Files
commandergenius/src/gamedo.cpp
gerstrong 89dd1e260c Some game functionalities of CK 8.4 has been implemented.
Fixed a bug which made the main-menu crash sometimes

git-svn-id: https://clonekeenplus.svn.sourceforge.net/svnroot/clonekeenplus/cgenius/trunk@205 4df4b0f3-56ce-47cb-b001-ed939b7d65a6
2009-08-02 16:16:00 +00:00

914 lines
28 KiB
C++

/* GAMEDO.C
Contains all of the gamedo_xxx functions...which are called from the
main game loop. These functions perform some task that is done each
time around the game loop, not directly related to the player.
*/
#include "keen.h"
#include "include/game.h"
#include "include/gamedo.h"
#include "include/gamepdo.h"
#include "include/misc.h"
#include "sdl/CVideoDriver.h"
#include "sdl/CTimer.h"
#include "sdl/CInput.h"
#include "sdl/sound/CSound.h"
#include "CGraphics.h"
#include "externals.h"
#include "StringUtils.h"
#include "include/enemyai.h"
extern unsigned long gotPlayX;
extern unsigned long CurrentTickCount;
extern unsigned int unknownKey;
int animtiletimer, curanimtileframe;
// gathers data from input controllers: keyboard, joystick, network,
// whatever to populate each player's keytable
unsigned char oldleftkey = 5;
unsigned char oldrightkey = 5;
unsigned char oldupkey = 5;
unsigned char olddownkey = 5;
unsigned char oldctrlkey = 5;
unsigned char oldaltkey = 5;
void gamedo_getInput(stCloneKeenPlus *pCKP)
{
int i=0;
int byt;
unsigned int msb, lsb;
if (pCKP->Control.levelcontrol.demomode==DEMO_PLAYBACK)
{
// time to get a new key block?
if (!demo_RLERunLen)
{
/* get next RLE run length */
lsb = demo_data[demo_data_index++];
msb = demo_data[demo_data_index++];
demo_RLERunLen = (msb<<8) | lsb;
byt = demo_data[demo_data_index++]; // get keys down
player[0].playcontrol[PA_X] = 0;
player[0].playcontrol[PA_POGO] = 0;
player[0].playcontrol[PA_JUMP] = 0;
player[0].playcontrol[PA_FIRE] = 0;
player[0].playcontrol[PA_STATUS] = 0;
if (byt & 1) player[0].playcontrol[PA_X] -= 100;
if (byt & 2) player[0].playcontrol[PA_X] += 100;
if (byt & 4) player[0].playcontrol[PA_POGO] = 1;
if (byt & 8) player[0].playcontrol[PA_JUMP] = 1;
if (byt & 16)player[0].playcontrol[PA_FIRE] = 1;
if (byt & 32)player[0].playcontrol[PA_STATUS] = 1;
if (byt & 64)
{ // demo STOP command
if (fade.mode!=FADE_GO) endlevel(1, pCKP);
}
}
else
{
// we're still in the last RLE run, don't change any keys
demo_RLERunLen--;
}
// user trying to cancel the demo?
