void Victory (void) { #ifndef SPEARDEMO long sec; int i,min,kr,sr,tr,x; char tempstr[8]; #define RATIOX 6 #define RATIOY 14 #define TIMEX 14 #define TIMEY 8 #ifdef SPEAR StartCPMusic (XTHEEND_MUS); CA_CacheGrChunk(BJCOLLAPSE1PIC); CA_CacheGrChunk(BJCOLLAPSE2PIC); CA_CacheGrChunk(BJCOLLAPSE3PIC); CA_CacheGrChunk(BJCOLLAPSE4PIC); VWB_Bar(0,0,320,200,VIEWCOLOR); VWB_DrawPic (124,44,BJCOLLAPSE1PIC); VW_UpdateScreen (); VW_FadeIn (); VW_WaitVBL(2*70); VWB_DrawPic (124,44,BJCOLLAPSE2PIC); VW_UpdateScreen (); VW_WaitVBL(105); VWB_DrawPic (124,44,BJCOLLAPSE3PIC); VW_UpdateScreen (); VW_WaitVBL(105); VWB_DrawPic (124,44,BJCOLLAPSE4PIC); VW_UpdateScreen (); VW_WaitVBL(3*70); UNCACHEGRCHUNK(BJCOLLAPSE1PIC); UNCACHEGRCHUNK(BJCOLLAPSE2PIC); UNCACHEGRCHUNK(BJCOLLAPSE3PIC); UNCACHEGRCHUNK(BJCOLLAPSE4PIC); VL_FadeOut (0,255,0,17,17,5); #endif StartCPMusic (URAHERO_MUS); ClearSplitVWB (); CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END); CA_CacheGrChunk(STARTFONT); #ifndef SPEAR CA_CacheGrChunk(C_TIMECODEPIC); #endif VWB_Bar (0,0,320,200-STATUSLINES,127); #ifdef JAPAN #ifndef JAPDEMO CA_CacheGrChunk(C_ENDRATIOSPIC); VWB_DrawPic(0,0,C_ENDRATIOSPIC); UNCACHEGRCHUNK(C_ENDRATIOSPIC); #endif #else Write(18,2,STR_YOUWIN); Write(TIMEX,TIMEY-2,STR_TOTALTIME); Write(12,RATIOY-2,"averages"); #ifdef SPANISH Write(RATIOX+2, RATIOY, STR_RATKILL); Write(RATIOX+2, RATIOY+2, STR_RATSECRET); Write(RATIOX+2, RATIOY+4,STR_RATTREASURE); #else Write(RATIOX+8,RATIOY, STR_RATKILL); Write(RATIOX+4,RATIOY+2, STR_RATSECRET); Write(RATIOX, RATIOY+4,STR_RATTREASURE); #endif #endif #ifndef JAPDEMO VWB_DrawPic (8,4,L_BJWINSPIC); #endif #ifndef SPEAR for (kr = sr = tr = sec = i = 0;i < 8;i++) #else for (kr = sr = tr = sec = i = 0;i < 20;i++) #endif { sec += LevelRatios[i].time; kr += LevelRatios[i].kill; sr += LevelRatios[i].secret; tr += LevelRatios[i].treasure; } #ifndef SPEAR kr /= 8; sr /= 8; tr /= 8; #else kr /= 14; sr /= 14; tr /= 14; #endif min = sec/60; sec %= 60; if (min > 99) min = sec = 99; i = TIMEX*8+1; VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(min/10)); i += 2*8; VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(min%10)); i += 2*8; Write(i/8,TIMEY,":"); i += 1*8; VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(sec/10)); i += 2*8; VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(sec%10)); VW_UpdateScreen (); itoa(kr,tempstr,10); x=RATIOX+24-strlen(tempstr)*2; Write(x,RATIOY,tempstr); itoa(sr,tempstr,10); x=RATIOX+24-strlen(tempstr)*2; Write(x,RATIOY+2,tempstr); itoa(tr,tempstr,10); x=RATIOX+24-strlen(tempstr)*2; Write(x,RATIOY+4,tempstr); #ifndef SPANISH #ifndef UPLOAD #ifndef SPEAR // // TOTAL TIME VERIFICATION CODE // if (gamestate.difficulty>=gd_medium) { VWB_DrawPic (30*8,TIMEY*8,C_TIMECODEPIC); fontnumber = 0; fontcolor = READHCOLOR; PrintX = 30*8-3; PrintY = TIMEY*8+8; PrintX+=4; tempstr[0] = (((min/10)^(min%10))^0xa)+'A'; tempstr[1] = (((sec/10)^(sec%10))^0xa)+'A'; tempstr[2] = (tempstr[0]^tempstr[1])+'A'; tempstr[3] = 0; US_Print(tempstr); } #endif #endif #endif fontnumber = 1; VW_UpdateScreen (); VW_FadeIn (); IN_Ack(); #ifndef SPEAR if (Keyboard[sc_P] && MS_CheckParm("goobers")) PicturePause(); #endif VW_FadeOut (); #ifndef SPEAR UNCACHEGRCHUNK(C_TIMECODEPIC); #endif UnCacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END); #ifndef SPEAR EndText(); #else EndSpear(); #endif #endif // SPEARDEMO }
id0_int_t DebugKeys (void) { id0_boolean_t esc; id0_int_t level,i; #if 0 if (Keyboard[sc_A]) { id0_char_t levelstr[50]; id0_unsigned_t org_tile,org_mapon,msgnum; id0_boolean_t newmsg=true,newlevel=false; VW_FixRefreshBuffer (); CenterWindow (16,3); US_Print("\n"); US_CPrint("Message Test"); VW_UpdateScreen(); org_mapon = mapon; msgnum = (org_tile = *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex))-NAMESTART; while (1) { // Get outta' here // if (Keyboard[sc_Escape]) { while (Keyboard[sc_Escape]) { BE_ST_ShortSleep(); } break; } // Move to previous message // if (Keyboard[sc_UpArrow]) { if (msgnum) { msgnum--; newmsg = true; } } // Move to next message // if (Keyboard[sc_DownArrow]) { if (msgnum < 24) { msgnum++; newmsg = true; } } // Move to previous level // if (Keyboard[sc_LeftArrow]) { if (mapon) { MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3); mapon--; newlevel = true; } } // Move to next level // if (Keyboard[sc_RightArrow]) { if (mapon < LASTMAP-2) { MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3); mapon++; newlevel = true; } } // Load new level text // if (newlevel) { CA_CacheGrChunk(LEVEL1TEXT+mapon); ScanText(); newmsg = true; newlevel=false; } // Display new message text // if (newmsg) { *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) = msgnum+NAMESTART; DrawText(true); strcpy(levelstr,"Level: "); itoa(mapon,levelstr+strlen(levelstr),10); strcat(levelstr," Msg: "); itoa(msgnum,levelstr+strlen(levelstr),10); DisplaySMsg(levelstr,NULL); newmsg = false; if (Keyboard[sc_UpArrow] || Keyboard[sc_DownArrow] || Keyboard[sc_LeftArrow] || Keyboard[sc_RightArrow]) VW_WaitVBL(6); } BE_ST_ShortSleep(); } // Restore game // MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3); mapon = org_mapon; CA_CacheGrChunk(LEVEL1TEXT+mapon); ScanText(); *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) = org_tile; DrawText(true); status_flag = 0; } #endif if (Keyboard[sc_T]) { VW_FixRefreshBuffer (); CenterWindow (16,4); US_Print("Tics :"); US_PrintUnsigned (tics); US_Print("\nReal Tics :"); US_PrintUnsigned(realtics); VW_UpdateScreen(); IN_Ack (); } if (Keyboard[sc_V]) { displayofs = bufferofs = screenloc[screenpage]; CenterWindow (20,5); US_CPrint(refkeen_compat_gelib_c4_debug_str_with_gamename); //US_CPrint("\n"GAMENAME); US_CPrint(VERSION); US_CPrint(REVISION); VW_UpdateScreen(); IN_Ack (); } if (Keyboard[sc_Q]) // Q = Insta-Quit! Quit("Insta-Quit!"); if (Keyboard[sc_Z]) // Z = freeze Time { if (FreezeTime) FreezeTime = 1; // Allow refresh to dec to zero.. else StopTime(); IN_Ack(); return 1; } // if (Keyboard[sc_E]) // FaceDoor((player->x>>16l)+1,(player->y>>16l)); // FaceAngle(90); #if 0 if (Keyboard[sc_B]) // B = border color { CenterWindow(24,3); PrintY+=6; US_Print(" Border color (0-15):"); VW_UpdateScreen(); esc = !US_LineInput (px,py,str,NULL,true,2,0); if (!esc) { level = atoi (str); if (level>=0 && level<=15) VW_ColorBorder (level); } return 1; } #endif #if 0 if (Keyboard[sc_C]) // C = count objects { CountObjects(); return 1; } if (Keyboard[sc_D]) // D = start / end demo record { if (DemoMode == demo_Off) StartDemoRecord (); else if (DemoMode == demo_Record) { EndDemoRecord (); playstate = ex_completed; } return 1; } #endif #if 0 if (Keyboard[sc_E]) // E = quit level { if (tedlevel) TEDDeath(); playstate = ex_warped; gamestate.mapon++; } #endif #if 0 if (Keyboard[sc_F]) // F = facing spot { CenterWindow (12,4); US_Print ("X:"); US_PrintUnsigned (player->x); US_Print ("Y:"); US_PrintUnsigned (player->y); US_Print ("A:"); US_PrintUnsigned (player->angle); VW_UpdateScreen(); IN_Ack(); return 1; } #endif if (Keyboard[sc_G]) // G = god mode { CenterWindow (12,2); if (godmode) US_PrintCentered ("God mode OFF"); else US_PrintCentered ("God mode ON"); VW_UpdateScreen(); IN_Ack(); godmode ^= 1; return 1; } #if 0 if (Keyboard[sc_H]) // H = hurt self { TakeDamage (5); } #endif if (Keyboard[sc_I]) // I = item cheat { extern id0_boolean_t redraw_gems; CenterWindow (12,3); US_PrintCentered ("Free items!"); VW_UpdateScreen(); for (i=0;i<4;i++) { GiveBolt (); GiveNuke (); GivePotion (); // if (!gamestate.keys[i]) GiveKey (i); gamestate.gems[i] = GEM_DELAY_TIME; } gamestate.gems[4] = GEM_DELAY_TIME; redraw_gems = true; for (i=0;i<8;i++) GiveScroll (i,false); IN_Ack (); return 1; } if (Keyboard[sc_M]) // M = memory info { DebugMemory(); return 1; } #if DEBUG_OVERHEAD if (Keyboard[sc_O]) // O = overhead { ViewMap(); return 1; } #endif #if 0 if (Keyboard[sc_P]) // P = pause with no screen disruptioon { PicturePause (); return 1; } #endif #if 0 if (Keyboard[sc_S]) // S = slow motion { singlestep^=1; CenterWindow (18,3); if (singlestep) US_PrintCentered ("Slow motion ON"); else US_PrintCentered ("Slow motion OFF"); VW_UpdateScreen(); IN_Ack (); return 1; } #endif #if 0 if (Keyboard[sc_V]) // V = extra VBLs { CenterWindow(30,3); PrintY+=6; US_Print(" Add how many extra VBLs(0-8):"); VW_UpdateScreen(); esc = !US_LineInput (px,py,str,NULL,true,2,0); if (!esc) { level = atoi (str); if (level>=0 && level<=8) extravbls = level; } return 1; } #endif if (Keyboard[sc_W]) // W = warp to level { CenterWindow(26,3); PrintY+=6; US_Print(" Warp to which level(0-18):"); VW_UpdateScreen(); esc = !US_LineInput (px,py,str,NULL,true,2,0); if (!esc) { level = atoi (str); if (level>=0 && level<=LASTMAP-1) { gamestate.mapon = level; playstate = ex_warped; lasttext = -1; } } return 1; } #if 0 if (Keyboard[sc_X]) // X = item cheat { CenterWindow (12,3); US_PrintCentered ("Extra stuff!"); VW_UpdateScreen(); for (i=0;i<4;i++) { GiveBolt (); GiveNuke (); GivePotion (); } IN_Ack (); return 1; } #endif if (LastScan >= sc_1 && LastScan <= sc_8) // free scrolls { GiveScroll (LastScan-sc_1,false); IN_ClearKeysDown (); } return 0; }
void PrintHelp(void) { id0_char_t oldfontcolor = fontcolor; PrintY = 1; WindowX = 135; WindowW = 640; VW_FadeOut(); bufferofs = displayofs = screenloc[0]; VW_Bar(0,0,320,200,0); Display640(); VW_Bar(0, 0, 640, 200, 7); fontcolor = (7 ^ 1); US_Print ("\n\n SUMMARY OF GAME CONTROLS\n\n"); fontcolor = (7 ^ 4); US_Print (" ACTION\n\n"); US_Print ("Arrow keys, joystick, or mouse\n"); US_Print ("TAB or V while turning\n"); US_Print ("ALT or Button 2 while turning\n"); US_Print ("CTRL or Button 1\n"); US_Print ("Z\n"); US_Print ("X or Enter\n"); US_Print ("F1\n"); US_Print ("F2\n"); US_Print ("F3\n"); US_Print ("F4\n"); US_Print ("F5\n"); US_Print ("ESC\n\n"); fontcolor = (7 ^ 0); #ifndef CATALOG US_Print (" (See complete Instructions for more info)\n"); #endif US_Print ("\n copyright (c) 1992-93 Softdisk Publishing\n"); fontcolor = (7 ^ 8); PrintX = 400; PrintY = 37; WindowX = 400; US_Print (" REACTION\n\n"); US_Print ("Move and turn\n"); US_Print ("Turn quickly (Quick Turn)\n"); US_Print ("Move sideways\n"); US_Print ("Shoot a Missile\n"); US_Print ("Shoot a Zapper\n"); US_Print ("Shoot an Xterminator\n"); US_Print ("Help (this screen)\n"); US_Print ("Sound control\n"); US_Print ("Save game position\n"); US_Print ("Restore a saved game\n"); US_Print ("Joystick control\n"); US_Print ("System options\n\n\n"); VW_UpdateScreen(); VW_FadeIn(); VW_ColorBorder(8 | 56); IN_Ack(); Display320(); fontcolor = oldfontcolor; }
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); 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(); return; } // // TAB-? debug keys // #ifdef DEBUGKEYS if (Keyboard[sc_Tab] && DebugOk) { CA_CacheGrChunk (STARTFONT); fontnumber = 0; SETFONTCOLOR (0, 15); if (DebugKeys () && viewsize < 18) DrawPlayBorder (); // dont let the blue borders flash lasttimecount = GetTimeCount(); return; } #endif }
void CheckKeys (void) { if (screenfaded) // don't do anything with a faded screen return; // // pause key wierdness can't be checked as a scan code // if (Paused) { CenterWindow (8,3); US_PrintCentered ("PAUSED"); VW_UpdateScreen (); SD_MusicOff(); IN_Ack(); SD_MusicOn(); Paused = false; if (MousePresent) BE_ST_GetMouseDelta(NULL, NULL); // Clear accumulated mouse movement //if (MousePresent) Mouse(MDelta); // Clear accumulated mouse movement } // // F1-F7/ESC to enter control panel // if ( (LastScan >= sc_F1 && LastScan <= sc_F7) || LastScan == sc_Escape) { StopMusic (); NormalScreen (); FreeUpMemory (); US_CenterWindow (20,8); US_CPrint ("Loading"); VW_UpdateScreen (); US_ControlPanel(); // REFKEEN - Alternative controllers support (maybe user has changed some keys which may currently have an effect) void PrepareGamePlayControllerMapping(void); PrepareGamePlayControllerMapping(); // if (abortgame) { playstate = ex_abort; return; } StartMusic (); IN_ClearKeysDown(); if (restartgame) playstate = ex_resetgame; if (loadedgame) playstate = ex_loadedgame; DrawPlayScreen (); CacheScaleds (); lasttimecount = SD_GetTimeCount(); if (MousePresent) BE_ST_GetMouseDelta(NULL, NULL); // Clear accumulated mouse movement //if (MousePresent) Mouse(MDelta); // Clear accumulated mouse movement } // // F10-? debug keys // if (Keyboard[sc_F10]) { DebugKeys(); if (MousePresent) BE_ST_GetMouseDelta(NULL, NULL); // Clear accumulated mouse // if (MousePresent) Mouse(MDelta); // Clear accumulated mouse movement lasttimecount = SD_GetTimeCount(); } }
