Example #1
0
File: gr.cpp Project: paud/d2x-xl
int GrToggleFullScreenGame (void)
{
	static char szFullscreen [2][30] = {"toggling fullscreen mode off", "toggling fullscreen mode on"};

int i = GrToggleFullScreen ();
FlushInput ();
if (gameStates.app.bGameRunning) {
	HUDMessage (MSGC_GAME_FEEDBACK, szFullscreen [i]);
	StopPlayerMovement ();
	}
return i;
}
Example #2
0
void ReadFlyingControls (CObject *objP)
{
	fix		forwardThrustTime;
	CObject*	gmObjP;
	int		bMulti;

if (gameData.time.xFrame <= 0)
	return;

if (gameStates.app.bPlayerIsDead || gameStates.app.bEnterGame) {
	StopPlayerMovement ();
	FlushInput ();
/*
	VmVecZero(&objP->mType.physInfo.rotThrust);
	VmVecZero(&objP->mType.physInfo.thrust);
	VmVecZero(&objP->mType.physInfo.velocity);
*/
	gameStates.app.bEnterGame--;
	return;
	}

if ((objP->info.nType != OBJ_PLAYER) || (objP->info.nId != gameData.multiplayer.nLocalPlayer))
	return;	//references to CPlayerShip require that this obj be the CPlayerData

tGuidedMissileInfo *gmiP = gameData.objs.guidedMissile + gameData.multiplayer.nLocalPlayer;
gmObjP = gmiP->objP;
if (gmObjP && (gmObjP->info.nSignature == gmiP->nSignature)) {
	CAngleVector	vRotAngs;
	CFixMatrix		mRot, mOrient;
	fix				speed;

	//this is a horrible hack.  guided missile stuff should not be
	//handled in the middle of a routine that is dealing with the CPlayerData
	objP->mType.physInfo.rotThrust.SetZero ();
	vRotAngs [PA] = Controls [0].pitchTime / 2 + gameStates.gameplay.seismic.nMagnitude / 64;
	vRotAngs [BA] = Controls [0].bankTime / 2 + gameStates.gameplay.seismic.nMagnitude / 16;
	vRotAngs [HA] = Controls [0].headingTime / 2 + gameStates.gameplay.seismic.nMagnitude / 64;
	mRot = CFixMatrix::Create (vRotAngs);
	mOrient = gmObjP->info.position.mOrient * mRot;
	gmObjP->info.position.mOrient = mOrient;
	speed = WI_speed (gmObjP->info.nId, gameStates.app.nDifficultyLevel);
	gmObjP->mType.physInfo.velocity = gmObjP->info.position.mOrient.FVec () * speed;
	if(IsMultiGame)
		MultiSendGuidedInfo (gmObjP, 0);
	}
else {
#if DBG
	if (Controls [0].headingTime)
		Controls [0].headingTime = Controls [0].headingTime;
#endif
	objP->mType.physInfo.rotThrust = CFixVector::Create (Controls [0].pitchTime,
	                                                     Controls [0].headingTime, //Controls [0].headingTime ? I2X (1) / 4 : 0; //Controls [0].headingTime;
	                                                     Controls [0].bankTime);
	}
forwardThrustTime = Controls [0].forwardThrustTime;
if ((LOCALPLAYER.flags & PLAYER_FLAGS_AFTERBURNER) && (d_rand () < OBJECTS [gameData.multiplayer.nLocalPlayer].DriveDamage ())) {
	if (Controls [0].afterburnerState) {			//CPlayerData has key down
		fix afterburner_scale;
		int oldCount,newCount;

