dxx-rebirth/main/gamecntl.c
2001-01-21 14:49:55 +00:00

2574 lines
66 KiB
C

//#define DOOR_DEBUGGING
/*
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.
*/
#include <conf.h>
#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 "mono.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 "digi.h"
#include "ibitblt.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 "newmenu.h"
#include "network.h"
#include "gamefont.h"
#include "endlevel.h"
#include "joydefs.h"
#include "kconfig.h"
#include "mouse.h"
#include "titles.h"
#include "gr.h"
#include "playsave.h"
#include "movie.h"
#include "scores.h"
#ifdef MACINTOSH
#include "songs.h"
#endif
#if defined (TACTILE)
#include "tactile.h"
#endif
#include "pa_enabl.h"
#include "multi.h"
#include "desc_id.h"
#include "cntrlcen.h"
#include "pcx.h"
#include "state.h"
#include "piggy.h"
#include "multibot.h"
#include "ai.h"
#include "switch.h"
#include "cdrom.h"
#ifdef POLY_ACC
#include "poly_acc.h"
#endif
//#define TEST_TIMER 1 //if this is set, do checking on timer
#define SHOW_EXIT_PATH 1
#define Arcade_mode 0
#ifdef EDITOR
#include "editor\editor.h"
#endif
//#define _MARK_ON 1
#ifdef __WATCOMC__
#if __WATCOMC__ < 1000
#include <wsample.h> //should come after inferno.h to get mark setting
#endif
#endif
#ifdef SDL_INPUT
#include <SDL/SDL.h>
#endif
extern void full_palette_save(void);
extern void object_goto_prev_viewer(void);
// Global Variables -----------------------------------------------------------
int redbook_volume = 255;
// External Variables ---------------------------------------------------------
extern int Speedtest_on; // Speedtest global adapted from game.c
extern int Guided_in_big_window;
extern char WaitForRefuseAnswer,RefuseThisPlayer,RefuseTeam;
#ifndef NDEBUG
extern int Mark_count;
extern int Speedtest_start_time;
extern int Speedtest_segnum;
extern int Speedtest_sidenum;
extern int Speedtest_frame_start;
extern int Speedtest_count;
#endif
extern int Global_missile_firing_count;
extern int Automap_flag;
extern int Config_menu_flag;
extern int EscortHotKeys;
extern int Game_aborted;
extern int *Toggle_var;
extern int Physics_cheat_flag;
extern int last_drawn_cockpit[2];
extern int Debug_spew;
extern int Debug_pause;
extern cvar_t r_framerate;
extern fix Show_view_text_timer;
extern ubyte DefiningMarkerMessage;
// Function prototypes --------------------------------------------------------
extern void CyclePrimary();
extern void CycleSecondary();
extern void InitMarkerInput();
extern void MarkerInputMessage (int);
extern void grow_window(void);
extern void shrink_window(void);
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 game_render_frame_mono(void);
extern void newdemo_strip_frames(char *, int);
extern void toggle_cockpit(void);
extern int dump_used_textures_all(void);
extern void DropMarker();
extern void DropSecondaryWeapon();
extern void DropCurrentWeapon();
void FinalCheats(int key);
#ifndef RELEASE
void do_cheat_menu(void);
#endif
void HandleGameKey(int key);
int HandleSystemKey(int key);
void HandleTestKey(int key);
void HandleVRKey(int key);
void speedtest_init(void);
void speedtest_frame(void);
void advance_sound(void);
void play_test_sound(void);
#ifdef MACINTOSH
extern void macintosh_quit(void); // dialog-style quit function
#endif
#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)
// 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("Need more than %i energy to enable transfer", f2i(INITIAL_ENERGY));
else
HUD_init_message("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])
Newdemo_vcr_state = ND_STATE_FASTFORWARD;
else if ((keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) && keyd_pressed[KEY_LEFT])
Newdemo_vcr_state = ND_STATE_REWINDING;
else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_RIGHT] && ((timer_get_fixed_seconds() - newdemo_single_frame_time) >= F1_0))
Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD;
else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_LEFT] && ((timer_get_fixed_seconds() - newdemo_single_frame_time) >= F1_0))
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(void)
{
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(1); //always enable autoselect for normal missile firing
Global_missile_firing_count--;
}
if (Controls.cycle_primary_count)
{
for (i=0;i<Controls.cycle_primary_count;i++)
CyclePrimary ();
}
if (Controls.cycle_secondary_count)
{
for (i=0;i<Controls.cycle_secondary_count;i++)
CycleSecondary ();
}
if (Controls.headlight_count)
{
for (i=0;i<Controls.headlight_count;i++)
toggle_headlight_active ();
}
if (Global_missile_firing_count < 0)
Global_missile_firing_count = 0;
// Drop proximity bombs.
if (Controls.drop_bomb_down_count) {
int ssw_save = Secondary_weapon;
while (Controls.drop_bomb_down_count--) {
int ssw_save2;
ssw_save2 = Secondary_weapon = which_bomb();
do_missile_firing(Secondary_weapon == ssw_save); //only allow autoselect if bomb is actually selected
if (Secondary_weapon != ssw_save2 && ssw_save == ssw_save2)
ssw_save = Secondary_weapon; //if bomb was selected, and we ran out & autoselect, then stick with new selection
}
Secondary_weapon = ssw_save;
}
}
int Game_paused;
char *Pause_msg;
extern void game_render_frame();
extern void show_extra_views();
extern fix Flash_effect;
void apply_modified_palette(void)
{
//@@ int k,x,y;
//@@ grs_bitmap *sbp;
//@@ grs_canvas *save_canv;
//@@ int color_xlate[256];
//@@
//@@
//@@ if (!Flash_effect && ((PaletteRedAdd < 10) || (PaletteRedAdd < (PaletteGreenAdd + PaletteBlueAdd))))
//@@ return;
//@@
//@@ reset_cockpit();
//@@
//@@ save_canv = grd_curcanv;
//@@ gr_set_current_canvas(&grd_curscreen->sc_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; y<grd_curscreen->sc_h; y+= 4) {
//@@ for (x=0; x<grd_curscreen->sc_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 Redbook_playing;
void do_show_netgame_help();
//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];
key=0;
if (Game_paused) { //unpause!