for(i=0;i<KEYTABLE_SIZE;i++)
{
if (g_pInput->getPressedKey(i))
{
if (fade.mode!=FADE_GO) endlevel(0, pCKP);
}
}
if (g_pInput->getPressedCommand(IC_STATUS))
{
if (fade.mode!=FADE_GO) endlevel(0, pCKP);
}
return;
}
for(Uint8 p=0 ; p<numplayers ; p++)
{
memcpy(player[p].lastplaycontrol,player[p].playcontrol,PA_MAX_ACTIONS);
// Entry for every player
for(Uint8 j=0 ; j<PA_MAX_ACTIONS ; j++)
player[p].playcontrol[j] = 0;
if(g_pInput->getHoldedCommand(p, IC_LEFT))
player[p].playcontrol[PA_X] -= 100;
if(g_pInput->getHoldedCommand(p, IC_RIGHT))
player[p].playcontrol[PA_X] += 100;
if(g_pInput->getHoldedCommand(p, IC_UP))
player[p].playcontrol[PA_Y] -= 100;
if(g_pInput->getHoldedCommand(p, IC_DOWN))
player[p].playcontrol[PA_Y] += 100;
if(g_pInput->getHoldedCommand(p, IC_JUMP))
player[p].playcontrol[PA_JUMP] = 1;
if(g_pInput->getHoldedCommand(p, IC_POGO))
player[p].playcontrol[PA_POGO] = 1;
if(g_pInput->getHoldedCommand(p, IC_FIRE))
player[p].playcontrol[PA_FIRE] = 1;
if(g_pInput->getHoldedCommand(p, IC_STATUS))
player[p].playcontrol[PA_STATUS] = 1;
if (pCKP->Control.levelcontrol.demomode==DEMO_RECORD)
{
if(i) player[p].playcontrol[PA_X] += 100;
fputc(i, demofile);
if(i) player[p].playcontrol[PA_X] -= 100;
fputc(i, demofile);
if(i) player[p].playcontrol[PA_POGO] = 1;
fputc(i, demofile);
if(i) player[p].playcontrol[PA_JUMP] = 1;
fputc(i, demofile);
if(i) player[p].playcontrol[PA_FIRE] = 1;
fputc(i, demofile);
if(i) player[p].playcontrol[PA_STATUS] = 1;
fputc(i, demofile);
}
}
}
// handles scrolling, for player cp
// returns nonzero if the scroll was changed
int gamedo_ScrollTriggers(int theplayer)
{
signed int px, py;
int scrollchanged;
if (player[theplayer].pdie) return 0;
//px = (Player[theplayer].getCoordX()>>CSF)-scroll_x;
//py = (Player[theplayer].getCoordY()>>CSF)-scroll_y;
px = (player[theplayer].x>>CSF)-scroll_x;
py = (player[theplayer].y>>CSF)-scroll_y;
scrollchanged = 0;
/* left-right scrolling */
if(px > SCROLLTRIGGERRIGHT && scroll_x < max_scroll_x)
{
map_scroll_right();
scrollchanged = 1;
}
else if(px < SCROLLTRIGGERLEFT && scroll_x > 32)
{
map_scroll_left();
scrollchanged = 1;
}
/* up-down scrolling */
if (py > SCROLLTRIGGERDOWN && scroll_y < max_scroll_y)
{
map_scroll_down();
scrollchanged = 1;
}
else if (py < SCROLLTRIGGERUP && scroll_y > 32)
{
map_scroll_up();
scrollchanged = 1;
}
return scrollchanged;
}
// animates animated tiles
void gamedo_AnimatedTiles(bool animate_hinttiles)
{
int i;
/* animate animated tiles */
if (animtiletimer>ANIM_TILE_TIME)
{
/* advance to next frame */
curanimtileframe = (curanimtileframe+1)&7;
/* re-draw all animated tiles */
for(i=1;i<MAX_ANIMTILES-1;i++)
{
if (animtiles[i].slotinuse)
{
if( TileProperty[animtiles[i].baseframe][BEHAVIOR] != 22 || animate_hinttiles ) // If the tile is a hint mb, then, only animate if it hasn't been triggered yet!
{
g_pGraphics->drawTile(animtiles[i].x, animtiles[i].y, animtiles[i].baseframe+((animtiles[i].offset+curanimtileframe)%TileProperty[animtiles[i].baseframe][ANIMATION]));
}
}
}
animtiletimer = 0;
}
else animtiletimer++;
}
// do object and enemy AI
void gamedo_enemyai(stCloneKeenPlus *pCKP)
{
int i, topobj;
// handle objects and do enemy AI
topobj = highest_objslot;
for(i=1;i<topobj;i++)
{
if (!objects[i].exists || objects[i].type==OBJ_PLAYER) continue;
//gamedo_calcenemyvisibility(i);
// This will do the function gamedo_calcenemyvisibility(i);
// check if object is really in the map!!!
