mirror of
https://github.com/ZDoom/Raze.git
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7daa501a4d
Still all compiles fine.
227 lines
5.1 KiB
C++
227 lines
5.1 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "automap.h"
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#include "engine.h"
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#include "exhumed.h"
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#include "sequence.h"
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#include "names.h"
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#include "player.h"
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#include "input.h"
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#include "sound.h"
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#include "view.h"
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#include "status.h"
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#include "version.h"
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#include "gamecvars.h"
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#include "savegamehelp.h"
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#include "c_dispatch.h"
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#include "raze_sound.h"
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#include "gamestate.h"
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#include "c_console.h"
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#include "cheathandler.h"
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#include "inputstate.h"
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#include "d_protocol.h"
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#include "gstrings.h"
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#include "aistuff.h"
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#include "d_net.h"
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BEGIN_PS_NS
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static const char* GodCheat(int nPlayer, int state)
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{
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if (state == -1)
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{
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if (PlayerList[nPlayer].invincibility >= 0)
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PlayerList[nPlayer].invincibility = -1;
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else
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PlayerList[nPlayer].invincibility = 0;
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}
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else PlayerList[nPlayer].invincibility = -state;
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return GStrings(PlayerList[nPlayer].invincibility ? "TXT_EX_DEITYON" : "TXT_EX_DEITYOFF");
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}
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static const char* SlipCheat()
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{
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if (bSlipMode == false)
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{
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bSlipMode = true;
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return GStrings("TXT_EX_SLIPON");
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}
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else
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{
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bSlipMode = false;
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return GStrings("TXT_EX_SLIPOFF");
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}
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}
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const char* GameInterface::GenericCheat(int player, int cheat)
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{
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switch (cheat)
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{
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case CHT_GOD:
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return GodCheat(player, -1);
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case CHT_GODOFF:
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return GodCheat(player, 0);
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case CHT_GODON:
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return GodCheat(player, 1);
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case CHT_NOCLIP:
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return SlipCheat();
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default:
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return nullptr;
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}
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}
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static bool HollyCheat(cheatseq_t* c)
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{
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// Do the closest thing to this cheat that's available.
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C_ToggleConsole();
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return true;
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}
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static bool KimberlyCheat(cheatseq_t* c)
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{
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Printf(PRINT_NOTIFY, "%s\n", GStrings("TXT_EX_SWEETIE"));
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return true;
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}
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static bool LiteCheat(cheatseq_t* c)
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{
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Printf(PRINT_NOTIFY, "%s\n", GStrings("TXT_EX_FLASHES"));
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bDoFlashes = !bDoFlashes;
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g_visibility = 1024 + 512 - g_visibility; // let there be light - for real!
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return true;
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}
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static bool SnakeCheat(cheatseq_t* c)
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{
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if (!nNetPlayerCount)
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{
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if (bSnakeCam == false)
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{
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bSnakeCam = true;
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Printf(PRINT_NOTIFY, "%s\n", GStrings("TXT_EX_SNAKEON"));
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}
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else {
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bSnakeCam = false;
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Printf(PRINT_NOTIFY, "%s\n", GStrings("TXT_EX_SNAKEOFF"));
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}
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}
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return true;
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}
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static bool SphereCheat(cheatseq_t* c)
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{
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Printf(PRINT_NOTIFY, "%s\n", GStrings("TXT_EX_FULLMAP"));
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gFullMap = !gFullMap; // only set the cheat flag so it can be toggled.
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bShowTowers = gFullMap;
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return true;
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}
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static cheatseq_t excheats[] = {
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{"holly", nullptr, HollyCheat, 0},
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{"kimberly", nullptr, KimberlyCheat, 0},
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{"lobocop", "give weapons" },
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{"lobodeity", "god" },
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{"lobolite", nullptr, LiteCheat, 0},
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{"lobopick", "give keys" },
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{"loboslip", "noclip" },
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{"lobosnake", nullptr, SnakeCheat },
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{"lobosphere", nullptr, SphereCheat, 0},
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{"loboswag", "give inventory" },
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{"loboxy", "stat printcoords", nullptr, true},
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};
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static void cmd_Give(int player, uint8_t** stream, bool skip)
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{
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int type = ReadByte(stream);
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if (skip) return;
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if (PlayerList[player].nHealth <= 0 || nNetPlayerCount || gamestate != GS_LEVEL)
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{
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Printf("give: Cannot give while dead or not in a single-player game.\n");
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return;
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}
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int buttons = 0;
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switch (type)
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{
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case GIVE_ALL:
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buttons |= kButtonCheatGuns | kButtonCheatItems | kButtonCheatKeys;
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break;
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case GIVE_HEALTH:
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PlayerList[player].nHealth = 800;
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return;
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case GIVE_WEAPONS:
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case GIVE_AMMO:
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buttons |= kButtonCheatGuns;
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break;
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case GIVE_ARMOR:
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// not implemented
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break;
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case GIVE_KEYS:
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buttons |= kButtonCheatKeys;
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break;
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case GIVE_INVENTORY:
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buttons |= kButtonCheatItems;
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break;
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case GIVE_ITEMS:
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buttons |= kButtonCheatItems | kButtonCheatKeys;
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break;
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}
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if (buttons & kButtonCheatGuns) // LOBOCOP cheat
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{
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FillWeapons(player);
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if (player == myconnectindex) Printf(PRINT_NOTIFY, "%s\n", GStrings("TXT_EX_WEAPONS"));
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}
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if (buttons & kButtonCheatKeys) // LOBOPICK cheat
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{
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PlayerList[player].keys = 0xFFFF;
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if (player == myconnectindex) Printf(PRINT_NOTIFY, "%s\n", GStrings("TXT_EX_KEYS"));
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}
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if (buttons & kButtonCheatItems) // LOBOSWAG cheat
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{
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FillItems(player);
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if (player == myconnectindex) Printf(PRINT_NOTIFY, "%s\n", GStrings("TXT_EX_ITEMS"));
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}
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}
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void InitCheats()
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{
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SetCheats(excheats, countof(excheats));
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Net_SetCommandHandler(DEM_GIVE, cmd_Give);
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}
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END_PS_NS
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