raze/source/games/sw/src/cheats.cpp
Christoph Oelckers fc11f537f7 - project cleanup
* moved all games into the 'games' folder.
* fixed project to include all sources and move them to the proper folders.
2021-01-10 20:31:32 +01:00

343 lines
8.5 KiB
C++

//-------------------------------------------------------------------------
/*
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 "names2.h"
#include "panel.h"
#include "game.h"
#include "mytypes.h"
#include "misc.h"
#include "gamecontrol.h"
#include "gstrings.h"
#include "cheathandler.h"
#include "d_protocol.h"
#include "cheats.h"
#include "gamestate.h"
#include "automap.h"
//#include "inv.h"
BEGIN_SW_NS
bool CheatInputMode = false;
bool EveryCheat = false;
bool mapcheat = false;
extern bool FAF_DebugView;
extern bool ToggleFlyMode;
const char *CheatKeyType;
void KeysCheat(PLAYERp pp, const char *cheat_string);
static PLAYERp checkCheat(cheatseq_t* c)
{
if (::CheckCheatmode(true, true)) return nullptr;
return &Player[screenpeek];
}
const char *GameInterface::CheckCheatMode()
{
if (Skill >= 3 && !sv_cheats)
{
return GStrings("TXTS_TOOSKILLFUL");
}
return nullptr;
}
const char *GameInterface::GenericCheat(int player, int cheat)
{
switch (cheat)
{
case CHT_GOD:
GodMode ^= 1; // fixme: Make god mode a player property.
return GStrings(GodMode ? "GOD MODE: ON" : "GOD MODE: OFF");
case CHT_GODOFF:
GodMode = 0; // fixme: Make god mode a player property.
return GStrings("GOD MODE: OFF");
case CHT_GODON:
GodMode = 1; // fixme: Make god mode a player property.
return GStrings("GOD MODE: ON");
case CHT_NOCLIP:
Player[player].Flags ^= PF_CLIP_CHEAT;
return GStrings(Player[player].Flags & PF_CLIP_CHEAT ? "CLIPPING: OFF" : "CLIPPING: ON");
case CHT_FLY:
ToggleFlyMode = true;
return nullptr;
default:
return nullptr;
}
}
bool RestartCheat(cheatseq_t* c)
{
if (!checkCheat(c)) return false;
DeferedStartGame(currentLevel, -1);
return true;
}
bool RoomCheat(cheatseq_t* c)
{
FAF_DebugView = !FAF_DebugView;
return true;
}
bool NextCheat(cheatseq_t* c)
{
if (!checkCheat(c)) return false;
if (!currentLevel) return true;
auto map = FindMapByLevelNum(currentLevel->levelNumber + 1);
if (map) DeferedStartGame(map, -1);
return true;
}
bool PrevCheat(cheatseq_t* c)
{
if (!checkCheat(c)) return false;
if (!currentLevel) return true;
auto map = FindMapByLevelNum(currentLevel->levelNumber - 1);
if (map) DeferedStartGame(map, -1);
return true;
}
bool MapCheat(cheatseq_t* c)
{
PLAYERp pp;
if (!(pp=checkCheat(c))) return false;
gFullMap = !gFullMap;
// Need to do this differently. The code here was completely broken.
PutStringInfo(pp, GStrings(gFullMap ? "TXTS_AMON" : "TXTS_AMOFF"));
return true;
}
bool WarpCheat(cheatseq_t* c)
{
PLAYERp pp;
if (!(pp = checkCheat(c))) return false;
int level_num;
level_num = atol((char*)c->Args);
auto maprec = FindMapByLevelNum(level_num);
if (!maprec) return false;
if (!pp) return true;
if (SW_SHAREWARE)
{
if (level_num > 4 || level_num < 1)
return false;
}
if (TEST(pp->Flags, PF_DEAD))
return true;
DeferedStartGame(maprec, -1);
return true;
}
bool EveryCheatToggle(cheatseq_t* c)
{
EveryCheat = !EveryCheat;
C_DoCommand("god");
C_DoCommand("give weapons");
C_DoCommand("give items");
return true;
}
// The prefix was changed from 'sw' to 'lw' so that it doesn't contain two keys of the WASD control scheme, which interferes with input control.
