예제 #1
0
void Victory (void)
{
#ifndef SPEARDEMO
	long	sec;
	int i,min,kr,sr,tr,x;
	char tempstr[8];

#define RATIOX	6
#define RATIOY	14
#define TIMEX	14
#define TIMEY	8


#ifdef SPEAR
	StartCPMusic (XTHEEND_MUS);

	CA_CacheGrChunk(BJCOLLAPSE1PIC);
	CA_CacheGrChunk(BJCOLLAPSE2PIC);
	CA_CacheGrChunk(BJCOLLAPSE3PIC);
	CA_CacheGrChunk(BJCOLLAPSE4PIC);

	VWB_Bar(0,0,320,200,VIEWCOLOR);
	VWB_DrawPic (124,44,BJCOLLAPSE1PIC);
	VW_UpdateScreen ();
	VW_FadeIn ();
	VW_WaitVBL(2*70);
	VWB_DrawPic (124,44,BJCOLLAPSE2PIC);
	VW_UpdateScreen ();
	VW_WaitVBL(105);
	VWB_DrawPic (124,44,BJCOLLAPSE3PIC);
	VW_UpdateScreen ();
	VW_WaitVBL(105);
	VWB_DrawPic (124,44,BJCOLLAPSE4PIC);
	VW_UpdateScreen ();
	VW_WaitVBL(3*70);

	UNCACHEGRCHUNK(BJCOLLAPSE1PIC);
	UNCACHEGRCHUNK(BJCOLLAPSE2PIC);
	UNCACHEGRCHUNK(BJCOLLAPSE3PIC);
	UNCACHEGRCHUNK(BJCOLLAPSE4PIC);
	VL_FadeOut (0,255,0,17,17,5);
#endif

	StartCPMusic (URAHERO_MUS);
	ClearSplitVWB ();
	CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);
	CA_CacheGrChunk(STARTFONT);

#ifndef SPEAR
	CA_CacheGrChunk(C_TIMECODEPIC);
#endif


	VWB_Bar (0,0,320,200-STATUSLINES,127);
#ifdef JAPAN
#ifndef JAPDEMO
	CA_CacheGrChunk(C_ENDRATIOSPIC);
	VWB_DrawPic(0,0,C_ENDRATIOSPIC);
	UNCACHEGRCHUNK(C_ENDRATIOSPIC);
#endif
#else
	Write(18,2,STR_YOUWIN);

	Write(TIMEX,TIMEY-2,STR_TOTALTIME);

	Write(12,RATIOY-2,"averages");

	#ifdef SPANISH
	Write(RATIOX+2,  RATIOY,      STR_RATKILL);
	Write(RATIOX+2,  RATIOY+2,  STR_RATSECRET);
	Write(RATIOX+2,  RATIOY+4,STR_RATTREASURE);
	#else
	Write(RATIOX+8,RATIOY,      STR_RATKILL);
	Write(RATIOX+4,RATIOY+2,  STR_RATSECRET);
	Write(RATIOX,  RATIOY+4,STR_RATTREASURE);
	#endif

#endif

#ifndef JAPDEMO
	VWB_DrawPic (8,4,L_BJWINSPIC);
#endif


#ifndef SPEAR
	for (kr = sr = tr = sec = i = 0;i < 8;i++)
#else
	for (kr = sr = tr = sec = i = 0;i < 20;i++)
#endif
	{
		sec += LevelRatios[i].time;
		kr += LevelRatios[i].kill;
		sr += LevelRatios[i].secret;
		tr += LevelRatios[i].treasure;
	}

#ifndef SPEAR
	kr /= 8;
	sr /= 8;
	tr /= 8;
#else
	kr /= 14;
	sr /= 14;
	tr /= 14;
#endif

	min = sec/60;
	sec %= 60;

	if (min > 99)
		min = sec = 99;

	i = TIMEX*8+1;
	VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(min/10));
	i += 2*8;
	VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(min%10));
	i += 2*8;
	Write(i/8,TIMEY,":");
	i += 1*8;
	VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(sec/10));
	i += 2*8;
	VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(sec%10));
	VW_UpdateScreen ();

	itoa(kr,tempstr,10);
	x=RATIOX+24-strlen(tempstr)*2;
	Write(x,RATIOY,tempstr);

	itoa(sr,tempstr,10);
	x=RATIOX+24-strlen(tempstr)*2;
	Write(x,RATIOY+2,tempstr);

	itoa(tr,tempstr,10);
	x=RATIOX+24-strlen(tempstr)*2;
	Write(x,RATIOY+4,tempstr);