if (objects[i].x < 0 || objects[i].y < 0)
continue;
if (objects[i].x > (map.xsize << CSF << 4) || objects[i].y > (map.ysize << CSF << 4))
continue;
objects[i].scrx = (objects[i].x>>CSF)-scroll_x;
objects[i].scry = (objects[i].y>>CSF)-scroll_y;
if (objects[i].scrx < -(sprites[objects[i].sprite].xsize) || objects[i].scrx > 320 \
|| objects[i].scry < -(sprites[objects[i].sprite].ysize) || objects[i].scry > 200)
{
objects[i].onscreen = 0;
objects[i].wasoffscreen = 1;
if (objects[i].type==OBJ_ICEBIT) objects[i].exists = 0;
}
else
{
objects[i].onscreen = 1;
objects[i].hasbeenonscreen = 1;
}
if (objects[i].hasbeenonscreen || objects[i].zapped ||
objects[i].type==OBJ_RAY || \
objects[i].type==OBJ_ICECHUNK || objects[i].type==OBJ_PLATFORM ||\
objects[i].type==OBJ_PLATVERT || objects[i].type==OBJ_YORP ||
objects[i].type==OBJ_FOOB || objects[i].type==OBJ_WALKER)
{
common_enemy_ai(i);
switch(objects[i].type)
{
//KEEN1
case OBJ_YORP: yorp_ai(i, pCKP->Control.levelcontrol); break;
case OBJ_GARG: garg_ai(i, pCKP); break;
case OBJ_VORT: vort_ai(i, pCKP, pCKP->Control.levelcontrol); break;
case OBJ_BUTLER: butler_ai(i, pCKP->Control.levelcontrol.hardmode); break;
case OBJ_TANK: tank_ai(i, pCKP->Control.levelcontrol.hardmode); break;
case OBJ_RAY: ray_ai(i, pCKP, pCKP->Control.levelcontrol); break;
case OBJ_DOOR: door_ai(i, pCKP->Control.levelcontrol.cepvars.DoorOpenDir); break;
//case OBJ_ICECANNON: icecannon_ai(i); break; TODO: Add this AI
case OBJ_ICECHUNK: icechunk_ai(i); break;
case OBJ_ICEBIT: icebit_ai(i); break;
case OBJ_TELEPORTER: teleporter_ai(i, pCKP->Control.levelcontrol); break;
case OBJ_ROPE: rope_ai(i); break;
//KEEN2
case OBJ_WALKER: walker_ai(i, pCKP->Control.levelcontrol); break;
case OBJ_TANKEP2: tankep2_ai(i, pCKP); break;
case OBJ_PLATFORM: platform_ai(i, pCKP->Control.levelcontrol); break;
case OBJ_VORTELITE: vortelite_ai(i, pCKP->Control.levelcontrol.dark); break;
case OBJ_SECTOREFFECTOR: se_ai(i, pCKP); break;
case OBJ_BABY: baby_ai(i, pCKP->Control.levelcontrol.episode,
pCKP->Control.levelcontrol.hardmode); break;
case OBJ_EXPLOSION: explosion_ai(i); break;
case OBJ_EARTHCHUNK: earthchunk_ai(i); break;
//case OBJ_SPARK: spark_ai(i); break; TODO: Add this AI
//KEEN3
case OBJ_FOOB: foob_ai(i, pCKP); break;
case OBJ_NINJA: ninja_ai(i, pCKP); break;
case OBJ_MEEP: meep_ai(i, pCKP->Control.levelcontrol); break;
case OBJ_SNDWAVE: sndwave_ai(i, pCKP); break;
case OBJ_MOTHER: mother_ai(i, pCKP->Control.levelcontrol); break;
case OBJ_FIREBALL: fireball_ai(i, pCKP->Control.levelcontrol.hardmode); break;
case OBJ_BALL: ballandjack_ai(i); break;
case OBJ_JACK: ballandjack_ai(i); break;
case OBJ_PLATVERT: platvert_ai(i); break;
case OBJ_NESSIE: nessie_ai(i); break;
//Specials
//case OBJ_AUTORAY: case OBJ_AUTORAY_V: autoray_ai(i); break;
//case OBJ_GOTPOINTS: gotpoints_ai(i); break;
case OBJ_DEMOMSG: break;
default:
//crash("gamedo_enemy_ai: Object %d is of invalid type %d\n", i, objects[i].type);
break;
}
objects[i].scrx = (objects[i].x>>CSF)-scroll_x;
objects[i].scry = (objects[i].y>>CSF)-scroll_y;
}
}
}
// common enemy/object ai, such as falling, setting blocked variables,
// detecting player contact, etc.
