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raw | patch | inline | side by side (parent: 935ed9a)
raw | patch | inline | side by side (parent: 935ed9a)
author | DeaDDooMER <deaddoomer@deadsoftware.ru> | |
Sun, 31 Mar 2019 19:19:42 +0000 (22:19 +0300) | ||
committer | DeaDDooMER <deaddoomer@deadsoftware.ru> | |
Fri, 5 Apr 2019 22:19:12 +0000 (01:19 +0300) |
src/game/g_console.pas | patch | blob | history | |
src/game/g_game.pas | patch | blob | history | |
src/game/g_main.pas | patch | blob | history |
diff --git a/src/game/g_console.pas b/src/game/g_console.pas
index ecc6677e9d30b0b97ecffbc8e9a378d40520b011..21b056f66130f629832193af63b51ed096abd1e5 100644 (file)
--- a/src/game/g_console.pas
+++ b/src/game/g_console.pas
utils; // for SSArray
const
- ACTION_MOVEUP = 1;
- ACTION_MOVEDOWN = 2;
- ACTION_MOVELEFT = 3;
- ACTION_MOVERIGHT = 4;
- ACTION_SPEED = 5;
+ ACTION_JUMP = 0;
+ ACTION_MOVELEFT = 1;
+ ACTION_MOVERIGHT = 2;
+ ACTION_LOOKDOWN = 3;
+ ACTION_LOOKUP = 4;
+ ACTION_ATTACK = 5;
ACTION_SCORES = 6;
- ACTION_LOOKDOWN = 7;
- ACTION_LOOKUP = 8;
- ACTION_ATTACK = 9;
- ACTION_ACTIVATE = 10;
- ACTION_STRAFE = 11;
- ACTION_WEAPNEXT = 12;
- ACTION_WEAPPREV = 13;
- ACTION_WEAP1 = 14;
- ACTION_WEAP2 = 15;
- ACTION_WEAP3 = 16;
- ACTION_WEAP4 = 17;
- ACTION_WEAP5 = 18;
- ACTION_WEAP6 = 19;
- ACTION_WEAP7 = 20;
- ACTION_WEAP8 = 21;
- ACTION_WEAP9 = 22;
- ACTION_WEAP10 = 23;
- ACTION_WEAP11 = 24;
-
- LAST_ACTION = ACTION_WEAP11;
- MAX_ACTION_WEAP = ACTION_WEAP11 - ACTION_WEAP1 + 1;
+ ACTION_ACTIVATE = 7;
+ ACTION_STRAFE = 8;
+ ACTION_WEAPNEXT = 9;
+ ACTION_WEAPPREV = 10;
+
+ FIRST_ACTION = ACTION_JUMP;
+ LAST_ACTION = ACTION_WEAPPREV;
procedure g_Console_Init ();
procedure g_Console_Update ();
function g_Console_CommandBlacklisted (C: AnsiString): Boolean;
procedure g_Console_ReadConfig (filename: String);
+function g_Console_Interactive: Boolean;
+function g_Console_Action (action: Integer): Boolean;
procedure g_Console_ProcessBind (key: Integer; down: Boolean);
procedure conwriteln (const s: AnsiString; show: Boolean=false);
gChatShow: Boolean = false;
gChatTeam: Boolean = false;
gAllowConsoleMessages: Boolean = true;
- gChatEnter: Boolean = true;
gJustChatted: Boolean = false; // ÷òîáû àäìèí â èíòåðå ÷àòÿñü íå ïðîìàòûâàë ñòàòèñòèêó
- gPlayerAction: Array [0..1, 0..LAST_ACTION] of Boolean; // [player, action]
+ gPlayerAction, gDefaultAction: Array [0..1, 0..LAST_ACTION] of Boolean; // [player, action]
implementation
ptr: Pointer; // various data
msg: AnsiString; // message for var changes
cheat: Boolean;
+ action: Integer; // >= 0 for action commands
+ player: Integer; // used for action commands
end;
TAlias = record
Msg: AnsiString;
Time: Word;
end;
+
+ bindDown, bindProcess: Boolean;
gInputBinds: Array [0..e_MaxInputKeys - 1] of record
- cmd: AnsiString
+ commands: SSArray;
end;
- bindDown, bindProcess: Boolean;
// poor man's floating literal parser; i'm sorry, but `StrToFloat()` sux cocks
cp.ptr := pvar;
cp.msg := amsg;
cp.cheat := acheat;
+ cp.action := -1;
+ cp.player := -1;
end;
cp.ptr := pvar;
cp.msg := amsg;
cp.cheat := acheat;
+ cp.action := -1;
+ cp.player := -1;
end;
cp.ptr := pv;
cp.msg := amsg;
cp.cheat := acheat;
+ cp.action := -1;
