ref: ee35eec9bac04ce55e5fe1ae1eeb5428b47d91a8
dir: /src/rt_debug.c/
/* Copyright (C) 1994-1995 Apogee Software, Ltd. Copyright (C) 2002-2015 icculus.org, GNU/Linux port Copyright (C) 2017-2018 Steven LeVesque This program 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. You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. */ #include "rt_def.h" #include "rt_debug.h" #include "isr.h" #include "rt_game.h" #include "rt_menu.h" #include "rt_build.h" #include "rt_str.h" #include "rt_vid.h" #include "rt_playr.h" #include "rt_main.h" #include "rt_util.h" #include "rt_draw.h" #include "rt_in.h" #include "z_zone.h" #include "rt_ted.h" #include "rt_view.h" #include "develop.h" #include "rt_msg.h" #include "rt_net.h" #include "rt_sound.h" #include "rt_stat.h" #include "rt_map.h" #include <stdlib.h> #include <ctype.h> #include "w_wad.h" extern int iDemoNames; extern boolean iG_aimCross; boolean ricochetingRocketsEnabled = false; extern void DisplayMessage (int num,int position); typedef struct { char code[15]; byte length; } CodeStruct; enum { RICOCHETING, //richocheting rockets RICOCHETINGALT, //richocheting rockets alt ENABLECHEAT, // enable cheats ENABLECHEATALT, // enable cheats SOMEITEMS, // three keys, more health SOMEITEMSALT, // three keys, more health INVULNERABLE, // normal god mode INVULNERABLEALT, // normal god mode WARP, // warp WARPALT, // warp ITEMS, // all keys, armor, 100% health ITEMSALT, // all keys, armor, 100% health GODMODEPWUP, // god mode powerup GODMODEPWUPALT, // god mode powerup #if (SHAREWARE == 0) DOGMODEPWUP, // dog mode powerup DOGMODEPWUPALT, // dog mode powerup #endif MERCURYPWUP, // mercury mode powerup MERCURYPWUPALT, // mercury mode powerup SHROOMSPWUP, // shrooms mode powerup SHROOMSPWUPALT, // shrooms mode powerup ELASTOPWUP, // elasto mode powerup ELASTOPWUPALT, // elasto mode powerup RESTARTGAME, // warp to level 1, start with pistol RESTARTGAMEALT, // warp to level 1, start with pistol HURTPLAYER, // hurt player 10% HURTPLAYERALT, // hurt player 10% TOMHALLMODE, // run fast all the time TOMHALLMODEALT, // run fast all the time NORMAL, // back to normal NORMALALT, // back to normal LIGHTDIMON, // light diminishing on LIGHTDIMONALT, // light diminishing on LIGHTDIMOFF, // light diminishing off LIGHTDIMOFFALT, // light diminishing off FOGON, // fog on (0x00 - 0x80 minmax) FOGONALT, // fog on (0x00 - 0x80 minmax) FOGOFF, // fog off (0x80 - 0xFF minmax) FOGOFFALT, // fog off (0x80 - 0xFF minmax) QUITGAME, // blow out of game QUITGAMEALT, // blow out of game ENDLEVEL, // end the current level ENDLEVELALT, // end the current level FANDCOFF, // floor and ceiling off FANDCOFFALT, // floor and ceiling off FANDCON, // floor and ceiling on FANDCONALT, // floor and ceiling on BULLETARMOR, // bullet proof armor BULLETARMORALT, // bullet proof armor FIREARMOR, // fire proof armor FIREARMORALT, // fire proof armor GASMASK, // gas mask GASMASKALT, // gas mask OUTFIT, // all keys, armor, 100% health, MP40, heatseek OUTFITALT, // all keys, armor, 100% health, MP40, heatseek