void cht_Give (player_t *player, const char *name) { BOOL giveall; int i; gitem_t *it; if (player != &consoleplayer()) Printf (PRINT_HIGH, "%s is a cheater: give %s\n", player->userinfo.netname, name); if (stricmp (name, "all") == 0) giveall = true; else giveall = false; if (giveall || strnicmp (name, "health", 6) == 0) { int h; if (0 < (h = atoi (name + 6))) { if (player->mo) { player->mo->health += h; player->health = player->mo->health; } else { player->health += h; } } else { if (player->mo) player->mo->health = deh.GodHealth; player->health = deh.GodHealth; } if (!giveall) return; } if (giveall || stricmp (name, "backpack") == 0) { if (!player->backpack) { for (i=0 ; i<NUMAMMO ; i++) player->maxammo[i] *= 2; player->backpack = true; } for (i=0 ; i<NUMAMMO ; i++) P_GiveAmmo (player, (ammotype_t)i, 1); if (!giveall) return; } if (giveall || stricmp (name, "weapons") == 0) { weapontype_t pendweap = player->pendingweapon; for (i = 0; i<NUMWEAPONS; i++) P_GiveWeapon (player, (weapontype_t)i, false); player->pendingweapon = pendweap; if (!giveall) return; } if (giveall || stricmp (name, "ammo") == 0) { for (i=0;i<NUMAMMO;i++) player->ammo[i] = player->maxammo[i]; if (!giveall) return; } if (giveall || stricmp (name, "armor") == 0) { player->armorpoints = 200; player->armortype = 2; if (!giveall) return; } if (giveall || stricmp (name, "keys") == 0) { for (i=0;i<NUMCARDS;i++) player->cards[i] = true; if (!giveall) return; } if (giveall) return; it = FindItem (name); if (!it) { it = FindItemByClassname (name); if (!it) { if (player == &consoleplayer()) Printf (PRINT_HIGH, "Unknown item\n"); return; } } if (it->flags & IT_AMMO) { int howmuch; /* if (argc == 3) howmuch = atoi (argv[2]); else */ howmuch = it->quantity; P_GiveAmmo (player, (ammotype_t)it->offset, howmuch); } else if (it->flags & IT_WEAPON) { P_GiveWeapon (player, (weapontype_t)it->offset, 0); } else if (it->flags & IT_KEY) { P_GiveCard (player, (card_t)it->offset); } else if (it->flags & IT_POWERUP) { P_GivePower (player, it->offset); } else if (it->flags & IT_ARMOR) { P_GiveArmor (player, it->offset); } }
// // P_GiveItemToPlayer // // [STRIFE] New function // haleyjd 09/03/10: Sorts out how to give something to the player. // Not strictly just for inventory items. // villsa 09/09/10: Fleshed out function // boolean P_GiveItemToPlayer(player_t *player, int sprnum, mobjtype_t type) { int i = 0; line_t junk; int sound = sfx_itemup; // haleyjd 09/21/10: different sounds for items // set quest if mf_givequest flag is set if(mobjinfo[type].flags & MF_GIVEQUEST) player->questflags |= 1 << (mobjinfo[type].speed - 1); // check for keys if(type >= MT_KEY_BASE && type <= MT_NEWKEY5) { P_GiveCard(player, type - MT_KEY_BASE); return true; } // check for quest tokens if(type >= MT_TOKEN_QUEST1 && type <= MT_TOKEN_QUEST31) { if(mobjinfo[type].name) { M_StringCopy(pickupstring, DEH_String(mobjinfo[type].name), 39); player->message = pickupstring; } player->questflags |= 1 << (type - MT_TOKEN_QUEST1); if(player == &players[consoleplayer]) S_StartSound(NULL, sound); return true; } // haleyjd 09/22/10: Refactored to give sprites higher priority than // mobjtypes and to implement missing logic. switch(sprnum) { case SPR_HELT: // This is given only by the "DONNYTRUMP" cheat (aka Midas) P_GiveInventoryItem(player, SPR_HELT, MT_TOKEN_TOUGHNESS); P_GiveInventoryItem(player, SPR_GUNT, MT_TOKEN_ACCURACY); // [STRIFE] Bizarre... for(i = 0; i < 5 * player->accuracy + 300; i++) P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1); break; case SPR_ARM1: // Armor 1 if(!P_GiveArmor(player, -2)) P_GiveInventoryItem(player, sprnum, type); break; case SPR_ARM2: // Armor 2 if(!P_GiveArmor(player, -1)) P_GiveInventoryItem(player, sprnum, type); break; case SPR_COIN: // 1 Gold P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1); break; case SPR_CRED: // 10 Gold for(i = 0; i < 10; i++) P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1); break; case