/* ** player_cheat.txt ** **--------------------------------------------------------------------------- ** Copyright 1999-2016 Randy Heit ** Copyright 2006-2017 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ extend class PlayerPawn { enum EAll { ALL_NO, ALL_YES, ALL_YESYES } native void CheatSuicide(); private bool CheckArtifact(class type) { return !(type is "PuzzleItem") && !(type is "Powerup") && !(type is "Ammo") && !(type is "Armor") && !(type is "Key") && !(type is "Weapon"); } virtual void CheatGive (String name, int amount) { int i; Class type; let player = self.player; if (player.mo == NULL || player.health <= 0) { return; } int giveall = ALL_NO; if (name ~== "all") { giveall = ALL_YES; } else if (name ~== "everything") { giveall = ALL_YESYES; } if (name ~== "health") { if (amount > 0) { health += amount; player.health = health; } else { player.health = health = GetMaxHealth(true); } } if (giveall || name ~== "backpack") { // Select the correct type of backpack based on the game type = (class)(gameinfo.backpacktype); if (type != NULL) { GiveInventory(type, 1, true); } if (!giveall) return; } if (giveall || name ~== "ammo") { // 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 (i = 0; i < AllActorClasses.Size(); ++i) { let ammotype = (class)(AllActorClasses[i]); if (ammotype && GetDefaultByType(ammotype).GetParentAmmo() == ammotype) { let ammoitem = FindInventory(ammotype); if (ammoitem == NULL) { ammoitem = Inventory(Spawn (ammotype)); ammoitem.AttachToOwner (self); ammoitem.Amount = ammoitem.MaxAmount; } else if (ammoitem.Amount < ammoitem.MaxAmount) { ammoitem.Amount = ammoitem.MaxAmount; } } } if (!giveall) return; } if (giveall || name ~== "armor") { if (gameinfo.gametype != GAME_Hexen) { let armoritem = BasicArmorPickup(Spawn("BasicArmorPickup")); armoritem.SaveAmount = 100*deh.BlueAC; armoritem.SavePercent = gameinfo.Armor2Percent > 0 ? gameinfo.Armor2Percent * 100 : 50; if (!armoritem.CallTryPickup (self)) { armoritem.Destroy (); } } else { for (i = 0; i < 4; ++i) { let armoritem = Inventory(Spawn("HexenArmor")); armoritem.health = i; armoritem.Amount = 0; if (!armoritem.CallTryPickup (self)) { armoritem.Destroy (); } } } if (!giveall) return; } if (giveall || name ~== "keys") { for (int i = 0; i < AllActorClasses.Size(); ++i) { if (AllActorClasses[i] is "Key") { let keyitem = GetDefaultByType (AllActorClasses[i]); if (keyitem.special1 != 0) { let item = Inventory(Spawn(AllActorClasses[i])); if (!item.CallTryPickup (self)) { item.Destroy (); } } } } if (!giveall) return; } if (giveall || name ~== "weapons") { let savedpending = player.PendingWeapon; for (i = 0; i < AllActorClasses.Size(); ++i) { let type = (class)(AllActorClasses[i]); if (type != null && type != "Weapon" && !type.isAbstract()) { // Don't give replaced weapons unless the replacement was done by Dehacked. let rep = GetReplacement(type); if (rep == type || rep is "DehackedPickup") { // Give the weapon only if it is set in a weapon slot. if (player.weapons.LocateWeapon(type)) { readonly def = GetDefaultByType (type); if (giveall == ALL_YESYES || !def.bCheatNotWeapon) { GiveInventory(type, 1, true); } } } } } player.PendingWeapon = savedpending; if (!giveall) return; } if (giveall || name ~== "artifacts") { for (i = 0; i < AllActorClasses.Size(); ++i) { type = (class)(AllActorClasses[i]); if (type!