mirror of
https://github.com/ZDoom/gzdoom.git
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1063 lines
25 KiB
C++
1063 lines
25 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Cheat sequence checking.
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//
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//-----------------------------------------------------------------------------
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#include <stdlib.h>
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#include <math.h>
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#include "m_cheat.h"
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#include "d_player.h"
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#include "doomstat.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "a_strifeglobal.h"
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#include "gi.h"
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#include "p_enemy.h"
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#include "sbar.h"
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#include "c_dispatch.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "a_keys.h"
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#include "templates.h"
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#include "c_console.h"
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#include "r_data/r_translate.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "d_dehacked.h"
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#include "gi.h"
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#include "serializer.h"
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#include "r_utility.h"
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#include "a_morph.h"
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// [RH] Actually handle the cheat. The cheat code in st_stuff.c now just
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// writes some bytes to the network data stream, and the network code
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// later calls us.
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void cht_DoCheat (player_t *player, int cheat)
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{
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static const char * const BeholdPowers[9] =
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{
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"PowerInvulnerable",
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"PowerStrength",
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"PowerInvisibility",
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"PowerIronFeet",
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"MapRevealer",
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"PowerLightAmp",
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"PowerShadow",
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"PowerMask",
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"PowerTargeter",
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};
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PClassActor *type;
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AInventory *item;
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const char *msg = "";
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char msgbuild[32];
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int i;
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switch (cheat)
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{
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case CHT_IDDQD:
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if (!(player->cheats & CF_GODMODE) && player->playerstate == PST_LIVE)
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{
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if (player->mo)
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player->mo->health = deh.GodHealth;
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player->health = deh.GodHealth;
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}
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// fall through to CHT_GOD
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case CHT_GOD:
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player->cheats ^= CF_GODMODE;
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if (player->cheats & CF_GODMODE)
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msg = GStrings("STSTR_DQDON");
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else
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msg = GStrings("STSTR_DQDOFF");
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ST_SetNeedRefresh();
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break;
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case CHT_BUDDHA:
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player->cheats ^= CF_BUDDHA;
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if (player->cheats & CF_BUDDHA)
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msg = GStrings("TXT_BUDDHAON");
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else
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msg = GStrings("TXT_BUDDHAOFF");
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break;
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case CHT_GOD2:
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player->cheats ^= CF_GODMODE2;
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if (player->cheats & CF_GODMODE2)
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msg = GStrings("STSTR_DQD2ON");
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else
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msg = GStrings("STSTR_DQD2OFF");
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ST_SetNeedRefresh();
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break;
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case CHT_BUDDHA2:
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player->cheats ^= CF_BUDDHA2;
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if (player->cheats & CF_BUDDHA2)
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msg = GStrings("TXT_BUDDHA2ON");
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else
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msg = GStrings("TXT_BUDDHA2OFF");
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break;
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case CHT_NOCLIP:
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player->cheats ^= CF_NOCLIP;
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if (player->cheats & CF_NOCLIP)
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msg = GStrings("STSTR_NCON");
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else
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msg = GStrings("STSTR_NCOFF");
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break;
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case CHT_NOCLIP2:
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player->cheats ^= CF_NOCLIP2;
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if (player->cheats & CF_NOCLIP2)
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{
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player->cheats |= CF_NOCLIP;
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msg = GStrings("STSTR_NC2ON");
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}
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else
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{
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player->cheats &= ~CF_NOCLIP;
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msg = GStrings("STSTR_NCOFF");
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}
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if (player->mo->Vel.X == 0) player->mo->Vel.X = MinVel; // force some lateral movement so that internal variables are up to date
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break;
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case CHT_NOVELOCITY:
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player->cheats ^= CF_NOVELOCITY;
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if (player->cheats & CF_NOVELOCITY)
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msg = GStrings("TXT_LEADBOOTSON");
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else
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msg = GStrings("TXT_LEADBOOTSOFF");
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break;
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case CHT_FLY:
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if (player->mo != NULL)
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{
