diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 5dc5a096cfc3fff8a2e6a64b8a40a2e8c508aa0a..19d6be55027fbad4ea488a2915b2d034f5a464e0 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
-{$MODE DELPHI}
+(* Copyright (C) Doom 2D: Forever Developers
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, version 3 of the License ONLY.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ *)
+{$INCLUDE ../shared/a_modes.inc}
+{$M+}
unit g_player;
interface
uses
+ SysUtils, Classes,
+ {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
e_graphics, g_playermodel, g_basic, g_textures,
- g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT,
- BinEditor, g_panel;
+ g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
+ g_panel;
const
KEY_LEFT = 1;
KEY_UP = 3;
KEY_DOWN = 4;
KEY_FIRE = 5;
- KEY_NEXTWEAPON = 6;
- KEY_PREVWEAPON = 7;
- KEY_OPEN = 8;
- KEY_JUMP = 9;
- KEY_CHAT = 10;
+ KEY_OPEN = 6;
+ KEY_JUMP = 7;
+ KEY_CHAT = 8;
+
+ WP_PREV = 0;
+ WP_NEXT = 1;
+ WP_FACT = WP_PREV;
+ WP_LACT = WP_NEXT;
R_ITEM_BACKPACK = 0;
R_KEY_RED = 1;
A_SHELLS = 1;
A_ROCKETS = 2;
A_CELLS = 3;
+ A_FUEL = 4;
+ A_HIGH = 4;
+
+ AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
+ ((200, 50, 50, 300, 100),
+ (400, 100, 100, 600, 200));
K_SIMPLEKILL = 0;
K_HARDKILL = 1;
PLAYER_AP_SOFT = 100;
PLAYER_AP_LIMIT = 200;
SUICIDE_DAMAGE = 112;
+ WEAPON_DELAY = 5;
+
+ PLAYER_BURN_TIME = 110;
PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
type
TPlayerStat = record
+ Num: Integer;
Ping: Word;
Loss: Byte;
Name: String;
Kills: Word;
Color: TRGB;
Spectator: Boolean;
+ UID: Word;
end;
TPlayerStatArray = Array of TPlayerStat;
Air: Integer;
JetFuel: Integer;
CurrWeap: Byte;
- Ammo: Array [A_BULLETS..A_CELLS] of Word;
- MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
- Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
+ NextWeap: WORD;
+ NextWeapDelay: Byte;
+ Ammo: Array [A_BULLETS..A_HIGH] of Word;
+ MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
+ Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
- WaitRecall: Boolean;
+ Used: Boolean;
end;
TKeyState = record
Time: Word;
end;
- TPlayer = class (TObject)
+ TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
private
FIamBot: Boolean;
FUID: Word;
FName: String;
FTeam: Byte;
- FLive: Boolean;
+ FAlive: Boolean;
FSpawned: Boolean;
FDirection: TDirection;
FHealth: Integer;
FFlag: Byte;
FSecrets: Integer;
FCurrWeap: Byte;
+ FNextWeap: WORD;
+ FNextWeapDelay: Byte; // frames
FBFGFireCounter: SmallInt;
FLastSpawnerUID: Word;
FLastHit: Byte;
FObj: TObj;
FXTo, FYTo: Integer;
FSpectatePlayer: Integer;
+ FFirePainTime: Integer;
+ FFireAttacker: Word;
- FSavedState: TPlayerSavedState;
+ FSavedStateNum: Integer;
FModel: TPlayerModel;
+ FPunchAnim: TAnimation;
FActionPrior: Byte;
FActionAnim: Byte;
FActionForce: Boolean;
FActionChanged: Boolean;
FAngle: SmallInt;
FFireAngle: SmallInt;
+ FIncCamOld: Integer;
FIncCam: Integer;
+ FSlopeOld: Integer;
FShellTimer: Integer;
FShellType: Byte;
FSawSound: TPlayableSound;
FSawSoundIdle: TPlayableSound;
FSawSoundHit: TPlayableSound;
FSawSoundSelect: TPlayableSound;
+ FFlameSoundOn: TPlayableSound;
+ FFlameSoundOff: TPlayableSound;
+ FFlameSoundWork: TPlayableSound;
FJetSoundOn: TPlayableSound;
FJetSoundOff: TPlayableSound;
FJetSoundFly: TPlayableSound;
FNoReload: Boolean;
FJustTeleported: Boolean;
FNetTime: LongWord;
-
- function CollideLevel(XInc, YInc: Integer): Boolean;
- function StayOnStep(XInc, YInc: Integer): Boolean;
- function HeadInLiquid(XInc, YInc: Integer): Boolean;
- function BodyInLiquid(XInc, YInc: Integer): Boolean;
- function BodyInAcid(XInc, YInc: Integer): Boolean;
- function FullInLift(XInc, YInc: Integer): Integer;
- {procedure CollideItem();}
- procedure FlySmoke(Times: DWORD = 1);
- function GetAmmoByWeapon(Weapon: Byte): Word;
- procedure SetAction(Action: Byte; Force: Boolean = False);
- procedure OnDamage(Angle: SmallInt); virtual;
- function firediry(): Integer;
-
- procedure Run(Direction: TDirection);
- procedure NextWeapon();
- procedure PrevWeapon();
- procedure SeeUp();
- procedure SeeDown();
- procedure Fire();
- procedure Jump();
- procedure Use();
+ mEDamageType: Integer;
+
+
+ function CollideLevel(XInc, YInc: Integer): Boolean;
+ function StayOnStep(XInc, YInc: Integer): Boolean;
+ function HeadInLiquid(XInc, YInc: Integer): Boolean;
+ function BodyInLiquid(XInc, YInc: Integer): Boolean;
