raze-gles/source/core/cheats.cpp

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/*
** cheats.cpp
** Common cheat code
**
**---------------------------------------------------------------------------
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2020 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 OFf
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "build.h"
#include "gamestruct.h"
#include "printf.h"
#include "c_cvars.h"
#include "cheathandler.h"
#include "c_dispatch.h"
#include "d_net.h"
#include "gamestate.h"
#include "mmulti.h"
#include "gstrings.h"
CVAR(Bool, sv_cheats, true, CVAR_ARCHIVE|CVAR_SERVERINFO)
CVAR(Bool, cl_blockcheats, false, 0)
bool CheckCheatmode (bool printmsg, bool sponly)
{
if ((sponly && netgame) || gamestate != GS_LEVEL)
{
if (printmsg) Printf ("Not in a singleplayer game.\n");
return true;
}
else if ((netgame /*|| deathmatch*/) && (!sv_cheats))
{
if (printmsg) Printf ("sv_cheats must be true to enable this command.\n");
return true;
}
else if (cl_blockcheats != 0)
{
if (printmsg && cl_blockcheats == 1) Printf ("cl_blockcheats is turned on and disabled this command.\n");
return true;
}
else
{
const char *gamemsg = gi->CheckCheatMode(); // give the game anopportuity to add its own blocks.
if (printmsg && gamemsg)
{
Printf("%s\n", gamemsg);
return true;
}
return false;
}
}
void genericCheat(int player, uint8_t** stream, bool skip)
{
int cheat = ReadByte(stream);
if (skip) return;
const char *msg = gi->GenericCheat(player, cheat);
if (!msg || !*msg) // Don't print blank lines.
return;
if (player == myconnectindex)
Printf("%s\n", msg);
else
{
FString message = GStrings("TXT_X_CHEATS");
//message.Substitute("%s", player->userinfo.GetName()); // fixme - make globally accessible
Printf("%s: %s\n", message.GetChars(), msg);
}
}
CCMD(god)
{
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.
{
Net_WriteByte(DEM_GENERICCHEAT);
Net_WriteByte(CHT_GOD);
}
}
CCMD(godon)
{
if (!CheckCheatmode(true, true))
{
Net_WriteByte(DEM_GENERICCHEAT);
Net_WriteByte(CHT_GODON);
}
}
CCMD(godoff)
{
if (!CheckCheatmode(true, true))
{
Net_WriteByte(DEM_GENERICCHEAT);
Net_WriteByte(CHT_GODOFF);
}
}
CCMD(noclip)
{
if (!CheckCheatmode(true, true))
{
Net_WriteByte(DEM_GENERICCHEAT);
Net_WriteByte(CHT_NOCLIP);
}
}
CCMD(allmap)
{
if (!CheckCheatmode(true, false))
{
gFullMap = !gFullMap;
Printf("%s\n", GStrings(gFullMap ? "SHOW MAP: ON" : "SHOW MAP: OFF"));
}
}