qzdoom/src/m_cheat.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Cheat sequence checking.
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include <math.h>
#include "m_cheat.h"
#include "d_player.h"
#include "doomstat.h"
#include "gstrings.h"
#include "p_local.h"
#include "a_doomglobal.h"
#include "a_strifeglobal.h"
#include "gi.h"
#include "p_enemy.h"
#include "sbar.h"
#include "c_dispatch.h"
#include "v_video.h"
#include "w_wad.h"
#include "a_keys.h"
#include "templates.h"
#include "p_lnspec.h"
// [RH] Actually handle the cheat. The cheat code in st_stuff.c now just
// writes some bytes to the network data stream, and the network code
// later calls us.
void cht_DoCheat (player_t *player, int cheat)
{
static const PClass *BeholdPowers[9] =
{
RUNTIME_CLASS(APowerInvulnerable),
RUNTIME_CLASS(APowerStrength),
RUNTIME_CLASS(APowerInvisibility),
RUNTIME_CLASS(APowerIronFeet),
NULL, // MapRevealer
RUNTIME_CLASS(APowerLightAmp),
RUNTIME_CLASS(APowerShadow),
RUNTIME_CLASS(APowerMask),
RUNTIME_CLASS(APowerTargeter)
};
const PClass *type;
AInventory *item;
const char *msg = "";
char msgbuild[32];
int i;
switch (cheat)
{
case CHT_IDDQD:
if (!(player->cheats & CF_GODMODE) && player->playerstate == PST_LIVE)
{
if (player->mo)
player->mo->health = deh.GodHealth;
player->health = deh.GodHealth;
}
// fall through to CHT_GOD
case CHT_GOD:
player->cheats ^= CF_GODMODE;
if (player->cheats & CF_GODMODE)
msg = GStrings("STSTR_DQDON");
else
msg = GStrings("STSTR_DQDOFF");
SB_state = screen->GetPageCount ();
break;
case CHT_NOCLIP:
player->cheats ^= CF_NOCLIP;
if (player->cheats & CF_NOCLIP)
msg = GStrings("STSTR_NCON");
else
msg = GStrings("STSTR_NCOFF");
break;
case CHT_NOMOMENTUM:
player->cheats ^= CF_NOMOMENTUM;
if (player->cheats & CF_NOMOMENTUM)
msg = "LEAD BOOTS ON";
else
msg = "LEAD BOOTS OFF";
break;
case CHT_FLY:
if (player->mo != NULL)
{
player->cheats ^= CF_FLY;
if (player->cheats & CF_FLY)
{
player->mo->flags |= MF_NOGRAVITY;
player->mo->flags2 |= MF2_FLY;
msg = "You feel lighter";
}
else
{
player->mo->flags &= ~MF_NOGRAVITY;
player->mo->flags2 &= ~MF2_FLY;
msg = "Gravity weighs you down";
}
}
break;
case CHT_MORPH:
if (player->morphTics)
{
if (P_UndoPlayerMorph (player))
{
msg = "You feel like yourself again";
}
}
else if (P_MorphPlayer (player,
PClass::FindClass (gameinfo.gametype == GAME_Heretic ? NAME_ChickenPlayer : NAME_PigPlayer)))
{
msg = "You feel strange...";
}
break;
case CHT_NOTARGET:
player->cheats ^= CF_NOTARGET;
if (player->cheats & CF_NOTARGET)
msg = "notarget ON";
else
msg = "notarget OFF";
break;
case CHT_ANUBIS:
player->cheats ^= CF_FRIGHTENING;
if (player->cheats & CF_FRIGHTENING)
msg = "\"Quake with fear!\"";
else
msg = "No more ogre armor";
break;
case CHT_CHASECAM:
player->cheats ^= CF_CHASECAM;
if (player->cheats & CF_CHASECAM)
msg = "chasecam ON";
else
msg = "chasecam OFF";
R_ResetViewInterpolation ();
break;
case CHT_CHAINSAW:
if (player->mo != NULL && player->health >= 0)
{
type = PClass::FindClass ("Chainsaw");
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
if (player->mo->FindInventory (type) == NULL)
{
player->mo->GiveInventoryType (type);
}
msg = GStrings("STSTR_CHOPPERS");
}
// [RH] The original cheat also set powers[pw_invulnerability] to true.