		//add in value from 0..1
		afterburner_scale = I2X (1) + min (I2X (1) / 2, gameData.physics.xAfterburnerCharge) * 2;
		forwardThrustTime = FixMul (gameData.time.xFrame, afterburner_scale);	//based on full thrust
		oldCount = (gameData.physics.xAfterburnerCharge / (DROP_DELTA_TIME / AFTERBURNER_USE_SECS));
		if (!gameStates.gameplay.bAfterburnerCheat)
			gameData.physics.xAfterburnerCharge -= gameData.time.xFrame / AFTERBURNER_USE_SECS;
		if (gameData.physics.xAfterburnerCharge < 0)
			gameData.physics.xAfterburnerCharge = 0;
		newCount = (gameData.physics.xAfterburnerCharge / (DROP_DELTA_TIME / AFTERBURNER_USE_SECS));
		if (gameStates.app.bNostalgia && (oldCount != newCount))
			gameStates.render.bDropAfterburnerBlob = 1;	//drop blob (after physics called)
		}
	else {
		fix xChargeUp = min (gameData.time.xFrame / 8, I2X (1) - gameData.physics.xAfterburnerCharge);	//recharge over 8 seconds
		if (xChargeUp > 0) {
			fix xCurEnergy = LOCALPLAYER.energy - I2X (10);
			xCurEnergy = max (xCurEnergy, 0) / 10;	//don't drop below 10
			if (xCurEnergy > 0) {	//maybe limit charge up by energy
				xChargeUp = min (xChargeUp, xCurEnergy / 10);
				if (xChargeUp > 0) {
					gameData.physics.xAfterburnerCharge += xChargeUp;
					LOCALPLAYER.energy -= xChargeUp * 100 / 10;	//full charge uses 10% of energy
					}
				}
			}
		}
	}
// Set CObject's thrust vector for forward/backward
objP->mType.physInfo.thrust = objP->info.position.mOrient.FVec () * forwardThrustTime;
// slide left/right
objP->mType.physInfo.thrust += objP->info.position.mOrient.RVec () * Controls [0].sidewaysThrustTime;
// slide up/down
objP->mType.physInfo.thrust += objP->info.position.mOrient.UVec () * Controls [0].verticalThrustTime;
objP->mType.physInfo.thrust *= 2 * objP->DriveDamage ();
if (!gameStates.input.bSkipControls)
	memcpy (&gameData.physics.playerThrust, &objP->mType.physInfo.thrust, sizeof (gameData.physics.playerThrust));
bMulti = IsMultiGame;
if ((objP->mType.physInfo.flags & PF_WIGGLE) && !gameData.objs.speedBoost [objP->Index ()].bBoosted) {
#if 1//!DBG
	WiggleObject (objP);
#endif
	}
	// As of now, objP->mType.physInfo.thrust & objP->mType.physInfo.rotThrust are
	// in units of time... In other words, if thrust==gameData.time.xFrame, that
	// means that the user was holding down the MaxThrust key for the
	// whole frame.  So we just scale them up by the max, and divide by
	// gameData.time.xFrame to make them independant of framerate

	//	Prevent divide overflows on high frame rates.
	//	In a signed divide, you get an overflow if num >= div<<15
fix	ft = gameData.time.xFrame;

//	Note, you must check for ft < I2X (1)/2, else you can get an overflow  on the << 15.
if ((ft < I2X (1)/2) && ((ft << 15) <= gameData.pig.ship.player->maxThrust))
	ft = (gameData.pig.ship.player->maxThrust >> 15) + 1;
objP->mType.physInfo.thrust *= FixDiv (gameData.pig.ship.player->maxThrust, ft);
if ((ft < I2X (1)/2) && ((ft << 15) <= gameData.pig.ship.player->maxRotThrust))
	ft = (gameData.pig.ship.player->maxThrust >> 15) + 1;
objP->mType.physInfo.rotThrust *= FixDiv (gameData.pig.ship.player->maxRotThrust, ft);
}
Example #3
0
//------------------------------------------------------------------------------
//this is for system-level keys, such as help, etc.
//returns 1 if screen changed
int HandleSystemKey (int key)
{
	int bScreenChanged = 0;
	int bStopPlayerMovement = 1;

