예제 #1
0
파일: kd_main.c 프로젝트: Billy2600/refkeen
void DebugMemory (void)
{
	VW_FixRefreshBuffer ();
	US_CenterWindow (16,7);

	US_CPrint ("Memory Usage");
	US_CPrint ("------------");
	US_Print ("Total     :");
	US_PrintUnsigned (mminfo.mainmem/1024);
	US_Print ("k\nFree      :");
	US_PrintUnsigned (MM_UnusedMemory()/1024);
	US_Print ("k\nWith purge:");
	US_PrintUnsigned (MM_TotalFree()/1024);
	US_Print ("k\n");
	VW_UpdateScreen();
	IN_Ack ();
#if GRMODE == EGAGR
	MM_ShowMemory ();
#endif
}
예제 #2
0
파일: c4_debug.c 프로젝트: BSzili/refkeen
void DebugMemory (void)
{
	//id0_int_t	i;
	//id0_char_t    scratch[80],str[10];
	//id0_long_t	mem;
	//spritetype id0_seg	*block;

	VW_FixRefreshBuffer ();
	CenterWindow (16,7);

#if 0
	CA_OpenDebug ();
	for (i=0;i<NUMCHUNKS;i++)
	{
		if (grsegs[i])
		{
			strcpy (scratch,"Chunk:");
			itoa (i,str,10);
			strcat (scratch,str);
			strcat (scratch,"\n");
			write (debughandle,scratch,strlen(scratch));
		}
	}
	CA_CloseDebug ();
#endif

	US_CPrint ("Memory Usage");
	US_CPrint ("------------");
	US_Print ("Total     :");
	US_PrintUnsigned (mminfo.mainmem/1024);
	US_Print ("k\nFree      :");
	US_PrintUnsigned (MM_UnusedMemory()/1024);
	US_Print ("k\nWith purge:");
	US_PrintUnsigned (MM_TotalFree()/1024);
	US_Print ("k\n");
	VW_UpdateScreen();
	IN_Ack ();
}
예제 #3
0
파일: kd_demo.c 프로젝트: NY00123/refkeen
void
DemoLoop_New (void)
{
	//id0_char_t		*s;
	//id0_word_t		move;
	//id0_longword_t	lasttime;
	// REFKEEN - Add FakeCGA shape for 2015 port
	const id0_char_t *FileName0;
	struct Shape FileShape0;
	const id0_char_t *FileName1;
	struct Shape FileShape1;
	// REFKEEN - CREDITS is now a variable, set based on version
//#if CREDITS
	const id0_char_t *FileName2;
	struct Shape FileShape2;
	// REFKEEN - Add second credits shape for 2015 port
	const id0_char_t *FileName3;
	struct Shape FileShape3;
//#endif
	//struct ffblk ffblk;
	//WindowRec	mywin;
	id0_int_t bufsave	= bufferofs;
	id0_int_t dissave	= displayofs;


#if FRILLS
//
// check for launch from ted
//
	if (tedlevel)
	{
		NewGame();
		gamestate.mapon = tedlevelnum;
		GameLoop();
		TEDDeath();
	}
#endif

//
// demo loop
//
	// REFKEEN - Alternative controllers support
	BE_ST_AltControlScheme_Push();
	BE_ST_AltControlScheme_PrepareControllerMapping(&g_ingame_altcontrol_mapping_demoloop);

	US_SetLoadSaveHooks(LoadGame,SaveGame,ResetGame);
	restartgame = gd_Continue;

	BE_FILE_T handle = BE_Cross_open_readonly_for_reading("KDREAMS.CMP");
	//int handle = open("KDREAMS.CMP" ,O_BINARY | O_RDONLY);
	if (!BE_Cross_IsFileValid(handle))
	//if (handle == -1)
		Quit("Couldn't find KDREAMS.CMP");
	BE_Cross_close(handle);
#if 0
	if (findfirst("KDREAMS.CMP", &ffblk, 0) == -1)
		Quit("Couldn't find KDREAMS.CMP");
#endif

	while (true)
	{

		loadedgame = false;

