dxx-rebirth/main/gamecntl.c

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/* $Id: gamecntl.c,v 1.1.1.1 2006/03/17 19:56:33 zicodxx Exp $ */
/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Game Controls Stuff
*
*/
//#define DOOR_DEBUGGING
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include "pstypes.h"
#include "console.h"
#include "inferno.h"
#include "game.h"
#include "player.h"
#include "key.h"
#include "object.h"
#include "menu.h"
#include "physics.h"
#include "error.h"
#include "joy.h"
#include "iff.h"
#include "pcx.h"
#include "timer.h"
#include "render.h"
#include "laser.h"
#include "screens.h"
#include "textures.h"
#include "slew.h"
#include "gauges.h"
#include "texmap.h"
#include "3d.h"
#include "effects.h"
#include "gameseg.h"
#include "wall.h"
#include "ai.h"
#include "rbaudio.h"
#include "digi.h"
#include "u_mem.h"
#include "palette.h"
#include "morph.h"
#include "lighting.h"
#include "newdemo.h"
#include "weapon.h"
#include "sounds.h"
#include "args.h"
#include "gameseq.h"
#include "automap.h"
#include "text.h"
#include "powerup.h"
#include "songs.h"
#include "newmenu.h"
#include "gamefont.h"
#include "endlevel.h"
#include "config.h"
#include "kconfig.h"
#include "mouse.h"
#include "titles.h"
#include "gr.h"
#include "playsave.h"
#include "scores.h"
#include "multi.h"
#include "desc_id.h"
#include "cntrlcen.h"
#include "fuelcen.h"
#include "pcx.h"
#include "state.h"
#include "piggy.h"
#include "multibot.h"
#include "ai.h"
#include "rbaudio.h"
#include "switch.h"
#ifdef EDITOR
#include "editor/editor.h"
#endif
#include <SDL/SDL.h>
// Global Variables -----------------------------------------------------------
int Debug_spew;
// External Variables ---------------------------------------------------------
extern char WaitForRefuseAnswer,RefuseThisPlayer,RefuseTeam;
#ifndef NDEBUG
extern int Mark_count;
#endif
extern int Global_missile_firing_count;
extern int Automap_flag;
extern int Config_menu_flag;
extern int Game_aborted;
extern int *Toggle_var;
extern int Physics_cheat_flag;
extern fix Show_view_text_timer;
// Function prototypes --------------------------------------------------------
extern void CyclePrimary();
extern void CycleSecondary();
extern int allowed_to_fire_missile(void);
extern int allowed_to_fire_flare(void);
extern void check_rear_view(void);
extern int create_special_path(void);
extern void move_player_2_segment(segment *seg, int side);
extern void newdemo_strip_frames(char *, int);
extern void toggle_cockpit(void);
extern void dump_used_textures_all();
void FinalCheatsKey(int key);
#ifndef RELEASE
void do_cheat_menu(void);
#endif
void HandleGameKey(int key);
void advance_sound(void);
void play_test_sound(void);
#define key_isfunc(k) (((k&0xff)>=KEY_F1 && (k&0xff)<=KEY_F10) || (k&0xff)==KEY_F11 || (k&0xff)==KEY_F12)
#define key_ismod(k) ((k&0xff)==KEY_LALT || (k&0xff)==KEY_RALT || (k&0xff)==KEY_LSHIFT || (k&0xff)==KEY_RSHIFT || (k&0xff)==KEY_LCTRL || (k&0xff)==KEY_RCTRL || (k&0xff)==KEY_LMETA || (k&0xff)==KEY_RMETA)
void update_vcr_state();
void do_weapon_stuff(void);
// Control Functions
fix newdemo_single_frame_time;
void update_vcr_state(void)
{
if ((keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) && keyd_pressed[KEY_RIGHT] && FixedStep & EPS20)
Newdemo_vcr_state = ND_STATE_FASTFORWARD;
else if ((keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) && keyd_pressed[KEY_LEFT] && FixedStep & EPS20)
Newdemo_vcr_state = ND_STATE_REWINDING;
else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_RIGHT] && ((GameTime - newdemo_single_frame_time) >= F1_0) && FixedStep & EPS20)
Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD;
else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_LEFT] && ((GameTime - newdemo_single_frame_time) >= F1_0) && FixedStep & EPS20)
Newdemo_vcr_state = ND_STATE_ONEFRAMEBACKWARD;
else if ((Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_REWINDING))
Newdemo_vcr_state = ND_STATE_PLAYBACK;
}
void do_weapon_stuff()
{
int i;
if (Controls.fire_flare_down_count)
if (allowed_to_fire_flare())
Flare_create(ConsoleObject);
if (allowed_to_fire_missile())
Global_missile_firing_count += Weapon_info[Secondary_weapon_to_weapon_info[Secondary_weapon]].fire_count * (Controls.fire_secondary_state || Controls.fire_secondary_down_count);
if (Global_missile_firing_count) {
do_missile_firing();
Global_missile_firing_count--;
}
if (Global_missile_firing_count < 0)
Global_missile_firing_count = 0;
// Drop proximity bombs.
