2006-02-24 04:48:15 +00:00
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Cheat sequence checking.
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//
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//-----------------------------------------------------------------------------
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#include <stdlib.h>
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#include <math.h>
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#include "m_cheat.h"
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#include "d_player.h"
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#include "doomstat.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "a_doomglobal.h"
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#include "a_strifeglobal.h"
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#include "gi.h"
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#include "p_enemy.h"
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#include "sbar.h"
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#include "c_dispatch.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "a_keys.h"
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#include "templates.h"
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#include "p_lnspec.h"
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// [RH] Actually handle the cheat. The cheat code in st_stuff.c now just
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// writes some bytes to the network data stream, and the network code
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// later calls us.
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void cht_DoCheat (player_t *player, int cheat)
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{
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static const TypeInfo *BeholdPowers[9] =
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{
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RUNTIME_CLASS(APowerInvulnerable),
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RUNTIME_CLASS(APowerStrength),
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RUNTIME_CLASS(APowerInvisibility),
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RUNTIME_CLASS(APowerIronFeet),
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NULL, // MapRevealer
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RUNTIME_CLASS(APowerLightAmp),
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RUNTIME_CLASS(APowerShadow),
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RUNTIME_CLASS(APowerMask),
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RUNTIME_CLASS(APowerTargeter)
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};
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const TypeInfo *type;
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AInventory *item;
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const char *msg = "";
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char msgbuild[32];
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int i;
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switch (cheat)
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{
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case CHT_IDDQD:
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if (!(player->cheats & CF_GODMODE))
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{
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if (player->mo)
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player->mo->health = deh.GodHealth;
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player->health = deh.GodHealth;
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}
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// fall through to CHT_GOD
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case CHT_GOD:
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player->cheats ^= CF_GODMODE;
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if (player->cheats & CF_GODMODE)
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msg = GStrings("STSTR_DQDON");
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else
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msg = GStrings("STSTR_DQDOFF");
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SB_state = screen->GetPageCount ();
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break;
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case CHT_NOCLIP:
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player->cheats ^= CF_NOCLIP;
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if (player->cheats & CF_NOCLIP)
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msg = GStrings("STSTR_NCON");
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else
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msg = GStrings("STSTR_NCOFF");
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break;
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case CHT_NOMOMENTUM:
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player->cheats ^= CF_NOMOMENTUM;
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if (player->cheats & CF_NOMOMENTUM)
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msg = "LEAD BOOTS ON";
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else
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msg = "LEAD BOOTS OFF";
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break;
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case CHT_FLY:
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if (player->mo != NULL)
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{
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player->cheats ^= CF_FLY;
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if (player->cheats & CF_FLY)
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{
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player->mo->flags |= MF_NOGRAVITY;
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player->mo->flags2 |= MF2_FLY;
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msg = "You feel lighter";
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}
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else
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{
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player->mo->flags &= ~MF_NOGRAVITY;
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player->mo->flags2 &= ~MF2_FLY;
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msg = "Gravity weighs you down";
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}
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}
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break;
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case CHT_MORPH:
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if (player->morphTics)
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{
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if (P_UndoPlayerMorph (player))
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{
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msg = "You feel like yourself again";
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}
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}
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else if (P_MorphPlayer (player,
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TypeInfo::FindType (gameinfo.gametype==GAME_Heretic?"ChickenPlayer":"PigPlayer")))
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{
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msg = "You feel strange...";
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}
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break;
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case CHT_NOTARGET:
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player->cheats ^= CF_NOTARGET;
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if (player->cheats & CF_NOTARGET)
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msg = "notarget ON";
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else
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msg = "notarget OFF";
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break;
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case CHT_ANUBIS:
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player->cheats ^= CF_FRIGHTENING;
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if (player->cheats & CF_FRIGHTENING)
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msg = "\"Quake with fear!\"";
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else
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msg = "No more ogre armor";
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break;
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case CHT_CHASECAM:
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player->cheats ^= CF_CHASECAM;
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if (player->cheats & CF_CHASECAM)
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msg = "chasecam ON";
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else
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msg = "chasecam OFF";
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R_ResetViewInterpolation ();
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break;
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case CHT_CHAINSAW:
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- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
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if (player->mo != NULL)
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2006-02-24 04:48:15 +00:00
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{
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- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
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type = TypeInfo::FindType ("Chainsaw");
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if (player->mo->FindInventory (type) == NULL)
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{
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player->mo->GiveInventoryType (type);
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}
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msg = GStrings("STSTR_CHOPPERS");
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2006-02-24 04:48:15 +00:00
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}
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// [RH] The original cheat also set powers[pw_invulnerability] to true.
