Esempio n. 1
0
void module_init(void) {
  int i, j;

  // init module/param descriptor
  // intialize local data at start of SDRAM
  data = (wavesData * )SDRAM_ADDRESS;
  // initialize moduleData superclass for core routines
  gModuleData = &(data->super);
  strcpy(gModuleData->name, "aleph-waves");
  gModuleData->paramData = data->mParamData;
  gModuleData->numParams = eParamNumParams;

  for(i=0; i<WAVES_NVOICES; i++) {
    fract32 tmp = FRACT32_MAX >> 2;
    osc_init( &(voice[i].osc), &wavtab, SAMPLERATE );
    filter_svf_init( &(voice[i].svf) );
    voice[i].amp = tmp;

    slew_init((voice[i].ampSlew), 0, 0, 0 );
    slew_init((voice[i].cutSlew), 0, 0, 0 );
    slew_init((voice[i].rqSlew), 0, 0, 0 );

    slew_init((voice[i].wetSlew), 0, 0, 0 );
    slew_init((voice[i].drySlew), 0, 0, 0 );

    voice[i].pmDelWrIdx = 0;
    voice[i].pmDelRdIdx = 0;

    //    voice[i].pmDelBuf = data->pmDelBuf[i];
  }

  for(i=0; i<4; i++) {
    for(j=0; j<4; j++) {
      patch_adc_dac[i][j] = &trash;
    }
  }

  for(i=0; i<2; i++) {
    for(j=0; j<4; j++) {
      patch_osc_dac[i][j] = &trash;
    }
  }

  // cv
  /* slew_init(cvSlew[0] , 0, 0, 0 ); */
  /* slew_init(cvSlew[1] , 0, 0, 0 ); */
  /* slew_init(cvSlew[2] , 0, 0, 0 ); */
  /* slew_init(cvSlew[3] , 0, 0, 0 ); */

  // cv
  filter_1p_lo_init( &(cvSlew[0]), 0xf );
  filter_1p_lo_init( &(cvSlew[1]), 0xf );
  filter_1p_lo_init( &(cvSlew[2]), 0xf );
  filter_1p_lo_init( &(cvSlew[3]), 0xf );



  // set parameters to defaults
  /// slew first
  param_setup(  eParamHz1Slew, PARAM_SLEW_DEFAULT );
  param_setup(  eParamHz0Slew, PARAM_SLEW_DEFAULT );
  param_setup(  eParamPm10Slew, 	PARAM_SLEW_DEFAULT );
  param_setup(  eParamPm01Slew, 	PARAM_SLEW_DEFAULT );
  param_setup(  eParamWm10Slew, 	PARAM_SLEW_DEFAULT );
  param_setup(  eParamWm01Slew, 	PARAM_SLEW_DEFAULT );
  param_setup(  eParamWave1Slew, PARAM_SLEW_DEFAULT );
  param_setup(  eParamWave0Slew, PARAM_SLEW_DEFAULT );
  param_setup(  eParamAmp1Slew, 	PARAM_SLEW_DEFAULT );
  param_setup(  eParamAmp0Slew, PARAM_SLEW_DEFAULT );
 
  param_setup(  eParamCut0Slew, PARAM_SLEW_DEFAULT );
  param_setup(  eParamCut1Slew, PARAM_SLEW_DEFAULT );
  param_setup(  eParamRq0Slew, PARAM_SLEW_DEFAULT );
  param_setup(  eParamRq1Slew, PARAM_SLEW_DEFAULT );

