Example #1
0
void FinishSignon (void)
{
#ifndef SPEAR
    VW_Bar (0,189,300,11,VL_GetPixel(0,0));
    WindowX = 0;
    WindowW = 320;
    PrintY = 190;

    #ifndef JAPAN
    SETFONTCOLOR(14,4);

    #ifdef SPANISH
    US_CPrint ("Oprima una tecla");
    #else
    US_CPrint ("Press a key");
    #endif

    #endif

    VH_UpdateScreen();

    if (!param_nowait)
        IN_Ack ();

    #ifndef JAPAN
    VW_Bar (0,189,300,11,VL_GetPixel(0,0));

    PrintY = 190;
    SETFONTCOLOR(10,4);

    #ifdef SPANISH
    US_CPrint ("pensando...");
    #else
    US_CPrint ("Working...");
    #endif

    VH_UpdateScreen();
    #endif

    SETFONTCOLOR(0,15);
#else
    VH_UpdateScreen();

    if (!param_nowait)
        VW_WaitVBL(3*70);
#endif
}
Example #2
0
static bool R_CastZoomer(const Frame *frame, CastIntermissionAction *cast)
{
	// This may appear to animate faster than vanilla, but I'm fairly sure
	// that's because while the time on screen is adaptive, the frame durations
	// were decremented by one each frame.
	TObjPtr<SpriteZoomer> zoomer = new SpriteZoomer(frame, 224);
	do
	{
		for(unsigned int t = tics;zoomer && t-- > 0;)
			zoomer->Tick();
		if(!zoomer)
			break;

		if(intermissionMapLoaded)
			ThreeDRefresh();
		else
		{
			// Unlike a 3D view, we will overwrite the whole screen here
			ShowImage(cast, true);
			DrawCastName(cast);
		}
		zoomer->Draw();
		VH_UpdateScreen();
		IN_ProcessEvents();
		if(Keyboard[sc_Space] || Keyboard[sc_Escape] || Keyboard[sc_Enter])
		{
			bool done = Keyboard[sc_Escape] || Keyboard[sc_Enter];
			Keyboard[sc_Space] = Keyboard[sc_Escape] = Keyboard[sc_Enter] = false;
			zoomer->Destroy();
			if(done)
				return true;
			break;
		}
		CalcTics();
	}
	while(true);
	return false;
}
Example #3
0
void CheckKeys (void)
{
    ScanCode scan;


    if (screenfaded || demoplayback)    // don't do anything with a faded screen
        return;

    scan = LastScan;


#ifdef SPEAR
    //
    // SECRET CHEAT CODE: TAB-G-F10
    //
    if (Keyboard[sc_Tab] && Keyboard[sc_G] && Keyboard[sc_F10])
    {
        WindowH = 160;
        if (godmode)
        {
            Message ("God mode OFF");
            SD_PlaySound (NOBONUSSND);
        }
        else
        {
            Message ("God mode ON");
            SD_PlaySound (ENDBONUS2SND);
        }

        IN_Ack ();
        godmode ^= 1;
        DrawPlayBorderSides ();
        IN_ClearKeysDown ();
        return;
    }
#endif


    //
    // SECRET CHEAT CODE: 'MLI'
    //
    if (Keyboard[sc_M] && Keyboard[sc_L] && Keyboard[sc_I])
    {
        gamestate.health = 100;
        gamestate.ammo = 99;
        gamestate.keys = 3;
        gamestate.score = 0;
        gamestate.TimeCount += 42000L;
        GiveWeapon (wp_chaingun);
        DrawWeapon ();
        DrawHealth ();
        DrawKeys ();
        DrawAmmo ();
        DrawScore ();

        ClearMemory ();
        CA_CacheGrChunk (STARTFONT + 1);
        ClearSplitVWB ();

        Message (STR_CHEATER1 "\n"
                 STR_CHEATER2 "\n\n" STR_CHEATER3 "\n" STR_CHEATER4 "\n" STR_CHEATER5);

