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