Esempio n. 1
0
void change_res()
{
 //edited 05/27/99 Matt Mueller - ingame fullscreen changing
 newmenu_item m[11];
 u_int32_t modes[11];
 int i=0, mc=0, num_presets=0;
 char customres[16];
#ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
 int fullscreenc;
#endif
 //end edit -MM
 u_int32_t screen_mode = 0;
 int screen_width = 0;
 int screen_height = 0;
 int vr_mode = VR_NONE;
 int screen_compatible = 0;
 int use_double_buffer = 0;
 
//changed 6/15/1999 by Owen Evans to fix some platform-related problems
#ifdef __MSDOS__
 m[mc].type = NM_TYPE_RADIO; m[mc].text = "320x100"; m[mc].value=(Game_screen_mode==SM(320,100)); m[mc].group=0; modes[mc] = SM(320,100); mc++;
#endif
 m[mc].type = NM_TYPE_RADIO; m[mc].text = "320x200"; m[mc].value=(Game_screen_mode==SM(320,200)); m[mc].group=0; modes[mc] = SM(320,200); mc++;
 m[mc].type = NM_TYPE_RADIO; m[mc].text = "320x240"; m[mc].value=(Game_screen_mode==SM(320,240)); m[mc].group=0; modes[mc] = SM(320,240); mc++;
 m[mc].type = NM_TYPE_RADIO; m[mc].text = "320x400"; m[mc].value=(Game_screen_mode==SM(320,400)); m[mc].group=0; modes[mc] = SM(320,400); mc++;
//#ifndef __LINUX__ - heh?  640x400 is perfectly fine on linux
 m[mc].type = NM_TYPE_RADIO; m[mc].text = "640x400"; m[mc].value=(Game_screen_mode==SM(640,400)); m[mc].group=0; modes[mc] = SM(640,400); mc++;
//#endif
 m[mc].type = NM_TYPE_RADIO; m[mc].text = "640x480"; m[mc].value=(Game_screen_mode==SM(640,480)); m[mc].group=0; modes[mc] = SM(640,480); mc++;
 m[mc].type = NM_TYPE_RADIO; m[mc].text = "800x600"; m[mc].value=(Game_screen_mode==SM(800,600)); m[mc].group=0; modes[mc] = SM(800,600); mc++;
 m[mc].type = NM_TYPE_RADIO; m[mc].text = "1024x768"; m[mc].value=(Game_screen_mode==SM(1024,768)); m[mc].group=0; modes[mc] = SM(1024,768); mc++;
//end section - OE
 num_presets = mc;
 for (i=0; i<mc; i++)
	 if (m[mc].value)
		 break;
 m[mc].type = NM_TYPE_RADIO; m[mc].text = "custom:"; m[mc].value=(i==mc); m[mc].group=0; modes[mc] = 0; mc++;
 sprintf(customres, "%ix%i", SM_W(Game_screen_mode), SM_H(Game_screen_mode));
 m[mc].type = NM_TYPE_INPUT; m[mc].text = customres; m[mc].text_len=11; modes[mc] = 0; mc++;

// m[mc].type = NM_TYPE_CHECK; m[mc].text = "No Doublebuffer"; m[mc].value = use_double_buffer;

 //added 05/27/99 Matt Mueller - ingame fullscreen changing
#ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
 fullscreenc=mc;m[mc].type = NM_TYPE_CHECK; m[mc].text = "Fullscreen"; m[mc].value = gr_check_fullscreen();mc++;
#endif
 //end addition -MM


   i=newmenu_do1( NULL, "Screen Resolution", mc, m, &change_res_poll, 0);

