// // Handle gamepad/joystick buttons // static void FE_HandleJoyButtons(int joybuttons) { femenuitem_t *mi = &(currentFEMenu->items[currentFEMenu->itemon]); int i; // exiting? if(frontend_state == FE_STATE_EXITING) { if(joybmenu_confirm >= 0 && (joybuttons & (1 << joybmenu_confirm))) I_Quit(); else if(joybuttons) { frontend_state = FE_STATE_MAINMENU; I_StartVoice(NULL); } return; } else if(frontend_state != FE_STATE_MAINMENU) return; // no joy input handled here except in main menu state for(i = 0; i < JOY_NUM_BUTTONS + 16; i++) { if(!(joybuttons & (1 << i))) continue; i_seejoysticks = true; i_seemouses = false; if(i == joybmenu_back) { FE_PopMenu(false); } else if(i == joybmenu_up) { FE_HandleMenuUp(); } else if(i == joybmenu_down) { FE_HandleMenuDown(); } else if(i == joybmenu_left) { FE_HandleMenuLeft(mi); } else if(i == joybmenu_right) { FE_HandleMenuRight(mi); } else if(i == joybmenu_forward) { FE_HandleMenuForward(mi); } } }
// // F_StartCast // // haleyjd 09/13/10: [STRIFE] Heavily modified, yet unused. // Evidence suggests this was meant to be started from a menu item. // See m_menu.c for more info. // [SVE]: completed. // void F_StartCast (void) { usergame = false; gameaction = ga_nothing; viewactive = false; automapactive = false; castnum = 0; gamestate = GS_FINALE; caststate = &states[mobjinfo[castorder[castnum].type].seestate]; casttics = caststate->tics; if(casttics > 50) casttics = 50; wipegamestate = -1; // force a screen wipe castdeath = false; finalestage = F_STAGE_CAST; castframes = 0; castonmelee = 0; castattacking = false; S_ChangeMusic(mus_action, 1); I_StartVoice(NULL); // sorry Macil, be quiet for a sec :P }
// // P_DialogStart // // villsa [STRIFE] New function // void P_DialogStart(player_t *player) { int i = 0; int pic; int rnd = 0; char* byetext; int jumptoconv; if(menuactive || netgame) return; // are we facing towards our NPC? P_AimLineAttack(player->mo, player->mo->angle, (128*FRACUNIT)); if(!linetarget) { P_AimLineAttack(player->mo, player->mo->angle + (ANG90/16), (128*FRACUNIT)); if(!linetarget) P_AimLineAttack(player->mo, player->mo->angle - (ANG90/16), (128*FRACUNIT)); } if(!linetarget) return; // already in combat, can't talk to it if(linetarget->flags & MF_NODIALOG) return; // set pointer to the character talking dialogtalker = linetarget; // play a sound if(player == &players[consoleplayer]) S_StartSound(0, sfx_radio); linetarget->target = player->mo; // target the player dialogtalker->reactiontime = 2; // set reactiontime dialogtalkerangle = dialogtalker->angle; // remember original angle // face talker towards player A_FaceTarget(dialogtalker); // face towards NPC's direction player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, dialogtalker->x, dialogtalker->y); // set pointer to player talking dialogplayer = player; // haleyjd 09/08/10: get any stored dialog state from this object jumptoconv = linetarget->miscdata; // check item requirements while(1) { int i = 0; currentdialog = P_DialogFind(linetarget->type, jumptoconv); // dialog's jumptoconv equal to 0? There's nothing to jump to. if(currentdialog->jumptoconv == 0) break; // villsa 09/08/10: converted into for loop for(i = 0; i < MDLG_MAXITEMS; i++) { // if the item is non-zero, the player must have at least one in his // or her inventory if(currentdialog->checkitem[i] != 0 && P_PlayerHasItem(dialogplayer, currentdialog->checkitem[i]) < 1) break; } if(i < MDLG_MAXITEMS) // didn't find them all? this is our dialog! break; jumptoconv = currentdialog->jumptoconv; } M_DialogDimMsg(20, 28, currentdialog->text, false); dialogtext = P_DialogGetMsg(currentdialog->text); // get states dialogtalkerstates = P_DialogGetStates(linetarget->type); // have talker greet the player if(dialogtalkerstates->greet) P_SetMobjState(dialogtalker, dialogtalkerstates->greet); // get talker's name if(currentdialog->name[0]) dialogname = currentdialog->name; else { // use a fallback: if(mobjinfo[linetarget->type].name) dialogname = DEH_String(mobjinfo[linetarget->type].name); // mobjtype name else dialogname = DEH_String("Person"); // default name - like Joe in Doom 3 :P } // setup number of choices to choose from for(i = 0; i < MDLG_MAXCHOICES; i++) { if(!currentdialog->choices[i].giveitem) break; } // set