示例#1
0
//--------------------------------------------------------------------------
// PopupAutoMap()
//--------------------------------------------------------------------------
void PopupAutoMap()
{
	#define BASE_X	64
	#define BASE_Y	44

	ThreeDRefresh();
	ThreeDRefresh();

	SD_StopSound();
	ClearMemory();
	CacheDrawPic(BASE_X,BASE_Y,AUTOMAPPIC);

	ShowStats(BASE_X+101,BASE_Y+22,ss_quick,&gamestuff.level[gamestate.mapon].stats);

	while (Keyboard[sc_back_quote])
		CalcTics();

#if GAME_VERSION != SHAREWARE_VERSION && IN_DEVELOPMENT
//	if (DebugOk && PP_step)
//		PicturePause();
#endif

	IN_StartAck ();
	while (!IN_CheckAck ())
		CalcTics();

	CleanDrawPlayBorder();
	IN_ClearKeysDown();
}
示例#2
0
static bool R_CastZoomer(const Frame *frame, CastIntermissionAction *cast)
{
	// This may appear to animate faster than vanilla, but I'm fairly sure
	// that's because while the time on screen is adaptive, the frame durations
	// were decremented by one each frame.
	TObjPtr<SpriteZoomer> zoomer = new SpriteZoomer(frame, 224);
	do
	{
		for(unsigned int t = tics;zoomer && t-- > 0;)
			zoomer->Tick();
		if(!zoomer)
			break;

		if(intermissionMapLoaded)
			ThreeDRefresh();
		else
		{
			// Unlike a 3D view, we will overwrite the whole screen here
			ShowImage(cast, true);
			DrawCastName(cast);
		}
		zoomer->Draw();
		VH_UpdateScreen();
		IN_ProcessEvents();
		if(Keyboard[sc_Space] || Keyboard[sc_Escape] || Keyboard[sc_Enter])
		{
			bool done = Keyboard[sc_Escape] || Keyboard[sc_Enter];
			Keyboard[sc_Space] = Keyboard[sc_Escape] = Keyboard[sc_Enter] = false;
			zoomer->Destroy();
			if(done)
				return true;
			break;
		}
		CalcTics();
	}
	while(true);
	return false;
}
示例#3
0
/**
*
* \name Died()
*
* Died
* This function perfoms the process of animation the character's death and restart the level 
* if you still have lives.
* 
*/
void Died (void)
{
	float	fangle;
	long	dx,dy;
	int		iangle,curangle,clockwise,counter,change;

	/* -1 means the player has no weapon */
	gamestate.weapon = -1;			// take away weapon

        /* We need another way to play sounds */
	SD_PlaySound (PLAYERDEATHSND);
//
// swing around to face attacker
//
/* 
         could be a function for this animation 
	 like:  died_animation() or died_rotated_animation()
*/
	dx = killerobj->x - player->x;
	dy = player->y - killerobj->y;

	fangle = atan2(dy,dx);			// returns -pi to pi
	if (fangle<0)
		fangle = M_PI*2+fangle;

	iangle = fangle/(M_PI*2)*ANGLES;

	if (player->angle > iangle)
	{
		counter = player->angle - iangle;
		clockwise = ANGLES-player->angle + iangle;
	}
	else
	{
		clockwise = iangle - player->angle;
		counter = player->angle + ANGLES-iangle;
	}

	curangle = player->angle;

	if (clockwise<counter)
	{
	//
	// rotate clockwise
	//
		if (curangle>iangle)
			curangle -= ANGLES;
		do
		{
			change = tics*DEATHROTATE;
			if (curangle + change > iangle)
				change = iangle-curangle;

			curangle += change;
			player->angle += change;
			if (player->angle >= ANGLES)
				player->angle -= ANGLES;

			ThreeDRefresh ();
			CalcTics ();
		} while (curangle != iangle);
	}
	else
	{
	//
	// rotate counterclockwise
	//
		if (curangle<iangle)
			curangle += ANGLES;
		do
		{
			change = -tics*DEATHROTATE;
			if (curangle + change < iangle)
				change = iangle-curangle;

			curangle += change;
			player->angle += change;
			if (player->angle < 0)
				player->angle += ANGLES;

