CWeapon * CPedSA::GiveWeapon ( eWeaponType weaponType, unsigned int uiAmmo, eWeaponSkill skill ) { if ( weaponType != WEAPONTYPE_UNARMED ) { CWeaponInfo* pInfo = pGame->GetWeaponInfo ( weaponType, skill ); if ( pInfo ) { int iModel = pInfo->GetModel(); if ( iModel ) { CModelInfo * pWeaponModel = pGame->GetModelInfo ( iModel ); if ( pWeaponModel ) { pWeaponModel->Request ( BLOCKING, "CPedSA::GiveWeapon" ); pWeaponModel->MakeCustomModel (); } } // If the weapon is satchels, load the detonator too if ( weaponType == WEAPONTYPE_REMOTE_SATCHEL_CHARGE ) { /*int iModel = pGame->GetWeaponInfo ( WEAPONTYPE_DETONATOR )->GetModel(); if ( iModel ) { CModelInfo * pWeaponModel = pGame->GetModelInfo ( iModel ); if ( pWeaponModel ) { pWeaponModel->Request ( true, true ); } }*/ // Load the weapon and give it properly so getPedWeapon shows the weapon is there. GiveWeapon( WEAPONTYPE_DETONATOR, 1, WEAPONSKILL_STD ); } } } DWORD dwReturn = 0; DWORD dwFunc = FUNC_GiveWeapon; DWORD dwThis = (DWORD)this->GetInterface(); _asm { mov ecx, dwThis push 1 push uiAmmo push weaponType call dwFunc mov dwReturn, eax } CWeapon* pWeapon = GetWeapon ( (eWeaponSlot)dwReturn ); return pWeapon; }
// Only called for remote players void CClientPlayer::DischargeWeapon ( eWeaponType weaponType, const CVector& vecStart, const CVector& vecEnd, float fBackupDamage, uchar ucBackupHitZone, CClientPlayer* pBackupDamagedPlayer ) { if ( m_pPlayerPed ) { g_pApplyDamageLastDamagedPed = NULL; g_fApplyDamageLastAmount = 0; // Ensure remote player has the weapon if ( weaponType != GetCurrentWeaponType() ) { GiveWeapon(weaponType, 99, true); AddReportLog(5432, SString("DischargeWeapon adding missing weapon %d (%s)", weaponType, GetNick()), 30); } // Check weapon matches and is enabled for bullet sync if ( weaponType == GetCurrentWeaponType () && g_pClientGame->GetWeaponTypeUsesBulletSync ( weaponType ) ) { // Set bullet start and end points m_shotSyncData->m_vecRemoteBulletSyncStart = vecStart; m_shotSyncData->m_vecRemoteBulletSyncEnd = vecEnd; m_shotSyncData->m_bRemoteBulletSyncVectorsValid = true; g_iDamageEventLimit = 1; // Fixed #9038: bugged shotgun with bullet sync if ( weaponType == WEAPONTYPE_SHOTGUN || weaponType == WEAPONTYPE_SAWNOFF_SHOTGUN || weaponType == WEAPONTYPE_SPAS12_SHOTGUN ) { if ( g_pClientGame->GetMiscGameSettings().bAllowShotgunDamageFix ) g_iDamageEventLimit = 7; } // Fire CWeapon* pWeapon = m_pPlayerPed->GetWeapon ( m_pPlayerPed->GetCurrentWeaponSlot () ); pWeapon->FireBullet ( m_pPlayerPed, vecStart, vecEnd ); g_iDamageEventLimit = -1; m_shotSyncData->m_bRemoteBulletSyncVectorsValid = false; } // Apply extra damage if player has bad network if ( pBackupDamagedPlayer && pBackupDamagedPlayer->GetGamePlayer() && pBackupDamagedPlayer->GetWasRecentlyInNetworkInterruption( 1000 ) ) { // Subtract any damage that did get applied during FireBullet if ( pBackupDamagedPlayer == g_pApplyDamageLastDamagedPed ) fBackupDamage -= g_fApplyDamageLastAmount; if ( fBackupDamage > 0 ) { // Apply left over damage like what the game would: // CClientPlayer has pre damage health/armor // CPlayerPed has post damage health/armor float fPreviousHealth = pBackupDamagedPlayer->m_fHealth; float fPreviousArmor = pBackupDamagedPlayer->m_fArmor; // Calculate how much damage should be applied to health/armor float fArmorDamage = std::min( fBackupDamage, pBackupDamagedPlayer->m_fArmor ); float fHealthDamage = std::min( fBackupDamage - fArmorDamage, pBackupDamagedPlayer->m_fHealth ); float fNewArmor = pBackupDamagedPlayer->m_fArmor - fArmorDamage; float fNewHealth = pBackupDamagedPlayer->m_fHealth - fHealthDamage; // Ensure CPlayerPed has post damage health/armor pBackupDamagedPlayer->GetGamePlayer()->SetHealth( fNewHealth ); pBackupDamagedPlayer->GetGamePlayer()->SetArmor( fNewArmor ); g_pClientGame->ApplyPedDamageFromGame( weaponType, fBackupDamage, ucBackupHitZone, pBackupDamagedPlayer, this, NULL ); SString strMessage( "Applied %0.2f damage to %s (from %s) due to network interruption", fBackupDamage, pBackupDamagedPlayer->GetNick(), GetNick() ); g_pClientGame->TellServerSomethingImportant( 1010, strMessage ); } } } }
int DebugKeys() { boolean esc; int level; if (IN_KeyDown(sc_C)) // C = count objects { CountObjects(); return 1; } if (IN_KeyDown(sc_E)) // E = quit level { playstate = ex_completed; // gamestate.mapon++; } if (IN_KeyDown(sc_F)) // F = facing spot { CenterWindow (14,4); US_Print ("X:"); US_PrintUnsigned (player->x); US_Print ("\nY:"); US_PrintUnsigned (player->y); US_Print ("\nA:"); US_PrintUnsigned (player->angle); VW_UpdateScreen(); IN_Ack(); return 1; } if (IN_KeyDown(sc_G)) // G = god mode { CenterWindow (12,2); if (godmode) US_PrintCentered ("God mode OFF"); else US_PrintCentered ("God mode ON"); VW_UpdateScreen(); IN_Ack(); godmode ^= 1; return 1; } if (IN_KeyDown(sc_H)) // H = hurt self { IN_ClearKeysDown (); TakeDamage (16,NULL); } else if (IN_KeyDown(sc_I)) // I = item cheat { CenterWindow (12,3); US_PrintCentered ("Free items!"); VW_UpdateScreen(); GivePoints(100000); HealSelf(99); if (gamestate.bestweapon<wp_chaingun) GiveWeapon (gamestate.bestweapon+1); gamestate.ammo += 50; if (gamestate.ammo > 99) gamestate.ammo = 99; DrawAmmo (); IN_Ack (); return 1; } else if (IN_KeyDown(sc_N)) // N = no clip { noclip^=1; CenterWindow (18,3); if (noclip) US_PrintCentered ("No clipping ON"); else US_PrintCentered ("No clipping OFF"); VW_UpdateScreen(); IN_Ack (); return 1; } else if (IN_KeyDown(sc_P)) // P = pause with no screen disruptioon { PicturePause (); return 1; } else if (IN_KeyDown(sc_Q)) // Q = fast quit Quit(NULL); else if (IN_KeyDown(sc_S)) // S = slow motion { singlestep^=1; CenterWindow (18,3); if (singlestep) US_PrintCentered ("Slow motion ON"); else US_PrintCentered ("Slow motion OFF"); VW_UpdateScreen(); IN_Ack (); return 1; } else if (IN_KeyDown(sc_T)) // T = shape test { ShapeTest(); return 1; } else if (IN_KeyDown(sc_W)) // W = warp to level { CenterWindow(26,3); PrintY+=6; #ifndef SPEAR US_Print(" Warp to which level(1-10):"); #elif defined(SPEARDEMO) US_Print(" Warp to which level(1-2):"); #else US_Print(" Warp to which level(1-21):"); #endif VW_UpdateScreen(); esc = !US_LineInput (px,py,str,NULL,true,2,0); if (!esc) { level = atoi (str); #ifndef SPEAR if (level>0 && level<11) #elif defined(SPEARDEMO) if (level>0 && level<2) #else if (level>0 && level<22) #endif { gamestate.mapon = level-1; playstate = ex_warped; } } return 1; } DrawPlayBorder(); return 0; }
void CCharacter::ClassSpawnAttributes() { switch(GetClass()) { case PLAYERCLASS_ENGINEER: m_Health = 10; GiveWeapon(WEAPON_HAMMER, -1); GiveWeapon(WEAPON_GUN, 10); GiveWeapon(WEAPON_RIFLE, 10); m_ActiveWeapon = WEAPON_RIFLE; GameServer()->SendBroadcast("Engineer : Can build wall with hammer", m_pPlayer->GetCID()); break; case PLAYERCLASS_SOLDIER: m_Health = 10; GiveWeapon(WEAPON_HAMMER, -1); GiveWeapon(WEAPON_GUN, 10); GiveWeapon(WEAPON_GRENADE, 10); m_ActiveWeapon = WEAPON_GRENADE; GameServer()->SendBroadcast("Soldier : Can pose remote bombs with hammer, and recharge it with grenades", m_pPlayer->GetCID()); break; case PLAYERCLASS_MEDIC: m_Health = 10; GiveWeapon(WEAPON_HAMMER, -1); GiveWeapon(WEAPON_GUN, 10); GiveWeapon(WEAPON_SHOTGUN, 10); m_ActiveWeapon = WEAPON_SHOTGUN; GameServer()->SendBroadcast("Medic : Can cure infected", m_pPlayer->GetCID()); break; case PLAYERCLASS_NONE: m_Health = 10; GiveWeapon(WEAPON_HAMMER, -1); m_ActiveWeapon = WEAPON_HAMMER; break; case PLAYERCLASS_ZOMBIE: m_Health = 10; RemoveAllGun(); GiveWeapon(WEAPON_HAMMER, -1); m_ActiveWeapon = WEAPON_HAMMER; GameServer()->SendBroadcast("Zombie : Drain health by hooking players", m_pPlayer->GetCID()); break; case PLAYERCLASS_BOOMER: m_Health = 10; RemoveAllGun(); GiveWeapon(WEAPON_HAMMER, -1); m_ActiveWeapon = WEAPON_HAMMER; GameServer()->SendBroadcast("Boomer : Can only perform kamikaze attack", m_pPlayer->GetCID()); break; case PLAYERCLASS_HUNTER: m_Health = 10; RemoveAllGun(); GiveWeapon(WEAPON_HAMMER, -1); m_ActiveWeapon = WEAPON_HAMMER; GameServer()->SendBroadcast("Hunter : Has triple jump", m_pPlayer->GetCID()); break; } }
