Esempio n. 1
0
int state_restore_all(int in_game)
{
	char filename[128];

	if ( Game_mode & GM_MULTI )	{
#ifdef MULTI_SAVE
		if ( FindArg( "-multisave" ) )
			multi_initiate_restore_game();
		else	
#endif
			HUD_init_message( "Can't restore in a multiplayer game!" );
		return 0;
	}

	if ( Newdemo_state == ND_STATE_RECORDING )
		newdemo_stop_recording();

	if ( Newdemo_state != ND_STATE_NORMAL )
		return 0;

	stop_time();
	if (!state_get_restore_file(filename,0))	{
		start_time();
		return 0;
	}

	if ( in_game )		{
		int choice;
		choice =  nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
		if ( choice != 0 )	{
			start_time();
			return 0;
		}
	}

	start_time();

	return state_restore_all_sub(filename, 0);
}
Esempio n. 2
0
//this is for system-level keys, such as help, etc.
//returns 1 if screen changed
int HandleSystemKey(int key)
{
	if (!Player_is_dead)
		switch (key)
		{

			#ifdef DOOR_DEBUGGING
			case KEY_LAPOSTRO+KEY_SHIFTED:
				dump_door_debugging_info();
				return 1;
			#endif

			case KEY_ESC:
			{
				int choice;
				choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
				if (choice == 0)
					window_close(Game_wind);

				return 1;
			}

// fleshed these out because F1 and F2 aren't sequenctial keycodes on mac -- MWA

			KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_1:)
			case KEY_SHIFTED+KEY_F1:
				select_next_window_function(0);
				return 1;
			KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_2:)
			case KEY_SHIFTED+KEY_F2:
				select_next_window_function(1);
				return 1;
		}

	switch (key)
	{
		KEY_MAC( case KEY_COMMAND+KEY_P: )
		case KEY_PAUSE:
			do_game_pause();	break;


#ifdef macintosh
		case KEY_COMMAND + KEY_SHIFTED + KEY_3:
#endif
		case KEY_PRINT_SCREEN:
		{
			if (PlayerCfg.PRShot)
			{
				gr_set_current_canvas(NULL);
				render_frame(0, 0);
				//gr_set_curfont(MEDIUM2_FONT);
				//gr_printf(SWIDTH-FSPACX(92),SHEIGHT-LINE_SPACING,"DXX-Rebirth\n");
				gr_flip();
				save_screen_shot(0);
			}
			else
			{
				game_render_frame_mono(0);
				if(GameArg.DbgUseDoubleBuffer)
					gr_flip();
				save_screen_shot(0);
			}
			break;
		}

		KEY_MAC(case KEY_COMMAND+KEY_1:)
		case KEY_F1:				if (Game_mode & GM_MULTI) show_netgame_help(); else show_help();	break;

		KEY_MAC(case KEY_COMMAND+KEY_2:)
		case KEY_F2:
			{
				do_options_menu();
				break;
			}


		KEY_MAC(case KEY_COMMAND+KEY_3:)

		case KEY_F3:
			if (!Player_is_dead && Viewer->type==OBJ_PLAYER) //if (!(Guided_missile[Player_num] && Guided_missile[Player_num]->type==OBJ_WEAPON && Guided_missile[Player_num]->id==GUIDEDMISS_ID && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num] && PlayerCfg.GuidedInBigWindow))
			{
				toggle_cockpit();
			}
			break;

		KEY_MAC(case KEY_COMMAND+KEY_5:)
		case KEY_F5:
			if ( Newdemo_state == ND_STATE_RECORDING )
				newdemo_stop_recording();
			else if ( Newdemo_state == ND_STATE_NORMAL )
				newdemo_start_recording();
			break;
#ifdef NETWORK
		KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_4:)
		case KEY_ALTED + KEY_F4:
			Show_reticle_name = (Show_reticle_name+1)%2;
			break;

