mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-17 09:41:21 +00:00
a7e40b56f6
have those escapes stripped before printing so that they do not merge with subsequent text. - Moved default weapon slot assignments into the player classes. Weapon.SlotNumber is now used solely for mods that want to add new weapons without completely redoing the player's arsenal. Restored some config-based weapon slot customization, though slots are no longer automatically saved to the config and section names have changed slightly. However, unlike before, config slots are now the definitive word on slot assignments and cannot be overridden by any other files loaded. - Fixed: Several weapons were missing a game filter from their definitions. - Removed storage of weapon slots in the config so that weapon slots can be setup in the weapons themselves. Slots are still configurable, since they need to be for KEYCONF to work; any changes simply won't be saved when you quit. - Removed limit on weapon slot sizes. SVN r1428 (trunk)
1059 lines
24 KiB
C++
1059 lines
24 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_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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// [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 PClass *BeholdPowers[9] =
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{
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RUNTIME_CLASS(APowerInvulnerable),
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RUNTIME_CLASS(APowerStrength),
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RUNTIME_CLASS(APowerInvisibility),
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RUNTIME_CLASS(APowerIronFeet),
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NULL, // MapRevealer
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RUNTIME_CLASS(APowerLightAmp),
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RUNTIME_CLASS(APowerShadow),
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RUNTIME_CLASS(APowerMask),
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RUNTIME_CLASS(APowerTargeter)
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};
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const PClass *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 (gameinfo.gametype != GAME_Chex)
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{
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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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}
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else
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{
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if (player->cheats & CF_GODMODE)
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msg = GStrings("STSTR_CDQDON");
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else
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msg = GStrings("STSTR_CDQDOFF");
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}
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SB_state = screen->GetPageCount ();
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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_NOMOMENTUM:
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player->cheats ^= CF_NOMOMENTUM;
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if (player->cheats & CF_NOMOMENTUM)
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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->cheats ^= CF_FLY;
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if (player->cheats & CF_FLY)
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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, 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::FindClass ("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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if(gameinfo.gametype != GAME_Chex)
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msg = GStrings("STSTR_CHOPPERS");
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else
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msg = GStrings("STSTR_CCHOPPERS");
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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));
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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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if(gameinfo.gametype != GAME_Chex)
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msg = GStrings("STSTR_KFAADDED");
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else
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msg = GStrings("STSTR_CKFAADDED");
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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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if(gameinfo.gametype != GAME_Chex)
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msg = GStrings("STSTR_FAADDED");
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else
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msg = GStrings("STSTR_CFAADDED");
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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 (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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player->mo->GiveInventoryType (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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player->mo->GiveInventoryType(PClass::FindClass("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 != NULL)
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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->renderflags &= ~RF_INVISIBLE;
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player->mo->height = player->mo->GetDefault()->height;
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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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player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
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player->mo->DamageType = NAME_None;
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// player->mo->GiveDefaultInventory();
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if (player->ReadyWeapon != NULL)
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{
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P_SetPsprite(player, ps_weapon, player->ReadyWeapon->GetUpState());
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}
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if (player->morphTics > 0)
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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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// Take away all weapons that are either non-wimpy or use ammo.