void isdf08Mission::Execute(void) { /* Here is where you put what happens every frame. */ player = GetPlayerHandle(); char tempstr[128]; if (!start_done) { shab=GetHandle("shabayev"); start_done=true; Handle temp=BuildObject("ibnav",1,"manson_base"); TranslateString2(tempstr, sizeof(tempstr), "Mission0801"); // West Base SetObjectiveName(temp,tempstr); GiveWeapon(player, "igsatc"); first_aud=AudioMessage("mes0801.wav"); // was isdf0801 // I don't know what these are or where they go /* Handle sp=BuildObject("fvtank",2,"spawn1"); SetSkill(sp,3); sp=BuildObject("fvsent",2,"spawn2"); SetSkill(sp,3); sp=BuildObject("fvtank",2,"spawn3"); SetSkill(sp,3); sp=BuildObject("fvsent",2,"spawn4"); SetSkill(sp,4); SetScrap(1,30); */ // These ships circle the ruin you're in at the beginning, then leave pilot1=BuildObject("fvtank",2,"pilot_1"); pilot2=BuildObject("fvtank",2,"pilot_2"); pilot3=BuildObject("fvsent",2,"pilot_3"); // They are dumb SetIndependence(pilot1,0); SetIndependence(pilot2,0); SetIndependence(pilot3,0); // These are the patrol paths for the vehicles Goto(pilot1,"start1"); Goto(pilot2,"start2"); Goto(pilot3,"start3"); // These turrets block the path to the south turret1=BuildObject("fvturr",2,"turret_1"); turret2=BuildObject("fvturr",2,"turret_2"); // These jaks inhabit the swamp just west of the starting point jak1=BuildObject("mcjak01",0,"jak_1"); Patrol(jak1,"jakpatrol1",1); SetIndependence(jak1,1); jak2=BuildObject("mcjak01",0,"jak_2"); Patrol(jak2,"jakpatrol2",1); SetIndependence(jak2,1); jak3=BuildObject("mcjak01",0,"jak_3"); Patrol(jak3,"jakpatrol3",1); SetIndependence(jak3,1); // This spire guards the entrance to the Scion base espir1=BuildObject("fbspir",2,"espir_1"); // SetIndependence(espir1,0); // These 3 ships patrol different areas scout1=BuildObject("fvtank",2,"patrol_1"); Patrol(scout1,"patrol_1",0); scout2=BuildObject("fvtank",2,"patrol_2"); Patrol(scout2,"patrol_2",0); // this should be a bazooka or something BuildObject("aptech",0,"weapon_1"); // pilots around second patrol ship #if 0 // 'sssold' won't save/reload properly - NM 9/28/04 pilot7=BuildObject("sssold",2,"pilot_5"); Patrol(pilot7,"pilotpatrol1",0); pilot8=BuildObject("sssold",2,"pilot_6"); Patrol(pilot8,"pilotpatrol2",0); #endif // jak blocking power ups before ruins jak7=BuildObject("mcjak01",0,"jak_7"); Patrol(jak7,"jakpatrol7",1); // power up in the second nest of puff plants BuildObject("aprepa",0,"health_1"); BuildObject("apammo",0,"ammo_1"); BuildObject("apbazo",0,"weapon1"); // jak creatures hanging around ruins jak4=BuildObject("mcjak01",0,"jak_4"); Patrol(jak4,"jakpatrol4",1); jak5=BuildObject("mcjak01",0,"jak_5"); Patrol(jak5,"jakpatrol5",1); // power ups near ruins BuildObject("aprepa",0,"health_2"); BuildObject("apammo",0,"ammo_2"); SetAnimation(shab,"speak"); fvartl=BuildObject("fvartl",2,"fvartl"); } if ((IsAudioMessageDone(first_aud)) && (!shab_still)) { shab_still=true; SetAnimation(shab,"speak",1); } if ((!IsAround(shab)) && (!reached_base)) { FailMission(GetTime()+5.0f,"genFail.txt"); reached_base=true; } // Gun tower shoots at you if you get within 100 meters if (inside_espir1) { if (GetDistance(espir1,player) > 50.0f) { inside_espir1=false; Stop(espir1); } } else { if (GetDistance(espir1,player) < 50.0f) { inside_espir1 = true; Attack(espir1,player); } } if ((!jak1_attack) && (GetDistance(jak1,player)<50.0f)) { jak1_attack=true; Stop(jak1,player); } if ((!jak2_attack) && (GetDistance(jak2,player)<50.0f)) { jak2_attack=true; Stop(jak2,player); } if ((!jak3_attack) && (GetDistance(jak3,player)<50.0f)) { jak3_attack=true; Stop(jak3,player); } if ((!jak4_attack) && (GetDistance(jak4,player)<50.0f)) { jak4_attack=true; Stop(jak4,player); } if ((!jak5_attack) && (GetDistance(jak5,player)<50.0f)) { jak5_attack=true; Stop(jak5,player); } // If you shoot any of the patrol ships in the beginning, they will attack you if (((GetWhoShotMe(pilot1) == player) || (GetWhoShotMe(pilot2) == player) || (GetWhoShotMe(pilot3) == player)) && (!patrol_attacked)) { Attack(pilot1,player); Attack(pilot2,player); Attack(pilot3,player); patrol_attacked=true; } // Once the patrol from the beginning leaves the ruins, they disappear from the map if ((GetDistance(pilot1,"killpatrol1")<64.0f)) { RemoveObject(pilot1); } if ((GetDistance(pilot2,"killpatrol1")<64.0f)) { RemoveObject(pilot2); } if ((GetDistance(pilot3,"killpatrol1")<64.0f)) { RemoveObject(pilot3); } if (((GetDistance(pilot1,"turret_1")<192.0f) || (GetDistance(pilot2,"turret_1")<192.0f) || (GetDistance(pilot3,"turret_1")<192.0f)) && (!played_0802)) { // message1=AudioMessage("isdf0802.wav"); ClearObjectives(); AddObjective("isdf0801.otf",WHITE,15.0f); played_0802=true; } if ((played_0802) && (IsAudioMessageDone(message1)) && (GetDistance(player,"start_point")<20.0f) && (!played_0803)) { // AudioMessage("isdf0803.wav"); played_0803=true; } if ((!played_0804) && (played_0802) && (GetDistance(player,"play_0804")<80.0f)) { AudioMessage("isdf0804.wav"); played_0804=true; } if ((!played_0805) && (played_0802) && (GetDistance(player,"play_0805")<80.0f)) { AudioMessage("isdf0805.wav"); played_0805=true; } if ((GetDistance(player,turret1)<150.0f) && (!played_0806)) { AudioMessage("isdf0806.wav"); played_0806=true; } if ((!played_0807) && (GetDistance(player,"sees_datatransfer")<100.0f)) { AudioMessage("isdf0807.wav"); played_0807=true; ClearObjectives(); AddObjective("isdf0801.otf",WHITE,10.0f); } // As you exit the ruins, 3 Scion ships spawn in the Scion base and head towards you if (((GetDistance(player,"exitruin_1")<80.0f) || (GetDistance(player,"exitruin_2")<80.0f)) && (!trigger1)) { attack1=BuildObject("fvtank",2,"attack_1"); attack2=BuildObject("fvsent",2,"attack_2"); attack3=BuildObject("fvtank",2,"attack_3"); Attack(attack1,player); Attack(attack2,player); Attack(attack3,player); trigger1=true; } if ((trigger1) && (!played_0808)) { AudioMessage("isdf0808.wav"); played_0808=true; } if (((GetDistance(player,attack1)<300.0f) || (GetDistance(player,attack2)<300.0f) || (GetDistance(player,attack3)<300.0f)) && (!played_0809)) { AudioMessage("isdf0809.wav"); played_0809=true; } #if 0 // isdf0811.wav doesn't exist - NM 11/14/03 if (((GetDistance(player,attack1)<100.0f) || (GetDistance(player,attack2)<100.0f) || (GetDistance(player,attack3)<100.0f)) && (!played_0811)) { AudioMessage("isdf0811.wav"); played_0811=true; } #endif // If you head south, the turrets will kill you // if I am between entering the swamp and // I hide in water (near swampn) then the patrols ignore me if ((played_0804) && (!trigger2)) { if ((GetDistance(player,"swamp1")<50.0f) || (GetDistance(player,"swamp2")<50.0f) || (GetDistance(player,"swamp3")<50.0f) || (GetDistance(player,"swamp4")<50.0f) || (GetDistance(player,"swamp5")<50.0f) || (GetDistance(player,"swamp6")<50.0f) || (GetDistance(player,"swamp7")<50.0f)) { SetPerceivedTeam(player,2); SetIndependence(scout1,0); SetIndependence(scout2,0); } else { SetPerceivedTeam(player,1); SetIndependence(scout1,1); SetIndependence(scout2,1); } if ((!detected) && ((GetWhoShotMe(scout1)==player) ||(GetWhoShotMe(scout2)==player))) { Attack(scout1,player); Attack(scout2,player); detected=true; } } // As you approach the ISDF base, 3 friendly units launch to protect you from the Scion attackers if (((GetDistance(player,"enterbase_1")<100.0f) || (GetDistance(player,"enterbase_2")<100.0f) || (GetDistance(player,"enterbase_3")<100.0f)) && (!trigger2)) { rescue1=BuildObject("ivtank",1,"rescue_1"); rescue2=BuildObject("ivmbike",1,"rescue_2"); rescue3=BuildObject("ivtank",1,"rescue_3"); Attack(rescue1,attack1); Attack(rescue2,attack1); Attack(rescue3,attack1); trigger2=true; } if ((!IsAlive(attack1)) && (!killed_attack1)) { Attack(rescue1,attack2); Attack(rescue2,attack2); Attack(rescue3,attack2); killed_attack1=true; } if ((!IsAlive(attack2)) && (!killed_attack2)) { Attack(rescue1,attack3); Attack(rescue2,attack3); Attack(rescue3,attack3); killed_attack2=true; } if ((GetDistance(player,"edge_warning1")<25.0f) && (GetDistance(player,"edge_warning1")<25.0f) && (!edge_attack)) { edge_attack=true; Attack(fvartl,player); } // If the ISDF ships get close to the Scion attack squadron, the Scions will stop chasing you and fight the ships if ((GetDistance(rescue1,attack1)<50.0f) || (GetDistance(rescue1,attack2)<50.0f) || (GetDistance(rescue1,attack3)<50.0f) || (GetDistance(rescue2,attack1)<50.0f) || (GetDistance(rescue2,attack2)<50.0f) || (GetDistance(rescue2,attack3)<50.0f) || (GetDistance(rescue3,attack1)<50.0f) || (GetDistance(rescue3,attack2)<50.0f) || (GetDistance(rescue3,attack3)<50.0f)) { Attack(attack1,rescue1); Attack(attack2,rescue2); Attack(attack3,rescue3); } // If you've killed all the attack vehicles and entered the base, the mission is a success if (((GetDistance(player,"endmission1")<100.0f) || (GetDistance(player,"endmission2")<100.0f)) && (!IsAlive(attack1)) && (!IsAlive(attack2)) && (!IsAlive(attack3)) && (!reached_base)) { AudioMessage("isdf0514.wav"); SucceedMission(GetTime()+10.0f,"isdf08w1.txt"); reached_base=true; } }
void CheckKeys (void) { ScanCode scan; if (screenfaded || demoplayback) // don't do anything with a faded screen return; scan = LastScan; #ifdef SPEAR // // SECRET CHEAT CODE: TAB-G-F10 // if (Keyboard[sc_Tab] && Keyboard[sc_G] && Keyboard[sc_F10]) { WindowH = 160; if (godmode) { Message ("God mode OFF"); SD_PlaySound (NOBONUSSND); } else { Message ("God mode ON"); SD_PlaySound (ENDBONUS2SND); } IN_Ack (); godmode ^= 1; DrawPlayBorderSides (); IN_ClearKeysDown (); return; } #endif // // SECRET CHEAT CODE: 'MLI' // if (Keyboard[sc_M] && Keyboard[sc_L] && Keyboard[sc_I]) { gamestate.health = 100; gamestate.ammo = 99; gamestate.keys = 3; gamestate.score = 0; gamestate.TimeCount += 42000L; GiveWeapon (wp_chaingun); DrawWeapon (); DrawHealth (); DrawKeys (); DrawAmmo (); DrawScore (); ClearMemory (); CA_CacheGrChunk (STARTFONT + 1); ClearSplitVWB (); Message (STR_CHEATER1 "\n" STR_CHEATER2 "\n\n" STR_CHEATER3 "\n" STR_CHEATER4 "\n" STR_CHEATER5); UNCACHEGRCHUNK (STARTFONT + 1); IN_ClearKeysDown (); IN_Ack (); if (viewsize < 17) DrawPlayBorder (); } // // OPEN UP DEBUG KEYS // #ifdef DEBUGKEYS if (Keyboard[sc_BackSpace] && Keyboard[sc_LShift] && Keyboard[sc_Alt] && param_debugmode) { ClearMemory (); CA_CacheGrChunk (STARTFONT + 1); ClearSplitVWB (); Message ("Debugging keys are\nnow available!"); UNCACHEGRCHUNK (STARTFONT + 1); IN_ClearKeysDown (); IN_Ack (); DrawPlayBorderSides (); DebugOk = 1; } #endif // // TRYING THE KEEN CHEAT CODE! // if (Keyboard[sc_B] && Keyboard[sc_A] && Keyboard[sc_T]) { ClearMemory (); CA_CacheGrChunk (STARTFONT + 1); ClearSplitVWB (); Message ("Commander Keen is also\n" "available from Apogee, but\n" "then, you already know\n" "that - right, Cheatmeister?!"); UNCACHEGRCHUNK (STARTFONT + 1); IN_ClearKeysDown (); IN_Ack (); if (viewsize < 18) DrawPlayBorder (); } // // pause key weirdness can't be checked as a scan code // if(buttonstate[bt_pause]) Paused = true; if(Paused) { int lastoffs = StopMusic(); LatchDrawPic (20 - 4, 80 - 2 * 8, PAUSEDPIC); VH_UpdateScreen(); IN_Ack (); Paused = false; ContinueMusic(lastoffs); if (MousePresent && IN_IsInputGrabbed()) IN_CenterMouse(); // Clear accumulated mouse movement lasttimecount = GetTimeCount(); return; } // // F1-F7/ESC to enter control panel // if ( #ifndef DEBCHECK scan == sc_F10 || #endif scan == sc_F9 || scan == sc_F7 || scan == sc_F8) // pop up quit dialog { short oldmapon = gamestate.mapon; short oldepisode = gamestate.episode; ClearMemory (); ClearSplitVWB (); US_ControlPanel (scan); DrawPlayBorderSides (); SETFONTCOLOR (0, 15); IN_ClearKeysDown (); return; } if ((scan >= sc_F1 && scan <= sc_F9) || scan == sc_Escape || buttonstate[bt_esc]) { int lastoffs = StopMusic (); ClearMemory (); VW_FadeOut (); US_ControlPanel (buttonstate[bt_esc] ? sc_Escape : scan); SETFONTCOLOR (0, 15); IN_ClearKeysDown (); VW_FadeOut(); if(viewsize != 21) DrawPlayScreen (); if (!startgame && !loadedgame) ContinueMusic (lastoffs); if (loadedgame) playstate = ex_abort; lasttimecount = GetTimeCount(); if (MousePresent && IN_IsInputGrabbed()) IN_CenterMouse(); // Clear accumulated mouse movement return; } // // TAB-? debug keys // #ifdef DEBUGKEYS if (Keyboard[sc_Tab] && DebugOk) { CA_CacheGrChunk (STARTFONT); fontnumber = 0; SETFONTCOLOR (0, 15); if (DebugKeys () && viewsize < 20) DrawPlayBorder (); // dont let the blue borders flash if (MousePresent && IN_IsInputGrabbed()) IN_CenterMouse(); // Clear accumulated mouse movement lasttimecount = GetTimeCount(); return; } #endif }
int DebugKeys (void) { boolean esc; int level; if (Keyboard[sc_B]) // B = border color { CenterWindow(20,3); PrintY+=6; US_Print(" Border color (0-56): "); VW_UpdateScreen(); esc = !US_LineInput (px,py,str,NULL,true,2,0); if (!esc) { level = atoi (str); if (level>=0 && level<=99) { if (level<30) level += 31; else { if (level > 56) level=31; else level -= 26; } bordercol=level*4+3; if (bordercol == VIEWCOLOR) DrawStatusBorder(bordercol); DrawPlayBorder(); return 0; } } return 1; } if (Keyboard[sc_C]) // C = count objects { CountObjects(); return 1; } if (Keyboard[sc_D]) // D = Darkone's FPS counter { CenterWindow (22,2); if (fpscounter) US_PrintCentered ("Darkone's FPS Counter OFF"); else US_PrintCentered ("Darkone's FPS Counter ON"); VW_UpdateScreen(); IN_Ack(); fpscounter ^= 1; /* if (!fpscounter) DrawPlayScreen(); */ return 1; } if (Keyboard[sc_E]) // E = quit level { if (param_tedlevel != -1) Quit (NULL); playstate = ex_completed; } if (Keyboard[sc_F]) // F = facing spot { char str[60]; CenterWindow (14,6); US_Print ("x:"); US_PrintUnsigned (player->x); US_Print (" ("); US_PrintUnsigned (player->x%65536); US_Print (")\ny:"); US_PrintUnsigned (player->y); US_Print (" ("); US_PrintUnsigned (player->y%65536); US_Print (")\nA:"); US_PrintUnsigned (player->angle); US_Print (" X:"); US_PrintUnsigned (player->tilex); US_Print (" Y:"); US_PrintUnsigned (player->tiley); US_Print ("\n1:"); US_PrintUnsigned (tilemap[player->tilex][player->tiley]); sprintf(str," 2:%.8X",(unsigned)(uintptr_t)actorat[player->tilex][player->tiley]); US_Print(str); US_Print ("\nf 1:"); US_PrintUnsigned (player->areanumber); US_Print (" 2:"); US_PrintUnsigned (MAPSPOT(player->tilex,player->tiley,1)); US_Print (" 3:"); if ((unsigned)(uintptr_t)actorat[player->tilex][player->tiley] < 256) US_PrintUnsigned (spotvis[player->tilex][player->tiley]); else US_PrintUnsigned (actorat[player->tilex][player->tiley]->flags); VW_UpdateScreen(); IN_Ack(); return 1; } if (Keyboard[sc_G]) // G = god mode { CenterWindow (12,2); if (godmode == 0) US_PrintCentered ("God mode ON"); else if (godmode == 1) US_PrintCentered ("God (no flash)"); else if (godmode == 2) US_PrintCentered ("God mode OFF"); VW_UpdateScreen(); IN_Ack(); if (godmode != 2) godmode++; else godmode = 0; return 1; } if (Keyboard[sc_H]) // H = hurt self { IN_ClearKeysDown (); TakeDamage (16,NULL); } else if (Keyboard[sc_I]) // I = item cheat { CenterWindow (12,3); US_PrintCentered ("Free