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/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Game Controls Stuff
*
*/
//#define DOOR_DEBUGGING
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include "pstypes.h"
#include "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 "dxxerror.h"
#include "joy.h"
#include "iff.h"
#include "pcx.h"
#include "timer.h"
#include "render.h"
#include "laser.h"
#include "screens.h"
#include "textures.h"
#include "slew.h"
#include "gauges.h"
#include "texmap.h"
#include "3d.h"
#include "effects.h"
#include "gameseg.h"
#include "wall.h"
#include "ai.h"
#include "rbaudio.h"
#include "digi.h"
#include "u_mem.h"
#include "palette.h"
#include "morph.h"
#include "lighting.h"
#include "newdemo.h"
#include "weapon.h"
#include "sounds.h"
#include "args.h"
#include "gameseq.h"
#include "automap.h"
#include "text.h"
#include "powerup.h"
#include "songs.h"
#include "newmenu.h"
#include "gamefont.h"
#include "endlevel.h"
#include "config.h"
#include "kconfig.h"
#include "mouse.h"
#include "titles.h"
#include "gr.h"
#include "playsave.h"
#include "movie.h"
#include "scores.h"
#include "multi.h"
#include "cntrlcen.h"
#include "fuelcen.h"
#include "pcx.h"
#include "state.h"
#include "piggy.h"
#include "multibot.h"
#include "ai.h"
#include "rbaudio.h"
#include "switch.h"
#include "escort.h"
#include "window.h"
#ifdef EDITOR
#include "editor/editor.h"
#include "editor/esegment.h"
#endif
#include <SDL.h>
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 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();
int FinalCheats(int key);
#ifndef RELEASE
void do_cheat_menu(void);
#endif
int HandleGameKey(int key);
int HandleSystemKey(int key);
int HandleTestKey(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 e; //how much energy gets transfered
static fix64 last_play_time=0;
e = min(min(FrameTime*CONVERTER_RATE,Players[Player_num].energy - INITIAL_ENERGY),(MAX_SHIELDS-Players[Player_num].shields)*CONVERTER_SCALE);
if (e <= 0) {
if (Players[Player_num].energy <= INITIAL_ENERGY) {
HUD_init_message(HM_DEFAULT, "Need more than %i energy to enable transfer", f2i(INITIAL_ENERGY));
}
else if (Players[Player_num].shields >= MAX_SHIELDS) {
HUD_init_message_literal(HM_DEFAULT, "No transfer: Shields already at max");
}
return;
}
Players[Player_num].energy -= e;
Players[Player_num].shields += e/CONVERTER_SCALE;
if (last_play_time > GameTime64)
last_play_time = 0;
if (GameTime64 > last_play_time+CONVERTER_SOUND_DELAY) {
digi_play_sample_once(SOUND_CONVERT_ENERGY, F1_0);
last_play_time = GameTime64;
}
}
void update_vcr_state();
void do_weapon_n_item_stuff(void);
// Control Functions
fix64 newdemo_single_frame_time;
void update_vcr_state(void)
{
if ((keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) && keyd_pressed[KEY_RIGHT] && d_tick_step)
Newdemo_vcr_state = ND_STATE_FASTFORWARD;
else if ((keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) && keyd_pressed[KEY_LEFT] && d_tick_step)
Newdemo_vcr_state = ND_STATE_REWINDING;
else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_RIGHT] && ((GameTime64 - newdemo_single_frame_time) >= F1_0) && d_tick_step)
Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD;
else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_LEFT] && ((GameTime64 - newdemo_single_frame_time) >= F1_0) && d_tick_step)
Newdemo_vcr_state = ND_STATE_ONEFRAMEBACKWARD;
else if ((Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_REWINDING))
Newdemo_vcr_state = ND_STATE_PLAYBACK;
}
//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_n_item_stuff()
{
int i;
if (Controls.fire_flare_count > 0)
{
Controls.fire_flare_count = 0;
if (allowed_to_fire_flare())
Flare_create(ConsoleObject);
}
if (allowed_to_fire_missile() && Controls.fire_secondary_state)
Global_missile_firing_count += Weapon_info[Secondary_weapon_to_weapon_info[Secondary_weapon]].fire_count;
if (Global_missile_firing_count) {
do_missile_firing(0);
Global_missile_firing_count--;
}
if (Controls.cycle_primary_count > 0)
{
for (i=0;i<Controls.cycle_primary_count;i++)
CyclePrimary ();
Controls.cycle_primary_count = 0;
}
if (Controls.cycle_secondary_count > 0)
{
for (i=0;i<Controls.cycle_secondary_count;i++)
CycleSecondary ();
Controls.cycle_secondary_count = 0;
}
if (Controls.select_weapon_count > 0)
{
Controls.select_weapon_count--;
do_weapon_select(Controls.select_weapon_count>4?Controls.select_weapon_count-5:Controls.select_weapon_count,Controls.select_weapon_count>4?1:0);
Controls.select_weapon_count = 0;
}
if (Controls.headlight_count > 0)
{
for (i=0;i<Controls.headlight_count;i++)
toggle_headlight_active ();
Controls.headlight_count = 0;
}
if (Global_missile_firing_count < 0)
Global_missile_firing_count = 0;
// Drop proximity bombs.