  param_setup(  eParamWet0Slew, PARAM_SLEW_DEFAULT );
  param_setup(  eParamWet1Slew, PARAM_SLEW_DEFAULT );
  param_setup(  eParamDry0Slew, PARAM_SLEW_DEFAULT );
  param_setup(  eParamDry1Slew, PARAM_SLEW_DEFAULT );
  param_setup(  eParamHz1, 	220 << 16 );
  param_setup(  eParamHz0, 	330 << 16 );
  param_setup(  eParamTune1, 	FIX16_ONE );
  param_setup(  eParamTune0, 	FIX16_ONE );
  param_setup(  eParamWave1, 	0 );
  param_setup(  eParamWave0, 	0 );
  param_setup(  eParamAmp1, 	PARAM_AMP_6 );
  param_setup(  eParamAmp0, 	PARAM_AMP_6 );
  param_setup(  eParamPm10, 	0 );
  param_setup(  eParamPm01, 	0 );
  param_setup(  eParamWm10, 	0 );
  param_setup(  eParamWm01, 	0 );
  /* param_setup(  eParamBl1,  	0 ); */
  /* param_setup(  eParamBl0,  	0 ); */

  param_setup(  eParam_cut1,	PARAM_CUT_DEFAULT);
  param_setup(  eParam_rq1,	PARAM_RQ_DEFAULT);
  param_setup(  eParam_mode1,	0);

  param_setup(  eParam_fwet1,	PARAM_AMP_6 );
  param_setup(  eParam_fdry1,	PARAM_AMP_6 );

  param_setup(  eParam_cut0, 	PARAM_CUT_DEFAULT );
  param_setup(  eParam_rq0, 	PARAM_RQ_DEFAULT );
  param_setup(  eParam_mode0,	0);

  param_setup(  eParam_fwet0,	PARAM_AMP_6 );
  param_setup(  eParam_fdry0,	PARAM_AMP_6 );


  param_setup(  eParam_adc0_dac0, 	1 );
  param_setup(  eParam_adc1_dac1,  	1 );
  param_setup(  eParam_adc2_dac2, 	1 );
  param_setup(  eParam_adc3_dac3, 	1 );

  param_setup(  eParam_osc0_dac0, 	1 );
  param_setup(  eParam_osc0_dac1,  	1 );
  param_setup(  eParam_osc0_dac2, 	1 );
  param_setup(  eParam_osc0_dac3, 	1 );
  param_setup(  eParam_osc1_dac0, 	1 );
  param_setup(  eParam_osc1_dac1,  	1 );
  param_setup(  eParam_osc1_dac2, 	1 );
  param_setup(  eParam_osc1_dac3, 	1 );

  param_setup(  eParam_cvVal0, 	FRACT32_MAX >> 1 );
  param_setup(  eParam_cvVal1, 	FRACT32_MAX >> 1 );
  param_setup(  eParam_cvVal2, 	FRACT32_MAX >> 1 );
  param_setup(  eParam_cvVal3, 	FRACT32_MAX >> 1 );
  param_setup(  eParam_cvSlew0, 	PARAM_SLEW_DEFAULT );
  param_setup(  eParam_cvSlew1, 	PARAM_SLEW_DEFAULT );
  param_setup(  eParam_cvSlew2, 	PARAM_SLEW_DEFAULT );
  param_setup(  eParam_cvSlew3, 	PARAM_SLEW_DEFAULT );
}
Esempio n. 2
0
File: med.c Progetto: paud/d2x-xl
// ---------------------------------------------------------------------------------------------------
//this function is the editor. called when editor mode selected.  runs until
//game mode or exit selected
void editor(void)
{
	int w,h;
	grsBitmap * savedbitmap;
	editorView *new_cv;
        static int padnum=0;
	vmsMatrix	MouseRotMat,tempm;
	//@@short camera_objnum;			//a camera for viewing

	init_editor();

	InitCurve();

	RestoreEffectBitmapIcons();

	if (!SetScreenMode(SCREEN_EDITOR))	{
		SetScreenMode(SCREEN_GAME);
		gameStates.app.nFunctionMode=FMODE_GAME;			//force back into game
		return;
	}

	GrSetCurrentCanvas( NULL );
	GrSetCurFont(editor_font);

	//Editor renders into full (320x200) game screen 

	SetWarnFunc(med_show_warning);

	gameStates.input.keys.bRepeat = 1;		// Allow repeat in editor

//	_MARK_("start of editor");//Nuked to compile -KRB

	ui_mouse_hide();
	ui_reset_idleSeconds();
	gameData.objs.viewer = gameData.objs.console;
	slew_init(gameData.objs.console);
	UpdateFlags = UF_ALL;
	medlisp_update_screen();