+ function BodyInAcid(XInc, YInc: Integer): Boolean;
+ function FullInLift(XInc, YInc: Integer): Integer;
+ {procedure CollideItem();}
+ procedure FlySmoke(Times: DWORD = 1);
+ procedure OnFireFlame(Times: DWORD = 1);
+ function GetAmmoByWeapon(Weapon: Byte): Word;
+ procedure SetAction(Action: Byte; Force: Boolean = False);
+ procedure OnDamage(Angle: SmallInt); virtual;
+ function firediry(): Integer;
+ procedure DoPunch();
+
+ procedure Run(Direction: TDirection);
+ procedure NextWeapon();
+ procedure PrevWeapon();
+ procedure SeeUp();
+ procedure SeeDown();
+ procedure Fire();
+ procedure Jump();
+ procedure Use();
+
+ function getNextWeaponIndex (): Byte; // return 255 for "no switch"
+ procedure resetWeaponQueue ();
+ function hasAmmoForWeapon (weapon: Byte): Boolean;
+ function hasAmmoForShooting (weapon: Byte): Boolean;
+ function shouldSwitch (weapon: Byte; hadWeapon: Boolean) : Boolean;
+
+ procedure doDamage (v: Integer);
+
+ function refreshCorpse(): Boolean;
public
FDamageBuffer: Integer;
- FAmmo: Array [A_BULLETS..A_CELLS] of Word;
- FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
- FWeapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
+ FAmmo: Array [A_BULLETS..A_HIGH] of Word;
+ FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
+ FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
FBerserk: Integer;
FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
- FReloading: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Word;
+ FReloading: Array [WP_FIRST..WP_LAST] of Word;
FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
+ FWeapSwitchMode: Byte;
+ FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte;
+ FSwitchToEmpty: Byte;
+ FSkipFist: Byte;
FColor: TRGB;
FPreferredTeam: Byte;
FSpectator: Boolean;
FWantsInGame: Boolean;
FGhost: Boolean;
FPhysics: Boolean;
+ FFlaming: Boolean;
FJetpack: Boolean;
FActualModelName: string;
FClientID: SmallInt;
FPing: Word;
FLoss: Byte;
+ FReady: Boolean;
FDummy: Boolean;
+ FFireTime: Integer;
+ FSpawnInvul: Integer;
+ FHandicap: Integer;
+ FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
+ FCorpse: Integer;
+
+ // debug: viewport offset
+ viewPortX, viewPortY, viewPortW, viewPortH: Integer;
+
+ function isValidViewPort (): Boolean; inline;
constructor Create(); virtual;
destructor Destroy(); override;
procedure ReleaseKeys();
procedure SetModel(ModelName: String);
procedure SetColor(Color: TRGB);
+ function GetColor(): TRGB;
procedure SetWeapon(W: Byte);
function IsKeyPressed(K: Byte): Boolean;
function GetKeys(): Byte;
- function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual;
+ function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
+ procedure SetWeaponPrefs(Prefs: Array of Byte);
+ procedure SetWeaponPref(Weapon, Pref: Byte);
+ function GetWeaponPref(Weapon: Byte) : Byte;
+ function GetMorePrefered() : Byte;
+ function MaySwitch(Weapon: Byte) : Boolean;
function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
function Collide(Panel: TPanel): Boolean; overload;
function Collide(X, Y: Integer): Boolean; overload;
procedure BFGHit();
function GetFlag(Flag: Byte): Boolean;
procedure SetFlag(Flag: Byte);
- function DropFlag(): Boolean;
+ function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
+ function TryDropFlag(): Boolean;
procedure AllRulez(Health: Boolean);
procedure RestoreHealthArmor();
procedure FragCombo();
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
+ procedure DrawIndicator(Color: TRGB);
procedure DrawBubble();
procedure DrawGUI();
+ procedure PreUpdate();
procedure Update(); virtual;
procedure RememberState();
procedure RecallState();
- procedure SaveState(var Mem: TBinMemoryWriter); virtual;
- procedure LoadState(var Mem: TBinMemoryReader); virtual;
+ procedure SaveState (st: TStream); virtual;
+ procedure LoadState (st: TStream); virtual;
procedure PauseSounds(Enable: Boolean);
procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
procedure DoLerp(Level: Integer = 2);
procedure SetLerp(XTo, YTo: Integer);
+ procedure ProcessWeaponAction(Action: Byte);
+ procedure QueueWeaponSwitch(Weapon: Byte);
+ procedure RealizeCurrentWeapon();
+ procedure FlamerOn;
+ procedure FlamerOff;
procedure JetpackOn;
procedure JetpackOff;
+ procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
+
+ //WARNING! this does nothing for now, but still call it!
+ procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
+
+ procedure getMapBox (out x, y, w, h: Integer); inline;
+ procedure moveBy (dx, dy: Integer); inline;
+
+ function getCameraObj(): TObj;
+
+ public
+ property Vel: TPoint2i read FObj.Vel;
+ property Obj: TObj read FObj;
property Name: String read FName write FName;
property Model: TPlayerModel read FModel;
property Death: Integer read FDeath write FDeath;
property Kills: Integer read FKills write FKills;
property CurrWeap: Byte read FCurrWeap write FCurrWeap;
+ property WeapSwitchMode: Byte read FWeapSwitchMode write FWeapSwitchMode;
+ property SwitchToEmpty: Byte read FSwitchToEmpty write FSwitchToEmpty;
+ property SkipFist: Byte read FSkipFist write FSkipFist;
property MonsterKills: Integer read FMonsterKills write FMonsterKills;
property Secrets: Integer read FSecrets;
property GodMode: Boolean read FGodMode write FGodMode;
property NoTarget: Boolean read FNoTarget write FNoTarget;
property NoReload: Boolean read FNoReload write FNoReload;
- property Live: Boolean read FLive write FLive;
+ property alive: Boolean read FAlive write FAlive;
property Flag: Byte read FFlag;
property Team: Byte read FTeam write FTeam;
property Direction: TDirection read FDirection;
property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
- property Vel: TPoint2i read FObj.Vel;
- property Obj: TObj read FObj;
property IncCam: Integer read FIncCam write FIncCam;
+ property IncCamOld: Integer read FIncCamOld write FIncCamOld;
+ property SlopeOld: Integer read FSlopeOld write FSlopeOld;
property UID: Word read FUID write FUID;
property JustTeleported: Boolean read FJustTeleported write FJustTeleported;
property NetTime: LongWord read FNetTime write FNetTime;
+
+ published
+ property eName: String read FName write FName;
+ property eHealth: Integer read FHealth write FHealth;
+ property eLives: Byte read FLives write FLives;
+ property eArmor: Integer read FArmor write FArmor;
+ property eAir: Integer read FAir write FAir;
+ property eJetFuel: Integer read FJetFuel write FJetFuel;
+ property eFrags: Integer read FFrags write FFrags;
+ property eDeath: Integer read FDeath write FDeath;
+ property eKills: Integer read FKills write FKills;
+ property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
+ property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
+ property eSecrets: Integer read FSecrets write FSecrets;
+ property eGodMode: Boolean read FGodMode write FGodMode;
+ property eNoTarget: Boolean read FNoTarget write FNoTarget;
+ property eNoReload: Boolean read FNoReload write FNoReload;
+ property eAlive: Boolean read FAlive write FAlive;
+ property eFlag: Byte read FFlag;
+ property eTeam: Byte read FTeam write FTeam;
+ property eDirection: TDirection read FDirection;
+ property eGameX: Integer read FObj.X write FObj.X;
+ property eGameY: Integer read FObj.Y write FObj.Y;
+ property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X;
+ property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y;
+ property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X;
+ property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y;
+ property eIncCam: Integer read FIncCam write FIncCam;
+ property eUID: Word read FUID;
+ property eJustTeleported: Boolean read FJustTeleported;
+ property eNetTime: LongWord read FNetTime;
+
+ // set this before assigning something to `eDamage`
+ property eDamageType: Integer read mEDamageType write mEDamageType;
+ property eDamage: Integer write doDamage;
end;
TDifficult = record
+ public
DiagFire: Byte;
InvisFire: Byte;
DiagPrecision: Byte;
FlyPrecision: Byte;
Cover: Byte;
CloseJump: Byte;
- WeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
- CloseWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
- //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
+ WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
+ CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte;
+ //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
+
+ public
+ procedure save (st: TStream);
+ procedure load (st: TStream);
end;
TAIFlag = record
Value: String;
end;
- TBot = class (TPlayer)
+ TBot = class(TPlayer)
private
FSelectedWeapon: Byte;
FTargetUID: Word;
function FullInStep(XInc, YInc: Integer): Boolean;
//function NeedItem(Item: Byte): Byte;
procedure SelectWeapon(Dist: Integer);
- procedure SetAIFlag(fName, fValue: String20);
- function GetAIFlag(fName: String20): String20;
- procedure RemoveAIFlag(fName: String20);
+ procedure SetAIFlag(aName, fValue: String20);
+ function GetAIFlag(aName: String20): String20;
+ procedure RemoveAIFlag(aName: String20);
function Healthy(): Byte;
procedure UpdateMove();
procedure UpdateCombat();