while (Controls.drop_bomb_count > 0)
{
do_missile_firing(1);
Controls.drop_bomb_count--;
}
if (Controls.toggle_bomb_count > 0)
{
int bomb = Secondary_last_was_super[PROXIMITY_INDEX]?PROXIMITY_INDEX:SMART_MINE_INDEX;
if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX] && !Players[Player_num].secondary_ammo[SMART_MINE_INDEX])
{
digi_play_sample_once( SOUND_BAD_SELECTION, F1_0 );
HUD_init_message_literal(HM_DEFAULT, "No bombs available!");
}
else
{
if (Players[Player_num].secondary_ammo[bomb]==0)
{
digi_play_sample_once( SOUND_BAD_SELECTION, F1_0 );
HUD_init_message(HM_DEFAULT, "No %s available!",(bomb==SMART_MINE_INDEX)?"Smart mines":"Proximity bombs");
}
else
{
Secondary_last_was_super[PROXIMITY_INDEX]=!Secondary_last_was_super[PROXIMITY_INDEX];
digi_play_sample_once( SOUND_GOOD_SELECTION_SECONDARY, F1_0 );
}
}
Controls.toggle_bomb_count = 0;
}
if (Controls.energy_to_shield_state && (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER))
transfer_energy_to_shield();
}
extern void game_render_frame();
extern void show_extra_views();
extern fix Flash_effect;
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 = event_key_get(event);
switch (key)
{
case 0:
break;
case KEY_ESC:
window_close(wind);
return 1;
case KEY_F1:
show_help();
return 1;
case KEY_PAUSE:
window_close(wind);
return 1;
default:
break;
}
break;
case EVENT_IDLE:
timer_delay2(50);
break;
case EVENT_WINDOW_DRAW:
show_boxed_message(msg, 1);
break;
case EVENT_WINDOW_CLOSE:
songs_resume();
d_free(msg);
break;
default:
break;
}
return 0;
}
int do_game_pause()
{
char *msg;
char total_time[9],level_time[9];
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
netplayerinfo_on= !netplayerinfo_on;
return(KEY_PAUSE);
}
#endif
MALLOC(msg, char, 1024);
if (!msg)
return 0;
songs_pause();
format_time(total_time, f2i(Players[Player_num].time_total) + Players[Player_num].hours_total*3600);
format_time(level_time, f2i(Players[Player_num].time_level) + Players[Player_num].hours_level*3600);
if (Newdemo_state!=ND_STATE_PLAYBACK)
snprintf(msg,1024,"PAUSE\n\nSkill level: %s\nHostages on board: %d\nTime on level: %s\nTotal time in game: %s",MENU_DIFFICULTY_TEXT(Difficulty_level),Players[Player_num].hostages_on_board,level_time,total_time);
else
snprintf(msg,1024,"PAUSE\n\nSkill level: %s\nHostages on board: %d\n",MENU_DIFFICULTY_TEXT(Difficulty_level),Players[Player_num].hostages_on_board);
set_screen_mode(SCREEN_MENU);
if (!window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, (int (*)(window *, d_event *, void *))pause_handler, msg))
d_free(msg);
return 0 /*key*/; // Keycode returning ripped out (kreatordxx)
}
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 HandleDeathInput(d_event *event)
{
if (event->type == EVENT_KEY_COMMAND)
{
int key = event_key_get(event);
if (Player_exploded && !key_isfunc(key) && key != KEY_PAUSE && key)
Death_sequence_aborted = 1; //Any key but func or modifier aborts
if (key == KEY_ESC)
if (ConsoleObject->flags & OF_EXPLODING)
Death_sequence_aborted = 1;
}
if (Player_exploded && (event->type == EVENT_JOYSTICK_BUTTON_UP || event->type == EVENT_MOUSE_BUTTON_UP))
Death_sequence_aborted = 1;
if (Death_sequence_aborted)
{
game_flush_inputs();
return 1;
}
return 0;
}
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 = GameTime64;
