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only autoselect a secondary weapon if the player didn't have any of that type before...
[btb/d2x.git] / main / gamecntl.c
1 /* $Id: gamecntl.c,v 1.28 2005-08-02 06:13:56 chris Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
13 */
14
15 /*
16  *
17  * Game Controls Stuff
18  *
19  */
20
21 #ifdef HAVE_CONFIG_H
22 #include <conf.h>
23 #endif
24
25 //#define DOOR_DEBUGGING
26
27 #include <stdio.h>
28 #include <stdlib.h>
29 #include <string.h>
30 #include <stdarg.h>
31
32 #include "pstypes.h"
33 #include "console.h"
34 #include "inferno.h"
35 #include "game.h"
36 #include "player.h"
37 #include "key.h"
38 #include "object.h"
39 #include "menu.h"
40 #include "physics.h"
41 #include "error.h"
42 #include "joy.h"
43 #include "mono.h"
44 #include "iff.h"
45 #include "pcx.h"
46 #include "timer.h"
47 #include "render.h"
48 #include "laser.h"
49 #include "screens.h"
50 #include "textures.h"
51 #include "slew.h"
52 #include "gauges.h"
53 #include "texmap.h"
54 #include "3d.h"
55 #include "effects.h"
56 #include "gameseg.h"
57 #include "wall.h"
58 #include "ai.h"
59 #include "digi.h"
60 #include "ibitblt.h"
61 #include "u_mem.h"
62 #include "palette.h"
63 #include "morph.h"
64 #include "lighting.h"
65 #include "newdemo.h"
66 #include "weapon.h"
67 #include "sounds.h"
68 #include "args.h"
69 #include "gameseq.h"
70 #include "automap.h"
71 #include "text.h"
72 #include "powerup.h"
73 #include "newmenu.h"
74 #ifdef NETWORK
75 #include "network.h"
76 #endif
77 #include "gamefont.h"
78 #include "endlevel.h"
79 #include "joydefs.h"
80 #include "kconfig.h"
81 #include "mouse.h"
82 #include "titles.h"
83 #include "gr.h"
84 #include "playsave.h"
85 #include "movie.h"
86 #include "scores.h"
87 #ifdef MACINTOSH
88 #include "songs.h"
89 #endif
90
91 #if defined (TACTILE)
92 #include "tactile.h"
93 #endif
94
95 #include "multi.h"
96 #include "desc_id.h"
97 #include "cntrlcen.h"
98 #include "pcx.h"
99 #include "state.h"
100 #include "piggy.h"
101 #include "multibot.h"
102 #include "ai.h"
103 #include "rbaudio.h"
104 #include "switch.h"
105 #include "escort.h"
106
107 //#define TEST_TIMER    1               //if this is set, do checking on timer
108
109 #define SHOW_EXIT_PATH  1
110
111 #define Arcade_mode 0
112
113
114 #ifdef EDITOR
115 #include "editor/editor.h"
116 #endif
117
118 //#define _MARK_ON 1
119 #ifdef __WATCOMC__
120 #if __WATCOMC__ < 1000
121 #include <wsample.h>            //should come after inferno.h to get mark setting
122 #endif
123 #endif
124
125 #ifdef SDL_INPUT
126 #include <SDL.h>
127 #endif
128
129 extern void full_palette_save(void);
130 extern void object_goto_prev_viewer(void);
131
132 // Global Variables -----------------------------------------------------------
133
134 int     redbook_volume = 255;
135
136
137 //      External Variables ---------------------------------------------------------
138
139 extern int      Speedtest_on;                    // Speedtest global adapted from game.c
140 extern int Guided_in_big_window;
141 extern char WaitForRefuseAnswer,RefuseThisPlayer,RefuseTeam;
142
143 #ifndef NDEBUG
144 extern int      Mark_count;
145 extern int      Speedtest_start_time;
146 extern int      Speedtest_segnum;
147 extern int      Speedtest_sidenum;
148 extern int      Speedtest_frame_start;
149 extern int      Speedtest_count;
150 #endif
151
152 extern int      Global_missile_firing_count;
153 extern int      Automap_flag;
154 extern int      Config_menu_flag;
155 extern int  EscortHotKeys;
156
157
158 extern int      Game_aborted;
159 extern int      *Toggle_var;
160
161 extern int      Physics_cheat_flag;
162
163 extern int      last_drawn_cockpit[2];
164
165 extern int      Debug_spew;
166 extern int      Debug_pause;
167 extern cvar_t   r_framerate;
168
169 extern fix      Show_view_text_timer;
170
171 extern ubyte DefiningMarkerMessage;
172
173 //      Function prototypes --------------------------------------------------------
174
175
176 extern void CyclePrimary();
177 extern void CycleSecondary();
178 extern void InitMarkerInput();
179 extern void MarkerInputMessage (int);
180 extern void grow_window(void);
181 extern void shrink_window(void);
182 extern int      allowed_to_fire_missile(void);
183 extern int      allowed_to_fire_flare(void);
184 extern void     check_rear_view(void);
185 extern int      create_special_path(void);
186 extern void move_player_2_segment(segment *seg, int side);
187 extern void     kconfig_center_headset(void);
188 extern void game_render_frame_mono(void);
189 extern void newdemo_strip_frames(char *, int);
190 extern void toggle_cockpit(void);
191 extern int  dump_used_textures_all(void);
192 extern void DropMarker();
193 extern void DropSecondaryWeapon();
194 extern void DropCurrentWeapon();
195
196 void FinalCheats(int key);
197
198 #ifndef RELEASE
199 void do_cheat_menu(void);
200 #endif
201
202 void HandleGameKey(int key);
203 int HandleSystemKey(int key);
204 void HandleTestKey(int key);
205 void HandleVRKey(int key);
206
207 void speedtest_init(void);
208 void speedtest_frame(void);
209 void advance_sound(void);
210 void play_test_sound(void);
211
212 #ifdef MACINTOSH
213 extern void macintosh_quit(void);       // dialog-style quit function
214 #endif
215
216 #define key_isfunc(k) (((k&0xff)>=KEY_F1 && (k&0xff)<=KEY_F10) || (k&0xff)==KEY_F11 || (k&0xff)==KEY_F12)
217 #define key_ismod(k)  ((k&0xff)==KEY_LALT || (k&0xff)==KEY_RALT || (k&0xff)==KEY_LSHIFT || (k&0xff)==KEY_RSHIFT || (k&0xff)==KEY_LCTRL || (k&0xff)==KEY_RCTRL)
218
219 // Functions ------------------------------------------------------------------
220
221 #define CONVERTER_RATE  20              //10 units per second xfer rate
222 #define CONVERTER_SCALE  2              //2 units energy -> 1 unit shields
223
224 #define CONVERTER_SOUND_DELAY (f1_0/2)          //play every half second
225
226 void transfer_energy_to_shield(fix time)
227 {
228         fix e;          //how much energy gets transfered
229         static fix last_play_time=0;
230
231         e = min(min(time*CONVERTER_RATE,Players[Player_num].energy - INITIAL_ENERGY),(MAX_SHIELDS-Players[Player_num].shields)*CONVERTER_SCALE);
232
233         if (e <= 0) {
234
235                 if (Players[Player_num].energy <= INITIAL_ENERGY)
236                         HUD_init_message("Need more than %i energy to enable transfer", f2i(INITIAL_ENERGY));
237                 else
238                         HUD_init_message("No transfer: Shields already at max");
239                 return;
240         }
241
242         Players[Player_num].energy  -= e;
243         Players[Player_num].shields += e/CONVERTER_SCALE;
244
245         if (last_play_time > GameTime)
246                 last_play_time = 0;
247
248         if (GameTime > last_play_time+CONVERTER_SOUND_DELAY) {
249                 digi_play_sample_once(SOUND_CONVERT_ENERGY, F1_0);
250                 last_play_time = GameTime;
251         }
252
253 }
254
255 void update_vcr_state();
256 void do_weapon_stuff(void);
257
258
259 // Control Functions
260
261 fix newdemo_single_frame_time;
262
263 void update_vcr_state(void)
264 {
265         if ((keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) && keyd_pressed[KEY_RIGHT])
266                 Newdemo_vcr_state = ND_STATE_FASTFORWARD;
267         else if ((keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) && keyd_pressed[KEY_LEFT])
268                 Newdemo_vcr_state = ND_STATE_REWINDING;
269         else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_RIGHT] && ((timer_get_fixed_seconds() - newdemo_single_frame_time) >= F1_0))
270                 Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD;
271         else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_LEFT] && ((timer_get_fixed_seconds() - newdemo_single_frame_time) >= F1_0))
272                 Newdemo_vcr_state = ND_STATE_ONEFRAMEBACKWARD;
273         else if ((Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_REWINDING))
274                 Newdemo_vcr_state = ND_STATE_PLAYBACK;
275 }
276
277 //returns which bomb will be dropped next time the bomb key is pressed
278 int which_bomb()
279 {
280         int bomb;
281
282         //use the last one selected, unless there aren't any, in which case use
283         //the other if there are any
284
285
286    // If hoard game, only let the player drop smart mines
287    if (Game_mode & GM_HOARD)
288                 return SMART_MINE_INDEX;
289
290         bomb = Secondary_last_was_super[PROXIMITY_INDEX]?SMART_MINE_INDEX:PROXIMITY_INDEX;
291
292         if (Players[Player_num].secondary_ammo[bomb] == 0 &&
293                         Players[Player_num].secondary_ammo[SMART_MINE_INDEX+PROXIMITY_INDEX-bomb] != 0) {
294                 bomb = SMART_MINE_INDEX+PROXIMITY_INDEX-bomb;
295                 Secondary_last_was_super[bomb%SUPER_WEAPON] = (bomb == SMART_MINE_INDEX);
296         }
297         
298         
299
300         return bomb;
301 }
302
303
304 void do_weapon_stuff(void)
305 {
306   int i;
307
308         if (Controls.fire_flare_down_count)
309                 if (allowed_to_fire_flare())
310                         Flare_create(ConsoleObject);
311
312         if (allowed_to_fire_missile())
313                 Global_missile_firing_count += Weapon_info[Secondary_weapon_to_weapon_info[Secondary_weapon]].fire_count * (Controls.fire_secondary_state || Controls.fire_secondary_down_count);
314
315         if (Global_missile_firing_count) {
316                 do_missile_firing(1);                   //always enable autoselect for normal missile firing
317                 Global_missile_firing_count--;
318         }
319
320    if (Controls.cycle_primary_count)
321          {
322      for (i=0;i<Controls.cycle_primary_count;i++)
323                 CyclePrimary ();
324     }
325    if (Controls.cycle_secondary_count)
326          {
327      for (i=0;i<Controls.cycle_secondary_count;i++)
328                 CycleSecondary ();
329     }
330    if (Controls.headlight_count)
331          {
332      for (i=0;i<Controls.headlight_count;i++)
333                 toggle_headlight_active ();
334     }
335
336         if (Global_missile_firing_count < 0)
337                 Global_missile_firing_count = 0;
338
339         //      Drop proximity bombs.
