raze/source/sw/src/cheats.cpp

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