		KEY_MAC(case KEY_COMMAND+KEY_7:)
		case KEY_F7:
			Show_kill_list = (Show_kill_list+1) % ((Game_mode & GM_TEAM) ? 4 : 3);
			if (Game_mode & GM_MULTI)
				multi_sort_kill_list();
			break;

		KEY_MAC(case KEY_COMMAND+KEY_8:)
		case KEY_F8:
			multi_send_message_start();
			break;

		case KEY_F9:
		case KEY_F10:
		case KEY_F11:
		case KEY_F12:
			multi_send_macro(key);
			break;		// send taunt macros

#if defined(__APPLE__) || defined(macintosh)
		case KEY_9 + KEY_COMMAND:
			multi_send_macro(KEY_F9);
			break;
		case KEY_0 + KEY_COMMAND:
			multi_send_macro(KEY_F10);
			break;
		case KEY_1 + KEY_COMMAND + KEY_CTRLED:
			multi_send_macro(KEY_F11);
			break;
		case KEY_2 + KEY_COMMAND + KEY_CTRLED:
			multi_send_macro(KEY_F12);
			break;
#endif

		case KEY_SHIFTED + KEY_F9:
		case KEY_SHIFTED + KEY_F10:
		case KEY_SHIFTED + KEY_F11:
		case KEY_SHIFTED + KEY_F12:
			multi_define_macro(key);
			break;		// redefine taunt macros

#if defined(__APPLE__) || defined(macintosh)
		case KEY_9 + KEY_SHIFTED + KEY_COMMAND:
			multi_define_macro(KEY_F9);
			break;
		case KEY_0 + KEY_SHIFTED + KEY_COMMAND:
			multi_define_macro(KEY_F10);
			break;
		case KEY_1 + KEY_SHIFTED + KEY_COMMAND + KEY_CTRLED:
			multi_define_macro(KEY_F11);
			break;
		case KEY_2 + KEY_SHIFTED + KEY_COMMAND + KEY_CTRLED:
			multi_define_macro(KEY_F12);
			break;
#endif

#endif

		KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_S:)
		KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_2:)
		case KEY_ALTED+KEY_F2:
			if (!Player_is_dead)
				state_save_all(0, NULL, 0); // 0 means not between levels.
			break;

		KEY_MAC(case KEY_COMMAND+KEY_S:)
		case KEY_ALTED+KEY_F1:
			if (!Player_is_dead)
				state_save_all(0, NULL, 1);
			break;
		KEY_MAC(case KEY_COMMAND+KEY_O:)
		KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_3:)
		case KEY_ALTED+KEY_F3:
			if (!((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)))
				state_restore_all(1, 0, NULL);
			break;


		KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_4:)
		case KEY_F4 + KEY_SHIFTED:
			do_escort_menu();
			break;


		KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_ALTED+KEY_4:)
		case KEY_F4 + KEY_SHIFTED + KEY_ALTED:
			change_guidebot_name();
			break;

			/*
			 * Jukebox hotkeys -- MD2211, 2007
			 * Now for all music
			 * ==============================================
			 */
		case KEY_ALTED + KEY_SHIFTED + KEY_F9:
		KEY_MAC(case KEY_COMMAND+KEY_E:)
			if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK)
			{
				songs_stop_all();
				RBAEjectDisk();
			}
			break;

		case KEY_ALTED + KEY_SHIFTED + KEY_F10:
		KEY_MAC(case KEY_COMMAND+KEY_UP:)
		KEY_MAC(case KEY_COMMAND+KEY_DOWN:)
			songs_pause_resume();
			break;

		case KEY_MINUS + KEY_ALTED:
		case KEY_ALTED + KEY_SHIFTED + KEY_F11:
		KEY_MAC(case KEY_COMMAND+KEY_LEFT:)
			songs_play_level_song( Current_level_num, -1 );
			break;
		case KEY_EQUAL + KEY_ALTED:
		case KEY_ALTED + KEY_SHIFTED + KEY_F12:
		KEY_MAC(case KEY_COMMAND+KEY_RIGHT:)
			songs_play_level_song( Current_level_num, 1 );
			break;

		default:
			return 0;
			break;
	}

	return 1;
}
Esempio n. 3
0
//called to go to the next level (if there is one)
//if secret_flag is true, advance to secret level, else next normal one
//	Return true if game over.
int AdvanceLevel(int secret_flag)
{
	Control_center_destroyed = 0;