+ cp.player := -1;
end;
Whitelist[a] := LowerCase(cmd);
end;
-procedure AddCommand(cmd: AnsiString; proc: TCmdProc; ahelp: AnsiString=''; ahidden: Boolean=false; acheat: Boolean=false);
-var
- a: Integer;
- cp: PCommand;
-begin
- SetLength(commands, Length(commands)+1);
- a := High(commands);
- cp := @commands[a];
- cp.cmd := LowerCase(cmd);
- cp.proc := proc;
- cp.procEx := nil;
- cp.help := ahelp;
- cp.hidden := ahidden;
- cp.ptr := nil;
- cp.msg := '';
- cp.cheat := acheat;
-end;
-
-
procedure segfault (p: SSArray);
var
pp: PByte = nil;
pp^ := 0;
end;
-
procedure BindCommands (p: SSArray);
- var cmd, key, act: AnsiString; i: Integer;
+ var cmd, key, act: AnsiString; i, j: Integer;
begin
cmd := LowerCase(p[0]);
case cmd of
if Length(p) = 3 then
begin
key := LowerCase(p[1]);
- act := p[2];
i := 0;
while (i < e_MaxInputKeys) and (key <> LowerCase(e_KeyNames[i])) do inc(i);
if i < e_MaxInputKeys then
- gInputBinds[i].cmd := act
+ gInputBinds[i].commands := ParseAlias(p[2])
end;
'bindlist':
for i := 0 to e_MaxInputKeys - 1 do
- if gInputBinds[i].cmd <> '' then
- g_Console_Add(LowerCase(e_KeyNames[i]) + ' "' + gInputBinds[i].cmd + '"');
+ begin
+ if gInputBinds[i].commands <> nil then
+ begin
+ act := gInputBinds[i].commands[0];
+ for j := 1 to High(gInputBinds[i].commands) do
+ act := act + ' ;' + gInputBinds[i].commands[j];
+ g_Console_Add(LowerCase(e_KeyNames[i]) + ' "' + act + '"')
+ end
+ end;
'unbind':
// unbind <key>
if Length(p) = 2 then
i := 0;
while (i < e_MaxInputKeys) and (key <> LowerCase(e_KeyNames[i])) do inc(i);
if i < e_MaxInputKeys then
- gInputBinds[i].cmd := ''
+ gInputBinds[i].commands := nil
end;
'unbindall':
for i := 0 to e_MaxInputKeys - 1 do
- gInputBinds[i].cmd := '';
+ if gInputBinds[i].commands <> nil then
+ gInputBinds[i].commands := nil;
'bindkeys':
for i := 0 to e_MaxInputKeys - 1 do
if e_KeyNames[i] <> '' then
- g_Console_Add(IntToStr(i) + ': ' + LowerCase(e_KeyNames[i]));
+ g_Console_Add(LowerCase(e_KeyNames[i]));
end
end;
-
-procedure KeyActionCommands (p: SSArray);
- var cmd: AnsiString; val: Boolean; player, action, offset: Integer;
+procedure AddCommand(cmd: AnsiString; proc: TCmdProc; ahelp: AnsiString=''; ahidden: Boolean=false; acheat: Boolean=false);
+var
+ a: Integer;
+ cp: PCommand;
begin
- // syntax: ("+" | "-") ["p" digit "_"] Command
- cmd := LowerCase(p[0]);
+ SetLength(commands, Length(commands)+1);
+ a := High(commands);
+ cp := @commands[a];
+ cp.cmd := LowerCase(cmd);
+ cp.proc := proc;
+ cp.procEx := nil;
+ cp.help := ahelp;
+ cp.hidden := ahidden;
+ cp.ptr := nil;
+ cp.msg := '';
+ cp.cheat := acheat;
+ cp.action := -1;
+ cp.player := -1;
+end;
- if cmd[1] = '+' then
- val := (not bindProcess) or (bindProcess and bindDown)
- else if cmd[1] = '-' then
- val := bindProcess and bindDown
- else
- Exit;
+procedure AddAction (cmd: AnsiString; action: Integer; help: AnsiString = ''; hidden: Boolean = False; cheat: Boolean = False);
+ const
+ PrefixList: array [0..1] of AnsiString = ('+', '-');
+ PlayerList: array [0..1] of Integer = (1, 2);
+ var
+ s: AnsiString;
+ i: Integer;
- player := 0;
- offset := 2;
- if (Length(cmd) >= 4) and (cmd[2] = 'p') and (cmd[3] >= '1') and (cmd[3] <= '9') and (cmd[4] = '_') then
