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/*
* Copyright (C) 2001-2004 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 "keyactions.h"
#include "keys.h"
#include "gump_utils.h"
#include "gamewin.h"
#include "mouse.h"
#include "actors.h"
#include "game.h"
#include "exult.h"
#include "exult_types.h"
#include "exult_constants.h"
#include "File_gump.h"
#include "Scroll_gump.h"
#include "cheat.h"
#include "combat_opts.h"
#include "ucmachine.h"
#include "party.h"
#include "Audio.h"
#include "Gamemenu_gump.h"
#include "Newfile_gump.h"
#include "Face_stats.h"
#include "Gump_manager.h"
#include "effects.h"
#include "palette.h"
/*
* Get the i'th party member, with the 0'th being the Avatar.
*/
static Actor *Get_party_member
(
int num // 0=avatar.
)
{
int npc_num = 0; // Default to Avatar
if (num > 0)
npc_num = Game_window::get_instance()->get_party_man()->get_member(num - 1);
return Game_window::get_instance()->get_npc(npc_num);
}
// { ActionQuit, 0, "Quit", true, false, NONE },
void ActionQuit(int *params)
{
Game_window::get_instance()->get_gump_man()->okay_to_quit();
}
// { ActionOldFileGump, 0, "Save/restore", true, false, NONE },
void ActionOldFileGump(int *params)
{
File_gump *fileio = new File_gump();
Game_window::get_instance()->get_gump_man()->do_modal_gump(fileio,
Mouse::hand);
delete fileio;
}
// { ActionMenuGump, 0, "GameMenu", true, false, NONE },
void ActionMenuGump(int *params)
{
Gamemenu_gump *gmenu = new Gamemenu_gump();
Game_window::get_instance()->get_gump_man()->do_modal_gump(gmenu,
Mouse::hand);
delete gmenu;
}
// { ActionFileGump, 0, "Save/restore", true, false, NONE },
void ActionFileGump(int *params)
{
Newfile_gump *fileio = new Newfile_gump();
Game_window::get_instance()->get_gump_man()->do_modal_gump(fileio,
Mouse::hand);
delete fileio;
}
// { ActionQuicksave, 0, "Quick-save", true, false, NONE },
void ActionQuicksave(int *params)
{
Game_window *gwin = Game_window::get_instance();
try {
gwin->write();
}
catch(exult_exception &e) {
gwin->get_effects()->center_text("Saving game failed!");
return;
}
gwin->get_effects()->center_text("Game saved");
}
// { ActionQuickrestore, 0, "Quick-restore", true, false, NONE },
void ActionQuickrestore(int *params)
{
Game_window *gwin = Game_window::get_instance();
try {
gwin->read();
}
catch(exult_exception &e) {
gwin->get_effects()->center_text("Restoring game failed!");
return;
}
gwin->get_effects()->center_text("Game restored");
gwin->paint();
}
// { ActionAbout, 0, "About Exult", true, false, NONE },
void ActionAbout(int *params)
{
Game_window *gwin = Game_window::get_instance();
Scroll_gump *scroll;
scroll = new Scroll_gump();
scroll->add_text("Exult V"VERSION"\n");
scroll->add_text("(C) 1998-2004 Exult Team\n\n");
scroll->add_text("Available under the terms of the ");
scroll->add_text("GNU General Public License\n\n");
scroll->add_text("http://exult.sourceforge.net\n");
scroll->paint();
do {
int x, y;
Get_click(x,y, Mouse::hand);
} while (scroll->show_next_page());
gwin->paint();
delete scroll;
}
// { ActionHelp, 0, "List keys", true, false, NONE },
void ActionHelp(int *params)
{
keybinder->ShowHelp();
}
// { ActionCloseGumps, 0, "Close gumps", false, false, NONE },
void ActionCloseGumps(int *params)
{
Game_window::get_instance()->get_gump_man()->close_all_gumps();
}
// { ActionCloseOrMenu, "Game menu", true, false, NONE },
void ActionCloseOrMenu(int* params)
{
Game_window *gwin = Game_window::get_instance();
if (gwin->get_gump_man()->showing_gumps(true))
gwin->get_gump_man()->close_all_gumps();
else
ActionMenuGump(0);
}
// { ActionScreenshot, 0, "Take screenshot", true, false, NONE },
void ActionScreenshot(int *params)
{
make_screenshot();
}
// { ActionRepaint, 0, "Repaint screen", false, false, NONE },
void ActionRepaint(int *params)
{
Game_window::get_instance()->paint();
}
// { ActionResIncrease, 0, "Increase resolution", true, true, NONE },
void ActionResIncrease(int *params)
{
increase_resolution();
}
// { ActionResDecrease, 0, "Decrease resolution", true, true, NONE },
void ActionResDecrease(int *params)
{
decrease_resolution();
}
// { ActionBrighter, 0, "Increase brightness", true, false, NONE },
void ActionBrighter(int *params)
{
change_gamma(true);
}
// { ActionDarker, 0, "Decrease brightness", true, false, NONE },
void ActionDarker(int *params)
{
change_gamma(false);
}
// { ActionFullscreen, 0, "Toggle fullscreen", true, false, NONE },
void ActionFullscreen(int *params)
{
Game_window *gwin = Game_window::get_instance();
gwin->get_win()->toggle_fullscreen();
gwin->paint();
}
// { ActionUseItem, 3, "Use item", false, false, NONE },
// params[0] = shape nr.
