Exemplo n.º 1
0
void
GameOver (void)
{
	VW_InitDoubleBuffer ();
	US_CenterWindow (16,3);

	US_PrintCentered("Game Over!");

	VW_UpdateScreen ();
	IN_ClearKeysDown ();
	IN_Ack ();

}
Exemplo n.º 2
0
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;
}
Exemplo n.º 3
0
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;
}
Exemplo n.º 4
0
/*
================
=
= 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;
}
Exemplo n.º 5
0
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();
	}
}
Exemplo n.º 6
0
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;
}
Exemplo n.º 7
0
void CheckKeys (void)
{
	if (screenfaded)			// don't do anything with a faded screen
		return;

//
// 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;
		if (MousePresent) BE_ST_GetMouseDelta(NULL, NULL); // Clear accumulated mouse movement
		//if (MousePresent) Mouse(MDelta);	// Clear accumulated mouse movement
	}

//
// F1-F7/ESC to enter control panel
//
	if ( (LastScan >= sc_F1 && LastScan <= sc_F7) || LastScan == sc_Escape)
	{
		StopMusic ();
		NormalScreen ();
		FreeUpMemory ();
		US_CenterWindow (20,8);
		US_CPrint ("Loading");
		VW_UpdateScreen ();
		US_ControlPanel();
		// REFKEEN - Alternative controllers support (maybe user has changed some keys which may currently have an effect)
		void PrepareGamePlayControllerMapping(void);
		PrepareGamePlayControllerMapping();
		//
		if (abortgame)
		{
			playstate = ex_abort;
			return;
		}
		StartMusic ();
		IN_ClearKeysDown();
		if (restartgame)
			playstate = ex_resetgame;
		if (loadedgame)
			playstate = ex_loadedgame;
		DrawPlayScreen ();
		CacheScaleds ();
		lasttimecount = SD_GetTimeCount();
		if (MousePresent) BE_ST_GetMouseDelta(NULL, NULL); // Clear accumulated mouse movement
		//if (MousePresent) Mouse(MDelta);	// Clear accumulated mouse movement
	}

//
// F10-? debug keys
//
	if (Keyboard[sc_F10])
	{
		DebugKeys();
		if (MousePresent) BE_ST_GetMouseDelta(NULL, NULL); // Clear accumulated mouse 			// if (MousePresent) Mouse(MDelta);	// Clear accumulated mouse movement
		lasttimecount = SD_GetTimeCount();
	}

}
Exemplo n.º 8
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;
}
Exemplo n.º 9
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;
}