summary | shortlog | log | commit | commitdiff | tree
raw | patch | inline | side by side (parent: e115314)
raw | patch | inline | side by side (parent: e115314)
author | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Fri, 15 Apr 2016 11:29:58 +0000 (14:29 +0300) | ||
committer | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Fri, 15 Apr 2016 11:30:39 +0000 (14:30 +0300) |
src/game/g_game.pas | patch | blob | history | |
src/game/g_main.pas | patch | blob | history | |
src/game/g_map.pas | patch | blob | history |
diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 40760c69eeb6c78d2ec0f81196bc8a1588c806d7..c5e144c7c0dfaad252644494be24bf65de0e092e 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
g_triggers, MAPDEF, g_monsters, e_sound, CONFIG,
BinEditor, g_language, g_net, SDL,
ENet, e_fixedbuffer, g_netmsg, g_netmaster, GL, GLExt,
- utils;
+ utils, sfs;
type
TEndCustomGameStat = record
gMapToDelete := '';
gTempDelete := False;
- g_Texture_CreateWADEx('MENU_BACKGROUND', GameWAD+':TEXTURES\TITLE');
- g_Texture_CreateWADEx('INTER', GameWAD+':TEXTURES\INTER');
- g_Texture_CreateWADEx('ENDGAME_EN', GameWAD+':TEXTURES\ENDGAME_EN');
- g_Texture_CreateWADEx('ENDGAME_RU', GameWAD+':TEXTURES\ENDGAME_RU');
-
- LoadStdFont('STDTXT', 'STDFONT', gStdFont);
- LoadFont('MENUTXT', 'MENUFONT', gMenuFont);
- LoadFont('SMALLTXT', 'SMALLFONT', gMenuSmallFont);
-
- g_Game_ClearLoading();
- g_Game_SetLoadingText(Format('Doom 2D: Forever %s', [GAME_VERSION]), 0, False);
- g_Game_SetLoadingText('', 0, False);
-
- g_Game_SetLoadingText(_lc[I_LOAD_CONSOLE], 0, False);
- g_Console_Init();
-
- g_Game_SetLoadingText(_lc[I_LOAD_MODELS], 0, False);
- g_PlayerModel_LoadData();
-
- if FindFirst(ModelsDir+'*.wad', faAnyFile, SR) = 0 then
- repeat
- if not g_PlayerModel_Load(ModelsDir+SR.Name) then
- e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING);
- until FindNext(SR) <> 0;
- FindClose(SR);
-
- if FindFirst(ModelsDir+'*.pk3', faAnyFile, SR) = 0 then
- repeat
- if not g_PlayerModel_Load(ModelsDir+SR.Name) then
- e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING);
- until FindNext(SR) <> 0;
- FindClose(SR);
-
- if FindFirst(ModelsDir+'*.zip', faAnyFile, SR) = 0 then
- repeat
- if not g_PlayerModel_Load(ModelsDir+SR.Name) then
- e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING);
- until FindNext(SR) <> 0;
- FindClose(SR);
-
- gGameOn := False;
- gPause := False;
- gTime := 0;
- LastScreenShot := 0;
-
- {e_MouseInfo.Accel := 1.0;}
-
- g_Game_SetLoadingText(_lc[I_LOAD_GAME_DATA], 0, False);
- g_Game_LoadData();
-
- g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
- g_Sound_CreateWADEx('MUSIC_INTERMUS', GameWAD+':MUSIC\INTERMUS', True);
- g_Sound_CreateWADEx('MUSIC_MENU', GameWAD+':MUSIC\MENU', True);
- g_Sound_CreateWADEx('MUSIC_ROUNDMUS', GameWAD+':MUSIC\ROUNDMUS', True);
- g_Sound_CreateWADEx('MUSIC_STDENDMUS', GameWAD+':MUSIC\ENDMUS', True);
-
- g_Game_SetLoadingText(_lc[I_LOAD_MENUS], 0, False);
- g_Menu_Init();
-
- gMusic := TMusic.Create();
- gMusic.SetByName('MUSIC_MENU');
- gMusic.Play();
-
- gGameSettings.WarmupTime := 30;
-
- gState := STATE_MENU;
-
- SetLength(gEvents, 6);
- gEvents[0].Name := 'ongamestart';
- gEvents[1].Name := 'ongameend';
- gEvents[2].Name := 'onmapstart';
- gEvents[3].Name := 'onmapend';
- gEvents[4].Name := 'oninter';
- gEvents[5].Name := 'onwadend';
+ sfsGCDisable(); // temporary disable removing of temporary volumes
+
+ try
+ g_Texture_CreateWADEx('MENU_BACKGROUND', GameWAD+':TEXTURES\TITLE');
+ g_Texture_CreateWADEx('INTER', GameWAD+':TEXTURES\INTER');
+ g_Texture_CreateWADEx('ENDGAME_EN', GameWAD+':TEXTURES\ENDGAME_EN');
+ g_Texture_CreateWADEx('ENDGAME_RU', GameWAD+':TEXTURES\ENDGAME_RU');
+
+ LoadStdFont('STDTXT', 'STDFONT', gStdFont);
+ LoadFont('MENUTXT', 'MENUFONT', gMenuFont);
+ LoadFont('SMALLTXT', 'SMALLFONT', gMenuSmallFont);
+
+ g_Game_ClearLoading();