			ThreeDRefresh ();
			CalcTics ();
		} while (curangle != iangle);
	}
	/* FINISH of rotation animation */

//
// fade to red
//
	FinishPaletteShifts ();

	bufferofs += screenofs;
	VW_Bar (0,0,viewwidth,viewheight,4);
	IN_ClearKeysDown ();
	FizzleFade(bufferofs,displayofs+screenofs,viewwidth,viewheight,70,false);
	bufferofs -= screenofs;
	IN_UserInput(100);
	SD_WaitSoundDone ();

	if (tedlevel == false)	// SO'S YA DON'T GET KILLED WHILE LAUNCHING!
	  gamestate.lives--;

	if (gamestate.lives > -1) //if the character has lives, set a new level
	{
		gamestate.health = 100;
		gamestate.weapon = gamestate.bestweapon
			= gamestate.chosenweapon = wp_pistol;
		gamestate.ammo = STARTAMMO;
		gamestate.keys = 0;
		gamestate.attackframe = gamestate.attackcount =
		gamestate.weaponframe = 0;

		/* We need to change those Draw function
		   to Draw3D functions. */
		DrawKeys ();
		DrawWeapon ();
		DrawAmmo ();
		DrawHealth ();
		DrawFace ();
		DrawLives ();
	}

}
示例#4
0
void Died (void)
{
	float	fangle;
	long	dx,dy;
	int		iangle,curangle,clockwise,counter,change;

	gamestate.weapon = (weapontype)-1;			// take away weapon
	SD_PlaySound (PLAYERDEATHSND);
//
// swing around to face attacker
//
	dx = killerobj->x - player->x;
	dy = player->y - killerobj->y;

	fangle = atan2((float)dy,(float)dx);			// returns -pi to pi // PORT add float cast
	if (fangle<0)
		fangle = M_PI*2+fangle;

	iangle = fangle/(M_PI*2)*ANGLES;

	if (player->angle > iangle)
	{
		counter = player->angle - iangle;
		clockwise = ANGLES-player->angle + iangle;
	}
	else
	{
		clockwise = iangle - player->angle;
		counter = player->angle + ANGLES-iangle;
	}

	curangle = player->angle;

	if (clockwise<counter)
	{
	//
	// rotate clockwise
	//
		if (curangle>iangle)
			curangle -= ANGLES;
		do
		{
			change = tics*DEATHROTATE;
			if (curangle + change > iangle)
				change = iangle-curangle;

			curangle += change;
			player->angle += change;
			if (player->angle >= ANGLES)
				player->angle -= ANGLES;

			ThreeDRefresh ();
			CalcTics ();
		} while (curangle != iangle);
	}
	else
	{
	//
	// rotate counterclockwise
	//
		if (curangle<iangle)
			curangle += ANGLES;
		do
		{
			change = -tics*DEATHROTATE;
			if (curangle + change < iangle)
				change = iangle-curangle;

			curangle += change;
			player->angle += change;
			if (player->angle < 0)
				player->angle += ANGLES;

			ThreeDRefresh ();
			CalcTics ();
		} while (curangle != iangle);
	}

//
// fade to red
//
	FinishPaletteShifts ();

	bufferofs += screenofs;
	VW_Bar (0,0,viewwidth,viewheight,4);
	IN_ClearKeysDown ();
	FizzleFade(bufferofs,displayofs+screenofs,viewwidth,viewheight,70,False);
	bufferofs -= screenofs;
	IN_UserInput(100);
	SD_WaitSoundDone ();

	if (tedlevel == False)	// SO'S YA DON'T GET KILLED WHILE LAUNCHING!
	  gamestate.lives--;

	if (gamestate.lives > -1)
	{
		gamestate.health = 100;
		gamestate.weapon = gamestate.bestweapon
			= gamestate.chosenweapon = wp_pistol;
		gamestate.ammo = STARTAMMO;
		gamestate.keys = 0;
		gamestate.attackframe = gamestate.attackcount =
		gamestate.weaponframe = 0;