if (Controls.drop_bomb_down_count) {
//changed on 9/16/98 by adb to distinguish between drop bomb and secondary fire
while (Controls.drop_bomb_down_count--)
do_drop_bomb();
//end changes - adb
}
if (Controls.cycle_primary_down_count)
{
for (i=0;i<Controls.cycle_primary_down_count;i++)
CyclePrimary ();
}
if (Controls.cycle_secondary_down_count)
{
for (i=0;i<Controls.cycle_secondary_down_count;i++)
CycleSecondary ();
}
}
extern void game_render_frame();
void format_time(char *str, int secs_int)
{
int h, m, s;
h = secs_int/3600;
s = secs_int%3600;
m = s / 60;
s = s % 60;
sprintf(str, "%1d:%02d:%02d", h, m, s );
}
extern int netplayerinfo_on;
//Process selected keys until game unpaused. returns key that left pause (p or esc)
int do_game_pause()
{
int key;
char msg[1000];
char total_time[9],level_time[9];
int Game_paused;
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
netplayerinfo_on= !netplayerinfo_on;
return(KEY_PAUSE);
}
#endif
digi_pause_all();
ext_music_pause();
stop_time();
game_flush_inputs();
gr_palette_load( gr_palette );
format_time(total_time, f2i(Players[Player_num].time_total) + Players[Player_num].hours_total*3600);
format_time(level_time, f2i(Players[Player_num].time_level) + Players[Player_num].hours_level*3600);
if (Newdemo_state!=ND_STATE_PLAYBACK)
sprintf(msg,"PAUSE\n\nSkill level: %s\nHostages on board: %d\nTime on level: %s\nTotal time in game: %s",(*(&TXT_DIFFICULTY_1 + (Difficulty_level))),Players[Player_num].hostages_on_board,level_time,total_time);
else
sprintf(msg,"PAUSE\n\nSkill level: %s\nHostages on board: %d\n",(*(&TXT_DIFFICULTY_1 + (Difficulty_level))),Players[Player_num].hostages_on_board);
Game_paused=1;
set_screen_mode(SCREEN_MENU);
show_boxed_message(msg, 1);
while (Game_paused)
{
timer_delay2(50);
#ifdef OGL
show_boxed_message(msg, 1);
#endif
key = key_inkey();
switch (key) {
case 0:
break;
case KEY_ESC:
Function_mode = FMODE_MENU;
Game_paused=0;
break;
case KEY_F1:
show_help();
show_boxed_message(TXT_PAUSE, 1);
break;
case KEY_PAUSE:
Game_paused=0;
break;
case KEY_ALTED+KEY_ENTER:
case KEY_ALTED+KEY_PADENTER:
gr_toggle_fullscreen();
break;
default:
break;
}
}
game_flush_inputs();
reset_cockpit();
start_time();
if (EXT_MUSIC_ON)
ext_music_resume();
digi_resume_all();
return key;
}
void HandleEndlevelKey(int key)
{
#ifdef macintosh
if ( key == (KEY_COMMAND + KEY_SHIFTED + KEY_3) )
save_screen_shot(0);
#endif
if (key==KEY_PRINT_SCREEN)
save_screen_shot(0);
#if defined(__APPLE__) || defined(macintosh)
if ( key == (KEY_COMMAND+KEY_P) )
key = do_game_pause();
#endif
if (key == KEY_PAUSE)
key = do_game_pause(); //so esc from pause will end level
if (key == KEY_ESC) {
stop_endlevel_sequence();
last_drawn_cockpit=-1;
return;
}
if (key == KEY_BACKSP)
Int3();
}
void HandleDeathKey(int key)
{
if (Player_exploded && !key_isfunc(key) && !key_ismod(key) && key)
Death_sequence_aborted = 1; //Any key but func or modifier aborts
#ifdef macintosh
if ( key == (KEY_COMMAND + KEY_SHIFTED + KEY_3) ) {
// save_screen_shot(0);
Death_sequence_aborted = 0; // Clear because code above sets this for any key.
}
#endif
#if defined(__APPLE__) || defined(macintosh)
if (key == KEY_COMMAND+KEY_Q)
//macintosh_quit();
Death_sequence_aborted = 0; // Clear because code above sets this for any key.
#endif
if (key==KEY_PRINT_SCREEN) {
Death_sequence_aborted = 0; // Clear because code above sets this for any key.
}
#if defined(__APPLE__) || defined(macintosh)
if ( key == (KEY_COMMAND+KEY_P) ) {
// key = do_game_pause();
Death_sequence_aborted = 0; // Clear because code above sets this for any key.
}
#endif
if (key == KEY_PAUSE) {
Death_sequence_aborted = 0; // Clear because code above sets this for any key.
}
if (key == KEY_ESC) {
if (ConsoleObject->flags & OF_EXPLODING)
Death_sequence_aborted = 1;
}
if (key == KEY_BACKSP) {
Death_sequence_aborted = 0; // Clear because code above sets this for any key.