+ g_Game_SetLoadingText(Format('Doom 2D: Forever %s', [GAME_VERSION]), 0, False);
+ g_Game_SetLoadingText('', 0, False);
+
+ g_Game_SetLoadingText(_lc[I_LOAD_CONSOLE], 0, False);
+ g_Console_Init();
+
+ g_Game_SetLoadingText(_lc[I_LOAD_MODELS], 0, False);
+ g_PlayerModel_LoadData();
+
+ if FindFirst(ModelsDir+'*.wad', faAnyFile, SR) = 0 then
+ repeat
+ if not g_PlayerModel_Load(ModelsDir+SR.Name) then
+ e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING);
+ until FindNext(SR) <> 0;
+ FindClose(SR);
+
+ if FindFirst(ModelsDir+'*.pk3', faAnyFile, SR) = 0 then
+ repeat
+ if not g_PlayerModel_Load(ModelsDir+SR.Name) then
+ e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING);
+ until FindNext(SR) <> 0;
+ FindClose(SR);
+
+ if FindFirst(ModelsDir+'*.zip', faAnyFile, SR) = 0 then
+ repeat
+ if not g_PlayerModel_Load(ModelsDir+SR.Name) then
+ e_WriteLog(Format('Error loading model %s', [SR.Name]), MSG_WARNING);
+ until FindNext(SR) <> 0;
+ FindClose(SR);
+
+ gGameOn := False;
+ gPause := False;
+ gTime := 0;
+ LastScreenShot := 0;
+
+ {e_MouseInfo.Accel := 1.0;}
+
+ g_Game_SetLoadingText(_lc[I_LOAD_GAME_DATA], 0, False);
+ g_Game_LoadData();
+
+ g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
+ g_Sound_CreateWADEx('MUSIC_INTERMUS', GameWAD+':MUSIC\INTERMUS', True);
+ g_Sound_CreateWADEx('MUSIC_MENU', GameWAD+':MUSIC\MENU', True);
+ g_Sound_CreateWADEx('MUSIC_ROUNDMUS', GameWAD+':MUSIC\ROUNDMUS', True);
+ g_Sound_CreateWADEx('MUSIC_STDENDMUS', GameWAD+':MUSIC\ENDMUS', True);
+
+ g_Game_SetLoadingText(_lc[I_LOAD_MENUS], 0, False);
+ g_Menu_Init();
+
+ gMusic := TMusic.Create();
+ gMusic.SetByName('MUSIC_MENU');
+ gMusic.Play();
+
+ gGameSettings.WarmupTime := 30;
+
+ gState := STATE_MENU;
+
+ SetLength(gEvents, 6);
+ gEvents[0].Name := 'ongamestart';
+ gEvents[1].Name := 'ongameend';
+ gEvents[2].Name := 'onmapstart';
+ gEvents[3].Name := 'onmapend';
+ gEvents[4].Name := 'oninter';
+ gEvents[5].Name := 'onwadend';
+ finally
+ sfsGCEnable(); // enable releasing unused volumes
+ end;
end;
procedure g_Game_Free();
diff --git a/src/game/g_main.pas b/src/game/g_main.pas
index 5c6067ba154f4fde8561eaf18fad985151f5744a..c2307efbfaf090f99599e1c2a97aead8d32bb07e 100644 (file)
--- a/src/game/g_main.pas
+++ b/src/game/g_main.pas
if SDL_Init(SDL_INIT_JOYSTICK or SDL_INIT_TIMER or SDL_INIT_VIDEO) < 0 then
{$ENDIF}
raise Exception.Create('SDL: Init failed: ' + SDL_GetError());
-
+
SDL_StartTextInput();
e_WriteLog('Entering SDLMain', MSG_NOTIFY);
{$WARNINGS ON}
SDL_StopTextInput();
-
+
e_WriteLog('Releasing SDL', MSG_NOTIFY);
SDL_Quit();
end;
diff --git a/src/game/g_map.pas b/src/game/g_map.pas
index 84ebb9555b11ddee98d22ace33c0c02a025a5097..584a88f2b637679b28d719d0def9c9d38cfe6e42 100644 (file)
--- a/src/game/g_map.pas
+++ b/src/game/g_map.pas
GL, GLExt, g_weapons, g_game, g_sound, e_sound, CONFIG,
g_options, MAPREADER, g_triggers, g_player, MAPDEF,
Math, g_monsters, g_saveload, g_language, g_netmsg,
- utils;
+ utils, sfs;
const
FLAGRECT: TRectWH = (X:15; Y:12; Width:33; Height:52);
TriggersTable := nil;
FillChar(texture, SizeOf(texture), 0);
-// Çàãðóçêà WAD:
- g_ProcessResourceStr(Res, FileName, SectionName, ResName);
- e_WriteLog('Loading map WAD: ' + FileName, MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_WAD_FILE], 0, False);
+ sfsGCDisable(); // temporary disable removing of temporary volumes
+ try
+ // Çàãðóçêà WAD:
+ g_ProcessResourceStr(Res, FileName, SectionName, ResName);
+ e_WriteLog('Loading map WAD: ' + FileName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_WAD_FILE], 0, False);
- WAD := TWADEditor_1.Create();
- if not WAD.ReadFile(FileName) then
- begin
- g_FatalError(Format(_lc[I_GAME_ERROR_MAP_WAD], [FileName]));
- WAD.Free();
- Exit;
- end;
- if not WAD.GetResource('', ResName, Data, Len) then
- begin
- g_FatalError(Format(_lc[I_GAME_ERROR_MAP_RES], [ResName]));
+ WAD := TWADEditor_1.Create();
+ if not WAD.ReadFile(FileName) then
+ begin