        UNCACHEGRCHUNK (STARTFONT + 1);
        IN_ClearKeysDown ();
        IN_Ack ();

        if (viewsize < 17)
            DrawPlayBorder ();
    }

    //
    // OPEN UP DEBUG KEYS
    //
#ifdef DEBUGKEYS
    if (Keyboard[sc_BackSpace] && Keyboard[sc_LShift] && Keyboard[sc_Alt] && param_debugmode)
    {
        ClearMemory ();
        CA_CacheGrChunk (STARTFONT + 1);
        ClearSplitVWB ();

        Message ("Debugging keys are\nnow available!");
        UNCACHEGRCHUNK (STARTFONT + 1);
        IN_ClearKeysDown ();
        IN_Ack ();

        DrawPlayBorderSides ();
        DebugOk = 1;
    }
#endif

    //
    // TRYING THE KEEN CHEAT CODE!
    //
    if (Keyboard[sc_B] && Keyboard[sc_A] && Keyboard[sc_T])
    {
        ClearMemory ();
        CA_CacheGrChunk (STARTFONT + 1);
        ClearSplitVWB ();

        Message ("Commander Keen is also\n"
                 "available from Apogee, but\n"
                 "then, you already know\n" "that - right, Cheatmeister?!");

        UNCACHEGRCHUNK (STARTFONT + 1);
        IN_ClearKeysDown ();
        IN_Ack ();

        if (viewsize < 18)
            DrawPlayBorder ();
    }

//
// pause key weirdness can't be checked as a scan code
//
    if(buttonstate[bt_pause]) Paused = true;
    if(Paused)
    {
        int lastoffs = StopMusic();
        LatchDrawPic (20 - 4, 80 - 2 * 8, PAUSEDPIC);
        VH_UpdateScreen();
        IN_Ack ();
        Paused = false;
        ContinueMusic(lastoffs);
        if (MousePresent && IN_IsInputGrabbed())
            IN_CenterMouse();     // Clear accumulated mouse movement
        lasttimecount = GetTimeCount();
        return;
    }

//
// F1-F7/ESC to enter control panel
//
    if (
#ifndef DEBCHECK
           scan == sc_F10 ||
#endif
           scan == sc_F9 || scan == sc_F7 || scan == sc_F8)     // pop up quit dialog
    {
        short oldmapon = gamestate.mapon;
        short oldepisode = gamestate.episode;
        ClearMemory ();
        ClearSplitVWB ();
        US_ControlPanel (scan);

        DrawPlayBorderSides ();

        SETFONTCOLOR (0, 15);
        IN_ClearKeysDown ();
        return;
    }

    if ((scan >= sc_F1 && scan <= sc_F9) || scan == sc_Escape || buttonstate[bt_esc])
    {
        int lastoffs = StopMusic ();
        ClearMemory ();
        VW_FadeOut ();

        US_ControlPanel (buttonstate[bt_esc] ? sc_Escape : scan);

        SETFONTCOLOR (0, 15);
        IN_ClearKeysDown ();
        VW_FadeOut();
        if(viewsize != 21)
            DrawPlayScreen ();
        if (!startgame && !loadedgame)
            ContinueMusic (lastoffs);
        if (loadedgame)
            playstate = ex_abort;
        lasttimecount = GetTimeCount();
        if (MousePresent && IN_IsInputGrabbed())
            IN_CenterMouse();     // Clear accumulated mouse movement
        return;
    }

//
// TAB-? debug keys
//
#ifdef DEBUGKEYS
    if (Keyboard[sc_Tab] && DebugOk)
    {
        CA_CacheGrChunk (STARTFONT);
        fontnumber = 0;
        SETFONTCOLOR (0, 15);
        if (DebugKeys () && viewsize < 20)
            DrawPlayBorder ();       // dont let the blue borders flash

        if (MousePresent && IN_IsInputGrabbed())
            IN_CenterMouse();     // Clear accumulated mouse movement

        lasttimecount = GetTimeCount();
        return;
    }
#endif
}