	#ifdef EDITOR
	if (Current_level_num == 0)
	{
		return 1;		//not a real level
	}
	#endif

	key_flush();

#ifdef NETWORK
	if (Game_mode & GM_MULTI)
	{
		int result;
		result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
		if (result) // failed to sync
		{
			return (Current_level_num == Last_level);
		}
	}
#endif

	key_flush();

	if (Current_level_num == Last_level) {		//player has finished the game!

		if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
			newdemo_stop_recording();

		do_end_briefing_screens(Ending_text_filename);

		return 1;

	} else {

		Next_level_num = Current_level_num+1;		//assume go to next normal level

		if (secret_flag) {			//go to secret level instead
			int i;

			for (i=0;i<-Last_secret_level;i++)
				if (Secret_level_table[i]==Current_level_num) {
					Next_level_num = -(i+1);
					break;
				}
			Assert(i<-Last_secret_level);		//couldn't find which secret level
		}

		if (Current_level_num < 0)	{			//on secret level, where to go?

			Assert(!secret_flag);				//shouldn't be going to secret level
			Assert(Current_level_num<=-1 && Current_level_num>=Last_secret_level);

			Next_level_num = Secret_level_table[(-Current_level_num)-1]+1;
		}

		StartNewLevel(Next_level_num);

	}

	key_flush();

	return 0;
}
Esempio n. 4
0
//called to go to the next level (if there is one)
//if secret_flag is true, advance to secret level, else next normal one
//	Return true if game over.
int AdvanceLevel(int secret_flag)
{
	Fuelcen_control_center_destroyed = 0;

	#ifdef EDITOR
	if (PLAYING_BUILTIN_MISSION)
		return 0;		//not a real level
	#endif

	#ifdef NETWORK
	if (Game_mode & GM_MULTI)
	{
          int result;
		result = multi_endlevel(&secret_flag); // Wait for other players to reach this point
		if (result) // failed to sync
			return (Current_level_num == Last_level);
	}
	#endif

	if (Current_level_num == Last_level) {		//player has finished the game!
		
		Function_mode = FMODE_MENU;
		if ((Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED))
			newdemo_stop_recording();

		#ifndef SHAREWARE
		songs_play_song( SONG_ENDGAME, 0 );
		#endif

		do_end_game();
		return 1;

	} else {

		Next_level_num = Current_level_num+1;		//assume go to next normal level

		if (secret_flag) {			//go to secret level instead
			int i;

			for (i=0;i<-Last_secret_level;i++)
				if (Secret_level_table[i]==Current_level_num) {
					Next_level_num = -(i+1);
					break;
				}
			Assert(i<-Last_secret_level);		//couldn't find which secret level
		}

		if (Current_level_num < 0)	{			//on secret level, where to go?

			Assert(!secret_flag);				//shouldn't be going to secret level
			Assert(Current_level_num<=-1 && Current_level_num>=Last_secret_level);

			Next_level_num = Secret_level_table[(-Current_level_num)-1]+1;
		}

		StartNewLevel(Next_level_num);

	}

	return 0;
}
Esempio n. 5
0
//this is for system-level keys, such as help, etc.
//returns 1 if screen changed
int HandleSystemKey(int key)
{
	if (!Player_is_dead)
		switch (key)
		{
			case KEY_ESC:
			{
				int choice;
				choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
				if (choice == 0)
					window_close(Game_wind);

				return 1;
			}
		}

	switch (key)
	{
		KEY_MAC( case KEY_COMMAND+KEY_P: )
		case KEY_PAUSE:
			do_game_pause();	break;