#ifndef SPANISH
#ifndef UPLOAD
#ifndef SPEAR
	//
	// TOTAL TIME VERIFICATION CODE
	//
	if (gamestate.difficulty>=gd_medium)
	{
		VWB_DrawPic (30*8,TIMEY*8,C_TIMECODEPIC);
		fontnumber = 0;
		fontcolor = READHCOLOR;
		PrintX = 30*8-3;
		PrintY = TIMEY*8+8;
		PrintX+=4;
		tempstr[0] = (((min/10)^(min%10))^0xa)+'A';
		tempstr[1] = (((sec/10)^(sec%10))^0xa)+'A';
		tempstr[2] = (tempstr[0]^tempstr[1])+'A';
		tempstr[3] = 0;
		US_Print(tempstr);
	}
#endif
#endif
#endif


	fontnumber = 1;

	VW_UpdateScreen ();
	VW_FadeIn ();

	IN_Ack();

	#ifndef SPEAR
	if (Keyboard[sc_P] && MS_CheckParm("goobers"))
		PicturePause();
	#endif

	VW_FadeOut ();

#ifndef SPEAR
	UNCACHEGRCHUNK(C_TIMECODEPIC);
#endif
	UnCacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);

#ifndef SPEAR
	EndText();
#else
	EndSpear();
#endif

#endif // SPEARDEMO
}
예제 #2
0
파일: WL_TEXT.C 프로젝트: brycekahle/wolf3d
void ShowArticle (char *article)
#endif
{
	#ifdef JAPAN
	int		snames[10] = {	H_HELP1PIC,
							H_HELP2PIC,
							H_HELP3PIC,
							H_HELP4PIC,
							H_HELP5PIC,
							H_HELP6PIC,
							H_HELP7PIC,
							H_HELP8PIC,
							H_HELP9PIC,
							H_HELP10PIC};
	int		enames[14] = {
							0,0,
							#ifndef JAPDEMO
							C_ENDGAME1APIC,
							C_ENDGAME1BPIC,
							C_ENDGAME2APIC,
							C_ENDGAME2BPIC,
							C_ENDGAME3APIC,
							C_ENDGAME3BPIC,
							C_ENDGAME4APIC,
							C_ENDGAME4BPIC,
							C_ENDGAME5APIC,
							C_ENDGAME5BPIC,
							C_ENDGAME6APIC,
							C_ENDGAME6BPIC
							#endif
							};
	#endif
	unsigned	oldfontnumber;
	unsigned	temp;
	boolean 	newpage,firstpage;

	#ifdef JAPAN
	pagenum = 1;
	if (!which)
		numpages = 10;
	else
		numpages = 2;

	#else

	text = article;
	oldfontnumber = fontnumber;
	fontnumber = 0;
	CA_MarkGrChunk(STARTFONT);
	VWB_Bar (0,0,320,200,BACKCOLOR);
	CacheLayoutGraphics ();
	#endif

	newpage = True;
	firstpage = True;

	do
	{
		if (newpage)
		{
			newpage = False;
			#ifdef JAPAN
			if (!which)
				CA_CacheScreen(snames[pagenum - 1]);
			else
				CA_CacheScreen(enames[which*2 + pagenum - 1]);
			#else
			PageLayout (True);
			#endif
			VW_UpdateScreen ();
			if (firstpage)
			{
				VL_FadeIn(0,255,&gamepal,10);
				// VW_FadeIn ()
				firstpage = False;
			}
		}

		LastScan = 0;
		while (!LastScan)
		;

		switch (LastScan)
		{
		case sc_UpArrow:
		case sc_PgUp:
		case sc_LeftArrow:
			if (pagenum>1)
			{
				#ifndef JAPAN
				BackPage ();
				BackPage ();
				#else
				pagenum--;
				#endif
				newpage = True;
			}
			break;

		case sc_Enter:
		case sc_DownArrow:
		case sc_PgDn:
		case sc_RightArrow:		// the text allready points at next page
			if (pagenum<numpages)
			{
				newpage = True;
				#ifdef JAPAN
				pagenum++;
				#endif
			}
			break;
		}

		#ifndef SPEAR
		if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))
			PicturePause();
		#endif

	} while (LastScan != sc_Escape);