		if (refkeen_current_gamever == BE_GAMEVER_KDREAMS2015)
		{
			FileName0 = "TITLECGA.LBM";
			if (LoadLIBShape("KDREAMS.CMP", FileName0, &FileShape0))
				Quit("Can't load TITLE SCREEN");
		}
		FileName1 = "TITLESCR.LBM";
		if (LoadLIBShape("KDREAMS.CMP", FileName1, &FileShape1))
			Quit("Can't load TITLE SCREEN");
		if (CREDITS)
		{
			// REFKEEN - Instead of loading just "CREDITS.LBM"
			// (which never happened with the original EXEs in practice),
			// load "CREDITS1.LBM" and "CREDITS2.LBM", as available
			// in the 2015 release
			FileName2 = "CREDITS1.LBM";
			if (LoadLIBShape("KDREAMS.CMP", FileName2, &FileShape2))
				Quit("Can't load CREDITS SCREEN 1");
			if (refkeen_current_gamever == BE_GAMEVER_KDREAMS2015)
			FileName3 = "CREDITS2.LBM";
			if (LoadLIBShape("KDREAMS.CMP", FileName3, &FileShape3))
				Quit("Can't load CREDITS SCREEN 3");
		}

		while (!restartgame && !loadedgame)
		{

			VW_InitDoubleBuffer();
			IN_ClearKeysDown();

			while (true)
			{

				// REFKEEN - We're in an EGA-only function anyway,
				// so use EGA versions of VW functions...
				VW_SetScreen_EGA(0, 0);
				MoveGfxDst(0, 200);
				UnpackEGAShapeToScreen(fakecgamode ? &FileShape0 : &FileShape1, 0, 0);
				VW_ScreenToScreen_EGA (64*200,0,40,200);

				if (IN_UserInput(CREDITS ? (TickBase * 8) : (TickBase * 4), false))
					break;

		// REFKEEN - Patch for 2015 port
		if (!fakecgamode)
		{
			if (CREDITS)
			{
				// REFKEEN - Show two credits screens
				// as present in the 2015 release
				MoveGfxDst(0, 200);
				UnpackEGAShapeToScreen(&FileShape2, 0, 0);
				VW_ScreenToScreen_EGA (64*200,0,40,200);

				if (IN_UserInput(TickBase * 7, false))
					break;

				MoveGfxDst(0, 200);
				UnpackEGAShapeToScreen(&FileShape3, 0, 0);
				VW_ScreenToScreen_EGA (64*200,0,40,200);

				if (IN_UserInput(TickBase * 7, false))
					break;
			}
			else
			{
				MoveGfxDst(0, 200);
				UnpackEGAShapeToScreen(&FileShape1, 0, 0);
				VW_ScreenToScreen_EGA (64*200,0,40,200);

				if (IN_UserInput(TickBase * 3, false))
					break;
			}
		}

				displayofs = 0;
				VWB_Bar(0,0,320,200,FIRSTCOLOR);
				US_DisplayHighScores(-1);

				if (IN_UserInput(TickBase * 6, false))
					break;

			}

			bufferofs = bufsave;
			displayofs = dissave;

			VW_FixRefreshBuffer();
			US_ControlPanel ();
		}

		if (!loadedgame)
			NewGame();

		if (refkeen_current_gamever == BE_GAMEVER_KDREAMS2015)
			FreeShape(&FileShape0);
		FreeShape(&FileShape1);
		if (CREDITS)
		{
			// REFKEEN - Free two credits screens as present in the 2015 release
			FreeShape(&FileShape2);
			FreeShape(&FileShape3);
		}
		GameLoop();
	}
	// REFKEEN - Alternative controllers support
	BE_ST_AltControlScheme_Pop();
}
예제 #4
0
파일: kd_demo.c 프로젝트: Billy2600/refkeen
void
DemoLoop (void)
{
	//id0_char_t		*s;
	//id0_word_t		move;
	//id0_longword_t	lasttime;
	const id0_char_t *FileName1;
	struct Shape FileShape1;
#if CREDITS
	const id0_char_t *FileName2;
	struct Shape FileShape2;
#endif
	//struct ffblk ffblk;
	//WindowRec	mywin;
	id0_int_t bufsave	= bufferofs;
	id0_int_t dissave	= displayofs;


#if FRILLS
//
// check for launch from ted
//
	if (tedlevel)
	{
		NewGame();
		gamestate.mapon = tedlevelnum;
		GameLoop();
		TEDDeath();
	}
#endif

//
// demo loop
//
	US_SetLoadSaveHooks(LoadGame,SaveGame,ResetGame);
	restartgame = gd_Continue;

