//------------------------------------------------------------------------- /* 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 */ //------------------------------------------------------------------------- // From SWP: // Added SWKEYS // Added SWGUN# and SWGOD // Added SWMEDIC (25%) // Added Full name key cheats - swbluecard - swgoldkey // Added swquit // Added 2 uzi's for swgimme // #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 "gamecontrol.h" #include "gstrings.h" //#include "inv.h" BEGIN_SW_NS SWBOOL CheatInputMode = FALSE; SWBOOL EveryCheat = FALSE; SWBOOL ResCheat = FALSE; const char *CheatKeyType; void KeysCheat(PLAYERp pp, const char *cheat_string); void ResCheatOn(PLAYERp, const char *) { ResCheat = TRUE; } void VoxCheat(PLAYERp, const char *) { //gs.Voxel ^= 1; } void RestartCheat(PLAYERp, const char *) { ExitLevel = TRUE; } void RoomCheat(PLAYERp, const char *) { extern SWBOOL FAF_DebugView; FAF_DebugView ^= 1; } void SecretCheat(PLAYERp pp, const char *) { hud_stats = !hud_stats; } void NextCheat(PLAYERp pp, const char *) { Level++; ExitLevel = TRUE; } void PrevCheat(PLAYERp pp, const char *) { Level--; ExitLevel = TRUE; } void MapCheat(PLAYERp pp, const char *) { // Need to do this differently. The code here was completely broken. PutStringInfo(pp, GStrings(automapping ? "TXT_AMON" : "TXT_AMOFF")); } void LocCheat(PLAYERp pp, const char *) { extern SWBOOL LocationInfo; LocationInfo++; if (LocationInfo > 2) LocationInfo = 0; } void GunsCheat(PLAYERp pp, const char *cheat_string) { PLAYERp p; short pnum; unsigned int i; short gAmmo[10] = {0,9,12,20,3,6,5,5,10,1}; const char *cp = cheat_string; const char *str = "TXT_GIVENW"; int gunnum, x; USERp u; cp += sizeof("swgun")-1; gunnum = atol(cp); if (gunnum == 0) gunnum = 10; if (gunnum < 2 || gunnum > 10) return; TRAVERSE_CONNECT(pnum) { p = &Player[pnum]; u = User[p->PlayerSprite]; x = gAmmo[gunnum-1]; if (TEST(p->WpnFlags, BIT(gunnum-1)) == 0) p->WpnFlags += BIT(gunnum-2) << 1; else str = "TXTS_AMMOW"; p->WpnAmmo[gunnum-1] += x; if (p->WpnAmmo[gunnum-1] > DamageData[gunnum-1].max_ammo) { p->WpnAmmo[gunnum-1] = DamageData[gunnum-1].max_ammo; str = nullptr; } PlayerUpdateWeapon(p, u->WeaponNum); } if (str) PutStringInfo(pp, FStringf("%s %d", GStrings(str), gunnum)); } void WeaponCheat(PLAYERp pp, const char *) { PLAYERp p; short pnum; unsigned int i; USERp u; TRAVERSE_CONNECT(pnum) { p = &Player[pnum]; u = User[p->PlayerSprite]; if (!TEST(p->Flags, PF_TWO_UZI)) { SET(p->Flags, PF_TWO_UZI); SET(p->Flags, PF_PICKED_UP_AN_UZI); } // 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; } p->WpnShotgunAuto = 50; p->WpnRocketHeat = 5; p->WpnRocketNuke = 1; PlayerUpdateWeapon(p, u->WeaponNum); } } void AmmoCheat(PLAYERp pp, const char *) { PLAYERp p; short pnum; unsigned int i; USERp u; TRAVERSE_CONNECT(pnum) { p = &Player[pnum]; u = User[p->PlayerSprite]; p->WpnShotgunAuto = 50; p->WpnRocketHeat = 5; p->WpnRocketNuke = 1; for (i = 0; i < SIZ(p->WpnAmmo); i++) { p->WpnAmmo[i] = DamageData[i].max_ammo; } PlayerUpdateWeapon(p, u->WeaponNum); } } void GodCheat(PLAYERp pp, const char *) { // // GOD mode // GodMode ^= 1; PutStringInfo(pp, GStrings(GodMode? "GOD MODE: ON" : "GOD MODE: OFF")); } void ClipCheat(PLAYERp pp, const char *) { FLIP(pp->Flags, PF_CLIP_CHEAT); PutStringInfo(pp, GStrings(TEST(pp->Flags, PF_CLIP_CHEAT) ? "CLIPPING: OFF" : "CLIPPING: ON"));; } void WarpCheat(PLAYERp pp, const char *cheat_string) { const 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, "%s %1d", GStrings("TXT_ENTERING"), Level); PutStringInfo(pp, ds); } void ItemCheat(PLAYERp pp, const 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)); 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; istag == SECT_LOCK_DOOR) SectUser[i]->number = 0; // unlock all doors of this type } WeaponCheat(pp, cheat_string); PlayerUpdateKeys(pp); } void InventoryCheat(PLAYERp pp, const char *cheat_string) { // // Get all ITEMS // PLAYERp p; short pnum; short inv; int