	//if (gameStates.gameplay.bSpeedBoost)
	//	return 0;

if (!gameStates.app.bPlayerIsDead)
	switch (key) {
		case KEY_ESC:
			if (gameData.app.bGamePaused)
				gameData.app.bGamePaused = 0;
			else {
				gameStates.app.bGameAborted = 1;
				SetFunctionMode (FMODE_MENU);
			}
			break;

		case KEY_SHIFTED + KEY_F1:
			bScreenChanged = SelectNextWindowFunction (0);
			break;
		case KEY_SHIFTED + KEY_F2:
			bScreenChanged = SelectNextWindowFunction (1);
			break;
		case KEY_SHIFTED + KEY_F3:
			gameOpts->render.cockpit.nWindowSize = (gameOpts->render.cockpit.nWindowSize + 1) % 4;
			bScreenChanged = 1; //SelectNextWindowFunction(1);
			break;
		case KEY_CTRLED + KEY_F3:
			gameOpts->render.cockpit.nWindowPos = (gameOpts->render.cockpit.nWindowPos + 1) % 6;
			bScreenChanged = 1; //SelectNextWindowFunction(1);
			break;
		case KEY_SHIFTED + KEY_CTRLED + KEY_F3:
			gameOpts->render.cockpit.nWindowZoom = (gameOpts->render.cockpit.nWindowZoom + 1) % 4;
			bScreenChanged = 1; //SelectNextWindowFunction(1);
			break;
		}

if (!gameStates.app.bPlayerIsDead || (LOCALPLAYER.lives > 1)) {
	switch (key) {
/*
		case KEY_SHIFTED + KEY_ESC:
			console.Show ();
			break;
*/
		case KEY_COMMAND + KEY_P:
		case KEY_CTRLED + KEY_P:
		case KEY_PAUSE:
			DoGamePause ();
			break;

		case KEY_CTRLED + KEY_ALTED + KEY_S:
			if (!ToggleFreeCam ())
				return 0;
			break;

		case KEY_COMMAND + KEY_SHIFTED + KEY_P:
		case KEY_PRINT_SCREEN:
			gameStates.app.bSaveScreenshot = 1;
			SaveScreenShot (NULL, 0);
			break;

		case KEY_F1:
			ShowHelp ();
			break;

		case KEY_F2:					//gameStates.app.bConfigMenu = 1; break;
			if (!IsMultiGame) {
				paletteManager.SaveEffect ();
				paletteManager.ResetEffect ();
				paletteManager.LoadEffect ();
				}
			ConfigMenu ();
			if (!IsMultiGame)
				paletteManager.LoadEffect ();
			break;

		case KEY_F3:
			if (!GuidedInMainView ()) {
				SetFreeCam (0);
				SetChaseCam (0);
				cockpit->Toggle ();
				bScreenChanged = 1;
				}
			break;

		case KEY_F7 + KEY_SHIFTED:
			paletteManager.SaveEffect ();
			JoyDefsCalibrate ();
			paletteManager.LoadEffect ();
			break;

		case KEY_SHIFTED + KEY_MINUS:
		case KEY_MINUS:
			ShrinkWindow ();
			bScreenChanged = 1;
			break;

		case KEY_SHIFTED + KEY_EQUALS:
		case KEY_EQUALS:
			GrowWindow ();
			bScreenChanged = 1;
			break;

		case KEY_CTRLED + KEY_F5:
			saveGameManager.Save (0, 0, 1, 0);
			break;

		case KEY_CTRLED + KEY_F9:
			saveGameManager.Load (0, 0, 1, 0);
			break;

		case KEY_F5:
			if (gameData.demo.nState == ND_STATE_RECORDING) {
				NDStopRecording ();
				}
			else if (gameData.demo.nState == ND_STATE_NORMAL)
				if (!gameData.app.bGamePaused)		//can't start demo while paused
					NDStartRecording ();
			break;

		case KEY_ALTED + KEY_F4:
			gameData.multigame.bShowReticleName = (gameData.multigame.bShowReticleName + 1) % 2;

		case KEY_F7:
			gameData.multigame.kills.bShowList = (gameData.multigame.kills.bShowList + 1) % (IsTeamGame ? 4 : 3);
			if (IsMultiGame)
				MultiSortKillList ();
			bStopPlayerMovement = 0;
			break;

