Esempio n. 1
0
void do_cheat_menu()
{
	int mmn;
	newmenu_item mm[16];
	char score_text[21];

	sprintf( score_text, "%d", Players[Player_num].score );

	mm[0].type=NM_TYPE_CHECK; mm[0].value=Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE; mm[0].text="Invulnerability";
	mm[1].type=NM_TYPE_CHECK; mm[1].value=Players[Player_num].flags & PLAYER_FLAGS_CLOAKED; mm[1].text="Cloaked";
	mm[2].type=NM_TYPE_CHECK; mm[2].value=0; mm[2].text="All keys";
	mm[3].type=NM_TYPE_NUMBER; mm[3].value=f2i(Players[Player_num].energy); mm[3].text="% Energy"; mm[3].min_value=0; mm[3].max_value=200;
	mm[4].type=NM_TYPE_NUMBER; mm[4].value=f2i(Players[Player_num].shields); mm[4].text="% Shields"; mm[4].min_value=0; mm[4].max_value=200;
	mm[5].type=NM_TYPE_TEXT; mm[5].text = "Score:";
	mm[6].type=NM_TYPE_INPUT; mm[6].text_len = 10; mm[6].text = score_text;
	mm[7].type=NM_TYPE_RADIO; mm[7].value=(Players[Player_num].laser_level==0); mm[7].group=0; mm[7].text="Laser level 1";
	mm[8].type=NM_TYPE_RADIO; mm[8].value=(Players[Player_num].laser_level==1); mm[8].group=0; mm[8].text="Laser level 2";
	mm[9].type=NM_TYPE_RADIO; mm[9].value=(Players[Player_num].laser_level==2); mm[9].group=0; mm[9].text="Laser level 3";
	mm[10].type=NM_TYPE_RADIO; mm[10].value=(Players[Player_num].laser_level==3); mm[10].group=0; mm[10].text="Laser level 4";
	mm[11].type=NM_TYPE_NUMBER; mm[11].value=Players[Player_num].secondary_ammo[CONCUSSION_INDEX]; mm[11].text="Missiles"; mm[11].min_value=0; mm[11].max_value=200;

	mmn = newmenu_do("Wimp Menu",NULL,12, mm, NULL, NULL );

	if (mmn > -1 )  {
		if ( mm[0].value )  {
			Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
			Players[Player_num].invulnerable_time = GameTime64+i2f(1000);
		} else
			Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
		if ( mm[1].value )
		{
			Players[Player_num].flags |= PLAYER_FLAGS_CLOAKED;
			#ifdef NETWORK
			if (Game_mode & GM_MULTI)
				multi_send_cloak();
			#endif
			ai_do_cloak_stuff();
			Players[Player_num].cloak_time = GameTime64;
		}
		else
			Players[Player_num].flags &= ~PLAYER_FLAGS_CLOAKED;

		if (mm[2].value) Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY;
		Players[Player_num].energy=i2f(mm[3].value);
		Players[Player_num].shields=i2f(mm[4].value);
		Players[Player_num].score = atoi(mm[6].text);
		if (mm[7].value) Players[Player_num].laser_level=0;
		if (mm[8].value) Players[Player_num].laser_level=1;
		if (mm[9].value) Players[Player_num].laser_level=2;
		if (mm[10].value) Players[Player_num].laser_level=3;
		Players[Player_num].secondary_ammo[CONCUSSION_INDEX] = mm[11].value;
		init_gauges();
	}
}
Esempio n. 2
0
//	returns true if powerup consumed
int do_powerup(object *obj)
{
	int used=0;
	int vulcan_ammo_to_add_with_cannon;

	if ((Player_is_dead) || (ConsoleObject->type == OBJ_GHOST))
		return 0;

	switch (obj->id) {
		case POW_EXTRA_LIFE:
			Players[Player_num].lives++;
			powerup_basic(15, 15, 15, 0, TXT_EXTRA_LIFE);
			used=1;
			break;
		case POW_ENERGY:
			used = pick_up_energy();
			break;
		case POW_SHIELD_BOOST:
			if (Players[Player_num].shields < SHIELD_MAX) {
				Players[Player_num].shields += 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
				if (Players[Player_num].shields > SHIELD_MAX)
					Players[Player_num].shields = SHIELD_MAX;
				powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(Players[Player_num].shields));
				used=1;
			} else
				HUD_init_message(TXT_MAXED_OUT,TXT_SHIELD);
			break;
		case POW_LASER:
			if (Players[Player_num].laser_level >= MAX_LASER_LEVEL) {
				Players[Player_num].laser_level = MAX_LASER_LEVEL;
				HUD_init_message(TXT_MAXED_OUT,TXT_LASER);
			} else {
				if (Newdemo_state == ND_STATE_RECORDING)
					newdemo_record_laser_level(Players[Player_num].laser_level, Players[Player_num].laser_level + 1);
				Players[Player_num].laser_level++;
				powerup_basic(10, 0, 10, LASER_SCORE, "%s %s %d",TXT_LASER,TXT_BOOSTED_TO, Players[Player_num].laser_level+1);
				update_laser_weapon_info();
				used=1;
			}
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;
		case POW_MISSILE_1:
			used=pick_up_secondary(CONCUSSION_INDEX,1);
			break;
		case POW_MISSILE_4:
			used=pick_up_secondary(CONCUSSION_INDEX,4);
			break;

