(* Copyright (C) Doom 2D: Forever Developers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License ONLY.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*)
{$INCLUDE ../shared/a_modes.inc}
unit g_game;
interface
uses
SysUtils, Classes,
MAPDEF,
g_basic, g_player, e_graphics, g_res_downloader,
g_sound, g_gui, utils, md5, mempool, xprofiler,
g_touch, g_weapons;
type
TGameSettings = record
GameType: Byte;
GameMode: Byte;
TimeLimit: Word;
ScoreLimit: Word;
WarmupTime: Word;
SpawnInvul: Word;
ItemRespawnTime: Word;
MaxLives: Byte;
Options: LongWord;
WAD: String;
end;
TGameEvent = record
Name: String;
Command: String;
end;
TDelayedEvent = record
Pending: Boolean;
Time: LongWord;
DEType: Byte;
DENum: Integer;
DEStr: String;
end;
TChatSound = record
Sound: TPlayableSound;
Tags: Array of String;
FullWord: Boolean;
end;
TPlayerSettings = record
Name: String;
Model: String;
Color: TRGB;
Team: Byte;
// ones below are sent only to the server
WeaponSwitch: Byte;
WeaponPreferences: Array[WP_FIRST..WP_LAST+1] of Byte;
SwitchToEmpty: Byte;
SkipFist: Byte;
end;
TMegaWADInfo = record
Name: String;
Description: String;
Author: String;
Pic: String;
end;
THearPoint = record
Active: Boolean;
Coords: TDFPoint;
end;
function g_Game_IsNet(): Boolean;
function g_Game_IsServer(): Boolean;
function g_Game_IsClient(): Boolean;
procedure g_Game_Init();
procedure g_Game_Free (freeTextures: Boolean=true);
procedure g_Game_LoadData();
procedure g_Game_FreeData();
procedure g_Game_Update();
procedure g_Game_PreUpdate();
procedure g_Game_Quit();
procedure g_Game_SetupScreenSize();
procedure g_Game_ChangeResolution(newWidth, newHeight: Word; nowFull, nowMax: Boolean);
function g_Game_ModeToText(Mode: Byte): string;
function g_Game_TextToMode(Mode: string): Byte;
procedure g_Game_ExecuteEvent(Name: String);
function g_Game_DelayEvent(DEType: Byte; Time: LongWord; Num: Integer = 0; Str: String = ''): Integer;
procedure g_Game_AddPlayer(Team: Byte = TEAM_NONE);
procedure g_Game_RemovePlayer();
procedure g_Game_Spectate();
procedure g_Game_SpectateCenterView();
procedure g_Game_StartSingle(Map: String; TwoPlayers: Boolean; nPlayers: Byte);
procedure g_Game_StartCustom(Map: String; GameMode: Byte; TimeLimit, ScoreLimit: Word; MaxLives: Byte; Options: LongWord; nPlayers: Byte);
procedure g_Game_StartServer(Map: String; GameMode: Byte; TimeLimit, ScoreLimit: Word; MaxLives: Byte; Options: LongWord; nPlayers: Byte; IPAddr: LongWord; Port: Word);
procedure g_Game_StartClient(Addr: String; Port: Word; PW: String);
procedure g_Game_Restart();
procedure g_Game_RestartLevel();
procedure g_Game_RestartRound(NoMapRestart: Boolean = False);
function g_Game_ClientWAD (NewWAD: String; const WHash: TMD5Digest): AnsiString;
function g_Game_StartMap(asMegawad: Boolean; Map: String; Force: Boolean = False; const oldMapPath: AnsiString=''): Boolean;
procedure g_Game_ChangeMap(const MapPath: String);
procedure g_Game_ExitLevel(const Map: AnsiString);
function g_Game_GetFirstMap(WAD: String): String;
function g_Game_GetNextMap(): String;
procedure g_Game_NextLevel();
procedure g_Game_Pause(Enable: Boolean);
procedure g_Game_HolmesPause(Enable: Boolean);
procedure g_Game_InGameMenu(Show: Boolean);
function g_Game_IsWatchedPlayer(UID: Word): Boolean;
function g_Game_IsWatchedTeam(Team: Byte): Boolean;
procedure g_Game_Message(Msg: String; Time: Word);
procedure g_Game_LoadMapList(FileName: String);
procedure g_Game_PauseAllSounds(Enable: Boolean);
procedure g_Game_StopAllSounds(all: Boolean);
procedure g_Game_UpdateTriggerSounds();
function g_Game_GetMegaWADInfo(WAD: String): TMegaWADInfo;
procedure g_Game_ChatSound(Text: String; Taunt: Boolean = True);
procedure g_Game_Announce_GoodShot(SpawnerUID: Word);
procedure g_Game_Announce_KillCombo(Param: Integer);
procedure g_Game_Announce_BodyKill(SpawnerUID: Word);
procedure g_Game_StartVote(Command, Initiator: string);
procedure g_Game_CheckVote;
procedure g_TakeScreenShot(Filename: string = '');
procedure g_FatalError(Text: String);
procedure g_SimpleError(Text: String);
function g_Game_IsTestMap(): Boolean;
procedure g_Game_DeleteTestMap();
procedure GameCVars(P: SSArray);
procedure PlayerSettingsCVars(P: SSArray);
procedure SystemCommands(P: SSArray);
procedure GameCommands(P: SSArray);
procedure GameCheats(P: SSArray);
procedure DebugCommands(P: SSArray);
procedure g_Game_Process_Params;
procedure g_Game_SetLoadingText(Text: String; Max: Integer; reWrite: Boolean);
procedure g_Game_StepLoading(Value: Integer = -1);
procedure g_Game_ClearLoading();
procedure g_Game_SetDebugMode();
function IsActivePlayer(p: TPlayer): Boolean;
function GetActivePlayerID_Next(Skip: Integer = -1): Integer;
procedure SortGameStat(var stat: TPlayerStatArray);
{ procedure SetWinPause(Enable: Boolean); }
const
GAME_TICK = 28;
LOADING_SHOW_STEP = 100;
LOADING_INTERLINE = 20;
GT_NONE = 0;
GT_SINGLE = 1;
GT_CUSTOM = 2;
GT_SERVER = 3;
GT_CLIENT = 4;
GM_NONE = 0;
GM_DM = 1;
GM_TDM = 2;
GM_CTF = 3;
GM_COOP = 4;
GM_SINGLE = 5;
MESSAGE_DIKEY = WM_USER + 1;
EXIT_QUIT = 1;
EXIT_SIMPLE = 2;
EXIT_RESTART = 3;
EXIT_ENDLEVELSINGLE = 4;
EXIT_ENDLEVELCUSTOM = 5;
GAME_OPTION_RESERVED = 1;
GAME_OPTION_TEAMDAMAGE = 2;
GAME_OPTION_ALLOWEXIT = 4;
GAME_OPTION_WEAPONSTAY = 8;
GAME_OPTION_MONSTERS = 16;
GAME_OPTION_BOTVSPLAYER = 32;
GAME_OPTION_BOTVSMONSTER = 64;
GAME_OPTION_DMKEYS = 128;
GAME_OPTION_TEAMHITTRACE = 256;
GAME_OPTION_TEAMHITPROJECTILE = 512;
GAME_OPTION_TEAMABSORBDAMAGE = 1024;
GAME_OPTION_ALLOWDROPFLAG = 2048;
GAME_OPTION_THROWFLAG = 4096;
STATE_NONE = 0;
STATE_MENU = 1;
STATE_FOLD = 2;
STATE_INTERCUSTOM = 3;
STATE_INTERSINGLE = 4;
STATE_INTERTEXT = 5;
STATE_INTERPIC = 6;
STATE_ENDPIC = 7;
STATE_SLIST = 8;
LMS_RESPAWN_NONE = 0;
LMS_RESPAWN_WARMUP = 1;
LMS_RESPAWN_FINAL = 2;
SPECT_NONE = 0;
SPECT_STATS = 1;
SPECT_MAPVIEW = 2;
SPECT_PLAYERS = 3;
DE_GLOBEVENT = 0;
DE_BFGHIT = 1;
DE_KILLCOMBO = 2;
DE_BODYKILL = 3;
ANNOUNCE_NONE = 0;
ANNOUNCE_ME = 1;
ANNOUNCE_MEPLUS = 2;
ANNOUNCE_ALL = 3;
CONFIG_FILENAME = 'Doom2DF.cfg';
TEST_MAP_NAME = '$$$_TEST_$$$';
STD_PLAYER_MODEL = 'Doomer';
{$IFDEF HEADLESS}
DEFAULT_PLAYERS = 0;
{$ELSE}
DEFAULT_PLAYERS = 1;
{$ENDIF}
STATFILE_VERSION = $03;
var
gStdFont: DWORD;
gGameSettings: TGameSettings;
gPlayer1Settings: TPlayerSettings;
gPlayer2Settings: TPlayerSettings;
gGameOn: Boolean;
gPlayerScreenSize: TDFPoint;
gPlayer1ScreenCoord: TDFPoint;
gPlayer2ScreenCoord: TDFPoint;
gPlayer1: TPlayer = nil;
gPlayer2: TPlayer = nil;
gPlayerDrawn: TPlayer = nil;
gTime: LongWord;
gLerpFactor: Single = 1.0;
gSwitchGameMode: Byte = GM_DM;
gHearPoint1, gHearPoint2: THearPoint;
gSoundEffectsDF: Boolean = False;
gSoundTriggerTime: Word = 0;
gAnnouncer: Integer = ANNOUNCE_NONE;
goodsnd: array[0..3] of TPlayableSound;
killsnd: array[0..3] of TPlayableSound;
hahasnd: array[0..2] of TPlayableSound;
sound_get_flag: array[0..1] of TPlayableSound;
sound_lost_flag: array[0..1] of TPlayableSound;
sound_ret_flag: array[0..1] of TPlayableSound;
sound_cap_flag: array[0..1] of TPlayableSound;
gBodyKillEvent: Integer = -1;
gDefInterTime: ShortInt = -1;
gInterEndTime: LongWord = 0;
gInterTime: LongWord = 0;
gServInterTime: Byte = 0;
gGameStartTime: LongWord = 0;
gTotalMonsters: Integer = 0;
gPauseMain: Boolean = false;
gPauseHolmes: Boolean = false;
gShowTime: Boolean = False;
gShowFPS: Boolean = False;
gShowScore: Boolean = True;
gShowStat: Boolean = True;
gShowPIDs: Boolean = False;
gShowKillMsg: Boolean = True;
gShowLives: Boolean = True;
gShowPing: Boolean = False;
gShowMap: Boolean = False;
gExit: Byte = 0;
gState: Byte = STATE_NONE;
sX, sY: Integer;
sWidth, sHeight: Word;
gSpectMode: Byte = SPECT_NONE;
gSpectHUD: Boolean = True;
gSpectKeyPress: Boolean = False;
gSpectX: Integer = 0;
gSpectY: Integer = 0;
gSpectStep: Byte = 8;
gSpectViewTwo: Boolean = False;
gSpectPID1: Integer = -1;
gSpectPID2: Integer = -1;
gSpectAuto: Boolean = False;
gSpectAutoNext: LongWord;
gSpectAutoStepX: Integer;
gSpectAutoStepY: Integer;
gMusic: TMusic = nil;
gLoadGameMode: Boolean;
gCheats: Boolean = False;
gMapOnce: Boolean = False;
gMapToDelete: String;
gTempDelete: Boolean = False;
gLastMap: Boolean = False;
gScreenWidth: Word;
gScreenHeight: Word;
gResolutionChange: Boolean = False;
gRC_Width, gRC_Height: Integer;
gRC_FullScreen, gRC_Maximized: Boolean;
gLanguageChange: Boolean = False;
gDebugMode: Boolean = False;
g_debug_Sounds: Boolean = False;
g_debug_Frames: Boolean = False;
g_debug_WinMsgs: Boolean = False;
g_debug_MonsterOff: Boolean = False;
g_debug_BotAIOff: Byte = 0;
g_debug_HealthBar: Boolean = False;
g_Debug_Player: Boolean = False;
gCoopMonstersKilled: Word = 0;
gCoopSecretsFound: Word = 0;
gCoopTotalMonstersKilled: Word = 0;
gCoopTotalSecretsFound: Word = 0;
gCoopTotalMonsters: Word = 0;
gCoopTotalSecrets: Word = 0;
gStatsOff: Boolean = False;
gStatsPressed: Boolean = False;
gExitByTrigger: Boolean = False;
gNextMap: String = '';
gLMSRespawn: Byte = LMS_RESPAWN_NONE;
gLMSRespawnTime: Cardinal = 0;
gLMSSoftSpawn: Boolean = False;
gMissionFailed: Boolean = False;
gVoteInProgress: Boolean = False;
gVotePassed: Boolean = False;
gVoteCommand: string = '';
gVoteTimer: Cardinal = 0;
gVoteCmdTimer: Cardinal = 0;
gVoteCount: Integer = 0;
gVoteTimeout: Cardinal = 30;
gVoted: Boolean = False;
gVotesEnabled: Boolean = True;
gEvents: Array of TGameEvent;
gDelayedEvents: Array of TDelayedEvent;
gUseChatSounds: Boolean = True;
gChatSounds: Array of TChatSound;
gWeaponAction: Array [0..1, WP_FACT..WP_LACT] of Boolean; // [player, weapon_action]
gSelectWeapon: Array [0..1, WP_FIRST..WP_LAST] of Boolean; // [player, weapon]
gInterReadyCount: Integer = 0;
gMaxBots: Integer = 127;
g_dbg_ignore_bounds: Boolean = false;
r_smallmap_h: Integer = 0; // 0: left; 1: center; 2: right
r_smallmap_v: Integer = 2; // 0: top; 1: center; 2: bottom
// move button values:
// bits 0-1: l/r state:
// 0: neither left, nor right pressed
// 1: left pressed
// 2: right pressed
// bits 4-5: l/r state when strafe was pressed
P1MoveButton: Byte = 0;
P2MoveButton: Byte = 0;
g_profile_frame_update: Boolean = false;
g_profile_frame_draw: Boolean = false;
g_profile_collision: Boolean = false;
g_profile_los: Boolean = false;
g_profile_history_size: Integer = 1000;
g_rlayer_back: Boolean = true;
g_rlayer_step: Boolean = true;
g_rlayer_wall: Boolean = true;
g_rlayer_door: Boolean = true;
g_rlayer_acid1: Boolean = true;
g_rlayer_acid2: Boolean = true;
g_rlayer_water: Boolean = true;
g_rlayer_fore: Boolean = true;
procedure g_ResetDynlights ();
procedure g_AddDynLight (x, y, radius: Integer; r, g, b, a: Single);
procedure g_DynLightExplosion (x, y, radius: Integer; r, g, b: Single);
function conIsCheatsEnabled (): Boolean; inline;
function gPause (): Boolean; inline;
type (* private state *)
TEndCustomGameStat = record
PlayerStat: TPlayerStatArray;
TeamStat: TTeamStat;
GameTime: LongWord;
GameMode: Byte;
Map, MapName: String;
end;
TEndSingleGameStat = record
PlayerStat: Array [0..1] of record
Kills: Integer;
Secrets: Integer;
end;
GameTime: LongWord;
TwoPlayers: Boolean;
TotalSecrets: Integer;
end;
TLoadingStat = record
CurValue: Integer;
MaxValue: Integer;
ShowCount: Integer;
Msgs: Array of String;
NextMsg: Word;
PBarWasHere: Boolean; // did we draw a progress bar for this message?
end;
TDynLight = record
x, y, radius: Integer;
r, g, b, a: Single;
exploCount: Integer;
exploRadius: Integer;
end;
var (* private state *)
CustomStat: TEndCustomGameStat;
StatShotDone: Boolean;
StatFilename: string = ''; // used by stat screenshot to save with the same name as the csv
SingleStat: TEndSingleGameStat;
hasPBarGfx: Boolean;
LoadingStat: TLoadingStat;
MessageText: String;
IsDrawStat: Boolean;
EndingGameCounter: Byte;
UPS: Word;
g_playerLight: Boolean;
g_dynLights: array of TDynLight = nil;
g_dynLightCount: Integer = 0;
implementation
uses
{$INCLUDE ../nogl/noGLuses.inc}
{$IFDEF ENABLE_HOLMES}
g_holmes,
{$ENDIF}
e_texture, e_res, g_textures, g_window, g_menu,
e_input, e_log, g_console, r_console, g_items, g_map, g_panel,
g_playermodel, g_gfx, g_options, Math,
g_triggers, g_monsters, e_sound, CONFIG,
g_language, g_net, g_main, g_phys,
ENet, e_msg, g_netmsg, g_netmaster,
sfs, wadreader, g_system;
// ////////////////////////////////////////////////////////////////////////// //
function gPause (): Boolean; inline; begin result := gPauseMain or gPauseHolmes; end;
procedure g_ResetDynlights ();
var
lnum, idx: Integer;
begin
if not gwin_has_stencil then begin g_dynLightCount := 0; exit; end;
lnum := 0;
for idx := 0 to g_dynLightCount-1 do
begin
if g_dynLights[idx].exploCount = -666 then
begin
// skip it
end
else
begin
// explosion
Inc(g_dynLights[idx].exploCount);
if (g_dynLights[idx].exploCount < 10) then
begin
g_dynLights[idx].radius := g_dynLights[idx].exploRadius+g_dynLights[idx].exploCount*8;
g_dynLights[idx].a := 0.4+g_dynLights[idx].exploCount/10;
if (g_dynLights[idx].a > 0.8) then g_dynLights[idx].a := 0.8;
if lnum <> idx then g_dynLights[lnum] := g_dynLights[idx];
Inc(lnum);
end;
end;
end;
g_dynLightCount := lnum;
end;
procedure g_AddDynLight (x, y, radius: Integer; r, g, b, a: Single);
begin
if not gwin_has_stencil then exit;
if g_dynLightCount = length(g_dynLights) then SetLength(g_dynLights, g_dynLightCount+1024);
g_dynLights[g_dynLightCount].x := x;
g_dynLights[g_dynLightCount].y := y;
g_dynLights[g_dynLightCount].radius := radius;
g_dynLights[g_dynLightCount].r := r;
g_dynLights[g_dynLightCount].g := g;
g_dynLights[g_dynLightCount].b := b;
g_dynLights[g_dynLightCount].a := a;
g_dynLights[g_dynLightCount].exploCount := -666;
Inc(g_dynLightCount);
end;
procedure g_DynLightExplosion (x, y, radius: Integer; r, g, b: Single);
begin
if not gwin_has_stencil then exit;
if g_dynLightCount = length(g_dynLights) then SetLength(g_dynLights, g_dynLightCount+1024);
g_dynLights[g_dynLightCount].x := x;
g_dynLights[g_dynLightCount].y := y;
g_dynLights[g_dynLightCount].radius := 0;
g_dynLights[g_dynLightCount].exploRadius := radius;
g_dynLights[g_dynLightCount].r := r;
g_dynLights[g_dynLightCount].g := g;
g_dynLights[g_dynLightCount].b := b;
g_dynLights[g_dynLightCount].a := 0;
g_dynLights[g_dynLightCount].exploCount := 0;
Inc(g_dynLightCount);
end;
// ////////////////////////////////////////////////////////////////////////// //
function conIsCheatsEnabled (): Boolean; inline;
begin
result := false;
if g_Game_IsNet then exit;
if not gDebugMode then
begin
//if not gCheats then exit;
if not (gGameSettings.GameType in [GT_SINGLE, GT_CUSTOM]) then exit;
if not (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) then exit;
end;
result := true;
end;
// ////////////////////////////////////////////////////////////////////////// //
type
TParamStrValue = record
Name: String;
Value: String;
end;
TParamStrValues = Array of TParamStrValue;
const
INTER_ACTION_TEXT = 1;
INTER_ACTION_PIC = 2;
INTER_ACTION_MUSIC = 3;
var
UPSCounter: Word;
UPSTime: LongWord;
DataLoaded: Boolean = False;
MessageTime: Word;
MessageLineLength: Integer = 80;
MapList: SSArray = nil;
MapIndex: Integer = -1;
InterReadyTime: Integer = -1;
StatDate: string = '';
MegaWAD: record
info: TMegaWADInfo;
endpic: String;
endmus: String;
res: record
text: Array of ShortString;
anim: Array of ShortString;
pic: Array of ShortString;
mus: Array of ShortString;
end;
triggers: Array of record
event: ShortString;
actions: Array of record
action, p1, p2: Integer;
end;
end;
cur_trigger: Integer;
cur_action: Integer;
end;
//InterPic: String;
InterText: record
lines: SSArray;
img: String;
cur_line: Integer;
cur_char: Integer;
counter: Integer;
endtext: Boolean;
end;
function Compare(a, b: TPlayerStat): Integer;
begin
if a.Spectator then Result := 1
else if b.Spectator then Result := -1
else if a.Frags < b.Frags then Result := 1
else if a.Frags > b.Frags then Result := -1
else if a.Deaths < b.Deaths then Result := -1
else if a.Deaths > b.Deaths then Result := 1
else if a.Kills < b.Kills then Result := -1
else Result := 1;
end;
procedure SortGameStat(var stat: TPlayerStatArray);
var
I, J: Integer;
T: TPlayerStat;
begin
if stat = nil then Exit;
for I := High(stat) downto Low(stat) do
for J := Low(stat) to High(stat) - 1 do
if Compare(stat[J], stat[J + 1]) = 1 then
begin
T := stat[J];
stat[J] := stat[J + 1];
stat[J + 1] := T;
end;
end;
// saves a shitty CSV containing the game stats passed to it
procedure SaveGameStat(Stat: TEndCustomGameStat; Path: string);
var
s: TextFile;
dir, fname, map, mode, etime: String;
I: Integer;
begin
try
dir := e_GetWriteableDir(StatsDirs);
// stats are placed in stats/yy/mm/dd/*.csv
fname := e_CatPath(dir, Path);
ForceDirectories(fname); // ensure yy/mm/dd exists within the stats dir
fname := e_CatPath(fname, StatFilename + '.csv');
AssignFile(s, fname);
try
SetTextCodePage(s, CP_UTF8);
Rewrite(s);
// line 1: stats ver, datetime, server name, map name, game mode, time limit, score limit, dmflags, game time, num players
