };
static BYTE CheatPig[] = { 'd','e','l','i','v','e','r','a','n','c','e',255 };
static BYTE CheatButcher[] = { 'b','u','t','c','h','e','r',255 };
static BYTE CheatConan[] = { 'c','o','n','a','n',255 };
static BYTE CheatMapsco[] = { 'm','a','p','s','c','o',255 };
static BYTE CheatWhere[] = { 'w','h','e','r','e',255 };
#if 0
static BYTE CheatClass1[] = { 's','h','a','d','o','w','c','a','s','t','e','r',255 };
static BYTE CheatClass2[] = { 's','h','a','d','o','w','c','a','s','t','e','r',0,255 };
static BYTE CheatInit[] = { 'i','n','i','t',255 };
static BYTE CheatScript1[] = { 'p','u','k','e',255 };
static BYTE CheatScript2[] = { 'p','u','k','e',0,255 };
static BYTE CheatScript3[] = { 'p','u','k','e',0,0,255 };
#endif
static BYTE CheatSpin[] = { 's','p','i','n',0,0,255 };
static BYTE CheatRift[] = { 'r','i','f','t',0,0,255 };
static BYTE CheatGPS[] = { 'g','p','s',255 };
static BYTE CheatGripper[] = { 'g','r','i','p','p','e','r',255 };
static BYTE CheatLego[] = { 'l','e','g','o',255 };
static BYTE CheatDots[] = { 'd','o','t','s',255 };
static BYTE CheatScoot[] = { 's','c','o','o','t',0,255 };
static BYTE CheatDonnyTrump[] = { 'd','o','n','n','y','t','r','u','m','p',255 };
static BYTE CheatOmnipotent[] = { 'o','m','n','i','p','o','t','e','n','t',255 };
static BYTE CheatJimmy[] = { 'j','i','m','m','y',255 };
static BYTE CheatBoomstix[] = { 'b','o','o','m','s','t','i','x',255 };
static BYTE CheatStoneCold[] = { 's','t','o','n','e','c','o','l','d',255 };
2006-04-11 08:36:23 +00:00
static BYTE CheatElvis[] = { 'e','l','v','i','s',255 };
static BYTE CheatTopo[] = { 't','o','p','o',255 };
static cheatseq_t DoomCheats[] =
{
{ CheatMus, 0, 1, 0, {0,0}, Cht_Music },
{ CheatPowerup[6], 0, 1, 0, {0,0}, Cht_BeholdMenu },
{ CheatMypos, 0, 1, 0, {0,0}, Cht_MyPos },
{ CheatAmap, 0, 0, 0, {0,0}, Cht_AutoMap },
{ CheatGod, 0, 0, 0, {CHT_IDDQD,0}, Cht_Generic },
{ CheatAmmo, 0, 0, 0, {CHT_IDKFA,0}, Cht_Generic },
{ CheatAmmoNoKey, 0, 0, 0, {CHT_IDFA,0}, Cht_Generic },
{ CheatNoclip, 0, 0, 0, {CHT_NOCLIP,0}, Cht_Generic },
{ CheatNoclip2, 0, 0, 0, {CHT_NOCLIP,0}, Cht_Generic },
{ CheatPowerup[0], 0, 0, 0, {CHT_BEHOLDV,0}, Cht_Generic },
{ CheatPowerup[1], 0, 0, 0, {CHT_BEHOLDS,0}, Cht_Generic },
{ CheatPowerup[2], 0, 0, 0, {CHT_BEHOLDI,0}, Cht_Generic },
{ CheatPowerup[3], 0, 0, 0, {CHT_BEHOLDR,0}, Cht_Generic },
{ CheatPowerup[4], 0, 0, 0, {CHT_BEHOLDA,0}, Cht_Generic },
{ CheatPowerup[5], 0, 0, 0, {CHT_BEHOLDL,0}, Cht_Generic },
{ CheatChoppers, 0, 0, 0, {CHT_CHAINSAW,0}, Cht_Generic },
{ CheatClev, 0, 0, 0, {0,0}, Cht_ChangeLevel }
};
static cheatseq_t HereticCheats[] =
{
{ CheatNoise, 0, 1, 0, {0,0}, Cht_Sound },
{ CheatTicker, 0, 1, 0, {0,0}, Cht_Ticker },
