void PicturePause() { FinishPaletteShifts(); IN_Ack(); if (LastScan != sc_Enter) { return; } /* TODO: save picture to file */ VL_SetPalette(gamepal); VW_WaitVBL(70); VW_WaitVBL(70); Quit(NULL); }
void PicturePause() { FinishPaletteShifts(); IN_Ack(); if (LastScan != sc_Enter) { return; } /* TODO: save picture to file */ if (w0 == true || w1 == true){ VL_SetPalette(gamepalWL6); } else { VL_SetPalette(gamepalSOD); } VW_WaitVBL(70); VW_WaitVBL(70); Quit(NULL); }
/** * * \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 (); } }
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 (); } }
void PlayLoop (void) { #if defined(USE_FEATUREFLAGS) && defined(USE_CLOUDSKY) if(GetFeatureFlags() & FF_CLOUDSKY) InitSky(); #endif #ifdef USE_SHADING InitLevelShadeTable(); #endif playstate = ex_stillplaying; lasttimecount = GetTimeCount(); frameon = 0; anglefrac = 0; facecount = 0; funnyticount = 0; memset (buttonstate, 0, sizeof (buttonstate)); ClearPaletteShifts (); if (MousePresent && IN_IsInputGrabbed()) IN_CenterMouse(); // Clear accumulated mouse movement if (demoplayback) IN_StartAck (); do { PollControls (); // // actor thinking // madenoise = false; MoveDoors (); MovePWalls (); for (obj = player; obj; obj = obj->next) DoActor (obj); UpdatePaletteShifts (); ThreeDRefresh (); // // MAKE FUNNY FACE IF BJ DOESN'T MOVE FOR AWHILE // #ifdef SPEAR funnyticount += tics; if (funnyticount > 30l * 70) { funnyticount = 0; if(viewsize != 21) StatusDrawFace(BJWAITING1PIC + (US_RndT () & 1)); facecount = 0; } #endif gamestate.TimeCount += tics; UpdateSoundLoc (); // JAB if (screenfaded) VW_FadeIn (); CheckKeys (); // // debug aids // if (singlestep) { VW_WaitVBL (singlestep); lasttimecount = GetTimeCount(); } if (extravbls) VW_WaitVBL (extravbls); if (demoplayback) { if (IN_CheckAck ()) { IN_ClearKeysDown (); playstate = ex_abort; } } } while (!playstate && !startgame); if (playstate != ex_died) FinishPaletteShifts (); }
void PlayLoop (void) { int give; int helmetangle; playstate = ex_stillplaying; TimeCount = lasttimecount = 0; frameon = 0; running = False; anglefrac = 0; facecount = 0; funnyticount = 0; memset (buttonstate,0,sizeof(buttonstate)); ClearPaletteShifts (); //if (MousePresent) // PORT //Mouse(MDelta); // Clear accumulated mouse movement if (demoplayback) IN_StartAck (); do { if (virtualreality) { //helmetangle = peek (0x40,0xf0); // PORT player->angle += helmetangle; if (player->angle >= ANGLES) player->angle -= ANGLES; } PollControls(); // // actor thinking // madenoise = False; MoveDoors (); MovePWalls (); for (obj = player;obj;obj = obj->next) DoActor (obj); UpdatePaletteShifts (); ThreeDRefresh (); // // MAKE FUNNY FACE IF BJ DOESN'T MOVE FOR AWHILE // #ifdef SPEAR funnyticount += tics; if (funnyticount > 30l*70) { funnyticount = 0; StatusDrawPic (17,4,BJWAITING1PIC+(US_RndT()&1)); facecount = 0; } #endif gamestate.TimeCount+=tics; SD_Poll (); UpdateSoundLoc(); // JAB if (screenfaded) VW_FadeIn (); CheckKeys(); // // debug aids // if (singlestep) { VW_WaitVBL(14); lasttimecount = TimeCount; } if (extravbls) VW_WaitVBL(extravbls); if (demoplayback) { if (IN_CheckAck ()) { IN_ClearKeysDown (); playstate = ex_abort; } } if (virtualreality) { player->angle -= helmetangle; if (player->angle < 0) player->angle += ANGLES; } }while (!playstate && !startgame); if (playstate != ex_died) FinishPaletteShifts (); }