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// Since this is a timer and not a boolean, it effectively turned off
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// the invulnerability powerup, although it looks like it was meant to
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// turn it on.
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break;
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case CHT_POWER:
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- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
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if (player->mo != NULL)
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2006-02-24 04:48:15 +00:00
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{
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- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
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item = player->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2));
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if (item != NULL)
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{
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item->Destroy ();
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msg = GStrings("TXT_CHEATPOWEROFF");
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}
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else
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{
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player->mo->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
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msg = GStrings("TXT_CHEATPOWERON");
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}
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2006-02-24 04:48:15 +00:00
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}
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break;
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case CHT_IDKFA:
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cht_Give (player, "backpack");
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cht_Give (player, "weapons");
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cht_Give (player, "ammo");
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cht_Give (player, "keys");
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cht_Give (player, "armor");
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msg = GStrings("STSTR_KFAADDED");
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break;
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case CHT_IDFA:
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cht_Give (player, "backpack");
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cht_Give (player, "weapons");
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cht_Give (player, "ammo");
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cht_Give (player, "armor");
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msg = GStrings("STSTR_FAADDED");
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break;
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case CHT_BEHOLDV:
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case CHT_BEHOLDS:
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case CHT_BEHOLDI:
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case CHT_BEHOLDR:
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case CHT_BEHOLDA:
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case CHT_BEHOLDL:
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case CHT_PUMPUPI:
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case CHT_PUMPUPM:
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case CHT_PUMPUPT:
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i = cheat - CHT_BEHOLDV;
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if (i == 4)
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{
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level.flags ^= LEVEL_ALLMAP;
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}
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else if (player->mo != NULL)
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{
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item = player->mo->FindInventory (BeholdPowers[i]);
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if (item == NULL)
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{
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player->mo->GiveInventoryType (BeholdPowers[i]);
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if (cheat == CHT_BEHOLDS)
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{
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P_GiveBody (player->mo, -100);
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}
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}
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else
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{
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item->Destroy ();
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}
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}
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msg = GStrings("STSTR_BEHOLDX");
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break;
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case CHT_MASSACRE:
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{
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int killcount = P_Massacre ();
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// killough 3/22/98: make more intelligent about plural
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// Ty 03/27/98 - string(s) *not* externalized
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sprintf (msgbuild, "%d Monster%s Killed", killcount, killcount==1 ? "" : "s");
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msg = msgbuild;
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}
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break;
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case CHT_HEALTH:
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- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
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|
if (player->mo != NULL)
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{
|
|
|
|
player->health = player->mo->health = player->mo->GetDefault()->health;
|
|
|
|
msg = GStrings("TXT_CHEATHEALTH");
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case CHT_KEYS:
|
|
|
|
cht_Give (player, "keys");
|
|
|
|
msg = GStrings("TXT_CHEATKEYS");
|
|
|
|
break;
|
|
|
|
|
|
|
|
// [GRB]
|
|
|
|
case CHT_RESSURECT:
|
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
|
|
|
if (player->playerstate != PST_LIVE && player->mo != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
player->playerstate = PST_LIVE;
|
|
|
|
player->health = player->mo->health = player->mo->GetDefault()->health;
|
|
|
|
player->mo->flags = player->mo->GetDefault()->flags;
|
|
|
|
player->mo->height = player->mo->GetDefault()->height;
|
|
|
|
player->mo->SetState (player->mo->SpawnState);
|
|
|
|
player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
|
|
|
|
player->mo->GiveDefaultInventory();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CHT_TAKEWEAPS:
|
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
|
|
|
if (player->morphTics || player->mo != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// Take away all weapons that are either non-wimpy or use ammo.
