diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 4a8afe82675df7280a114efedadab966da3a540a..2ee3fbeaacc54ccb60ea805d3d655353145f0fcc 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
+(* 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, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * 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 <http://www.gnu.org/licenses/>.
+ *)
+{$MODE DELPHI}
unit g_game;
interface
unit g_game;
interface
gEvents: Array of TGameEvent;
gDelayedEvents: Array of TDelayedEvent;
gEvents: Array of TGameEvent;
gDelayedEvents: Array of TDelayedEvent;
+ // 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;
P1MoveButton: Byte = 0;
P2MoveButton: Byte = 0;
w := TWADFile.Create();
w.ReadFile(WAD);
w := TWADFile.Create();
w.ReadFile(WAD);
- if not w.GetResource('', 'INTERSCRIPT', p, len) then
+ if not w.GetResource('INTERSCRIPT', p, len) then
begin
w.Free();
Exit;
begin
w.Free();
Exit;
w := TWADFile.Create();
w.ReadFile(MapsDir + WAD);
w := TWADFile.Create();
w.ReadFile(MapsDir + WAD);
- if not w.GetResource('', 'INTERSCRIPT', p, len) then
+ if not w.GetResource('INTERSCRIPT', p, len) then
begin
w.Free();
Exit;
begin
w.Free();
Exit;
MegaWAD.endpic := cfg.ReadStr('megawad', 'endpic', '');
if MegaWAD.endpic <> '' then
begin
MegaWAD.endpic := cfg.ReadStr('megawad', 'endpic', '');
if MegaWAD.endpic <> '' then
begin
- g_ProcessResourceStr(MegaWAD.endpic, @s, nil, nil);
+ s := g_ExtractWadName(MegaWAD.endpic);
if s = '' then s := MapsDir+WAD else s := GameDir+'/wads/';
g_Texture_CreateWADEx('TEXTURE_endpic', s+MegaWAD.endpic);
end;
MegaWAD.endmus := cfg.ReadStr('megawad', 'endmus', 'Standart.wad:D2DMUS\ÊÎÍÅÖ');
if MegaWAD.endmus <> '' then
begin
if s = '' then s := MapsDir+WAD else s := GameDir+'/wads/';
g_Texture_CreateWADEx('TEXTURE_endpic', s+MegaWAD.endpic);
end;
MegaWAD.endmus := cfg.ReadStr('megawad', 'endmus', 'Standart.wad:D2DMUS\ÊÎÍÅÖ');
if MegaWAD.endmus <> '' then
begin
- g_ProcessResourceStr(MegaWAD.endmus, @s, nil, nil);
+ s := g_ExtractWadName(MegaWAD.endmus);
if s = '' then s := MapsDir+WAD else s := GameDir+'/wads/';
g_Sound_CreateWADEx('MUSIC_endmus', s+MegaWAD.endmus, True);
end;
if s = '' then s := MapsDir+WAD else s := GameDir+'/wads/';
g_Sound_CreateWADEx('MUSIC_endmus', s+MegaWAD.endmus, True);
end;
procedure EndGame();
var
a: Integer;
procedure EndGame();
var
a: Integer;
- FileName, SectionName, ResName: string;
+ FileName: string;
begin
if g_Game_IsNet and g_Game_IsServer then
MH_SEND_GameEvent(NET_EV_MAPEND, Byte(gMissionFailed));
begin
if g_Game_IsNet and g_Game_IsServer then
MH_SEND_GameEvent(NET_EV_MAPEND, Byte(gMissionFailed));
EXIT_ENDLEVELCUSTOM: // Çàêîí÷èëñÿ óðîâåíü â Ñâîåé èãðå
begin
// Ñòàòèñòèêà Ñâîåé èãðû:
EXIT_ENDLEVELCUSTOM: // Çàêîí÷èëñÿ óðîâåíü â Ñâîåé èãðå
begin
// Ñòàòèñòèêà Ñâîåé èãðû:
- g_ProcessResourceStr(gMapInfo.Map, FileName, SectionName, ResName);