	IN_ClearKeysDown ();
	fontnumber = oldfontnumber;
}
예제 #3
0
파일: wl_debug.c 프로젝트: AliSayed/MoSync
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;
}
예제 #4
0
void Victory()
{
#ifndef SPEARDEMO
	long	sec;
	int i,min,kr,sr,tr,x;
	char tempstr[8];

#define RATIOX	6
#define RATIOY	14
#define TIMEX	14
#define TIMEY	8


#ifdef SPEAR
	StartCPMusic(XTHEEND_MUS);

	CA_CacheGrChunk(BJCOLLAPSE1PIC);
	CA_CacheGrChunk(BJCOLLAPSE2PIC);
	CA_CacheGrChunk(BJCOLLAPSE3PIC);
	CA_CacheGrChunk(BJCOLLAPSE4PIC);

	VW_Bar(0,0,320,200,VIEWCOLOR);
	VWB_DrawPic (124,44,BJCOLLAPSE1PIC);
	VW_UpdateScreen ();
	VW_FadeIn ();
	VW_WaitVBL(2*70);
	VWB_DrawPic (124,44,BJCOLLAPSE2PIC);
	VW_UpdateScreen ();
	VW_WaitVBL(105);
	VWB_DrawPic (124,44,BJCOLLAPSE3PIC);
	VW_UpdateScreen ();
	VW_WaitVBL(105);
	VWB_DrawPic (124,44,BJCOLLAPSE4PIC);
	VW_UpdateScreen ();
	VW_WaitVBL(3*70);

	CA_UnCacheGrChunk(BJCOLLAPSE1PIC);
	CA_UnCacheGrChunk(BJCOLLAPSE2PIC);
	CA_UnCacheGrChunk(BJCOLLAPSE3PIC);
	CA_UnCacheGrChunk(BJCOLLAPSE4PIC);
	VL_FadeOut (0,255,0,17,17,5);
#endif

	StartCPMusic (URAHERO_MUS);
	ClearSplitVWB ();
	CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);
	CA_CacheGrChunk(STARTFONT);

	VW_Bar (0,0,320,200-STATUSLINES,127);

	Write(18,2,STR_YOUWIN);

	Write(TIMEX,TIMEY-2,STR_TOTALTIME);

	Write(12,RATIOY-2,"averages");

	Write(RATIOX+8,RATIOY,      STR_RATKILL);
	Write(RATIOX+4,RATIOY+2,  STR_RATSECRET);
	Write(RATIOX,  RATIOY+4,STR_RATTREASURE);

	VWB_DrawPic (8,4,L_BJWINSPIC);

#ifndef SPEAR
	for (kr = sr = tr = sec = i = 0;i < 8;i++)
#else
	for (kr = sr = tr = sec = i = 0;i < 20;i++)
#endif
	{
		sec += LevelRatios[i].time;
		kr += LevelRatios[i].kill;
		sr += LevelRatios[i].secret;
		tr += LevelRatios[i].treasure;
	}

#ifndef SPEAR
	kr /= 8;
	sr /= 8;
	tr /= 8;
#else
	kr /= 14;
	sr /= 14;
	tr /= 14;
#endif

	min = sec/60;
	sec %= 60;

	if (min > 99)
		min = sec = 99;

	i = TIMEX*8+1;
	VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(min/10));
	i += 2*8;
	VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(min%10));
	i += 2*8;
	Write(i/8,TIMEY,":");
	i += 1*8;
	VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(sec/10));
	i += 2*8;
	VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(sec%10));
	VW_UpdateScreen ();

	itoa(kr,tempstr,10);
	x=RATIOX+24-strlen(tempstr)*2;
	Write(x,RATIOY,tempstr);

	itoa(sr,tempstr,10);
	x=RATIOX+24-strlen(tempstr)*2;
	Write(x,RATIOY+2,tempstr);

	itoa(tr,tempstr,10);
	x=RATIOX+24-strlen(tempstr)*2;
	Write(x,RATIOY+4,tempstr);

	fontnumber = 1;

	VW_UpdateScreen ();
	VW_FadeIn ();

	IN_Ack();

	#ifndef SPEAR
	if (IN_KeyDown(sc_P) && MS_CheckParm("debugmode"))
		PicturePause();
	#endif

	VW_FadeOut ();

	UnCacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);

