/* $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 #include #include #include #include "pstypes.h" #include "window.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 "movie.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" #include "escort.h" #include "window.h" #ifdef EDITOR #include "editor/editor.h" #endif #include extern void object_goto_prev_viewer(void); // 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 *Toggle_var; extern int Physics_cheat_flag; extern fix Show_view_text_timer; extern ubyte DefiningMarkerMessage; // Function prototypes -------------------------------------------------------- extern void CyclePrimary(); extern void CycleSecondary(); extern void InitMarkerInput(); extern int MarkerInputMessage(int key); 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 kconfig_center_headset(void); extern void newdemo_strip_frames(char *, int); extern void toggle_cockpit(void); extern void dump_used_textures_all(); extern void DropMarker(); extern void DropSecondaryWeapon(); extern void DropCurrentWeapon(); void FinalCheats(int key); #ifndef RELEASE void do_cheat_menu(void); #endif int HandleGameKey(int key); int HandleSystemKey(int key); int HandleTestKey(int key); int HandleVRKey(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) // Functions ------------------------------------------------------------------ #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 void transfer_energy_to_shield(fix time) { fix e; //how much energy gets transfered static fix last_play_time=0; e = min(min(time*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 == 200) { HUD_init_message(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 > GameTime) last_play_time = 0; if (GameTime > last_play_time+CONVERTER_SOUND_DELAY) { digi_play_sample_once(SOUND_CONVERT_ENERGY, F1_0); last_play_time = GameTime; } } 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; } //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 & GM_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; } 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(0); Global_missile_firing_count--; } if (Controls.cycle_primary_count) { for (i=0;isc_canvas); //@@ //@@ sbp = &grd_curscreen->sc_canvas.cv_bitmap; //@@ //@@ for (x=0; x<256; x++) //@@ color_xlate[x] = -1; //@@ //@@ for (k=0; k<4; k++) { //@@ for (y=0; ysc_h; y+= 4) { //@@ for (x=0; xsc_w; x++) { //@@ int color, new_color; //@@ int r, g, b; //@@ int xcrd, ycrd; //@@ //@@ ycrd = y+k; //@@ xcrd = x; //@@ //@@ color = gr_ugpixel(sbp, xcrd, ycrd); //@@ //@@ if (color_xlate[color] == -1) { //@@ r = gr_palette[color*3+0]; //@@ g = gr_palette[color*3+1]; //@@ b = gr_palette[color*3+2]; //@@ //@@ r += PaletteRedAdd; if (r > 63) r = 63; //@@ g += PaletteGreenAdd; if (g > 63) g = 63; //@@ b += PaletteBlueAdd; if (b > 63) b = 63; //@@ //@@ color_xlate[color] = gr_find_closest_color_current(r, g, b); //@@ //@@ } //@@ //@@ new_color = color_xlate[color]; //@@ //@@ gr_setcolor(new_color); //@@ gr_upixel(xcrd, ycrd); //@@ } //@@ } //@@ } } 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 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 = ((d_event_keycommand *)event)->keycode; switch (key) { case 0: break; case KEY_ESC: //Function_mode = FMODE_MENU; // Don't like this, just press escape twice (kreatordxx) 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: reset_cockpit(); songs_resume(); d_free(msg); break; default: break; } return 0; } int do_game_pause() { char *msg; char total_time[9],level_time[9]; MALLOC(msg, char, 1024); if (!msg) return 0; #ifdef NETWORK if (Game_mode & GM_MULTI) { netplayerinfo_on= !netplayerinfo_on; return(KEY_PAUSE); } #endif 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) 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); set_screen_mode(SCREEN_MENU); if (!window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, (int (*)(window *, d_event *, void *))pause_handler, msg)) d_free(msg); return 0 /*key*/; // Keycode returning ripped out (kreatordxx) } extern int network_who_is_master(),network_how_many_connected(),GetMyNetRanking(); extern