if g_Game_IsNet then fname := NetServerName else fname := '';
map := g_ExtractWadNameNoPath(gMapInfo.Map) + ':/' + g_ExtractFileName(gMapInfo.Map);
mode := g_Game_ModeToText(Stat.GameMode);
etime := Format('%d:%.2d:%.2d', [
Stat.GameTime div 1000 div 3600,
(Stat.GameTime div 1000 div 60) mod 60,
Stat.GameTime div 1000 mod 60
]);
WriteLn(s, 'stats_ver,datetime,server,map,mode,timelimit,scorelimit,dmflags,time,num_players');
WriteLn(s, Format('%d,%s,%s,%s,%s,%u,%u,%u,%s,%d', [
STATFILE_VERSION,
StatDate,
dquoteStr(fname),
dquoteStr(map),
mode,
gGameSettings.TimeLimit,
gGameSettings.ScoreLimit,
gGameSettings.Options,
etime,
Length(Stat.PlayerStat)
]));
// line 2: game specific shit
// if it's a team game: red score, blue score
// if it's a coop game: monsters killed, monsters total, secrets found, secrets total
// otherwise nothing
if Stat.GameMode in [GM_TDM, GM_CTF] then
WriteLn(s,
Format('red_score,blue_score' + LineEnding + '%d,%d', [Stat.TeamStat[TEAM_RED].Score, Stat.TeamStat[TEAM_BLUE].Score]))
else if Stat.GameMode in [GM_COOP, GM_SINGLE] then
WriteLn(s,
Format('mon_killed,mon_total,secrets_found,secrets_total' + LineEnding + '%d,%d,%d,%d',[gCoopMonstersKilled, gTotalMonsters, gCoopSecretsFound, gSecretsCount]));
// lines 3-...: team, player name, frags, deaths
WriteLn(s, 'team,name,frags,deaths');
for I := Low(Stat.PlayerStat) to High(Stat.PlayerStat) do
with Stat.PlayerStat[I] do
WriteLn(s, Format('%d,%s,%d,%d', [Team, dquoteStr(Name), Frags, Deaths]));
except
g_Console_Add(Format(_lc[I_CONSOLE_ERROR_WRITE], [fname]));
end;
except
g_Console_Add('could not create gamestats file "' + fname + '"');
end;
CloseFile(s);
end;
procedure ClearDebugCvars();
begin
g_debug_Sounds := False;
g_debug_Frames := False;
g_debug_WinMsgs := False;
g_debug_MonsterOff := False;
g_debug_BotAIOff := 0;
g_debug_HealthBar := False;
g_Debug_Player := False;
end;
function g_Game_ModeToText(Mode: Byte): string;
begin
Result := '';
case Mode of
GM_DM: Result := _lc[I_MENU_GAME_TYPE_DM];
GM_TDM: Result := _lc[I_MENU_GAME_TYPE_TDM];
GM_CTF: Result := _lc[I_MENU_GAME_TYPE_CTF];
GM_COOP: Result := _lc[I_MENU_GAME_TYPE_COOP];
GM_SINGLE: Result := _lc[I_MENU_GAME_TYPE_SINGLE];
end;
end;
function g_Game_TextToMode(Mode: string): Byte;
begin
Result := GM_NONE;
Mode := UpperCase(Mode);
if Mode = _lc[I_MENU_GAME_TYPE_DM] then
begin
Result := GM_DM;
Exit;
end;
if Mode = _lc[I_MENU_GAME_TYPE_TDM] then
begin
Result := GM_TDM;
Exit;
end;
if Mode = _lc[I_MENU_GAME_TYPE_CTF] then
begin
Result := GM_CTF;
Exit;
end;
if Mode = _lc[I_MENU_GAME_TYPE_COOP] then
begin
Result := GM_COOP;
Exit;
end;
if Mode = _lc[I_MENU_GAME_TYPE_SINGLE] then
begin
Result := GM_SINGLE;
Exit;
end;
end;
function g_Game_IsNet(): Boolean;
begin
Result := (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]);
end;
function g_Game_IsServer(): Boolean;
begin
Result := (gGameSettings.GameType in [GT_SINGLE, GT_CUSTOM, GT_SERVER]);
end;
function g_Game_IsClient(): Boolean;
begin
Result := (gGameSettings.GameType = GT_CLIENT);
end;
function g_Game_GetMegaWADInfo(WAD: String): TMegaWADInfo;
var
w: TWADFile;
cfg: TConfig;
p: Pointer;
len: Integer;
begin
Result.name := ExtractFileName(WAD);
Result.description := '';
Result.author := '';
w := TWADFile.Create();
w.ReadFile(WAD);
if not w.GetResource('INTERSCRIPT', p, len) then
begin
w.Free();
Exit;
end;
cfg := TConfig.CreateMem(p, len);
Result.name := cfg.ReadStr('megawad', 'name', ExtractFileName(WAD));
Result.description := cfg.ReadStr('megawad', 'description', '');
Result.author := cfg.ReadStr('megawad', 'author', '');
Result.pic := cfg.ReadStr('megawad', 'pic', '');
cfg.Free();
FreeMem(p);
end;
procedure g_Game_FreeWAD();
var
a: Integer;
begin
for a := 0 to High(MegaWAD.res.pic) do
if MegaWAD.res.pic[a] <> '' then
g_Texture_Delete(MegaWAD.res.pic[a]);
for a := 0 to High(MegaWAD.res.mus) do
if MegaWAD.res.mus[a] <> '' then
g_Sound_Delete(MegaWAD.res.mus[a]);
MegaWAD.res.pic := nil;
MegaWAD.res.text := nil;
MegaWAD.res.anim := nil;
MegaWAD.res.mus := nil;
MegaWAD.triggers := nil;
g_Texture_Delete('TEXTURE_endpic');
g_Sound_Delete('MUSIC_endmus');
ZeroMemory(@MegaWAD, SizeOf(MegaWAD));
gGameSettings.WAD := '';
end;
procedure g_Game_LoadWAD(WAD: string);
var
w: TWADFile;
cfg: TConfig;
p: Pointer;
{b, }len: Integer;
s: AnsiString;
begin
g_Game_FreeWAD();
gGameSettings.WAD := WAD;
if not (gGameSettings.GameMode in [GM_COOP, GM_SINGLE]) then
Exit;
MegaWAD.info := g_Game_GetMegaWADInfo(WAD);
w := TWADFile.Create();
w.ReadFile(WAD);
if not w.GetResource('INTERSCRIPT', p, len) then
begin
w.Free();
Exit;
end;
cfg := TConfig.CreateMem(p, len);
{b := 1;
while True do
begin
s := cfg.ReadStr('pic', 'pic'+IntToStr(b), '');
if s = '' then Break;
b := b+1;
SetLength(MegaWAD.res.pic, Length(MegaWAD.res.pic)+1);
MegaWAD.res.pic[High(MegaWAD.res.pic)] := s;
g_Texture_CreateWADEx(s, s);
end;
b := 1;
while True do
begin
s := cfg.ReadStr('mus', 'mus'+IntToStr(b), '');
if s = '' then Break;
b := b+1;
SetLength(MegaWAD.res.mus, Length(MegaWAD.res.mus)+1);
MegaWAD.res.mus[High(MegaWAD.res.mus)] := s;
g_Music_CreateWADEx(s, s);
end;}
MegaWAD.endpic := cfg.ReadStr('megawad', 'endpic', '');
if MegaWAD.endpic <> '' then
begin
TEXTUREFILTER := GL_LINEAR;
s := e_GetResourcePath(WadDirs, MegaWAD.endpic, WAD);
g_Texture_CreateWADEx('TEXTURE_endpic', s);
TEXTUREFILTER := GL_NEAREST;
end;
MegaWAD.endmus := cfg.ReadStr('megawad', 'endmus', 'Standart.wad:D2DMUS\КОНЕЦ');
if MegaWAD.endmus <> '' then
begin
s := e_GetResourcePath(WadDirs, MegaWAD.endmus, WAD);
g_Sound_CreateWADEx('MUSIC_endmus', s, True);
end;
cfg.Free();
FreeMem(p);
w.Free();
end;
{procedure start_trigger(t: string);
begin
end;
function next_trigger(): Boolean;
begin
end;}
procedure DisableCheats();
begin
MAX_RUNVEL := 8;
VEL_JUMP := 10;
gFly := False;
if gPlayer1 <> nil then gPlayer1.GodMode := False;
if gPlayer2 <> nil then gPlayer2.GodMode := False;
if gPlayer1 <> nil then gPlayer1.NoTarget := False;
if gPlayer2 <> nil then gPlayer2.NoTarget := False;
{$IF DEFINED(D2F_DEBUG)}
if gPlayer1 <> nil then gPlayer1.NoTarget := True;
gAimLine := g_dbg_aimline_on;
{$ENDIF}
end;
procedure g_Game_ExecuteEvent(Name: String);
var
a: Integer;
begin
if Name = '' then
Exit;
if gEvents = nil then
Exit;
for a := 0 to High(gEvents) do
if gEvents[a].Name = Name then
begin
if gEvents[a].Command <> '' then
g_Console_Process(gEvents[a].Command, True);
break;
end;
end;
function g_Game_DelayEvent(DEType: Byte; Time: LongWord; Num: Integer = 0; Str: String = ''): Integer;
var
a, n: Integer;
begin
n := -1;
if gDelayedEvents <> nil then
for a := 0 to High(gDelayedEvents) do
if not gDelayedEvents[a].Pending then
begin
n := a;
break;
end;
if n = -1 then
begin
SetLength(gDelayedEvents, Length(gDelayedEvents) + 1);
n := High(gDelayedEvents);
end;
gDelayedEvents[n].Pending := True;
gDelayedEvents[n].DEType := DEType;
gDelayedEvents[n].DENum := Num;
gDelayedEvents[n].DEStr := Str;
if DEType = DE_GLOBEVENT then
gDelayedEvents[n].Time := (sys_GetTicks() {div 1000}) + Time
else
gDelayedEvents[n].Time := gTime + Time;
Result := n;
end;
procedure EndGame();
var
a: Integer;
FileName: string;
t: TDateTime;
begin
if g_Game_IsNet and g_Game_IsServer then
MH_SEND_GameEvent(NET_EV_MAPEND, Byte(gMissionFailed));
// Стоп игра:
gPauseMain := false;
gPauseHolmes := false;
gGameOn := false;
g_Game_StopAllSounds(False);
MessageTime := 0;
MessageText := '';
EndingGameCounter := 0;
g_ActiveWindow := nil;
gLMSRespawn := LMS_RESPAWN_NONE;
gLMSRespawnTime := 0;
case gExit of
EXIT_SIMPLE: // Выход через меню или конец теста
begin
g_Game_Free();
if gMapOnce then
begin // Это был тест
g_Game_Quit();
end
else
begin // Выход в главное меню
gMusic.SetByName('MUSIC_MENU');
gMusic.Play();
if gState <> STATE_SLIST then
begin
g_GUI_ShowWindow('MainMenu');
gState := STATE_MENU;
end else
begin
// Обновляем список серверов
slReturnPressed := True;
if g_Net_Slist_Fetch(slCurrent) then
begin
if slCurrent = nil then
slWaitStr := _lc[I_NET_SLIST_NOSERVERS];
end
else
slWaitStr := _lc[I_NET_SLIST_ERROR];
g_Serverlist_GenerateTable(slCurrent, slTable);
end;
g_Game_ExecuteEvent('ongameend');
end;
end;
EXIT_RESTART: // Начать уровень сначала
begin
if not g_Game_IsClient then g_Game_Restart();
end;
EXIT_ENDLEVELCUSTOM: // Закончился уровень в Своей игре
begin
// Статистика Своей игры:
FileName := g_ExtractWadName(gMapInfo.Map);
CustomStat.GameTime := gTime;
CustomStat.Map := ExtractFileName(FileName)+':'+g_ExtractFileName(gMapInfo.Map); //ResName;
CustomStat.MapName := gMapInfo.Name;
CustomStat.GameMode := gGameSettings.GameMode;
if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
CustomStat.TeamStat := gTeamStat;
CustomStat.PlayerStat := nil;
// Статистика игроков:
if gPlayers <> nil then
begin
for a := 0 to High(gPlayers) do
if gPlayers[a] <> nil then
begin
SetLength(CustomStat.PlayerStat, Length(CustomStat.PlayerStat)+1);
with CustomStat.PlayerStat[High(CustomStat.PlayerStat)] do
begin
Num := a;
Name := gPlayers[a].Name;
Frags := gPlayers[a].Frags;
Deaths := gPlayers[a].Death;
Kills := gPlayers[a].Kills;
Team := gPlayers[a].Team;
Color := gPlayers[a].Model.Color;
Spectator := gPlayers[a].FSpectator;
end;
end;
SortGameStat(CustomStat.PlayerStat);
if (gSaveStats or gScreenshotStats) and (Length(CustomStat.PlayerStat) > 1) then
begin
t := Now;
if g_Game_IsNet then StatFilename := NetServerName else StatFilename := 'local';
StatDate := FormatDateTime('yymmdd_hhnnss', t);
StatFilename := StatFilename + '_' + CustomStat.Map + '_' + g_Game_ModeToText(CustomStat.GameMode);
StatFilename := sanitizeFilename(StatFilename) + '_' + StatDate;
if gSaveStats then
SaveGameStat(CustomStat, FormatDateTime('yyyy"/"mm"/"dd', t));
end;
StatShotDone := False;
end;
g_Game_ExecuteEvent('onmapend');
if not g_Game_IsClient then g_Player_ResetReady;
gInterReadyCount := 0;
// Затухающий экран:
EndingGameCounter := 255;
gState := STATE_FOLD;
gInterTime := 0;
if gDefInterTime < 0 then
gInterEndTime := IfThen((gGameSettings.GameType = GT_SERVER) and (gPlayer1 = nil), 15000, 25000)
else
gInterEndTime := gDefInterTime * 1000;
end;
EXIT_ENDLEVELSINGLE: // Закончился уровень в Одиночной игре
begin
// Статистика Одиночной игры:
SingleStat.GameTime := gTime;
SingleStat.TwoPlayers := gPlayer2 <> nil;
SingleStat.TotalSecrets := gSecretsCount;
// Статистика первого игрока:
SingleStat.PlayerStat[0].Kills := gPlayer1.MonsterKills;
SingleStat.PlayerStat[0].Secrets := gPlayer1.Secrets;
// Статистика второго игрока (если есть):
if SingleStat.TwoPlayers then
begin
SingleStat.PlayerStat[1].Kills := gPlayer2.MonsterKills;
SingleStat.PlayerStat[1].Secrets := gPlayer2.Secrets;
end;
g_Game_ExecuteEvent('onmapend');
// Есть еще карты:
if gNextMap <> '' then
begin
gMusic.SetByName('MUSIC_INTERMUS');
gMusic.Play();
gState := STATE_INTERSINGLE;
e_UnpressAllKeys();
g_Game_ExecuteEvent('oninter');
end
else // Больше нет карт
begin
// Затухающий экран:
EndingGameCounter := 255;
gState := STATE_FOLD;
end;
end;
end;
// Окончание обработано:
if gExit <> EXIT_QUIT then
gExit := 0;
end;
procedure g_Game_Init();
var
SR: TSearchRec;
knownFiles: array of AnsiString = nil;
found: Boolean;
wext, s: AnsiString;
f: Integer;
begin
gExit := 0;
gMapToDelete := '';
gTempDelete := False;
sfsGCDisable(); // temporary disable removing of temporary volumes
try
TEXTUREFILTER := GL_LINEAR;
g_Texture_CreateWADEx('MENU_BACKGROUND', GameWAD+':TEXTURES\TITLE');
g_Texture_CreateWADEx('INTER', GameWAD+':TEXTURES\INTER');
g_Texture_CreateWADEx('ENDGAME_EN', GameWAD+':TEXTURES\ENDGAME_EN');
g_Texture_CreateWADEx('ENDGAME_RU', GameWAD+':TEXTURES\ENDGAME_RU');
TEXTUREFILTER := GL_NEAREST;
LoadStdFont('STDTXT', 'STDFONT', gStdFont);
LoadFont('MENUTXT', 'MENUFONT', gMenuFont);
LoadFont('SMALLTXT', 'SMALLFONT', gMenuSmallFont);
g_Game_ClearLoading();
g_Game_SetLoadingText(Format('Doom 2D: Forever %s', [GAME_VERSION]), 0, False);
g_Game_SetLoadingText('', 0, False);
g_Game_SetLoadingText(_lc[I_LOAD_CONSOLE], 0, False);
r_Console_Init;
g_Console_Init();
g_Game_SetLoadingText(_lc[I_LOAD_MODELS], 0, False);
g_PlayerModel_LoadData();
// load models from all possible wad types, in all known directories
// this does a loosy job (linear search, ooph!), but meh
for wext in wadExtensions do
begin
for f := High(ModelDirs) downto Low(ModelDirs) do
begin
if (FindFirst(ModelDirs[f]+DirectorySeparator+'*'+wext, faAnyFile, SR) = 0) then
begin
repeat
found := false;
for s in knownFiles do
begin
if (strEquCI1251(forceFilenameExt(SR.Name, ''), forceFilenameExt(ExtractFileName(s), ''))) then
begin
found := true;
break;
end;
end;
if not found then
begin
SetLength(knownFiles, length(knownFiles)+1);
knownFiles[High(knownFiles)] := ModelDirs[f]+DirectorySeparator+SR.Name;
end;
until (FindNext(SR) <> 0);
end;
FindClose(SR);
end;
end;
if (length(knownFiles) = 0) then raise Exception.Create('no player models found!');
if (length(knownFiles) = 1) then e_LogWriteln('1 player model found.', TMsgType.Notify) else e_LogWritefln('%d player models found.', [Integer(length(knownFiles))], TMsgType.Notify);
for s in knownFiles do
begin
if not g_PlayerModel_Load(s) then e_LogWritefln('Error loading model "%s"', [s], TMsgType.Warning);
end;
gGameOn := false;
gPauseMain := false;
gPauseHolmes := false;
gTime := 0;
{e_MouseInfo.Accel := 1.0;}
g_Game_SetLoadingText(_lc[I_LOAD_GAME_DATA], 0, False);
g_Game_LoadData();
g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
g_Sound_CreateWADEx('MUSIC_INTERMUS', GameWAD+':MUSIC\INTERMUS', True);
g_Sound_CreateWADEx('MUSIC_MENU', GameWAD+':MUSIC\MENU', True);
g_Sound_CreateWADEx('MUSIC_ROUNDMUS', GameWAD+':MUSIC\ROUNDMUS', True, True);
g_Sound_CreateWADEx('MUSIC_STDENDMUS', GameWAD+':MUSIC\ENDMUS', True);
{$IFNDEF HEADLESS}
g_Game_SetLoadingText(_lc[I_LOAD_MENUS], 0, False);
g_Menu_Init();
{$ENDIF}
gMusic := TMusic.Create();
gMusic.SetByName('MUSIC_MENU');
gMusic.Play();
gGameSettings.WarmupTime := 30;
gState := STATE_MENU;
SetLength(gEvents, 6);
gEvents[0].Name := 'ongamestart';
gEvents[1].Name := 'ongameend';
gEvents[2].Name := 'onmapstart';
gEvents[3].Name := 'onmapend';
gEvents[4].Name := 'oninter';
gEvents[5].Name := 'onwadend';
finally
sfsGCEnable(); // enable releasing unused volumes
end;
end;
procedure g_Game_Free(freeTextures: Boolean=true);
begin
if NetMode = NET_CLIENT then g_Net_Disconnect();
if NetMode = NET_SERVER then g_Net_Host_Die();
g_Map_Free(freeTextures);
g_Player_Free();
g_Player_RemoveAllCorpses();
gGameSettings.GameType := GT_NONE;
if gGameSettings.GameMode = GM_SINGLE then
gGameSettings.GameMode := GM_DM;
gSwitchGameMode := gGameSettings.GameMode;
gChatShow := False;
gExitByTrigger := False;
end;
function IsActivePlayer(p: TPlayer): Boolean;
begin
Result := False;
if p = nil then
Exit;
Result := (not p.FDummy) and (not p.FSpectator);
end;
function GetActivePlayerID_Next(Skip: Integer = -1): Integer;
var
a, idx: Integer;
ids: Array of Word;
begin
Result := -1;
if gPlayers = nil then
Exit;
SetLength(ids, 0);
idx := -1;
for a := Low(gPlayers) to High(gPlayers) do
if IsActivePlayer(gPlayers[a]) then
begin
SetLength(ids, Length(ids) + 1);
ids[High(ids)] := gPlayers[a].UID;
if gPlayers[a].UID = Skip then
idx := High(ids);
end;
if Length(ids) = 0 then
Exit;
if idx = -1 then
Result := ids[0]
else
Result := ids[(idx + 1) mod Length(ids)];
end;
function GetActivePlayerID_Prev(Skip: Integer = -1): Integer;
var
a, idx: Integer;
ids: Array of Word;
begin
Result := -1;
if gPlayers = nil then
Exit;
SetLength(ids, 0);
idx := -1;
for a := Low(gPlayers) to High(gPlayers) do
if IsActivePlayer(gPlayers[a]) then
begin
SetLength(ids, Length(ids) + 1);
ids[High(ids)] := gPlayers[a].UID;
if gPlayers[a].UID = Skip then
idx := High(ids);
end;
if Length(ids) = 0 then
Exit;
if idx = -1 then
Result := ids[Length(ids) - 1]
else
Result := ids[(Length(ids) - 1 + idx) mod Length(ids)];
end;
function GetActivePlayerID_Random(Skip: Integer = -1): Integer;
var
a, idx: Integer;
ids: Array of Word;
begin
Result := -1;
if gPlayers = nil then
Exit;
SetLength(ids, 0);
idx := -1;
for a := Low(gPlayers) to High(gPlayers) do
if IsActivePlayer(gPlayers[a]) then
begin
SetLength(ids, Length(ids) + 1);
ids[High(ids)] := gPlayers[a].UID;
if gPlayers[a].UID = Skip then
idx := High(ids);
end;
if Length(ids) = 0 then
Exit;
if Length(ids) = 1 then
begin
Result := ids[0];
Exit;
end;
Result := ids[Random(Length(ids))];
a := 10;
while (idx <> -1) and (Result = Skip) and (a > 0) do
begin
Result := ids[Random(Length(ids))];
Dec(a);
end;
end;
function GetRandomSpectMode(Current: Byte): Byte;
label
retry;
begin
Result := Current;
retry:
case Random(7) of
0: Result := SPECT_STATS;
1: Result := SPECT_MAPVIEW;
2: Result := SPECT_MAPVIEW;
3: Result := SPECT_PLAYERS;
4: Result := SPECT_PLAYERS;
5: Result := SPECT_PLAYERS;
6: Result := SPECT_PLAYERS;
end;
if (Current in [SPECT_STATS, SPECT_MAPVIEW]) and (Current = Result) then
goto retry;
end;
