jace/src/main/java/jace/cheat/WolfensteinCheats.java

358 lines
13 KiB
Java

/*
* Copyright 2018 org.badvision.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package jace.cheat;
import jace.EmulatorUILogic;
import jace.apple2e.MOS65C02;
import jace.config.ConfigurableField;
import jace.core.Computer;
import jace.core.RAMEvent;
import javafx.event.EventHandler;
import javafx.scene.Node;
import javafx.scene.input.MouseButton;
import javafx.scene.input.MouseEvent;
/**
* Cheats for the Wolfenstein series games
*/
public class WolfensteinCheats extends Cheats {
// Specific to Wolfenstein
static final int KEYS = 0x04359;
static final int GRENADES = 0x04348;
// Object types
static final int CHEST = 48;
static final int SS = 32;
// Specific to Beyond Wolfenstein
static final int MARKS = 0x0434b;
static final int PASSES = 0x04360;
static final int CLOSET_CONTENTS_CMP = 0x05FB9; // Only locks by type, so mess up the check
// Object types
static final int CLOSET = 32;
static final int ALARM = 48;
static final int SEATED_GUARD = 80;
static final int BW_DOOR = 96;
// Same in both Wolfenstein and Beyond Wolfenstein
static final int PLAYER_LOCATION = 0x04343;
static final int BULLETS = 0x04347;
// Object types
static final int CORPSE = 64;
static final int GUARD = 16;
static final int DOOR = 80;
static final int NOTHING = 0;
public WolfensteinCheats(Computer computer) {
super(computer);
}
private EventHandler<MouseEvent> mouseListener = this::processMouseEvent;
@ConfigurableField(category = "Hack", name = "Beyond Wolfenstein", defaultValue = "false", description = "Make sure cheats work with Beyond Wolfenstein")
public static boolean _isBeyondWolfenstein = false;
@ConfigurableField(category = "Hack", name = "Mouse (1+2)", defaultValue = "false", description = "Left click kills/opens, Right click teleports")
public static boolean mouseMode = true;
@ConfigurableField(category = "Hack", name = "Ammo (1+2)", defaultValue = "false", description = "All the bullets and grenades you'll need")
public static boolean ammo = true;
@ConfigurableField(category = "Hack", name = "Rich (2)", defaultValue = "false", description = "All the money")
public static boolean rich = true;
@ConfigurableField(category = "Hack", name = "Uniform (1)", defaultValue = "false", description = "PUT SOME CLOTHES ON!")
public static boolean uniform = true;
@ConfigurableField(category = "Hack", name = "Vest (1)", defaultValue = "false", description = "Bulletproof vest")
public static boolean vest = true;
@ConfigurableField(category = "Hack", name = "Skeleton Key (1+2)", defaultValue = "false", description = "Open all things")
public static boolean skeletonKey = true;
@ConfigurableField(category = "Hack", name = "Fast Open (1)", defaultValue = "false", description = "Open all things quickly")
public static boolean fastOpen = true;
@ConfigurableField(category = "Hack", name = "All dead (1+2)", defaultValue = "false", description = "Everything is dead")
public static boolean allDead = true;
@ConfigurableField(category = "Hack", name = "Sleepy Time (1+2)", defaultValue = "false", description = "Nobody move, nobody get hurt")
public static boolean sleepyTime = false;
@ConfigurableField(category = "Hack", name = "Legendary (1)", defaultValue = "false", description = "All of them are SS guards!")