int TotalMissedPackets,TotalPacketsGot; // char *NetworkModeNames[]={"Anarchy","Team Anarchy","Robo Anarchy","Cooperative","Capture the Flag","Hoard","Team Hoard","Unknown"}; extern char *RankStrings[]; extern int PhallicLimit,PhallicMan; 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; } int HandleDeathKey(int key) { if (Player_exploded && !key_isfunc(key) && 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 (Death_sequence_aborted) { game_flush_inputs(); return 1; } return 0; } 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: #ifdef NETWORK Show_kill_list = (Show_kill_list+1) % ((Newdemo_game_mode & GM_TEAM) ? 4 : 3); #endif 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 = 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, 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_render_frame_mono(GameArg.DbgUseDoubleBuffer); 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'; 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, 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, NULL ); 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; } //switch a cockpit window to the next function 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 #ifdef NETWORK //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] == N_players) { PlayerCfg.Cockpit3DView[w] = CV_MARKER; goto case_marker; } 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 #endif PlayerCfg.Cockpit3DView[w] = CV_NONE; break; } write_player_file(); return 1; //screen_changed } #ifdef DOOR_DEBUGGING dump_door_debugging_info() { object *obj; vms_vector new_pos; fvi_query fq; fvi_info hit_info; int fate; 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 = fopen("door.out","at"); fprintf(dfile,"FVI hit_type = %d\n",fate); fprintf(dfile," hit_seg = %d\n",hit_info.hit_seg); fprintf(dfile," hit_side = %d\n",hit_info.hit_side); fprintf(dfile," hit_side_seg = %d\n",hit_info.hit_side_seg); fprintf(dfile,"\n"); if (fate == HIT_WALL) { wall_num = Segments[hit_info.hit_seg].sides[hit_info.hit_side].wall_num; fprintf(dfile,"wall_num = %d\n",wall_num); if (wall_num != -1) { wall *wall = &Walls[wall_num]; active_door *d; int i; fprintf(dfile," segnum = %d\n",wall->segnum); fprintf(dfile," sidenum = %d\n",wall->sidenum); fprintf(dfile," hps = %x\n",wall->hps); fprintf(dfile," linked_wall = %d\n",wall->linked_wall); fprintf(dfile," type = %d\n",wall->type); fprintf(dfile," flags = %x\n",wall->flags); fprintf(dfile," state = %d\n",wall->state); fprintf(dfile," trigger = %d\n",wall->trigger); fprintf(dfile," clip_num = %d\n",wall->clip_num); fprintf(dfile," keys = %x\n",wall->keys); fprintf(dfile," controlling_trigger = %d\n",wall->controlling_trigger); fprintf(dfile," cloak_value = %d\n",wall->cloak_value); fprintf(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) fprintf(dfile,"No active door.\n"); else { fprintf(dfile,"Active door %d:\n",i); fprintf(dfile," n_parts = %d\n",d->n_parts); fprintf(dfile," front_wallnum = %d,%d\n",d->front_wallnum[0],d->front_wallnum[1]); fprintf(dfile," back_wallnum = %d,%d\n",d->back_wallnum[0],d->back_wallnum[1]); fprintf(dfile," time = %x\n",d->time); } } } fprintf(dfile,"\n"); fprintf(dfile,"\n"); fclose(dfile); } #endif //this is for system-level keys, such as help, etc. //returns 1 if screen changed 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; } // 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; } 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_printf(SWIDTH-FSPACX(92),SHEIGHT-LINE_SPACING,"DXX-Rebirth\n"); 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; #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; 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 #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 && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) state_save_all(0, 0, NULL, 0); // 0 means not between levels. break; KEY_MAC(case KEY_COMMAND+KEY_S:) case KEY_ALTED+KEY_F1: if (!Player_is_dead) state_save_all(0, 0, NULL, 1); break; 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 && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) state_restore_all(1, 0, NULL); break; 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; /* * 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; } int HandleVRKey(int key) { switch( key ) { case KEY_ALTED+KEY_F5: if ( VR_render_mode != VR_NONE ) { VR_reset_params(); HUD_init_message(HM_DEFAULT, "-Stereoscopic Parameters Reset-" ); HUD_init_message(HM_DEFAULT, "Interaxial Separation = %.2f", f2fl(VR_eye_width) ); HUD_init_message(HM_DEFAULT, "Stereo balance = %.2f", (float)VR_eye_offset/30.0 ); } break; case KEY_ALTED+KEY_F6: if ( VR_render_mode != VR_NONE ) { VR_low_res++; if ( VR_low_res > 3 ) VR_low_res = 0; switch( VR_low_res ) { case 0: HUD_init_message(HM_DEFAULT, "Normal Resolution" ); break; case 1: HUD_init_message(HM_DEFAULT, "Low Vertical Resolution" ); break; case 2: HUD_init_message(HM_DEFAULT, "Low Horizontal Resolution" ); break; case 3: HUD_init_message(HM_DEFAULT, "Low Resolution" ); break; } } break; case KEY_ALTED+KEY_F7: if ( VR_render_mode != VR_NONE ) { VR_eye_switch = !VR_eye_switch; HUD_init_message(HM_DEFAULT, "-Eyes toggled-" ); if ( VR_eye_switch ) HUD_init_message(HM_DEFAULT, "Right Eye -- Left Eye" ); else HUD_init_message(HM_DEFAULT, "Left Eye -- Right Eye" ); } break; case KEY_ALTED+KEY_F8: if ( VR_render_mode != VR_NONE ) { VR_sensitivity++; if (VR_sensitivity > 2 ) VR_sensitivity = 0; HUD_init_message(HM_DEFAULT, "Head tracking sensitivy = %d", VR_sensitivity ); } break; case KEY_ALTED+KEY_F9: if ( VR_render_mode != VR_NONE ) { VR_eye_width -= F1_0/10; if ( VR_eye_width < 0 ) VR_eye_width = 0; HUD_init_message(HM_DEFAULT, "Interaxial Separation = %.2f", f2fl(VR_eye_width) ); HUD_init_message(HM_DEFAULT, "(The default value is %.2f)", f2fl(VR_SEPARATION) ); } break; case KEY_ALTED+KEY_F10: if ( VR_render_mode != VR_NONE ) { VR_eye_width += F1_0/10; if ( VR_eye_width > F1_0*4 ) VR_eye_width = F1_0*4; HUD_init_message(HM_DEFAULT, "Interaxial Separation = %.2f", f2fl(VR_eye_width) ); HUD_init_message(HM_DEFAULT, "(The default value is %.2f)", f2fl(VR_SEPARATION) ); } break; case KEY_ALTED+KEY_F11: if ( VR_render_mode != VR_NONE ) { VR_eye_offset--; if ( VR_eye_offset < -30 ) VR_eye_offset = -30; HUD_init_message(HM_DEFAULT, "Stereo balance = %.2f", (float)VR_eye_offset/30.0 ); HUD_init_message(HM_DEFAULT, "(The default value is %.2f)", (float)VR_PIXEL_SHIFT/30.0 ); VR_eye_offset_changed = 2; } break; case KEY_ALTED+KEY_F12: if ( VR_render_mode != VR_NONE ) { VR_eye_offset++; if ( VR_eye_offset > 30 ) VR_eye_offset = 30; HUD_init_message(HM_DEFAULT, "Stereo balance = %.2f", (float)VR_eye_offset/30.0 ); HUD_init_message(HM_DEFAULT, "(The default value is %.2f)", (float)VR_PIXEL_SHIFT/30.0 ); VR_eye_offset_changed = 2; } break; default: return 0; break; } return 1; } extern void DropFlag(); int HandleGameKey(int key) { switch (key) { 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(HM_DEFAULT, "No Guide-Bot in Multiplayer!"); game_flush_inputs(); return 1; } 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(); return 1; #ifdef NETWORK KEY_MAC(case KEY_COMMAND+KEY_6:) case KEY_F6: if (Netgame.RefusePlayers && WaitForRefuseAnswer && !(Game_mode & GM_TEAM)) { RefuseThisPlayer=1; HUD_init_message(HM_MULTI, "Player accepted!"); } return 1; case KEY_ALTED + KEY_1: if (Netgame.RefusePlayers && WaitForRefuseAnswer && (Game_mode & GM_TEAM)) { RefuseThisPlayer=1; HUD_init_message(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(HM_MULTI, "Player accepted!"); RefuseTeam=2; game_flush_inputs(); } return 1; #endif default: break; } //switch (key) if (!Player_is_dead) switch (key) { #ifndef D2X_KEYS // weapon selection handled in controls_read_all, d1x-style // MWA changed the weapon select cases to have each case call // do_weapon_select the macintosh keycodes aren't consecutive from 1 // -- 0 on the keyboard -- boy is that STUPID!!!! // Select primary or secondary weapon. case KEY_1: do_weapon_select(0 , 0); break; case KEY_2: do_weapon_select(1 , 0); break; case KEY_3: do_weapon_select(2 , 0); break; case KEY_4: do_weapon_select(3 , 0); break; case