procedure ProcessPlayerControls (plr: TPlayer; p: Integer; var MoveButton: Byte);
var
time: Word;
strafeDir: Byte;
i: Integer;
begin
if (plr = nil) then exit;
if (p = 2) then time := 1000 else time := 1;
strafeDir := MoveButton shr 4;
MoveButton := MoveButton and $0F;
if gPlayerAction[p, ACTION_MOVELEFT] and (not gPlayerAction[p, ACTION_MOVERIGHT]) then
MoveButton := 1 // Нажата только "Влево"
else if (not gPlayerAction[p, ACTION_MOVELEFT]) and gPlayerAction[p, ACTION_MOVERIGHT] then
MoveButton := 2 // Нажата только "Вправо"
else if (not gPlayerAction[p, ACTION_MOVELEFT]) and (not gPlayerAction[p, ACTION_MOVERIGHT]) then
MoveButton := 0; // Не нажаты ни "Влево", ни "Вправо"
// Сейчас или раньше были нажаты "Влево"/"Вправо" => передаем игроку:
if MoveButton = 1 then
plr.PressKey(KEY_LEFT, time)
else if MoveButton = 2 then
plr.PressKey(KEY_RIGHT, time);
// if we have "strafe" key, turn off old strafe mechanics
if gPlayerAction[p, ACTION_STRAFE] then
begin
// new strafe mechanics
if (strafeDir = 0) then
strafeDir := MoveButton; // start strafing
// now set direction according to strafe (reversed)
if (strafeDir = 2) then
plr.SetDirection(TDirection.D_LEFT)
else if (strafeDir = 1) then
plr.SetDirection(TDirection.D_RIGHT)
end
else
begin
strafeDir := 0; // not strafing anymore
// Раньше была нажата "Вправо", а сейчас "Влево" => бежим вправо, смотрим влево:
if (MoveButton = 2) and gPlayerAction[p, ACTION_MOVELEFT] then
plr.SetDirection(TDirection.D_LEFT)
// Раньше была нажата "Влево", а сейчас "Вправо" => бежим влево, смотрим вправо:
else if (MoveButton = 1) and gPlayerAction[p, ACTION_MOVERIGHT] then
plr.SetDirection(TDirection.D_RIGHT)
// Что-то было нажато и не изменилось => куда бежим, туда и смотрим:
else if MoveButton <> 0 then
plr.SetDirection(TDirection(MoveButton-1))
end;
// fix movebutton state
MoveButton := MoveButton or (strafeDir shl 4);
// Остальные клавиши:
if gPlayerAction[p, ACTION_JUMP] then plr.PressKey(KEY_JUMP, time);
if gPlayerAction[p, ACTION_LOOKUP] then plr.PressKey(KEY_UP, time);
if gPlayerAction[p, ACTION_LOOKDOWN] then plr.PressKey(KEY_DOWN, time);
if gPlayerAction[p, ACTION_ATTACK] then plr.PressKey(KEY_FIRE);
if gPlayerAction[p, ACTION_ACTIVATE] then plr.PressKey(KEY_OPEN);
for i := WP_FACT to WP_LACT do
begin
if gWeaponAction[p, i] then
begin
plr.ProcessWeaponAction(i);
gWeaponAction[p, i] := False
end
end;
for i := WP_FIRST to WP_LAST do
begin
if gSelectWeapon[p, i] then
begin
plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
gSelectWeapon[p, i] := False
end
end;
// HACK: add dynlight here
if gwin_k8_enable_light_experiments then
begin
if e_KeyPressed(IK_F8) and gGameOn and (not gConsoleShow) and (g_ActiveWindow = nil) then
begin
g_playerLight := true;
end;
if e_KeyPressed(IK_F9) and gGameOn and (not gConsoleShow) and (g_ActiveWindow = nil) then
begin
g_playerLight := false;
end;
end;
if gwin_has_stencil and g_playerLight then g_AddDynLight(plr.GameX+32, plr.GameY+40, 128, 1, 1, 0, 0.6);
end;
// HACK: don't have a "key was pressed" function
procedure InterReady();
begin
if InterReadyTime > gTime then Exit;
InterReadyTime := gTime + 3000;
MC_SEND_CheatRequest(NET_CHEAT_READY);
end;
procedure g_Game_PreUpdate();
begin
// these are in separate PreUpdate functions because they can interact during Update()
// and are synced over the net
// we don't care that much about corpses and gibs
g_Player_PreUpdate();
g_Monsters_PreUpdate();
g_Items_PreUpdate();
g_Weapon_PreUpdate();
end;
procedure g_Game_Update();
var
Msg: g_gui.TMessage;
Time: Int64;
a: Byte;
w: Word;
i, b: Integer;
function sendMonsPos (mon: TMonster): Boolean;
begin
result := false; // don't stop
// this will also reset "need-send" flag
if mon.gncNeedSend then
begin
MH_SEND_MonsterPos(mon.UID);
end
else if (mon.MonsterType = MONSTER_BARREL) then
begin
if (mon.GameVelX <> 0) or (mon.GameVelY <> 0) then MH_SEND_MonsterPos(mon.UID);
end
else if (mon.MonsterState <> MONSTATE_SLEEP) then
begin
if (mon.MonsterState <> MONSTATE_DEAD) or (mon.GameVelX <> 0) or (mon.GameVelY <> 0) then MH_SEND_MonsterPos(mon.UID);
end;
end;
function sendMonsPosUnexpected (mon: TMonster): Boolean;
begin
result := false; // don't stop
// this will also reset "need-send" flag
if mon.gncNeedSend then MH_SEND_MonsterPos(mon.UID);
end;
function sendItemPos (it: PItem): Boolean;
begin
result := false; // don't stop
if it.needSend then
begin
MH_SEND_ItemPos(it.myId);
it.needSend := False;
end;
end;
var
reliableUpdate: Boolean;
begin
g_ResetDynlights();
framePool.reset();
// Пора выключать игру:
if gExit = EXIT_QUIT then
Exit;
// Игра закончилась - обрабатываем:
if gExit <> 0 then
begin
EndGame();
if gExit = EXIT_QUIT then
Exit;
end;
// Читаем клавиатуру и джойстик, если окно активно
// no need to, as we'll do it in event handler
// Обновляем консоль (движение и сообщения):
r_Console_Update;
g_Console_Update();
if (NetMode = NET_NONE) and (g_Game_IsNet) and (gGameOn or (gState in [STATE_FOLD, STATE_INTERCUSTOM])) then
begin
gExit := EXIT_SIMPLE;
EndGame();
Exit;
end;
// process master server communications
g_Net_Slist_Pulse();
case gState of
STATE_INTERSINGLE, // Статистка после прохождения уровня в Одиночной игре
STATE_INTERCUSTOM, // Статистка после прохождения уровня в Своей игре
STATE_INTERTEXT, // Текст между уровнями
STATE_INTERPIC: // Картинка между уровнями
begin
if g_Game_IsNet and g_Game_IsServer then
begin
gInterTime := gInterTime + GAME_TICK;
a := Min((gInterEndTime - gInterTime) div 1000 + 1, 255);
if a <> gServInterTime then
begin
gServInterTime := a;
MH_SEND_TimeSync(gServInterTime);
end;
end;
if (not g_Game_IsClient) and
(
(
(
e_KeyPressed(IK_RETURN) or e_KeyPressed(IK_KPRETURN) or e_KeyPressed(IK_SPACE) or
e_KeyPressed(VK_FIRE) or e_KeyPressed(VK_OPEN) or
e_KeyPressed(JOY0_ATTACK) or e_KeyPressed(JOY1_ATTACK) or
e_KeyPressed(JOY2_ATTACK) or e_KeyPressed(JOY3_ATTACK)
)
and (not gJustChatted) and (not gConsoleShow) and (not gChatShow)
and (g_ActiveWindow = nil)
)
or (g_Game_IsNet and ((gInterTime > gInterEndTime) or ((gInterReadyCount >= NetClientCount) and (NetClientCount > 0))))
)
then
begin // Нажали /<Пробел> или прошло достаточно времени:
g_Game_StopAllSounds(True);
if gMapOnce then // Это был тест
gExit := EXIT_SIMPLE
else
if gNextMap <> '' then // Переходим на следующую карту
g_Game_ChangeMap(gNextMap)
else // Следующей карты нет
begin
if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER] then
begin
// Выход в главное меню:
g_Game_Free;
g_GUI_ShowWindow('MainMenu');
gMusic.SetByName('MUSIC_MENU');
gMusic.Play();
gState := STATE_MENU;
end else
begin
// Финальная картинка:
g_Game_ExecuteEvent('onwadend');
g_Game_Free();
if not gMusic.SetByName('MUSIC_endmus') then
gMusic.SetByName('MUSIC_STDENDMUS');
gMusic.Play();
gState := STATE_ENDPIC;
end;
g_Game_ExecuteEvent('ongameend');
end;
Exit;
end
else if g_Game_IsClient and
(
(
e_KeyPressed(IK_RETURN) or e_KeyPressed(IK_KPRETURN) or e_KeyPressed(IK_SPACE) or
e_KeyPressed(VK_FIRE) or e_KeyPressed(VK_OPEN) or
e_KeyPressed(JOY0_ATTACK) or e_KeyPressed(JOY1_ATTACK) or
e_KeyPressed(JOY2_ATTACK) or e_KeyPressed(JOY3_ATTACK)
)
and (not gJustChatted) and (not gConsoleShow) and (not gChatShow)
and (g_ActiveWindow = nil)
)
then
begin
// ready / unready
InterReady();
end;
if gState = STATE_INTERTEXT then
if InterText.counter > 0 then
InterText.counter := InterText.counter - 1;
end;
STATE_FOLD: // Затухание экрана
begin
if EndingGameCounter = 0 then
begin
// Закончился уровень в Своей игре:
if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
begin
gState := STATE_INTERCUSTOM;
InterReadyTime := -1;
if gLastMap and (gGameSettings.GameMode = GM_COOP) then
begin
g_Game_ExecuteEvent('onwadend');
if not gMusic.SetByName('MUSIC_endmus') then
gMusic.SetByName('MUSIC_STDENDMUS');
end
else
gMusic.SetByName('MUSIC_ROUNDMUS');
gMusic.Play();
e_UnpressAllKeys();
end
else // Закончилась последняя карта в Одиночной игре
begin
gMusic.SetByName('MUSIC_INTERMUS');
gMusic.Play();
gState := STATE_INTERSINGLE;
e_UnpressAllKeys();
end;
g_Game_ExecuteEvent('oninter');
end
else
DecMin(EndingGameCounter, 6, 0);
end;
STATE_ENDPIC: // Картинка окончания мегаВада
begin
if gMapOnce then // Это был тест
begin
gExit := EXIT_SIMPLE;
Exit;
end;
end;
STATE_SLIST:
g_Serverlist_Control(slCurrent, slTable);
end;
// Статистика по Tab:
if gGameOn then
IsDrawStat := (not gConsoleShow) and (not gChatShow) and (gGameSettings.GameType <> GT_SINGLE) and g_Console_Action(ACTION_SCORES);
// Игра идет:
if gGameOn and not gPause and (gState <> STATE_FOLD) then
begin
// Время += 28 миллисекунд:
gTime := gTime + GAME_TICK;
// Сообщение посередине экрана:
if MessageTime = 0 then
MessageText := '';
if MessageTime > 0 then
MessageTime := MessageTime - 1;
if (g_Game_IsServer) then
begin
// Был задан лимит времени:
if (gGameSettings.TimeLimit > 0) then
if (gTime - gGameStartTime) div 1000 >= gGameSettings.TimeLimit then
begin // Он прошел => конец уровня
g_Game_NextLevel();
Exit;
end;
// Надо респавнить игроков в LMS:
if (gLMSRespawn > LMS_RESPAWN_NONE) and (gLMSRespawnTime < gTime) then
g_Game_RestartRound(gLMSSoftSpawn);
// Проверим результат голосования, если время прошло
if gVoteInProgress and (gVoteTimer < gTime) then
g_Game_CheckVote
else if gVotePassed and (gVoteCmdTimer < gTime) then
begin
g_Console_Process(gVoteCommand);
gVoteCommand := '';
gVotePassed := False;
end;
// Замеряем время захвата флагов
if gFlags[FLAG_RED].State = FLAG_STATE_CAPTURED then
gFlags[FLAG_RED].CaptureTime := gFlags[FLAG_RED].CaptureTime + GAME_TICK;
if gFlags[FLAG_BLUE].State = FLAG_STATE_CAPTURED then
gFlags[FLAG_BLUE].CaptureTime := gFlags[FLAG_BLUE].CaptureTime + GAME_TICK;
// Был задан лимит побед:
if (gGameSettings.ScoreLimit > 0) then
begin
b := 0;
if gGameSettings.GameMode = GM_DM then
begin // В DM ищем игрока с max фрагами
for i := 0 to High(gPlayers) do
if gPlayers[i] <> nil then
if gPlayers[i].Frags > b then
b := gPlayers[i].Frags;
end
else
if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
begin // В CTF/TDM выбираем команду с наибольшим счетом
b := Max(gTeamStat[TEAM_RED].Score, gTeamStat[TEAM_BLUE].Score);
end;
// Лимит побед набран => конец уровня:
if b >= gGameSettings.ScoreLimit then
begin
g_Game_NextLevel();
Exit;
end;
end;
// Обрабатываем клавиши игроков:
if gPlayer1 <> nil then gPlayer1.ReleaseKeys();
if gPlayer2 <> nil then gPlayer2.ReleaseKeys();
if (not gConsoleShow) and (not gChatShow) and (g_ActiveWindow = nil) then
begin
ProcessPlayerControls(gPlayer1, 0, P1MoveButton);
ProcessPlayerControls(gPlayer2, 1, P2MoveButton);
end // if not console
else
begin
if g_Game_IsNet and (gPlayer1 <> nil) then gPlayer1.PressKey(KEY_CHAT, 10000);
end;
// process weapon switch queue
end; // if server
// Наблюдатель
if (gPlayer1 = nil) and (gPlayer2 = nil) and
(not gConsoleShow) and (not gChatShow) and (g_ActiveWindow = nil) then
begin
if not gSpectKeyPress then
begin
if gPlayerAction[0, ACTION_JUMP] and (not gSpectAuto) then
begin
// switch spect mode
case gSpectMode of
SPECT_NONE: ; // not spectator
SPECT_STATS,
SPECT_MAPVIEW: Inc(gSpectMode);
SPECT_PLAYERS: gSpectMode := SPECT_STATS; // reset to 1
end;
gSpectKeyPress := True;
end;
if (gSpectMode = SPECT_MAPVIEW)
and (not gSpectAuto) then
begin
if gPlayerAction[0, ACTION_MOVELEFT] then
gSpectX := Max(gSpectX - gSpectStep, 0);
if gPlayerAction[0, ACTION_MOVERIGHT] then
gSpectX := Min(gSpectX + gSpectStep, gMapInfo.Width - gScreenWidth);
if gPlayerAction[0, ACTION_LOOKUP] then
gSpectY := Max(gSpectY - gSpectStep, 0);
if gPlayerAction[0, ACTION_LOOKDOWN] then
gSpectY := Min(gSpectY + gSpectStep, gMapInfo.Height - gScreenHeight);
if gWeaponAction[0, WP_PREV] then
begin
// decrease step
if gSpectStep > 4 then gSpectStep := gSpectStep shr 1;
gWeaponAction[0, WP_PREV] := False;
end;
if gWeaponAction[0, WP_NEXT] then
begin
// increase step
if gSpectStep < 64 then gSpectStep := gSpectStep shl 1;
gWeaponAction[0, WP_NEXT] := False;
end;
end;
if (gSpectMode = SPECT_PLAYERS)
and (not gSpectAuto) then
begin
if gPlayerAction[0, ACTION_LOOKUP] then
begin
// add second view
gSpectViewTwo := True;
gSpectKeyPress := True;
end;
if gPlayerAction[0, ACTION_LOOKDOWN] then
begin
// remove second view
gSpectViewTwo := False;
gSpectKeyPress := True;
end;
if gPlayerAction[0, ACTION_MOVELEFT] then
begin
// prev player (view 1)
gSpectPID1 := GetActivePlayerID_Prev(gSpectPID1);
gSpectKeyPress := True;
end;
if gPlayerAction[0, ACTION_MOVERIGHT] then
begin
// next player (view 1)
gSpectPID1 := GetActivePlayerID_Next(gSpectPID1);
gSpectKeyPress := True;
end;
if gWeaponAction[0, WP_PREV] then
begin
// prev player (view 2)
gSpectPID2 := GetActivePlayerID_Prev(gSpectPID2);
gWeaponAction[0, WP_PREV] := False;
end;
if gWeaponAction[0, WP_NEXT] then
begin
// next player (view 2)
gSpectPID2 := GetActivePlayerID_Next(gSpectPID2);
gWeaponAction[0, WP_NEXT] := False;
end;
end;
if gPlayerAction[0, ACTION_ATTACK] then
begin
if (gSpectMode = SPECT_STATS) and (not gSpectAuto) then
begin
gSpectAuto := True;
gSpectAutoNext := 0;
gSpectViewTwo := False;
gSpectKeyPress := True;
end
else
if gSpectAuto then
begin
gSpectMode := SPECT_STATS;
gSpectAuto := False;
gSpectKeyPress := True;
end;
end;
end
else
if (not gPlayerAction[0, ACTION_JUMP]) and
(not gPlayerAction[0, ACTION_ATTACK]) and
(not gPlayerAction[0, ACTION_MOVELEFT]) and
(not gPlayerAction[0, ACTION_MOVERIGHT]) and
(not gPlayerAction[0, ACTION_LOOKUP]) and
(not gPlayerAction[0, ACTION_LOOKDOWN]) then
gSpectKeyPress := False;
if gSpectAuto then
begin
if gSpectMode = SPECT_MAPVIEW then
begin
i := Min(Max(gSpectX + gSpectAutoStepX, 0), gMapInfo.Width - gScreenWidth);
if i = gSpectX then
gSpectAutoNext := gTime
else
gSpectX := i;
i := Min(Max(gSpectY + gSpectAutoStepY, 0), gMapInfo.Height - gScreenHeight);
if i = gSpectY then
gSpectAutoNext := gTime
else
gSpectY := i;
end;
if gSpectAutoNext <= gTime then
begin
if gSpectAutoNext > 0 then
begin
gSpectMode := GetRandomSpectMode(gSpectMode);
case gSpectMode of
SPECT_MAPVIEW:
begin
gSpectX := Random(gMapInfo.Width - gScreenWidth);
gSpectY := Random(gMapInfo.Height - gScreenHeight);
gSpectAutoStepX := Random(9) - 4;
gSpectAutoStepY := Random(9) - 4;
if ((gSpectX < 800) and (gSpectAutoStepX < 0)) or
((gSpectX > gMapInfo.Width - gScreenWidth - 800) and (gSpectAutoStepX > 0)) then
gSpectAutoStepX := gSpectAutoStepX * -1;
if ((gSpectY < 800) and (gSpectAutoStepY < 0)) or
((gSpectY > gMapInfo.Height - gScreenHeight - 800) and (gSpectAutoStepY > 0)) then
gSpectAutoStepY := gSpectAutoStepY * -1;
end;
SPECT_PLAYERS:
begin
gSpectPID1 := GetActivePlayerID_Random(gSpectPID1);
end;
end;
end;
case gSpectMode of
SPECT_STATS: gSpectAutoNext := gTime + (Random(3) + 5) * 1000;
SPECT_MAPVIEW: gSpectAutoNext := gTime + (Random(4) + 7) * 1000;
SPECT_PLAYERS: gSpectAutoNext := gTime + (Random(7) + 8) * 1000;
end;
end;
end;
end;
// Обновляем все остальное:
g_Map_Update();
g_Items_Update();
g_Triggers_Update();
g_Weapon_Update();
g_Monsters_Update();
g_GFX_Update();
g_Player_UpdateAll();
g_Player_UpdatePhysicalObjects();
// server: send newly spawned monsters unconditionally
if (gGameSettings.GameType = GT_SERVER) then
begin
if (Length(gMonstersSpawned) > 0) then
begin
for I := 0 to High(gMonstersSpawned) do MH_SEND_MonsterSpawn(gMonstersSpawned[I]);
SetLength(gMonstersSpawned, 0);
end;
end;
if (gSoundTriggerTime > 8) then
begin
g_Game_UpdateTriggerSounds();
gSoundTriggerTime := 0;
end
else
begin
Inc(gSoundTriggerTime);
end;
if (NetMode = NET_SERVER) then
begin
Inc(NetTimeToUpdate);
Inc(NetTimeToReliable);
// send monster updates
if (NetTimeToReliable >= NetRelupdRate) or (NetTimeToUpdate >= NetUpdateRate) then
begin
// send all monsters (periodic sync)
reliableUpdate := (NetTimeToReliable >= NetRelupdRate);
for I := 0 to High(gPlayers) do
begin
if (gPlayers[I] <> nil) then MH_SEND_PlayerPos(reliableUpdate, gPlayers[I].UID);
end;
g_Mons_ForEach(sendMonsPos);
// update flags that aren't stationary
if gGameSettings.GameMode = GM_CTF then
for I := FLAG_RED to FLAG_BLUE do
if gFlags[I].NeedSend then
begin
gFlags[I].NeedSend := False;
MH_SEND_FlagPos(I);
end;
// update items that aren't stationary
g_Items_ForEachAlive(sendItemPos);
if reliableUpdate then
begin
NetTimeToReliable := 0;
NetTimeToUpdate := NetUpdateRate;
end
else
begin
NetTimeToUpdate := 0;
end;
end
else
begin
// send only mosters with some unexpected changes
g_Mons_ForEach(sendMonsPosUnexpected);
end;
// send unexpected platform changes
g_Map_NetSendInterestingPanels();
g_Net_Slist_ServerUpdate();
{
if NetUseMaster then
begin
if (gTime >= NetTimeToMaster) or g_Net_Slist_IsConnectionInProgress then
begin
if (not g_Net_Slist_IsConnectionActive) then g_Net_Slist_Connect(false); // non-blocking connection to the master
g_Net_Slist_Update;
NetTimeToMaster := gTime + NetMasterRate;
end;
end;
}
end
else if (NetMode = NET_CLIENT) then
begin
MC_SEND_PlayerPos();
end;
end; // if gameOn ...