{ CheatRavMap, 0, 0, 0, {0,0}, Cht_AutoMap },
{ CheatQuicken, 0, 0, 0, {CHT_GOD,0}, Cht_Generic },
{ CheatKitty, 0, 0, 0, {CHT_NOCLIP,0}, Cht_Generic },
{ CheatRambo, 0, 0, 0, {CHT_IDFA,0}, Cht_Generic },
{ CheatShazam, 0, 0, 0, {CHT_POWER,0}, Cht_Generic },
{ CheatPonce, 0, 0, 0, {CHT_HEALTH,0}, Cht_Generic },
{ CheatSkel, 0, 0, 0, {CHT_KEYS,0}, Cht_Generic },
{ CheatChicken, 0, 0, 0, {CHT_MORPH,0}, Cht_Generic },
{ CheatAmmo, 0, 0, 0, {CHT_TAKEWEAPS,0}, Cht_Generic },
{ CheatGod, 0, 0, 0, {CHT_NOWUDIE,0}, Cht_Generic },
{ CheatMassacre, 0, 0, 0, {CHT_MASSACRE,0}, Cht_Generic },
{ CheatEngage, 0, 0, 0, {0,0}, Cht_ChangeLevel }
};
static cheatseq_t HexenCheats[] =
{
{ CheatSatan, 0, 0, 0, {CHT_GOD,0}, Cht_Generic },
{ CheatCasper, 0, 0, 0, {CHT_NOCLIP,0}, Cht_Generic },
{ CheatNRA, 0, 0, 0, {CHT_IDFA,0}, Cht_Generic },
{ CheatClubMed, 0, 0, 0, {CHT_HEALTH,0}, Cht_Generic },
{ CheatLocksmith, 0, 0, 0, {CHT_KEYS,0}, Cht_Generic },
{ CheatIndiana, 0, 0, 0, {CHT_ALLARTI,0}, Cht_Generic },
{ CheatSherlock, 0, 0, 0, {CHT_PUZZLE,0}, Cht_Generic },
{ CheatVisit, 0, 0, 0, {0,0}, Cht_WarpTransLevel },
{ CheatPig, 0, 0, 0, {CHT_MORPH,0}, Cht_Generic },
{ CheatButcher, 0, 0, 0, {CHT_MASSACRE,0}, Cht_Generic },
{ CheatConan, 0, 0, 0, {CHT_TAKEWEAPS,0}, Cht_Generic },
{ CheatWhere, 0, 1, 0, {0,0}, Cht_MyPos },
{ CheatMapsco, 0, 0, 0, {0,0}, Cht_AutoMap }
};
static cheatseq_t StrifeCheats[] =
{
{ CheatSpin, 0, 1, 0, {0,0}, Cht_Music },
{ CheatGPS, 0, 1, 0, {0,0}, Cht_MyPos },
{ CheatTopo, 0, 0, 0, {0,0}, Cht_AutoMap },
{ CheatDots, 0, 1, 0, {0,0}, Cht_Ticker },
{ CheatOmnipotent, 0, 0, 0, {CHT_IDDQD,0}, Cht_Generic },
{ CheatGripper, 0, 0, 0, {CHT_NOMOMENTUM,0},Cht_Generic },
{ CheatJimmy, 0, 0, 0, {CHT_KEYS,0}, Cht_Generic },
{ CheatBoomstix, 0, 0, 0, {CHT_IDFA,0}, Cht_Generic },
{ CheatElvis, 0, 0, 0, {CHT_NOCLIP,0}, Cht_Generic },
{ CheatStoneCold, 0, 0, 0, {CHT_MASSACRE,0}, Cht_Generic },
{ CheatPowerup2[7], 0, 1, 0, {0,0}, Cht_PumpupMenu },
{ CheatPowerup2[0], 0, 0, 0, {CHT_BEHOLDS,0}, Cht_Generic },
{ CheatPowerup2[1], 0, 0, 0, {CHT_PUMPUPI,0}, Cht_Generic },
{ CheatPowerup2[2], 0, 0, 0, {CHT_PUMPUPM,0}, Cht_Generic },
{ CheatPowerup2[3], 0, 0, 0, {CHT_PUMPUPH,0}, Cht_Generic },
{ CheatPowerup2[4], 0, 0, 0, {CHT_PUMPUPP,0}, Cht_Generic },
{ CheatPowerup2[5], 0, 0, 0, {CHT_PUMPUPS,0}, Cht_Generic },
{ CheatPowerup2[6], 0, 0, 0, {CHT_PUMPUPT,0}, Cht_Generic },
{ CheatRift, 0, 0, 0, {0,0}, Cht_ChangeLevel },
{ CheatDonnyTrump, 0, 0, 0, {CHT_DONNYTRUMP,0},Cht_Generic },
{ CheatScoot, 0, 0, 0, {0,0}, Cht_ChangeStartSpot },
{ CheatLego, 0, 0, 0, {CHT_LEGO,0}, Cht_Generic },
};
extern bool CheckCheatmode ();
// Respond to keyboard input events, intercept cheats.
