/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. 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 #include #include #include #include #include "pstypes.h" #include "window.h" #include "console.h" #include "strutil.h" #include "game.h" #include "player.h" #include "key.h" #include "object.h" #include "menu.h" #include "physics.h" #include "dxxerror.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 "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" #if defined(DXX_BUILD_DESCENT_II) #include "escort.h" #include "movie.h" #endif #include "window.h" #ifdef EDITOR #include "editor/editor.h" #include "editor/esegment.h" #endif #include "compiler-range_for.h" #include "partial_range.h" #include using std::min; // Global Variables ----------------------------------------------------------- int Debug_spew; // Function prototypes -------------------------------------------------------- #ifndef RELEASE static void do_cheat_menu(); static void advance_sound(); static void play_test_sound(); #endif #define key_isfunc(k) (((k&0xff)>=KEY_F1 && (k&0xff)<=KEY_F10) || (k&0xff)==KEY_F11 || (k&0xff)==KEY_F12) // Functions ------------------------------------------------------------------ #if defined(DXX_BUILD_DESCENT_II) #define CONVERTER_RATE 20 //10 units per second xfer rate #define CONVERTER_SCALE 2 //2 units energy -> 1 unit shields #define CONVERTER_SOUND_DELAY (f1_0/2) //play every half second static void transfer_energy_to_shield() { fix e; //how much energy gets transfered static fix64 last_play_time=0; e = min(min(FrameTime*CONVERTER_RATE,Players[Player_num].energy - INITIAL_ENERGY),(MAX_SHIELDS-Players[Player_num].shields)*CONVERTER_SCALE); if (e <= 0) { if (Players[Player_num].energy <= INITIAL_ENERGY) { HUD_init_message(HM_DEFAULT, "Need more than %i energy to enable transfer", f2i(INITIAL_ENERGY)); } else if (Players[Player_num].shields >= MAX_SHIELDS) { HUD_init_message_literal(HM_DEFAULT, "No transfer: Shields already at max"); } return; } Players[Player_num].energy -= e; Players[Player_num].shields += e/CONVERTER_SCALE; if (last_play_time > GameTime64) last_play_time = 0; if (GameTime64 > last_play_time+CONVERTER_SOUND_DELAY) { digi_play_sample_once(SOUND_CONVERT_ENERGY, F1_0); last_play_time = GameTime64; } } #endif // Control Functions static fix64 newdemo_single_frame_time; static void update_vcr_state(void) { if ((keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) && keyd_pressed[KEY_RIGHT] && d_tick_step) Newdemo_vcr_state = ND_STATE_FASTFORWARD; else if ((keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) && keyd_pressed[KEY_LEFT] && d_tick_step) Newdemo_vcr_state = ND_STATE_REWINDING; else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_RIGHT] && ((GameTime64 - newdemo_single_frame_time) >= F1_0) && d_tick_step) Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD; else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_LEFT] && ((GameTime64 - newdemo_single_frame_time) >= F1_0) && d_tick_step) 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; } #if defined(DXX_BUILD_DESCENT_II) //returns which bomb will be dropped next time the bomb key is pressed int which_bomb() { int bomb; //use the last one selected, unless there aren't any, in which case use //the other if there are any // If hoard game, only let the player drop smart mines if (game_mode_hoard()) return SMART_MINE_INDEX; bomb = Secondary_last_was_super[PROXIMITY_INDEX]?SMART_MINE_INDEX:PROXIMITY_INDEX; if (Players[Player_num].secondary_ammo[bomb] == 0 && Players[Player_num].secondary_ammo[SMART_MINE_INDEX+PROXIMITY_INDEX-bomb] != 0) { bomb = SMART_MINE_INDEX+PROXIMITY_INDEX-bomb; Secondary_last_was_super[bomb%SUPER_WEAPON] = (bomb == SMART_MINE_INDEX); } return bomb; } #endif static void do_weapon_n_item_stuff() { int i; if (Controls.state.fire_flare > 0) { Controls.state.fire_flare = 0; if (allowed_to_fire_flare()) Flare_create(ConsoleObject); } if (allowed_to_fire_missile() && Controls.state.fire_secondary) Global_missile_firing_count += Weapon_info[Secondary_weapon_to_weapon_info[Secondary_weapon]].fire_count; if (Global_missile_firing_count) { do_missile_firing(0); Global_missile_firing_count--; } if (Controls.state.cycle_primary > 0) { for (i=0;i < Controls.state.cycle_primary;i++) CyclePrimary (); Controls.state.cycle_primary = 0; } if (Controls.state.cycle_secondary > 0) { for (i=0;i < Controls.state.cycle_secondary;i++) CycleSecondary (); Controls.state.cycle_secondary = 0; } if (Controls.state.select_weapon > 