	BE_FILE_T handle = BE_Cross_open_for_reading("KDREAMS.CMP");
	//int handle = open("KDREAMS.CMP" ,O_BINARY | O_RDONLY);
	if (!BE_Cross_IsFileValid(handle))
	//if (handle == -1)
		Quit("Couldn't find KDREAMS.CMP");
	BE_Cross_close(handle);
#if 0
	if (findfirst("KDREAMS.CMP", &ffblk, 0) == -1)
		Quit("Couldn't find KDREAMS.CMP");
#endif

	while (true)
	{

		loadedgame = false;

		FileName1 = "TITLESCR.LBM";
		if (LoadLIBShape("KDREAMS.CMP", FileName1, &FileShape1))
			Quit("Can't load TITLE SCREEN");
#if CREDITS
		FileName2 = "CREDITS.LBM";
		if (LoadLIBShape("KDREAMS.CMP", FileName2, &FileShape2))
			Quit("Can't load CREDITS SCREEN");
#endif

		while (!restartgame && !loadedgame)
		{

			VW_InitDoubleBuffer();
			IN_ClearKeysDown();

			while (true)
			{

				VW_SetScreen(0, 0);
				MoveGfxDst(0, 200);
				UnpackEGAShapeToScreen(&FileShape1, 0, 0);
				VW_ScreenToScreen (64*200,0,40,200);

#if CREDITS
				if (IN_UserInput(TickBase * 8, false))
					break;
#else
				if (IN_UserInput(TickBase * 4, false))
					break;
#endif

#if CREDITS
				MoveGfxDst(0, 200);
				UnpackEGAShapeToScreen(&FileShape2, 0, 0);
				VW_ScreenToScreen (64*200,0,40,200);

				if (IN_UserInput(TickBase * 7, false))
					break;
#else
				MoveGfxDst(0, 200);
				UnpackEGAShapeToScreen(&FileShape1, 0, 0);
				VW_ScreenToScreen (64*200,0,40,200);

				if (IN_UserInput(TickBase * 3, false))
					break;
#endif

				displayofs = 0;
				VWB_Bar(0,0,320,200,FIRSTCOLOR);
				US_DisplayHighScores(-1);

				if (IN_UserInput(TickBase * 6, false))
					break;

			}

			bufferofs = bufsave;
			displayofs = dissave;

			VW_FixRefreshBuffer();
			US_ControlPanel ();
		}

		if (!loadedgame)
			NewGame();

		FreeShape(&FileShape1);
#if CREDITS
		FreeShape(&FileShape2);
#endif
		GameLoop();
	}
}
예제 #5
0
파일: kd_main.c 프로젝트: Billy2600/refkeen
/*
================
=
= DebugKeys
=
================
*/
id0_int_t DebugKeys (void)
{
	id0_boolean_t esc;
	id0_int_t level;

#if FRILLS
	if (Keyboard[0x12] && ingame)   // DEBUG: end + 'E' to quit level
	{
		if (tedlevel)
			TEDDeath();
		playstate = levelcomplete;
	}
#endif

	if (Keyboard[0x22] && ingame)           // G = god mode
	{
		VW_FixRefreshBuffer ();
		US_CenterWindow (12,2);
		if (godmode)
		  US_PrintCentered ("God mode OFF");
		else
		  US_PrintCentered ("God mode ON");
		VW_UpdateScreen();
		IN_Ack();
		godmode ^= 1;
		return 1;
	}
	else if (Keyboard[0x17])                        // I = item cheat
	{
		VW_FixRefreshBuffer ();
		US_CenterWindow (12,3);
		US_PrintCentered ("Free items!");
		gamestate.boobusbombs=99;
		gamestate.flowerpowers=99;
		gamestate.keys=99;
		VW_UpdateScreen();
		IN_Ack ();
		return 1;
	}
	else if (Keyboard[0x24])                        // J = jump cheat
	{
		jumpcheat^=1;
		VW_FixRefreshBuffer ();
		US_CenterWindow (18,3);
		if (jumpcheat)
			US_PrintCentered ("Jump cheat ON");
		else
			US_PrintCentered ("Jump cheat OFF");
		VW_UpdateScreen();
		IN_Ack ();
		return 1;
	}
#if FRILLS
	else if (Keyboard[0x32])                        // M = memory info
	{
		DebugMemory();
		return 1;
	}
#endif
	else if (Keyboard[0x19])                        // P = pause with no screen disruptioon
	{
		IN_Ack();
	}
	else if (Keyboard[0x1f] && ingame)      // S = slow motion
	{
		singlestep^=1;
		VW_FixRefreshBuffer ();
		US_CenterWindow (18,3);
		if (singlestep)
			US_PrintCentered ("Slow motion ON");
		else
			US_PrintCentered ("Slow motion OFF");
		VW_UpdateScreen();
		IN_Ack ();
		return 1;
	}
#if FRILLS
	else if (Keyboard[0x14])                        // T = sprite test
	{
		TestSprites();
		return 1;
	}
#endif
	else if (Keyboard[0x11] && ingame)      // W = warp to level
	{
		VW_FixRefreshBuffer ();
		US_CenterWindow(26,3);
		PrintY+=6;
		US_Print("  Warp to which level(0-16):");
		VW_UpdateScreen();
		esc = !US_LineInput (px,py,str,NULL,true,2,0);
		if (!esc)
		{
			level = atoi (str);
			if (level>=0 && level<=16)
			{
				gamestate.mapon = level;
				playstate = warptolevel;
			}
		}
		return 1;
	}
	return 0;
}
예제 #6
0
파일: kd_main.c 프로젝트: Billy2600/refkeen
void TestSprites(void)
{
	id0_int_t hx,hy,sprite,oldsprite,bottomy,topx,shift;
	spritetabletype id0_far *spr;
	spritetype id0_seg *block;
	id0_unsigned_t        mem,scan;