#ifndef SPEAR
	EndText();
#else
	EndSpear();
#endif

#endif /* SPEARDEMO */
}
예제 #5
0
void ShowArticle(signed char *article)
{
	unsigned oldfontnumber;
	boolean newpage, firstpage;


	text = article;
	oldfontnumber = fontnumber;
	fontnumber = 0;
	CA_CacheGrChunk(STARTFONT);
	VW_Bar (0,0,320,200,BACKCOLOR);
	CacheLayoutGraphics();

	newpage = true;
	firstpage = true;

	do
	{
		if (newpage)
		{
			newpage = false;
			PageLayout(true);
			VW_UpdateScreen();
			if (firstpage)
			{
				VL_FadeIn(0,255,gamepal,10);
				firstpage = false;
			}
		}

		LastScan = 0;
		while (!LastScan) IN_CheckAck(); /* update events */

		switch (LastScan)
		{
		case sc_UpArrow:
		case sc_PgUp:
		case sc_LeftArrow:
			if (pagenum>1)
			{
				BackPage ();
				BackPage ();
				newpage = true;
			}
			break;

		case sc_Enter:
		case sc_DownArrow:
		case sc_PgDn:
		case sc_RightArrow:		// the text already points at next page
			if (pagenum<numpages)
			{
				newpage = true;
			}
			break;
		}

		if (IN_KeyDown(sc_Tab) && IN_KeyDown(sc_P) && MS_CheckParm("debugmode"))
			PicturePause();

	} while (LastScan != sc_Escape);

	IN_ClearKeysDown ();
	fontnumber = oldfontnumber;
}
예제 #6
0
파일: c4_debug.c 프로젝트: BSzili/refkeen
id0_int_t DebugKeys (void)
{
	id0_boolean_t esc;
	id0_int_t level,i;

#if 0
	if (Keyboard[sc_A])
	{
		id0_char_t levelstr[50];
		id0_unsigned_t org_tile,org_mapon,msgnum;
		id0_boolean_t newmsg=true,newlevel=false;

		VW_FixRefreshBuffer ();
		CenterWindow (16,3);
		US_Print("\n");
		US_CPrint("Message Test");
		VW_UpdateScreen();

		org_mapon = mapon;
		msgnum = (org_tile = *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex))-NAMESTART;
		while (1)
		{
	// Get outta' here
	//
			if (Keyboard[sc_Escape])
			{
				while (Keyboard[sc_Escape])
				{
					BE_ST_ShortSleep();
				}
				break;
			}

	// Move to previous message
	//
			if (Keyboard[sc_UpArrow])
			{
				if (msgnum)
				{
					msgnum--;
					newmsg = true;
				}
			}

	// Move to next message
	//
			if (Keyboard[sc_DownArrow])
			{
				if (msgnum < 24)
				{
					msgnum++;
					newmsg = true;
				}
			}

	// Move to previous level
	//
			if (Keyboard[sc_LeftArrow])
			{
				if (mapon)
				{
					MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3);
					mapon--;
					newlevel = true;
				}
			}

	// Move to next level
	//
			if (Keyboard[sc_RightArrow])
			{
				if (mapon < LASTMAP-2)
				{
					MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3);
					mapon++;
					newlevel = true;
				}
			}

	// Load new level text
	//
			if (newlevel)
			{
				CA_CacheGrChunk(LEVEL1TEXT+mapon);
				ScanText();
				newmsg = true;
				newlevel=false;
			}

	// Display new message text
	//
			if (newmsg)
			{
				*(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) = msgnum+NAMESTART;
				DrawText(true);
				strcpy(levelstr,"Level: ");
				itoa(mapon,levelstr+strlen(levelstr),10);
				strcat(levelstr,"  Msg: ");
				itoa(msgnum,levelstr+strlen(levelstr),10);
				DisplaySMsg(levelstr,NULL);
				newmsg = false;

				if (Keyboard[sc_UpArrow] || Keyboard[sc_DownArrow] || Keyboard[sc_LeftArrow] || Keyboard[sc_RightArrow])
					VW_WaitVBL(6);
			}

			BE_ST_ShortSleep();
		}
// Restore game
//
		MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3);
		mapon = org_mapon;
		CA_CacheGrChunk(LEVEL1TEXT+mapon);
		ScanText();
		*(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) = org_tile;
		DrawText(true);
		status_flag = 0;
	}
#endif

	if (Keyboard[sc_T])
	{
		VW_FixRefreshBuffer ();
		CenterWindow (16,4);

