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61446c0995
Patch from Striker. git-svn-id: https://svn.eduke32.com/eduke32@7499 1a8010ca-5511-0410-912e-c29ae57300e0
472 lines
11 KiB
C++
472 lines
11 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "build.h"
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#include "keys.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "mytypes.h"
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#include "text.h"
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#include "control.h"
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#include "function.h"
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//#include "inv.h"
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SWBOOL CheatInputMode = FALSE;
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char CheatInputString[256];
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SWBOOL EveryCheat = FALSE;
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SWBOOL ResCheat = FALSE;
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void ResCheatOn(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
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{
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ResCheat = TRUE;
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}
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void VoxCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
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{
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//gs.Voxel ^= 1;
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}
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void RestartCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
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{
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ExitLevel = TRUE;
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}
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void RoomCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
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{
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extern SWBOOL FAF_DebugView;
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FAF_DebugView ^= 1;
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}
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void SecretCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
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{
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gs.Stats = !gs.Stats;
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}
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void NextCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
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{
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Level++;
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ExitLevel = TRUE;
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}
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void PrevCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
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{
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Level--;
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ExitLevel = TRUE;
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}
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static int32_t showallmap;
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void MapCheat(PLAYERp pp, char *UNUSED(cheat_string))
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{
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showallmap ^= 1;
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if (showallmap)
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MapSetAll2D(0);
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else
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MapSetAll2D(0xFF);
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sprintf(ds, "SHOWALLMAP %s", showallmap ? "ON" : "OFF");
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PutStringInfo(pp, ds);
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}
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void LocCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
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{
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extern SWBOOL LocationInfo;
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LocationInfo++;
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if (LocationInfo > 2)
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LocationInfo = 0;
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}
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void WeaponCheat(PLAYERp UNUSED(pp), char *UNUSED(cheat_string))
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{
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PLAYERp p;
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short pnum;
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unsigned int i;
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USERp u;
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TRAVERSE_CONNECT(pnum)
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{
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p = &Player[pnum];
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u = User[p->PlayerSprite];
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// ALL WEAPONS
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if (!SW_SHAREWARE)
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p->WpnFlags = 0xFFFFFFFF;
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else
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p->WpnFlags = 0x0000207F; // Disallows high weapon cheat in shareware
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for (i = 0; i < SIZ(p->WpnAmmo); i++)
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{
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p->WpnAmmo[i] = DamageData[i].max_ammo;
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}
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PlayerUpdateWeapon(p, u->WeaponNum);
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}
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}
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void GodCheat(PLAYERp pp, char *UNUSED(cheat_string))
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{
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//
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// GOD mode
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//
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GodMode ^= 1;
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sprintf(ds, "GOD MODE %s", GodMode ? "ON" : "OFF");
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PutStringInfo(pp, ds);
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}
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void ClipCheat(PLAYERp pp, char *UNUSED(cheat_string))
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{
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FLIP(pp->Flags, PF_CLIP_CHEAT);
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sprintf(ds, "NO CLIP MODE %s", TEST(pp->Flags, PF_CLIP_CHEAT) ? "ON" : "OFF");
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PutStringInfo(pp, ds);
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}
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void WarpCheat(PLAYERp pp, char *cheat_string)
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{
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char *cp = cheat_string;
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int episode_num;
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int level_num;
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cp += sizeof("swtrek")-1;
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level_num = atol(cp);
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//DSPRINTF(ds,"ep %d, lev %d",episode_num, level_num);
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//MONO_PRINT(ds);
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if (!SW_SHAREWARE)
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{
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if (level_num > 28 || level_num < 1)
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return;
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}
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else
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{
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if (level_num > 4 || level_num < 1)
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return;
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}
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Level = level_num;