		DrawKeys ();
		DrawWeapon ();
		DrawAmmo ();
		DrawHealth ();
		DrawFace ();
		DrawLives ();
	}

}
示例#5
0
void PollControls (void)
{
    int max, min, i;
    byte buttonbits;

    IN_ProcessEvents();

//
// get timing info for last frame
//
    if (demoplayback || demorecord)   // demo recording and playback needs to be constant
    {
        // wait up to DEMOTICS Wolf tics
        uint32_t curtime = SDL_GetTicks();
        lasttimecount += DEMOTICS;
        int32_t timediff = (lasttimecount * 100) / 7 - curtime;
        if(timediff > 0)
            SDL_Delay(timediff);

        if(timediff < -2 * DEMOTICS)       // more than 2-times DEMOTICS behind?
            lasttimecount = (curtime * 7) / 100;    // yes, set to current timecount

        tics = DEMOTICS;
    }
    else
        CalcTics ();

    controlx = 0;
    controly = 0;
    memcpy (buttonheld, buttonstate, sizeof (buttonstate));
    memset (buttonstate, 0, sizeof (buttonstate));

    if (demoplayback)
    {
        //
        // read commands from demo buffer
        //
        buttonbits = *demoptr++;
        for (i = 0; i < NUMBUTTONS; i++)
        {
            buttonstate[i] = buttonbits & 1;
            buttonbits >>= 1;
        }

        controlx = *demoptr++;
        controly = *demoptr++;

        if (demoptr == lastdemoptr)
            playstate = ex_completed;   // demo is done

        controlx *= (int) tics;
        controly *= (int) tics;

        return;
    }


//
// get button states
//
    PollKeyboardButtons ();

    if (mouseenabled && IN_IsInputGrabbed())
        PollMouseButtons ();

    if (joystickenabled)
        PollJoystickButtons ();

//
// get movements
//
    PollKeyboardMove ();

    if (mouseenabled && IN_IsInputGrabbed())
        PollMouseMove ();

    if (joystickenabled)
        PollJoystickMove ();

//
// bound movement to a maximum
//
    max = 100 * tics;
    min = -max;
    if (controlx > max)
        controlx = max;
    else if (controlx < min)
        controlx = min;

    if (controly > max)
        controly = max;
    else if (controly < min)
        controly = min;

    if (demorecord)
    {
        //
        // save info out to demo buffer
        //
        controlx /= (int) tics;
        controly /= (int) tics;

        buttonbits = 0;

        // TODO: Support 32-bit buttonbits
        for (i = NUMBUTTONS - 1; i >= 0; i--)
        {
            buttonbits <<= 1;
            if (buttonstate[i])
                buttonbits |= 1;
        }

        *demoptr++ = buttonbits;
        *demoptr++ = controlx;
        *demoptr++ = controly;

        if (demoptr >= lastdemoptr - 8)
            playstate = ex_completed;
        else
        {
            controlx *= (int) tics;
            controly *= (int) tics;
        }
    }
}
示例#6
0
void PollControls (void)
{
	int		max,min,i;
	byte	buttonbits;

//
// get timing info for last frame
//
	if (demoplayback)
	{
		while (TimeCount<lasttimecount+DEMOTICS)
		;
		TimeCount = lasttimecount + DEMOTICS;
		lasttimecount += DEMOTICS;
		tics = DEMOTICS;
	}
	else if (demorecord)			// demo recording and playback needs
	{								// to be constant
//
// take DEMOTICS or more tics, and modify Timecount to reflect time taken
//
		while (TimeCount<lasttimecount+DEMOTICS)
		;
		TimeCount = lasttimecount + DEMOTICS;
		lasttimecount += DEMOTICS;
		tics = DEMOTICS;
	}
	else
		CalcTics ();

	controlx = 0;
	controly = 0;
	memcpy (buttonheld,buttonstate,sizeof(buttonstate));
	memset (buttonstate,0,sizeof(buttonstate));

	if (demoplayback)
	{
	//
	// read commands from demo buffer
	//
		buttonbits = *demoptr++;
		for (i=0;i<NUMBUTTONS;i++)
		{
			buttonstate[i] = buttonbits&1;
			buttonbits >>= 1;
		}

		controlx = *demoptr++;
		controly = *demoptr++;

		if (demoptr == lastdemoptr)
			playstate = ex_completed;		// demo is done

		controlx *= (int)tics;
		controly *= (int)tics;

		return;
	}


//
// get button states
//
	PollKeyboardButtons ();

	if (mouseenabled)
		PollMouseButtons ();

	if (joystickenabled)
		PollJoystickButtons ();