|
|
|
|
for (item = player->mo->Inventory; item != NULL; )
|
|
|
|
{
|
|
|
|
AInventory *next = item->Inventory;
|
|
|
|
if (item->IsKindOf (RUNTIME_CLASS(AWeapon)))
|
|
|
|
{
|
|
|
|
AWeapon *weap = static_cast<AWeapon *> (item);
|
|
|
|
if (!(weap->WeaponFlags & WIF_WIMPY_WEAPON) ||
|
|
|
|
weap->AmmoType1 != NULL)
|
|
|
|
{
|
|
|
|
item->Destroy ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
item = next;
|
|
|
|
}
|
|
|
|
msg = GStrings("TXT_CHEATIDKFA");
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CHT_NOWUDIE:
|
|
|
|
cht_Suicide (player);
|
|
|
|
msg = GStrings("TXT_CHEATIDDQD");
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CHT_ALLARTI:
|
|
|
|
cht_Give (player, "artifacts");
|
|
|
|
msg = GStrings("TXT_CHEATARTIFACTS3");
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CHT_PUZZLE:
|
|
|
|
cht_Give (player, "puzzlepieces");
|
|
|
|
msg = GStrings("TXT_CHEATARTIFACTS3");
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CHT_MDK:
|
|
|
|
if (player->mo == NULL)
|
|
|
|
{
|
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
|
|
|
Printf ("What do you want to kill outside of a game?\n");
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else if (!deathmatch)
|
|
|
|
{
|
|
|
|
// Don't allow this in deathmatch even with cheats enabled, because it's
|
|
|
|
// a very very cheap kill.
|
|
|
|
P_LineAttack (player->mo, player->mo->angle, PLAYERMISSILERANGE,
|
|
|
|
P_AimLineAttack (player->mo, player->mo->angle, PLAYERMISSILERANGE), 1000000,
|
|
|
|
MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CHT_DONNYTRUMP:
|
|
|
|
cht_Give (player, "HealthTraining");
|
|
|
|
msg = "YOU GOT THE MIDAS TOUCH, BABY";
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CHT_LEGO:
|
|
|
|
if (player->mo != NULL)
|
|
|
|
{
|
|
|
|
int oldpieces = ASigil::GiveSigilPiece (player->mo);
|
|
|
|
item = player->mo->FindInventory (RUNTIME_CLASS(ASigil));
|
|
|
|
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
if (oldpieces == 5)
|
|
|
|
{
|
|
|
|
item->Destroy ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->PendingWeapon = static_cast<AWeapon *> (item);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CHT_PUMPUPH:
|
|
|
|
cht_Give (player, "MedPatch");
|
|
|
|
cht_Give (player, "MedicalKit");
|
|
|
|
cht_Give (player, "SurgeryKit");
|
|
|
|
msg = "you got the stuff!";
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CHT_PUMPUPP:
|
|
|
|
cht_Give (player, "AmmoSatchel");
|
|
|
|
msg = "you got the stuff!";
|
|
|
|
break;
|
|
|
|
|
|
|
|
case CHT_PUMPUPS:
|
|
|
|
cht_Give (player, "UpgradeStamina");
|
|
|
|
cht_Give (player, "UpgradeAccuracy");
|
|
|
|
msg = "you got the stuff!";
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!*msg) // [SO] Don't print blank lines!
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (player == &players[consoleplayer])
|
|
|
|
Printf ("%s\n", msg);
|
|
|
|
else
|
|
|
|
Printf ("%s is a cheater: %s\n", player->userinfo.netname, msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GiveSpawner (player_t *player, const TypeInfo *type, int amount)
|
|
|
|
{
|
|
|
|
AInventory *item = static_cast<AInventory *>
|
|
|
|
(Spawn (type, player->mo->x, player->mo->y, player->mo->z));
|
|
|
|
if (item != NULL)
|
|
|
|
{
|
|
|
|
if (amount > 0)
|
|
|
|
{
|
|
|
|
if (type->IsDescendantOf (RUNTIME_CLASS(ABasicArmorPickup)))
|
|
|
|
{
|
|
|
|
if (static_cast<ABasicArmorPickup*>(item)->SaveAmount != 0)
|
|
|
|
{
|
|
|
|
static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (type->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)))