340         if (Controls.drop_bomb_down_count) {
341                 int ssw_save = Secondary_weapon;
342
343                 while (Controls.drop_bomb_down_count--) {
344                         int ssw_save2;
345
346                         ssw_save2 = Secondary_weapon = which_bomb();
347
348                         do_missile_firing(Secondary_weapon == ssw_save);        //only allow autoselect if bomb is actually selected
349
350                         if (Secondary_weapon != ssw_save2 && ssw_save == ssw_save2)
351                                 ssw_save = Secondary_weapon;    //if bomb was selected, and we ran out & autoselect, then stick with new selection
352                 }
353
354                 Secondary_weapon = ssw_save;
355         }
356 }
357
358
359 int Game_paused;
360 char *Pause_msg;
361
362 extern void game_render_frame();
363 extern void show_extra_views();
364 extern fix Flash_effect;
365
366 void apply_modified_palette(void)
367 {
368 //@@    int                             k,x,y;
369 //@@    grs_bitmap      *sbp;
370 //@@    grs_canvas      *save_canv;
371 //@@    int                             color_xlate[256];
372 //@@
373 //@@
374 //@@    if (!Flash_effect && ((PaletteRedAdd < 10) || (PaletteRedAdd < (PaletteGreenAdd + PaletteBlueAdd))))
375 //@@            return;
376 //@@
377 //@@    reset_cockpit();
378 //@@
379 //@@    save_canv = grd_curcanv;
380 //@@    gr_set_current_canvas(&grd_curscreen->sc_canvas);
381 //@@
382 //@@    sbp = &grd_curscreen->sc_canvas.cv_bitmap;
383 //@@
384 //@@    for (x=0; x<256; x++)
385 //@@            color_xlate[x] = -1;
386 //@@
387 //@@    for (k=0; k<4; k++) {
388 //@@            for (y=0; y<grd_curscreen->sc_h; y+= 4) {
389 //@@                      for (x=0; x<grd_curscreen->sc_w; x++) {
390 //@@                                    int     color, new_color;
391 //@@                                    int     r, g, b;
392 //@@                                    int     xcrd, ycrd;
393 //@@
394 //@@                                    ycrd = y+k;
395 //@@                                    xcrd = x;
396 //@@
397 //@@                                    color = gr_ugpixel(sbp, xcrd, ycrd);
398 //@@
399 //@@                                    if (color_xlate[color] == -1) {
400 //@@                                            r = gr_palette[color*3+0];
401 //@@                                            g = gr_palette[color*3+1];
402 //@@                                            b = gr_palette[color*3+2];
403 //@@
404 //@@                                            r += PaletteRedAdd;              if (r > 63) r = 63;
405 //@@                                            g += PaletteGreenAdd;   if (g > 63) g = 63;
406 //@@                                            b += PaletteBlueAdd;            if (b > 63) b = 63;
407 //@@
408 //@@                                            color_xlate[color] = gr_find_closest_color_current(r, g, b);
409 //@@
410 //@@                                    }
411 //@@
412 //@@                                    new_color = color_xlate[color];
413 //@@
414 //@@                                    gr_setcolor(new_color);
415 //@@                                    gr_upixel(xcrd, ycrd);
416 //@@                      }
417 //@@            }
418 //@@    }
419 }
420
421 void format_time(char *str, int secs_int)
422 {
423         int h, m, s;
424
425         h = secs_int/3600;
426         s = secs_int%3600;
427         m = s / 60;
428         s = s % 60;
429         sprintf(str, "%1d:%02d:%02d", h, m, s );
430 }
431
432 extern int Redbook_playing;
433 void do_show_netgame_help();
434
435 //Process selected keys until game unpaused. returns key that left pause (p or esc)
436 int do_game_pause()
437 {
438         int key;
439         char msg[1000];
440         char total_time[9],level_time[9];
441
442         key=0;
443
444         if (Game_paused) {              //unpause!
445                 Game_paused=0;
446       #if defined (TACTILE)
447                         if (TactileStick)
448                           EnableForces();
449                 #endif
450                 return KEY_PAUSE;
451         }
452
453 #ifdef NETWORK
454         if (Game_mode & GM_NETWORK)
455         {
456          do_show_netgame_help();
457     return (KEY_PAUSE);
458         }
459         else if (Game_mode & GM_MULTI)
460          {
461           HUD_init_message ("You cannot pause in a modem/serial game!");
462           return (KEY_PAUSE);
463          }
464 #endif
465
466         digi_pause_all();
467         RBAPause();
468         stop_time();
469
470         palette_save();
471         apply_modified_palette();
472         reset_palette_add();
473
474 // -- Matt: This is a hacked-in test for the stupid menu/flash problem.
475 //      We need a new brightening primitive if we want to make this not horribly ugly.
476 //                Gr_scanline_darkening_level = 2;
477 //                gr_rect(0, 0, 319, 199);
478
479         game_flush_inputs();
480
481         Game_paused=1;
482
483    #if defined (TACTILE)
484         if (TactileStick)
485                   DisableForces();
486         #endif
487
488
489 //      set_screen_mode( SCREEN_MENU );
490         set_popup_screen();
491         gr_palette_load( gr_palette );
492
493         format_time(total_time, f2i(Players[Player_num].time_total) + Players[Player_num].hours_total*3600);
494         format_time(level_time, f2i(Players[Player_num].time_level) + Players[Player_num].hours_level*3600);
495
496    if (Newdemo_state!=ND_STATE_PLAYBACK)
497                 sprintf(msg,"PAUSE\n\nSkill level:  %s\nHostages on board:  %d\nTime on level: %s\nTotal time in game: %s",(*(&TXT_DIFFICULTY_1 + (Difficulty_level))),Players[Player_num].hostages_on_board,level_time,total_time);
498    else
499                 sprintf(msg,"PAUSE\n\nSkill level:  %s\nHostages on board:  %d\n",(*(&TXT_DIFFICULTY_1 + (Difficulty_level))),Players[Player_num].hostages_on_board);
500
501         show_boxed_message(Pause_msg=msg);                //TXT_PAUSE);
502         gr_update();
503
504 #ifdef SDL_INPUT
505         /* give control back to the WM */
506         if (FindArg("-grabmouse"))
507             SDL_WM_GrabInput(SDL_GRAB_OFF);
508 #endif
509
510         while (Game_paused) 
511         {
512                 int screen_changed;
513
514                 key = key_getch();
515
516                 #ifndef RELEASE
517                 HandleTestKey(key);
518                 #endif
519                 
520                 screen_changed = HandleSystemKey(key);
521
522                 HandleVRKey(key);
523
524                 if (screen_changed) {
525 //                      game_render_frame();
526                         WIN(set_popup_screen());
527                         show_boxed_message(msg);
528                         //show_extra_views();
529                         if (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR)
530                                 render_gauges();
531                 }
532         }
533
534 #ifdef SDL_INPUT
535         /* keep the mouse from wandering in SDL */
536         if (FindArg("-grabmouse"))
537             SDL_WM_GrabInput(SDL_GRAB_ON);
538 #endif
539
540         if (VR_screen_flags & VRF_COMPATIBLE_MENUS) {
541                 clear_boxed_message();
542         }
543
544         game_flush_inputs();
545
546         reset_cockpit();
547
548         palette_restore();
549
550         start_time();
551
552         if (Redbook_playing)
553                 RBAResume();
554         digi_resume_all();
555         
556         MAC(delay(500);)        // delay 1/2 second because of dumb redbook problem
557
558         return key;
559 }
560
561 extern int newmenu_dotiny2( char * title, char * subtitle, int nitems, newmenu_item * item, void (*subfunction)(int nitems,newmenu_item * items, int * last_key, int citem) );
562 extern int network_who_is_master(),network_how_many_connected(),GetMyNetRanking();
563 extern int TotalMissedPackets,TotalPacketsGot;
564 extern char Pauseable_menu;
565 char *NetworkModeNames[]={"Anarchy","Team Anarchy","Robo Anarchy","Cooperative","Capture the Flag","Hoard","Team Hoard","Unknown"};
566 extern char *RankStrings[];
567 extern int PhallicLimit,PhallicMan;
568
569 #ifdef NETWORK
570 void do_show_netgame_help()
571  {
572         newmenu_item m[30];
573    char mtext[30][50];
574         int i,num=0,eff;
575 #ifndef RELEASE
576         int pl;
577 #endif
578         char *eff_strings[]={"trashing","really hurting","seriously effecting","hurting",
579                                                                 "effecting","tarnishing"};
580
581    for (i=0;i<30;i++)
582         {
583          m[i].text=(char *)&mtext[i];
584     m[i].type=NM_TYPE_TEXT;
585         }
586
587    sprintf (mtext[num],"Game: %s",Netgame.game_name); num++;
588    sprintf (mtext[num],"Mission: %s",Netgame.mission_title); num++;
589         sprintf (mtext[num],"Current Level: %d",Netgame.levelnum); num++;
590         sprintf (mtext[num],"Difficulty: %s",MENU_DIFFICULTY_TEXT(Netgame.difficulty)); num++;
591         sprintf (mtext[num],"Game Mode: %s",NetworkModeNames[Netgame.gamemode]); num++;
592         sprintf (mtext[num],"Game Master: %s",Players[network_who_is_master()].callsign); num++;
593    sprintf (mtext[num],"Number of players: %d/%d",network_how_many_connected(),Netgame.max_numplayers); num++;
594    sprintf (mtext[num],"Packets per second: %d",Netgame.PacketsPerSec); num++;
595    sprintf (mtext[num],"Short Packets: %s",Netgame.ShortPackets?"Yes":"No"); num++;
596
597 #ifndef RELEASE
598                 pl=(int)(((float)TotalMissedPackets/(float)TotalPacketsGot)*100.0);
599                 if (pl<0)
600                   pl=0;
601                 sprintf (mtext[num],"Packets lost: %d (%d%%)",TotalMissedPackets,pl); num++;
602 #endif
603
604    if (Netgame.KillGoal)
605      { sprintf (mtext[num],"Kill goal: %d",Netgame.KillGoal*5); num++; }
606
607    sprintf (mtext[num]," "); num++;
608    sprintf (mtext[num],"Connected players:"); num++;
609
610    NetPlayers.players[Player_num].rank=GetMyNetRanking();
611
612    for (i=0;i<N_players;i++)
613      if (Players[i].connected)
614           {               
615       if (!FindArg ("-norankings"))
616                  {
617                         if (i==Player_num)
618                                 sprintf (mtext[num],"%s%s (%d/%d)",RankStrings[NetPlayers.players[i].rank],Players[i].callsign,Netlife_kills,Netlife_killed); 
619                         else
620                                 sprintf (mtext[num],"%s%s %d/%d",RankStrings[NetPlayers.players[i].rank],Players[i].callsign,kill_matrix[Player_num][i],
621                                                         kill_matrix[i][Player_num]); 
622                         num++;
623                  }
624            else
625                  sprintf (mtext[num++],"%s",Players[i].callsign); 
626           }
627
628         
629   sprintf (mtext[num]," "); num++;
630
631   eff=(int)((float)((float)Netlife_kills/((float)Netlife_killed+(float)Netlife_kills))*100.0);
632
633   if (eff<0)
634         eff=0;
635   
636   if (Game_mode & GM_HOARD)
637         {
638          if (PhallicMan==-1)
639                  sprintf (mtext[num],"There is no record yet for this level."); 
640          else
641                  sprintf (mtext[num],"%s has the record at %d points.",Players[PhallicMan].callsign,PhallicLimit); 
642         num++;
643         }
644   else if (!FindArg ("-norankings"))
645         {
646           if (eff<60)
647            {
648                  sprintf (mtext[num],"Your lifetime efficiency of %d%%",eff); num++;
649                  sprintf (mtext[num],"is %s your ranking.",eff_strings[eff/10]); num++;
650                 }
651           else
652            {
653                  sprintf (mtext[num],"Your lifetime efficiency of %d%%",eff); num++;
654                  sprintf (mtext[num],"is serving you well."); num++;
655            }
656         }  
657         
658
659         full_palette_save();
660
661    Pauseable_menu=1;
662         newmenu_dotiny2( NULL, "Netgame Information", num, m, NULL);
663
664         palette_restore();
665 }
666 #endif
667
668 void HandleEndlevelKey(int key)
669 {
670
671         #ifdef MACINTOSH
672         if ( key == (KEY_COMMAND + KEY_SHIFTED + KEY_3) )
673                 save_screen_shot(0);
674
675         if ( key == KEY_COMMAND+KEY_Q && !(Game_mode & GM_MULTI) )
676                 macintosh_quit();
677         #endif
678
679         if (key==KEY_PRINT_SCREEN)
680                 save_screen_shot(0);
681
682         #ifdef MACINTOSH
683         if ( key == (KEY_COMMAND+KEY_P) )
684                 key = do_game_pause();
685         #endif
686         if (key == KEY_PAUSE)
687                 key = do_game_pause();          //so esc from pause will end level
688
689         if (key == KEY_ESC) {
690                 stop_endlevel_sequence();
691                 last_drawn_cockpit[0]=-1;
692                 last_drawn_cockpit[1]=-1;
693                 return;
694         }
695
696         if (key == KEY_BACKSP)
697                 Int3();
698 }
699
700 void HandleDeathKey(int key)
701 {
702 /*
703         Commented out redundant calls because the key used here typically
704         will be passed to HandleSystemKey later.  Note that I do this to pause
705         which is supposed to pass the ESC key to leave the level.  This
706         doesn't work in the DOS version anyway.   -Samir 
707 */
708
709         if (Player_exploded && !key_isfunc(key) && !key_ismod(key))
710                 Death_sequence_aborted  = 1;            //Any key but func or modifier aborts
711
712         #ifdef MACINTOSH
713         if ( key == (KEY_COMMAND + KEY_SHIFTED + KEY_3) ) {
714 //              save_screen_shot(0);
715                 Death_sequence_aborted  = 0;            // Clear because code above sets this for any key.
716         }
717
718         if ( key == KEY_COMMAND+KEY_Q && !(Game_mode & GM_MULTI) )
719                 macintosh_quit();
720         #endif
721
722         if (key==KEY_PRINT_SCREEN) {
723 //              save_screen_shot(0);
724                 Death_sequence_aborted  = 0;            // Clear because code above sets this for any key.
725         }
726
727         #ifdef MACINTOSH
728         if ( key == (KEY_COMMAND+KEY_P) ) {
729 //              key = do_game_pause();