Newdemo_vcr_state = ND_STATE_ONEFRAMEBACKWARD;
break;
case KEY_RIGHT:
newdemo_single_frame_time = GameTime64;
Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD;
break;
case KEY_CTRLED + KEY_RIGHT:
newdemo_goto_end(0);
break;
case KEY_CTRLED + KEY_LEFT:
newdemo_goto_beginning();
break;
KEY_MAC(case KEY_COMMAND+KEY_P:)
case KEY_PAUSE:
do_game_pause();
break;
#ifdef macintosh
case KEY_COMMAND + KEY_SHIFTED + KEY_3:
#endif
case KEY_PRINT_SCREEN:
{
if (PlayerCfg.PRShot)
{
gr_set_current_canvas(NULL);
render_frame(0, 0);
gr_set_curfont(MEDIUM2_FONT);
gr_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(0);
if (GameArg.DbgUseDoubleBuffer)
gr_flip();
save_screen_shot(0);
Newdemo_show_percentage = old_state;
}
break;
}
#ifndef NDEBUG
case KEY_DEBUGGED + KEY_I:
Newdemo_do_interpolate = !Newdemo_do_interpolate;
HUD_init_message(HM_DEFAULT, "Demo playback interpolation %s", Newdemo_do_interpolate?"ON":"OFF");
break;
case KEY_DEBUGGED + KEY_K: {
int how_many, c;
char filename[FILENAME_LEN], num[16];
newmenu_item m[6];
filename[0] = '\0';
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, DEMO_EXT);
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] == (MAX_PLAYERS-1)) {
PlayerCfg.Cockpit3DView[w] = CV_MARKER;
goto case_marker;
}
if (Players[Coop_view_player[w]].connected != CONNECT_PLAYING)
continue;
if (Coop_view_player[w]==Player_num)
continue;
if (Game_mode & GM_MULTI_COOP)
break;
else if (get_team(Coop_view_player[w]) == get_team(Player_num))
break;
}
break;
}
//if not multi, fall through
case CV_MARKER:
case_marker:;
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) && Netgame.Allow_marker_view) { //anarchy only
PlayerCfg.Cockpit3DView[w] = CV_MARKER;
if (Marker_viewer_num[w] == -1)
Marker_viewer_num[w] = Player_num * 2;
else if (Marker_viewer_num[w] == Player_num * 2)
Marker_viewer_num[w]++;
else
PlayerCfg.Cockpit3DView[w] = CV_NONE;
}
else
#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;
PHYSFS_file *dfile;
int wall_num;
obj = &Objects[Players[Player_num].objnum];
vm_vec_scale_add(&new_pos,&obj->pos,&obj->orient.fvec,i2f(100));
fq.p0 = &obj->pos;
fq.startseg = obj->segnum;
fq.p1 = &new_pos;
fq.rad = 0;
fq.thisobjnum = Players[Player_num].objnum;
fq.ignore_obj_list = NULL;
fq.flags = 0;
fate = find_vector_intersection(&fq,&hit_info);
dfile = PHYSFSX_openWriteBuffered("door.out");
PHYSFSX_printf(dfile,"FVI hit_type = %d\n",fate);
PHYSFSX_printf(dfile," hit_seg = %d\n",hit_info.hit_seg);
PHYSFSX_printf(dfile," hit_side = %d\n",hit_info.hit_side);
PHYSFSX_printf(dfile," hit_side_seg = %d\n",hit_info.hit_side_seg);
PHYSFSX_printf(dfile,"\n");
if (fate == HIT_WALL) {
wall_num = Segments[hit_info.hit_seg].sides[hit_info.hit_side].wall_num;
PHYSFSX_printf(dfile,"wall_num = %d\n",wall_num);
if (wall_num != -1) {
wall *wall = &Walls[wall_num];
active_door *d;
int i;
PHYSFSX_printf(dfile," segnum = %d\n",wall->segnum);
PHYSFSX_printf(dfile," sidenum = %d\n",wall->sidenum);
PHYSFSX_printf(dfile," hps = %x\n",wall->hps);
PHYSFSX_printf(dfile," linked_wall = %d\n",wall->linked_wall);
PHYSFSX_printf(dfile," type = %d\n",wall->type);
PHYSFSX_printf(dfile," flags = %x\n",wall->flags);
PHYSFSX_printf(dfile," state = %d\n",wall->state);
PHYSFSX_printf(dfile," trigger = %d\n",wall->trigger);
