gzdoom/src/m_cheat.cpp
alexey.lysiuk b8b93e0dd8 - fixed most of implicit fallthrough compilation warnings
src/common/console/c_console.cpp:1032:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/console/c_console.cpp:958:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/backend/codegen.cpp:2969:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/frontend/zcc_compile.cpp:2656:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/frontend/zcc_compile.cpp:521:5: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/jit/jit_math.cpp:966:19: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/d_main.cpp:1538:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/d_main.cpp:1549:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/d_main.cpp:3820:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gameconfigfile.cpp:544:25: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gamedata/p_xlat.cpp:193:11: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gamedata/p_xlat.cpp:200:11: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gamedata/p_xlat.cpp:210:11: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/g_game.cpp:1145:20: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/maploader/maploader.cpp:2142:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/menu/doommenu.cpp:159:28: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/m_cheat.cpp:109:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_ceiling.cpp:254:24: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_floor.cpp:322:18: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_floor.cpp:330:18: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_floor.cpp:344:10: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_plats.cpp:129:47: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_plats.cpp:284:8: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/p_acs.cpp:6302:18: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/p_acs.cpp:8111:16: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/p_spec.cpp:344:6: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/scripting/decorate/thingdef_parse.cpp:1343:9: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/scripting/zscript/zcc_compile_doom.cpp:298:12: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/wi_stuff.cpp:463:14: warning: this statement may fall through [-Wimplicit-fallthrough=]
2020-10-31 13:37:51 +02:00

680 lines
16 KiB
C++

/*
**
**
**---------------------------------------------------------------------------
** Copyright 1999-2016 Randy Heit
** Copyright 2005-2016 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.
**---------------------------------------------------------------------------
**
*/
// DESCRIPTION:
// Cheat sequence checking.
//
#include <stdlib.h>
#include "m_cheat.h"
#include "d_player.h"
#include "gstrings.h"
#include "p_local.h"
#include "gi.h"
#include "p_enemy.h"
#include "sbar.h"
#include "c_dispatch.h"
#include "a_keys.h"
#include "d_net.h"
#include "serializer.h"
#include "serialize_obj.h"
#include "r_utility.h"
#include "a_morph.h"
#include "g_levellocals.h"
#include "vm.h"
uint8_t globalfreeze, globalchangefreeze; // user's freeze state.
// [RH] Actually handle the cheat. The cheat code in st_stuff.c now just
// writes some bytes to the network data stream, and the network code
// later calls us.
void cht_DoMDK(player_t *player, const char *mod)
{
if (player->mo == NULL)
{
Printf("%s\n", GStrings("TXT_WHAT_KILL"));
}
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->Angles.Yaw, PLAYERMISSILERANGE,
P_AimLineAttack(player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE), TELEFRAG_DAMAGE,
mod, NAME_BulletPuff);
}
}
void cht_DoCheat (player_t *player, int cheat)
{
static const char * const BeholdPowers[9] =
{
"PowerInvulnerable",
"PowerStrength",
"PowerInvisibility",
"PowerIronFeet",
"MapRevealer",
"PowerLightAmp",
"PowerShadow",
"PowerMask",
"PowerTargeter",
};
PClassActor *type;
AActor *item;
FString smsg;
const char *msg = "";
int i;
// No cheating when not having a pawn attached.