number of choices to menu dialogmenu.numitems = i + 1; rnd = M_Random() % 3; // setup dialog menu M_StartControlPanel(); menupause = false; menuindialog = true; menupausetime = gametic + 17; currentMenu = &dialogmenu; if(i >= dialogmenu.lastOn) itemOn = dialogmenu.lastOn; else itemOn = 0; // get backdrop pic = W_CheckNumForName(currentdialog->backpic); dialogbgpiclumpnum = pic; if(pic != -1) V_DrawPatchDirect(0, 0, W_CacheLumpNum(pic, PU_CACHE)); // get voice I_StartVoice(currentdialog->voice); // get bye text switch(rnd) { case 2: byetext = DEH_String("BYE!"); break; case 1: byetext = DEH_String("Thanks, Bye!"); break; default: case 0: byetext = DEH_String("See you later!"); break; } DEH_snprintf(dialoglastmsgbuffer, sizeof(dialoglastmsgbuffer), "%d) %s", i + 1, byetext); }
// // P_DialogDoChoice // // [STRIFE] New function // haleyjd 09/05/10: Handles making a choice in a dialog. Installed as the // callback for all items in the dialogmenu structure. // void P_DialogDoChoice(int choice) { int i = 0, nextdialog = 0; boolean candochoice = true; char *message = NULL; mapdlgchoice_t *currentchoice; if(choice == -1) choice = dialogmenu.numitems - 1; currentchoice = &(currentdialog->choices[choice]); I_StartVoice(NULL); // STRIFE-TODO: verify (should stop previous voice I believe) // villsa 09/08/10: converted into for loop for(i = 0; i < MDLG_MAXITEMS; i++) { if(P_PlayerHasItem(dialogplayer, currentchoice->needitems[i]) < currentchoice->needamounts[i]) { candochoice = false; // nope, missing something } } if(choice != dialogmenu.numitems - 1 && candochoice) { int item; message = currentchoice->textok; if(dialogtalkerstates->yes) P_SetMobjState(dialogtalker, dialogtalkerstates->yes); item = currentchoice->giveitem; if(item < 0 || P_GiveItemToPlayer(dialogplayer, states[mobjinfo[item].spawnstate].sprite, item)) { // if successful, take needed items int count = 0; // villsa 09/08/10: converted into for loop for(count = 0; count < MDLG_MAXITEMS; count++) { P_TakeDialogItem(dialogplayer, currentchoice->needitems[count], currentchoice->needamounts[count]); } } else message = DEH_String("You seem to have enough!"); // store next dialog into the talking actor nextdialog = currentchoice->next; if(nextdialog != 0) dialogtalker->miscdata = (byte)(abs(nextdialog)); } else { // not successful message = currentchoice->textno; if(dialogtalkerstates->no) P_SetMobjState(dialogtalker, dialogtalkerstates->no); } if(choice != dialogmenu.numitems - 1) { int objective; char *objlump; if((objective = currentchoice->objective)) { DEH_snprintf(mission_objective, OBJECTIVE_LEN, "log%i", objective); objlump = W_CacheLumpName(mission_objective, PU_CACHE); M_StringCopy(mission_objective, objlump, OBJECTIVE_LEN); } // haleyjd 20130301: v1.31 hack: if first char of message is a period, // clear the player's message. Is this actually used anywhere? if(gameversion == exe_strife_1_31 && message[0] == '.') message = NULL; dialogplayer->message = message; } dialogtalker->angle = dialogtalkerangle; dialogplayer->st_update = true; M_ClearMenus(0); if(nextdialog >= 0 || gameaction == ga_victory) // Macil hack menuindialog = false; else P_DialogStart(dialogplayer); }
// // P_UseSpecialLine // Called when a thing uses a special line. // Only the front sides of lines are usable. // boolean P_UseSpecialLine(mobj_t* thing, line_t* line, int side) { // Err... // Use the back sides of VERY SPECIAL lines... if (side) { switch(line->special) { case 148: // haleyjd [STRIFE] break; default: return false; } } // Switches that other things can activate. if (!thing->player) { // never open secret doors if (line->flags & ML_SECRET) return false; switch(line->special) { case 1: // MANUAL DOOR RAISE case 31: // haleyjd [STRIFE] case 144: // haleyjd [STRIFE] Manual sliding door break; default: return false; break; } } // do something switch(line->special) { // MANUALS case 1: // Vertical Door case 26: // DR ID Card case 27: // DR Pass Card case 28: // DR ID Badge case 31: // Manual door open case 32: // D1 ID Card case 33: // D1 ID Badge case 34: // D1 Pass Card case 117: // Blazing door raise case 118: // Blazing door open case 156: // haleyjd [STRIFE] D1 Brass Key case 157: // haleyjd [STRIFE] D1 Silver Key case 158: // haleyjd [STRIFE] D1 Gold Key case 159: // haleyjd [STRIFE] DR Gold Key case 160: // haleyjd [STRIFE] DR Silver Key case 161: // haleyjd [STRIFE] DR Brass Key case 165: // villsa [STRIFE] That doesn't seem to work case 166: // haleyjd [STRIFE] DR Hand Print case 169: // haleyjd [STRIFE] DR Base Key case 170: // haleyjd [STRIFE] DR Gov's Key case 190: // haleyjd [STRIFE] DR Order Key case 205: // villsa [STRIFE] Available in retail only case 213: // haleyjd [STRIFE] DR Chalice case 217: // haleyjd [STRIFE] DR Core Key case 221: // haleyjd [STRIFE] DR Mauler Key case 224: // haleyjd [STRIFE] DR Chapel Key case 225: // haleyjd [STRIFE] DR Catacomb Key case 232: // villsa [STRIFE] DR Oracle Pass EV_VerticalDoor (line, thing); break; // haleyjd: For the sake of our sanity, I have reordered all the line // specials from this point down so that they are strictly in numeric // order, and not divided up in a semi-arbitrary fashion. case 7: // Build Stairs - [STRIFE] Verified unmodified if (EV_BuildStairs(line,build8)) P_ChangeSwitchTexture(line,0); break; case 9: // Change Donut - [STRIFE] Verified unmodified if (EV_DoDonut(line)) P_ChangeSwitchTexture(line,0); break; case 11: // Exit level - [STRIFE] Modified to take tag, etc. P_ChangeSwitchTexture(line, 1); if(levelTimer && levelTimeCount) break; G_ExitLevel(line->tag); break; case 14: // Raise Floor 32 and change texture - [STRIFE] Verified unmodified if (EV_DoPlat(line, raiseAndChange,32)) P_ChangeSwitchTexture(line,0); break; case 15: // Raise Floor 24 and change texture if (EV_DoPlat(line, raiseAndChange,24)) P_ChangeSwitchTexture(line,0); break; case 18: // Raise Floor to next highest floor - [STRIFE] Verified unmodified if (EV_DoFloor(line, raiseFloorToNearest)) P_ChangeSwitchTexture(line,0); break; case 20: // Raise Plat next highest floor and change texture - [STRIFE] Verified unmodified if(EV_DoPlat(line, raiseToNearestAndChange, 0)) P_ChangeSwitchTexture(line,0); break; case 21: // PlatDownWaitUpStay - [STRIFE] Verified unmodified if (EV_DoPlat(line, downWaitUpStay,0)) P_ChangeSwitchTexture(line,0); break; case 23: // Lower Floor to Lowest - [STRIFE] Verified unmodified if (EV_DoFloor(line,lowerFloorToLowest)) P_ChangeSwitchTexture(line,0); break; case 29: // Raise Door - [STRIFE] Verified unmodified if (EV_DoDoor(line,normal)) P_ChangeSwitchTexture(line,0); break; case 40: // villsa [STRIFE] Split Open Door if(EV_DoDoor(line, splitOpen)) P_ChangeSwitchTexture(line, 0); break; // haleyjd case 41: // Lower Ceiling to Floor - [STRIFE] Verified unmodified if (EV_DoCeiling(line,lowerToFloor)) P_ChangeSwitchTexture(line,0); break; case 42: // Close Door - [STRIFE] Verified unmodified if (EV_DoDoor(line,close)) P_ChangeSwitchTexture(line,1); break; case 43: // Lower Ceiling to Floor - [STRIFE] Verified unmodified if (EV_DoCeiling(line,lowerToFloor)) P_ChangeSwitchTexture(line,1); break; case 45: // Lower Floor to Surrounding floor height - [STRIFE] Verified unmodified if (EV_DoFloor(line,lowerFloor)) P_ChangeSwitchTexture(line,1); break; case 49: // Ceiling Crush And Raise - [STRIFE] Verified unmodified if (EV_DoCeiling(line,crushAndRaise)) P_ChangeSwitchTexture(line,0); break; case 50: // Close Door - [STRIFE] Verified unmodified if (EV_DoDoor(line,close)) P_ChangeSwitchTexture(line,0); break; case 51: // [STRIFE] Modifed into S1 Start Finale (was Secret Exit) P_ChangeSwitchTexture(line,0); G_StartFinale(); break; case 55: // Raise Floor Crush - [STRIFE] Verified unmodified if (EV_DoFloor(line,raiseFloorCrush)) P_ChangeSwitchTexture(line,0); break; case 60: // Lower Floor to Lowest - [STRIFE] Verified unmodified if (EV_DoFloor(line,lowerFloorToLowest)) P_ChangeSwitchTexture(line,1); break; case 61: // Open Door - [STRIFE] Verified unmodified if (EV_DoDoor(line,open)) P_ChangeSwitchTexture(line,1); break; case 62: // PlatDownWaitUpStay - [STRIFE] Verified unmodified if (EV_DoPlat(line, downWaitUpStay,1)) P_ChangeSwitchTexture(line,1); break; case 63: // Raise Door - [STRIFE] Verified unmodified if (EV_DoDoor(line,normal)) P_ChangeSwitchTexture(line,1); break; case 64: // Raise Floor to ceiling - [STRIFE] Verified unmodified if (EV_DoFloor(line,raiseFloor)) P_ChangeSwitchTexture(line,1); break; case 