Esempio n. 1
0
void StatusWindow (void)
{
	id0_word_t    x;

	// DEBUG - make this look better

	US_CenterWindow(22,7);
	US_CPrint("Status Window");

	WindowX += 8;
	WindowW -= 8;
	WindowY += 20;
	WindowH -= 20;
	PrintX = WindowX;
	PrintY = WindowY;

	VWB_DrawTile8(PrintX,PrintY,26);
	VWB_DrawTile8(PrintX + 8,PrintY,27);
	PrintX += 24;
	US_PrintUnsigned(gamestate.lives);
	US_Print("\n");

	VWB_DrawTile8(PrintX,PrintY,32);
	VWB_DrawTile8(PrintX + 8,PrintY,33);
	VWB_DrawTile8(PrintX,PrintY + 8,34);
	VWB_DrawTile8(PrintX + 8,PrintY + 8,35);
	PrintX += 24;
	US_PrintUnsigned(gamestate.boobusbombs);
	US_Print("\n");

	WindowX += 50;
	WindowW -= 50;
	PrintX = WindowX;
	PrintY = WindowY;

	fontcolor = F_FIRSTCOLOR;
	US_Print("Next ");
	fontcolor = F_BLACK;
	x = PrintX;
	VWB_DrawTile8(PrintX,PrintY,26);
	VWB_DrawTile8(PrintX + 8,PrintY,27);
	PrintX += 24;
	US_PrintUnsigned(gamestate.nextextra);
	US_Print("\n");

	PrintX = x;
	VWB_DrawTile8(PrintX,PrintY,24);
	VWB_DrawTile8(PrintX + 8,PrintY,25);
	PrintX += 24;
	US_PrintUnsigned(gamestate.keys);
	US_Print("\n");

	// DEBUG - add flower powers (#36)

	VW_UpdateScreen();
	IN_Ack();
}
Esempio n. 2
0
void CountObjects (void)
{
    int     i,total,count,active,inactive,doors;
    objtype *obj;

    CenterWindow (17,7);
    active = inactive = count = doors = 0;

    US_Print ("Total statics :");
    total = (int)(laststatobj-&statobjlist[0]);
    US_PrintUnsigned (total);

    char str[60];
    sprintf(str,"\nlaststatobj=%.8X",(int32_t)(uintptr_t)laststatobj);
    US_Print(str);

    US_Print ("\nIn use statics:");
    for (i=0;i<total;i++)
    {
        if (statobjlist[i].shapenum != -1)
            count++;
        else
            doors++;        //debug
    }
    US_PrintUnsigned (count);

    US_Print ("\nDoors         :");
    US_PrintUnsigned (doornum);

    for (obj=player->next;obj;obj=obj->next)
    {
        if (obj->active)
            active++;
        else
            inactive++;
    }

    US_Print ("\nTotal actors  :");
    US_PrintUnsigned (active+inactive);

    US_Print ("\nActive actors :");
    US_PrintUnsigned (active);

    VW_UpdateScreen();
    IN_Ack ();
}
Esempio n. 3
0
void DebugMemory (void)
{
	VW_FixRefreshBuffer ();
	US_CenterWindow (16,7);

	US_CPrint ("Memory Usage");
	US_CPrint ("------------");
	US_Print ("Total     :");
	US_PrintUnsigned (mminfo.mainmem/1024);
	US_Print ("k\nFree      :");
	US_PrintUnsigned (MM_UnusedMemory()/1024);
	US_Print ("k\nWith purge:");
	US_PrintUnsigned (MM_TotalFree()/1024);
	US_Print ("k\n");
	VW_UpdateScreen();
	IN_Ack ();
#if GRMODE == EGAGR
	MM_ShowMemory ();
#endif
}
Esempio n. 4
0
void CountObjects()
{
	int i, total, count, active, inactive, doors;
	objtype	*obj;

	CenterWindow (16,7);
	active = inactive = count = doors = 0;

	US_Print ("Total statics :");
	total = laststatobj-&statobjlist[0];
	US_PrintUnsigned (total);

	US_Print ("\nIn use statics:");
	for (i=0;i<total;i++)
		if (statobjlist[i].shapenum != -1)
			count++;
		else
			doors++;	//debug
	US_PrintUnsigned (count);

	US_Print ("\nDoors         :");
	US_PrintUnsigned (doornum);

	for (obj=player->next;obj;obj=obj->next)
	{
		if (obj->active)
			active++;
		else
			inactive++;
	}