if (player->mo == nullptr)
{
return;
}
switch (cheat)
{
case CHT_IDDQD:
if (!(player->cheats & CF_GODMODE) && player->playerstate == PST_LIVE)
{
if (player->mo)
player->mo->health = deh.GodHealth;
player->health = deh.GodHealth;
}
// fall through to CHT_GOD
[[fallthrough]];
case CHT_GOD:
player->cheats ^= CF_GODMODE;
if (player->cheats & CF_GODMODE)
msg = GStrings("STSTR_DQDON");
else
msg = GStrings("STSTR_DQDOFF");
break;
case CHT_BUDDHA:
player->cheats ^= CF_BUDDHA;
if (player->cheats & CF_BUDDHA)
msg = GStrings("TXT_BUDDHAON");
else
msg = GStrings("TXT_BUDDHAOFF");
break;
case CHT_GOD2:
player->cheats ^= CF_GODMODE2;
if (player->cheats & CF_GODMODE2)
msg = GStrings("STSTR_DQD2ON");
else
msg = GStrings("STSTR_DQD2OFF");
break;
case CHT_BUDDHA2:
player->cheats ^= CF_BUDDHA2;
if (player->cheats & CF_BUDDHA2)
msg = GStrings("TXT_BUDDHA2ON");
else
msg = GStrings("TXT_BUDDHA2OFF");
break;
case CHT_NOCLIP:
player->cheats ^= CF_NOCLIP;
if (player->cheats & CF_NOCLIP)
msg = GStrings("STSTR_NCON");
else
msg = GStrings("STSTR_NCOFF");
break;
case CHT_NOCLIP2:
player->cheats ^= CF_NOCLIP2;
if (player->cheats & CF_NOCLIP2)
{
player->cheats |= CF_NOCLIP;
msg = GStrings("STSTR_NC2ON");
}
else
{
player->cheats &= ~CF_NOCLIP;
msg = GStrings("STSTR_NCOFF");
}
if (player->mo->Vel.X == 0) player->mo->Vel.X = MinVel; // force some lateral movement so that internal variables are up to date
break;
case CHT_NOVELOCITY:
player->cheats ^= CF_NOVELOCITY;
if (player->cheats & CF_NOVELOCITY)
msg = GStrings("TXT_LEADBOOTSON");
else
msg = GStrings("TXT_LEADBOOTSOFF");
break;
case CHT_FLY:
if (player->mo != NULL)
{
player->mo->flags7 ^= MF7_FLYCHEAT;
if (player->mo->flags7 & MF7_FLYCHEAT)
{
player->mo->flags |= MF_NOGRAVITY;
player->mo->flags2 |= MF2_FLY;
msg = GStrings("TXT_LIGHTER");
}
else
{
player->mo->flags &= ~MF_NOGRAVITY;
player->mo->flags2 &= ~MF2_FLY;
msg = GStrings("TXT_GRAVITY");
}
}
break;
case CHT_MORPH:
smsg = cht_Morph (player, PClass::FindActor (gameinfo.gametype == GAME_Heretic ? NAME_ChickenPlayer : NAME_PigPlayer), true);
msg = smsg.GetChars();
break;
case CHT_NOTARGET:
player->cheats ^= CF_NOTARGET;
if (player->cheats & CF_NOTARGET)
msg = GStrings("TXT_NOTARGET_ON");
else
msg = GStrings("TXT_NOTARGET_OFF");
break;
case CHT_ANUBIS:
player->cheats ^= CF_FRIGHTENING;
if (player->cheats & CF_FRIGHTENING)
msg = GStrings("TXT_ANUBIS_ON");
else
msg = GStrings("TXT_ANUBIS_OFF");
break;
case CHT_CHASECAM:
player->cheats ^= CF_CHASECAM;
if (player->cheats & CF_CHASECAM)
msg = GStrings("TXT_CHASECAM_ON");
else
msg = GStrings("TXT_CHASECAM_OFF");
R_ResetViewInterpolation ();
break;
case CHT_CHAINSAW:
if (player->mo != NULL && player->health >= 0)
{
type = PClass::FindActor("Chainsaw");
if (player->mo->FindInventory (type) == NULL)
{
player->mo->GiveInventoryType (type);
}
msg = GStrings("STSTR_CHOPPERS");
}
// [RH] The original cheat also set powers[pw_invulnerability] to true.