+ g_FatalError(Format(_lc[I_GAME_ERROR_MAP_WAD], [FileName]));
+ WAD.Free();
+ Exit;
+ end;
+ if not WAD.GetResource('', ResName, Data, Len) then
+ begin
+ g_FatalError(Format(_lc[I_GAME_ERROR_MAP_RES], [ResName]));
+ WAD.Free();
+ Exit;
+ end;
WAD.Free();
- Exit;
- end;
- WAD.Free();
-// Çàãðóçêà êàðòû:
- e_WriteLog('Loading map: ' + ResName, MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_MAP], 0, False);
- MapReader := TMapReader_1.Create();
+ // Çàãðóçêà êàðòû:
+ e_WriteLog('Loading map: ' + ResName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MAP], 0, False);
+ MapReader := TMapReader_1.Create();
- if not MapReader.LoadMap(Data) then
- begin
- g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [Res]));
- FreeMem(Data);
- MapReader.Free();
- Exit;
- end;
-
- FreeMem(Data);
- generateExternalResourcesList(MapReader);
-// Çàãðóçêà òåêñòóð:
- g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], 0, False);
- _textures := MapReader.GetTextures();
+ if not MapReader.LoadMap(Data) then
+ begin
+ g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [Res]));
+ FreeMem(Data);
+ MapReader.Free();
+ Exit;
+ end;
-// Äîáàâëåíèå òåêñòóð â Textures[]:
- if _textures <> nil then
- begin
- e_WriteLog(' Loading textures:', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], High(_textures), False);
+ FreeMem(Data);
+ generateExternalResourcesList(MapReader);
+ // Çàãðóçêà òåêñòóð:
+ g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], 0, False);
+ _textures := MapReader.GetTextures();
- for a := 0 to High(_textures) do
+ // Äîáàâëåíèå òåêñòóð â Textures[]:
+ if _textures <> nil then
begin
- SetLength(s, 64);
- CopyMemory(@s[1], @_textures[a].Resource[0], 64);
- for b := 1 to Length(s) do
- if s[b] = #0 then
- begin
- SetLength(s, b-1);
- Break;
- end;
- e_WriteLog(' Loading texture: ' + s, MSG_NOTIFY);
- // Àíèìèðîâàííàÿ òåêñòóðà:
- if ByteBool(_textures[a].Anim) then
- begin
- if not CreateAnimTexture(_textures[a].Resource, FileName, True) then
+ e_WriteLog(' Loading textures:', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], High(_textures), False);
+
+ for a := 0 to High(_textures) do
+ begin
+ SetLength(s, 64);
+ CopyMemory(@s[1], @_textures[a].Resource[0], 64);
+ for b := 1 to Length(s) do
+ if s[b] = #0 then
+ begin
+ SetLength(s, b-1);
+ Break;
+ end;
+ e_WriteLog(' Loading texture: ' + s, MSG_NOTIFY);
+ // Àíèìèðîâàííàÿ òåêñòóðà:
+ if ByteBool(_textures[a].Anim) then
begin
- g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [s]));
+ if not CreateAnimTexture(_textures[a].Resource, FileName, True) then
+ begin
+ g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [s]));
+ CreateNullTexture(_textures[a].Resource);
+ end;
+ end
+ else // Îáû÷íàÿ òåêñòóðà:
+ if not CreateTexture(_textures[a].Resource, FileName, True) then
+ begin
+ g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [s]));
CreateNullTexture(_textures[a].Resource);
end;
- end
- else // Îáû÷íàÿ òåêñòóðà:
- if not CreateTexture(_textures[a].Resource, FileName, True) then
- begin
- g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [s]));
- CreateNullTexture(_textures[a].Resource);
- end;
- g_Game_StepLoading();
+ g_Game_StepLoading();
+ end;
end;
- end;
-
-// Çàãðóçêà òðèããåðîâ:
- gTriggerClientID := 0;
- e_WriteLog(' Loading triggers...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS], 0, False);
- triggers := MapReader.GetTriggers();
-// Çàãðóçêà ïàíåëåé:
- e_WriteLog(' Loading panels...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_PANELS], 0, False);
- panels := MapReader.GetPanels();
+ // Çàãðóçêà òðèããåðîâ:
+ gTriggerClientID := 0;
+ e_WriteLog(' Loading triggers...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS], 0, False);
+ triggers := MapReader.GetTriggers();
-// Ñîçäàíèå òàáëèöû òðèããåðîâ (ñîîòâåòñòâèå ïàíåëåé òðèããåðàì):
- if triggers <> nil then
- begin
- e_WriteLog(' Setting up trigger table...', MSG_NOTIFY);
- SetLength(TriggersTable, Length(triggers));