|
|
|
|
{
|
|
|
|
static_cast<ABasicArmorBonus*>(item)->SaveAmount *= amount;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
item->Amount = MIN (amount, item->MaxAmount);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!item->TryPickup (player->mo))
|
|
|
|
{
|
|
|
|
item->Destroy ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void cht_Give (player_t *player, char *name, int amount)
|
|
|
|
{
|
|
|
|
BOOL giveall;
|
|
|
|
int i;
|
|
|
|
const TypeInfo *type;
|
|
|
|
|
|
|
|
if (player != &players[consoleplayer])
|
|
|
|
Printf ("%s is a cheater: give %s\n", player->userinfo.netname, name);
|
|
|
|
|
|
|
|
if (player->mo == NULL)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
giveall = (stricmp (name, "all") == 0);
|
|
|
|
|
|
|
|
if (giveall || stricmp (name, "health") == 0)
|
|
|
|
{
|
|
|
|
if (amount > 0)
|
|
|
|
{
|
|
|
|
if (player->mo)
|
|
|
|
{
|
|
|
|
player->mo->health += amount;
|
|
|
|
player->health = player->mo->health;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->health += amount;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (player->mo)
|
|
|
|
player->mo->health = deh.GodHealth;
|
|
|
|
|
|
|
|
player->health = deh.GodHealth;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!giveall)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
|
|
|
if (giveall || stricmp (name, "backpack") == 0)
|
|
|
|
{
|
|
|
|
// Select the correct type of backpack based on the game
|
|
|
|
if (gameinfo.gametype == GAME_Heretic)
|
|
|
|
{
|
|
|
|
type = TypeInfo::FindType ("BagOfHolding");
|
|
|
|
}
|
|
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
|
|
{
|
|
|
|
type = TypeInfo::FindType ("AmmoSatchel");
|
|
|
|
}
|
|
|
|
else if (gameinfo.gametype == GAME_Doom)
|
|
|
|
{
|
|
|
|
type = TypeInfo::FindType ("Backpack");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // Hexen doesn't have a backpack, foo!
|
|
|
|
type = NULL;
|
|
|
|
}
|
|
|
|
if (type != NULL)
|
|
|
|
{
|
|
|
|
GiveSpawner (player, type, 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!giveall)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
if (giveall || stricmp (name, "ammo") == 0)
|
|
|
|
{
|
|
|
|
// Find every unique type of ammo. Give it to the player if
|
|
|
|
// he doesn't have it already, and set each to its maximum.
|
|
|
|
for (int i = 0; i < TypeInfo::m_NumTypes; ++i)
|
|
|
|
{
|
|
|
|
const TypeInfo *type = TypeInfo::m_Types[i];
|
|
|
|
|
|
|
|
if (type->ParentType == RUNTIME_CLASS(AAmmo))
|
|
|
|
{
|
|
|
|
AInventory *ammo = player->mo->FindInventory (type);
|
|
|
|
if (ammo == NULL)
|
|
|
|
{
|
|
|
|
ammo = static_cast<AInventory *>(Spawn (type, 0, 0, 0));
|
|
|
|
ammo->AttachToOwner (player->mo);
|
|
|
|
ammo->Amount = ammo->MaxAmount;
|
|
|
|
}
|
|
|
|
else if (ammo->Amount < ammo->MaxAmount)
|
|
|
|
{
|
|
|
|
ammo->Amount = ammo->MaxAmount;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!giveall)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (giveall || stricmp (name, "armor") == 0)
|
|
|
|
{
|
|
|
|
if (gameinfo.gametype != GAME_Hexen)
|
|
|
|
{
|
|
|
|
ABasicArmorPickup *armor = Spawn<ABasicArmorPickup> (0,0,0);
|
|
|
|
armor->SaveAmount = 100*deh.BlueAC;
|
|
|
|
armor->SavePercent = gameinfo.gametype != GAME_Heretic ? FRACUNIT/2 : FRACUNIT*3/4;
|
|
|
|
if (!armor->TryPickup (player->mo))
|
|
|
|
{
|
|
|
|
armor->Destroy ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (i = 0; i < 4; ++i)
|
|
|
|
{
|
|
|
|
AHexenArmor *armor = Spawn<AHexenArmor> (0,0,0);
|
|
|
|
