diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index baf0f630cdbe3414543ba7107537817dbd33e31c..91869e3c62de05c29f0959ea30c9b8d64e6e9de8 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
uses
g_basic, g_player, e_graphics, Classes, g_res_downloader,
- SysUtils, g_sound, g_gui, g_scripts, MAPSTRUCT, wadreader, md5;
+ SysUtils, g_sound, g_gui, MAPSTRUCT, wadreader, md5;
type
TGameSettings = record
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;
g_Game_SetLoadingText(_lc[I_LOAD_MENUS], 0, False);
g_Menu_Init();
-
- g_Scripts_Init();
- g_Scripts_Load('game.conprint("Scripts Init")');
gMusic := TMusic.Create();
gMusic.SetByName('MUSIC_MENU');
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"
if MoveButton = 1 then plr.PressKey(KEY_LEFT, time)
else if MoveButton = 2 then plr.PressKey(KEY_RIGHT, time);
- // 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));
+ // 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(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;
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
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 = '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_RED); g_Console_Add('player got the green key'); continue; end;
+ if cmd = 'bluekey' then begin plr.GiveItem(ITEM_KEY_RED); g_Console_Add('player got the blue key'); continue; end;
+
+ if (cmd = 'shotgun') or (cmd = 'sg') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN1); plr.GiveItem(ITEM_AMMO_SHELLS_BOX); g_Console_Add('player got a shotgun'); continue; end;
+ if (cmd = 'supershotgun') or (cmd = 'ssg') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN2); plr.GiveItem(ITEM_AMMO_SHELLS_BOX); g_Console_Add('player got a supershotgun'); continue; end;
+ if cmd = 'chaingun' then begin plr.GiveItem(ITEM_WEAPON_CHAINGUN); plr.GiveItem(ITEM_AMMO_BULLETS_BOX); g_Console_Add('player got a chaingun'); continue; end;
+ if (cmd = 'launcher') or (cmd = 'rocketlauncher') 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 = 'plasmagun' 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 = 'bfg' 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); 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 an ammo');
+ 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;
+
g_Console_Add('i don''t know how to give '''+cmd+'''!');
end;
exit;