	//set the wire-frame window to be the current view
	currentView = &LargeView;

	if (faded_in==0)
	{
		faded_in = 1;
		//gr_pal_fade_in( grdCurScreen->pal );
	}

	w = GameViewBox->canvas->cvBitmap.bmProps.w;
	h = GameViewBox->canvas->cvBitmap.bmProps.h;

	savedbitmap = GrCreateBitmap(w, h );

	GrBmUBitBlt( w, h, 0, 0, 0, 0, &GameViewBox->canvas->cvBitmap, savedbitmap );

	GrSetCurrentCanvas( GameViewBox->canvas );
	GrSetCurFont(editor_font);
	//GrSetColor( CBLACK );
	//gr_deaccent_canvas();
	//gr_grey_canvas();

	ui_mouse_show();

	GrSetCurFont(editor_font);
	ui_pad_goto(padnum);

	gamestate_restore_check();

	while (gameStates.app.nFunctionMode == FMODE_EDITOR) {

		GrSetCurFont(editor_font);
		info_display_all(EditorWindow);

		ModeFlag = 0;

		// Update the windows

		// Only update if there is no key waiting and we're not in
		// fast play mode.
		if (!KeyPeekKey()) //-- && (MacroStatus != UI_STATUS_FASTPLAY))
			medlisp_update_screen();

		//do editor stuff
		GrSetCurFont(editor_font);
		ui_mega_process();
		last_keypress &= ~KEYDBGGED;		//	mask off delete key bit which has no function in editor.
		ui_window_do_gadgets(EditorWindow);
		doRobot_window();
		doObject_window();
		do_wall_window();
		do_trigger_window();
		do_hostage_window();
		do_centers_window();
		check_wall_validity();
		Assert(gameData.walls.nWalls>=0);

		if (Gameview_lockstep) {
			static tSegment *old_cursegp=NULL;
			static int old_curside=-1;

			if (old_cursegp!=Cursegp || old_curside!=Curside) {
				SetPlayerFromCursegMinusOne();
				old_cursegp = Cursegp;
				old_curside = Curside;
			}
		}

		if ( ui_get_idleSeconds() > COMPRESS_INTERVAL ) 
			{
			med_compress_mine();
			ui_reset_idleSeconds();
			}
  
//	Commented out because it occupies about 25% of time in twirling the mine.
// Removes some Asserts....
//		med_check_all_vertices();
		clear_editor_status();		// if enough time elapsed, clear editor status message
		TimedAutosave(mine_filename);
		set_editorTime_of_day();
		GrSetCurrentCanvas( GameViewBox->canvas );
	
		// Remove keys used for slew
		switch(last_keypress)
		{
		case KEY_PAD9:
		case KEY_PAD7:
		case KEY_PADPLUS:
		case KEY_PADMINUS:
		case KEY_PAD8:
		case KEY_PAD2:
		case KEY_LBRACKET:
		case KEY_RBRACKET:
		case KEY_PAD1:
		case KEY_PAD3:
		case KEY_PAD6:
		case KEY_PAD4:
			last_keypress = 0;
		}
		if ((last_keypress&0xff)==KEY_LSHIFT) last_keypress=0;
		if ((last_keypress&0xff)==KEY_RSHIFT) last_keypress=0;
		if ((last_keypress&0xff)==KEY_LCTRL) last_keypress=0;
		if ((last_keypress&0xff)==KEY_RCTRL) last_keypress=0;
//		if ((last_keypress&0xff)==KEY_LALT) last_keypress=0;
//		if ((last_keypress&0xff)==KEY_RALT) last_keypress=0;

		GrSetCurFont(editor_font);
		menubar_do( last_keypress );