- g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS_TABLE], High(TriggersTable), False);
+ // Çàãðóçêà ïàíåëåé:
+ e_WriteLog(' Loading panels...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_PANELS], 0, False);
+ panels := MapReader.GetPanels();
- for a := 0 to High(TriggersTable) do
+ // Ñîçäàíèå òàáëèöû òðèããåðîâ (ñîîòâåòñòâèå ïàíåëåé òðèããåðàì):
+ if triggers <> nil then
begin
- // Ñìåíà òåêñòóðû (âîçìîæíî, êíîïêè):
- TriggersTable[a].TexturePanel := triggers[a].TexturePanel;
- // Ëèôòû:
- if triggers[a].TriggerType in [TRIGGER_LIFTUP, TRIGGER_LIFTDOWN, TRIGGER_LIFT] then
- TriggersTable[a].LiftPanel := TTriggerData(triggers[a].DATA).PanelID
- else
- TriggersTable[a].LiftPanel := -1;
- // Äâåðè:
- if triggers[a].TriggerType in [TRIGGER_OPENDOOR,
- TRIGGER_CLOSEDOOR, TRIGGER_DOOR, TRIGGER_DOOR5,
- TRIGGER_CLOSETRAP, TRIGGER_TRAP] then
- TriggersTable[a].DoorPanel := TTriggerData(triggers[a].DATA).PanelID
- else
- TriggersTable[a].DoorPanel := -1;
- // Òóðåëü:
- if triggers[a].TriggerType = TRIGGER_SHOT then
- TriggersTable[a].ShotPanel := TTriggerData(triggers[a].DATA).ShotPanelID
- else
- TriggersTable[a].ShotPanel := -1;
+ e_WriteLog(' Setting up trigger table...', MSG_NOTIFY);
+ SetLength(TriggersTable, Length(triggers));
+ g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS_TABLE], High(TriggersTable), False);
- g_Game_StepLoading();
- end;
- end;
+ for a := 0 to High(TriggersTable) do
+ begin
+ // Ñìåíà òåêñòóðû (âîçìîæíî, êíîïêè):
+ TriggersTable[a].TexturePanel := triggers[a].TexturePanel;
+ // Ëèôòû:
+ if triggers[a].TriggerType in [TRIGGER_LIFTUP, TRIGGER_LIFTDOWN, TRIGGER_LIFT] then
+ TriggersTable[a].LiftPanel := TTriggerData(triggers[a].DATA).PanelID
+ else
+ TriggersTable[a].LiftPanel := -1;
+ // Äâåðè:
+ if triggers[a].TriggerType in [TRIGGER_OPENDOOR,
+ TRIGGER_CLOSEDOOR, TRIGGER_DOOR, TRIGGER_DOOR5,
+ TRIGGER_CLOSETRAP, TRIGGER_TRAP] then
+ TriggersTable[a].DoorPanel := TTriggerData(triggers[a].DATA).PanelID
+ else
+ TriggersTable[a].DoorPanel := -1;
+ // Òóðåëü:
+ if triggers[a].TriggerType = TRIGGER_SHOT then
+ TriggersTable[a].ShotPanel := TTriggerData(triggers[a].DATA).ShotPanelID
+ else
+ TriggersTable[a].ShotPanel := -1;
-// Ñîçäàåì ïàíåëè:
- if panels <> nil then
- begin
- e_WriteLog(' Setting up trigger links...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_LINK_TRIGGERS], High(panels), False);
+ g_Game_StepLoading();
+ end;
+ end;
- for a := 0 to High(panels) do
+ // Ñîçäàåì ïàíåëè:
+ if panels <> nil then
begin
- SetLength(AddTextures, 0);
- trigRef := False;
- CurTex := -1;
- if _textures <> nil then
- begin
- texture := _textures[panels[a].TextureNum];
- ok := True;
- end
- else
- ok := False;
+ e_WriteLog(' Setting up trigger links...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_LINK_TRIGGERS], High(panels), False);
- if ok then
+ for a := 0 to High(panels) do
begin
- // Ñìîòðèì, ññûëàþòñÿ ëè íà ýòó ïàíåëü òðèããåðû.
- // Åñëè äà - òî íàäî ñîçäàòü åùå òåêñòóð:
- ok := False;
- if (TriggersTable <> nil) and (_textures <> nil) then
- for b := 0 to High(TriggersTable) do
- if (TriggersTable[b].TexturePanel = a)
- or (TriggersTable[b].ShotPanel = a) then
- begin
- trigRef := True;
- ok := True;
- Break;
- end;
- end;
-
- if ok then
- begin // Åñòü ññûëêè òðèããåðîâ íà ýòó ïàíåëü
- SetLength(s, 64);
- CopyMemory(@s[1], @texture.Resource[0], 64);
- // Èçìåðÿåì äëèíó:
- Len := Length(s);
- for c := Len downto 1 do
- if s[c] <> #0 then
+ SetLength(AddTextures, 0);
+ trigRef := False;
+ CurTex := -1;
+ if _textures <> nil then
begin
- Len := c;
- Break;
- end;
- SetLength(s, Len);
-
- // Ñïåö-òåêñòóðû çàïðåùåíû:
- if g_Map_IsSpecialTexture(s) then
- ok := False
+ texture := _textures[panels[a].TextureNum];
+ ok := True;
+ end
else
- // Îïðåäåëÿåì íàëè÷èå è ïîëîæåíèå öèôð â êîíöå ñòðîêè:
- ok := g_Texture_NumNameFindStart(s);
+ ok := False;
- // Åñëè ok, çíà÷èò åñòü öèôðû â êîíöå.