KILLPLAYER, // kill player KILLPLAYERALT, // kill player RESTARTLEVEL, // re-enter level RESTARTLEVELALT, // re-enter level WEAPONTWOPISTOL, // give double pistol WEAPONTWOPISTOLALT, // give double pistol WEAPONMP40, // give mp40 WEAPONMP40ALT, // give mp40 WEAPONBAZOOKA, // give bazooka WEAPONBAZOOKAALT, // give bazooka WEAPONHEAT, // give heatseeker WEAPONHEATALT, // give heatseeker WEAPONDRUNK, // give drunk missile WEAPONDRUNKALT, // give drunk missile WEAPONFIREBOMB, // give firebomb WEAPONFIREBOMBALT, // give firebomb WEAPONFIREWALL, // give firewall WEAPONFIREWALLALT, // give firewall WEAPONGOD, // give godhand WEAPONGODALT, // give godhand AIMCROSS, // bna++ AIMCROSSALT, // give bna++ #if (SHAREWARE == 0) WEAPONSPLIT, // give split missile WEAPONSPLITALT, // give split missile WEAPONKES, // give kes WEAPONKESALT, // give kes WEAPONBAT, // give bat WEAPONBATALT, // give bat WEAPONDOG, // give dogmode WEAPONDOGALT, // give dogmode #endif MISSILECAMTOGGLE, // Turn missile cam on/off MISSILECAMTOGGLEALT, // Turn missile cam on/off HUDTOGGLE, // Turn HUD on/off HUDTOGGLEALT, // Turn HUD on/off ROTATIONFUN, // Rotation fun DEMORECORD, // Start recording demo DEMOEND, // End recording demo DEMOPLAYBACK, // Playback demo CRAZYGIBS, // Engine Killing Gibs JUKEBOX, // JukeBox JUKEBOXALT, // JukeBox MAPCHEAT, // Map Cheat MAPCHEATALT, // Map Cheat Alt, MAXCODES }; CodeStruct Codes[MAXCODES + 6] = { {"TIHSHO", 6}, //richocheting rockets LT++ {"SIHTTNAWTNOD", 12}, //ricocheting rockets LT++ {"KCITSPID", 8}, // enable cheats {"CCE\\", 4}, // enable cheats {"REKCALS", 7}, // three keys, more health {"MUB\\", 4}, // three keys, more health {"NIJOHC", 6}, // normal god mode {"WWW\\", 4}, // normal god mode {"OTOG", 4}, // warp {"LTG\\", 4}, // warp {"SYOTXIS", 7}, // all keys, armor, 100% health {"IAG\\", 4}, // all keys, armor, 100% health {"DASOOT", 6}, // god mode powerup {"DOG\\", 4}, // god mode powerup #if (SHAREWARE == 0) {"FOOW", 4}, // dog mode powerup {"GOD\\", 4}, // dog mode powerup #endif {"YOBYLF", 6}, // mercury mode powerup {"REM\\", 4}, // mercury mode powerup {"PIRTDAB", 7}, // shrooms mode powerup {"RHS\\", 4}, // shrooms mode powerup {"GNIOB", 5}, // elasto mode powerup {"ALE\\", 4}, // elasto mode powerup {"SREBOOG", 7}, // warp to level 1, start with pistol {"OOG\\", 4}, // warp to level 1, start with pistol {"KCAHW", 5}, // hurt player 10% {"FOO\\", 4}, // hurt player 10% {"DEEPS", 5}, // run fast all the time {"AFR\\", 4}, // run fast all the time {"CINAP", 5}, // back to normal {"NAP\\", 4}, // back to normal {"NOMID", 5}, // light diminishing on {"NOD\\", 4}, // light diminishing on {"FFOMID", 6}, // light diminishing off {"FOD\\", 4}, // light diminishing off {"NODNOL", 6}, // fog on (0x00 - 0x80 minmax) {"NOF\\", 4}, // fog on (0x00 - 0x80 minmax) {"LONDON", 6}, // fog off (0x80 - 0xFF minmax) {"FOF\\", 4}, // fog off (0x80 - 0xFF minmax) {"SETAGOG", 7}, // blow out of game {"R8L\\", 4}, // blow out of game {"HCRAOG", 6}, // end the current level {"LCE\\", 4}, // end the