+ procedure NewAction (cmd: AnsiString; player: Integer);
+ var cp: PCommand;
begin
- player := ord(cmd[3]) - ord('1') - 1;
- offset := 5;
+ SetLength(commands, Length(commands) + 1);
+ cp := @commands[High(commands)];
+ cp.cmd := LowerCase(cmd);
+ cp.proc := nil;
+ cp.procEx := nil;
+ cp.help := help;
+ cp.hidden := hidden;
+ cp.ptr := nil;
+ cp.msg := '';
+ cp.cheat := cheat;
+ cp.action := action;
+ cp.player := player;
end;
- case Copy(cmd, offset) of
- 'moveup': action := ACTION_MOVEUP;
- 'movedown': action := ACTION_MOVEDOWN;
- 'moveleft': action := ACTION_MOVELEFT;
- 'moveright': action := ACTION_MOVERIGHT;
- 'speed': action := ACTION_SPEED;
- 'scores': action := ACTION_SCORES;
- 'lookup': action := ACTION_LOOKUP;
- 'lookdown': action := ACTION_LOOKDOWN;
- 'attack': action := ACTION_ATTACK;
- 'activate': action := ACTION_ACTIVATE;
- 'strafe': action := ACTION_STRAFE;
- 'weapnext': action := ACTION_WEAPNEXT;
- 'weapprev': action := ACTION_WEAPPREV;
- else
- Exit
- end;
-
- gPlayerAction[player, action] := val;
-end;
-
-procedure ActionCommands (p: SSArray);
- var cmd: AnsiString; i, player, offset, action: Integer;
begin
- cmd := LowerCase(p[0]);
-
- player := 0;
- offset := 1;
- if (Length(cmd) >= 3) and (cmd[1] = 'p') and (cmd[2] >= '1') and (cmd[2] <= '9') and (cmd[3] = '_') then
+ ASSERT(action >= 0);
+ ASSERT(action <= LAST_ACTION);
+ for s in PrefixList do
begin
- player := ord(cmd[2]) - ord('1') - 1;
- offset := 4;
- end;
-
- case Copy(cmd, offset) of
- 'weapnext': action := ACTION_WEAPNEXT;
- 'weapprev': action := ACTION_WEAPPREV;
- 'weapon':
- if Length(p) = 2 then
- begin
- i := StrToInt(p[1]);
- if (i > 0) and (i <= MAX_ACTION_WEAP) then
- action := ACTION_WEAP1 + i - 1
- else
- Exit
- end
- else
- Exit;
- end;
-
- gPlayerAction[player, action] := bindDown;
+ NewAction(s + cmd, 0);
+ for i in PlayerList do
+ NewAction(s + 'p' + IntToStr(i) + '_' + cmd, i - 1)
+ end
end;
procedure g_Console_Init();
- const
- PrefixList: array [0..1] of AnsiString = ('+', '-');
- PlayerList: array [0..2] of AnsiString = ('', 'p1_', 'p2_');
- KeyActionList: array [0..12] of AnsiString = ('moveup', 'movedown', 'moveleft', 'moveright', 'speed', 'scores', 'lookup', 'lookdown', 'attack', 'activate', 'strafe', 'weapnext', 'weapprev');
- ActionList: array [0..2] of AnsiString = ('weapnext', 'weapprev', 'weapon');
var
a: Integer;
- s0, s1, s2: AnsiString;
begin
g_Texture_CreateWAD(ID, GameWAD+':TEXTURES\CONSOLE');
Cons_Y := -(gScreenHeight div 2);
AddCommand('unbindall', BindCommands);
AddCommand('bindkeys', BindCommands);
- for s0 in PrefixList do
- for s1 in PlayerList do
- for s2 in KeyActionList do
- AddCommand(s0 + s1 + s2, KeyActionCommands);
-
- for s1 in PlayerList do
- for s2 in ActionList do
- AddCommand(s1 + s2, ActionCommands);
+ AddAction('jump', ACTION_JUMP);
+ AddAction('moveleft', ACTION_MOVELEFT);
+ AddAction('moveright', ACTION_MOVERIGHT);
+ AddAction('lookup', ACTION_LOOKUP);
+ AddAction('lookdown', ACTION_LOOKDOWN);
+ AddAction('attack', ACTION_ATTACK);
+ AddAction('scores', ACTION_SCORES);
+ AddAction('activate', ACTION_ACTIVATE);
+ AddAction('strafe', ACTION_STRAFE);
+ AddAction('weapnext', ACTION_WEAPNEXT);
+ AddAction('weapprev', ACTION_WEAPPREV);