void common_enemy_ai(int o)
{
int x,y,xa,ya,xsize,ysize;
int temp;
int cplayer;
//if (objects[o].type==OBJ_GOTPOINTS) return;
xsize = sprites[objects[o].sprite].xsize;
ysize = sprites[objects[o].sprite].ysize;
// set value of blockedd--should object fall?
temp = (objects[o].y>>CSF)+ysize;
if ((temp>>TILE_S)<<TILE_S != temp)
{
objects[o].blockedd = 0;
}
else
{ // on a tile boundary, test if tile under object is solid
objects[o].blockedd = 0;
x = (objects[o].x>>CSF);
y = (objects[o].y>>CSF)+ysize+1;
for(xa=0;xa<xsize-2;xa+=16)
{
if (TileProperty[getmaptileat(x+xa,y)][BDOWN] || IsStopPoint(x+xa,y,o))
{
objects[o].blockedd = 1;
break;
}
}
if (!objects[o].blockedd) // check final point
{
if (TileProperty[getmaptileat(x+xsize-2, y)][BDOWN] || IsStopPoint(x+xsize-2,y,o))
{
objects[o].blockedd = 1;
}
}
}
// set blockedu
objects[o].blockedu = 0;
x = (objects[o].x>>CSF);
y = (objects[o].y>>CSF)-1;
for(xa=1;xa<xsize;xa+=16) // change start pixel to xa=1 for icecannon in ep1l8
{
if (TileProperty[getmaptileat(x+xa,y)][BUP] || IsStopPoint(x+xa,y,o))
{
objects[o].blockedu = 1;
break;
}
}
if (!objects[o].blockedu) // check final point
{
if (TileProperty[getmaptileat(x+xsize-2, y)][BUP] || IsStopPoint(x+xsize-2,y,o))
{
objects[o].blockedu = 1;
}
}
// set blockedl
objects[o].blockedl = 0;
x = (objects[o].x>>CSF)-1;
y = (objects[o].y>>CSF)+1;
for(ya=0;ya<ysize;ya+=16)
{
if (TileProperty[getmaptileat(x,y+ya)][BRIGHT] || IsStopPoint(x,y+ya,o))
{
objects[o].blockedl = 1;
goto blockedl_set;
}
}
if (TileProperty[getmaptileat(x, ((objects[o].y>>CSF)+ysize-1))][BRIGHT] ||
IsStopPoint(x, (objects[o].y>>CSF)+ysize-1, o))
{
objects[o].blockedl = 1;
}
blockedl_set: ;
// set blockedr
objects[o].blockedr = 0;
x = (objects[o].x>>CSF)+xsize;
y = (objects[o].y>>CSF)+1;
for(ya=0;ya<ysize;ya+=16)
{
if (TileProperty[getmaptileat(x,y+ya)][BLEFT] || IsStopPoint(x,y+ya,o))
{
objects[o].blockedr = 1;
goto blockedr_set;
}
}
if (TileProperty[getmaptileat(x, ((objects[o].y>>CSF)+ysize-1))][BLEFT] ||
IsStopPoint(x, (objects[o].y>>CSF)+ysize-1, o))
{
objects[o].blockedr = 1;
}
blockedr_set: ;
// hit detection with players
objects[o].touchPlayer = 0;
for(cplayer=0;cplayer<MAX_PLAYERS;cplayer++)
{
if (player[cplayer].isPlaying)
{
objects[player[cplayer].useObject].x = player[cplayer].x;
objects[player[cplayer].useObject].y = player[cplayer].y;
objects[player[cplayer].useObject].sprite = 0;
if (!player[cplayer].pdie)
{
if (hitdetect(o, player[cplayer].useObject))
{
if (!player[cplayer].godmode)
{
objects[o].touchPlayer = 1;
objects[o].touchedBy = cplayer;
}
else
{
if (objects[o].type==OBJ_MOTHER || objects[o].type==OBJ_BABY ||\
objects[o].type==OBJ_MEEP || objects[o].type==OBJ_YORP)
{
if (objects[o].canbezapped)
objects[o].zapped += 100;
}
}
break;
}
}
}
}
// have object fall if it should
if (!objects[o].inhibitfall)
{
#define OBJFALLSPEED 20
if (objects[o].blockedd)
{
objects[o].yinertia = 0;
}
else
{
#define OBJ_YINERTIA_RATE 5