		case POW_KEY_BLUE:
			if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY)
				break;
			#ifdef NETWORK
			multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
			#endif
			digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
			Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY;
			powerup_basic(0, 0, 15, KEY_SCORE, "%s %s",TXT_BLUE,TXT_ACCESS_GRANTED);
			if (Game_mode & GM_MULTI)
				used=0;
			else
				used=1;
			break;
		case POW_KEY_RED:
			if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY)
				break;
			#ifdef NETWORK
			multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
			#endif
			digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
			Players[Player_num].flags |= PLAYER_FLAGS_RED_KEY;
			powerup_basic(15, 0, 0, KEY_SCORE, "%s %s",TXT_RED,TXT_ACCESS_GRANTED);
			if (Game_mode & GM_MULTI)
				used=0;
			else
				used=1;
			break;
		case POW_KEY_GOLD:
			if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY)
				break;
			#ifdef NETWORK
			multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
			#endif
			digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
			Players[Player_num].flags |= PLAYER_FLAGS_GOLD_KEY;
			powerup_basic(15, 15, 7, KEY_SCORE, "%s %s",TXT_YELLOW,TXT_ACCESS_GRANTED);
			if (Game_mode & GM_MULTI)
				used=0;
			else
				used=1;
			break;
		case POW_QUAD_FIRE:
			if (!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)) {
				Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
				powerup_basic(15, 15, 7, QUAD_FIRE_SCORE, "%s!",TXT_QUAD_LASERS);
				update_laser_weapon_info();
				used=1;
			} else
				HUD_init_message("%s %s!",TXT_ALREADY_HAVE,TXT_QUAD_LASERS);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;
		case	POW_VULCAN_WEAPON:
			if ((used = pick_up_primary(VULCAN_INDEX)) != 0) {
				vulcan_ammo_to_add_with_cannon = obj->ctype.powerup_info.count;
				if (vulcan_ammo_to_add_with_cannon < VULCAN_WEAPON_AMMO_AMOUNT) vulcan_ammo_to_add_with_cannon = VULCAN_WEAPON_AMMO_AMOUNT;
				pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, vulcan_ammo_to_add_with_cannon);
			}
			if (!used)
				used = pick_up_vulcan_ammo();
			break;
		case	POW_SPREADFIRE_WEAPON:
			used = pick_up_primary(SPREADFIRE_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;
		case	POW_PLASMA_WEAPON:
			used = pick_up_primary(PLASMA_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;
		case	POW_FUSION_WEAPON:
			used = pick_up_primary(FUSION_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;

		case	POW_PROXIMITY_WEAPON:
			used=pick_up_secondary(PROXIMITY_INDEX,4);
			break;
		case	POW_SMARTBOMB_WEAPON:
			used=pick_up_secondary(SMART_INDEX,1);
			break;
		case	POW_MEGA_WEAPON:
			used=pick_up_secondary(MEGA_INDEX,1);
			break;
		case	POW_VULCAN_AMMO: {
			used = pick_up_vulcan_ammo();
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_vulcan_ammo();
			break;
		}
			break;
		case	POW_HOMING_AMMO_1:
			used=pick_up_secondary(HOMING_INDEX,1);
			break;
		case	POW_HOMING_AMMO_4:
			used=pick_up_secondary(HOMING_INDEX,4);
			break;
		case	POW_CLOAK:
			if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
				HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_CLOAKED);
				break;
			} else {
				Players[Player_num].cloak_time = GameTime;	//	Not! changed by awareness events (like player fires laser).
				Players[Player_num].flags |= PLAYER_FLAGS_CLOAKED;
				ai_do_cloak_stuff();
				#ifdef NETWORK
				if (Game_mode & GM_MULTI)
					multi_send_cloak();
				#endif
				powerup_basic(-10,-10,-10, CLOAK_SCORE, "%s!",TXT_CLOAKING_DEVICE);
				used = 1;
				break;
			}
		case	POW_INVULNERABILITY:
			if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
				HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_INVULNERABLE);
				break;
			} else {
				Players[Player_num].invulnerable_time = GameTime;
				Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
				powerup_basic(7, 14, 21, INVULNERABILITY_SCORE, "%s!",TXT_INVULNERABILITY);
				used = 1;
				break;
			}
	#ifndef RELEASE
		case	POW_MEGAWOW:
			do_megawow_powerup(50);
			used = 1;
			break;
	#endif

		default:
			break;
		}

//always say used, until physics problem (getting stuck on unused powerup)
//is solved.  Note also the break statements above that are commented out
//!!	used=1;

	if (used && Powerup_info[obj->id].hit_sound  > -1 ) {
		#ifdef NETWORK
		if (Game_mode & GM_MULTI) // Added by Rob, take this out if it turns out to be not good for net games!
			multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
		#endif
		digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
	}

	return used;