730                 Death_sequence_aborted  = 0;            // Clear because code above sets this for any key.
731         }
732         #endif
733
734         if (key == KEY_PAUSE)   {
735 //              key = do_game_pause();          //so esc from pause will end level
736                 Death_sequence_aborted  = 0;            // Clear because code above sets this for any key.
737         }
738
739         if (key == KEY_ESC) {
740                 if (ConsoleObject->flags & OF_EXPLODING)
741                         Death_sequence_aborted = 1;
742         }
743
744         if (key == KEY_BACKSP)  {
745                 Death_sequence_aborted  = 0;            // Clear because code above sets this for any key.
746                 Int3();
747         }
748
749         //don't abort death sequence for netgame join/refuse keys
750         if (    (key == KEY_ALTED + KEY_1) ||
751                         (key == KEY_ALTED + KEY_2))
752                 Death_sequence_aborted  = 0;
753
754         if (Death_sequence_aborted)
755                 game_flush_inputs();
756
757 }
758
759 void HandleDemoKey(int key)
760 {
761         switch (key) {
762
763                 case KEY_F3:
764                                 
765                          if (!(Guided_missile[Player_num] && Guided_missile[Player_num]->type==OBJ_WEAPON && Guided_missile[Player_num]->id==GUIDEDMISS_ID && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num] && Guided_in_big_window))
766                                 toggle_cockpit();
767                          break;
768
769                 case KEY_SHIFTED+KEY_MINUS:
770                 case KEY_MINUS:         shrink_window(); break;
771
772                 case KEY_SHIFTED+KEY_EQUAL:
773                 case KEY_EQUAL:         grow_window(); break;
774
775                 MAC(case KEY_COMMAND+KEY_2:)
776                 case KEY_F2:            Config_menu_flag = 1; break;
777
778                 MAC(case KEY_COMMAND+KEY_7:)
779                 case KEY_F7:
780                         #ifdef NETWORK
781                         Show_kill_list = (Show_kill_list+1) % ((Newdemo_game_mode & GM_TEAM) ? 4 : 3);
782                         #endif
783                         break;
784                 case KEY_ESC:
785                         Function_mode = FMODE_MENU;
786                         break;
787                 case KEY_UP:
788                         Newdemo_vcr_state = ND_STATE_PLAYBACK;
789                         break;
790                 case KEY_DOWN:
791                         Newdemo_vcr_state = ND_STATE_PAUSED;
792                         break;
793                 case KEY_LEFT:
794                         newdemo_single_frame_time = timer_get_fixed_seconds();
795                         Newdemo_vcr_state = ND_STATE_ONEFRAMEBACKWARD;
796                         break;
797                 case KEY_RIGHT:
798                         newdemo_single_frame_time = timer_get_fixed_seconds();
799                         Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD;
800                         break;
801                 case KEY_CTRLED + KEY_RIGHT:
802                         newdemo_goto_end();
803                         break;
804                 case KEY_CTRLED + KEY_LEFT:
805                         newdemo_goto_beginning();
806                         break;
807
808                 MAC(case KEY_COMMAND+KEY_P:)
809                 case KEY_PAUSE:
810                         do_game_pause();
811                         break;
812
813                 MAC(case KEY_COMMAND + KEY_SHIFTED + KEY_3:)
814                 case KEY_PRINT_SCREEN: {
815                         int old_state;
816
817                         old_state = Newdemo_vcr_state;
818                         Newdemo_vcr_state = ND_STATE_PRINTSCREEN;
819                         game_render_frame_mono();
820                         save_screen_shot(0);
821                         Newdemo_vcr_state = old_state;
822                         break;
823                 }
824
825                 #ifdef MACINTOSH
826                 case KEY_COMMAND+KEY_Q:
827                         if ( !(Game_mode & GM_MULTI) )
828                                 macintosh_quit();
829                         break;
830                 #endif
831
832                 #ifndef NDEBUG
833                 case KEY_BACKSP:
834                         Int3();
835                         break;
836                 case KEY_DEBUGGED + KEY_I:
837                         Newdemo_do_interpolate = !Newdemo_do_interpolate;
838                         if (Newdemo_do_interpolate)
839                                 mprintf ((0, "demo playback interpolation now on\n"));
840                         else
841                                 mprintf ((0, "demo playback interpolation now off\n"));
842                         break;
843                 case KEY_DEBUGGED + KEY_K: {
844                         int how_many, c;
845                         char filename[FILENAME_LEN], num[16];
846                         newmenu_item m[6];
847
848                         filename[0] = '\0';
849                         m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "output file name";
850                         m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
851                         c = newmenu_do( NULL, NULL, 2, m, NULL );
852                         if (c == -2)
853                                 break;
854                         strcat(filename, ".dem");
855                         num[0] = '\0';
856                         m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "strip how many bytes";
857                         m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 16; m[1].text = num;
858                         c = newmenu_do( NULL, NULL, 2, m, NULL );
859                         if (c == -2)
860                                 break;
861                         how_many = atoi(num);
862                         if (how_many <= 0)
863                                 break;
864                         newdemo_strip_frames(filename, how_many);
865
866                         break;
867                 }
868                 #endif
869
870         }
871 }
872
873 //switch a cockpit window to the next function
874 int select_next_window_function(int w)
875 {
876         Assert(w==0 || w==1);
877
878         switch (Cockpit_3d_view[w]) {
879                 case CV_NONE:
880                         Cockpit_3d_view[w] = CV_REAR;
881                         break;
882                 case CV_REAR:
883                         if (find_escort()) {
884                                 Cockpit_3d_view[w] = CV_ESCORT;
885                                 break;
886                         }
887                         //if no ecort, fall through
888                 case CV_ESCORT:
889                         Coop_view_player[w] = -1;               //force first player
890 #ifdef NETWORK
891                         //fall through
892                 case CV_COOP:
893                         Marker_viewer_num[w] = -1;
894                         if ((Game_mode & GM_MULTI_COOP) || (Game_mode & GM_TEAM)) {
895                                 Cockpit_3d_view[w] = CV_COOP;
896                                 while (1) {
897                                         Coop_view_player[w]++;
898                                         if (Coop_view_player[w] == N_players) {
899                                                 Cockpit_3d_view[w] = CV_MARKER;
900                                                 goto case_marker;
901                                         }
902                                         if (Coop_view_player[w]==Player_num)
903                                                 continue;
904
905                                         if (Game_mode & GM_MULTI_COOP)
906                                                 break;
907                                         else if (get_team(Coop_view_player[w]) == get_team(Player_num))
908                                                 break;
909                                 }
910                                 break;
911                         }
912                         //if not multi, fall through
913                 case CV_MARKER:
914                 case_marker:;
915                         if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) && Netgame.Allow_marker_view) {      //anarchy only
916                                 Cockpit_3d_view[w] = CV_MARKER;
917                                 if (Marker_viewer_num[w] == -1)
918                                         Marker_viewer_num[w] = Player_num * 2;
919                                 else if (Marker_viewer_num[w] == Player_num * 2)
920                                         Marker_viewer_num[w]++;
921                                 else
922                                         Cockpit_3d_view[w] = CV_NONE;
923                         }
924                         else
925 #endif
926                                 Cockpit_3d_view[w] = CV_NONE;
927                         break;
928         }
929         write_player_file();
930
931         return 1;        //screen_changed
932 }
933
934 extern int Game_paused;
935
936 void songs_goto_next_song();
937 void songs_goto_prev_song();
938
939 #ifdef DOOR_DEBUGGING
940 dump_door_debugging_info()
941 {
942         object *obj;
943         vms_vector new_pos;
944         fvi_query fq;
945         fvi_info hit_info;
946         int fate;
947         FILE *dfile;
948         int wall_num;
949
950         obj = &Objects[Players[Player_num].objnum];
951         vm_vec_scale_add(&new_pos,&obj->pos,&obj->orient.fvec,i2f(100));
952
953         fq.p0                                           = &obj->pos;
954         fq.startseg                             = obj->segnum;
955         fq.p1                                           = &new_pos;
956         fq.rad                                  = 0;
957         fq.thisobjnum                   = Players[Player_num].objnum;
958         fq.ignore_obj_list      = NULL;
959         fq.flags                                        = 0;
960
961         fate = find_vector_intersection(&fq,&hit_info);
962
963         dfile = fopen("door.out","at");
964
965         fprintf(dfile,"FVI hit_type = %d\n",fate);
966         fprintf(dfile,"    hit_seg = %d\n",hit_info.hit_seg);
967         fprintf(dfile,"    hit_side = %d\n",hit_info.hit_side);
968         fprintf(dfile,"    hit_side_seg = %d\n",hit_info.hit_side_seg);
969         fprintf(dfile,"\n");
970
971         if (fate == HIT_WALL) {
972
973                 wall_num = Segments[hit_info.hit_seg].sides[hit_info.hit_side].wall_num;
974                 fprintf(dfile,"wall_num = %d\n",wall_num);
975         
976                 if (wall_num != -1) {
977                         wall *wall = &Walls[wall_num];
978                         active_door *d;
979                         int i;
980         
981                         fprintf(dfile,"    segnum = %d\n",wall->segnum);
982                         fprintf(dfile,"    sidenum = %d\n",wall->sidenum);
983                         fprintf(dfile,"    hps = %x\n",wall->hps);
984                         fprintf(dfile,"    linked_wall = %d\n",wall->linked_wall);
985                         fprintf(dfile,"    type = %d\n",wall->type);
986                         fprintf(dfile,"    flags = %x\n",wall->flags);
987                         fprintf(dfile,"    state = %d\n",wall->state);
988                         fprintf(dfile,"    trigger = %d\n",wall->trigger);
989                         fprintf(dfile,"    clip_num = %d\n",wall->clip_num);
990                         fprintf(dfile,"    keys = %x\n",wall->keys);
991                         fprintf(dfile,"    controlling_trigger = %d\n",wall->controlling_trigger);
992                         fprintf(dfile,"    cloak_value = %d\n",wall->cloak_value);
993                         fprintf(dfile,"\n");
994         
995         
996                         for (i=0;i<Num_open_doors;i++) {                //find door
997                                 d = &ActiveDoors[i];
998                                 if (d->front_wallnum[0]==wall-Walls || d->back_wallnum[0]==wall-Walls || (d->n_parts==2 && (d->front_wallnum[1]==wall-Walls || d->back_wallnum[1]==wall-Walls)))
999                                         break;
1000                         } 
1001         
1002                         if (i>=Num_open_doors)
1003                                 fprintf(dfile,"No active door.\n");
1004                         else {
1005                                 fprintf(dfile,"Active door %d:\n",i);
1006                                 fprintf(dfile,"    n_parts = %d\n",d->n_parts);
1007                                 fprintf(dfile,"    front_wallnum = %d,%d\n",d->front_wallnum[0],d->front_wallnum[1]);
1008                                 fprintf(dfile,"    back_wallnum = %d,%d\n",d->back_wallnum[0],d->back_wallnum[1]);
1009                                 fprintf(dfile,"    time = %x\n",d->time);
1010                         }
1011         
1012                 }
1013         }
1014
1015         fprintf(dfile,"\n");
1016         fprintf(dfile,"\n");
1017
1018         fclose(dfile);
1019
1020 }
1021 #endif
1022
1023
1024 //this is for system-level keys, such as help, etc.