public static boolean legendary = false;
@ConfigurableField(category = "Hack", name = "Day at the office (2)", defaultValue = "false", description = "All of them are at desks")
public static boolean dayAtTheOffice = false;
@Override
public void registerListeners() {
if (_isBeyondWolfenstein) {
// Only work in Beyond Wolfenstein
if (rich) {
forceValue(MARKS, 255);
}
if (dayAtTheOffice) {
for (int i = 0x04080; i < 0x04100; i += 0x010) {
addCheat(RAMEvent.TYPE.READ, this::allDesks, i);
}
}
} else {
// Only work in the first Wolfenstein game
if (uniform) {
forceValue(255, 0x04349);
}
if (vest) {
forceValue(255, 0x0434A);
}
if (fastOpen) {
addCheat(RAMEvent.TYPE.WRITE, this::fastOpenHandler, 0x04351);
addCheat(RAMEvent.TYPE.WRITE, this::fastOpenHandler, 0x0587B);
}
}
if (ammo) {
forceValue(10, BULLETS);
if (!_isBeyondWolfenstein) {
forceValue(9, GRENADES);
}
}
if (skeletonKey) {
if (_isBeyondWolfenstein) {
forceValue(255, PASSES);
forceValue(64, CLOSET_CONTENTS_CMP); // Fake it out so it thinks all doors are unlocked
} else {
forceValue(255, KEYS);
}
}
if (allDead) {
for (int i = 0x04080; i < 0x04100; i += 0x010) {
addCheat(RAMEvent.TYPE.READ, this::allDead, i);
}
}
if (sleepyTime) {
for (int i = 0x04080; i < 0x04100; i += 0x010) {
forceValue(0, i + 2);
forceValue(0, i + 3);
// This makes them shout ACHTUNG over and over again... so don't do that.
// forceValue(144, i+12);
forceValue(0, i + 12);
}
}
if (legendary) {
for (int i = 0x04080; i < 0x04100; i += 0x010) {
addCheat(RAMEvent.TYPE.READ, this::legendaryMode, i);
}
}
if (mouseMode) {
EmulatorUILogic.addMouseListener(mouseListener);
} else {
EmulatorUILogic.removeMouseListener(mouseListener);
}
}
private void fastOpenHandler(RAMEvent evt) {
int newVal = evt.getNewValue() & 0x0ff;
if (newVal > 1) {
evt.setNewValue(1);
}
}
private boolean isFinalRoom() {
for (int i = 0x04080; i < 0x04100; i += 0x010) {
int objectType = computer.getMemory().readRaw(i) & 0x0ff;
if (objectType == BW_DOOR) {
return true;
}
}
return false;
}
private void allDesks(RAMEvent evt) {
int location = computer.getMemory().readRaw(evt.getAddress() + 1);
if (!isFinalRoom() || location < 32) {
int type = evt.getNewValue();
if (type == GUARD) {
evt.setNewValue(SEATED_GUARD);
// Reset the status flag to 0 to prevent the boss desk from rendering, but don't revive dead guards!
if (computer.getMemory().readRaw(evt.getAddress() + 4) != 4) {
computer.getMemory().write(evt.getAddress() + 4, (byte) 0, false, false);
}
}
}
}
private void allDead(RAMEvent evt) {
int type = evt.getNewValue();
if (_isBeyondWolfenstein) {
int location = computer.getMemory().readRaw(evt.getAddress() + 1);
if (!isFinalRoom() || location < 32) {
if (type == GUARD) {
evt.setNewValue(CORPSE);
} else if (type == SEATED_GUARD) {
computer.getMemory().write(evt.getAddress() + 4, (byte) 4, false, false);
}
}
} else {
if (type == GUARD || type == SS) {
evt.setNewValue(CORPSE);
}
}
}
private int debugTicks = 0;
private void legendaryMode(RAMEvent evt) {
int type = evt.getNewValue();
if (type == 16) {
evt.setNewValue(32);
}
}
private void processMouseEvent(MouseEvent evt) {
if (evt.isPrimaryButtonDown() || evt.isSecondaryButtonDown()) {
Node source = (Node) evt.getSource();
double mouseX = evt.getSceneX() / source.getBoundsInLocal().getWidth();