}
Esempio n. 3
0
int FinalCheats(int key)
{
	static char cheat_buffer[CHEAT_MAX_LEN] = "AAAAAAAAAAAAAAA";
	int i = 0, gotcha = 0;

	if (Game_mode & GM_MULTI)
		return 0;

	for (i = 1; i < CHEAT_MAX_LEN; i++)
		cheat_buffer[i-1] = cheat_buffer[i];
	cheat_buffer[CHEAT_MAX_LEN-1] = key_ascii();
	for (i = 0; i < NUM_CHEATS; i++)
	{
		int cheatlen = strlen(cheat_codes[i].string);
		Assert(cheatlen <= CHEAT_MAX_LEN);
		if (d_strnicmp(cheat_codes[i].string, cheat_buffer+CHEAT_MAX_LEN-cheatlen, cheatlen)==0)
		{
			if (!cheats.enabled && *cheat_codes[i].stateptr != cheats.enabled)
				break;
			if (!cheats.enabled)
				HUD_init_message(HM_DEFAULT, TXT_CHEATS_ENABLED);
			*cheat_codes[i].stateptr = !*cheat_codes[i].stateptr;
			cheats.enabled = 1;
			digi_play_sample( SOUND_CHEATER, F1_0);
			Players[Player_num].score = 0;
			gotcha = i;
			break;
		}
	}
	
	if (!gotcha)
		return 0;

	if (cheat_codes[gotcha].stateptr == &cheats.wowie)
	{
		HUD_init_message_literal(HM_DEFAULT, TXT_WOWIE_ZOWIE);

		Players[Player_num].primary_weapon_flags |= 0xff ^ (HAS_PLASMA_FLAG | HAS_FUSION_FLAG);
		Players[Player_num].secondary_weapon_flags |= 0xff ^ (HAS_SMART_FLAG | HAS_MEGA_FLAG);

		for (i=0; i<3; i++)
			Players[Player_num].primary_ammo[i] = Primary_ammo_max[i];
		for (i=0; i<3; i++)
			Players[Player_num].secondary_ammo[i] = Secondary_ammo_max[i];

		if (Newdemo_state == ND_STATE_RECORDING)
			newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);

		Players[Player_num].energy = MAX_ENERGY;
		Players[Player_num].laser_level = MAX_LASER_LEVEL;
		Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
		update_laser_weapon_info();
	}

	if (cheat_codes[gotcha].stateptr == &cheats.wowie2)
	{
		HUD_init_message(HM_DEFAULT, "SUPER %s",TXT_WOWIE_ZOWIE);

		Players[Player_num].primary_weapon_flags = 0xff;
		Players[Player_num].secondary_weapon_flags = 0xff;

		for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
			Players[Player_num].primary_ammo[i] = Primary_ammo_max[i];
		for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
			Players[Player_num].secondary_ammo[i] = Secondary_ammo_max[i];

		if (Newdemo_state == ND_STATE_RECORDING)
			newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);

		Players[Player_num].energy = MAX_ENERGY;
		Players[Player_num].laser_level = MAX_LASER_LEVEL;
		Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
		update_laser_weapon_info();
	}

	if (cheat_codes[gotcha].stateptr == &cheats.allkeys)
	{
		HUD_init_message_literal(HM_DEFAULT, TXT_ALL_KEYS);
		Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY;
	}

	if (cheat_codes[gotcha].stateptr == &cheats.invul)
	{
		Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
		HUD_init_message(HM_DEFAULT, "%s %s!", TXT_INVULNERABILITY, (Players[Player_num].flags&PLAYER_FLAGS_INVULNERABLE)?TXT_ON:TXT_OFF);
		Players[Player_num].invulnerable_time = GameTime64+i2f(1000);
	}

	if (cheat_codes[gotcha].stateptr == &cheats.cloak)
	{
		Players[Player_num].flags ^= PLAYER_FLAGS_CLOAKED;
		HUD_init_message(HM_DEFAULT, "%s %s!", TXT_CLOAK, (Players[Player_num].flags&PLAYER_FLAGS_CLOAKED)?TXT_ON:TXT_OFF);
		if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
		{
			ai_do_cloak_stuff();
			Players[Player_num].cloak_time = GameTime64;
		}
	}