- // Çàãðóæàåì òåêñòóðû ñ îñòàëüíûìè #:
if ok then
begin
- k := NNF_NAME_BEFORE;
- // Öèêë ïî èçìåíåíèþ èìåíè òåêñòóðû:
- while ok or (k = NNF_NAME_BEFORE) or
- (k = NNF_NAME_EQUALS) do
+ // Ñìîòðèì, ññûëàþòñÿ ëè íà ýòó ïàíåëü òðèããåðû.
+ // Åñëè äà - òî íàäî ñîçäàòü åùå òåêñòóð:
+ ok := False;
+ if (TriggersTable <> nil) and (_textures <> nil) then
+ for b := 0 to High(TriggersTable) do
+ if (TriggersTable[b].TexturePanel = a)
+ or (TriggersTable[b].ShotPanel = a) then
+ begin
+ trigRef := True;
+ ok := True;
+ Break;
+ end;
+ end;
+
+ if ok then
+ begin // Åñòü ññûëêè òðèããåðîâ íà ýòó ïàíåëü
+ SetLength(s, 64);
+ CopyMemory(@s[1], @texture.Resource[0], 64);
+ // Èçìåðÿåì äëèíó:
+ Len := Length(s);
+ for c := Len downto 1 do
+ if s[c] <> #0 then
+ begin
+ Len := c;
+ Break;
+ end;
+ SetLength(s, Len);
+
+ // Ñïåö-òåêñòóðû çàïðåùåíû:
+ if g_Map_IsSpecialTexture(s) then
+ ok := False
+ else
+ // Îïðåäåëÿåì íàëè÷èå è ïîëîæåíèå öèôð â êîíöå ñòðîêè:
+ ok := g_Texture_NumNameFindStart(s);
+
+ // Åñëè ok, çíà÷èò åñòü öèôðû â êîíöå.
+ // Çàãðóæàåì òåêñòóðû ñ îñòàëüíûìè #:
+ if ok then
begin
- k := g_Texture_NumNameFindNext(TexName);
+ k := NNF_NAME_BEFORE;
+ // Öèêë ïî èçìåíåíèþ èìåíè òåêñòóðû:
+ while ok or (k = NNF_NAME_BEFORE) or
+ (k = NNF_NAME_EQUALS) do
+ begin
+ k := g_Texture_NumNameFindNext(TexName);
- if (k = NNF_NAME_BEFORE) or
- (k = NNF_NAME_AFTER) then
- begin
- // Ïðîáóåì äîáàâèòü íîâóþ òåêñòóðó:
- if ByteBool(texture.Anim) then
- begin // Íà÷àëüíàÿ - àíèìèðîâàííàÿ, èùåì àíèìèðîâàííóþ
- isAnim := True;
- ok := CreateAnimTexture(TexName, FileName, False);
- if not ok then
- begin // Íåò àíèìèðîâàííîé, èùåì îáû÷íóþ
- isAnim := False;
- ok := CreateTexture(TexName, FileName, False);
- end;
- end
- else
- begin // Íà÷àëüíàÿ - îáû÷íàÿ, èùåì îáû÷íóþ
- isAnim := False;
- ok := CreateTexture(TexName, FileName, False);
- if not ok then
- begin // Íåò îáû÷íîé, èùåì àíèìèðîâàííóþ
+ if (k = NNF_NAME_BEFORE) or
+ (k = NNF_NAME_AFTER) then
+ begin
+ // Ïðîáóåì äîáàâèòü íîâóþ òåêñòóðó:
+ if ByteBool(texture.Anim) then
+ begin // Íà÷àëüíàÿ - àíèìèðîâàííàÿ, èùåì àíèìèðîâàííóþ
isAnim := True;
ok := CreateAnimTexture(TexName, FileName, False);
+ if not ok then
+ begin // Íåò àíèìèðîâàííîé, èùåì îáû÷íóþ
+ isAnim := False;
+ ok := CreateTexture(TexName, FileName, False);
+ end;
+ end
+ else
+ begin // Íà÷àëüíàÿ - îáû÷íàÿ, èùåì îáû÷íóþ
+ isAnim := False;
+ ok := CreateTexture(TexName, FileName, False);
+ if not ok then
+ begin // Íåò îáû÷íîé, èùåì àíèìèðîâàííóþ
+ isAnim := True;
+ ok := CreateAnimTexture(TexName, FileName, False);
+ end;
end;
- end;
- // Îíà ñóùåñòâóåò. Çàíîñèì åå ID â ñïèñîê ïàíåëè:
- if ok then
- begin
- for c := 0 to High(Textures) do
- if Textures[c].TextureName = TexName then
- begin
- SetLength(AddTextures, Length(AddTextures)+1);
- AddTextures[High(AddTextures)].Texture := c;
- AddTextures[High(AddTextures)].Anim := isAnim;
- Break;
- end;
- end;
- end
- else
- if k = NNF_NAME_EQUALS then
- begin
- // Çàíîñèì òåêóùóþ òåêñòóðó íà ñâîå ìåñòî:
- SetLength(AddTextures, Length(AddTextures)+1);
- AddTextures[High(AddTextures)].Texture := panels[a].TextureNum;
- AddTextures[High(AddTextures)].Anim := ByteBool(texture.Anim);
- CurTex := High(AddTextures);
- ok := True;
+ // Îíà ñóùåñòâóåò. Çàíîñèì åå ID â ñïèñîê ïàíåëè:
+ if ok then
+ begin
+ for c := 0 to High(Textures) do
+ if Textures[c].TextureName = TexName then
+ begin
+ SetLength(AddTextures, Length(AddTextures)+1);
+ AddTextures[High(AddTextures)].Texture := c;
+ AddTextures[High(AddTextures)].Anim := isAnim;
+ Break;
+ end;
+ end;
end
- else // NNF_NO_NAME
- ok := False;
- end; // while ok...