  //added 05/27/99 Matt Mueller - ingame fullscreen changing
#ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
   if (m[fullscreenc].value != gr_check_fullscreen()){
	   gr_toggle_fullscreen();
        Game_screen_mode = -1;
   }
#endif
  //end addition -MM
   
  for(i=0;(m[i].value==0)&&(i<num_presets);i++);
  if (modes[i]==0){
	  char *h=strchr(customres, 'x');
	  if (!h) 
		  return;
	  screen_mode = SM(atoi(customres), atoi(h+1));
  }else{
	  screen_mode = modes[i];
  }

  screen_width = SM_W(screen_mode);
  screen_height = SM_H(screen_mode);
  if (screen_height<=0 || screen_width<=0)
	  return;

  switch(screen_mode)
   {
    case SM(320,100)://19:
           screen_compatible = 0;
           use_double_buffer = 0;
           break;
	case SM(320,200)://SM_320x200C:
           screen_compatible = 1;
           use_double_buffer = 0;
           break;
	default:
           screen_compatible = 0;
           use_double_buffer = 1;
           break;
   }
#ifdef __MSDOS__
  if ( FindArg( "-nodoublebuffer" ) )
#endif
   use_double_buffer = 0;

//added 6/15/1999 by Owen Evans to eliminate unneccesary mode modification
	if (Game_screen_mode == screen_mode)
		return;
//      gr_set_mode(Game_screen_mode);
//end section - OE

        VR_offscreen_buffer = 0;        //Disable VR (so that VR_Screen_mode doesnt mess us up
        Game_screen_mode = screen_mode;
        Game_window_w=screen_width;
        Game_window_h=screen_height;
        game_init_render_buffers(screen_mode, screen_width, screen_height, use_double_buffer, vr_mode, screen_compatible);
        

        mprintf( (0, "\nInitializing palette system..." ));
        gr_use_palette_table( "PALETTE.256" );
        mprintf( (0, "\nInitializing font system..." ));
        gamefont_init();        // must load after palette data loaded.


  reset_palette_add();
  init_cockpit();
  last_drawn_cockpit[0]=-1;
  last_drawn_cockpit[1]=-1;
//  init_gauges();

   vr_reset_display();
}
Esempio n. 2
0
//called when the player has died
void DoPlayerDead()
{
	int cycle_window_vis = 1;
#ifdef NETWORK
	if ( (Game_mode & GM_MULTI) && (Netgame.SpawnStyle == SPAWN_STYLE_PREVIEW))  {
		cycle_window_vis = 0; 
	}
#endif

	if (Game_wind && cycle_window_vis)
		window_set_visible(Game_wind, 0);

	reset_palette_add();

	gr_palette_load (gr_palette);

	dead_player_end();		//terminate death sequence (if playing)

	#ifdef EDITOR
	if (Game_mode == GM_EDITOR) {			//test mine, not real level
		object * player = &Objects[Players[Player_num].objnum];
		//nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
		if (Game_wind)
			window_set_visible(Game_wind, 1);
		load_level("gamesave.lvl");
		init_player_stats_new_ship(Player_num);
		player->flags &= ~OF_SHOULD_BE_DEAD;
		StartLevel(0);
		return;
	}
	#endif

#ifdef NETWORK
	if ( Game_mode&GM_MULTI )
	{
		multi_do_death(Players[Player_num].objnum);
	}
	else
#endif
	{				//Note link to above else!
		Players[Player_num].lives--;
		if (Players[Player_num].lives == 0)
		{
			DoGameOver();
			return;
		}
	}

	if ( Control_center_destroyed ) {
		int	rval;

		//clear out stuff so no bonus
		Players[Player_num].hostages_on_board = 0;
		Players[Player_num].energy = 0;
		Players[Player_num].shields = 0;
#ifdef NETWORK
		Players[Player_num].connected = CONNECT_DIED_IN_MINE;
#endif

		do_screen_message(TXT_DIED_IN_MINE); // Give them some indication of what happened

		if (Current_level_num == Last_level) {
#ifdef NETWORK
			if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
			{
				multi_endlevel_score();
				rval = AdvanceLevel(0);			//if finished, go on to next level
			}
			else
#endif
			{			// Note link to above else!
				rval = AdvanceLevel(0);			//if finished, go on to next level
				DoEndLevelScoreGlitz(0);
			}
			init_player_stats_new_ship(Player_num);
			last_drawn_cockpit = -1;
		} else {
#ifdef NETWORK
			if (Game_mode & GM_MULTI)
				multi_endlevel_score();
			else
#endif
				DoEndLevelScoreGlitz(0);		// Note above link!