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player->mo->flags7 ^= MF7_FLYCHEAT;
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if (player->mo->flags7 & MF7_FLYCHEAT)
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{
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player->mo->flags |= MF_NOGRAVITY;
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player->mo->flags2 |= MF2_FLY;
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msg = GStrings("TXT_LIGHTER");
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}
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else
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{
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player->mo->flags &= ~MF_NOGRAVITY;
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player->mo->flags2 &= ~MF2_FLY;
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msg = GStrings("TXT_GRAVITY");
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}
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}
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break;
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case CHT_MORPH:
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msg = cht_Morph (player, static_cast<PClassPlayerPawn *>(PClass::FindClass (gameinfo.gametype == GAME_Heretic ? NAME_ChickenPlayer : NAME_PigPlayer)), true);
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break;
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case CHT_NOTARGET:
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player->cheats ^= CF_NOTARGET;
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if (player->cheats & CF_NOTARGET)
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msg = "notarget ON";
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else
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msg = "notarget OFF";
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break;
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case CHT_ANUBIS:
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player->cheats ^= CF_FRIGHTENING;
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if (player->cheats & CF_FRIGHTENING)
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msg = "\"Quake with fear!\"";
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else
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msg = "No more ogre armor";
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break;
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case CHT_CHASECAM:
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player->cheats ^= CF_CHASECAM;
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if (player->cheats & CF_CHASECAM)
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msg = "chasecam ON";
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else
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msg = "chasecam OFF";
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R_ResetViewInterpolation ();
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break;
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case CHT_CHAINSAW:
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if (player->mo != NULL && player->health >= 0)
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{
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type = PClass::FindActor("Chainsaw");
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if (player->mo->FindInventory (type) == NULL)
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{
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player->mo->GiveInventoryType (type);
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}
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msg = GStrings("STSTR_CHOPPERS");
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}
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// [RH] The original cheat also set powers[pw_invulnerability] to true.
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// Since this is a timer and not a boolean, it effectively turned off
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// the invulnerability powerup, although it looks like it was meant to
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// turn it on.
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break;
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case CHT_POWER:
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if (player->mo != NULL && player->health >= 0)
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{
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item = player->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true);
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if (item != NULL)
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{
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item->Destroy ();
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msg = GStrings("TXT_CHEATPOWEROFF");
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}
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else
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{
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player->mo->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
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msg = GStrings("TXT_CHEATPOWERON");
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}
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}
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break;
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case CHT_IDKFA:
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cht_Give (player, "backpack");
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cht_Give (player, "weapons");
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cht_Give (player, "ammo");
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cht_Give (player, "keys");
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cht_Give (player, "armor");
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msg = GStrings("STSTR_KFAADDED");
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break;
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case CHT_IDFA:
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cht_Give (player, "backpack");
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cht_Give (player, "weapons");
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cht_Give (player, "ammo");
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cht_Give (player, "armor");
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msg = GStrings("STSTR_FAADDED");
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break;
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case CHT_BEHOLDV:
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case CHT_BEHOLDS:
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case CHT_BEHOLDI:
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case CHT_BEHOLDR:
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case CHT_BEHOLDA:
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case CHT_BEHOLDL:
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case CHT_PUMPUPI:
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case CHT_PUMPUPM:
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case CHT_PUMPUPT:
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i = cheat - CHT_BEHOLDV;
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if (i == 4)
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{
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level.flags2 ^= LEVEL2_ALLMAP;
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}
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else if (player->mo != NULL && player->health >= 0)
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{
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item = player->mo->FindInventory(PClass::FindActor(BeholdPowers[i]));
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if (item == NULL)
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{
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if (i != 0)
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{
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cht_Give(player, BeholdPowers[i]);
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if (cheat == CHT_BEHOLDS)
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{
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P_GiveBody (player->mo, -100);
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}
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}
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else
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{
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// Let's give the item here so that the power doesn't need colormap information.