int DebugKeys (void) { boolean esc; int level,i; #if DEBUG_KEYS_AVAILABLE if (Keyboard[sc_R]) { CenterWindow (12,2); if (autofire) US_PrintCentered ("Rapid-Fire OFF"); else US_PrintCentered ("Rapid-Fire ON"); VW_UpdateScreen(); IN_Ack(); autofire ^= 1; return 1; } #endif #if DEBUG_KEYS_AVAILABLE if (Keyboard[sc_A]) { char levelstr[50]; unsigned org_tile,org_mapon,msgnum; boolean newmsg=true,newlevel=false; VW_FixRefreshBuffer (); CenterWindow (16,3); US_Print("\n"); US_CPrint("Message Test"); VW_UpdateScreen(); org_mapon = mapon; msgnum = (org_tile = *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex))-NAMESTART; while (1) { // Get outta' here // if (Keyboard[sc_Escape]) { while (Keyboard[sc_Escape]); break; } // Move to previous message // if (Keyboard[sc_UpArrow]) { if (msgnum) { msgnum--; newmsg = true; } } // Move to next message // if (Keyboard[sc_DownArrow]) { if (msgnum < 24) { msgnum++; newmsg = true; } } // Move to previous level // if (Keyboard[sc_LeftArrow]) { if (mapon) { MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3); mapon--; newlevel = true; } } // Move to next level // if (Keyboard[sc_RightArrow]) { if (mapon < LASTMAP-1) { MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3); mapon++; newlevel = true; } } // Load new level text // if (newlevel) { CA_CacheGrChunk(LEVEL1TEXT+mapon); ScanText(); newmsg = true; newlevel=false; } // Display new message text // if (newmsg) { *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) = msgnum+NAMESTART; DrawText(true); strcpy(levelstr,"Level: "); itoa(mapon,levelstr+strlen(levelstr),10); strcat(levelstr," Msg: "); itoa(msgnum,levelstr+strlen(levelstr),10); DisplaySMsg(levelstr,NULL); newmsg = false; if (Keyboard[sc_UpArrow] || Keyboard[sc_DownArrow] || Keyboard[sc_LeftArrow] || Keyboard[sc_RightArrow]) VW_WaitVBL(6); } } // Restore game // MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3); mapon = org_mapon; CA_CacheGrChunk(LEVEL1TEXT+mapon); ScanText(); *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) = org_tile; DrawText(true); status_flag = 0; } if (Keyboard[sc_V]) { displayofs = bufferofs = screenloc[screenpage]; CenterWindow (16,4); US_CPrint("\n"GAMENAME); US_CPrint(VERSION); US_CPrint(REVISION); VW_UpdateScreen(); IN_Ack (); } #endif if (Keyboard[sc_Q]) // Q = Insta-Quit! Quit("Insta-Quit!"); #if 0 if (Keyboard[sc_Z]) // Z = freeze Time { if (FreezeTime) FreezeTime = 1; // Allow refresh to dec to zero.. else StopTime(); IN_Ack(); return 1; } #endif // if (Keyboard[sc_E]) // FaceDoor((player->x>>16l)+1,(player->y>>16l)); // FaceAngle(90); #if 0 if (Keyboard[sc_B]) // B = border color { CenterWindow(24,3); PrintY+=6; US_Print(" Border color (0-15):"); VW_UpdateScreen(); esc = !US_LineInput (px,py,str,NULL,true,2,0); if (!esc) { level = atoi (str); if (level>=0 && level<=15) VW_ColorBorder (level); } return 1; } #endif #if 1//DEBUG_KEYS_AVAILABLE if (Keyboard[sc_O]) { extern unsigned objectcount,latchmemavail; unsigned unused,total; CenterWindow (30,13); US_Print ("Objects: "); US_PrintUnsigned (objectcount); US_Print("\n\nTics: "); US_PrintUnsigned (tics); US_Print(" Real Tics: "); US_PrintUnsigned(realtics); US_Print ("\n\n Total Available: "); US_PrintUnsigned (mminfo.mainmem/1024); US_Print ("k\n Mem In Use: "); unused=MM_UnusedMemory()/1024; US_PrintUnsigned (unused); US_Print ("k\n Mem After Purge: "); total=MM_TotalFree()/1024; US_PrintUnsigned (total); US_Print ("k ("); US_PrintUnsigned (total-unused); US_Print (")\n\nLatch Mem Free: "); US_PrintUnsigned (latchmemavail); US_Print ("\n"); VW_UpdateScreen(); IN_Ack(); } if (colordelay<1) { if (Keyboard[26]) { extern unsigned *groundcolor,debug_gnd; groundcolor = &debug_gnd; debug_gnd += 0x0101; if (debug_gnd == 0x1010) debug_gnd = 0; colordelay = 10; } if (Keyboard[27]) { extern unsigned *skycolor,debug_sky; skycolor = &debug_sky; debug_sky += 0x0101; if (debug_sky == 0x1010) debug_sky = 0; colordelay = 10; } } else colordelay -= realtics; #endif #if 0 if (Keyboard[sc_C]) // C = count objects { CountObjects(); return 1; } if (Keyboard[sc_D]) // D = start / end demo record { if (DemoMode == demo_Off) StartDemoRecord (); else if (DemoMode == demo_Record) { EndDemoRecord (); playstate = ex_completed; } return 1; } #endif #if 0 if (Keyboard[sc_E]) // E = quit level { if (tedlevel) TEDDeath(); playstate = ex_warped; gamestate.mapon++; } #endif #if 0 if (Keyboard[sc_F]) // F = facing spot { CenterWindow (12,4); US_Print ("X:"); US_PrintUnsigned (player->x); US_Print ("Y:"); US_PrintUnsigned (player->y); US_Print ("A:"); US_PrintUnsigned (player->angle); VW_UpdateScreen(); IN_Ack(); return 1; } #endif if (Keyboard[sc_G]) // G = god mode { CenterWindow (12,2); if (godmode) US_PrintCentered ("God mode OFF"); else US_PrintCentered ("God mode ON"); VW_UpdateScreen(); IN_Ack(); godmode ^= 1; return 1; } #if 0 if (Keyboard[sc_H]) // H = hurt self { TakeDamage (5); } #endif if (Keyboard[sc_I]) // I = item cheat { extern boolean redraw_gems; CenterWindow (12,3); US_PrintCentered ("Free items!"); VW_UpdateScreen(); for (i=0;i<4;i++) { GiveBolt (); GiveNuke (); GivePotion (); // if (!gamestate.keys[i]) GiveKey (i); gamestate.gems[i] = GEM_DELAY_TIME; } gamestate.gems[4] = GEM_DELAY_TIME; redraw_gems = true; ///////// for (i=0;i<8;i++) ///////// GiveScroll (i,false); IN_Ack (); return 1; } #if DEBUG_OVERHEAD if (Keyboard[sc_Z]) // O is used elsewhere... { ViewMap(); return 1; } #endif #if 0 if (Keyboard[sc_P]) // P = pause with no screen disruptioon { PicturePause (); return 1; } #endif #if 0 if (Keyboard[sc_S]) // S = slow motion { singlestep^=1; CenterWindow (18,3); if (singlestep) US_PrintCentered ("Slow motion ON"); else US_PrintCentered ("Slow motion OFF"); VW_UpdateScreen(); IN_Ack (); return 1; } #endif #if 0 if (Keyboard[sc_V]) // V = extra VBLs { CenterWindow(30,3); PrintY+=6; US_Print(" Add how many extra VBLs(0-8):"); VW_UpdateScreen(); esc = !US_LineInput (px,py,str,NULL,true,2,0); if (!esc) { level = atoi (str); if (level>=0 && level<=8) extravbls = level; } return 1; } #endif if (Keyboard[sc_W]) // W = warp to level { CenterWindow(26,3); PrintY+=6; US_Print(" Warp to which level(0-17):"); VW_UpdateScreen(); esc = !US_LineInput (px,py,str,NULL,true,2,0); if (!esc) { level = atoi (str); if (level>=0 && level<=LASTMAP-1) { gamestate.mapon = level; playstate = ex_warped; lasttext = -1; } } return 1; } #if 0 if (Keyboard[sc_X]) // X = item cheat { CenterWindow (12,3); US_PrintCentered ("Extra stuff!"); VW_UpdateScreen(); for (i=0;i<4;i++) { GiveBolt (); GiveNuke (); GivePotion (); } IN_Ack (); return 1; } #endif //////// if (LastScan >= sc_1 && LastScan <= sc_8) // free scrolls //////// { //////// GiveScroll (LastScan-sc_1,false); //////// IN_ClearKeysDown (); //////// } return 0; }
id0_int_t DebugKeys (void) { id0_boolean_t esc; id0_int_t level,i; if (Keyboard[sc_B]) // B = border color { CenterWindow(24,3); PrintY+=6; US_Print(" Border color (0-15):"); VW_UpdateScreen(); esc = !US_LineInput (px,py,str,NULL,true,2,0); if (!esc) { level = atoi (str); if (level>=0 && level<=15) VW_ColorBorder (level); } return 1; } #if 0 if (Keyboard[sc_C]) // C = count objects { CountObjects(); return 1; } if (Keyboard[sc_D]) // D = start / end demo record { if (DemoMode == demo_Off) StartDemoRecord (); else if (DemoMode == demo_Record) { EndDemoRecord (); playstate = ex_completed; } return 1; } #endif if (Keyboard[sc_E]) // E = quit level { if (tedlevel) TEDDeath(); playstate = ex_warped; gamestate.mapon++; } if (Keyboard[sc_F]) // F = facing spot { CenterWindow (12,4); US_Print ("X:"); US_PrintUnsigned (player->x); US_Print ("Y:"); US_PrintUnsigned (player->y); US_Print ("A:"); US_PrintUnsigned (player->angle); VW_UpdateScreen(); IN_Ack(); return 1; } if (Keyboard[sc_G]) // G = god mode { CenterWindow (12,2); if (godmode) US_PrintCentered ("God mode OFF"); else US_PrintCentered ("God mode ON"); VW_UpdateScreen(); IN_Ack(); godmode ^= 1; return 1; } if (Keyboard[sc_H]) // H = hurt self { TakeDamage (5); } else if (Keyboard[sc_I]) // I = item cheat { CenterWindow (12,3); US_PrintCentered ("Free items!"); VW_UpdateScreen(); for (i=0;i<4;i++) { GiveBolt (); GiveNuke (); GivePotion (); if (!gamestate.keys[i]) GiveKey (i); } for (i=0;i<8;i++) GiveScroll (i,false); IN_Ack (); return 1; } else if (Keyboard[sc_M]) // M = memory info { DebugMemory(); return 1; } else if (Keyboard[sc_O]) // O = overhead { ViewMap(); return 1; } else if (Keyboard[sc_P]) // P = pause with no screen disruptioon { PicturePause (); return 1; } else if (Keyboard[sc_S]) // S = slow motion { singlestep^=1; CenterWindow (18,3); if (singlestep) US_PrintCentered ("Slow motion ON"); else US_PrintCentered ("Slow motion OFF"); VW_UpdateScreen(); IN_Ack (); return 1; } else if (Keyboard[sc_S]) // T = shape test { ShapeTest (); return 1; } else if (Keyboard[sc_V]) // V = extra VBLs { CenterWindow(30,3); PrintY+=6; US_Print(" Add how many extra VBLs(0-8):"); VW_UpdateScreen(); esc = !US_LineInput (px,py,str,NULL,true,2,0); if (!esc) { level = atoi (str); if (level>=0 && level<=8) extravbls = level; } return 1; } else if (Keyboard[sc_W]) // W = warp to level { CenterWindow(26,3); PrintY+=6; US_Print(" Warp to which level(1-21):"); VW_UpdateScreen(); esc = !US_LineInput (px,py,str,NULL,true,2,0); if (!esc) { level = atoi (str); if (level>0 && level<21) { gamestate.mapon = level-1; playstate = ex_warped; } } return 1; } else if (Keyboard[sc_X]) // X = item cheat { CenterWindow (12,3); US_PrintCentered ("Extra stuff!"); VW_UpdateScreen(); for (i=0;i<4;i++) { GiveBolt (); GiveNuke (); GivePotion (); } IN_Ack (); return 1; } else if (Keyboard[sc_Z]) // Z = game over { } else if (LastScan >= sc_1 && LastScan <= sc_8) // free scrolls { GiveScroll (LastScan-sc_1,false); IN_ClearKeysDown (); } return 0; }
boolean LoadTheGame(FILE *file,int x,int y) { int32_t checksum,oldchecksum; objtype nullobj; statobj_t nullstat; checksum = 0; DiskFlopAnim(x,y); fread (&gamestate,sizeof(gamestate),1,file); checksum = DoChecksum((byte *)&gamestate,sizeof(gamestate),checksum); DiskFlopAnim(x,y); fread (&LevelRatios[0],sizeof(LRstruct)*LRpack,1,file); checksum = DoChecksum((byte *)&LevelRatios[0],sizeof(LRstruct)*LRpack,checksum); DiskFlopAnim(x,y); SetupGameLevel (); DiskFlopAnim(x,y); fread (tilemap,sizeof(tilemap),1,file); checksum = DoChecksum((byte *)tilemap,sizeof(tilemap),checksum); DiskFlopAnim(x,y); int actnum=0, i; for(i=0;i<MAPSIZE;i++) { for(int j=0;j<MAPSIZE;j++) { fread (&actnum,sizeof(word),1,file); checksum = DoChecksum((byte *) &actnum,sizeof(word),checksum); if(actnum&0x8000) actorat[i][j]=objlist+(actnum&0x7fff); else actorat[i][j]=(objtype *)(uintptr_t) actnum; } } fread (areaconnect,sizeof(areaconnect),1,file); fread (areabyplayer,sizeof(areabyplayer),1,file); InitActorList (); DiskFlopAnim(x,y); fread (player,sizeof(*player),1,file); player->state=(statetype *) ((uintptr_t)player->state+(uintptr_t)&s_player); while (1) { DiskFlopAnim(x,y); fread (&nullobj,sizeof(nullobj),1,file); if (nullobj.active == ac_badobject) break; GetNewActor (); nullobj.state=(statetype *) ((uintptr_t)nullobj.state+(uintptr_t)&s_grdstand); // don't copy over the links memcpy (newobj,&nullobj,sizeof(nullobj)-8); } DiskFlopAnim(x,y); word laststatobjnum; fread (&laststatobjnum,sizeof(laststatobjnum),1,file); laststatobj=statobjlist+laststatobjnum; checksum = DoChecksum((byte *)&laststatobjnum,sizeof(laststatobjnum),checksum); DiskFlopAnim(x,y); for(i=0;i<MAXSTATS;i++) { fread(&nullstat,sizeof(nullstat),1,file); checksum = DoChecksum((byte *)&nullstat,sizeof(nullstat),checksum); nullstat.visspot=(byte *) ((uintptr_t)nullstat.visspot+(uintptr_t)spotvis); memcpy(statobjlist+i,&nullstat,sizeof(nullstat)); } DiskFlopAnim(x,y); fread (doorposition,sizeof(doorposition),1,file); checksum = DoChecksum((byte *)doorposition,sizeof(doorposition),checksum); DiskFlopAnim(x,y); fread (doorobjlist,sizeof(doorobjlist),1,file); checksum = DoChecksum((byte *)doorobjlist,sizeof(doorobjlist),checksum); DiskFlopAnim(x,y); fread (&pwallstate,sizeof(pwallstate),1,file); checksum = DoChecksum((byte *)&pwallstate,sizeof(pwallstate),checksum); fread (&pwalltile,sizeof(pwalltile),1,file); checksum = DoChecksum((byte *)&pwalltile,sizeof(pwalltile),checksum); fread (&pwallx,sizeof(pwallx),1,file); checksum = DoChecksum((byte *)&pwallx,sizeof(pwallx),checksum); fread (&pwally,sizeof(pwally),1,file); checksum = DoChecksum((byte *)&pwally,sizeof(pwally),checksum); fread (&pwalldir,sizeof(pwalldir),1,file); checksum = DoChecksum((byte *)&pwalldir,sizeof(pwalldir),checksum); fread (&pwallpos,sizeof(pwallpos),1,file); checksum = DoChecksum((byte *)&pwallpos,sizeof(pwallpos),checksum); if (gamestate.secretcount) // assign valid floorcodes under moved pushwalls { word *map, *obj; word tile, sprite; map = mapsegs[0]; obj = mapsegs[1]; for (y=0;y<mapheight;y++) for (x=0;x<mapwidth;x++) { tile = *map++; sprite = *obj++; if (sprite == PUSHABLETILE && !tilemap[x][y] && (tile < AREATILE || tile >= (AREATILE+NUMMAPS))) { if (*map >= AREATILE) tile = *map; if (*(map-1-mapwidth) >= AREATILE) tile = *(map-1-mapwidth); if (*(map-1+mapwidth) >= AREATILE) tile = *(map-1+mapwidth); if ( *(map-2) >= AREATILE) tile = *(map-2); *(map-1) = tile; *(obj-1) = 0; } } } Thrust(0,0); // set player->areanumber to the floortile you're standing on fread (&oldchecksum,sizeof(oldchecksum),1,file); fread (&lastgamemusicoffset,sizeof(lastgamemusicoffset),1,file); if(lastgamemusicoffset<0) lastgamemusicoffset=0; if (oldchecksum != checksum) { Message(STR_SAVECHT1"\n" STR_SAVECHT2"\n" STR_SAVECHT3"\n" STR_SAVECHT4); IN_ClearKeysDown(); IN_Ack(); gamestate.oldscore = gamestate.score = 0; gamestate.lives = 1; gamestate.weapon = gamestate.chosenweapon = gamestate.bestweapon = wp_pistol; gamestate.ammo = 8; } return true; }
void CheckKeys (void) { boolean one_eighty=false; Uint8 scan; static boolean Plus_KeyReleased; static boolean Minus_KeyReleased; static boolean I_KeyReleased; static boolean S_KeyReleased; #if IN_DEVELOPMENT || BETA_TEST // if (DebugOk && (Keyboard[sc_p] || PP_step)) // PicturePause (); #endif if (screenfaded || demoplayback) // don't do anything with a faded screen return; scan = LastScan; #if IN_DEVELOPMENT #ifdef ACTIVATE_TERMINAL if (Keyboard[sc_9] && Keyboard[sc_0]) ActivateTerminal(true); #endif #endif // // SECRET CHEAT CODE: 'JAM' // #if GAME_VERSION != SHAREWARE_VERSION if (Keyboard[sc_j] || Keyboard[sc_a] || Keyboard[sc_m]) { if (jam_buff[sizeof(jam_buff_cmp)-1] != LastScan) { memcpy(jam_buff,jam_buff+1,sizeof(jam_buff_cmp)-1); jam_buff[sizeof(jam_buff_cmp)-1] = LastScan; } } #endif CheckMusicToggle(); if (gamestate.rpower) { if (in_is_binding_pressed(e_bi_radar_magnify)) { if (Plus_KeyReleased && gamestate.rzoom<2) { UpdateRadarGuage(); gamestate.rzoom++; Plus_KeyReleased=false; } } else Plus_KeyReleased=true; if (in_is_binding_pressed(e_bi_radar_minify)) { if (Minus_KeyReleased && gamestate.rzoom) { UpdateRadarGuage(); gamestate.rzoom--; Minus_KeyReleased=false; } } else Minus_KeyReleased=true; } if (in_is_binding_pressed(e_bi_sfx)) { if (S_KeyReleased) { if ((SoundMode != sdm_Off) || (DigiMode!=sds_Off)) { if (SoundMode != sdm_Off) { SD_WaitSoundDone(); SD_SetSoundMode(sdm_Off); } if (DigiMode!=sds_Off) SD_SetDigiDevice(sds_Off); memcpy((char *)&SoundOn[55],"OFF.",4); } else { ClearMemory(); if (SoundBlasterPresent || AdLibPresent) SD_SetSoundMode(sdm_AdLib); else SD_SetSoundMode(sdm_Off); if (SoundBlasterPresent) SD_SetDigiDevice(sds_SoundBlaster); else if (SoundSourcePresent) SD_SetDigiDevice(sds_SoundSource); else SD_SetDigiDevice(sds_Off); CA_LoadAllSounds(); memcpy((char *)&SoundOn[55],"ON. ",4); } DISPLAY_TIMED_MSG(SoundOn,MP_BONUS,MT_GENERAL); S_KeyReleased=false; } } else S_KeyReleased=true; if (Keyboard[sc_return]) { #if (GAME_VERSION != SHAREWARE_VERSION) || GEORGE_CHEAT char loop; if ((!memcmp(jam_buff,jam_buff_cmp,sizeof(jam_buff_cmp)))) { jam_buff[0]=0; for (loop=0; loop<NUMKEYS; loop++) if (gamestate.numkeys[static_cast<int>(loop)] < MAXKEYS) gamestate.numkeys[static_cast<int>(loop)]=1; gamestate.health = 100; gamestate.ammo = MAX_AMMO; gamestate.rpower = MAX_RADAR_ENERGY; if (!DebugOk) { gamestate.score = 0; gamestate.nextextra = EXTRAPOINTS; } gamestate.TimeCount += 42000L; for (loop=0; loop<NUMWEAPONS-1; loop++) GiveWeapon(loop); DrawWeapon(); DrawHealth(); DrawKeys(); DrawScore(); DISPLAY_TIMED_MSG("\r\r YOU CHEATER!",MP_INTERROGATE,MT_GENERAL); ForceUpdateStatusBar(); ClearMemory (); ClearSplitVWB (); VW_ScreenToScreen (static_cast<Uint16>(displayofs),static_cast<Uint16>(bufferofs),80,160); Message("\n NOW you're jammin'!! \n"); IN_ClearKeysDown(); IN_Ack(); CleanDrawPlayBorder(); } else if (!in_use_modern_bindings) #endif one_eighty=true; } // Handle quick turning! // if (!gamestate.turn_around) { // 90 degrees left // if (in_is_binding_pressed(e_bi_quick_left)) { gamestate.turn_around = -90; gamestate.turn_angle = player->angle + 90; if (gamestate.turn_angle > 