0) { Controls.state.select_weapon--; do_weapon_select(Controls.state.select_weapon>4?Controls.state.select_weapon-5:Controls.state.select_weapon,Controls.state.select_weapon>4?1:0); Controls.state.select_weapon = 0; } #if defined(DXX_BUILD_DESCENT_II) if (Controls.state.headlight > 0) { for (i=0;i < Controls.state.headlight;i++) toggle_headlight_active (); Controls.state.headlight = 0; } #endif if (Global_missile_firing_count < 0) Global_missile_firing_count = 0; // Drop proximity bombs. while (Controls.state.drop_bomb > 0) { do_missile_firing(1); Controls.state.drop_bomb--; } #if defined(DXX_BUILD_DESCENT_II) if (Controls.state.toggle_bomb > 0) { int bomb = Secondary_last_was_super[PROXIMITY_INDEX]?PROXIMITY_INDEX:SMART_MINE_INDEX; if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX] && !Players[Player_num].secondary_ammo[SMART_MINE_INDEX]) { digi_play_sample_once( SOUND_BAD_SELECTION, F1_0 ); HUD_init_message_literal(HM_DEFAULT, "No bombs available!"); } else { if (Players[Player_num].secondary_ammo[bomb]==0) { digi_play_sample_once( SOUND_BAD_SELECTION, F1_0 ); HUD_init_message(HM_DEFAULT, "No %s available!",(bomb==SMART_MINE_INDEX)?"Smart mines":"Proximity bombs"); } else { Secondary_last_was_super[PROXIMITY_INDEX]=!Secondary_last_was_super[PROXIMITY_INDEX]; digi_play_sample_once( SOUND_GOOD_SELECTION_SECONDARY, F1_0 ); } } Controls.state.toggle_bomb = 0; } if (Controls.state.energy_to_shield && (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER)) transfer_energy_to_shield(); #endif } static 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 ); } //Process selected keys until game unpaused static int pause_handler(window *wind, d_event *event, char *msg) { int key; switch (event->type) { case EVENT_WINDOW_ACTIVATED: game_flush_inputs(); break; case EVENT_KEY_COMMAND: key = event_key_get(event); switch (key) { case 0: break; case KEY_ESC: window_close(wind); return 1; case KEY_F1: show_help(); return 1; case KEY_PAUSE: window_close(wind); return 1; default: break; } break; case EVENT_IDLE: timer_delay2(50); break; case EVENT_WINDOW_DRAW: show_boxed_message(msg, 1); break; case EVENT_WINDOW_CLOSE: songs_resume(); d_free(msg); break; default: break; } return 0; } static int do_game_pause() { char *msg; char total_time[9],level_time[9]; if (Game_mode & GM_MULTI) { netplayerinfo_on= !netplayerinfo_on; return(KEY_PAUSE); } MALLOC(msg, char, 1024); if (!msg) return 0; songs_pause(); 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) snprintf(msg,1024,"PAUSE\n\nSkill level: %s\nHostages on board: %d\nTime on level: %s\nTotal time in game: %s",MENU_DIFFICULTY_TEXT(Difficulty_level),Players[Player_num].hostages_on_board,level_time,total_time); else snprintf(msg,1024,"PAUSE\n\nSkill level: %s\nHostages on board: %d\n",MENU_DIFFICULTY_TEXT(Difficulty_level),Players[Player_num].hostages_on_board); set_screen_mode(SCREEN_MENU); if (!window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, pause_handler, msg)) d_free(msg); return 0 /*key*/; // Keycode returning ripped out (kreatordxx) } static int HandleEndlevelKey(int key) { switch (key) { case KEY_COMMAND+KEY_P: case KEY_PAUSE: do_game_pause(); return 1; case KEY_ESC: stop_endlevel_sequence(); last_drawn_cockpit=-1; return 1; } return 0; } static int HandleDeathInput(d_event *event) { if (event->type == EVENT_KEY_COMMAND) { int key = event_key_get(event); if (Player_exploded && !key_isfunc(key) && key != KEY_PAUSE && key) Death_sequence_aborted = 1; //Any key but func or modifier aborts if (key == KEY_ESC) if (ConsoleObject->flags & OF_EXPLODING) Death_sequence_aborted = 1; } if (Player_exploded && (event->type == EVENT_JOYSTICK_BUTTON_UP || event->type == EVENT_MOUSE_BUTTON_UP)) Death_sequence_aborted = 1; if (Death_sequence_aborted) { game_flush_inputs(); return 1; } return 0; } static int HandleDemoKey(int key) { switch (key) { KEY_MAC(case KEY_COMMAND+KEY_1:) case KEY_F1: show_newdemo_help(); break; KEY_MAC(case KEY_COMMAND+KEY_2:) case KEY_F2: do_options_menu(); break; KEY_MAC(case KEY_COMMAND+KEY_3:) case KEY_F3: if (Viewer->type == OBJ_PLAYER) 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: Show_kill_list = (Show_kill_list+1) % ((Newdemo_game_mode & GM_TEAM) ? 