1025 //returns 1 if screen changed
1026 int HandleSystemKey(int key)
1027 {
1028         int screen_changed=0;
1029
1030         if (!Player_is_dead)
1031                 switch (key) {
1032
1033                         #ifdef DOOR_DEBUGGING
1034                         case KEY_LAPOSTRO+KEY_SHIFTED:
1035                                 dump_door_debugging_info();
1036                                 break;
1037                         #endif
1038
1039                         case KEY_ESC:
1040                                 if (Game_paused)
1041                                         Game_paused=0;
1042                                 else {
1043                                         Game_aborted=1;
1044                                         Function_mode = FMODE_MENU;
1045                                 }
1046                                 break;
1047
1048 // fleshed these out because F1 and F2 aren't sequenctial keycodes on mac -- MWA
1049
1050                         MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_1:)
1051                         case KEY_SHIFTED+KEY_F1:
1052                                 screen_changed = select_next_window_function(0);
1053                                 break;
1054                         MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_2:)
1055                         case KEY_SHIFTED+KEY_F2:
1056                                 screen_changed = select_next_window_function(1);
1057                                 break;
1058                 }
1059
1060         switch (key) {
1061
1062 #if 1
1063                 case KEY_SHIFTED + KEY_ESC:
1064                         con_show();
1065                         break;
1066
1067 #else
1068                 case KEY_SHIFTED + KEY_ESC:     //quick exit
1069                         #ifdef EDITOR
1070                                 if (! SafetyCheck()) break;
1071                                 close_editor_screen();
1072                         #endif
1073
1074                         Game_aborted=1;
1075                         Function_mode=FMODE_EXIT;
1076                         break;
1077 #endif
1078
1079                 MAC( case KEY_COMMAND+KEY_P: )
1080                 case KEY_PAUSE: 
1081                         do_game_pause();                                break;
1082
1083                 MAC(case KEY_COMMAND + KEY_SHIFTED + KEY_3:)
1084                 case KEY_PRINT_SCREEN:  save_screen_shot(0);            break;
1085
1086                 MAC(case KEY_COMMAND+KEY_1:)
1087                 case KEY_F1:                                    do_show_help();                 break;
1088
1089                 MAC(case KEY_COMMAND+KEY_2:)
1090                 case KEY_F2:                                    //Config_menu_flag = 1; break;
1091                         {
1092                                 if (!(Game_mode&GM_MULTI)) {palette_save(); apply_modified_palette(); reset_palette_add(); gr_palette_load(gr_palette); }
1093                                 do_options_menu();
1094                                 if (!(Game_mode&GM_MULTI)) palette_restore();
1095                                 break;
1096                         }
1097
1098
1099                 MAC(case KEY_COMMAND+KEY_3:)
1100
1101                 case KEY_F3:
1102                         if (!(Guided_missile[Player_num] && Guided_missile[Player_num]->type==OBJ_WEAPON && Guided_missile[Player_num]->id==GUIDEDMISS_ID && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num] && Guided_in_big_window))
1103                         {
1104                                 toggle_cockpit();       screen_changed=1;
1105                         }
1106                         break;
1107
1108                 MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_7:)
1109                 case KEY_F7+KEY_SHIFTED: palette_save(); joydefs_calibrate(); palette_restore(); break;
1110
1111                 case KEY_SHIFTED+KEY_MINUS:
1112                 case KEY_MINUS: 
1113                         shrink_window(); 
1114                         screen_changed=1; 
1115                         break;
1116
1117                 case KEY_SHIFTED+KEY_EQUAL:
1118                 case KEY_EQUAL:                 
1119                         grow_window();  
1120                         screen_changed=1; 
1121                         break;
1122
1123                 MAC(case KEY_COMMAND+KEY_5:)
1124                 case KEY_F5:
1125                         if ( Newdemo_state == ND_STATE_RECORDING )
1126                                 newdemo_stop_recording();
1127                         else if ( Newdemo_state == ND_STATE_NORMAL )
1128                                 if (!Game_paused)               //can't start demo while paused
1129                                         newdemo_start_recording();
1130                         break;
1131
1132                 MAC(case KEY_COMMAND+KEY_ALTED+KEY_4:)
1133                 case KEY_ALTED+KEY_F4:
1134                         #ifdef NETWORK
1135                         Show_reticle_name = (Show_reticle_name+1)%2;
1136                         #endif
1137                         break;
1138
1139                 MAC(case KEY_COMMAND + KEY_6:)
1140                 case KEY_F6:
1141                         if (!Player_is_dead && !(Game_mode & GM_MULTI))
1142                         {
1143                                 int rsave, gsave, bsave;
1144                                 rsave = PaletteRedAdd;
1145                                 gsave = PaletteGreenAdd;
1146                                 bsave = PaletteBlueAdd;
1147
1148                                 full_palette_save();
1149                                 PaletteRedAdd = rsave;
1150                                 PaletteGreenAdd = gsave;
1151                                 PaletteBlueAdd = bsave;
1152                                 state_save_all(0, 0, NULL, 1); // 0 means not between levels.
1153                                 palette_restore();
1154                         }
1155                         break;
1156
1157                 MAC(case KEY_COMMAND+KEY_7:)
1158                 case KEY_F7:
1159                         #ifdef NETWORK
1160                         Show_kill_list = (Show_kill_list+1) % ((Game_mode & GM_TEAM) ? 4 : 3);
1161                         if (Game_mode & GM_MULTI)
1162                                 multi_sort_kill_list();
1163                 #endif
1164                         break;
1165
1166                 MAC(case KEY_COMMAND+KEY_8:)
1167                 case KEY_F8:
1168                         #ifdef NETWORK
1169                         multi_send_message_start();
1170                         #endif
1171                         break;
1172
1173                 case KEY_F9:
1174                 case KEY_F10:
1175                 case KEY_F11:
1176                 case KEY_F12:
1177                         #ifdef NETWORK
1178                         multi_send_macro(key);
1179                         #endif
1180                         break;          // send taunt macros
1181
1182                 #ifdef MACINTOSH
1183                 case KEY_9 + KEY_COMMAND:
1184                         multi_send_macro(KEY_F9);
1185                         break;
1186                 case KEY_0 + KEY_COMMAND:
1187                         multi_send_macro(KEY_F10);
1188                         break;
1189                 case KEY_1 + KEY_COMMAND + KEY_CTRLED:
1190                         multi_send_macro(KEY_F11);
1191                         break;
1192                 case KEY_2 + KEY_COMMAND + KEY_CTRLED:
1193                         multi_send_macro(KEY_F12);
1194                         break;
1195                 #endif
1196
1197                 case KEY_SHIFTED + KEY_F9:
1198                 case KEY_SHIFTED + KEY_F10:
1199                 case KEY_SHIFTED + KEY_F11:
1200                 case KEY_SHIFTED + KEY_F12:
1201                         #ifdef NETWORK
1202                         multi_define_macro(key);
1203                         #endif
1204                         break;          // redefine taunt macros
1205
1206                 #ifdef MACINTOSH
1207                 case KEY_9 + KEY_SHIFTED + KEY_COMMAND:
1208                         multi_define_macro(KEY_F9);
1209                         break;
1210                 case KEY_0 + KEY_SHIFTED + KEY_COMMAND:
1211                         multi_define_macro(KEY_F10);
1212                         break;
1213                 case KEY_1 + KEY_SHIFTED + KEY_COMMAND + KEY_CTRLED:
1214                         multi_define_macro(KEY_F11);
1215                         break;
1216                 case KEY_2 + KEY_SHIFTED + KEY_COMMAND + KEY_CTRLED:
1217                         multi_define_macro(KEY_F12);
1218                         break;
1219                 #endif
1220
1221
1222                 MAC(case KEY_COMMAND+KEY_S:)
1223                 MAC(case KEY_COMMAND+KEY_ALTED+KEY_2:)
1224                 case KEY_ALTED+KEY_F2:
1225                         if (!Player_is_dead && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1226                                 int     rsave, gsave, bsave;
1227                                 rsave = PaletteRedAdd;
1228                                 gsave = PaletteGreenAdd;
1229                                 bsave = PaletteBlueAdd;
1230
1231                                 full_palette_save();
1232                                 PaletteRedAdd = rsave;
1233                                 PaletteGreenAdd = gsave;
1234                                 PaletteBlueAdd = bsave;
1235                                 state_save_all(0, 0, NULL, 0); // 0 means not between levels.
1236                                 palette_restore();
1237                         }
1238                         break;
1239
1240                 MAC(case KEY_COMMAND+KEY_O:)
1241                 MAC(case KEY_COMMAND+KEY_ALTED+KEY_3:)
1242                 case KEY_ALTED+KEY_F3:
1243                         if (!Player_is_dead && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))) {
1244                                 full_palette_save();
1245                                 state_restore_all(1, 0, NULL);
1246                                 if (Game_paused)
1247                                         do_game_pause();
1248                         }
1249                         break;
1250
1251
1252                 MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_4:)
1253                 case KEY_F4 + KEY_SHIFTED:
1254                         do_escort_menu();
1255                         break;
1256
1257
1258                 MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_ALTED+KEY_4:)
1259                 case KEY_F4 + KEY_SHIFTED + KEY_ALTED:
1260                         change_guidebot_name();
1261                         break;
1262
1263                 case KEY_MINUS + KEY_ALTED:     songs_goto_prev_song(); break;
1264                 case KEY_EQUAL + KEY_ALTED:     songs_goto_next_song(); break;
1265
1266                 #ifdef MACINTOSH
1267                 
1268                 case KEY_COMMAND+KEY_M:
1269                         #if !defined(SHAREWARE) || defined(APPLE_DEMO)
1270                         if ( (Game_mode & GM_MULTI) )           // don't process in multiplayer games
1271                                 break;
1272
1273                         key_close();            // no processing of keys with keyboard handler.. jeez                           
1274                         stop_time();
1275                         show_boxed_message ("Mounting CD\nESC to quit");        
1276                         RBAMountDisk();         // OS has totaly control of the CD.
1277                         if (Function_mode == FMODE_MENU)
1278                                 songs_play_song(SONG_TITLE,1);
1279                         else if (Function_mode == FMODE_GAME)
1280                                 songs_play_level_song( Current_level_num );
1281                         clear_boxed_message();
1282                         key_init();
1283                         start_time();
1284                         #endif
1285                         
1286                         break;
1287
1288                 case KEY_COMMAND+KEY_E:
1289                         songs_stop_redbook();
1290                         RBAEjectDisk();
1291                         break;
1292
1293                 case KEY_COMMAND+KEY_RIGHT:
1294                         songs_goto_next_song();
1295                         break;
1296                 case KEY_COMMAND+KEY_LEFT:
1297                         songs_goto_prev_song();
1298                         break;
1299                 case KEY_COMMAND+KEY_UP:
1300                         songs_play_level_song(1);
1301                         break;
1302                 case KEY_COMMAND+KEY_DOWN:
1303                         songs_stop_redbook();
1304                         break;
1305
1306                 case KEY_COMMAND+KEY_Q:
1307                         if ( !(Game_mode & GM_MULTI) )
1308                                 macintosh_quit();
1309                         break;
1310                 #endif
1311
1312 //added 8/23/99 by Matt Mueller for hot key res/fullscreen changing, and menu access
1313                 case KEY_CTRLED+KEY_SHIFTED+KEY_PADDIVIDE:
1314                 case KEY_ALTED+KEY_CTRLED+KEY_PADDIVIDE:
1315                 case KEY_ALTED+KEY_SHIFTED+KEY_PADDIVIDE:
1316                         d2x_options_menu();
1317                         break;
1318 #if 0
1319                 case KEY_CTRLED+KEY_SHIFTED+KEY_PADMULTIPLY:
1320                 case KEY_ALTED+KEY_CTRLED+KEY_PADMULTIPLY:
1321                 case KEY_ALTED+KEY_SHIFTED+KEY_PADMULTIPLY:
1322                         change_res();
1323                         break;
1324                 case KEY_CTRLED+KEY_SHIFTED+KEY_PADMINUS:
1325                 case KEY_ALTED+KEY_CTRLED+KEY_PADMINUS:
1326                 case KEY_ALTED+KEY_SHIFTED+KEY_PADMINUS:
1327                         //lower res 
1328                         //should we just cycle through the list that is displayed in the res change menu?
1329                         // what if their card/X/etc can't handle that mode? hrm. 
1330                         //well, the quick access to the menu is good enough for now.