// Since this is a timer and not a boolean, it effectively turned off
// the invulnerability powerup, although it looks like it was meant to
// turn it on.
break;
case CHT_POWER:
if (player->mo != NULL && player->health >= 0)
{
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
item = player->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2));
if (item != NULL)
{
item->Destroy ();
msg = GStrings("TXT_CHEATPOWEROFF");
}
else
{
player->mo->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
msg = GStrings("TXT_CHEATPOWERON");
}
}
break;
case CHT_IDKFA:
cht_Give (player, "backpack");
cht_Give (player, "weapons");
cht_Give (player, "ammo");
cht_Give (player, "keys");
cht_Give (player, "armor");
msg = GStrings("STSTR_KFAADDED");
break;
case CHT_IDFA:
cht_Give (player, "backpack");
cht_Give (player, "weapons");
cht_Give (player, "ammo");
cht_Give (player, "armor");
msg = GStrings("STSTR_FAADDED");
break;
case CHT_BEHOLDV:
case CHT_BEHOLDS:
case CHT_BEHOLDI:
case CHT_BEHOLDR:
case CHT_BEHOLDA:
case CHT_BEHOLDL:
case CHT_PUMPUPI:
case CHT_PUMPUPM:
case CHT_PUMPUPT:
i = cheat - CHT_BEHOLDV;
if (i == 4)
{
level.flags ^= LEVEL_ALLMAP;
}
else if (player->mo != NULL && player->health >= 0)
{
item = player->mo->FindInventory (BeholdPowers[i]);
if (item == NULL)
{
player->mo->GiveInventoryType (BeholdPowers[i]);
if (cheat == CHT_BEHOLDS)
{
P_GiveBody (player->mo, -100);
}
}
else
{
item->Destroy ();
}
}
msg = GStrings("STSTR_BEHOLDX");
break;
case CHT_MASSACRE:
{
int killcount = P_Massacre ();
// killough 3/22/98: make more intelligent about plural
// Ty 03/27/98 - string(s) *not* externalized
sprintf (msgbuild, "%d Monster%s Killed", killcount, killcount==1 ? "" : "s");
msg = msgbuild;
}
break;
case CHT_HEALTH:
if (player->mo != NULL && player->playerstate == PST_LIVE)
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
{
player->health = player->mo->health = player->mo->GetDefault()->health;
msg = GStrings("TXT_CHEATHEALTH");
}
break;
case CHT_KEYS:
cht_Give (player, "keys");
msg = GStrings("TXT_CHEATKEYS");
break;
// [GRB]
case CHT_RESSURECT:
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
if (player->playerstate != PST_LIVE && player->mo != NULL)
{
2006-04-16 13:29:50 +00:00
if (player->mo->IsKindOf(RUNTIME_CLASS(APlayerChunk)))
2006-04-13 22:40:43 +00:00
{
2006-04-16 13:29:50 +00:00
Printf("Unable to resurrect. Player is no longer connected to its body.\n");
}
else
{
player->playerstate = PST_LIVE;
if (player->mo->tracer != NULL)
{
APlayerPawn * pmo = player->mo;
player->mo = (APlayerPawn*)player->mo->tracer;
pmo->Destroy();
player->mo->player=player;
player->mo->renderflags &= ~RF_INVISIBLE;
player->morphTics = 0;
}
player->health = player->mo->health = player->mo->GetDefault()->health;
player->viewheight = ((APlayerPawn *)player->mo->GetDefault())->ViewHeight;
2006-04-16 13:29:50 +00:00
player->mo->flags = player->mo->GetDefault()->flags;
player->mo->height = player->mo->GetDefault()->height;
player->mo->SetState (player->mo->SpawnState);
player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
player->mo->DamageType = MOD_UNKNOWN;
// player->mo->GiveDefaultInventory();
2006-04-16 13:29:50 +00:00
P_SetPsprite(player, ps_weapon, player->ReadyWeapon->UpState);
2006-04-13 22:40:43 +00:00
}
}
break;
case CHT_TAKEWEAPS:
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
if (player->morphTics || player->mo != NULL)
{
return;
}
// Take away all weapons that are either non-wimpy or use ammo.