+ FileName := g_ExtractWadName(gMapInfo.Map);
CustomStat.GameTime := gTime;
CustomStat.GameTime := gTime;
- CustomStat.Map := ExtractFileName(FileName)+':'+ResName;
+ 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.MapName := gMapInfo.Name;
CustomStat.GameMode := gGameSettings.GameMode;
if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
e_DrawFillQuad(x, y, x+w-1, y+h-1, 64, 64, 64, 32);
e_DrawQuad(x, y, x+w-1, y+h-1, 255, 127, 0);
e_DrawFillQuad(x, y, x+w-1, y+h-1, 64, 64, 64, 32);
e_DrawQuad(x, y, x+w-1, y+h-1, 255, 127, 0);
- g_ProcessResourceStr(gMapInfo.Map, @wad, nil, @map);
- wad := ExtractFileName(wad);
+ wad := g_ExtractWadNameNoPath(gMapInfo.Map);
+ map := g_ExtractFileName(gMapInfo.Map);
mapstr := wad + ':\' + map + ' - ' + gMapInfo.Name;
case gGameSettings.GameMode of
mapstr := wad + ':\' + map + ' - ' + gMapInfo.Name;
case gGameSettings.GameMode of
Result := ids[(Length(ids) - 1 + idx) mod Length(ids)];
end;
Result := ids[(Length(ids) - 1 + idx) mod Length(ids)];
end;
+function isKeyPressed (key1: Word; key2: Word): Boolean;
+begin
+ if (key1 <> 0) and e_KeyPressed(key1) then begin result := true; exit; end;
+ if (key2 <> 0) and e_KeyPressed(key2) then begin result := true; exit; end;
+ result := false;
+end;
+
+procedure processPlayerControls (plr: TPlayer; var ctrl: TPlayerControl; var MoveButton: Byte; p2hack: Boolean=false);
+var
+ time: Word;
+ strafeDir: Byte;
+ i: Integer;
+begin
+ if (plr = nil) then exit;
+ if (p2hack) then time := 1000 else time := 1;
+ strafeDir := MoveButton shr 4;
+ MoveButton := MoveButton and $0F;
+ with ctrl do
+ begin
+ if isKeyPressed(KeyLeft, KeyLeft2) and (not isKeyPressed(KeyRight, KeyRight2)) then MoveButton := 1 // Íàæàòà òîëüêî "Âëåâî"
+ else if (not isKeyPressed(KeyLeft, KeyLeft2)) and isKeyPressed(KeyRight, KeyRight2) then MoveButton := 2 // Íàæàòà òîëüêî "Âïðàâî"
+ else if (not isKeyPressed(KeyLeft, KeyLeft2)) and (not isKeyPressed(KeyRight, KeyRight2)) then MoveButton := 0; // Íå íàæàòû íè "Âëåâî", íè "Âïðàâî"
+
+ // Ñåé÷àñ èëè ðàíüøå áûëè íàæàòû "Âëåâî"/"Âïðàâî" => ïåðåäàåì èãðîêó:
+ 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 isKeyPressed(KeyStrafe, KeyStrafe2) 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(D_LEFT)
+ else if (strafeDir = 1) then plr.SetDirection(D_RIGHT);
+ end
+ else
+ begin
+ strafeDir := 0; // not strafing anymore
+ // Ðàíüøå áûëà íàæàòà "Âïðàâî", à ñåé÷àñ "Âëåâî" => áåæèì âïðàâî, ñìîòðèì âëåâî:
+ if (MoveButton = 2) and isKeyPressed(KeyLeft, KeyLeft2) then plr.SetDirection(D_LEFT)
+ // Ðàíüøå áûëà íàæàòà "Âëåâî", à ñåé÷àñ "Âïðàâî" => áåæèì âëåâî, ñìîòðèì âïðàâî:
+ else if (MoveButton = 1) and isKeyPressed(KeyRight, KeyRight2) then plr.SetDirection(D_RIGHT)
+ // ×òî-òî áûëî íàæàòî è íå èçìåíèëîñü => êóäà áåæèì, òóäà è ñìîòðèì:
+ else if MoveButton <> 0 then plr.SetDirection(TDirection(MoveButton-1));
+ end;
+
+ // fix movebutton state