			rval = AdvanceLevel(0);			//if finished, go on to next level
			init_player_stats_new_ship(Player_num);
			last_drawn_cockpit = -1;
		}

		if (rval) {
#ifndef SHAREWARE
			if (PLAYING_BUILTIN_MISSION)
#endif
				scores_maybe_add_player(0);
			if (Game_wind)
				window_close(Game_wind);		// Exit out of game loop
		}
	} else {
		init_player_stats_new_ship(Player_num);
		StartLevel(1);
	}

	if (Game_wind  && cycle_window_vis)
		window_set_visible(Game_wind, 1);
	reset_time();
}
Esempio n. 3
0
//called when the player is starting a new level for normal game mode and restore state
void StartNewLevelSub(int level_num, int page_in_textures, int secret_flag)
{
	/*
	 * This flag is present for compatibility with D2X.  Set it to zero
	 * so the optimizer deletes all reference to it.
	 */
	secret_flag = 0;
	if (!(Game_mode & GM_MULTI)) {
		last_drawn_cockpit = -1;
	}

	if (Newdemo_state == ND_STATE_PAUSED)
		Newdemo_state = ND_STATE_RECORDING;

	if (Newdemo_state == ND_STATE_RECORDING) {
		newdemo_set_new_level(level_num);
		newdemo_record_start_frame(FrameTime );
	}

	LoadLevel(level_num, page_in_textures);

	Assert(Current_level_num == level_num);	//make sure level set right

	gameseq_init_network_players(); // Initialize the Players array for
											  // this level

#ifdef NETWORK
	if (Game_mode & GM_NETWORK)
	{
		if(multi_level_sync()) // After calling this, Player_num is set
		{
			songs_play_song( SONG_TITLE, 1 ); // level song already plays but we fail to start level...
			return;
		}
	}
#endif

	HUD_clear_messages();

	automap_clear_visited();

	init_player_stats_level(secret_flag);

	gr_use_palette_table( "palette.256" );
	gr_palette_load(gr_palette);

#ifndef SHAREWARE
#ifdef NETWORK
	if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
	{
		int i;
		for (i = 0; i < N_players; i++)
			Players[i].flags |= Netgame.player_flags[i];
	}
#endif
#endif

	Viewer = &Objects[Players[Player_num].objnum];

#ifdef NETWORK
	if (Game_mode & GM_MULTI)
	{
		multi_prep_level(); // Removes robots from level if necessary
	}
#endif

	gameseq_remove_unused_players();

	Game_suspended = 0;

	Control_center_destroyed = 0;

	init_cockpit();
	init_robots_for_level();
	init_ai_objects();
	init_morphs();
	init_all_matcens();
	reset_palette_add();

	if (!(Game_mode & GM_MULTI) && !cheats.enabled)
		set_highest_level(Current_level_num);

	reset_special_effects();

#ifdef OGL
	ogl_cache_level_textures();
#endif

#ifdef NETWORK
	if (Network_rejoined == 1)
	{
		Network_rejoined = 0;
		StartLevel(1);
	}
	else
#endif
		StartLevel(0);		// Note link to above if!

	copy_defaults_to_robot_all();
	init_controlcen_for_level();

	//	Say player can use FLASH cheat to mark path to exit.
	Last_level_path_created = -1;

	// Initialise for palette_restore()
	if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
		palette_save();

	if (!Game_wind)
		game();
}
Esempio n. 4
0
void do_countdown_frame()
{
	fix	old_time;
	int	fc, div_scale;

	if (!Control_center_destroyed)	return;

	//	Control center destroyed, rock the player's ship.
	fc = Countdown_seconds_left;
	if (fc > 16)
		fc = 16;