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for (item = player->mo->Inventory; item != NULL; )
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{
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AInventory *next = item->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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}
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}
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item = next;
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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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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->angle, PLAYERMISSILERANGE,
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P_AimLineAttack (player->mo, player->mo->angle, PLAYERMISSILERANGE), 1000000,
|
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NAME_None, NAME_BulletPuff);
|
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}
|
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break;
|
|
|
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case CHT_DONNYTRUMP:
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cht_Give (player, "HealthTraining");
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msg = GStrings("TXT_MIDASTOUCH");
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break;
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|
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case CHT_LEGO:
|
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if (player->mo != NULL && player->health >= 0)
|
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{
|
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int oldpieces = ASigil::GiveSigilPiece (player->mo);
|
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item = player->mo->FindInventory (RUNTIME_CLASS(ASigil));
|
|
|
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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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else
|
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{
|
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player->PendingWeapon = static_cast<AWeapon *> (item);
|
|
}
|
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}
|
|
}
|
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break;
|
|
|
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case CHT_PUMPUPH:
|
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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 = "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
|
|
Printf ("%s is a cheater: %s\n", player->userinfo.netname, msg);
|
|
}
|
|
|
|
const char *cht_Morph (player_t *player, const PClass *morphclass, bool quickundo)
|
|
{
|
|
if (player->mo == NULL)
|
|
{
|
|
return "";
|
|
}
|
|
PClass *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 GiveSpawner (player_t *player, const PClass *type, int amount)
|
|
{
|
|
if (player->mo == NULL || player->health <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
AInventory *item = static_cast<AInventory *>
|
|
(Spawn (type, player->mo->x, player->mo->y, player->mo->z, NO_REPLACE));
|
|
if (item != NULL)
|
|
{
|
|
if (amount > 0)
|
|
{
|
|
if (type->IsDescendantOf (RUNTIME_CLASS(ABasicArmorPickup)))
|
|
{
|
|
if (static_cast<ABasicArmorPickup*>(item)->SaveAmount != 0)
|
|
{
|
|
static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
|
|
}
|
|
else
|
|
{
|
|
static_cast<ABasicArmorPickup*>(item)->SaveAmount *= amount;
|
|
}
|
|
}
|
|
else if (type->IsDescendantOf (RUNTIME_CLASS(ABasicArmorBonus)))
|
|
{
|
|
static_cast<ABasicArmorBonus*>(item)->SaveAmount *= amount;
|
|
}
|
|
else
|
|
{
|
|
item->Amount = MIN (amount, item->MaxAmount);
|
|
}
|
|
}
|
|
if(item->flags & MF_COUNTITEM) // Given items shouldn't count against the map's total,
|
|
{ // since they aren't added to the player's total.
|
|
level.total_items--;
|
|
item->flags &= ~MF_COUNTITEM;
|
|
}
|
|
if (!item->CallTryPickup (player->mo))
|
|
{
|
|
item->Destroy ();
|
|
}
|
|
}
|
|
}
|
|
|
|
void cht_Give (player_t *player, const char *name, int amount)
|
|
{
|
|
bool giveall;
|
|
int i;
|
|
const PClass *type;
|
|
|
|
if (player != &players[consoleplayer])
|
|
Printf ("%s is a cheater: give %s\n", player->userinfo.netname, name);
|
|
|
|
if (player->mo == NULL || player->health <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
giveall = (stricmp (name, "all") == 0);
|
|
|
|
if (giveall || stricmp (name, "health") == 0)
|
|
{
|
|
if (amount > 0)
|
|
{
|
|
if (player->mo)
|
|
{
|
|
player->mo->health += amount;
|
|
player->health = player->mo->health;
|
|
}
|
|
else
|
|
{
|
|
player->health += amount;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (player->mo)
|
|
player->mo->health = deh.GodHealth;
|
|
|
|
player->health = deh.GodHealth;
|
|
}
|
|
|
|
if (!giveall)
|
|
return;
|
|
}
|
|
|
|
if (giveall || stricmp (name, "backpack") == 0)
|
|
{
|
|
// Select the correct type of backpack based on the game
|
|
type = PClass::FindClass(gameinfo.backpacktype);
|
|
if (type != NULL)
|
|
{
|
|
GiveSpawner (player, type, 1);
|
|
}
|
|
|
|
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 < PClass::m_Types.Size(); ++i)
|
|
{
|
|
const PClass *type = PClass::m_Types[i];
|
|
|
|
if (type->ParentClass == RUNTIME_CLASS(AAmmo))
|
|
{
|
|
AInventory *ammo = player->mo->FindInventory (type);
|
|
if (ammo == NULL)
|
|
{
|
|
ammo = static_cast<AInventory *>(Spawn (type, 0, 0, 0, NO_REPLACE));
|
|
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> (0,0,0, NO_REPLACE);
|
|
armor->SaveAmount = 100*deh.BlueAC;
|
|
armor->SavePercent = gameinfo.gametype != GAME_Heretic ? FRACUNIT/2 : FRACUNIT*3/4;
|
|
if (!armor->CallTryPickup (player->mo))
|
|
{
|
|
armor->Destroy ();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
AHexenArmor *armor = Spawn<AHexenArmor> (0,0,0, NO_REPLACE);
|
|
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 < PClass::m_Types.Size(); ++i)
|
|
{
|
|
if (PClass::m_Types[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
|
|
{
|
|
AKey *key = (AKey *)GetDefaultByType (PClass::m_Types[i]);
|
|
if (key->KeyNumber != 0)
|
|
{
|
|
key = static_cast<AKey *>(Spawn (PClass::m_Types[i], 0,0,0, NO_REPLACE));
|
|
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 < PClass::m_Types.Size(); ++i)
|
|
{
|
|
type = PClass::m_Types[i];
|
|
// Don't give replaced weapons unless the replacement was done by Dehacked.
