diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 6d5717cbc99520a13079b81d6076320e822d6142..81eade6f2a55ab1d42b15ba88d88cc92570d7961 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
SysUtils, Classes,
MAPDEF,
g_basic, g_player, e_graphics, g_res_downloader,
- g_sound, g_gui, utils, md5, xprofiler;
+ g_sound, g_gui, utils, md5, mempool, xprofiler,
+ g_touch;
type
TGameSettings = record
procedure DebugCommands(P: SSArray);
procedure g_Game_Process_Params;
procedure g_Game_SetLoadingText(Text: String; Max: Integer; reWrite: Boolean);
-procedure g_Game_StepLoading();
+procedure g_Game_StepLoading(Value: Integer = -1);
procedure g_Game_ClearLoading();
procedure g_Game_SetDebugMode();
procedure DrawLoadingStat();
gVotesEnabled: Boolean = True;
gEvents: Array of TGameEvent;
gDelayedEvents: Array of TDelayedEvent;
+ gUseChatSounds: Boolean = True;
gChatSounds: Array of TChatSound;
+ 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
implementation
uses
+{$IFDEF USE_NANOGL}
+ nanoGL,
+{$ELSE}
+ GL, GLExt,
+{$ENDIF}
e_texture, g_textures, g_main, g_window, g_menu,
e_input, e_log, g_console, g_items, g_map, g_panel,
g_playermodel, g_gfx, g_options, g_weapons, Math,
g_triggers, g_monsters, e_sound, CONFIG,
g_language, g_net,
- ENet, e_msg, g_netmsg, g_netmaster, GL, GLExt,
+ ENet, e_msg, g_netmsg, g_netmaster,
sfs, wadreader, g_holmes;
EndingGameCounter: Byte = 0;
MessageText: String;
MessageTime: Word;
+ MessageLineLength: Integer = 80;
MapList: SSArray = nil;
MapIndex: Integer = -1;
MegaWAD: record
reliableUpdate: Boolean;
begin
g_ResetDynlights();
+ framePool.reset();
+
// Ïîðà âûêëþ÷àòü èãðó:
if gExit = EXIT_QUIT then
Exit;
if (not g_Game_IsClient) and
(
(
- (e_KeyPressed(IK_RETURN) or e_KeyPressed(IK_KPRETURN) or e_KeyPressed(IK_SPACE))
+ (
+ e_KeyPressed(IK_RETURN) or e_KeyPressed(IK_KPRETURN) or e_KeyPressed(IK_SPACE) or
+ e_KeyPressed(VK_FIRE) or e_KeyPressed(VK_OPEN)
+ )
and (not gJustChatted) and (not gConsoleShow) and (not gChatShow)
and (g_ActiveWindow = nil)
)
begin
if g_ActiveWindow = nil then
begin
- if e_KeyPressed(gGameControls.GameControls.Chat) then
+ if e_KeyPressed(gGameControls.GameControls.Chat) or e_KeyPressed(VK_CHAT) then
g_Console_Chat_Switch(False)
- else if (e_KeyPressed(gGameControls.GameControls.TeamChat)) and
+ else if (e_KeyPressed(gGameControls.GameControls.TeamChat) or e_KeyPressed(VK_TEAM)) and
(gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
g_Console_Chat_Switch(True);
end;
end else
if not gChatEnter then
if (not e_KeyPressed(gGameControls.GameControls.Chat))
- and (not e_KeyPressed(gGameControls.GameControls.TeamChat)) then
+ and (not e_KeyPressed(gGameControls.GameControls.TeamChat))
+ and (not e_KeyPressed(VK_CHAT))
+ and (not e_KeyPressed(VK_TEAM)) then
gChatEnter := True;
// Ñòàòèñòèêà ïî Tab:
if gGameOn then
IsDrawStat := (not gConsoleShow) and (not gChatShow) and
(gGameSettings.GameType <> GT_SINGLE) and
- e_KeyPressed(gGameControls.GameControls.Stat);
+ (e_KeyPressed(gGameControls.GameControls.Stat) or e_KeyPressed(VK_STATUS));
// Èãðà èäåò:
if gGameOn and not gPause and (gState <> STATE_FOLD) then
e_WriteLog('Changing resolution', TMsgType.Notify);
g_Game_ChangeResolution(gRC_Width, gRC_Height, gRC_FullScreen, gRC_Maximized);
gResolutionChange := False;
+ g_ActiveWindow := nil;
end;
// Íóæíî ñìåíèòü ÿçûê:
end;
// Äåëàåì ñêðèíøîò (íå ÷àùå 200 ìèëëèñåêóíä):
- if e_KeyPressed(gGameControls.GameControls.TakeScreenshot) then
+ if e_KeyPressed(gGameControls.GameControls.TakeScreenshot) or e_KeyPressed(VK_PRINTSCR) then
if (GetTimer()-LastScreenShot) > 200000 div 1000 then
begin
g_TakeScreenShot();
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] := AnsiLowerCase(cfg.ReadStr(IntToStr(i), 'Tag' + IntToStr(j), ''));
+ gChatSounds[i].Tags[j] := toLowerCase1251(cfg.ReadStr(IntToStr(i), 'Tag' + IntToStr(j), ''));
gChatSounds[i].FullWord := cfg.ReadBool(IntToStr(i), 'FullWord', False);
end;
end;
g_Frames_CreateWAD(nil, 'FRAMES_TELEPORT', GameWAD+':TEXTURES\TELEPORT', 64, 64, 10, False);
+ g_Frames_CreateWAD(nil, 'FRAMES_PUNCH', GameWAD+':TEXTURES\PUNCH', 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_DOOROPEN', GameWAD+':SOUNDS\DOOROPEN');
g_Texture_Delete('TEXTURE_PLAYER_TALKBUBBLE');
g_Texture_Delete('TEXTURE_PLAYER_INVULPENTA');
g_Frames_DeleteByName('FRAMES_TELEPORT');
+ g_Frames_DeleteByName('FRAMES_PUNCH');
g_Sound_Delete('SOUND_GAME_TELEPORT');
g_Sound_Delete('SOUND_GAME_NOTELEPORT');
g_Sound_Delete('SOUND_GAME_DOOROPEN');
g_ProcessMessages();
- if e_KeyPressed(IK_TAB) then
+ if e_KeyPressed(IK_TAB) or e_KeyPressed(VK_STATUS) then
begin
if not gStatsPressed then
begin
* glBlendFunc(GL_DST_ALPHA, GL_ONE);
* draw all geometry up to and including walls (with alpha-testing, probably) -- this does lighting
*)
-
wassc := (glIsEnabled(GL_SCISSOR_TEST) <> 0);
if wassc then glGetIntegerv(GL_SCISSOR_BOX, @scxywh[0]) else glGetIntegerv(GL_VIEWPORT, @scxywh[0]);
px := p.GameX + PLAYER_RECT_CX;
py := p.GameY + PLAYER_RECT_CY+p.Obj.slopeUpLeft;
- if (g_dbg_scale = 1.0) then
+ if (g_dbg_scale = 1.0) and (not g_dbg_ignore_bounds) then
begin
if (px > (gPlayerScreenSize.X div 2)) then a := -px+(gPlayerScreenSize.X div 2) else a := 0;
if (py > (gPlayerScreenSize.Y div 2)) then b := -py+(gPlayerScreenSize.Y div 2) else b := 0;
//conwritefln('OLD: (%s,%s)-(%s,%s)', [sX, sY, sWidth, sHeight]);
fixViewportForScale();
//conwritefln(' (%s,%s)-(%s,%s)', [sX, sY, sWidth, sHeight]);
+
+ if (g_dbg_scale <> 1.0) and (not g_dbg_ignore_bounds) then
+ begin
+ if (sX+sWidth > gMapInfo.Width) then sX := gMapInfo.Width-sWidth;
+ if (sY+sHeight > gMapInfo.Height) then sY := gMapInfo.Height-sHeight;
+ if (sX < 0) then sX := 0;
+ if (sY < 0) then sY := 0;
+
+ if (gBackSize.X <= gPlayerScreenSize.X) or (gMapInfo.Width <= sWidth) then c := 0 else c := trunc((gBackSize.X-gPlayerScreenSize.X)*sX/(gMapInfo.Width-sWidth));
+ if (gBackSize.Y <= gPlayerScreenSize.Y) or (gMapInfo.Height <= sHeight) then d := 0 else d := trunc((gBackSize.Y-gPlayerScreenSize.Y)*sY/(gMapInfo.Height-sHeight));
+ end;
+
+ //r_smallmap_h: 0: left; 1: center; 2: right
+ //r_smallmap_v: 0: top; 1: center; 2: bottom
+ // horiz small map?