4 : 3); break; case KEY_ESC: if (GameArg.SysAutoDemo) { int choice; choice = nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO ); if (choice == 0) GameArg.SysAutoDemo = 0; else break; } newdemo_stop_playback(); 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 = GameTime64; Newdemo_vcr_state = ND_STATE_ONEFRAMEBACKWARD; break; case KEY_RIGHT: newdemo_single_frame_time = GameTime64; 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, 0); gr_set_curfont(MEDIUM2_FONT); gr_string(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_render_frame_mono(0); if (!GameArg.DbgNoDoubleBuffer) gr_flip(); save_screen_shot(0); Newdemo_show_percentage = old_state; } break; } #ifndef NDEBUG case KEY_DEBUGGED + KEY_I: Newdemo_do_interpolate = !Newdemo_do_interpolate; HUD_init_message(HM_DEFAULT, "Demo playback interpolation %s", Newdemo_do_interpolate?"ON":"OFF"); break; case KEY_DEBUGGED + KEY_K: { int how_many, c; char filename[FILENAME_LEN], num[16]; newmenu_item m[6]; filename[0] = '\0'; nm_set_item_text(& m[ 0], "output file name"); nm_set_item_input(&m[ 1], 8, filename); c = newmenu_do( NULL, NULL, 2, m, unused_newmenu_subfunction, unused_newmenu_userdata); if (c == -2) break; strcat(filename, DEMO_EXT); num[0] = '\0'; nm_set_item_text(& m[ 0], "strip how many bytes"); nm_set_item_input(&m[ 1], 16, num); c = newmenu_do( NULL, NULL, 2, m, unused_newmenu_subfunction, unused_newmenu_userdata); if (c == -2) break; how_many = atoi(num); if (how_many <= 0) break; newdemo_strip_frames(filename, how_many); break; } #endif default: return 0; } return 1; } #if defined(DXX_BUILD_DESCENT_II) //switch a cockpit window to the next function static int select_next_window_function(int w) { Assert(w==0 || w==1); switch (PlayerCfg.Cockpit3DView[w]) { case CV_NONE: PlayerCfg.Cockpit3DView[w] = CV_REAR; break; case CV_REAR: if (find_escort()) { PlayerCfg.Cockpit3DView[w] = CV_ESCORT; break; } //if no ecort, fall through case CV_ESCORT: Coop_view_player[w] = -1; //force first player //fall through case CV_COOP: Marker_viewer_num[w] = -1; if ((Game_mode & GM_MULTI_COOP) || (Game_mode & GM_TEAM)) { PlayerCfg.Cockpit3DView[w] = CV_COOP; while (1) { Coop_view_player[w]++; if (Coop_view_player[w] == (MAX_PLAYERS-1)) { PlayerCfg.Cockpit3DView[w] = CV_MARKER; goto case_marker; } if (Players[Coop_view_player[w]].connected != CONNECT_PLAYING) continue; if (Coop_view_player[w]==Player_num) continue; if (Game_mode & GM_MULTI_COOP) break; else if (get_team(Coop_view_player[w]) == get_team(Player_num)) break; } break; } //if not multi, fall through case CV_MARKER: case_marker:; if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) && Netgame.Allow_marker_view) { //anarchy only PlayerCfg.Cockpit3DView[w] = CV_MARKER; if (Marker_viewer_num[w] == -1) Marker_viewer_num[w] = Player_num * 2; else if (Marker_viewer_num[w] == Player_num * 2) Marker_viewer_num[w]++; else PlayerCfg.Cockpit3DView[w] = CV_NONE; } else PlayerCfg.Cockpit3DView[w] = CV_NONE; break; } write_player_file(); return 1; //screen_changed } #endif #ifdef DOOR_DEBUGGING dump_door_debugging_info() { object *obj; vms_vector new_pos; fvi_query fq; fvi_info hit_info; int fate; PHYSFS_file *dfile; int wall_num; obj = &Objects[Players[Player_num].objnum]; vm_vec_scale_add(&new_pos,&obj->pos,&obj->orient.fvec,i2f(100)); fq.p0 = &obj->pos; fq.startseg = obj->segnum; fq.p1 = &new_pos; fq.rad = 0; fq.thisobjnum = Players[Player_num].objnum; fq.ignore_obj_list = NULL; fq.flags = 0; fate = find_vector_intersection(&fq,&hit_info); dfile = PHYSFSX_openWriteBuffered("door.out"); PHYSFSX_printf(dfile,"FVI hit_type = %d\n",fate); PHYSFSX_printf(dfile," hit_seg = %d\n",hit_info.hit_seg); PHYSFSX_printf(dfile," hit_side = %d\n",hit_info.hit_side); PHYSFSX_printf(dfile," hit_side_seg = %d\n",hit_info.hit_side_seg); PHYSFSX_printf(dfile,"\n"); if (fate == HIT_WALL) { wall_num = Segments[hit_info.hit_seg].sides[hit_info.hit_side].wall_num; PHYSFSX_printf(dfile,"wall_num = %d\n",wall_num); if (wall_num != -1) { wall *wall = &Walls[wall_num]; active_door *d; int i; PHYSFSX_printf(dfile," segnum = %d\n",wall->segnum); PHYSFSX_printf(dfile," sidenum = %d\n",wall->sidenum); PHYSFSX_printf(dfile," hps = %x\n",wall->hps); PHYSFSX_printf(dfile," linked_wall = %d\n",wall->linked_wall); PHYSFSX_printf(dfile," type = %d\n",wall->type); PHYSFSX_printf(dfile," flags = %x\n",wall->flags); PHYSFSX_printf(dfile," state = %d\n",wall->state); PHYSFSX_printf(dfile," trigger = %d\n",wall->trigger); PHYSFSX_printf(dfile," clip_num = %d\n",wall->clip_num); PHYSFSX_printf(dfile," keys = %x\n",wall->keys); PHYSFSX_printf(dfile," controlling_trigger = %d\n",wall->controlling_trigger); PHYSFSX_printf(dfile," cloak_value = %d\n",wall->cloak_value); PHYSFSX_printf(dfile,"\n"); for (i=0;ifront_wallnum[0]==wall-Walls || d->back_wallnum[0]==wall-Walls || (d->n_parts==2 && (d->front_wallnum[1]==wall-Walls || d->back_wallnum[1]==wall-Walls))) break; } if (i>=Num_open_doors) PHYSFSX_printf(dfile,"No active door.