1331                         break;
1332                 case KEY_CTRLED+KEY_SHIFTED+KEY_PADPLUS:
1333                 case KEY_ALTED+KEY_CTRLED+KEY_PADPLUS:
1334                 case KEY_ALTED+KEY_SHIFTED+KEY_PADPLUS:
1335                         //increase res
1336                         break;
1337 #endif
1338                 case KEY_ALTED+KEY_ENTER:
1339                 case KEY_ALTED+KEY_PADENTER:
1340                         gr_toggle_fullscreen_game();
1341                         break;
1342 //end addition -MM
1343                         
1344 //added 11/01/98 Matt Mueller
1345 #if 0
1346                 case KEY_CTRLED+KEY_ALTED+KEY_LAPOSTRO:
1347                         toggle_hud_log();
1348                         break;
1349 #endif
1350 //end addition -MM
1351
1352                 default:
1353                         break;
1354
1355         }        //switch (key)
1356
1357         return screen_changed;
1358 }
1359
1360
1361 void HandleVRKey(int key)
1362 {
1363         switch( key )   {
1364
1365                 case KEY_ALTED+KEY_F5:
1366                         if ( VR_render_mode != VR_NONE )        {
1367                                 VR_reset_params();
1368                                 HUD_init_message( "-Stereoscopic Parameters Reset-" );
1369                                 HUD_init_message( "Interaxial Separation = %.2f", f2fl(VR_eye_width) );
1370                                 HUD_init_message( "Stereo balance = %.2f", (float)VR_eye_offset/30.0 );
1371                         }
1372                         break;
1373
1374                 case KEY_ALTED+KEY_F6:
1375                         if ( VR_render_mode != VR_NONE )        {
1376                                 VR_low_res++;
1377                                 if ( VR_low_res > 3 ) VR_low_res = 0;
1378                                 switch( VR_low_res )    {
1379                                         case 0: HUD_init_message( "Normal Resolution" ); break;
1380                                         case 1: HUD_init_message( "Low Vertical Resolution" ); break;
1381                                         case 2: HUD_init_message( "Low Horizontal Resolution" ); break;
1382                                         case 3: HUD_init_message( "Low Resolution" ); break;
1383                                 }
1384                         }
1385                         break;
1386
1387                 case KEY_ALTED+KEY_F7:
1388                         if ( VR_render_mode != VR_NONE )        {
1389                                 VR_eye_switch = !VR_eye_switch;
1390                                 HUD_init_message( "-Eyes toggled-" );
1391                                 if ( VR_eye_switch )
1392                                         HUD_init_message( "Right Eye -- Left Eye" );
1393                                 else
1394                                         HUD_init_message( "Left Eye -- Right Eye" );
1395                         }
1396                         break;
1397
1398                 case KEY_ALTED+KEY_F8:
1399                         if ( VR_render_mode != VR_NONE )        {
1400                         VR_sensitivity++;
1401                         if (VR_sensitivity > 2 )
1402                                 VR_sensitivity = 0;
1403                         HUD_init_message( "Head tracking sensitivy = %d", VR_sensitivity );
1404                  }
1405                         break;
1406                 case KEY_ALTED+KEY_F9:
1407                         if ( VR_render_mode != VR_NONE )        {
1408                                 VR_eye_width -= F1_0/10;
1409                                 if ( VR_eye_width < 0 ) VR_eye_width = 0;
1410                                 HUD_init_message( "Interaxial Separation = %.2f", f2fl(VR_eye_width) );
1411                                 HUD_init_message( "(The default value is %.2f)", f2fl(VR_SEPARATION) );
1412                         }
1413                         break;
1414                 case KEY_ALTED+KEY_F10:
1415                         if ( VR_render_mode != VR_NONE )        {
1416                                 VR_eye_width += F1_0/10;
1417                                 if ( VR_eye_width > F1_0*4 )    VR_eye_width = F1_0*4;
1418                                 HUD_init_message( "Interaxial Separation = %.2f", f2fl(VR_eye_width) );
1419                                 HUD_init_message( "(The default value is %.2f)", f2fl(VR_SEPARATION) );
1420                         }
1421                         break;
1422
1423                 case KEY_ALTED+KEY_F11:
1424                         if ( VR_render_mode != VR_NONE )        {
1425                                 VR_eye_offset--;
1426                                 if ( VR_eye_offset < -30 )      VR_eye_offset = -30;
1427                                 HUD_init_message( "Stereo balance = %.2f", (float)VR_eye_offset/30.0 );
1428                                 HUD_init_message( "(The default value is %.2f)", (float)VR_PIXEL_SHIFT/30.0 );
1429                                 VR_eye_offset_changed = 2;
1430                         }
1431                         break;
1432                 case KEY_ALTED+KEY_F12:
1433                         if ( VR_render_mode != VR_NONE )        {
1434                                 VR_eye_offset++;
1435                                 if ( VR_eye_offset > 30 )        VR_eye_offset = 30;
1436                                 HUD_init_message( "Stereo balance = %.2f", (float)VR_eye_offset/30.0 );
1437                                 HUD_init_message( "(The default value is %.2f)", (float)VR_PIXEL_SHIFT/30.0 );
1438                                 VR_eye_offset_changed = 2;
1439                         }
1440                         break;
1441         }
1442 }
1443
1444
1445 extern void DropFlag();
1446
1447 void HandleGameKey(int key)
1448 {
1449         switch (key) {
1450
1451                 #if defined(MACINTOSH)  && !defined(RELEASE)
1452                 case KEY_COMMAND+KEY_F: r_framerate.value = !r_framerate.value; break;
1453                 #endif
1454
1455 #ifndef D2X_KEYS // weapon selection handled in controls_read_all, d1x-style
1456 // MWA changed the weapon select cases to have each case call
1457 // do_weapon_select the macintosh keycodes aren't consecutive from 1
1458 // -- 0 on the keyboard -- boy is that STUPID!!!!
1459
1460                 //      Select primary or secondary weapon.
1461                 case KEY_1:
1462                         do_weapon_select(0 , 0);
1463                         break;
1464                 case KEY_2:
1465                         do_weapon_select(1 , 0);
1466                         break;
1467                 case KEY_3:
1468                         do_weapon_select(2 , 0);
1469                         break;
1470                 case KEY_4:
1471                         do_weapon_select(3 , 0);
1472                         break;
1473                 case KEY_5:
1474                         do_weapon_select(4 , 0);
1475                         break;
1476
1477                 case KEY_6:
1478                         do_weapon_select(0 , 1);
1479                         break;
1480                 case KEY_7:
1481                         do_weapon_select(1 , 1);
1482                         break;
1483                 case KEY_8:
1484                         do_weapon_select(2 , 1);
1485                         break;
1486                 case KEY_9:
1487                         do_weapon_select(3 , 1);
1488                         break;
1489                 case KEY_0:
1490                         do_weapon_select(4 , 1);
1491                         break;
1492 #endif
1493
1494                 case KEY_1 + KEY_SHIFTED:
1495                 case KEY_2 + KEY_SHIFTED:
1496                 case KEY_3 + KEY_SHIFTED:
1497                 case KEY_4 + KEY_SHIFTED:
1498                 case KEY_5 + KEY_SHIFTED:
1499                 case KEY_6 + KEY_SHIFTED:
1500                 case KEY_7 + KEY_SHIFTED:
1501                 case KEY_8 + KEY_SHIFTED:
1502                 case KEY_9 + KEY_SHIFTED:
1503                 case KEY_0 + KEY_SHIFTED:
1504                 if (EscortHotKeys)
1505                 {
1506                         if (!(Game_mode & GM_MULTI))
1507                                 set_escort_special_goal(key);
1508                         else
1509                                 HUD_init_message ("No Guide-Bot in Multiplayer!");
1510                         break;
1511                 }
1512
1513                 MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_5:)
1514                 case KEY_F5 + KEY_SHIFTED:
1515          DropCurrentWeapon();
1516                         break;
1517
1518                 MAC(case KEY_COMMAND+KEY_SHIFTED+KEY_6:)
1519                 case KEY_F6 + KEY_SHIFTED:
1520          DropSecondaryWeapon();
1521          break;
1522
1523 #ifdef NETWORK
1524                 case KEY_0 + KEY_ALTED:
1525                         DropFlag ();
1526                         break;
1527 #endif
1528
1529                 MAC(case KEY_COMMAND+KEY_4:)
1530                 case KEY_F4:
1531                 if (!DefiningMarkerMessage)
1532                   InitMarkerInput();
1533                  break;
1534
1535 #ifdef NETWORK
1536                 MAC(case KEY_COMMAND+KEY_6:)
1537                 case KEY_F6:
1538                         if (Netgame.RefusePlayers && WaitForRefuseAnswer && !(Game_mode & GM_TEAM))
1539                                 {
1540                                         RefuseThisPlayer=1;
1541                                         HUD_init_message ("Player accepted!");
1542                                 }
1543                         break;
1544                 case KEY_ALTED + KEY_1:
1545                         if (Netgame.RefusePlayers && WaitForRefuseAnswer && (Game_mode & GM_TEAM))
1546                                 {
1547                                         RefuseThisPlayer=1;
1548                                         HUD_init_message ("Player accepted!");
1549                                         RefuseTeam=1;
1550                                 }
1551                         break;
1552                 case KEY_ALTED + KEY_2:
1553                         if (Netgame.RefusePlayers && WaitForRefuseAnswer && (Game_mode & GM_TEAM))
1554                                 {
1555                                         RefuseThisPlayer=1;
1556                                         HUD_init_message ("Player accepted!");
1557                                         RefuseTeam=2;
1558                                 }
1559                         break;
1560 #endif
1561
1562                 default:
1563                         break;
1564
1565         }        //switch (key)
1566 }
1567
1568 void kill_all_robots(void)
1569 {
1570         int     i, dead_count=0;
1571         //int   boss_index = -1;
1572
1573         // Kill all bots except for Buddy bot and boss.  However, if only boss and buddy left, kill boss.
1574         for (i=0; i<=Highest_object_index; i++)
1575                 if (Objects[i].type == OBJ_ROBOT) {
1576                         if (!Robot_info[Objects[i].id].companion && !Robot_info[Objects[i].id].boss_flag) {
1577                                 dead_count++;
1578                                 Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD;
1579                         }
1580                 }
1581
1582 // --           // Now, if more than boss and buddy left, un-kill boss.
1583 // --           if ((dead_count > 2) && (boss_index != -1)) {
1584 // --                   Objects[boss_index].flags &= ~(OF_EXPLODING|OF_SHOULD_BE_DEAD);
1585 // --                   dead_count--;
1586 // --           } else if (boss_index != -1)
1587 // --                   HUD_init_message("Toasted the BOSS!");
1588
1589         // Toast the buddy if nothing else toasted!
1590         if (dead_count == 0)
1591                 for (i=0; i<=Highest_object_index; i++)
1592                         if (Objects[i].type == OBJ_ROBOT)
1593                                 if (Robot_info[Objects[i].id].companion) {
1594                                         Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD;
1595                                         HUD_init_message("Toasted the Buddy! *sniff*");
1596                                         dead_count++;
1597                                 }
1598
1599         HUD_init_message("%i robots toasted!", dead_count);
1600 }
1601
1602 //      --------------------------------------------------------------------------
1603 //      Detonate reactor.
1604 //      Award player all powerups in mine.
1605 //      Place player just outside exit.
1606 //      Kill all bots in mine.
1607 //      Yippee!!
1608 void kill_and_so_forth(void)
1609 {
1610         int     i, j;
1611
1612         HUD_init_message("Killing, awarding, etc.!");
1613
1614         for (i=0; i<=Highest_object_index; i++) {
1615                 switch (Objects[i].type) {
1616                         case OBJ_ROBOT:
1617                                 Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD;
1618                                 break;
1619                         case OBJ_POWERUP:
1620                                 do_powerup(&Objects[i]);
1621                                 break;
1622                 }
1623         }
1624
1625         do_controlcen_destroyed_stuff(NULL);
1626
1627         for (i=0; i<Num_triggers; i++) {
1628                 if (Triggers[i].type == TT_EXIT) {
1629                         for (j=0; j<Num_walls; j++) {
1630                                 if (Walls[j].trigger == i) {
1631                                         compute_segment_center(&ConsoleObject->pos, &Segments[Walls[j].segnum]);
1632                                         obj_relink(ConsoleObject-Objects,Walls[j].segnum);
1633                                         goto kasf_done;
1634                                 }
1635                         }
1636                 }
1637         }
1638
1639 kasf_done: ;
1640
1641 }
1642
1643 #ifndef RELEASE
1644
1645 void kill_all_snipers(void)
1646 {
1647         int     i, dead_count=0;
1648
1649         //      Kill all snipers.
1650         for (i=0; i<=Highest_object_index; i++)
1651                 if (Objects[i].type == OBJ_ROBOT)
1652                         if (Objects[i].ctype.ai_info.behavior == AIB_SNIPE) {
1653                                 dead_count++;
1654                                 Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD;
1655                         }
1656
1657         HUD_init_message("%i robots toasted!", dead_count);
1658 }
1659
1660 void kill_thief(void)
1661 {
1662         int     i;
1663
1664         //      Kill thief.
1665         for (i=0; i<=Highest_object_index; i++)
1666                 if (Objects[i].type == OBJ_ROBOT)
1667                         if (Robot_info[Objects[i].id].thief) {
1668                                 Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD;
1669                                 HUD_init_message("Thief toasted!");
1670                         }
1671 }
1672
1673 void kill_buddy(void)
1674 {
1675         int     i;
1676
1677         //      Kill buddy.