items!"); VW_UpdateScreen(); GivePoints (100000); HealSelf (99); if (gamestate.bestweapon<wp_chaingun) GiveWeapon (gamestate.bestweapon+1); gamestate.ammo += 50; if (gamestate.ammo > 99) gamestate.ammo = 99; DrawAmmo (); IN_Ack (); return 1; } else if (Keyboard[sc_K]) // K = give keys { CenterWindow(16,3); PrintY+=6; US_Print(" Give Key (1-4): "); VW_UpdateScreen(); esc = !US_LineInput (px,py,str,NULL,true,1,0); if (!esc) { level = atoi (str); if (level>0 && level<5) GiveKey(level-1); } return 1; } else if (Keyboard[sc_L]) // L = level ratios { byte x,start,end=LRpack; if (end == 8) // wolf3d { CenterWindow(17,10); start = 0; } else // sod { CenterWindow(17,12); start = 0; end = 10; } again: for(x=start;x<end;x++) { US_PrintUnsigned(x+1); US_Print(" "); US_PrintUnsigned(LevelRatios[x].time/60); US_Print(":"); if (LevelRatios[x].time%60 < 10) US_Print("0"); US_PrintUnsigned(LevelRatios[x].time%60); US_Print(" "); US_PrintUnsigned(LevelRatios[x].kill); US_Print("% "); US_PrintUnsigned(LevelRatios[x].secret); US_Print("% "); US_PrintUnsigned(LevelRatios[x].treasure); US_Print("%\n"); } VW_UpdateScreen(); IN_Ack(); if (end == 10 && gamestate.mapon > 9) { start = 10; end = 20; CenterWindow(17,12); goto again; } return 1; } else if (Keyboard[sc_N]) // N = no clip { noclip^=1; CenterWindow (18,3); if (noclip) US_PrintCentered ("No clipping ON"); else US_PrintCentered ("No clipping OFF"); VW_UpdateScreen(); IN_Ack (); return 1; } else if (Keyboard[sc_O]) // O = basic overhead { BasicOverhead(); return 1; } /*else if(Keyboard[sc_P]) // P = Ripper's picture grabber { PictureGrabber(); return 1; } */ else if (Keyboard[sc_Q]) // Q = fast quit Quit (NULL); else if (Keyboard[sc_S]) // S = slow motion { CenterWindow(30,3); PrintY+=6; US_Print(" Slow Motion steps (default 14): "); VW_UpdateScreen(); esc = !US_LineInput (px,py,str,NULL,true,2,0); if (!esc) { level = atoi (str); if (level>=0 && level<=50) singlestep = level; } return 1; } else if (Keyboard[sc_T]) // T = shape test { ShapeTest (); return 1; } else if (Keyboard[sc_V]) // V = extra VBLs { CenterWindow(30,3); PrintY+=6; US_Print(" Add how many extra VBLs(0-8): "); VW_UpdateScreen(); esc = !US_LineInput (px,py,str,NULL,true,1,0); if (!esc) { level = atoi (str); if (level>=0 && level<=8) extravbls = level; } return 1; } else if (Keyboard[sc_W]) // W = warp to level { CenterWindow(26,3); PrintY+=6; #ifndef SPEAR US_Print(" Warp to which level(1-10): "); #else US_Print(" Warp to which level(1-21): "); #endif VW_UpdateScreen(); esc = !US_LineInput (px,py,str,NULL,true,2,0); if (!esc) { level = atoi (str); #ifndef SPEAR if (level>0 && level<11) #else if (level>0 && level<22) #endif { gamestate.mapon = level-1; playstate = ex_warped; } } return 1; } else if (Keyboard[sc_X]) // X = item cheat { CenterWindow (12,3); US_PrintCentered ("Extra stuff!"); VW_UpdateScreen(); // DEBUG: put stuff here IN_Ack (); return 1; } #ifdef USE_CLOUDSKY else if(Keyboard[sc_Z]) { char defstr[15]; CenterWindow(34,4); PrintY+=6; US_Print(" Recalculate sky with seek: "); int seekpx = px, seekpy = py; US_PrintUnsigned(curSky->seed); US_Print("\n Use color map (0-"); US_PrintUnsigned(numColorMaps - 1); US_Print("): "); int mappx = px, mappy = py; US_PrintUnsigned(curSky->colorMapIndex); VW_UpdateScreen(); sprintf(defstr, "%u", curSky->seed); esc = !US_LineInput(seekpx, seekpy, str, defstr, true, 10, 0); if(esc) return 0; curSky->seed = (uint32_t) atoi(str); sprintf(defstr, "%u", curSky->colorMapIndex); esc = !US_LineInput(mappx, mappy, str, defstr, true, 10, 0); if(esc) return 0; uint32_t newInd = (uint32_t) atoi(str); if(newInd < (uint32_t) numColorMaps) { curSky->colorMapIndex = newInd; InitSky(); } else { CenterWindow (18,3); US_PrintCentered ("Illegal color map!"); VW_UpdateScreen(); IN_Ack (); } } #endif return 0; }
public func OnWeaponSelected(id weapon) { // Two items for special objects. if (weapon == Firestone || weapon == Dynamite) GiveWeapon(weapon); return inherited(weapon, ...); }
void CheckKeys (void) { int i; byte scan; unsigned temp; if (screenfaded || demoplayback) // don't do anything with a faded screen return; scan = LastScan; #ifdef SPEAR // // SECRET CHEAT CODE: TAB-G-F10 // if (Keyboard[sc_Tab] && Keyboard[sc_G] && Keyboard[sc_F10]) { WindowH = 160; if (godmode) { Message ("God mode OFF"); SD_PlaySound (NOBONUSSND); } else { Message ("God mode ON"); SD_PlaySound (ENDBONUS2SND); } IN_Ack(); godmode ^= 1; DrawAllPlayBorderSides (); IN_ClearKeysDown(); return; } #endif // // SECRET CHEAT CODE: 'MLI' // if (Keyboard[sc_M] && Keyboard[sc_L] && Keyboard[sc_I]) { gamestate.health = 100; gamestate.ammo = 99; gamestate.keys = 3; gamestate.score = 0; gamestate.TimeCount += 42000L; GiveWeapon (wp_chaingun); DrawWeapon(); DrawHealth(); DrawKeys(); DrawAmmo(); DrawScore(); ClearMemory (); CA_CacheGrChunk (STARTFONT+1); ClearSplitVWB (); VW_ScreenToScreen (displayofs,bufferofs,80,160); Message(STR_CHEATER1"\n" STR_CHEATER2"\n\n" STR_CHEATER3"\n" STR_CHEATER4"\n" STR_CHEATER5); UNCACHEGRCHUNK(STARTFONT+1); PM_CheckMainMem (); IN_ClearKeysDown(); IN_Ack(); DrawAllPlayBorder (); } // // OPEN UP DEBUG KEYS // #ifndef SPEAR if (Keyboard[sc_BackSpace] && Keyboard[sc_LShift] && Keyboard[sc_Alt] && MS_CheckParm("goobers")) #else if (Keyboard[sc_BackSpace] && Keyboard[sc_LShift] && Keyboard[sc_Alt] && MS_CheckParm("debugmode")) #endif { ClearMemory (); CA_CacheGrChunk (STARTFONT+1); ClearSplitVWB (); VW_ScreenToScreen (displayofs,bufferofs,80,160); Message("Debugging keys are\nnow available!"); UNCACHEGRCHUNK(STARTFONT+1); PM_CheckMainMem (); IN_ClearKeysDown(); IN_Ack(); DrawAllPlayBorderSides (); DebugOk=1; } // // TRYING THE KEEN CHEAT CODE! // if (Keyboard[sc_B] && Keyboard[sc_A] && Keyboard[sc_T]) { ClearMemory (); CA_CacheGrChunk (STARTFONT+1); ClearSplitVWB (); VW_ScreenToScreen (displayofs,bufferofs,80,160); Message("Commander Keen is also\n" "available from Apogee, but\n" "then, you already know\n" "that - right, Cheatmeister?!"); UNCACHEGRCHUNK(STARTFONT+1); PM_CheckMainMem (); IN_ClearKeysDown(); IN_Ack(); DrawAllPlayBorder (); } // // pause key weirdness can't be checked as a scan code // if (Paused) { bufferofs = displayofs; LatchDrawPic (20-4,80-2*8,PAUSEDPIC); SD_MusicOff(); IN_Ack(); IN_ClearKeysDown (); SD_MusicOn(); Paused = False; //if (MousePresent) // PORT // Mouse(MDelta); // Clear accumulated mouse movement return; } // // F1-F7/ESC to enter control panel // if ( #ifndef DEBCHECK scan == sc_F10 || #endif scan == sc_F9 || scan == sc_F7 || scan == sc_F8) // pop up quit dialog { ClearMemory (); ClearSplitVWB (); VW_ScreenToScreen (displayofs,bufferofs,80,160); US_ControlPanel(scan); DrawAllPlayBorderSides (); if (scan == sc_F9) StartMusic (); PM_CheckMainMem (); SETFONTCOLOR(0,15); IN_ClearKeysDown(); return; } if ( (scan >= sc_F1 && scan <= sc_F9) || scan == sc_Escape) { StopMusic (); ClearMemory (); VW_FadeOut (); US_ControlPanel(scan); SETFONTCOLOR(0,15); IN_ClearKeysDown(); DrawPlayScreen (); if (!startgame && !loadedgame) { VW_FadeIn (); StartMusic (); } if (loadedgame) playstate = ex_abort; lasttimecount = TimeCount; //if (MousePresent) // PORT // Mouse(MDelta); // Clear accumulated mouse movement PM_CheckMainMem (); return; } // // TAB-? debug keys // if (Keyboard[sc_Tab] && DebugOk) { CA_CacheGrChunk (STARTFONT); fontnumber=0; SETFONTCOLOR(0,15); DebugKeys(); //if (MousePresent) // PORT // Mouse(MDelta); // Clear accumulated mouse movement lasttimecount = TimeCount; return; } }