	if (cheat_codes[gotcha].stateptr == &cheats.shields)
	{
		HUD_init_message_literal(HM_DEFAULT, TXT_FULL_SHIELDS);
		Players[Player_num].shields = MAX_SHIELDS;
	}

	if (cheat_codes[gotcha].stateptr == &cheats.extralife)
	{
		if (Players[Player_num].lives<50)
		{
			Players[Player_num].lives++;
			HUD_init_message_literal(HM_DEFAULT, "Extra life!");
		}
	}

	if (cheat_codes[gotcha].stateptr == &cheats.killreactor)
	{
		kill_and_so_forth();
	}

	if (cheat_codes[gotcha].stateptr == &cheats.exitpath)
	{
#ifdef SHOW_EXIT_PATH
		if (create_special_path())
			HUD_init_message_literal(HM_DEFAULT, "Exit path illuminated!");
#endif
	}

	if (cheat_codes[gotcha].stateptr == &cheats.levelwarp)
	{
		newmenu_item m;
		char text[10]="";
		int new_level_num;
		int item;
		*cheat_codes[gotcha].stateptr = 0;
		m.type=NM_TYPE_INPUT; m.text_len = 10; m.text = text;
		item = newmenu_do( NULL, TXT_WARP_TO_LEVEL, 1, &m, NULL, NULL );
		if (item != -1) {
			new_level_num = atoi(m.text);
			if (new_level_num!=0 && new_level_num>=0 && new_level_num<=Last_level)
			{
				window_set_visible(Game_wind, 0);
				StartNewLevel(new_level_num);
				window_set_visible(Game_wind, 1);
			}
		}
	}

	if (cheat_codes[gotcha].stateptr == &cheats.ghostphysics)
	{
		HUD_init_message(HM_DEFAULT, "%s %s!", "Ghosty mode", cheats.ghostphysics?TXT_ON:TXT_OFF);
	}

	if (cheat_codes[gotcha].stateptr == &cheats.rapidfire)
	{
		do_megawow_powerup(200);
	}

	if (cheat_codes[gotcha].stateptr == &cheats.turbo)
	{
		HUD_init_message(HM_DEFAULT, "%s %s!", "Turbo mode", cheats.turbo?TXT_ON:TXT_OFF);
	}

	if (cheat_codes[gotcha].stateptr == &cheats.robotfiringsuspended)
	{
		HUD_init_message(HM_DEFAULT, "Robot firing %s!", cheats.robotfiringsuspended?TXT_OFF:TXT_ON);
	}

	if (cheat_codes[gotcha].stateptr == &cheats.acid)
	{
		HUD_init_message_literal(HM_DEFAULT, cheats.acid?"Going up!":"Coming down!");
	}

	return 1;
}
Esempio n. 4
0
int HandleTestKey(int key)
{
	switch (key)
	{

#ifdef SHOW_EXIT_PATH
		case KEY_DEBUGGED+KEY_1:	create_special_path();	break;
#endif

		case KEY_DEBUGGED+KEY_Y:
			do_controlcen_destroyed_stuff(NULL);
			break;
		case KEY_BACKSP:
		case KEY_CTRLED+KEY_BACKSP:
		case KEY_ALTED+KEY_BACKSP:
		case KEY_SHIFTED+KEY_BACKSP:
		case KEY_SHIFTED+KEY_ALTED+KEY_BACKSP:
		case KEY_CTRLED+KEY_ALTED+KEY_BACKSP:
		case KEY_SHIFTED+KEY_CTRLED+KEY_BACKSP:
		case KEY_SHIFTED+KEY_CTRLED+KEY_ALTED+KEY_BACKSP:

			Int3(); break;

		case KEY_DEBUGGED+KEY_S:				digi_reset(); break;

		case KEY_DEBUGGED+KEY_P:
			if (Game_suspended & SUSP_ROBOTS)
				Game_suspended &= ~SUSP_ROBOTS;		//robots move
			else
				Game_suspended |= SUSP_ROBOTS;		//robots don't move
			break;



		case KEY_DEBUGGED+KEY_K:	Players[Player_num].shields = 1;	break;							//	a virtual kill
		case KEY_DEBUGGED+KEY_SHIFTED + KEY_K:  Players[Player_num].shields = -1;	 break;  //	an actual kill
		case KEY_DEBUGGED+KEY_X: Players[Player_num].lives++; break; // Extra life cheat key.
		case KEY_DEBUGGED+KEY_H:
			if (Player_is_dead)
				return 0;

			Players[Player_num].flags ^= PLAYER_FLAGS_CLOAKED;
			if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
#ifdef NETWORK
				if (Game_mode & GM_MULTI)
					multi_send_cloak();
#endif
				ai_do_cloak_stuff();
				Players[Player_num].cloak_time = GameTime64;
			}
			break;


		case KEY_DEBUGGED+KEY_R:
			cheats.robotfiringsuspended = !cheats.robotfiringsuspended;
			break;