1678         for (i=0; i<=Highest_object_index; i++)
1679                 if (Objects[i].type == OBJ_ROBOT)
1680                         if (Robot_info[Objects[i].id].companion) {
1681                                 Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD;
1682                                 HUD_init_message("Buddy toasted!");
1683                         }
1684 }
1685
1686 void toggle_movie_saving(void);
1687 extern char Language[];
1688
1689 void HandleTestKey(int key)
1690 {
1691         switch (key) {
1692
1693                 case KEY_DEBUGGED+KEY_0:        show_weapon_status();   break;
1694
1695                 #ifdef SHOW_EXIT_PATH
1696                 case KEY_DEBUGGED+KEY_1:        create_special_path();  break;
1697                 #endif
1698
1699                 case KEY_DEBUGGED+KEY_Y:
1700                         do_controlcen_destroyed_stuff(NULL);
1701                         break;
1702
1703 #ifdef NETWORK
1704         case KEY_DEBUGGED+KEY_ALTED+KEY_D:
1705                         Netlife_kills=4000; Netlife_killed=5;
1706                         multi_add_lifetime_kills();
1707                         break;
1708 #endif
1709
1710                 case KEY_BACKSP:
1711                 case KEY_CTRLED+KEY_BACKSP:
1712                 case KEY_ALTED+KEY_BACKSP:
1713                 case KEY_SHIFTED+KEY_BACKSP:
1714                 case KEY_SHIFTED+KEY_ALTED+KEY_BACKSP:
1715                 case KEY_CTRLED+KEY_ALTED+KEY_BACKSP:
1716                 case KEY_SHIFTED+KEY_CTRLED+KEY_BACKSP:
1717                 case KEY_SHIFTED+KEY_CTRLED+KEY_ALTED+KEY_BACKSP:
1718
1719                                 Int3(); break;
1720
1721                 case KEY_DEBUGGED+KEY_S:                                digi_reset(); break;
1722
1723                 case KEY_DEBUGGED+KEY_P:
1724                         if (Game_suspended & SUSP_ROBOTS)
1725                                 Game_suspended &= ~SUSP_ROBOTS;         //robots move
1726                         else
1727                                 Game_suspended |= SUSP_ROBOTS;          //robots don't move
1728                         break;
1729
1730
1731
1732                 case KEY_DEBUGGED+KEY_K:        Players[Player_num].shields = 1;        break;                                                  //      a virtual kill
1733                 case KEY_DEBUGGED+KEY_SHIFTED + KEY_K:  Players[Player_num].shields = -1;        break;  //     an actual kill
1734                 case KEY_DEBUGGED+KEY_X: Players[Player_num].lives++; break; // Extra life cheat key.
1735                 case KEY_DEBUGGED+KEY_H:
1736 //                              if (!(Game_mode & GM_MULTI) )   {
1737                                 Players[Player_num].flags ^= PLAYER_FLAGS_CLOAKED;
1738                                 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1739                                         #ifdef NETWORK
1740                                         if (Game_mode & GM_MULTI)
1741                                                 multi_send_cloak();
1742                                         #endif
1743                                         ai_do_cloak_stuff();
1744                                         Players[Player_num].cloak_time = GameTime;
1745                                         mprintf((0, "You are cloaked!\n"));
1746                                 } else
1747                                         mprintf((0, "You are DE-cloaked!\n"));
1748 //                              }
1749                         break;
1750
1751
1752                 case KEY_DEBUGGED+KEY_R:
1753                         Robot_firing_enabled = !Robot_firing_enabled;
1754                         break;
1755
1756                 case KEY_DEBUGGED+KEY_R+KEY_SHIFTED:
1757                         kill_all_robots();
1758                         break;
1759
1760                 #ifdef EDITOR           //editor-specific functions
1761
1762                 case KEY_E + KEY_DEBUGGED:
1763 #ifdef NETWORK
1764                         network_leave_game();
1765 #endif
1766                         Function_mode = FMODE_EDITOR;
1767                         break;
1768         case KEY_Q + KEY_SHIFTED + KEY_DEBUGGED:
1769                 {
1770                         char pal_save[768];
1771                         memcpy(pal_save,gr_palette,768);
1772                         init_subtitles("end.tex");      //ingore errors
1773                         PlayMovie ("end.mve",MOVIE_ABORT_ON);
1774                         close_subtitles();
1775                         Screen_mode = -1;
1776                         set_screen_mode(SCREEN_GAME);
1777                         reset_cockpit();
1778                         memcpy(gr_palette,pal_save,768);
1779                         gr_palette_load(gr_palette);
1780                         break;
1781                 }
1782                 case KEY_C + KEY_SHIFTED + KEY_DEBUGGED:
1783                         if (!( Game_mode & GM_MULTI ))
1784                                 move_player_2_segment(Cursegp,Curside);
1785                         break;   //move eye to curseg
1786
1787
1788                 case KEY_DEBUGGED+KEY_W:        draw_world_from_game(); break;
1789
1790                 #endif  //#ifdef EDITOR
1791
1792                 //flythrough keys
1793                 // case KEY_DEBUGGED+KEY_SHIFTED+KEY_F: toggle_flythrough(); break;
1794                 // case KEY_LEFT:               ft_preference=FP_LEFT; break;
1795                 // case KEY_RIGHT:                              ft_preference=FP_RIGHT; break;
1796                 // case KEY_UP:         ft_preference=FP_UP; break;
1797                 // case KEY_DOWN:               ft_preference=FP_DOWN; break;
1798
1799 #ifndef NDEBUG
1800                 case KEY_DEBUGGED+KEY_LAPOSTRO: Show_view_text_timer = 0x30000; object_goto_next_viewer(); break;
1801                 case KEY_DEBUGGED+KEY_CTRLED+KEY_LAPOSTRO: Show_view_text_timer = 0x30000; object_goto_prev_viewer(); break;
1802 #endif
1803                 case KEY_DEBUGGED+KEY_SHIFTED+KEY_LAPOSTRO: Viewer=ConsoleObject; break;
1804
1805         #ifndef NDEBUG
1806                 case KEY_DEBUGGED+KEY_O: toggle_outline_mode(); break;
1807         #endif
1808                 case KEY_DEBUGGED+KEY_T:
1809                         *Toggle_var = !*Toggle_var;
1810                         mprintf((0, "Variable at %08x set to %i\n", Toggle_var, *Toggle_var));
1811                         break;
1812                 case KEY_DEBUGGED + KEY_L:
1813                         if (++Lighting_on >= 2) Lighting_on = 0; break;
1814                 case KEY_DEBUGGED + KEY_SHIFTED + KEY_L:
1815                         Beam_brightness=0x38000-Beam_brightness; break;
1816                 case KEY_PAD5: slew_stop(); break;
1817
1818 #ifndef NDEBUG
1819                 case KEY_DEBUGGED + KEY_F11: play_test_sound(); break;
1820                 case KEY_DEBUGGED + KEY_SHIFTED+KEY_F11: advance_sound(); play_test_sound(); break;
1821 #endif
1822
1823                 case KEY_DEBUGGED +KEY_F4: {
1824                         //fvi_info hit_data;
1825                         //vms_vector p0 = {-0x1d99a7,-0x1b20000,0x186ab7f};
1826                         //vms_vector p1 = {-0x217865,-0x1b20000,0x187de3e};
1827                         //find_vector_intersection(&hit_data,&p0,0x1b9,&p1,0x40000,0x0,NULL,-1);
1828                         break;
1829                 }
1830
1831                 case KEY_DEBUGGED + KEY_M:
1832                         Debug_spew = !Debug_spew;
1833                         if (Debug_spew) {
1834                                 mopen( 0, 8, 1, 78, 16, "Debug Spew");
1835                                 HUD_init_message( "Debug Spew: ON" );
1836                         } else {
1837                                 mclose( 0 );
1838                                 HUD_init_message( "Debug Spew: OFF" );
1839                         }
1840                         break;
1841
1842                 case KEY_DEBUGGED + KEY_C:
1843
1844                         full_palette_save();
1845                         do_cheat_menu();
1846                         palette_restore();
1847                         break;
1848                 case KEY_DEBUGGED + KEY_SHIFTED + KEY_A:
1849                         do_megawow_powerup(10);
1850                         break;
1851                 case KEY_DEBUGGED + KEY_A:      {
1852                         do_megawow_powerup(200);
1853 //                                                              if ( Game_mode & GM_MULTI )     {
1854 //                                                                      nm_messagebox( NULL, 1, "Damn", "CHEATER!\nYou cannot use the\nmega-thing in network mode." );
1855 //                                                                      Network_message_reciever = 100;         // Send to everyone...
1856 //                                                                      sprintf( Network_message, "%s cheated!", Players[Player_num].callsign);
1857 //                                                              } else {
1858 //                                                                      do_megawow_powerup();
1859 //                                                              }
1860                                                 break;
1861                 }
1862
1863                 case KEY_DEBUGGED+KEY_F:        r_framerate.value = !r_framerate.value; break;
1864
1865                 case KEY_DEBUGGED+KEY_SPACEBAR:         //KEY_F7:                               // Toggle physics flying
1866                         slew_stop();
1867                         game_flush_inputs();
1868                         if ( ConsoleObject->control_type != CT_FLYING ) {
1869                                 fly_init(ConsoleObject);
1870                                 Game_suspended &= ~SUSP_ROBOTS; //robots move
1871                         } else {
1872                                 slew_init(ConsoleObject);                       //start player slewing
1873                                 Game_suspended |= SUSP_ROBOTS;  //robots don't move
1874                         }
1875                         break;
1876
1877                 case KEY_DEBUGGED+KEY_COMMA: Render_zoom = fixmul(Render_zoom,62259); break;
1878                 case KEY_DEBUGGED+KEY_PERIOD: Render_zoom = fixmul(Render_zoom,68985); break;
1879
1880                 case KEY_DEBUGGED+KEY_P+KEY_SHIFTED: Debug_pause = 1; break;
1881
1882                 //case KEY_F7: {
1883                 //      char mystr[30];
1884                 //      sprintf(mystr,"mark %i start",Mark_count);
1885                 //      _MARK_(mystr);
1886                 //      break;
1887                 //}
1888                 //case KEY_SHIFTED+KEY_F7: {
1889                 //      char mystr[30];
1890                 //      sprintf(mystr,"mark %i end",Mark_count);
1891                 //      Mark_count++;
1892                 //      _MARK_(mystr);
1893                 //      break;
1894                 //}
1895
1896
1897                 #ifndef NDEBUG
1898                 case KEY_DEBUGGED+KEY_F8: speedtest_init(); Speedtest_count = 1;         break;
1899                 case KEY_DEBUGGED+KEY_F9: speedtest_init(); Speedtest_count = 10;        break;
1900
1901                 case KEY_DEBUGGED+KEY_D:
1902                         if ((Game_double_buffer = !Game_double_buffer)!=0)
1903                                 init_cockpit();
1904                         break;
1905                 #endif
1906
1907                 #ifdef EDITOR
1908                 case KEY_DEBUGGED+KEY_Q:
1909                         stop_time();
1910                         dump_used_textures_all();
1911                         start_time();
1912                         break;
1913                 #endif
1914
1915                 case KEY_DEBUGGED+KEY_B: {
1916                         newmenu_item m;
1917                         char text[FILENAME_LEN]="";
1918                         int item;
1919                         m.type=NM_TYPE_INPUT; m.text_len = FILENAME_LEN; m.text = text;
1920                         item = newmenu_do( NULL, "Briefing to play?", 1, &m, NULL );
1921                         if (item != -1) {
1922                                 do_briefing_screens(text,1);
1923                                 reset_cockpit();
1924                         }
1925                         break;
1926                 }
1927
1928                 case KEY_DEBUGGED+KEY_F5:
1929                         toggle_movie_saving();
1930                         break;
1931
1932                 case KEY_DEBUGGED+KEY_SHIFTED+KEY_F5: {
1933                         extern int Movie_fixed_frametime;
1934                         Movie_fixed_frametime = !Movie_fixed_frametime;
1935                         break;
1936                 }
1937
1938                 case KEY_DEBUGGED+KEY_ALTED+KEY_F5:
1939                         GameTime = i2f(0x7fff - 840);           //will overflow in 14 minutes
1940                         mprintf((0,"GameTime bashed to %d secs\n",f2i(GameTime)));
1941                         break;
1942
1943                 case KEY_DEBUGGED+KEY_SHIFTED+KEY_B:
1944                         kill_and_so_forth();
1945                         break;
1946         }
1947 }
1948 #endif          //#ifndef RELEASE
1949
1950 //      Cheat functions ------------------------------------------------------------
1951 extern char *jcrypt (char *);
1952
1953 char *LamerCheats[]={   "!UyN#E$I",     // gabba-gabbahey
1954                                                                 "ei5cQ-ZQ", // mo-therlode
1955                                                                 "q^EpZxs8", // c-urrygoat
1956                                                                 "mxk(DyyP", // zi-ngermans
1957                                                                 "cBo#@y@P", // ea-tangelos
1958                                                                 "CLygLBGQ", // e-ricaanne
1959                                                                 "xAnHQxZX", // jos-huaakira
1960                                                                 "cKc[KUWo", // wh-ammazoom
1961                                                         };
1962
1963 #define N_LAMER_CHEATS (sizeof(LamerCheats) / sizeof(*LamerCheats))
1964
1965 char *WowieCheat        ="F_JMO3CV";    //only Matt knows / h-onestbob
1966 char *AllKeysCheat      ="%v%MrgbU";    //only Matt knows / or-algroove
1967 char *InvulCheat        ="Wv_\\JJ\\Z";  //only Matt knows / almighty
1968 char *HomingCheatString ="t\\LIhSB[";   //only Matt knows / l-pnlizard
1969 char *BouncyCheat       ="bGbiChQJ";    //only Matt knows / duddaboo
1970 char *FullMapCheat      ="PI<XQHRI";    //only Matt knows / rockrgrl
1971 char *LevelWarpCheat    ="ZQHtqbb\"";   //only Matt knows / f-reespace
1972 char *MonsterCheat      ="nfpEfRQp";    //only Matt knows / godzilla
1973 char *BuddyLifeCheat    ="%A-BECuY";    //only Matt knows / he-lpvishnu
1974 char *BuddyDudeCheat    ="u#uzIr%e";    //only Matt knows / g-owingnut
1975 char *KillRobotsCheat   ="&wxbs:5O";    //only Matt knows / spaniard
1976 char *FinishLevelCheat  ="%bG_bZ<D";    //only Matt knows / d-elshiftb
1977 char *RapidFireCheat    ="*jLgHi'J";    //only Matt knows / wildfire
1978
1979 char *RobotsKillRobotsCheat ="rT6xD__S"; // New for 1.1 / silkwing
1980 char *AhimsaCheat       ="!Uscq_yc";    // New for 1.1 / im-agespace 
1981
1982 char *AccessoryCheat    ="dWdz[kCK";    // al-ifalafel
1983 char *JohnHeadCheat     ="ou]];H:%";    // p-igfarmer
1984 char *AcidCheat         ="qPmwxz\"S";   // bit-tersweet
1985 char *FramerateCheat    ="rQ60#ZBN";    // f-rametime
1986
1987 char CheatBuffer[]="AAAAAAAAAAAAAAA";
1988
1989 #define CHEATSPOT 14
1990 #define CHEATEND 15
1991
1992 void do_cheat_penalty ()
1993  {
1994   digi_play_sample( SOUND_CHEATER, F1_0);
1995   Cheats_enabled=1;
1996   Players[Player_num].score=0;
1997  }
1998
1999
2000 //      Main Cheat function
2001
2002 char BounceCheat=0;
2003 char HomingCheat=0;
2004 char john_head_on=0;
2005 char AcidCheatOn=0;
2006 char old_IntMethod;
2007 char OldHomingState[20];
2008 extern char Monster_mode;
2009
2010 void fill_background();
2011 void load_background_bitmap();
2012
2013 extern int Robots_kill_robots_cheat;
2014
2015 void FinalCheats(int key)
2016 {
2017   int i;
2018   char *cryptstring;
2019
2020   key=key_to_ascii(key);
2021
2022   for (i=0;i<15;i++)
2023    CheatBuffer[i]=CheatBuffer[i+1];
2024
2025   CheatBuffer[CHEATSPOT]=key;
2026
2027   cryptstring=jcrypt(&CheatBuffer[7]);
2028
2029         for (i=0;i<N_LAMER_CHEATS;i++)
2030           if (!(strcmp (cryptstring,LamerCheats[i])))
2031                         {
2032                                  do_cheat_penalty();
2033                                  Players[Player_num].shields=i2f(1);
2034                                  Players[Player_num].energy=i2f(1);
2035 #ifdef NETWORK
2036                   if (Game_mode & GM_MULTI)