double mouseY = evt.getSceneY() / source.getBoundsInLocal().getHeight();
int x = Math.max(0, Math.min(7, (int) ((mouseX - 0.148) * 11)));
int y = Math.max(0, Math.min(7, (int) ((mouseY - 0.101) * 11)));
int location = x + (y << 3);
if (evt.getButton() == MouseButton.PRIMARY) {
killEnemyAt(location);
} else {
teleportTo(location);
}
}
}
private void killEnemyAt(int location) {
System.out.println("Looking for bad guy at " + location);
for (int i = 0x04080; i < 0x04100; i += 0x010) {
int enemyLocation = computer.getMemory().readRaw(i + 1) & 0x0ff;
System.out.print("Location " + enemyLocation);
String type = "";
boolean isAlive = false;
boolean isSeatedGuard = false;
if (_isBeyondWolfenstein) {
switch (computer.getMemory().readRaw(i) & 0x0ff) {
case GUARD:
type = "guard";
isAlive = true;
break;
case SEATED_GUARD:
type = "seated guard";
isAlive = true;
isSeatedGuard = true;
break;
case CLOSET:
type = "closet";
break;
case CORPSE:
type = "corpse";
break;
case NOTHING:
type = "nothing";
break;
default:
type = "unknown type " + (computer.getMemory().readRaw(i) & 0x0ff);
}
} else {
switch (computer.getMemory().readRaw(i) & 0x0ff) {
case GUARD:
type = "guard";
isAlive = true;
break;
case SS:
type = "SS";
isAlive = true;
break;
case CHEST:
type = "chest";
break;
case CORPSE:
type = "corpse";
break;
case DOOR:
type = "door";
break;
case NOTHING:
type = "nothing";
break;
default:
type = "unknown type " + (computer.getMemory().readRaw(i) & 0x0ff);
}
}
System.out.println(" is a " + type);
for (int j = 0x00; j < 0x0f; j++) {
int val = computer.getMemory().readRaw(i + j) & 0x0ff;
System.out.print(Integer.toHexString(val) + " ");
}
System.out.println();
if (isAlive && location == enemyLocation) {
if (isSeatedGuard) {
computer.getMemory().write(i + 4, (byte) 4, false, false);
} else {
computer.getMemory().write(i, (byte) CORPSE, false, true);
}
System.out.println("*BLAM*");
}
}
}
private void teleportTo(int location) {
computer.getMemory().write(0x04343, (byte) location, false, true);
}
@Override
public void unregisterListeners() {
super.unregisterListeners();
EmulatorUILogic.removeMouseListener(mouseListener);
}
public static int BlueType = 0x0b700;
@Override
protected String getDeviceName() {
return "Wolfenstein Cheats";
}
@Override
public void tick() {
if (debugTicks > 0) {
debugTicks--;
if (debugTicks == 0) {
computer.getCpu().setTraceEnabled(false);
}
}
}
/**
* 4147-4247: Room map?
*
* 4080-40ff : Enemies and chests 4090-409f : Enemy 2 40a0-40af : Enemy 1 0: State/Type (0-15 = Nothing?, 16 =
* soldier, 32 = SS, 48 = Chest, 64 = dead) 1: Location 2: Direction (0 = still) 3: Aim (0 = no gun) C: Caution?
* (144 = stickup)
*
* 4341 : Player walking direction (0 = still, 1=D, 2=U, 4=L, 8=R) 4342 : Player gun direction 4343 : Real Player
* location (4 high bits = vertical, 4 low bits = horizontal) .. use this for teleport 4344 : Player Drawing X
* location 4345 : Player Drawing Y location 4347 : Bullets 4348 : Grenades 4349 : Uniform (0 = none, 1+ = yes) 434A
* : Vest (0 = none, 1+ = yes) 434C : Wall collision animation timer 434D/E : Game timer (lo/high) -- no immediate
* effect 4351 : Search / Use timer 4352 : 0 normally, 144/176 opening chest, 160 when searching body, 176 opening
* door 4359 : Keys (8-bit flags, 255=skeleton key) 587B : Search timer
*/
}