#ifdef EDITOR		//editor-specific functions

		case KEY_E + KEY_DEBUGGED:
			window_set_visible(Game_wind, 0);	// don't let the game do anything while we set the editor up
			init_editor();
			window_close(Game_wind);
			break;
		case KEY_C + KEY_SHIFTED + KEY_DEBUGGED:
			if (!Player_is_dead && !( Game_mode & GM_MULTI ))
				move_player_2_segment(Cursegp,Curside);
			break;   //move eye to curseg


		case KEY_DEBUGGED+KEY_W:	draw_world_from_game(); break;

		#endif  //#ifdef EDITOR

		case KEY_DEBUGGED+KEY_LAPOSTRO: Show_view_text_timer = 0x30000; object_goto_next_viewer(); break;
		case KEY_DEBUGGED+KEY_SHIFTED+KEY_LAPOSTRO: Viewer=ConsoleObject; break;
		case KEY_DEBUGGED+KEY_O: toggle_outline_mode(); break;
		case KEY_DEBUGGED+KEY_T:
			*Toggle_var = !*Toggle_var;
			break;
		case KEY_DEBUGGED + KEY_L:
			if (++Lighting_on >= 2) Lighting_on = 0; break;
		case KEY_DEBUGGED + KEY_SHIFTED + KEY_L:
			Beam_brightness=0x38000-Beam_brightness; break;
		case KEY_PAD5: slew_stop(); break;

#ifndef NDEBUG
		case KEY_DEBUGGED + KEY_F11: play_test_sound(); break;
		case KEY_DEBUGGED + KEY_SHIFTED+KEY_F11: advance_sound(); play_test_sound(); break;
#endif

		case KEY_DEBUGGED + KEY_M:
			Debug_spew = !Debug_spew;
			if (Debug_spew) {
				HUD_init_message_literal(HM_DEFAULT,  "Debug Spew: ON" );
			} else {
				HUD_init_message_literal(HM_DEFAULT,  "Debug Spew: OFF" );
			}
			break;

		case KEY_DEBUGGED + KEY_C:
			do_cheat_menu();
			break;
		case KEY_DEBUGGED + KEY_SHIFTED + KEY_A:
			do_megawow_powerup(10);
			break;
		case KEY_DEBUGGED + KEY_A:	{
			do_megawow_powerup(200);
				break;
		}

		case KEY_DEBUGGED+KEY_SPACEBAR:		//KEY_F7:				// Toggle physics flying
			slew_stop();
		
			game_flush_inputs();
			if ( ConsoleObject->control_type != CT_FLYING ) {
				fly_init(ConsoleObject);
				Game_suspended &= ~SUSP_ROBOTS;	//robots move
			} else {
				slew_init(ConsoleObject);			//start player slewing
				Game_suspended |= SUSP_ROBOTS;	//robots don't move
			}
			break;

		case KEY_DEBUGGED+KEY_COMMA: Render_zoom = fixmul(Render_zoom,62259); break;
		case KEY_DEBUGGED+KEY_PERIOD: Render_zoom = fixmul(Render_zoom,68985); break;

		#ifndef NDEBUG
		case KEY_DEBUGGED+KEY_D:
			if ((GameArg.DbgUseDoubleBuffer = !GameArg.DbgUseDoubleBuffer)!=0)
				init_cockpit();
			break;
		#endif

#ifdef EDITOR
		case KEY_DEBUGGED+KEY_Q:
			stop_time();
			dump_used_textures_all();
			start_time();
			break;
#endif

		case KEY_DEBUGGED+KEY_B: {
			newmenu_item m;
			char text[FILENAME_LEN]="";
			int item;
			m.type=NM_TYPE_INPUT; m.text_len = FILENAME_LEN; m.text = text;
			item = newmenu_do( NULL, "Briefing to play?", 1, &m, NULL, NULL );
			if (item != -1) {
				do_briefing_screens(text,1);
			}
			break;
		}

		case KEY_DEBUGGED+KEY_SHIFTED+KEY_B:
			if (Player_is_dead)
				return 0;

			kill_and_so_forth();
			break;
		case KEY_DEBUGGED+KEY_G:
			GameTime64 = (0x7fffffffffffffffLL) - (F1_0*10);
			HUD_init_message(HM_DEFAULT, "GameTime %li - Reset in 10 seconds!", GameTime64);
			break;
		default:
			return 0;
			break;
	}

	return 1;
}
Esempio n. 5
0
//	returns true if powerup consumed
int do_powerup(dxxobject *obj)
{
	int used=0;
	int special_used=0;		//for when hitting vulcan cannon gets vulcan ammo
	int id=obj->id;

	if ((Player_is_dead) || (ConsoleObject->type == OBJ_GHOST) || (Players[Player_num].shields < 0))
		return 0;