void CheckKeys (void) { boolean one_eighty=false; Uint8 scan; static boolean Plus_KeyReleased; static boolean Minus_KeyReleased; static boolean I_KeyReleased; static boolean S_KeyReleased; #if IN_DEVELOPMENT || BETA_TEST // if (DebugOk && (Keyboard[sc_p] || PP_step)) // PicturePause (); #endif if (screenfaded || demoplayback) // don't do anything with a faded screen return; scan = LastScan; #if IN_DEVELOPMENT #ifdef ACTIVATE_TERMINAL if (Keyboard[sc_9] && Keyboard[sc_0]) ActivateTerminal(true); #endif #endif // // SECRET CHEAT CODE: 'JAM' // #if GAME_VERSION != SHAREWARE_VERSION if (Keyboard[sc_j] || Keyboard[sc_a] || Keyboard[sc_m]) { if (jam_buff[sizeof(jam_buff_cmp)-1] != LastScan) { memcpy(jam_buff,jam_buff+1,sizeof(jam_buff_cmp)-1); jam_buff[sizeof(jam_buff_cmp)-1] = LastScan; } } #endif CheckMusicToggle(); if (gamestate.rpower) { if (in_is_binding_pressed(e_bi_radar_magnify)) { if (Plus_KeyReleased && gamestate.rzoom<2) { UpdateRadarGuage(); gamestate.rzoom++; Plus_KeyReleased=false; } } else Plus_KeyReleased=true; if (in_is_binding_pressed(e_bi_radar_minify)) { if (Minus_KeyReleased && gamestate.rzoom) { UpdateRadarGuage(); gamestate.rzoom--; Minus_KeyReleased=false; } } else Minus_KeyReleased=true; } if (in_is_binding_pressed(e_bi_sfx)) { if (S_KeyReleased) { if ((SoundMode != sdm_Off) || (DigiMode!=sds_Off)) { if (SoundMode != sdm_Off) { SD_WaitSoundDone(); SD_SetSoundMode(sdm_Off); } if (DigiMode!=sds_Off) SD_SetDigiDevice(sds_Off); memcpy((char *)&SoundOn[55],"OFF.",4); } else { ClearMemory(); if (SoundBlasterPresent || AdLibPresent) SD_SetSoundMode(sdm_AdLib); else SD_SetSoundMode(sdm_Off); if (SoundBlasterPresent) SD_SetDigiDevice(sds_SoundBlaster); else if (SoundSourcePresent) SD_SetDigiDevice(sds_SoundSource); else SD_SetDigiDevice(sds_Off); CA_LoadAllSounds(); memcpy((char *)&SoundOn[55],"ON. ",4); } DISPLAY_TIMED_MSG(SoundOn,MP_BONUS,MT_GENERAL); S_KeyReleased=false; } } else S_KeyReleased=true; if (Keyboard[sc_return]) { #if (GAME_VERSION != SHAREWARE_VERSION) || GEORGE_CHEAT char loop; if ((!memcmp(jam_buff,jam_buff_cmp,sizeof(jam_buff_cmp)))) { jam_buff[0]=0; for (loop=0; loop<NUMKEYS; loop++) if (gamestate.numkeys[static_cast<int>(loop)] < MAXKEYS) gamestate.numkeys[static_cast<int>(loop)]=1; gamestate.health = 100; gamestate.ammo = MAX_AMMO; gamestate.rpower = MAX_RADAR_ENERGY; if (!DebugOk) { gamestate.score = 0; gamestate.nextextra = EXTRAPOINTS; } gamestate.TimeCount += 42000L; for (loop=0; loop<NUMWEAPONS-1; loop++) GiveWeapon(loop); DrawWeapon(); DrawHealth(); DrawKeys(); DrawScore(); DISPLAY_TIMED_MSG("\r\r YOU CHEATER!",MP_INTERROGATE,MT_GENERAL); ForceUpdateStatusBar(); ClearMemory (); ClearSplitVWB (); VW_ScreenToScreen (static_cast<Uint16>(displayofs),static_cast<Uint16>(bufferofs),80,160); Message("\n NOW you're jammin'!! \n"); IN_ClearKeysDown(); IN_Ack(); CleanDrawPlayBorder(); } else