// Активно окно интерфейса - передаем клавиши ему:
if g_ActiveWindow <> nil then
begin
w := e_GetFirstKeyPressed();
if (w <> IK_INVALID) then
begin
Msg.Msg := MESSAGE_DIKEY;
Msg.wParam := w;
g_ActiveWindow.OnMessage(Msg);
end;
// Если оно от этого не закрылось, то обновляем:
if g_ActiveWindow <> nil then
g_ActiveWindow.Update();
// Нужно сменить разрешение:
if gResolutionChange then
begin
e_WriteLog('Changing resolution', TMsgType.Notify);
g_Game_ChangeResolution(gRC_Width, gRC_Height, gRC_FullScreen, gRC_Maximized);
gResolutionChange := False;
g_ActiveWindow := nil;
end;
// Нужно сменить язык:
if gLanguageChange then
begin
//e_WriteLog('Read language file', MSG_NOTIFY);
//g_Language_Load(DataDir + gLanguage + '.txt');
g_Language_Set(gLanguage);
{$IFNDEF HEADLESS}
g_Menu_Reset();
{$ENDIF}
gLanguageChange := False;
end;
end;
// Горячая клавиша для вызова меню выхода из игры (F10):
if e_KeyPressed(IK_F10) and
gGameOn and
(not gConsoleShow) and
(g_ActiveWindow = nil) then
begin
KeyPress(IK_F10);
end;
Time := sys_GetTicks() {div 1000};
// Обработка отложенных событий:
if gDelayedEvents <> nil then
for a := 0 to High(gDelayedEvents) do
if gDelayedEvents[a].Pending and
(
((gDelayedEvents[a].DEType = DE_GLOBEVENT) and (gDelayedEvents[a].Time <= Time)) or
((gDelayedEvents[a].DEType > DE_GLOBEVENT) and (gDelayedEvents[a].Time <= gTime))
) then
begin
case gDelayedEvents[a].DEType of
DE_GLOBEVENT:
g_Game_ExecuteEvent(gDelayedEvents[a].DEStr);
DE_BFGHIT:
if gGameOn then
g_Game_Announce_GoodShot(gDelayedEvents[a].DENum);
DE_KILLCOMBO:
if gGameOn then
begin
g_Game_Announce_KillCombo(gDelayedEvents[a].DENum);
if g_Game_IsNet and g_Game_IsServer then
MH_SEND_GameEvent(NET_EV_KILLCOMBO, gDelayedEvents[a].DENum);
end;
DE_BODYKILL:
if gGameOn then
g_Game_Announce_BodyKill(gDelayedEvents[a].DENum);
end;
gDelayedEvents[a].Pending := False;
end;
// Каждую секунду обновляем счетчик обновлений:
UPSCounter := UPSCounter + 1;
if Time - UPSTime >= 1000 then
begin
UPS := UPSCounter;
UPSCounter := 0;
UPSTime := Time;
end;
if gGameOn then
begin
g_Weapon_AddDynLights();
g_Items_AddDynLights();
end;
end;
procedure g_Game_LoadChatSounds(Resource: string);
var
WAD: TWADFile;
FileName, Snd: string;
p: Pointer;
len, cnt, tags, i, j: Integer;
cfg: TConfig;
begin
FileName := g_ExtractWadName(Resource);
WAD := TWADFile.Create();
WAD.ReadFile(FileName);
if not WAD.GetResource(g_ExtractFilePathName(Resource), p, len) then
begin
gChatSounds := nil;
WAD.Free();
Exit;
end;
cfg := TConfig.CreateMem(p, len);
cnt := cfg.ReadInt('ChatSounds', 'Count', 0);
SetLength(gChatSounds, cnt);
for i := 0 to Length(gChatSounds) - 1 do
begin
gChatSounds[i].Sound := nil;
Snd := Trim(cfg.ReadStr(IntToStr(i), 'Sound', ''));
tags := cfg.ReadInt(IntToStr(i), 'Tags', 0);
if (Snd = '') or (Tags <= 0) then
continue;
g_Sound_CreateWADEx('SOUND_CHAT_MACRO' + IntToStr(i), GameWAD+':'+Snd);
gChatSounds[i].Sound := TPlayableSound.Create();
gChatSounds[i].Sound.SetByName('SOUND_CHAT_MACRO' + IntToStr(i));
SetLength(gChatSounds[i].Tags, tags);
for j := 0 to tags - 1 do
gChatSounds[i].Tags[j] := toLowerCase1251(cfg.ReadStr(IntToStr(i), 'Tag' + IntToStr(j), ''));
gChatSounds[i].FullWord := cfg.ReadBool(IntToStr(i), 'FullWord', False);
end;
cfg.Free();
WAD.Free();
end;
procedure g_Game_FreeChatSounds();
var
i: Integer;
begin
for i := 0 to Length(gChatSounds) - 1 do
begin
gChatSounds[i].Sound.Free();
g_Sound_Delete('SOUND_CHAT_MACRO' + IntToStr(i));
end;
SetLength(gChatSounds, 0);
gChatSounds := nil;
end;
procedure g_Game_LoadData();
var
wl, hl: Integer;
wr, hr: Integer;
wb, hb: Integer;
wm, hm: Integer;
begin
if DataLoaded then Exit;
e_WriteLog('Loading game data...', TMsgType.Notify);
g_Texture_CreateWADEx('NOTEXTURE', GameWAD+':TEXTURES\NOTEXTURE');
g_Texture_CreateWADEx('TEXTURE_PLAYER_HUD', GameWAD+':TEXTURES\HUD');
g_Texture_CreateWADEx('TEXTURE_PLAYER_HUDAIR', GameWAD+':TEXTURES\AIRBAR');
g_Texture_CreateWADEx('TEXTURE_PLAYER_HUDJET', GameWAD+':TEXTURES\JETBAR');
g_Texture_CreateWADEx('TEXTURE_PLAYER_HUDBG', GameWAD+':TEXTURES\HUDBG');
g_Texture_CreateWADEx('TEXTURE_PLAYER_ARMORHUD', GameWAD+':TEXTURES\ARMORHUD');
g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG', GameWAD+':TEXTURES\FLAGHUD_R_BASE');
g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG_S', GameWAD+':TEXTURES\FLAGHUD_R_STOLEN');
g_Texture_CreateWADEx('TEXTURE_PLAYER_REDFLAG_D', GameWAD+':TEXTURES\FLAGHUD_R_DROP');
g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG', GameWAD+':TEXTURES\FLAGHUD_B_BASE');
g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_S', GameWAD+':TEXTURES\FLAGHUD_B_STOLEN');
g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_D', GameWAD+':TEXTURES\FLAGHUD_B_DROP');
g_Texture_CreateWADEx('TEXTURE_PLAYER_TALKBUBBLE', GameWAD+':TEXTURES\TALKBUBBLE');
g_Texture_CreateWADEx('TEXTURE_PLAYER_INVULPENTA', GameWAD+':TEXTURES\PENTA');
g_Texture_CreateWADEx('TEXTURE_PLAYER_INDICATOR', GameWAD+':TEXTURES\PLRIND');
hasPBarGfx := true;
if not g_Texture_CreateWADEx('UI_GFX_PBAR_LEFT', GameWAD+':TEXTURES\LLEFT') then hasPBarGfx := false;
if not g_Texture_CreateWADEx('UI_GFX_PBAR_MARKER', GameWAD+':TEXTURES\LMARKER') then hasPBarGfx := false;
if not g_Texture_CreateWADEx('UI_GFX_PBAR_MIDDLE', GameWAD+':TEXTURES\LMIDDLE') then hasPBarGfx := false;
if not g_Texture_CreateWADEx('UI_GFX_PBAR_RIGHT', GameWAD+':TEXTURES\LRIGHT') then hasPBarGfx := false;
if hasPBarGfx then
begin
g_Texture_GetSize('UI_GFX_PBAR_LEFT', wl, hl);
g_Texture_GetSize('UI_GFX_PBAR_RIGHT', wr, hr);
g_Texture_GetSize('UI_GFX_PBAR_MIDDLE', wb, hb);
g_Texture_GetSize('UI_GFX_PBAR_MARKER', wm, hm);
if (wl > 0) and (hl > 0) and (wr > 0) and (hr = hl) and (wb > 0) and (hb = hl) and (wm > 0) and (hm > 0) and (hm <= hl) then
begin
// yay!
end
else
begin
hasPBarGfx := false;
end;
end;
g_Frames_CreateWAD(nil, 'FRAMES_TELEPORT', GameWAD+':TEXTURES\TELEPORT', 64, 64, 10, False);
g_Frames_CreateWAD(nil, 'FRAMES_PUNCH', GameWAD+':WEAPONS\PUNCH', 64, 64, 4, False);
g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_UP', GameWAD+':WEAPONS\PUNCH_UP', 64, 64, 4, False);
g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_DN', GameWAD+':WEAPONS\PUNCH_DN', 64, 64, 4, False);
g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_BERSERK', GameWAD+':WEAPONS\PUNCHB', 64, 64, 4, False);
g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_BERSERK_UP', GameWAD+':WEAPONS\PUNCHB_UP', 64, 64, 4, False);
g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_BERSERK_DN', GameWAD+':WEAPONS\PUNCHB_DN', 64, 64, 4, False);
g_Sound_CreateWADEx('SOUND_GAME_TELEPORT', GameWAD+':SOUNDS\TELEPORT');
g_Sound_CreateWADEx('SOUND_GAME_NOTELEPORT', GameWAD+':SOUNDS\NOTELEPORT');
g_Sound_CreateWADEx('SOUND_GAME_SECRET', GameWAD+':SOUNDS\SECRET');
g_Sound_CreateWADEx('SOUND_GAME_DOOROPEN', GameWAD+':SOUNDS\DOOROPEN');
g_Sound_CreateWADEx('SOUND_GAME_DOORCLOSE', GameWAD+':SOUNDS\DOORCLOSE');
g_Sound_CreateWADEx('SOUND_GAME_BULK1', GameWAD+':SOUNDS\BULK1');
g_Sound_CreateWADEx('SOUND_GAME_BULK2', GameWAD+':SOUNDS\BULK2');
g_Sound_CreateWADEx('SOUND_GAME_BUBBLE1', GameWAD+':SOUNDS\BUBBLE1');
g_Sound_CreateWADEx('SOUND_GAME_BUBBLE2', GameWAD+':SOUNDS\BUBBLE2');
g_Sound_CreateWADEx('SOUND_GAME_BURNING', GameWAD+':SOUNDS\BURNING');
g_Sound_CreateWADEx('SOUND_GAME_SWITCH1', GameWAD+':SOUNDS\SWITCH1');
g_Sound_CreateWADEx('SOUND_GAME_SWITCH0', GameWAD+':SOUNDS\SWITCH0');
g_Sound_CreateWADEx('SOUND_GAME_RADIO', GameWAD+':SOUNDS\RADIO');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_GOOD1', GameWAD+':SOUNDS\GOOD1');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_GOOD2', GameWAD+':SOUNDS\GOOD2');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_GOOD3', GameWAD+':SOUNDS\GOOD3');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_GOOD4', GameWAD+':SOUNDS\GOOD4');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_KILL2X', GameWAD+':SOUNDS\KILL2X');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_KILL3X', GameWAD+':SOUNDS\KILL3X');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_KILL4X', GameWAD+':SOUNDS\KILL4X');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_KILLMX', GameWAD+':SOUNDS\KILLMX');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA1', GameWAD+':SOUNDS\MUHAHA1');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA2', GameWAD+':SOUNDS\MUHAHA2');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA3', GameWAD+':SOUNDS\MUHAHA3');
g_Sound_CreateWADEx('SOUND_CTF_GET1', GameWAD+':SOUNDS\GETFLAG1');
g_Sound_CreateWADEx('SOUND_CTF_GET2', GameWAD+':SOUNDS\GETFLAG2');
g_Sound_CreateWADEx('SOUND_CTF_LOST1', GameWAD+':SOUNDS\LOSTFLG1');
g_Sound_CreateWADEx('SOUND_CTF_LOST2', GameWAD+':SOUNDS\LOSTFLG2');
g_Sound_CreateWADEx('SOUND_CTF_RETURN1', GameWAD+':SOUNDS\RETFLAG1');
g_Sound_CreateWADEx('SOUND_CTF_RETURN2', GameWAD+':SOUNDS\RETFLAG2');
g_Sound_CreateWADEx('SOUND_CTF_CAPTURE1', GameWAD+':SOUNDS\CAPFLAG1');
g_Sound_CreateWADEx('SOUND_CTF_CAPTURE2', GameWAD+':SOUNDS\CAPFLAG2');
goodsnd[0] := TPlayableSound.Create();
goodsnd[1] := TPlayableSound.Create();
goodsnd[2] := TPlayableSound.Create();
goodsnd[3] := TPlayableSound.Create();
goodsnd[0].SetByName('SOUND_ANNOUNCER_GOOD1');
goodsnd[1].SetByName('SOUND_ANNOUNCER_GOOD2');
goodsnd[2].SetByName('SOUND_ANNOUNCER_GOOD3');
goodsnd[3].SetByName('SOUND_ANNOUNCER_GOOD4');
killsnd[0] := TPlayableSound.Create();
killsnd[1] := TPlayableSound.Create();
killsnd[2] := TPlayableSound.Create();
killsnd[3] := TPlayableSound.Create();
killsnd[0].SetByName('SOUND_ANNOUNCER_KILL2X');
killsnd[1].SetByName('SOUND_ANNOUNCER_KILL3X');
killsnd[2].SetByName('SOUND_ANNOUNCER_KILL4X');
killsnd[3].SetByName('SOUND_ANNOUNCER_KILLMX');
hahasnd[0] := TPlayableSound.Create();
hahasnd[1] := TPlayableSound.Create();
hahasnd[2] := TPlayableSound.Create();
hahasnd[0].SetByName('SOUND_ANNOUNCER_MUHAHA1');
hahasnd[1].SetByName('SOUND_ANNOUNCER_MUHAHA2');
hahasnd[2].SetByName('SOUND_ANNOUNCER_MUHAHA3');
sound_get_flag[0] := TPlayableSound.Create();
sound_get_flag[1] := TPlayableSound.Create();
sound_lost_flag[0] := TPlayableSound.Create();
sound_lost_flag[1] := TPlayableSound.Create();
sound_ret_flag[0] := TPlayableSound.Create();
sound_ret_flag[1] := TPlayableSound.Create();
sound_cap_flag[0] := TPlayableSound.Create();
sound_cap_flag[1] := TPlayableSound.Create();
sound_get_flag[0].SetByName('SOUND_CTF_GET1');
sound_get_flag[1].SetByName('SOUND_CTF_GET2');
sound_lost_flag[0].SetByName('SOUND_CTF_LOST1');
sound_lost_flag[1].SetByName('SOUND_CTF_LOST2');
sound_ret_flag[0].SetByName('SOUND_CTF_RETURN1');
sound_ret_flag[1].SetByName('SOUND_CTF_RETURN2');
sound_cap_flag[0].SetByName('SOUND_CTF_CAPTURE1');
sound_cap_flag[1].SetByName('SOUND_CTF_CAPTURE2');
g_Game_LoadChatSounds(GameWAD+':CHATSND\SNDCFG');
g_Game_SetLoadingText(_lc[I_LOAD_ITEMS_DATA], 0, False);
g_Items_LoadData();
g_Game_SetLoadingText(_lc[I_LOAD_WEAPONS_DATA], 0, False);
g_Weapon_LoadData();
g_Monsters_LoadData();
DataLoaded := True;
end;
procedure g_Game_Quit();
begin
g_Game_StopAllSounds(True);
gMusic.Free();
g_Game_FreeData();
g_PlayerModel_FreeData();
g_Texture_DeleteAll();
g_Frames_DeleteAll();
{$IFNDEF HEADLESS}
//g_Menu_Free(); //k8: this segfaults after resolution change; who cares?
{$ENDIF}
if NetInitDone then g_Net_Free;
// remove map after test
if gMapToDelete <> '' then
g_Game_DeleteTestMap();
gExit := EXIT_QUIT;
sys_RequestQuit;
end;
procedure g_Game_FreeData();
begin
if not DataLoaded then Exit;
g_Items_FreeData();
g_Weapon_FreeData();
g_Monsters_FreeData();
e_WriteLog('Releasing game data...', TMsgType.Notify);
g_Texture_Delete('NOTEXTURE');
g_Texture_Delete('TEXTURE_PLAYER_HUD');
g_Texture_Delete('TEXTURE_PLAYER_HUDBG');
g_Texture_Delete('TEXTURE_PLAYER_ARMORHUD');
g_Texture_Delete('TEXTURE_PLAYER_REDFLAG');
g_Texture_Delete('TEXTURE_PLAYER_REDFLAG_S');
g_Texture_Delete('TEXTURE_PLAYER_REDFLAG_D');
g_Texture_Delete('TEXTURE_PLAYER_BLUEFLAG');
g_Texture_Delete('TEXTURE_PLAYER_BLUEFLAG_S');
g_Texture_Delete('TEXTURE_PLAYER_BLUEFLAG_D');
g_Texture_Delete('TEXTURE_PLAYER_TALKBUBBLE');
g_Texture_Delete('TEXTURE_PLAYER_INVULPENTA');
g_Frames_DeleteByName('FRAMES_TELEPORT');
g_Frames_DeleteByName('FRAMES_PUNCH');
g_Frames_DeleteByName('FRAMES_PUNCH_UP');
g_Frames_DeleteByName('FRAMES_PUNCH_DN');
g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK');
g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_UP');
g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_DN');
g_Sound_Delete('SOUND_GAME_TELEPORT');
g_Sound_Delete('SOUND_GAME_NOTELEPORT');
g_Sound_Delete('SOUND_GAME_SECRET');
g_Sound_Delete('SOUND_GAME_DOOROPEN');
g_Sound_Delete('SOUND_GAME_DOORCLOSE');
g_Sound_Delete('SOUND_GAME_BULK1');
g_Sound_Delete('SOUND_GAME_BULK2');
g_Sound_Delete('SOUND_GAME_BUBBLE1');
g_Sound_Delete('SOUND_GAME_BUBBLE2');
g_Sound_Delete('SOUND_GAME_BURNING');
g_Sound_Delete('SOUND_GAME_SWITCH1');
g_Sound_Delete('SOUND_GAME_SWITCH0');
goodsnd[0].Free();
goodsnd[1].Free();
goodsnd[2].Free();
goodsnd[3].Free();
g_Sound_Delete('SOUND_ANNOUNCER_GOOD1');
g_Sound_Delete('SOUND_ANNOUNCER_GOOD2');
g_Sound_Delete('SOUND_ANNOUNCER_GOOD3');
g_Sound_Delete('SOUND_ANNOUNCER_GOOD4');
killsnd[0].Free();
killsnd[1].Free();
killsnd[2].Free();
killsnd[3].Free();
g_Sound_Delete('SOUND_ANNOUNCER_KILL2X');
g_Sound_Delete('SOUND_ANNOUNCER_KILL3X');
g_Sound_Delete('SOUND_ANNOUNCER_KILL4X');
g_Sound_Delete('SOUND_ANNOUNCER_KILLMX');
hahasnd[0].Free();
hahasnd[1].Free();
hahasnd[2].Free();
g_Sound_Delete('SOUND_ANNOUNCER_MUHAHA1');
g_Sound_Delete('SOUND_ANNOUNCER_MUHAHA2');
g_Sound_Delete('SOUND_ANNOUNCER_MUHAHA3');
sound_get_flag[0].Free();
sound_get_flag[1].Free();
sound_lost_flag[0].Free();
sound_lost_flag[1].Free();
sound_ret_flag[0].Free();
sound_ret_flag[1].Free();
sound_cap_flag[0].Free();
sound_cap_flag[1].Free();
g_Sound_Delete('SOUND_CTF_GET1');
g_Sound_Delete('SOUND_CTF_GET2');
g_Sound_Delete('SOUND_CTF_LOST1');
g_Sound_Delete('SOUND_CTF_LOST2');
g_Sound_Delete('SOUND_CTF_RETURN1');
g_Sound_Delete('SOUND_CTF_RETURN2');
g_Sound_Delete('SOUND_CTF_CAPTURE1');
g_Sound_Delete('SOUND_CTF_CAPTURE2');
g_Game_FreeChatSounds();
DataLoaded := False;
end;
procedure g_FatalError(Text: String);
begin
g_Console_Add(Format(_lc[I_FATAL_ERROR], [Text]), True);
e_WriteLog(Format(_lc[I_FATAL_ERROR], [Text]), TMsgType.Warning);
gExit := EXIT_SIMPLE;
if gGameOn then EndGame;
end;
procedure g_SimpleError(Text: String);
begin
g_Console_Add(Format(_lc[I_SIMPLE_ERROR], [Text]), True);
e_WriteLog(Format(_lc[I_SIMPLE_ERROR], [Text]), TMsgType.Warning);
end;
procedure g_Game_SetupScreenSize();
const
RES_FACTOR = 4.0 / 3.0;
var
s: Single;
rf: Single;
bw, bh: Word;
begin
// Размер экранов игроков:
gPlayerScreenSize.X := gScreenWidth-196;
if (gPlayer1 <> nil) and (gPlayer2 <> nil) then
gPlayerScreenSize.Y := gScreenHeight div 2
else
gPlayerScreenSize.Y := gScreenHeight;
// Размер заднего плана:
if BackID <> DWORD(-1) then
begin
s := SKY_STRETCH;
if (gScreenWidth*s > gMapInfo.Width) or
(gScreenHeight*s > gMapInfo.Height) then
begin
gBackSize.X := gScreenWidth;
gBackSize.Y := gScreenHeight;
end
else
begin
e_GetTextureSize(BackID, @bw, @bh);
rf := Single(bw) / Single(bh);
if (rf > RES_FACTOR) then bw := Round(Single(bh) * RES_FACTOR)
else if (rf < RES_FACTOR) then bh := Round(Single(bw) / RES_FACTOR);
s := Max(gScreenWidth / bw, gScreenHeight / bh);
if (s < 1.0) then s := 1.0;
gBackSize.X := Round(bw*s);
gBackSize.Y := Round(bh*s);
end;
end;
end;
procedure g_Game_ChangeResolution(newWidth, newHeight: Word; nowFull, nowMax: Boolean);
begin
sys_SetDisplayMode(newWidth, newHeight, gBPP, nowFull, nowMax);
end;
procedure g_Game_AddPlayer(Team: Byte = TEAM_NONE);
begin
if ((not gGameOn) and (gState <> STATE_INTERCUSTOM))
or (not (gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT])) then
Exit;
if (gGameSettings.MaxLives > 0) and (gLMSRespawn = LMS_RESPAWN_NONE) then
Exit;
if gPlayer1 = nil then
begin
if g_Game_IsClient then
begin
if NetPlrUID1 > -1 then
MC_SEND_CheatRequest(NET_CHEAT_SPECTATE);
Exit;
end;
if not (Team in [TEAM_RED, TEAM_BLUE]) then
Team := gPlayer1Settings.Team;
// Создание первого игрока:
gPlayer1 := g_Player_Get(g_Player_Create(gPlayer1Settings.Model,
gPlayer1Settings.Color,
Team, False));
if gPlayer1 = nil then
g_FatalError(Format(_lc[I_GAME_ERROR_PLAYER_CREATE], [1]))
else
begin
gPlayer1.Name := gPlayer1Settings.Name;
gPlayer1.WeapSwitchMode := gPlayer1Settings.WeaponSwitch;
gPlayer1.setWeaponPrefs(gPlayer1Settings.WeaponPreferences);
gPlayer1.SwitchToEmpty := gPlayer1Settings.SwitchToEmpty;
gPlayer1.SkipFist := gPlayer1Settings.SkipFist;
g_Console_Add(Format(_lc[I_PLAYER_JOIN], [gPlayer1.Name]), True);
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_PlayerCreate(gPlayer1.UID);
gPlayer1.Respawn(False, True);
g_Net_Slist_ServerPlayerComes();
end;
Exit;
end;
if gPlayer2 = nil then
begin
if g_Game_IsClient then
begin
if NetPlrUID2 > -1 then
gPlayer2 := g_Player_Get(NetPlrUID2);
Exit;
end;
if not (Team in [TEAM_RED, TEAM_BLUE]) then
Team := gPlayer2Settings.Team;
// Создание второго игрока:
gPlayer2 := g_Player_Get(g_Player_Create(gPlayer2Settings.Model,
gPlayer2Settings.Color,
Team, False));
if gPlayer2 = nil then
g_FatalError(Format(_lc[I_GAME_ERROR_PLAYER_CREATE], [2]))
else
begin
gPlayer2.Name := gPlayer2Settings.Name;
gPlayer2.WeapSwitchMode := gPlayer2Settings.WeaponSwitch;
gPlayer2.setWeaponPrefs(gPlayer2Settings.WeaponPreferences);
gPlayer2.SwitchToEmpty := gPlayer2Settings.SwitchToEmpty;
gPlayer2.SkipFist := gPlayer2Settings.SkipFist;
g_Console_Add(Format(_lc[I_PLAYER_JOIN], [gPlayer2.Name]), True);
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_PlayerCreate(gPlayer2.UID);