AddCommand('clear', ConsoleCommands, 'clear console');
AddCommand('clearhistory', ConsoleCommands);
AddCommand('vote', GameCommands);
AddCommand('clientlist', GameCommands);
AddCommand('event', GameCommands);
+ AddCommand('screenshot', GameCommands);
+ AddCommand('togglechat', GameCommands);
+ AddCommand('toggleteamchat', GameCommands);
+ AddCommand('weapon', GameCommands);
+ AddCommand('p1_weapon', GameCommands);
+ AddCommand('p2_weapon', GameCommands);
AddCommand('god', GameCheats);
AddCommand('notarget', GameCheats);
WhitelistCommand('g_scorelimit');
WhitelistCommand('g_timelimit');
- g_Console_Add(Format(_lc[I_CONSOLE_WELCOME], [GAME_VERSION]));
- g_Console_Add('');
-
g_Console_ReadConfig(GameDir + '/dfconfig.cfg');
g_Console_ReadConfig(GameDir + '/autoexec.cfg');
+
+ g_Console_Add(Format(_lc[I_CONSOLE_WELCOME], [GAME_VERSION]));
+ g_Console_Add('');
end;
procedure g_Console_Update();
procedure g_Console_Switch();
begin
- if gChatShow then Exit;
+ gChatShow := False;
gConsoleShow := not gConsoleShow;
Cons_Shown := True;
g_Touch_ShowKeyboard(gConsoleShow or gChatShow);
procedure g_Console_Chat_Switch(Team: Boolean = False);
begin
- if gConsoleShow then Exit;
if not g_Game_IsNet then Exit;
+ gConsoleShow := False;
gChatShow := not gChatShow;
gChatTeam := Team;
- if gChatShow then
- gChatEnter := False;
Line := '';
CPos := 1;
g_Touch_ShowKeyboard(gConsoleShow or gChatShow);
procedure g_Console_Char(C: AnsiChar);
begin
- if gChatShow and (not gChatEnter) then
- Exit;
+// if gChatShow then
+// Exit;
Insert(C, Line, CPos);
CPos := CPos + 1;
end;
begin
if commands[i].cmd = LowerCase(Arr[0]) then
begin
+ if commands[i].action >= 0 then
+ begin
+ if bindProcess then
+ begin
+ if bindDown then
+ gPlayerAction[commands[i].player, commands[i].action] := commands[i].cmd[1] = '+'
+ else
+ gPlayerAction[commands[i].player, commands[i].action] := gDefaultAction[commands[i].player, commands[i].action]
+ end
+ else
+ begin
+ gPlayerAction[commands[i].player, commands[i].action] := commands[i].cmd[1] = '+';
+ gDefaultAction[commands[i].player, commands[i].action] := commands[i].cmd[1] = '+'
+ end;
+ exit
+ end
+ else if bindProcess and not bindDown then
+ begin
+ (* command is not action, so do not execute it again after button release *)
+ exit
+ end;
+
if assigned(commands[i].procEx) then
begin
commands[i].procEx(@commands[i], Arr);
- exit;
+ exit
end;
if assigned(commands[i].proc) then
begin
commands[i].proc(Arr);
- exit;
- end;
- end;
+ exit
+ end
+ end
end;
g_Console_Add(Format(_lc[I_CONSOLE_UNKNOWN], [Arr[0]]));
end;
+function g_Console_Interactive: Boolean;
+begin
+ Result := not bindProcess
+end;
+
+function g_Console_Action (action: Integer): Boolean;
+ var i, len: Integer;
+begin
+ ASSERT(action >= 0);
+ ASSERT(action <= LAST_ACTION);
+ i := 0;
+ len := Length(gPlayerAction);
+ while (i < len) and (not gPlayerAction[i, action]) do inc(i);
+ Result := i < len
+end;
+
procedure g_Console_ProcessBind (key: Integer; down: Boolean);
+ var i: Integer;
begin
- if (key >= 0) and (key < e_MaxInputKeys) and (gInputBinds[key].cmd <> '') then
+ if (not gChatShow) and (not gConsoleShow) and (key >= 0) and (key < e_MaxInputKeys) and (gInputBinds[key].commands <> nil) then