current level {"683ATOG", 7}, // floor and ceiling off {"NOC\\", 4}, // floor and ceiling off {"684ATOG", 7}, // floor and ceiling on {"FOC\\", 4}, // floor and ceiling on {"EMTOOHS", 7}, // bullet proof armor {"RAB\\", 4}, // bullet proof armor {"EMNRUB", 6}, // fire proof armor {"RAF\\", 4}, // fire proof armor {"GNUDGNUL", 8}, // gas mask {"RAG\\", 4}, // gas mask {"KCAPTNUH", 8}, // all keys, armor, 100% health, MP40, heatseek {"PFO\\", 4}, // all keys, armor, 100% health, MP40, heatseek {"EM68", 4}, // kill player {"EID\\", 4}, // kill player {"REEN", 4}, // re-enter level {"LER\\", 4}, // re-enter level {"OOWNHOJ", 7}, // give double pistol {"2WG\\", 4}, // give double pistol {"EMGULP", 6}, // give mp40 {"3WG\\", 4}, // give mp40 {"ALLINAV", 7}, // give bazooka {"4WG\\", 4}, // give bazooka {"SEMITTOH", 8}, // give heatseeker {"5WG\\", 4}, // give heatseeker {"EZOOB", 5}, // give drunk missile {"6WG\\", 4}, // give drunk missile {"BMOBERIF", 8}, // give firebomb {"7WG\\", 4}, // give firebomb {"SENOB", 5}, // give firewall {"8WG\\", 4}, // give firewall {"AYEES", 5}, // give god hand {"9WG\\", 4}, // give god hand {"MIA", 3}, // give aim bna++ {"MIA\\", 4}, // give aim bna++ #if (SHAREWARE == 0) {"TILPS", 5}, // give split missile {"AWG\\", 4}, // give split missile {"HTAEDFOSEK", 10}, // give kes {"BWG\\", 4}, // give kes {"NUREMOH", 8}, // give bat {"CWG\\", 4}, // give bat {"OJUC", 4}, // give dog weapon {"DWG\\", 4}, // give dog weapon #endif {"EDIR", 4}, // give MISSILE CAM {"MAC\\", 4}, // give Missile Cam {"EREHW", 5}, // turn where am i on/off {"DUH\\", 4}, // give hud {"NUF\\", 4}, // Rotation fun {"DROCER", 6}, // Demo RECORD {"POTS", 4}, // Demo stop recording {"YALP", 4}, // Demo Playback {"GKE\\", 4}, // Engine Killing Gibs {"ORTSEAM", 7}, // JukeBox {"EEL\\", 4}, // JukeBox {"REITRAC", 7}, // Map Cheat {"PAM\\", 4}, // Map Cheat {"UOY\\", 4}, // Secret Message {"EVAH", 4}, // Secret Message {"ON\\", 3}, // Secret Message {"EFIL", 4} // Secret Message }; /* ================ = = CheatSpawnItem = ================ */ void CheatSpawnItem (int item) { SpawnStatic(player->tilex, player->tiley, item,-1); LASTSTAT->z = player->z; MakeStatActive(LASTSTAT); LASTSTAT->flags|=FL_ABP; } /* ================ = = FixupPowerupsY = ================ */ void FixupPowerupsY (void) { player->z = nominalheight; } /* ================ = = EnableCheatCodes = ================ */ void EnableCheatCodes (void) { DebugOk ^= 1; if (DebugOk) AddMessage ("Cheat Codes \\cENABLED!", MSG_CHEAT); else AddMessage ("Cheat Codes \\cDISABLED!", MSG_CHEAT); } /* ================ = = ResetCheatCodes = ================ */ void ResetCheatCodes (void) { // godmode = false; } /* ================ = = DoMapCheat = ================ */ void DoMapCheat (void) { AddMessage ("Entire Map Revealed!", MSG_CHEAT); CheatMap (); } /* ================ = = DoGodMode = ================ */ void DoGodMode (void) { if (godmode) AddMessage ("Woundless With Weapons \\cOFF", MSG_CHEAT); else AddMessage ("Woundless With Weapons \\cON", MSG_CHEAT); godmode ^= 1; } /* ================ = = DoWarp = ================ */ #include "byteordr.h"//bna++ void DoWarp (void) { /* char str[10]; boolean esc; int level; CurrentFont = smallfont; US_CenterWindow(26,3); PrintY+=6; US_Print(" Warp to level(1-99):"); VW_UpdateScreen(); ShutdownClientControls(); esc = !US_LineInput (px, py, str, NULL, true, 2, 25, 13); if (!esc) { level = ParseNum (str); if (level>0 && level<=99) { gamestate.mapon = level-1; playstate = ex_warped; gamestate.episode = GetEpisode (gamestate.mapon); } } while (Keyboard[sc_Escape]) IN_UpdateKeyboard (); IN_ClearKeyboardQueue (); */ int level; EnableScreenStretch();//bna++ shut on streech mode MU_StoreSongPosition(); MU_StartSong( song_secretmenu); StopWind(); ShutdownClientControls(); SetupMenuBuf(); SetUpControlPanel (); level = CP_LevelSelectionMenu(); CleanUpControlPanel(); ShutdownMenuBuf(); //bna++ section if (( playstate == ex_stillplaying )&&(iGLOBAL_SCREENWIDTH > 320)) { pic_t *shape; shape = ( pic_t * )W_CacheLumpName( "backtile", PU_CACHE, Cvt_pic_t, 1 ); DrawTiledRegion( 0, 16, iGLOBAL_SCREENWIDTH, iGLOBAL_SCREENHEIGHT - 32, 0, 16, shape ); DisableScreenStretch();//dont strech when we go BACK TO GAME DrawPlayScreen(true);//repaint ammo and life stat VW_UpdateScreen ();//update screen } //bna section end EnableScreenStretch();//bna++ shut on streech mode while( Keyboard[ sc_Escape ] ) { IN_UpdateKeyboard(); } IN_ClearKeyboardQueue(); if ((level == -1) || (level == gamestate.mapon)) { MU_StartSong(song_level); MU_RestoreSongPosition(); } if ( level >= 0 ) { playstate = ex_warped; gamestate.mapon = level; GetEpisode( gamestate.mapon ); VL_FadeOut (0, 255, 0, 0, 0, 20); } else { DisableScreenStretch();//dont strech when we go BACK TO GAME SetupScreen(true); } StartupClientControls(); } /* ================ = = DoJukeBox = ================ */ void DoJukeBox (void) { if (iGLOBAL_SCREENWIDTH > 320) { EnableScreenStretch();//bna++ shut on streech mode } StopWind(); ShutdownClientControls(); SetupMenuBuf(); SetUpControlPanel (); MU_JukeBoxMenu(); CleanUpControlPanel(); ShutdownMenuBuf(); //bna++ section if (( playstate == ex_stillplaying )&&(iGLOBAL_SCREENWIDTH > 320)) { pic_t *shape; shape = ( pic_t * )W_CacheLumpName( "backtile", PU_CACHE, Cvt_pic_t, 1 ); DrawTiledRegion( 0, 16, iGLOBAL_SCREENWIDTH, iGLOBAL_SCREENHEIGHT - 32, 0, 16, shape ); DisableScreenStretch();//dont strech when we go BACK TO GAME DrawPlayScreen(true);//repaint ammo and life stat VW_UpdateScreen ();//update screen } //bna section end SetupScreen(true); while( Keyboard[ sc_Escape ] ) { IN_UpdateKeyboard(); } IN_ClearKeyboardQueue(); StartupClientControls(); } /* ================ = = DoNormalThing = ================ */ void DoNormalThing (void) { AddMessage ("BACK TO NORMAL. AH.", MSG_CHEAT); player->flags &= ~(FL_BPV|FL_AV|FL_GASMASK); locplayerstate->protectiontime = 0; if (player->flags & FL_ELASTO) player->flags &= ~FL_NOFRICTION; player->flags &= ~(FL_SHROOMS|FL_ELASTO|FL_FLEET); locplayerstate->poweruptime = 0; InitializeWeapons(locplayerstate); locplayerstate->keys = 0; DrawPlayScreen (false); } /* ================ = = DoItemCheat = ================ */ void DoItemCheat (void) { AddMessage ("Items Aplenty!", MSG_CHEAT); GivePoints (100000); HealPlayer (99, player); locplayerstate->keys = 0xF; DrawKeys (false); player->flags &= ~(FL_GASMASK|FL_BPV|FL_AV); CheatSpawnItem(stat_bulletproof); /* player->flags |= FL_BPV; player->flags &= ~(FL_GASMASK|FL_AV); locplayerstate->protectiontime = POWERUPTICS; GM_DrawBonus (stat_bulletproof); */ } /* ================ = = DoSomeItemCheat = ================ */ void DoSomeItemCheat (void) { AddMessage ("Slacker pack!", MSG_CHEAT); HealPlayer (40, player); locplayerstate->keys = 0x7; DrawKeys (false); } /* ================ = = DoGodModePowerup = ================ */ void DoGodModePowerup (void) { if (PLAYER[0]->flags & FL_GODMODE) return; CheatSpawnItem(stat_godmode); } /* ================ = = DoDogModePowerup = ================ */ void DoDogModePowerup (void) { if (PLAYER[0]->flags & FL_DOGMODE) return; CheatSpawnItem(stat_dogmode); } /* ================ = = DoMercuryModePowerup = ================ */ void DoMercuryModePowerup (void) { if (PLAYER[0]->flags & FL_FLEET) return; CheatSpawnItem(stat_fleetfeet); } /* ================ = = DoElastoModePowerup = ================ */ void DoElastoModePowerup (void) { if (PLAYER[0]->flags & FL_ELASTO) return; CheatSpawnItem(stat_elastic); } /* ================ = = DoShroomsModePowerup = ================ */ void DoShroomsModePowerup (void) { if (PLAYER[0]->flags & FL_SHROOMS) return; AddMessage ("SHROOMS MODE POWERDOWN!", MSG_CHEAT); CheatSpawnItem(stat_mushroom); } /* ================ = = RestartNormal = ================ */ void RestartNormal (void) { EnableScreenStretch();//bna DoNormalThing (); AddMessage ("Restart to level 1", MSG_CHEAT); gamestate.mapon = 0; playstate = ex_warped; GetEpisode (gamestate.mapon); } /* ================ = = HurtPlayer = ================ */ void HurtPlayer (void) { int oldhitpoints; oldhitpoints = player->hitpoints; DamageThing (player, MaxHitpointsForCharacter(locplayerstate) / 10); if (player->hitpoints < oldhitpoints) AddMessage ("OUCH!!!!", MSG_CHEAT); Collision(player,player,0,0); } /* ================ = = SetLightDiminish = ================ */ void SetLightDiminish (boolean off) { if (off) { AddMessage ("Light Diminishing \\cOff", MSG_CHEAT); fulllight = 1; } else { AddMessage ("Light Diminishing \\cOn", MSG_CHEAT); fulllight = 0; } } /* ================ = = SetFog = ================ */ void SetFog (boolean on) { if (on) { AddMessage ("Fog \\cOn", MSG_CHEAT); MAPSPOT(2,0,1)=105; MAPSPOT(3,0,1)=0; SetupLightLevels (); } else { AddMessage ("Fog \\cOff", MSG_CHEAT); MAPSPOT(2,0,1)=104; SetupLightLevels (); } } /* ================ = = ToggleMissileCam = ================ */ void ToggleMissileCam (void) { if (missilecam==false) { missilecam=true; AddMessage ("Missile Cam \\cOn", MSG_CHEAT); } else { missilecam=false; AddMessage ("Missile Cam \\cOff", MSG_CHEAT); } } /* ================ = = ToggleHUD = ================ */ void ToggleHUD (void) { if (HUD==false) { HUD=true; AddMessage ("HUD \\cOn", MSG_CHEAT); } else { HUD=false; AddMessage ("HUD \\cOff", MSG_CHEAT); } } /* ================ = = EndLevel = ================ */ void EndLevel (void) { AddMessage ("End Level", MSG_CHEAT); playstate = ex_skiplevel; } /* ================ = = FloorandCeiling = ================ */ void FloorandCeiling (boolean off) { if (off) { AddMessage ("Floor and Ceiling \\cON", MSG_CHEAT); fandc = 1; } else { AddMessage ("Floor and Ceiling \\cOFF", MSG_CHEAT); fandc = 0; } } /* ================ = = GiveGasMask = ================ */ void GiveGasMask () { if (PLAYER[0]->flags & FL_GASMASK) return; CheatSpawnItem(stat_gasmask); } /* ================ = = GiveBulletProofArmor = ================ */ void GiveBulletProofArmor () { if (PLAYER[0]->flags & FL_BPV) return; CheatSpawnItem(stat_bulletproof); } /* ================ = = GiveAsbestoArmor = ================ */ void GiveAsbestoArmor () { if (PLAYER[0]->flags & FL_AV) return; CheatSpawnItem(stat_asbesto); } /* ================ = = OutfitPlayer = ================ */ void OutfitPlayer () { AddMessage ("Outfit Player!", MSG_CHEAT); locplayerstate->keys = 0xF; DrawKeys (false); HealPlayer (99, player); /* player->flags |= FL_BPV; player->flags &= ~(FL_GASMASK|FL_AV); locplayerstate->protectiontime = POWERUPTICS; GM_DrawBonus (stat_bulletproof); GiveWeapon (player,wp_mp40); */ #if (SHAREWARE == 0) CheatSpawnItem(stat_splitmissile); #else CheatSpawnItem(stat_heatseeker); #endif } /* ================ = = KillPlayer = ================ */ void KillPlayer () { AddMessage ("Say Goodnight.", MSG_CHEAT); playstate = ex_died; } /* ================ = = RestartCurrentLevel = ================ */ void RestartCurrentLevel (void) { playstate = ex_warped; GetEpisode (gamestate.mapon); } /* ================ = = EndDemo = ================ */ void EndDemo ( void ) { char str[10]; boolean esc; int demonumber; if (demorecord==false) return; ShutdownClientControls(); CurrentFont = smallfont; demorecord = false; US_CenterWindow (26, 4); US_CPrint ("Save demo as:"); US_Print ("\n"); US_CPrint ("Demo Number (1-4):"); VW_UpdateScreen(); esc = !US_LineInput (px, py, str, NULL, true, 1, 25, 13); if (!esc) { demonumber = ParseNum (str); if ((demonumber > 0) && (demonumber < 5)) { SaveDemo (demonumber); } } IN_ClearKeysDown (); while (Keyboard[sc_Enter]) IN_UpdateKeyboard (); while (Keyboard[sc_Escape]) IN_UpdateKeyboard (); IN_ClearKeyboardQueue (); StartupClientControls(); DisableScreenStretch(); } /* ================ = = RecordDemoQuery = ================ */ void RecordDemoQuery ( void ) { char str[10]; boolean esc; int level; ShutdownClientControls(); CurrentFont = smallfont; US_CenterWindow (26, 5); PrintY += 6; US_CPrint ("Record Demo"); US_Print ("\n"); #if (SHAREWARE==0) US_CPrint ("Which level (1-36):"); #else US_CPrint ("Which level (1-8):"); #endif VW_UpdateScreen(); esc = !US_LineInput (px, py, str, NULL, true, 2, 25, 13); if (!esc) { level = ParseNum (str); #if (SHAREWARE==0) if ((level > 0) && (level < 37)) #else if ((level > 0) && (level < 9)) #endif { EnableScreenStretch();//bna gamestate.mapon = level-1; playstate = ex_demorecord; } } while (Keyboard[sc_Enter]) IN_UpdateKeyboard (); while (Keyboard[sc_Escape]) IN_UpdateKeyboard (); IN_ClearKeyboardQueue (); StartupClientControls(); } /* ================ = = PlaybackDemoQuery = ================ */ void PlaybackDemoQuery ( void ) { char str[10]; boolean esc; int level; ShutdownClientControls(); CurrentFont = smallfont; US_CenterWindow (33, 4); US_CPrint ("Playback demo"); US_Print ("\n"); US_CPrint ("Enter demo number (1-4):"); VW_UpdateScreen (); esc = !US_LineInput (px, py, str, NULL, true, 1, 25, 13); if (!esc) { level = ParseNum (str); if ((level > 0) && (level < 5)) { if (DemoExists (level) == true) LoadDemo (level); } } while (Keyboard[sc_Enter]) IN_UpdateKeyboard (); while (Keyboard[sc_Escape]) IN_UpdateKeyboard (); IN_ClearKeyboardQueue (); StartupClientControls(); EnableScreenStretch(); } /* ================ = = DebugKeys = ================ */ int DebugKeys (void) { return (0); } /* ================ = = WeaponCheat = ================ */ void WeaponCheat (int weapon) { if ((player->flags & FL_GODMODE) || (player->flags & FL_DOGMODE)) return; if ((weapon <= wp_mp40) && (PLAYERSTATE[0].HASBULLETWEAPON[weapon])) return; CheatSpawnItem(GetItemForWeapon(weapon)); } /* ================ = = CheckCode () = ================ */ extern boolean ricochetingRocketsEnabled; void RotationFunSDL(void); void CheckCode (int which) { int pos = (LastLetter-1)&(MAXLETTERS-1); int num = 0; int start; start = pos; while ((toupper(LetterQueue[pos]) == Codes[which].code[num]) && (num < Codes[which].length)) { pos = (pos-1)&(MAXLETTERS-1); num++; } if (num == Codes[which].length) { // Kill last letter so the debug rtn will not keep triggering LetterQueue[start] = 0; switch (which) { case ENABLECHEAT: case ENABLECHEATALT: EnableCheatCodes (); break; case INVULNERABLE: case INVULNERABLEALT: DoGodMode (); break; case WARP: case WARPALT: DoWarp (); break; case ITEMS: case ITEMSALT: DoItemCheat (); break; case SOMEITEMS: case SOMEITEMSALT: DoSomeItemCheat (); break; case GODMODEPWUP: case GODMODEPWUPALT: DoGodModePowerup (); break; #if (SHAREWARE == 0) case DOGMODEPWUP: case DOGMODEPWUPALT: DoDogModePowerup (); break; #endif case MERCURYPWUP: case MERCURYPWUPALT: DoMercuryModePowerup (); break; case SHROOMSPWUP: case SHROOMSPWUPALT: DoShroomsModePowerup (); break; case ELASTOPWUP: case ELASTOPWUPALT: DoElastoModePowerup (); break; case RESTARTGAME: case RESTARTGAMEALT: RestartNormal (); break; case HURTPLAYER: case HURTPLAYERALT: HurtPlayer (); break; case TOMHALLMODE: case TOMHALLMODEALT: gamestate.autorun = true; AddMessage("Autorun enabled!",MSG_CHEAT); break; case NORMAL: case NORMALALT: DoNormalThing (); break; case LIGHTDIMON: case LIGHTDIMONALT: SetLightDiminish (false); break; case LIGHTDIMOFF: case LIGHTDIMOFFALT: SetLightDiminish (true); break; case FOGON: case FOGONALT: SetFog (true); break; case FOGOFF: case FOGOFFALT: SetFog (false); break; case QUITGAME: case