359) gamestate.turn_angle -= ANGLES; } // 180 degrees right // if (in_is_binding_pressed(e_bi_turn_around) || one_eighty) { gamestate.turn_around = 180; gamestate.turn_angle = player->angle + 180; if (gamestate.turn_angle > 359) gamestate.turn_angle -= ANGLES; } // 90 degrees right // if (in_is_binding_pressed(e_bi_quick_right)) { gamestate.turn_around = 90; gamestate.turn_angle = player->angle - 90; if (gamestate.turn_angle < 0) gamestate.turn_angle += ANGLES; } } // // pause key weirdness can't be checked as a scan code // if (in_is_binding_pressed(e_bi_pause)) { SD_MusicOff(); fontnumber = 4; BMAmsg(PAUSED_MSG); IN_Ack(); IN_ClearKeysDown(); fontnumber = 2; RedrawStatusAreas(); SD_MusicOn(); Paused = false; ::in_clear_mouse_deltas(); return; } #if IN_DEVELOPMENT if (TestQuickSave) { // TestQuickSave--; scan = sc_f8; } if (TestAutoMapper) PopupAutoMap(); #endif scan = sc_none; if (Keyboard[sc_escape]) scan = sc_escape; else if (in_is_binding_pressed(e_bi_help)) scan = sc_f1; if (in_is_binding_pressed(e_bi_save)) scan = sc_f2; else if (in_is_binding_pressed(e_bi_load)) scan = sc_f3; else if (in_is_binding_pressed(e_bi_sound)) scan = sc_f4; else if (in_is_binding_pressed(e_bi_controls)) scan = sc_f6; else if (in_is_binding_pressed(e_bi_end_game)) scan = sc_f7; else if (in_is_binding_pressed(e_bi_quick_save)) scan = sc_f8; else if (in_is_binding_pressed(e_bi_quick_load)) scan = sc_f9; else if (in_is_binding_pressed(e_bi_quick_exit)) scan = sc_f10; switch (scan) { case sc_f7: // END GAME case sc_f10: // QUIT TO DOS FinishPaletteShifts(); ClearMemory(); US_ControlPanel(scan); CleanDrawPlayBorder(); return; case sc_f2: // SAVE MISSION case sc_f8: // QUICK SAVE // Make sure there's room to save... // ClearMemory(); FinishPaletteShifts(); if (!CheckDiskSpace(DISK_SPACE_NEEDED, CANT_SAVE_GAME_TXT, cds_id_print)) { CleanDrawPlayBorder(); break; } case sc_f1: // HELP case sc_f3: // LOAD MISSION case sc_f4: // SOUND MENU case sc_f5: // RESIZE VIEW case sc_f6: // CONTROLS MENU case sc_f9: // QUICK LOAD case sc_escape: // MAIN MENU refresh_screen = true; if (scan < sc_f8) VW_FadeOut(); StopMusic(); ClearMemory(); ClearSplitVWB(); US_ControlPanel(scan); if (refresh_screen) { boolean old = loadedgame; loadedgame = false; DrawPlayScreen(false); loadedgame = old; } ClearMemory(); if (!sqActive || !loadedgame) StartMusic(false); IN_ClearKeysDown(); if (loadedgame) { PreloadGraphics(); loadedgame = false; DrawPlayScreen(false); } else if (!refresh_screen) CleanDrawPlayBorder(); if (!sqActive) StartMusic(false); return; } scan = sc_none; if (in_is_binding_pressed(e_bi_stats)) PopupAutoMap(); if (Keyboard[sc_back_quote]) { Keyboard[sc_back_quote] = 0; TryDropPlasmaDetonator(); } if ((DebugOk || gamestate.flags & GS_MUSIC_TEST) && (Keyboard[sc_backspace])) { Uint8 old_num=music_num; if (gamestate.flags & GS_MUSIC_TEST) { if (Keyboard[sc_left_arrow]) { if (music_num) music_num--; Keyboard[sc_left_arrow]=false; } else if (Keyboard[sc_right_arrow]) { if (music_num < LASTMUSIC-1) music_num++; Keyboard[sc_right_arrow]=false; } if (old_num != music_num) { ClearMemory(); delete [] audiosegs[STARTMUSIC + old_num]; audiosegs[STARTMUSIC + old_num] = NULL; StartMusic(false); DrawScore(); } } if (old_num == music_num) { fontnumber=4; SETFONTCOLOR(0,15); if (DebugKeys()) { CleanDrawPlayBorder(); } ::in_clear_mouse_deltas(); lasttimecount = TimeCount; return; } } if (in_is_binding_pressed(e_bi_attack_info)) { if (I_KeyReleased) { gamestate.flags ^= GS_ATTACK_INFOAREA; if (gamestate.flags & GS_ATTACK_INFOAREA) DISPLAY_TIMED_MSG(attacker_info_enabled,MP_ATTACK_INFO,MT_GENERAL); else DISPLAY_TIMED_MSG(attacker_info_disabled,MP_ATTACK_INFO,MT_GENERAL); I_KeyReleased = false; } } else I_KeyReleased = true; #ifdef CEILING_FLOOR_COLORS if (in_is_binding_pressed(e_bi_ceiling)) { gamestate.flags ^= GS_DRAW_CEILING; in_reset_binding_state(e_bi_ceiling); } if (in_is_binding_pressed(e_bi_flooring)) { ThreeDRefresh(); ThreeDRefresh(); gamestate.flags ^= GS_DRAW_FLOOR; in_reset_binding_state(e_bi_flooring); #if DUAL_SWAP_FILES ChangeSwapFiles(true); #endif } #endif if (in_is_binding_pressed(e_bi_lightning)) { in_reset_binding_state(e_bi_lightning); gamestate.flags ^= GS_LIGHTING; } }