\n"); else { PHYSFSX_printf(dfile,"Active door %d:\n",i); PHYSFSX_printf(dfile," n_parts = %d\n",d->n_parts); PHYSFSX_printf(dfile," front_wallnum = %d,%d\n",d->front_wallnum[0],d->front_wallnum[1]); PHYSFSX_printf(dfile," back_wallnum = %d,%d\n",d->back_wallnum[0],d->back_wallnum[1]); PHYSFSX_printf(dfile," time = %x\n",d->time); } } } PHYSFSX_printf(dfile,"\n"); PHYSFSX_printf(dfile,"\n"); PHYSFS_close(dfile); } #endif //this is for system-level keys, such as help, etc. //returns 1 if screen changed static int HandleSystemKey(int key) { if (!Player_is_dead) switch (key) { #ifdef DOOR_DEBUGGING case KEY_LAPOSTRO+KEY_SHIFTED: dump_door_debugging_info(); return 1; #endif case KEY_ESC: { int choice; choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME ); if (choice == 0) window_close(Game_wind); return 1; } #if defined(DXX_BUILD_DESCENT_II) // fleshed these out because F1 and F2 aren't sequenctial keycodes on mac -- MWA KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_1:) case KEY_SHIFTED+KEY_F1: select_next_window_function(0); return 1; KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_2:) case KEY_SHIFTED+KEY_F2: select_next_window_function(1); return 1; #endif } switch (key) { 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, 0); gr_set_curfont(MEDIUM2_FONT); gr_string(SWIDTH-FSPACX(92),SHEIGHT-LINE_SPACING,"DXX-Rebirth\n"); gr_flip(); save_screen_shot(0); } else { game_render_frame_mono(0); if(!GameArg.DbgNoDoubleBuffer) gr_flip(); save_screen_shot(0); } 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: { do_options_menu(); break; } KEY_MAC(case KEY_COMMAND+KEY_3:) case KEY_F3: if (!Player_is_dead && Viewer->type==OBJ_PLAYER) //if (!(Guided_missile[Player_num] && Guided_missile[Player_num]->type==OBJ_WEAPON && Guided_missile[Player_num]->id==GUIDEDMISS_ID && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num] && PlayerCfg.GuidedInBigWindow)) { toggle_cockpit(); } break; 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; KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_4:) case KEY_ALTED + KEY_F4: Show_reticle_name = (Show_reticle_name+1)%2; break; KEY_MAC(case KEY_COMMAND+KEY_7:) case KEY_F7: Show_kill_list = (Show_kill_list+1) % ((Game_mode & GM_TEAM) ? 4 : 3); if (Game_mode & GM_MULTI) multi_sort_kill_list(); break; 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 KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_S:) KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_2:) case KEY_ALTED+KEY_F2: if (!Player_is_dead) state_save_all(0, NULL, 0); // 0 means not between levels. break; KEY_MAC(case KEY_COMMAND+KEY_S:) case KEY_ALTED+KEY_SHIFTED+KEY_F2: if (!Player_is_dead) state_save_all(0, NULL, 1); break; KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_O:) KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_3:) case KEY_ALTED+KEY_F3: if (!((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) state_restore_all(1, 0, NULL, 0); break; KEY_MAC(case KEY_COMMAND+KEY_O:) case KEY_ALTED+KEY_SHIFTED+KEY_F3: if (!((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) state_restore_all(1, 0, NULL, 1); break; #if defined(DXX_BUILD_DESCENT_II) KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_4:) case KEY_F4 + KEY_SHIFTED: do_escort_menu(); break; KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_ALTED+KEY_4:) case KEY_F4 + KEY_SHIFTED + KEY_ALTED: change_guidebot_name(); break; #endif /* * Jukebox hotkeys -- MD2211, 2007 * Now for all music * ============================================== */ case KEY_ALTED + KEY_SHIFTED + KEY_F9: KEY_MAC(case KEY_COMMAND+KEY_E:) if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK) { songs_stop_all(); RBAEjectDisk(); } break; case KEY_ALTED + KEY_SHIFTED + KEY_F10: KEY_MAC(case KEY_COMMAND+KEY_UP:) KEY_MAC(case KEY_COMMAND+KEY_DOWN:) songs_pause_resume(); break; case KEY_MINUS + KEY_ALTED: case KEY_ALTED + KEY_SHIFTED + KEY_F11: KEY_MAC(case KEY_COMMAND+KEY_LEFT:) songs_play_level_song( Current_level_num, -1 ); break; case KEY_EQUAL + KEY_ALTED: case KEY_ALTED + KEY_SHIFTED + KEY_F12: KEY_MAC(case KEY_COMMAND+KEY_RIGHT:) songs_play_level_song( Current_level_num, 1 ); break; default: return 0; break; } return 1; } static int HandleGameKey(int key) { switch (key) { #if defined(DXX_BUILD_DESCENT_II) case KEY_1 + KEY_SHIFTED: case KEY_2 + KEY_SHIFTED: case KEY_3 + KEY_SHIFTED: case KEY_4 + KEY_SHIFTED: case KEY_5 + KEY_SHIFTED: case KEY_6 + KEY_SHIFTED: case KEY_7 + KEY_SHIFTED: case KEY_8 + KEY_SHIFTED: case KEY_9 + KEY_SHIFTED: case KEY_0 + KEY_SHIFTED: if (PlayerCfg.EscortHotKeys) { if (!