function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override;
function Heal(value: Word; Soft: Boolean): Boolean; override;
procedure Update(); override;
- procedure SaveState(var Mem: TBinMemoryWriter); override;
- procedure LoadState(var Mem: TBinMemoryReader); override;
+ procedure SaveState (st: TStream); override;
+ procedure LoadState (st: TStream); override;
end;
+ PGib = ^TGib;
TGib = record
- Live: Boolean;
+ alive: Boolean;
ID: DWORD;
MaskID: DWORD;
RAngle: Integer;
Color: TRGB;
Obj: TObj;
+
+ procedure getMapBox (out x, y, w, h: Integer); inline;
+ procedure moveBy (dx, dy: Integer); inline;
+
+ procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
end;
+
+ PShell = ^TShell;
TShell = record
SpriteID: DWORD;
- Live: Boolean;
+ alive: Boolean;
SType: Byte;
RAngle: Integer;
Timeout: Cardinal;
CX, CY: Integer;
Obj: TObj;
+
+ procedure getMapBox (out x, y, w, h: Integer); inline;
+ procedure moveBy (dx, dy: Integer); inline;
+
+ procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
end;
- TCorpse = class (TObject)
+ TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
private
FModelName: String;
FMess: Boolean;
FDamage: Byte;
FColor: TRGB;
FObj: TObj;
+ FPlayerUID: Word;
FAnimation: TAnimation;
FAnimationMask: TAnimation;
public
constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
destructor Destroy(); override;
- procedure Damage(Value: Word; vx, vy: Integer);
+ procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
procedure Update();
procedure Draw();
- procedure SaveState(var Mem: TBinMemoryWriter);
- procedure LoadState(var Mem: TBinMemoryReader);
+ procedure SaveState (st: TStream);
+ procedure LoadState (st: TStream);
- property Obj: TObj read FObj;
+ procedure getMapBox (out x, y, w, h: Integer); inline;
+ procedure moveBy (dx, dy: Integer); inline;
+
+ procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
+
+ function ObjPtr (): PObj; inline;
+
+ property Obj: TObj read FObj; // copies object
property State: Byte read FState;
property Mess: Boolean read FMess;
end;
gTeamStat: TTeamStat;
gFly: Boolean = False;
gAimLine: Boolean = False;
- gChatBubble: Byte = 0;
+ gChatBubble: Integer = 0;
+ gPlayerIndicator: Integer = 1;
+ gPlayerIndicatorStyle: Integer = 0;
gNumBots: Word = 0;
- gLMSPID1: Word = 0;
- gLMSPID2: Word = 0;
+ gSpectLatchPID1: Word = 0;
+ gSpectLatchPID2: Word = 0;
MAX_RUNVEL: Integer = 8;
VEL_JUMP: Integer = 10;
SHELL_TIMEOUT: Cardinal = 60000;
procedure g_Player_Init();
procedure g_Player_Free();
function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
-function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
+function g_Player_CreateFromState (st: TStream): Word;
procedure g_Player_Remove(UID: Word);
procedure g_Player_ResetTeams();
+procedure g_Player_PreUpdate();
procedure g_Player_UpdateAll();
procedure g_Player_DrawAll();
procedure g_Player_DrawDebug(p: TPlayer);
function g_Player_GetCount(): Byte;
function g_Player_GetStats(): TPlayerStatArray;
function g_Player_ValidName(Name: String): Boolean;
-procedure g_Player_CreateCorpse(Player: TPlayer);
+function g_Player_CreateCorpse(Player: TPlayer): Integer;
procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB);
procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
procedure g_Player_UpdatePhysicalObjects();
procedure g_Player_DrawCorpses();
procedure g_Player_DrawShells();
procedure g_Player_RemoveAllCorpses();
-procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
-procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
-procedure g_Bot_Add(Team, Difficult: Byte);
-procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
+procedure g_Player_Corpses_SaveState (st: TStream);
+procedure g_Player_Corpses_LoadState (st: TStream);
+procedure g_Player_ResetReady();
+procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
+procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
procedure g_Bot_MixNames();
procedure g_Bot_RemoveAll();
+function g_Bot_GetCount(): Integer;
implementation
uses
- e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math,
- g_options, g_triggers, g_menu, MAPDEF, g_game,
- wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg;
+{$INCLUDE ../nogl/noGLuses.inc}
+{$IFDEF ENABLE_HOLMES}
+ g_holmes,
+{$ENDIF}
+ e_log, g_map, g_items, g_console, g_gfx, Math,
+ g_options, g_triggers, g_menu, g_game, g_grid, e_res,
+ wadreader, g_main, g_monsters, CONFIG, g_language,
+ g_net, g_netmsg, g_window,
+ utils, xstreams;
+
+const PLR_SAVE_VERSION = 0;
type
TBotProfile = record
fly_precision: Byte;
cover: Byte;
close_jump: Byte;
- w_prior1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
- w_prior2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