if (!in_use_modern_bindings) #endif one_eighty=true; } // Handle quick turning! // if (!gamestate.turn_around) { // 90 degrees left // if (in_is_binding_pressed(e_bi_quick_left)) { gamestate.turn_around = -90; gamestate.turn_angle = player->angle + 90; if (gamestate.turn_angle > 359) gamestate.turn_angle -= ANGLES; } // 180 degrees right // if (in_is_binding_pressed(e_bi_turn_around) || one_eighty) { gamestate.turn_around = 180; gamestate.turn_angle = player->angle + 180; if (gamestate.turn_angle > 359) gamestate.turn_angle -= ANGLES; } // 90 degrees right // if (in_is_binding_pressed(e_bi_quick_right)) { gamestate.turn_around = 90; gamestate.turn_angle = player->angle - 90; if (gamestate.turn_angle < 0) gamestate.turn_angle += ANGLES; } } // // pause key weirdness can't be checked as a scan code // if (in_is_binding_pressed(e_bi_pause)) { SD_MusicOff(); fontnumber = 4; BMAmsg(PAUSED_MSG); IN_Ack(); IN_ClearKeysDown(); fontnumber = 2; RedrawStatusAreas(); SD_MusicOn(); Paused = false; ::in_clear_mouse_deltas(); return; } #if IN_DEVELOPMENT if (TestQuickSave) { // TestQuickSave--; scan = sc_f8; } if (TestAutoMapper) PopupAutoMap(); #endif scan = sc_none; if (Keyboard[sc_escape]) scan = sc_escape; else if (in_is_binding_pressed(e_bi_help)) scan = sc_f1; if (in_is_binding_pressed(e_bi_save)) scan = sc_f2; else if (in_is_binding_pressed(e_bi_load)) scan = sc_f3; else if (in_is_binding_pressed(e_bi_sound)) scan = sc_f4; else if (in_is_binding_pressed(e_bi_controls)) scan = sc_f6; else if (in_is_binding_pressed(e_bi_end_game)) scan = sc_f7; else if (in_is_binding_pressed(e_bi_quick_save)) scan = sc_f8; else if (in_is_binding_pressed(e_bi_quick_load)) scan = sc_f9; else if (in_is_binding_pressed(e_bi_quick_exit)) scan = sc_f10; switch (scan) { case sc_f7: // END GAME case sc_f10: // QUIT TO DOS FinishPaletteShifts(); ClearMemory(); US_ControlPanel(scan); CleanDrawPlayBorder(); return; case sc_f2: // SAVE MISSION case sc_f8: // QUICK SAVE // Make sure there's room to save... // ClearMemory(); FinishPaletteShifts(); if (!CheckDiskSpace(DISK_SPACE_NEEDED, CANT_SAVE_GAME_TXT, cds_id_print)) { CleanDrawPlayBorder(); break; } case sc_f1: // HELP case sc_f3: // LOAD MISSION case sc_f4: // SOUND MENU case sc_f5: // RESIZE VIEW case sc_f6: // CONTROLS MENU case sc_f9: // QUICK LOAD case sc_escape: // MAIN MENU refresh_screen = true; if (scan < sc_f8) VW_FadeOut(); StopMusic(); ClearMemory(); ClearSplitVWB(); US_ControlPanel(scan); if (refresh_screen) { boolean old = loadedgame; loadedgame = false; DrawPlayScreen(false); loadedgame = old; } ClearMemory(); if (!sqActive || !loadedgame) StartMusic(false); IN_ClearKeysDown(); if (loadedgame) { PreloadGraphics(); loadedgame = false; DrawPlayScreen(false); } else if (!refresh_screen) CleanDrawPlayBorder(); if (!sqActive) StartMusic(false); return; } scan = sc_none; if (in_is_binding_pressed(e_bi_stats)) PopupAutoMap(); if (Keyboard[sc_back_quote]) { Keyboard[sc_back_quote] = 0; TryDropPlasmaDetonator(); } if ((DebugOk || gamestate.flags & GS_MUSIC_TEST) && (Keyboard[sc_backspace])) { Uint8 