		//=================== DO FUNCTIONS ====================

		if ( KeyFunction[ last_keypress ] != NULL )	{
			KeyFunction[last_keypress]();
			last_keypress = 0;
		}
		switch (last_keypress)
		{
		case 0:
		case KEY_Z:
		case KEY_G:
		case KEY_LALT:
		case KEY_RALT:
		case KEY_LCTRL:
		case KEY_RCTRL:
		case KEY_LSHIFT:
		case KEY_RSHIFT:
		case KEY_LAPOSTRO:
			break;
		case KEY_SHIFTED + KEY_L:
			ToggleLighting();
			break;
		case KEY_F1:
			render_3d_in_big_window = !render_3d_in_big_window;
			UpdateFlags |= UF_ALL;
			break;		
		default:
			{
			char kdesc[100];
			GetKeyDescription( kdesc, last_keypress );
			editor_status("Error: %s isn't bound to anything.", kdesc  );
			}
		}

		//================================================================

		if (ModeFlag==1)
		{
			close_editor_screen();
			gameStates.app.nFunctionMode=FMODE_EXIT;
				GrFreeBitmap( savedbitmap );
			break;
		}

		if (ModeFlag==2) //-- && MacroStatus==UI_STATUS_NORMAL )
		{
			ui_mouse_hide();
			gameStates.app.nFunctionMode = FMODE_GAME;
			GrBmUBitBlt( w, h, 0, 0, 0, 0, savedbitmap, &GameViewBox->canvas->cvBitmap);
			GrFreeBitmap( savedbitmap );
			break;
		}

		if (ModeFlag==3) //-- && MacroStatus==UI_STATUS_NORMAL )
		{
//			med_compress_mine();						//will be called anyways before game.
			close_editor_screen();
			gameStates.app.nFunctionMode=FMODE_GAME;			//force back into game
			SetScreenMode(SCREEN_GAME);		//put up game screen
			GrFreeBitmap( savedbitmap );
			break;
		}

//		if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)GameViewBox) currentView=NULL;
//		if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)GroupViewBox) currentView=NULL;

		new_cv = currentView ;

#if ORTHO_VIEWS
		if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)LargeViewBox) new_cv=&LargeView;
		if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)TopViewBox)	new_cv=&TopView;
		if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)FrontViewBox) new_cv=&FrontView;
		if (CurWindow->keyboard_focus_gadget == (UI_GADGET *)RightViewBox) new_cv=&RightView;
#endif
		if (new_cv != currentView ) {
			currentView->ev_changed = 1;
			new_cv->ev_changed = 1;
			currentView = new_cv;
		}

		CalcFrameTime();
		if (slew_frame(0)) {		//do movement and check keys
			UpdateFlags |= UF_GAME_VIEW_CHANGED;
			if (Gameview_lockstep) {
				Cursegp = &gameData.segs.segments[gameData.objs.console->nSegment];
				med_create_new_segment_from_cursegp();
				UpdateFlags |= UF_ED_STATE_CHANGED;
			}
		}

		// DO TEXTURE STUFF
		texpage_do();
		objpage_do();


		// Process selection of Cursegp using mouse.
		if (LargeViewBox->mouse_onme && LargeViewBox->b1_clicked && !render_3d_in_big_window) 
		{
			int	xcrd,ycrd;
			xcrd = LargeViewBox->b1_drag_x1;
			ycrd = LargeViewBox->b1_drag_y1;

			find_segments(xcrd,ycrd,LargeViewBox->canvas,&LargeView,Cursegp,Big_depth);	// Sets globals N_found_segs, Found_segs

			// If shift is down, then add tSegment to found list
			if (gameStates.input.keys.pressed[ KEY_LSHIFT ] || gameStates.input.keys.pressed[ KEY_RSHIFT ])
				subtract_found_segments_from_selected_list();
			else
				add_found_segments_to_selected_list();

  			Found_seg_index = 0;
	
			if (N_found_segs > 0) {
				sort_seg_list(N_found_segs,Found_segs,&gameData.objs.console->position.vPos);
				Cursegp = &gameData.segs.segments[Found_segs[0]];
				med_create_new_segment_from_cursegp();
				if (LockView_to_cursegp)
					setView_target_from_segment(Cursegp);
			}