Int3();
}
//don't abort death sequence for netgame join/refuse keys
if ( Game_mode & GM_MULTI && ((key == KEY_ALTED + KEY_1) || (key == KEY_ALTED + KEY_2) || key == KEY_F6))
Death_sequence_aborted = 0;
if (Death_sequence_aborted)
game_flush_inputs();
}
void HandleDemoKey(int key)
{
switch (key) {
case KEY_DEBUGGED + KEY_I:
Newdemo_do_interpolate = !Newdemo_do_interpolate;
break;
#ifndef NDEBUG
case KEY_DEBUGGED + KEY_K: {
int how_many, c;
char filename[13], num[16];
newmenu_item m[6];
filename[0] = '\0';
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "output file name";
m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
c = newmenu_do( NULL, NULL, 2, m, NULL );
if (c == -2)
break;
strcat(filename, ".dem");
num[0] = '\0';
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "strip how many bytes";
m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 16; m[1].text = num;
c = newmenu_do( NULL, NULL, 2, m, NULL );
if (c == -2)
break;
how_many = atoi(num);
if (how_many <= 0)
break;
newdemo_strip_frames(filename, how_many);
}
break;
#endif
KEY_MAC(case KEY_COMMAND+KEY_1:)
case KEY_F1: show_newdemo_help(); break;
KEY_MAC(case KEY_COMMAND+KEY_2:)
case KEY_F2: Config_menu_flag = 1; break;
KEY_MAC(case KEY_COMMAND+KEY_3:)
case KEY_F3: toggle_cockpit(); break;
KEY_MAC(case KEY_COMMAND+KEY_4:)
case KEY_F4: Newdemo_show_percentage = !Newdemo_show_percentage; break;
KEY_MAC(case KEY_COMMAND+KEY_7:)
case KEY_F7:
#ifdef NETWORK
Show_kill_list = (Show_kill_list+1) % ((Game_mode & GM_TEAM) ? 4 : 3);
#endif
break;
case KEY_BACKSP:
Int3();
break;
case KEY_ESC:
Function_mode = FMODE_MENU;
break;
case KEY_UP:
Newdemo_vcr_state = ND_STATE_PLAYBACK;
break;
case KEY_DOWN:
Newdemo_vcr_state = ND_STATE_PAUSED;
break;
case KEY_LEFT:
newdemo_single_frame_time = GameTime;
Newdemo_vcr_state = ND_STATE_ONEFRAMEBACKWARD;
break;
case KEY_RIGHT:
newdemo_single_frame_time = GameTime;
Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD;
break;
case KEY_CTRLED + KEY_RIGHT:
newdemo_goto_end(0);
break;
case KEY_CTRLED + KEY_LEFT:
newdemo_goto_beginning();
break;
KEY_MAC(case KEY_COMMAND+KEY_P:)
case KEY_PAUSE:
do_game_pause();
break;
#ifdef macintosh
case KEY_COMMAND + KEY_SHIFTED + KEY_3:
#endif
case KEY_PRINT_SCREEN:
{
if (PlayerCfg.PRShot)
{
gr_set_current_canvas(NULL);
render_frame(0);
gr_set_curfont(MEDIUM2_FONT);
gr_printf(SWIDTH-FSPACX(92),SHEIGHT-LINE_SPACING,"DXX-Rebirth\n");
gr_flip();
save_screen_shot(0);
}
else
{
int old_state;
old_state = Newdemo_show_percentage;
Newdemo_show_percentage = 0;
game_do_render_frame(GameArg.DbgUseDoubleBuffer);
save_screen_shot(0);
Newdemo_show_percentage = old_state;
}
break;
}
case KEY_ALTED+KEY_ENTER:
case KEY_ALTED+KEY_PADENTER:
gr_toggle_fullscreen();
break;
break;
}
}
void songs_goto_next_song();
void songs_goto_prev_song();
void HandleGameKey(int key)
{
switch (key) {
//================================================================================================
//FIRST ARE ALL THE REAL GAME KEYS. PUT TEST AND DEBUG KEYS LATER.
case KEY_ESC:
if (!Player_is_dead) {
Game_aborted=1;
Function_mode = FMODE_MENU;
}
break;
KEY_MAC(case KEY_COMMAND+KEY_1:)
case KEY_F1: if (Game_mode & GM_MULTI) show_netgame_help(); else show_help(); break;
KEY_MAC(case KEY_COMMAND+KEY_2:)
case KEY_F2: Config_menu_flag = 1; break;
KEY_MAC(case KEY_COMMAND+KEY_3:)
case KEY_F3: toggle_cockpit(); break;
#ifdef NETWORK
KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_4:)
case KEY_ALTED + KEY_F4:
Show_reticle_name = (Show_reticle_name+1)%2;
break;
#endif
KEY_MAC(case KEY_COMMAND+KEY_5:)
case KEY_F5:
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_stop_recording();
else if ( Newdemo_state == ND_STATE_NORMAL )
newdemo_start_recording();
break;
#ifdef NETWORK
KEY_MAC(case KEY_COMMAND+KEY_6:)
case KEY_F6:
if (Netgame.RefusePlayers && WaitForRefuseAnswer)
{
RefuseThisPlayer=1;
HUD_init_message ("Player accepted!");
}
break;
case KEY_ALTED + KEY_1:
if (Netgame.RefusePlayers && WaitForRefuseAnswer && (Game_mode & GM_TEAM))
{
RefuseThisPlayer=1;
HUD_init_message ("Player accepted!");
RefuseTeam=1;
game_flush_inputs();
}
break;
case KEY_ALTED + KEY_2:
if (Netgame.RefusePlayers && WaitForRefuseAnswer && (Game_mode & GM_TEAM))
{
RefuseThisPlayer=1;
HUD_init_message ("Player accepted!");
RefuseTeam=2;
game_flush_inputs();
}
break;
KEY_MAC(case KEY_COMMAND+KEY_7:)
case KEY_F7:
Show_kill_list = (Show_kill_list+1) % ((Game_mode & GM_TEAM) ? 4 : 3);
break;
#endif
case KEY_ALTED+KEY_F7:
KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_7:)
PlayerCfg.HudMode=(PlayerCfg.HudMode+1)%GAUGE_HUD_NUMMODES;
write_player_file();
break;
#ifdef NETWORK
KEY_MAC(case KEY_COMMAND+KEY_8:)
case KEY_F8:
multi_send_message_start();
break;
case KEY_F9:
case KEY_F10:
case KEY_F11:
case KEY_F12:
multi_send_macro(key);
break; // send taunt macros
#if defined(__APPLE__) || defined(macintosh)
case KEY_9 + KEY_COMMAND:
multi_send_macro(KEY_F9);
break;
case KEY_0 + KEY_COMMAND:
multi_send_macro(KEY_F10);
break;
case KEY_1 + KEY_COMMAND + KEY_CTRLED:
multi_send_macro(KEY_F11);
break;
case KEY_2 + KEY_COMMAND + KEY_CTRLED:
multi_send_macro(KEY_F12);
break;
#endif
case KEY_SHIFTED + KEY_F9:
case KEY_SHIFTED + KEY_F10:
case KEY_SHIFTED + KEY_F11:
case KEY_SHIFTED + KEY_F12:
multi_define_macro(key);
break; // redefine taunt macros
#if defined(__APPLE__) || defined(macintosh)
case KEY_9 + KEY_SHIFTED + KEY_COMMAND:
multi_define_macro(KEY_F9);
break;
case KEY_0 + KEY_SHIFTED + KEY_COMMAND:
multi_define_macro(KEY_F10);
break;
case KEY_1 + KEY_SHIFTED + KEY_COMMAND + KEY_CTRLED:
multi_define_macro(KEY_F11);
break;
case KEY_2 + KEY_SHIFTED + KEY_COMMAND + KEY_CTRLED:
multi_define_macro(KEY_F12);
break;
#endif
#endif
KEY_MAC( case KEY_COMMAND+KEY_P: )
case KEY_PAUSE: do_game_pause(); break;
#ifdef macintosh
case KEY_COMMAND + KEY_SHIFTED + KEY_3:
#endif
case KEY_PRINT_SCREEN:
{
if (PlayerCfg.PRShot)
{
gr_set_current_canvas(NULL);
render_frame(0);
gr_set_curfont(MEDIUM2_FONT);
gr_printf(SWIDTH-FSPACX(92),SHEIGHT-LINE_SPACING,"DXX-Rebirth\n");
gr_flip();
}
save_screen_shot(0);
break;
}
KEY_MAC(case KEY_COMMAND+KEY_S:)
KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_2:)
case KEY_ALTED+KEY_F2: if (!Player_is_dead) state_save_all( 0 ); break; // 0 means not between levels.
