mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
30a8541a15
- fixed: ClearInventory did not process depleted items properly. - changed HexenArmor from UNDROPPABLE to UNTOSSABLE because this allowed to remove some special handling in ClearInventory. The only other place which checks this flag also checks UNTOSSABLE.
402 lines
8.7 KiB
Text
402 lines
8.7 KiB
Text
/*
|
|
** 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();
|
|
|
|
virtual void CheatGive (String name, int amount)
|
|
{
|
|
int i;
|
|
Class<Inventory> type;
|
|
let player = self.player;
|
|
|
|
if (PlayerNumber() != consoleplayer)
|
|
A_Log(format ("%s is a cheater: give %s\n", player.GetUserName(), name));
|
|
|
|
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();
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
type = (class<Inventory>)(AllActorClasses[i]);
|
|
|
|
if (type != null && type.GetParentClass() == "Ammo")
|
|
{
|
|
let ammoitem = FindInventory(type);
|
|
if (ammoitem == NULL)
|
|
{
|
|
ammoitem = Inventory(Spawn (type));
|
|
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 (GameType() != GAME_Hexen)
|
|
{
|
|
let armoritem = BasicArmorPickup(Spawn("BasicArmorPickup"));
|
|
armoritem.SaveAmount = 100*deh.BlueAC;
|
|
armoritem.SavePercent = gameinfo.Armor2Percent > 0? gameinfo.Armor2Percent : 0.5;
|
|
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")
|
|
{
|
|
// 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 &&
|
|
!(type is "PuzzleItem") && !(type is "Powerup") && !(type is "Ammo") && !(type is "Armor"))
|
|
{
|
|
// 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(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.Destroy();
|
|
}
|
|
}
|
|
}
|
|
|
|
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 && !(type is "PuzzleItem") && !(type is "Powerup") && !(type is "Ammo") && !(type is "Armor"))
|
|
{
|
|
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(format("Unknown item \"%s\"\n", name));
|
|
}
|
|
else
|
|
{
|
|
TakeInventory(type, max(amount, 1));
|
|
}
|
|
return;
|
|
}
|
|
}
|