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557bd201fb
- Shadow Warrior updates from SWP.
548 lines
12 KiB
C++
548 lines
12 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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// From SWP:
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// Added SWKEYS
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// Added SWGUN# and SWGOD
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// Added SWMEDIC (25%)
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// Added Full name key cheats - swbluecard - swgoldkey
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// Added swquit
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// Added 2 uzi's for swgimme
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//
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#include "ns.h"
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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 "gamecontrol.h"
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//#include "inv.h"
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BEGIN_SW_NS
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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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const char *CheatKeyType;
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void KeysCheat(PLAYERp pp, const char *cheat_string);
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void ResCheatOn(PLAYERp, const char *)
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{
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ResCheat = TRUE;
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}
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void VoxCheat(PLAYERp, const char *)
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{
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//gs.Voxel ^= 1;
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}
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void RestartCheat(PLAYERp, const char *)
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{
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ExitLevel = TRUE;
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}
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void RoomCheat(PLAYERp, const char *)
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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 pp, const char *)
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{
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hud_stats = !hud_stats;
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}
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void NextCheat(PLAYERp pp, const char *)
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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 pp, const char *)
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{
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Level--;
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ExitLevel = TRUE;
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}
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void MapCheat(PLAYERp pp, const char *)
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{
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automapping ^= 1;
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if (automapping)
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MapSetAll2D(0);
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else
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MapSetAll2D(0xFF);
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sprintf(ds, "AUTOMAPPING %s", automapping ? "ON" : "OFF" );
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PutStringInfo(pp, ds);
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}
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void LocCheat(PLAYERp pp, const char *)
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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 GunsCheat(PLAYERp pp, const char *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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short gAmmo[10] = {0,9,12,20,3,6,5,5,10,1};
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const char *cp = cheat_string;
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const char *str = "GIVEN WEAPON %1d";
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int gunnum, x;
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USERp u;
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cp += sizeof("swgun")-1;
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gunnum = atol(cp);
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if (gunnum == 0)
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gunnum = 10;
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if (gunnum < 2 || gunnum > 10)
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return;
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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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x = gAmmo[gunnum-1];
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if (TEST(p->WpnFlags, BIT(gunnum-1)) == 0)
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p->WpnFlags += BIT(gunnum-2) << 1;
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else
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str = "ADD AMMO TO WEAPON %1d";
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p->WpnAmmo[gunnum-1] += x;
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if (p->WpnAmmo[gunnum-1] > DamageData[gunnum-1].max_ammo)
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{
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p->WpnAmmo[gunnum-1] = DamageData[gunnum-1].max_ammo;
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str = "";
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}
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PlayerUpdateWeapon(p, u->WeaponNum);
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}
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sprintf(ds, str, gunnum);
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PutStringInfo(pp, ds);
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}
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void WeaponCheat(PLAYERp pp, const char *)
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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, const char *)
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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, const char *)
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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, const char *cheat_string)
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{
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const 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, const 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 HealCheat(PLAYERp pp, const char *cheat_string)
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{
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short pnum;
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const char *str = "";
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TRAVERSE_CONNECT(pnum)
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{
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if (User[Player[pnum].PlayerSprite]->Health < pp->MaxHealth)
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str = "ADDED HEALTH";
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User[Player[pnum].PlayerSprite]->Health += 25;
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}
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PutStringInfo(pp, str);
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}
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VOID SortKeyCheat(PLAYERp pp, const char *sKey)
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{
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const char *sTemp = "";
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CheatKeyType = "";
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if (Bstrncasecmp(sKey, "swredcard",9) == 0)
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{
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sTemp = "swkey1";
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CheatKeyType = "Red Cardkey";
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}
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else
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if (Bstrncasecmp(sKey, "swbluecard",10) == 0)
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{
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sTemp = "swkey2";
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CheatKeyType = "Blue Cardkey";
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}
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else
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if (Bstrncasecmp(sKey, "swgreencard",11) == 0)
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{
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sTemp = "swkey3";
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CheatKeyType = "Green Cardkey";
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}
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else
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if (Bstrncasecmp(sKey, "swyellowcard",12) == 0)
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{
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sTemp = "swkey4";
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CheatKeyType = "Yellow Cardkey";
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}
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else
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if (Bstrncasecmp(sKey, "swgoldkey",9) == 0)
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{
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sTemp = "swkey5";
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CheatKeyType = "Gold Key";
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}
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else
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if (Bstrncasecmp(sKey, "swsilverkey",11) == 0)
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{
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sTemp = "swkey6";
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CheatKeyType = "Silver Key";
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}
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else
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if (Bstrncasecmp(sKey, "swbronzekey",11) == 0)
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{
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sTemp = "swkey7";
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CheatKeyType = "Bronze Key";
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}
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else
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if (Bstrncasecmp(sKey, "swredkey",8) == 0)
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{
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sTemp = "swkey8";
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CheatKeyType = "Red Key";
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}
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if (Bstrncmp(sTemp, "", 1) != 0)
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KeysCheat(pp, sTemp);
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}
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VOID KeysCheat(PLAYERp pp, const char *cheat_string)
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{
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// Get KEYS
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PLAYERp p;
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short pnum;
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const char *cp = cheat_string;
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const char *str = "Given all keys";
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int keynum = 0;
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cp += sizeof("swkey")-1;
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keynum = atol(cp);
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TRAVERSE_CONNECT(pnum)
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{
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p = &Player[pnum];
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if (keynum < 1 || keynum > 8)
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{
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memset(p->HasKey, TRUE, sizeof(p->HasKey));
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keynum = 0;
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}
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else
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{
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if (p->HasKey[keynum-1] == FALSE)
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{
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p->HasKey[keynum-1] = TRUE; // cards: 0=red 1=blue 2=green 3=yellow | keys: 4=gold 5=silver 6=bronze 7=red
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str = "Given %s";
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}
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else
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{
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p->HasKey[keynum-1] = FALSE;
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str = "Removed %s";
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}
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}
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}
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PlayerUpdateKeys(pp);
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if (keynum == 0)
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sprintf(ds, str);
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else
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sprintf(ds, str, CheatKeyType);
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PutStringInfo(pp, ds);
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}
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void EveryCheatToggle(PLAYERp pp, const 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 GeorgeFunc(PLAYERp pp, char *)
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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 *)
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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, const 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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{"swgod", GodCheat, 0},
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{"swchan", GodCheat, 0},
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{"swgimme", ItemCheat, 0},
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{"swmedic", HealCheat, 0},
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{"swkeys", KeysCheat, 0},
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{"swredcard", SortKeyCheat, 0},
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{"swbluecard", SortKeyCheat, 0},
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{"swgreencard", SortKeyCheat, 0},
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{"swyellowcard", SortKeyCheat, 0},
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{"swgoldkey", SortKeyCheat, 0},
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{"swsilverkey", SortKeyCheat, 0},
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{"swbronzekey", SortKeyCheat, 0},
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{"swredkey", SortKeyCheat, 0},
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{"swgun#", GunsCheat, 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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{"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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CheatInputMode = FALSE;
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}
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}
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END_SW_NS
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