KEY_MAC(case KEY_COMMAND+KEY_O:)
KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_3:)
case KEY_ALTED+KEY_F3: if (!Player_is_dead) state_restore_all(1); break;
/*
* Jukebox hotkeys -- MD2211, 2007
* Now for all music
* ==============================================
*/
case KEY_ALTED + KEY_SHIFTED + KEY_F9:
KEY_MAC(case KEY_COMMAND+KEY_E:)
songs_stop_extmusic();
ext_music_eject_disk();
break;
case KEY_ALTED + KEY_SHIFTED + KEY_F10:
KEY_MAC(case KEY_COMMAND+KEY_UP:)
KEY_MAC(case KEY_COMMAND+KEY_DOWN:)
if (EXT_MUSIC_ON && !ext_music_pause_resume())
{
if (Function_mode == FMODE_GAME)
songs_play_level_song( Current_level_num );
else if (Function_mode == FMODE_MENU)
songs_play_song(SONG_TITLE, 1);
}
break;
case KEY_MINUS + KEY_ALTED:
case KEY_ALTED + KEY_SHIFTED + KEY_F11:
KEY_MAC(case KEY_COMMAND+KEY_LEFT:)
songs_goto_prev_song();
break;
case KEY_EQUAL + KEY_ALTED:
case KEY_ALTED + KEY_SHIFTED + KEY_F12:
KEY_MAC(case KEY_COMMAND+KEY_RIGHT:)
songs_goto_next_song();
break;
#if defined(__APPLE__) || defined(macintosh)
case KEY_COMMAND+KEY_Q:
macintosh_quit();
break;
#endif
//use function keys for window sizing
// ================================================================================================
//ALL KEYS BELOW HERE GO AWAY IN RELEASE VERSION
#ifndef NDEBUG
#ifndef RELEASE
#ifdef SHOW_EXIT_PATH
case KEY_DEBUGGED+KEY_1: create_special_path(); break;
#endif
case KEY_DEBUGGED+KEY_Y:
do_controlcen_destroyed_stuff(NULL);
break;
case KEY_BACKSP:
case KEY_CTRLED+KEY_BACKSP:
case KEY_SHIFTED+KEY_BACKSP:
case KEY_SHIFTED+KEY_ALTED+KEY_BACKSP:
case KEY_CTRLED+KEY_ALTED+KEY_BACKSP:
case KEY_SHIFTED+KEY_CTRLED+KEY_BACKSP:
case KEY_SHIFTED+KEY_CTRLED+KEY_ALTED+KEY_BACKSP:
Int3(); break;
case KEY_DEBUGGED+KEY_S:
digi_reset(); break;
case KEY_DEBUGGED+KEY_P:
if (Game_suspended & SUSP_ROBOTS)
Game_suspended &= ~SUSP_ROBOTS; //robots move
else
Game_suspended |= SUSP_ROBOTS; //robots don't move
break;
case KEY_DEBUGGED+KEY_K:
Players[Player_num].shields = 1;
break; // a virtual kill
case KEY_DEBUGGED+KEY_SHIFTED + KEY_K:
Players[Player_num].shields = -1;
break; // an actual kill
case KEY_DEBUGGED+KEY_X:
Players[Player_num].lives++;
break; // Extra life cheat key.