	US_Print ("\nTotal actors  :");
	US_PrintUnsigned (active+inactive);

	US_Print ("\nActive actors :");
	US_PrintUnsigned (active);

	VW_UpdateScreen();
	IN_Ack();
}
Esempio n. 5
0
void DebugMemory (void)
{
	//id0_int_t	i;
	//id0_char_t    scratch[80],str[10];
	//id0_long_t	mem;
	//spritetype id0_seg	*block;

	VW_FixRefreshBuffer ();
	CenterWindow (16,7);

#if 0
	CA_OpenDebug ();
	for (i=0;i<NUMCHUNKS;i++)
	{
		if (grsegs[i])
		{
			strcpy (scratch,"Chunk:");
			itoa (i,str,10);
			strcat (scratch,str);
			strcat (scratch,"\n");
			write (debughandle,scratch,strlen(scratch));
		}
	}
	CA_CloseDebug ();
#endif

	US_CPrint ("Memory Usage");
	US_CPrint ("------------");
	US_Print ("Total     :");
	US_PrintUnsigned (mminfo.mainmem/1024);
	US_Print ("k\nFree      :");
	US_PrintUnsigned (MM_UnusedMemory()/1024);
	US_Print ("k\nWith purge:");
	US_PrintUnsigned (MM_TotalFree()/1024);
	US_Print ("k\n");
	VW_UpdateScreen();
	IN_Ack ();
}
Esempio n. 6
0
int DebugKeys()
{
	boolean esc;
	int level;

	if (IN_KeyDown(sc_C))		// C = count objects
	{
		CountObjects();
		return 1;
	}

	if (IN_KeyDown(sc_E))		// E = quit level
	{
		playstate = ex_completed;
//		gamestate.mapon++;
	}

	if (IN_KeyDown(sc_F))		// F = facing spot
	{
		CenterWindow (14,4);
		US_Print ("X:");
		US_PrintUnsigned (player->x);
		US_Print ("\nY:");
		US_PrintUnsigned (player->y);
		US_Print ("\nA:");
		US_PrintUnsigned (player->angle);
		VW_UpdateScreen();
		IN_Ack();
		return 1;
	}

	if (IN_KeyDown(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 (IN_KeyDown(sc_H))		// H = hurt self
	{
		IN_ClearKeysDown ();
		TakeDamage (16,NULL);
	}
	else if (IN_KeyDown(sc_I))			// I = item cheat
	{
		CenterWindow (12,3);
		US_PrintCentered ("Free items!");
		VW_UpdateScreen();
		GivePoints(100000);
		HealSelf(99);
		if (gamestate.bestweapon<wp_chaingun)
			GiveWeapon (gamestate.bestweapon+1);
		gamestate.ammo += 50;
		if (gamestate.ammo > 99)
			gamestate.ammo = 99;
		DrawAmmo ();
		IN_Ack ();
		return 1;
	}
	else if (IN_KeyDown(sc_N))			// N = no clip
	{
		noclip^=1;
		CenterWindow (18,3);
		if (noclip)
			US_PrintCentered ("No clipping ON");
		else
			US_PrintCentered ("No clipping OFF");
		VW_UpdateScreen();
		IN_Ack ();
		return 1;
	}
	else if (IN_KeyDown(sc_P))			// P = pause with no screen disruptioon
	{
		PicturePause ();
		return 1;
	}
	else if (IN_KeyDown(sc_Q))			// Q = fast quit
		Quit(NULL);
	else if (IN_KeyDown(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 (IN_KeyDown(sc_T))			// T = shape test
	{
		ShapeTest();
		return 1;
	}
	else if (IN_KeyDown(sc_W))			// W = warp to level
	{
		CenterWindow(26,3);
		PrintY+=6;
#ifndef SPEAR
		US_Print("  Warp to which level(1-10):");
#elif defined(SPEARDEMO)
		US_Print("  Warp to which level(1-2):");
#else
		US_Print("  Warp to which level(1-21):");
#endif
		VW_UpdateScreen();
		esc = !US_LineInput (px,py,str,NULL,true,2,0);
		if (!esc)
		{
			level = atoi (str);
#ifndef SPEAR
			if (level>0 && level<11)
#elif defined(SPEARDEMO)
			if (level>0 && level<2)
#else
			if (level>0 && level<22)
#endif
			{
				gamestate.mapon = level-1;
				playstate = ex_warped;
			}
		}
		return 1;
	}

