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cheat.h
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cheat.h
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/*
* Copyright (C) 2000-2011 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.
*/
#ifndef CHEAT_H
#define CHEAT_H
#include <vector>
#include "singles.h"
class Game_window;
class ShapeBrowser;
class SoundTester;
class CheatScreen;
class Actor;
class Game_object;
class Tile_coord;
class Effects_manager;
class Map_chunk;
using std::vector;
class Cheat : public Game_singletons
{
public:
Cheat();
~Cheat();
void init (void);
void finish_init (void);
enum Map_editor_mode {
move = 0, // Normal dragging.
paint = 1, // Left-mouse dragging paints shapes.
paint_chunks = 2, // Left-dragging paints whole chunks.
combo_pick = 3, // Left-click adds item to combo.
select_chunks = 4 // Select whole chunks.
};
private:
ShapeBrowser *browser;
SoundTester *tester;
CheatScreen *cscreen;
bool god_mode;
bool wizard_mode;
bool map_editor;
bool tile_grid;
Map_editor_mode edit_mode;
int edit_lift;
int edit_shape, edit_frame; // What to 'paint' with.
int edit_chunknum; // For painting with chunks.
vector<Game_object*> selected; // Selected objects (map-editing).
vector<Game_object*> clipboard; // Cut/copy/paste objects.
bool infravision;
bool pickpocket;
bool grab_actor;
bool npc_numbers;
bool hack_mover;
bool enabled;
// Rectangle containing selected chunks:
int chunksel_left, chunksel_right, chunksel_top, chunksel_bottom;
void send_select_status();
public:
bool operator() (void) const { return enabled; }
void set_enabled(bool en);
bool in_god_mode (void) const { return god_mode; }
bool in_wizard_mode (void) const { return wizard_mode; }
bool in_map_editor(void) const { return map_editor; }
bool show_tile_grid(void) const { return map_editor && tile_grid; }
Map_editor_mode get_edit_mode(void) const { return edit_mode; }
int get_edit_lift(void) const { return edit_lift; }
int get_edit_shape(void) const { return edit_shape; }
int get_edit_frame(void) const { return edit_frame; }
int get_edit_chunknum(void) const { return edit_chunknum; }
bool in_infravision (void) const { return infravision; }
bool in_pickpocket (void) const {return pickpocket; }
bool in_hack_mover (void) const { return (hack_mover || map_editor); }
void toggle_god (void);
void set_god (bool god) { god_mode = god; }
void toggle_wizard (void);
void set_wizard (bool wizard) { wizard_mode = wizard; }
void toggle_map_editor (void);
void toggle_tile_grid (void);
void set_edit_mode(Map_editor_mode md);
void clear_chunksel();
void add_chunksel(Map_chunk *chunk, bool extend = false);
void move_chunk(Map_chunk *chunk, int dx, int dy);
void move_selected_chunks(int dx, int dy);
void set_edit_lift(int lift);
void set_edit_shape(int sh, int fr);
void set_edit_chunknum(int chnum) { edit_chunknum = chnum; }
void set_map_editor (bool map)
{ if (map_editor != map)
toggle_map_editor();
}
void toggle_infravision (void);
void set_infravision (bool infra) { infravision = infra; }
void toggle_pickpocket (void);
void set_pickpocket (bool pick) { pickpocket = pick; }
void toggle_hack_mover (void);
void set_hack_mover (bool hm) { hack_mover = hm; }
void toggle_eggs (void) const;
void change_gender (void) const;
void toggle_Petra (void) const;
void toggle_naked (void) const;
void change_skin (void) const;
void levelup_party (void) const;
void heal_party (void) const;
void fake_time_period (void) const;
void dec_skip_lift (void) const;
void set_skip_lift (int skip) const;
void append_selected(Game_object *obj);
void toggle_selected(Game_object *obj);
void clear_selected();
void delete_selected();
void move_selected_objs(int dx, int dy, int dz);
void move_selected(int dx, int dy, int dz);
const vector<Game_object*>& get_selected() const
{ return selected; }
bool is_selected(Game_object *o);
void cut(bool copy = false);
void paste(int mx, int my);
void paste();
const vector<Game_object*>& get_clipboard() const
{ return clipboard; }
void map_teleport (void) const;
void cursor_teleport (void) const;
void next_map_teleport (void) const;
void create_coins (void) const;
void create_last_shape (void) const;
void delete_object (void);
void shape_browser (void) const;
bool get_browser_shape (int &shape, int &frame) const;
void sound_tester (void) const;
void cheat_screen (void) const;
bool grabbing_actor (void) const { return grab_actor; }
void toggle_grab_actor(void);
void set_grab_actor(bool grab) { grab_actor = grab; }
void set_grabbed_actor (Actor *actor) const;
void clear_this_grabbed_actor (Actor *actor) const;
bool number_npcs (void) const { return npc_numbers; }
void toggle_number_npcs(void);
void set_number_npcs(bool num) { npc_numbers = num; }
};
extern Cheat cheat;
#endif