case KEY_DEBUGGED+KEY_H:
Players[Player_num].flags ^= PLAYER_FLAGS_CLOAKED;
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_cloak();
#endif
ai_do_cloak_stuff();
Players[Player_num].cloak_time = (GameTime+CLOAK_TIME_MAX>i2f(0x7fff-600)?GameTime-i2f(0x7fff-600):GameTime);
}
break;
case KEY_DEBUGGED+KEY_R:
Robot_firing_enabled = !Robot_firing_enabled;
break;
#ifdef EDITOR //editor-specific functions
case KEY_E + KEY_DEBUGGED:
network_leave_game();
Function_mode = FMODE_EDITOR;
break;
case KEY_C + KEY_SHIFTED + KEY_DEBUGGED:
if (!( Game_mode & GM_MULTI ))
move_player_2_segment(Cursegp,Curside);
break; //move eye to curseg
case KEY_DEBUGGED+KEY_W:
draw_world_from_game();
break;
#endif //#ifdef EDITOR
case KEY_DEBUGGED+KEY_LAPOSTRO: Show_view_text_timer = 0x30000; object_goto_next_viewer(); break;
case KEY_DEBUGGED+KEY_SHIFTED+KEY_LAPOSTRO: Viewer=ConsoleObject; break;
case KEY_DEBUGGED+KEY_O: toggle_outline_mode(); break;
case KEY_DEBUGGED+KEY_T:
*Toggle_var = !*Toggle_var;
break;
case KEY_DEBUGGED + KEY_L:
if (++Lighting_on >= 2) Lighting_on = 0; break;
case KEY_DEBUGGED + KEY_SHIFTED + KEY_L:
Beam_brightness=0x38000-Beam_brightness; break;
case KEY_PAD5: slew_stop(); break;
case KEY_DEBUGGED + KEY_F11: play_test_sound(); break;
case KEY_DEBUGGED + KEY_SHIFTED+KEY_F11: advance_sound(); play_test_sound(); break;
case KEY_DEBUGGED + KEY_M:
Debug_spew = !Debug_spew;
if (Debug_spew) {
hud_message( MSGC_GAME_FEEDBACK, "Debug Spew: ON" );
} else {
hud_message( MSGC_GAME_FEEDBACK, "Debug Spew: OFF" );
}
break;
case KEY_DEBUGGED + KEY_C:
do_cheat_menu();
break;
case KEY_DEBUGGED + KEY_SHIFTED + KEY_A:
do_megawow_powerup(10);
break;
case KEY_DEBUGGED + KEY_A: {
do_megawow_powerup(200);
break;
}
case KEY_DEBUGGED+KEY_F:
KEY_MAC(case KEY_COMMAND+KEY_F:)
GameArg.SysFPSIndicator = !GameArg.SysFPSIndicator;
break;
case KEY_DEBUGGED+KEY_SPACEBAR: // Toggle physics flying
slew_stop();
game_flush_inputs();
if ( ConsoleObject->control_type != CT_FLYING ) {
fly_init(ConsoleObject);
Game_suspended &= ~SUSP_ROBOTS; //robots move
} else {
slew_init(ConsoleObject); //start player slewing
Game_suspended |= SUSP_ROBOTS; //robots don't move
}
break;
case KEY_DEBUGGED+KEY_COMMA: Render_zoom = fixmul(Render_zoom,62259); break;
case KEY_DEBUGGED+KEY_PERIOD: Render_zoom = fixmul(Render_zoom,68985); break;
case KEY_DEBUGGED+KEY_D:
if ((GameArg.DbgUseDoubleBuffer = !GameArg.DbgUseDoubleBuffer)!=0)
init_cockpit();
break;
case KEY_DEBUGGED+KEY_G:
GameTime = i2f(0x7fff - 600) - (F1_0*10);
HUD_init_message("GameTime %i - Reset in 10 seconds!", GameTime);
break;
#ifdef EDITOR
case KEY_DEBUGGED+KEY_Q:
stop_time();
dump_used_textures_all();
start_time();
break;
#endif
#endif //#ifndef RELEASE
#endif
default: break;
}
}
sbyte Enable_john_cheat_1, Enable_john_cheat_2, Enable_john_cheat_3, Enable_john_cheat_4;
int cheat_enable_index;
#define CHEAT_ENABLE_LENGTH (sizeof(cheat_enable_keys) / sizeof(*cheat_enable_keys))
ubyte cheat_enable_keys[] = {KEY_G,KEY_A,KEY_B,KEY_B,KEY_A,KEY_G,KEY_A,KEY_B,KEY_B,KEY_A,KEY_H,KEY_E,KEY_Y};
ubyte cheat_wowie[] = {KEY_S,KEY_C,KEY_O,KEY_U,KEY_R,KEY_G,KEY_E};
ubyte cheat_allkeys[] = {KEY_M,KEY_I,KEY_T,KEY_Z,KEY_I};
ubyte cheat_invuln[] = {KEY_R,KEY_A,KEY_C,KEY_E,KEY_R,KEY_X};
ubyte cheat_cloak[] = {KEY_G,KEY_U,KEY_I,KEY_L,KEY_E};
ubyte cheat_shield[] = {KEY_T,KEY_W,KEY_I,KEY_L,KEY_I,KEY_G,KEY_H,KEY_T};
ubyte cheat_warp[] = {KEY_F,KEY_A,KEY_R,KEY_M,KEY_E,KEY_R,KEY_J,KEY_O,KEY_E};
ubyte cheat_astral[] = {KEY_A,KEY_S,KEY_T,KEY_R,KEY_A,KEY_L};
#define NUM_NEW_CHEATS 5
ubyte new_cheats[]= { KEY_B^0xaa, KEY_B^0xaa, KEY_B^0xaa, KEY_F^0xaa, KEY_A^0xaa,
KEY_U^0xaa, KEY_I^0xaa, KEY_R^0xaa, KEY_L^0xaa, KEY_H^0xaa,
KEY_G^0xaa, KEY_G^0xaa, KEY_U^0xaa, KEY_A^0xaa, KEY_I^0xaa,
KEY_G^0xaa, KEY_R^0xaa, KEY_I^0xaa, KEY_S^0xaa, KEY_M^0xaa,
KEY_I^0xaa, KEY_E^0xaa, KEY_N^0xaa, KEY_H^0xaa, KEY_S^0xaa,
KEY_N^0xaa, KEY_D^0xaa, KEY_X^0xaa, KEY_X^0xaa, KEY_A^0xaa };
#define CHEAT_WOWIE_LENGTH (sizeof(cheat_wowie) / sizeof(*cheat_wowie))
#define CHEAT_ALLKEYS_LENGTH (sizeof(cheat_allkeys) / sizeof(*cheat_allkeys))
#define CHEAT_INVULN_LENGTH (sizeof(cheat_invuln) / sizeof(*cheat_invuln))
#define CHEAT_CLOAK_LENGTH (sizeof(cheat_cloak) / sizeof(*cheat_cloak))
