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raw | patch | inline | side by side (parent: d4ac1c7)
raw | patch | inline | side by side (parent: d4ac1c7)
author | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Sun, 6 Aug 2017 08:41:13 +0000 (11:41 +0300) | ||
committer | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Sun, 6 Aug 2017 08:41:37 +0000 (11:41 +0300) |
src/game/g_game.pas | patch | blob | history | |
src/game/g_player.pas | patch | blob | history |
diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 91869e3c62de05c29f0959ea30c9b8d64e6e9de8..2ee3fbeaacc54ccb60ea805d3d655353145f0fcc 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
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
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 a jetpack'); continue; end;
if cmd = 'suit' then begin plr.GiveItem(ITEM_SUIT); g_Console_Add('player got an envirosuit'); 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 = 'stimpack' then begin plr.GiveItem(ITEM_MEDKIT_SMALL); g_Console_Add('player got a stimpack'); continue; end;
+ if cmd = 'medkit' then begin plr.GiveItem(ITEM_MEDKIT_LARGE); g_Console_Add('player got a medkit'); 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 = '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' then begin plr.GiveItem(ITEM_SPHERE_BLUE); g_Console_Add('player got a megasphere'); continue; end;
+ if cmd = 'recharge' then begin plr.GiveItem(ITEM_SPHERE_WHITE); g_Console_Add('player got a recharge sphere'); 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 = '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
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');
+ 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 = 'weapons' then
begin
plr.GiveItem(ITEM_WEAPON_SHOTGUN1);
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;
diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index e90398276756262f8eb5272e2015fae609deae20..d7f305e68757bfb287d836b28dab9d398497155b 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
result := 255; // default result: "no switch"
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
- (*
- if wantThisWeapon[FCurrWeap] then
- begin
- // these hacks implements alternating between SG and SSG; sorry
- if FCurrWeap = WEAPON_SHOTGUN1 then begin wantThisWeapon[WEAPON_SHOTGUN2] := true; Inc(wwc); end;
- if FCurrWeap = WEAPON_SHOTGUN2 then begin wantThisWeapon[WEAPON_SHOTGUN1] := true; Inc(wwc); end;
- // these hacks implements alternating between knuckles and chainsaw; sorry
- if FCurrWeap = WEAPON_KASTET then begin wantThisWeapon[WEAPON_SAW] := true; Inc(wwc); end;
- if FCurrWeap = WEAPON_SAW then begin wantThisWeapon[WEAPON_KASTET] := true; Inc(wwc); end;
- end;
- *)
// exclude currently selected weapon from the set
wantThisWeapon[FCurrWeap] := false;
// slow down alterations a little
if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
end;
// do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
+ if wwc < 1 then begin resetWeaponQueue(); exit; end;
+ //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
// try weapons in descending order
for i := High(FWeapon) downto 0 do
begin
exit;
end;
end;
+ // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
+ resetWeaponQueue();
end;
procedure TPlayer.RealizeCurrentWeapon();
FJetFuel := JET_MAX;
end;
+ ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
+ ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
+
+ ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
+ ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
+
+ ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
+ ITEM_SPHERE_WHITE:
+ if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
+ begin
+ if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
+ if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
+ end;
+
ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;