Game_paused=0;
#if defined (TACTILE)
if (TactileStick)
EnableForces();
#endif
return KEY_PAUSE;
}
#ifdef NETWORK
if (Game_mode & GM_NETWORK)
{
do_show_netgame_help();
return (KEY_PAUSE);
}
else if (Game_mode & GM_MULTI)
{
HUD_init_message ("You cannot pause in a modem/serial game!");
return (KEY_PAUSE);
}
#endif
digi_pause_all();
RBAPause();
stop_time();
palette_save();
apply_modified_palette();
reset_palette_add();
// -- Matt: This is a hacked-in test for the stupid menu/flash problem.
// We need a new brightening primitive if we want to make this not horribly ugly.
// Gr_scanline_darkening_level = 2;
// gr_rect(0, 0, 319, 199);
game_flush_inputs();
Game_paused=1;
#if defined (TACTILE)
if (TactileStick)
DisableForces();
#endif
// set_screen_mode( SCREEN_MENU );
set_popup_screen();
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);
show_boxed_message(Pause_msg=msg); //TXT_PAUSE);
gr_update();
#ifdef SDL_INPUT
/* give control back to the WM */
SDL_WM_GrabInput(SDL_GRAB_OFF);
#endif
while (Game_paused)
{
int screen_changed;
#if defined (WINDOWS)
if (!(VR_screen_flags & VRF_COMPATIBLE_MENUS)) {
show_boxed_message(msg);
}
SkipPauseStuff:
while (!(key = key_inkey()))
{
MSG wmsg;
DoMessageStuff(&wmsg);
if (_RedrawScreen) {
mprintf((0, "Redrawing paused screen.\n"));
_RedrawScreen = FALSE;
if (VR_screen_flags & VRF_COMPATIBLE_MENUS)
game_render_frame();
Screen_mode = -1;
set_popup_screen();
gr_palette_load(gr_palette);
show_boxed_message(msg);
if (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR)
if (!GRMODEINFO(modex)) render_gauges();
}
}
#else
key = key_getch();
#endif
#ifndef RELEASE
HandleTestKey(key);
#endif
screen_changed = HandleSystemKey(key);
#ifdef WINDOWS
if (screen_changed == -1) {
nm_messagebox(NULL,1, TXT_OK, "Unable to do this\noperation while paused under\n320x200 mode");
goto SkipPauseStuff;
}
#endif
HandleVRKey(key);
if (screen_changed) {
// game_render_frame();
WIN(set_popup_screen());
show_boxed_message(msg);
//show_extra_views();
if (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR)
render_gauges();
}
}
#ifdef SDL_INPUT
/* keep the mouse from wandering in SDL/X11 */
SDL_WM_GrabInput(SDL_GRAB_ON);
#endif
if (VR_screen_flags & VRF_COMPATIBLE_MENUS) {
clear_boxed_message();
}
game_flush_inputs();
reset_cockpit();
palette_restore();
start_time();
if (Redbook_playing)
RBAResume();
digi_resume_all();
MAC(delay(500);) // delay 1/2 second because of dumb redbook problem
return key;
}
extern int newmenu_dotiny2( char * title, char * subtitle, int nitems, newmenu_item * item, void (*subfunction)(int nitems,newmenu_item * items, int * last_key, int citem) );
extern int network_who_is_master(),network_how_many_connected(),GetMyNetRanking();
extern int TotalMissedPackets,TotalPacketsGot;
extern char Pauseable_menu;
char *NetworkModeNames[]={"Anarchy","Team Anarchy","Robo Anarchy","Cooperative","Capture the Flag","Hoard","Team Hoard","Unknown"};
extern char *RankStrings[];
extern int PhallicLimit,PhallicMan;
#ifdef NETWORK
void do_show_netgame_help()
{
newmenu_item m[30];
char mtext[30][50];
int i,num=0,pl,eff;
char *eff_strings[]={"trashing","really hurting","seriously effecting","hurting",
"effecting","tarnishing"};
for (i=0;i<30;i++)
{
m[i].text=(char *)&mtext[i];
m[i].type=NM_TYPE_TEXT;
}
sprintf (mtext[num],"Game: %s",Netgame.game_name); num++;
sprintf (mtext[num],"Mission: %s",Netgame.mission_title); num++;
sprintf (mtext[num],"Current Level: %d",Netgame.levelnum); num++;
sprintf (mtext[num],"Difficulty: %s",MENU_DIFFICULTY_TEXT(Netgame.difficulty)); num++;
sprintf (mtext[num],"Game Mode: %s",NetworkModeNames[Netgame.gamemode]); num++;
sprintf (mtext[num],"Game Master: %s",Players[network_who_is_master()].callsign); num++;
sprintf (mtext[num],"Number of players: %d/%d",network_how_many_connected(),Netgame.max_numplayers); num++;
sprintf (mtext[num],"Packets per second: %d",Netgame.PacketsPerSec); num++;
sprintf (mtext[num],"Short Packets: %s",Netgame.ShortPackets?"Yes":"No"); num++;
#ifndef RELEASE
pl=(int)(((float)TotalMissedPackets/(float)TotalPacketsGot)*100.0);
if (pl<0)
pl=0;
sprintf (mtext[num],"Packets lost: %d (%d%%)",TotalMissedPackets,pl); num++;
#endif
if (Netgame.KillGoal)
{ sprintf (mtext[num],"Kill goal: %d",Netgame.KillGoal*5); num++; }
sprintf (mtext[num]," "); num++;
sprintf (mtext[num],"Connected players:"); num++;
NetPlayers.players[Player_num].rank=GetMyNetRanking();
for (i=0;i<N_players;i++)
if (Players[i].connected)
{
if (!args_find ("-norankings"))
{
if (i==Player_num)
sprintf (mtext[num],"%s%s (%d/%d)",RankStrings[NetPlayers.players[i].rank],Players[i].callsign,Netlife_kills,Netlife_killed);
else