PHYSFSX_printf(dfile," clip_num = %d\n",wall->clip_num);
PHYSFSX_printf(dfile," keys = %x\n",wall->keys);
PHYSFSX_printf(dfile," controlling_trigger = %d\n",wall->controlling_trigger);
PHYSFSX_printf(dfile," cloak_value = %d\n",wall->cloak_value);
PHYSFSX_printf(dfile,"\n");
for (i=0;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)
PHYSFSX_printf(dfile,"No active door.\n");
else {
PHYSFSX_printf(dfile,"Active door %d:\n",i);
PHYSFSX_printf(dfile," n_parts = %d\n",d->n_parts);
PHYSFSX_printf(dfile," front_wallnum = %d,%d\n",d->front_wallnum[0],d->front_wallnum[1]);
PHYSFSX_printf(dfile," back_wallnum = %d,%d\n",d->back_wallnum[0],d->back_wallnum[1]);
PHYSFSX_printf(dfile," time = %x\n",d->time);
}
}
}
PHYSFSX_printf(dfile,"\n");
PHYSFSX_printf(dfile,"\n");
PHYSFS_close(dfile);
}
#endif
//this is for system-level keys, such as help, etc.
//returns 1 if screen changed
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);
}
else
{
game_render_frame_mono(0);
if(GameArg.DbgUseDoubleBuffer)
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)
state_save_all(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, 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 (!((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;
}
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_literal(HM_DEFAULT, "No Guide-Bot in Multiplayer!");
game_flush_inputs();
return 1;
}
else
return 0;
case KEY_ALTED+KEY_F7:
KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_7:)
PlayerCfg.HudMode=(PlayerCfg.HudMode+1)%GAUGE_HUD_NUMMODES;
write_player_file();
switch (PlayerCfg.HudMode)
{
case 0: HUD_init_message_literal(HM_DEFAULT, "Standard HUD"); break;
case 1: HUD_init_message_literal(HM_DEFAULT, "Alternative HUD #1"); break;
case 2: HUD_init_message_literal(HM_DEFAULT, "Alternative HUD #2"); break;
case 3: HUD_init_message_literal(HM_DEFAULT, "No HUD"); break;
}
return 1;
#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_literal(HM_MULTI, "Player accepted!");
}
return 1;
case KEY_ALTED + KEY_1:
if (Netgame.RefusePlayers && WaitForRefuseAnswer && (Game_mode & GM_TEAM))
{
RefuseThisPlayer=1;
HUD_init_message_literal(HM_MULTI, "Player accepted!");
RefuseTeam=1;
game_flush_inputs();
}
return 1;
case KEY_ALTED + KEY_2:
if (Netgame.RefusePlayers && WaitForRefuseAnswer && (Game_mode & GM_TEAM))
{
RefuseThisPlayer=1;
HUD_init_message_literal(HM_MULTI, "Player accepted!");
RefuseTeam=2;
game_flush_inputs();
}
return 1;
#endif
default:
break;
} //switch (key)
if (!Player_is_dead)
switch (key)
{
#if 0
// weapon selection handled in kconfig_read_controls, 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_literal(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_literal(HM_DEFAULT, "Killing, awarding, etc.!");
for (i=0; i<=Highest_object_index; i++) {
switch (Objects[i].type) {
case OBJ_ROBOT:
Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD;
break;
case OBJ_POWERUP:
do_powerup(&Objects[i]);
break;
}
}
do_controlcen_destroyed_stuff(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(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_literal(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_literal(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 = GameTime64;
}
break;
case KEY_DEBUGGED+KEY_R:
cheats.robotfiringsuspended = !cheats.robotfiringsuspended;
break;
case KEY_DEBUGGED+KEY_R+KEY_SHIFTED:
kill_all_robots();
break;
#ifdef EDITOR //editor-specific functions
case KEY_E + KEY_DEBUGGED:
window_set_visible(Game_wind, 0); // don't let the game do anything while we set the editor up
init_editor();
window_close(Game_wind);
break;
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;
if (*Toggle_var)
GameArg.SysMaxFPS = 300;
else
GameArg.SysMaxFPS = 30;
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_literal(HM_DEFAULT, "Debug Spew: ON" );
} else {
HUD_init_message_literal(HM_DEFAULT, "Debug Spew: OFF" );
}
break;
case KEY_DEBUGGED + KEY_C:
do_cheat_menu();
break;
case KEY_DEBUGGED + KEY_SHIFTED + KEY_A:
do_megawow_powerup(10);
break;
case KEY_DEBUGGED + KEY_A: {
do_megawow_powerup(200);
break;
}
case KEY_DEBUGGED+KEY_SPACEBAR: //KEY_F7: // Toggle physics flying
slew_stop();
game_flush_inputs();
if ( ConsoleObject->control_type != CT_FLYING ) {
fly_init(ConsoleObject);
Game_suspended &= ~SUSP_ROBOTS; //robots move
} else {
slew_init(ConsoleObject); //start player slewing
Game_suspended |= SUSP_ROBOTS; //robots don't move
}
break;
case KEY_DEBUGGED+KEY_COMMA: Render_zoom = fixmul(Render_zoom,62259); break;
case KEY_DEBUGGED+KEY_PERIOD: Render_zoom = fixmul(Render_zoom,68985); break;
#ifndef NDEBUG
case KEY_DEBUGGED+KEY_D:
if ((GameArg.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);
}
break;
}
case KEY_DEBUGGED+KEY_SHIFTED+KEY_B:
if (Player_is_dead)
return 0;
kill_and_so_forth();
break;
case KEY_DEBUGGED+KEY_G:
GameTime64 = (0x7fffffffffffffffLL) - (F1_0*10);
HUD_init_message(HM_DEFAULT, "GameTime %li - Reset in 10 seconds!", GameTime64);
break;
default:
return 0;
break;
}
return 1;
}
#endif //#ifndef RELEASE
// Cheat functions ------------------------------------------------------------
char *AcidCheat ="qPmwxz\"S"; // bit-tersweet
// Main Cheat function
char AcidCheatOn=0;
char old_IntMethod;
#define CHEAT_MAX_LEN 15
#define NUM_CHEATS 28
typedef struct cheat_code
{
const char *string;
int *stateptr;
} __pack__ cheat_code;
cheat_code cheat_codes[NUM_CHEATS] = {
{ "gabbagabbahey", &cheats.lamer },
{ "motherlode", &cheats.lamer },
{ "currygoat", &cheats.lamer },
{ "zingermans", &cheats.lamer },
{ "eatangelos", &cheats.lamer },
{ "ericaanne", &cheats.lamer },
{ "joshuaakira", &cheats.lamer },
{ "whammazoom", &cheats.lamer },
{ "honestbob", &cheats.wowie },
{ "algroove", &cheats.allkeys },
{ "alifalafel", &cheats.accessory },
{ "almighty", &cheats.invul },
{ "blueorb", &cheats.shields },
{ "delshiftb", &cheats.killreactor },
{ "flash", &cheats.exitpath },
{ "freespace", &cheats.levelwarp },
{ "rockrgrl", &cheats.fullautomap },
{ "astral", &cheats.ghostphysics },
{ "wildfire", &cheats.rapidfire },
{ "duddaboo", &cheats.bouncyfire },
{ "buggin", &cheats.turbo },
{ "imagespace", &cheats.robotfiringsuspended },
{ "spaniard", &cheats.killallrobots },
{ "silkwing", &cheats.robotskillrobots },
{ "godzilla", &cheats.monsterdamage },
{ "helpvishnu", &cheats.buddyclone },
{ "gowingnut", &cheats.buddyangry },
{ "bittersweet", &cheats.acid },
};
int FinalCheats(int key)
{
static char cheat_buffer[CHEAT_MAX_LEN] = "AAAAAAAAAAAAAAA";
int i = 0, gotcha = 0;
if (Game_mode & GM_MULTI)
return 0;