- w_prior3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
+ w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
+ w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
+ w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
end;
const
ANGLE_LEFTUP = 125;
ANGLE_LEFTDOWN = -145;
PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12);
- WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32));
+ WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32));
BOT_MAXJUMP = 84;
BOT_LONGDIST = 300;
BOT_UNSAFEDIST = 128;
(R:0; G:0; B:255));
DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
FlyPrecision: 32; Cover: 32; CloseJump: 32;
- WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
+ WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
FlyPrecision: 127; Cover: 127; CloseJump: 127;
- WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
+ WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
FlyPrecision: 255; Cover: 255; CloseJump: 255;
- WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
- WEAPON_PRIOR1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
- (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
+ WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
+ WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
+ (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
+ WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
- WEAPON_PRIOR2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
- (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
+ WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
+ (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
+ WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
- //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
- // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
- // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
- // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
- WEAPON_RELOAD: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
- (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
+ //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
+ // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
+ // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
+ // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
+ // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
+ WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
+ (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
PLAYER_SIGNATURE = $52594C50; // 'PLYR'
CORPSE_SIGNATURE = $50524F43; // 'CORP'
CurrentShell: Integer = 0;
BotNames: Array of String;
BotList: Array of TBotProfile;
+ SavedStates: Array of TPlayerSavedState;
+
function Lerp(X, Y, Factor: Integer): Integer;
begin
gPlayers[a].FModel.Color := Color;
gPlayers[a].FUID := g_CreateUID(UID_PLAYER);
- gPlayers[a].FLive := False;
+ gPlayers[a].FAlive := False;
Result := gPlayers[a].FUID;
end;
-function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word;
-var
- a, i: Integer;
- ok, Bot: Boolean;
- sig: DWORD;
- b: Byte;
+function g_Player_CreateFromState (st: TStream): Word;
+ var a: Integer; ok, Bot: Boolean; pos: Int64;
begin
- Result := 0;
- if Mem = nil then
- Exit;
-
-// Ñèãíàòóðà èãðîêà:
- Mem.ReadDWORD(sig);
- if sig <> PLAYER_SIGNATURE then // 'PLYR'
- begin
- raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature');
- end;
-
-// Áîò èëè ÷åëîâåê:
- Mem.ReadBoolean(Bot);
+ assert(st <> nil);
- ok := False;
- a := 0;
+ // check signature and entity type
+ pos := st.Position;
+ if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
+ if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
+ Bot := utils.readBool(st);
+ st.Position := pos;
-// Åñòü ëè ìåñòî â gPlayers:
- if gPlayers <> nil then
- for a := 0 to High(gPlayers) do
- if gPlayers[a] = nil then
- begin
- ok := True;
- Break;
- end;
+ // find free player slot
+ ok := false;
+ for a := 0 to High(gPlayers) do
+ if gPlayers[a] = nil then
+ begin
+ ok := true;
+ break;
+ end;
-// Íåò ìåñòà - ðàñøèðÿåì gPlayers:
+ // allocate player slot
if not ok then
begin
SetLength(gPlayers, Length(gPlayers)+1);
a := High(gPlayers);
end;
-// Ñîçäàåì îáúåêò èãðîêà:
+ // create entity and load state
if Bot then
gPlayers[a] := TBot.Create()
else
gPlayers[a] := TPlayer.Create();
- gPlayers[a].FIamBot := Bot;
- gPlayers[a].FPhysics := True;
-
-// UID èãðîêà:
- Mem.ReadWord(gPlayers[a].FUID);
-// Èìÿ èãðîêà:
- Mem.ReadString(gPlayers[a].FName);
-// Êîìàíäà:
- Mem.ReadByte(gPlayers[a].FTeam);
- gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
-// Æèâ ëè:
- Mem.ReadBoolean(gPlayers[a].FLive);
-// Èçðàñõîäîâàë ëè âñå æèçíè:
- Mem.ReadBoolean(gPlayers[a].FNoRespawn);
-// Íàïðàâëåíèå:
- Mem.ReadByte(b);