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cht_Give(player, "InvulnerabilitySphere");
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}
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}
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else
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{
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item->Destroy ();
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}
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}
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msg = GStrings("STSTR_BEHOLDX");
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break;
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case CHT_MASSACRE:
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{
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int killcount = P_Massacre ();
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// killough 3/22/98: make more intelligent about plural
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// Ty 03/27/98 - string(s) *not* externalized
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mysnprintf (msgbuild, countof(msgbuild), "%d Monster%s Killed", killcount, killcount==1 ? "" : "s");
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msg = msgbuild;
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}
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break;
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case CHT_HEALTH:
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if (player->mo != NULL && player->playerstate == PST_LIVE)
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{
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player->health = player->mo->health = player->mo->GetDefault()->health;
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msg = GStrings("TXT_CHEATHEALTH");
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}
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break;
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case CHT_KEYS:
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cht_Give (player, "keys");
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msg = GStrings("TXT_CHEATKEYS");
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break;
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// [GRB]
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case CHT_RESSURECT:
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if (player->playerstate != PST_LIVE && player->mo != nullptr)
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{
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if (player->mo->IsKindOf(RUNTIME_CLASS(APlayerChunk)))
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{
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Printf("Unable to resurrect. Player is no longer connected to its body.\n");
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}
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else
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{
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player->playerstate = PST_LIVE;
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player->health = player->mo->health = player->mo->GetDefault()->health;
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player->viewheight = ((APlayerPawn *)player->mo->GetDefault())->ViewHeight;
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player->mo->flags = player->mo->GetDefault()->flags;
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player->mo->flags2 = player->mo->GetDefault()->flags2;
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player->mo->flags3 = player->mo->GetDefault()->flags3;
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player->mo->flags4 = player->mo->GetDefault()->flags4;
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player->mo->flags5 = player->mo->GetDefault()->flags5;
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player->mo->flags6 = player->mo->GetDefault()->flags6;
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player->mo->flags7 = player->mo->GetDefault()->flags7;
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player->mo->renderflags &= ~RF_INVISIBLE;
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player->mo->Height = player->mo->GetDefault()->Height;
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player->mo->radius = player->mo->GetDefault()->radius;
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player->mo->special1 = 0; // required for the Hexen fighter's fist attack.
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// This gets set by AActor::Die as flag for the wimpy death and must be reset here.
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player->mo->SetState (player->mo->SpawnState);
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if (!(player->mo->flags2 & MF2_DONTTRANSLATE))
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{
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player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
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}
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player->mo->DamageType = NAME_None;
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if (player->ReadyWeapon != nullptr)
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{
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P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetUpState());
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}
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if (player->morphTics)
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{
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P_UndoPlayerMorph(player, player);
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}
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}
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}
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break;
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case CHT_GIMMIEA:
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cht_Give (player, "ArtiInvulnerability");
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msg = "Valador's Ring of Invunerability";
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break;
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case CHT_GIMMIEB:
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cht_Give (player, "ArtiInvisibility");
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msg = "Shadowsphere";
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break;
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case CHT_GIMMIEC:
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cht_Give (player, "ArtiHealth");
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msg = "Quartz Flask";
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break;
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case CHT_GIMMIED:
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cht_Give (player, "ArtiSuperHealth");
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msg = "Mystic Urn";
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break;
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case CHT_GIMMIEE:
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cht_Give (player, "ArtiTomeOfPower");
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msg = "Tyketto's Tome of Power";
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break;
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case CHT_GIMMIEF:
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cht_Give (player, "ArtiTorch");
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msg = "Torch";
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break;
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case CHT_GIMMIEG:
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cht_Give (player, "ArtiTimeBomb");
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msg = "Delmintalintar's Time Bomb of the Ancients";
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break;
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case CHT_GIMMIEH:
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cht_Give (player, "ArtiEgg");
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msg = "Torpol's Morph Ovum";
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break;
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case CHT_GIMMIEI:
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cht_Give (player, "ArtiFly");
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msg = "Inhilicon's Wings of Wrath";
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break;
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case CHT_GIMMIEJ:
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cht_Give (player, "ArtiTeleport");
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msg = "Darchala's Chaos Device";
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break;
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case CHT_GIMMIEZ:
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for (int i=0;i<16;i++)
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{
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cht_Give (player, "artifacts");
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}
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msg = "All artifacts!";
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break;
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case CHT_TAKEWEAPS:
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if (player->morphTics || player->mo == NULL || player->mo->health <= 0)
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{
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return;
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}
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{
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// Take away all weapons that are either non-wimpy or use ammo.