+ MoveButton := MoveButton or (strafeDir shl 4);
+
+ // Îñòàëüíûå êëàâèøè:
+ if isKeyPressed(KeyJump, KeyJump2) then plr.PressKey(KEY_JUMP, time);
+ if isKeyPressed(KeyUp, KeyUp2) then plr.PressKey(KEY_UP, time);
+ if isKeyPressed(KeyDown, KeyDown2) then plr.PressKey(KEY_DOWN, time);
+ if isKeyPressed(KeyFire, KeyFire2) then plr.PressKey(KEY_FIRE);
+ if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) then plr.PressKey(KEY_NEXTWEAPON);
+ if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then plr.PressKey(KEY_PREVWEAPON);
+ if isKeyPressed(KeyOpen, KeyOpen2) then plr.PressKey(KEY_OPEN);
+
+ for i := 0 to High(KeyWeapon) do
+ if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then
+ plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
+ end;
+end;
+
procedure g_Game_Update();
var
Msg: g_gui.TMessage;
procedure g_Game_Update();
var
Msg: g_gui.TMessage;
if gPlayer2 <> nil then gPlayer2.ReleaseKeys();
if (not gConsoleShow) and (not gChatShow) and (g_ActiveWindow = nil) then
begin
if gPlayer2 <> nil then gPlayer2.ReleaseKeys();
if (not gConsoleShow) and (not gChatShow) and (g_ActiveWindow = nil) then
begin
- // Ïåðâûé èãðîê:
- if gPlayer1 <> nil then
- with gGameControls.P1Control do
- begin
- if e_KeyPressed(KeyLeft) and (not e_KeyPressed(KeyRight)) then
- P1MoveButton := 1 // Íàæàòà òîëüêî "Âëåâî"
- else
- if (not e_KeyPressed(KeyLeft)) and e_KeyPressed(KeyRight) then
- P1MoveButton := 2 // Íàæàòà òîëüêî "Âïðàâî"
- else
- if (not e_KeyPressed(KeyLeft)) and (not e_KeyPressed(KeyRight)) then
- P1MoveButton := 0; // Íå íàæàòû íè "Âëåâî", íè "Âïðàâî"
-
- // Ñåé÷àñ èëè ðàíüøå áûëè íàæàòû "Âëåâî"/"Âïðàâî" => ïåðåäàåì èãðîêó:
- if P1MoveButton = 1 then
- gPlayer1.PressKey(KEY_LEFT)
- else
- if P1MoveButton = 2 then
- gPlayer1.PressKey(KEY_RIGHT);
-
- // Ðàíüøå áûëà íàæàòà "Âïðàâî", à ñåé÷àñ "Âëåâî" => áåæèì âïðàâî, ñìîòðèì âëåâî:
- if (P1MoveButton = 2) and e_KeyPressed(KeyLeft) then
- gPlayer1.SetDirection(D_LEFT)
- else
- // Ðàíüøå áûëà íàæàòà "Âëåâî", à ñåé÷àñ "Âïðàâî" => áåæèì âëåâî, ñìîòðèì âïðàâî:
- if (P1MoveButton = 1) and e_KeyPressed(KeyRight) then
- gPlayer1.SetDirection(D_RIGHT)
- else
- // ×òî-òî áûëî íàæàòî è íå èçìåíèëîñü => êóäà áåæèì, òóäà è ñìîòðèì:
- if P1MoveButton <> 0 then
- gPlayer1.SetDirection(TDirection(P1MoveButton-1));
-
- // Îñòàëüíûå êëàâèøè:
- if e_KeyPressed(KeyJump) then gPlayer1.PressKey(KEY_JUMP);
- if e_KeyPressed(KeyUp) then gPlayer1.PressKey(KEY_UP);
- if e_KeyPressed(KeyDown) then gPlayer1.PressKey(KEY_DOWN);
- if e_KeyPressed(KeyFire) then gPlayer1.PressKey(KEY_FIRE);
- if e_KeyPressed(KeyNextWeapon) then gPlayer1.PressKey(KEY_NEXTWEAPON);
- if e_KeyPressed(KeyPrevWeapon) then gPlayer1.PressKey(KEY_PREVWEAPON);
- if e_KeyPressed(KeyOpen) then gPlayer1.PressKey(KEY_OPEN);
- end;
- // Âòîðîé èãðîê:
- if gPlayer2 <> nil then
- with gGameControls.P2Control do
- begin
- if e_KeyPressed(KeyLeft) and (not e_KeyPressed(KeyRight)) then
