qzdoom/wadsrc/static/zscript/actors/player/player_cheat.zs

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