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AInventory **invp = &player->mo->Inventory, **lastinvp;
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for (item = *invp; item != NULL; item = *invp)
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{
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lastinvp = invp;
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invp = &(*invp)->Inventory;
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if (item->IsKindOf (RUNTIME_CLASS(AWeapon)))
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{
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AWeapon *weap = static_cast<AWeapon *> (item);
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if (!(weap->WeaponFlags & WIF_WIMPY_WEAPON) ||
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weap->AmmoType1 != NULL)
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{
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item->Destroy ();
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invp = lastinvp;
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}
|
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}
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}
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}
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msg = GStrings("TXT_CHEATIDKFA");
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break;
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case CHT_NOWUDIE:
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cht_Suicide (player);
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msg = GStrings("TXT_CHEATIDDQD");
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break;
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case CHT_ALLARTI:
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for (int i=0;i<25;i++)
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{
|
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cht_Give (player, "artifacts");
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}
|
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msg = GStrings("TXT_CHEATARTIFACTS3");
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break;
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case CHT_PUZZLE:
|
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cht_Give (player, "puzzlepieces");
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msg = GStrings("TXT_CHEATARTIFACTS3");
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break;
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|
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case CHT_MDK:
|
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if (player->mo == NULL)
|
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{
|
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Printf ("What do you want to kill outside of a game?\n");
|
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}
|
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else if (!deathmatch)
|
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{
|
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// Don't allow this in deathmatch even with cheats enabled, because it's
|
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// a very very cheap kill.
|
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P_LineAttack (player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE,
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P_AimLineAttack (player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE), TELEFRAG_DAMAGE,
|
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NAME_MDK, NAME_BulletPuff);
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}
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break;
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|
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case CHT_DONNYTRUMP:
|
|
cht_Give (player, "HealthTraining");
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msg = GStrings("TXT_MIDASTOUCH");
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break;
|
|
|
|
case CHT_LEGO:
|
|
if (player->mo != NULL && player->health >= 0)
|
|
{
|
|
int oldpieces = ASigil::GiveSigilPiece (player->mo);
|
|
item = player->mo->FindInventory (RUNTIME_CLASS(ASigil));
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|
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if (item != NULL)
|
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{
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if (oldpieces == 5)
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{
|
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item->Destroy ();
|
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}
|
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else
|
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{
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player->PendingWeapon = static_cast<AWeapon *> (item);
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}
|
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}
|
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}
|
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break;
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case CHT_PUMPUPH:
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cht_Give (player, "MedPatch");
|
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cht_Give (player, "MedicalKit");
|
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cht_Give (player, "SurgeryKit");
|
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msg = GStrings("TXT_GOTSTUFF");
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break;
|
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|
|
case CHT_PUMPUPP:
|
|
cht_Give (player, "AmmoSatchel");
|
|
msg = GStrings("TXT_GOTSTUFF");
|
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break;
|
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|
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case CHT_PUMPUPS:
|
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cht_Give (player, "UpgradeStamina", 10);
|
|
cht_Give (player, "UpgradeAccuracy");
|
|
msg = GStrings("TXT_GOTSTUFF");
|
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break;
|
|
|
|
case CHT_CLEARFROZENPROPS:
|
|
player->cheats &= ~(CF_FROZEN|CF_TOTALLYFROZEN);
|
|
msg = "Frozen player properties turned off";
|
|
break;
|
|
|
|
case CHT_FREEZE:
|
|
bglobal.changefreeze ^= 1;
|
|
if (bglobal.freeze ^ bglobal.changefreeze)
|
|
{
|
|
msg = GStrings("TXT_FREEZEON");
|
|
}
|
|
else
|
|
{
|
|
msg = GStrings("TXT_FREEZEOFF");
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (!*msg) // [SO] Don't print blank lines!