#ifdef macintosh
		case KEY_COMMAND + KEY_SHIFTED + KEY_3:
#endif
		case KEY_PRINT_SCREEN:
		{
			if (PlayerCfg.PRShot)
			{
				gr_set_current_canvas(NULL);
				render_frame(0);
				//gr_set_curfont(MEDIUM2_FONT);
				//gr_printf(SWIDTH-FSPACX(92),SHEIGHT-LINE_SPACING,"DXX-Rebirth\n");
				gr_flip();
				save_screen_shot(0);
			}
			else
			{
				game_render_frame_mono(0);
				if(GameArg.DbgUseDoubleBuffer)
					gr_flip();
				save_screen_shot(0);
			}
			break;
		}

		KEY_MAC(case KEY_COMMAND+KEY_1:)
		case KEY_F1:				if (Game_mode & GM_MULTI) show_netgame_help(); else show_help();	break;

		KEY_MAC(case KEY_COMMAND+KEY_2:)
		case KEY_F2:
			{
				do_options_menu();
				break;
			}


		KEY_MAC(case KEY_COMMAND+KEY_3:)
		case KEY_F3:
			if (!Player_is_dead)
				toggle_cockpit();
			break;

		KEY_MAC(case KEY_COMMAND+KEY_5:)
		case KEY_F5:
			if ( Newdemo_state == ND_STATE_RECORDING )
				newdemo_stop_recording();
			else if ( Newdemo_state == ND_STATE_NORMAL )
				newdemo_start_recording();
			break;
#ifdef NETWORK
		KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_4:)
		case KEY_ALTED + KEY_F4:
			Show_reticle_name = (Show_reticle_name+1)%2;
			break;

		KEY_MAC(case KEY_COMMAND+KEY_7:)
		case KEY_F7:
			Show_kill_list = (Show_kill_list+1) % ((Game_mode & GM_TEAM) ? 4 : 3);
			if (Game_mode & GM_MULTI)
				multi_sort_kill_list();
			break;

		KEY_MAC(case KEY_COMMAND+KEY_8:)
		case KEY_F8:
			multi_send_message_start();
			break;

		case KEY_F9:
		case KEY_F10:
		case KEY_F11:
		case KEY_F12:
			multi_send_macro(key);
			break;		// send taunt macros

#if defined(__APPLE__) || defined(macintosh)
		case KEY_9 + KEY_COMMAND:
			multi_send_macro(KEY_F9);
			break;
		case KEY_0 + KEY_COMMAND:
			multi_send_macro(KEY_F10);
			break;
		case KEY_1 + KEY_COMMAND + KEY_CTRLED:
			multi_send_macro(KEY_F11);
			break;
		case KEY_2 + KEY_COMMAND + KEY_CTRLED:
			multi_send_macro(KEY_F12);
			break;
#endif

		case KEY_SHIFTED + KEY_F9:
		case KEY_SHIFTED + KEY_F10:
		case KEY_SHIFTED + KEY_F11:
		case KEY_SHIFTED + KEY_F12:
			multi_define_macro(key);
			break;		// redefine taunt macros

#if defined(__APPLE__) || defined(macintosh)
		case KEY_9 + KEY_SHIFTED + KEY_COMMAND:
			multi_define_macro(KEY_F9);
			break;
		case KEY_0 + KEY_SHIFTED + KEY_COMMAND:
			multi_define_macro(KEY_F10);
			break;
		case KEY_1 + KEY_SHIFTED + KEY_COMMAND + KEY_CTRLED:
			multi_define_macro(KEY_F11);
			break;
		case KEY_2 + KEY_SHIFTED + KEY_COMMAND + KEY_CTRLED:
			multi_define_macro(KEY_F12);
			break;
#endif

#endif

		KEY_MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_S:)
		KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_2:)
		case KEY_ALTED+KEY_F2:
			if (!Player_is_dead)
				state_save_all( 0 );
			break;