// params[1] = frame nr.
// params[2] = quality
void ActionUseItem(int *params)
{
if (params[1] == -1) params[1] = c_any_framenum;
if (params[2] == -1) params[2] = c_any_qual;
Game_window::get_instance()->activate_item(params[0], params[1], params[2]);
Mouse::mouse->set_speed_cursor();
}
// { ActionUseItem, 3, "Use food", false, false, NONE },
void ActionUseFood(int *params)
{
Game_window *gwin = Game_window::get_instance();
if (!gwin->activate_item(377) && // First try normal food items.
GAME_SI) // SI has 'everlasting goblet'.
gwin->activate_item(0x268, 20);
Mouse::mouse->set_speed_cursor();
}
// { ActionCombat, 0, "Toggle combat", true, false, NONE },
void ActionCombat(int *params)
{
Game_window *gwin = Game_window::get_instance();
gwin->toggle_combat();
gwin->paint();
Mouse::mouse->set_speed_cursor();
}
// { ActionCombatPause, 0, "Pause combat", true, false, NONE },
void ActionCombatPause(int *params)
{
Combat::toggle_pause();
Mouse::mouse->set_speed_cursor();
}
// { ActionTarget, 0, "Target mode", true, false, NONE },
void ActionTarget(int *params)
{
int x, y;
if (!Get_click(x, y, Mouse::greenselect))
return;
Game_window::get_instance()->double_clicked(x, y);
Mouse::mouse->set_speed_cursor();
}
// { ActionInventory, 1, "Show inventory", true, false, NONE },
// params[0] = party member (0-7), or -1 for 'next'
void ActionInventory(int *params)
{
Game_window *gwin = Game_window::get_instance();
static int inventory_page = -1;
Actor *actor;
if (params[0] == -1) {
Gump_manager *gump_man = gwin->get_gump_man();
int party_count = gwin->get_party_man()->get_count();
int shapenum;
for(int i=0;i<=party_count;++i)
{
actor = Get_party_member(i);
if (!actor)
continue;
shapenum = actor->inventory_shapenum();
// Check if this actor's inventory page is open or not
if (!gump_man->find_gump(actor, shapenum))
{
gump_man->add_gump(actor, shapenum); //force showing inv.
inventory_page = i;
return;
}
}
inventory_page = (inventory_page+1)%(party_count+1);
} else {
inventory_page = params[0];
if (inventory_page < 0 ||
inventory_page > gwin->get_party_man()->get_count())
return;
}
actor = Get_party_member(inventory_page);
if (actor) {
actor->show_inventory(); //force showing inv.
}
Mouse::mouse->set_speed_cursor();
}
// { ActionTryKeys, 0, "Try keys", true, false, NONE },
void ActionTryKeys(int *params)
{
Game_window *gwin = Game_window::get_instance();
int x, y; // Allow dragging.
if (!Get_click(x, y, Mouse::greenselect, 0, true))
return;
// Look for obj. in open gump.
Gump *gump = gwin->get_gump_man()->find_gump(x, y);
Game_object *obj;
if (gump)
obj = gump->find_object(x, y);
else // Search rest of world.
obj = gwin->find_object(x, y);
if (!obj)
return;
int qual = obj->get_quality(); // Key quality should match.
Actor *party[10]; // Get ->party members.
int party_cnt = gwin->get_party(&party[0], 1);
for (int i = 0; i < party_cnt; i++) {
Actor *act = party[i];
Game_object_vector keys; // Get keys.
if (act->get_objects(keys, 641, qual, c_any_framenum)) {
// intercept the click_on_item call made by the key-usecode
gwin->get_usecode()->intercept_click_on_item(obj);
keys[0]->activate();
return;
}
}
Mouse::mouse->flash_shape(Mouse::redx); // Nothing matched.