65: // Raise Floor Crush - [STRIFE] Verified unmodified if (EV_DoFloor(line,raiseFloorCrush)) P_ChangeSwitchTexture(line,1); break; case 66: // Raise Floor 24 and change texture - [STRIFE] Verified unmodified if (EV_DoPlat(line, raiseAndChange, 24)) P_ChangeSwitchTexture(line,1); break; case 67: // Raise Floor 32 and change texture - [STRIFE] Verified unmodified if (EV_DoPlat(line, raiseAndChange, 32)) P_ChangeSwitchTexture(line,1); break; case 68: // Raise Plat to next highest floor and change texture - [STRIFE] Verified unmodified if (EV_DoPlat(line, raiseToNearestAndChange, 0)) P_ChangeSwitchTexture(line,1); break; case 69: // Raise Floor to next highest floor - [STRIFE] Verified unmodified if (EV_DoFloor(line, raiseFloorToNearest)) P_ChangeSwitchTexture(line,1); break; case 70: // Turbo Lower Floor - [STRIFE] Verified unmodified if (EV_DoFloor(line,turboLower)) P_ChangeSwitchTexture(line,1); break; case 71: // Turbo Lower Floor - [STRIFE] Verified unmodified if (EV_DoFloor(line,turboLower)) P_ChangeSwitchTexture(line,0); break; case 101: // Raise Floor - [STRIFE] Verified unmodified if (EV_DoFloor(line,raiseFloor)) P_ChangeSwitchTexture(line,0); break; case 102: // Lower Floor to Surrounding floor height - [STRIFE] Verified unmodified if (EV_DoFloor(line,lowerFloor)) P_ChangeSwitchTexture(line,0); break; case 103: // Open Door - [STRIFE] Verified unmodified if (EV_DoDoor(line,open)) P_ChangeSwitchTexture(line,0); break; case 111: // Blazing Door Raise (faster than TURBO!) - [STRIFE] Verified unmodified if (EV_DoDoor (line,blazeRaise)) P_ChangeSwitchTexture(line,0); break; case 112: // Blazing Door Open (faster than TURBO!) - [STRIFE] Verified unmodified if (EV_DoDoor (line,blazeOpen)) P_ChangeSwitchTexture(line,0); break; case 113: // Blazing Door Close (faster than TURBO!) - [STRIFE] Verified unmodified if (EV_DoDoor (line,blazeClose)) P_ChangeSwitchTexture(line,0); break; case 114: // Blazing Door Raise (faster than TURBO!) - [STRIFE] Verified unmodified if (EV_DoDoor (line,blazeRaise)) P_ChangeSwitchTexture(line,1); break; case 115: // Blazing Door Open (faster than TURBO!) - [STRIFE] Verified unmodified if (EV_DoDoor (line,blazeOpen)) P_ChangeSwitchTexture(line,1); break; case 116: // Blazing Door Close (faster than TURBO!) - [STRIFE] Verified unmodified if (EV_DoDoor (line,blazeClose)) P_ChangeSwitchTexture(line,1); break; case 122: // Blazing PlatDownWaitUpStay - [STRIFE] Verified unmodified if(EV_DoPlat(line, blazeDWUS, 0)) P_ChangeSwitchTexture(line,0); break; case 123: // Blazing PlatDownWaitUpStay - [STRIFE] Verified unmodified if(EV_DoPlat(line, blazeDWUS, 0)) P_ChangeSwitchTexture(line,1); break; case 127: // Build Stairs Turbo 16 - [STRIFE] Verified unmodified if (EV_BuildStairs(line,turbo16)) P_ChangeSwitchTexture(line,0); break; case 131: // Raise Floor Turbo - [STRIFE] Verified unmodified if (EV_DoFloor(line,raiseFloorTurbo)) P_ChangeSwitchTexture(line,0); break; case 132: // Raise Floor Turbo - [STRIFE] Verified unmodified if (EV_DoFloor(line,raiseFloorTurbo)) P_ChangeSwitchTexture(line,1); break; case 133: // [STRIFE] TODO - which key is it? case 135: // [STRIFE] TODO - which key is it? case 137: // [STRIFE] TODO - which key is it? if (EV_DoLockedDoor (line,blazeOpen,thing)) P_ChangeSwitchTexture(line,0); break; case 99: // [STRIFE] TODO: which key is it? case 134: // [STRIFE] TODO: which key is it? case 136: // [STRIFE] TODO: which key is it? if (EV_DoLockedDoor (line,blazeOpen,thing)) P_ChangeSwitchTexture(line,1); break; case 138: // Light Turn On - [STRIFE] Verified unmodified EV_LightTurnOn(line,255); P_ChangeSwitchTexture(line,1); break; case 139: // Light Turn Off - [STRIFE] Verified unmodified EV_LightTurnOn(line,35); P_ChangeSwitchTexture(line,1); break; case 140: // Raise Floor 512 - [STRIFE] Verified unmodified if (EV_DoFloor(line,raiseFloor512)) P_ChangeSwitchTexture(line,0); break; case 144: // villsa [STRIFE] manual sliding door EV_SlidingDoor(line, thing); break; case 146: // haleyjd 09/24/10: [STRIFE] S1 Build Stairs Down 16 (new type) if(EV_BuildStairs(line, buildDown16)) P_ChangeSwitchTexture(line, 0); break; case 147: // haleyjd 09/24/10: [STRIFE] S1 Clear Force Fields