-
- ok := True;
- end; // if ok - åñòü ñìåæíûå òåêñòóðû
- end; // if ok - ññûëàþòñÿ òðèããåðû
-
- if not ok then
- begin
- // Çàíîñèì òîëüêî òåêóùóþ òåêñòóðó:
- SetLength(AddTextures, 1);
- AddTextures[0].Texture := panels[a].TextureNum;
- AddTextures[0].Anim := ByteBool(texture.Anim);
- CurTex := 0;
- end;
+ else
+ if k = NNF_NAME_EQUALS then
+ begin
+ // Çàíîñèì òåêóùóþ òåêñòóðó íà ñâîå ìåñòî:
+ SetLength(AddTextures, Length(AddTextures)+1);
+ AddTextures[High(AddTextures)].Texture := panels[a].TextureNum;
+ AddTextures[High(AddTextures)].Anim := ByteBool(texture.Anim);
+ CurTex := High(AddTextures);
+ ok := True;
+ end
+ else // NNF_NO_NAME
+ ok := False;
+ end; // while ok...
- // Ñîçäàåì ïàíåëü è çàïîìèíàåì åå íîìåð:
- PanelID := CreatePanel(panels[a], AddTextures, CurTex, trigRef);
+ ok := True;
+ end; // if ok - åñòü ñìåæíûå òåêñòóðû
+ end; // if ok - ññûëàþòñÿ òðèããåðû
- // Åñëè èñïîëüçóåòñÿ â òðèããåðàõ, òî ñòàâèì òî÷íûé ID:
- if TriggersTable <> nil then
- for b := 0 to High(TriggersTable) do
+ if not ok then
begin
- // Òðèããåð äâåðè/ëèôòà:
- if (TriggersTable[b].LiftPanel = a) or
- (TriggersTable[b].DoorPanel = a) then
- TTriggerData(triggers[b].DATA).PanelID := PanelID;
- // Òðèããåð ñìåíû òåêñòóðû:
- if TriggersTable[b].TexturePanel = a then
- triggers[b].TexturePanel := PanelID;
- // Òðèããåð "Òóðåëü":
- if TriggersTable[b].ShotPanel = a then
- TTriggerData(triggers[b].DATA).ShotPanelID := PanelID;
+ // Çàíîñèì òîëüêî òåêóùóþ òåêñòóðó:
+ SetLength(AddTextures, 1);
+ AddTextures[0].Texture := panels[a].TextureNum;
+ AddTextures[0].Anim := ByteBool(texture.Anim);
+ CurTex := 0;
end;
- g_Game_StepLoading();
+ // Ñîçäàåì ïàíåëü è çàïîìèíàåì åå íîìåð:
+ PanelID := CreatePanel(panels[a], AddTextures, CurTex, trigRef);
+
+ // Åñëè èñïîëüçóåòñÿ â òðèããåðàõ, òî ñòàâèì òî÷íûé ID:
+ if TriggersTable <> nil then
+ for b := 0 to High(TriggersTable) do
+ begin
+ // Òðèããåð äâåðè/ëèôòà:
+ if (TriggersTable[b].LiftPanel = a) or
+ (TriggersTable[b].DoorPanel = a) then
+ TTriggerData(triggers[b].DATA).PanelID := PanelID;
+ // Òðèããåð ñìåíû òåêñòóðû:
+ if TriggersTable[b].TexturePanel = a then
+ triggers[b].TexturePanel := PanelID;
+ // Òðèããåð "Òóðåëü":
+ if TriggersTable[b].ShotPanel = a then
+ TTriggerData(triggers[b].DATA).ShotPanelID := PanelID;
+ end;
+
+ g_Game_StepLoading();
+ end;
end;
- end;
-// Åñëè íå LoadState, òî ñîçäàåì òðèããåðû:
- if (triggers <> nil) and not gLoadGameMode then
- begin
- e_WriteLog(' Creating triggers...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_TRIGGERS], 0, False);
- // Óêàçûâàåì òèï ïàíåëè, åñëè åñòü:
- for a := 0 to High(triggers) do
+ // Åñëè íå LoadState, òî ñîçäàåì òðèããåðû:
+ if (triggers <> nil) and not gLoadGameMode then
begin
- if triggers[a].TexturePanel <> -1 then
- b := panels[TriggersTable[a].TexturePanel].PanelType
- else
- b := 0;
- if (triggers[a].TriggerType = TRIGGER_SHOT) and
- (TTriggerData(triggers[a].DATA).ShotPanelID <> -1) then
- c := panels[TriggersTable[a].ShotPanel].PanelType
- else
- c := 0;
- CreateTrigger(triggers[a], b, c);
+ e_WriteLog(' Creating triggers...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_TRIGGERS], 0, False);
+ // Óêàçûâàåì òèï ïàíåëè, åñëè åñòü:
+ for a := 0 to High(triggers) do
+ begin
+ if triggers[a].TexturePanel <> -1 then
+ b := panels[TriggersTable[a].TexturePanel].PanelType
+ else
+ b := 0;
+ if (triggers[a].TriggerType = TRIGGER_SHOT) and
+ (TTriggerData(triggers[a].DATA).ShotPanelID <> -1) then
+ c := panels[TriggersTable[a].ShotPanel].PanelType
+ else
+ c := 0;
+ CreateTrigger(triggers[a], b, c);
+ end;
end;
- end;
-// Çàãðóçêà ïðåäìåòîâ:
- e_WriteLog(' Loading triggers...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_ITEMS], 0, False);
- items := MapReader.GetItems();
+ // Çàãðóçêà ïðåäìåòîâ:
+ e_WriteLog(' Loading triggers...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_ITEMS], 0, False);
+ items := MapReader.GetItems();
-// Åñëè íå LoadState, òî ñîçäàåì ïðåäìåòû:
- if (items <> nil) and not gLoadGameMode then
- begin
- e_WriteLog(' Spawning items...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_ITEMS], 0, False);
- for a := 0 to High(items) do
- CreateItem(Items[a]);
- end;
+ // Åñëè íå LoadState, òî ñîçäàåì ïðåäìåòû:
+ if (items <> nil) and not gLoadGameMode then
+ begin
+ e_WriteLog(' Spawning items...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_ITEMS], 0, False);
+ for a := 0 to High(items) do
+ CreateItem(Items[a]);
+ end;
-// Çàãðóçêà îáëàñòåé:
- e_WriteLog(' Loading areas...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_AREAS], 0, False);
- areas := MapReader.GetAreas();
+ // Çàãðóçêà îáëàñòåé:
+ e_WriteLog(' Loading areas...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_AREAS], 0, False);
+ areas := MapReader.GetAreas();
-// Åñëè íå LoadState, òî ñîçäàåì îáëàñòè:
- if areas <> nil then
- begin
- e_WriteLog(' Creating areas...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_AREAS], 0, False);
- for a := 0 to High(areas) do
- CreateArea(areas[a]);
- end;
+ // Åñëè íå LoadState, òî ñîçäàåì îáëàñòè:
+ if areas <> nil then
+ begin
+ e_WriteLog(' Creating areas...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_AREAS], 0, False);
+ for a := 0 to High(areas) do
+ CreateArea(areas[a]);
+ end;
-// Çàãðóçêà ìîíñòðîâ:
- e_WriteLog(' Loading monsters...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_MONSTERS], 0, False);
- monsters := MapReader.GetMonsters();
+ // Çàãðóçêà ìîíñòðîâ:
+ e_WriteLog(' Loading monsters...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MONSTERS], 0, False);
+ monsters := MapReader.GetMonsters();
- gTotalMonsters := 0;
+ gTotalMonsters := 0;
-// Åñëè íå LoadState, òî ñîçäàåì ìîíñòðîâ:
- if (monsters <> nil) and not gLoadGameMode then
- begin
- e_WriteLog(' Spawning monsters...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_MONSTERS], 0, False);
- for a := 0 to High(monsters) do
- CreateMonster(monsters[a]);
- end;
+ // Åñëè íå LoadState, òî ñîçäàåì ìîíñòðîâ:
+ if (monsters <> nil) and not gLoadGameMode then
+ begin
+ e_WriteLog(' Spawning monsters...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_MONSTERS], 0, False);
+ for a := 0 to High(monsters) do
+ CreateMonster(monsters[a]);
+ end;
-// Çàãðóçêà îïèñàíèÿ êàðòû:
- e_WriteLog(' Reading map info...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_MAP_HEADER], 0, False);
- Header := MapReader.GetMapHeader();
+ // Çàãðóçêà îïèñàíèÿ êàðòû:
+ e_WriteLog(' Reading map info...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MAP_HEADER], 0, False);
+ Header := MapReader.GetMapHeader();
- MapReader.Free();
+ MapReader.Free();
- with gMapInfo do
- begin
- Name := Header.MapName;
- Description := Header.MapDescription;
- Author := Header.MapAuthor;
- MusicName := Header.MusicName;
- SkyName := Header.SkyName;
- Height := Header.Height;
- Width := Header.Width;
- end;
+ with gMapInfo do
+ begin
+ Name := Header.MapName;
+ Description := Header.MapDescription;
+ Author := Header.MapAuthor;
+ MusicName := Header.MusicName;
+ SkyName := Header.SkyName;
+ Height := Header.Height;
+ Width := Header.Width;
+ end;
-// Çàãðóçêà íåáà:
- if gMapInfo.SkyName <> '' then
- begin