			UpdateFlags |= UF_ED_STATE_CHANGED | UF_VIEWPOINT_MOVED;
		}

		if (GameViewBox->mouse_onme && GameViewBox->b1_dragging) {
			int	x, y;
			x = GameViewBox->b1_drag_x2;
			y = GameViewBox->b1_drag_y2;

			ui_mouse_hide();
			GrSetCurrentCanvas( GameViewBox->canvas );
			GrSetColor( 15 );
			GrRect( x-1, y-1, x+1, y+1 );
			ui_mouse_show();

		}
	
		// Set current tSegment and tSide by clicking on a polygon in game window.
		//	If ctrl pressed, also assign current texture map to that tSide.
		//if (GameViewBox->mouse_onme && (GameViewBox->b1_done_dragging || GameViewBox->b1_clicked)) {
		if ((GameViewBox->mouse_onme && GameViewBox->b1_clicked && !render_3d_in_big_window) ||
			(LargeViewBox->mouse_onme && LargeViewBox->b1_clicked && render_3d_in_big_window)) {

			int	xcrd,ycrd;
			int seg,tSide,face,poly,tmap;

			if (render_3d_in_big_window) {
				xcrd = LargeViewBox->b1_drag_x1;
				ycrd = LargeViewBox->b1_drag_y1;
			}
			else {
				xcrd = GameViewBox->b1_drag_x1;
				ycrd = GameViewBox->b1_drag_y1;
			}

			//Int3();

			if (FindSegSideFace(xcrd,ycrd,&seg,&tSide,&face,&poly)) {


				if (seg<0) {							//found an tObject

					CurObject_index = -seg-1;
					editor_status("Object %d selected.",CurObject_index);

					UpdateFlags |= UF_ED_STATE_CHANGED;
				}
				else {

					//	See if either shift key is down and, if so, assign texture map
					if (gameStates.input.keys.pressed[KEY_LSHIFT] || gameStates.input.keys.pressed[KEY_RSHIFT]) {
						Cursegp = &gameData.segs.segments[seg];
						Curside = tSide;
						AssignTexture();
						med_create_new_segment_from_cursegp();
						editor_status("Texture assigned");
					} else if (gameStates.input.keys.pressed[KEY_G])	{
						tmap = gameData.segs.segments[seg].sides[tSide].nBaseTex;
						texpage_grab_current(tmap);
						editor_status( "Texture grabbed." );
					} else if (gameStates.input.keys.pressed[ KEY_LAPOSTRO] ) {
						ui_mouse_hide();
						moveObject_to_mouse_click();
					} else {
						Cursegp = &gameData.segs.segments[seg];
						Curside = tSide;
						med_create_new_segment_from_cursegp();
						editor_status("Curseg and curside selected");
					}
				}

				UpdateFlags |= UF_ED_STATE_CHANGED;
			}
			else 
				editor_status("Click on non-texture ingored");

		}

		// Allow specification of LargeView using mouse
		if (gameStates.input.keys.pressed[ KEY_LCTRL ] || gameStates.input.keys.pressed[ KEY_RCTRL ]) {
			ui_mouse_hide();
			if ( (Mouse.dx!=0) && (Mouse.dy!=0) ) {
				GetMouseRotation( Mouse.dx, Mouse.dy, &MouseRotMat );
				VmMatMul(&tempm,&LargeView.ev_matrix,&MouseRotMat);
				LargeView.ev_matrix = tempm;
				LargeView.ev_changed = 1;
				LargeView_index = -1;			// say not one of the orthogonal views
			}
		} else  {
			ui_mouse_show();
		}

		if ( gameStates.input.keys.pressed[ KEY_Z ] ) {
			ui_mouse_hide();
			if ( Mouse.dy!=0 ) {
				currentView->evDist += Mouse.dy*10000;
				currentView->ev_changed = 1;
			}
		} else {
			ui_mouse_show();
		}

	}

//	_MARK_("end of editor");//Nuked to compile -KRB

	ClearWarnFunc(med_show_warning);