void CCharacter::ClassSpawnAttributes() { switch(GetClass()) { case PLAYERCLASS_ENGINEER: m_pPlayer->m_InfectionTick = -1; m_Health = 10; GiveWeapon(WEAPON_HAMMER, -1); GiveWeapon(WEAPON_GUN, 10); GiveWeapon(WEAPON_RIFLE, 10); m_ActiveWeapon = WEAPON_RIFLE; if(!m_pPlayer->IsKownClass(PLAYERCLASS_ENGINEER)) { GameServer()->SendBroadcast("You are a human: Engineer!", m_pPlayer->GetCID()); GameServer()->SendChatTarget(m_pPlayer->GetCID(), "Tip: Build walls with your hammer!"); m_pPlayer->m_knownClass[PLAYERCLASS_ENGINEER] = true; } break; case PLAYERCLASS_SOLDIER: m_pPlayer->m_InfectionTick = -1; m_Health = 10; GiveWeapon(WEAPON_HAMMER, -1); GiveWeapon(WEAPON_GUN, 10); GiveWeapon(WEAPON_GRENADE, 10); m_ActiveWeapon = WEAPON_GRENADE; if(!m_pPlayer->IsKownClass(PLAYERCLASS_SOLDIER)) { GameServer()->SendBroadcast("You are a human: Soldier!", m_pPlayer->GetCID()); GameServer()->SendChatTarget(m_pPlayer->GetCID(), "Tip: Build bombs with your hammer!"); m_pPlayer->m_knownClass[PLAYERCLASS_SOLDIER] = true; } break; case PLAYERCLASS_MEDIC: m_pPlayer->m_InfectionTick = -1; m_Health = 10; GiveWeapon(WEAPON_HAMMER, -1); GiveWeapon(WEAPON_GUN, 10); GiveWeapon(WEAPON_SHOTGUN, 10); m_ActiveWeapon = WEAPON_SHOTGUN; if(!m_pPlayer->IsKownClass(PLAYERCLASS_MEDIC)) { GameServer()->SendBroadcast("You are a human: Medic!", m_pPlayer->GetCID()); GameServer()->SendChatTarget(m_pPlayer->GetCID(), "Tip: Cure infected humans!"); m_pPlayer->m_knownClass[PLAYERCLASS_MEDIC] = true; } break; case PLAYERCLASS_NONE: m_pPlayer->m_InfectionTick = -1; m_Health = 10; GiveWeapon(WEAPON_HAMMER, -1); m_ActiveWeapon = WEAPON_HAMMER; break; case PLAYERCLASS_ZOMBIE: m_Health = 10; m_Armor = 0; RemoveAllGun(); GiveWeapon(WEAPON_HAMMER, -1); m_ActiveWeapon = WEAPON_HAMMER; if(!m_pPlayer->IsKownClass(PLAYERCLASS_ZOMBIE)) { //normal zombie? GameServer()->SendBroadcast("You are a zombie: Normal!", m_pPlayer->GetCID()); GameServer()->SendChatTarget(m_pPlayer->GetCID(), "Tip: Hit by hooking others!"); m_pPlayer->m_knownClass[PLAYERCLASS_ZOMBIE] = true; } break; case PLAYERCLASS_BOOMER: m_Health = 10; m_Armor = 0; RemoveAllGun(); GiveWeapon(WEAPON_HAMMER, -1); m_ActiveWeapon = WEAPON_HAMMER; if(!m_pPlayer->IsKownClass(PLAYERCLASS_BOOMER)) { GameServer()->SendBroadcast("You are a zombie: Boomer!", m_pPlayer->GetCID()); GameServer()->SendChatTarget(m_pPlayer->GetCID(), "Tip: You can only do kamikaze attacks!"); m_pPlayer->m_knownClass[PLAYERCLASS_BOOMER] = true; } break; case PLAYERCLASS_HUNTER: m_Health = 10; m_Armor = 0; RemoveAllGun(); GiveWeapon(WEAPON_HAMMER, -1); m_ActiveWeapon = WEAPON_HAMMER; if(!m_pPlayer->IsKownClass(PLAYERCLASS_HUNTER)) { GameServer()->SendBroadcast("You are a zombie: Hunter!", m_pPlayer->GetCID()); GameServer()->SendChatTarget(m_pPlayer->GetCID(), "Tip: You can jump three times!"); m_pPlayer->m_knownClass[PLAYERCLASS_HUNTER] = true; } break; case PLAYERCLASS_WITCH: m_Health = 10; m_Armor = 10; RemoveAllGun(); GiveWeapon(WEAPON_HAMMER, -1); m_ActiveWeapon = WEAPON_HAMMER; if(!m_pPlayer->IsKownClass(PLAYERCLASS_WITCH)) { GameServer()->SendBroadcast("You are a... Witch!!", m_pPlayer->GetCID()); GameServer()->SendChatTarget(m_pPlayer->GetCID(), "Tip: Zombies may spawn near you!"); m_pPlayer->m_knownClass[PLAYERCLASS_WITCH] = true; } break; } }
void isdf06Mission::Execute(void) { /* Stuff in 6 You are responsible for the northern aproach to the base Alien units approach from the south and you battle them. Shabayev discovers a scrap pool. She highlights it. You must go to it and destroy a scion scavenger. You are given control of constructor. Your job is to build a bunker and a gun tower around it to protect it. Once the bunker is built you are told to go on the offensive. At the first place you go you find the voyager probe. The second is the climatic battle. */ player = GetPlayerHandle(); if (!start_done) { start_done=true; /* This is one of our three key bases on the Planet You must defend this approach. */ ClearObjectives(); AddObjective("isdf0601.otf",WHITE,20.0f); AudioMessage("isdf0601.wav"); // Manson: // Prepare for enemy attacks // You are a reserve for a counter attack // or in case they break through. attack_wave_time=GetTime()+10.0f; wave_launched=false; SetScrap(1,20); SetIndependence(escav,0); escav=BuildObject("fvscav",2,"pool"); Goto(escav,scrap_pool,0); Handle temp=GetHandle("gtow1"); AddHealth(temp,-2500); temp=GetHandle("gtow2"); AddHealth(temp,-2500); GiveWeapon(player, "gshadow_c"); /* turret1=BuildObject("ivturr",3,"turret1"); turret2=BuildObject("ivturr",3,"turret2"); Deploy(turret1); Deploy(turret2); */ } if ((!IsAlive(constructor)) && (mission_state>1) && (mission_state!=99)) { // you loose AudioMessage("isdf0607.wav"); // Manson: // That constructor was vital // to our effort. I'm pulling // back immeadiately. FailMission(GetTime()+15.0f,"isdf06l2.txt"); mission_state=99; // out of the loop } switch (mission_state) { case 0: // attack starts if ((!warning) && (GetDistance(atk1,turret1)<250.0f)) { AudioMessage("isdf0602.wav"); warning=true; } if ((!wave_launched) && (GetTime()>attack_wave_time)) { atk1=BuildObject("fvtank",2,"attack_start1"); Goto(atk1,"attack_path1"); SetSkill(atk1,3); atk2=BuildObject("fvtank",2,"attack_start1"); Goto(atk2,"attack_path1"); SetSkill(atk2,3); atk3=BuildObject("fvsent",2,"attack_start1"); Goto(atk3,"attack_path1"); SetSkill(atk3,3); atk4=BuildObject("fvsent",2,"attack_start1"); Goto(atk4,"attack_path1"); SetSkill(atk4,3); atk5=BuildObject("fvtank",2,"attack_start2"); Goto(atk5,"attack_path2"); SetSkill(atk5,3); atk6=BuildObject("fvtank",2,"attack_start2"); Goto(atk6,"attack_path2"); SetSkill(atk6,3); atk7=BuildObject("fvsent",2,"attack_start2"); Goto(atk7,"attack_path2"); SetSkill(atk7,3); // atk8=BuildObject("fvsent",2,"attack_start2"); // Goto(atk8,"attack_path2"); // SetSkill(atk8,3); wave_launched=true; } if ((wave_launched) && (!IsAlive(atk1)) && (!IsAlive(atk2)) && (!IsAlive(atk3)) && (!IsAlive(atk4)) && (!IsAlive(atk5)) && (!IsAlive(atk6)) && (!IsAlive(atk7)) && (!IsAlive(atk8))) { warning=false; wave_launched=false; wave_count++; if (!repair_hint) { repair_hint=true; AudioMessage("isdf0612.wav"); /* MANSON Take advantage of the breaks between attacks to repair your forces at the service bay. */ } if (wave_count==2) { back1=BuildObject("fvarch",2,"back1"); Goto(back1,"back_door"); back2=BuildObject("fvarch",2,"back2"); Goto(back2,"back_door"); back3=BuildObject("fvsent",2,"back3"); Goto(back3,"back_door"); SetObjectiveOn(back1); AudioMessage("isdf0614.wav"); } if (wave_count>(2)) //was 2 { if ((!IsAlive(back1)) && (!IsAlive(back2)) && (!IsAlive(back3))) { mission_state++; SetObjectiveOn(escav); ClearObjectives(); AddObjective("isdf0602.otf",WHITE,10.0f); AudioMessage("isdf0603.wav"); // Shabayev // I have detected the scavenger // which is supplying the enemy. // Its time to counter attack. // Manson // Alright, Cooke, you heard // the lieutenant. Get that // scavenger AudioMessage("isdf0604.wav"); } } else attack_wave_time=GetTime()+5.0f; // hold back your forces if ((GetDistance(turret1,mbike1)<50.0f) && (!defend_warning)) { AudioMessage("isdf0610.wav"); // MansoN: // Cooke, hold back your forces. defend_warning=true; } } break; case 1: // shabayev highlights the scavenger /* */ if (scav_count<3) { FailMission(GetTime()+5.0f,"isdf06l1.txt"); mission_state=99; } else { if ((GetDistance(player,escav)<150.0f) && (!got_to_scav)) { AudioMessage("isdf0605.wav"); // Shabayev: Attack! got_to_scav=true; } if (!IsAlive(escav)) { ClearObjectives(); AddObjective("isdf0603.otf",WHITE,10.0f); constructor=BuildObject("ivcon6",1,"constructor_spawn"); int grp=GetFirstEmptyGroup(); SetGroup(constructor,grp); Goto(constructor,"pool",0); mission_state++; AudioMessage("isdf0606.wav"); // Manson: // Cooke, I'm sending you a // constructor to fortify your // position. Use the constructor // to build defenses around that // scrap pool. } } break; case 2: // you get a constructor if (GetDistance(constructor,"pool")<250.0f) { AudioMessage("isdf0611.wav"); // Shabayev // Build a communications bunker to // anchor the base. // Once you have a communications bunker // build two adjacent // gun towers // The gun towers will be powered from // the surplus power of the main base. // Good luck. ConstructionMessage(); // spawn in attackers scout1=BuildObject("fvscout",2,"patrol_spawn"); scout2=BuildObject("fvscout",2,"patrol_spawn"); if (IsAlive(mbike1)) { Attack(scout1,player); } else { Attack(scout1,player); } if (IsAlive(mbike2)) { Attack(scout2,player); } else Attack(scout2,mbike2); mission_state++; } break; case 3: if ((!IsAlive(scout1)) && (!IsAlive(scout2))) { scout1=BuildObject("fvscout",2,"patrol_spawn"); scout2=BuildObject("fvscout",2,"patrol_spawn"); if (IsAlive(mbike1)) { Attack(scout1,mbike1); } else Attack(scout1,player); if (IsAlive(mbike2)) { Attack(scout2,mbike2); } else Attack(scout2,player); } if ((cbunker!