- e_WriteLog(' Loading sky: ' + gMapInfo.SkyName, MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_SKY], 0, False);
- g_ProcessResourceStr(gMapInfo.SkyName, FileName, SectionName, ResName);
+ // Çàãðóçêà íåáà:
+ if gMapInfo.SkyName <> '' then
+ begin
+ e_WriteLog(' Loading sky: ' + gMapInfo.SkyName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_SKY], 0, False);
+ g_ProcessResourceStr(gMapInfo.SkyName, FileName, SectionName, ResName);
- if FileName <> '' then
- FileName := GameDir+'/wads/'+FileName
- else
- begin
- g_ProcessResourceStr(Res, @FileName2, nil, nil);
- FileName := FileName2;
- end;
+ if FileName <> '' then
+ FileName := GameDir+'/wads/'+FileName
+ else
+ begin
+ g_ProcessResourceStr(Res, @FileName2, nil, nil);
+ FileName := FileName2;
+ end;
- s := FileName+':'+SectionName+'/'+ResName;
- if g_Texture_CreateWAD(BackID, s) then
- begin
- g_Game_SetupScreenSize();
- end
- else
- g_FatalError(Format(_lc[I_GAME_ERROR_SKY], [s]));
- end;
+ s := FileName+':'+SectionName+'/'+ResName;
+ if g_Texture_CreateWAD(BackID, s) then
+ begin
+ g_Game_SetupScreenSize();
+ end
+ else
+ g_FatalError(Format(_lc[I_GAME_ERROR_SKY], [s]));
+ end;
-// Çàãðóçêà ìóçûêè:
- ok := False;
- if gMapInfo.MusicName <> '' then
- begin
- e_WriteLog(' Loading music: ' + gMapInfo.MusicName, MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
- g_ProcessResourceStr(gMapInfo.MusicName, FileName, SectionName, ResName);
+ // Çàãðóçêà ìóçûêè:
+ ok := False;
+ if gMapInfo.MusicName <> '' then
+ begin
+ e_WriteLog(' Loading music: ' + gMapInfo.MusicName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
+ g_ProcessResourceStr(gMapInfo.MusicName, FileName, SectionName, ResName);
- if FileName <> '' then
- FileName := GameDir+'/wads/'+FileName
- else
- begin
- g_ProcessResourceStr(Res, @FileName2, nil, nil);
- FileName := FileName2;
- end;
+ if FileName <> '' then
+ FileName := GameDir+'/wads/'+FileName
+ else
+ begin
+ g_ProcessResourceStr(Res, @FileName2, nil, nil);
+ FileName := FileName2;
+ end;
+
+ s := FileName+':'+SectionName+'/'+ResName;
+ if g_Sound_CreateWADEx(gMapInfo.MusicName, s, True) then
+ ok := True
+ else
+ g_FatalError(Format(_lc[I_GAME_ERROR_MUSIC], [s]));
+ end;
- s := FileName+':'+SectionName+'/'+ResName;
- if g_Sound_CreateWADEx(gMapInfo.MusicName, s, True) then
- ok := True
+ // Îñòàëüíûå óñòàíâêè:
+ CreateDoorMap();
+ CreateLiftMap();
+
+ g_Items_Init();
+ g_Weapon_Init();
+ g_Monsters_Init();
+
+ // Åñëè íå LoadState, òî ñîçäàåì êàðòó ñòîëêíîâåíèé:
+ if not gLoadGameMode then
+ g_GFX_Init();
+
+ // Ñáðîñ ëîêàëüíûõ ìàññèâîâ:
+ _textures := nil;
+ panels := nil;
+ items := nil;
+ areas := nil;
+ triggers := nil;
+ TriggersTable := nil;
+ AddTextures := nil;
+
+ // Âêëþ÷àåì ìóçûêó, åñëè ýòî íå çàãðóçêà:
+ if ok and (not gLoadGameMode) then
+ begin
+ gMusic.SetByName(gMapInfo.MusicName);
+ gMusic.Play();
+ end
else
- g_FatalError(Format(_lc[I_GAME_ERROR_MUSIC], [s]));
+ gMusic.SetByName('');
+ finally
+ sfsGCEnable(); // enable releasing unused volumes
end;
-// Îñòàëüíûå óñòàíâêè:
- CreateDoorMap();
- CreateLiftMap();
-
- g_Items_Init();
- g_Weapon_Init();
- g_Monsters_Init();
-
-// Åñëè íå LoadState, òî ñîçäàåì êàðòó ñòîëêíîâåíèé:
- if not gLoadGameMode then
- g_GFX_Init();
-
-// Ñáðîñ ëîêàëüíûõ ìàññèâîâ:
- _textures := nil;
- panels := nil;
- items := nil;
- areas := nil;
- triggers := nil;
- TriggersTable := nil;
- AddTextures := nil;
-
-// Âêëþ÷àåì ìóçûêó, åñëè ýòî íå çàãðóçêà:
- if ok and (not gLoadGameMode) then
- begin
- gMusic.SetByName(gMapInfo.MusicName);
- gMusic.Play();
- end
- else
- gMusic.SetByName('');
-
e_WriteLog('Done loading map.', MSG_NOTIFY);
Result := True;
end;