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ExitLevel = TRUE;
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sprintf(ds, "ENTERING %1d", Level);
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PutStringInfo(pp, ds);
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}
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void ItemCheat(PLAYERp pp, char *cheat_string)
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{
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//
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// Get all ITEMS
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//
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PLAYERp p;
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short pnum;
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short inv;
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int i;
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PutStringInfo(pp, "ITEMS");
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TRAVERSE_CONNECT(pnum)
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{
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p = &Player[pnum];
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memset(p->HasKey, TRUE, sizeof(p->HasKey));
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if (p->Wpn[WPN_UZI] && p->CurWpn == p->Wpn[WPN_UZI])
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{
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SET(p->Flags, PF_TWO_UZI);
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SET(p->Flags, PF_PICKED_UP_AN_UZI);
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InitWeaponUzi(p);
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}
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p->WpnShotgunAuto = 50;
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p->WpnRocketHeat = 5;
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p->WpnRocketNuke = 1;
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p->Armor = 100;
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for (inv = 0; inv < MAX_INVENTORY; inv++)
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{
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p->InventoryPercent[inv] = 100;
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//p->InventoryAmount[inv] = 1;
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p->InventoryAmount[inv] = InventoryData[inv].MaxInv;
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//PlayerUpdateInventory(p, inv);
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}
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PlayerUpdateInventory(p, p->InventoryNum);
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//p->InventoryNum = 0;
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}
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for (i=0; i<numsectors; i++)
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{
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if (SectUser[i] && SectUser[i]->stag == SECT_LOCK_DOOR)
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SectUser[i]->number = 0; // unlock all doors of this type
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}
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WeaponCheat(pp, cheat_string);
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PlayerUpdateKeys(pp);
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}
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void EveryCheatToggle(PLAYERp pp, char *cheat_string)
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{
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EveryCheat ^= 1;
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WeaponCheat(pp, cheat_string);
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GodCheat(pp, cheat_string);
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ItemCheat(pp, cheat_string);
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sprintf(ds, "EVERY CHEAT %s", EveryCheat ? "ON" : "OFF");
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PutStringInfo(pp, ds);
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}
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void SaveCheat(PLAYERp pp, char *UNUSED(cheat_string))
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{
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saveboard("swsave.map", (vec3_t *)pp,
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pp->pang, pp->cursectnum);
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}
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void GeorgeFunc(PLAYERp pp, char *UNUSED(cheat_string))
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{
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PlayerSound(DIGI_TAUNTAI9,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_doppler|v3df_follow,pp);
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}
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void BlackburnFunc(PLAYERp pp, char *UNUSED(cheat_string))
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{
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PlayerSound(DIGI_TAUNTAI3,&pp->posx,&pp->posy,&pp->posz,v3df_dontpan|v3df_doppler|v3df_follow,pp);
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}
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int cheatcmp(const char *str1, const char *str2, int len)
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{
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const char *cp1 = str1;
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const char *cp2 = str2;
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do
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{
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if (*cp1 != *cp2)
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{
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if (!((*cp1 == '#' && isdigit(*cp2)) || (*cp2 == '#' && isdigit(*cp1))))
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return -1;
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}
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cp1++;
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cp2++;
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}
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while (--len);
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return 0;
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}
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#define CF_ALL BIT(0)
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#define CF_NOTSW BIT(1)
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typedef struct
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{
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const char *CheatInputCode;
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void (*CheatInputFunc)(PLAYERp, char *);
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char flags;
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} CHEAT_INFO, *CHEAT_INFOp;
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CHEAT_INFO ci[] =
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{
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{"swchan", GodCheat, 0},
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{"swgimme", ItemCheat, 0},
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{"swtrek##", WarpCheat, 0},
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{"swgreed", EveryCheatToggle, 0},
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{"swghost", ClipCheat, 0},
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{"swstart", RestartCheat, 0},
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{"swres", ResCheatOn, 0},
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{"swloc", LocCheat, 0},
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{"swmap", MapCheat, 0},
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{"swsave", SaveCheat, CF_ALL},
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{"swroom", RoomCheat, CF_NOTSW}, // Room above room dbug
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#if DEBUG
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{"swsecret", SecretCheat, CF_ALL},
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#endif
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};
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// !JIM! My simplified version of CheatInput which simply processes MessageInputString
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void CheatInput(void)
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{
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static SWBOOL cur_show;
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int ret;
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SWBOOL match = FALSE;
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unsigned int i;