	DrawPlayBorder();
	
	return 0;
}
Esempio n. 7
0
void TestSprites(void)
{
	id0_int_t hx,hy,sprite,oldsprite,bottomy,topx,shift;
	spritetabletype id0_far *spr;
	spritetype id0_seg *block;
	id0_unsigned_t        mem,scan;


	VW_FixRefreshBuffer ();
	US_CenterWindow (30,17);

	US_CPrint ("Sprite Test");
	US_CPrint ("-----------");

	hy=PrintY;
	hx=(PrintX+56)&(~7);
	topx = hx+TEXTWIDTH;

	US_Print ("Chunk:\nWidth:\nHeight:\nOrgx:\nOrgy:\nXl:\nYl:\nXh:\nYh:\n"
			  "Shifts:\nMem:\n");

	bottomy = PrintY;

	sprite = STARTSPRITES;
	shift = 0;

	do
	{
		if (sprite>=STARTTILE8)
			sprite = STARTTILE8-1;
		else if (sprite<STARTSPRITES)
			sprite = STARTSPRITES;

		spr = &spritetable[sprite-STARTSPRITES];
		block = (spritetype id0_seg *)grsegs[sprite];

		VWB_Bar (hx,hy,TEXTWIDTH,bottomy-hy,WHITE);

		PrintX=hx;
		PrintY=hy;
		US_PrintUnsigned (sprite);US_Print ("\n");PrintX=hx;
		US_PrintUnsigned (spr->width);US_Print ("\n");PrintX=hx;
		US_PrintUnsigned (spr->height);US_Print ("\n");PrintX=hx;
		US_PrintSigned (spr->orgx);US_Print ("\n");PrintX=hx;
		US_PrintSigned (spr->orgy);US_Print ("\n");PrintX=hx;
		US_PrintSigned (spr->xl);US_Print ("\n");PrintX=hx;
		US_PrintSigned (spr->yl);US_Print ("\n");PrintX=hx;
		US_PrintSigned (spr->xh);US_Print ("\n");PrintX=hx;
		US_PrintSigned (spr->yh);US_Print ("\n");PrintX=hx;
		US_PrintSigned (spr->shifts);US_Print ("\n");PrintX=hx;
		if (!block)
		{
			US_Print ("-----");
		}
		else
		{
			mem = block->sourceoffset[3]+5*block->planesize[3];
			mem = (mem+15)&(~15);           // round to paragraphs
			US_PrintUnsigned (mem);
		}

		oldsprite = sprite;
		do
		{
		//
		// draw the current shift, then wait for key
		//
			VWB_Bar(topx,hy,DISPWIDTH,bottomy-hy,WHITE);
			if (block)
			{
				PrintX = topx;
				PrintY = hy;
				US_Print ("Shift:");
				US_PrintUnsigned (shift);
				US_Print ("\n");
				VWB_DrawSprite (topx+16+shift*2,PrintY,sprite);
			}

			VW_UpdateScreen();

			scan = IN_WaitForKey ();

			switch (scan)
			{
			case sc_UpArrow:
				sprite++;
				break;
			case sc_DownArrow:
				sprite--;
				break;
			case sc_LeftArrow:
				if (--shift == -1)
					shift = 3;
				break;
			case sc_RightArrow:
				if (++shift == 4)
					shift = 0;
				break;
			case sc_Escape:
				return;
			}

		} while (sprite == oldsprite);

  } while (1);


}
Esempio n. 8
0
int DebugKeys (void)
{
    boolean esc;
    int level;

    if (Keyboard[sc_B])             // B = border color
    {
        CenterWindow(20,3);
        PrintY+=6;
        US_Print(" Border color (0-56): ");
        VW_UpdateScreen();
        esc = !US_LineInput (px,py,str,NULL,true,2,0);
        if (!esc)
        {
            level = atoi (str);
            if (level>=0 && level<=99)
            {
                if (level<30) level += 31;
                else
                {
                    if (level > 56) level=31;
                    else level -= 26;
                }

                bordercol=level*4+3;

                if (bordercol == VIEWCOLOR)
                    DrawStatusBorder(bordercol);