// Since this is a timer and not a boolean, it effectively turned off
// the invulnerability powerup, although it looks like it was meant to
// turn it on.
break;
case CHT_POWER:
if (player->mo != NULL && player->health >= 0)
{
item = player->mo->FindInventory (PClass::FindActor(NAME_PowerWeaponLevel2), true);
if (item != NULL)
{
item->Destroy ();
msg = GStrings("TXT_CHEATPOWEROFF");
}
else
{
player->mo->GiveInventoryType (PClass::FindActor(NAME_PowerWeaponLevel2));
msg = GStrings("TXT_CHEATPOWERON");
}
}
break;
case CHT_IDKFA:
cht_Give (player, "backpack");
cht_Give (player, "weapons");
cht_Give (player, "ammo");
cht_Give (player, "keys");
cht_Give (player, "armor");
msg = GStrings("STSTR_KFAADDED");
break;
case CHT_IDFA:
cht_Give (player, "backpack");
cht_Give (player, "weapons");
cht_Give (player, "ammo");
cht_Give (player, "armor");
msg = GStrings("STSTR_FAADDED");
break;
case CHT_BEHOLDV:
case CHT_BEHOLDS:
case CHT_BEHOLDI:
case CHT_BEHOLDR:
case CHT_BEHOLDA:
case CHT_BEHOLDL:
case CHT_PUMPUPI:
case CHT_PUMPUPM:
case CHT_PUMPUPT:
i = cheat - CHT_BEHOLDV;
if (i == 4)
{
for (auto Level : AllLevels())
{
Level->flags2 ^= LEVEL2_ALLMAP;
}
}
else if (player->mo != NULL && player->health >= 0)
{
item = player->mo->FindInventory(BeholdPowers[i]);
if (item == NULL)
{
if (i != 0)
{
cht_Give(player, BeholdPowers[i]);
if (cheat == CHT_BEHOLDS)
{
P_GiveBody (player->mo, -100);
}
}
else
{
// Let's give the item here so that the power doesn't need colormap information.
cht_Give(player, "InvulnerabilitySphere");
}
}
else
{
item->Destroy ();
}
}
msg = GStrings("STSTR_BEHOLDX");
break;
case CHT_MASSACRE:
case CHT_MASSACRE2:
{
int killcount = primaryLevel->Massacre (cheat == CHT_MASSACRE2);
// killough 3/22/98: make more intelligent about plural
if (killcount == 1)
{
msg = GStrings(cheat == CHT_MASSACRE? "TXT_MONSTER_KILLED" : "TXT_BADDIE_KILLED");
}
else
{
// Note: Do not use the language string directly as a format template!
smsg = GStrings(cheat == CHT_MASSACRE? "TXT_MONSTERS_KILLED" : "TXT_BADDIES_KILLED");
FStringf countstr("%d", killcount);
smsg.Substitute("%d", countstr);
msg = smsg.GetChars();
}
}
break;
case CHT_HEALTH:
if (player->mo != NULL && player->playerstate == PST_LIVE)
{
player->health = player->mo->health = player->mo->GetDefault()->health;
msg = GStrings("TXT_CHEATHEALTH");
}
break;
case CHT_KEYS:
cht_Give (player, "keys");
msg = GStrings("TXT_CHEATKEYS");
break;
// [GRB]
case CHT_RESSURECT:
if (player->playerstate != PST_LIVE && player->mo != nullptr)
{
if (player->mo->IsKindOf("PlayerChunk"))
{
Printf("%s\n", GStrings("TXT_NO_RESURRECT"));
return;
}
else
{
player->Resurrect();
}
}
break;
case CHT_GIMMIEA:
cht_Give (player, "ArtiInvulnerability");
msg = GStrings("TAG_ARTIINVULNERABILITY");
break;
case CHT_GIMMIEB:
cht_Give (player, "ArtiInvisibility");
msg = GStrings("TAG_ARTIINVISIBILITY");
break;
case CHT_GIMMIEC:
cht_Give (player, "ArtiHealth");
msg = GStrings("TAG_ARTIHEALTH");
break;
case CHT_GIMMIED:
cht_Give (player, "ArtiSuperHealth");
msg = GStrings("TAG_ARTISUPERHEALTH");
break;
case CHT_GIMMIEE:
cht_Give (player, "ArtiTomeOfPower");
msg = GStrings("TAG_ARTITOMEOFPOWER");
break;
case CHT_GIMMIEF:
cht_Give (player, "ArtiTorch");
msg = GStrings("TAG_ARTITORCH");
break;
case CHT_GIMMIEG:
cht_Give (player, "ArtiTimeBomb");
msg = GStrings("TAG_ARTIFIREBOMB");
break;
case CHT_GIMMIEH:
cht_Give (player, "ArtiEgg");
msg = GStrings("TAG_ARTIEGG");
break;
case CHT_GIMMIEI:
cht_Give (player, "ArtiFly");
msg = GStrings("TAG_ARTIFLY");
break;
case CHT_GIMMIEJ:
cht_Give (player, "ArtiTeleport");
msg = GStrings("TAG_ARTITELEPORT");
break;
case CHT_GIMMIEZ:
for (int i=0;i<16;i++)
{
cht_Give (player, "artifacts");
}
msg = GStrings("TAG_ALL_ARTIFACTS");
break;
case CHT_TAKEWEAPS:
cht_Takeweaps(player);
msg = GStrings("TXT_CHEATIDKFA");
break;
case CHT_NOWUDIE:
cht_Suicide (player);
msg = GStrings("TXT_CHEATIDDQD");
break;
case CHT_ALLARTI:
for (int i=0;i<25;i++)
{
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 == nullptr)
{
Printf ("%s\n", GStrings("TXT_WHAT_KILL"));
return;
}
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->Angles.Yaw, PLAYERMISSILERANGE,
P_AimLineAttack (player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE), TELEFRAG_DAMAGE,
NAME_MDK, NAME_BulletPuff);
}
break;
case CHT_DONNYTRUMP:
cht_Give (player, "HealthTraining");
msg = GStrings("TXT_MIDASTOUCH");
break;
case CHT_LEGO:
if (player->mo != NULL && player->health >= 0)
{
static VMFunction *gsp = nullptr;
if (gsp == nullptr) PClass::FindFunction(&gsp, NAME_Sigil, NAME_GiveSigilPiece);
if (gsp)
{
VMValue params[1] = { player->mo };
VMReturn ret;
int oldpieces = 1;
ret.IntAt(&oldpieces);
VMCall(gsp, params, 1, &ret, 1);
item = player->mo->FindInventory(NAME_Sigil);
if (item != NULL)
{
if (oldpieces == 5)
{
item->Destroy();
}
else
{
player->PendingWeapon = item;
}
}
}
}
break;
case CHT_PUMPUPH:
cht_Give (player, "MedPatch");
cht_Give (player, "MedicalKit");
cht_Give (player, "SurgeryKit");
msg = GStrings("TXT_GOTSTUFF");
break;
case CHT_PUMPUPP:
cht_Give (player, "AmmoSatchel");
msg = GStrings("TXT_GOTSTUFF");
break;
case CHT_PUMPUPS:
cht_Give (player, "UpgradeStamina", 10);
cht_Give (player, "UpgradeAccuracy");
msg = GStrings("TXT_GOTSTUFF");
break;
case CHT_CLEARFROZENPROPS:
player->cheats &= ~(CF_FROZEN|CF_TOTALLYFROZEN);
msg = GStrings("TXT_NOT_FROZEN");
break;
case CHT_FREEZE:
globalchangefreeze ^= 1;
if (globalfreeze ^ globalchangefreeze)
{
msg = GStrings("TXT_FREEZEON");
}
else
{
msg = GStrings("TXT_FREEZEOFF");
}
break;
}
if (!msg || !*msg) // [SO] Don't print blank lines!