|
|
if (type != RUNTIME_CLASS(AWeapon) &&
|
|
type->IsDescendantOf (RUNTIME_CLASS(AWeapon)) &&
|
|
(type->ActorInfo->GetReplacement() == type->ActorInfo ||
|
|
type->ActorInfo->GetReplacement()->Class->IsDescendantOf(RUNTIME_CLASS(ADehackedPickup))))
|
|
|
|
{
|
|
// Give the weapon only if it belongs to the current game or
|
|
// is in a weapon slot. Unfortunately this check only works in
|
|
// singleplayer games because the weapon slots are stored locally.
|
|
// In multiplayer games or demos all weapons must be given because the state of
|
|
// the weapon slots is not guaranteed to be the same when recording or playing back.
|
|
if (multiplayer || demorecording || demoplayback ||
|
|
type->ActorInfo->GameFilter == GAME_Any ||
|
|
(type->ActorInfo->GameFilter & gameinfo.gametype) ||
|
|
LocalWeapons.LocateWeapon(type, NULL, NULL))
|
|
{
|
|
AWeapon *def = (AWeapon*)GetDefaultByType (type);
|
|
if (!(def->WeaponFlags & WIF_CHEATNOTWEAPON))
|
|
{
|
|
GiveSpawner (player, type, 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
player->PendingWeapon = savedpending;
|
|
|
|
if (!giveall)
|
|
return;
|
|
}
|
|
|
|
if (giveall || stricmp (name, "artifacts") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
|
|
{
|
|
type = PClass::m_Types[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)))
|
|
{
|
|
GiveSpawner (player, type, 1);
|
|
}
|
|
}
|
|
}
|
|
if (!giveall)
|
|
return;
|
|
}
|
|
|
|
if (giveall || stricmp (name, "puzzlepieces") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
|
|
{
|
|
type = PClass::m_Types[i];
|
|
if (type->IsDescendantOf (RUNTIME_CLASS(APuzzleItem)))
|
|
{
|
|
AInventory *def = (AInventory*)GetDefaultByType (type);
|
|
if (def->Icon.isValid())
|
|
{
|
|
GiveSpawner (player, type, 1);
|
|
}
|
|
}
|
|
}
|
|
if (!giveall)
|
|
return;
|
|
}
|
|
|
|
if (giveall)
|
|
return;
|
|
|
|
type = PClass::FindClass (name);
|
|
if (type == NULL || !type->IsDescendantOf (RUNTIME_CLASS(AInventory)))
|
|
{
|
|
if (player == &players[consoleplayer])
|
|
Printf ("Unknown item \"%s\"\n", name);
|
|
}
|
|
else
|
|
{
|
|
GiveSpawner (player, type, amount);
|
|
}
|
|
return;
|
|
}
|
|
|
|
void cht_Take (player_t *player, const char *name, int amount)
|
|
{
|
|
bool takeall;
|
|
const PClass *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 < PClass::m_Types.Size(); ++i)
|
|
{
|
|
const PClass *type = PClass::m_Types[i];
|
|
|
|
if (type->IsDescendantOf(RUNTIME_CLASS (ABackpackItem)))
|
|
{
|
|
AInventory *pack = player->mo->FindInventory (type);
|
|
|
|
if (pack) pack->Destroy();
|
|
}
|
|
}
|
|
|
|
if (!takeall)
|
|
return;
|
|
}
|
|
|
|
if (takeall || stricmp (name, "ammo") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
|
|
{
|
|
const PClass *type = PClass::m_Types[i];
|
|
|
|
if (type->ParentClass == RUNTIME_CLASS (AAmmo))
|
|
{
|
|
AInventory *ammo = player->mo->FindInventory (type);
|
|
|
|
if (ammo)
|
|
ammo->Amount = 0;
|
|
}
|
|
}
|
|
|
|
if (!takeall)
|
|
return;
|
|
}
|
|
|
|