|
|
return;
|
|
|
|
if (player == &players[consoleplayer])
|
|
Printf ("%s\n", msg);
|
|
else if (cheat != CHT_CHASECAM)
|
|
Printf ("%s cheats: %s\n", player->userinfo.GetName(), msg);
|
|
}
|
|
|
|
const char *cht_Morph (player_t *player, PClassPlayerPawn *morphclass, bool quickundo)
|
|
{
|
|
if (player->mo == NULL)
|
|
{
|
|
return "";
|
|
}
|
|
PClassPlayerPawn *oldclass = player->mo->GetClass();
|
|
|
|
// Set the standard morph style for the current game
|
|
int style = MORPH_UNDOBYTOMEOFPOWER;
|
|
if (gameinfo.gametype == GAME_Hexen) style |= MORPH_UNDOBYCHAOSDEVICE;
|
|
|
|
if (player->morphTics)
|
|
{
|
|
if (P_UndoPlayerMorph (player, player))
|
|
{
|
|
if (!quickundo && oldclass != morphclass && P_MorphPlayer (player, player, morphclass, 0, style))
|
|
{
|
|
return GStrings("TXT_STRANGER");
|
|
}
|
|
return GStrings("TXT_NOTSTRANGE");
|
|
}
|
|
}
|
|
else if (P_MorphPlayer (player, player, morphclass, 0, style))
|
|
{
|
|
return GStrings("TXT_STRANGE");
|
|
}
|
|
return "";
|
|
}
|
|
|
|
void cht_Give (player_t *player, const char *name, int amount)
|
|
{
|
|
enum { ALL_NO, ALL_YES, ALL_YESYES } giveall;
|
|
int i;
|
|
PClassActor *type;
|
|
|
|
if (player != &players[consoleplayer])
|
|
Printf ("%s is a cheater: give %s\n", player->userinfo.GetName(), name);
|
|
|
|
if (player->mo == NULL || player->health <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
giveall = ALL_NO;
|
|
if (stricmp (name, "all") == 0)
|
|
{
|
|
giveall = ALL_YES;
|
|
}
|
|
else if (stricmp (name, "everything") == 0)
|
|
{
|
|
giveall = ALL_YESYES;
|
|
}
|
|
|
|
if (stricmp (name, "health") == 0)
|
|
{
|
|
if (amount > 0)
|
|
{
|
|
player->mo->health += amount;
|
|
player->health = player->mo->health;
|
|
}
|
|
else
|
|
{
|
|
player->health = player->mo->health = player->mo->GetMaxHealth();
|
|
}
|
|
}
|
|
|
|
if (giveall || stricmp (name, "backpack") == 0)
|
|
{
|
|
// Select the correct type of backpack based on the game
|
|
type = PClass::FindActor(gameinfo.backpacktype);
|
|
if (type != NULL)
|
|
{
|
|
player->mo->GiveInventory(static_cast<PClassInventory *>(type), 1, true);
|
|
}
|
|
|
|
if (!giveall)
|
|
return;
|
|
}
|
|
|
|
if (giveall || stricmp (name, "ammo") == 0)
|
|
{
|
|
// 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 (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
|
{
|
|
PClassActor *type = PClassActor::AllActorClasses[i];
|
|
|
|
if (type->ParentClass == RUNTIME_CLASS(AAmmo))
|
|
{
|
|
PClassAmmo *atype = static_cast<PClassAmmo *>(type);
|
|
AInventory *ammo = player->mo->FindInventory(atype);
|
|
if (ammo == NULL)
|
|
{
|
|
ammo = static_cast<AInventory *>(Spawn (atype));
|
|
ammo->AttachToOwner (player->mo);
|
|
ammo->Amount = ammo->MaxAmount;
|
|
}
|
|
else if (ammo->Amount < ammo->MaxAmount)
|
|
{
|
|
ammo->Amount = ammo->MaxAmount;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!giveall)
|
|
return;
|
|
}
|
|
|
|
if (giveall || stricmp (name, "armor") == 0)
|
|
{