	//kill our camera tObject

	gameData.objs.viewer = gameData.objs.console;					//reset viewer
	//@@ReleaseObject(camera_objnum);

	padnum = ui_pad_get_current();

	close_editor();
	ui_close();


}
Esempio n. 3
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. 4
0
void init_editor()
{
	void med_show_warning(char *s);

	// first, make sure we can find the files we need
	PHYSFSX_addRelToSearchPath("editor/data", 1);	// look in source directory first (for work in progress)
	PHYSFSX_addRelToSearchPath("editor", 1);		// then in editor directory
	PHYSFSX_addRelToSearchPath("editor.zip", 1);	// then in a zip file
	PHYSFSX_addRelToSearchPath("editor.dxa", 1);	// or addon pack

	ui_init();

	init_med_functions();	// Must be called before medlisp_init

	ui_pad_read( 0, "segmove.pad" );
	ui_pad_read( 1, "segsize.pad" );
	ui_pad_read( 2, "curve.pad" );
	ui_pad_read( 3, "texture.pad" );
	ui_pad_read( 4, "object.pad" );
	ui_pad_read( 5, "objmov.pad" );
	ui_pad_read( 6, "group.pad" );
	ui_pad_read( 7, "lighting.pad" );
	ui_pad_read( 8, "test.pad" );

	medkey_init();

	game_flush_inputs();
	
	editor_font = gr_init_font( "pc8x16.fnt" );
	
	menubar_init( "MED.MNU" );

	Draw_all_segments = 1;						// Say draw all segments, not just connected ones
	
	if (!Cursegp)
		Cursegp = &Segments[0];

	init_autosave();
  
//	atexit(close_editor);

	Clear_window = 1;	//	do full window clear.
	
	InitCurve();
	
	restore_effect_bitmap_icons();
	
	if (!set_screen_mode(SCREEN_EDITOR))	{
		set_screen_mode(SCREEN_MENU);
		show_menus();			//force back into menu
		return;
	}
	
	load_palette(Current_level_palette,1,0);
	
	//Editor renders into full (320x200) game screen 
	
	game_init_render_buffers(320, 200);
	gr_init_sub_canvas( &_canv_editor, &grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT );
	Canv_editor = &_canv_editor;
	gr_set_current_canvas( Canv_editor );
	init_editor_screen(); // load the main editor dialog
	gr_set_current_canvas( NULL );
	gr_set_curfont(editor_font);
	
	set_warn_func(med_show_warning);
	
	//	_MARK_("start of editor");//Nuked to compile -KRB
	
	//@@	//create a camera for viewing in the editor. copy position from ConsoleObject
	//@@	camera_objnum = obj_create(OBJ_CAMERA,0,ConsoleObject->segnum,&ConsoleObject->pos,&ConsoleObject->orient,0);
	//@@	Viewer = &Objects[camera_objnum];
	//@@	slew_init(Viewer);		//camera is slewing
	
	Viewer = ConsoleObject;
	slew_init(ConsoleObject);
	init_player_object();
	
	Update_flags = UF_ALL;
	
	//set the wire-frame window to be the current view
	current_view = &LargeView;
	
	if (faded_in==0)
	{
		faded_in = 1;
		//gr_pal_fade_in( grd_curscreen->pal );
	}
	
	gr_set_current_canvas( GameViewBox->canvas );
	gr_set_curfont(editor_font);
	//gr_setcolor( CBLACK );
	//gr_deaccent_canvas();
	//gr_grey_canvas();
	
	gr_set_curfont(editor_font);
	FNTScaleX = FNTScaleY = 1;		// No font scaling!
	ui_pad_goto(padnum);
	
	ModeFlag = 0;
	
	gamestate_restore_check();
}
Esempio n. 5
0
void HandleTestKey(int key)
{
	switch (key) {

		case KEYDBGGED + KEY_0:
			ShowWeaponStatus ();   break;