gPlayer2.Respawn(False, True);
g_Net_Slist_ServerPlayerComes();
end;
Exit;
end;
end;
procedure g_Game_RemovePlayer();
var
Pl: TPlayer;
begin
if ((not gGameOn) and (gState <> STATE_INTERCUSTOM))
or (not (gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT])) then
Exit;
Pl := gPlayer2;
if Pl <> nil then
begin
if g_Game_IsServer then
begin
Pl.Lives := 0;
Pl.Kill(K_SIMPLEKILL, 0, HIT_DISCON);
g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [Pl.Name]), True);
g_Player_Remove(Pl.UID);
g_Net_Slist_ServerPlayerLeaves();
end
else
begin
gSpectLatchPID2 := Pl.UID;
gPlayer2 := nil;
end;
Exit;
end;
Pl := gPlayer1;
if Pl <> nil then
begin
if g_Game_IsServer then
begin
Pl.Lives := 0;
Pl.Kill(K_SIMPLEKILL, 0, HIT_DISCON);
g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [Pl.Name]), True);
g_Player_Remove(Pl.UID);
g_Net_Slist_ServerPlayerLeaves();
end else
begin
gSpectLatchPID1 := Pl.UID;
gPlayer1 := nil;
MC_SEND_CheatRequest(NET_CHEAT_SPECTATE);
end;
Exit;
end;
g_Net_Slist_ServerPlayerLeaves();
end;
procedure g_Game_Spectate();
begin
g_Game_RemovePlayer();
if gPlayer1 <> nil then
g_Game_RemovePlayer();
end;
procedure g_Game_SpectateCenterView();
begin
gSpectX := Max(gMapInfo.Width div 2 - gScreenWidth div 2, 0);
gSpectY := Max(gMapInfo.Height div 2 - gScreenHeight div 2, 0);
end;
procedure g_Game_StartSingle(Map: String; TwoPlayers: Boolean; nPlayers: Byte);
var
i, nPl: Integer;
tmps: AnsiString;
begin
g_Game_Free();
e_WriteLog('Starting singleplayer game...', TMsgType.Notify);
g_Game_ClearLoading();
// Настройки игры:
FillByte(gGameSettings, SizeOf(TGameSettings), 0);
gAimLine := False;
gShowMap := False;
gGameSettings.GameType := GT_SINGLE;
gGameSettings.MaxLives := 0;
gGameSettings.Options := gGameSettings.Options + GAME_OPTION_ALLOWEXIT;
gGameSettings.Options := gGameSettings.Options + GAME_OPTION_MONSTERS;
gGameSettings.Options := gGameSettings.Options + GAME_OPTION_BOTVSMONSTER;
gGameSettings.Options := gGameSettings.Options + GAME_OPTION_TEAMHITPROJECTILE;
gGameSettings.Options := gGameSettings.Options + GAME_OPTION_TEAMHITTRACE;
gSwitchGameMode := GM_SINGLE;
gLMSRespawn := LMS_RESPAWN_NONE;
gLMSRespawnTime := 0;
gSpectLatchPID1 := 0;
gSpectLatchPID2 := 0;
g_Game_ExecuteEvent('ongamestart');
// Установка размеров окон игроков:
g_Game_SetupScreenSize();
// Создание первого игрока:
gPlayer1 := g_Player_Get(g_Player_Create(gPlayer1Settings.Model,
gPlayer1Settings.Color,
gPlayer1Settings.Team, False));
if gPlayer1 = nil then
begin
g_FatalError(Format(_lc[I_GAME_ERROR_PLAYER_CREATE], [1]));
Exit;
end;
gPlayer1.Name := gPlayer1Settings.Name;
gPlayer1.WeapSwitchMode := gPlayer1Settings.WeaponSwitch;
gPlayer1.setWeaponPrefs(gPlayer1Settings.WeaponPreferences);
gPlayer1.SwitchToEmpty := gPlayer1Settings.SwitchToEmpty;
gPlayer1.SkipFist := gPlayer1Settings.SkipFist;
nPl := 1;
// Создание второго игрока, если есть:
if TwoPlayers then
begin
gPlayer2 := g_Player_Get(g_Player_Create(gPlayer2Settings.Model,
gPlayer2Settings.Color,
gPlayer2Settings.Team, False));
if gPlayer2 = nil then
begin
g_FatalError(Format(_lc[I_GAME_ERROR_PLAYER_CREATE], [2]));
Exit;
end;
gPlayer2.Name := gPlayer2Settings.Name;
gPlayer2.WeapSwitchMode := gPlayer2Settings.WeaponSwitch;
gPlayer2.setWeaponPrefs(gPlayer2Settings.WeaponPreferences);
gPlayer2.SwitchToEmpty := gPlayer2Settings.SwitchToEmpty;
gPlayer2.SkipFist := gPlayer2Settings.SkipFist;
Inc(nPl);
end;
// Загрузка и запуск карты:
if not g_Game_StartMap(false{asMegawad}, MAP, True) then
begin
if (Pos(':\', Map) > 0) or (Pos(':/', Map) > 0) then tmps := Map else tmps := gGameSettings.WAD + ':\' + MAP;
g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [tmps]));
Exit;
end;
// Настройки игроков и ботов:
g_Player_Init();
// Создаем ботов:
for i := nPl+1 to nPlayers do
g_Player_Create(STD_PLAYER_MODEL, _RGB(0, 0, 0), 0, True);
end;
procedure g_Game_StartCustom(Map: String; GameMode: Byte;
TimeLimit, ScoreLimit: Word;
MaxLives: Byte;
Options: LongWord; nPlayers: Byte);
var
i, nPl: Integer;
begin
g_Game_Free();
e_WriteLog('Starting custom game...', TMsgType.Notify);
g_Game_ClearLoading();
// Настройки игры:
gGameSettings.GameType := GT_CUSTOM;
gGameSettings.GameMode := GameMode;
gSwitchGameMode := GameMode;
gGameSettings.TimeLimit := TimeLimit;
gGameSettings.ScoreLimit := ScoreLimit;
gGameSettings.MaxLives := IfThen(GameMode = GM_CTF, 0, MaxLives);
gGameSettings.Options := Options;
gCoopTotalMonstersKilled := 0;
gCoopTotalSecretsFound := 0;
gCoopTotalMonsters := 0;
gCoopTotalSecrets := 0;
gAimLine := False;
gShowMap := False;
gLMSRespawn := LMS_RESPAWN_NONE;
gLMSRespawnTime := 0;
gSpectLatchPID1 := 0;
gSpectLatchPID2 := 0;
g_Game_ExecuteEvent('ongamestart');
// Установка размеров окон игроков:
g_Game_SetupScreenSize();
// Режим наблюдателя:
if nPlayers = 0 then
begin
gPlayer1 := nil;
gPlayer2 := nil;
end;
nPl := 0;
if nPlayers >= 1 then
begin
// Создание первого игрока:
gPlayer1 := g_Player_Get(g_Player_Create(gPlayer1Settings.Model,
gPlayer1Settings.Color,
gPlayer1Settings.Team, False));
if gPlayer1 = nil then
begin
g_FatalError(Format(_lc[I_GAME_ERROR_PLAYER_CREATE], [1]));
Exit;
end;
gPlayer1.Name := gPlayer1Settings.Name;
gPlayer1.WeapSwitchMode := gPlayer1Settings.WeaponSwitch;
gPlayer1.setWeaponPrefs(gPlayer1Settings.WeaponPreferences);
gPlayer1.SwitchToEmpty := gPlayer1Settings.SwitchToEmpty;
gPlayer1.SkipFist := gPlayer1Settings.SkipFist;
Inc(nPl);
end;
if nPlayers >= 2 then
begin
// Создание второго игрока:
gPlayer2 := g_Player_Get(g_Player_Create(gPlayer2Settings.Model,
gPlayer2Settings.Color,
gPlayer2Settings.Team, False));
if gPlayer2 = nil then
begin
g_FatalError(Format(_lc[I_GAME_ERROR_PLAYER_CREATE], [2]));
Exit;
end;
gPlayer2.Name := gPlayer2Settings.Name;
gPlayer2.WeapSwitchMode := gPlayer2Settings.WeaponSwitch;
gPlayer2.setWeaponPrefs(gPlayer2Settings.WeaponPreferences);
gPlayer2.SwitchToEmpty := gPlayer2Settings.SwitchToEmpty;
gPlayer2.SkipFist := gPlayer2Settings.SkipFist;
Inc(nPl);
end;
// Загрузка и запуск карты:
if not g_Game_StartMap(true{asMegawad}, Map, True) then
begin
g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [Map]));
Exit;
end;
// Нет точек появления:
if (g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) +
g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) +
g_Map_GetPointCount(RESPAWNPOINT_DM) +
g_Map_GetPointCount(RESPAWNPOINT_RED)+
g_Map_GetPointCount(RESPAWNPOINT_BLUE)) < 1 then
begin
g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
Exit;
end;
// Настройки игроков и ботов:
g_Player_Init();
// Создаем ботов:
for i := nPl+1 to nPlayers do
g_Player_Create(STD_PLAYER_MODEL, _RGB(0, 0, 0), 0, True);
end;
procedure g_Game_StartServer(Map: String; GameMode: Byte;
TimeLimit, ScoreLimit: Word; MaxLives: Byte;
Options: LongWord; nPlayers: Byte;
IPAddr: LongWord; Port: Word);
begin
g_Game_Free();
g_Net_Slist_ServerClosed();
e_WriteLog('Starting net game (server)...', TMsgType.Notify);
g_Game_ClearLoading();
ClearDebugCvars();
// Настройки игры:
gGameSettings.GameType := GT_SERVER;
gGameSettings.GameMode := GameMode;
gSwitchGameMode := GameMode;
gGameSettings.TimeLimit := TimeLimit;
gGameSettings.ScoreLimit := ScoreLimit;
gGameSettings.MaxLives := IfThen(GameMode = GM_CTF, 0, MaxLives);
gGameSettings.Options := Options;
gCoopTotalMonstersKilled := 0;
gCoopTotalSecretsFound := 0;
gCoopTotalMonsters := 0;
gCoopTotalSecrets := 0;
gAimLine := False;
gShowMap := False;
gLMSRespawn := LMS_RESPAWN_NONE;
gLMSRespawnTime := 0;
gSpectLatchPID1 := 0;
gSpectLatchPID2 := 0;
g_Game_ExecuteEvent('ongamestart');
// Установка размеров окна игрока
g_Game_SetupScreenSize();
// Режим наблюдателя:
if nPlayers = 0 then
begin
gPlayer1 := nil;
gPlayer2 := nil;
end;
if nPlayers >= 1 then
begin
// Создание первого игрока:
gPlayer1 := g_Player_Get(g_Player_Create(gPlayer1Settings.Model,
gPlayer1Settings.Color,
gPlayer1Settings.Team, False));
if gPlayer1 = nil then
begin
g_FatalError(Format(_lc[I_GAME_ERROR_PLAYER_CREATE], [1]));
Exit;
end;
gPlayer1.Name := gPlayer1Settings.Name;
gPlayer1.WeapSwitchMode := gPlayer1Settings.WeaponSwitch;
gPlayer1.setWeaponPrefs(gPlayer1Settings.WeaponPreferences);
gPlayer1.SwitchToEmpty := gPlayer1Settings.SwitchToEmpty;
gPlayer1.SkipFist := gPlayer1Settings.SkipFist;
end;
if nPlayers >= 2 then
begin
// Создание второго игрока:
gPlayer2 := g_Player_Get(g_Player_Create(gPlayer2Settings.Model,
gPlayer2Settings.Color,
gPlayer2Settings.Team, False));
if gPlayer2 = nil then
begin
g_FatalError(Format(_lc[I_GAME_ERROR_PLAYER_CREATE], [2]));
Exit;
end;
gPlayer2.Name := gPlayer2Settings.Name;
gPlayer2.WeapSwitchMode := gPlayer2Settings.WeaponSwitch;
gPlayer2.setWeaponPrefs(gPlayer2Settings.WeaponPreferences);
gPlayer2.SwitchToEmpty := gPlayer2Settings.SwitchToEmpty;
gPlayer2.SkipFist := gPlayer2Settings.SkipFist;
end;
g_Game_SetLoadingText(_lc[I_LOAD_HOST], 0, False);
if NetForwardPorts then
g_Game_SetLoadingText(_lc[I_LOAD_PORTS], 0, False);
// Стартуем сервер
if not g_Net_Host(IPAddr, Port, NetMaxClients) then
begin
g_FatalError(_lc[I_NET_MSG] + Format(_lc[I_NET_ERR_HOST], [Port]));
Exit;
end;
g_Net_Slist_Set(NetMasterList);
g_Net_Slist_ServerStarted();
// Загрузка и запуск карты:
if not g_Game_StartMap(false{asMegawad}, Map, True) then
begin
g_Net_Slist_ServerClosed();
g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [Map]));
Exit;
end;
// Нет точек появления:
if (g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) +
g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) +
g_Map_GetPointCount(RESPAWNPOINT_DM) +
g_Map_GetPointCount(RESPAWNPOINT_RED)+
g_Map_GetPointCount(RESPAWNPOINT_BLUE)) < 1 then
begin
g_Net_Slist_ServerClosed();
g_FatalError(_lc[I_GAME_ERROR_GET_SPAWN]);
Exit;
end;
// Настройки игроков и ботов:
g_Player_Init();
g_Net_Slist_ServerMapStarted();
NetState := NET_STATE_GAME;
end;
procedure g_Game_StartClient(Addr: String; Port: Word; PW: String);
var
Map: String;
WadName: string;
Ptr: Pointer;
T: Cardinal;
MID: Byte;
State: Byte;
OuterLoop: Boolean;
newResPath: string;
InMsg: TMsg;
begin
g_Game_Free();
State := 0;
e_WriteLog('Starting net game (client)...', TMsgType.Notify);
e_WriteLog('NET: Trying to connect to ' + Addr + ':' + IntToStr(Port) + '...', TMsgType.Notify);
g_Game_ClearLoading();
ClearDebugCvars();
// Настройки игры:
gGameSettings.GameType := GT_CLIENT;
gCoopTotalMonstersKilled := 0;
gCoopTotalSecretsFound := 0;
gCoopTotalMonsters := 0;
gCoopTotalSecrets := 0;
gAimLine := False;
gShowMap := False;
g_Game_ExecuteEvent('ongamestart');
// Установка размеров окон игроков:
g_Game_SetupScreenSize();
NetState := NET_STATE_AUTH;
g_Game_SetLoadingText(_lc[I_LOAD_CONNECT], 0, False);
// create (or update) map/resource databases
g_Res_CreateDatabases(true);
gLMSRespawn := LMS_RESPAWN_NONE;
gLMSRespawnTime := 0;
gSpectLatchPID1 := 0;
gSpectLatchPID2 := 0;
// Стартуем клиент
if not g_Net_Connect(Addr, Port) then
begin
g_FatalError(_lc[I_NET_MSG] + _lc[I_NET_ERR_CONN]);
NetState := NET_STATE_NONE;
Exit;
end;
g_Game_SetLoadingText(_lc[I_LOAD_SEND_INFO], 0, False);
MC_SEND_Info(PW);
g_Game_SetLoadingText(_lc[I_LOAD_WAIT_INFO], 0, False);
OuterLoop := True;
while OuterLoop do
begin
// fuck! https://www.mail-archive.com/enet-discuss@cubik.org/msg00852.html
// tl;dr: on shitdows, we can get -1 sometimes, and it is *NOT* a failure.
// thank you, enet. let's ignore failures altogether then.
while (enet_host_service(NetHost, @NetEvent, 50) > 0) do
begin
if (NetEvent.kind = ENET_EVENT_TYPE_RECEIVE) then
begin
Ptr := NetEvent.packet^.data;
if not InMsg.Init(Ptr, NetEvent.packet^.dataLength, True) then
begin
enet_packet_destroy(NetEvent.packet);
continue;
end;
InMsg.ReadLongWord(); // skip size
MID := InMsg.ReadByte();
if (MID = NET_MSG_INFO) and (State = 0) then
begin
NetMyID := InMsg.ReadByte();
NetPlrUID1 := InMsg.ReadWord();
WadName := InMsg.ReadString();
Map := InMsg.ReadString();
gWADHash := InMsg.ReadMD5();
gGameSettings.GameMode := InMsg.ReadByte();
gSwitchGameMode := gGameSettings.GameMode;
gGameSettings.ScoreLimit := InMsg.ReadWord();
gGameSettings.TimeLimit := InMsg.ReadWord();
gGameSettings.MaxLives := InMsg.ReadByte();
gGameSettings.Options := InMsg.ReadLongWord();
T := InMsg.ReadLongWord();
//newResPath := g_Res_SearchSameWAD(MapsDir, WadName, gWADHash);
//if newResPath = '' then
begin
//g_Game_SetLoadingText(_lc[I_LOAD_DL_RES], 0, False);
newResPath := g_Res_DownloadMapWAD(ExtractFileName(WadName), gWADHash);
if newResPath = '' then
begin
g_FatalError(_lc[I_NET_ERR_HASH]);
enet_packet_destroy(NetEvent.packet);
NetState := NET_STATE_NONE;
Exit;
end;
e_LogWritefln('using downloaded map wad [%s] for [%s]`', [newResPath, WadName], TMsgType.Notify);
end;
//newResPath := ExtractRelativePath(MapsDir, newResPath);
gPlayer1 := g_Player_Get(g_Player_Create(gPlayer1Settings.Model,
gPlayer1Settings.Color,
gPlayer1Settings.Team, False));
if gPlayer1 = nil then
begin
g_FatalError(Format(_lc[I_GAME_ERROR_PLAYER_CREATE], [1]));
enet_packet_destroy(NetEvent.packet);
NetState := NET_STATE_NONE;
Exit;
end;
gPlayer1.Name := gPlayer1Settings.Name;
gPlayer1.WeapSwitchMode := gPlayer1Settings.WeaponSwitch;
gPlayer1.setWeaponPrefs(gPlayer1Settings.WeaponPreferences);
gPlayer1.SwitchToEmpty := gPlayer1Settings.SwitchToEmpty;
gPlayer1.SkipFist := gPlayer1Settings.SkipFist;
gPlayer1.UID := NetPlrUID1;
gPlayer1.Reset(True);
if not g_Game_StartMap(false{asMegawad}, newResPath + ':\' + Map, True) then
begin
g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [WadName + ':\' + Map]));
enet_packet_destroy(NetEvent.packet);
NetState := NET_STATE_NONE;
Exit;
end;
gTime := T;
State := 1;
OuterLoop := False;
enet_packet_destroy(NetEvent.packet);
break;
end
else
enet_packet_destroy(NetEvent.packet);
end
else
begin
if (NetEvent.kind = ENET_EVENT_TYPE_DISCONNECT) then
begin
State := 0;
if (NetEvent.data <= NET_DISC_MAX) then
g_Console_Add(_lc[I_NET_MSG_ERROR] + _lc[I_NET_ERR_CONN] + ' ' +
_lc[TStrings_Locale(Cardinal(I_NET_DISC_NONE) + NetEvent.data)], True);
OuterLoop := False;
Break;
end;
end;
end;
ProcessLoading(True);
if g_Net_UserRequestExit() then
begin
State := 0;
break;
end;
end;
if State <> 1 then
begin
g_FatalError(_lc[I_NET_MSG] + _lc[I_NET_ERR_CONN]);
NetState := NET_STATE_NONE;
Exit;
end;
g_Player_Init();
NetState := NET_STATE_GAME;
MC_SEND_FullStateRequest;
e_WriteLog('NET: Connection successful.', TMsgType.Notify);
end;
var
lastAsMegaWad: Boolean = false;
procedure g_Game_ChangeMap(const MapPath: String);
var
Force: Boolean;
begin
g_Game_ClearLoading();
Force := gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF];
// Если уровень завершился по триггеру Выход, не очищать инвентарь
if gExitByTrigger then
begin
Force := False;
gExitByTrigger := False;
end;
if not g_Game_StartMap(lastAsMegaWad, MapPath, Force) then
g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [MapPath]));
end;
procedure g_Game_Restart();
var
Map: string;
begin
if g_Game_IsClient then
Exit;
map := g_ExtractFileName(gMapInfo.Map);
e_LogWritefln('g_Game_Restart: map = "%s" gCurrentMapFileName = "%s"', [map, gCurrentMapFileName]);
MessageTime := 0;
gGameOn := False;
g_Game_ClearLoading();
g_Game_StartMap(lastAsMegaWad, Map, True, gCurrentMapFileName);
end;
function g_Game_StartMap (asMegawad: Boolean; Map: String; Force: Boolean = False; const oldMapPath: AnsiString=''): Boolean;
var
NewWAD, ResName: String;
I: Integer;
nws: AnsiString;
begin
g_Map_Free((Map <> gCurrentMapFileName) and (oldMapPath <> gCurrentMapFileName));
g_Player_RemoveAllCorpses();
if (not g_Game_IsClient) and
(gSwitchGameMode <> gGameSettings.GameMode) and
(gGameSettings.GameMode <> GM_SINGLE) then
begin
if gSwitchGameMode = GM_CTF then
gGameSettings.MaxLives := 0;
gGameSettings.GameMode := gSwitchGameMode;
Force := True;
end else
gSwitchGameMode := gGameSettings.GameMode;
g_Player_ResetTeams();
lastAsMegaWad := asMegawad;
if isWadPath(Map) then
begin
NewWAD := g_ExtractWadName(Map);
ResName := g_ExtractFileName(Map);
if g_Game_IsServer then
begin
nws := findDiskWad(NewWAD);
//writeln('000: Map=[', Map, ']; nws=[', nws, ']; NewWAD=[', NewWAD, ']');
if (asMegawad) then
begin
if (length(nws) = 0) then nws := e_FindWad(MegawadDirs, NewWAD);
if (length(nws) = 0) then nws := e_FindWad(MapDirs, NewWAD);
end
else
begin
if (length(nws) = 0) then nws := e_FindWad(MapDirs, NewWAD);
if (length(nws) = 0) then nws := e_FindWad(MegawadDirs, NewWAD);
end;
//if (length(nws) = 0) then nws := e_FindWad(MapDownloadDirs, NewWAD);
//writeln('001: Map=[', Map, ']; nws=[', nws, ']; NewWAD=[', NewWAD, ']');
//nws := NewWAD;
if (length(nws) = 0) then
begin
ResName := ''; // failed
end
else
begin
NewWAD := nws;
if (g_Game_IsNet) then gWADHash := MD5File(nws);
//writeln('********: nws=', nws, ' : Map=', Map, ' : nw=', NewWAD, ' : resname=', ResName);
g_Game_LoadWAD(NewWAD);
end;
end
else
begin
// hash received in MC_RECV_GameEvent -> NET_EV_MAPSTART
NewWAD := g_Game_ClientWAD(NewWAD, gWADHash);
end;
end
else
begin
NewWAD := gGameSettings.WAD;
ResName := Map;
end;
gTime := 0;
//writeln('********: gsw=', gGameSettings.WAD, '; rn=', ResName);
result := false;
if (ResName <> '') and (NewWAD <> '') then
begin
//result := g_Map_Load(gGameSettings.WAD + ':\' + ResName);
result := g_Map_Load(NewWAD+':\'+ResName);
end;
if Result then
begin
g_Player_ResetAll(Force or gLastMap, gGameSettings.GameType = GT_SINGLE);
gState := STATE_NONE;
g_ActiveWindow := nil;
gGameOn := True;
DisableCheats();
ResetTimer();
if gGameSettings.GameMode = GM_CTF then
begin
g_Map_ResetFlag(FLAG_RED);
g_Map_ResetFlag(FLAG_BLUE);
// CTF, а флагов нет:
if not g_Map_HaveFlagPoints() then
g_SimpleError(_lc[I_GAME_ERROR_CTF]);
end;
end
else
begin