                DrawPlayBorder();

                return 0;
            }
        }
        return 1;
    }
    if (Keyboard[sc_C])             // C = count objects
    {
        CountObjects();
        return 1;
    }
    if (Keyboard[sc_D])             // D = Darkone's FPS counter
    {
        CenterWindow (22,2);
        if (fpscounter)
            US_PrintCentered ("Darkone's FPS Counter OFF");
        else
            US_PrintCentered ("Darkone's FPS Counter ON");
        VW_UpdateScreen();
        IN_Ack();
        fpscounter ^= 1;
/*        if (!fpscounter)
            DrawPlayScreen(); */
        return 1;
    }
    if (Keyboard[sc_E])             // E = quit level
    {
        if (param_tedlevel != -1)
            Quit (NULL);
        playstate = ex_completed;
    }

    if (Keyboard[sc_F])             // F = facing spot
    {
        char str[60];
        CenterWindow (14,6);
        US_Print ("x:");     US_PrintUnsigned (player->x);
        US_Print (" (");     US_PrintUnsigned (player->x%65536);
        US_Print (")\ny:");  US_PrintUnsigned (player->y);
        US_Print (" (");     US_PrintUnsigned (player->y%65536);
        US_Print (")\nA:");  US_PrintUnsigned (player->angle);
        US_Print (" X:");    US_PrintUnsigned (player->tilex);
        US_Print (" Y:");    US_PrintUnsigned (player->tiley);
        US_Print ("\n1:");   US_PrintUnsigned (tilemap[player->tilex][player->tiley]);
        sprintf(str," 2:%.8X",(unsigned)(uintptr_t)actorat[player->tilex][player->tiley]); US_Print(str);
        US_Print ("\nf 1:"); US_PrintUnsigned (player->areanumber);
        US_Print (" 2:");    US_PrintUnsigned (MAPSPOT(player->tilex,player->tiley,1));
        US_Print (" 3:");
        if ((unsigned)(uintptr_t)actorat[player->tilex][player->tiley] < 256)
            US_PrintUnsigned (spotvis[player->tilex][player->tiley]);
        else
            US_PrintUnsigned (actorat[player->tilex][player->tiley]->flags);
        VW_UpdateScreen();
        IN_Ack();
        return 1;
    }

    if (Keyboard[sc_G])             // G = god mode
    {
        CenterWindow (12,2);
        if (godmode == 0)
            US_PrintCentered ("God mode ON");
        else if (godmode == 1)
            US_PrintCentered ("God (no flash)");
        else if (godmode == 2)
            US_PrintCentered ("God mode OFF");

        VW_UpdateScreen();
        IN_Ack();
        if (godmode != 2)
            godmode++;
        else
            godmode = 0;
        return 1;
    }
    if (Keyboard[sc_H])             // H = hurt self
    {
        IN_ClearKeysDown ();
        TakeDamage (16,NULL);
    }
    else if (Keyboard[sc_I])        // I = item cheat
    {
        CenterWindow (12,3);
        US_PrintCentered ("Free items!");
        VW_UpdateScreen();
        GivePoints (100000);
        HealSelf (99);
        if (gamestate.bestweapon<wp_chaingun)
            GiveWeapon (gamestate.bestweapon+1);
        gamestate.ammo += 50;
        if (gamestate.ammo > 99)
            gamestate.ammo = 99;
        DrawAmmo ();
        IN_Ack ();
        return 1;
    }
    else if (Keyboard[sc_K])        // K = give keys
    {
        CenterWindow(16,3);
        PrintY+=6;
        US_Print("  Give Key (1-4): ");
        VW_UpdateScreen();
        esc = !US_LineInput (px,py,str,NULL,true,1,0);
        if (!esc)
        {
            level = atoi (str);
            if (level>0 && level<5)
                GiveKey(level-1);
        }
        return 1;
    }
    else if (Keyboard[sc_L])        // L = level ratios
    {
        byte x,start,end=LRpack;

        if (end == 8)   // wolf3d
        {
            CenterWindow(17,10);
            start = 0;
        }
        else            // sod
        {
            CenterWindow(17,12);
            start = 0; end = 10;
        }
again:
        for(x=start;x<end;x++)
        {
            US_PrintUnsigned(x+1);
            US_Print(" ");
            US_PrintUnsigned(LevelRatios[x].time/60);
            US_Print(":");
            if (LevelRatios[x].time%60 < 10)
                US_Print("0");
            US_PrintUnsigned(LevelRatios[x].time%60);
            US_Print(" ");
            US_PrintUnsigned(LevelRatios[x].kill);
            US_Print("% ");
            US_PrintUnsigned(LevelRatios[x].secret);
            US_Print("% ");
            US_PrintUnsigned(LevelRatios[x].treasure);
            US_Print("%\n");
        }
        VW_UpdateScreen();
        IN_Ack();
        if (end == 10 && gamestate.mapon > 9)
        {
            start = 10; end = 20;
            CenterWindow(17,12);
            goto again;
        }