	VW_FixRefreshBuffer ();
	US_CenterWindow (30,17);

	US_CPrint ("Sprite Test");
	US_CPrint ("-----------");

	hy=PrintY;
	hx=(PrintX+56)&(~7);
	topx = hx+TEXTWIDTH;

	US_Print ("Chunk:\nWidth:\nHeight:\nOrgx:\nOrgy:\nXl:\nYl:\nXh:\nYh:\n"
			  "Shifts:\nMem:\n");

	bottomy = PrintY;

	sprite = STARTSPRITES;
	shift = 0;

	do
	{
		if (sprite>=STARTTILE8)
			sprite = STARTTILE8-1;
		else if (sprite<STARTSPRITES)
			sprite = STARTSPRITES;

		spr = &spritetable[sprite-STARTSPRITES];
		block = (spritetype id0_seg *)grsegs[sprite];

		VWB_Bar (hx,hy,TEXTWIDTH,bottomy-hy,WHITE);

		PrintX=hx;
		PrintY=hy;
		US_PrintUnsigned (sprite);US_Print ("\n");PrintX=hx;
		US_PrintUnsigned (spr->width);US_Print ("\n");PrintX=hx;
		US_PrintUnsigned (spr->height);US_Print ("\n");PrintX=hx;
		US_PrintSigned (spr->orgx);US_Print ("\n");PrintX=hx;
		US_PrintSigned (spr->orgy);US_Print ("\n");PrintX=hx;
		US_PrintSigned (spr->xl);US_Print ("\n");PrintX=hx;
		US_PrintSigned (spr->yl);US_Print ("\n");PrintX=hx;
		US_PrintSigned (spr->xh);US_Print ("\n");PrintX=hx;
		US_PrintSigned (spr->yh);US_Print ("\n");PrintX=hx;
		US_PrintSigned (spr->shifts);US_Print ("\n");PrintX=hx;
		if (!block)
		{
			US_Print ("-----");
		}
		else
		{
			mem = block->sourceoffset[3]+5*block->planesize[3];
			mem = (mem+15)&(~15);           // round to paragraphs
			US_PrintUnsigned (mem);
		}

		oldsprite = sprite;
		do
		{
		//
		// draw the current shift, then wait for key
		//
			VWB_Bar(topx,hy,DISPWIDTH,bottomy-hy,WHITE);
			if (block)
			{
				PrintX = topx;
				PrintY = hy;
				US_Print ("Shift:");
				US_PrintUnsigned (shift);
				US_Print ("\n");
				VWB_DrawSprite (topx+16+shift*2,PrintY,sprite);
			}

			VW_UpdateScreen();

			scan = IN_WaitForKey ();

			switch (scan)
			{
			case sc_UpArrow:
				sprite++;
				break;
			case sc_DownArrow:
				sprite--;
				break;
			case sc_LeftArrow:
				if (--shift == -1)
					shift = 3;
				break;
			case sc_RightArrow:
				if (++shift == 4)
					shift = 0;
				break;
			case sc_Escape:
				return;
			}

		} while (sprite == oldsprite);

  } while (1);


}
예제 #7
0
파일: c5_play.c 프로젝트: BSzili/refkeen
void CheckKeys (void)
{
	//extern id0_boolean_t autofire;

	if (screenfaded)			// don't do anything with a faded screen
		return;