}
// { ActionStats, 1, "Show stats", true, false, NONE },
// params[0] = party member (0-7), or -1 for 'next'
void ActionStats(int *params)
{
Game_window *gwin = Game_window::get_instance();
static int stats_page = -1;
Actor *actor;
if (params[0] == -1) {
Gump_manager *gump_man = gwin->get_gump_man();
int party_count = gwin->get_party_man()->get_count();
int shapenum = game->get_shape("gumps/statsdisplay");
for(int i=0;i<=party_count;++i)
{
actor = Get_party_member(i);
if (!actor)
continue;
// Check if this actor's stats page is open or not
if (!gump_man->find_gump(actor, shapenum))
{
gump_man->add_gump(actor, shapenum); //force showing stats.
stats_page = i;
return;
}
}
stats_page = (stats_page+1)%(party_count+1);
} else {
stats_page = params[0];
if (stats_page < 0 ||
stats_page >= gwin->get_party_man()->get_count())
stats_page = 0;
}
actor = Get_party_member(stats_page);
if (actor) gwin->get_gump_man()->add_gump(actor, game->get_shape("gumps/statsdisplay"));
Mouse::mouse->set_speed_cursor();
}
// { ActionCombatStats, 0, "Show Combat stats", true, false, SERPENT_ISLE }
void ActionCombatStats(int* params)
{
Game_window *gwin = Game_window::get_instance();
int cnt = gwin->get_party_man()->get_count();
gwin->get_gump_man()->add_gump(gwin->get_main_actor(), game->get_shape("gumps/cstats/1") + cnt);
}
// { ActionFaceStats, 0, "Change Face Stats State", true, false, NONE }
void ActionFaceStats(int* params)
{
Face_stats::AdvanceState();
Face_stats::save_config(config);
}
// { ActionSIIntro, 0, "Show SI intro", true, true, SERPENT_ISLE },
void ActionSIIntro(int *params)
{
Game_window *gwin = Game_window::get_instance();
game->set_jive();
game->play_intro();
game->clear_jive();
gwin->clear_screen(true);
gwin->get_pal()->set(0);
gwin->paint();
gwin->get_pal()->fade(50, 1, 0);
}
// { ActionEndgame, 1, "Show endgame", true, true, BLACK_GATE },
// params[0] = -1,0 = won, 1 = lost
void ActionEndgame(int *params)
{
Game_window *gwin = Game_window::get_instance();
game->end_game(params[0] != 1);
gwin->clear_screen(true);
gwin->get_pal()->set(0);
gwin->paint();
gwin->get_pal()->fade(50, 1, 0);
}
// { ActionScrollLeft, 0, "Scroll left", true, true, NONE },
void ActionScrollLeft(int *params)
{
Game_window *gwin = Game_window::get_instance();
for (int i = 16; i; i--)
gwin->view_left();
}
// { ActionScrollRight, 0, "Scroll right", true, true, NONE },
void ActionScrollRight(int *params)
{
Game_window *gwin = Game_window::get_instance();
for (int i = 16; i; i--)
gwin->view_right();
}
// { ActionScrollUp, 0, "Scroll up", true, true, NONE },
void ActionScrollUp(int *params)
{
Game_window *gwin = Game_window::get_instance();
for (int i = 16; i; i--)
gwin->view_up();
}
// { ActionScrollDown, 0, "Scroll down", true, true, NONE },
void ActionScrollDown(int *params)
{
Game_window *gwin = Game_window::get_instance();
for (int i = 16; i; i--)
gwin->view_down();
}
// { ActionWalkWest, 0, "Walk west", true, false, NONE },
void ActionWalkWest(int *params)
{
Game_window *gwin = Game_window::get_instance();
int speed = params[0]<0?166:50;
gwin->start_actor(gwin->get_width()/2-50, gwin->get_height()/2,speed);
}
// { ActionWalkEast, 0, "Walk east", true, false, NONE },
void ActionWalkEast(int *params)
{
Game_window *gwin = Game_window::get_instance();
int speed = params[0]<0?166:50;
gwin->start_actor(gwin->get_width()/2+50, gwin->get_height()/2, speed);
}
// { ActionWalkNorth, 0, "Walk north", true, false, NONE },
void ActionWalkNorth(int *params)
{
Game_window *gwin = Game_window::get_instance();
int speed = params[0]<0?166:50;
gwin->start_actor(gwin->get_width()/2, gwin->get_height()/2-50, speed);
}
// { ActionWalkSouth, 0, "Walk south", true, false, NONE },
void ActionWalkSouth(int *params)
{
Game_window *gwin = Game_window::get_instance();