begin
bindDown := down;
bindProcess := True;
- g_Console_Process(gInputBinds[key].cmd, True);
+ for i := 0 to High(gInputBinds[key].commands) do
+ g_Console_Process(gInputBinds[key].commands[i], True);
bindProcess := False;
end
end;
while (i <= len) and (s[i] <= ' ') do inc(i);
(* skip comments *)
if (i <= len) and ((s[i] <> '#') and ((i + 1 > len) or (s[i] <> '/') or (s[i + 1] <> '/'))) then
- g_Console_Process(s)
+ g_Console_Process(s, True)
end
end;
CloseFile(f)
diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 5205699d0aa7ba96a3178ac26dc6b7903c69b60a..06afe8e3c5190102f67d0ee515b033f128e1dc13 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
var
hasPBarGfx: Boolean = false;
+ nextQueueWeapon: Array [0..1] of Integer = (-1, -1); // [player]
// ////////////////////////////////////////////////////////////////////////// //
FPSCounter, UPSCounter: Word;
FPSTime, UPSTime: LongWord;
DataLoaded: Boolean = False;
- LastScreenShot: Int64;
IsDrawStat: Boolean = False;
CustomStat: TEndCustomGameStat;
SingleStat: TEndSingleGameStat;
gPauseMain := false;
gPauseHolmes := false;
gTime := 0;
- LastScreenShot := 0;
{e_MouseInfo.Accel := 1.0;}
goto retry;
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(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 isKeyPressed(KeyLeft, KeyLeft2) then plr.SetDirection(TDirection.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(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 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;
-
- // 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);
+procedure ProcessPlayerControls (plr: TPlayer; p: Integer; var MoveButton: Byte);
var
time: Word;
strafeDir: Byte;
MoveButton := MoveButton or (strafeDir shl 4);
// Îñòàëüíûå êëàâèøè:
- if gPlayerAction[p, ACTION_MOVEUP] then plr.PressKey(KEY_JUMP, time);
+ if gPlayerAction[p, ACTION_JUMP] 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_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);
+ if nextQueueWeapon[p] >= 0 then
+ begin
+ plr.QueueWeaponSwitch(nextQueueWeapon[p]);
+ nextQueueWeapon[p] := -1
+ end;
// HACK: add dynlight here
if gwin_k8_enable_light_experiments then
g_Serverlist_Control(slCurrent, slTable);
end;
- if g_Game_IsNet then
- if not gConsoleShow then
- if not gChatShow then
- begin
- if g_ActiveWindow = nil then
- begin
- if e_KeyPressed(gGameControls.GameControls.Chat) or e_KeyPressed(VK_CHAT) then
- g_Console_Chat_Switch(False)
- else if (e_KeyPressed(gGameControls.GameControls.TeamChat) or e_KeyPressed(VK_TEAM)) and
- (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
- g_Console_Chat_Switch(True);
- end;
- end else
- if not gChatEnter then
- if (not e_KeyPressed(gGameControls.GameControls.Chat))
- and (not e_KeyPressed(gGameControls.GameControls.TeamChat))
- and (not e_KeyPressed(VK_CHAT))
- and (not e_KeyPressed(VK_TEAM)) then
- gChatEnter := True;
-
// Ñòàòèñòèêà ïî Tab:
if gGameOn then
- IsDrawStat := (not gConsoleShow) and (not gChatShow) and
- (gGameSettings.GameType <> GT_SINGLE) and
- (e_KeyPressed(gGameControls.GameControls.Stat) or e_KeyPressed(VK_STATUS));
+ IsDrawStat := (not gConsoleShow) and (not gChatShow) and (gGameSettings.GameType <> GT_SINGLE) and g_Console_Action(ACTION_SCORES);