if (objects[o].yinertiatimer>OBJ_YINERTIA_RATE)
{
if (objects[o].yinertia < OBJFALLSPEED) objects[o].yinertia++;
objects[o].yinertiatimer = 0;
} else objects[o].yinertiatimer++;
}
objects[o].y += objects[o].yinertia;
}
}
int savew, saveh;
void gamedo_render_drawobjects(stCloneKeenPlus *pCKP)
{
unsigned int i;
int x,y,o,tl,xsize,ysize;
int xa,ya;
// copy player data to their associated objects show they can get drawn
// in the object-drawing loop with the rest of the objects
for( i=0 ;i < numplayers ; i++)
{
o = player[i].useObject;
if (!player[i].hideplayer)
{
objects[o].sprite = player[i].playframe + playerbaseframes[i];
}
else
{
objects[o].sprite = BlankSprite;
}
objects[o].x = player[i].x;
objects[o].y = player[i].y;
objects[o].scrx = (player[i].x>>CSF)-scroll_x;
objects[o].scry = (player[i].y>>CSF)-scroll_y;
}
// if we're playing a demo keep the "DEMO" message on the screen
// as an object
if (pCKP->Control.levelcontrol.demomode==DEMO_PLAYBACK)
{
#define DEMO_X_POS 137
#define DEMO_Y_POS 6
objects[DemoObjectHandle].exists = 1;
objects[DemoObjectHandle].onscreen = 1;
objects[DemoObjectHandle].type = OBJ_DEMOMSG;
objects[DemoObjectHandle].sprite = DemoSprite;
objects[DemoObjectHandle].x = (DEMO_X_POS+scroll_x)<<CSF;
objects[DemoObjectHandle].y = (DEMO_Y_POS+scroll_y)<<CSF;
objects[DemoObjectHandle].honorPriority = 0;
}
else objects[DemoObjectHandle].exists = 0;
// draw all objects. drawn in reverse order because the player sprites
// are in the first few indexes and we want them to come out on top.
for(i=highest_objslot;;i--)
{
if (objects[i].exists && objects[i].onscreen)
{
objects[i].scrx = ((objects[i].x>>CSF)-scroll_x);
objects[i].scry = ((objects[i].y>>CSF)-scroll_y);
g_pGraphics->drawSprite(objects[i].scrx, objects[i].scry, objects[i].sprite, i);
if (objects[i].honorPriority)
{
// handle priority tiles and tiles with masks
// get the upper-left coordinates to start checking for tiles
x = (((objects[i].x>>CSF)-1)>>4)<<4;
y = (((objects[i].y>>CSF)-1)>>4)<<4;
// get the xsize/ysize of this sprite--round up to the nearest 16
xsize = ((sprites[objects[i].sprite].xsize)>>4<<4);
if (xsize != sprites[objects[i].sprite].xsize) xsize+=16;
ysize = ((sprites[objects[i].sprite].ysize)>>4<<4);
if (ysize != sprites[objects[i].sprite].ysize) ysize+=16;
// now redraw any priority/masked tiles that we covered up
// with the sprite
for(ya=0;ya<=ysize;ya+=16)
{
for(xa=0;xa<=xsize;xa+=16)
{
tl = getmaptileat(x+xa,y+ya);
if(TileProperty[tl][BEHAVIOR] == 65534)
{
g_pGraphics->drawTilewithmask(x+xa-scroll_x,y+ya-scroll_y,tl,tl+1);
}
else if (TileProperty[tl][BEHAVIOR] == 65535)
{
if ( TileProperty[tl][ANIMATION] > 1 )
{
tl = (tl-tiles[tl].animOffset)+((tiles[tl].animOffset+curanimtileframe)%TileProperty[tl][ANIMATION]);
}
g_pGraphics->drawPrioritytile(x+xa-scroll_x,y+ya-scroll_y,tl);
}
}
}
}
}
if(i==0) break;
}
}
void gamedo_render_drawdebug(void)
{
int tl=0,y;
/*int h;*/
std::string debugmsg;
if (debugmode)
{
if (debugmode==1)