armor->health = i;
|
|
|
|
armor->Amount = 0;
|
|
|
|
if (!armor->TryPickup (player->mo))
|
|
|
|
{
|
|
|
|
armor->Destroy ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!giveall)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (giveall || stricmp (name, "keys") == 0)
|
|
|
|
{
|
|
|
|
for (i = 0; i < TypeInfo::m_NumTypes; ++i)
|
|
|
|
{
|
|
|
|
if (TypeInfo::m_Types[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
|
|
|
|
{
|
|
|
|
AKey *key = (AKey *)GetDefaultByType (TypeInfo::m_Types[i]);
|
|
|
|
if (key->KeyNumber != 0)
|
|
|
|
{
|
|
|
|
key = static_cast<AKey *>(Spawn (TypeInfo::m_Types[i], 0,0,0));
|
|
|
|
if (!key->TryPickup (player->mo))
|
|
|
|
{
|
|
|
|
key->Destroy ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!giveall)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (giveall || stricmp (name, "weapons") == 0)
|
|
|
|
{
|
|
|
|
AWeapon *savedpending = player->PendingWeapon;
|
|
|
|
for (i = 0; i < TypeInfo::m_NumTypes; ++i)
|
|
|
|
{
|
|
|
|
type = TypeInfo::m_Types[i];
|
|
|
|
if (type != RUNTIME_CLASS(AWeapon) &&
|
|
|
|
type->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
|
|
|
|
{
|
|
|
|
AWeapon *def = (AWeapon*)GetDefaultByType (type);
|
|
|
|
if (!(def->WeaponFlags & WIF_CHEATNOTWEAPON))
|
|
|
|
{
|
|
|
|
GiveSpawner (player, type, 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
player->PendingWeapon = savedpending;
|
|
|
|
|
|
|
|
if (!giveall)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (giveall || stricmp (name, "artifacts") == 0)
|
|
|
|
{
|
|
|
|
for (i = 0; i < TypeInfo::m_NumTypes; ++i)
|
|
|
|
{
|
|
|
|
type = TypeInfo::m_Types[i];
|
|
|
|
if (type->IsDescendantOf (RUNTIME_CLASS(AInventory)))
|
|
|
|
{
|
|
|
|
AInventory *def = (AInventory*)GetDefaultByType (type);
|
|
|
|
if (def->Icon > 0 && def->MaxAmount > 1 &&
|
|
|
|
!type->IsDescendantOf (RUNTIME_CLASS(APuzzleItem)) &&
|
|
|
|
!type->IsDescendantOf (RUNTIME_CLASS(APowerup)) &&
|
|
|
|
!type->IsDescendantOf (RUNTIME_CLASS(AArmor)))
|
|
|
|
{
|
|
|
|
GiveSpawner (player, type, 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!giveall)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (giveall || stricmp (name, "puzzlepieces") == 0)
|
|
|
|
{
|
|
|
|
for (i = 0; i < TypeInfo::m_NumTypes; ++i)
|
|
|
|
{
|
|
|
|
type = TypeInfo::m_Types[i];
|
|
|
|
if (type->IsDescendantOf (RUNTIME_CLASS(APuzzleItem)))
|
|
|
|
{
|
|
|
|
AInventory *def = (AInventory*)GetDefaultByType (type);
|
|
|
|
if (def->Icon > 0)
|
|
|
|
{
|
|
|
|
GiveSpawner (player, type, 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!giveall)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
type = TypeInfo::IFindType (name);
|
|
|
|
if (type == NULL || !type->IsDescendantOf (RUNTIME_CLASS(AInventory)))
|
|
|
|
{
|
|
|
|
if (player == &players[consoleplayer])
|
|
|
|
Printf ("Unknown item \"%s\"\n", name);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
GiveSpawner (player, type, amount);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
void cht_Suicide (player_t *plyr)
|
|
|
|
{
|
|
|
|
if (plyr->mo != NULL)
|
|
|
|
{
|
|
|
|
plyr->mo->flags |= MF_SHOOTABLE;
|
|
|
|
plyr->mo->flags2 &= ~MF2_INVULNERABLE;
|
|
|
|
P_DamageMobj (plyr->mo, plyr->mo, plyr->mo, 1000000, MOD_SUICIDE);
|
|
|
|
plyr->mo->flags &= ~MF_SHOOTABLE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CheckCheatmode ();
|
|
|
|
|
|
|
|
CCMD (mdk)
|
|
|
|
{
|
|
|
|
if (CheckCheatmode ())
|
|
|
|
return;
|
|
|
|
|
|
|
|
Net_WriteByte (DEM_GENERICCHEAT);
|
|
|
|
Net_WriteByte (CHT_MDK);
|
|
|
|
}
|