2020-09-02 22:29:17 +00:00
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/*
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** cheats.cpp
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** Common cheat code
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**
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**---------------------------------------------------------------------------
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OFf
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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2020-09-02 23:32:51 +00:00
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#include "build.h"
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2020-09-02 22:29:17 +00:00
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#include "gamestruct.h"
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#include "printf.h"
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#include "c_cvars.h"
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#include "cheathandler.h"
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#include "c_dispatch.h"
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#include "d_net.h"
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#include "gamestate.h"
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#include "mmulti.h"
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#include "gstrings.h"
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CVAR(Bool, sv_cheats, true, CVAR_ARCHIVE|CVAR_SERVERINFO)
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CVAR(Bool, cl_blockcheats, false, 0)
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bool CheckCheatmode (bool printmsg, bool sponly)
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{
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if ((sponly && netgame) || gamestate != GS_LEVEL)
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{
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if (printmsg) Printf ("Not in a singleplayer game.\n");
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return true;
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}
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else if ((netgame /*|| deathmatch*/) && (!sv_cheats))
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{
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if (printmsg) Printf ("sv_cheats must be true to enable this command.\n");
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return true;
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}
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else if (cl_blockcheats != 0)
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{
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if (printmsg && cl_blockcheats == 1) Printf ("cl_blockcheats is turned on and disabled this command.\n");
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return true;
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}
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else
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{
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const char *gamemsg = gi->CheckCheatMode(); // give the game anopportuity to add its own blocks.
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if (printmsg && gamemsg)
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{
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Printf("%s\n", gamemsg);
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return true;
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}
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return false;
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}
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}
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void genericCheat(int player, uint8_t** stream, bool skip)
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{
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int cheat = ReadByte(stream);
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if (skip) return;
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const char *msg = gi->GenericCheat(player, cheat);
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if (!msg || !*msg) // Don't print blank lines.
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return;
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if (player == myconnectindex)
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Printf("%s\n", msg);
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else
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{
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FString message = GStrings("TXT_X_CHEATS");
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//message.Substitute("%s", player->userinfo.GetName()); // fixme - make globally accessible
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Printf("%s: %s\n", message.GetChars(), msg);
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}
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}
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CCMD(god)
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{
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if (!CheckCheatmode(true, true)) // Right now the god cheat is a global setting in some games and not a player property. This should be changed.
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{
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Net_WriteByte(DEM_GENERICCHEAT);
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Net_WriteByte(CHT_GOD);
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}
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}
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CCMD(godon)
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{
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if (!CheckCheatmode(true, true))
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{
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Net_WriteByte(DEM_GENERICCHEAT);
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Net_WriteByte(CHT_GODON);
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}
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}
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CCMD(godoff)
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{
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if (!CheckCheatmode(true, true))
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{
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Net_WriteByte(DEM_GENERICCHEAT);
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Net_WriteByte(CHT_GODOFF);
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}
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}
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2020-09-02 22:41:32 +00:00
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CCMD(noclip)
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{
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if (!CheckCheatmode(true, true))
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{
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Net_WriteByte(DEM_GENERICCHEAT);
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Net_WriteByte(CHT_NOCLIP);
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}
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}
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2020-09-02 23:32:51 +00:00
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CCMD(allmap)
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{
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if (!CheckCheatmode(true, false))
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{
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gFullMap = !gFullMap;
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Printf("%s\n", GStrings(gFullMap ? "SHOW MAP: ON" : "SHOW MAP: OFF"));
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}
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}
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