KEY_5: do_weapon_select(4 , 0); break; case KEY_6: do_weapon_select(0 , 1); break; case KEY_7: do_weapon_select(1 , 1); break; case KEY_8: do_weapon_select(2 , 1); break; case KEY_9: do_weapon_select(3 , 1); break; case KEY_0: do_weapon_select(4 , 1); break; #endif 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; #ifdef NETWORK case KEY_0 + KEY_ALTED: DropFlag (); game_flush_inputs(); break; #endif KEY_MAC(case KEY_COMMAND+KEY_4:) case KEY_F4: if (!DefiningMarkerMessage) InitMarkerInput(); break; default: return 0; } else return 0; return 1; } 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[Objects[i].id].companion && !Robot_info[Objects[i].id].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[Objects[i].id].companion) { Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD; HUD_init_message(HM_DEFAULT, "Toasted the Buddy! *sniff*"); dead_count++; } HUD_init_message(HM_DEFAULT, "%i robots toasted!", dead_count); } // -------------------------------------------------------------------------- // Detonate reactor. // Award player all powerups in mine. // Place player just outside exit. // Kill all bots in mine. // Yippee!! void kill_and_so_forth(void) { int i, j; HUD_init_message(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(NULL); for (i=0; ipos, &Segments[Walls[j].segnum]); obj_relink(ConsoleObject-Objects,Walls[j].segnum); goto kasf_done; } } } } kasf_done: ; } #ifndef RELEASE 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); } 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[Objects[i].id].thief) { Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD; HUD_init_message(HM_DEFAULT, "Thief toasted!"); } } 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[Objects[i].id].companion) { Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD; HUD_init_message(HM_DEFAULT, "Buddy toasted!"); } } 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(NULL); break; #ifdef NETWORK case KEY_DEBUGGED+KEY_ALTED+KEY_D: PlayerCfg.NetlifeKills=4000; PlayerCfg.NetlifeKilled=5; multi_add_lifetime_kills(); 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) { #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; case KEY_DEBUGGED+KEY_R+KEY_SHIFTED: kill_all_robots(); break; #ifdef EDITOR //editor-specific functions case KEY_E + KEY_DEBUGGED: #ifdef NETWORK network_leave_game(); #endif Function_mode = FMODE_EDITOR; keyd_editor_mode = 1; editor(); if ( Function_mode == FMODE_GAME ) { Game_mode = GM_EDITOR; editor_reset_stuff_on_level(); N_players = 1; } break; case KEY_Q + KEY_SHIFTED + KEY_DEBUGGED: { char pal_save[768]; memcpy(pal_save,gr_palette,768); init_subtitles("end.tex"); //ingore errors PlayMovie ("end.mve",MOVIE_ABORT_ON); close_subtitles(); Screen_mode = -1; set_screen_mode(SCREEN_GAME); reset_cockpit(); memcpy(gr_palette,pal_save,768); gr_palette_load(gr_palette); break; } 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: *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; #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(HM_DEFAULT, "Debug Spew: ON" ); } else { HUD_init_message(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_F: KEY_MAC(case KEY_COMMAND+KEY_F:) GameArg.SysFPSIndicator = !GameArg.SysFPSIndicator; 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.DbgUseDoubleBuffer = !GameArg.DbgUseDoubleBuffer)!=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; m.type=NM_TYPE_INPUT; m.text_len = FILENAME_LEN; m.text = text; item = newmenu_do( NULL, "Briefing to play?", 1, &m, NULL, NULL ); if (item != -1) { do_briefing_screens(text,1); reset_cockpit(); } break; } case KEY_DEBUGGED+KEY_ALTED+KEY_F5: GameTime = i2f(0x7fff - 840); //will overflow in 14 minutes break; case KEY_DEBUGGED+KEY_SHIFTED+KEY_B: if (Player_is_dead) return 0; kill_and_so_forth(); break; case KEY_DEBUGGED+KEY_G: GameTime = i2f(0x7fff - 600) - (F1_0*10); HUD_init_message(HM_DEFAULT, "GameTime %i - Reset in 10 seconds!", GameTime); break; default: return 0; break; } return 1; } #endif //#ifndef RELEASE // Cheat functions ------------------------------------------------------------ extern char *jcrypt (char *); char *LamerCheats[]={ "!UyN#E$I", // gabba-gabbahey "ei5cQ-ZQ", // mo-therlode "q^EpZxs8", // c-urrygoat "mxk(DyyP", // zi-ngermans "cBo#@y@P", // ea-tangelos "CLygLBGQ", // e-ricaanne "xAnHQxZX", // jos-huaakira "cKc[KUWo", // wh-ammazoom }; #define N_LAMER_CHEATS (sizeof(LamerCheats) / sizeof(*LamerCheats)) char *WowieCheat ="F_JMO3CV"; //only Matt knows / h-onestbob char *AllKeysCheat ="%v%MrgbU"; //only Matt knows / or-algroove char *InvulCheat ="Wv_\\JJ\\Z"; //only Matt knows / almighty char *HomingCheatString ="t\\LIhSB["; //only Matt knows / l-pnlizard char *BouncyCheat ="bGbiChQJ"; //only Matt knows / duddaboo char *FullMapCheat ="PI MAX_SHIELDS) Players[Player_num].shields = MAX_SHIELDS; powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(Players[Player_num].shields)); do_cheat_penalty(); } else HUD_init_message(HM_DEFAULT|HM_REDUNDANT, TXT_MAXED_OUT,TXT_SHIELD); } if (!(strcmp(cryptstring,BuddyLifeCheat))) { do_cheat_penalty(); HUD_init_message(HM_DEFAULT, "What's this? Another buddy bot!"); create_buddy_bot(); } if (!(strcmp(cryptstring,BuddyDudeCheat))) { do_cheat_penalty(); Buddy_dude_cheat = !Buddy_dude_cheat; if (Buddy_dude_cheat) { 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); } } if (!(strcmp(cryptstring,MonsterCheat))) { Monster_mode=1-Monster_mode; do_cheat_penalty(); HUD_init_message(HM_DEFAULT, Monster_mode?"Oh no, there goes Tokyo!":"What have you done, I'm shrinking!!"); } if (!(strcmp (cryptstring,BouncyCheat))) { do_cheat_penalty(); HUD_init_message(HM_DEFAULT, "Bouncing weapons!"); BounceCheat=1; } if (!(strcmp(cryptstring,LevelWarpCheat))) { 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, NULL ); if (item != -1) { new_level_num = atoi(m.text); if (new_level_num!=0 && new_level_num>=0 && new_level_num<=Last_level) { window_set_visible(Game_wind, 0); StartNewLevel(new_level_num, 0); window_set_visible(Game_wind, 1); do_cheat_penalty(); } } } if (!(strcmp (cryptstring,WowieCheat))) { HUD_init_message(HM_DEFAULT, TXT_WOWIE_ZOWIE); do_cheat_penalty(); if (Piggy_hamfile_version < 3) // SHAREWARE { Players[Player_num].primary_weapon_flags = ~((1< -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_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); } 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 (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].laser_level = mm[7].value-1; Players[Player_num].secondary_ammo[CONCUSSION_INDEX] = mm[8].value; 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)) void advance_sound() { if (++test_sound_num == N_TEST_SOUNDS) test_sound_num=0; } int Test_sound = 251; 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=-1; if (!Endlevel_sequence && !con_render) //this was taken out of the if statement by WraithX { if ( (Newdemo_state == ND_STATE_PLAYBACK) || (DefiningMarkerMessage) #ifdef NETWORK || multi_sending_message || multi_defining_message #endif ) // WATCH OUT!!! WEIRD CODE ABOVE!!! memset( &Controls, 0, sizeof(control_info) ); else controls_read_all(0); //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 && (Countdown_seconds_left < 10))) { do_automap(0); return 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(); if (event->type == EVENT_KEY_COMMAND) { key = ((d_event_keycommand *)event)->keycode; if (con_events(key) && con_render) return 1; if (DefiningMarkerMessage) { return MarkerInputMessage(key); } #ifdef NETWORK if ( (Game_mode & GM_MULTI) && (multi_sending_message || multi_defining_message) ) { return multi_message_input_sub(key); } #endif #ifndef RELEASE #ifdef NETWORK 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 #endif if (Endlevel_sequence) { if (HandleEndlevelKey(key)) return 1; } else if (Newdemo_state == ND_STATE_PLAYBACK ) { if (HandleDemoKey(key)) return 1; } else { FinalCheats(key); if (HandleSystemKey(key)) return 1; if (HandleVRKey(key)) return 1; if (HandleGameKey(key)) return 1; } #ifndef RELEASE if (HandleTestKey(key)) return 1; #endif if (call_default_handler(event)) return 1; if (Player_is_dead) return HandleDeathKey(key); } return 0; }