{
savew = 190;
saveh = 80;
g_pGraphics->saveArea(4,4,savew,saveh);
y = 5-8;
debugmsg = "p1x/y: " + itoa(player[0].x) + "/" + itoa(player[0].y);
g_pGraphics->sb_font_draw( debugmsg, 5, y+=8);
debugmsg = "p2x/y: " + itoa(player[1].x) + "/" + itoa(player[1].y);
g_pGraphics->sb_font_draw( debugmsg, 5, y+=8);
debugmsg = "scroll_x/y = " + itoa(scroll_x) + "/" + itoa(scroll_y);
g_pGraphics->sb_font_draw( debugmsg, 5, y+=8);
debugmsg = "scrollbuf_x/y: " + itoa(scrollx_buf) + "/" + itoa(scrolly_buf);
g_pGraphics->sb_font_draw( debugmsg, 5, y+=8);
debugmsg = "iw,pw: " + itoa(player[0].inhibitwalking) + "/" + itoa(player[0].pwalking);
g_pGraphics->sb_font_draw( debugmsg, 5, y+=8);
debugmsg = "pinertia_x: " + itoa(player[0].pinertia_x);
g_pGraphics->sb_font_draw( debugmsg, 5, y+=8);
debugmsg = "psupt: (" + itoa(player[0].psupportingtile) + "," + itoa(player[0].psupportingobject) + ")";
g_pGraphics->sb_font_draw( debugmsg, 5, y+=8);
debugmsg = "lvl,tile = " + itoa(getlevelat((player[0].x>>CSF)+4, (player[0].y>>CSF)+9)) + "," + itoa(tl);
g_pGraphics->sb_font_draw( debugmsg, 5, y+=8);
/*
sprintf(debugmsg, "NOH=%d", NessieObjectHandle);
sb_font_draw(debugmsg, 5, y+=8);
sprintf(debugmsg, "x,y=(%d,%d)", objects[NessieObjectHandle].x,objects[NessieObjectHandle].y);
sb_font_draw(debugmsg, 5, y+=8);
sprintf(debugmsg, " >>CSF=(%d,%d)", objects[NessieObjectHandle].x>>CSF,objects[NessieObjectHandle].y>>CSF);
sb_font_draw(debugmsg, 5, y+=8);
sprintf(debugmsg, " >>CSF>>4=(%d,%d)", objects[NessieObjectHandle].x>>CSF>>4,objects[NessieObjectHandle].y>>CSF>>4);
sb_font_draw(debugmsg, 5, y+=8);
sprintf(debugmsg, "nessiestate = %d", objects[NessieObjectHandle].ai.nessie.state);
sb_font_draw(debugmsg, 5, y+=8);
sprintf(debugmsg, "pausetimer = %d", objects[NessieObjectHandle].ai.nessie.pausetimer);
sb_font_draw(debugmsg, 5, y+=8);
sprintf(debugmsg, "pausex/y = (%d,%d)", objects[NessieObjectHandle].ai.nessie.pausex,objects[NessieObjectHandle].ai.nessie.pausey);
sb_font_draw(debugmsg, 5, y+=8);
sprintf(debugmsg, "destx/y = %d/%d", objects[NessieObjectHandle].ai.nessie.destx,objects[NessieObjectHandle].ai.nessie.desty);
sb_font_draw(debugmsg, 5, y+=8);
sprintf(debugmsg, " >>CSF = %d/%d", objects[NessieObjectHandle].ai.nessie.destx>>CSF,objects[NessieObjectHandle].ai.nessie.desty>>CSF);
sb_font_draw(debugmsg, 5, y+=8);
sprintf(debugmsg, " >>CSF>>4 = %d/%d", objects[NessieObjectHandle].ai.nessie.destx>>CSF>>4,objects[NessieObjectHandle].ai.nessie.desty>>CSF>>4);
sb_font_draw(debugmsg, 5, y+=8);
sprintf(debugmsg, "mort_swim_amt = %d", objects[NessieObjectHandle].ai.nessie.mortimer_swim_amt);
sb_font_draw(debugmsg, 5, y+=8);
h = objects[NessieObjectHandle].ai.nessie.tiletrailhead;
sprintf(debugmsg, "tthead=%d", h);
sb_font_draw(debugmsg, 5, y+=8);
sprintf(debugmsg, "ttX=%d,%d,%d,%d,%d", objects[NessieObjectHandle].ai.nessie.tiletrailX[0],objects[NessieObjectHandle].ai.nessie.tiletrailX[1],objects[NessieObjectHandle].ai.nessie.tiletrailX[2],objects[NessieObjectHandle].ai.nessie.tiletrailX[3],objects[NessieObjectHandle].ai.nessie.tiletrailX[4]);