(Game_mode & GM_MULTI)) set_escort_special_goal(key); else HUD_init_message_literal(HM_DEFAULT, "No Guide-Bot in Multiplayer!"); game_flush_inputs(); return 1; } else return 0; #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(); switch (PlayerCfg.HudMode) { case 0: HUD_init_message_literal(HM_DEFAULT, "Standard HUD"); break; case 1: HUD_init_message_literal(HM_DEFAULT, "Alternative HUD #1"); break; case 2: HUD_init_message_literal(HM_DEFAULT, "Alternative HUD #2"); break; case 3: HUD_init_message_literal(HM_DEFAULT, "No HUD"); break; } return 1; KEY_MAC(case KEY_COMMAND+KEY_6:) case KEY_F6: if (Netgame.RefusePlayers && WaitForRefuseAnswer && !(Game_mode & GM_TEAM)) { RefuseThisPlayer=1; HUD_init_message_literal(HM_MULTI, "Player accepted!"); } return 1; case KEY_ALTED + KEY_1: if (Netgame.RefusePlayers && WaitForRefuseAnswer && (Game_mode & GM_TEAM)) { RefuseThisPlayer=1; HUD_init_message_literal(HM_MULTI, "Player accepted!"); RefuseTeam=1; game_flush_inputs(); } return 1; case KEY_ALTED + KEY_2: if (Netgame.RefusePlayers && WaitForRefuseAnswer && (Game_mode & GM_TEAM)) { RefuseThisPlayer=1; HUD_init_message_literal(HM_MULTI, "Player accepted!"); RefuseTeam=2; game_flush_inputs(); } return 1; default: #if defined(DXX_BUILD_DESCENT_I) return 0; #endif break; } //switch (key) #if defined(DXX_BUILD_DESCENT_II) if (!Player_is_dead) switch (key) { KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_5:) case KEY_F5 + KEY_SHIFTED: DropCurrentWeapon(); break; KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_6:) case KEY_F6 + KEY_SHIFTED: DropSecondaryWeapon(); break; case KEY_0 + KEY_ALTED: DropFlag (); game_flush_inputs(); break; KEY_MAC(case KEY_COMMAND+KEY_4:) case KEY_F4: if (!DefiningMarkerMessage) InitMarkerInput(); break; default: return 0; } else return 0; #endif return 1; } #if defined(DXX_BUILD_DESCENT_II) static void kill_all_robots(void) { int i, dead_count=0; //int boss_index = -1; // Kill all bots except for Buddy bot and boss. However, if only boss and buddy left, kill boss. for (i=0; i<=Highest_object_index; i++) if (Objects[i].type == OBJ_ROBOT) { if (!Robot_info[get_robot_id(&Objects[i])].companion && !Robot_info[get_robot_id(&Objects[i])].boss_flag) { dead_count++; Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD; } } // -- // Now, if more than boss and buddy left, un-kill boss. // -- if ((dead_count > 2) && (boss_index != -1)) { // -- Objects[boss_index].flags &= ~(OF_EXPLODING|OF_SHOULD_BE_DEAD); // -- dead_count--; // -- } else if (boss_index != -1) // -- HUD_init_message(HM_DEFAULT, "Toasted the BOSS!"); // Toast the buddy if nothing else toasted! if (dead_count == 0) for (i=0; i<=Highest_object_index; i++) if (Objects[i].type == OBJ_ROBOT) if (Robot_info[get_robot_id(&Objects[i])].companion) { Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD; HUD_init_message_literal(HM_DEFAULT, "Toasted the Buddy! *sniff*"); dead_count++; } HUD_init_message(HM_DEFAULT, "%i robots toasted!", dead_count); } #endif // -------------------------------------------------------------------------- // Detonate reactor. // Award player all powerups in mine. // Place player just outside exit. // Kill all bots in mine. // Yippee!! static void kill_and_so_forth(void) { int i; HUD_init_message_literal(HM_DEFAULT, "Killing, awarding, etc.!"); for (i=0; i<=Highest_object_index; i++) { switch (Objects[i].type) { case OBJ_ROBOT: Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD; break; case OBJ_POWERUP: do_powerup(&Objects[i]); break; } } do_controlcen_destroyed_stuff(object_none); for (i=0; ipos, &Segments[w.segnum]); obj_relink(ConsoleObject-Objects,w.segnum); goto kasf_done; } } } } kasf_done: ; } #ifndef RELEASE #if defined(DXX_BUILD_DESCENT_II) static void kill_all_snipers(void) __attribute_used; static void kill_all_snipers(void) { int i, dead_count=0; // Kill all snipers. for (i=0; i<=Highest_object_index; i++) if (Objects[i].type == OBJ_ROBOT) if (Objects[i].ctype.ai_info.behavior == AIB_SNIPE) { dead_count++; Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD; } HUD_init_message(HM_DEFAULT, "%i robots toasted!", dead_count); } static void kill_thief(void) __attribute_used; static void kill_thief(void) { int i; // Kill thief. for (i=0; i<=Highest_object_index; i++) if (Objects[i].type == OBJ_ROBOT) if (Robot_info[get_robot_id(&Objects[i])].thief) { Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD; HUD_init_message_literal(HM_DEFAULT, "Thief toasted!"); } } static void kill_buddy(void) __attribute_used; static void kill_buddy(void) { int i; // Kill buddy. for (i=0; i<=Highest_object_index; i++) if (Objects[i].type == OBJ_ROBOT) if (Robot_info[get_robot_id(&Objects[i])].companion) { Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD; HUD_init_message_literal(HM_DEFAULT, "Buddy toasted!"); } } #endif static int HandleTestKey(int key) { switch (key) { #ifdef SHOW_EXIT_PATH case KEY_DEBUGGED+KEY_1: create_special_path(); break; #endif case KEY_DEBUGGED+KEY_Y: do_controlcen_destroyed_stuff(object_none); break; #if defined(DXX_BUILD_DESCENT_II) case KEY_DEBUGGED+KEY_ALTED+KEY_D: PlayerCfg.NetlifeKills=4000; PlayerCfg.NetlifeKilled=5; multi_add_lifetime_kills(); break; case KEY_DEBUGGED+KEY_R+KEY_SHIFTED: kill_all_robots(); break; #endif case KEY_BACKSP: case KEY_CTRLED+KEY_BACKSP: case KEY_ALTED+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: if (Player_is_dead) return 0; Players[Player_num].flags ^= PLAYER_FLAGS_CLOAKED; if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) { if (Game_mode & GM_MULTI) multi_send_cloak(); ai_do_cloak_stuff(); Players[Player_num].cloak_time = GameTime64; } break; case KEY_DEBUGGED+KEY_R: cheats.robotfiringsuspended = !cheats.robotfiringsuspended; break; #ifdef EDITOR //editor-specific functions case KEY_E + KEY_DEBUGGED: window_set_visible(Game_wind, 0); // don't let the game do anything while we set the editor up init_editor(); window_close(Game_wind); break; #if defined(DXX_BUILD_DESCENT_II) case KEY_Q + KEY_SHIFTED + KEY_DEBUGGED: { palette_array_t save_pal; save_pal = gr_palette; PlayMovie ("end.tex", "end.mve",MOVIE_ABORT_ON); Screen_mode = -1; set_screen_mode(SCREEN_GAME); reset_cockpit(); gr_palette = save_pal; gr_palette_load(gr_palette); break; } #endif case KEY_C + KEY_SHIFTED + KEY_DEBUGGED: if (!Player_is_dead && !( 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: #if defined(DXX_BUILD_DESCENT_II) { static int Toggle_var; Toggle_var = !Toggle_var; if (Toggle_var) GameArg.SysMaxFPS = 300; else GameArg.SysMaxFPS = 30; } #endif break; case KEY_DEBUGGED + KEY_L: if (++Lighting_on >= 2) Lighting_on = 0; break; case KEY_PAD5: slew_stop(); break; #ifndef NDEBUG case KEY_DEBUGGED + KEY_F11: play_test_sound(); break; case KEY_DEBUGGED + KEY_SHIFTED+KEY_F11: advance_sound(); play_test_sound(); break; #endif case KEY_DEBUGGED + KEY_M: Debug_spew = !Debug_spew; if (Debug_spew) { HUD_init_message_literal(HM_DEFAULT, "Debug Spew: ON" ); } else { HUD_init_message_literal(HM_DEFAULT, "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_SPACEBAR: //KEY_F7: // 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; #ifndef NDEBUG case KEY_DEBUGGED+KEY_D: if ((GameArg.DbgNoDoubleBuffer = !GameArg.DbgNoDoubleBuffer)!=0) init_cockpit(); break; #endif #ifdef EDITOR case KEY_DEBUGGED+KEY_Q: stop_time(); dump_used_textures_all(); start_time(); break; #endif case KEY_DEBUGGED+KEY_B: { newmenu_item m; char text[FILENAME_LEN]=""; int item; nm_set_item_input(&m, FILENAME_LEN, text); item = newmenu_do( NULL, "Briefing to play?", 1, &m, unused_newmenu_subfunction, unused_newmenu_userdata); if (item != -1) { do_briefing_screens(text,1); } break; } case KEY_DEBUGGED+KEY_SHIFTED+KEY_B: if (Player_is_dead) return 0; kill_and_so_forth(); break; case KEY_DEBUGGED+KEY_G: GameTime64 = (0x7fffffffffffffffLL) - (F1_0*10); HUD_init_message(HM_DEFAULT, "GameTime %" PRIi64 " - Reset in 10 seconds!", GameTime64); break; default: return 0; break; } return 1; } #endif //#ifndef RELEASE #define CHEAT_MAX_LEN 15 struct cheat_code { const char string[CHEAT_MAX_LEN]; int (game_cheats::*stateptr); }; static const cheat_code cheat_codes[] = { #if defined(DXX_BUILD_DESCENT_I) { "gabbagabbahey", &game_cheats::enabled }, { "scourge", &game_cheats::wowie }, { "bigred", &game_cheats::wowie2 }, { "mitzi", &game_cheats::allkeys }, { "racerx", &game_cheats::invul }, { "guile", &game_cheats::cloak }, { "twilight", &game_cheats::shields }, { "poboys", &game_cheats::killreactor }, { "farmerjoe", &game_cheats::levelwarp }, { "bruin", &game_cheats::extralife }, { "porgys", &game_cheats::rapidfire }, { "ahimsa", &game_cheats::robotfiringsuspended }, #elif defined(DXX_BUILD_DESCENT_II) { "gabbagabbahey", &game_cheats::lamer }, { "motherlode", &game_cheats::lamer }, { "currygoat", &game_cheats::lamer }, { "zingermans", &game_cheats::lamer }, { "eatangelos", &game_cheats::lamer }, { "ericaanne", &game_cheats::lamer }, { "joshuaakira", &game_cheats::lamer }, { "whammazoom", &game_cheats::lamer }, { "honestbob", &game_cheats::wowie }, { "algroove", &game_cheats::allkeys }, { "alifalafel", &game_cheats::accessory }, { "almighty", &game_cheats::invul }, { "blueorb", &game_cheats::shields }, { "delshiftb", &game_cheats::killreactor }, { "freespace", &game_cheats::levelwarp }, { "rockrgrl", &game_cheats::fullautomap }, { "wildfire", &game_cheats::rapidfire }, { "duddaboo", &game_cheats::bouncyfire }, { "imagespace", &game_cheats::robotfiringsuspended }, { "spaniard", &game_cheats::killallrobots }, { "silkwing", &game_cheats::robotskillrobots }, { "godzilla", &game_cheats::monsterdamage }, { "helpvishnu", &game_cheats::buddyclone }, { "gowingnut", &game_cheats::buddyangry }, #endif { "flash", &game_cheats::exitpath }, { "astral", &game_cheats::ghostphysics }, { "buggin", &game_cheats::turbo }, { "bittersweet", &game_cheats::acid }, }; static int FinalCheats(int key) { static char cheat_buffer[CHEAT_MAX_LEN]; int (game_cheats::*gotcha); if (Game_mode & GM_MULTI) return 0; for (unsigned i = 1; i < CHEAT_MAX_LEN; i++) cheat_buffer[i-1] = cheat_buffer[i]; cheat_buffer[CHEAT_MAX_LEN-1] = key_ascii(); for (unsigned i = 0;; i++) { if (i >= sizeof(cheat_codes) / sizeof(cheat_codes[0])) return 0; int cheatlen = strlen(cheat_codes[i].string); Assert(cheatlen <= CHEAT_MAX_LEN); if (d_strnicmp(cheat_codes[i].string, cheat_buffer+CHEAT_MAX_LEN-cheatlen, cheatlen)==0) { gotcha = cheat_codes[i].stateptr; #if defined(DXX_BUILD_DESCENT_I) if (!cheats.enabled && cheats.*gotcha != cheats.enabled) return 0; if (!cheats.enabled) HUD_init_message_literal(HM_DEFAULT, TXT_CHEATS_ENABLED); #endif cheats.*gotcha = !(cheats.*gotcha); cheats.enabled = 1; digi_play_sample( SOUND_CHEATER, F1_0); Players[Player_num].score = 0; break; } } #if defined(DXX_BUILD_DESCENT_I) if (gotcha == &game_cheats::wowie) { HUD_init_message_literal(HM_DEFAULT, TXT_WOWIE_ZOWIE); Players[Player_num].primary_weapon_flags |= (HAS_LASER_FLAG | HAS_VULCAN_FLAG | HAS_SPREADFIRE_FLAG); Players[Player_num].secondary_weapon_flags |= (HAS_CONCUSSION_FLAG | HAS_HOMING_FLAG | HAS_PROXIMITY_BOMB_FLAG); Players[Player_num].vulcan_ammo = Primary_ammo_max[VULCAN_INDEX]; for (unsigned 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(); } if (gotcha == &game_cheats::wowie2) { HUD_init_message(HM_DEFAULT, "SUPER %s",TXT_WOWIE_ZOWIE); Players[Player_num].primary_weapon_flags |= (HAS_LASER_FLAG | HAS_VULCAN_FLAG | HAS_SPREADFIRE_FLAG | HAS_PLASMA_FLAG | HAS_FUSION_FLAG); Players[Player_num].secondary_weapon_flags |= (HAS_CONCUSSION_FLAG | HAS_HOMING_FLAG | HAS_PROXIMITY_BOMB_FLAG | HAS_SMART_FLAG | HAS_MEGA_FLAG); Players[Player_num].vulcan_ammo = Primary_ammo_max[VULCAN_INDEX]; for (unsigned i=0; i=0 && new_level_num<=Last_level) { window_set_visible(Game_wind, 0); StartNewLevel(new_level_num); window_set_visible(Game_wind, 1); } } } #if defined(DXX_BUILD_DESCENT_II) if (gotcha == &game_cheats::fullautomap && cheats.fullautomap) HUD_init_message(HM_DEFAULT, "FULL MAP!"); #endif if (gotcha == &game_cheats::ghostphysics) { HUD_init_message(HM_DEFAULT, "%s %s!", "Ghosty mode", cheats.ghostphysics?TXT_ON:TXT_OFF); } if (gotcha == &game_cheats::rapidfire) #if defined(DXX_BUILD_DESCENT_I) { do_megawow_powerup(200); } #elif defined(DXX_BUILD_DESCENT_II) { HUD_init_message(HM_DEFAULT, "Rapid fire %s!", cheats.rapidfire?TXT_ON:TXT_OFF); } if (gotcha == &game_cheats::bouncyfire) { HUD_init_message(HM_DEFAULT, "Bouncing weapons %s!", cheats.bouncyfire?TXT_ON:TXT_OFF); } #endif if (gotcha == &game_cheats::turbo) { HUD_init_message(HM_DEFAULT, "%s %s!", "Turbo mode", cheats.turbo?TXT_ON:TXT_OFF); } if (gotcha == &game_cheats::robotfiringsuspended) { HUD_init_message(HM_DEFAULT, "Robot firing %s!", cheats.robotfiringsuspended?TXT_OFF:TXT_ON); } #if defined(DXX_BUILD_DESCENT_II) if (gotcha == &game_cheats::killallrobots) { kill_all_robots(); } if (gotcha == &game_cheats::robotskillrobots) { HUD_init_message_literal(HM_DEFAULT, cheats.robotskillrobots?"Rabid robots!":"Kill the player!"); } if (gotcha == &game_cheats::monsterdamage) { HUD_init_message_literal(HM_DEFAULT, cheats.monsterdamage?"Oh no, there goes Tokyo!":"What have you done, I'm shrinking!!"); } if (gotcha == &game_cheats::buddyclone) { HUD_init_message_literal(HM_DEFAULT, "What's this? Another buddy bot!"); create_buddy_bot(); } if (gotcha == &game_cheats::buddyangry) { if (cheats.buddyangry) { HUD_init_message(HM_DEFAULT, "%s gets angry!",PlayerCfg.GuidebotName); strcpy(PlayerCfg.GuidebotName,"Wingnut"); } else { strcpy(PlayerCfg.GuidebotName,PlayerCfg.GuidebotNameReal); HUD_init_message(HM_DEFAULT, "%s calms down",PlayerCfg.GuidebotName); } } #endif if (gotcha == &game_cheats::acid) { HUD_init_message_literal(HM_DEFAULT, cheats.acid?"Going up!":"Coming down!"); } return 1; } // Internal Cheat Menu #ifndef RELEASE static void do_cheat_menu() { int