qzdoom/src/m_cheat.cpp
Christoph Oelckers 9521b6cd1f - removed all remaining native parts of APlayerPawn.
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
2019-01-03 22:05:49 +01:00

660 lines
15 KiB
C++

/*
**
**
**---------------------------------------------------------------------------
** Copyright 1999-2016 Randy Heit
** Copyright 2005-2016 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.
**---------------------------------------------------------------------------
**
*/
// DESCRIPTION:
// Cheat sequence checking.
//
#include <stdlib.h>
#include "m_cheat.h"
#include "d_player.h"
#include "gstrings.h"
#include "p_local.h"
#include "gi.h"
#include "p_enemy.h"
#include "sbar.h"
#include "c_dispatch.h"
#include "a_keys.h"
#include "d_net.h"
#include "serializer.h"
#include "r_utility.h"
#include "a_morph.h"
#include "g_levellocals.h"
#include "vm.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_DoMDK(player_t *player, const char *mod)
{
if (player->mo == NULL)
{
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->Angles.Yaw, PLAYERMISSILERANGE,
P_AimLineAttack(player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE), TELEFRAG_DAMAGE,
mod, NAME_BulletPuff);
}
}
void cht_DoCheat (player_t *player, int cheat)
{
static const char * const BeholdPowers[9] =
{
"PowerInvulnerable",
"PowerStrength",
"PowerInvisibility",
"PowerIronFeet",
"MapRevealer",
"PowerLightAmp",
"PowerShadow",
"PowerMask",
"PowerTargeter",
};
PClassActor *type;
AActor *item;
FString smsg;
const char *msg = "";
char msgbuild[32];
int i;
// No cheating when not having a pawn attached.
if (player->mo == nullptr)
{
return;
}
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");
break;
case CHT_BUDDHA:
player->cheats ^= CF_BUDDHA;
if (player->cheats & CF_BUDDHA)
msg = GStrings("TXT_BUDDHAON");
else
msg = GStrings("TXT_BUDDHAOFF");
break;
case CHT_GOD2:
player->cheats ^= CF_GODMODE2;
if (player->cheats & CF_GODMODE2)
msg = GStrings("STSTR_DQD2ON");
else
msg = GStrings("STSTR_DQD2OFF");
break;
case CHT_BUDDHA2:
player->cheats ^= CF_BUDDHA2;
if (player->cheats & CF_BUDDHA2)
msg = GStrings("TXT_BUDDHA2ON");
else
msg = GStrings("TXT_BUDDHA2OFF");
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_NOCLIP2:
player->cheats ^= CF_NOCLIP2;
if (player->cheats & CF_NOCLIP2)
{
player->cheats |= CF_NOCLIP;
msg = GStrings("STSTR_NC2ON");
}
else
{
player->cheats &= ~CF_NOCLIP;
msg = GStrings("STSTR_NCOFF");
}
if (player->mo->Vel.X == 0) player->mo->Vel.X = MinVel; // force some lateral movement so that internal variables are up to date
break;
case CHT_NOVELOCITY:
player->cheats ^= CF_NOVELOCITY;
if (player->cheats & CF_NOVELOCITY)
msg = GStrings("TXT_LEADBOOTSON");
else
msg = GStrings("TXT_LEADBOOTSOFF");
break;
case CHT_FLY:
if (player->mo != NULL)
{
player->mo->flags7 ^= MF7_FLYCHEAT;
if (player->mo->flags7 & MF7_FLYCHEAT)
{
player->mo->flags |= MF_NOGRAVITY;
player->mo->flags2 |= MF2_FLY;
msg = GStrings("TXT_LIGHTER");
}
else
{
player->mo->flags &= ~MF_NOGRAVITY;
player->mo->flags2 &= ~MF2_FLY;
msg = GStrings("TXT_GRAVITY");
}
}
break;
case CHT_MORPH:
smsg = cht_Morph (player, PClass::FindActor (gameinfo.gametype == GAME_Heretic ? NAME_ChickenPlayer : NAME_PigPlayer), true);
msg = smsg.GetChars();
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::FindActor("Chainsaw");
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)
{
item = player->mo->FindInventory (PClass::FindActor(NAME_PowerWeaponLevel2), true);
if (item != NULL)
{
item->Destroy ();
msg = GStrings("TXT_CHEATPOWEROFF");
}
else
{
player->mo->GiveInventoryType (PClass::FindActor(NAME_PowerWeaponLevel2));
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.flags2 ^= LEVEL2_ALLMAP;
}
else if (player->mo != NULL && player->health >= 0)
{
item = player->mo->FindInventory(BeholdPowers[i]);
if (item == NULL)
{
if (i != 0)
{
cht_Give(player, BeholdPowers[i]);
if (cheat == CHT_BEHOLDS)
{
P_GiveBody (player->mo, -100);
}
}
else
{
// Let's give the item here so that the power doesn't need colormap information.