- P2MoveButton := 1 // Íàæàòà òîëüêî "Âëåâî"
- else
- if (not e_KeyPressed(KeyLeft)) and e_KeyPressed(KeyRight) then
- P2MoveButton := 2 // Íàæàòà òîëüêî "Âïðàâî"
- else
- if (not e_KeyPressed(KeyLeft)) and (not e_KeyPressed(KeyRight)) then
- P2MoveButton := 0; // Íå íàæàòû íè "Âëåâî", íè "Âïðàâî"
-
- // Ñåé÷àñ èëè ðàíüøå áûëè íàæàòû "Âëåâî"/"Âïðàâî" => ïåðåäàåì èãðîêó:
- if P2MoveButton = 1 then
- gPlayer2.PressKey(KEY_LEFT, 1000)
- else
- if P2MoveButton = 2 then
- gPlayer2.PressKey(KEY_RIGHT, 1000);
-
- // Ðàíüøå áûëà íàæàòà "Âïðàâî", à ñåé÷àñ "Âëåâî" => áåæèì âïðàâî, ñìîòðèì âëåâî:
- if (P2MoveButton = 2) and e_KeyPressed(KeyLeft) then
- gPlayer2.SetDirection(D_LEFT)
- else
- // Ðàíüøå áûëà íàæàòà "Âëåâî", à ñåé÷àñ "Âïðàâî" => áåæèì âëåâî, ñìîòðèì âïðàâî:
- if (P2MoveButton = 1) and e_KeyPressed(KeyRight) then
- gPlayer2.SetDirection(D_RIGHT)
- else
- // ×òî-òî áûëî íàæàòî è íå èçìåíèëîñü => êóäà áåæèì, òóäà è ñìîòðèì:
- if P2MoveButton <> 0 then
- gPlayer2.SetDirection(TDirection(P2MoveButton-1));
-
- // Îñòàëüíûå êëàâèøè:
- if e_KeyPressed(KeyJump) then gPlayer2.PressKey(KEY_JUMP, 1000);
- if e_KeyPressed(KeyUp) then gPlayer2.PressKey(KEY_UP, 1000);
- if e_KeyPressed(KeyDown) then gPlayer2.PressKey(KEY_DOWN, 1000);
- if e_KeyPressed(KeyFire) then gPlayer2.PressKey(KEY_FIRE);
- if e_KeyPressed(KeyNextWeapon) then gPlayer2.PressKey(KEY_NEXTWEAPON);
- if e_KeyPressed(KeyPrevWeapon) then gPlayer2.PressKey(KEY_PREVWEAPON);
- if e_KeyPressed(KeyOpen) then gPlayer2.PressKey(KEY_OPEN);
- end;
+ processPlayerControls(gPlayer1, gGameControls.P1Control, P1MoveButton);
+ processPlayerControls(gPlayer2, gGameControls.P2Control, P2MoveButton, true);
end // if not console
else
end // if not console
else
- if g_Game_IsNet and (gPlayer1 <> nil) then
- gPlayer1.PressKey(KEY_CHAT, 10000);
-
+ begin
+ if g_Game_IsNet and (gPlayer1 <> nil) then gPlayer1.PressKey(KEY_CHAT, 10000);
+ end;
+ // process weapon switch queue
+ if gPlayer1 <> nil then gPlayer1.RealizeCurrentWeapon();
+ if gPlayer2 <> nil then gPlayer2.RealizeCurrentWeapon();
end; // if server
// Íàáëþäàòåëü
end; // if server
// Íàáëþäàòåëü
begin
if not gSpectKeyPress then
begin
begin
if not gSpectKeyPress then
begin
- if e_KeyPressed(gGameControls.P1Control.KeyJump) then
+ if isKeyPressed(gGameControls.P1Control.KeyJump, gGameControls.P1Control.KeyJump2) then
begin
// switch spect mode
case gSpectMode of
begin
// switch spect mode
case gSpectMode of
end;
if gSpectMode = SPECT_MAPVIEW then
begin
end;
if gSpectMode = SPECT_MAPVIEW then
begin
- if e_KeyPressed(gGameControls.P1Control.KeyLeft) then
+ if isKeyPressed(gGameControls.P1Control.KeyLeft, gGameControls.P1Control.KeyLeft2) then
gSpectX := Max(gSpectX - gSpectStep, 0);
gSpectX := Max(gSpectX - gSpectStep, 0);
- if e_KeyPressed(gGameControls.P1Control.KeyRight) then
+ if isKeyPressed(gGameControls.P1Control.KeyRight, gGameControls.P1Control.KeyRight2) then