old_num=music_num; if (gamestate.flags & GS_MUSIC_TEST) { if (Keyboard[sc_left_arrow]) { if (music_num) music_num--; Keyboard[sc_left_arrow]=false; } else if (Keyboard[sc_right_arrow]) { if (music_num < LASTMUSIC-1) music_num++; Keyboard[sc_right_arrow]=false; } if (old_num != music_num) { ClearMemory(); delete [] audiosegs[STARTMUSIC + old_num]; audiosegs[STARTMUSIC + old_num] = NULL; StartMusic(false); DrawScore(); } } if (old_num == music_num) { fontnumber=4; SETFONTCOLOR(0,15); if (DebugKeys()) { CleanDrawPlayBorder(); } ::in_clear_mouse_deltas(); lasttimecount = TimeCount; return; } } if (in_is_binding_pressed(e_bi_attack_info)) { if (I_KeyReleased) { gamestate.flags ^= GS_ATTACK_INFOAREA; if (gamestate.flags & GS_ATTACK_INFOAREA) DISPLAY_TIMED_MSG(attacker_info_enabled,MP_ATTACK_INFO,MT_GENERAL); else DISPLAY_TIMED_MSG(attacker_info_disabled,MP_ATTACK_INFO,MT_GENERAL); I_KeyReleased = false; } } else I_KeyReleased = true; #ifdef CEILING_FLOOR_COLORS if (in_is_binding_pressed(e_bi_ceiling)) { gamestate.flags ^= GS_DRAW_CEILING; in_reset_binding_state(e_bi_ceiling); } if (in_is_binding_pressed(e_bi_flooring)) { ThreeDRefresh(); ThreeDRefresh(); gamestate.flags ^= GS_DRAW_FLOOR; in_reset_binding_state(e_bi_flooring); #if DUAL_SWAP_FILES ChangeSwapFiles(true); #endif } #endif if (in_is_binding_pressed(e_bi_lightning)) { in_reset_binding_state(e_bi_lightning); gamestate.flags ^= GS_LIGHTING; } }
void PlayLoop (void) { boolean reset_areas=false; objtype *obj; lasttimecount = 0; TimeCount = 0; playstate = ex_stillplaying; framecount = frameon = 0; pwallstate = anglefrac = 0; memset (buttonstate,0,sizeof(buttonstate)); ClearPaletteShifts (); ForceUpdateStatusBar(); ::in_clear_mouse_deltas(); tics = 1; // for first time through if (demoplayback) IN_StartAck (); do { PollControls(); // // actor thinking // madenoise = false; if (alerted) alerted--; MoveDoors (); MovePWalls (); for (obj = player;obj;obj = obj->next) { if ((obj != player) && (Keyboard[sc_6] || Keyboard[sc_7]) && Keyboard[sc_8] && DebugOk) { if (!reset_areas) memset(areabyplayer,1,sizeof(areabyplayer)); reset_areas=true; if ((((!(obj->flags & FL_INFORMANT)) && (obj->flags & FL_SHOOTABLE))) || (obj->obclass == liquidobj && !(obj->flags & FL_DEADGUY))) DamageActor(obj,1000,player); } else if (reset_areas) { ConnectAreas(); reset_areas=false; } DoActor (obj); } if (NumEAWalls) CheckSpawnEA(); if ((!GoldsternInfo.GoldSpawned) && GoldsternInfo.SpawnCnt) CheckSpawnGoldstern(); UpdatePaletteShifts (); ThreeDRefresh (); gamestate.TimeCount+=tics; UpdateSoundLoc(); // JAB if (screenfaded & !playstate) VW_FadeIn(); // Display first-time instructions. // if (ShowQuickMsg) ShowQuickInstructions(); CheckKeys(); if (demoplayback && demoptr == lastdemoptr) playstate = ex_title; // // debug aids // if (singlestep) { VW_WaitVBL(14); lasttimecount = TimeCount; } if (extravbls) VW_WaitVBL(extravbls); if ((demoplayback) && (IN_CheckAck())) { IN_ClearKeysDown (); playstate = ex_abort; } }while (!playstate && !startgame); if (playstate != ex_died) FinishPaletteShifts (); gamestate.flags &= ~GS_VIRGIN_LEVEL; }