		US_Print("Tics      :");
		US_PrintUnsigned (tics);
		US_Print("\nReal Tics :");
		US_PrintUnsigned(realtics);
		VW_UpdateScreen();
		IN_Ack ();
	}

	if (Keyboard[sc_V])
	{
		displayofs = bufferofs = screenloc[screenpage];
		CenterWindow (20,5);
		US_CPrint(refkeen_compat_gelib_c4_debug_str_with_gamename);
		//US_CPrint("\n"GAMENAME);
		US_CPrint(VERSION);
		US_CPrint(REVISION);
		VW_UpdateScreen();
		IN_Ack ();
	}

	if (Keyboard[sc_Q])			// Q = Insta-Quit!
		Quit("Insta-Quit!");

	if (Keyboard[sc_Z])		// Z = freeze Time
	{
		if (FreezeTime)
		  FreezeTime = 1;		// Allow refresh to dec to zero..
		else
			StopTime();

		IN_Ack();
		return 1;
	}

//	if (Keyboard[sc_E])
//		FaceDoor((player->x>>16l)+1,(player->y>>16l));
//		FaceAngle(90);

#if 0
	if (Keyboard[sc_B])		// B = border color
	{
		CenterWindow(24,3);
		PrintY+=6;
		US_Print(" Border color (0-15):");
		VW_UpdateScreen();
		esc = !US_LineInput (px,py,str,NULL,true,2,0);
		if (!esc)
		{
			level = atoi (str);
			if (level>=0 && level<=15)
				VW_ColorBorder (level);
		}
		return 1;
	}
#endif

#if 0
	if (Keyboard[sc_C])		// C = count objects
	{
		CountObjects();
		return 1;
	}


	if (Keyboard[sc_D])		// D = start / end demo record
	{
		if (DemoMode == demo_Off)
			StartDemoRecord ();
		else if (DemoMode == demo_Record)
		{
			EndDemoRecord ();
			playstate = ex_completed;
		}
		return 1;
	}
#endif

#if 0
	if (Keyboard[sc_E])		// E = quit level
	{
		if (tedlevel)
			TEDDeath();
		playstate = ex_warped;
		gamestate.mapon++;
	}
#endif

#if 0
	if (Keyboard[sc_F])		// F = facing spot
	{
		CenterWindow (12,4);
		US_Print ("X:");
		US_PrintUnsigned (player->x);
		US_Print ("Y:");
		US_PrintUnsigned (player->y);
		US_Print ("A:");
		US_PrintUnsigned (player->angle);
		VW_UpdateScreen();
		IN_Ack();
		return 1;
	}
#endif

	if (Keyboard[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 0
	if (Keyboard[sc_H])		// H = hurt self
	{
		TakeDamage (5);
	}
#endif

	if (Keyboard[sc_I])			// I = item cheat
	{
		extern id0_boolean_t redraw_gems;

		CenterWindow (12,3);
		US_PrintCentered ("Free items!");
		VW_UpdateScreen();
		for (i=0;i<4;i++)
		{
			GiveBolt ();
			GiveNuke ();
			GivePotion ();
//			if (!gamestate.keys[i])
				GiveKey (i);
			gamestate.gems[i] = GEM_DELAY_TIME;
		}
		gamestate.gems[4] = GEM_DELAY_TIME;
		redraw_gems = true;
		for (i=0;i<8;i++)
			GiveScroll (i,false);

		IN_Ack ();
		return 1;
	}

	if (Keyboard[sc_M])			// M = memory info
	{
		DebugMemory();
		return 1;
	}

#if DEBUG_OVERHEAD
	if (Keyboard[sc_O])			// O = overhead
	{
		ViewMap();
		return 1;
	}
#endif

#if 0
	if (Keyboard[sc_P])			// P = pause with no screen disruptioon
	{
		PicturePause ();
		return 1;
	}
#endif

#if 0
	if (Keyboard[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;
	}
#endif

#if 0
	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,2,0);
		if (!esc)
		{
			level = atoi (str);
			if (level>=0 && level<=8)
				extravbls = level;
		}
		return 1;
	}
#endif

	if (Keyboard[sc_W])	// W = warp to level
	{
		CenterWindow(26,3);
		PrintY+=6;
		US_Print("  Warp to which level(0-18):");
		VW_UpdateScreen();
		esc = !US_LineInput (px,py,str,NULL,true,2,0);
		if (!esc)
		{
			level = atoi (str);
			if (level>=0 && level<=LASTMAP-1)
			{
				gamestate.mapon = level;
				playstate = ex_warped;
				lasttext = -1;
			}
		}
		return 1;
	}