gSpectX := Min(gSpectX + gSpectStep, gMapInfo.Width - gScreenWidth);
gSpectX := Min(gSpectX + gSpectStep, gMapInfo.Width - gScreenWidth);
- if e_KeyPressed(gGameControls.P1Control.KeyUp) then
+ if isKeyPressed(gGameControls.P1Control.KeyUp, gGameControls.P1Control.KeyUp2) then
gSpectY := Max(gSpectY - gSpectStep, 0);
gSpectY := Max(gSpectY - gSpectStep, 0);
- if e_KeyPressed(gGameControls.P1Control.KeyDown) then
+ if isKeyPressed(gGameControls.P1Control.KeyDown, gGameControls.P1Control.KeyDown2) then
gSpectY := Min(gSpectY + gSpectStep, gMapInfo.Height - gScreenHeight);
gSpectY := Min(gSpectY + gSpectStep, gMapInfo.Height - gScreenHeight);
- if e_KeyPressed(gGameControls.P1Control.KeyPrevWeapon) then
+ if isKeyPressed(gGameControls.P1Control.KeyPrevWeapon, gGameControls.P1Control.KeyPrevWeapon2) then
begin
// decrease step
if gSpectStep > 4 then gSpectStep := gSpectStep shr 1;
gSpectKeyPress := True;
end;
begin
// decrease step
if gSpectStep > 4 then gSpectStep := gSpectStep shr 1;
gSpectKeyPress := True;
end;
- if e_KeyPressed(gGameControls.P1Control.KeyNextWeapon) then
+ if isKeyPressed(gGameControls.P1Control.KeyNextWeapon, gGameControls.P1Control.KeyNextWeapon2) then
begin
// increase step
if gSpectStep < 64 then gSpectStep := gSpectStep shl 1;
begin
// increase step
if gSpectStep < 64 then gSpectStep := gSpectStep shl 1;
end;
if gSpectMode = SPECT_PLAYERS then
begin
end;
if gSpectMode = SPECT_PLAYERS then
begin
- if e_KeyPressed(gGameControls.P1Control.KeyUp) then
+ if isKeyPressed(gGameControls.P1Control.KeyUp, gGameControls.P1Control.KeyUp2) then
begin
// add second view
gSpectViewTwo := True;
gSpectKeyPress := True;
end;
begin
// add second view
gSpectViewTwo := True;
gSpectKeyPress := True;
end;
- if e_KeyPressed(gGameControls.P1Control.KeyDown) then
+ if isKeyPressed(gGameControls.P1Control.KeyDown, gGameControls.P1Control.KeyDown2) then
begin
// remove second view
gSpectViewTwo := False;
gSpectKeyPress := True;
end;
begin
// remove second view
gSpectViewTwo := False;
gSpectKeyPress := True;
end;
- if e_KeyPressed(gGameControls.P1Control.KeyLeft) then
+ if isKeyPressed(gGameControls.P1Control.KeyLeft, gGameControls.P1Control.KeyLeft2) then
begin
// prev player (view 1)
gSpectPID1 := GetActivePlayerID_Prev(gSpectPID1);
gSpectKeyPress := True;
end;
begin
// prev player (view 1)
gSpectPID1 := GetActivePlayerID_Prev(gSpectPID1);
gSpectKeyPress := True;
end;
- if e_KeyPressed(gGameControls.P1Control.KeyRight) then
+ if isKeyPressed(gGameControls.P1Control.KeyRight, gGameControls.P1Control.KeyRight2) then
begin
// next player (view 1)
gSpectPID1 := GetActivePlayerID_Next(gSpectPID1);
gSpectKeyPress := True;
end;
begin
// next player (view 1)
gSpectPID1 := GetActivePlayerID_Next(gSpectPID1);
gSpectKeyPress := True;
end;
- if e_KeyPressed(gGameControls.P1Control.KeyPrevWeapon) then