        return 1;
    }
    else if (Keyboard[sc_N])        // N = no clip
    {
        noclip^=1;
        CenterWindow (18,3);
        if (noclip)
            US_PrintCentered ("No clipping ON");
        else
            US_PrintCentered ("No clipping OFF");
        VW_UpdateScreen();
        IN_Ack ();
        return 1;
    }
    else if (Keyboard[sc_O])        // O = basic overhead
    {
        BasicOverhead();
        return 1;
    }
    /*else if(Keyboard[sc_P])         // P = Ripper's picture grabber
    {
        PictureGrabber();
        return 1;
    }	*/
    else if (Keyboard[sc_Q])        // Q = fast quit
        Quit (NULL);
    else if (Keyboard[sc_S])        // S = slow motion
    {
        CenterWindow(30,3);
        PrintY+=6;
        US_Print(" Slow Motion steps (default 14): ");
        VW_UpdateScreen();
        esc = !US_LineInput (px,py,str,NULL,true,2,0);
        if (!esc)
        {
            level = atoi (str);
            if (level>=0 && level<=50)
                singlestep = level;
        }
        return 1;
    }
    else if (Keyboard[sc_T])        // 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,1,0);
        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;
#ifndef SPEAR
        US_Print("  Warp to which level(1-10): ");
#else
        US_Print("  Warp to which level(1-21): ");
#endif
        VW_UpdateScreen();
        esc = !US_LineInput (px,py,str,NULL,true,2,0);
        if (!esc)
        {
            level = atoi (str);
#ifndef SPEAR
            if (level>0 && level<11)
#else
            if (level>0 && level<22)
#endif
            {
                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();
        // DEBUG: put stuff here
        IN_Ack ();
        return 1;
    }
#ifdef USE_CLOUDSKY
    else if(Keyboard[sc_Z])
    {
        char defstr[15];

        CenterWindow(34,4);
        PrintY+=6;
        US_Print("  Recalculate sky with seek: ");
        int seekpx = px, seekpy = py;
        US_PrintUnsigned(curSky->seed);
        US_Print("\n  Use color map (0-");
        US_PrintUnsigned(numColorMaps - 1);
        US_Print("): ");
        int mappx = px, mappy = py;
        US_PrintUnsigned(curSky->colorMapIndex);
        VW_UpdateScreen();

        sprintf(defstr, "%u", curSky->seed);
        esc = !US_LineInput(seekpx, seekpy, str, defstr, true, 10, 0);
        if(esc) return 0;
        curSky->seed = (uint32_t) atoi(str);

        sprintf(defstr, "%u", curSky->colorMapIndex);
        esc = !US_LineInput(mappx, mappy, str, defstr, true, 10, 0);
        if(esc) return 0;
        uint32_t newInd = (uint32_t) atoi(str);
        if(newInd < (uint32_t) numColorMaps)
        {
            curSky->colorMapIndex = newInd;
            InitSky();
        }
        else
        {
            CenterWindow (18,3);
            US_PrintCentered ("Illegal color map!");
            VW_UpdateScreen();
            IN_Ack ();
        }
    }
#endif

    return 0;
}
Esempio n. 9
0
/*
================
=
= ShapeTest
=
================
*/
void ShapeTest (void)
{
    //TODO
#if NOTYET
    extern  word    NumDigi;
    extern  word    *DigiList;
    extern  int     postx;
    extern  int     postwidth;
    extern  byte    *postsource;
    static  char    buf[10];

    boolean         done;
    ScanCode        scan;
    int             i,j,k,x;
    longword        l;
    byte            *addr;
    soundnames      sound;
    //      PageListStruct  far *page;

    CenterWindow(20,16);
    VW_UpdateScreen();
    for (i = 0,done = false; !done;)
    {
        US_ClearWindow();
        sound = (soundnames) -1;

        //              page = &PMPages[i];
        US_Print(" Page #");
        US_PrintUnsigned(i);
        if (i < PMSpriteStart)
            US_Print(" (Wall)");
        else if (i < PMSoundStart)
            US_Print(" (Sprite)");
        else if (i == ChunksInFile - 1)
            US_Print(" (Sound Info)");
        else
            US_Print(" (Sound)");