i; PutStringInfo(pp, "INVENTORY"); TRAVERSE_CONNECT(pnum) { p = &Player[pnum]; 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; } } void ArmorCheat(PLAYERp pp, const char *cheat_string) { short pnum; const char *str = nullptr; TRAVERSE_CONNECT(pnum) { if (User[Player[pnum].PlayerSprite]->Health < pp->MaxHealth) str = "ARMOR"; Player[pnum].Armor = 100; } if (str) PutStringInfo(pp, GStrings(str)); } void HealCheat(PLAYERp pp, const char *cheat_string) { short pnum; const char *str = nullptr; TRAVERSE_CONNECT(pnum) { if (User[Player[pnum].PlayerSprite]->Health < pp->MaxHealth) str = "TXTS_ADDEDHEALTH"; User[Player[pnum].PlayerSprite]->Health += 25; } if (str) PutStringInfo(pp, GStrings(str)); } void SortKeyCheat(PLAYERp pp, const char *sKey) { const char *sTemp = ""; CheatKeyType = ""; if (Bstrncasecmp(sKey, "swredcard",9) == 0) { sTemp = "swkey1"; CheatKeyType = "Red Cardkey"; } else if (Bstrncasecmp(sKey, "swbluecard",10) == 0) { sTemp = "swkey2"; CheatKeyType = "Blue Cardkey"; } else if (Bstrncasecmp(sKey, "swgreencard",11) == 0) { sTemp = "swkey3"; CheatKeyType = "Green Cardkey"; } else if (Bstrncasecmp(sKey, "swyellowcard",12) == 0) { sTemp = "swkey4"; CheatKeyType = "Yellow Cardkey"; } else if (Bstrncasecmp(sKey, "swgoldkey",9) == 0) { sTemp = "swkey5"; CheatKeyType = "Gold Key"; } else if (Bstrncasecmp(sKey, "swsilverkey",11) == 0) { sTemp = "swkey6"; CheatKeyType = "Silver Key"; } else if (Bstrncasecmp(sKey, "swbronzekey",11) == 0) { sTemp = "swkey7"; CheatKeyType = "Bronze Key"; } else if (Bstrncasecmp(sKey, "swredkey",8) == 0) { sTemp = "swkey8"; CheatKeyType = "Red Key"; } if (Bstrncmp(sTemp, "", 1) != 0) KeysCheat(pp, sTemp); } void KeysCheat(PLAYERp pp, const char *cheat_string) { // Get KEYS PLAYERp p; short pnum; const char *cp = cheat_string; const char *str = "TXT_GIVEKEY"; int keynum = 0; cp += sizeof("swkey")-1; keynum = atol(cp); TRAVERSE_CONNECT(pnum) { p = &Player[pnum]; if (keynum < 1 || keynum > 8) { memset(p->HasKey, TRUE, sizeof(p->HasKey)); keynum = 0; } else { if (p->HasKey[keynum-1] == FALSE) { p->HasKey[keynum-1] = TRUE; // cards: 0=red 1=blue 2=green 3=yellow | keys: 4=gold 5=silver 6=bronze 7=red str = "TXT_KEYGIVEN"; } else { p->HasKey[keynum-1] = FALSE; str = "TXT_KEYREMOVED"; } } } PlayerUpdateKeys(pp); PutStringInfo(pp, GStrings(str)); } void EveryCheatToggle(PLAYERp pp, const char *cheat_string) { EveryCheat ^= 1; WeaponCheat(pp, cheat_string); GodCheat(pp, cheat_string); ItemCheat(pp, cheat_string); } void GeorgeFunc(PLAYERp pp, char *) { PlayerSound(DIGI_TAUNTAI9, v3df_dontpan|v3df_doppler|v3df_follow,pp); } void BlackburnFunc(PLAYERp pp, char *) { PlayerSound(DIGI_TAUNTAI3, 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, const char *); char flags; }CHEAT_INFO, *CHEAT_INFOp; CHEAT_INFO ci[] = { {"swgod", GodCheat, 0}, {"swchan", GodCheat, 0}, {"swgimme", ItemCheat, 0}, {"swmedic", HealCheat, 0}, {"swkeys", KeysCheat, 0}, {"swredcard", SortKeyCheat, 0}, {"swbluecard", SortKeyCheat, 0}, {"swgreencard", SortKeyCheat, 0}, {"swyellowcard", SortKeyCheat, 0}, {"swgoldkey", SortKeyCheat, 0}, {"swsilverkey", SortKeyCheat, 0}, {"swbronzekey", SortKeyCheat, 0}, {"swredkey", SortKeyCheat, 0}, {"swgun#", GunsCheat, 0}, {"swtrek##", WarpCheat, 0}, {"swgreed", EveryCheatToggle, 0}, {"swghost", ClipCheat, 0}, {"swstart", RestartCheat, 0}, {"swres", ResCheatOn, 0}, {"swloc", LocCheat, 0}, {"swmap", MapCheat, 0}, {"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; FString CheatInputString = MessageInputString; CheatInputString.ToLower(); // check for at least one single match for (i = 0; i < SIZ(ci); i++) { // compare without the NULL if (cheatcmp(CheatInputString, ci[i].CheatInputCode, CheatInputString.Len()) == 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, GStrings("TXTS_TOOSKILLFUL")); return; } } if (ci[i].CheatInputFunc) (*ci[i].CheatInputFunc)(Player, CheatInputString); return; } else { match = TRUE; break; } } } if (!match) { CheatInputMode = FALSE; } } END_SW_NS