for (item = player->mo->Inventory; item != NULL; )
{
AInventory *next = item->Inventory;
if (item->IsKindOf (RUNTIME_CLASS(AWeapon)))
{
AWeapon *weap = static_cast<AWeapon *> (item);
if (!(weap->WeaponFlags & WIF_WIMPY_WEAPON) ||
weap->AmmoType1 != NULL)
{
item->Destroy ();
}
}
item = next;
}
msg = GStrings("TXT_CHEATIDKFA");
break;
case CHT_NOWUDIE:
cht_Suicide (player);
msg = GStrings("TXT_CHEATIDDQD");
break;
case CHT_ALLARTI:
2006-04-11 16:27:41 +00:00
for (int i=0;i<25;i++)
{
cht_Give (player, "artifacts");
}
msg = GStrings("TXT_CHEATARTIFACTS3");
break;
case CHT_PUZZLE:
cht_Give (player, "puzzlepieces");
msg = GStrings("TXT_CHEATARTIFACTS3");
break;
case CHT_MDK:
if (player->mo == NULL)
{
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
Printf ("What do you want to kill outside of a game?\n");
}
else if (!deathmatch)
{
// Don't allow this in deathmatch even with cheats enabled, because it's
// a very very cheap kill.
P_LineAttack (player->mo, player->mo->angle, PLAYERMISSILERANGE,
P_AimLineAttack (player->mo, player->mo->angle, PLAYERMISSILERANGE), 1000000,
MOD_UNKNOWN, RUNTIME_CLASS(ABulletPuff));
}
break;
case CHT_DONNYTRUMP:
cht_Give (player, "HealthTraining");
msg = "YOU GOT THE MIDAS TOUCH, BABY";
break;
case CHT_LEGO:
if (player->mo != NULL && player->health >= 0)
{
int oldpieces = ASigil::GiveSigilPiece (player->mo);
item = player->mo->FindInventory (RUNTIME_CLASS(ASigil));
if (item != NULL)
{
if (oldpieces == 5)
{
item->Destroy ();
}
else
{
player->PendingWeapon = static_cast<AWeapon *> (item);
}
}
}
break;
case CHT_PUMPUPH:
cht_Give (player, "MedPatch");
cht_Give (player, "MedicalKit");
cht_Give (player, "SurgeryKit");
msg = "you got the stuff!";
break;
case CHT_PUMPUPP:
cht_Give (player, "AmmoSatchel");
msg = "you got the stuff!";
break;
case CHT_PUMPUPS:
cht_Give (player, "UpgradeStamina", 10);
cht_Give (player, "UpgradeAccuracy");
msg = "you got the stuff!";
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);
}
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));
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->TryPickup (player->mo))
{
item->Destroy ();
}
}
}
void cht_Give (player_t *player, 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);
2006-04-13 22:40:43 +00:00
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;
}
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
if (giveall || stricmp (name, "backpack") == 0)
{
// Select the correct type of backpack based on the game
if (gameinfo.gametype == GAME_Heretic)
{
type = PClass::FindClass ("BagOfHolding");
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
}
else if (gameinfo.gametype == GAME_Strife)
{
type = PClass::FindClass ("AmmoSatchel");
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
}
else if (gameinfo.gametype == GAME_Doom)
{
type = PClass::FindClass ("Backpack");
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
}
else
{ // Hexen doesn't have a backpack, foo!
type = NULL;
}
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));
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);
armor->SaveAmount = 100*deh.BlueAC;
armor->SavePercent = gameinfo.gametype != GAME_Heretic ? FRACUNIT/2 : FRACUNIT*3/4;
if (!armor->TryPickup (player->mo))
{
armor->Destroy ();
}
}
else
{
for (i = 0; i < 4; ++i)
{
AHexenArmor *armor = Spawn<AHexenArmor> (0,0,0);
armor->health = i;
armor->Amount = 0;
if (!armor->TryPickup (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));
if (!key->TryPickup (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];
if (type != RUNTIME_CLASS(AWeapon) &&
type->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
{
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 > 0 && 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 > 0)
{
GiveSpawner (player, type, 1);
}
}
}
if (!giveall)
return;
}
2006-04-11 08:36:23 +00:00
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_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, MOD_SUICIDE);
plyr->mo->flags &= ~MF_SHOOTABLE;
}
}
BOOL CheckCheatmode ();
CCMD (mdk)
{
if (CheckCheatmode ())
return;
Net_WriteByte (DEM_GENERICCHEAT);
Net_WriteByte (CHT_MDK);
}