// Èãðà èäåò:
if gGameOn and not gPause and (gState <> STATE_FOLD) then
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);
- ProcessPlayerControls2(gPlayer1, 0, P1MoveButton);
- ProcessPlayerControls2(gPlayer2, 1, P2MoveButton);
+ ProcessPlayerControls(gPlayer1, 0, P1MoveButton);
+ ProcessPlayerControls(gPlayer2, 1, P2MoveButton);
end // if not console
else
begin
begin
if not gSpectKeyPress then
begin
- if isKeyPressed(gGameControls.P1Control.KeyJump, gGameControls.P1Control.KeyJump2)
- and (not gSpectAuto) then
+ if gPlayerAction[0, ACTION_JUMP] and (not gSpectAuto) then
begin
// switch spect mode
case gSpectMode of
if (gSpectMode = SPECT_MAPVIEW)
and (not gSpectAuto) then
begin
- if isKeyPressed(gGameControls.P1Control.KeyLeft, gGameControls.P1Control.KeyLeft2) then
+ if gPlayerAction[0, ACTION_MOVELEFT] then
gSpectX := Max(gSpectX - gSpectStep, 0);
- if isKeyPressed(gGameControls.P1Control.KeyRight, gGameControls.P1Control.KeyRight2) then
+ if gPlayerAction[0, ACTION_MOVERIGHT] then
gSpectX := Min(gSpectX + gSpectStep, gMapInfo.Width - gScreenWidth);
- if isKeyPressed(gGameControls.P1Control.KeyUp, gGameControls.P1Control.KeyUp2) then
+ if gPlayerAction[0, ACTION_LOOKUP] then
gSpectY := Max(gSpectY - gSpectStep, 0);
- if isKeyPressed(gGameControls.P1Control.KeyDown, gGameControls.P1Control.KeyDown2) then
+ if gPlayerAction[0, ACTION_LOOKDOWN] then
gSpectY := Min(gSpectY + gSpectStep, gMapInfo.Height - gScreenHeight);
- if isKeyPressed(gGameControls.P1Control.KeyPrevWeapon, gGameControls.P1Control.KeyPrevWeapon2) then
+ if gPlayerAction[0, ACTION_WEAPPREV] then
begin
// decrease step
if gSpectStep > 4 then gSpectStep := gSpectStep shr 1;
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyNextWeapon, gGameControls.P1Control.KeyNextWeapon2) then
+ if gPlayerAction[0, ACTION_WEAPNEXT] then
begin
// increase step
if gSpectStep < 64 then gSpectStep := gSpectStep shl 1;
if (gSpectMode = SPECT_PLAYERS)
and (not gSpectAuto) then
begin
- if isKeyPressed(gGameControls.P1Control.KeyUp, gGameControls.P1Control.KeyUp2) then
+ if gPlayerAction[0, ACTION_LOOKUP] then
begin
// add second view
gSpectViewTwo := True;
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyDown, gGameControls.P1Control.KeyDown2) then
+ if gPlayerAction[0, ACTION_LOOKDOWN] then
begin
// remove second view
gSpectViewTwo := False;
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyLeft, gGameControls.P1Control.KeyLeft2) then
+ if gPlayerAction[0, ACTION_MOVELEFT] then
begin
// prev player (view 1)
gSpectPID1 := GetActivePlayerID_Prev(gSpectPID1);
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyRight, gGameControls.P1Control.KeyRight2) then
+ if gPlayerAction[0, ACTION_MOVERIGHT] then
begin
// next player (view 1)
gSpectPID1 := GetActivePlayerID_Next(gSpectPID1);
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyPrevWeapon, gGameControls.P1Control.KeyPrevWeapon2) then
+ if gPlayerAction[0, ACTION_WEAPPREV] then
begin
// prev player (view 2)
gSpectPID2 := GetActivePlayerID_Prev(gSpectPID2);
gSpectKeyPress := True;
end;
- if isKeyPressed(gGameControls.P1Control.KeyNextWeapon, gGameControls.P1Control.KeyNextWeapon2) then
+ if gPlayerAction[0, ACTION_WEAPNEXT] then