	//	At Trainee, decrease rocking of ship by 4x.
	div_scale = 1;
	if (Difficulty_level == 0)
		div_scale = 4;

	if (FixedStep & EPS20)
	{
		ConsoleObject->mtype.phys_info.rotvel.x += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
		ConsoleObject->mtype.phys_info.rotvel.z += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
	}
	//	Hook in the rumble sound effect here.

	old_time = Countdown_timer;
	Countdown_timer -= FrameTime;
	Countdown_seconds_left = f2i(Countdown_timer + F1_0*7/8);

	if ( (old_time > COUNTDOWN_VOICE_TIME ) && (Countdown_timer <= COUNTDOWN_VOICE_TIME) )	{
		digi_play_sample( SOUND_COUNTDOWN_13_SECS, F3_0 );
	}
	if ( f2i(old_time + F1_0*7/8) != Countdown_seconds_left )	{
		if ( (Countdown_seconds_left>=0) && (Countdown_seconds_left<10) )
			digi_play_sample( SOUND_COUNTDOWN_0_SECS+Countdown_seconds_left, F3_0 );
		if ( Countdown_seconds_left==Total_countdown_time-1)
			digi_play_sample( SOUND_COUNTDOWN_29_SECS, F3_0 );
	}						

	if (Countdown_timer > 0) {
		fix size,old_size;
		size = (i2f(Total_countdown_time)-Countdown_timer) / fl2f(0.65);
		old_size = (i2f(Total_countdown_time)-old_time) / fl2f(0.65);
		if (size != old_size && (Countdown_seconds_left < (Total_countdown_time-5) ))		{			// Every 2 seconds!
			//@@if (Dead_controlcen_object_num != -1) {
			//@@	vms_vector vp;	//,v,c;
			//@@	compute_segment_center(&vp, &Segments[Objects[Dead_controlcen_object_num].segnum]);
			//@@	object_create_explosion( Objects[Dead_controlcen_object_num].segnum, &vp, size*10, VCLIP_SMALL_EXPLOSION);
			//@@}

			digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F3_0 );
		}
	}  else {
		int flash_value;

		if (old_time > 0)
			digi_play_sample( SOUND_MINE_BLEW_UP, F1_0 );

		flash_value = f2i(-Countdown_timer * (64 / 4));	// 4 seconds to total whiteness
		PALETTE_FLASH_SET(flash_value,flash_value,flash_value);

		if (PaletteBlueAdd > 64 )	{
			gr_set_current_canvas( NULL );
			gr_clear_canvas(BM_XRGB(31,31,31));				//make screen all white to match palette effect
			reset_palette_add();							//restore palette for death message
			//controlcen->MaxCapacity = Fuelcen_max_amount;
			//gauge_message( "Control Center Reset" );
			DoPlayerDead();		//kill_player();
		}																				
	}
}
Esempio n. 5
0
//called when the player is starting a new level for normal game mode and restore state
void StartNewLevelSub(int level_num, int page_in_textures)
{
	if (!(Game_mode & GM_MULTI)) {
		last_drawn_cockpit = -1;
	}

	if (Newdemo_state == ND_STATE_PAUSED)
		Newdemo_state = ND_STATE_RECORDING;

	if (Newdemo_state == ND_STATE_RECORDING) {
		newdemo_set_new_level(level_num);
		newdemo_record_start_frame(FrameTime );
	}

	if (Game_mode & GM_MULTI)
		Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.