gState := STATE_MENU;
gGameOn := False;
end;
gExit := 0;
gPauseMain := false;
gPauseHolmes := false;
NetTimeToUpdate := 1;
NetTimeToReliable := 0;
NetTimeToMaster := NetMasterRate;
gSpectLatchPID1 := 0;
gSpectLatchPID2 := 0;
gMissionFailed := False;
gNextMap := '';
gCoopMonstersKilled := 0;
gCoopSecretsFound := 0;
gVoteInProgress := False;
gVotePassed := False;
gVoteCount := 0;
gVoted := False;
gStatsOff := False;
if not gGameOn then Exit;
g_Game_SpectateCenterView();
if g_Game_IsServer then
begin
if (gGameSettings.MaxLives > 0) and (gGameSettings.WarmupTime > 0) then
begin
gLMSRespawn := LMS_RESPAWN_WARMUP;
gLMSRespawnTime := gTime + gGameSettings.WarmupTime*1000;
gLMSSoftSpawn := True;
if g_Game_IsNet then
MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime);
end
else
begin
gLMSRespawn := LMS_RESPAWN_NONE;
gLMSRespawnTime := 0;
end;
end;
if NetMode = NET_SERVER then
begin
// reset full state flags
if NetClients <> nil then
for I := 0 to High(NetClients) do
NetClients[I].FullUpdateSent := False;
MH_SEND_GameEvent(NET_EV_MAPSTART, gGameSettings.GameMode, Map);
// Мастерсервер
g_Net_Slist_ServerMapStarted();
if NetClients <> nil then
for I := 0 to High(NetClients) do
if NetClients[I].Used then
begin
NetClients[I].Voted := False;
if NetClients[I].RequestedFullUpdate then
begin
MH_SEND_Everything((NetClients[I].State = NET_STATE_AUTH), I);
NetClients[I].RequestedFullUpdate := False;
end;
end;
g_Net_UnbanNonPermHosts();
end;
if gLastMap then
begin
gCoopTotalMonstersKilled := 0;
gCoopTotalSecretsFound := 0;
gCoopTotalMonsters := 0;
gCoopTotalSecrets := 0;
gLastMap := False;
end;
g_Game_ExecuteEvent('onmapstart');
end;
procedure SetFirstLevel;
begin
gNextMap := '';
MapList := g_Map_GetMapsList(gGameSettings.WAD);
if MapList = nil then
Exit;
SortSArray(MapList);
gNextMap := MapList[Low(MapList)];
MapList := nil;
end;
procedure g_Game_ExitLevel(const Map: AnsiString);
begin
gNextMap := Map;
gCoopTotalMonstersKilled := gCoopTotalMonstersKilled + gCoopMonstersKilled;
gCoopTotalSecretsFound := gCoopTotalSecretsFound + gCoopSecretsFound;
gCoopTotalMonsters := gCoopTotalMonsters + gTotalMonsters;
gCoopTotalSecrets := gCoopTotalSecrets + gSecretsCount;
// Вышли в выход в Одиночной игре:
if gGameSettings.GameType = GT_SINGLE then
gExit := EXIT_ENDLEVELSINGLE
else // Вышли в выход в Своей игре
begin
gExit := EXIT_ENDLEVELCUSTOM;
if gGameSettings.GameMode = GM_COOP then
g_Player_RememberAll;
if not g_Map_Exist(gGameSettings.WAD + ':\' + gNextMap) then
begin
gLastMap := True;
if gGameSettings.GameMode = GM_COOP then
gStatsOff := True;
gStatsPressed := True;
gNextMap := 'MAP01';
if not g_Map_Exist(gGameSettings.WAD + ':\' + gNextMap) then
g_Game_NextLevel;
if g_Game_IsNet then
begin
MH_SEND_GameStats();
MH_SEND_CoopStats();
end;
end;
end;
end;
procedure g_Game_RestartLevel();
var
Map: string;
begin
if gGameSettings.GameMode = GM_SINGLE then
begin
g_Game_Restart();
Exit;
end;
gExit := EXIT_ENDLEVELCUSTOM;
Map := g_ExtractFileName(gMapInfo.Map);
gNextMap := Map;
end;
function g_Game_ClientWAD (NewWAD: String; const WHash: TMD5Digest): AnsiString;
var
gWAD{, xwad}: String;
begin
result := NewWAD;
if not g_Game_IsClient then Exit;
//e_LogWritefln('*** g_Game_ClientWAD: `%s`', [NewWAD]);
gWAD := g_Res_DownloadMapWAD(ExtractFileName(NewWAD), WHash);
if gWAD = '' then
begin
result := '';
g_Game_Free();
g_FatalError(Format(_lc[I_GAME_ERROR_MAP_WAD], [ExtractFileName(NewWAD)]));
Exit;
end;
e_LogWritefln('using downloaded client map wad [%s] for [%s]', [gWAD, NewWAD], TMsgType.Notify);
NewWAD := gWAD;
g_Game_LoadWAD(NewWAD);
result := NewWAD;
{
if LowerCase(NewWAD) = LowerCase(gGameSettings.WAD) then Exit;
gWAD := g_Res_SearchSameWAD(MapsDir, ExtractFileName(NewWAD), WHash);
if gWAD = '' then
begin
g_Game_SetLoadingText(_lc[I_LOAD_DL_RES], 0, False);
gWAD := g_Res_DownloadMapWAD(ExtractFileName(NewWAD), WHash);
if gWAD = '' then
begin
g_Game_Free();
g_FatalError(Format(_lc[I_GAME_ERROR_MAP_WAD], [ExtractFileName(NewWAD)]));
Exit;
end;
end;
NewWAD := ExtractRelativePath(MapsDir, gWAD);
g_Game_LoadWAD(NewWAD);
}
end;
procedure g_Game_RestartRound(NoMapRestart: Boolean = False);
var
i, n, nb, nr: Integer;
begin
if not g_Game_IsServer then Exit;
if gLMSRespawn = LMS_RESPAWN_NONE then Exit;
gLMSRespawn := LMS_RESPAWN_NONE;
gLMSRespawnTime := 0;
MessageTime := 0;
if (gGameSettings.GameMode = GM_COOP) and not NoMapRestart then
begin
gMissionFailed := True;
g_Game_RestartLevel;
Exit;
end;
n := 0; nb := 0; nr := 0;
for i := Low(gPlayers) to High(gPlayers) do
if (gPlayers[i] <> nil) and
((not gPlayers[i].FSpectator) or gPlayers[i].FWantsInGame or
(gPlayers[i] is TBot)) then
begin
Inc(n);
if gPlayers[i].Team = TEAM_RED then Inc(nr)
else if gPlayers[i].Team = TEAM_BLUE then Inc(nb)
end;
if (n < 1) or ((gGameSettings.GameMode = GM_TDM) and ((nr = 0) or (nb = 0))) then
begin
// wait a second until the fuckers finally decide to join
gLMSRespawn := LMS_RESPAWN_WARMUP;
gLMSRespawnTime := gTime + gGameSettings.WarmupTime*1000;
gLMSSoftSpawn := NoMapRestart;
if g_Game_IsNet then
MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime);
Exit;
end;
g_Player_RemoveAllCorpses;
g_Game_Message(_lc[I_MESSAGE_LMS_START], 144);
if g_Game_IsNet then
MH_SEND_GameEvent(NET_EV_LMS_START);
for i := Low(gPlayers) to High(gPlayers) do
begin
if gPlayers[i] = nil then continue;
if gPlayers[i] is TBot then gPlayers[i].FWantsInGame := True;
// don't touch normal spectators
if gPlayers[i].FSpectator and not gPlayers[i].FWantsInGame then
begin
gPlayers[i].FNoRespawn := True;
gPlayers[i].Lives := 0;
if g_Game_IsNet then
MH_SEND_PlayerStats(gPlayers[I].UID);
continue;
end;
gPlayers[i].FNoRespawn := False;
gPlayers[i].Lives := gGameSettings.MaxLives;
gPlayers[i].Respawn(False, True);
if gGameSettings.GameMode = GM_COOP then
begin
gPlayers[i].Frags := 0;
gPlayers[i].RecallState;
end;
if (gPlayer1 = nil) and (gSpectLatchPID1 > 0) then
gPlayer1 := g_Player_Get(gSpectLatchPID1);
if (gPlayer2 = nil) and (gSpectLatchPID2 > 0) then
gPlayer2 := g_Player_Get(gSpectLatchPID2);
end;
g_Items_RestartRound();
gLMSSoftSpawn := False;
end;
function g_Game_GetFirstMap(WAD: String): String;
begin
Result := '';
MapList := g_Map_GetMapsList(WAD);
if MapList = nil then
Exit;
SortSArray(MapList);
Result := MapList[Low(MapList)];
if not g_Map_Exist(WAD + ':\' + Result) then
Result := '';
MapList := nil;
end;
function g_Game_GetNextMap(): String;
var
I: Integer;
Map: string;
begin
Result := '';
MapList := g_Map_GetMapsList(gGameSettings.WAD);
if MapList = nil then
Exit;
Map := g_ExtractFileName(gMapInfo.Map);
SortSArray(MapList);
MapIndex := -255;
for I := Low(MapList) to High(MapList) do
if Map = MapList[I] then
begin
MapIndex := I;
Break;
end;
if MapIndex <> -255 then
begin
if MapIndex = High(MapList) then
Result := MapList[Low(MapList)]
else
Result := MapList[MapIndex + 1];
if not g_Map_Exist(gGameSettings.WAD + ':\' + Result) then Result := Map;
end;
MapList := nil;
end;
procedure g_Game_NextLevel();
begin
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF, GM_COOP] then
gExit := EXIT_ENDLEVELCUSTOM
else
begin
gExit := EXIT_ENDLEVELSINGLE;
Exit;
end;
if gNextMap <> '' then Exit;
gNextMap := g_Game_GetNextMap();
end;
function g_Game_IsTestMap(): Boolean;
begin
result := StrEquCI1251(TEST_MAP_NAME, g_ExtractFileName(gMapInfo.Map));
end;
procedure g_Game_DeleteTestMap();
var
a: Integer;
//MapName: AnsiString;
WadName: string;
{
WAD: TWADFile;
MapList: SSArray;
time: Integer;
}
begin
a := Pos('.wad:\', toLowerCase1251(gMapToDelete));
if (a = 0) then a := Pos('.wad:/', toLowerCase1251(gMapToDelete));
if (a = 0) then exit;
// Выделяем имя wad-файла и имя карты
WadName := Copy(gMapToDelete, 1, a+3);
Delete(gMapToDelete, 1, a+5);
gMapToDelete := UpperCase(gMapToDelete);
//MapName := '';
//CopyMemory(@MapName[0], @gMapToDelete[1], Min(16, Length(gMapToDelete)));
{
// Имя карты не стандартное тестовое:
if MapName <> TEST_MAP_NAME then
Exit;
if not gTempDelete then
begin
time := g_GetFileTime(WadName);
WAD := TWADFile.Create();
// Читаем Wad-файл:
if not WAD.ReadFile(WadName) then
begin // Нет такого WAD-файла
WAD.Free();
Exit;
end;
// Составляем список карт и ищем нужную:
WAD.CreateImage();
MapList := WAD.GetResourcesList('');
if MapList <> nil then
for a := 0 to High(MapList) do
if MapList[a] = MapName then
begin
// Удаляем и сохраняем:
WAD.RemoveResource('', MapName);
WAD.SaveTo(WadName);
Break;
end;
WAD.Free();
g_SetFileTime(WadName, time);
end else
}
if gTempDelete then DeleteFile(WadName);
end;
procedure GameCVars(P: SSArray);
var
a, b: Integer;
stat: TPlayerStatArray;
cmd: string;
procedure ParseGameFlag(Flag: LongWord; OffMsg, OnMsg: TStrings_Locale; OnMapChange: Boolean = False);
var
x: Boolean;
begin
if Length(P) > 1 then
begin
x := P[1] = '1';
if x then
gsGameFlags := gsGameFlags or Flag
else
gsGameFlags := gsGameFlags and (not Flag);
if g_Game_IsServer then
begin
if x then
gGameSettings.Options := gGameSettings.Options or Flag
else
gGameSettings.Options := gGameSettings.Options and (not Flag);
if g_Game_IsNet then MH_SEND_GameSettings;
end;
end;
if LongBool(gsGameFlags and Flag) then
g_Console_Add(_lc[OnMsg])
else
g_Console_Add(_lc[OffMsg]);
if OnMapChange and g_Game_IsServer then
g_Console_Add(_lc[I_MSG_ONMAPCHANGE]);
end;
begin
stat := nil;
cmd := LowerCase(P[0]);
if cmd = 'g_gamemode' then
begin
if (Length(P) > 1) then
begin
a := g_Game_TextToMode(P[1]);
if a = GM_SINGLE then a := GM_COOP;
gsGameMode := g_Game_ModeToText(a);
if g_Game_IsServer then
begin
gSwitchGameMode := a;
if (gGameOn and (gGameSettings.GameMode = GM_SINGLE)) or
(gState = STATE_INTERSINGLE) then
gSwitchGameMode := GM_SINGLE;
if not gGameOn then
gGameSettings.GameMode := gSwitchGameMode;
end;
end;
if gSwitchGameMode = gGameSettings.GameMode then
g_Console_Add(Format(_lc[I_MSG_GAMEMODE_CURRENT],
[g_Game_ModeToText(gGameSettings.GameMode)]))
else
g_Console_Add(Format(_lc[I_MSG_GAMEMODE_CHANGE],
[g_Game_ModeToText(gGameSettings.GameMode),
g_Game_ModeToText(gSwitchGameMode)]));
end
else if cmd = 'g_friendlyfire' then
begin
ParseGameFlag(GAME_OPTION_TEAMDAMAGE, I_MSG_FRIENDLY_FIRE_OFF, I_MSG_FRIENDLY_FIRE_ON);
end
else if cmd = 'g_friendly_absorb_damage' then
begin
ParseGameFlag(GAME_OPTION_TEAMABSORBDAMAGE, I_MSG_FRIENDLY_ABSORB_DAMAGE_OFF, I_MSG_FRIENDLY_ABSORB_DAMAGE_ON);
end
else if cmd = 'g_friendly_hit_trace' then
begin
ParseGameFlag(GAME_OPTION_TEAMHITTRACE, I_MSG_FRIENDLY_HIT_TRACE_OFF, I_MSG_FRIENDLY_HIT_TRACE_ON);
end
else if cmd = 'g_friendly_hit_projectile' then
begin
ParseGameFlag(GAME_OPTION_TEAMHITPROJECTILE, I_MSG_FRIENDLY_PROJECT_TRACE_OFF, I_MSG_FRIENDLY_PROJECT_TRACE_ON);
end
else if cmd = 'g_weaponstay' then
begin
ParseGameFlag(GAME_OPTION_WEAPONSTAY, I_MSG_WEAPONSTAY_OFF, I_MSG_WEAPONSTAY_ON);
end
else if cmd = 'g_allow_exit' then
begin
ParseGameFlag(GAME_OPTION_ALLOWEXIT, I_MSG_ALLOWEXIT_OFF, I_MSG_ALLOWEXIT_ON, True);
end
else if cmd = 'g_allow_monsters' then
begin
ParseGameFlag(GAME_OPTION_MONSTERS, I_MSG_ALLOWMON_OFF, I_MSG_ALLOWMON_ON, True);
end
else if cmd = 'g_allow_dropflag' then
begin
ParseGameFlag(GAME_OPTION_ALLOWDROPFLAG, I_MSG_ALLOWDROPFLAG_OFF, I_MSG_ALLOWDROPFLAG_ON);
end
else if cmd = 'g_throw_flag' then
begin
ParseGameFlag(GAME_OPTION_THROWFLAG, I_MSG_THROWFLAG_OFF, I_MSG_THROWFLAG_ON);
end
else if cmd = 'g_bot_vsplayers' then
begin
ParseGameFlag(GAME_OPTION_BOTVSPLAYER, I_MSG_BOTSVSPLAYERS_OFF, I_MSG_BOTSVSPLAYERS_ON);
end
else if cmd = 'g_bot_vsmonsters' then
begin
ParseGameFlag(GAME_OPTION_BOTVSMONSTER, I_MSG_BOTSVSMONSTERS_OFF, I_MSG_BOTSVSMONSTERS_ON);
end
else if cmd = 'g_dm_keys' then
begin
ParseGameFlag(GAME_OPTION_DMKEYS, I_MSG_DMKEYS_OFF, I_MSG_DMKEYS_ON, True);
end
else if cmd = 'g_gameflags' then
begin
if Length(P) > 1 then
begin
gsGameFlags := StrToDWordDef(P[1], gsGameFlags);
if g_Game_IsServer then
begin
gGameSettings.Options := gsGameFlags;
if g_Game_IsNet then MH_SEND_GameSettings;
end;
end;
g_Console_Add(Format('%s %u', [cmd, gsGameFlags]));
end
else if cmd = 'g_warmup_time' then
begin
if Length(P) > 1 then
begin
gsWarmupTime := nclamp(StrToIntDef(P[1], gsWarmupTime), 0, $FFFF);
if g_Game_IsServer then
begin
gGameSettings.WarmupTime := gsWarmupTime;
// extend warmup if it's already going
if gLMSRespawn = LMS_RESPAWN_WARMUP then
begin
gLMSRespawnTime := gTime + gsWarmupTime * 1000;
if g_Game_IsNet then MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime);
end;
if g_Game_IsNet then MH_SEND_GameSettings;
end;
end;
g_Console_Add(Format(_lc[I_MSG_WARMUP], [Integer(gsWarmupTime)]));
if g_Game_IsServer then g_Console_Add(_lc[I_MSG_ONMAPCHANGE]);
end
else if cmd = 'g_spawn_invul' then
begin
if Length(P) > 1 then
begin
gsSpawnInvul := nclamp(StrToIntDef(P[1], gsSpawnInvul), 0, $FFFF);
if g_Game_IsServer then
begin
gGameSettings.SpawnInvul := gsSpawnInvul;
if g_Game_IsNet then MH_SEND_GameSettings;
end;
end;
g_Console_Add(Format('%s %d', [cmd, Integer(gsSpawnInvul)]));
end
else if cmd = 'g_item_respawn_time' then
begin
if Length(P) > 1 then
begin
gsItemRespawnTime := nclamp(StrToIntDef(P[1], gsItemRespawnTime), 0, $FFFF);
if g_Game_IsServer then
begin
gGameSettings.ItemRespawnTime := gsItemRespawnTime;
if g_Game_IsNet then MH_SEND_GameSettings;
end;
end;
g_Console_Add(Format('%s %d', [cmd, Integer(gsItemRespawnTime)]));
if g_Game_IsServer then g_Console_Add(_lc[I_MSG_ONMAPCHANGE]);
end
else if cmd = 'sv_intertime' then
begin
if (Length(P) > 1) then
gDefInterTime := Min(Max(StrToIntDef(P[1], gDefInterTime), -1), 120);
g_Console_Add(cmd + ' = ' + IntToStr(gDefInterTime));
end
else if cmd = 'g_max_particles' then
begin
if Length(p) = 2 then
begin
a := Max(0, StrToIntDef(p[1], 0));
g_GFX_SetMax(a)
end
else if Length(p) = 1 then
begin
e_LogWritefln('%s', [g_GFX_GetMax()])
end
else
begin
e_LogWritefln('usage: %s ', [cmd])
end
end
else if cmd = 'g_max_shells' then
begin
if Length(p) = 2 then
begin
a := Max(0, StrToIntDef(p[1], 0));
g_Shells_SetMax(a)
end
else if Length(p) = 1 then
begin
e_LogWritefln('%s', [g_Shells_GetMax()])
end
else
begin
e_LogWritefln('usage: %s ', [cmd])
end
end
else if cmd = 'g_max_gibs' then
begin
if Length(p) = 2 then
begin
a := Max(0, StrToIntDef(p[1], 0));
g_Gibs_SetMax(a)
end
else if Length(p) = 1 then
begin
e_LogWritefln('%s', [g_Gibs_GetMax()])
end
else
begin
e_LogWritefln('usage: %s ', [cmd])
end
end
else if cmd = 'g_max_corpses' then
begin
if Length(p) = 2 then
begin
a := Max(0, StrToIntDef(p[1], 0));
g_Corpses_SetMax(a)
end
else if Length(p) = 1 then
begin
e_LogWritefln('%s', [g_Corpses_GetMax()])
end
else
begin
e_LogWritefln('usage: %s ', [cmd])
end
end
else if cmd = 'g_force_model' then
begin
if Length(p) = 2 then
begin
a := StrToIntDef(p[1], 0);
g_Force_Model_Set(a);
if (g_Force_Model_Get() <> 0) and (gPlayers <> nil) then
begin
for a := Low(gPlayers) to High(gPlayers) do
begin
if (gPlayers[a] <> nil) then
begin
if (gPlayers[a].UID = gPlayer1.UID) then
continue
else if (gPlayer2 <> nil) and (gPlayers[a].UID = gPlayer2.UID) then
continue;
gPlayers[a].setModel(g_Forced_Model_GetName());
end;
end
end
else if (g_Force_Model_Get() = 0) and (gPlayers <> nil) then
begin
for a := Low(gPlayers) to High(gPlayers) do
begin
if (gPlayers[a] <> nil) then
begin
if (gPlayers[a].UID = gPlayer1.UID) then
continue
else if (gPlayer2 <> nil) and (gPlayers[a].UID = gPlayer2.UID) then
continue;
gPlayers[a].setModel(gPlayers[a].FActualModelName);
end;
end
end
end
end
else if cmd = 'g_force_model_name' then
begin
if (Length(P) > 1) then
begin
cmd := b_Text_Unformat(P[1]);
g_Forced_Model_SetName(cmd);
if (g_Force_Model_Get() <> 0) and (gPlayers <> nil) then
begin
for a := Low(gPlayers) to High(gPlayers) do
begin
if (gPlayers[a] <> nil) then
begin
if (gPlayers[a].UID = gPlayer1.UID) then
continue
else if (gPlayer2 <> nil) and (gPlayers[a].UID = gPlayer2.UID) then
continue;
gPlayers[a].setModel(g_Forced_Model_GetName());
end;
end
end
end
end
else if cmd = 'g_scorelimit' then
begin
if Length(P) > 1 then
begin
gsScoreLimit := nclamp(StrToIntDef(P[1], gsScoreLimit), 0, $FFFF);
if g_Game_IsServer then
begin
b := 0;
if gGameSettings.GameMode = GM_DM then
begin // DM
stat := g_Player_GetStats();
if stat <> nil then
for a := 0 to High(stat) do
if stat[a].Frags > b then
b := stat[a].Frags;
end
else // TDM/CTF
b := Max(gTeamStat[TEAM_RED].Score, gTeamStat[TEAM_BLUE].Score);
// if someone has a higher score, set it to that instead
gsScoreLimit := max(gsScoreLimit, b);
gGameSettings.ScoreLimit := gsScoreLimit;
if g_Game_IsNet then MH_SEND_GameSettings;
end;
end;
g_Console_Add(Format(_lc[I_MSG_SCORE_LIMIT], [Integer(gsScoreLimit)]));
end
else if cmd = 'g_timelimit' then
begin
if Length(P) > 1 then
begin
gsTimeLimit := nclamp(StrToIntDef(P[1], gsTimeLimit), 0, $FFFF);
if g_Game_IsServer then
begin
gGameSettings.TimeLimit := gsTimeLimit;
if g_Game_IsNet then MH_SEND_GameSettings;
end;
end;
g_Console_Add(Format(_lc[I_MSG_TIME_LIMIT],
[gsTimeLimit div 3600,
(gsTimeLimit div 60) mod 60,
gsTimeLimit mod 60]));
end
else if cmd = 'g_max_bots' then
begin
if Length(P) > 1 then
gMaxBots := nclamp(StrToIntDef(P[1], gMaxBots), 0, 127);
g_Console_Add('g_max_bots = ' + IntToStr(gMaxBots));
end
else if cmd = 'g_maxlives' then
begin
if Length(P) > 1 then
begin
gsMaxLives := nclamp(StrToIntDef(P[1], gsMaxLives), 0, $FFFF);
if g_Game_IsServer then
begin
gGameSettings.MaxLives := gsMaxLives;
if g_Game_IsNet then MH_SEND_GameSettings;
end;
end;
g_Console_Add(Format(_lc[I_MSG_LIVES], [Integer(gsMaxLives)]));
end;
end;
procedure PlayerSettingsCVars(P: SSArray);
var
cmd: string;
team: Byte;
function ParseTeam(s: string): Byte;
begin
result := 0;
case s of
'red', '1': result := TEAM_RED;