if(EV_ClearForceFields(line)) P_ChangeSwitchTexture(line, 0); break; case 148: // haleyjd 09/16/10: [STRIFE] using forcefields hurts P_DamageMobj(thing, NULL, NULL, 16); P_Thrust(thing->player, thing->angle + ANG180, 125*FRACUNIT/16); break; case 151: // villsa [STRIFE] BlzOpenDoor Gold key case 152: // [STRIFE] TODO: which key is it? case 153: // [STRIFE] TODO: which key is it? if(EV_DoLockedDoor(line, blazeOpen, thing)) P_ChangeSwitchTexture(line, 1); break; case 154: // villsa [STRIFE] plat lower wait rise if have gold key if(thing->player->cards[key_GoldKey]) { if(EV_DoPlat(line, downWaitUpStay, 0)) P_ChangeSwitchTexture(line, 1); } else { thing->player->message = DEH_String("You need a gold key"); S_StartSound(thing, sfx_oof); } break; case 155: // villsa [STRIFE] raise plat wait lower if(EV_DoPlat(line, upWaitDownStay, 0)) P_ChangeSwitchTexture(line, 1); break; case 162: // [STRIFE] TODO: which key is it? case 163: // [STRIFE] TODO: which key is it? case 164: // villsa [STRIFE] BlzOpenDoor Gold key case 167: // [STRIFE] TODO: which key is it? if(EV_DoLockedDoor(line, blazeOpen, thing)) P_ChangeSwitchTexture(line, 0); break; case 168: // [STRIFE] TODO: which key is it? // haleyjd 09/25/10: [STRIFE] SR Blaze Open Door ???? Key if(EV_DoLockedDoor(line, blazeOpen, thing)) P_ChangeSwitchTexture(line, 1); break; case 171: // [STRIFE] TODO: which key is it? // haleyjd 09/25/10: [STRIFE] S1 Open Door ???? Key if(EV_DoLockedDoor(line, open, thing)) P_ChangeSwitchTexture(line, 0); break; case 172: // [STRIFE] TODO: which key is it? case 173: // [STRIFE] TODO: which key is it? case 176: // [STRIFE] TODO: which key is it? case 191: // [STRIFE] TODO: which key is it? case 192: // [STRIFE] TODO: which key is it? case 223: // [STRIFE] TODO: which key is it? if(EV_DoLockedDoor(line, normal, thing)) P_ChangeSwitchTexture(line, 1); break; case 177: // villsa [STRIFE] plat lower wait rise if have power3 key if(thing->player->cards[key_Power3Key]) { if(EV_DoPlat(line, downWaitUpStay, 0)) P_ChangeSwitchTexture(line, 1); } else { thing->player->message = DEH_String("You don't have the key"); S_StartSound(thing, sfx_oof); } break; case 181: // haleyjd 09/25/10: [STRIFE] S1 Floor Raise 512 & Change if(EV_DoFloor(line, raiseFloor512AndChange)) P_ChangeSwitchTexture(line, 0); break; case 189: // [STRIFE] TODO: which key is it??? // haleyjd 09/25/10: [STRIFE] S1 Split Open Door ???? Key if(EV_DoLockedDoor(line, splitOpen, thing)) P_ChangeSwitchTexture(line, 0); break; case 194: // villsa [STRIFE] S1 Free Prisoners if(EV_DoDoor(line, open)) { P_ChangeSwitchTexture(line, 0); P_FreePrisoners(); } break; case 199: // haleyjd 09/25/10: [STRIFE] S1 Destroy Converter if(EV_DoCeiling(line, lowerAndCrush)) { P_ChangeSwitchTexture(line, 0); P_DestroyConverter(); } break; case 207: // villsa [STRIFE] SR Remote Sliding Door if(EV_RemoteSlidingDoor(line, thing)) P_ChangeSwitchTexture(line, 1); break; // haleyjd case 209: // haleyjd 09/24/10: [STRIFE] S1 Build Stairs Down 16 if Have Chalice if(!P_PlayerHasItem(thing->player, MT_INV_CHALICE)) { DEH_snprintf(usemessage, sizeof(usemessage), "You need the chalice!"); thing->player->message = usemessage; S_StartSound(thing, sfx_oof); break; } else if(EV_BuildStairs(line, buildDown16)) P_ChangeSwitchTexture(line, 0); break; case 211: // villsa [STRIFE] S1 Play VOC## sound if(&players[consoleplayer] == thing->player && thing->player->powers[pw_communicator]) { DEH_snprintf(usemessage, sizeof(usemessage), "voc%i", line->tag); I_StartVoice(usemessage); line->special = 0; } break; case 214: // villsa [STRIFE] S1 slow lift lower wait up stay if(EV_DoPlat(line, slowDWUS, 1)) P_ChangeSwitchTexture(line, 1); break; case 219: // haleyjd 09/25/10: S1 Lower Floor Blue Crystal if(!thing->player->cards[key_BlueCrystalKey]) { thing->player->message = DEH_String("You need the Blue Crystal"); S_StartSound(thing, sfx_oof); } else if(EV_DoFloor(line, lowerFloor)) P_ChangeSwitchTexture(line, 0); break; case 220: // haleyjd 09/25/10: S1 Lower Floor Red Crystal if(!thing->player->cards[key_RedCrystalKey]) { thing->player->message = DEH_String("You need the Red Crystal"); S_StartSound(thing, sfx_oof); } else if(EV_DoFloor(line, lowerFloor)) P_ChangeSwitchTexture(line, 