- if b = 1 then
- gPlayers[a].FDirection := D_LEFT
- else // b = 2
- gPlayers[a].FDirection := D_RIGHT;
-// Çäîðîâüå:
- Mem.ReadInt(gPlayers[a].FHealth);
-// Æèçíè:
- Mem.ReadByte(gPlayers[a].FLives);
-// Áðîíÿ:
- Mem.ReadInt(gPlayers[a].FArmor);
-// Çàïàñ âîçäóõà:
- Mem.ReadInt(gPlayers[a].FAir);
-// Çàïàñ ãîðþ÷åãî:
- Mem.ReadInt(gPlayers[a].FJetFuel);
-// Áîëü:
- Mem.ReadInt(gPlayers[a].FPain);
-// Óáèë:
- Mem.ReadInt(gPlayers[a].FKills);
-// Óáèë ìîíñòðîâ:
- Mem.ReadInt(gPlayers[a].FMonsterKills);
-// Ôðàãîâ:
- Mem.ReadInt(gPlayers[a].FFrags);
-// Ôðàãîâ ïîäðÿä:
- Mem.ReadByte(gPlayers[a].FFragCombo);
-// Âðåìÿ ïîñëåäíåãî ôðàãà:
- Mem.ReadDWORD(gPlayers[a].FLastFrag);
-// Ñìåðòåé:
- Mem.ReadInt(gPlayers[a].FDeath);
-// Êàêîé ôëàã íåñåò:
- Mem.ReadByte(gPlayers[a].FFlag);
-// Íàøåë ñåêðåòîâ:
- Mem.ReadInt(gPlayers[a].FSecrets);
-// Òåêóùåå îðóæèå:
- Mem.ReadByte(gPlayers[a].FCurrWeap);
-// Âðåìÿ çàðÿäêè BFG:
- Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
-// Áóôåð óðîíà:
- Mem.ReadInt(gPlayers[a].FDamageBuffer);
-// Ïîñëåäíèé óäàðèâøèé:
- Mem.ReadWord(gPlayers[a].FLastSpawnerUID);
-// Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
- Mem.ReadByte(gPlayers[a].FLastHit);
-// Îáúåêò èãðîêà:
- Obj_LoadState(@gPlayers[a].FObj, Mem);
-// Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
- Mem.ReadWord(gPlayers[a].FAmmo[i]);
-// Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
- Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
-// Íàëè÷èå îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
- Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
-// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
- Mem.ReadWord(gPlayers[a].FReloading[i]);
-// Íàëè÷èå ðþêçàêà:
- Mem.ReadByte(b);
- if b = 1 then
- Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
-// Íàëè÷èå êðàñíîãî êëþ÷à:
- Mem.ReadByte(b);
- if b = 1 then
- Include(gPlayers[a].FRulez, R_KEY_RED);
-// Íàëè÷èå çåëåíîãî êëþ÷à:
- Mem.ReadByte(b);
- if b = 1 then
- Include(gPlayers[a].FRulez, R_KEY_GREEN);
-// Íàëè÷èå ñèíåãî êëþ÷à:
- Mem.ReadByte(b);
- if b = 1 then
- Include(gPlayers[a].FRulez, R_KEY_BLUE);
-// Íàëè÷èå áåðñåðêà:
- Mem.ReadByte(b);
- if b = 1 then
- Include(gPlayers[a].FRulez, R_BERSERK);
-// Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
- for i := MR_SUIT to MR_MAX do
- Mem.ReadDWORD(gPlayers[a].FMegaRulez[i]);
-// Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
- for i := T_RESPAWN to T_FLAGCAP do
- Mem.ReadDWORD(gPlayers[a].FTime[i]);
-
-// Íàçâàíèå ìîäåëè:
- Mem.ReadString(gPlayers[a].FActualModelName);
-// Öâåò ìîäåëè:
- Mem.ReadByte(gPlayers[a].FColor.R);
- Mem.ReadByte(gPlayers[a].FColor.G);
- Mem.ReadByte(gPlayers[a].FColor.B);
-// Îáíîâëÿåì ìîäåëü èãðîêà:
- gPlayers[a].SetModel(gPlayers[a].FActualModelName);
-
-// Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
- if gPlayers[a].FModel = nil then
- begin
- gPlayers[a].Free();
- gPlayers[a] := nil;
- g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
- Exit;
- end;
-
-// Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
- if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
- gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
- else
- gPlayers[a].FModel.Color := gPlayers[a].FColor;
+ gPlayers[a].FPhysics := True; // ???
+ gPlayers[a].LoadState(st);
- Result := gPlayers[a].FUID;
+ result := gPlayers[a].FUID;
end;
+
procedure g_Player_ResetTeams();
var
a: Integer;
end;
end;
-procedure g_Bot_Add(Team, Difficult: Byte);
+procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
var
- m: SArray;
+ m: SSArray;
_name, _model: String;
a, tr, tb: Integer;
begin
if not g_Game_IsServer then Exit;
+// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
+ if (g_Bot_GetCount() >= gMaxBots) then Exit;
+
// Ñïèñîê íàçâàíèé ìîäåëåé:
m := g_PlayerModel_GetNames();
if m = nil then
Break;
end;
-// Èìåíè íåò, çàäàåì ñëó÷àéíîå:
- if _name = '' then
- repeat
- _name := Format('DFBOT%.2d', [Random(100)]);
- until g_Player_ValidName(_name);
-
// Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
_model := m[Random(Length(m))];
Min(Random(9)*32, 255)),
Team, True)) as TBot do
begin
- Name := _name;
+ // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
+ if _name = '' then
+ Name := Format('DFBOT%.5d', [UID])
+ else
+ Name := _name;
case Difficult of
1: FDifficult := DIFFICULT_EASY;
else FDifficult := DIFFICULT_HARD;
end;
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for a := WP_FIRST to WP_LAST do
begin
FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
//FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
end;
+ FHandicap := Handicap;
+
g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
end;
end;
-procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
+procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
var
- m: SArray;
+ m: SSArray;
_name, _model: String;
a: Integer;
begin
if not g_Game_IsServer then Exit;
+// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
+ if (g_Bot_GetCount() >= gMaxBots) then Exit;
+
// Ñïèñîê íàçâàíèé ìîäåëåé:
m := g_PlayerModel_GetNames();
if m = nil then
FDifficult.Cover := BotList[num].cover;
FDifficult.CloseJump := BotList[num].close_jump;
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ FHandicap := Handicap;
+
+ for a := WP_FIRST to WP_LAST do
begin
FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
s: String;
a, b: Integer;
config: TConfig;
- sa: SArray;
+ sa: SSArray;
+ path: AnsiString;
begin
BotNames := nil;
- if not FileExists(DataDir + BOTNAMES_FILENAME) then
+ path := BOTNAMES_FILENAME;
+ if e_FindResource(DataDirs, path) = false then
Exit;
// ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
- AssignFile(F, DataDir + BOTNAMES_FILENAME);
+ AssignFile(F, path);
Reset(F);
while not EOF(F) do
g_Bot_MixNames();
// ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
- config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
+ config := TConfig.CreateFile(path);
BotList := nil;
a := 0;
end;
config.Free();
+ SetLength(SavedStates, 0);
end;
procedure g_Player_Free();
gPlayer1 := nil;
gPlayer2 := nil;
+ SetLength(SavedStates, 0);
+end;
+
+procedure g_Player_PreUpdate();
+var
+ i: Integer;
+begin
+ if gPlayers = nil then Exit;
+ for i := 0 to High(gPlayers) do
+ if gPlayers[i] <> nil then
+ gPlayers[i].PreUpdate();
end;
procedure g_Player_UpdateAll();
begin
if gPlayers = nil then Exit;
+ //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
for i := 0 to High(gPlayers) do
+ begin
if gPlayers[i] <> nil then
- if gPlayers[i] is TPlayer then gPlayers[i].Update()
- else TBot(gPlayers[i]).Update();
+ begin
+ if gPlayers[i] is TPlayer then
+ begin
+ gPlayers[i].Update();
+ gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
+ end
+ else
+ begin
+ // bot updates weapons in `UpdateCombat()`
+ TBot(gPlayers[i]).Update();
+ end;
+ end;
+ end;
+ //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
end;
procedure g_Player_DrawAll();
e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont);
e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont);
e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont);
+ e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont);
+ e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont);
end;
procedure g_Player_DrawHealth();
Result := Result + 1;
end;
+function g_Bot_GetCount(): Integer;
+var
+ a: Integer;
+begin
+ Result := 0;
+
+ if gPlayers = nil then
+ Exit;
+
+ for a := 0 to High(gPlayers) do
+ if (gPlayers[a] <> nil) and (gPlayers[a] is TBot) then
+ Result := Result + 1;
+end;
+
function g_Player_GetStats(): TPlayerStatArray;
var
a: Integer;
SetLength(Result, Length(Result)+1);
with Result[High(Result)] do
begin
+ Num := a;
Ping := gPlayers[a].FPing;
Loss := gPlayers[a].FLoss;
Name := gPlayers[a].FName;
Color := gPlayers[a].FModel.Color;
Lives := gPlayers[a].FLives;
Spectator := gPlayers[a].FSpectator;
+ UID := gPlayers[a].FUID;
end;
end;
end;
+procedure g_Player_ResetReady();
+var
+ a: Integer;
+begin
+ if not g_Game_IsServer then Exit;
+ if gPlayers = nil then Exit;
+
+ for a := 0 to High(gPlayers) do
+ if gPlayers[a] <> nil then
+ begin
+ gPlayers[a].FReady := False;
+ if g_Game_IsNet then
+ MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
+ end;
+end;
+
procedure g_Player_RememberAll;
var
i: Integer;
begin
for i := Low(gPlayers) to High(gPlayers) do
- if (gPlayers[i] <> nil) and gPlayers[i].Live then
+ if (gPlayers[i] <> nil) and gPlayers[i].alive then
gPlayers[i].RememberState;
end;
end;
end;
-procedure g_Player_CreateCorpse(Player: TPlayer);
+function g_Player_CreateCorpse(Player: TPlayer): Integer;
var
+ i: Integer;
find_id: DWORD;
ok: Boolean;
begin
- if Player.Live then
+ Result := -1;
+
+ if Player.alive then
Exit;
+
+// Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
+ i := Player.FCorpse;
+ if (i >= 0) and (i < Length(gCorpses)) then
+ begin
+ if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then
+ gCorpses[i].FPlayerUID := 0;
+ end;
+
if Player.FObj.Y >= gMapInfo.Height+128 then
Exit;
gCorpses[find_id].FColor := FModel.Color;
gCorpses[find_id].FObj.Vel := FObj.Vel;
gCorpses[find_id].FObj.Accel := FObj.Accel;
+ gCorpses[find_id].FPlayerUID := FUID;
+
+ Result := find_id;
end
else
g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
Obj.Rect.Height := 3;
end;
SType := T;
- Live := True;
+ alive := True;
Obj.X := fX;
Obj.Y := fY;
g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4));