begin
// next player (view 2)
gSpectPID2 := GetActivePlayerID_Next(gSpectPID2);
gSpectKeyPress := True;
end;
end;
- if isKeyPressed(gGameControls.P1Control.KeyFire, gGameControls.P1Control.KeyFire2) then
+ if gPlayerAction[0, ACTION_ATTACK] then
begin
if (gSpectMode = SPECT_STATS) and (not gSpectAuto) then
begin
end;
end
else
- if (not isKeyPressed(gGameControls.P1Control.KeyJump, gGameControls.P1Control.KeyJump2)) and
- (not isKeyPressed(gGameControls.P1Control.KeyFire, gGameControls.P1Control.KeyFire2)) 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
+ if (not gPlayerAction[0, ACTION_JUMP]) and
+ (not gPlayerAction[0, ACTION_ATTACK]) and
+ (not gPlayerAction[0, ACTION_MOVELEFT]) and
+ (not gPlayerAction[0, ACTION_MOVERIGHT]) and
+ (not gPlayerAction[0, ACTION_LOOKUP]) and
+ (not gPlayerAction[0, ACTION_LOOKDOWN]) and
+ (not gPlayerAction[0, ACTION_WEAPPREV]) and
+ (not gPlayerAction[0, ACTION_WEAPNEXT]) then
gSpectKeyPress := False;
if gSpectAuto then
end;
end;
-// Äåëàåì ñêðèíøîò (íå ÷àùå 200 ìèëëèñåêóíä):
- if e_KeyPressed(gGameControls.GameControls.TakeScreenshot) or e_KeyPressed(VK_PRINTSCR) then
- if (GetTimer()-LastScreenShot) > 200000 div 1000 then
- begin
- g_TakeScreenShot();
- LastScreenShot := GetTimer();
- end;
-
// Ãîðÿ÷àÿ êëàâèøà äëÿ âûçîâà ìåíþ âûõîäà èç èãðû (F10):
if e_KeyPressed(IK_F10) and
gGameOn and
g_ProcessMessages();
- if e_KeyPressed(IK_TAB) or e_KeyPressed(VK_STATUS) then
+ if g_Console_Action(ACTION_SCORES) then
begin
if not gStatsPressed then
begin
end;
end;
end
+ else if cmd = 'screenshot' then
+ begin
+ g_TakeScreenShot()
+ end
+ else if cmd = 'togglechat' then
+ begin
+ g_Console_Chat_Switch(False);
+ gSkipFirstChar := not g_Console_Interactive()
+ end
+ else if cmd = 'toggleteamchat' then
+ begin
+ if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
+ begin
+ g_Console_Chat_Switch(True);
+ gSkipFirstChar := not g_Console_Interactive()
+ end
+ end
+ else if cmd = 'weapon' then
+ begin
+ if Length(p) = 2 then
+ begin
+ a := WP_FIRST + StrToInt(p[1]) - 1;
+ if (a >= WP_FIRST) and (a <= WP_LAST) then
+ nextQueueWeapon[0] := a
+ end
+ end
+ else if (cmd = 'p1_weapon') or (cmd = 'p2_weapon') then
+ begin
+ if Length(p) = 2 then
+ begin
+ a := WP_FIRST + StrToInt(p[1]) - 1;
+ b := ord(cmd[2]) - ord('1');
+ if (a >= WP_FIRST) and (a <= WP_LAST) then
+ nextQueueWeapon[b] := a
+ end
+ end
// Êîìàíäû Ñâîåé èãðû:
else if gGameSettings.GameType in [GT_CUSTOM, GT_SERVER, GT_CLIENT] then
begin
diff --git a/src/game/g_main.pas b/src/game/g_main.pas
index c789caf7785c74a09a79e9e691f62b6277898551..ccad27b86c8e700b0b8ecaa43ff0f4d00d7a44b3 100644 (file)
--- a/src/game/g_main.pas
+++ b/src/game/g_main.pas
MapsDir: string;
ModelsDir: string;
GameWAD: string;
-
+ gSkipFirstChar: Boolean; (* hack for console/chat input *)
implementation
IK_BACKQUOTE, VK_CONSOLE: // <`/~/¨/¸>:
begin
- g_Console_Switch();
+ if not gChatShow then
+ g_Console_Switch()
end;
IK_ESCAPE, VK_ESCAPE: // <Esc>:
Msg: g_gui.TMessage;
a: Integer;
begin
+ if gSkipFirstChar then
+ begin
+ gSkipFirstChar := False;
+ Exit
+ end;
+
if (not gChatShow) and ((C = '`') or (C = '~') or (C = '¸') or (C = '¨')) then Exit;
if gConsoleShow or gChatShow then