2037                         {
2038                          Network_message_reciever = 100;                // Send to everyone...
2039                                 sprintf( Network_message, "%s is crippled...get him!",Players[Player_num].callsign);
2040                         }
2041 #endif
2042                         HUD_init_message ("Take that...cheater!");
2043                 }
2044
2045   if (!(strcmp (cryptstring,JohnHeadCheat)))
2046                 {
2047                                 john_head_on = !john_head_on;
2048                                 load_background_bitmap();
2049                                 fill_background();
2050                                 HUD_init_message (john_head_on?"Hi John!!":"Bye John!!");
2051                 }
2052   if (!(strcmp (cryptstring,AcidCheat)))
2053                 {
2054                                 if (AcidCheatOn)
2055                                 {
2056                                  AcidCheatOn=0;
2057                                  Interpolation_method=old_IntMethod;
2058                                  HUD_init_message ("Coming down...");
2059                                 }
2060                                 else
2061                                 {
2062                                  AcidCheatOn=1;
2063                                  old_IntMethod=Interpolation_method;
2064                                  Interpolation_method=1;
2065                                  HUD_init_message ("Going up!");
2066                                 }
2067
2068                 }
2069
2070   if (!(strcmp (cryptstring,FramerateCheat)))
2071                 {
2072                         r_framerate.value = !r_framerate.value;
2073                 }
2074
2075   if (Game_mode & GM_MULTI)
2076    return;
2077
2078   if (!(strcmp (&CheatBuffer[8],"blueorb")))
2079    {
2080                 if (Players[Player_num].shields < MAX_SHIELDS) {
2081                         fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
2082                         if (Difficulty_level == 0)
2083                                 boost += boost/2;
2084                         Players[Player_num].shields += boost;
2085                         if (Players[Player_num].shields > MAX_SHIELDS)
2086                                 Players[Player_num].shields = MAX_SHIELDS;
2087                         powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(Players[Player_num].shields));
2088                         do_cheat_penalty();
2089                 } else
2090                         HUD_init_message(TXT_MAXED_OUT,TXT_SHIELD);
2091    }
2092
2093   if (!(strcmp(cryptstring,BuddyLifeCheat)))
2094    {
2095          do_cheat_penalty();
2096          HUD_init_message ("What's this? Another buddy bot!");
2097          create_buddy_bot();
2098    }
2099
2100
2101   if (!(strcmp(cryptstring,BuddyDudeCheat)))
2102    {
2103          do_cheat_penalty();
2104          Buddy_dude_cheat = !Buddy_dude_cheat;
2105          if (Buddy_dude_cheat) {
2106                 HUD_init_message ("%s gets angry!",guidebot_name);
2107                 strcpy(guidebot_name,"Wingnut");
2108          }
2109          else {
2110                 strcpy(guidebot_name,real_guidebot_name);
2111                 HUD_init_message ("%s calms down",guidebot_name);
2112          }
2113   }
2114
2115
2116   if (!(strcmp(cryptstring,MonsterCheat)))
2117    {
2118     Monster_mode=1-Monster_mode;
2119          do_cheat_penalty();
2120          HUD_init_message (Monster_mode?"Oh no, there goes Tokyo!":"What have you done, I'm shrinking!!");
2121    }
2122
2123
2124   if (!(strcmp (cryptstring,BouncyCheat)))
2125         {
2126                 do_cheat_penalty();
2127                 HUD_init_message ("Bouncing weapons!");
2128                 BounceCheat=1;
2129         }
2130
2131         if (!(strcmp(cryptstring,LevelWarpCheat)))
2132          {
2133                 newmenu_item m;
2134                 char text[10]="";
2135                 int new_level_num;
2136                 int item;
2137                 //digi_play_sample( SOUND_CHEATER, F1_0);
2138                 m.type=NM_TYPE_INPUT; m.text_len = 10; m.text = text;
2139                 item = newmenu_do( NULL, TXT_WARP_TO_LEVEL, 1, &m, NULL );
2140                 if (item != -1) {
2141                         new_level_num = atoi(m.text);
2142                         if (new_level_num!=0 && new_level_num>=0 && new_level_num<=Last_level) {
2143                                 StartNewLevel(new_level_num, 0);
2144                                 do_cheat_penalty();
2145                         }
2146                 }
2147          }
2148
2149   if (!(strcmp (cryptstring,WowieCheat)))
2150         {
2151
2152                                 HUD_init_message(TXT_WOWIE_ZOWIE);
2153                 do_cheat_penalty();
2154
2155                         if (Piggy_hamfile_version < 3) // SHAREWARE
2156                         {
2157                                 Players[Player_num].primary_weapon_flags = ~((1<<PHOENIX_INDEX) | (1<<OMEGA_INDEX) | (1<<FUSION_INDEX) | HAS_FLAG(SUPER_LASER_INDEX));
2158                                 Players[Player_num].secondary_weapon_flags = ~((1<<SMISSILE4_INDEX) | (1<<MEGA_INDEX) | (1<<SMISSILE5_INDEX));
2159                         }
2160                         else
2161                         {
2162                                 Players[Player_num].primary_weapon_flags = 0xffff ^ HAS_FLAG(SUPER_LASER_INDEX);                //no super laser
2163                                 Players[Player_num].secondary_weapon_flags = 0xffff;
2164                         }
2165
2166                         for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
2167                                         Players[Player_num].primary_ammo[i] = Primary_ammo_max[i];
2168
2169                                 for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
2170                                         Players[Player_num].secondary_ammo[i] = Secondary_ammo_max[i];
2171
2172                                 if (Piggy_hamfile_version < 3) // SHAREWARE
2173                                 {
2174                                         Players[Player_num].secondary_ammo[SMISSILE4_INDEX] = 0;
2175                                         Players[Player_num].secondary_ammo[SMISSILE5_INDEX] = 0;
2176                                         Players[Player_num].secondary_ammo[MEGA_INDEX] = 0;
2177                                 }
2178
2179                                 if (Game_mode & GM_HOARD)
2180                                         Players[Player_num].secondary_ammo[PROXIMITY_INDEX] = 12;
2181
2182                                 if (Newdemo_state == ND_STATE_RECORDING)
2183                                         newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);
2184
2185                                 Players[Player_num].energy = MAX_ENERGY;
2186                                 Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
2187                                 Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
2188                                 update_laser_weapon_info();
2189         }
2190
2191
2192   if (!(strcmp (cryptstring,AllKeysCheat)))
2193         {
2194                 do_cheat_penalty();
2195                                 HUD_init_message(TXT_ALL_KEYS);
2196                                 Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY;
2197         }
2198
2199
2200   if (!(strcmp (cryptstring,InvulCheat)))
2201                 {
2202                 do_cheat_penalty();
2203                                 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
2204                                 HUD_init_message("%s %s!", TXT_INVULNERABILITY, (Players[Player_num].flags&PLAYER_FLAGS_INVULNERABLE)?TXT_ON:TXT_OFF);
2205                                 Players[Player_num].invulnerable_time = GameTime+i2f(1000);
2206                 }
2207   if (!(strcmp (cryptstring,AccessoryCheat)))
2208                 {
2209                                 do_cheat_penalty();
2210                                 Players[Player_num].flags |=PLAYER_FLAGS_HEADLIGHT;
2211                                 Players[Player_num].flags |=PLAYER_FLAGS_AFTERBURNER;
2212                                 Players[Player_num].flags |=PLAYER_FLAGS_AMMO_RACK;
2213                                 Players[Player_num].flags |=PLAYER_FLAGS_CONVERTER;
2214
2215                                 HUD_init_message ("Accessories!!");
2216                 }
2217   if (!(strcmp (cryptstring,FullMapCheat)))
2218                 {
2219                                 do_cheat_penalty();
2220                                 Players[Player_num].flags |=PLAYER_FLAGS_MAP_ALL;
2221
2222                                 HUD_init_message ("Full Map!!");
2223                 }
2224
2225
2226   if (!(strcmp (cryptstring,HomingCheatString)))
2227                 {
2228                         if (!HomingCheat) {
2229                                 do_cheat_penalty();
2230                                 HomingCheat=1;
2231                                 for (i=0;i<20;i++)
2232                                  {
2233                                   OldHomingState[i]=Weapon_info[i].homing_flag;
2234                                   Weapon_info[i].homing_flag=1;
2235                                  }
2236                                 HUD_init_message ("Homing weapons!");
2237                         }
2238                 }
2239
2240   if (!(strcmp (cryptstring,KillRobotsCheat)))
2241                 {
2242                                 do_cheat_penalty();
2243                                 kill_all_robots();
2244                 }
2245
2246   if (!(strcmp (cryptstring,FinishLevelCheat)))
2247                 {
2248                                 do_cheat_penalty();
2249                                 kill_and_so_forth();
2250                 }
2251
2252         if (!(strcmp (cryptstring,RobotsKillRobotsCheat))) {
2253                 Robots_kill_robots_cheat = !Robots_kill_robots_cheat;
2254                 if (Robots_kill_robots_cheat) {
2255                         HUD_init_message ("Rabid robots!");
2256                         do_cheat_penalty();
2257                 }
2258                 else
2259                         HUD_init_message ("Kill the player!");
2260         }
2261
2262         if (!(strcmp (cryptstring,AhimsaCheat))) {
2263                 Robot_firing_enabled = !Robot_firing_enabled;
2264                 if (!Robot_firing_enabled) {
2265                         HUD_init_message("%s", "Robot firing OFF!");
2266                         do_cheat_penalty();
2267                 }
2268                 else
2269                         HUD_init_message("%s", "Robot firing ON!");
2270         }
2271
2272         if (!(strcmp (cryptstring,RapidFireCheat))) {
2273                 if (Laser_rapid_fire) {
2274                         Laser_rapid_fire = 0;
2275                         HUD_init_message("%s", "Rapid fire OFF!");
2276                 }
2277                 else {
2278                         Laser_rapid_fire = 0xbada55;
2279                         do_cheat_penalty();
2280                         HUD_init_message("%s", "Rapid fire ON!");
2281                 }
2282         }
2283
2284 }
2285
2286
2287 // Internal Cheat Menu
2288 #ifndef RELEASE
2289 void do_cheat_menu()
2290 {
2291         int mmn;
2292         newmenu_item mm[16];
2293         char score_text[21];
2294
2295         sprintf( score_text, "%d", Players[Player_num].score );
2296
2297         mm[0].type=NM_TYPE_CHECK; mm[0].value=Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE; mm[0].text="Invulnerability";
2298         mm[1].type=NM_TYPE_CHECK; mm[1].value=Players[Player_num].flags & PLAYER_FLAGS_CLOAKED; mm[1].text="Cloaked";
2299         mm[2].type=NM_TYPE_CHECK; mm[2].value=0; mm[2].text="All keys";
2300         mm[3].type=NM_TYPE_NUMBER; mm[3].value=f2i(Players[Player_num].energy); mm[3].text="% Energy"; mm[3].min_value=0; mm[3].max_value=200;