		case KEY_CTRLED + KEY_F7:
			if ((gameStates.render.cockpit.bShowPingStats = !gameStates.render.cockpit.bShowPingStats))
				ResetPingStats ();
			break;

		case KEY_CTRLED + KEY_F8:
			gameData.stats.nDisplayMode = (gameData.stats.nDisplayMode + 1) % 5;
			gameOpts->render.cockpit.bPlayerStats = gameData.stats.nDisplayMode != 0;
			break;

		case KEY_F8:
			MultiSendMsgStart (-1);
			bStopPlayerMovement = 0;
			break;

		case KEY_F9:
		case KEY_F10:
		case KEY_F11:
		case KEY_F12:
			MultiSendMacro (key);
			bStopPlayerMovement = 0;
			break;		// send taunt macros

		case KEY_CTRLED + KEY_F12:
			gameData.trackIR.x =
			gameData.trackIR.y = 0;
			break;

		case KEY_ALTED + KEY_F12:
			if (!ToggleChaseCam ())
				return 0;
			break;

		case KEY_SHIFTED + KEY_F9:
		case KEY_SHIFTED + KEY_F10:
		case KEY_SHIFTED + KEY_F11:
		case KEY_SHIFTED + KEY_F12:
			MultiDefineMacro (key);
			bStopPlayerMovement = 0;
			break;		// redefine taunt macros

		case KEY_ALTED + KEY_F2:
			if (!gameStates.app.bPlayerIsDead && !(IsMultiGame && !IsCoopGame)) {
				paletteManager.SaveEffectAndReset ();
				paletteManager.SetEffect (); // get only the effect color back
				saveGameManager.Save (0, 0, 0, NULL);
				paletteManager.LoadEffect ();
			}
			break;  // 0 means not between levels.

		case KEY_ALTED + KEY_F3:
			if (!gameStates.app.bPlayerIsDead && (!IsMultiGame || IsCoopGame)) {
				paletteManager.SaveEffectAndReset ();
				saveGameManager.Load (1, 0, 0, NULL);
				if (gameData.app.bGamePaused)
					DoGamePause ();
			}
			break;


		case KEY_F4 + KEY_SHIFTED:
			if (!gameStates.app.bD1Mission)
				DoEscortMenu ();
			break;


		case KEY_F4 + KEY_SHIFTED + KEY_ALTED:
			if (!gameStates.app.bD1Mission)
				ChangeGuidebotName ();
			break;

		case KEY_MINUS + KEY_ALTED:
			songManager.Prev ();
			break;

		case KEY_EQUALS + KEY_ALTED:
			songManager.Next ();
			break;

	//added 8/23/99 by Matt Mueller for hot key res/fullscreen changing, and menu access
		case KEY_CTRLED + KEY_SHIFTED + KEY_PADDIVIDE:
		case KEY_ALTED + KEY_CTRLED + KEY_PADDIVIDE:
		case KEY_ALTED + KEY_SHIFTED + KEY_PADDIVIDE:
			RenderOptionsMenu ();
			break;

		case KEY_CTRLED + KEY_F1:
			SwitchDisplayMode (-1);
			break;
		case KEY_CTRLED + KEY_F2:
			SwitchDisplayMode (1);
			break;

		case KEY_ALTED + KEY_ENTER:
		case KEY_ALTED + KEY_PADENTER:
			GrToggleFullScreenGame ();
			break;

		default:
				return bScreenChanged;
		}	 //switch (key)
	}

if (bStopPlayerMovement) {
	StopPlayerMovement ();
	gameStates.app.bEnterGame = 2;
	}
return bScreenChanged;
}
Example #4
0
void DeadPlayerFrame (void)
{
	fix			xTimeDead, h;
	CFixVector	fVec;

if (gameStates.app.bPlayerIsDead) {
	xTimeDead = gameData.time.xGame - gameStates.app.nPlayerTimeOfDeath;

