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cheat.cc
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cheat.cc
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/*
* Copyright (C) 2000-2013 The Exult Team
*
* 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. 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <iostream>
#include <algorithm>
#include "SDL_mouse.h"
#include "cheat.h"
#include "exult.h"
#include "gamewin.h"
#include "gameclk.h"
#include "gamemap.h"
#include "party.h"
#include "Configuration.h"
#include "game.h"
#include "actors.h"
#include "mouse.h"
#include "browser.h"
#include "soundtest.h"
#include "cheat_screen.h"
#include "Gump_manager.h"
#include "Gump.h"
#include "drag.h"
#include "effects.h"
#include "chunks.h"
#include "objiter.h"
#include "miscinf.h"
#ifdef USE_EXULTSTUDIO /* Only needed for exult studio. */
#include "server.h"
#include "servemsg.h"
#include "ignore_unused_variable_warning.h"
#ifdef WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#endif // WIN32
#endif //USE_EXULTSTUDIO
#ifndef UNDER_EMBEDDED_CE
using std::cout;
using std::endl;
using std::strcpy;
using std::strcat;
#endif
Cheat cheat;
Cheat::Cheat() {
enabled = false;
god_mode = false;
wizard_mode = false;
map_editor = false;
tile_grid = false;
edit_mode = move;
edit_lift = 0;
edit_shape = edit_frame = edit_chunknum = 0;
infravision = false;
pickpocket = false;
grab_actor = true;
browser = NULL;
tester = NULL;
chunksel_left = chunksel_top = c_num_chunks;
chunksel_right = chunksel_bottom = -1;
}
Cheat::~Cheat() {
delete browser;
delete tester;
delete cscreen;
}
void Cheat::init(void) {
std::string cheating;
config->value("config/gameplay/cheat", cheating, "no");
if (cheating == "yes")
enabled = true;
else
enabled = false;
}
void Cheat::finish_init(void) {
browser = new ShapeBrowser();
tester = new SoundTester();
cscreen = new CheatScreen();
if (enabled)
cout << "Cheats enabled." << endl;
}
void Cheat::set_enabled(bool en) {
enabled = en;
std::string cheating;
if (enabled)
cheating = "yes";
else
cheating = "no";
config->set("config/gameplay/cheat", cheating, true);
}
void Cheat::toggle_god(void) {
if (!enabled) return;
god_mode = !god_mode;
if (god_mode) {
eman->center_text("God Mode Enabled");
Actor *party[9]; // Set attack mode to 'nearest'.
int cnt = gwin->get_party(party, 1);
for (int i = 0; i < cnt; i++)
party[i]->set_attack_mode(Actor::nearest);
} else
eman->center_text("God Mode Disabled");
}
void Cheat::toggle_wizard(void) {
if (!enabled) return;
wizard_mode = !wizard_mode;
if (wizard_mode)
eman->center_text("Archwizard Mode Enabled");
else
eman->center_text("Archwizard Mode Disabled");
}
void Cheat::toggle_map_editor(void) {
if (!enabled) return;
map_editor = !map_editor;
if (map_editor) {
eman->center_text("Map Editor Mode Enabled");
// Stop time.
gwin->set_time_stopped(-1);
#ifdef USE_EXULTSTUDIO /* Launch ExultStudio! */
if (!gwin->paint_eggs) { // Show eggs too.
gwin->paint_eggs = 1;
gwin->paint();
}
if (client_socket < 0 &&
!gwin->get_win()->is_fullscreen()) {
char cmnd[256]; // Set up command.
#ifdef WIN32
if (get_system_path("<HOME>") == ".") // portable
strcpy(cmnd, "exult_studio -p -x ");
else
#endif
strcpy(cmnd, "exult_studio -x ");
std::string data_path = get_system_path("<DATA>");
if (data_path.find(' ') != std::string::npos)
data_path = "\"" + data_path + "\"";
strcat(cmnd, data_path.c_str());// Path to where .glade file should be.
strcat(cmnd, " -g "); // Now want game name.
std::string gamenamestr = Game::get_gametitle();
strcat(cmnd, gamenamestr.c_str());
// Now want mod name.