int speed = params[0]<0?166:50;
gwin->start_actor(gwin->get_width()/2, gwin->get_height()/2+50, speed);
}
// { ActionWalkNorthEast, 0, "Walk north-east", true, false, NONE },
void ActionWalkNorthEast(int *params)
{
Game_window *gwin = Game_window::get_instance();
int speed = params[0]<0?166:50;
gwin->start_actor(gwin->get_width()/2+50, gwin->get_height()/2-50, speed);
}
// { ActionWalkSouthEast, 0, "Walk south-east", true, false, NONE },
void ActionWalkSouthEast(int *params)
{
Game_window *gwin = Game_window::get_instance();
int speed = params[0]<0?166:50;
gwin->start_actor(gwin->get_width()/2+50, gwin->get_height()/2+50, speed);
}
// { ActionWalkNorthWest, 0, "Walk north-west", true, false, NONE },
void ActionWalkNorthWest(int *params)
{
Game_window *gwin = Game_window::get_instance();
int speed = params[0]<0?166:50;
gwin->start_actor(gwin->get_width()/2-50, gwin->get_height()/2-50, speed);
}
// { ActionWalkSouthWest, 0, "Walk south-west", true, false, NONE },
void ActionWalkSouthWest(int *params)
{
Game_window *gwin = Game_window::get_instance();
int speed = params[0]<0?166:50;
gwin->start_actor(gwin->get_width()/2-50, gwin->get_height()/2+50, speed);
}
// { ActionStopWalking, 0, "Stop Walking", true, true, NONE },
void ActionStopWalking(int *params)
{
Game_window *gwin = Game_window::get_instance();
gwin->stop_actor();
}
// { ActionCenter, 0, "Center screen", true, true, NONE },
void ActionCenter(int *params)
{
Game_window *gwin = Game_window::get_instance();
gwin->center_view(gwin->get_camera_actor()->get_tile());
gwin->paint();
}
// { ActionShapeBrowser, 0, "Shape browser", true, true, NONE },
void ActionShapeBrowser(int *params)
{
cheat.shape_browser();
}
// { ActionCreateShape, 3, "Create last shape", true, true, NONE },
// params[0] = shape nr., or -1 for 'last selected shape in browser'
// params[1] = frame nr.
// params[2] = quantity
// params[3] = quality
void ActionCreateShape(int *params)
{
if (params[0] == -1) {
cheat.create_last_shape();
} else {
Game_window *gwin = Game_window::get_instance();
if (params[1] == -1) params[1] = 0;
if (params[2] == -1) params[2] = 1;
if (params[3] == -1) params[3] = c_any_qual;
gwin->get_main_actor()->add_quantity(params[2], params[0], params[3], params[1]);
gwin->get_effects()->center_text("Object created");
}
}
// { ActionDeleteObject, 0, "Delete object", true, true, NONE },
void ActionDeleteObject(int *params)
{
cheat.delete_object();
}
// { ActionDeleteSelected, "Delete selected", true, ture, NONE, false },
void ActionDeleteSelected(int *params)
{
cheat.delete_selected();
}
// { ActionMoveSelected, 3, "Move selected", true, true, NONE },
// params[0] = deltax (tiles)
// params[1] = deltay
// params[2] = deltaz
void ActionMoveSelected(int *params)
{
cheat.move_selected(params[0], params[1], params[2]);
}
// { ActionToggleEggs, 0, "Toggle egg display", true, true, NONE },
void ActionToggleEggs(int *params)
{
cheat.toggle_eggs();
}
// { ActionGodMode, 1, "Toggle god mode", true, true, NONE },
// params[0] = -1 for toggle, 0 for off, 1 for on
void ActionGodMode(int *params)
{
if (params[0] == -1)
cheat.toggle_god();
else
cheat.set_god(params[0] != 0);
}
// { ActionGender, 0, "Change gender", true, true, NONE },
void ActionGender(int *params)
{
cheat.change_gender();
}
// { ActionCheatHelp, 0, "List cheat keys", true, true, NONE },
void ActionCheatHelp(int *params)
{
keybinder->ShowCheatHelp();
}
// { ActionInfravision, 1, "Toggle infravision", true, true, NONE },
// params[0] = -1 for toggle, 0 for off, 1 for on
void ActionInfravision(int *params)
{
if (params[0] == -1)
cheat.toggle_infravision();
else
cheat.set_infravision(params[0] != 0);
}
// { ActionSkipLift, 1, "Change skiplift", true, true, NONE },
// params[0] = level, or -1 to decrease one