+ if (gMapInfo.Width = sWidth) then
+ begin
+ sX := 0;
+ end
+ else if (gMapInfo.Width < sWidth) then
+ begin
+ case r_smallmap_h of
+ 1: sX := -((sWidth-gMapInfo.Width) div 2); // center
+ 2: sX := -(sWidth-gMapInfo.Width); // right
+ else sX := 0; // left
+ end;
+ end;
+ // vert small map?
+ if (gMapInfo.Height = sHeight) then
+ begin
+ sY := 0;
+ end
+ else if (gMapInfo.Height < sHeight) then
+ begin
+ case r_smallmap_v of
+ 1: sY := -((sHeight-gMapInfo.Height) div 2); // center
+ 2: sY := -(sHeight-gMapInfo.Height); // bottom
+ else sY := 0; // top
+ end;
+ end;
+
p.viewPortX := sX;
p.viewPortY := sY;
p.viewPortW := sWidth;
if gGameOn then drawProfilers();
g_Holmes_DrawUI();
+
+ g_Touch_Draw;
end;
procedure g_Game_Quit();
g_PlayerModel_FreeData();
g_Texture_DeleteAll();
g_Frames_DeleteAll();
- g_Menu_Free();
+ //g_Menu_Free(); //k8: this segfaults after resolution change; who cares?
if NetInitDone then g_Net_Free;
gPlayer2.Name := gPlayer2Settings.Name;
end;
+ g_Game_SetLoadingText(_lc[I_LOAD_HOST], 0, False);
+ if NetForwardPorts then
+ g_Game_SetLoadingText(_lc[I_LOAD_PORTS], 0, False);
+
// Ñòàðòóåì ñåðâåð
if not g_Net_Host(IPAddr, Port, NetMaxClients) then
begin
ProcessLoading(true);
- if e_KeyPressed(IK_ESCAPE) or e_KeyPressed(IK_SPACE) then
+ if e_KeyPressed(IK_ESCAPE) or e_KeyPressed(IK_SPACE) or e_KeyPressed(VK_ESCAPE) then
begin
State := 0;
break;
gWADHash := MD5File(MapsDir + NewWAD);
g_Game_LoadWAD(NewWAD);
end else
- // hash recieved in MC_RECV_GameEvent -> NET_EV_MAPSTART
+ // hash received in MC_RECV_GameEvent -> NET_EV_MAPSTART
g_Game_ClientWAD(NewWAD, gWADHash);
end else
ResName := Map;
procedure g_Game_Message(Msg: string; Time: Word);
begin
- MessageText := b_Text_Format(Msg);
+ MessageLineLength := (gScreenWidth - 204) div e_CharFont_GetMaxWidth(gMenuFont);
+ MessageText := b_Text_Wrap(b_Text_Format(Msg), MessageLineLength);
MessageTime := Time;
end;
procedure g_Game_ChatSound(Text: String; Taunt: Boolean = True);
+const
+ punct: Array[0..13] of String =
+ ('.', ',', ':', ';', '!', '?', '(', ')', '''', '"', '/', '\', '*', '^');
var
i, j: Integer;
ok: Boolean;
fpText: String;
+ function IsPunctuation(S: String): Boolean;
+ var
+ i: Integer;
+ begin
+ Result := False;
+ if Length(S) <> 1 then
+ Exit;
+ for i := Low(punct) to High(punct) do
+ if S = punct[i] then
+ begin
+ Result := True;
+ break;
+ end;
+ end;
function FilterPunctuation(S: String): String;
+ var
+ i: Integer;
begin
- S := StringReplace(S, '.', ' ', [rfReplaceAll]);
- S := StringReplace(S, ',', ' ', [rfReplaceAll]);
- S := StringReplace(S, ':', ' ', [rfReplaceAll]);