std::string modnamestr = Game::get_modtitle();
if (modnamestr != "") {
strcat(cmnd, " -m ");
strcat(cmnd, modnamestr.c_str());
}
std::string alt_cfg = get_system_path("<alt_cfg>");
if (alt_cfg != "<alt_cfg>") {
strcat(cmnd, " -c ");
strcat(cmnd, alt_cfg.c_str());
}
strcat(cmnd, " &");
cout << "Executing: " << cmnd << endl;
#ifndef WIN32
int ret = system(cmnd);
if (ret == 127 || ret == -1)
cout << "Couldn't run Exult Studio" << endl;
#elif !(defined(UNDER_CE))
PROCESS_INFORMATION pi;
STARTUPINFO si;
std::memset(&si, 0, sizeof(si));
si.cb = sizeof(si);
int ret = CreateProcess(NULL, cmnd, NULL, NULL,
FALSE, 0,
NULL, NULL, &si, &pi);
if (!ret) cout << "Couldn't run Exult Studio" << endl;
#endif
}
#endif
} else {
clear_selected(); // Selection goes away.
eman->center_text("Map Editor Mode Disabled");
// Stop time-stop.
gwin->set_time_stopped(0);
}
}
void Cheat::toggle_tile_grid(void) {
if (!enabled) return;
tile_grid = !tile_grid;
gwin->set_all_dirty();
}
void Cheat::set_edit_mode(Map_editor_mode md) {
edit_mode = md;
if (edit_mode != select_chunks) {
clear_chunksel();
gwin->set_all_dirty();
}
}
void Cheat::clear_chunksel(void) {
if (chunksel_right >= 0 && chunksel_bottom >= 0) {
int startx = chunksel_left, stopx = chunksel_right + 1;
int starty = chunksel_top, stopy = chunksel_bottom + 1;
for (int cy = starty; cy != stopy; cy = INCR_CHUNK(cy))
for (int cx = startx; cx != stopx;
cx = INCR_CHUNK(cx)) {
Map_chunk *chunk = gmap->get_chunk(cx, cy);
chunk->set_selected(false);
}
}
chunksel_left = chunksel_top = c_num_chunks;
chunksel_right = chunksel_bottom = -1;
}
void Cheat::add_chunksel(Map_chunk *chunk, bool extend) {
ignore_unused_variable_warning(extend);
chunk->set_selected(true);
int cx = chunk->get_cx(), cy = chunk->get_cy();
if (cx < chunksel_left)
chunksel_left = cx;
if (cx > chunksel_right)
chunksel_right = cx;
if (cy < chunksel_top)
chunksel_top = cy;
if (cy > chunksel_bottom)
chunksel_bottom = cy;
// ++++++++LATER: Handle extend.
}
/* Move a given chunk. */
void Cheat::move_chunk(Map_chunk *chunk, int dx, int dy) {
// Figure dest. with wrapping.
int tox = (chunk->get_cx() + dx + c_num_chunks) % c_num_chunks;
int toy = (chunk->get_cy() + dy + c_num_chunks) % c_num_chunks;
Map_chunk *tochunk = gmap->get_chunk(tox, toy);
Game_object_vector tmplist; // Delete objs. in 'tochunk'.
Game_object *obj;
{
// Iterator needs its own scope.
Object_iterator toiter(tochunk->get_objects());
while ((obj = toiter.get_next()) != 0)
if (!obj->as_npc())
tmplist.push_back(obj);
}
for (Game_object_vector::const_iterator it = tmplist.begin();
it != tmplist.end(); ++it)
(*it)->remove_this();
tmplist.clear();
// Copy terrain into new chunk.
tochunk->set_terrain(chunk->get_terrain());
{
Object_iterator fromiter(chunk->get_objects());
while ((obj = fromiter.get_next()) != 0)
if (!obj->as_terrain())
tmplist.push_back(obj);
}
dx *= c_tiles_per_chunk;
dy *= c_tiles_per_chunk;
for (Game_object_vector::const_iterator it = tmplist.begin();
it != tmplist.end(); ++it) {
obj = *it;
Tile_coord t = obj->get_tile();
// Got to move objects legally.
obj->move((t.tx + dx + c_num_tiles) % c_num_tiles,
(t.ty + dy + c_num_tiles) % c_num_tiles, t.tz);
}
// For now, set terrain to #0.