0); break; case 226: // villsa [STRIFE] S1 Complete Training Area if(EV_DoFloor(line, lowerFloor)) { P_GiveItemToPlayer(thing->player, SPR_TOKN, MT_TOKEN_STAMINA); P_GiveItemToPlayer(thing->player, SPR_TOKN, MT_TOKEN_NEW_ACCURACY); P_ChangeSwitchTexture(line, 0); DEH_snprintf(usemessage, sizeof(usemessage), DEH_String("Congratulations! You have completed the training area.")); thing->player->message = usemessage; } break; case 229: // villsa [STRIFE] SR Sigil Sliding Door if(thing->player->sigiltype == 4) { if(EV_RemoteSlidingDoor(line, thing)) P_ChangeSwitchTexture(line, 1); } break; // haleyjd case 233: // villsa [STRIFE] objective given after revealing the computer if(!EV_DoDoor(line, splitOpen)) return true; P_ChangeSwitchTexture(line, 1); GiveVoiceObjective("voc70", "log70", 0); // haleyjd: Strife used sprintf here, not a direct set. DEH_snprintf(usemessage, sizeof(usemessage), "Incoming Message from BlackBird..."); thing->player->message = usemessage; break; case 234: // haleyjd 09/24/10: [STRIFE] SR Raise Door if Quest 3 if(!(thing->player->questflags & QF_QUEST3)) // QUEST3 == Irale { // BUG: doesn't make sfx_oof sound like all other message- // giving door types. I highly doubt this was intentional. DEH_snprintf(usemessage, sizeof(usemessage), "That doesn't seem to work!"); thing->player->message = usemessage; } else if(EV_DoDoor(line, normal)) P_ChangeSwitchTexture(line, 1); break; case 235: // haleyjd 09/25/10: [STRIFE] S1 Split Open Door if Have Sigil 4 if(thing->player->sigiltype == 4) { if(EV_DoDoor(line, splitOpen)) P_ChangeSwitchTexture(line, 0); } break; case 666: // villsa [STRIFE] SR Move Wall P_MoveWall(line, thing); break; } return true; }
// // Prompt to exit the game // void FE_CmdExit(void) { frontend_state = FE_STATE_EXITING; curCharacter = FE_GetCharacter(); I_StartVoice(curCharacter->voice); }
// // Handle a keydown event // static void FE_HandleKey(SDL_Event *ev) { femenuitem_t *mi = &(currentFEMenu->items[currentFEMenu->itemon]); int key = TranslateKey(&(ev->key.keysym)); // exiting state if(frontend_state == FE_STATE_EXITING) { if(key == key_menu_confirm) I_Quit(); else { frontend_state = FE_STATE_MAINMENU; I_StartVoice(NULL); } return; } // key input state if(frontend_state == FE_STATE_KEYINPUT) { if(FE_SetKeybinding(fe_kbitem, key)) frontend_state = FE_STATE_MAINMENU; return; } // mouse button input state if(frontend_state == FE_STATE_MBINPUT) { if(key == KEY_BACKSPACE) FE_ClearMouseButton(fe_kbitem); return; } if(key == key_menu_forward) { FE_HandleMenuForward(mi); } else if(key == key_menu_left) { FE_HandleMenuLeft(mi); } else if(key == key_menu_right) { FE_HandleMenuRight(mi); } else if(key == key_menu_up) { FE_HandleMenuUp(); } else if(key == key_menu_down) { FE_HandleMenuDown(); } else if(key == key_menu_activate) { FE_PopMenu(false); } else { char ch; // jump to item by first letter if(!ev->key.keysym.sym || ev->key.keysym.sym >= 0x7f) return; ch = (char)(ev->key.keysym.sym & 0x7f); ch = tolower(ch); if(isalnum(ch)) { int n = currentFEMenu->itemon; do { ++n; if(currentFEMenu->items[n].type == FE_MITEM_END) n = 0; if(FE_IsSelectable(&(currentFEMenu->items[n]))) { if(tolower(currentFEMenu->items[n].description[0]) == ch) { if(n != currentFEMenu->itemon) { S_StartSound(NULL, sfx_pstop); if(merchantOn) FE_MerchantSetState(S_MRGT_00); } currentFEMenu->itemon = n; break; } } } while(n != currentFEMenu->itemon); } } }
// // F_DoSlideShow // // [STRIFE] New function // haleyjd 09/13/10: Handles slideshow states. Begging to be tabulated! // static void F_DoSlideShow(void) { patch_t *patch; switch(slideshow_state) { case SLIDE_UNKNOWN: // state #0, seems to be unused slideshow_tics = 700; slideshow_state = SLIDE_EXIT; // falls through into state 1, so above is pointless? ... case SLIDE_PROGRAMMER1: // state #1 slideshow_panel = DEH_String("SS2F1"); I_StartVoice(DEH_String("MAC10")); slideshow_state = SLIDE_PROGRAMMER2; slideshow_tics = 315; break; case SLIDE_PROGRAMMER2: // state #2 slideshow_panel = DEH_String("SS2F2"); I_StartVoice(DEH_String("MAC11")); slideshow_state = SLIDE_PROGRAMMER3; slideshow_tics = 350; break; case SLIDE_PROGRAMMER3: // state #3 slideshow_panel = DEH_String("SS2F3"); I_StartVoice(DEH_String("MAC12")); slideshow_state = SLIDE_PROGRAMMER4; slideshow_tics = 420; break; case SLIDE_PROGRAMMER4: // state #4 slideshow_panel = DEH_String("SS2F4"); I_StartVoice(DEH_String("MAC13")); slideshow_state = SLIDE_EXITHACK; // End of slides slideshow_tics = 595; break; case SLIDE_SIGIL1: // state #5 slideshow_panel = DEH_String("SS3F1"); I_StartVoice(DEH_String("MAC16")); slideshow_state = SLIDE_SIGIL2; slideshow_tics = 350; break; case SLIDE_SIGIL2: // state #6 slideshow_panel = DEH_String("SS3F2"); I_StartVoice(DEH_String("MAC17")); slideshow_state = SLIDE_SIGIL3; slideshow_tics = 420; break; case SLIDE_SIGIL3: // state #7 slideshow_panel = DEH_String("SS3F3"); I_StartVoice(DEH_String("MAC18")); slideshow_tics = 420; slideshow_state = SLIDE_SIGIL4; break; case SLIDE_SIGIL4: // state #8 slideshow_panel = DEH_String("SS3F4"); I_StartVoice(DEH_String("MAC19")); slideshow_tics = 385; slideshow_state = SLIDE_EXITHACK; // End of slides break; case SLIDE_GOODEND1: // state #10 slideshow_panel = DEH_String("SS4F1"); S_StartMusic(mus_happy); I_StartVoice(DEH_String("RIE01")); slideshow_state = SLIDE_GOODEND2; slideshow_tics = 455; break; case SLIDE_GOODEND2: // state #11 slideshow_panel = DEH_String("SS4F2"); I_StartVoice(DEH_String("BBX01")); slideshow_state = SLIDE_GOODEND3; slideshow_tics = 385; break; case SLIDE_GOODEND3: // state #12 slideshow_panel = DEH_String("SS4F3"); I_StartVoice(DEH_String("BBX02")); slideshow_state = SLIDE_GOODEND4; slideshow_tics = 490; break; case SLIDE_GOODEND4: // state #13 slideshow_panel = DEH_String("SS4F4"); slideshow_state = SLIDE_EXIT; // Go to end credits slideshow_tics = 980; break; case SLIDE_BADEND1: // state #14 S_StartMusic(mus_sad); slideshow_panel = DEH_String("SS5F1"); I_StartVoice(DEH_String("SS501b")); slideshow_state = SLIDE_BADEND2; slideshow_tics = 385; break; case SLIDE_BADEND2: // state #15 slideshow_panel = DEH_String("SS5F2"); I_StartVoice(DEH_String("SS502b")); slideshow_state = SLIDE_BADEND3; slideshow_tics = 350; break; case SLIDE_BADEND3: // state #16 slideshow_panel = DEH_String("SS5F3"); I_StartVoice(DEH_String("SS503b")); slideshow_state = SLIDE_EXIT; // Go to end credits slideshow_tics = 385; break; case SLIDE_BLAHEND1: // state #17 S_StartMusic(mus_end); slideshow_panel = DEH_String("SS6F1"); I_StartVoice(DEH_String("SS601A")); slideshow_state = SLIDE_BLAHEND2; slideshow_tics = 280; break; case SLIDE_BLAHEND2: // state #18 S_StartMusic(mus_end); slideshow_panel = DEH_String("SS6F2"); I_StartVoice(DEH_String("SS602A")); slideshow_state = SLIDE_BLAHEND3; slideshow_tics = 280; break; case SLIDE_BLAHEND3: // state #19 S_StartMusic(mus_end); slideshow_panel = DEH_String("SS6F3"); I_StartVoice(DEH_String("SS603A")); slideshow_state = SLIDE_EXIT; // Go to credits slideshow_tics = 315; break; case SLIDE_DEMOEND1: // state #25 - only exists in 1.31 slideshow_panel = DEH_String("PANEL7"); slideshow_tics = 175; slideshow_state = SLIDE_DEMOEND2; break; case SLIDE_DEMOEND2: // state #26 - ditto slideshow_panel = DEH_String("VELLOGO"); slideshow_tics = 175; slideshow_state = SLIDE_EXIT; // Go to end credits break; case SLIDE_EXITHACK: // state -99: super hack state gamestate = GS_LEVEL; P_DialogStartP1(); break; case SLIDE_HACKHACK: // state -9: unknown bizarre unused state S_StartSound(NULL, sfx_rifle); slideshow_tics = 3150; break; case SLIDE_EXIT: // state -1: proceed to next finale stage finalecount = 0; finalestage = F_STAGE_ARTSCREEN; wipegamestate = -1; S_ChangeMusic(mus_fast, 1); // [SVE]: loop the ending music. // haleyjd 20130301: The ONLY glitch fixed in 1.31 of Strife // *would* be something this insignificant, of course! if(gameversion != exe_strife_1_31) slideshow_state = SLIDE_CHOCO; // haleyjd: see below... break; case SLIDE_CHOCO: // haleyjd 09/14/10: This wouldn't be necessary except that Choco // doesn't support the V_MarkRect dirty rectangles system. This // just so happens to have hidden the fact that the ending // does a screenfade every ~19 seconds due to remaining stuck in // SLIDE_EXIT state above, UNLESS the menus were active - the // V_MarkRect calls in the menu system cause it to be visible. // This means that in order to get the same behavior as the vanilla // EXE, I need different code. So, come to this state and only set // wipegamestate if menuactive is true. finalecount = 0; finalestage = F_STAGE_ARTSCREEN; if(menuactive) wipegamestate = -1; S_StartMusic(mus_fast); slideshow_state = SLIDE_CHOCO; // remain here. break; default: break; } finalecount = 0; if(gameversion != exe_strife_1_31) // See above. This was removed in 1.31. { patch = (patch_t *)W_CacheLumpName(DEH_String("PANEL0"), PU_CACHE); V_DrawPatch(0, 0, patch); } }
