Add a Cheats menu tab with engine cheat buttons and unlimited-resource switches
build / build (push) Successful in 3m42s
build / build (push) Successful in 3m42s
The new Cheats tab exposes the engine's own cheat handlers as buttons: give all items and weapons, toggle physics, next level and previous level. Physics shows its state through the button highlight. The buttons need a running game and show a message otherwise. It also has four independent session-only switches for unlimited health, energy, ammo and items (grenades and drugs). While a switch is on, its resource is topped up every frame by qs_cheat_refill() from the new engine patch 26. The switches are not saved to the config.
This commit is contained in:
@@ -0,0 +1,74 @@
|
||||
--- a/src/GameSrc/hkeyfunc.c
|
||||
+++ b/src/GameSrc/hkeyfunc.c
|
||||
@@ -1465,3 +1465,71 @@
|
||||
#pragma enable_message(202)
|
||||
|
||||
#endif // NOT_YET
|
||||
+
|
||||
+#ifdef __ANDROID__
|
||||
+// Tops up parts of the player's state; android/app/src/main/cpp/qs_config.c
|
||||
+// calls it once per frame with the "unlimited" cheats that are switched on.
|
||||
+// `what` is a bitmask: 1 health, 2 energy, 4 ammo, 8 items (the same values as
|
||||
+// QS_CHEAT_MASK_* in qs_config.c). Only conventional guns use ammo: beam and
|
||||
+// melee weapons keep heat in the same field, so they are left alone (beams draw
|
||||
+// on energy). Spare ammo clips, grenades and drugs are only refilled for kinds
|
||||
+// the player already holds, so the cheat never creates items.
|
||||
+void qs_cheat_refill(int what) {
|
||||
+ const int kAmmoFloor = 99;
|
||||
+ const int kItemFloor = 99;
|
||||
+ uchar vitalsChanged = FALSE;
|
||||
+ uchar inventoryChanged = FALSE;
|
||||
+
|
||||
+ if (player_struct.dead)
|
||||
+ return;
|
||||
+ if ((what & 1) && player_struct.hit_points < PLAYER_MAX_HP) {
|
||||
+ player_struct.hit_points = PLAYER_MAX_HP;
|
||||
+ vitalsChanged = TRUE;
|
||||
+ }
|
||||
+ if ((what & 1) && player_struct.cspace_hp < PLAYER_MAX_HP) {
|
||||
+ player_struct.cspace_hp = PLAYER_MAX_HP;
|
||||
+ vitalsChanged = TRUE;
|
||||
+ }
|
||||
+ if ((what & 2) && player_struct.energy < 255) {
|
||||
+ player_struct.energy = 255;
|
||||
+ vitalsChanged = TRUE;
|
||||
+ }
|
||||
+ if (vitalsChanged)
|
||||
+ chg_set_flg(VITALS_UPDATE);
|
||||
+
|
||||
+ if (what & 4) {
|
||||
+ for (int i = 0; i < NUM_WEAPON_SLOTS; i++) {
|
||||
+ weapon_slot *slot = &player_struct.weapons[i];
|
||||
+ if (slot->type != EMPTY_WEAPON_SLOT && slot->type <= GUN_SUBCLASS_SPECIAL &&
|
||||
+ slot->ammo < kAmmoFloor) {
|
||||
+ slot->ammo = kAmmoFloor;
|
||||
+ inventoryChanged = TRUE;
|
||||
+ }
|
||||
+ }
|
||||
+ for (int i = 0; i < NUM_AMMO_TYPES; i++) {
|
||||
+ if (player_struct.cartridges[i] > 0 && player_struct.cartridges[i] < kItemFloor) {
|
||||
+ player_struct.cartridges[i] = kItemFloor;
|
||||
+ inventoryChanged = TRUE;
|
||||
+ }
|
||||
+ }
|
||||
+ }
|
||||
+ if (what & 8) {
|
||||
+ for (int i = 0; i < NUM_GRENADEZ; i++) {
|
||||
+ if (player_struct.grenades[i] > 0 && player_struct.grenades[i] < kItemFloor) {
|
||||
+ player_struct.grenades[i] = kItemFloor;
|
||||
+ inventoryChanged = TRUE;
|
||||
+ }
|
||||
+ }
|
||||
+ for (int i = 0; i < NUM_DRUGZ; i++) {
|
||||
+ if (player_struct.drugs[i] > 0 && player_struct.drugs[i] < kItemFloor) {
|
||||
+ player_struct.drugs[i] = kItemFloor;
|
||||
+ inventoryChanged = TRUE;
|
||||
+ }
|
||||
+ }
|
||||
+ }
|
||||
+ if (inventoryChanged) {
|
||||
+ chg_set_flg(INVENTORY_UPDATE);
|
||||
+ mfd_force_update();
|
||||
+ }
|
||||
+}
|
||||
+#endif
|
||||
Reference in New Issue
Block a user