|
|
if (gameinfo.gametype != GAME_Hexen)
|
|
{
|
|
ABasicArmorPickup *armor = Spawn<ABasicArmorPickup> ();
|
|
armor->SaveAmount = 100*deh.BlueAC;
|
|
armor->SavePercent = gameinfo.Armor2Percent > 0? gameinfo.Armor2Percent : 0.5;
|
|
if (!armor->CallTryPickup (player->mo))
|
|
{
|
|
armor->Destroy ();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
AHexenArmor *armor = Spawn<AHexenArmor> ();
|
|
armor->health = i;
|
|
armor->Amount = 0;
|
|
if (!armor->CallTryPickup (player->mo))
|
|
{
|
|
armor->Destroy ();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!giveall)
|
|
return;
|
|
}
|
|
|
|
if (giveall || stricmp (name, "keys") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
|
{
|
|
if (PClassActor::AllActorClasses[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
|
|
{
|
|
AKey *key = (AKey *)GetDefaultByType (PClassActor::AllActorClasses[i]);
|
|
if (key->KeyNumber != 0)
|
|
{
|
|
key = static_cast<AKey *>(Spawn(static_cast<PClassActor *>(PClassActor::AllActorClasses[i])));
|
|
if (!key->CallTryPickup (player->mo))
|
|
{
|
|
key->Destroy ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!giveall)
|
|
return;
|
|
}
|
|
|
|
if (giveall || stricmp (name, "weapons") == 0)
|
|
{
|
|
AWeapon *savedpending = player->PendingWeapon;
|
|
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
|
{
|
|
type = PClassActor::AllActorClasses[i];
|
|
// Don't give replaced weapons unless the replacement was done by Dehacked.
|
|
if (type != RUNTIME_CLASS(AWeapon) &&
|
|
type->IsDescendantOf (RUNTIME_CLASS(AWeapon)) &&
|
|
(static_cast<PClassActor *>(type)->GetReplacement() == type ||
|
|
static_cast<PClassActor *>(type)->GetReplacement()->IsDescendantOf(RUNTIME_CLASS(ADehackedPickup))))
|
|
{
|
|
// Give the weapon only if it belongs to the current game or
|
|
if (player->weapons.LocateWeapon(static_cast<PClassWeapon*>(type), NULL, NULL))
|
|
{
|
|
AWeapon *def = (AWeapon*)GetDefaultByType (type);
|
|
if (giveall == ALL_YESYES || !(def->WeaponFlags & WIF_CHEATNOTWEAPON))
|
|
{
|
|
player->mo->GiveInventory(static_cast<PClassInventory *>(type), 1, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
player->PendingWeapon = savedpending;
|
|
|
|
if (!giveall)
|
|
return;
|
|
}
|
|
|
|
if (giveall || stricmp (name, "artifacts") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
|
{
|
|
type = PClassActor::AllActorClasses[i];
|
|
if (type->IsDescendantOf (RUNTIME_CLASS(AInventory)))
|
|
{
|
|
AInventory *def = (AInventory*)GetDefaultByType (type);
|
|
if (def->Icon.isValid() && def->MaxAmount > 1 &&
|
|
!type->IsDescendantOf (RUNTIME_CLASS(APuzzleItem)) &&
|
|
!type->IsDescendantOf (RUNTIME_CLASS(APowerup)) &&
|
|
!type->IsDescendantOf (RUNTIME_CLASS(AArmor)))
|
|
{
|
|
// Do not give replaced items unless using "give everything"
|
|
if (giveall == ALL_YESYES || type->GetReplacement() == type)
|
|
{
|
|
player->mo->GiveInventory(static_cast<PClassInventory *>(type), amount <= 0 ? def->MaxAmount : amount, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!giveall)
