X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=5205699d0aa7ba96a3178ac26dc6b7903c69b60a;hb=935ed9a1e12d78a0c4ef4a9e9f9bf858fd2c2b56;hp=972f268810ca4c5a3fe949186dcb4f78bd760ff2;hpb=c1f5ac16c0ee5054cc0321f88e590a7a64cb3b71;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 972f268..5205699 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -237,6 +237,10 @@ var 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; @@ -1504,18 +1508,11 @@ begin result := false; end; -function isOneKeyPressed (key1: Word): Boolean; -begin - if (key1 <> 0) and e_KeyPressed(key1) 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; - rwk: Boolean; begin if (plr = nil) then exit; if (p2hack) then time := 1000 else time := 1; @@ -1559,44 +1556,104 @@ begin 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 - begin - rwk := plr.isWeaponSwitchKeyReleased(-1); - if rwk then plr.PressKey(KEY_NEXTWEAPON); - plr.weaponSwitchKeysStateChange(-1, true); - end - else - begin - plr.weaponSwitchKeysStateChange(-1, false); - end; - if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then - begin - rwk := plr.isWeaponSwitchKeyReleased(-2); - if rwk then plr.PressKey(KEY_PREVWEAPON); - plr.weaponSwitchKeysStateChange(-2, true); - end - else - begin - plr.weaponSwitchKeysStateChange(-2, false); - end; + 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 - begin if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then - begin - rwk := plr.isWeaponSwitchKeyReleased(i); - //writeln('rwk:', rwk); - plr.weaponSwitchKeysStateChange(i, true); - if rwk then plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best - end - else - begin - plr.weaponSwitchKeysStateChange(i, false); - end; + plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best + 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; + +procedure ProcessPlayerControls2 (plr: TPlayer; p: Integer; var MoveButton: Byte); + var + time: Word; + strafeDir: Byte; +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 // Íàæàòà òîëüêî "Âëåâî" + else if (not gPlayerAction[p, ACTION_MOVELEFT]) and gPlayerAction[p, ACTION_MOVERIGHT] then + MoveButton := 2 // Íàæàòà òîëüêî "Âïðàâî" + else if (not gPlayerAction[p, ACTION_MOVELEFT]) and (not gPlayerAction[p, ACTION_MOVERIGHT]) 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 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 + // Ðàíüøå áûëà íàæàòà "Âïðàâî", à ñåé÷àñ "Âëåâî" => áåæèì âïðàâî, ñìîòðèì âëåâî: + if (MoveButton = 2) and gPlayerAction[p, ACTION_MOVELEFT] then + plr.SetDirection(TDirection.D_LEFT) + // Ðàíüøå áûëà íàæàòà "Âëåâî", à ñåé÷àñ "Âïðàâî" => áåæèì âëåâî, ñìîòðèì âïðàâî: + else if (MoveButton = 1) and gPlayerAction[p, ACTION_MOVERIGHT] then + plr.SetDirection(TDirection.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 gPlayerAction[p, ACTION_MOVEUP] 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_WEAPNEXT] then plr.PressKey(KEY_NEXTWEAPON); + if gPlayerAction[p, ACTION_WEAPPREV] then plr.PressKey(KEY_PREVWEAPON); + if gPlayerAction[p, ACTION_ACTIVATE] then plr.PressKey(KEY_OPEN); + + if gPlayerAction[p, ACTION_WEAP1] then plr.QueueWeaponSwitch(WEAPON_KASTET); + if gPlayerAction[p, ACTION_WEAP2] then plr.QueueWeaponSwitch(WEAPON_SAW); + if gPlayerAction[p, ACTION_WEAP3] then plr.QueueWeaponSwitch(WEAPON_PISTOL); + if gPlayerAction[p, ACTION_WEAP4] then plr.QueueWeaponSwitch(WEAPON_SHOTGUN1); + if gPlayerAction[p, ACTION_WEAP5] then plr.QueueWeaponSwitch(WEAPON_SHOTGUN2); + if gPlayerAction[p, ACTION_WEAP6] then plr.QueueWeaponSwitch(WEAPON_CHAINGUN); + if gPlayerAction[p, ACTION_WEAP7] then plr.QueueWeaponSwitch(WEAPON_ROCKETLAUNCHER); + if gPlayerAction[p, ACTION_WEAP8] then plr.QueueWeaponSwitch(WEAPON_PLASMA); + if gPlayerAction[p, ACTION_WEAP9] then plr.QueueWeaponSwitch(WEAPON_BFG); + if gPlayerAction[p, ACTION_WEAP10] then plr.QueueWeaponSwitch(WEAPON_SUPERPULEMET); + if gPlayerAction[p, ACTION_WEAP11] then plr.QueueWeaponSwitch(WEAPON_FLAMETHROWER); + // HACK: add dynlight here if gwin_k8_enable_light_experiments then begin @@ -1890,8 +1947,10 @@ begin if gPlayer2 <> nil then gPlayer2.ReleaseKeys(); if (not gConsoleShow) and (not gChatShow) and (g_ActiveWindow = nil) then begin - processPlayerControls(gPlayer1, gGameControls.P1Control, P1MoveButton); - processPlayerControls(gPlayer2, gGameControls.P2Control, P2MoveButton, true); + //processPlayerControls(gPlayer1, gGameControls.P1Control, P1MoveButton); + //processPlayerControls(gPlayer2, gGameControls.P2Control, P2MoveButton, true); + ProcessPlayerControls2(gPlayer1, 0, P1MoveButton); + ProcessPlayerControls2(gPlayer2, 1, P2MoveButton); end // if not console else begin @@ -2362,12 +2421,14 @@ begin 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'); @@ -2382,6 +2443,14 @@ begin 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(); @@ -2411,6 +2480,24 @@ begin 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); @@ -2455,12 +2542,14 @@ begin 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'); @@ -2492,6 +2581,24 @@ begin 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; @@ -3070,10 +3177,10 @@ begin aY2 := aY + aY2 - 1; case LiftType of - 0: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 72, 36, 0); - 1: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 124, 96, 0); - 2: e_DrawFillQuad(aX, aY, aX2, aY2, 200, 80, 4, 0); - 3: e_DrawFillQuad(aX, aY, aX2, aY2, 252, 140, 56, 0); + LIFTTYPE_UP: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 72, 36, 0); + LIFTTYPE_DOWN: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 124, 96, 0); + LIFTTYPE_LEFT: e_DrawFillQuad(aX, aY, aX2, aY2, 200, 80, 4, 0); + LIFTTYPE_RIGHT: e_DrawFillQuad(aX, aY, aX2, aY2, 252, 140, 56, 0); end; end; end;