for (i = 1; i < CHEAT_MAX_LEN; i++)
cheat_buffer[i-1] = cheat_buffer[i];
cheat_buffer[CHEAT_MAX_LEN-1] = key_ascii();
for (i = 0; i < NUM_CHEATS; i++)
{
int cheatlen = strlen(cheat_codes[i].string);
Assert(cheatlen <= CHEAT_MAX_LEN);
if (d_strnicmp(cheat_codes[i].string, cheat_buffer+CHEAT_MAX_LEN-cheatlen, cheatlen)==0)
{
*cheat_codes[i].stateptr = !*cheat_codes[i].stateptr;
cheats.enabled = 1;
digi_play_sample( SOUND_CHEATER, F1_0);
Players[Player_num].score = 0;
gotcha = i;
break;
}
}
if (!gotcha)
return 0;
if (cheat_codes[gotcha].stateptr == &cheats.lamer)
{
Players[Player_num].shields=Players[Player_num].energy=i2f(1);
HUD_init_message_literal(HM_DEFAULT, "Take that...cheater!");
}
if (cheat_codes[gotcha].stateptr == &cheats.wowie)
{
HUD_init_message_literal(HM_DEFAULT, TXT_WOWIE_ZOWIE);
if (Piggy_hamfile_version < 3) // 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;
}
for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
Players[Player_num].primary_ammo[i] = Primary_ammo_max[i];
for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
Players[Player_num].secondary_ammo[i] = Secondary_ammo_max[i];
if (Piggy_hamfile_version < 3) // 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;
}
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 (cheat_codes[gotcha].stateptr == &cheats.allkeys)
{
HUD_init_message_literal(HM_DEFAULT, TXT_ALL_KEYS);
Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY;
}
if (cheat_codes[gotcha].stateptr == &cheats.accessory)
{
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_literal(HM_DEFAULT, "Accessories!!");
}
if (cheat_codes[gotcha].stateptr == &cheats.invul)
{
Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
HUD_init_message(HM_DEFAULT, "%s %s!", TXT_INVULNERABILITY, (Players[Player_num].flags&PLAYER_FLAGS_INVULNERABLE)?TXT_ON:TXT_OFF);
Players[Player_num].invulnerable_time = GameTime64+i2f(1000);
}
if (cheat_codes[gotcha].stateptr == &cheats.shields)
{
HUD_init_message_literal(HM_DEFAULT, TXT_FULL_SHIELDS);
Players[Player_num].shields = MAX_SHIELDS;
}
if (cheat_codes[gotcha].stateptr == &cheats.killreactor)
{
kill_and_so_forth();
}
if (cheat_codes[gotcha].stateptr == &cheats.exitpath)
{
if (create_special_path())
HUD_init_message_literal(HM_DEFAULT, "Exit path illuminated!");
}
if (cheat_codes[gotcha].stateptr == &cheats.levelwarp)
{
newmenu_item m;
char text[10]="";
int new_level_num;
int item;
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);
window_set_visible(Game_wind, 1);
}
}
}
if (cheat_codes[gotcha].stateptr == &cheats.ghostphysics)
{
HUD_init_message(HM_DEFAULT, "%s %s!", "Ghosty mode", cheats.ghostphysics?TXT_ON:TXT_OFF);
}
if (cheat_codes[gotcha].stateptr == &cheats.rapidfire)
{
HUD_init_message(HM_DEFAULT, "Rapid fire %s!", cheats.rapidfire?TXT_ON:TXT_OFF);
}
if (cheat_codes[gotcha].stateptr == &cheats.bouncyfire)
{
HUD_init_message(HM_DEFAULT, "Bouncing weapons %s!", cheats.bouncyfire?TXT_ON:TXT_OFF);
}
if (cheat_codes[gotcha].stateptr == &cheats.turbo)
{
HUD_init_message(HM_DEFAULT, "%s %s!", "Turbo mode", cheats.turbo?TXT_ON:TXT_OFF);
}
if (cheat_codes[gotcha].stateptr == &cheats.robotfiringsuspended)
{
HUD_init_message(HM_DEFAULT, "Robot firing %s!", cheats.robotfiringsuspended?TXT_OFF:TXT_ON);
}
if (cheat_codes[gotcha].stateptr == &cheats.killallrobots)