#define CHEAT_SHIELD_LENGTH (sizeof(cheat_shield) / sizeof(*cheat_shield))
#define CHEAT_WARP_LENGTH (sizeof(cheat_warp) / sizeof(*cheat_warp))
#define CHEAT_ASTRAL_LENGTH (sizeof(cheat_astral) / sizeof(*cheat_astral))
#define CHEAT_TURBOMODE_OFS 0
#define CHEAT_WOWIE2_OFS 1
#define CHEAT_NEWLIFE_OFS 2
#define CHEAT_EXITPATH_OFS 3
#define CHEAT_ROBOTPAUSE_OFS 4
#define CHEAT_TURBOMODE_LENGTH 6
#define CHEAT_WOWIE2_LENGTH 6
#define CHEAT_NEWLIFE_LENGTH 5
#define CHEAT_EXITPATH_LENGTH 5
#define CHEAT_ROBOTPAUSE_LENGTH 6
int cheat_wowie_index;
int cheat_allkeys_index;
int cheat_invuln_index;
int cheat_cloak_index;
int cheat_shield_index;
int cheat_warp_index;
int cheat_astral_index;
int cheat_turbomode_index;
int cheat_wowie2_index;
int cheat_newlife_index;
int cheat_exitpath_index;
int cheat_robotpause_index;
// Frametime "cheat" code stuff
#define IMPLEMENT_CHEAT(name, action) if (key == cheat_ ## name [cheat_ ## name ## _index]) {\
if (++cheat_ ## name ## _index == (sizeof(cheat_ ## name)/sizeof(*cheat_ ## name))) {\
action;\
cheat_ ## name ## _index = 0;\
}\
} else cheat_ ## name ## _index = 0;\
//DEFINE_CHEAT needs to be done this weird way since stupid c macros can't (portably) handle multiple args, nor can they realize that within {}'s should all be the same arg. blah.
#define DEFINE_CHEAT(name) int cheat_ ## name ## _index;\
ubyte cheat_ ## name []
int Cheats_enabled=0;
extern int Laser_rapid_fire, Ugly_robot_cheat;
extern void do_lunacy_on(), do_lunacy_off();
extern int Physics_cheat_flag;
extern void john_cheat_func_1(int);
extern void john_cheat_func_2(int);
extern void john_cheat_func_3(int);
extern void john_cheat_func_4(int);
void FinalCheatsKey(int key)
{
if (key == 0) return;
if (!(Game_mode&GM_MULTI) && key == cheat_enable_keys[cheat_enable_index]) {
if (++cheat_enable_index == CHEAT_ENABLE_LENGTH) {
hud_message(MSGC_GAME_CHEAT, TXT_CHEATS_ENABLED);
digi_play_sample( SOUND_CHEATER, F1_0);
Cheats_enabled = 1;
Players[Player_num].score = 0;
}
}
else
cheat_enable_index = 0;
if (Cheats_enabled)
{
john_cheat_func_2(key);
if (!(Game_mode&GM_MULTI) && key == cheat_wowie[cheat_wowie_index]) {
if (++cheat_wowie_index == CHEAT_WOWIE_LENGTH) {
int i;
hud_message(MSGC_GAME_CHEAT, TXT_WOWIE_ZOWIE);
digi_play_sample( SOUND_CHEATER, F1_0);
Players[Player_num].primary_weapon_flags |= 0xff ^ (HAS_PLASMA_FLAG | HAS_FUSION_FLAG);
Players[Player_num].secondary_weapon_flags |= 0xff ^ (HAS_SMART_FLAG | HAS_MEGA_FLAG);
for (i=0; i<3; i++)
Players[Player_num].primary_ammo[i] = Primary_ammo_max[i];
for (i=0; i<3; i++)
Players[Player_num].secondary_ammo[i] = Secondary_ammo_max[i];
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);
Players[Player_num].energy = MAX_ENERGY;
Players[Player_num].laser_level = MAX_LASER_LEVEL;
Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
update_laser_weapon_info();
cheat_wowie_index = 0;
}
}
else
cheat_wowie_index = 0;
if (!(Game_mode&GM_MULTI) && key == (0xaa^new_cheats[cheat_wowie2_index*NUM_NEW_CHEATS+CHEAT_WOWIE2_OFS])) {
if (++cheat_wowie2_index == CHEAT_WOWIE2_LENGTH) {
int i;
hud_message(MSGC_GAME_CHEAT, "SUPER %s",TXT_WOWIE_ZOWIE);
digi_play_sample( SOUND_CHEATER, F1_0);
Players[Player_num].primary_weapon_flags = 0xff;
Players[Player_num].secondary_weapon_flags = 0xff;
for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
Players[Player_num].primary_ammo[i] = Primary_ammo_max[i];
for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
Players[Player_num].secondary_ammo[i] = Secondary_ammo_max[i];
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);
Players[Player_num].energy = MAX_ENERGY;
Players[Player_num].laser_level = MAX_LASER_LEVEL;
Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
update_laser_weapon_info();
cheat_wowie2_index = 0;
}
}
else
cheat_wowie2_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_allkeys[cheat_allkeys_index]) {
if (++cheat_allkeys_index == CHEAT_ALLKEYS_LENGTH) {
hud_message(MSGC_GAME_CHEAT, TXT_ALL_KEYS);
digi_play_sample( SOUND_CHEATER, F1_0);
Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY;
cheat_allkeys_index = 0;
}
}
else
cheat_allkeys_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_invuln[cheat_invuln_index]) {