#ifdef SHOW_EXIT_PATH
		case KEYDBGGED + KEY_1:
			MarkPathToExit ();
			break;
#endif

		case KEYDBGGED + KEY_Y:
			DoReactorDestroyedStuff(NULL);
			break;

	case KEYDBGGED + KEY_ALTED + KEY_D:
			networkData.nNetLifeKills=4000;
			networkData.nNetLifeKilled=5;
			MultiAddLifetimeKills ();
			break;

		case KEY_BACKSPACE:
		case KEY_CTRLED + KEY_BACKSPACE:
		case KEY_ALTED + KEY_BACKSPACE:
		case KEY_ALTED + KEY_CTRLED + KEY_BACKSPACE:
		case KEY_SHIFTED + KEY_BACKSPACE:
		case KEY_SHIFTED + KEY_ALTED + KEY_BACKSPACE:
		case KEY_SHIFTED + KEY_CTRLED + KEY_BACKSPACE:
		case KEY_SHIFTED + KEY_CTRLED + KEY_ALTED + KEY_BACKSPACE:
			Int3 ();
			break;

		case KEY_CTRLED + KEY_ALTED + KEY_ENTER:
			exit (0);
			break;

		case KEYDBGGED + KEY_S:
			audio.Reset ();
			break;

		case KEYDBGGED + KEY_P:
			if (gameStates.app.bGameSuspended & SUSP_ROBOTS)
				gameStates.app.bGameSuspended &= ~SUSP_ROBOTS;		//robots move
			else
				gameStates.app.bGameSuspended |= SUSP_ROBOTS;		//robots don't move
			break;


		case KEYDBGGED + KEY_K:
			LOCALPLAYER.shields = 1;
			MultiSendShields ();
			break;
						//	a virtual kill
		case KEYDBGGED + KEY_SHIFTED + KEY_K:
			LOCALPLAYER.shields = -1;
			MultiSendShields ();
			break;  //	an actual kill

		case KEYDBGGED + KEY_X:
			LOCALPLAYER.lives++;
			break; // Extra life cheat key.

		case KEYDBGGED + KEY_H:
//				if (!(gameData.app.nGameMode & GM_MULTI))   {
				LOCALPLAYER.flags ^= PLAYER_FLAGS_CLOAKED;
				if (LOCALPLAYER.flags & PLAYER_FLAGS_CLOAKED) {
					if (gameData.app.nGameMode & GM_MULTI)
						MultiSendCloak ();
					AIDoCloakStuff ();
					LOCALPLAYER.cloakTime = gameData.time.xGame;
#if TRACE
					console.printf (CON_DBG, "You are cloaked!\n");
#endif
				} else
#if TRACE
					console.printf (CON_DBG, "You are DE-cloaked!\n");
#endif
//				}
			break;


		case KEYDBGGED + KEY_R:
			gameStates.app.cheats.bRobotsFiring = !gameStates.app.cheats.bRobotsFiring;
			break;

		case KEYDBGGED + KEY_R + KEY_SHIFTED:
			KillAllRobots (1);
			break;

		//flythrough keys

#if DBG
		case KEYDBGGED + KEY_LAPOSTRO:
			showViewTextTimer = 0x30000;
			ObjectGotoNextViewer ();
			break;
		case KEYDBGGED + KEY_CTRLED + KEY_LAPOSTRO:
			showViewTextTimer = 0x30000;
			ObjectGotoPrevViewer ();
			break;
#endif
		case KEYDBGGED + KEY_SHIFTED + KEY_LAPOSTRO:
			gameData.objs.viewerP=gameData.objs.consoleP;
			break;