{
kill_all_robots();
}
if (cheat_codes[gotcha].stateptr == &cheats.robotskillrobots)
{
HUD_init_message_literal(HM_DEFAULT, cheats.robotskillrobots?"Rabid robots!":"Kill the player!");
}
if (cheat_codes[gotcha].stateptr == &cheats.monsterdamage)
{
HUD_init_message_literal(HM_DEFAULT, cheats.monsterdamage?"Oh no, there goes Tokyo!":"What have you done, I'm shrinking!!");
}
if (cheat_codes[gotcha].stateptr == &cheats.buddyclone)
{
HUD_init_message_literal(HM_DEFAULT, "What's this? Another buddy bot!");
create_buddy_bot();
}
if (cheat_codes[gotcha].stateptr == &cheats.buddyangry)
{
if (cheats.buddyangry)
{
HUD_init_message(HM_DEFAULT, "%s gets angry!",PlayerCfg.GuidebotName);
strcpy(PlayerCfg.GuidebotName,"Wingnut");
}
else
{
strcpy(PlayerCfg.GuidebotName,PlayerCfg.GuidebotNameReal);
HUD_init_message(HM_DEFAULT, "%s calms down",PlayerCfg.GuidebotName);
}
}
if (cheat_codes[gotcha].stateptr == &cheats.acid)
{
HUD_init_message_literal(HM_DEFAULT, cheats.acid?"Going up!":"Coming down!");
}
return 1;
}
// 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, NULL );
if (mmn > -1 ) {
if ( mm[0].value ) {
Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
Players[Player_num].invulnerable_time = GameTime64+i2f(1000);
} else
Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
if ( mm[1].value )
{
Players[Player_num].flags |= PLAYER_FLAGS_CLOAKED;
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_cloak();
#endif
ai_do_cloak_stuff();
Players[Player_num].cloak_time = GameTime64;
}
else
Players[Player_num].flags &= ~PLAYER_FLAGS_CLOAKED;
if (mm[2].value) Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY;
Players[Player_num].energy=i2f(mm[3].value);
Players[Player_num].shields=i2f(mm[4].value);
Players[Player_num].score = atoi(mm[6].text);
//if (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 (Player_exploded) {
if (exploding_flag==0) {
exploding_flag = 1; // When player starts exploding, clear all input devices...
game_flush_inputs();
}
} else {
exploding_flag=0;
}
if (Player_is_dead && !( (Game_mode & GM_MULTI) && (multi_sending_message[Player_num] || multi_defining_message) ))
if (HandleDeathInput(event))
return 1;
if (Newdemo_state == ND_STATE_PLAYBACK)
update_vcr_state();
if (event->type == EVENT_KEY_COMMAND)
{
key = event_key_get(event);
if (DefiningMarkerMessage)
{
return MarkerInputMessage(key);
}
#ifdef NETWORK
if ( (Game_mode & GM_MULTI) && (multi_sending_message[Player_num] || 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
{
if (FinalCheats(key)) return 1;
if (HandleSystemKey(key)) return 1;
if (HandleGameKey(key)) return 1;
}
#ifndef RELEASE
if (HandleTestKey(key))
return 1;
#endif
if (call_default_handler(event))
return 1;
}
if (!Endlevel_sequence && !Player_is_dead && (Newdemo_state != ND_STATE_PLAYBACK))
{
kconfig_read_controls(event, 0);
check_rear_view();
// If automap key pressed, enable automap unless you are in network mode, control center destroyed and < 10 seconds left
if ( Controls.automap_count > 0 )
{
Controls.automap_count = 0;
if (!((Game_mode & GM_MULTI) && Control_center_destroyed && (Countdown_seconds_left < 10)))
{
do_automap(0);
return 1;
}
}
do_weapon_n_item_stuff();
}
return 0;
}
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