static cheatseq_t swcheats[] = {
{"lwgod", "god" },
{"lwchan", "god" },
{"lwgimme", "give all" },
{"lwmedic", "give health" },
{"lwkeys", "give keys" },
{"lwammo", "give ammo" },
{"lwarmor", "give armor" },
{"lwitems", "give items" },
{"lwguns", "give weapons" },
{"lwtrek##", nullptr, WarpCheat, 0},
{"lwgreed", nullptr, EveryCheatToggle, 0},
{"lwghost", "noclip" },
{"lwstart", nullptr, RestartCheat, 0},
{"lwloc", "stat coord", nullptr, true},
{"lwmap", nullptr, MapCheat, 0},
{"lwroom", nullptr, RoomCheat, true}, // Room above room debug
};
static void WeaponCheat(int player)
{
auto p = &Player[player];
auto 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 (int 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);
}
static void ItemCheat(int player)
{
auto p = &Player[player];
PutStringInfo(p, GStrings("GIVING EVERYTHING!"));
memset(p->HasKey, true, sizeof(p->HasKey));
p->WpnShotgunAuto = 50;
p->WpnRocketHeat = 5;
p->WpnRocketNuke = 1;
p->Armor = 100;
for (int inv = 0; inv < MAX_INVENTORY; inv++)
{
p->InventoryPercent[inv] = 100;
p->InventoryAmount[inv] = InventoryData[inv].MaxInv;
}
PlayerUpdateInventory(p, p->InventoryNum);
for (int i = 0; i < numsectors; i++)
{
if (SectUser[i] && SectUser[i]->stag == SECT_LOCK_DOOR)
SectUser[i]->number = 0; // unlock all doors of this type
}
}
static void cmd_Give(int player, uint8_t** stream, bool skip)
{
int type = ReadByte(stream);
if (skip) return;
if (numplayers != 1 || gamestate != GS_LEVEL || (Player[player].Flags & PF_DEAD))
{
Printf("give: Cannot give while dead or not in a single-player game.\n");
return;
}
switch (type)
{
case GIVE_ALL:
ItemCheat(player);
WeaponCheat(player);
break;
case GIVE_HEALTH:
if (User[Player[player].PlayerSprite]->Health < Player[player].MaxHealth)
{
User[Player[player].PlayerSprite]->Health += 25;
PutStringInfo(&Player[player], GStrings("TXTS_ADDEDHEALTH"));
}
break;
case GIVE_WEAPONS:
WeaponCheat(player);
break;
case GIVE_AMMO:
{
auto p = &Player[player];
auto u = User[p->PlayerSprite];
p->WpnShotgunAuto = 50;
p->WpnRocketHeat = 5;
p->WpnRocketNuke = 1;
for (int i = 0; i < SIZ(p->WpnAmmo); i++)
{
p->WpnAmmo[i] = DamageData[i].max_ammo;
}
PlayerUpdateWeapon(p, u->WeaponNum);
break;
}
case GIVE_ARMOR:
if (User[Player[player].PlayerSprite]->Health < Player[player].MaxHealth)
{
Player[player].Armor = 100;
PutStringInfo(&Player[player], GStrings("TXTB_FULLARM"));
}
break;
case GIVE_KEYS:
memset(Player[player].HasKey, true, sizeof(Player[player].HasKey));
PutStringInfo(&Player[player], GStrings("TXTS_GIVEKEY"));
break;
case GIVE_INVENTORY:
{
auto p = &Player[player];
PutStringInfo(p, GStrings("GOT ALL INVENTORY"));
p->WpnShotgunAuto = 50;
p->WpnRocketHeat = 5;
p->WpnRocketNuke = 1;
p->Armor = 100;
for (int inv = 0; inv < MAX_INVENTORY; inv++)
{
p->InventoryPercent[inv] = 100;
p->InventoryAmount[inv] = InventoryData[inv].MaxInv;
}
PlayerUpdateInventory(p, p->InventoryNum);
}
break;
case GIVE_ITEMS:
ItemCheat(player);
break;
}
}
void InitCheats()
{
SetCheats(swcheats, countof(swcheats));
Net_SetCommandHandler(DEM_GIVE, cmd_Give);
}
END_SW_NS