sprintf (mtext[num],"%s%s %d/%d",RankStrings[NetPlayers.players[i].rank],Players[i].callsign,kill_matrix[Player_num][i],
kill_matrix[i][Player_num]);
num++;
}
else
sprintf (mtext[num++],"%s",Players[i].callsign);
}
sprintf (mtext[num]," "); num++;
eff=(int)((float)((float)Netlife_kills/((float)Netlife_killed+(float)Netlife_kills))*100.0);
if (eff<0)
eff=0;
if (Game_mode & GM_HOARD)
{
if (PhallicMan==-1)
sprintf (mtext[num],"There is no record yet for this level.");
else
sprintf (mtext[num],"%s has the record at %d points.",Players[PhallicMan].callsign,PhallicLimit);
num++;
}
else if (!args_find ("-norankings"))
{
if (eff<60)
{
sprintf (mtext[num],"Your lifetime efficiency of %d%%",eff); num++;
sprintf (mtext[num],"is %s your ranking.",eff_strings[eff/10]); num++;
}
else
{
sprintf (mtext[num],"Your lifetime efficiency of %d%%",eff); num++;
sprintf (mtext[num],"is serving you well."); num++;
}
}
full_palette_save();
Pauseable_menu=1;
newmenu_dotiny2( NULL, "Netgame Information", num, m, NULL);
palette_restore();
}
#endif
void HandleEndlevelKey(int key)
{
#ifdef MACINTOSH
if ( key == (KEY_COMMAND + KEY_SHIFTED + KEY_3) )
save_screen_shot(0);
if ( key == KEY_COMMAND+KEY_Q && !(Game_mode & GM_MULTI) )
macintosh_quit();
#endif
if (key==KEY_PRINT_SCREEN)
save_screen_shot(0);
#ifdef 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[0]=-1;
last_drawn_cockpit[1]=-1;
return;
}
if (key == KEY_BACKSP)
Int3();
}
void HandleDeathKey(int key)
{
/*
Commented out redundant calls because the key used here typically
will be passed to HandleSystemKey later. Note that I do this to pause
which is supposed to pass the ESC key to leave the level. This
doesn't work in the DOS version anyway. -Samir
*/
if (Player_exploded && !key_isfunc(key) && !key_ismod(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.
}
if ( key == KEY_COMMAND+KEY_Q && !(Game_mode & GM_MULTI) )
macintosh_quit();
#endif
if (key==KEY_PRINT_SCREEN) {
// save_screen_shot(0);
Death_sequence_aborted = 0; // Clear because code above sets this for any key.
}
#ifdef 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) {
// key = do_game_pause(); //so esc from pause will end level
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 ( (key == KEY_ALTED + KEY_1) ||
(key == KEY_ALTED + KEY_2))
Death_sequence_aborted = 0;
if (Death_sequence_aborted)
game_flush_inputs();
}
void HandleDemoKey(int key)
{
switch (key) {
case KEY_F3:
#ifdef MACINTOSH
#ifdef POLY_ACC
if (PAEnabled)
{
HUD_init_message("Cockpit not available while using QuickDraw 3D.");
return;
}
#endif
#endif
PA_DFX (HUD_init_message ("Cockpit not available in 3dfx version."));
PA_DFX (break);
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] && Guided_in_big_window))
toggle_cockpit();
break;
case KEY_SHIFTED+KEY_MINUS:
case KEY_MINUS: shrink_window(); break;
case KEY_SHIFTED+KEY_EQUAL:
case KEY_EQUAL: grow_window(); break;
MAC(case KEY_COMMAND+KEY_2:)
case KEY_F2: Config_menu_flag = 1; break;
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:
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 = timer_get_fixed_seconds();
Newdemo_vcr_state = ND_STATE_ONEFRAMEBACKWARD;
break;
case KEY_RIGHT:
newdemo_single_frame_time = timer_get_fixed_seconds();
Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD;
break;
case KEY_CTRLED + KEY_RIGHT:
newdemo_goto_end();
break;
case KEY_CTRLED + KEY_LEFT:
newdemo_goto_beginning();
break;
MAC(case KEY_COMMAND+KEY_P:)
case KEY_PAUSE:
do_game_pause();
break;
MAC(case KEY_COMMAND + KEY_SHIFTED + KEY_3:)
case KEY_PRINT_SCREEN: {
int old_state;
old_state = Newdemo_vcr_state;
Newdemo_vcr_state = ND_STATE_PRINTSCREEN;
game_render_frame_mono();
save_screen_shot(0);
Newdemo_vcr_state = old_state;
break;
}
#ifdef MACINTOSH
case KEY_COMMAND+KEY_Q:
if ( !(Game_mode & GM_MULTI) )
macintosh_quit();
break;
#endif
#ifndef NDEBUG
case KEY_BACKSP:
Int3();
break;
case KEY_DEBUGGED + KEY_I:
Newdemo_do_interpolate = !Newdemo_do_interpolate;
if (Newdemo_do_interpolate)
mprintf ((0, "demo playback interpolation now on\n"));
else
mprintf ((0, "demo playback interpolation now off\n"));
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 );
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
}
}
//switch a cockpit window to the next function
int select_next_window_function(int w)
{
Assert(w==0 || w==1);
switch (Cockpit_3d_view[w]) {
case CV_NONE:
Cockpit_3d_view[w] = CV_REAR;
break;
case CV_REAR:
if (find_escort()) {
Cockpit_3d_view[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)) {
Cockpit_3d_view[w] = CV_COOP;
while (1) {
Coop_view_player[w]++;
if (Coop_view_player[w] == N_players) {
Cockpit_3d_view[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
Cockpit_3d_view[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