#if 0
	if (Keyboard[sc_X])			// X = item cheat
	{
		CenterWindow (12,3);
		US_PrintCentered ("Extra stuff!");
		VW_UpdateScreen();
		for (i=0;i<4;i++)
		{
			GiveBolt ();
			GiveNuke ();
			GivePotion ();
		}
		IN_Ack ();
		return 1;
	}
#endif

	if (LastScan >= sc_1 && LastScan <= sc_8)	// free scrolls
	{
		GiveScroll (LastScan-sc_1,false);
		IN_ClearKeysDown ();
	}

	return 0;
}
예제 #7
0
int DebugKeys (void)
{
	boolean esc;
	int level,i;

#if DEBUG_KEYS_AVAILABLE
	if (Keyboard[sc_R])
	{
		CenterWindow (12,2);
		if (autofire)
		  US_PrintCentered ("Rapid-Fire OFF");
		else
		  US_PrintCentered ("Rapid-Fire ON");
		VW_UpdateScreen();
		IN_Ack();
		autofire ^= 1;
		return 1;
	}
#endif

#if DEBUG_KEYS_AVAILABLE
	if (Keyboard[sc_A])
	{
		char levelstr[50];
		unsigned org_tile,org_mapon,msgnum;
		boolean newmsg=true,newlevel=false;

		VW_FixRefreshBuffer ();
		CenterWindow (16,3);
		US_Print("\n");
		US_CPrint("Message Test");
		VW_UpdateScreen();

		org_mapon = mapon;
		msgnum = (org_tile = *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex))-NAMESTART;
		while (1)
		{
	// Get outta' here
	//
			if (Keyboard[sc_Escape])
			{
				while (Keyboard[sc_Escape]);
				break;
			}

	// Move to previous message
	//
			if (Keyboard[sc_UpArrow])
			{
				if (msgnum)
				{
					msgnum--;
					newmsg = true;
				}
			}

	// Move to next message
	//
			if (Keyboard[sc_DownArrow])
			{
				if (msgnum < 24)
				{
					msgnum++;
					newmsg = true;
				}
			}

	// Move to previous level
	//
			if (Keyboard[sc_LeftArrow])
			{
				if (mapon)
				{
					MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3);
					mapon--;
					newlevel = true;
				}
			}

	// Move to next level
	//
			if (Keyboard[sc_RightArrow])
			{
				if (mapon < LASTMAP-1)
				{
					MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3);
					mapon++;
					newlevel = true;
				}
			}

	// Load new level text
	//
			if (newlevel)
			{
				CA_CacheGrChunk(LEVEL1TEXT+mapon);
				ScanText();
				newmsg = true;
				newlevel=false;
			}

	// Display new message text
	//
			if (newmsg)
			{
				*(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) = msgnum+NAMESTART;
				DrawText(true);
				strcpy(levelstr,"Level: ");
				itoa(mapon,levelstr+strlen(levelstr),10);
				strcat(levelstr,"  Msg: ");
				itoa(msgnum,levelstr+strlen(levelstr),10);
				DisplaySMsg(levelstr,NULL);
				newmsg = false;

				if (Keyboard[sc_UpArrow] || Keyboard[sc_DownArrow] || Keyboard[sc_LeftArrow] || Keyboard[sc_RightArrow])
					VW_WaitVBL(6);
			}

		}
// Restore game
//
		MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3);
		mapon = org_mapon;
		CA_CacheGrChunk(LEVEL1TEXT+mapon);
		ScanText();
		*(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) = org_tile;
		DrawText(true);
		status_flag = 0;
	}


	if (Keyboard[sc_V])
	{
		displayofs = bufferofs = screenloc[screenpage];
		CenterWindow (16,4);
		US_CPrint("\n"GAMENAME);
		US_CPrint(VERSION);
		US_CPrint(REVISION);
		VW_UpdateScreen();
		IN_Ack ();
	}

#endif
	if (Keyboard[sc_Q])			// Q = Insta-Quit!
		Quit("Insta-Quit!");
#if 0
	if (Keyboard[sc_Z])		// Z = freeze Time
	{
		if (FreezeTime)
		  FreezeTime = 1;		// Allow refresh to dec to zero..
		else
			StopTime();

		IN_Ack();
		return 1;
	}
#endif


//	if (Keyboard[sc_E])
//		FaceDoor((player->x>>16l)+1,(player->y>>16l));
//		FaceAngle(90);