return;
if (player == &players[consoleplayer])
Printf ("%s\n", msg);
else if (cheat != CHT_CHASECAM)
{
FString message = GStrings("TXT_X_CHEATS");
message.Substitute("%s", player->userinfo.GetName());
Printf("%s: %s\n", message.GetChars(), msg);
}
}
FString cht_Morph(player_t *player, PClassActor *morphclass, bool quickundo)
{
if (player->mo == nullptr) return "";
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatMorph)
{
FString message;
VMReturn msgret(&message);
VMValue params[3] = { player->mo, morphclass, quickundo };
VMCall(func, params, 3, &msgret, 1);
return message;
}
return "";
}
void cht_SetInv(player_t *player, const char *string, int amount, bool beyond)
{
if (!player->mo) return;
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatTakeInv)
{
FString message = string;
VMValue params[] = { player->mo, &message, amount, beyond };
VMCall(func, params, 4, nullptr, 0);
}
}
void cht_Give (player_t *player, const char *name, int amount)
{
if (!player->mo) return;
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatGive)
{
FString namestr = name;
VMValue params[3] = { player->mo, &namestr, amount };
VMCall(func, params, 3, nullptr, 0);
}
}
void cht_Take (player_t *player, const char *name, int amount)
{
if (!player->mo) return;
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatTake)
{
FString namestr = name;
VMValue params[3] = { player->mo, &namestr, amount };
VMCall(func, params, 3, nullptr, 0);
}
}
void cht_Takeweaps(player_t *player)
{
if (!player->mo) return;
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatTakeWeaps)
{
VMValue params[3] = { player->mo };
VMCall(func, params, 1, nullptr, 0);
}
}
class DSuicider : public DThinker
{
DECLARE_CLASS(DSuicider, DThinker)
HAS_OBJECT_POINTERS;
public:
TObjPtr<AActor*> Pawn;
void Construct() {}
void Tick()
{
Pawn->flags |= MF_SHOOTABLE;
Pawn->flags2 &= ~MF2_INVULNERABLE;
// Store the player's current damage factor, to restore it later.
double plyrdmgfact = Pawn->DamageFactor;
Pawn->DamageFactor = 1.;
P_DamageMobj (Pawn, Pawn, Pawn, TELEFRAG_DAMAGE, NAME_Suicide);
Pawn->DamageFactor = plyrdmgfact;
if (Pawn->health <= 0)
{
Pawn->flags &= ~MF_SHOOTABLE;
}
Destroy();
}
// You'll probably never be able to catch this in a save game, but
// just in case, add a proper serializer.
void Serialize(FSerializer &arc)
{
Super::Serialize(arc);
arc("pawn", Pawn);
}
};
IMPLEMENT_CLASS(DSuicider, false, true)
IMPLEMENT_POINTERS_START(DSuicider)
IMPLEMENT_POINTER(Pawn)
IMPLEMENT_POINTERS_END
void cht_Suicide (player_t *plyr)
{
// If this cheat was initiated by the suicide ccmd, and this is a single
// player game, the CHT_SUICIDE will be processed before the tic is run,
// so the console has not gone up yet. Use a temporary thinker to delay
// the suicide until the game ticks so that death noises can be heard on
// the initial tick.
if (plyr->mo != NULL)
{
DSuicider *suicide = plyr->mo->Level->CreateThinker<DSuicider>();
suicide->Pawn = plyr->mo;
GC::WriteBarrier(suicide, suicide->Pawn);
}
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CheatSuicide)
{
PARAM_SELF_PROLOGUE(AActor);
cht_Suicide(self->player);
return 0;
}
CCMD (mdk)
{
if (CheckCheatmode ())
return;
const char *name = argv.argc() > 1 ? argv[1] : "";
Net_WriteByte (DEM_MDK);
Net_WriteString(name);
}