Cockpit_3d_view[w] = CV_NONE;
}
else
#endif
Cockpit_3d_view[w] = CV_NONE;
break;
}
write_player_file();
return 1; //screen_changed
}
extern void do_escort_menu(void),change_guidebot_name(void);
extern int Game_paused;
void songs_goto_next_song();
void songs_goto_prev_song();
#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;i<Num_open_doors;i++) { //find door
d = &ActiveDoors[i];
if (d->front_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)
{
int screen_changed=0;
if (!Player_is_dead)
switch (key) {
#ifdef DOOR_DEBUGGING
case KEY_LAPOSTRO+KEY_SHIFTED:
dump_door_debugging_info();
break;
#endif
case KEY_ESC:
if (Game_paused)
Game_paused=0;
else {
Game_aborted=1;
Function_mode = FMODE_MENU;
}
break;
// fleshed these out because F1 and F2 aren't sequenctial keycodes on mac -- MWA
MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_1:)
case KEY_SHIFTED+KEY_F1:
screen_changed = select_next_window_function(0);
break;
MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_2:)
case KEY_SHIFTED+KEY_F2:
screen_changed = select_next_window_function(1);
break;
}
switch (key) {
case KEY_SHIFTED + KEY_ESC: //quick exit
#ifdef EDITOR
if (! SafetyCheck()) break;
close_editor_screen();
#endif
Game_aborted=1;
Function_mode=FMODE_EXIT;
break;
MAC( case KEY_COMMAND+KEY_P: )
case KEY_PAUSE:
do_game_pause(); break;
#ifdef MACINTOSH
case KEY_COMMAND + KEY_D:
Scanline_double = !Scanline_double;
init_cockpit();
break;
#endif
MAC(case KEY_COMMAND + KEY_SHIFTED + KEY_3:)
case KEY_PRINT_SCREEN: save_screen_shot(0); break;
MAC(case KEY_COMMAND+KEY_1:)
case KEY_F1: do_show_help(); break;
MAC(case KEY_COMMAND+KEY_2:)
case KEY_F2: //Config_menu_flag = 1; break;
{
int scanline_save = Scanline_double;
if (!(Game_mode&GM_MULTI)) {palette_save(); apply_modified_palette(); reset_palette_add(); gr_palette_load(gr_palette); }
do_options_menu();
if (!(Game_mode&GM_MULTI)) palette_restore();
if (scanline_save != Scanline_double) init_cockpit(); // reset the cockpit after changing...
PA_DFX (init_cockpit());
break;
}
MAC(case KEY_COMMAND+KEY_3:)
case KEY_F3:
#ifdef WINDOWS // HACK! these shouldn't work in 320x200 pause or in letterbox.
if (Player_is_dead) break;
if (!(VR_screen_flags&VRF_COMPATIBLE_MENUS) && Game_paused) {
screen_changed = -1;
break;
}
#endif
#ifdef MACINTOSH
#ifdef POLY_ACC
if (PAEnabled)
{
HUD_init_message("Cockpit not available while using QuickDraw 3D.");
return;
}
#endif
#endif
PA_DFX (HUD_init_message ("Cockpit not available in 3dfx version."));
PA_DFX (break);
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] && Guided_in_big_window))
{
toggle_cockpit(); screen_changed=1;
}
break;
MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_7:)
case KEY_F7+KEY_SHIFTED: palette_save(); joydefs_calibrate(); palette_restore(); break;
case KEY_SHIFTED+KEY_MINUS:
case KEY_MINUS:
#ifdef WINDOWS
if (Player_is_dead) break;
if (!(VR_screen_flags&VRF_COMPATIBLE_MENUS) && Game_paused) {
screen_changed = -1;
break;
}
#endif
shrink_window();
screen_changed=1;
break;
case KEY_SHIFTED+KEY_EQUAL:
case KEY_EQUAL:
#ifdef WINDOWS
if (Player_is_dead) break;
if (!(VR_screen_flags&VRF_COMPATIBLE_MENUS) && Game_paused) {
screen_changed = -1;
break;
}
#endif
grow_window();
screen_changed=1;
break;
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 )
if (!Game_paused) //can't start demo while paused
newdemo_start_recording();
break;
MAC(case KEY_COMMAND+KEY_ALTED+KEY_4:)
case KEY_ALTED+KEY_F4:
#ifdef NETWORK
Show_reticle_name = (Show_reticle_name+1)%2;
#endif
break;
MAC(case KEY_COMMAND+KEY_7:)
case KEY_F7:
#ifdef NETWORK
Show_kill_list = (Show_kill_list+1) % ((Game_mode & GM_TEAM) ? 4 : 3);
if (Game_mode & GM_MULTI)
multi_sort_kill_list();
#endif
break;
MAC(case KEY_COMMAND+KEY_8:)
case KEY_F8:
#ifdef NETWORK
multi_send_message_start();
#endif
break;
case KEY_F9:
case KEY_F10:
case KEY_F11:
case KEY_F12:
#ifdef NETWORK
multi_send_macro(key);
#endif
break; // send taunt macros
#ifdef 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:
#ifdef NETWORK
multi_define_macro(key);
#endif
break; // redefine taunt macros
#ifdef 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
#if defined(MACINTOSH) && defined(POLY_ACC)
case KEY_COMMAND+KEY_ALTED+KEY_1:
if (PAEnabled)
{ // hackish, to enable RAVE filtering hotkey,
// not widely publicized
pa_toggle_filtering();
}
break;
#endif
MAC(case KEY_COMMAND+KEY_S:)
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))) {
int rsave, gsave, bsave;
rsave = PaletteRedAdd;
gsave = PaletteGreenAdd;
bsave = PaletteBlueAdd;
full_palette_save();
PaletteRedAdd = rsave;
PaletteGreenAdd = gsave;
PaletteBlueAdd = bsave;
state_save_all( 0, 0, NULL );
palette_restore();
}
break; // 0 means not between levels.