//
// get movements
//
	PollKeyboardMove ();

	if (mouseenabled)
		PollMouseMove ();

	if (joystickenabled)
		PollJoystickMove ();

//
// bound movement to a maximum
//
	max = 100*tics;
	min = -max;
	if (controlx > max)
		controlx = max;
	else if (controlx < min)
		controlx = min;

	if (controly > max)
		controly = max;
	else if (controly < min)
		controly = min;

	if (demorecord)
	{
	//
	// save info out to demo buffer
	//
		controlx /= (int)tics;
		controly /= (int)tics;

		buttonbits = 0;

		for (i=NUMBUTTONS-1;i>=0;i--)
		{
			buttonbits <<= 1;
			if (buttonstate[i])
				buttonbits |= 1;
		}

		*demoptr++ = buttonbits;
		*demoptr++ = controlx;
		*demoptr++ = controly;

		if (demoptr >= lastdemoptr)
			Quit ("Demo buffer overflowed!");

		controlx *= (int)tics;
		controly *= (int)tics;
	}
}
示例#7
0
void PollControls (void)
{
	Sint16		max,min,i;
	Uint8	buttonbits;

	controlx = 0;
	controly = 0;
	memcpy (buttonheld,buttonstate,sizeof(buttonstate));
	memset (buttonstate,0,sizeof(buttonstate));

#ifdef MYPROFILE
	controlx = 100;			// just spin in place
	return;
#endif

	if (demoplayback)
	{
	//
	// read commands from demo buffer
	//
		buttonbits = *demoptr++;
		for (i=0;i<NUMBUTTONS;i++)
		{
			buttonstate[i] = buttonbits&1;
			buttonbits >>= 1;
		}

		controlx = *demoptr++;
		controly = *demoptr++;
		tics = *demoptr++;

		while (TimeCount-lasttimecount < tics)
		;
		lasttimecount = TimeCount;

		if (demoptr == lastdemoptr)
			playstate = ex_completed;		// demo is done

		controlx *= tics;
		controly *= tics;


		return;
	}

//
// get timing info for last frame
//
	CalcTics ();
    


    // BBi
    ::in_handle_events();
//
// get button states
//
	PollKeyboardButtons ();

	if (mouseenabled)
		PollMouseButtons ();

	if (joystickenabled)
		PollJoystickButtons ();

#if 0
if (buttonstate[bt_run])
	VL_ColorBorder (1);
else
	VL_ColorBorder (0);
#endif

//
// get movements
//
	PollKeyboardMove ();

	if (mouseenabled)
		PollMouseMove ();

	if (joystickenabled)
		PollJoystickMove ();

//
// bound movement to a maximum
//
	max = 100*tics;
	min = -max;
	if (controlx > max)
		controlx = max;
	else if (controlx < min)
		controlx = min;

	if (controly > max)
		controly = max;
	else if (controly < min)
		controly = min;

#ifdef DEMOS_EXTERN

	if (demorecord)
	{
	//
	// save info out to demo buffer
	//
		controlx /= (Sint16)tics;
		controly /= (Sint16)tics;

		buttonbits = 0;

		for (i=NUMBUTTONS-1;i>=0;i--)
		{
			buttonbits <<= 1;
			if (buttonstate[i])
				buttonbits |= 1;
		}

		*demoptr++ = buttonbits;
		*demoptr++ = controlx;
		*demoptr++ = controly;
		*demoptr++ = tics;

		if (demoptr >= lastdemoptr)
			PLAY_ERROR(POLLCONTROLS_DEMO_OV);

		controlx *= (Sint16)tics;
		controly *= (Sint16)tics;
	}

#endif			

}