	if ((obj->ctype.powerup_info.flags & PF_SPAT_BY_PLAYER) && obj->ctype.powerup_info.creation_time>0 && GameTime64<obj->ctype.powerup_info.creation_time+i2f(2))
		return 0;		//not enough time elapsed

	if (Game_mode & GM_MULTI)
	{
		/*
		 * The fact: Collecting a powerup is decided Client-side and due to PING it takes time for other players to know if one collected a powerup actually. This may lead to the case two players collect the same powerup!
		 * The solution: Let us check if someone else is closer to a powerup and if so, do not collect it.
		 * NOTE: Player positions computed by 'shortpos' and PING can still cause a small margin of error.
		 */
		int i = 0;
		vms_vector tvec;
		fix mydist = vm_vec_normalized_dir(&tvec, &obj->pos, &ConsoleObject->pos);

		for (i = 0; i < MAX_PLAYERS; i++)
		{
			if (i == Player_num || Players[i].connected != CONNECT_PLAYING)
				continue;
			if (Objects[Players[i].objnum].type == OBJ_GHOST || Players[i].shields < 0)
				continue;
			if (mydist > vm_vec_normalized_dir(&tvec, &obj->pos, &Objects[Players[i].objnum].pos))
				return 0;
		}
	}

	switch (obj->id) {
		case POW_EXTRA_LIFE:
			Players[Player_num].lives++;
			powerup_basic(15, 15, 15, 0, TXT_EXTRA_LIFE);
			used=1;
			break;
		case POW_ENERGY:
			used = pick_up_energy();
			break;
		case POW_SHIELD_BOOST:
			if (Players[Player_num].shields < MAX_SHIELDS) {
				fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
				if (Difficulty_level == 0)
					boost += boost/2;
				Players[Player_num].shields += boost;
				if (Players[Player_num].shields > MAX_SHIELDS)
					Players[Player_num].shields = MAX_SHIELDS;
				powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(Players[Player_num].shields));
				used=1;
			} else
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, TXT_MAXED_OUT,TXT_SHIELD);
			break;
		case POW_LASER:
			if (Players[Player_num].laser_level >= MAX_LASER_LEVEL) {
				//Players[Player_num].laser_level = MAX_LASER_LEVEL;
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, TXT_MAXED_OUT,TXT_LASER);
			} else {
				if (Newdemo_state == ND_STATE_RECORDING)
					newdemo_record_laser_level(Players[Player_num].laser_level, Players[Player_num].laser_level + 1);
				Players[Player_num].laser_level++;
				powerup_basic(10, 0, 10, LASER_SCORE, "%s %s %d",TXT_LASER,TXT_BOOSTED_TO, Players[Player_num].laser_level+1);
				update_laser_weapon_info();
				pick_up_primary (LASER_INDEX);
				used=1;
			}
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;
		case POW_MISSILE_1:
			used=pick_up_secondary(CONCUSSION_INDEX,1);
			break;
		case POW_MISSILE_4:
			used=pick_up_secondary(CONCUSSION_INDEX,4);
			break;

		case POW_KEY_BLUE:
			if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY)
				break;
#ifdef NETWORK
			multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
			digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
			Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY;
			powerup_basic(0, 0, 15, KEY_SCORE, "%s %s",TXT_BLUE,TXT_ACCESS_GRANTED);
			if (Game_mode & GM_MULTI)
				used=0;
			else
				used=1;
			invalidate_escort_goal();
			break;
		case POW_KEY_RED:
			if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY)
				break;
#ifdef NETWORK
			multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
			digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
			Players[Player_num].flags |= PLAYER_FLAGS_RED_KEY;
			powerup_basic(15, 0, 0, KEY_SCORE, "%s %s",TXT_RED,TXT_ACCESS_GRANTED);
			if (Game_mode & GM_MULTI)
				used=0;
			else
				used=1;
			invalidate_escort_goal();
			break;
		case POW_KEY_GOLD:
			if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY)
				break;
#ifdef NETWORK
			multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
			digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
			Players[Player_num].flags |= PLAYER_FLAGS_GOLD_KEY;
			powerup_basic(15, 15, 7, KEY_SCORE, "%s %s",TXT_YELLOW,TXT_ACCESS_GRANTED);
			if (Game_mode & GM_MULTI)
				used=0;
			else
				used=1;
			invalidate_escort_goal();
			break;
		case POW_QUAD_FIRE:
			if (!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)) {
				Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
				powerup_basic(15, 15, 7, QUAD_FIRE_SCORE, "%s!",TXT_QUAD_LASERS);
				update_laser_weapon_info();
				used=1;
			} else
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,TXT_QUAD_LASERS);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;

		case	POW_VULCAN_WEAPON:
		case	POW_GAUSS_WEAPON: {
			int ammo = obj->ctype.powerup_info.count;

			used = pick_up_primary((obj->id==POW_VULCAN_WEAPON)?VULCAN_INDEX:GAUSS_INDEX);

