コード例 #1
0
/* type of game.. */
static void game_timed_out(
	void)
{
	if(player_controlling_game())
	{
		set_game_state(_close_game);
	} else {
		set_game_state(_switch_demo);
	}
}
コード例 #2
0
ファイル: shell.cpp プロジェクト: Aleph-One-Marathon/alephone
static void handle_game_key(const SDL_Event &event)
{
	SDL_Keycode key = event.key.keysym.sym;
	SDL_Scancode sc = event.key.keysym.scancode;
	bool changed_screen_mode = false;
	bool changed_prefs = false;

	if (!game_is_networked && (event.key.keysym.mod & KMOD_CTRL) && CheatsActive) {
		int type_of_cheat = process_keyword_key(key);
		if (type_of_cheat != NONE)
			handle_keyword(type_of_cheat);
	}
	if (Console::instance()->input_active()) {
		switch(key) {
			case SDLK_RETURN:
			case SDLK_KP_ENTER:
				Console::instance()->enter();
				break;
			case SDLK_ESCAPE:
				Console::instance()->abort();
				break;
			case SDLK_BACKSPACE:
				Console::instance()->backspace();
				break;
			case SDLK_DELETE:
				Console::instance()->del();
				break;
			case SDLK_UP:
				Console::instance()->up_arrow();
				break;
			case SDLK_DOWN:
				Console::instance()->down_arrow();
				break;
			case SDLK_LEFT:
				Console::instance()->left_arrow();
				break;
			case SDLK_RIGHT:
				Console::instance()->right_arrow();
				break;
			case SDLK_HOME:
				Console::instance()->line_home();
				break;
			case SDLK_END:
				Console::instance()->line_end();
				break;
			case SDLK_a:
				if (event.key.keysym.mod & KMOD_CTRL)
					Console::instance()->line_home();
				break;
			case SDLK_b:
				if (event.key.keysym.mod & KMOD_CTRL)
					Console::instance()->left_arrow();
				break;
			case SDLK_d:
				if (event.key.keysym.mod & KMOD_CTRL)
					Console::instance()->del();
				break;
			case SDLK_e:
				if (event.key.keysym.mod & KMOD_CTRL)
					Console::instance()->line_end();
				break;
			case SDLK_f:
				if (event.key.keysym.mod & KMOD_CTRL)
					Console::instance()->right_arrow();
				break;
			case SDLK_h:
				if (event.key.keysym.mod & KMOD_CTRL)
					Console::instance()->backspace();
				break;
			case SDLK_k:
				if (event.key.keysym.mod & KMOD_CTRL)
					Console::instance()->forward_clear();
				break;
			case SDLK_n:
				if (event.key.keysym.mod & KMOD_CTRL)
					Console::instance()->down_arrow();
				break;
			case SDLK_p:
				if (event.key.keysym.mod & KMOD_CTRL)
					Console::instance()->up_arrow();
				break;
			case SDLK_t:
				if (event.key.keysym.mod & KMOD_CTRL)
					Console::instance()->transpose();
				break;
			case SDLK_u:
				if (event.key.keysym.mod & KMOD_CTRL)
					Console::instance()->clear();
				break;
			case SDLK_w:
				if (event.key.keysym.mod & KMOD_CTRL)
					Console::instance()->delete_word();
				break;
		}
	}
	else
	{
		if (sc == SDL_SCANCODE_ESCAPE) // (ZZZ) Quit gesture (now safer)
		{
			if(!player_controlling_game())
				do_menu_item_command(mGame, iQuitGame, false);
			else {
				if(get_ticks_since_local_player_in_terminal() > 1 * TICKS_PER_SECOND) {
					if(!game_is_networked) {
						do_menu_item_command(mGame, iQuitGame, false);
					}
					else {
#if defined(__APPLE__) && defined(__MACH__)
						screen_printf("If you wish to quit, press Command-Q");
#else
						screen_printf("If you wish to quit, press Alt+Q.");
#endif
					}
				}
			}
		}
		else if (input_preferences->shell_key_bindings[_key_volume_up].count(sc))
		{
			changed_prefs = SoundManager::instance()->AdjustVolumeUp(Sound_AdjustVolume());
		}