	#if DBG
		case KEYDBGGED + KEY_O:
			ToggleOutlineMode ();
			break;
	#endif
		case KEYDBGGED + KEY_T:
			*Toggle_var = !*Toggle_var;
#if TRACE
			console.printf (CON_DBG, "Variable at %08x set to %i\n", Toggle_var, *Toggle_var);
#endif
			break;
		case KEYDBGGED + KEY_L:
			if (++gameStates.render.nLighting >= 2)
				gameStates.render.nLighting = 0;
			break;
		case KEYDBGGED + KEY_SHIFTED + KEY_L:
			xBeamBrightness = 0x38000 - xBeamBrightness;
			break;
		case KEY_PAD5:
			slew_stop ();
			break;

		case KEYDBGGED  + KEY_F4: {
			//tCollisionData hitData;
			//CFixVector p0 = {-0x1d99a7, -0x1b20000, 0x186ab7f};
			//CFixVector p1 = {-0x217865, -0x1b20000, 0x187de3e};
			//FindHitpoint(&hitData, &p0, 0x1b9, &p1, 0x40000, 0x0, NULL, -1);
			break;
		}

		case KEYDBGGED + KEY_M:
			gameStates.app.bDebugSpew = !gameStates.app.bDebugSpew;
			if (gameStates.app.bDebugSpew) {
				mopen(0, 8, 1, 78, 16, "Debug Spew");
				HUDInitMessage("Debug Spew: ON");
			} else {
				mclose(0);
				HUDInitMessage("Debug Spew: OFF");
			}
			break;

		case KEYDBGGED + KEY_C:
			paletteManager.SaveEffectAndReset ();
			DoCheatMenu ();
			paletteManager.LoadEffect ();
			break;

		case KEYDBGGED + KEY_SHIFTED + KEY_A:
			DoMegaWowPowerup(10);
			break;

		case KEYDBGGED + KEY_A: {
			DoMegaWowPowerup(200);
//								if (gameData.app.nGameMode & GM_MULTI)     {
//									MsgBox(NULL, 1, "Damn", "CHEATER!\nYou cannot use the\nmega-thing in network mode.");
//									gameData.multigame.msg.nReceiver = 100;		// Send to everyone...
//									sprintf(gameData.multigame.msg.szMsg, "%s cheated!", LOCALPLAYER.callsign);
//								} else {
//									DoMegaWowPowerup ();
//								}
						break;
		}

		case KEYDBGGED + KEY_F:
		gameStates.render.bShowFrameRate = !gameStates.render.bShowFrameRate;
		break;

		case KEYDBGGED + KEY_SPACEBAR:		//KEY_F7:				// Toggle physics flying
			slew_stop ();
			GameFlushInputs ();
			if (gameData.objs.consoleP->info.controlType != CT_FLYING) {
				FlyInit(gameData.objs.consoleP);
				gameStates.app.bGameSuspended &= ~SUSP_ROBOTS;	//robots move
			} else {
				slew_init(gameData.objs.consoleP);			//start CPlayerData slewing
				gameStates.app.bGameSuspended |= SUSP_ROBOTS;	//robots don't move
			}
			break;

		case KEYDBGGED + KEY_COMMA:
			gameStates.render.xZoom = FixMul(gameStates.render.xZoom, 62259);
			break;
		case KEYDBGGED + KEY_PERIOD:
			gameStates.render.xZoom = FixMul(gameStates.render.xZoom, 68985);
			break;

		case KEYDBGGED + KEY_P + KEY_SHIFTED:
			Debug_pause = 1;
			break;

		case KEYDBGGED + KEY_B: {
			CMenu	m (1);
			char text [FILENAME_LEN] = "";
			int item;

			m.AddInput (text, FILENAME_LEN);
			item = m.Menu (NULL, "Briefing to play?");
			if (item != -1)
				briefing.Run (text, 1);
			break;
		}

		case KEYDBGGED + KEY_F5:
			ToggleMovieSaving ();
			break;

		case KEYDBGGED + KEY_SHIFTED + KEY_F5: {
			extern int Movie_fixed_frametime;
			Movie_fixed_frametime = !Movie_fixed_frametime;
			break;
		}

		case KEYDBGGED + KEY_ALTED + KEY_F5:
			gameData.time.xGame = I2X(0x7fff - 840);		//will overflow in 14 minutes
#if TRACE
			console.printf (CON_DBG, "gameData.time.xGame bashed to %d secs\n", X2I(gameData.time.xGame));
#endif
			break;

		case KEYDBGGED + KEY_SHIFTED + KEY_B:
			KillEverything (1);
			break;
	}
}