		KEY_MAC(case KEY_COMMAND+KEY_S:)
		case KEY_ALTED+KEY_F1:
			if (!Player_is_dead)
				state_save_all(1);
			break;
		KEY_MAC(case KEY_COMMAND+KEY_O:)
		KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_3:)
		case KEY_ALTED+KEY_F3:
			if (!((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)))
				state_restore_all(1);
			break;

			/*
			 * Jukebox hotkeys -- MD2211, 2007
			 * Now for all music
			 * ==============================================
			 */
		case KEY_ALTED + KEY_SHIFTED + KEY_F9:
		KEY_MAC(case KEY_COMMAND+KEY_E:)
			if (GameCfg.MusicType == MUSIC_TYPE_REDBOOK)
			{
				songs_stop_all();
				RBAEjectDisk();
			}
			break;

		case KEY_ALTED + KEY_SHIFTED + KEY_F10:
		KEY_MAC(case KEY_COMMAND+KEY_UP:)
		KEY_MAC(case KEY_COMMAND+KEY_DOWN:)
			songs_pause_resume();
			break;

		case KEY_MINUS + KEY_ALTED:
		case KEY_ALTED + KEY_SHIFTED + KEY_F11:
		KEY_MAC(case KEY_COMMAND+KEY_LEFT:)
			songs_play_level_song( Current_level_num, -1 );
			break;
		case KEY_EQUAL + KEY_ALTED:
		case KEY_ALTED + KEY_SHIFTED + KEY_F12:
		KEY_MAC(case KEY_COMMAND+KEY_RIGHT:)
			songs_play_level_song( Current_level_num, 1 );
			break;

		default:
			return 0;
			break;
	}

	return 1;
}
Esempio n. 6
0
File: state.c Progetto: btb/d2x
//	-----------------------------------------------------------------------------------
int state_restore_all(int in_game, int secret_restore, char *filename_override)
{
	char filename[128];
	int	filenum = -1;

#ifdef NETWORK
	if ( Game_mode & GM_MULTI )	{
#ifdef MULTI_SAVE
			multi_initiate_restore_game();
#endif
		return 0;
	}
#endif

	if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
		HUD_init_message( "Can't restore in secret level!" );
		return 0;
	}

	if ( Newdemo_state == ND_STATE_RECORDING )
		newdemo_stop_recording();

	if ( Newdemo_state != ND_STATE_NORMAL )
		return 0;

	stop_time();

	if (filename_override) {
		strcpy(filename, filename_override);
		filenum = NUM_SAVES+1;		//	So we don't trigger autosave
	} else if (!(filenum = state_get_restore_file(filename, 0)))	{
		start_time();
		return 0;
	}
	
	//	MK, 1/1/96
	//	If not in multiplayer, do special secret level stuff.
	//	If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
	//	If it doesn't exist, then delete secret.sgc
	if (!secret_restore && !(Game_mode & GM_MULTI)) {
		int	rval;
		char	temp_fname[32], fc;

		if (filenum != -1) {
			if (filenum >= 10)
				fc = (filenum-10) + 'a';
			else
				fc = '0' + filenum;
			
			sprintf(temp_fname, PLAYER_DIR "%csecret.sgc", fc);

			mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));

			if (PHYSFS_exists(temp_fname))
			{
				mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
				rval = copy_file(temp_fname, PLAYER_DIR "secret.sgc");
				Assert(rval == 0);	//	Oops, error copying temp_fname to secret.sgc!
			} else
				PHYSFS_delete(PLAYER_DIR "secret.sgc");
		}
	}

	//	Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
	if ((filenum != (NUM_SAVES+1)) && in_game) {
		char	temp_filename[128];
		mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
		sprintf( temp_filename, PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
		state_save_all(!in_game, secret_restore, temp_filename, 0);
	}

	if ( !secret_restore && in_game ) {
		int choice;
		choice =  nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
		if ( choice != 0 )	{
			start_time();
			return 0;
		}
	}

	start_time();

	return state_restore_all_sub(filename, 0, secret_restore);
}