sb_font_draw(debugmsg, 5, y+=8);
sprintf(debugmsg, "ttY=%d,%d,%d,%d,%d", objects[NessieObjectHandle].ai.nessie.tiletrailY[0],objects[NessieObjectHandle].ai.nessie.tiletrailY[1],objects[NessieObjectHandle].ai.nessie.tiletrailY[2],objects[NessieObjectHandle].ai.nessie.tiletrailY[3],objects[NessieObjectHandle].ai.nessie.tiletrailY[4]);
sb_font_draw(debugmsg, 5, y+=8);
*/
}
else if (debugmode==2)
{
savew = map.xsize+4;
saveh = map.ysize+4;
g_pGraphics->saveArea(4,4,savew,saveh);
radar();
}
}
}
void gamedo_render_erasedebug(void)
{
if (debugmode) g_pGraphics->restoreArea(4,4,savew,saveh);
}
void gamedo_render_eraseobjects(void)
{
int i;
// erase all objects.
// note that this is done in the reverse order they are drawn.
// this is necessary or you will see corrupted pixels when
// two objects are occupying the same space.
for(i=0;i<MAX_OBJECTS;i++)
{
if (objects[i].exists && objects[i].onscreen)
{
g_pGraphics->eraseSprite(objects[i].scrx, objects[i].scry, objects[i].sprite, i);
}
}
}
extern int NumConsoleMessages;
// draws sprites, players, and debug messages (if debug mode is on),
// performs frameskipping and blits the display as needed,
// at end of functions erases all drawn objects from the scrollbuf.
void gamedo_RenderScreen(stCloneKeenPlus *pCKP)
{
int x,y,bmnum;
g_pGraphics->renderHQBitmap();
if(pCKP != NULL)
{
gamedo_render_drawobjects(pCKP);
if (pCKP->Control.levelcontrol.gameovermode)
{
// figure out where to center the gameover bitmap and draw it
bmnum = g_pGraphics->getBitmapNumberFromName("GAMEOVER");
x = (320/2)-(bitmaps[bmnum].xsize/2);
y = (200/2)-(bitmaps[bmnum].ysize/2);
g_pGraphics->drawBitmap(x, y, bmnum);
}
}
g_pVideoDriver->sb_blit(); // blit scrollbuffer to display
gamedo_render_erasedebug();
gamedo_render_eraseobjects();
curfps++;
}
int ctspace=0, lastctspace=0;
void gamedo_HandleFKeys(stCloneKeenPlus *pCKP)
{
int i;
if (g_pInput->getHoldedKey(KC) &&
g_pInput->getHoldedKey(KT) &&
g_pInput->getHoldedKey(KSPACE))
{
ctspace = 1;
}
else ctspace = 0;
if (ctspace && !lastctspace)
{
for(i=0;i<MAX_PLAYERS;i++)
{
if (player[i].isPlaying)
{
give_keycard(DOOR_YELLOW, i);
give_keycard(DOOR_RED, i);
give_keycard(DOOR_GREEN, i);
give_keycard(DOOR_BLUE, i);
player[i].inventory.charges = 999;
player[i].inventory.HasPogo = 1;
player[i].inventory.lives = 10;
// Show a message like in the original game
char **text;
int i;
text = (char**) malloc(4*sizeof(char*));
for(i=0;i<4;i++)
{
static const int MAX_STRING_LENGTH = 256;
text[i]= (char*) malloc(MAX_STRING_LENGTH*sizeof(char));
}
strcpy(text[0], "You are now cheating!");
strcpy(text[1], "You just got a pogo stick,");
strcpy(text[2], "all the key cards, and");
strcpy(text[3], "lots of ray gun charges.");
showTextMB(4,text,pCKP);
for(i=0;i<4;i++)
{
free(text[i]);
}
free(text);
}
}
g_pVideoDriver->AddConsoleMsg("All items cheat");
}