if (++cheat_invuln_index == CHEAT_INVULN_LENGTH) {
Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
hud_message(MSGC_GAME_CHEAT, "%s %s!", TXT_INVULNERABILITY, (Players[Player_num].flags&PLAYER_FLAGS_INVULNERABLE)?TXT_ON:TXT_OFF);
digi_play_sample( SOUND_CHEATER, F1_0);
Players[Player_num].invulnerable_time = GameTime+i2f(1000);
cheat_invuln_index = 0;
}
}
else
cheat_invuln_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_cloak[cheat_cloak_index]) {
if (++cheat_cloak_index == CHEAT_CLOAK_LENGTH) {
Players[Player_num].flags ^= PLAYER_FLAGS_CLOAKED;
hud_message(MSGC_GAME_CHEAT, "%s %s!", TXT_CLOAK, (Players[Player_num].flags&PLAYER_FLAGS_CLOAKED)?TXT_ON:TXT_OFF);
digi_play_sample( SOUND_CHEATER, F1_0);
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
ai_do_cloak_stuff();
Players[Player_num].cloak_time = (GameTime+CLOAK_TIME_MAX>i2f(0x7fff-600)?GameTime-i2f(0x7fff-600):GameTime);
}
cheat_cloak_index = 0;
}
}
else
cheat_cloak_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_shield[cheat_shield_index]) {
if (++cheat_shield_index == CHEAT_SHIELD_LENGTH) {
hud_message(MSGC_GAME_CHEAT, TXT_FULL_SHIELDS);
digi_play_sample( SOUND_CHEATER, F1_0);
Players[Player_num].shields = MAX_SHIELDS;
cheat_shield_index = 0;
}
}
else
cheat_shield_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_warp[cheat_warp_index]) {
if (++cheat_warp_index == CHEAT_WARP_LENGTH) {
newmenu_item m;
char text[10]="";
int new_level_num;
int item;
digi_play_sample( SOUND_CHEATER, F1_0);
m.type=NM_TYPE_INPUT; m.text_len = 10; m.text = text;
item = newmenu_do( NULL, TXT_WARP_TO_LEVEL, 1, &m, NULL );
if (item != -1) {
new_level_num = atoi(m.text);
if (new_level_num!=0 && new_level_num>=0 && new_level_num<=Last_level)
StartNewLevel(new_level_num);
}
cheat_warp_index = 0;
}
}
else
cheat_warp_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_astral[cheat_astral_index]) {
if (++cheat_astral_index == CHEAT_ASTRAL_LENGTH) {
digi_play_sample( SOUND_CHEATER, F1_0);
if ( Physics_cheat_flag==0xBADA55 ) {
Physics_cheat_flag = 0;
} else {
Physics_cheat_flag = 0xBADA55;
}
hud_message(MSGC_GAME_CHEAT, "%s %s!", "Ghosty mode", Physics_cheat_flag==0xBADA55?TXT_ON:TXT_OFF);
cheat_astral_index = 0;
}
}
else
cheat_astral_index = 0;
if (!(Game_mode&GM_MULTI) && key == (0xaa^new_cheats[cheat_turbomode_index*NUM_NEW_CHEATS+CHEAT_TURBOMODE_OFS])) {
if (++cheat_turbomode_index == CHEAT_TURBOMODE_LENGTH) {
Game_turbo_mode ^= 1;
hud_message(MSGC_GAME_CHEAT, "%s %s!", "Turbo mode", Game_turbo_mode?TXT_ON:TXT_OFF);
digi_play_sample( SOUND_CHEATER, F1_0);
}
}
else
cheat_turbomode_index = 0;
if (!(Game_mode&GM_MULTI) && key == (0xaa^new_cheats[cheat_newlife_index*NUM_NEW_CHEATS+CHEAT_NEWLIFE_OFS])) {
if (++cheat_newlife_index == CHEAT_NEWLIFE_LENGTH) {
if (Players[Player_num].lives<50) {
Players[Player_num].lives++;
hud_message(MSGC_GAME_CHEAT, "Extra life!");
digi_play_sample( SOUND_CHEATER, F1_0);
}
cheat_newlife_index = 0;
}
}
else
cheat_newlife_index = 0;
if (!(Game_mode&GM_MULTI) && key == (0xaa^new_cheats[cheat_exitpath_index*NUM_NEW_CHEATS+CHEAT_EXITPATH_OFS])) {
if (++cheat_exitpath_index == CHEAT_EXITPATH_LENGTH) {
#ifdef SHOW_EXIT_PATH
if (create_special_path()) {
hud_message(MSGC_GAME_CHEAT, "Exit path illuminated!");
digi_play_sample( SOUND_CHEATER, F1_0);
}
#endif
cheat_exitpath_index = 0;
}
}
else
cheat_exitpath_index = 0;
if (!(Game_mode&GM_MULTI) && key == (0xaa^new_cheats[cheat_robotpause_index*NUM_NEW_CHEATS+CHEAT_ROBOTPAUSE_OFS])) {
if (++cheat_robotpause_index == CHEAT_ROBOTPAUSE_LENGTH) {
Robot_firing_enabled = !Robot_firing_enabled;
hud_message(MSGC_GAME_CHEAT, "%s %s!", "Robot firing", Robot_firing_enabled?TXT_ON:TXT_OFF);
digi_play_sample( SOUND_CHEATER, F1_0);
cheat_robotpause_index = 0;
}
}
else
cheat_robotpause_index = 0;
john_cheat_func_3(key);
john_cheat_func_4(key);
bald_guy_cheat(key);
}
}
#ifndef RELEASE
void do_cheat_menu()
{
int mmn;
newmenu_item mm[16];
char score_text[21];
sprintf( score_text, "%d", Players[Player_num].score );
mm[0].type=NM_TYPE_CHECK; mm[0].value=Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE; mm[0].text="Invulnerability";