chunk->set_terrain(gmap->get_terrain(0));
chunk->set_selected(false);
tochunk->set_selected(true);
}
/* Move all the selected chunks. */
void Cheat::move_selected_chunks(int dx, int dy) {
int startx, stopx, dirx, starty, stopy, diry;
if (dx <= 0) {
startx = chunksel_left;
stopx = chunksel_right + 1;
dirx = 1;
} else {
startx = chunksel_right;
stopx = chunksel_left - 1;
dirx = -1;
}
if (dy <= 0) {
starty = chunksel_top;
stopy = chunksel_bottom + 1;
diry = 1;
} else {
starty = chunksel_bottom;
stopy = chunksel_top - 1;
diry = -1;
}
for (int cy = starty; cy != stopy; cy += diry)
for (int cx = startx; cx != stopx; cx += dirx) {
Map_chunk *chunk = gmap->get_chunk(cx, cy);
if (chunk->is_selected())
move_chunk(chunk, dx, dy);
}
gwin->set_all_dirty();
chunksel_left = (chunksel_left + dx + c_num_chunks) % c_num_chunks;
chunksel_right = (chunksel_right + dx + c_num_chunks) % c_num_chunks;
chunksel_top = (chunksel_top + dy + c_num_chunks) % c_num_chunks;
chunksel_bottom = (chunksel_bottom + dy + c_num_chunks) % c_num_chunks;
}
void Cheat::set_edit_lift(int lift) {
if (!enabled) return;
edit_lift = lift;
gwin->set_all_dirty();
}
void Cheat::set_edit_shape(int sh, int fr) {
edit_shape = sh;
edit_frame = fr;
}
void Cheat::toggle_infravision(void) {
if (!enabled) return;
infravision = !infravision;
if (infravision)
eman->center_text("Infravision Enabled");
else
eman->center_text("Infravision Disabled");
gclock->set_palette();
}
void Cheat::toggle_pickpocket(void) {
if (!enabled) return;
pickpocket = !pickpocket;
if (pickpocket) {
eman->center_text("Pick Pocket Enabled");
gwin->get_pal()->set(0);
} else
eman->center_text("Pick Pocket Disabled");
}
void Cheat::toggle_hack_mover(void) {
if (!enabled) return;
hack_mover = !hack_mover;
if (hack_mover) {
eman->center_text("Hack mover Enabled");
} else {
eman->center_text("Hack mover Disabled");
}
}
void Cheat::change_gender(void) const {
if (!enabled) return;
if (gwin->get_main_actor()->get_type_flag(Actor::tf_sex)) {
gwin->get_main_actor()->clear_type_flag(Actor::tf_sex);
eman->center_text("Avatar is now male");
} else {
gwin->get_main_actor()->set_type_flag(Actor::tf_sex);
eman->center_text("Avatar is now female");
}
gwin->set_all_dirty();
}
void Cheat::toggle_eggs(void) const {
if (!enabled) return;
gwin->paint_eggs = !gwin->paint_eggs;
if (gwin->paint_eggs)
eman->center_text("Eggs display enabled");
else
eman->center_text("Eggs display disabled");
gwin->paint();
}
void Cheat::toggle_Petra(void) const {
if (!enabled || (Game::get_game_type() != SERPENT_ISLE)) return;
if (gwin->get_main_actor()->get_flag(Obj_flags::petra))
gwin->get_main_actor()->clear_flag(Obj_flags::petra);
else
gwin->get_main_actor()->set_flag(Obj_flags::petra);
gwin->set_all_dirty();
}
void Cheat::toggle_naked(void) const {
if (!enabled) return;
if (gwin->get_main_actor()->get_flag(Obj_flags::naked))
gwin->get_main_actor()->clear_flag(Obj_flags::naked);
else
gwin->get_main_actor()->set_flag(Obj_flags::naked);
gwin->set_all_dirty();
}
void Cheat::change_skin(void) const {
if (!enabled)
return;
int color = gwin->get_main_actor()->get_skin_color();
bool sex = gwin->get_main_actor()->get_type_flag(Actor::tf_sex) != 0;
color = Shapeinfo_lookup::GetNextSkin(color, sex, sman->have_si_shapes());
gwin->get_main_actor()->set_skin_color(color);
gwin->set_all_dirty();
}
void Cheat::levelup_party(void) const {
if (!enabled) return;
Actor *party[9];
int level, newexp;
bool leveledup = false;
// get party, including Avatar
int cnt = gwin->get_party(party, 1);
for (int i = 0; i < cnt; i++) {
level = party[i]->get_level();
if (level < 10) {
leveledup = true;
newexp = 25 * (2 << level); // one level higher
party[i]->set_property(Actor::exp, newexp);
}
}
if (leveledup) {
eman->center_text("Level up!");
} else {
eman->center_text("Maximum level reached");
}
}
void Cheat::fake_time_period(void) const {
if (!enabled) return;
gwin->get_clock()->fake_next_period();
eman->center_text("Game clock incremented");
}
void Cheat::dec_skip_lift(void) const {
if (!enabled) return;
if (gwin->skip_lift == 16)
gwin->skip_lift = 11;
else
gwin->skip_lift--;
if (gwin->skip_lift < 0) // 0 means 'terrain-editing'.