#if 0
//
// pause key wierdness can't be checked as a scan code
//
	if (Paused)
	{
		CenterWindow (8,3);
		US_PrintCentered ("PAUSED");
		VW_UpdateScreen ();
//		SD_MusicOff();
		IN_Ack();
//		SD_MusicOn();
		Paused = false;
		// (REFKEEN) Minor difference from vanilla Catacomb
		if (MousePresent) BE_ST_GetEmuAccuMouseMotion(NULL, NULL);	// Clear accumulated mouse movement
		//if (MousePresent) Mouse(MDelta);	// Clear accumulated mouse movement
	}
	else
	if (Keyboard[sc_Enter])			// P = pause with no screen disruptioon
	{
//		SD_MusicOff();
		DisplaySMsg("PAUSED",NULL);
		IN_Ack();
//		SD_MusicOn();
		// (REFKEEN) Minor difference from vanilla Catacomb
		if (MousePresent) BE_ST_GetEmuAccuMouseMotion(NULL, NULL);	// Clear accumulated mouse movement
		//if (MousePresent) Mouse(MDelta);	// Clear accumulated mouse movement
	}
	else
	if (Keyboard[sc_S])
	{
		id0_char_t *Text[] = {{"Slow Mode ON"},{"Slow Mode OFF"}};

		SlowMode ^= 1;
		extravbls = SlowMode << 3;
		CenterWindow (8,3);
		US_PrintCentered (Text[SlowMode]);
		VW_UpdateScreen ();
//		SD_MusicOff();
		IN_Ack();
//		SD_MusicOn();
		// (REFKEEN) Minor difference from vanilla Catacomb
		if (MousePresent) BE_ST_GetEmuAccuMouseMotion(NULL, NULL);	// Clear accumulated mouse movement
		//if (MousePresent) Mouse(MDelta);	// Clear accumulated mouse movement
	}
#endif


// F2 - SOUND OPTIONS
//
	if (Keyboard[sc_F2])
	{
		id0_int_t height=7;
		id0_boolean_t ChoiceMade = false;

		if (AdLibPresent)
			height++;

		VW_FixRefreshBuffer();
		CenterWindow(22,height);
		US_Print( "\n        1 )  NO SOUND \n");
		US_Print(   "        2 )  PC  AUDIO \n");

		if (AdLibPresent)
			US_Print("        3 ) ADLIB AUDIO\n");

		US_Print( "\n       ESC)    EXIT    ");
		VW_UpdateScreen();

		// REFKEEN - Alternative controllers support
		extern BE_ST_ControllerMapping g_ingame_altcontrol_mapping_soundoptions;
		g_ingame_altcontrol_mapping_soundoptions.buttons[BE_ST_CTRL_BUT_X].mapClass = AdLibPresent ? BE_ST_CTRL_MAP_KEYSCANCODE : BE_ST_CTRL_MAP_NONE; // A bit of patching
		BE_ST_AltControlScheme_Push();
		BE_ST_AltControlScheme_PrepareControllerMapping(&g_ingame_altcontrol_mapping_soundoptions);

		// Switch audio device ON/OFF & load sounds if there
		// was a change in the device.

		do {

			if (Keyboard[1]) 								// ESC - Exit
				ChoiceMade = true;
			else
			if (Keyboard[2]) 							 	// 1 - No Sound
			{
				SD_SetSoundMode(sdm_Off);
				ChoiceMade = true;
			}
			else
			if (Keyboard[3])  							// 2 - PC Audio
			{
				SD_SetSoundMode(sdm_PC);
//				if (oldsoundmode != sdm_PC)
					CA_LoadAllSounds();
				ChoiceMade = true;
			}
			else
			if ((Keyboard[4]) &&	AdLibPresent)		// 3 - AdLib Audio
			{
				SD_SetSoundMode(sdm_AdLib);
//				if (oldsoundmode != sdm_AdLib)
					CA_LoadAllSounds();
				ChoiceMade = true;
			}

			BE_ST_ShortSleep();

		} while (!ChoiceMade);

		// REFKEEN - Alternative controllers support
		BE_ST_AltControlScheme_Pop();

		tics = realtics = 1;
		IN_ClearKeysDown();
	}

// F5 - CALIBRATE JOYSTICK
//
	if (Keyboard[sc_F5])
	{
		CalibrateJoystick(0);
		tics = realtics = 1;
		IN_ClearKeysDown();
	}

deadloop:;
// ESCAPE - quits game
//
	if ((Keyboard[sc_Escape]) || (Flags & FL_DEAD))
	{
		id0_char_t ch;

