raze/source/games/exhumed/src/cheats.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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.
*/
//-------------------------------------------------------------------------
#include "ns.h"
2020-09-06 10:44:58 +00:00
#include "automap.h"
#include "compat.h"
#include "engine.h"
#include "exhumed.h"
#include "sequence.h"
#include "names.h"
#include "player.h"
#include "input.h"
#include "sound.h"
#include "view.h"
#include "status.h"
#include "version.h"
#include "gamecvars.h"
#include "savegamehelp.h"
#include "c_dispatch.h"
#include "raze_sound.h"
#include "gamestate.h"
#include "c_console.h"
#include "cheathandler.h"
#include "inputstate.h"
#include "d_protocol.h"
#include "gstrings.h"
#include "aistuff.h"
#include "mmulti.h"
BEGIN_PS_NS
static const char* GodCheat(int nPlayer, int state)
{
if (state == -1)
{
if (PlayerList[nPlayer].invincibility >= 0)
PlayerList[nPlayer].invincibility = -1;
else
PlayerList[nPlayer].invincibility = 0;
}
else PlayerList[nPlayer].invincibility = -state;
return GStrings(PlayerList[nPlayer].invincibility ? "TXT_EX_DEITYON" : "TXT_EX_DEITYOFF");
}
static const char* SlipCheat()
{
if (bSlipMode == false)
{
bSlipMode = true;
return GStrings("TXT_EX_SLIPON");
}
else
{
bSlipMode = false;
return GStrings("TXT_EX_SLIPOFF");
}
}
const char* GameInterface::GenericCheat(int player, int cheat)
{
switch (cheat)
{
case CHT_GOD:
return GodCheat(player, -1);
case CHT_GODOFF:
return GodCheat(player, 0);
case CHT_GODON:
return GodCheat(player, 1);
case CHT_NOCLIP:
return SlipCheat();
default:
return nullptr;
}
}
static bool HollyCheat(cheatseq_t* c)
{
// Do the closest thing to this cheat that's available.
C_ToggleConsole();
return true;
}
static bool KimberlyCheat(cheatseq_t* c)
{
Printf(PRINT_NOTIFY, "%s\n", GStrings("TXT_EX_SWEETIE"));
return true;
}
static bool LiteCheat(cheatseq_t* c)
{
Printf(PRINT_NOTIFY, "%s\n", GStrings("TXT_EX_FLASHES"));
bDoFlashes = !bDoFlashes;
g_visibility = 1024 + 512 - g_visibility; // let there be light - for real!
return true;
}
static bool SnakeCheat(cheatseq_t* c)
{
if (!nNetPlayerCount)
{
if (bSnakeCam == false)
{
bSnakeCam = true;
Printf(PRINT_NOTIFY, "%s\n", GStrings("TXT_EX_SNAKEON"));
}
else {
bSnakeCam = false;
Printf(PRINT_NOTIFY, "%s\n", GStrings("TXT_EX_SNAKEOFF"));
}
}
return true;
}
static bool SphereCheat(cheatseq_t* c)
{
Printf(PRINT_NOTIFY, "%s\n", GStrings("TXT_EX_FULLMAP"));
gFullMap = !gFullMap; // only set the cheat flag so it can be toggled.
bShowTowers = gFullMap;
return true;
}
static cheatseq_t excheats[] = {
{"holly", nullptr, HollyCheat, 0},
{"kimberly", nullptr, KimberlyCheat, 0},
{"lobocop", "give weapons" },
{"lobodeity", "god" },
{"lobolite", nullptr, LiteCheat, 0},
{"lobopick", "give keys" },
{"loboslip", "noclip" },
{"lobosnake", nullptr, SnakeCheat },
{"lobosphere", nullptr, SphereCheat, 0},
{"loboswag", "give inventory" },
{"loboxy", "stat printcoords", nullptr, true},
};
static void cmd_Give(int player, uint8_t** stream, bool skip)
{
int type = ReadByte(stream);
if (skip) return;
if (PlayerList[player].nHealth <= 0 || nNetPlayerCount || gamestate != GS_LEVEL)
{
Printf("give: Cannot give while dead or not in a single-player game.\n");
return;
}
int buttons = 0;
switch (type)
{
case GIVE_ALL:
buttons |= kButtonCheatGuns | kButtonCheatItems | kButtonCheatKeys;
break;
case GIVE_HEALTH:
PlayerList[player].nHealth = 800;
return;
case GIVE_WEAPONS:
case GIVE_AMMO:
buttons |= kButtonCheatGuns;
break;
case GIVE_ARMOR:
// not implemented
break;
case GIVE_KEYS:
buttons |= kButtonCheatKeys;
break;
case GIVE_INVENTORY:
buttons |= kButtonCheatItems;
break;
case GIVE_ITEMS:
buttons |= kButtonCheatItems | kButtonCheatKeys;
break;
}
if (buttons & kButtonCheatGuns) // LOBOCOP cheat
{
FillWeapons(player);
if (player == myconnectindex) StatusMessage(150, GStrings("TXT_EX_WEAPONS"));
}
if (buttons & kButtonCheatKeys) // LOBOPICK cheat
{
PlayerList[player].keys = 0xFFFF;
if (player == myconnectindex) StatusMessage(150, GStrings("TXT_EX_KEYS"));
RefreshStatus();
}
if (buttons & kButtonCheatItems) // LOBOSWAG cheat
{
FillItems(player);
if (player == myconnectindex) StatusMessage(150, GStrings("TXT_EX_ITEMS"));
}
}
void InitCheats()
{
SetCheats(excheats, countof(excheats));
Net_SetCommandHandler(DEM_GIVE, cmd_Give);
}
END_PS_NS