+ if isKeyPressed(gGameControls.P1Control.KeyPrevWeapon, gGameControls.P1Control.KeyPrevWeapon2) then
begin
// prev player (view 2)
gSpectPID2 := GetActivePlayerID_Prev(gSpectPID2);
gSpectKeyPress := True;
end;
begin
// prev player (view 2)
gSpectPID2 := GetActivePlayerID_Prev(gSpectPID2);
gSpectKeyPress := True;
end;
- if e_KeyPressed(gGameControls.P1Control.KeyNextWeapon) then
+ if isKeyPressed(gGameControls.P1Control.KeyNextWeapon, gGameControls.P1Control.KeyNextWeapon2) then
begin
// next player (view 2)
gSpectPID2 := GetActivePlayerID_Next(gSpectPID2);
begin
// next player (view 2)
gSpectPID2 := GetActivePlayerID_Next(gSpectPID2);
end;
end
else
end;
end
else
- if (not e_KeyPressed(gGameControls.P1Control.KeyJump)) and
- (not e_KeyPressed(gGameControls.P1Control.KeyLeft)) and
- (not e_KeyPressed(gGameControls.P1Control.KeyRight)) and
- (not e_KeyPressed(gGameControls.P1Control.KeyUp)) and
- (not e_KeyPressed(gGameControls.P1Control.KeyDown)) and
- (not e_KeyPressed(gGameControls.P1Control.KeyPrevWeapon)) and
- (not e_KeyPressed(gGameControls.P1Control.KeyNextWeapon)) then
+ if (not isKeyPressed(gGameControls.P1Control.KeyJump, gGameControls.P1Control.KeyJump2)) and
+ (not isKeyPressed(gGameControls.P1Control.KeyLeft, gGameControls.P1Control.KeyLeft2)) and
+ (not isKeyPressed(gGameControls.P1Control.KeyRight, gGameControls.P1Control.KeyRight2)) and
+ (not isKeyPressed(gGameControls.P1Control.KeyUp, gGameControls.P1Control.KeyUp2)) and
+ (not isKeyPressed(gGameControls.P1Control.KeyDown, gGameControls.P1Control.KeyDown2)) and
+ (not isKeyPressed(gGameControls.P1Control.KeyPrevWeapon, gGameControls.P1Control.KeyPrevWeapon2)) and
+ (not isKeyPressed(gGameControls.P1Control.KeyNextWeapon, gGameControls.P1Control.KeyNextWeapon2)) then
gSpectKeyPress := False;
end;
gSpectKeyPress := False;
end;
begin
if g_Game_IsClient then
Exit;
begin
if g_Game_IsClient then
Exit;
- g_ProcessResourceStr(gMapInfo.Map, nil, nil, @Map);
+ map := g_ExtractFileName(gMapInfo.Map);
MessageTime := 0;
gGameOn := False;
MessageTime := 0;
gGameOn := False;
if Pos(':\', Map) > 0 then
begin
if Pos(':\', Map) > 0 then
begin
- g_ProcessResourceStr(Map, @NewWAD, nil, @ResName);
+ NewWAD := g_ExtractWadName(Map);
+ ResName := g_ExtractFileName(Map);
if g_Game_IsServer then
begin
gWADHash := MD5File(MapsDir + NewWAD);
if g_Game_IsServer then
begin
gWADHash := MD5File(MapsDir + NewWAD);
Exit;
end;
gExit := EXIT_ENDLEVELCUSTOM;
Exit;
end;
gExit := EXIT_ENDLEVELCUSTOM;
- g_ProcessResourceStr(gMapInfo.Map, nil, nil, @Map);
+ Map := g_ExtractFileName(gMapInfo.Map);
gNextMap := Map;
end;
gNextMap := Map;
end;
if MapList = nil then
Exit;
if MapList = nil then
Exit;
- g_ProcessResourceStr(gMapInfo.Map, nil, nil, @Map);
+ Map := g_ExtractFileName(gMapInfo.Map);
SortSArray(MapList);
MapIndex := -255;
SortSArray(MapList);
MapIndex := -255;
end;
function g_Game_IsTestMap(): Boolean;
end;
function g_Game_IsTestMap(): Boolean;