MAC(case KEY_COMMAND+KEY_O:)
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))) {
full_palette_save();
state_restore_all(1, 0, NULL);
if (Game_paused)
do_game_pause();
}
break;
MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_4:)
case KEY_F4 + KEY_SHIFTED:
do_escort_menu();
break;
MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_ALTED+KEY_4:)
case KEY_F4 + KEY_SHIFTED + KEY_ALTED:
change_guidebot_name();
break;
case KEY_MINUS + KEY_ALTED: songs_goto_prev_song(); break;
case KEY_EQUAL + KEY_ALTED: songs_goto_next_song(); break;
#ifdef MACINTOSH
case KEY_COMMAND+KEY_M:
#if !defined(SHAREWARE) || defined(APPLE_DEMO)
if ( (Game_mode & GM_MULTI) ) // don't process in multiplayer games
break;
key_close(); // no processing of keys with keyboard handler.. jeez
stop_time();
show_boxed_message ("Mounting CD\nESC to quit");
RBAMountDisk(); // OS has totaly control of the CD.
if (Function_mode == FMODE_MENU)
songs_play_song(SONG_TITLE,1);
else if (Function_mode == FMODE_GAME)
songs_play_level_song( Current_level_num );
clear_boxed_message();
key_init();
start_time();
#endif
break;
case KEY_COMMAND+KEY_E:
songs_stop_redbook();
RBAEjectDisk();
break;
case KEY_COMMAND+KEY_RIGHT:
songs_goto_next_song();
break;
case KEY_COMMAND+KEY_LEFT:
songs_goto_prev_song();
break;
case KEY_COMMAND+KEY_UP:
songs_play_level_song(1);
break;
case KEY_COMMAND+KEY_DOWN:
songs_stop_redbook();
break;
case KEY_COMMAND+KEY_Q:
if ( !(Game_mode & GM_MULTI) )
macintosh_quit();
break;
#endif
default: break;
} //switch (key)
return screen_changed;
}
void HandleVRKey(int key)
{
switch( key ) {
case KEY_ALTED+KEY_F5:
if ( VR_render_mode != VR_NONE ) {
VR_reset_params();
HUD_init_message( "-Stereoscopic Parameters Reset-" );
HUD_init_message( "Interaxial Separation = %.2f", f2fl(VR_eye_width) );
HUD_init_message( "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( "Normal Resolution" ); break;
case 1: HUD_init_message( "Low Vertical Resolution" ); break;
case 2: HUD_init_message( "Low Horizontal Resolution" ); break;
case 3: HUD_init_message( "Low Resolution" ); break;
}
}
break;
case KEY_ALTED+KEY_F7:
if ( VR_render_mode != VR_NONE ) {
VR_eye_switch = !VR_eye_switch;
HUD_init_message( "-Eyes toggled-" );
if ( VR_eye_switch )
HUD_init_message( "Right Eye -- Left Eye" );
else
HUD_init_message( "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( "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( "Interaxial Separation = %.2f", f2fl(VR_eye_width) );
HUD_init_message( "(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( "Interaxial Separation = %.2f", f2fl(VR_eye_width) );
HUD_init_message( "(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( "Stereo balance = %.2f", (float)VR_eye_offset/30.0 );
HUD_init_message( "(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( "Stereo balance = %.2f", (float)VR_eye_offset/30.0 );
HUD_init_message( "(The default value is %.2f)", (float)VR_PIXEL_SHIFT/30.0 );
VR_eye_offset_changed = 2;
}
break;
}
}
extern void DropFlag();
void HandleGameKey(int key)
{
switch (key) {
#if defined(MACINTOSH) && !defined(RELEASE)
case KEY_COMMAND+KEY_F: r_framerate.value = !r_framerate.value; break;
#endif
// 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;
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 (EscortHotKeys)
{
if (!(Game_mode & GM_MULTI))
set_escort_special_goal(key);
else
HUD_init_message ("No Guide-Bot in Multiplayer!");
break;
}
MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_5:)
case KEY_F5 + KEY_SHIFTED:
DropCurrentWeapon();
break;
MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_6:)
case KEY_F6 + KEY_SHIFTED:
DropSecondaryWeapon();
break;
#ifdef NETWORK
case KEY_0 + KEY_ALTED:
DropFlag ();
break;
#endif
MAC(case KEY_COMMAND+KEY_4:)
case KEY_F4:
if (!DefiningMarkerMessage)
InitMarkerInput();
break;
#ifdef NETWORK
MAC(case KEY_COMMAND+KEY_6:)
case KEY_F6:
if (Netgame.RefusePlayers && WaitForRefuseAnswer && !(Game_mode & GM_TEAM))
{
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;
}
break;
case KEY_ALTED + KEY_2:
if (Netgame.RefusePlayers && WaitForRefuseAnswer && (Game_mode & GM_TEAM))
{
RefuseThisPlayer=1;
HUD_init_message ("Player accepted!");
RefuseTeam=2;
}
break;
#endif
default:
break;
} //switch (key)
}
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("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("Toasted the Buddy! *sniff*");
dead_count++;
}
HUD_init_message("%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("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; i<Num_triggers; i++) {
if (Triggers[i].type == TT_EXIT) {
for (j=0; j<Num_walls; j++) {
if (Walls[j].trigger == i) {
compute_segment_center(&ConsoleObject->pos, &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("%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("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("Buddy toasted!");
}
}
void toggle_movie_saving(void);
extern char Language[];
void HandleTestKey(int key)
{
switch (key) {
case KEY_DEBUGGED+KEY_0: show_weapon_status(); break;
#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:
Netlife_kills=4000; Netlife_killed=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 (!(Game_mode & GM_MULTI) ) {
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;