			//didn't get the weapon (because we already have it), but
			//maybe snag some of the ammo.  if single-player, grab all the ammo
			//and remove the powerup.  If multi-player take ammo in excess of
			//the amount in a powerup, and leave the rest.
			if (! used)
				if ((Game_mode & GM_MULTI) )
					ammo -= VULCAN_AMMO_AMOUNT;	//don't let take all ammo

			if (ammo > 0) {
				int ammo_used;
				ammo_used = pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, ammo);
				obj->ctype.powerup_info.count -= ammo_used;
				if (!used && ammo_used) {
					powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s (now ammo=%i/%i)!", TXT_VULCAN_AMMO, PRINTABLE_VULCAN_AMMO(Players[Player_num].primary_ammo[1]), PRINTABLE_VULCAN_AMMO(CURRENT_VULCAN_AMMO_CAPACITY(Player_num)));
					special_used = 1;
					id = POW_VULCAN_AMMO;		//set new id for making sound at end of this function
					if (obj->ctype.powerup_info.count == 0)
						used = 1;		//say used if all ammo taken
				}
			}

			break;
		}

		case	POW_SPREADFIRE_WEAPON:
			used = pick_up_primary(SPREADFIRE_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;
		case	POW_PLASMA_WEAPON:
			used = pick_up_primary(PLASMA_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;
		case	POW_FUSION_WEAPON:
			used = pick_up_primary(FUSION_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;

		case	POW_HELIX_WEAPON:
			used = pick_up_primary(HELIX_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;

		case	POW_PHOENIX_WEAPON:
			used = pick_up_primary(PHOENIX_INDEX);
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;

		case	POW_OMEGA_WEAPON:
			used = pick_up_primary(OMEGA_INDEX);
			if (used)
				Omega_charge = obj->ctype.powerup_info.count;
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;

		case	POW_PROXIMITY_WEAPON:
			used=pick_up_secondary(PROXIMITY_INDEX,4);
			break;
		case	POW_SMARTBOMB_WEAPON:
			used=pick_up_secondary(SMART_INDEX,1);
			break;
		case	POW_MEGA_WEAPON:
			used=pick_up_secondary(MEGA_INDEX,1);
			break;
		case	POW_SMISSILE1_1:
			used=pick_up_secondary(SMISSILE1_INDEX,1);
			break;
		case	POW_SMISSILE1_4:
			used=pick_up_secondary(SMISSILE1_INDEX,4);
			break;
		case	POW_GUIDED_MISSILE_1:
			used=pick_up_secondary(GUIDED_INDEX,1);
			break;
		case	POW_GUIDED_MISSILE_4:
			used=pick_up_secondary(GUIDED_INDEX,4);
			break;
		case	POW_SMART_MINE:
			used=pick_up_secondary(SMART_MINE_INDEX,4);
			break;
		case	POW_MERCURY_MISSILE_1:
			used=pick_up_secondary(SMISSILE4_INDEX,1);
			break;
		case	POW_MERCURY_MISSILE_4:
			used=pick_up_secondary(SMISSILE4_INDEX,4);
			break;
		case	POW_EARTHSHAKER_MISSILE:
			used=pick_up_secondary(SMISSILE5_INDEX,1);
			break;
		case	POW_VULCAN_AMMO:
			used = pick_up_vulcan_ammo();
			break;
		case	POW_HOMING_AMMO_1:
			used=pick_up_secondary(HOMING_INDEX,1);
			break;
		case	POW_HOMING_AMMO_4:
			used=pick_up_secondary(HOMING_INDEX,4);
			break;
		case	POW_CLOAK:
			if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_ARE,TXT_CLOAKED);
				break;
			} else {
				Players[Player_num].cloak_time = GameTime64;	//	Not! changed by awareness events (like player fires laser).
				Players[Player_num].flags |= PLAYER_FLAGS_CLOAKED;
				ai_do_cloak_stuff();
				#ifdef NETWORK
				if (Game_mode & GM_MULTI)
					multi_send_cloak();
				#endif
				powerup_basic(-10,-10,-10, CLOAK_SCORE, "%s!",TXT_CLOAKING_DEVICE);
				used = 1;
				break;
			}
		case	POW_INVULNERABILITY:
			if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_ARE,TXT_INVULNERABLE);
				break;
			} else {
				Players[Player_num].invulnerable_time = GameTime64;
				Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
				powerup_basic(7, 14, 21, INVULNERABILITY_SCORE, "%s!",TXT_INVULNERABILITY);
				used = 1;
				break;
			}
	#ifndef RELEASE
		case	POW_MEGAWOW:
			do_megawow_powerup(50);
			used = 1;
			break;
	#endif