-var
- FName, Sect, Res: String;
begin
begin
- g_ProcessResourceStr(gMapInfo.Map, FName, Sect, Res);
- Result := UpperCase(Res) = TEST_MAP_NAME;
+ result := StrEquCI1251(TEST_MAP_NAME, g_ExtractFileName(gMapInfo.Map));
end;
procedure g_Game_DeleteTestMap();
end;
procedure g_Game_DeleteTestMap();
begin
cmd := LowerCase(P[f]);
if cmd = 'health' then begin plr.RestoreHealthArmor(); g_Console_Add('player feels himself better'); continue; end;
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 = '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
if cmd = 'exit' then
begin
if gTriggers <> nil then
end;
continue;
end;
end;
continue;
end;
+
if cmd = 'air' then begin plr.GiveItem(ITEM_OXYGEN); g_Console_Add('player got some air'); 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 jetpack'); continue; end;
- if cmd = 'suit' then begin plr.GiveItem(ITEM_SUIT); g_Console_Add('player got envirosuit'); continue; end;
- if cmd = 'berserk' then begin plr.GiveItem(ITEM_MEDKIT_BLACK); g_Console_Add('player got berserk pack'); 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' then begin plr.GiveItem(ITEM_MEDKIT_LARGE); g_Console_Add('player got a medkit'); 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' then begin plr.GiveItem(ITEM_SPHERE_BLUE); g_Console_Add('player got a megasphere'); continue; end;
+ if cmd = 'recharge' then begin plr.GiveItem(ITEM_SPHERE_WHITE); g_Console_Add('player got a recharge sphere'); 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 = '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);
+ 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 = '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;
g_Console_Add('i don''t know how to give '''+cmd+'''!');
end;
exit;
a: Word;
FileName: string;
ssdir, t: string;
a: Word;
FileName: string;
ssdir, t: string;
+ st: TStream;
+ ok: Boolean;
begin
begin
+ if e_NoGraphics then Exit;
ssdir := GameDir+'/screenshots';
if not findFileCI(ssdir, true) then
begin
ssdir := GameDir+'/screenshots';
if not findFileCI(ssdir, true) then
begin
try
for a := 1 to High(Word) do
begin
try
for a := 1 to High(Word) do
begin
- FileName := Format(ssdir+'screenshot%.3d.bmp', [a]);
+ FileName := Format(ssdir+'screenshot%.3d.png', [a]);
t := FileName;
if findFileCI(t, true) then continue;
if not findFileCI(FileName) then
begin
t := FileName;
if findFileCI(t, true) then continue;
if not findFileCI(FileName) then
begin
- e_MakeScreenshot(FileName, gScreenWidth, gScreenHeight);
- g_Console_Add(Format(_lc[I_CONSOLE_SCREENSHOT], [ExtractFileName(FileName)]));
- Break;
+ ok := false;
+ st := createDiskFile(FileName);
+ try
+ e_MakeScreenshot(st, gScreenWidth, gScreenHeight);
+ ok := true;
+ finally
+ st.Free();
+ end;
+ if not ok then try DeleteFile(FileName); except end else g_Console_Add(Format(_lc[I_CONSOLE_SCREENSHOT], [ExtractFileName(FileName)]));
+ break;
end;
end;
except
end;
end;
except