	LoadLevel(level_num);

	if ( page_in_textures )	{
		piggy_load_level_data();
	}

	Assert(Current_level_num == level_num);	//make sure level set right

	gameseq_init_network_players(); // Initialize the Players array for 
											  // this level

#ifdef NETWORK
	if (Game_mode & GM_NETWORK)
	{
		if(network_level_sync()) // After calling this, Player_num is set
			return;
	}
#endif

	Assert(Function_mode == FMODE_GAME);

	HUD_clear_messages();

	automap_clear_visited();

	#ifdef NETWORK
	if (Network_new_game == 1)
	{
		Network_new_game = 0;
		init_player_stats_new_ship();
	}
	#endif
	init_player_stats_level();

#ifndef SHAREWARE
#ifdef NETWORK
	if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
	{
		int i;
		for (i = 0; i < N_players; i++)
			Players[i].flags |= Netgame.player_flags[i];
	}
#endif
#endif

	Viewer = &Objects[Players[Player_num].objnum];

#ifdef NETWORK
	if (Game_mode & GM_MULTI)
	{
		multi_prep_level(); // Removes robots from level if necessary
	}
#endif

	gameseq_remove_unused_players();

	count_powerup_start_level();

	Game_suspended = 0;

	Fuelcen_control_center_destroyed = 0;

	init_cockpit();
	init_robots_for_level();
	init_ai_objects();
	init_morphs();
	init_all_matcens();
	reset_palette_add();
	game_flush_inputs();		// clear out the keyboard

	if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
		set_highest_level(Current_level_num);

	reset_special_effects();

#ifdef OGL
	ogl_cache_level_textures();
#endif

#ifdef NETWORK
	if (Network_rejoined == 1)
	{
		Network_rejoined = 0;
		StartLevel(1);
	}
	else
#endif
		StartLevel(0);		// Note link to above if!

	copy_defaults_to_robot_all();
	init_controlcen_for_level();

	//	Say player can use FLASH cheat to mark path to exit.
	Last_level_path_created = -1;
}
Esempio n. 6
0
//called when the player has died
void DoPlayerDead()
{
	reset_palette_add();

	gr_palette_load (gr_palette);

	dead_player_end();		//terminate death sequence (if playing)

#ifdef HOSTAGE_FACES
	stop_all_hostage_clips();
#endif

	#ifdef EDITOR
	if (Game_mode == GM_EDITOR) {			//test mine, not real level
		object * player = &Objects[Players[Player_num].objnum];
		//nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
		load_level("gamesave.lvl");
		init_player_stats_new_ship();
		player->flags &= ~OF_SHOULD_BE_DEAD;
		StartLevel(0);
		return;
	}
	#endif

	#ifdef NETWORK
	if ( Game_mode&GM_MULTI )
	{
		multi_do_death(Players[Player_num].objnum);
	}
	else 
	#endif		
	{				//Note link to above else!
		Players[Player_num].lives--;
		if (Players[Player_num].lives == 0)
		{	
			DoGameOver();
			return;
		}
	}
				
	if ( Fuelcen_control_center_destroyed ) {
		int	rval;

		//clear out stuff so no bonus
		Players[Player_num].hostages_on_board = 0;
		Players[Player_num].energy = 0;
		Players[Player_num].shields = 0;
		Players[Player_num].connected = 3;

		died_in_mine_message(); // Give them some indication of what happened

		if (Current_level_num == Last_level) {
			#ifdef NETWORK
			if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
			{
				multi_endlevel_score();
				rval = AdvanceLevel(0);			//if finished, go on to next level
			}
			else
			#endif	
			{			// Note link to above else!
				rval = AdvanceLevel(0);			//if finished, go on to next level
				DoEndLevelScoreGlitz(0);	
			}
			init_player_stats_new_ship();
			last_drawn_cockpit = -1;
		} else {
			#ifdef NETWORK
			if (Game_mode & GM_MULTI)
				multi_endlevel_score();
			else
			#endif
				DoEndLevelScoreGlitz(0);		// Note above link!

			rval = AdvanceLevel(0);			//if finished, go on to next level
			init_player_stats_new_ship();
			last_drawn_cockpit = -1;
		}

		if (rval) {
#ifndef SHAREWARE
			if (PLAYING_BUILTIN_MISSION)
#endif
				scores_maybe_add_player(0);
			longjmp( LeaveGame, 1 );		// Exit out of game loop
		}
	} else {
		init_player_stats_new_ship();
		StartLevel(1);
	}

}