		case POW_FULL_MAP:
			if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) {
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the FULL MAP");
				if (!(Game_mode & GM_MULTI) )
					used = pick_up_energy();
			} else {
				Players[Player_num].flags |= PLAYER_FLAGS_MAP_ALL;
				powerup_basic(15, 0, 15, 0, "FULL MAP!");
				used=1;
			}
			break;

		case POW_CONVERTER:
			if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER) {
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Converter");
				if (!(Game_mode & GM_MULTI) )
					used = pick_up_energy();
			} else {
				Players[Player_num].flags |= PLAYER_FLAGS_CONVERTER;
			    	powerup_basic(15, 0, 15, 0, "Energy -> shield converter!");


				used=1;
			}
			break;

		case POW_SUPER_LASER:
			if (Players[Player_num].laser_level >= MAX_SUPER_LASER_LEVEL) {
				Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "SUPER LASER MAXED OUT!");
			} else {
				int old_level=Players[Player_num].laser_level;

				if (Players[Player_num].laser_level <= MAX_LASER_LEVEL)
					Players[Player_num].laser_level = MAX_LASER_LEVEL;
				Players[Player_num].laser_level++;
				if (Newdemo_state == ND_STATE_RECORDING)
					newdemo_record_laser_level(old_level, Players[Player_num].laser_level);
				powerup_basic(10, 0, 10, LASER_SCORE, "Super Boost to Laser level %d",Players[Player_num].laser_level+1);
				update_laser_weapon_info();
				if (Primary_weapon!=LASER_INDEX)
			      check_to_use_primary (SUPER_LASER_INDEX);
				used=1;
			}
			if (!used && !(Game_mode & GM_MULTI) )
				used = pick_up_energy();
			break;

		case POW_AMMO_RACK:
			if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK) {
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Ammo rack");
				if (!(Game_mode & GM_MULTI) )
					used = pick_up_energy();
			}
			else {
				Players[Player_num].flags |= PLAYER_FLAGS_AMMO_RACK;
#ifdef NETWORK
				multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
				digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
				powerup_basic(15, 0, 15, 0, "AMMO RACK!");
				used=1;
			}
			break;

		case POW_AFTERBURNER:
			if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER) {
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Afterburner");
				if (!(Game_mode & GM_MULTI) )
					used = pick_up_energy();
			}
			else {
				Players[Player_num].flags |= PLAYER_FLAGS_AFTERBURNER;
#ifdef NETWORK
				multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
				digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
				powerup_basic(15, 15, 15, 0, "AFTERBURNER!");
				Afterburner_charge = f1_0;
				used=1;
			}
			break;

		case POW_HEADLIGHT:
			if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) {
				HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Headlight boost");
				if (!(Game_mode & GM_MULTI) )
					used = pick_up_energy();
			}
			else {
				Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT;
#ifdef NETWORK
				multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
				digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
				powerup_basic(15, 0, 15, 0, "HEADLIGHT BOOST! (Headlight is %s)",PlayerCfg.HeadlightActiveDefault?"ON":"OFF");
				if (PlayerCfg.HeadlightActiveDefault)
					Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT_ON;
				used=1;
#ifdef NETWORK
			   if (Game_mode & GM_MULTI)
					multi_send_flags (Player_num);
#endif
			}
			break;

#ifdef NETWORK
		case POW_FLAG_BLUE:
			if (Game_mode & GM_CAPTURE)
				if (get_team(Player_num) == TEAM_RED) {
					powerup_basic(15, 0, 15, 0, "BLUE FLAG!");
					Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
					used=1;
					multi_send_got_flag (Player_num);
				}
		   break;

		case POW_HOARD_ORB:
			if (Game_mode & GM_HOARD)
				if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12) {
					powerup_basic(15, 0, 15, 0, "Orb!!!");
					Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
					Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
					used=1;
					multi_send_got_orb (Player_num);
				}
		  break;

		case POW_FLAG_RED:
			if (Game_mode & GM_CAPTURE)
				if (get_team(Player_num) == TEAM_BLUE) {
					powerup_basic(15, 0, 15, 0, "RED FLAG!");
					Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
					used=1;
					multi_send_got_flag (Player_num);
				}
		   break;
#endif

//		case POW_HOARD_ORB:


		default:
			break;
		}

//always say used, until physics problem (getting stuck on unused powerup)
//is solved.  Note also the break statements above that are commented out
//!!	used=1;

	if ((used || special_used) && Powerup_info[id].hit_sound  > -1 ) {
		#ifdef NETWORK
		if (Game_mode & GM_MULTI) // Added by Rob, take this out if it turns out to be not good for net games!
			multi_send_play_sound(Powerup_info[id].hit_sound, F1_0);
		#endif
		digi_play_sample( Powerup_info[id].hit_sound, F1_0 );
		detect_escort_goal_accomplished(obj-Objects);
	}

	return used;

}