gwin->skip_lift = 16;
#ifdef DEBUG
cout << "Skip_lift = " << gwin->skip_lift << endl;
#endif
gwin->paint();
}
void Cheat::set_skip_lift(int skip) const {
if (!enabled) return;
if ((skip >= 1 && skip <= 11) || skip == 16)
gwin->skip_lift = skip;
#ifdef DEBUG
cout << "Skip_lift = " << gwin->skip_lift << endl;
#endif
gwin->paint();
}
/*
* Tell EStudio whether there's a selection and clipboard.
*/
void Cheat::send_select_status() {
#ifdef USE_EXULTSTUDIO
if (client_socket >= 0) {
unsigned char msg[2];
msg[0] = selected.empty() ? 0 : 1;
msg[1] = clipboard.empty() ? 0 : 1;
Exult_server::Send_data(client_socket,
Exult_server::select_status, &msg[0], 2);
}
#endif
}
/*
* Add an object to the selected list without checking.
*/
void Cheat::append_selected(Game_object *obj) {
selected.push_back(obj);
if (selected.size() == 1) // First one?
send_select_status();
}
/*
* Toggle the selection of an object.
*/
void Cheat::toggle_selected(Game_object *obj) {
if (!obj->get_owner())
gwin->add_dirty(obj);
else
gwin->set_all_dirty();
// In list?
for (Game_object_vector::iterator it = selected.begin();
it != selected.end(); ++it)
if (*it == obj) {
// Yes, so remove it.
selected.erase(it);
if (selected.empty()) // Last one?
send_select_status();
return;
}
selected.push_back(obj); // No, so add it.
if (selected.size() == 1) // 1st one?
send_select_status();
}
/*
* Clear out selection.
*/
void Cheat::clear_selected() {
if (selected.empty())
return;
for (Game_object_vector::iterator it = selected.begin();
it != selected.end(); ++it) {
Game_object *obj = *it;
if (!obj->get_owner())
gwin->add_dirty(obj);
else
gwin->set_all_dirty();
}
selected.clear();
send_select_status();
}
/*
* Delete all selected objects.
*/
void Cheat::delete_selected() {
if (selected.empty())
return;
while (!selected.empty()) {
Game_object *obj = selected.back();
selected.pop_back();
if (obj->get_owner())
gwin->add_dirty(obj);
else // In a gump?
gwin->set_all_dirty();
obj->remove_this();
}
send_select_status();
}
/*
* Move the selected objects by given #tiles. Objects inside another are
* treated as being at the location of their owner.
*/
void Cheat::move_selected_objs(int dx, int dy, int dz) {
if (selected.empty())
return; // Nothing to do.
std::vector<Tile_coord> tiles; // Store locations here.
int lowz = 1000, highz = -1000; // Get min/max lift.
// Remove & store old locations.
Game_object_vector::iterator it;
for (it = selected.begin(); it != selected.end(); ++it) {
Game_object *obj = *it;
Game_object *owner = obj->get_outermost();
// Get location. Use owner if inside.