cht_Give(player, "InvulnerabilitySphere");
}
}
else
{
item->Destroy ();
}
}
msg = GStrings("STSTR_BEHOLDX");
break;
case CHT_MASSACRE:
case CHT_MASSACRE2:
{
int killcount = P_Massacre (cheat == CHT_MASSACRE2);
// killough 3/22/98: make more intelligent about plural
// Ty 03/27/98 - string(s) *not* externalized
mysnprintf (msgbuild, countof(msgbuild), "%d %s%s Killed", killcount,
cheat==CHT_MASSACRE2 ? "Baddie" : "Monster", killcount==1 ? "" : "s");
msg = msgbuild;
}
break;
case CHT_HEALTH:
if (player->mo != NULL && player->playerstate == PST_LIVE)
{
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:
if (player->playerstate != PST_LIVE && player->mo != nullptr)
{
if (player->mo->IsKindOf("PlayerChunk"))
{
Printf("Unable to resurrect. Player is no longer connected to its body.\n");
}
else
{
player->Resurrect();
}
}
break;
case CHT_GIMMIEA:
cht_Give (player, "ArtiInvulnerability");
msg = "Valador's Ring of Invunerability";
break;
case CHT_GIMMIEB:
cht_Give (player, "ArtiInvisibility");
msg = "Shadowsphere";
break;
case CHT_GIMMIEC:
cht_Give (player, "ArtiHealth");
msg = "Quartz Flask";
break;
case CHT_GIMMIED:
cht_Give (player, "ArtiSuperHealth");
msg = "Mystic Urn";
break;
case CHT_GIMMIEE:
cht_Give (player, "ArtiTomeOfPower");
msg = "Tyketto's Tome of Power";
break;
case CHT_GIMMIEF:
cht_Give (player, "ArtiTorch");
msg = "Torch";
break;
case CHT_GIMMIEG:
cht_Give (player, "ArtiTimeBomb");
msg = "Delmintalintar's Time Bomb of the Ancients";
break;
case CHT_GIMMIEH:
cht_Give (player, "ArtiEgg");
msg = "Torpol's Morph Ovum";
break;
case CHT_GIMMIEI:
cht_Give (player, "ArtiFly");
msg = "Inhilicon's Wings of Wrath";
break;
case CHT_GIMMIEJ:
cht_Give (player, "ArtiTeleport");
msg = "Darchala's Chaos Device";
break;
case CHT_GIMMIEZ:
for (int i=0;i<16;i++)
{
cht_Give (player, "artifacts");
}
msg = "All artifacts!";
break;
case CHT_TAKEWEAPS:
cht_Takeweaps(player);
msg = GStrings("TXT_CHEATIDKFA");
break;
case CHT_NOWUDIE:
cht_Suicide (player);
msg = GStrings("TXT_CHEATIDDQD");
break;
case CHT_ALLARTI:
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)
{
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->Angles.Yaw, PLAYERMISSILERANGE,
P_AimLineAttack (player->mo, player->mo->Angles.Yaw, PLAYERMISSILERANGE), TELEFRAG_DAMAGE,
NAME_MDK, NAME_BulletPuff);
}
break;
case CHT_DONNYTRUMP:
cht_Give (player, "HealthTraining");
msg = GStrings("TXT_MIDASTOUCH");
break;
case CHT_LEGO:
if (player->mo != NULL && player->health >= 0)
{
static VMFunction *gsp = nullptr;
if (gsp == nullptr) PClass::FindFunction(&gsp, NAME_Sigil, NAME_GiveSigilPiece);
if (gsp)
{
VMValue params[1] = { player->mo };
VMReturn ret;
int oldpieces = 1;
ret.IntAt(&oldpieces);
VMCall(gsp, params, 1, &ret, 1);
item = player->mo->FindInventory(NAME_Sigil);
if (item != NULL)
{
if (oldpieces == 5)
{
item->Destroy();
}
else
{
player->PendingWeapon = item;
}
}
}
}
break;
case CHT_PUMPUPH:
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 if (cheat != CHT_CHASECAM)
Printf ("%s cheats: %s\n", player->userinfo.GetName(), msg);
}
FString cht_Morph(player_t *player, PClassActor *morphclass, bool quickundo)
{
if (player->mo == nullptr) return "";
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatMorph)
{
FString message;
VMReturn msgret(&message);
VMValue params[3] = { player->mo, morphclass, quickundo };
VMCall(func, params, 3, &msgret, 1);
return message;
}
return "";
}
void cht_SetInv(player_t *player, const char *string, int amount, bool beyond)
{
if (!player->mo) return;
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatTakeInv)
{
FString message = string;
VMValue params[] = { player->mo, &message, amount, beyond };
VMCall(func, params, 4, nullptr, 0);
}
}
void cht_Give (player_t *player, const char *name, int amount)
{
if (!player->mo) return;
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatGive)
{
FString namestr = name;
VMValue params[3] = { player->mo, &namestr, amount };
VMCall(func, params, 3, nullptr, 0);
}
}
void cht_Take (player_t *player, const char *name, int amount)
{
if (!player->mo) return;
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatTake)
{
FString namestr = name;
VMValue params[3] = { player->mo, &namestr, amount };
VMCall(func, params, 3, nullptr, 0);
}
}
void cht_Takeweaps(player_t *player)
{
if (!player->mo) return;
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatTakeWeaps)
{
VMValue params[3] = { player->mo };
VMCall(func, params, 1, nullptr, 0);
}
}
class DSuicider : public DThinker
{
DECLARE_CLASS(DSuicider, DThinker)
HAS_OBJECT_POINTERS;
public:
TObjPtr<AActor*> 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_CLASS(DSuicider, false, true)
IMPLEMENT_POINTERS_START(DSuicider)
IMPLEMENT_POINTER(Pawn)
IMPLEMENT_POINTERS_END
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 = Create<DSuicider>();
suicide->Pawn = plyr->mo;
GC::WriteBarrier(suicide, suicide->Pawn);
}
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CheatSuicide)
{
PARAM_SELF_PROLOGUE(AActor);
cht_Suicide(self->player);
return 0;
}
CCMD (mdk)
{
if (CheckCheatmode ())
return;
const char *name = argv.argc() > 1 ? argv[1] : "";
Net_WriteByte (DEM_MDK);
Net_WriteString(name);
}