		else if (input_preferences->shell_key_bindings[_key_volume_down].count(sc))
		{
			changed_prefs = SoundManager::instance()->AdjustVolumeDown(Sound_AdjustVolume());
		}
		else if (input_preferences->shell_key_bindings[_key_switch_view].count(sc))
		{
			walk_player_list();
			render_screen(NONE);
		}
		else if (input_preferences->shell_key_bindings[_key_zoom_in].count(sc))
		{
			if (zoom_overhead_map_in())
				PlayInterfaceButtonSound(Sound_ButtonSuccess());
			else
				PlayInterfaceButtonSound(Sound_ButtonFailure());
		}
		else if (input_preferences->shell_key_bindings[_key_zoom_out].count(sc))
		{
			if (zoom_overhead_map_out())
				PlayInterfaceButtonSound(Sound_ButtonSuccess());
			else
				PlayInterfaceButtonSound(Sound_ButtonFailure());
		}
		else if (input_preferences->shell_key_bindings[_key_inventory_left].count(sc))
		{
			if (player_controlling_game()) {
				PlayInterfaceButtonSound(Sound_ButtonSuccess());
				scroll_inventory(-1);
			} else
				decrement_replay_speed();
		}
		else if (input_preferences->shell_key_bindings[_key_inventory_right].count(sc))
		{
			if (player_controlling_game()) {
				PlayInterfaceButtonSound(Sound_ButtonSuccess());
				scroll_inventory(1);
			} else
				increment_replay_speed();
		}
		else if (input_preferences->shell_key_bindings[_key_toggle_fps].count(sc))
		{
			PlayInterfaceButtonSound(Sound_ButtonSuccess());
			extern bool displaying_fps;
			displaying_fps = !displaying_fps;
		}
		else if (input_preferences->shell_key_bindings[_key_activate_console].count(sc))
		{
			if (game_is_networked) {
#if !defined(DISABLE_NETWORKING)
				Console::instance()->activate_input(InGameChatCallbacks::SendChatMessage, InGameChatCallbacks::prompt());
#endif
				PlayInterfaceButtonSound(Sound_ButtonSuccess());
			} 
			else if (Console::instance()->use_lua_console())
			{
				PlayInterfaceButtonSound(Sound_ButtonSuccess());
				Console::instance()->activate_input(ExecuteLuaString, ">");
			}
			else
			{
				PlayInterfaceButtonSound(Sound_ButtonFailure());
			}
		} 
		else if (input_preferences->shell_key_bindings[_key_show_scores].count(sc))
		{
			PlayInterfaceButtonSound(Sound_ButtonSuccess());
			{
				extern bool ShowScores;
				ShowScores = !ShowScores;
			}
		}	
		else if (sc == SDL_SCANCODE_F1) // Decrease screen size
		{
			if (!graphics_preferences->screen_mode.hud)
			{
				PlayInterfaceButtonSound(Sound_ButtonSuccess());
				graphics_preferences->screen_mode.hud = true;
				changed_screen_mode = changed_prefs = true;
			}
			else
			{
				int mode = alephone::Screen::instance()->FindMode(get_screen_mode()->width, get_screen_mode()->height);
				if (mode < alephone::Screen::instance()->GetModes().size() - 1)
				{
					PlayInterfaceButtonSound(Sound_ButtonSuccess());
					graphics_preferences->screen_mode.width = alephone::Screen::instance()->ModeWidth(mode + 1);
					graphics_preferences->screen_mode.height = alephone::Screen::instance()->ModeHeight(mode + 1);
					graphics_preferences->screen_mode.auto_resolution = false;
					graphics_preferences->screen_mode.hud = false;
					changed_screen_mode = changed_prefs = true;
				} else
					PlayInterfaceButtonSound(Sound_ButtonFailure());
			}
		}
		else if (sc == SDL_SCANCODE_F2) // Increase screen size
		{
			if (graphics_preferences->screen_mode.hud)
			{
				PlayInterfaceButtonSound(Sound_ButtonSuccess());
				graphics_preferences->screen_mode.hud = false;
				changed_screen_mode = changed_prefs = true;
			}
			else
			{