|
|
return;
|
|
}
|
|
|
|
if (giveall || stricmp (name, "puzzlepieces") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
|
{
|
|
type = PClassActor::AllActorClasses[i];
|
|
if (type->IsDescendantOf (RUNTIME_CLASS(APuzzleItem)))
|
|
{
|
|
AInventory *def = (AInventory*)GetDefaultByType (type);
|
|
if (def->Icon.isValid())
|
|
{
|
|
// Do not give replaced items unless using "give everything"
|
|
if (giveall == ALL_YESYES || type->GetReplacement() == type)
|
|
{
|
|
player->mo->GiveInventory(static_cast<PClassInventory *>(type), amount <= 0 ? def->MaxAmount : amount, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!giveall)
|
|
return;
|
|
}
|
|
|
|
if (giveall)
|
|
return;
|
|
|
|
type = PClass::FindActor(name);
|
|
if (type == NULL || !type->IsDescendantOf (RUNTIME_CLASS(AInventory)))
|
|
{
|
|
if (player == &players[consoleplayer])
|
|
Printf ("Unknown item \"%s\"\n", name);
|
|
}
|
|
else
|
|
{
|
|
player->mo->GiveInventory(static_cast<PClassInventory *>(type), amount, true);
|
|
}
|
|
return;
|
|
}
|
|
|
|
void cht_Take (player_t *player, const char *name, int amount)
|
|
{
|
|
bool takeall;
|
|
PClassActor *type;
|
|
|
|
if (player->mo == NULL || player->health <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
takeall = (stricmp (name, "all") == 0);
|
|
|
|
if (!takeall && stricmp (name, "health") == 0)
|
|
{
|
|
if (player->mo->health - amount <= 0
|
|
|| player->health - amount <= 0
|
|
|| amount == 0)
|
|
{
|
|
|
|
cht_Suicide (player);
|
|
|
|
if (player == &players[consoleplayer])
|
|
C_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 || stricmp (name, "backpack") == 0)
|
|
{
|
|
// Take away all types of backpacks the player might own.
|
|
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
|
{
|
|
PClass *type = PClassActor::AllActorClasses[i];
|
|
|
|
if (type->IsDescendantOf(RUNTIME_CLASS (ABackpackItem)))
|
|
{
|
|
AInventory *pack = player->mo->FindInventory(static_cast<PClassActor *>(type));
|
|
|
|
if (pack)
|
|
pack->Destroy();
|
|
}
|
|
}
|
|
|
|
if (!takeall)
|
|
return;
|
|
}
|
|
|
|
if (takeall || stricmp (name, "ammo") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
|
{
|
|
PClass *type = PClassActor::AllActorClasses[i];
|
|
|
|
if (type->ParentClass == RUNTIME_CLASS (AAmmo))
|
|
{
|
|
AInventory *ammo = player->mo->FindInventory(static_cast<PClassActor *>(type));
|
|
|
|
if (ammo)
|
|
ammo->DepleteOrDestroy();
|
|
}
|
|
}
|
|
|
|
if (!takeall)
|
|
return;
|
|
}
|
|
|
|
if (takeall || stricmp (name, "armor") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
|
{
|
|
type = PClassActor::AllActorClasses[i];
|
|
|
|
if (type->IsDescendantOf (RUNTIME_CLASS (AArmor)))
|
|
{
|
|
AInventory *armor = player->mo->FindInventory(static_cast<PClassActor *>(type));
|
|
|
|
if (armor)
|
|
armor->DepleteOrDestroy();
|
|
}
|
|
}
|
|
|
|
if (!takeall)
|
|
return;
|
|
}
|
|
|
|
