X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=963f8aec27dfa4e0f4586e9ecfbbecd6c69f203c;hb=5d418dab48047a9d00fc901b1c632cd83d5182ff;hp=6379821eaf14e92508ab607c4eef8b66c41c02ec;hpb=7ceca6f36a0fc573a64108818122725bb721cde1;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 6379821..963f8ae 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -1,3 +1,18 @@ +(* 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 . + *) {$MODE DELPHI} unit g_game; @@ -285,6 +300,12 @@ var 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; @@ -483,7 +504,7 @@ begin 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; @@ -542,7 +563,7 @@ begin 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; @@ -579,14 +600,14 @@ 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 - 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; @@ -664,7 +685,7 @@ end; 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)); @@ -726,10 +747,10 @@ begin 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.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 @@ -841,8 +862,8 @@ begin 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 @@ -1201,6 +1222,71 @@ begin 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; @@ -1440,93 +1526,14 @@ 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 - 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 end; // if server // Íàáëþäàòåëü @@ -1535,7 +1542,7 @@ 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 @@ -1548,21 +1555,21 @@ 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); - 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; @@ -1571,37 +1578,37 @@ 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; - 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); @@ -1610,13 +1617,13 @@ begin 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; @@ -3662,7 +3669,7 @@ var begin if g_Game_IsClient then Exit; - g_ProcessResourceStr(gMapInfo.Map, nil, nil, @Map); + map := g_ExtractFileName(gMapInfo.Map); MessageTime := 0; gGameOn := False; @@ -3693,7 +3700,8 @@ 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); @@ -3871,7 +3879,7 @@ begin Exit; end; gExit := EXIT_ENDLEVELCUSTOM; - g_ProcessResourceStr(gMapInfo.Map, nil, nil, @Map); + Map := g_ExtractFileName(gMapInfo.Map); gNextMap := Map; end; @@ -4019,7 +4027,7 @@ begin if MapList = nil then Exit; - g_ProcessResourceStr(gMapInfo.Map, nil, nil, @Map); + Map := g_ExtractFileName(gMapInfo.Map); SortSArray(MapList); MapIndex := -255; @@ -4058,11 +4066,8 @@ begin end; function g_Game_IsTestMap(): Boolean; -var - FName, Sect, Res: String; 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(); @@ -4810,7 +4815,7 @@ begin 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 @@ -4828,10 +4833,100 @@ begin 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 = 'stimpack' then begin plr.GiveItem(ITEM_MEDKIT_SMALL); g_Console_Add('player got a stimpack'); continue; end; + if (cmd = 'medkit') or (cmd = 'medikit') or (cmd = 'medpack') or (cmd = 'medipack') then begin plr.GiveItem(ITEM_MEDKIT_LARGE); g_Console_Add('player got a '+cmd); 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') or (cmd = 'mega') then begin plr.GiveItem(ITEM_SPHERE_BLUE); g_Console_Add('player got a megasphere'); continue; end; + if (cmd = 'soulsphere') or (cmd = 'soul')then begin plr.GiveItem(ITEM_SPHERE_WHITE); g_Console_Add('player got a soul sphere'); continue; end; + + if (cmd = 'invul') or (cmd = 'invulnerability') then begin plr.GiveItem(ITEM_INVUL); g_Console_Add('player got invulnerability'); continue; end; + if (cmd = 'invis') or (cmd = 'invisibility') then begin plr.GiveItem(ITEM_INVIS); g_Console_Add('player got invisibility'); 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 = 'flamer') or (cmd = 'flamethrower') or (cmd = 'ft') then begin plr.GiveItem(ITEM_WEAPON_FLAMETHROWER); g_Console_Add('player got a flame thrower'); continue; end; + if (cmd = 'flamerzz') or (cmd = 'flamethrowerzz') or (cmd = 'ftzz') then begin plr.GiveItem(ITEM_WEAPON_FLAMETHROWER); plr.GiveItem(ITEM_AMMO_FUELCAN); g_Console_Add('player got a flame thrower'); 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); + plr.GiveItem(ITEM_AMMO_FUELCAN); + 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 = 'fuel') or (cmd = 'fuelcan') then begin plr.GiveItem(ITEM_AMMO_FUELCAN); g_Console_Add('player got fuel canister'); 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; @@ -6393,7 +6488,12 @@ begin // Debug mode: s := Find_Param_Value(pars, '--debug'); if (s <> '') then + begin g_Game_SetDebugMode(); + s := Find_Param_Value(pars, '--netdump'); + if (s <> '') then + NetDump := True; + end; // Connect when game loads ip := Find_Param_Value(pars, '-connect');