#if 0
	if (Keyboard[sc_B])		// B = border color
	{
		CenterWindow(24,3);
		PrintY+=6;
		US_Print(" Border color (0-15):");
		VW_UpdateScreen();
		esc = !US_LineInput (px,py,str,NULL,true,2,0);
		if (!esc)
		{
			level = atoi (str);
			if (level>=0 && level<=15)
				VW_ColorBorder (level);
		}
		return 1;
	}
#endif


#if 1//DEBUG_KEYS_AVAILABLE
	if (Keyboard[sc_O])
	{
		extern unsigned objectcount,latchmemavail;
		unsigned unused,total;

		CenterWindow (30,13);
		US_Print ("Objects: ");
		US_PrintUnsigned (objectcount);

		US_Print("\n\nTics: ");
		US_PrintUnsigned (tics);
		US_Print("      Real Tics: ");
		US_PrintUnsigned(realtics);

		US_Print ("\n\n    Total Available: ");
		US_PrintUnsigned (mminfo.mainmem/1024);
		US_Print ("k\n        Mem In Use: ");
		unused=MM_UnusedMemory()/1024;
		US_PrintUnsigned (unused);
		US_Print ("k\n Mem After Purge: ");
		total=MM_TotalFree()/1024;
		US_PrintUnsigned (total);
		US_Print ("k (");
		US_PrintUnsigned (total-unused);

		US_Print (")\n\nLatch Mem Free: ");
		US_PrintUnsigned (latchmemavail);
		US_Print ("\n");
		VW_UpdateScreen();
		IN_Ack();
	}

	if (colordelay<1)
	{
		if (Keyboard[26])
		{
			extern unsigned *groundcolor,debug_gnd;

			groundcolor = &debug_gnd;
			debug_gnd += 0x0101;
			if (debug_gnd == 0x1010)
				debug_gnd = 0;
			colordelay = 10;
		}

		if (Keyboard[27])
		{
			extern unsigned *skycolor,debug_sky;

			skycolor = &debug_sky;
			debug_sky += 0x0101;
			if (debug_sky == 0x1010)
				debug_sky = 0;
			colordelay = 10;
		}
	}
	else
		colordelay -= realtics;
#endif


#if 0
	if (Keyboard[sc_C])		// C = count objects
	{
		CountObjects();
		return 1;
	}


	if (Keyboard[sc_D])		// D = start / end demo record
	{
		if (DemoMode == demo_Off)
			StartDemoRecord ();
		else if (DemoMode == demo_Record)
		{
			EndDemoRecord ();
			playstate = ex_completed;
		}
		return 1;
	}
#endif

#if 0
	if (Keyboard[sc_E])		// E = quit level
	{
		if (tedlevel)
			TEDDeath();
		playstate = ex_warped;
		gamestate.mapon++;
	}
#endif

#if 0
	if (Keyboard[sc_F])		// F = facing spot
	{
		CenterWindow (12,4);
		US_Print ("X:");
		US_PrintUnsigned (player->x);
		US_Print ("Y:");
		US_PrintUnsigned (player->y);
		US_Print ("A:");
		US_PrintUnsigned (player->angle);
		VW_UpdateScreen();
		IN_Ack();
		return 1;
	}
#endif

	if (Keyboard[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 0
	if (Keyboard[sc_H])		// H = hurt self
	{
		TakeDamage (5);
	}
#endif

	if (Keyboard[sc_I])			// I = item cheat
	{
		extern boolean redraw_gems;

		CenterWindow (12,3);
		US_PrintCentered ("Free items!");
		VW_UpdateScreen();
		for (i=0;i<4;i++)
		{
			GiveBolt ();
			GiveNuke ();
			GivePotion ();
//			if (!gamestate.keys[i])
				GiveKey (i);
			gamestate.gems[i] = GEM_DELAY_TIME;
		}
		gamestate.gems[4] = GEM_DELAY_TIME;
		redraw_gems = true;
/////////		for (i=0;i<8;i++)
/////////			GiveScroll (i,false);

		IN_Ack ();
		return 1;
	}

#if DEBUG_OVERHEAD
	if (Keyboard[sc_Z])			// O is used elsewhere...
	{
		ViewMap();
		return 1;
	}
#endif

#if 0
	if (Keyboard[sc_P])			// P = pause with no screen disruptioon
	{
		PicturePause ();
		return 1;
	}
#endif

#if 0
	if (Keyboard[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;
	}
#endif