Tile_coord tile = owner->get_tile();
tiles.push_back(tile);
if (obj == owner) // Not inside?
gwin->add_dirty(obj);
else // In a gump. Repaint all for now.
gwin->set_all_dirty();
obj->remove_this(true);
if (tile.tz < lowz)
lowz = tile.tz;
if (tile.tz > highz)
highz = tile.tz;
}
if (lowz + dz < 0) // Too low?
dz = -lowz;
if (highz + dz > 255) // Too high?
dz = 255 - highz;
// Add back in new locations.
for (it = selected.begin(); it != selected.end(); ++it) {
Tile_coord tile = tiles[it - selected.begin()];
int newtx = (tile.tx + dx + c_num_tiles) % c_num_tiles;
int newty = (tile.ty + dy + c_num_tiles) % c_num_tiles;
int newtz = (tile.tz + dz + 256) % 256;
(*it)->set_invalid();
(*it)->move(newtx, newty, newtz);
}
}
/* Move selected objects/chunks. */
void Cheat::move_selected(int dx, int dy, int dz) {
if (edit_mode == select_chunks)
move_selected_chunks(dx, dy);
else
move_selected_objs(dx, dy, dz);
}
bool Cheat::is_selected(Game_object *o) {
for (Game_object_vector::const_iterator it = selected.begin();
it != selected.end(); ++it)
if (o == *it)
return true;
return false;
}
/*
* Want lowest, southmost, then eastmost first.
*/
class Clip_compare {
public:
bool operator()(const Game_object *o1, const Game_object *o2) {
Tile_coord t1 = o1->get_tile(),
t2 = o2->get_tile();
if (t1.tz != t2.tz)
return t1.tz < t2.tz;
else if (t1.ty != t2.ty)
return t1.ty > t2.ty;
else return t1.tx >= t2.tx;
}
};
/*
* Cut/copy.
*/
void Cheat::cut(bool copy) {
if (selected.empty())
return; // Nothing selected.
bool clip_was_empty = clipboard.empty();
Game_object_vector::iterator it;
// Clear out old clipboard.
for (it = clipboard.begin(); it != clipboard.end(); ++it)
gwin->delete_object(*it); // Careful here.
clipboard.resize(0);
clipboard.reserve(selected.size());
if (!copy) // Removing? Force repaint.
gwin->set_all_dirty();
// Go through selected objects.
for (it = selected.begin(); it != selected.end(); ++it) {
Game_object *obj = *it;
Tile_coord t = obj->get_outermost()->get_tile();
if (copy)
// TEST+++++REALLY want a 'clone()'.
obj = gwin->get_map()->create_ireg_object(
obj->get_shapenum(), obj->get_framenum());
else // Cut: Remove but don't delete.
obj->remove_this(true);
// Set pos. & add to list.
obj->set_shape_pos(t.tx % c_tiles_per_chunk,
t.ty % c_tiles_per_chunk);
#if 0 /* ++++++What's this for? */
obj->set_chunk(t.tx / c_tiles_per_chunk, t.ty / c_tiles_per_chunk);
#endif
clipboard.push_back(obj);
}
// Sort.
std::sort(selected.begin(), selected.end(), Clip_compare());
if (!copy) // Cut? Remove selection.
clear_selected(); // (This will send status.)
else if (clip_was_empty) // First clipboard object?
send_select_status();
}
/*
* Create an object as moveable (IREG) or fixed.
* ++++++++Goes away when we have obj->clone()++++++++++
*/
static Game_object *Create_object(
Game_window *gwin,
int shape, int frame // What to create.
) {
Shape_info &info = ShapeID::get_info(shape);
int sclass = info.get_shape_class();
// Is it an ireg (changeable) obj?
bool ireg = (sclass != Shape_info::unusable &&
sclass != Shape_info::building);
Game_object *newobj;
if (ireg)
newobj = gwin->get_map()->create_ireg_object(info,
shape, frame, 0, 0, 0);
else
newobj = gwin->get_map()->create_ifix_object(shape, frame);
return newobj;
}
/*
* Paste selection.
*/
void Cheat::paste(
int mx, int my // Mouse position.
) {
if (clipboard.empty())
return; // Nothing there.
// Use lowest/south/east for position.
