gzdoom/wadsrc/static/zscript/actors/player/player_cheat.zs
Boondorl 12dc5c1506 Further morphing clean up
Players will now use their Alternative field to check if they're morphed instead of their MorphTics. This makes the current state of morphing more reliable, otherwise setting this to 0 manually without unmorphing could have very odd results. Both monsters and players consider 0 morph time to mean infinite now (previously this only applied to monsters). Player unmorphs no longer die in the case of a failed unmorph on death. Removed inventory swapping on player pointer substitution as it's too messy to do here.
2024-03-01 08:35:31 -05:00

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/*
** 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<Actor> 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<Inventory> 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<Inventory>)(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<Ammo>)(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<Weapon>)(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<Weapon> 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<Inventory>)(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<PuzzleItem>)(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<Inventory> deletetype)
{
for (int i = 0; i < AllActorClasses.Size(); ++i)
{
let type = (class<Inventory>)(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<Inventory> 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<Inventory>)(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<Inventory> item = strng;
if (item != null)
{
player.mo.SetInventory(item, amount, beyond);
return;
}
Console.Printf("Unknown item \"%s\"\n", strng);
}
}
virtual String CheatMorph(class<PlayerPawn> 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 (Alternative)
{
if (Unmorph (self))
{
if (!quickundo && oldclass != morphclass && Morph(self, morphclass, null, 0, style))
{
return StringTable.Localize("$TXT_STRANGER");
}
return StringTable.Localize("$TXT_NOTSTRANGE");
}
}
else if (Morph (self, morphclass, null, 0, style))
{
return StringTable.Localize("$TXT_STRANGE");
}
return "";
}
virtual void CheatTakeWeaps()
{
if (Alternative || health <= 0)
{
return;
}
// Do not mass-delete directly from the linked list. That can cause problems.
Array<Inventory> 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();
}
}
}