        /*              US_Print("\n XMS: ");
        if (page->xmsPage != -1)
        US_PrintUnsigned(page->xmsPage);
        else
        US_Print("No");

        US_Print("\n Main: ");
        if (page->mainPage != -1)
        US_PrintUnsigned(page->mainPage);
        else if (page->emsPage != -1)
        {
        US_Print("EMS ");
        US_PrintUnsigned(page->emsPage);
        }
        else
        US_Print("No");

        US_Print("\n Last hit: ");
        US_PrintUnsigned(page->lastHit);*/

        US_Print("\n Address: ");
        addr = (byte *) PM_GetPage(i);
        sprintf(buf,"0x%08X",(int32_t) addr);
        US_Print(buf);

        if (addr)
        {
            if (i < PMSpriteStart)
            {
                //
                // draw the wall
                //
                vbuf += 32*SCREENWIDTH;
                postx = 128;
                postwidth = 1;
                postsource = addr;
                for (x=0;x<64;x++,postx++,postsource+=64)
                {
                    wallheight[postx] = 256;
                    ScalePost ();
                }
                vbuf -= 32*SCREENWIDTH;
            }
            else if (i < PMSoundStart)
            {
                //
                // draw the sprite
                //
                vbuf += 32*SCREENWIDTH;
                SimpleScaleShape (160, i-PMSpriteStart, 64);
                vbuf -= 32*SCREENWIDTH;
            }
            else if (i == ChunksInFile - 1)
            {
                US_Print("\n\n Number of sounds: ");
                US_PrintUnsigned(NumDigi);
                for (l = j = k = 0;j < NumDigi;j++)
                {
                    l += DigiList[(j * 2) + 1];
                    k += (DigiList[(j * 2) + 1] + (PMPageSize - 1)) / PMPageSize;
                }
                US_Print("\n Total bytes: ");
                US_PrintUnsigned(l);
                US_Print("\n Total pages: ");
                US_PrintUnsigned(k);
            }
            else
            {
                byte *dp = addr;
                for (j = 0;j < NumDigi;j++)
                {
                    k = (DigiList[(j * 2) + 1] + (PMPageSize - 1)) / PMPageSize;
                    if ((i >= PMSoundStart + DigiList[j * 2])
                            && (i < PMSoundStart + DigiList[j * 2] + k))
                        break;
                }
                if (j < NumDigi)
                {
                    sound = (soundnames) j;
                    US_Print("\n Sound #");
                    US_PrintUnsigned(j);
                    US_Print("\n Segment #");
                    US_PrintUnsigned(i - PMSoundStart - DigiList[j * 2]);
                }
                for (j = 0;j < PageLengths[i];j += 32)
                {
                    byte v = dp[j];
                    int v2 = (unsigned)v;
                    v2 -= 128;
                    v2 /= 4;
                    if (v2 < 0)
                        VWB_Vlin(WindowY + WindowH - 32 + v2,
                        WindowY + WindowH - 32,
                        WindowX + 8 + (j / 32),BLACK);
                    else
                        VWB_Vlin(WindowY + WindowH - 32,
                        WindowY + WindowH - 32 + v2,
                        WindowX + 8 + (j / 32),BLACK);
                }
            }
        }

        VW_UpdateScreen();

        IN_Ack();
        scan = LastScan;

        IN_ClearKey(scan);
        switch (scan)
        {
            case sc_LeftArrow:
                if (i)
                    i--;
                break;
            case sc_RightArrow:
                if (++i >= ChunksInFile)
                    i--;
                break;
            case sc_W:      // Walls
                i = 0;
                break;
            case sc_S:      // Sprites
                i = PMSpriteStart;
                break;
            case sc_D:      // Digitized
                i = PMSoundStart;
                break;
            case sc_I:      // Digitized info
                i = ChunksInFile - 1;
                break;
/*            case sc_L:      // Load all pages
                for (j = 0;j < ChunksInFile;j++)
                    PM_GetPage(j);
                break;*/
            case sc_P:
                if (sound != -1)
                    SD_PlayDigitized(sound,8,8);
                break;
            case sc_Escape:
                done = true;
                break;
/*            case sc_Enter:
                PM_GetPage(i);
                break;*/
        }
    }
    SD_StopDigitized();
#endif
}
Esempio n. 10
0
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;
}
Esempio n. 11
0
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;
}
Esempio n. 12
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;
}