- S := StringReplace(S, ';', ' ', [rfReplaceAll]);
- S := StringReplace(S, '!', ' ', [rfReplaceAll]);
- S := StringReplace(S, '?', ' ', [rfReplaceAll]);
+ for i := Low(punct) to High(punct) do
+ S := StringReplace(S, punct[i], ' ', [rfReplaceAll]);
Result := S;
end;
begin
- g_Sound_PlayEx('SOUND_GAME_RADIO');
+ ok := False;
- if Taunt and (gChatSounds <> nil) and (Pos(': ', Text) > 0) then
+ if gUseChatSounds and Taunt and (gChatSounds <> nil) and (Pos(': ', Text) > 0) then
begin
// remove player name
Delete(Text, 1, Pos(': ', Text) + 2 - 1);
// for FullWord check
- Text := AnsiLowerCase(' ' + Text + ' ');
+ Text := toLowerCase1251(' ' + Text + ' ');
fpText := FilterPunctuation(Text);
for i := 0 to Length(gChatSounds) - 1 do
ok := True;
for j := 0 to Length(gChatSounds[i].Tags) - 1 do
begin
- if gChatSounds[i].FullWord and
- (gChatSounds[i].Tags[j] <> '.') and (gChatSounds[i].Tags[j] <> ',') and
- (gChatSounds[i].Tags[j] <> ':') and (gChatSounds[i].Tags[j] <> ';') and
- (gChatSounds[i].Tags[j] <> '!') and (gChatSounds[i].Tags[j] <> '?') then
+ if gChatSounds[i].FullWord and (not IsPunctuation(gChatSounds[i].Tags[j])) then
ok := Pos(' ' + gChatSounds[i].Tags[j] + ' ', fpText) > 0
else
ok := Pos(gChatSounds[i].Tags[j], Text) > 0;
end;
end;
end;
+ if not ok then
+ g_Sound_PlayEx('SOUND_GAME_RADIO');
end;
procedure g_Game_Announce_GoodShot(SpawnerUID: Word);
ProcessLoading(true);
end;
-procedure g_Game_StepLoading();
+procedure g_Game_StepLoading(Value: Integer = -1);
begin
with LoadingStat do
begin
- Inc(CurValue);
- Inc(ShowCount);
- if (ShowCount > LOADING_SHOW_STEP) then
+ if Value = -1 then
+ begin
+ Inc(CurValue);
+ Inc(ShowCount);
+ end
+ else
+ CurValue := Value;
+ if (ShowCount > LOADING_SHOW_STEP) or (Value > -1) then
begin
ShowCount := 0;
ProcessLoading();
conRegVar('dbg_holmes', @g_holmes_enabled, 'enable/disable Holmes', 'Holmes', true);
- conRegVar('dbg_scale', @g_dbg_scale, 0.01, 100.0, 'experimental deBUG scale mode', '', false);
+ conRegVar('dbg_ignore_level_bounds', @g_dbg_ignore_bounds, 'ignore level bounds', '', false);
+
+ conRegVar('r_scale', @g_dbg_scale, 0.01, 100.0, 'render scale', '', false);
conRegVar('light_enabled', @gwin_k8_enable_light_experiments, 'enable/disable dynamic lighting', 'lighting');
conRegVar('light_player_halo', @g_playerLight, 'enable/disable player halo', 'player light halo');
+
+ conRegVar('r_smallmap_align_h', @r_smallmap_h, 'halign: 0: left; 1: center; 2: right', 'horizontal aligning of small maps');
+ conRegVar('r_smallmap_align_v', @r_smallmap_v, 'valign: 0: top; 1: center; 2: bottom', 'vertial aligning of small maps');
end.