mm[1].type=NM_TYPE_CHECK; mm[1].value=Players[Player_num].flags & PLAYER_FLAGS_IMMATERIAL; mm[1].text="Immaterial";
mm[2].type=NM_TYPE_CHECK; mm[2].value=0; mm[2].text="All keys";
mm[3].type=NM_TYPE_NUMBER; mm[3].value=f2i(Players[Player_num].energy); mm[3].text="% Energy"; mm[3].min_value=0; mm[3].max_value=200;
mm[4].type=NM_TYPE_NUMBER; mm[4].value=f2i(Players[Player_num].shields); mm[4].text="% Shields"; mm[4].min_value=0; mm[4].max_value=200;
mm[5].type=NM_TYPE_TEXT; mm[5].text = "Score:";
mm[6].type=NM_TYPE_INPUT; mm[6].text_len = 10; mm[6].text = score_text;
mm[7].type=NM_TYPE_RADIO; mm[7].value=(Players[Player_num].laser_level==0); mm[7].group=0; mm[7].text="Laser level 1";
mm[8].type=NM_TYPE_RADIO; mm[8].value=(Players[Player_num].laser_level==1); mm[8].group=0; mm[8].text="Laser level 2";
mm[9].type=NM_TYPE_RADIO; mm[9].value=(Players[Player_num].laser_level==2); mm[9].group=0; mm[9].text="Laser level 3";
mm[10].type=NM_TYPE_RADIO; mm[10].value=(Players[Player_num].laser_level==3); mm[10].group=0; mm[10].text="Laser level 4";
mm[11].type=NM_TYPE_NUMBER; mm[11].value=Players[Player_num].secondary_ammo[CONCUSSION_INDEX]; mm[11].text="Missiles"; mm[11].min_value=0; mm[11].max_value=200;
mmn = newmenu_do("Wimp Menu",NULL,12, mm, NULL );
if (mmn > -1 ) {
if ( mm[0].value ) {
Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
Players[Player_num].invulnerable_time = GameTime+i2f(1000);
} else
Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
if ( mm[1].value )
Players[Player_num].flags |= PLAYER_FLAGS_IMMATERIAL;
else
Players[Player_num].flags &= ~PLAYER_FLAGS_IMMATERIAL;
if (mm[2].value) Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY;
Players[Player_num].energy=i2f(mm[3].value);
Players[Player_num].shields=i2f(mm[4].value);
Players[Player_num].score = atoi(mm[6].text);
if (mm[7].value) Players[Player_num].laser_level=0;
if (mm[8].value) Players[Player_num].laser_level=1;
if (mm[9].value) Players[Player_num].laser_level=2;
if (mm[10].value) Players[Player_num].laser_level=3;
Players[Player_num].secondary_ammo[CONCUSSION_INDEX] = mm[11].value;
init_gauges();
}
}
#endif
int test_sound_num=0;
int sound_nums[] = {10,11,20,21,30,31,32,33,40,41,50,51,60,61,62,70,80,81,82,83,90,91};
#define N_TEST_SOUNDS (sizeof(sound_nums) / sizeof(*sound_nums))
// ------------------------------------------------------------------------------------
void advance_sound()
{
if (++test_sound_num == N_TEST_SOUNDS)
test_sound_num=0;
}
void play_test_sound()
{
digi_play_sample(sound_nums[test_sound_num], F1_0);
}
void ReadControls()
{
int key;
static ubyte exploding_flag=0;
Player_fired_laser_this_frame=-1;
if (!Endlevel_sequence && !con_render) { // && !Player_is_dead //this was taken out of the if statement by WraithX
if ( (Newdemo_state == ND_STATE_PLAYBACK)
#ifdef NETWORK
|| multi_sending_message || multi_defining_message
#endif
) // WATCH OUT!!! WEIRD CODE ABOVE!!!
memset( &Controls, 0, sizeof(control_info) );
else
controls_read_all(); //NOTE LINK TO ABOVE!!!
check_rear_view();
// If automap key pressed, enable automap unless you are in network mode, control center destroyed and < 10 seconds left
if ( Controls.automap_down_count && !((Game_mode & GM_MULTI) && Control_center_destroyed && (Fuelcen_seconds_left < 10)))
Automap_flag = 1;
do_weapon_stuff();
}
if (Player_exploded && !con_render) {
if (exploding_flag==0) {
exploding_flag = 1; // When player starts exploding, clear all input devices...
game_flush_inputs();
} else {
int i;
for (i=0; i < JOY_MAX_BUTTONS; i++ )
if (joy_get_button_down_cnt(i) > 0) Death_sequence_aborted = 1;
for (i = 0; i < MOUSE_MAX_BUTTONS; i++)
if (mouse_button_down_count(i) > 0) Death_sequence_aborted = 1;
if (Death_sequence_aborted)
game_flush_inputs();
}
} else {
exploding_flag=0;
}
if (Newdemo_state == ND_STATE_PLAYBACK )
update_vcr_state();
key=key_inkey();
if (con_events(key) && con_render)
return;
#ifdef NETWORK
if ( (Game_mode & GM_MULTI) && (multi_sending_message || multi_defining_message) )
{
multi_message_input_sub(key);
return;
}
#endif
if (Player_is_dead)
HandleDeathKey(key);
if (Endlevel_sequence)
HandleEndlevelKey(key);
else if (Newdemo_state == ND_STATE_PLAYBACK )
HandleDemoKey(key);
else
{
FinalCheatsKey(key);
HandleGameKey(key);
}
}