// // This cycles through the demo sequences. // FIXME - version dependend demo numbers? // // [STRIFE] Modified for the opening slideshow and the exit screen // void D_DoAdvanceDemo (void) { players[consoleplayer].playerstate = PST_LIVE; // not reborn advancedemo = false; usergame = false; // no save / end game here paused = false; gameaction = ga_nothing; // villsa 09/12/10: [STRIFE] converted pagetics to ticrate switch (demosequence) { case -5: // exit the game I_Quit(); return; case -4: // show exit screen menuactive = false; pagetic = 3*TICRATE; gamestate = GS_DEMOSCREEN; pagename = DEH_String("PANEL7"); S_StartMusic(mus_fast); if(isdemoversion) demosequence = -3; // show Velocity logo else demosequence = -5; // exit return; case -3: // show Velocity logo for demo version pagetic = 6*TICRATE; gamestate = GS_DEMOSCREEN; pagename = DEH_String("vellogo"); demosequence = -5; // exit return; case -2: // title screen pagetic = 6*TICRATE; gamestate = GS_DEMOSCREEN; pagename = DEH_String("TITLEPIC"); S_StartMusic(mus_logo); demosequence = -1; // start intro cinematic return; case -1: // start of intro cinematic pagetic = 10; gamestate = GS_DEMOSCREEN; pagename = DEH_String("PANEL0"); S_StartSound(NULL, sfx_rb2act); wipegamestate = -1; break; case 0: // Rogue logo pagetic = 4*TICRATE; gamestate = GS_DEMOSCREEN; pagename = DEH_String("RGELOGO"); wipegamestate = -1; break; case 1: pagetic = 7*TICRATE; // The comet struck our planet without gamestate = GS_DEMOSCREEN; // warning.We lost our paradise in a pagename = DEH_String("PANEL1"); // single, violent stroke. I_StartVoice(DEH_String("pro1")); S_StartMusic(mus_intro); break; case 2: pagetic = 9*TICRATE; // The impact released a virus which gamestate = GS_DEMOSCREEN; // swept through the land and killed pagename = DEH_String("PANEL2"); // millions. They turned out to be I_StartVoice(DEH_String("pro2")); // the lucky ones... break; case 3: pagetic = 12*TICRATE; // For those that did not die became gamestate = GS_DEMOSCREEN; // mutations of humanity. Some became pagename = DEH_String("PANEL3"); // fanatics who heard the voice of a I_StartVoice(DEH_String("pro3")); // malignant God in their heads, and break; // called themselves the Order. case 4: pagetic = 11*TICRATE; // Those of us who were deaf to this pagename = DEH_String("PANEL4"); // voice suffer horribly and are gamestate = GS_DEMOSCREEN; // forced to serve these ruthless I_StartVoice(DEH_String("pro4")); // psychotics, who wield weapons more break; // powerful than anything we can muster. case 5: pagetic = 10*TICRATE; // They destroy our women and children, gamestate = GS_DEMOSCREEN; // so that we must hide them underground, pagename = DEH_String("PANEL5"); // and live like animals in constant I_StartVoice(DEH_String("pro5")); // fear for our lives. break; case 6: // But there are whispers of discontent. pagetic = 16*TICRATE; // If we organize, can we defeat our gamestate = GS_DEMOSCREEN; // masters? Weapons are being stolen, pagename = DEH_String("PANEL6"); // soldiers are being trained. A I_StartVoice(DEH_String("pro6")); // Movement is born! Born of lifelong break; // STRIFE! case 7: // titlepic again - unused... pagetic = 9*TICRATE; gamestate = GS_DEMOSCREEN; pagename = DEH_String("TITLEPIC"); wipegamestate = -1; break; case 8: // demo ClearTmp(); pagetic = 9*TICRATE; G_DeferedPlayDemo(DEH_String("demo1")); break; case 9: // velocity logo? - unused... pagetic = 6*TICRATE; gamestate = GS_DEMOSCREEN; pagename = DEH_String("vellogo"); wipegamestate = -1; break; case 10: // credits gamestate = GS_DEMOSCREEN; pagetic = 12*TICRATE; pagename = DEH_String("CREDIT"); wipegamestate = -1; break; default: break; } ++demosequence; if(demosequence > 11) demosequence = -2; if(demosequence == 7 || demosequence == 9) ++demosequence; }