'blue', '2': result := TEAM_BLUE;
else result := TEAM_NONE;
end;
end;
begin
cmd := LowerCase(P[0]);
case cmd of
'p1_name':
begin
if (Length(P) > 1) then
begin
gPlayer1Settings.Name := b_Text_Unformat(P[1]);
if g_Game_IsClient then
MC_SEND_PlayerSettings
else if gGameOn and (gPlayer1 <> nil) then
begin
gPlayer1.Name := b_Text_Unformat(P[1]);
if g_Game_IsNet then MH_SEND_PlayerSettings(gPlayer1.UID);
end;
end;
end;
'p2_name':
begin
if (Length(P) > 1) then
begin
gPlayer2Settings.Name := b_Text_Unformat(P[1]);
if g_Game_IsClient then
MC_SEND_PlayerSettings
else if gGameOn and (gPlayer2 <> nil) then
begin
gPlayer2.Name := b_Text_Unformat(P[1]);
if g_Game_IsNet then MH_SEND_PlayerSettings(gPlayer2.UID);
end;
end;
end;
'p1_color':
begin
if Length(P) > 3 then
begin
gPlayer1Settings.Color := _RGB(EnsureRange(StrToIntDef(P[1], 0), 0, 255),
EnsureRange(StrToIntDef(P[2], 0), 0, 255),
EnsureRange(StrToIntDef(P[3], 0), 0, 255));
if g_Game_IsClient then
MC_SEND_PlayerSettings
else if gGameOn and (gPlayer1 <> nil) then
begin
gPlayer1.SetColor(gPlayer1Settings.Color);
if g_Game_IsNet then MH_SEND_PlayerSettings(gPlayer1.UID);
end;
end;
end;
'p2_color':
begin
if Length(P) > 3 then
begin
gPlayer2Settings.Color := _RGB(EnsureRange(StrToIntDef(P[1], 0), 0, 255),
EnsureRange(StrToIntDef(P[2], 0), 0, 255),
EnsureRange(StrToIntDef(P[3], 0), 0, 255));
if g_Game_IsClient then
MC_SEND_PlayerSettings
else if gGameOn and (gPlayer2 <> nil) then
begin
gPlayer2.SetColor(gPlayer2Settings.Color);
if g_Game_IsNet then MH_SEND_PlayerSettings(gPlayer2.UID);
end;
end;
end;
'p1_model':
begin
if (Length(P) > 1) then
begin
gPlayer1Settings.Model := P[1];
if g_Game_IsClient then
MC_SEND_PlayerSettings
else if gGameOn and (gPlayer1 <> nil) then
begin
gPlayer1.FActualModelName := gPlayer1Settings.Model;
gPlayer1.SetModel(gPlayer1Settings.Model);
if g_Game_IsNet then MH_SEND_PlayerSettings(gPlayer1.UID);
end;
end;
end;
'p2_model':
begin
if (Length(P) > 1) then
begin
gPlayer2Settings.Model := P[1];
if g_Game_IsClient then
MC_SEND_PlayerSettings
else if gGameOn and (gPlayer2 <> nil) then
begin
gPlayer2.FActualModelName := gPlayer2Settings.Model;
gPlayer2.SetModel(gPlayer2Settings.Model);
if g_Game_IsNet then MH_SEND_PlayerSettings(gPlayer2.UID);
end;
end;
end;
'p1_team':
begin
// TODO: switch teams if in game or store this separately
if (Length(P) > 1) then
begin
team := ParseTeam(P[1]);
if team = TEAM_NONE then
g_Console_Add('expected ''red'', ''blue'', 1 or 2')
else if not gGameOn and not g_Game_IsNet then
gPlayer1Settings.Team := team
else
g_Console_Add(_lc[I_MSG_ONMAPCHANGE]);
end;
end;
'p2_team':
begin
// TODO: switch teams if in game or store this separately
if (Length(P) > 1) then
begin
team := ParseTeam(P[1]);
if team = TEAM_NONE then
g_Console_Add('expected ''red'', ''blue'', 1 or 2')
else if not gGameOn and not g_Game_IsNet then
gPlayer2Settings.Team := team
else
g_Console_Add(_lc[I_MSG_ONMAPCHANGE]);
end;
end;
'p1_autoswitch':
begin
if (Length(P) = 2) then
gPlayer1Settings.WeaponSwitch := EnsureRange(StrTointDef(P[1], 0), 0, 2);
end;
'p2_autoswitch':
begin
if (Length(P) = 2) then
gPlayer2Settings.WeaponSwitch := EnsureRange(StrTointDef(P[1], 0), 0, 2);
end;
'p1_switch_empty':
begin
if (Length(P) = 2) then
gPlayer1Settings.SwitchToEmpty := EnsureRange(StrTointDef(P[1], 0), 0, 1);
end;
'p2_switch_empty':
begin
if (Length(P) = 2) then
gPlayer2Settings.SwitchToEmpty := EnsureRange(StrTointDef(P[1], 0), 0, 1);
end;
'p1_skip_fist':
begin
if (Length(P) = 2) then
gPlayer1Settings.SkipFist := EnsureRange(StrTointDef(P[1], 0), 0, 1);
end;
'p2_skip_fist':
begin
if (Length(P) = 2) then
gPlayer2Settings.SkipFist := EnsureRange(StrTointDef(P[1], 0), 0, 1);
end;
'p1_priority_kastet':
begin
if (Length(P) = 2) then
gPlayer1Settings.WeaponPreferences[WEAPON_KASTET] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p2_priority_kastet':
begin
if (Length(P) = 2) then
gPlayer2Settings.WeaponPreferences[WEAPON_KASTET] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p1_priority_saw':
begin
if (Length(P) = 2) then
gPlayer1Settings.WeaponPreferences[WEAPON_SAW] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p2_priority_saw':
begin
if (Length(P) = 2) then
gPlayer2Settings.WeaponPreferences[WEAPON_SAW] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p1_priority_pistol':
begin
if (Length(P) = 2) then
gPlayer1Settings.WeaponPreferences[WEAPON_KASTET] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p2_priority_pistol':
begin
if (Length(P) = 2) then
gPlayer2Settings.WeaponPreferences[WEAPON_KASTET] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p1_priority_shotgun1':
begin
if (Length(P) = 2) then
gPlayer1Settings.WeaponPreferences[WEAPON_SHOTGUN1] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p2_priority_shotgun1':
begin
if (Length(P) = 2) then
gPlayer2Settings.WeaponPreferences[WEAPON_SHOTGUN1] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p1_priority_shotgun2':
begin
if (Length(P) = 2) then
gPlayer1Settings.WeaponPreferences[WEAPON_SHOTGUN2] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p2_priority_shotgun2':
begin
if (Length(P) = 2) then
gPlayer2Settings.WeaponPreferences[WEAPON_SHOTGUN2] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p1_priority_chaingun':
begin
if (Length(P) = 2) then
gPlayer1Settings.WeaponPreferences[WEAPON_CHAINGUN] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p2_priority_chaingun':
begin
if (Length(P) = 2) then
gPlayer2Settings.WeaponPreferences[WEAPON_CHAINGUN] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p1_priority_rocketlauncher':
begin
if (Length(P) = 2) then
gPlayer1Settings.WeaponPreferences[WEAPON_ROCKETLAUNCHER] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p2_priority_rocketlauncher':
begin
if (Length(P) = 2) then
gPlayer2Settings.WeaponPreferences[WEAPON_ROCKETLAUNCHER] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p1_priority_plasma':
begin
if (Length(P) = 2) then
gPlayer1Settings.WeaponPreferences[WEAPON_PLASMA] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p2_priority_plasma':
begin
if (Length(P) = 2) then
gPlayer2Settings.WeaponPreferences[WEAPON_PLASMA] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p1_priority_bfg':
begin
if (Length(P) = 2) then
gPlayer1Settings.WeaponPreferences[WEAPON_BFG] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p2_priority_bfg':
begin
if (Length(P) = 2) then
gPlayer2Settings.WeaponPreferences[WEAPON_BFG] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p1_priority_super':
begin
if (Length(P) = 2) then
gPlayer1Settings.WeaponPreferences[WEAPON_SUPERPULEMET] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p2_priority_super':
begin
if (Length(P) = 2) then
gPlayer2Settings.WeaponPreferences[WEAPON_SUPERPULEMET] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p1_priority_flamethrower':
begin
if (Length(P) = 2) then
gPlayer1Settings.WeaponPreferences[WEAPON_FLAMETHROWER] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p2_priority_flamethrower':
begin
if (Length(P) = 2) then
gPlayer2Settings.WeaponPreferences[WEAPON_FLAMETHROWER] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p1_priority_berserk':
begin
if (Length(P) = 2) then
gPlayer1Settings.WeaponPreferences[WP_LAST+1] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
'p2_priority_berserk':
begin
if (Length(P) = 2) then
gPlayer2Settings.WeaponPreferences[WP_LAST+1] := EnsureRange(StrToIntDef(P[1], WP_FIRST), WP_FIRST, WP_LAST+1);
end;
end;
end;
procedure PrintHeapStats();
var
hs: TFPCHeapStatus;
begin
hs := GetFPCHeapStatus();
e_LogWriteLn ('v===== heap status =====v');
e_LogWriteFln('max heap size = %d k', [hs.MaxHeapSize div 1024]);
e_LogWriteFln('max heap used = %d k', [hs.MaxHeapUsed div 1024]);
e_LogWriteFln('cur heap size = %d k', [hs.CurrHeapSize div 1024]);
e_LogWriteFln('cur heap used = %d k', [hs.CurrHeapUsed div 1024]);
e_LogWriteFln('cur heap free = %d k', [hs.CurrHeapFree div 1024]);
e_LogWriteLn ('^=======================^');
end;
procedure DebugCommands(P: SSArray);
var
a, b: Integer;
cmd: string;
//pt: TDFPoint;
mon: TMonster;
begin
// Команды отладочного режима:
if {gDebugMode}conIsCheatsEnabled then
begin
cmd := LowerCase(P[0]);
if cmd = 'd_window' then
begin
g_Console_Add(Format('gScreenWidth = %d, gScreenHeight = %d', [gScreenWidth, gScreenHeight]));
g_Console_Add(Format('gScreenWidth = %d, gScreenHeight = %d', [gScreenWidth, gScreenHeight]));
end
else if cmd = 'd_sounds' then
begin
if (Length(P) > 1) and
((P[1] = '1') or (P[1] = '0')) then
g_Debug_Sounds := (P[1][1] = '1');
g_Console_Add(Format('d_sounds is %d', [Byte(g_Debug_Sounds)]));
end
else if cmd = 'd_frames' then
begin
if (Length(P) > 1) and
((P[1] = '1') or (P[1] = '0')) then
g_Debug_Frames := (P[1][1] = '1');
g_Console_Add(Format('d_frames is %d', [Byte(g_Debug_Frames)]));
end
else if cmd = 'd_winmsg' then
begin
if (Length(P) > 1) and
((P[1] = '1') or (P[1] = '0')) then
g_Debug_WinMsgs := (P[1][1] = '1');
g_Console_Add(Format('d_winmsg is %d', [Byte(g_Debug_WinMsgs)]));
end
else if (cmd = 'd_monoff') and not g_Game_IsNet then
begin
if (Length(P) > 1) and
((P[1] = '1') or (P[1] = '0')) then
g_Debug_MonsterOff := (P[1][1] = '1');
g_Console_Add(Format('d_monoff is %d', [Byte(g_debug_MonsterOff)]));
end
else if (cmd = 'd_botoff') and not g_Game_IsNet then
begin
if Length(P) > 1 then
case P[1][1] of
'0': g_debug_BotAIOff := 0;
'1': g_debug_BotAIOff := 1;
'2': g_debug_BotAIOff := 2;
'3': g_debug_BotAIOff := 3;
end;
g_Console_Add(Format('d_botoff is %d', [g_debug_BotAIOff]));
end
else if cmd = 'd_monster' then
begin
if gGameOn and (gPlayer1 <> nil) and (gPlayer1.alive) and (not g_Game_IsNet) then
if Length(P) < 2 then
begin
g_Console_Add(cmd + ' [ID | Name] [behaviour]');
g_Console_Add('ID | Name');
for b := MONSTER_DEMON to MONSTER_MAN do
g_Console_Add(Format('%2d | %s', [b, g_Mons_NameByTypeId(b)]));
conwriteln('behav. num'#10'normal 0'#10'killer 1'#10'maniac 2'#10'insane 3'#10'cannibal 4'#10'good 5');
end else
begin
a := StrToIntDef(P[1], 0);
if (a < MONSTER_DEMON) or (a > MONSTER_MAN) then
a := g_Mons_TypeIdByName(P[1]);
if (a < MONSTER_DEMON) or (a > MONSTER_MAN) then
g_Console_Add(Format(_lc[I_MSG_NO_MONSTER], [P[1]]))
else
begin
with gPlayer1.Obj do
begin
mon := g_Monsters_Create(a,
X + Rect.X + (Rect.Width div 2),
Y + Rect.Y + Rect.Height,
gPlayer1.Direction, True);
end;
if (Length(P) > 2) and (mon <> nil) then
begin
if (CompareText(P[2], 'normal') = 0) then mon.MonsterBehaviour := BH_NORMAL
else if (CompareText(P[2], 'killer') = 0) then mon.MonsterBehaviour := BH_KILLER
else if (CompareText(P[2], 'maniac') = 0) then mon.MonsterBehaviour := BH_MANIAC
else if (CompareText(P[2], 'insane') = 0) then mon.MonsterBehaviour := BH_INSANE
else if (CompareText(P[2], 'cannibal') = 0) then mon.MonsterBehaviour := BH_CANNIBAL
else if (CompareText(P[2], 'good') = 0) then mon.MonsterBehaviour := BH_GOOD
else if (CompareText(P[2], 'friend') = 0) then mon.MonsterBehaviour := BH_GOOD
else if (CompareText(P[2], 'friendly') = 0) then mon.MonsterBehaviour := BH_GOOD
else mon.MonsterBehaviour := Min(Max(StrToIntDef(P[2], BH_NORMAL), BH_NORMAL), BH_GOOD);
end;
end;
end;
end
else if (cmd = 'd_health') then
begin
if (Length(P) > 1) and
((P[1] = '1') or (P[1] = '0')) then
g_debug_HealthBar := (P[1][1] = '1');
g_Console_Add(Format('d_health is %d', [Byte(g_debug_HealthBar)]));
end
else if (cmd = 'd_player') then
begin
if (Length(P) > 1) and
((P[1] = '1') or (P[1] = '0')) then
g_debug_Player := (P[1][1] = '1');
g_Console_Add(Format(cmd + ' is %d', [Byte(g_Debug_Player)]));
end
else if (cmd = 'd_mem') then
begin
PrintHeapStats();
end;
end
else
g_Console_Add(_lc[I_MSG_NOT_DEBUG]);
end;
procedure GameCheats(P: SSArray);
var
cmd: string;
f, a: Integer;
plr: TPlayer;
begin
if (not gGameOn) or (not conIsCheatsEnabled) then
begin
g_Console_Add('not available');
exit;
end;
plr := gPlayer1;
if plr = nil then
begin
g_Console_Add('where is the player?!');
exit;
end;
cmd := LowerCase(P[0]);
// god
if cmd = 'god' then
begin
plr.GodMode := not plr.GodMode;
if plr.GodMode then g_Console_Add('player is godlike now') else g_Console_Add('player is mortal now');
exit;
end;
// give
if cmd = 'give' then
begin
if length(P) < 2 then begin g_Console_Add('give what?!'); exit; end;
for f := 1 to High(P) do
begin
cmd := LowerCase(P[f]);
if cmd = 'health' then begin plr.RestoreHealthArmor(); g_Console_Add('player feels himself better'); continue; end;
if (cmd = 'all') {or (cmd = 'weapons')} then begin plr.AllRulez(False); g_Console_Add('player got the gifts'); continue; end;
if cmd = 'exit' then
begin
if gTriggers <> nil then
begin
for a := 0 to High(gTriggers) do
begin
if gTriggers[a].TriggerType = TRIGGER_EXIT then
begin
g_Console_Add('player left the map');
gExitByTrigger := True;
//g_Game_ExitLevel(gTriggers[a].Data.MapName);
g_Game_ExitLevel(gTriggers[a].tgcMap);
break;
end;
end;
end;
continue;
end;
if cmd = 'air' then begin plr.GiveItem(ITEM_OXYGEN); g_Console_Add('player got some air'); continue; end;
if cmd = 'jetpack' then begin plr.GiveItem(ITEM_JETPACK); g_Console_Add('player got a jetpack'); continue; end;
if cmd = 'suit' then begin plr.GiveItem(ITEM_SUIT); g_Console_Add('player got an envirosuit'); continue; end;
if cmd = 'berserk' then begin plr.GiveItem(ITEM_MEDKIT_BLACK); g_Console_Add('player got a berserk pack'); continue; end;
if cmd = 'backpack' then begin plr.GiveItem(ITEM_AMMO_BACKPACK); g_Console_Add('player got a backpack'); continue; end;
if cmd = 'helmet' then begin plr.GiveItem(ITEM_HELMET); g_Console_Add('player got a helmet'); continue; end;
if cmd = 'bottle' then begin plr.GiveItem(ITEM_BOTTLE); g_Console_Add('player got a bottle of health'); continue; end;
if cmd = 'stimpack' then begin plr.GiveItem(ITEM_MEDKIT_SMALL); g_Console_Add('player got a stimpack'); continue; end;
if (cmd = 'medkit') or (cmd = 'medikit') or (cmd = 'medpack') or (cmd = 'medipack') then begin plr.GiveItem(ITEM_MEDKIT_LARGE); g_Console_Add('player got a '+cmd); continue; end;
if cmd = 'greenarmor' then begin plr.GiveItem(ITEM_ARMOR_GREEN); g_Console_Add('player got a security armor'); continue; end;
if cmd = 'bluearmor' then begin plr.GiveItem(ITEM_ARMOR_BLUE); g_Console_Add('player got a combat armor'); continue; end;
if (cmd = 'megasphere') or (cmd = 'mega') then begin plr.GiveItem(ITEM_SPHERE_BLUE); g_Console_Add('player got a megasphere'); continue; end;
if (cmd = 'soulsphere') or (cmd = 'soul')then begin plr.GiveItem(ITEM_SPHERE_WHITE); g_Console_Add('player got a soul sphere'); continue; end;
if (cmd = 'invul') or (cmd = 'invulnerability') then begin plr.GiveItem(ITEM_INVUL); g_Console_Add('player got invulnerability'); continue; end;
if (cmd = 'invis') or (cmd = 'invisibility') then begin plr.GiveItem(ITEM_INVIS); g_Console_Add('player got invisibility'); continue; end;
if cmd = 'redkey' then begin plr.GiveItem(ITEM_KEY_RED); g_Console_Add('player got the red key'); continue; end;
if cmd = 'greenkey' then begin plr.GiveItem(ITEM_KEY_GREEN); g_Console_Add('player got the green key'); continue; end;
if cmd = 'bluekey' then begin plr.GiveItem(ITEM_KEY_BLUE); g_Console_Add('player got the blue key'); continue; end;
if (cmd = 'shotgun') or (cmd = 'sg') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN1); g_Console_Add('player got a shotgun'); continue; end;
if (cmd = 'supershotgun') or (cmd = 'ssg') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN2); g_Console_Add('player got a supershotgun'); continue; end;
if cmd = 'chaingun' then begin plr.GiveItem(ITEM_WEAPON_CHAINGUN); g_Console_Add('player got a chaingun'); continue; end;
if (cmd = 'launcher') or (cmd = 'rocketlauncher') or (cmd = 'rl') then begin plr.GiveItem(ITEM_WEAPON_ROCKETLAUNCHER); g_Console_Add('player got a rocket launcher'); continue; end;
if cmd = 'plasmagun' then begin plr.GiveItem(ITEM_WEAPON_PLASMA); g_Console_Add('player got a plasma gun'); continue; end;
if cmd = 'bfg' then begin plr.GiveItem(ITEM_WEAPON_BFG); g_Console_Add('player got a BFG-9000'); continue; end;
if (cmd = 'shotgunzz') or (cmd = 'sgzz') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN1); plr.GiveItem(ITEM_AMMO_SHELLS_BOX); g_Console_Add('player got a shotgun'); continue; end;
if (cmd = 'supershotgunzz') or (cmd = 'ssgzz') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN2); plr.GiveItem(ITEM_AMMO_SHELLS_BOX); g_Console_Add('player got a supershotgun'); continue; end;
if cmd = 'chaingunzz' then begin plr.GiveItem(ITEM_WEAPON_CHAINGUN); plr.GiveItem(ITEM_AMMO_BULLETS_BOX); g_Console_Add('player got a chaingun'); continue; end;
if (cmd = 'launcherzz') or (cmd = 'rocketlauncherzz') or (cmd = 'rlzz') then begin plr.GiveItem(ITEM_WEAPON_ROCKETLAUNCHER); plr.GiveItem(ITEM_AMMO_ROCKET_BOX); g_Console_Add('player got a rocket launcher'); continue; end;
if cmd = 'plasmagunzz' then begin plr.GiveItem(ITEM_WEAPON_PLASMA); plr.GiveItem(ITEM_AMMO_CELL_BIG); g_Console_Add('player got a plasma gun'); continue; end;
if cmd = 'bfgzz' then begin plr.GiveItem(ITEM_WEAPON_BFG); plr.GiveItem(ITEM_AMMO_CELL_BIG); g_Console_Add('player got a BFG-9000'); continue; end;
if cmd = 'superchaingun' then begin plr.GiveItem(ITEM_WEAPON_SUPERPULEMET); g_Console_Add('player got a superchaingun'); continue; end;
if cmd = 'superchaingunzz' then begin plr.GiveItem(ITEM_WEAPON_SUPERPULEMET); plr.GiveItem(ITEM_AMMO_BULLETS_BOX); g_Console_Add('player got a superchaingun'); continue; end;
if (cmd = 'flamer') or (cmd = 'flamethrower') or (cmd = 'ft') then begin plr.GiveItem(ITEM_WEAPON_FLAMETHROWER); g_Console_Add('player got a flame thrower'); continue; end;