mprintf((0, "You are cloaked!\n"));
} else
mprintf((0, "You are DE-cloaked!\n"));
// }
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:
network_leave_game();
Function_mode = FMODE_EDITOR;
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 (!( 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
//flythrough keys
// case KEY_DEBUGGED+KEY_SHIFTED+KEY_F: toggle_flythrough(); break;
// case KEY_LEFT: ft_preference=FP_LEFT; break;
// case KEY_RIGHT: ft_preference=FP_RIGHT; break;
// case KEY_UP: ft_preference=FP_UP; break;
// case KEY_DOWN: ft_preference=FP_DOWN; break;
#ifndef NDEBUG
case KEY_DEBUGGED+KEY_LAPOSTRO: Show_view_text_timer = 0x30000; object_goto_next_viewer(); break;
case KEY_DEBUGGED+KEY_CTRLED+KEY_LAPOSTRO: Show_view_text_timer = 0x30000; object_goto_prev_viewer(); break;
#endif
case KEY_DEBUGGED+KEY_SHIFTED+KEY_LAPOSTRO: Viewer=ConsoleObject; break;
#ifndef NDEBUG
case KEY_DEBUGGED+KEY_O: toggle_outline_mode(); break;
#endif
case KEY_DEBUGGED+KEY_T:
*Toggle_var = !*Toggle_var;
mprintf((0, "Variable at %08x set to %i\n", 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_F4: {
//fvi_info hit_data;
//vms_vector p0 = {-0x1d99a7,-0x1b20000,0x186ab7f};
//vms_vector p1 = {-0x217865,-0x1b20000,0x187de3e};
//find_vector_intersection(&hit_data,&p0,0x1b9,&p1,0x40000,0x0,NULL,-1);
break;
}
case KEY_DEBUGGED + KEY_M:
Debug_spew = !Debug_spew;
if (Debug_spew) {
mopen( 0, 8, 1, 78, 16, "Debug Spew");
HUD_init_message( "Debug Spew: ON" );
} else {
mclose( 0 );
HUD_init_message( "Debug Spew: OFF" );
}
break;
case KEY_DEBUGGED + KEY_C:
full_palette_save();
do_cheat_menu();
palette_restore();
break;
case KEY_DEBUGGED + KEY_SHIFTED + KEY_A:
do_megawow_powerup(10);
break;
case KEY_DEBUGGED + KEY_A: {
do_megawow_powerup(200);
// if ( Game_mode & GM_MULTI ) {
// nm_messagebox( NULL, 1, "Damn", "CHEATER!\nYou cannot use the\nmega-thing in network mode." );
// Network_message_reciever = 100; // Send to everyone...
// sprintf( Network_message, "%s cheated!", Players[Player_num].callsign);
// } else {
// do_megawow_powerup();
// }
break;
}
case KEY_DEBUGGED+KEY_F: r_framerate.value = !r_framerate.value; 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;
case KEY_DEBUGGED+KEY_P+KEY_SHIFTED: Debug_pause = 1; break;
//case KEY_F7: {
// char mystr[30];
// sprintf(mystr,"mark %i start",Mark_count);
// _MARK_(mystr);
// break;
//}
//case KEY_SHIFTED+KEY_F7: {
// char mystr[30];
// sprintf(mystr,"mark %i end",Mark_count);
// Mark_count++;
// _MARK_(mystr);
// break;
//}
#ifndef NDEBUG
case KEY_DEBUGGED+KEY_F8: speedtest_init(); Speedtest_count = 1; break;
case KEY_DEBUGGED+KEY_F9: speedtest_init(); Speedtest_count = 10; break;
case KEY_DEBUGGED+KEY_D:
if ((Game_double_buffer = !Game_double_buffer)!=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 );
if (item != -1) {
do_briefing_screens(text,1);
reset_cockpit();
}
break;
}
case KEY_DEBUGGED+KEY_F5:
toggle_movie_saving();
break;
case KEY_DEBUGGED+KEY_SHIFTED+KEY_F5: {
extern int Movie_fixed_frametime;
Movie_fixed_frametime = !Movie_fixed_frametime;
break;
}
case KEY_DEBUGGED+KEY_ALTED+KEY_F5:
GameTime = i2f(0x7fff - 840); //will overflow in 14 minutes
mprintf((0,"GameTime bashed to %d secs\n",f2i(GameTime)));
break;
case KEY_DEBUGGED+KEY_SHIFTED+KEY_B:
kill_and_so_forth();
break;
}
}
#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
char *AllKeysCheat ="%v%MrgbU"; //only Matt knows
char *InvulCheat ="Wv_\\JJ\\Z"; //only Matt knows
char *HomingCheatString ="t\\LIhSB["; //only Matt knows
char *BouncyCheat ="bGbiChQJ"; //only Matt knows
char *FullMapCheat ="PI<XQHRI"; //only Matt knows
char *LevelWarpCheat ="ZQHtqbb\""; //only Matt knows
char *MonsterCheat ="nfpEfRQp"; //only Matt knows
char *BuddyLifeCheat ="%A-BECuY"; //only Matt knows
char *BuddyDudeCheat ="u#uzIr%e"; //only Matt knows
char *KillRobotsCheat ="&wxbs:5O"; //only Matt knows
char *FinishLevelCheat ="%bG_bZ<D"; //only Matt knows
char *RapidFireCheat ="*jLgHi'J"; //only Matt knows
char *RobotsKillRobotsCheat ="rT6xD__S"; // New for 1.1
char *AhimsaCheat ="!Uscq_yc"; // New for 1.1
char *AccessoryCheat ="dWdz[kCK"; // al-ifalafel
char *JohnHeadCheat ="ou]];H:%"; // p-igfarmer
char *AcidCheat ="qPmwxz\"S"; // bit-tersweet
char *FramerateCheat ="rQ60#ZBN"; // f-rametime
char CheatBuffer[]="AAAAAAAAAAAAAAA";
#define CHEATSPOT 14
#define CHEATEND 15
void do_cheat_penalty ()
{
digi_play_sample( SOUND_CHEATER, F1_0);
Cheats_enabled=1;
Players[Player_num].score=0;
}
// Main Cheat function
char BounceCheat=0;
char HomingCheat=0;
char john_head_on=0;
char AcidCheatOn=0;
char old_IntMethod;
char OldHomingState[20];
extern char Monster_mode;
void fill_background();
void load_background_bitmap();
extern int Buddy_dude_cheat,Robots_kill_robots_cheat;
extern char guidebot_name[];
extern char real_guidebot_name[];
void FinalCheats(int key)
{
int i;
char *cryptstring;
key=key_to_ascii(key);
for (i=0;i<15;i++)
CheatBuffer[i]=CheatBuffer[i+1];
CheatBuffer[CHEATSPOT]=key;
cryptstring=jcrypt(&CheatBuffer[7]);
for (i=0;i<N_LAMER_CHEATS;i++)
if (!(strcmp (cryptstring,LamerCheats[i])))
{
do_cheat_penalty();
Players[Player_num].shields=i2f(1);
Players[Player_num].energy=i2f(1);
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
Network_message_reciever = 100; // Send to everyone...