void ActionSkipLift(int *params)
{
if (params[0] == -1)
cheat.dec_skip_lift();
else
cheat.set_skip_lift(params[0]);
}
// { ActionLevelup, 1, "Level-up party", true, true, NONE },
// params[0] = nr. of levels (or -1 for one)
void ActionLevelup(int *params)
{
if (params[0] == -1) params[0] = 1;
for (int i=0; i < params[0]; i++)
cheat.levelup_party();
}
// { ActionMapEditor, 1, "Toggle map-editor mode", true, true, NONE },
// params[0] = -1 for toggle, 0 for off, 1 for on
void ActionMapEditor(int *params)
{
if (params[0] == -1)
cheat.toggle_map_editor();
else
cheat.set_map_editor(params[0] != 0);
}
// { ActionHackMover, "Toggle hack-mover mode", true, true, NONE },
// params[0] = -1 for toggle, 0 for off, 1 for on
void ActionHackMover(int *params)
{
if (params[0] == -1)
cheat.toggle_hack_mover();
else
cheat.set_hack_mover(params[0] != 0);
}
// { ActionMapTeleport, 0, "Map teleport", true, true, NONE },
void ActionMapTeleport(int *params)
{
cheat.map_teleport();
}
// { ActionTeleport, 0, "Teleport to cursor", true, true, NONE },
void ActionTeleport(int *params)
{
cheat.cursor_teleport();
}
// { ActionTime, 0, "Next time period", true, true, NONE },
void ActionTime(int *params)
{
cheat.fake_time_period();
}
// { ActionWizard, 1, "Toggle archwizard mode", true, true, NONE },
// params[0] = -1 for toggle, 0 for off, 1 for on
void ActionWizard(int *params)
{
if (params[0] == -1)
cheat.toggle_wizard();
else
cheat.set_wizard(params[0] != 0);
}
// { ActionHeal, 0, "Heal party", true, true, NONE },
void ActionHeal(int *params)
{
cheat.heal_party();
}
// { ActionCheatScreen, 0, "Cheat Screen", true, true, NONE },
void ActionCheatScreen(int *params)
{
cheat.cheat_screen();
}
// { ActionPickPocket, 1, "Toggle Pickpocket", true, true, NONE },
// params[0] = -1 for toggle, 0 for off, 1 for on
void ActionPickPocket(int *params)
{
if (params[0] == -1)
cheat.toggle_pickpocket();
else
cheat.set_pickpocket(params[0] != 0);
}
// { ActionPickPocket, 1, "Toggle Pickpocket", true, true, NONE },
// params[0] = -1 for toggle, 0 for off, 1 for on
void ActionNPCNumbers(int *params)
{
if (params[0] == -1)
cheat.toggle_number_npcs();
else
cheat.set_number_npcs(params[0] != 0);
}
// { ActionGrabActor, 1, "Grab Actor for Cheatscreen", true, true, NONE },
// params[0] = -1 for toggle, 0 for off, 1 for on
void ActionGrabActor(int *params)
{
if (params[0] == -1)
cheat.toggle_grab_actor();
else
cheat.set_grab_actor(params[0] != 0);
}
// { ActionCut, "Cut Selected Objects", true, false, NONE, true},
void ActionCut(int *params)
{
cheat.cut(false);
}
// { ActionCopy, "Copy Selected Objects", true, false, NONE, true},
void ActionCopy(int *params)
{
cheat.cut(true);
}
// { ActionPaste, "Paste Selected Objects", true, false, NONE, true},
void ActionPaste(int *params)
{
cheat.paste();
}
// { ActionPlayMusic, 1, "Play song", false, true, NONE },
// params[0] = song nr., or -1 for next, -2 for previous
void ActionPlayMusic(int *params)
{
static int mnum = 0;
if (params[0] == -1) {
Audio::get_ptr()->start_music(mnum++, 0);
} else if (params[0] == -2) {
if (mnum > 0)
Audio::get_ptr()->start_music(--mnum, 0);
} else {
mnum = params[0];
Audio::get_ptr()->start_music(mnum, 0);
}
}
// { ActionNaked, 0, "Toggle naked mode", true, true, SERPENT_ISLE },
void ActionNaked(int *params)
{
cheat.toggle_naked();
}
// { ActionPetra, 0, "Toggle Petra mode", true, true, SERPENT_ISLE },
void ActionPetra(int *params)
{
cheat.toggle_Petra();
}
// { ActionSkinColour, 0 "Change skin colour", true, true, NONE },
void ActionSkinColour(int *params)
{
cheat.change_skin();
}
// { ActionSoundTester, 0, "Sound tester", false, true, NONE }
void ActionSoundTester(int *params)
{
cheat.sound_tester();
}
void ActionTest(int *params)
{
}
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