=NULL) && (guntow1!=NULL) && (guntow2!=NULL)) { AudioMessage("isdf0608.wav"); /* Manson: Great! I'm sending a scavenger to secure that pool. Prepare for further orders. */ // more cannon foder to get pulverized atk1=BuildObject("fvtank",2,"patrol_spawn1"); Attack(atk1,guntow1); // cannon foder atk2=BuildObject("fvtank",2,"patrol_spawn2"); Attack(atk2,guntow2); // cannon foder // FraKTal says this scav doesn't want to deploy on its // own. So, put it under 100% human control - NM 6/27/03 #if 0 // was scav=BuildObject("ivscav",3,"constructor_spawn"); #else // now scav=BuildObject("ivscav",1,"constructor_spawn"); #endif Goto(scav,"pool"); ClearObjectives(); AddObjective("isdf0607.otf",WHITE,10.0f); mission_state++; } break; case 4: // when the scavenger gets there-- attack!! if (GetDistance(scav,"pool")<100.0f) { AudioMessage("isdf0609.wav"); AudioMessage("isdf0613.wav"); // Shabayev: // Its time we finish them off. // All forces, converge on the enemy base! SetObjectiveOn(goal); mission_state++; // spawn in patrols atk1=BuildObject("fvtank",2,"patrol_spawn2"); atk2=BuildObject("fvtank",2,"patrol_spawn2"); atk3=BuildObject("fvsent",2,"patrol_spawn"); atk4=BuildObject("fvsent",2,"patrol_spawn"); Patrol(atk1,"patrol"); Patrol(atk2,"patrol"); Patrol(atk3,"patrol"); Patrol(atk4,"patrol"); // spawn in attackers atk1=BuildObject("ivtank",3,"constructor_spawn"); atk2=BuildObject("ivtank",3,"constructor_spawn"); Goto(atk1,goal); Goto(atk2,goal); BuildObject("ibbomb",1,"bomber"); // you get a bomber // BuildObject("ivbomb",1,"bomber"); ClearObjectives(); AddObjective("isdf0608.otf",WHITE,10.0f); } break; case 5: // test to destroy base time_counter++; if (time_counter%1200==0) // every minute 1/2 { atk1=BuildObject("fvtank",2,"patrol_spawn2"); atk2=BuildObject("fvtank",2,"patrol_spawn2"); Patrol(atk1,"patrol"); Patrol(atk2,"patrol"); } if (!IsAlive(goal)) { // you win SucceedMission(GetTime()+20.0f,"isdf06w1.txt"); mission_state++; ClearObjectives(); AddObjective("isdf0609.otf",WHITE,10.0f); } break; case 6: // cineractive // Through the worm hole break; } // switch }
void isdf05Mission::Execute(void) { /* a) The player is asked to patrol around the base (through steps b-d sent & scouts attack) b) Once the base is secure, the player is supposed to look for scrap veins and send a scavenger (twice) c)Eventually you get to some turrets. Shebayev detaches some mortar bikes to help you take out the turrets. d) Once the turrets are destroyed you need to deploy e) Follow Manson to the teleporter? Drop off a bomb */ char tempstr[128]; Handle nearguy = 0; // this is the start of the mission if (!start_done) { /* Alright Sgt Cooke, this looks like a good place to establish a base. Patrol the area around this recycler. If it looks safe, deploy the recycler. */ shabayev = BuildObject("ivtan5",1,"shab_start");//"patrol_east"); constructor = BuildObject("ivcons",1,"spawn_constructor"); Stop(constructor,1); scav_comp= GetHandle("scav3"); SetGroup(scav_comp,-1); Handle temppool=GetHandle("poolx"); Goto(scav_comp,temppool,1); // SetPlan("isdf05.aip",3); // build stuff AudioMessage("isdf0500.wav"); SetObjectiveOn(shabayev); SetObjectiveName(shabayev,"Cmdr. Shabayev"); audmsg=AudioMessage("isdf0501.wav"); patrol_phase=true; start_done = true; Handle tempscav=GetHandle("ivscav1"); KillPilot(tempscav); tempscav=GetHandle("ivscav2"); KillPilot(tempscav); // Handle fv=BuildObject("fvarch",2,"scrap_field1"); // SetSkill(fv,3); SetSkill(shabayev,3); // Patrol(shabayev,"patrol1",1); // Attack(shabayev,fv,1); recy=BuildObject("ivrec5",1,"recy_start"); // Goto(recy,"recy_deploy"); Dropoff(recy, "recy_deploy"); Follow(shabayev,recy,1); SetScrap(1,40); SetScrap(3,40); // allied resources } /* Here is where you put what happens every frame. */ player = GetPlayerHandle(); if ((!IsAlive(shabayev) && (!shab_dead))) { AudioMessage("isdf0732.wav"); ClearObjectives(); AddObjective("isdf05l1.otf",RED,15.0f); FailMission(GetTime()+5.0f,"isdf05l1.otf"); shab_dead=true; } // determining if the player is out of his ship if (IsOdf(player,"isuser")) { if (!out_of_ship) GiveWeapon(player, "igsatc"); out_of_ship = true; } else { out_of_ship = false; } if ((GetDistance(player,"spawn2")<150.f) && (!warning_message)) { AudioMessage("isdf0520.wav"); /* Stay away from those alien structures they aren't vital to our mission- but they may be dangerous. */ warning_message=true; } // this is checking to make sure the player does not attack his wingman ///////// if ((!in_combat) && (!fire_message)) { if ((IsAlive(shabayev)) && (IsAlive(player))) { if (GetTime() - GetLastFriendShot(shabayev) < .2f) { AudioMessage("ff01.wav"); // (shab) watch your firing! fire_reset = GetTime() + 2.f; fire_message = true; } } if ((IsAlive(manson)) && (IsAlive(player))) { if (GetTime() - GetLastFriendShot(manson) < .2f) { AudioMessage("isdf0555.wav"); // (manson) watch your firing! fire_reset = GetTime() + 2.f; fire_message = true; } } } if ((fire_message) && (fire_reset < GetTime())) { fire_reset = GetTime() + 999999.9f; fire_message = false; } if ((!IsAlive(constructor)) && (mission_state<10)) { // the constructor is dead, you lose mission_state=12; } switch (mission_state) { case 0: // Shabayev starts the base if (GetDistance(recy,"recy_deploy") < 25.0) { // Dropoff(recy,"recy_deploy"); Patrol(shabayev,"patrol1",1); SetIndependence(shabayev,1); ClearObjectives(); AddObjective("isdf0501.otf", WHITE, 10.0f); patrol_reminder_time=GetTime()+30.0f; MoviePlaying=true; CameraReady(); // but danger looms.. atk1=BuildObject("fvscout",2,"spawn1"); wasDead1=false; Attack(atk1,player); mission_state++; } break; case 1: if (MoviePlaying) { //CameraObject(recycler,5,5,5,recycler); MoviePlaying = PlayMovie("isdf0501.cin"); // if (IsAudioMessageDone(audmsg)) { if (!MoviePlaying) { // MoviePlaying=false; CameraFinish(); Build(constructor,"ibpge5",1); drop_off=true; Attack(shabayev,atk1); mission_state++; } } ReallyKillCineractive = 0; break; case 2: // patrol_phase // Kick this out a few extra times. if((ReallyKillCineractive == 0) || (ReallyKillCineractive == 10) || (ReallyKillCineractive == 20)) CameraFinish(); ReallyKillCineractive++; if (drop_off) { Dropoff(constructor,"pgen1",1); drop_off=false; Handle temp=GetHandle("unnamed_ivdrop"); Attack(shabayev,atk1,1); RemoveObject(temp); } if (!IsAlive(atk1)) { wait_count++; if (wait_count==250) { wasDead1=false; wasDead2=false; raid1=BuildObject("fvsent",2,"raid1"); Goto(raid1,recy); raid2=BuildObject("fvtank",2,"raid2"); Goto(raid2,recy); // raid3=BuildObject("fvsent",2,"raid3"); // Goto(raid3,recy); // raid4=BuildObject("fvtank",2,"raid4"); // Goto(raid4,recy); ClearObjectives(); AddObjective("isdf0517.otf",WHITE,10.0f); Goto(shabayev,constructor); AudioMessage("isdf0543.wav"); mission_state++; wait_count=0; } } break; case 