				int mode = alephone::Screen::instance()->FindMode(get_screen_mode()->width, get_screen_mode()->height);
				int automode = get_screen_mode()->fullscreen ? 0 : 1;
				if (mode > automode)
				{
					PlayInterfaceButtonSound(Sound_ButtonSuccess());
					graphics_preferences->screen_mode.width = alephone::Screen::instance()->ModeWidth(mode - 1);
					graphics_preferences->screen_mode.height = alephone::Screen::instance()->ModeHeight(mode - 1);
					if ((mode - 1) == automode)
						graphics_preferences->screen_mode.auto_resolution = true;
					graphics_preferences->screen_mode.hud = true;
					changed_screen_mode = changed_prefs = true;
				} else
					PlayInterfaceButtonSound(Sound_ButtonFailure());
			}
		}
		else if (sc == SDL_SCANCODE_F3) // Resolution toggle
		{
			if (!OGL_IsActive()) {
				PlayInterfaceButtonSound(Sound_ButtonSuccess());
				graphics_preferences->screen_mode.high_resolution = !graphics_preferences->screen_mode.high_resolution;
				changed_screen_mode = changed_prefs = true;
			} else
				PlayInterfaceButtonSound(Sound_ButtonFailure());
		}
		else if (sc == SDL_SCANCODE_F4)		// Reset OpenGL textures
		{
#ifdef HAVE_OPENGL
			if (OGL_IsActive()) {
				// Play the button sound in advance to get the full effect of the sound
				PlayInterfaceButtonSound(Sound_OGL_Reset());
				OGL_ResetTextures();
			} else
#endif
				PlayInterfaceButtonSound(Sound_ButtonInoperative());
		}
		else if (sc == SDL_SCANCODE_F5) // Make the chase cam switch sides
		{
			if (ChaseCam_IsActive())
				PlayInterfaceButtonSound(Sound_ButtonSuccess());
			else
				PlayInterfaceButtonSound(Sound_ButtonInoperative());
			ChaseCam_SwitchSides();
		}
		else if (sc == SDL_SCANCODE_F6) // Toggle the chase cam
		{
			PlayInterfaceButtonSound(Sound_ButtonSuccess());
			ChaseCam_SetActive(!ChaseCam_IsActive());
		}
		else if (sc == SDL_SCANCODE_F7) // Toggle tunnel vision
		{
			PlayInterfaceButtonSound(Sound_ButtonSuccess());
			SetTunnelVision(!GetTunnelVision());
		}
		else if (sc == SDL_SCANCODE_F8) // Toggle the crosshairs
		{
			PlayInterfaceButtonSound(Sound_ButtonSuccess());
			player_preferences->crosshairs_active = !player_preferences->crosshairs_active;
			Crosshairs_SetActive(player_preferences->crosshairs_active);
			changed_prefs = true;
		}
		else if (sc == SDL_SCANCODE_F9) // Screen dump
		{
			dump_screen();
		}
		else if (sc == SDL_SCANCODE_F10) // Toggle the position display
		{
			PlayInterfaceButtonSound(Sound_ButtonSuccess());
			{
				extern bool ShowPosition;
				ShowPosition = !ShowPosition;
			}
		}
		else if (sc == SDL_SCANCODE_F11) // Decrease gamma level
		{
			if (graphics_preferences->screen_mode.gamma_level) {
				PlayInterfaceButtonSound(Sound_ButtonSuccess());
				graphics_preferences->screen_mode.gamma_level--;
				change_gamma_level(graphics_preferences->screen_mode.gamma_level);
				changed_prefs = true;
			} else
				PlayInterfaceButtonSound(Sound_ButtonFailure());
		}
		else if (sc == SDL_SCANCODE_F12) // Increase gamma level
		{
			if (graphics_preferences->screen_mode.gamma_level < NUMBER_OF_GAMMA_LEVELS - 1) {
				PlayInterfaceButtonSound(Sound_ButtonSuccess());
				graphics_preferences->screen_mode.gamma_level++;
				change_gamma_level(graphics_preferences->screen_mode.gamma_level);
				changed_prefs = true;
			} else
				PlayInterfaceButtonSound(Sound_ButtonFailure());
		}
		else
		{
			if (get_game_controller() == _demo)
				set_game_state(_close_game);
		}
	}
	