mmn; newmenu_item mm[16]; char score_text[21]; sprintf( score_text, "%d", Players[Player_num].score ); nm_set_item_checkbox(&mm[0],TXT_INVULNERABILITY,Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE); nm_set_item_checkbox(&mm[1],TXT_CLOAKED,Players[Player_num].flags & PLAYER_FLAGS_CLOAKED); nm_set_item_checkbox(&mm[2],"All keys",0); nm_set_item_number(&mm[3], "% Energy", f2i(Players[Player_num].energy), 0, 200); nm_set_item_number(&mm[4], "% Shields", f2i(Players[Player_num].shields), 0, 200); nm_set_item_text(& mm[5], "Score:"); nm_set_item_input(&mm[6], 10, score_text); #if defined(DXX_BUILD_DESCENT_I) nm_set_item_radio(&mm[7], "Laser level 1", (Players[Player_num].laser_level==0), 0); nm_set_item_radio(&mm[8], "Laser level 2", (Players[Player_num].laser_level==1), 0); nm_set_item_radio(&mm[9], "Laser level 3", (Players[Player_num].laser_level==2), 0); nm_set_item_radio(&mm[10], "Laser level 4", (Players[Player_num].laser_level==3), 0); nm_set_item_number(&mm[11], "Missiles", Players[Player_num].secondary_ammo[CONCUSSION_INDEX], 0, 200); mmn = newmenu_do("Wimp Menu",NULL,12, mm, unused_newmenu_subfunction, unused_newmenu_userdata); #elif defined(DXX_BUILD_DESCENT_II) nm_set_item_number(&mm[7], "Laser Level", Players[Player_num].laser_level+1, 0, MAX_SUPER_LASER_LEVEL+1); nm_set_item_number(&mm[8], "Missiles", Players[Player_num].secondary_ammo[CONCUSSION_INDEX], 0, 200); mmn = newmenu_do("Wimp Menu",NULL,9, mm, unused_newmenu_subfunction, unused_newmenu_userdata); #endif if (mmn > -1 ) { if ( mm[0].value ) { Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE; Players[Player_num].invulnerable_time = GameTime64+i2f(1000); } else Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE; if ( mm[1].value ) { Players[Player_num].flags |= PLAYER_FLAGS_CLOAKED; if (Game_mode & GM_MULTI) multi_send_cloak(); ai_do_cloak_stuff(); Players[Player_num].cloak_time = GameTime64; } else Players[Player_num].flags &= ~PLAYER_FLAGS_CLOAKED; 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 defined(DXX_BUILD_DESCENT_I) 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; #elif defined(DXX_BUILD_DESCENT_II) Players[Player_num].laser_level = mm[7].value-1; Players[Player_num].secondary_ammo[CONCUSSION_INDEX] = mm[8].value; #endif init_gauges(); } } #endif // Testing functions ---------------------------------------------------------- #ifndef NDEBUG // Sounds for testing 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)) static void advance_sound() { if (++test_sound_num == N_TEST_SOUNDS) test_sound_num=0; } int Test_sound = 251; static void play_test_sound() { // -- digi_play_sample(sound_nums[test_sound_num], F1_0); digi_play_sample(Test_sound, F1_0); } #endif //ifndef NDEBUG int ReadControls(d_event *event) { int key; static ubyte exploding_flag=0; Player_fired_laser_this_frame=object_none; if (Player_exploded) { if (exploding_flag==0) { exploding_flag = 1; // When player starts exploding, clear all input devices... game_flush_inputs(); } } else { exploding_flag=0; } if (Player_is_dead && !( (Game_mode & GM_MULTI) && (multi_sending_message[Player_num] || multi_defining_message) )) if (HandleDeathInput(event)) return 1; if (Newdemo_state == ND_STATE_PLAYBACK) update_vcr_state(); if (event->type == EVENT_KEY_COMMAND) { key = event_key_get(event); #if defined(DXX_BUILD_DESCENT_II) if (DefiningMarkerMessage) { return MarkerInputMessage(key); } #endif if ( (Game_mode & GM_MULTI) && (multi_sending_message[Player_num] || multi_defining_message) ) { return multi_message_input_sub(key); } #ifndef RELEASE if ((key&KEY_DEBUGGED)&&(Game_mode&GM_MULTI)) { Network_message_reciever = 100; // Send to everyone... sprintf( Network_message, "%s %s", TXT_I_AM_A, TXT_CHEATER); } #endif if (Endlevel_sequence) { if (HandleEndlevelKey(key)) return 1; } else if (Newdemo_state == ND_STATE_PLAYBACK ) { if (HandleDemoKey(key)) return 1; } else { if (FinalCheats(key)) return 1; if (HandleSystemKey(key)) return 1; if (HandleGameKey(key)) return 1; } #ifndef RELEASE if (HandleTestKey(key)) return 1; #endif if (call_default_handler(event)) return 1; } if (!Endlevel_sequence && !Player_is_dead && (Newdemo_state != ND_STATE_PLAYBACK)) { kconfig_read_controls(event, 0); check_rear_view(); // If automap key pressed, enable automap unless you are in network mode, control center destroyed and < 10 seconds left if ( Controls.state.automap ) { Controls.state.automap = 0; if (!((Game_mode & GM_MULTI) && Control_center_destroyed && (Countdown_seconds_left < 10))) { do_automap(); return 1; } } do_weapon_n_item_stuff(); } return 0; }