if (takeall || stricmp (name, "keys") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
|
{
|
|
type = PClassActor::AllActorClasses[i];
|
|
|
|
if (type->IsDescendantOf (RUNTIME_CLASS (AKey)))
|
|
{
|
|
AActor *key = player->mo->FindInventory(static_cast<PClassActor *>(type));
|
|
|
|
if (key)
|
|
key->Destroy ();
|
|
}
|
|
}
|
|
|
|
if (!takeall)
|
|
return;
|
|
}
|
|
|
|
if (takeall || stricmp (name, "weapons") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
|
{
|
|
type = PClassActor::AllActorClasses[i];
|
|
|
|
if (type != RUNTIME_CLASS(AWeapon) &&
|
|
type->IsDescendantOf (RUNTIME_CLASS (AWeapon)))
|
|
{
|
|
AActor *weapon = player->mo->FindInventory(static_cast<PClassActor *>(type));
|
|
|
|
if (weapon)
|
|
weapon->Destroy ();
|
|
|
|
player->ReadyWeapon = nullptr;
|
|
player->PendingWeapon = WP_NOCHANGE;
|
|
}
|
|
}
|
|
|
|
if (!takeall)
|
|
return;
|
|
}
|
|
|
|
if (takeall || stricmp (name, "artifacts") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
|
{
|
|
type = PClassActor::AllActorClasses[i];
|
|
|
|
if (type->IsDescendantOf (RUNTIME_CLASS (AInventory)))
|
|
{
|
|
if (!type->IsDescendantOf (RUNTIME_CLASS (APuzzleItem)) &&
|
|
!type->IsDescendantOf (RUNTIME_CLASS (APowerup)) &&
|
|
!type->IsDescendantOf (RUNTIME_CLASS (AArmor)) &&
|
|
!type->IsDescendantOf (RUNTIME_CLASS (AWeapon)) &&
|
|
!type->IsDescendantOf (RUNTIME_CLASS (AKey)))
|
|
{
|
|
AActor *artifact = player->mo->FindInventory(static_cast<PClassActor *>(type));
|
|
|
|
if (artifact)
|
|
artifact->Destroy ();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!takeall)
|
|
return;
|
|
}
|
|
|
|
if (takeall || stricmp (name, "puzzlepieces") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
|
|
{
|
|
type = PClassActor::AllActorClasses[i];
|
|
|
|
if (type->IsDescendantOf (RUNTIME_CLASS (APuzzleItem)))
|
|
{
|
|
AActor *puzzlepiece = player->mo->FindInventory(static_cast<PClassActor *>(type));
|
|
|
|
if (puzzlepiece)
|
|
puzzlepiece->Destroy ();
|
|
}
|
|
}
|
|
|
|
if (!takeall)
|
|
return;
|
|
}
|
|
|
|
if (takeall)
|
|
return;
|
|
|
|
type = PClass::FindActor (name);
|
|
if (type == NULL || !type->IsDescendantOf (RUNTIME_CLASS (AInventory)))
|
|
{
|
|
if (player == &players[consoleplayer])
|
|
Printf ("Unknown item \"%s\"\n", name);
|
|
}
|
|
else
|
|
{
|
|
player->mo->TakeInventory(type, amount ? amount : 1);
|
|
}
|
|
return;
|
|
}
|
|
|
|
class DSuicider : public DThinker
|
|
{
|
|
DECLARE_CLASS(DSuicider, DThinker)
|
|
HAS_OBJECT_POINTERS;
|
|
public:
|
|
TObjPtr<APlayerPawn> Pawn;
|
|
|
|
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_POINTY_CLASS(DSuicider)
|
|
DECLARE_POINTER(Pawn)
|
|
END_POINTERS
|
|
|
|
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 = new DSuicider;
|
|
suicide->Pawn = plyr->mo;
|
|
GC::WriteBarrier(suicide, suicide->Pawn);
|
|
}
|
|
}
|
|
|
|
|
|
CCMD (mdk)
|
|
{
|
|
if (CheckCheatmode ())
|
|
return;
|
|
|
|
Net_WriteByte (DEM_GENERICCHEAT);
|
|
Net_WriteByte (CHT_MDK);
|
|
}
|