#if 0
	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,2,0);
		if (!esc)
		{
			level = atoi (str);
			if (level>=0 && level<=8)
				extravbls = level;
		}
		return 1;
	}
#endif

	if (Keyboard[sc_W])	// W = warp to level
	{
		CenterWindow(26,3);
		PrintY+=6;
		US_Print("  Warp to which level(0-17):");
		VW_UpdateScreen();
		esc = !US_LineInput (px,py,str,NULL,true,2,0);
		if (!esc)
		{
			level = atoi (str);
			if (level>=0 && level<=LASTMAP-1)
			{
				gamestate.mapon = level;
				playstate = ex_warped;
				lasttext = -1;
			}
		}
		return 1;
	}

#if 0
	if (Keyboard[sc_X])			// X = item cheat
	{
		CenterWindow (12,3);
		US_PrintCentered ("Extra stuff!");
		VW_UpdateScreen();
		for (i=0;i<4;i++)
		{
			GiveBolt ();
			GiveNuke ();
			GivePotion ();
		}
		IN_Ack ();
		return 1;
	}
#endif

////////	if (LastScan >= sc_1 && LastScan <= sc_8)	// free scrolls
////////	{
////////		GiveScroll (LastScan-sc_1,false);
////////		IN_ClearKeysDown ();
////////	}

	return 0;
}
예제 #8
0
id0_int_t DebugKeys (void)
{
	id0_boolean_t esc;
	id0_int_t level,i;

	if (Keyboard[sc_B])		// B = border color
	{
		CenterWindow(24,3);
		PrintY+=6;
		US_Print(" Border color (0-15):");
		VW_UpdateScreen();
		esc = !US_LineInput (px,py,str,NULL,true,2,0);
		if (!esc)
		{
			level = atoi (str);
			if (level>=0 && level<=15)
				VW_ColorBorder (level);
		}
		return 1;
	}

#if 0

	if (Keyboard[sc_C])		// C = count objects
	{
		CountObjects();
		return 1;
	}


	if (Keyboard[sc_D])		// D = start / end demo record
	{
		if (DemoMode == demo_Off)
			StartDemoRecord ();
		else if (DemoMode == demo_Record)
		{
			EndDemoRecord ();
			playstate = ex_completed;
		}
		return 1;
	}

#endif

	if (Keyboard[sc_E])		// E = quit level
	{
		if (tedlevel)
			TEDDeath();
		playstate = ex_warped;
		gamestate.mapon++;
	}

	if (Keyboard[sc_F])		// F = facing spot
	{
		CenterWindow (12,4);
		US_Print ("X:");
		US_PrintUnsigned (player->x);
		US_Print ("Y:");
		US_PrintUnsigned (player->y);
		US_Print ("A:");
		US_PrintUnsigned (player->angle);
		VW_UpdateScreen();
		IN_Ack();
		return 1;
	}

	if (Keyboard[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 (Keyboard[sc_H])		// H = hurt self
	{
		TakeDamage (5);
	}
	else if (Keyboard[sc_I])			// I = item cheat
	{
		CenterWindow (12,3);
		US_PrintCentered ("Free items!");
		VW_UpdateScreen();
		for (i=0;i<4;i++)
		{
			GiveBolt ();
			GiveNuke ();
			GivePotion ();
			if (!gamestate.keys[i])
				GiveKey (i);
		}
		for (i=0;i<8;i++)
			GiveScroll (i,false);

		IN_Ack ();
		return 1;
	}
	else if (Keyboard[sc_M])			// M = memory info
	{
		DebugMemory();
		return 1;
	}
	else if (Keyboard[sc_O])			// O = overhead
	{
		ViewMap();
		return 1;
	}
	else if (Keyboard[sc_P])			// P = pause with no screen disruptioon
	{
		PicturePause ();
		return 1;
	}
	else if (Keyboard[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 (Keyboard[sc_S])	// 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,2,0);
		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;
		US_Print("  Warp to which level(1-21):");
		VW_UpdateScreen();
		esc = !US_LineInput (px,py,str,NULL,true,2,0);
		if (!esc)
		{
			level = atoi (str);
			if (level>0 && level<21)
			{
				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();
		for (i=0;i<4;i++)
		{
			GiveBolt ();
			GiveNuke ();
			GivePotion ();
		}
		IN_Ack ();
		return 1;
	}
	else if (Keyboard[sc_Z])			// Z = game over
	{

	}
	else if (LastScan >= sc_1 && LastScan <= sc_8)	// free scrolls
	{
		GiveScroll (LastScan-sc_1,false);
		IN_ClearKeysDown ();
	}

	return 0;
}