	//	If unable to create camera at time of death, create now.
	if (!gameData.objs.deadPlayerCamera) {
		CObject *playerP = OBJECTS + LOCALPLAYER.nObject;
		int nObject = CreateCamera (playerP);
		if (nObject != -1)
			gameData.objs.viewerP = gameData.objs.deadPlayerCamera = OBJECTS + nObject;
		else
			Int3 ();
		}
	h = DEATH_SEQUENCE_EXPLODE_TIME - xTimeDead;
	h = max (0, h);
	gameData.objs.consoleP->mType.physInfo.rotVel = CFixVector::Create(h / 4, h / 2, h / 3);
	xCameraToPlayerDistGoal = min (xTimeDead * 8, I2X (20)) + gameData.objs.consoleP->info.xSize;
	SetCameraPos (&gameData.objs.deadPlayerCamera->info.position.vPos, gameData.objs.consoleP);
	fVec = gameData.objs.consoleP->info.position.vPos - gameData.objs.deadPlayerCamera->info.position.vPos;
	gameData.objs.deadPlayerCamera->info.position.mOrient = CFixMatrix::CreateF(fVec);

	if (xTimeDead > DEATH_SEQUENCE_EXPLODE_TIME) {
		if (!gameStates.app.bPlayerExploded) {
		if (LOCALPLAYER.hostages.nOnBoard > 1)
			HUDInitMessage (TXT_SHIP_DESTROYED_2, LOCALPLAYER.hostages.nOnBoard);
		else if (LOCALPLAYER.hostages.nOnBoard == 1)
			HUDInitMessage (TXT_SHIP_DESTROYED_1);
		else
			HUDInitMessage (TXT_SHIP_DESTROYED_0);

#ifdef TACTILE
			if (TactileStick)
				ClearForces ();
#endif
			gameStates.app.bPlayerExploded = 1;
			if (gameData.app.nGameMode & GM_NETWORK) {
				AdjustMineSpawn ();
				MultiCapObjects ();
				}
			DropPlayerEggs (gameData.objs.consoleP);
			gameStates.app.bPlayerEggsDropped = 1;
			if (IsMultiGame)
				MultiSendPlayerExplode (MULTI_PLAYER_EXPLODE);
			gameData.objs.consoleP->ExplodeBadassPlayer ();
			//is this next line needed, given the badass call above?
			gameData.objs.consoleP->Explode (0);
			gameData.objs.consoleP->info.nFlags &= ~OF_SHOULD_BE_DEAD;		//don't really kill CPlayerData
			gameData.objs.consoleP->info.renderType = RT_NONE;				//..just make him disappear
			gameData.objs.consoleP->SetType (OBJ_GHOST);						//..and kill intersections
			LOCALPLAYER.flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
#if 0
			if (gameOpts->gameplay.bFastRespawn)
				gameStates.app.bDeathSequenceAborted = 1;
#endif
			}
		}
	else {
		if (d_rand () < gameData.time.xFrame * 4) {
			if (gameData.app.nGameMode & GM_MULTI)
				MultiSendCreateExplosion (gameData.multiplayer.nLocalPlayer);
			CreateSmallFireballOnObject (gameData.objs.consoleP, I2X (1), 1);
			}
		}
	if (gameStates.app.bDeathSequenceAborted) { //xTimeDead > DEATH_SEQUENCE_LENGTH) {
		StopPlayerMovement ();
		gameStates.app.bEnterGame = 2;
		if (!gameStates.app.bPlayerEggsDropped) {
			if (gameData.app.nGameMode & GM_NETWORK) {
				AdjustMineSpawn ();
				MultiCapObjects ();
				}
			DropPlayerEggs (gameData.objs.consoleP);
			gameStates.app.bPlayerEggsDropped = 1;
			if (gameData.app.nGameMode & GM_MULTI)
				MultiSendPlayerExplode (MULTI_PLAYER_EXPLODE);
			}
		DoPlayerDead ();		//kill_playerP ();
		}
	}
}