// [RH] Cheats eat the last keypress used to trigger them
bool ST_Responder (event_t *ev)
{
bool eat = false;
if (ev->type == EV_KeyDown)
{
cheatseq_t *cheats;
int numcheats;
int i;
switch (gameinfo.gametype)
{
case GAME_Doom:
cheats = DoomCheats;
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
numcheats = countof(DoomCheats);
break;
case GAME_Heretic:
cheats = HereticCheats;
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
numcheats = countof(HereticCheats);
break;
case GAME_Hexen:
cheats = HexenCheats;
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
numcheats = countof(HexenCheats);
break;
case GAME_Strife:
cheats = StrifeCheats;
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
numcheats = countof(StrifeCheats);
break;
default:
return false;
}
for (i = 0; i < numcheats; i++, cheats++)
{
if (CheatAddKey (cheats, (BYTE)ev->data2, &eat))
{
if (cheats->DontCheck || !CheckCheatmode ())
{
eat |= cheats->Handler (cheats);
}
}
else if (cheats->Pos - cheats->Sequence > 2)
{ // If more than two characters into the sequence,
// eat the keypress, just so that the Hexen cheats
// with T in them will work without unbinding T.
eat = true;
}
}
}
return eat;
}
//--------------------------------------------------------------------------
//
// FUNC CheatAddkey
//
// Returns true if the added key completed the cheat, false otherwise.
//
//--------------------------------------------------------------------------
static bool CheatAddKey (cheatseq_t *cheat, BYTE key, bool *eat)
{
if (cheat->Pos == NULL)
{
cheat->Pos = cheat->Sequence;
cheat->CurrentArg = 0;
}
if (*cheat->Pos == 0)
{
*eat = true;
cheat->Args[cheat->CurrentArg++] = key;
cheat->Pos++;
}
else if (key == *cheat->Pos)
{
cheat->Pos++;
}
else
{
cheat->Pos = cheat->Sequence;
cheat->CurrentArg = 0;
}
if (*cheat->Pos == 0xff)
{
cheat->Pos = cheat->Sequence;
cheat->CurrentArg = 0;
return true;
}
return false;
}
//--------------------------------------------------------------------------
//
// CHEAT FUNCTIONS
//
//--------------------------------------------------------------------------
static bool Cht_Generic (cheatseq_t *cheat)
{
Net_WriteByte (DEM_GENERICCHEAT);
Net_WriteByte (cheat->Args[0]);
return true;
}
static bool Cht_Music (cheatseq_t *cheat)
{
char buf[9] = "idmus xx";
buf[6] = cheat->Args[0];
buf[7] = cheat->Args[1];
C_DoCommand (buf);
return true;
}
static bool Cht_BeholdMenu (cheatseq_t *cheat)
{
Printf ("%s\n", GStrings("STSTR_BEHOLD"));
return false;
}
static bool Cht_PumpupMenu (cheatseq_t *cheat)
{
// How many people knew about the PUMPUPT cheat, since
// it isn't printed in the list?
Printf ("Bzrk, Inviso, Mask, Health, Pack, Stats\n");
return false;
}
static bool Cht_AutoMap (cheatseq_t *cheat)
{
if (automapactive)
{
am_cheat = (am_cheat + 1) % 3;
return true;
}
else
{
return false;
}
}
static bool Cht_ChangeLevel (cheatseq_t *cheat)
{
char cmd[10] = "idclev xx";
cmd[7] = cheat->Args[0];
cmd[8] = cheat->Args[1];
C_DoCommand (cmd);
return true;
}
static bool Cht_ChangeStartSpot (cheatseq_t *cheat)
{
char cmd[64];
sprintf (cmd, "changemap %s %c", level.mapname, cheat->Args[0]);
C_DoCommand (cmd);
return true;
}
static bool Cht_WarpTransLevel (cheatseq_t *cheat)
{
char cmd[11] = "hxvisit xx";
cmd[8] = cheat->Args[0];
cmd[9] = cheat->Args[1];
C_DoCommand (cmd);
return true;
}
static bool Cht_MyPos (cheatseq_t *cheat)
{
C_DoCommand ("toggle idmypos");
return true;
}
static bool Cht_Ticker (cheatseq_t *cheat)
{
ticker = !ticker;
Printf ("%s\n", GStrings(ticker ? "TXT_CHEATTICKERON" : "TXT_CHEATTICKEROFF"));
return true;
}
static bool Cht_Sound (cheatseq_t *cheat)
{
noisedebug = !noisedebug;
Printf ("%s\n", GStrings(noisedebug ? "TXT_CHEATSOUNDON" : "TXT_CHEATSOUNDOFF"));
return true;
}