if (takeall || stricmp (name, "armor") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
|
|
{
|
|
type = PClass::m_Types[i];
|
|
|
|
if (type->IsDescendantOf (RUNTIME_CLASS (AArmor)))
|
|
{
|
|
AActor *armor = player->mo->FindInventory (type);
|
|
|
|
if (armor)
|
|
armor->Destroy ();
|
|
}
|
|
}
|
|
|
|
if (!takeall)
|
|
return;
|
|
}
|
|
|
|
if (takeall || stricmp (name, "keys") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
|
|
{
|
|
type = PClass::m_Types[i];
|
|
|
|
if (type->IsDescendantOf (RUNTIME_CLASS (AKey)))
|
|
{
|
|
AActor *key = player->mo->FindInventory (type);
|
|
|
|
if (key)
|
|
key->Destroy ();
|
|
}
|
|
}
|
|
|
|
if (!takeall)
|
|
return;
|
|
}
|
|
|
|
if (takeall || stricmp (name, "weapons") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
|
|
{
|
|
type = PClass::m_Types[i];
|
|
|
|
if (type != RUNTIME_CLASS(AWeapon) &&
|
|
type->IsDescendantOf (RUNTIME_CLASS (AWeapon)))
|
|
{
|
|
AActor *weapon = player->mo->FindInventory (type);
|
|
|
|
if (weapon)
|
|
weapon->Destroy ();
|
|
|
|
player->ReadyWeapon = NULL;
|
|
player->PendingWeapon = WP_NOCHANGE;
|
|
player->psprites[ps_weapon].state = NULL;
|
|
player->psprites[ps_flash].state = NULL;
|
|
}
|
|
}
|
|
|
|
if (!takeall)
|
|
return;
|
|
}
|
|
|
|
if (takeall || stricmp (name, "artifacts") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
|
|
{
|
|
type = PClass::m_Types[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 (type);
|
|
|
|
if (artifact)
|
|
artifact->Destroy ();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!takeall)
|
|
return;
|
|
}
|
|
|
|
if (takeall || stricmp (name, "puzzlepieces") == 0)
|
|
{
|
|
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
|
|
{
|
|
type = PClass::m_Types[i];
|
|
|
|
if (type->IsDescendantOf (RUNTIME_CLASS (APuzzleItem)))
|
|
{
|
|
AActor *puzzlepiece = player->mo->FindInventory (type);
|
|
|
|
if (puzzlepiece)
|
|
puzzlepiece->Destroy ();
|
|
}
|
|
}
|
|
|
|
if (!takeall)
|
|
return;
|
|
}
|
|
|
|
if (takeall)
|
|
return;
|
|
|
|
type = PClass::FindClass (name);
|
|
if (type == NULL || !type->IsDescendantOf (RUNTIME_CLASS (AInventory)))
|
|
{
|
|
if (player == &players[consoleplayer])
|
|
Printf ("Unknown item \"%s\"\n", name);
|
|
}
|
|
else
|
|
{
|
|
AInventory *inventory = player->mo->FindInventory (type);
|
|
|
|
if (inventory != NULL)
|
|
{
|
|
inventory->Amount -= amount ? amount : 1;
|
|
|
|
if (inventory->Amount <= 0)
|
|
{
|
|
if (inventory->ItemFlags & IF_KEEPDEPLETED)
|
|
{
|
|
inventory->Amount = 0;
|
|
}
|
|
else
|
|
{
|
|
inventory->Destroy ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
void cht_Suicide (player_t *plyr)
|
|
{
|
|
if (plyr->mo != NULL)
|
|
{
|
|
plyr->mo->flags |= MF_SHOOTABLE;
|
|
plyr->mo->flags2 &= ~MF2_INVULNERABLE;
|
|
P_DamageMobj (plyr->mo, plyr->mo, plyr->mo, 1000000, NAME_Suicide);
|
|
plyr->mo->flags &= ~MF_SHOOTABLE;
|
|
}
|
|
}
|
|
|
|
bool CheckCheatmode ();
|
|
|
|
CCMD (mdk)
|
|
{
|
|
if (CheckCheatmode ())
|
|
return;
|
|
|
|
Net_WriteByte (DEM_GENERICCHEAT);
|
|
Net_WriteByte (CHT_MDK);
|
|
}
|