Tile_coord hot = clipboard[0]->get_tile();
clear_selected(); // Remove old selected.
Game_object_vector::iterator it;
for (it = clipboard.begin(); it != clipboard.end(); ++it) {
Game_object *obj = *it;
Tile_coord t = obj->get_tile();
// Figure spot rel. to hot-spot.
int liftpix = ((t.tz - hot.tz) * c_tilesize) / 2;
int x = mx + (t.tx - hot.tx) * c_tilesize - liftpix,
y = my + (t.ty - hot.ty) * c_tilesize - liftpix;
// +++++Use clone().
obj = Create_object(gwin, obj->get_shapenum(),
obj->get_framenum());
Dragging_info drag(obj);
if (drag.drop(x, y, true)) // (Dels if it fails.)
append_selected(obj);
}
gwin->set_all_dirty(); // Just repaint all.
}
/*
* Prompt for spot to paste to.
*/
void Cheat::paste() {
if (clipboard.empty())
return;
int x, y; // Allow dragging while here:
if (Get_click(x, y, Mouse::greenselect, 0, true))
paste(x, y);
}
const int border = 2; // For showing map.
const int worldsize = c_tiles_per_chunk * c_num_chunks;
/*
* Show 'cheat' map.
*/
class Cheat_map : public Game_singletons, public Paintable {
public:
int x, y; // Where it's painted.
int w, h;
Shape_frame *map;
Vga_file *mini; // If "minimaps.vga" is found.
Cheat_map(int mapnum = 0) : map(0), mini(0) {
if (U7exists(PATCH_MINIMAPS)) {
mini = new Vga_file(PATCH_MINIMAPS);
if (!(map = mini->get_shape(0, mapnum)))
map = mini->get_shape(0, 0);
} else {
ShapeID mapid(game->get_shape("sprites/cheatmap"),
1, SF_GAME_FLX);
map = mapid.get_shape();
}
// Get coords. for centered view.
w = map->get_width();
h = map->get_height();
x = (gwin->get_width() - w) / 2 + map->get_xleft();
y = (gwin->get_height() - h) / 2 + map->get_yabove();
}
virtual ~Cheat_map() {
delete mini;
}
virtual void paint() {
sman->paint_shape(x, y, map, true);
// mark current location
int xx, yy;
Tile_coord t = gwin->get_main_actor()->get_tile();
xx = ((t.tx * (w - border * 2)) / worldsize);
yy = ((t.ty * (h - border * 2)) / worldsize);
xx += x - map->get_xleft() + border;
yy += y - map->get_yabove() + border;
gwin->get_win()->fill8(50, 1, 5, xx, yy - 2);
gwin->get_win()->fill8(50, 5, 1, xx - 2, yy);
}
};
void Cheat::map_teleport(void) const {
if (!enabled) return;
Cheat_map map(gwin->get_map()->get_num());
int xx, yy;
if (!Get_click(xx, yy, Mouse::greenselect, 0, false, &map)) {
gwin->paint();
return;
}
xx -= map.x - map.map->get_xleft() + border;
yy -= map.y - map.map->get_yabove() + border;
Tile_coord t;
t.tx = static_cast<int>(((xx + 0.5) * worldsize) / (map.w - 2 * border));
t.ty = static_cast<int>(((yy + 0.5) * worldsize) / (map.h - 2 * border));
// World-wrapping.
t.tx = (t.tx + c_num_tiles) % c_num_tiles;
t.ty = (t.ty + c_num_tiles) % c_num_tiles;
cout << "Teleporting to " << t.tx << "," << t.ty << "!" << endl;
t.tz = 0;
gwin->teleport_party(t);
eman->center_text("Teleport!!!");
}
void Cheat::cursor_teleport(void) const {
if (!enabled) return;
int x, y;
SDL_GetMouseState(&x, &y);
gwin->get_win()->screen_to_game(x, y, gwin->get_fastmouse(), x, y);
Tile_coord t(gwin->get_scrolltx() + x / c_tilesize,
gwin->get_scrollty() + y / c_tilesize, 0);
t.fixme();
gwin->teleport_party(t);
eman->center_text("Teleport!!!");
}
void Cheat::next_map_teleport() const {
int curmap = gwin->get_map()->get_num();
int newmap = Find_next_map(curmap + 1, 4); // Look forwards by 4.
if (newmap == -1) { // Not found?