3: if (power2) { Dropoff(constructor,"pgen2",1); power2=false; } if (com1) { Dropoff(constructor,"rbunker1",1); com1=false; } if (!IsAliveAndPilot(raid1)) { wasDead1=true; } if (!IsAliveAndPilot(raid2)) { wasDead2=true; } if ((wasDead1) && (wasDead2)) { if (raid_count==1) // should be 2 { /* Now look for scrap veins around the base. If you find one mark it with a nav beacon. */ scout_phase=true; ClearObjectives(); AddObjective("isdf0507.otf",WHITE,5.0f); SetObjectiveOff(shabayev); nav1=BuildObject("ibnav",1,"scrap_field1"); TranslateString2(tempstr, sizeof(tempstr), "Mission0501"); // tempstr SetObjectiveName(nav1,tempstr); SetObjectiveOn(nav1); // SetObjectiveName(pool1,"bio-metal"); // SetObjectiveOn(pool1); AudioMessage("isdf0507.wav"); // Add an attacked for spice Handle atk1=BuildObject("fvscout",2,"spawn1"); Goto(atk1,"attack1"); Patrol(shabayev,"patrol1",1); SetIndependence(shabayev,1); // AudioMessage( // You go on John, I'll guard the base mission_state++; } else { wait_count++; if (wait_count==400) { if (pgen2==NULL) { // was follow Goto(shabayev,constructor,1); Build(constructor,"ibpge5"); power2=true; } else { //was Follow Goto(shabayev,constructor,1); Build(constructor,"ibcbu5"); com1=true; } raid_count++; AddHealth(constructor,500); AddHealth(shabayev,500); raid1=BuildObject("fvtank",2,"raid1"); Goto(raid1,recy); raid2=BuildObject("fvtank",2,"raid2"); Goto(raid2,recy); wasDead1=false; wasDead2=false; // raid3=BuildObject("fvsent",2,"raid3"); // Goto(raid3,recy); // raid4=BuildObject("fvtank",2,"raid4"); // Goto(raid4,recy); wait_count=0; } } } break; case 4: // there is one, mark it with the geyser // mark that with a power up // good, now find another. if ((GetDistance(player,pool1)<75.0f) && (!found_field1)) { // there is a field, deploy the scavenger AudioMessage("isdf0508.wav"); found_field1=true; } if (scav2_deployed) // any scav is deployed { mission_state++; scav1_deployed=true; ClearObjectives(); AddObjective("isdf0508.otf",WHITE,10.0f); /* SetObjectiveOff(pool1); SetObjectiveName(pool2,"bio-metal 1"); SetObjectiveOn(pool2); */ nav2=BuildObject("ibnav",1,"scrap_field3"); TranslateString2(tempstr, sizeof(tempstr), "Mission0502"); // Bio-Metal 2 SetObjectiveName(nav2,tempstr); SetObjectiveOff(nav1); SetObjectiveOn(nav2); AudioMessage("isdf0509.wav"); // good job if (!found_field1) { AudioMessage("isdf0519.wav"); /* Don't send out scavengers unescorted. Be sure to stay with them. */ } } break; case 5: if ((scav2_deployed) && (!found_field3) && (GetDistance(player,"scrap_field3")<225.0f)) { found_field3=true; /* Watch out! That field looks hot. */ AudioMessage("isdf0512.wav"); ClearObjectives(); AddObjective("isdf0511.otf",RED,10.0f); mortar_delay=GetTime()+15.0f; } nearguy=GetNearestEnemy(player); if ((found_field3) && (GetTime()>mortar_delay) && (GetDistance(player,nearguy)>150.0f)) { /* Cineractive Cooke, I'm sending you force to help you take out those turrets! Here are some mortar bikes. */ Build(constructor,"ibfact5",1); factory=true; audmsg=AudioMessage("isdf0527.wav"); //was AudioMessage("isdf0513.wav"); ClearObjectives(); AddObjective("isdf0516.otf",WHITE,10.0f); /* int grp=GetFirstEmptyGroup(); mbike1=BuildObject("ivmbike",1,"patrol_south"); SetGroup(mbike1,grp); Follow(mbike1,player,0); Handle mb=BuildObject("ivmbike",1,"patrol_east"); SetGroup(mb,grp); Follow(mb,player,0); mb=BuildObject("ivmbike",1,"patrol_west"); SetGroup(mb,grp); Follow(mb,player,0); mb=BuildObject("ivmbike",1,"patrol_north"); SetGroup(mb,grp); Follow(mb,player,0); */ mission_state++; CameraReady(); MoviePlaying=true; } break; case 6:// attack phase /* First check to see if you blew up sturret1-4 then create Manson at manson_start "Good job Cooke, you show promise" Then follow Manson (he's an objective) into the base When you get close lets run past those towers when you get there hop out and use your demolition charge Then run away. Everything blows up. */ if (factory) { Dropoff(constructor,"fact"); factory=false; } if (MoviePlaying) { CameraObject(constructor,1,11,22,constructor); if (IsAudioMessageDone(audmsg)) { MoviePlaying=false; CameraFinish(); } } if ((!killed_turrets) && (!IsAlive(sturret1)) && (!IsAlive(sturret2)) && (!IsAlive(sturret3)) && (!IsAlive(sturret4)) && (!IsAlive(sturret5)) && (!IsAlive(sturret6))) { AudioMessage("isdf0514.wav"); // you show promise killed_turrets=true; ClearObjectives(); AddObjective("isdf0512.otf",WHITE,10.0f); manson_shows=GetTime()+10.0f; manson=BuildObject("ivtank",3,"manson_start"); SetObjectiveName(manson, "Maj. Manson"); Handle minion=BuildObject("ivtank",3,"manson_escort1"); SetObjectiveName(minion, "Sgt. Zdarko"); Follow(minion,manson); minion=BuildObject("ivtank",3,"manson_escort2"); SetObjectiveName(minion, "Sgt. Masiker"); Follow(minion,manson); } if ((killed_turrets) && (!manson_message) && (GetTime()>manson_shows)) { /* We found the objective, follow me */ AudioMessage("isdf0515.wav"); SetObjectiveOff(nav2); SetObjectiveOn(manson); ClearObjectives(); AddObjective("isdf0518.otf",WHITE,10.0f); manson_message=true; mission_state++; } break; case 7: if (GetDistance(player,manson)<50.0f) { ClearObjectives(); AddObjective("isdf0513.otf",WHITE,10.0f); SetIndependence(manson,0); SetAvoidType(manson,0); AudioMessage("isdf0539a.wav"); Goto(manson,"manson_path1"); mission_state++; } break; case 8: AddHealth(manson,100); // we don't want him to die here if ((wait_up) && (GetDistance(player,manson)<100.0f)) { // right now this goes off too // soon. You go on to path 2 before 1 is doen // But at least it makes sure // you are close once. wait_up=false; Goto(manson,"manson_path2"); } if ((!gun_tower_message) && (GetDistance(manson,"guntower2")<200.0f)) { /* There are gun towers ahead let's try to go past fast. */ AudioMessage("isdf0516.wav"); gun_tower_message=true; ClearObjectives(); AddObjective("isdf0514.otf",WHITE,10.0f); gun_tower_counter=0; } if (gun_tower_message) { gun_tower_counter++; if (gun_tower_counter>450) // you are on a timer { AudioMessage("isdf0529.wav"); ClearObjectives(); AddObjective("isdf0520.otf",RED,10.0f); FailMission(GetTime()+10.0f,"isdf0520.otf"); mission_state=12; } if (gun_tower_counter==300) { AudioMessage("isdf0528.wav"); } } if ((gun_tower_message) && (!hop_out_message) && (GetDistance(player,teleportal)<100.0f)) { /* Get out and use your demolition charge on that building */ AudioMessage("isdf0173.wav"); // that looks like one of ours? AudioMessage("isdf0517.wav"); hop_out_message=true; SetObjectiveOff(manson); SetObjectiveOn(teleportal); TranslateString2(tempstr, sizeof(tempstr), "Mission0503"); // Excavator SetObjectiveName(teleportal,tempstr); ClearObjectives(); AddObjective("isdf0515.otf",WHITE,10.0f); SetIndependence(manson,1); mission_state++; } break; case 9: if ((!out_of_ship_ever) && (out_of_ship)) { out_of_ship_ever=true; ClearObjectives(); AddObjective("isdf0521.otf",WHITE,5.0f); } if (!IsAlive(teleportal)) { if (out_of_ship_ever) { AudioMessage("isdf0518.wav"); SucceedMission(GetTime()+10.0f,"isdf05w1.txt"); mission_state++; } else { AudioMessage("isdf0521.wav"); /* I said use your demolition charge */ FailMission(GetTime()+10.0f,"isdfl1.txt"); mission_state++; } } break; case 12: /* If you lose the constructor this condition occurs. */ AudioMessage("isdf0522.wav"); ClearObjectives(); AddObjective("isdf0519.otf",RED,10.0f); FailMission(GetTime()+10.0f,"isdf0519.otf"); mission_state++; break; case 13: // waiting for the end of the world. break; } /* the lurkers */ if ((lurker1==NULL) && (GetDistance(player,"lurker1")<150.0f)) { lurker1=BuildObject("fvsent",2,"lurker1"); } if ((lurker2==NULL) && (GetDistance(player,"lurker2")<150.0f)) { lurker2=BuildObject("fvsent",2,"lurker1"); } if ((lurker3==NULL) && (GetDistance(player,"lurker3")<150.0f)) { lurker3=BuildObject("fvsent",2,"lurker3"); } if ((lurker4==NULL) && (GetDistance(player,"lurker4")<150.0f)) { lurker4=BuildObject("fvsent",2,"lurker4"); } }