2301         mm[4].type=NM_TYPE_NUMBER; mm[4].value=f2i(Players[Player_num].shields); mm[4].text="% Shields"; mm[4].min_value=0; mm[4].max_value=200;
2302         mm[5].type=NM_TYPE_TEXT; mm[5].text = "Score:";
2303         mm[6].type=NM_TYPE_INPUT; mm[6].text_len = 10; mm[6].text = score_text;
2304         //mm[7].type=NM_TYPE_RADIO; mm[7].value=(Players[Player_num].laser_level==0); mm[7].group=0; mm[7].text="Laser level 1";
2305         //mm[8].type=NM_TYPE_RADIO; mm[8].value=(Players[Player_num].laser_level==1); mm[8].group=0; mm[8].text="Laser level 2";
2306         //mm[9].type=NM_TYPE_RADIO; mm[9].value=(Players[Player_num].laser_level==2); mm[9].group=0; mm[9].text="Laser level 3";
2307         //mm[10].type=NM_TYPE_RADIO; mm[10].value=(Players[Player_num].laser_level==3); mm[10].group=0; mm[10].text="Laser level 4";
2308
2309         mm[7].type=NM_TYPE_NUMBER; mm[7].value=Players[Player_num].laser_level+1; mm[7].text="Laser Level"; mm[7].min_value=0; mm[7].max_value=MAX_SUPER_LASER_LEVEL+1;
2310         mm[8].type=NM_TYPE_NUMBER; mm[8].value=Players[Player_num].secondary_ammo[CONCUSSION_INDEX]; mm[8].text="Missiles"; mm[8].min_value=0; mm[8].max_value=200;
2311
2312         mmn = newmenu_do("Wimp Menu",NULL,9, mm, NULL );
2313
2314         if (mmn > -1 )  {
2315                 if ( mm[0].value )  {
2316                         Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2317                         Players[Player_num].invulnerable_time = GameTime+i2f(1000);
2318                 } else
2319                         Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
2320                 if ( mm[1].value ) {
2321                         Players[Player_num].flags |= PLAYER_FLAGS_CLOAKED;
2322                         #ifdef NETWORK
2323                         if (Game_mode & GM_MULTI)
2324                                 multi_send_cloak();
2325                         #endif
2326                         ai_do_cloak_stuff();
2327                         Players[Player_num].cloak_time = GameTime;
2328                 }
2329                 else
2330                         Players[Player_num].flags &= ~PLAYER_FLAGS_CLOAKED;
2331
2332                 if (mm[2].value) Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY;
2333                 Players[Player_num].energy=i2f(mm[3].value);
2334                 Players[Player_num].shields=i2f(mm[4].value);
2335                 Players[Player_num].score = atoi(mm[6].text);
2336                 //if (mm[7].value) Players[Player_num].laser_level=0;
2337                 //if (mm[8].value) Players[Player_num].laser_level=1;
2338                 //if (mm[9].value) Players[Player_num].laser_level=2;
2339                 //if (mm[10].value) Players[Player_num].laser_level=3;
2340                 Players[Player_num].laser_level = mm[7].value-1;
2341                 Players[Player_num].secondary_ammo[CONCUSSION_INDEX] = mm[8].value;
2342                 init_gauges();
2343         }
2344 }
2345 #endif
2346
2347
2348
2349 //      Testing functions ----------------------------------------------------------
2350
2351 #ifndef NDEBUG
2352 void speedtest_init(void)
2353 {
2354         Speedtest_start_time = timer_get_fixed_seconds();
2355         Speedtest_on = 1;
2356         Speedtest_segnum = 0;
2357         Speedtest_sidenum = 0;
2358         Speedtest_frame_start = FrameCount;
2359
2360         mprintf((0, "Starting speedtest.  Will be %i frames.  Each . = 10 frames.\n", Highest_segment_index+1));
2361 }
2362
2363 void speedtest_frame(void)
2364 {
2365         vms_vector      view_dir, center_point;
2366
2367         Speedtest_sidenum=Speedtest_segnum % MAX_SIDES_PER_SEGMENT;
2368
2369         compute_segment_center(&Viewer->pos, &Segments[Speedtest_segnum]);
2370         Viewer->pos.x += 0x10;          Viewer->pos.y -= 0x10;          Viewer->pos.z += 0x17;
2371
2372         obj_relink(Viewer-Objects, Speedtest_segnum);
2373         compute_center_point_on_side(&center_point, &Segments[Speedtest_segnum], Speedtest_sidenum);
2374         vm_vec_normalized_dir_quick(&view_dir, &center_point, &Viewer->pos);
2375         vm_vector_2_matrix(&Viewer->orient, &view_dir, NULL, NULL);
2376
2377         if (((FrameCount - Speedtest_frame_start) % 10) == 0)
2378                 mprintf((0, "."));
2379
2380         Speedtest_segnum++;
2381
2382         if (Speedtest_segnum > Highest_segment_index) {
2383                 char    msg[128];
2384
2385                 sprintf(msg, "\nSpeedtest done:  %i frames, %7.3f seconds, %7.3f frames/second.\n",
2386                         FrameCount-Speedtest_frame_start,
2387                         f2fl(timer_get_fixed_seconds() - Speedtest_start_time),
2388                         (float) (FrameCount-Speedtest_frame_start) / f2fl(timer_get_fixed_seconds() - Speedtest_start_time));
2389
2390                 mprintf((0, "%s", msg));
2391                 HUD_init_message(msg);
2392
2393                 Speedtest_count--;
2394                 if (Speedtest_count == 0)
2395                         Speedtest_on = 0;
2396                 else
2397                         speedtest_init();
2398         }
2399
2400 }
2401
2402
2403 //      Sounds for testing
2404
2405 int test_sound_num = 0;
2406 int sound_nums[] = {10,11,20,21,30,31,32,33,40,41,50,51,60,61,62,70,80,81,82,83,90,91};
2407
2408 #define N_TEST_SOUNDS (sizeof(sound_nums) / sizeof(*sound_nums))
2409
2410
2411 void advance_sound()
2412 {
2413         if (++test_sound_num == N_TEST_SOUNDS)
2414                 test_sound_num=0;
2415
2416 }
2417
2418
2419 int     Test_sound = 251;
2420
2421 void play_test_sound()
2422 {
2423
2424         // -- digi_play_sample(sound_nums[test_sound_num], F1_0);
2425         digi_play_sample(Test_sound, F1_0);
2426 }
2427
2428 #endif  //ifndef NDEBUG
2429
2430
2431
2432
2433
2434 void ReadControls()
2435 {
2436         int key;
2437         fix key_time;
2438         static ubyte exploding_flag=0;
2439
2440         Player_fired_laser_this_frame=-1;
2441
2442         if (!Endlevel_sequence) // && !Player_is_dead  //this was taken out of the if statement by WraithX
2443         {
2444
2445                         if ( (Newdemo_state == ND_STATE_PLAYBACK) || (DefiningMarkerMessage)
2446                                 #ifdef NETWORK
2447                                 || multi_sending_message || multi_defining_message
2448                                 #endif
2449                                 )        // WATCH OUT!!! WEIRD CODE ABOVE!!!
2450                                 memset( &Controls, 0, sizeof(control_info) );
2451                         else
2452                                 #ifdef WINDOWS
2453                                         controls_read_all_win();
2454                                 #else
2455                                         controls_read_all();            //NOTE LINK TO ABOVE!!!
2456                                 #endif
2457
2458                 check_rear_view();
2459
2460                 //      If automap key pressed, enable automap unless you are in network mode, control center destroyed and < 10 seconds left
2461                 if ( Controls.automap_down_count && !((Game_mode & GM_MULTI) && Control_center_destroyed && (Countdown_seconds_left < 10)))
2462                         Automap_flag = 1;
2463
2464                 do_weapon_stuff();
2465
2466         }
2467
2468         if (Player_exploded) { //Player_is_dead && (ConsoleObject->flags & OF_EXPLODING) ) {
2469
2470                 if (exploding_flag==0)  {
2471                         exploding_flag = 1;                     // When player starts exploding, clear all input devices...
2472                         game_flush_inputs();
2473                 } else {
2474                         int i;
2475                         //if (key_down_count(KEY_BACKSP))
2476                         //      Int3();
2477                         //if (key_down_count(KEY_PRINT_SCREEN))
2478                         //      save_screen_shot(0);
2479
2480 #ifndef MACINTOSH
2481                         for (i = 0; i < 4; i++)
2482                                 // the following "if" added by WraithX, 4/17/00
2483                                 if (isJoyRotationKey(i) != 1)
2484                                 {
2485                                         if (joy_get_button_down_cnt(i) > 0)
2486                                                 Death_sequence_aborted = 1;
2487                                 }// end "if" added by WraithX
2488 #else
2489                         if (joy_get_any_button_down_cnt() > 0)
2490                                 Death_sequence_aborted = 1;
2491 #endif
2492                         for (i = 0; i < 3; i++)
2493                                 // the following "if" added by WraithX, 4/17/00
2494                                 if (isMouseRotationKey(i) != 1)
2495                                 {
2496                                         if (mouse_button_down_count(i) > 0)
2497                                                 Death_sequence_aborted = 1;
2498                                 }// end "if" added by WraithX
2499
2500                         //for (i = 0; i < 256; i++)
2501                         //      // the following "if" added by WraithX, 4/17/00
2502                         //      if (isKeyboardRotationKey(i) != 1)
2503                         //      {
2504                         //              if (!key_isfunc(i) && !key_ismod(i) && key_down_count(i) > 0)
2505                         //                      Death_sequence_aborted = 1;
2506                         //      }// end "if" added by WraithX
2507
2508                         if (Death_sequence_aborted)
2509                                 game_flush_inputs();
2510                 }
2511         } else {
2512                 exploding_flag=0;
2513         }
2514
2515         if (Newdemo_state == ND_STATE_PLAYBACK )
2516                 update_vcr_state();
2517
2518         while ((key=key_inkey_time(&key_time)) != 0)    {
2519
2520                 if (DefiningMarkerMessage)
2521                  {
2522                         MarkerInputMessage (key);
2523                         continue;
2524                  }
2525
2526                 #ifdef NETWORK
2527                 if ( (Game_mode&GM_MULTI) && (multi_sending_message || multi_defining_message ))        {
2528                         multi_message_input_sub( key );
2529                         continue;               //get next key
2530                 }
2531                 #endif
2532
2533                 #ifndef RELEASE
2534                 #ifdef NETWORK
2535                 if ((key&KEY_DEBUGGED)&&(Game_mode&GM_MULTI))   {
2536                         Network_message_reciever = 100;         // Send to everyone...
2537                         sprintf( Network_message, "%s %s", TXT_I_AM_A, TXT_CHEATER);
2538                 }
2539                 #endif
2540                 #endif
2541
2542 #ifdef CONSOLE
2543                 if(!con_events(key))
2544                         continue;
2545 #endif
2546
2547                 if (Player_is_dead)
2548                         HandleDeathKey(key);
2549
2550                 if (Endlevel_sequence)
2551                         HandleEndlevelKey(key);
2552                 else if (Newdemo_state == ND_STATE_PLAYBACK ) {
2553                         HandleDemoKey(key);
2554
2555                         #ifndef RELEASE
2556                         HandleTestKey(key);
2557                         #endif
2558                 } else {
2559                         FinalCheats(key);
2560
2561                         HandleSystemKey(key);
2562                         HandleVRKey(key);
2563                         HandleGameKey(key);
2564
2565                         #ifndef RELEASE
2566                         HandleTestKey(key);
2567                         #endif
2568                 }
2569         }
2570
2571
2572 //      if ((Players[Player_num].flags & PLAYER_FLAGS_CONVERTER) && keyd_pressed[KEY_F8] && (keyd_pressed[KEY_LALT] || keyd_pressed[KEY_RALT]))
2573   //            transfer_energy_to_shield(key_down_time(KEY_F8));
2574 }
2575