if (cmd = 'flamerzz') or (cmd = 'flamethrowerzz') or (cmd = 'ftzz') then begin plr.GiveItem(ITEM_WEAPON_FLAMETHROWER); plr.GiveItem(ITEM_AMMO_FUELCAN); g_Console_Add('player got a flame thrower'); continue; end;
if cmd = 'chainsaw' then begin plr.GiveItem(ITEM_WEAPON_SAW); g_Console_Add('player got a chainsaw'); continue; end;
if cmd = 'ammo' then
begin
plr.GiveItem(ITEM_AMMO_SHELLS_BOX);
plr.GiveItem(ITEM_AMMO_BULLETS_BOX);
plr.GiveItem(ITEM_AMMO_CELL_BIG);
plr.GiveItem(ITEM_AMMO_ROCKET_BOX);
plr.GiveItem(ITEM_AMMO_FUELCAN);
g_Console_Add('player got some ammo');
continue;
end;
if cmd = 'clip' then begin plr.GiveItem(ITEM_AMMO_BULLETS); g_Console_Add('player got some bullets'); continue; end;
if cmd = 'bullets' then begin plr.GiveItem(ITEM_AMMO_BULLETS_BOX); g_Console_Add('player got a box of bullets'); continue; end;
if cmd = 'shells' then begin plr.GiveItem(ITEM_AMMO_SHELLS); g_Console_Add('player got some shells'); continue; end;
if cmd = 'shellbox' then begin plr.GiveItem(ITEM_AMMO_SHELLS_BOX); g_Console_Add('player got a box of shells'); continue; end;
if cmd = 'cells' then begin plr.GiveItem(ITEM_AMMO_CELL); g_Console_Add('player got some cells'); continue; end;
if cmd = 'battery' then begin plr.GiveItem(ITEM_AMMO_CELL_BIG); g_Console_Add('player got cell battery'); continue; end;
if cmd = 'rocket' then begin plr.GiveItem(ITEM_AMMO_ROCKET); g_Console_Add('player got a rocket'); continue; end;
if cmd = 'rocketbox' then begin plr.GiveItem(ITEM_AMMO_ROCKET_BOX); g_Console_Add('player got some rockets'); continue; end;
if (cmd = 'fuel') or (cmd = 'fuelcan') then begin plr.GiveItem(ITEM_AMMO_FUELCAN); g_Console_Add('player got fuel canister'); continue; end;
if cmd = 'weapons' then
begin
plr.GiveItem(ITEM_WEAPON_SHOTGUN1);
plr.GiveItem(ITEM_WEAPON_SHOTGUN2);
plr.GiveItem(ITEM_WEAPON_CHAINGUN);
plr.GiveItem(ITEM_WEAPON_ROCKETLAUNCHER);
plr.GiveItem(ITEM_WEAPON_PLASMA);
plr.GiveItem(ITEM_WEAPON_BFG);
g_Console_Add('player got weapons');
continue;
end;
if cmd = 'keys' then
begin
plr.GiveItem(ITEM_KEY_RED);
plr.GiveItem(ITEM_KEY_GREEN);
plr.GiveItem(ITEM_KEY_BLUE);
g_Console_Add('player got all keys');
continue;
end;
g_Console_Add('i don''t know how to give '''+cmd+'''!');
end;
exit;
end;
// open
if cmd = 'open' then
begin
g_Console_Add('player activated sesame');
g_Triggers_OpenAll();
exit;
end;
// fly
if cmd = 'fly' then
begin
gFly := not gFly;
if gFly then g_Console_Add('player feels himself lighter') else g_Console_Add('player lost his wings');
exit;
end;
// noclip
if cmd = 'noclip' then
begin
plr.SwitchNoClip;
g_Console_Add('wall hardeness adjusted');
exit;
end;
// notarget
if cmd = 'notarget' then
begin
plr.NoTarget := not plr.NoTarget;
if plr.NoTarget then g_Console_Add('player hides in shadows') else g_Console_Add('player is brave again');
exit;
end;
// noreload
if cmd = 'noreload' then
begin
plr.NoReload := not plr.NoReload;
if plr.NoReload then g_Console_Add('player is action hero now') else g_Console_Add('player is ordinary man now');
exit;
end;
// speedy
if cmd = 'speedy' then
begin
MAX_RUNVEL := 32-MAX_RUNVEL;
g_Console_Add('speed adjusted');
exit;
end;
// jumpy
if cmd = 'jumpy' then
begin
VEL_JUMP := 30-VEL_JUMP;
g_Console_Add('jump height adjusted');
exit;
end;
// automap
if cmd = 'automap' then
begin
gShowMap := not gShowMap;
if gShowMap then g_Console_Add('player gains second sight') else g_Console_Add('player lost second sight');
exit;
end;
// aimline
if cmd = 'aimline' then
begin
gAimLine := not gAimLine;
if gAimLine then g_Console_Add('player gains laser sight') else g_Console_Add('player lost laser sight');
exit;
end;
end;
procedure GameCommands(P: SSArray);
var
a, b: Integer;
s, pw: String;
chstr: string;
cmd: string;
pl: pTNetClient = nil;
plr: TPlayer;
prt: Word;
nm: Boolean;
listen: LongWord;
found: Boolean;
begin
// Общие команды:
cmd := LowerCase(P[0]);
chstr := '';
if cmd = 'pause' then
begin
if (g_ActiveWindow = nil) then
g_Game_Pause(not gPauseMain);
end
else if cmd = 'endgame' then
gExit := EXIT_SIMPLE
else if cmd = 'restart' then
begin
if gGameOn or (gState in [STATE_INTERSINGLE, STATE_INTERCUSTOM]) then
begin
if g_Game_IsClient then
begin
g_Console_Add(_lc[I_MSG_SERVERONLY]);
Exit;
end;
g_Game_Restart();
end else
g_Console_Add(_lc[I_MSG_NOT_GAME]);
end
else if cmd = 'kick' then
begin
if g_Game_IsServer then
begin
if Length(P) < 2 then
begin
g_Console_Add('kick ');
Exit;
end;
if P[1] = '' then
begin
g_Console_Add('kick ');
Exit;
end;
if g_Game_IsNet then
pl := g_Net_Client_ByName(P[1]);
if (pl <> nil) then
begin
s := g_Net_ClientName_ByID(pl^.ID);
g_Net_Host_Kick(pl^.ID, NET_DISC_KICK);
g_Console_Add(Format(_lc[I_PLAYER_KICK], [s]));
MH_SEND_GameEvent(NET_EV_PLAYER_KICK, 0, s);
g_Net_Slist_ServerPlayerLeaves();
end else if gPlayers <> nil then
for a := Low(gPlayers) to High(gPlayers) do
if gPlayers[a] <> nil then
if Copy(LowerCase(gPlayers[a].Name), 1, Length(P[1])) = LowerCase(P[1]) then
begin
// Не отключать основных игроков в сингле
if not(gPlayers[a] is TBot) and (gGameSettings.GameType = GT_SINGLE) then
continue;
gPlayers[a].Lives := 0;
gPlayers[a].Kill(K_SIMPLEKILL, 0, HIT_DISCON);
g_Console_Add(Format(_lc[I_PLAYER_LEAVE], [gPlayers[a].Name]), True);
g_Player_Remove(gPlayers[a].UID);
g_Net_Slist_ServerPlayerLeaves();
// Если не перемешать, при добавлении новых ботов появятся старые
g_Bot_MixNames();
end;
end else
g_Console_Add(_lc[I_MSG_GM_UNAVAIL]);
end
else if cmd = 'kick_id' then
begin
if g_Game_IsServer and g_Game_IsNet then
begin
if Length(P) < 2 then
begin
g_Console_Add('kick_id ');
Exit;
end;
if P[1] = '' then
begin
g_Console_Add('kick_id ');
Exit;
end;
a := StrToIntDef(P[1], 0);
if (NetClients <> nil) and (a <= High(NetClients)) then
begin
if NetClients[a].Used and (NetClients[a].Peer <> nil) then
begin
s := g_Net_ClientName_ByID(NetClients[a].ID);
g_Net_Host_Kick(NetClients[a].ID, NET_DISC_KICK);
g_Console_Add(Format(_lc[I_PLAYER_KICK], [s]));
MH_SEND_GameEvent(NET_EV_PLAYER_KICK, 0, s);
g_Net_Slist_ServerPlayerLeaves();
end;
end;
end else
g_Console_Add(_lc[I_MSG_SERVERONLY]);
end
else if cmd = 'kick_pid' then
begin
if g_Game_IsServer and g_Game_IsNet then
begin
if Length(P) < 2 then
begin
g_Console_Add('kick_pid ');
Exit;
end;
if P[1] = '' then
begin
g_Console_Add('kick_pid ');
Exit;
end;
a := StrToIntDef(P[1], 0);
pl := g_Net_Client_ByPlayer(a);
if (pl <> nil) and pl^.Used and (pl^.Peer <> nil) then
begin
s := g_Net_ClientName_ByID(pl^.ID);
g_Net_Host_Kick(pl^.ID, NET_DISC_KICK);
g_Console_Add(Format(_lc[I_PLAYER_KICK], [s]));
MH_SEND_GameEvent(NET_EV_PLAYER_KICK, 0, s);
g_Net_Slist_ServerPlayerLeaves();
end;
end else
g_Console_Add(_lc[I_MSG_SERVERONLY]);
end
else if cmd = 'ban' then
begin
if g_Game_IsServer and g_Game_IsNet then
begin
if Length(P) < 2 then
begin
g_Console_Add('ban ');
Exit;
end;
if P[1] = '' then
begin
g_Console_Add('ban ');
Exit;
end;
pl := g_Net_Client_ByName(P[1]);
if (pl <> nil) then
begin
s := g_Net_ClientName_ByID(pl^.ID);
g_Net_BanHost(pl^.Peer^.address.host, False);
g_Net_Host_Kick(pl^.ID, NET_DISC_TEMPBAN);
g_Console_Add(Format(_lc[I_PLAYER_BAN], [s]));
MH_SEND_GameEvent(NET_EV_PLAYER_BAN, 0, s);
g_Net_Slist_ServerPlayerLeaves();
end else
g_Console_Add(Format(_lc[I_NET_ERR_NAME404], [P[1]]));
end else
g_Console_Add(_lc[I_MSG_SERVERONLY]);
end
else if cmd = 'ban_id' then
begin
if g_Game_IsServer and g_Game_IsNet then
begin
if Length(P) < 2 then
begin
g_Console_Add('ban_id ');
Exit;
end;
if P[1] = '' then
begin
g_Console_Add('ban_id ');
Exit;
end;
a := StrToIntDef(P[1], 0);
if (NetClients <> nil) and (a <= High(NetClients)) then
if NetClients[a].Used and (NetClients[a].Peer <> nil) then
begin
s := g_Net_ClientName_ByID(NetClients[a].ID);
g_Net_BanHost(NetClients[a].Peer^.address.host, False);
g_Net_Host_Kick(NetClients[a].ID, NET_DISC_TEMPBAN);
g_Console_Add(Format(_lc[I_PLAYER_BAN], [s]));
MH_SEND_GameEvent(NET_EV_PLAYER_BAN, 0, s);
g_Net_Slist_ServerPlayerLeaves();
end;
end else
g_Console_Add(_lc[I_MSG_SERVERONLY]);
end
else if cmd = 'ban_pid' then
begin
if g_Game_IsServer and g_Game_IsNet then
begin
if Length(P) < 2 then
begin
g_Console_Add('ban_pid ');
Exit;
end;
if P[1] = '' then
begin
g_Console_Add('ban_pid ');
Exit;
end;
a := StrToIntDef(P[1], 0);
pl := g_Net_Client_ByPlayer(a);
if (pl <> nil) and pl^.Used and (pl^.Peer <> nil) then
begin
s := g_Net_ClientName_ByID(pl^.ID);
g_Net_BanHost(pl^.Peer^.address.host, False);
g_Net_Host_Kick(pl^.ID, NET_DISC_TEMPBAN);
g_Console_Add(Format(_lc[I_PLAYER_BAN], [s]));
MH_SEND_GameEvent(NET_EV_PLAYER_BAN, 0, s);
g_Net_Slist_ServerPlayerLeaves();
end;
end else
g_Console_Add(_lc[I_MSG_SERVERONLY]);
end
else if cmd = 'permban' then
begin
if g_Game_IsServer and g_Game_IsNet then
begin
if Length(P) < 2 then
begin
g_Console_Add('permban ');
Exit;
end;
if P[1] = '' then
begin
g_Console_Add('permban ');
Exit;
end;
pl := g_Net_Client_ByName(P[1]);
if (pl <> nil) then
begin
s := g_Net_ClientName_ByID(pl^.ID);
g_Net_BanHost(pl^.Peer^.address.host);
g_Net_Host_Kick(pl^.ID, NET_DISC_BAN);
g_Net_SaveBanList();
g_Console_Add(Format(_lc[I_PLAYER_BAN], [s]));
MH_SEND_GameEvent(NET_EV_PLAYER_BAN, 0, s);
g_Net_Slist_ServerPlayerLeaves();
end else
g_Console_Add(Format(_lc[I_NET_ERR_NAME404], [P[1]]));
end else
g_Console_Add(_lc[I_MSG_SERVERONLY]);
end
else if cmd = 'permban_id' then
begin
if g_Game_IsServer and g_Game_IsNet then
begin
if Length(P) < 2 then
begin
g_Console_Add('permban_id ');
Exit;
end;
if P[1] = '' then
begin
g_Console_Add('permban_id ');
Exit;
end;
a := StrToIntDef(P[1], 0);
if (NetClients <> nil) and (a <= High(NetClients)) then
if NetClients[a].Used and (NetClients[a].Peer <> nil) then
begin
s := g_Net_ClientName_ByID(NetClients[a].ID);
g_Net_BanHost(NetClients[a].Peer^.address.host);
g_Net_Host_Kick(NetClients[a].ID, NET_DISC_BAN);
g_Net_SaveBanList();
g_Console_Add(Format(_lc[I_PLAYER_BAN], [s]));
MH_SEND_GameEvent(NET_EV_PLAYER_BAN, 0, s);
g_Net_Slist_ServerPlayerLeaves();
end;
end else
g_Console_Add(_lc[I_MSG_SERVERONLY]);
end
else if cmd = 'permban_pid' then
begin
if g_Game_IsServer and g_Game_IsNet then
begin
if Length(P) < 2 then
begin
g_Console_Add('permban_pid ');
Exit;
end;
if P[1] = '' then
begin
g_Console_Add('permban_pid ');
Exit;
end;
a := StrToIntDef(P[1], 0);
pl := g_Net_Client_ByPlayer(a);
if (pl <> nil) and pl^.Used and (pl^.Peer <> nil) then
begin
s := g_Net_ClientName_ByID(pl^.ID);
g_Net_BanHost(pl^.Peer^.address.host);
g_Net_Host_Kick(pl^.ID, NET_DISC_TEMPBAN);
g_Net_SaveBanList();
g_Console_Add(Format(_lc[I_PLAYER_BAN], [s]));
MH_SEND_GameEvent(NET_EV_PLAYER_BAN, 0, s);
g_Net_Slist_ServerPlayerLeaves();
end;
end else
g_Console_Add(_lc[I_MSG_SERVERONLY]);
end
else if cmd = 'permban_ip' then
begin
if g_Game_IsServer and g_Game_IsNet then
begin
if Length(P) < 2 then
begin
g_Console_Add('permban_ip ');
Exit;
end;
if P[1] = '' then
begin
g_Console_Add('permban_ip ');
Exit;
end;
g_Net_BanHost(P[1]);
g_Net_SaveBanList();
g_Console_Add(Format(_lc[I_PLAYER_BAN], [P[1]]));
end else
g_Console_Add(_lc[I_MSG_SERVERONLY]);
end
else if cmd = 'unban' then
begin
if g_Game_IsServer and g_Game_IsNet then
begin
if Length(P) < 2 then
begin
g_Console_Add('unban ');
Exit;
end;
if P[1] = '' then
begin
g_Console_Add('unban ');
Exit;
end;
if g_Net_UnbanHost(P[1]) then
begin
g_Console_Add(Format(_lc[I_MSG_UNBAN_OK], [P[1]]));
g_Net_SaveBanList();
end else
g_Console_Add(Format(_lc[I_MSG_UNBAN_FAIL], [P[1]]));
end else
g_Console_Add(_lc[I_MSG_SERVERONLY]);
end
else if cmd = 'clientlist' then
begin
if g_Game_IsServer and g_Game_IsNet then
begin
b := 0;
if NetClients <> nil then
for a := Low(NetClients) to High(NetClients) do
if NetClients[a].Used and (NetClients[a].Peer <> nil) then
begin
plr := g_Player_Get(NetClients[a].Player);
if plr = nil then continue;
Inc(b);
g_Console_Add(Format('#%2d: %-15s | %s', [a,
IpToStr(NetClients[a].Peer^.address.host), plr.Name]));
end;
if b = 0 then
g_Console_Add(_lc[I_MSG_NOCLIENTS]);
end else
g_Console_Add(_lc[I_MSG_SERVERONLY]);
end
else if cmd = 'connect' then
begin
if (NetMode = NET_NONE) then
begin
if Length(P) < 2 then
begin
g_Console_Add('connect [port] [password]');
Exit;
end;
if P[1] = '' then
begin
g_Console_Add('connect [port] [password]');
Exit;
end;
if Length(P) > 2 then
prt := StrToIntDef(P[2], 25666)
else
prt := 25666;
if Length(P) > 3 then
pw := P[3]
else
pw := '';
g_Game_StartClient(P[1], prt, pw);
end;
end
else if cmd = 'disconnect' then
begin
if (NetMode = NET_CLIENT) then
g_Net_Disconnect();
end
else if cmd = 'reconnect' then
begin
if (NetMode = NET_SERVER) then
Exit;
if (NetMode = NET_CLIENT) then
begin
g_Net_Disconnect();
gExit := EXIT_SIMPLE;
EndGame;
end;
//TODO: Use last successful password to reconnect, instead of ''
g_Game_StartClient(NetClientIP, NetClientPort, '');
end
else if (cmd = 'addbot') or
(cmd = 'bot_add') then
begin
if Length(P) > 2 then
g_Bot_Add(TEAM_NONE, StrToIntDef(P[1], 2), StrToIntDef(P[2], 100))
else if Length(P) > 1 then
g_Bot_Add(TEAM_NONE, StrToIntDef(P[1], 2))
else
g_Bot_Add(TEAM_NONE, 2);
end
else if cmd = 'bot_addlist' then
begin
if Length(P) > 1 then
begin
if Length(P) = 2 then
g_Bot_AddList(TEAM_NONE, P[1], StrToIntDef(P[1], -1))
else if Length(P) = 3 then
g_Bot_AddList(TEAM_NONE, P[1], StrToIntDef(P[1], -1), StrToIntDef(P[2], 100))
else
g_Bot_AddList(IfThen(P[2] = 'red', TEAM_RED, TEAM_BLUE), P[1], StrToIntDef(P[1], -1));
end;
end
else if cmd = 'bot_removeall' then
g_Bot_RemoveAll()
else if cmd = 'chat' then
begin
if g_Game_IsNet then
begin
if Length(P) > 1 then
begin
for a := 1 to High(P) do
chstr := chstr + P[a] + ' ';
if Length(chstr) > 200 then SetLength(chstr, 200);
if Length(chstr) < 1 then
begin
g_Console_Add('chat ');
Exit;
end;
chstr := b_Text_Format(chstr);
if g_Game_IsClient then
MC_SEND_Chat(chstr, NET_CHAT_PLAYER)
else
MH_SEND_Chat(gPlayer1Settings.Name + ': ' + chstr, NET_CHAT_PLAYER);
end
else
g_Console_Add('chat ');
end else
g_Console_Add(_lc[I_MSG_GM_UNAVAIL]);
end
else if cmd = 'teamchat' then
begin
if g_Game_IsNet and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
begin
if Length(P) > 1 then
begin
for a := 1 to High(P) do
chstr := chstr + P[a] + ' ';
if Length(chstr) > 200 then SetLength(chstr, 200);
if Length(chstr) < 1 then
begin
g_Console_Add('teamchat ');
Exit;
end;
chstr := b_Text_Format(chstr);
if g_Game_IsClient then
MC_SEND_Chat(chstr, NET_CHAT_TEAM)
else
MH_SEND_Chat(gPlayer1Settings.Name + ': ' + chstr, NET_CHAT_TEAM,
gPlayer1Settings.Team);
end
else
g_Console_Add('teamchat ');
end else
g_Console_Add(_lc[I_MSG_GM_UNAVAIL]);
end
else if (cmd = 'an') or (cmd = 'announce') then
begin
if g_Game_IsNet then
begin
if Length(P) > 1 then
begin
for a := 1 to High(P) do
chstr := chstr + P[a] + ' ';
if Length(chstr) > 200 then SetLength(chstr, 200);
if Length(chstr) < 1 then
begin
g_Console_Add('announce ');
Exit;
end;
chstr := 'centerprint 100 ' + b_Text_Format(chstr);
if g_Game_IsClient then
MC_SEND_RCONCommand(chstr)
else
g_Console_Process(chstr, True);
end
else
g_Console_Add('announce ');
end else
g_Console_Add(_lc[I_MSG_GM_UNAVAIL]);
end
else if cmd = 'game' then
begin
if gGameSettings.GameType <> GT_NONE then
begin
g_Console_Add(_lc[I_MSG_GM_UNAVAIL]);
Exit;
end;
if Length(P) = 1 then
begin
g_Console_Add(cmd + ' [MAP] [# players]');
Exit;
end;
// game not started yet, load fist map from some wad
found := false;
s := addWadExtension(P[1]);
found := e_FindResource(AllMapDirs, s);
P[1] := s;
if found then
begin
P[1] := ExpandFileName(P[1]);
// if map not choosed then set first map
if Length(P) < 3 then
begin
SetLength(P, 3);
P[2] := g_Game_GetFirstMap(P[1]);
end;
s := P[1] + ':\' + UpperCase(P[2]);
if g_Map_Exist(s) then
begin
// start game
g_Game_Free();
with gGameSettings do
begin
Options := gsGameFlags;
GameMode := g_Game_TextToMode(gsGameMode);
if gSwitchGameMode <> GM_NONE then
GameMode := gSwitchGameMode;
if GameMode = GM_NONE then GameMode := GM_DM;
if GameMode = GM_SINGLE then GameMode := GM_COOP;
b := 1;
if Length(P) >= 4 then
b := StrToIntDef(P[3], 1);
g_Game_StartCustom(s, GameMode, TimeLimit,
ScoreLimit, MaxLives, Options, b);
end;
end
else
if P[2] = '' then
g_Console_Add(Format(_lc[I_MSG_NO_MAPS], [P[1]]))
else
g_Console_Add(Format(_lc[I_MSG_NO_MAP_FALLBACK], [UpperCase(P[2]), P[1]]));
end else
g_Console_Add(Format(_lc[I_MSG_NO_WAD], [P[1]]));
end
else if cmd = 'host' then
begin
if gGameSettings.GameType <> GT_NONE then
begin
g_Console_Add(_lc[I_MSG_GM_UNAVAIL]);
Exit;
end;
if Length(P) < 4 then
begin
g_Console_Add(cmd + ' [MAP] [# players]');
Exit;
end;
if not StrToIp(P[1], listen) then
Exit;
prt := StrToIntDef(P[2], 25666);
s := addWadExtension(P[3]);
found := e_FindResource(AllMapDirs, s);
P[3] := s;
if found then
begin
// get first map in wad, if not specified
if Length(P) < 5 then
begin
SetLength(P, 5);
P[4] := g_Game_GetFirstMap(P[1]);
end;
s := P[3] + ':\' + UpperCase(P[4]);
if g_Map_Exist(s) then
begin
// start game
g_Game_Free();
with gGameSettings do
begin
Options := gsGameFlags;
GameMode := g_Game_TextToMode(gsGameMode);
if gSwitchGameMode <> GM_NONE then GameMode := gSwitchGameMode;
if GameMode = GM_NONE then GameMode := GM_DM;
if GameMode = GM_SINGLE then GameMode := GM_COOP;
b := 0;
if Length(P) >= 6 then
b := StrToIntDef(P[5], 0);
g_Game_StartServer(s, GameMode, TimeLimit, ScoreLimit, MaxLives, Options, b, listen, prt)
end
end
else
begin
if P[4] = '' then
g_Console_Add(Format(_lc[I_MSG_NO_MAPS], [P[3]]))
else
g_Console_Add(Format(_lc[I_MSG_NO_MAP_FALLBACK], [UpperCase(P[4]), P[3]]))
end
end
else
begin
g_Console_Add(Format(_lc[I_MSG_NO_WAD], [P[3]]))
end
end
else if cmd = 'map' then
begin
if Length(P) = 1 then
begin
if g_Game_IsServer and (gGameSettings.GameType <> GT_SINGLE) then
begin
g_Console_Add(cmd + '