sprintf( Network_message, "%s is crippled...get him!",Players[Player_num].callsign);
}
#endif
HUD_init_message ("Take that...cheater!");
}
if (!(strcmp (cryptstring,JohnHeadCheat)))
{
john_head_on = !john_head_on;
load_background_bitmap();
fill_background();
HUD_init_message (john_head_on?"Hi John!!":"Bye John!!");
}
if (!(strcmp (cryptstring,AcidCheat)))
{
if (AcidCheatOn)
{
AcidCheatOn=0;
Interpolation_method=old_IntMethod;
HUD_init_message ("Coming down...");
}
else
{
AcidCheatOn=1;
old_IntMethod=Interpolation_method;
Interpolation_method=1;
HUD_init_message ("Going up!");
}
}
if (!(strcmp (cryptstring,FramerateCheat)))
{
r_framerate.value = !r_framerate.value;
}
if (Game_mode & GM_MULTI)
return;
if (!(strcmp (&CheatBuffer[8],"blueorb")))
{
if (Players[Player_num].shields < MAX_SHIELDS) {
fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
if (Difficulty_level == 0)
boost += boost/2;
Players[Player_num].shields += boost;
if (Players[Player_num].shields > 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(TXT_MAXED_OUT,TXT_SHIELD);
}
if (!(strcmp(cryptstring,BuddyLifeCheat)))
{
do_cheat_penalty();
HUD_init_message ("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 ("%s gets angry!",guidebot_name);
strcpy(guidebot_name,"Wingnut");
}
else {
strcpy(guidebot_name,real_guidebot_name);
HUD_init_message ("%s calms down",guidebot_name);
}
}
if (!(strcmp(cryptstring,MonsterCheat)))
{
Monster_mode=1-Monster_mode;
do_cheat_penalty();
HUD_init_message (Monster_mode?"Oh no, there goes Tokyo!":"What have you done, I'm shrinking!!");
}
if (!(strcmp (cryptstring,BouncyCheat)))
{
do_cheat_penalty();
HUD_init_message ("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 );
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, 0);
do_cheat_penalty();
}
}
}
if (!(strcmp (cryptstring,WowieCheat)))
{
HUD_init_message(TXT_WOWIE_ZOWIE);
do_cheat_penalty();
#ifdef SHAREWARE
Players[Player_num].primary_weapon_flags = ~((1<<PHOENIX_INDEX) | (1<<OMEGA_INDEX) | (1<<FUSION_INDEX) | HAS_FLAG(SUPER_LASER_INDEX));
Players[Player_num].secondary_weapon_flags = ~((1<<SMISSILE4_INDEX) | (1<<MEGA_INDEX) | (1<<SMISSILE5_INDEX));
#else
Players[Player_num].primary_weapon_flags = 0xffff ^ HAS_FLAG(SUPER_LASER_INDEX); //no super laser
Players[Player_num].secondary_weapon_flags = 0xffff;
#endif
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];
#ifdef SHAREWARE
Players[Player_num].secondary_ammo[SMISSILE4_INDEX] = 0;
Players[Player_num].secondary_ammo[SMISSILE5_INDEX] = 0;
Players[Player_num].secondary_ammo[MEGA_INDEX] = 0;
#endif
if (Game_mode & GM_HOARD)
Players[Player_num].secondary_ammo[PROXIMITY_INDEX] = 12;
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_SUPER_LASER_LEVEL;
Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
update_laser_weapon_info();
}
if (!(strcmp (cryptstring,AllKeysCheat)))
{
do_cheat_penalty();
HUD_init_message(TXT_ALL_KEYS);
Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY;
}
if (!(strcmp (cryptstring,InvulCheat)))
{
do_cheat_penalty();
Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
HUD_init_message("%s %s!", TXT_INVULNERABILITY, (Players[Player_num].flags&PLAYER_FLAGS_INVULNERABLE)?TXT_ON:TXT_OFF);
Players[Player_num].invulnerable_time = GameTime+i2f(1000);
}
if (!(strcmp (cryptstring,AccessoryCheat)))
{
do_cheat_penalty();
Players[Player_num].flags |=PLAYER_FLAGS_HEADLIGHT;
Players[Player_num].flags |=PLAYER_FLAGS_AFTERBURNER;
Players[Player_num].flags |=PLAYER_FLAGS_AMMO_RACK;
Players[Player_num].flags |=PLAYER_FLAGS_CONVERTER;
HUD_init_message ("Accessories!!");
}
if (!(strcmp (cryptstring,FullMapCheat)))
{
do_cheat_penalty();
Players[Player_num].flags |=PLAYER_FLAGS_MAP_ALL;
HUD_init_message ("Full Map!!");
}
if (!(strcmp (cryptstring,HomingCheatString)))
{
if (!HomingCheat) {
do_cheat_penalty();
HomingCheat=1;
for (i=0;i<20;i++)
{
OldHomingState[i]=Weapon_info[i].homing_flag;
Weapon_info[i].homing_flag=1;
}
HUD_init_message ("Homing weapons!");
}
}
if (!(strcmp (cryptstring,KillRobotsCheat)))
{
do_cheat_penalty();
kill_all_robots();
}
if (!(strcmp (cryptstring,FinishLevelCheat)))
{
do_cheat_penalty();
kill_and_so_forth();
}
if (!(strcmp (cryptstring,RobotsKillRobotsCheat))) {
Robots_kill_robots_cheat = !Robots_kill_robots_cheat;
if (Robots_kill_robots_cheat) {
HUD_init_message ("Rabid robots!");
do_cheat_penalty();
}
else
HUD_init_message ("Kill the player!");
}
if (!(strcmp (cryptstring,AhimsaCheat))) {
Robot_firing_enabled = !Robot_firing_enabled;
if (!Robot_firing_enabled) {
