diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index e17175b141cb5c453ab94bef594f1217e47bb4b4..91869e3c62de05c29f0959ea30c9b8d64e6e9de8 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;
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;
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;
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
- 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
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
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);
- if e_KeyPressed(gGameControls.P1Control.KeyRight) then
+ if isKeyPressed(gGameControls.P1Control.KeyRight, gGameControls.P1Control.KeyRight2) then
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);
- if e_KeyPressed(gGameControls.P1Control.KeyDown) then
+ if isKeyPressed(gGameControls.P1Control.KeyDown, gGameControls.P1Control.KeyDown2) then
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;
- 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;
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;
- 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;
- 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;
- 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;
- 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;
- 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);
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;
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;