// Look from 0.
newmap = Find_next_map(0, curmap);
if (newmap == -1) {
eman->center_text("Map not found");
return;
}
}
gwin->teleport_party(gwin->get_main_actor()->get_tile(), true, newmap);
char msg[80];
sprintf(msg, "To map #%02x", newmap);
eman->center_text(msg);
}
void Cheat::create_coins(void) const {
if (!enabled) return;
gwin->get_main_actor()->add_quantity(100, 644);
eman->center_text("Added 100 gold coins");
}
void Cheat::create_last_shape(void) const {
if (!enabled) return;
int current_shape = 0;
int current_frame = 0;
if (browser->get_shape(current_shape, current_frame)) {
Game_object *obj = gwin->get_map()->create_ireg_object(
current_shape, current_frame);
obj->set_flag(Obj_flags::okay_to_take);
Tile_coord t = Map_chunk::find_spot(
gwin->get_main_actor()->get_tile(), 4, obj, 2);
if (t.tx != -1) {
obj->move(t);
eman->center_text("Object created");
} else
eman->center_text("No room");
} else
eman->center_text("Can only create from 'shapes.vga'");
}
void Cheat::delete_object(void) {
if (!enabled) return;
int x, y;
SDL_GetMouseState(&x, &y);
gwin->get_win()->screen_to_game(x, y, gwin->get_fastmouse(), x, y);
Game_object *obj;
Gump *gump = gwin->get_gump_man()->find_gump(x, y);
if (gump) {
obj = gump->find_object(x, y);
} else { // Search rest of world.
obj = gwin->find_object(x, y);
}
if (obj) {
clear_selected(); // Unselect all.
obj->remove_this();
eman->center_text("Object deleted");
gwin->paint();
}
}
void Cheat::heal_party(void) const {
if (!enabled) return;
int i; // for MSVC
Party_manager *partyman = gwin->get_party_man();
// NOTE: dead_party_count decrs. as we
// resurrect.
int count = partyman->get_dead_count();
int dead[16]; // Save in separate list.
if (count > 16)
count = 16;
for (i = 0; i < count; i++)
dead[i] = partyman->get_dead_member(i);
for (i = 0; i < count; i++) {
int npc_num = dead[i];
Dead_body *body = gwin->get_body(npc_num);
Actor *live_npc = gwin->get_npc(npc_num);
if (body && live_npc) {
Tile_coord avpos = gwin->get_main_actor()->get_tile();
body->move(avpos);
live_npc->resurrect(body);
}
}
// heal everyone
Actor *party[9];
count = gwin->get_party(party, 1);
for (i = 0; i < count; i++) {
if (!party[i]->is_dead()) {
// heal
party[i]->set_property(Actor::health, party[i]->get_property(Actor::strength));
// cure poison
party[i]->clear_flag(Obj_flags::poisoned);
party[i]->clear_flag(Obj_flags::charmed); // cure charmed
party[i]->clear_flag(Obj_flags::cursed); // cure cursed
party[i]->clear_flag(Obj_flags::paralyzed); // cure paralysis
party[i]->set_temperature(0); // reset freezing
// remove hunger +++++ what is "normal" food level??
party[i]->set_property(Actor::food_level, 30);
// restore mana
if (party[i]->get_effective_prop(Actor::magic) > 0)
party[i]->set_property(Actor::mana, party[i]->get_property(Actor::magic));
}
}
eman->center_text("Party healed");
gwin->paint();
}
void Cheat::shape_browser(void) const {
if (!enabled) return;
browser->browse_shapes();
gwin->paint();
gclock->reset();
gclock->set_palette();
}
bool Cheat::get_browser_shape(int &shape, int &frame) const {
if (!enabled) return false;
return browser->get_shape(shape, frame);
}
void Cheat::sound_tester(void) const {
if (!enabled) return;
tester->test_sound();
gwin->paint();
}
void Cheat::cheat_screen(void) const {
if (!enabled) return;
cscreen->show_screen();
gwin->set_all_dirty();
gwin->paint();
}
void Cheat::toggle_grab_actor(void) {
if (!enabled) return;