QUITGAMEALT: QuitGame (); break; case ENDLEVEL: case ENDLEVELALT: EndLevel (); break; case FANDCOFF: case FANDCOFFALT: FloorandCeiling (false); break; case FANDCON: case FANDCONALT: FloorandCeiling (true); break; case AIMCROSS: case AIMCROSSALT: if (iG_aimCross == 0) { iG_aimCross = 1; AddMessage("Crosshair on",MSG_GAME); } else { iG_aimCross = 0; AddMessage("Crosshair off",MSG_GAME); } break; case BULLETARMOR: case BULLETARMORALT: GiveBulletProofArmor (); break; case FIREARMOR: case FIREARMORALT: GiveAsbestoArmor (); break; case GASMASK: case GASMASKALT: GiveGasMask (); break; case OUTFIT: case OUTFITALT: OutfitPlayer (); break; case KILLPLAYER: case KILLPLAYERALT: KillPlayer (); break; case RESTARTLEVEL: case RESTARTLEVELALT: RestartCurrentLevel (); break; case WEAPONTWOPISTOL: case WEAPONTWOPISTOLALT: WeaponCheat(wp_twopistol); break; case WEAPONMP40: case WEAPONMP40ALT: WeaponCheat(wp_mp40); break; case WEAPONBAZOOKA: case WEAPONBAZOOKAALT: WeaponCheat(wp_bazooka); break; case WEAPONFIREBOMB: case WEAPONFIREBOMBALT: WeaponCheat(wp_firebomb); break; case WEAPONHEAT: case WEAPONHEATALT: WeaponCheat(wp_heatseeker); break; case WEAPONDRUNK: case WEAPONDRUNKALT: WeaponCheat(wp_drunk); break; case WEAPONFIREWALL: case WEAPONFIREWALLALT: WeaponCheat(wp_firewall); break; case WEAPONGOD: case WEAPONGODALT: WeaponCheat(wp_godhand); break; #if (SHAREWARE == 0) case WEAPONSPLIT: case WEAPONSPLITALT: WeaponCheat(wp_split); break; case WEAPONKES: case WEAPONKESALT: WeaponCheat(wp_kes); break; case WEAPONBAT: case WEAPONBATALT: WeaponCheat(wp_bat); break; case WEAPONDOG: case WEAPONDOGALT: WeaponCheat(wp_dog); break; #endif case MISSILECAMTOGGLE: case MISSILECAMTOGGLEALT: ToggleMissileCam(); break; case HUDTOGGLE: case HUDTOGGLEALT: ToggleHUD(); break; case ROTATIONFUN: ShutdownClientControls(); RotationFunSDL(); StartupClientControls(); SetupScreen( true ); break; case DEMORECORD: RecordDemoQuery(); break; case DEMOEND: EndDemo(); break; case DEMOPLAYBACK: PlaybackDemoQuery(); break; case CRAZYGIBS: if (gamestate.violence == vl_excessive) { ludicrousgibs ^= 1; if (ludicrousgibs == true) AddMessage("EKG mode on!",MSG_GAME); else AddMessage("EKG mode off!",MSG_GAME); } break; case JUKEBOX: case JUKEBOXALT: DoJukeBox(); break; case MAPCHEAT: case MAPCHEATALT: DoMapCheat(); break; case RICOCHETING: case RICOCHETINGALT: ricochetingRocketsEnabled ^= 1; if (ricochetingRocketsEnabled) AddMessage("Ricocheting Rockets \\cEnabled!", MSG_CHEAT); else AddMessage("Ricocheting Rockets \\cDisabled!", MSG_CHEAT); } } } /* ================ = = CheckDebug () = ================ */ void CheckDebug (void) { int which; if (DebugOk == false) { CheckCode (0); // Check for Debug switch only CheckCode (1); // Check for Debug switch only CheckCode (2); // Check for Slacker pack CheckCode (3); // Check for Slacker pack } else { if (demoplayback==true) { return; } else if (demorecord==true) { CheckCode (DEMORECORD); CheckCode (DEMOEND); } else { for (which = 0; which < MAXCODES; which++) // Check all debug codes CheckCode (which); } } }