lastctspace = ctspace;
// GOD cheat -- toggle god mode
if (g_pInput->getHoldedKey(KG) && g_pInput->getHoldedKey(KO) && g_pInput->getHoldedKey(KD))
{
for(i=0;i<MAX_PLAYERS;i++)
{
player[i].godmode ^= 1;
}
g_pVideoDriver->DeleteConsoleMsgs();
if (player[0].godmode)
g_pVideoDriver->AddConsoleMsg("God mode ON");
else
g_pVideoDriver->AddConsoleMsg("God mode OFF");
g_pSound->playSound(SOUND_GUN_CLICK, PLAY_FORCE);
// Show a message like in the original game
char **text;
text = (char**) malloc(sizeof(char*));
static const int MAX_STRING_LENGTH = 256;
text[0]= (char*) malloc(MAX_STRING_LENGTH*sizeof(char));
if (player[0].godmode)
strcpy(text[0], "Godmode enabled");
else
strcpy(text[0], "Godmode disabled");
showTextMB(1,text,pCKP);
free(text[0]);
free(text);
}
if (pCKP->Option[OPT_CHEATS].value)
{
if (g_pInput->getHoldedKey(KTAB)) // noclip/revive
{
// resurrect any dead players. the rest of the KTAB magic is
// scattered throughout the various functions.
for(i=0;i<MAX_PLAYERS;i++)
{
if (player[i].pdie)
{
player[i].pdie = PDIE_NODIE;
player[i].y -= (8<<CSF);
}
player[i].pfrozentime = 0;
}
}
// F8 - frame by frame
if(g_pInput->getPressedKey(KF8))
{
framebyframe = 1;
#ifdef BUILD_SDL
g_pVideoDriver->AddConsoleMsg("Frame-by-frame mode F8:advance F7:stop");
#endif
}
// F9 - exit level immediately
if(g_pInput->getPressedKey(KF9))
{
endlevel(1, pCKP);
}
// F6 - onscreen debug--toggle through debug/radar/off
if(g_pInput->getPressedKey(KF6))
{
debugmode++;
if (debugmode>2) debugmode=0;
}
// F7 - accelerate mode/frame by frame frame advance
if(g_pInput->getPressedKey(KF7))
{
if (!framebyframe) acceleratemode=1-acceleratemode;
}
}
// F10 - change primary player
if(g_pInput->getPressedKey(KF10))
{
primaryplayer++;
if (primaryplayer>=numplayers) primaryplayer=0;
}
// F3 - save game
if (g_pInput->getPressedKey(KF3))
game_save_interface(pCKP);
}
void gamedo_fades(void)
{
if (fade.mode != FADE_GO) return;
if (fade.fadetimer > fade.rate)
{
if (fade.dir==FADE_IN)
{
if (fade.curamt < PAL_FADE_SHADES)
{
fade.curamt++; // coming in from black
}
else
{
fade.curamt--; // coming in from white-out
}
if (fade.curamt==PAL_FADE_SHADES)
{
fade.mode = FADE_COMPLETE;
}
g_pGraphics->fadePalette(fade.curamt);
}
else if (fade.dir==FADE_OUT)
{
fade.curamt--;
if (fade.curamt==0) fade.mode = FADE_COMPLETE;
g_pGraphics->fadePalette(fade.curamt);
}
fade.fadetimer = 0;
}
else
{
fade.fadetimer++;
}
}
void gamedo_frameskipping(stCloneKeenPlus *pCKP)
{
if (framebyframe)
{
gamedo_RenderScreen(pCKP);
return;
}
if (frameskiptimer >= g_pVideoDriver->getFrameskip())
{
gamedo_RenderScreen(pCKP);
frameskiptimer = 0;
} else frameskiptimer++;
}
// same as above but only does a sb_blit, not the full RenderScreen.
// used for intros etc.
void gamedo_frameskipping_blitonly(void)
{
if (framebyframe)
{
g_pVideoDriver->sb_blit();
return;
}
if (frameskiptimer >= g_pVideoDriver->getFrameskip())
{
g_pVideoDriver->sb_blit();
frameskiptimer = 0;
} else frameskiptimer++;
}