HUD_init_message("%s", "Robot firing OFF!");
do_cheat_penalty();
}
else
HUD_init_message("%s", "Robot firing ON!");
}
if (!(strcmp (cryptstring,RapidFireCheat))) {
if (Laser_rapid_fire) {
Laser_rapid_fire = 0;
HUD_init_message("%s", "Rapid fire OFF!");
}
else {
Laser_rapid_fire = 0xbada55;
do_cheat_penalty();
HUD_init_message("%s", "Rapid fire ON!");
}
}
}
// Internal Cheat Menu
#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_CLOAKED; mm[1].text="Cloaked";
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[7].type=NM_TYPE_NUMBER; mm[7].value=Players[Player_num].laser_level+1; mm[7].text="Laser Level"; mm[7].min_value=0; mm[7].max_value=MAX_SUPER_LASER_LEVEL+1;
mm[8].type=NM_TYPE_NUMBER; mm[8].value=Players[Player_num].secondary_ammo[CONCUSSION_INDEX]; mm[8].text="Missiles"; mm[8].min_value=0; mm[8].max_value=200;
mmn = newmenu_do("Wimp Menu",NULL,9, 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_CLOAKED;
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_cloak();
#endif
ai_do_cloak_stuff();
Players[Player_num].cloak_time = 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
void speedtest_init(void)
{
Speedtest_start_time = timer_get_fixed_seconds();
Speedtest_on = 1;
Speedtest_segnum = 0;
Speedtest_sidenum = 0;
Speedtest_frame_start = FrameCount;
mprintf((0, "Starting speedtest. Will be %i frames. Each . = 10 frames.\n", Highest_segment_index+1));
}
void speedtest_frame(void)
{
vms_vector view_dir, center_point;
Speedtest_sidenum=Speedtest_segnum % MAX_SIDES_PER_SEGMENT;
compute_segment_center(&Viewer->pos, &Segments[Speedtest_segnum]);
Viewer->pos.x += 0x10; Viewer->pos.y -= 0x10; Viewer->pos.z += 0x17;
obj_relink(Viewer-Objects, Speedtest_segnum);
compute_center_point_on_side(&center_point, &Segments[Speedtest_segnum], Speedtest_sidenum);
vm_vec_normalized_dir_quick(&view_dir, &center_point, &Viewer->pos);
vm_vector_2_matrix(&Viewer->orient, &view_dir, NULL, NULL);
if (((FrameCount - Speedtest_frame_start) % 10) == 0)
mprintf((0, "."));
Speedtest_segnum++;
if (Speedtest_segnum > Highest_segment_index) {
char msg[128];
sprintf(msg, "\nSpeedtest done: %i frames, %7.3f seconds, %7.3f frames/second.\n",
FrameCount-Speedtest_frame_start,
f2fl(timer_get_fixed_seconds() - Speedtest_start_time),
(float) (FrameCount-Speedtest_frame_start) / f2fl(timer_get_fixed_seconds() - Speedtest_start_time));
mprintf((0, "%s", msg));
HUD_init_message(msg);
Speedtest_count--;
if (Speedtest_count == 0)
Speedtest_on = 0;
else
speedtest_init();
}
}
// 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
void ReadControls()
{
int key;
fix key_time;
static ubyte exploding_flag=0;
Player_fired_laser_this_frame=-1;
if (!Endlevel_sequence && !Player_is_dead) {
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
#ifdef WINDOWS
controls_read_all_win();
#else
controls_read_all(); //NOTE LINK TO ABOVE!!!
#endif
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)))
Automap_flag = 1;
do_weapon_stuff();
}
if (Player_exploded) { //Player_is_dead && (ConsoleObject->flags & OF_EXPLODING) ) {
if (exploding_flag==0) {
exploding_flag = 1; // When player starts exploding, clear all input devices...
game_flush_inputs();
} else {
int i;
//if (key_down_count(KEY_BACKSP))
// Int3();
//if (key_down_count(KEY_PRINT_SCREEN))
// save_screen_shot(0);
#ifndef MACINTOSH
for (i=0; i<4; i++ )
if (joy_get_button_down_cnt(i)>0) Death_sequence_aborted = 1;
#else
if ( joy_get_any_button_down_cnt()>0 ) Death_sequence_aborted = 1;
#endif
for (i=0; i<3; i++ )
if (mouse_button_down_count(i)>0) Death_sequence_aborted = 1;
//for (i=0; i<256; i++ )
// if (!key_isfunc(i) && !key_ismod(i) && key_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();
while ((key=key_inkey_time(&key_time)) != 0) {
if (DefiningMarkerMessage)
{
MarkerInputMessage (key);
continue;
}
#ifdef NETWORK
if ( (Game_mode&GM_MULTI) && (multi_sending_message || multi_defining_message )) {
multi_message_input_sub( key );
continue; //get next 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 (Player_is_dead)
HandleDeathKey(key);
if (Endlevel_sequence)
HandleEndlevelKey(key);
else if (Newdemo_state == ND_STATE_PLAYBACK ) {
HandleDemoKey(key);
#ifndef RELEASE
HandleTestKey(key);
#endif
} else {
FinalCheats(key);
HandleSystemKey(key);
HandleVRKey(key);
HandleGameKey(key);
#ifndef RELEASE
HandleTestKey(key);
#endif
}
}
// if ((Players[Player_num].flags & PLAYER_FLAGS_CONVERTER) && keyd_pressed[KEY_F8] && (keyd_pressed[KEY_LALT] || keyd_pressed[KEY_RALT]))
// transfer_energy_to_shield(key_down_time(KEY_F8));
}