	if (changed_screen_mode) {
		screen_mode_data temp_screen_mode = graphics_preferences->screen_mode;
		temp_screen_mode.fullscreen = get_screen_mode()->fullscreen;
		change_screen_mode(&temp_screen_mode, true);
		render_screen(0);
	}

	if (changed_prefs)
		write_preferences();
}
コード例 #3
0
ファイル: devices.c プロジェクト: DrItanium/moo
static void	change_panel_state(
	short player_index,
	short panel_side_index)
{
	short state, make_sound= FALSE;
	struct side_data *side= get_side_data(panel_side_index);
	struct player_data *player= get_player_data(player_index);
	struct control_panel_definition *definition= get_control_panel_definition(side->control_panel_type);

	state= GET_CONTROL_PANEL_STATUS(side);
	
	/* Do the right thing, based on the panel type.. */
	switch (definition->panel_class)
	{
		case _panel_is_oxygen_refuel:
		case _panel_is_shield_refuel:
		case _panel_is_double_shield_refuel:
		case _panel_is_triple_shield_refuel:
#ifndef VULCAN
			player->control_panel_side_index= player->control_panel_side_index==panel_side_index ? NONE : panel_side_index;
			state= get_recharge_status(panel_side_index);
			SET_CONTROL_PANEL_STATUS(side, state);
			if (!state) set_control_panel_texture(side);
#endif
			break;
		case _panel_is_computer_terminal:
#ifndef VULCAN
			if (get_game_state()==_game_in_progress && !PLAYER_HAS_CHEATED(player) && !PLAYER_HAS_MAP_OPEN(player))
			{
				/* this will handle changing levels, if necessary (i.e., if weÕre finished) */
				enter_computer_interface(player_index, side->control_panel_permutation, calculate_level_completion_state());
			}
#endif
			break;
		case _panel_is_tag_switch:
			if (definition->item==NONE || (!state && try_and_subtract_player_item(player_index, definition->item)))
			{
				state= !state;
				make_sound= set_tagged_light_statuses(side->control_panel_permutation, state);
				if (try_and_change_tagged_platform_states(side->control_panel_permutation, state)) make_sound= TRUE;
				if (!side->control_panel_permutation) make_sound= TRUE;
				if (make_sound)
				{
					SET_CONTROL_PANEL_STATUS(side, state);
					set_control_panel_texture(side);
				}
			}
			break;
		case _panel_is_light_switch:
			state= !state;
			make_sound= set_light_status(side->control_panel_permutation, state);
			break;
		case _panel_is_platform_switch:
			state= !state;
			make_sound= try_and_change_platform_state(get_polygon_data(side->control_panel_permutation)->permutation, state);
			break;
		case _panel_is_pattern_buffer:
#ifndef VULCAN
			if (dynamic_world->tick_count-player->ticks_at_last_successful_save>MINIMUM_RESAVE_TICKS &&
				player_controlling_game() && !PLAYER_HAS_CHEATED(local_player) && !game_is_networked)
			{
				play_control_panel_sound(panel_side_index, _activating_sound);
//				fade_out_background_music(30);

				/* Assume a successful save- prevents vidding of the save game key.. */
				player->ticks_at_last_successful_save= dynamic_world->tick_count;
				if (!save_game()) 
				{
					// AMR 3/12/97 vidding happens with InputSprocket with this here
					//player->ticks_at_last_successful_save= 0;
				}
//				fade_in_background_music(30);
			}
#endif
			break;

		default:
			halt();
	}
	
	if (make_sound)
	{
		play_control_panel_sound(panel_side_index, state ? _activating_sound : _deactivating_sound);
	}
	
	return;	
}