		DisplaySMsg("Options", NULL);
		status_flag = S_NONE;


		if (Flags & FL_DEAD)
		{
			id0_char_t choices[] = {sc_Escape,sc_R,sc_N,sc_Q,0};
			ch = DisplayMsg("Restore          New          Quit",choices);
		}
		else
		{
			id0_char_t choices[] = {sc_Escape,sc_S,sc_R,sc_N,sc_Q,0};
			ch = DisplayMsg("Save       Restore       New       Quit",choices);
		}
		DrawText(true);

		switch (ch)
		{
			case sc_S:
				if (!(Flags & FL_DEAD))
					Keyboard[sc_F3] = true;
			break;

			case sc_R:
				Keyboard[sc_F4] = true;
			break;

			case sc_N:
				DisplaySMsg("Starting anew", NULL);
				VW_WaitVBL(60);
				playstate = ex_resetgame;
				Flags &= ~FL_DEAD;
			break;

			case sc_Q:
				// REFKEEN - Alternative controllers support
				{
					extern BE_ST_ControllerMapping g_ingame_altcontrol_mapping_inackback;
					BE_ST_AltControlScheme_Push();
					BE_ST_AltControlScheme_PrepareControllerMapping(&g_ingame_altcontrol_mapping_inackback);
					// REFKEEN - We don't pop this since we quit...
				}
				DisplaySMsg("FARE THEE WELL!", NULL);
				VW_WaitVBL(120);
				if (!Flags & FL_QUICK)
					VW_FadeOut();
				NormalScreen();
				FreeUpMemory();
				Quit(NULL);
			break;
		}
		tics = realtics = 1;
	}

// F1 - DISPLAY HELP
//
	if (Keyboard[sc_F1])
	{
		PrintHelp();

#ifdef TEXT_PRESENTER

		extern PresenterInfo MainHelpText;

		VW_FadeOut();

		FreeUpMemory();
		if (!LoadPresenterScript("HELP.TXT",&MainHelpText))
		{
			VW_FadeIn();
			CenterWindow(30,5);
			US_CPrint("\nError loading HELP file.\n");
			US_CPrint("Press any key.");
			IN_Ack();
			VW_FadeOut();
		}
		else
		{
			VW_SetSplitScreen(200);
			bufferofs = displayofs = screenloc[0];
			VW_Bar(0,0,320,200,0);

			Display640();
			Presenter(&MainHelpText);
			Display320();
		}
		FreePresenterScript(&MainHelpText);
#endif
		VW_SetSplitScreen(120);
		VW_SetScreen(screenloc[0],0);
		screenpage = 0;
		CacheScaleds();

		bufferofs = 0;
		RedrawStatusWindow();
		ThreeDRefresh();
		VW_FadeIn();
		Keyboard[sc_F1] = false;
		tics = realtics = 1;
		IN_ClearKeysDown();
	}

// F3 - SAVE GAME
//
	if ((Keyboard[sc_F3]) && (!(Flags & FL_DEAD)))
	{
		PreFullDisplay();
		GE_SaveGame();
		PostFullDisplay(true);
		tics = realtics = 1;
		IN_ClearKeysDown();
	}

// F4 - LOAD GAME
//
	if (Keyboard[sc_F4])
	{
		PreFullDisplay();
		if (GE_LoadGame())
		{
			loadedgame = true;
			playstate = ex_loadedgame;
			Flags &= ~FL_DEAD;
			lasttext = -1;
			PostFullDisplay(false);
		}
		else
		if (playstate == ex_victorious)
		{
			PostFullDisplay(false);
			Victory(false);
			IN_Ack();
//			gamestate.mapon++;
		}
		else
			PostFullDisplay(true);
		Keyboard[sc_F5] = false;
		tics = realtics = 1;
		IN_ClearKeysDown();
	}

	if (Flags & FL_DEAD)
		goto deadloop;

//
// F10-? debug keys
//
	if (Keyboard[sc_BackSpace])
	{
		DebugKeys();
		// (REFKEEN) Minor difference from vanilla Catacomb
		if (MousePresent) BE_ST_GetEmuAccuMouseMotion(NULL, NULL);	// Clear accumulated mouse movement
		//if (MousePresent) Mouse(MDelta);	// Clear accumulated mouse movement
		lasttimecount = SD_GetTimeCount();
	}
}
예제 #8
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 #9
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;
}