SPR_SACK: // 25 gold for(i = 0; i < 25; i++) P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1); break; case SPR_CHST: // 50 gold for(i = 0; i < 50; i++) P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1); case SPR_BBOX: // Box of Bullets if(!P_GiveAmmo(player, am_bullets, 5)) return false; break; case SPR_BLIT: // Bullet Clip if(!P_GiveAmmo(player, am_bullets, 1)) return false; break; case SPR_PMAP: // Map powerup if(!P_GivePower(player, pw_allmap)) return false; sound = sfx_yeah; // bluh-doop! break; case SPR_COMM: // Communicator if(!P_GivePower(player, pw_communicator)) return false; sound = sfx_yeah; // bluh-doop! break; case SPR_MSSL: // Mini-missile if(!P_GiveAmmo(player, am_missiles, 1)) return false; break; case SPR_ROKT: // Crate of missiles if(!P_GiveAmmo(player, am_missiles, 5)) return false; break; case SPR_BRY1: // Battery cell if(!P_GiveAmmo(player, am_cell, 1)) return false; break; case SPR_CPAC: // Cell pack if(!P_GiveAmmo(player, am_cell, 5)) return false; break; case SPR_PQRL: // Poison bolts if(!P_GiveAmmo(player, am_poisonbolts, 5)) return false; break; case SPR_XQRL: // Electric bolts if(!P_GiveAmmo(player, am_elecbolts, 5)) return false; break; case SPR_GRN1: // HE Grenades if(!P_GiveAmmo(player, am_hegrenades, 1)) return false; break; case SPR_GRN2: // WP Grenades if(!P_GiveAmmo(player, am_wpgrenades, 1)) return false; break; case SPR_BKPK: // Backpack (aka Ammo Satchel) if(!player->backpack) { for(i = 0; i < NUMAMMO; i++) player->maxammo[i] *= 2; player->backpack = true; } for(i = 0; i < NUMAMMO; i++) P_GiveAmmo(player, i, 1); break; case SPR_RIFL: // Assault Rifle if(player->weaponowned[wp_rifle]) return false; if(!P_GiveWeapon(player, wp_rifle, false)) return false; sound = sfx_wpnup; // SHK-CHK! break; case SPR_FLAM: // Flamethrower if(player->weaponowned[wp_flame]) return false; if(!P_GiveWeapon(player, wp_flame, false)) return false; sound = sfx_wpnup; // SHK-CHK! break; case SPR_MMSL: // Mini-missile Launcher if(player->weaponowned[wp_missile]) return false; if(!P_GiveWeapon(player, wp_missile, false)) return false; sound = sfx_wpnup; // SHK-CHK! break; case SPR_TRPD: // Mauler if(player->weaponowned[wp_mauler]) return false; if(!P_GiveWeapon(player, wp_mauler, false)) return false; sound = sfx_wpnup; // SHK-CHK! break; case SPR_CBOW: // Here's a crossbow. Just aim straight, and *SPLAT!* if(player->weaponowned[wp_elecbow]) return false; if(!P_GiveWeapon(player, wp_elecbow, false)) return false; sound = sfx_wpnup; // SHK-CHK! break; case SPR_TOKN: // Miscellaneous items - These are determined by thingtype. switch(type) { case MT_KEY_HAND: // Severed hand P_GiveCard(player, key_SeveredHand); break; case MT_MONY_300: // 300 Gold (this is the only way to get it, in fact) for(i = 0; i < 300; i++) P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1); break; case MT_TOKEN_AMMO: // Ammo token - you get this from the Weapons Trainer if(player->ammo[am_bullets] >= 50) return false; player->ammo[am_bullets] = 50; break; case MT_TOKEN_HEALTH: // Health token - from the Front's doctor if(!P_GiveBody(player, healthamounts[gameskill])) return false; break; case MT_TOKEN_ALARM: // Alarm token - particularly from the Oracle. P_NoiseAlert(player->mo, player->mo); A_AlertSpectreC(dialogtalker); // BUG: assumes in a dialog o_O break; case MT_TOKEN_DOOR1: // Door special 1 junk.tag = 222; EV_DoDoor(&junk, vld_open); break; case MT_TOKEN_PRISON_PASS: // Door special 1 - Prison pass junk.tag = 223; EV_DoDoor(&junk, vld_open); if(gamemap == 2) // If on Tarnhill, give Prison pass object P_GiveInventoryItem(player, sprnum, type); break; case MT_TOKEN_SHOPCLOSE: // Door special 3 - "Shop close" - unused? junk.tag = 222; EV_DoDoor(&junk, vld_close); break; case MT_TOKEN_DOOR3: // Door special 4 (or 3? :P ) junk.tag = 224; EV_DoDoor(&junk, vld_close); break; case MT_TOKEN_STAMINA: // Stamina upgrade if(player->stamina >= 100) return false; player->stamina += 10; P_GiveBody(player, 200); // full healing break; case MT_TOKEN_NEW_ACCURACY: // Accuracy upgrade if(player->accuracy >= 100) return false; player->accuracy += 10; break; case MT_SLIDESHOW: // Slideshow (start a finale) gameaction = ga_victory; if(gamemap == 10) P_GiveItemToPlayer(player, SPR_TOKN, MT_TOKEN_QUEST17); break; default: // The default is to just give it as an inventory item. P_GiveInventoryItem(player, sprnum, type); break; } break; default: // The ultimate default: Give it as an inventory item. if(!P_GiveInventoryItem(player, sprnum, type)) return false; break; } // Play sound. if(player == &players[consoleplayer]) S_StartSound(NULL, sound); return true; }
// // P_TouchSpecialThing // void P_TouchSpecialThing(mobj_t* special, mobj_t* toucher) { player_t* player; fixed_t delta; int sound; int i = 0; delta = special->z - toucher->z; if(delta > toucher->height || delta < -8*FRACUNIT) { // out of reach return; } sound = sfx_itemup; player = toucher->player; // Dead thing touching. // Can happen with a sliding player corpse. if(toucher->health <= 0) { return; } // Identify by sprite. switch(special->sprite) { // armor case SPR_ARM1: if(!P_GiveArmor(player, 1)) { return; } player->message = GOTARMOR; player->messagepic = 23; break; case SPR_ARM2: if(!P_GiveArmor(player, 2)) { return; } player->message = GOTMEGA; player->messagepic = 24; break; // bonus items case SPR_BON1: player->health+=2; // can go over 100% if(player->health > 200) { player->health = 200; } player->mo->health = player->health; player->message = GOTHTHBONUS; player->messagepic = 3; break; case SPR_BON2: player->armorpoints+=2; // can go over 100% if(player->armorpoints > 200) { player->armorpoints = 200; } if(!player->armortype) { player->armortype = 1; } player->message = GOTARMBONUS; player->messagepic = 4; break; case SPR_SOUL: player->health += 100; if(player->health > 200) { player->health = 200; } player->mo->health = player->health; player->message = GOTSUPER; player->messagepic = 5; sound = sfx_powerup; break; case SPR_MEGA: player->health = 200; player->mo->health = player->health; P_GiveArmor(player,2); player->message = GOTMSPHERE; player->messagepic = 6; sound = sfx_powerup; break; // cards // leave cards for everyone case SPR_BKEY: if(!(P_GiveCard(player, special, it_bluecard))) { return; } break; case SPR_YKEY: if(!(P_GiveCard(player, special, it_yellowcard))) { return; } break; case SPR_RKEY: if(!(P_GiveCard(player, special, it_redcard))) { return; } break; case SPR_BSKU: if(!(P_GiveCard(player, special, it_blueskull))) { return; } break; case SPR_YSKU: if(!(P_GiveCard(player, special, it_yellowskull))) { return; } break; case SPR_RSKU: if(!(P_GiveCard(player, special, it_redskull))) { return; } break; // medikits, heals case SPR_STIM: if(!P_GiveBody(player, 10)) { return; } player->message = GOTSTIM; player->messagepic = 31; break; case SPR_MEDI: if(!P_GiveBody(player, 25)) { return; } if(player->health < 25) { player->message = GOTMEDINEED; player->messagepic = 32; } else { player->message = GOTMEDIKIT; player->messagepic = 33; } break; // power ups case SPR_PINV: if(!P_GivePower(player, pw_invulnerability)) { return; } player->message = GOTINVUL; player->messagepic = 34; sound = sfx_powerup; break; case SPR_PSTR: if(!P_GivePower(player, pw_strength)) { return; } player->message = GOTBERSERK; player->messagepic = 35; if(player->readyweapon != wp_fist) { player->pendingweapon = wp_fist; } sound = sfx_powerup; break; case SPR_PINS: if(!P_GivePower(player, pw_invisibility)) { return; } player->message = GOTINVIS; player->messagepic = 36; sound = sfx_powerup; break; case SPR_SUIT: if(!P_GivePower(player, pw_ironfeet)) { return; } player->message = GOTSUIT; player->messagepic = 37; sound = sfx_powerup; break; case SPR_PMAP: if(!P_GivePower(player, pw_allmap)) { return; } player->message = GOTMAP; player->messagepic = 38; sound = sfx_powerup; break; case SPR_PVIS: if(!P_GivePower(player, pw_infrared)) { return; } player->message = GOTVISOR; player->messagepic = 39; sound = sfx_powerup; break; // ammo case SPR_CLIP: if(special->flags & MF_DROPPED) { if(!P_GiveAmmo(player,am_clip,0)) { return; } } else { if(!P_GiveAmmo(player,am_clip,1)) { return; } } player->message = GOTCLIP; player->messagepic = 7; break; case SPR_AMMO: if(!P_GiveAmmo(player, am_clip,5)) { return; } player->message = GOTCLIPBOX; player->messagepic = 8; break; case SPR_RCKT: if(!P_GiveAmmo(player, am_misl,1)) { return; } player->message = GOTROCKET; player->messagepic = 9; break; case SPR_BROK: if(!P_GiveAmmo(player, am_misl,5)) { return; } player->message = GOTROCKBOX; player->messagepic = 10; break; case SPR_CELL: if(!P_GiveAmmo(player, am_cell,1)) { return; } player->message = GOTCELL; player->messagepic = 11; break; case SPR_CELP: if(!P_GiveAmmo(player, am_cell,5)) { return; } player->message = GOTCELLBOX; player->messagepic = 12; break; case SPR_SHEL: if(!P_GiveAmmo(player, am_shell,1)) { return; } player->message = (gameskill == sk_baby)?GOTSHELLS2:GOTSHELLS; //villsa player->messagepic = 13; break; case SPR_SBOX: if(!P_GiveAmmo(player, am_shell,5)) { return; } player->message = GOTSHELLBOX; player->messagepic = 14; break; case SPR_BPAK: if(!player->backpack) { for(i = 0; i < NUMAMMO; i++) { player->maxammo[i] *= 2; } player->backpack = true; } for(i = 0; i < NUMAMMO; i++) { P_GiveAmmo(player, i, 1); } player->message = GOTBACKPACK; player->messagepic = 15; break; // weapons case SPR_BFUG: if(!P_GiveWeapon(player, special, wp_bfg, false)) { return; } player->message = GOTBFG9000; player->messagepic = 16; sound = sfx_sgcock; break; case SPR_MGUN: if(!P_GiveWeapon(player, special, wp_chaingun, special->flags&MF_DROPPED)) { return; } player->message = GOTCHAINGUN; player->messagepic = 17; sound = sfx_sgcock; break; case SPR_CSAW: if(!P_GiveWeapon(player, special, wp_chainsaw, false)) { return; } player->message = GOTCHAINSAW; player->messagepic = 18; sound = sfx_sgcock; break; case SPR_LAUN: if(!P_GiveWeapon(player, special, wp_missile, false)) { return; } player->message = GOTLAUNCHER; player->messagepic = 19; sound = sfx_sgcock; break; case SPR_PLSM: if(!P_GiveWeapon(player, special, wp_plasma, false)) { return; } player->message = GOTPLASMA; player->messagepic = 20; sound = sfx_sgcock; break; case SPR_SHOT: if(!P_GiveWeapon(player, special, wp_shotgun, special->flags&MF_DROPPED)) { return; } player->message = GOTSHOTGUN; player->messagepic = 21; sound = sfx_sgcock; break; case SPR_SGN2: if(!P_GiveWeapon(player, special, wp_supershotgun, special->flags&MF_DROPPED)) { return; } player->message = GOTSHOTGUN2; player->messagepic = 22; sound = sfx_sgcock; break; case SPR_LSRG: if(!P_GiveWeapon(player, special, wp_laser, false)) { return; } player->message = GOTLASER; sound = sfx_sgcock; break; case SPR_ART1: if(netgame && player->artifacts & (1<<ART_FAST)) { return; } player->artifacts |= (1<<ART_FAST); player->message = GOTARTIFACT1; player->messagepic = 41; break; case SPR_ART2: if(netgame && player->artifacts & (1<<ART_DOUBLE)) { return; } player->artifacts |= (1<<ART_DOUBLE); player->message = GOTARTIFACT2; player->messagepic = 42; break; case SPR_ART3: if(netgame && player->artifacts & (1<<ART_TRIPLE)) { return; } player->artifacts |= (1<<ART_TRIPLE); player->message = GOTARTIFACT3; player->messagepic = 43; break; default: if(special->type != MT_FAKEITEM) { CON_Printf(YELLOW, "P_SpecialThing: Unknown gettable thing: %s\n", sprnames[special->sprite]); special->flags &= ~MF_SPECIAL; return; } break; } if(special->flags & MF_TRIGTOUCH || special->type == MT_FAKEITEM) { if(special->tid) { P_QueueSpecial(special); } } if(special->type != MT_FAKEITEM) { if(special->flags & MF_COUNTITEM) { player->itemcount++; } if(special->flags & MF_COUNTSECRET) { player->secretcount++; } P_RemoveMobj(special); player->bonuscount += BONUSADD; if(player == &players[consoleplayer]) { S_StartSound(NULL, sound); } } }