void CheckKeys (void) { boolean one_eighty=false; Uint8 scan; static boolean Plus_KeyReleased; static boolean Minus_KeyReleased; static boolean I_KeyReleased; static boolean S_KeyReleased; #if IN_DEVELOPMENT || BETA_TEST // if (DebugOk && (Keyboard[sc_p] || PP_step)) // PicturePause (); #endif if (screenfaded || demoplayback) // don't do anything with a faded screen return; scan = LastScan; #if IN_DEVELOPMENT #ifdef ACTIVATE_TERMINAL if (Keyboard[sc_9] && Keyboard[sc_0]) ActivateTerminal(true); #endif #endif // // SECRET CHEAT CODE: 'JAM' // #if GAME_VERSION != SHAREWARE_VERSION if (Keyboard[sc_j] || Keyboard[sc_a] || Keyboard[sc_m]) { if (jam_buff[sizeof(jam_buff_cmp)-1] != LastScan) { memcpy(jam_buff,jam_buff+1,sizeof(jam_buff_cmp)-1); jam_buff[sizeof(jam_buff_cmp)-1] = LastScan; } } #endif CheckMusicToggle(); if (gamestate.rpower) { if (in_is_binding_pressed(e_bi_radar_magnify)) { if (Plus_KeyReleased && gamestate.rzoom<2) { UpdateRadarGuage(); gamestate.rzoom++; Plus_KeyReleased=false; } } else Plus_KeyReleased=true; if (in_is_binding_pressed(e_bi_radar_minify)) { if (Minus_KeyReleased && gamestate.rzoom) { UpdateRadarGuage(); gamestate.rzoom--; Minus_KeyReleased=false; } } else Minus_KeyReleased=true; } if (in_is_binding_pressed(e_bi_sfx)) { if (S_KeyReleased) { if ((SoundMode != sdm_Off) || (DigiMode!=sds_Off)) { if (SoundMode != sdm_Off) { SD_WaitSoundDone(); SD_SetSoundMode(sdm_Off); } if (DigiMode!=sds_Off) SD_SetDigiDevice(sds_Off); memcpy((char *)&SoundOn[55],"OFF.",4); } else { ClearMemory(); if (SoundBlasterPresent || AdLibPresent) SD_SetSoundMode(sdm_AdLib); else SD_SetSoundMode(sdm_Off); if (SoundBlasterPresent) SD_SetDigiDevice(sds_SoundBlaster); else if (SoundSourcePresent) SD_SetDigiDevice(sds_SoundSource); else SD_SetDigiDevice(sds_Off); CA_LoadAllSounds(); memcpy((char *)&SoundOn[55],"ON. ",4); } DISPLAY_TIMED_MSG(SoundOn,MP_BONUS,MT_GENERAL); S_KeyReleased=false; } } else S_KeyReleased=true; if (Keyboard[sc_return]) { #if (GAME_VERSION != SHAREWARE_VERSION) || GEORGE_CHEAT char loop; if ((!memcmp(jam_buff,jam_buff_cmp,sizeof(jam_buff_cmp)))) { jam_buff[0]=0; for (loop=0; loop<NUMKEYS; loop++) if (gamestate.numkeys[static_cast<int>(loop)] < MAXKEYS) gamestate.numkeys[static_cast<int>(loop)]=1; gamestate.health = 100; gamestate.ammo = MAX_AMMO; gamestate.rpower = MAX_RADAR_ENERGY; if (!DebugOk) { gamestate.score = 0; gamestate.nextextra = EXTRAPOINTS; } gamestate.TimeCount += 42000L; for (loop=0; loop<NUMWEAPONS-1; loop++) GiveWeapon(loop); DrawWeapon(); DrawHealth(); DrawKeys(); DrawScore(); DISPLAY_TIMED_MSG("\r\r YOU CHEATER!",MP_INTERROGATE,MT_GENERAL); ForceUpdateStatusBar(); ClearMemory (); ClearSplitVWB (); VW_ScreenToScreen (static_cast<Uint16>(displayofs),static_cast<Uint16>(bufferofs),80,160); Message("\n NOW you're jammin'!! \n"); IN_ClearKeysDown(); IN_Ack(); CleanDrawPlayBorder(); } else if (!in_use_modern_bindings) #endif one_eighty=true; } // Handle quick turning! // if (!gamestate.turn_around) { // 90 degrees left // if (in_is_binding_pressed(e_bi_quick_left)) { gamestate.turn_around = -90; gamestate.turn_angle = player->angle + 90; if (gamestate.turn_angle > 359) gamestate.turn_angle -= ANGLES; } // 180 degrees right // if (in_is_binding_pressed(e_bi_turn_around) || one_eighty) { gamestate.turn_around = 180; gamestate.turn_angle = player->angle + 180; if (gamestate.turn_angle > 359) gamestate.turn_angle -= ANGLES; } // 90 degrees right // if (in_is_binding_pressed(e_bi_quick_right)) { gamestate.turn_around = 90; gamestate.turn_angle = player->angle - 90; if (gamestate.turn_angle < 0) gamestate.turn_angle += ANGLES; } } // // pause key weirdness can't be checked as a scan code // if (in_is_binding_pressed(e_bi_pause)) { SD_MusicOff(); fontnumber = 4; BMAmsg(PAUSED_MSG); IN_Ack(); IN_ClearKeysDown(); fontnumber = 2; RedrawStatusAreas(); SD_MusicOn(); Paused = false; ::in_clear_mouse_deltas(); return; } #if IN_DEVELOPMENT if (TestQuickSave) { // TestQuickSave--; scan = sc_f8; } if (TestAutoMapper) PopupAutoMap(); #endif scan = sc_none; if (Keyboard[sc_escape]) scan = sc_escape; else if (in_is_binding_pressed(e_bi_help)) scan = sc_f1; if (in_is_binding_pressed(e_bi_save)) scan = sc_f2; else if (in_is_binding_pressed(e_bi_load)) scan = sc_f3; else if (in_is_binding_pressed(e_bi_sound)) scan = sc_f4; else if (in_is_binding_pressed(e_bi_controls)) scan = sc_f6; else if (in_is_binding_pressed(e_bi_end_game)) scan = sc_f7; else if (in_is_binding_pressed(e_bi_quick_save)) scan = sc_f8; else if (in_is_binding_pressed(e_bi_quick_load)) scan = sc_f9; else if (in_is_binding_pressed(e_bi_quick_exit)) scan = sc_f10; switch (scan) { case sc_f7: // END GAME case sc_f10: // QUIT TO DOS FinishPaletteShifts(); ClearMemory(); US_ControlPanel(scan); CleanDrawPlayBorder(); return; case sc_f2: // SAVE MISSION case sc_f8: // QUICK SAVE // Make sure there's room to save... // ClearMemory(); FinishPaletteShifts(); if (!CheckDiskSpace(DISK_SPACE_NEEDED, CANT_SAVE_GAME_TXT, cds_id_print)) { CleanDrawPlayBorder(); break; } case sc_f1: // HELP case sc_f3: // LOAD MISSION case sc_f4: // SOUND MENU case sc_f5: // RESIZE VIEW case sc_f6: // CONTROLS MENU case sc_f9: // QUICK LOAD case sc_escape: // MAIN MENU refresh_screen = true; if (scan < sc_f8) VW_FadeOut(); StopMusic(); ClearMemory(); ClearSplitVWB(); US_ControlPanel(scan); if (refresh_screen) { boolean old = loadedgame; loadedgame = false; DrawPlayScreen(false); loadedgame = old; } ClearMemory(); if (!sqActive || !loadedgame) StartMusic(false); IN_ClearKeysDown(); if (loadedgame) { PreloadGraphics(); loadedgame = false; DrawPlayScreen(false); } else if (!refresh_screen) CleanDrawPlayBorder(); if (!sqActive) StartMusic(false); return; } scan = sc_none; if (in_is_binding_pressed(e_bi_stats)) PopupAutoMap(); if (Keyboard[sc_back_quote]) { Keyboard[sc_back_quote] = 0; TryDropPlasmaDetonator(); } if ((DebugOk || gamestate.flags & GS_MUSIC_TEST) && (Keyboard[sc_backspace])) { Uint8 old_num=music_num; if (gamestate.flags & GS_MUSIC_TEST) { if (Keyboard[sc_left_arrow]) { if (music_num) music_num--; Keyboard[sc_left_arrow]=false; } else if (Keyboard[sc_right_arrow]) { if (music_num < LASTMUSIC-1) music_num++; Keyboard[sc_right_arrow]=false; } if (old_num != music_num) { ClearMemory(); delete [] audiosegs[STARTMUSIC + old_num]; audiosegs[STARTMUSIC + old_num] = NULL; StartMusic(false); DrawScore(); } } if (old_num == music_num) { fontnumber=4; SETFONTCOLOR(0,15); if (DebugKeys()) { CleanDrawPlayBorder(); } ::in_clear_mouse_deltas(); lasttimecount = TimeCount; return; } } if (in_is_binding_pressed(e_bi_attack_info)) { if (I_KeyReleased) { gamestate.flags ^= GS_ATTACK_INFOAREA; if (gamestate.flags & GS_ATTACK_INFOAREA) DISPLAY_TIMED_MSG(attacker_info_enabled,MP_ATTACK_INFO,MT_GENERAL); else DISPLAY_TIMED_MSG(attacker_info_disabled,MP_ATTACK_INFO,MT_GENERAL); I_KeyReleased = false; } } else I_KeyReleased = true; #ifdef CEILING_FLOOR_COLORS if (in_is_binding_pressed(e_bi_ceiling)) { gamestate.flags ^= GS_DRAW_CEILING; in_reset_binding_state(e_bi_ceiling); } if (in_is_binding_pressed(e_bi_flooring)) { ThreeDRefresh(); ThreeDRefresh(); gamestate.flags ^= GS_DRAW_FLOOR; in_reset_binding_state(e_bi_flooring); #if DUAL_SWAP_FILES ChangeSwapFiles(true); #endif } #endif if (in_is_binding_pressed(e_bi_lightning)) { in_reset_binding_state(e_bi_lightning); gamestate.flags ^= GS_LIGHTING; } }