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//if (CommEnabled)
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// return;
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strcpy(CheatInputString,MessageInputString);
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// make sure string is lower cased
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Bstrlwr(CheatInputString);
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// check for at least one single match
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for (i = 0; i < SIZ(ci); i++)
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{
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// compare without the NULL
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if (cheatcmp(CheatInputString, ci[i].CheatInputCode, strlen(CheatInputString)) == 0)
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{
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// if they are equal in length then its a complet match
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if (strlen(CheatInputString) == strlen(ci[i].CheatInputCode))
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{
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match = TRUE;
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CheatInputMode = FALSE;
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if (TEST(ci[i].flags, CF_NOTSW) && SW_SHAREWARE)
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return;
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if (!TEST(ci[i].flags, CF_ALL))
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{
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if (CommEnabled)
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return;
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if (Skill >= 3)
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{
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PutStringInfo(Player, "You're too skillful to cheat\n");
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return;
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}
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}
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if (ci[i].CheatInputFunc)
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(*ci[i].CheatInputFunc)(Player, CheatInputString);
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return;
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}
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else
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{
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match = TRUE;
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break;
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}
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}
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}
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if (!match)
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{
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////DSPRINTF(ds,"Lost A Match %s", CheatInputString);
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//MONO_PRINT(ds);
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CheatInputMode = FALSE;
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}
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}
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/* OLD CODE
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void CheatInput(void)
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{
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static SWBOOL cur_show;
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signed char MNU_InputString(char *, short);
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int ret;
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SWBOOL match = FALSE;
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short i;
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// don't use InputMode here - its set for CheatInputMode
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if (MessageInputMode || MenuInputMode)
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return;
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if (!CheatInputMode)
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{
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if (KEY_PRESSED(KEYSC_S))
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{
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//KEY_PRESSED(KEYSC_S) = FALSE;
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CheatInputMode = TRUE;
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strcpy(CheatInputString,"s");
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}
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}
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if (CheatInputMode)
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{
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// get new chars
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ret = MNU_InputString(CheatInputString, 320-20);
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// quick check input
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switch (ret)
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{
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case FALSE: // Input finished (RETURN)
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case -1: // Cancel Input (pressed ESC) or Err
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CheatInputMode = FALSE;
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KB_FlushKeyboardQueue();
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return;
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case TRUE: // Got input
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break;
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}
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// make sure string is lower cased
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strlwr(CheatInputString);
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// check for at least one single match
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for (i = 0; i < SIZ(ci); i++)
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{
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// compare without the NULL
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if (cheatcmp(CheatInputString, ci[i].CheatInputCode, strlen(CheatInputString)) == 0)
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{
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////DSPRINTF(ds,"%s",CheatInputString);
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//MONO_PRINT(ds);
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// if they are equal in length then its a complet match
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if (strlen(CheatInputString) == strlen(ci[i].CheatInputCode))
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{
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////DSPRINTF(ds,"Found A Match %s", CheatInputString);
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//MONO_PRINT(ds);
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match = TRUE;
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CheatInputMode = FALSE;
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KB_FlushKeyboardQueue();
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if (ci[i].CheatInputFunc)
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(*ci[i].CheatInputFunc)(Player, CheatInputString);
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return;
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}
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else
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{
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match = TRUE;
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break;
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}
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}
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}
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if (!match)
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{
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////DSPRINTF(ds,"Lost A Match %s", CheatInputString);
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//MONO_PRINT(ds);
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CheatInputMode = FALSE;
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KB_FlushKeyboardQueue();
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}
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}
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}
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*/
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