= null) { let def = GetDefaultByType (type); if (def.Icon.isValid() && (def.MaxAmount > 1 || def.bAutoActivate == false) && CheckArtifact(type)) { // Do not give replaced items unless using "give everything" if (giveall == ALL_YESYES || GetReplacement(type) == type) { GiveInventory(type, amount <= 0 ? def.MaxAmount : amount, true); } } } } if (!giveall) return; } if (giveall || name ~== "puzzlepieces") { for (i = 0; i < AllActorClasses.Size(); ++i) { let type = (class)(AllActorClasses[i]); if (type != null) { let def = GetDefaultByType (type); if (def.Icon.isValid()) { // Do not give replaced items unless using "give everything" if (giveall == ALL_YESYES || GetReplacement(type) == type) { GiveInventory(type, amount <= 0 ? def.MaxAmount : amount, true); } } } } if (!giveall) return; } if (giveall) return; type = name; if (type == NULL) { if (PlayerNumber() == consoleplayer) A_Log(String.Format("Unknown item \"%s\"\n", name)); } else { GiveInventory(type, amount, true); } return; } void CheatTakeType(class deletetype) { for (int i = 0; i < AllActorClasses.Size(); ++i) { let type = (class)(AllActorClasses[i]); if (type != null && type is deletetype) { let pack = FindInventory(type); if (pack) pack.DepleteOrDestroy(); } } } virtual void CheatTake (String name, int amount) { bool takeall; Class type; let player = self.player; if (player.mo == NULL || player.health <= 0) { return; } takeall = name ~== "all"; if (!takeall && name ~== "health") { if (player.mo.health - amount <= 0 || player.health - amount <= 0 || amount == 0) { CheatSuicide (); if (PlayerNumber() == consoleplayer) Console.HideConsole (); return; } if (amount > 0) { if (player.mo) { player.mo.health -= amount; player.health = player.mo.health; } else { player.health -= amount; } } if (!takeall) return; } if (takeall || name ~== "backpack") { CheatTakeType("BackpackItem"); if (!takeall) return; } if (takeall || name ~== "ammo") { CheatTakeType("Ammo"); if (!takeall) return; } if (takeall || name ~== "armor") { CheatTakeType("Armor"); if (!takeall) return; } if (takeall || name ~== "keys") { CheatTakeType("Key"); if (!takeall) return; } if (takeall || name ~== "weapons") { CheatTakeType("Weapon"); CheatTakeType("WeaponHolder"); player.ReadyWeapon = null; player.PendingWeapon = WP_NOCHANGE; if (!takeall) return; } if (takeall || name ~== "artifacts") { for (int i = 0; i < AllActorClasses.Size(); ++i) { type = (class)(AllActorClasses[i]); if (type!= null && CheckArtifact(type)) { let pack = FindInventory(type); if (pack) pack.Destroy(); } } if (!takeall) return; } if (takeall || name ~== "puzzlepieces") { CheatTakeType("PuzzleItem"); if (!takeall) return; } if (takeall) return; type = name; if (type == NULL) { if (PlayerNumber() == consoleplayer) A_Log(String.Format("Unknown item \"%s\"\n", name)); } else { TakeInventory(type, max(amount, 1)); } return; } virtual void CheatSetInv(String strng, int amount, bool beyond) { if (!(strng ~== "health")) { if (amount <= 0) { CheatSuicide(); return; } if (!beyond) amount = MIN(amount, player.mo.GetMaxHealth(true)); player.health = player.mo.health = amount; } else { class item = strng; if (item != null) { player.mo.SetInventory(item, amount, beyond); return; } Console.Printf("Unknown item \"%s\"\n", strng); } } virtual String CheatMorph(class morphClass, bool quickundo) { let oldclass = GetClass(); // Set the standard morph style for the current game int style = MRF_UNDOBYTOMEOFPOWER; if (gameinfo.gametype == GAME_Hexen) style |= MRF_UNDOBYCHAOSDEVICE; if (player.morphTics) { if (UndoPlayerMorph (player)) { if (!quickundo && oldclass != morphclass && MorphPlayer (player, morphclass, 0, style)) { return StringTable.Localize("$TXT_STRANGER"); } return StringTable.Localize("$TXT_NOTSTRANGE"); } } else if (MorphPlayer (player, morphclass, 0, style)) { return StringTable.Localize("$TXT_STRANGE"); } return ""; } virtual void CheatTakeWeaps() { if (player.morphTics || health <= 0) { return; } // Do not mass-delete directly from the linked list. That can cause problems. Array collect; // Take away all weapons that are either non-wimpy or use ammo. for(let item = Inv; item; item = item.Inv) { let weap = Weapon(item); if (weap && (!weap.bWimpy_Weapon || weap.AmmoType1 != null)) { collect.Push(item); } } // Destroy them in a second loop. We have to look out for indirect destructions here as will happen with powered up weapons. for(int i = 0; i < collect.Size(); i++) { let item = collect[i]; if (item) item.Destroy(); } } }