+ positionChanged(); // this updates spatial accelerators
RAngle := Random(360);
Timeout := gTime + SHELL_TIMEOUT;
@@ -1478,11 +1615,13 @@ procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
var
a: Integer;
GibsArray: TGibsArray;
+ Blood: TModelBlood;
begin
if (gGibs = nil) or (Length(gGibs) = 0) then
Exit;
if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
Exit;
+ Blood := g_PlayerModel_GetBlood(ModelName);
for a := 0 to High(GibsArray) do
with gGibs[CurrentGib] do
Color := fColor;
ID := GibsArray[a].ID;
MaskID := GibsArray[a].MaskID;
- Live := True;
+ alive := True;
g_Obj_Init(@Obj);
Obj.Rect := GibsArray[a].Rect;
Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2);
Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2);
g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
+ positionChanged(); // this updates spatial accelerators
RAngle := Random(360);
if gBloodCount > 0 then
g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
- Random(48), Random(48), 150, 0, 0);
+ Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
if CurrentGib >= High(gGibs) then
CurrentGib := 0
// Êóñêè ìÿñà:
if gGibs <> nil then
for i := 0 to High(gGibs) do
- if gGibs[i].Live then
+ if gGibs[i].alive then
with gGibs[i] do
begin
+ Obj.oldX := Obj.X;
+ Obj.oldY := Obj.Y;
+
vel := Obj.Vel;
mr := g_Obj_Move(@Obj, True, False, True);
+ positionChanged(); // this updates spatial accelerators
if WordBool(mr and MOVE_FALLOUT) then
begin
- Live := False;
+ alive := False;
Continue;
end;
// Ãèëüçû:
if gShells <> nil then
for i := 0 to High(gShells) do
- if gShells[i].Live then
+ if gShells[i].alive then
with gShells[i] do
begin
+ Obj.oldX := Obj.X;
+ Obj.oldY := Obj.Y;
+
vel := Obj.Vel;
mr := g_Obj_Move(@Obj, True, False, True);
+ positionChanged(); // this updates spatial accelerators
if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then
begin
- Live := False;
+ alive := False;
Continue;
end;
end;
end;
+
+procedure TGib.getMapBox (out x, y, w, h: Integer); inline;
+begin
+ x := Obj.X+Obj.Rect.X;
+ y := Obj.Y+Obj.Rect.Y;
+ w := Obj.Rect.Width;
+ h := Obj.Rect.Height;
+end;
+
+procedure TGib.moveBy (dx, dy: Integer); inline;
+begin
+ if (dx <> 0) or (dy <> 0) then
+ begin
+ Obj.X += dx;
+ Obj.Y += dy;
+ positionChanged();
+ end;
+end;
+
+
+procedure TShell.getMapBox (out x, y, w, h: Integer); inline;
+begin
+ x := Obj.X;
+ y := Obj.Y;
+ w := Obj.Rect.Width;
+ h := Obj.Rect.Height;
+end;
+
+procedure TShell.moveBy (dx, dy: Integer); inline;
+begin
+ if (dx <> 0) or (dy <> 0) then
+ begin
+ Obj.X += dx;
+ Obj.Y += dy;
+ positionChanged();
+ end;
+end;
+
+
+procedure TGib.positionChanged (); inline; begin end;
+procedure TShell.positionChanged (); inline; begin end;
+
+
procedure g_Player_DrawCorpses();
var
- i: Integer;
- a: TPoint;
+ i, fX, fY: Integer;
+ a: TDFPoint;
begin
if gGibs <> nil then
for i := 0 to High(gGibs) do
- if gGibs[i].Live then
+ if gGibs[i].alive then
with gGibs[i] do
begin
if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
Continue;
+ Obj.lerp(gLerpFactor, fX, fY);
+
a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
- e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
+ e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
e_Colors := Color;
- e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
+ e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
e_Colors.R := 255;
e_Colors.G := 255;
e_Colors.B := 255;
procedure g_Player_DrawShells();
var
- i: Integer;
- a: TPoint;
+ i, fX, fY: Integer;
+ a: TDFPoint;
begin
if gShells <> nil then
for i := 0 to High(gShells) do
- if gShells[i].Live then
+ if gShells[i].alive then
with gShells[i] do
begin
if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
Continue;
+ Obj.lerp(gLerpFactor, fX, fY);
+
a.X := CX;
a.Y := CY;
- e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE);
+ e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
end;
end;
SetLength(gCorpses, MaxCorpses);
end;
-procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter);
+procedure g_Player_Corpses_SaveState (st: TStream);
var
count, i: Integer;
- b: Boolean;
begin
-// Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
+ // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
count := 0;
- if gCorpses <> nil then
- for i := 0 to High(gCorpses) do
- if gCorpses[i] <> nil then
- count := count + 1;
-
- Mem := TBinMemoryWriter.Create((count+1) * 128);
+ for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
-// Êîëè÷åñòâî òðóïîâ:
- Mem.WriteInt(count);
+ // Êîëè÷åñòâî òðóïîâ
+ utils.writeInt(st, LongInt(count));
- if count = 0 then
- Exit;
+ if (count = 0) then exit;
-// Ñîõðàíÿåì òðóïû:
+ // Ñîõðàíÿåì òðóïû
for i := 0 to High(gCorpses) do
+ begin
if gCorpses[i] <> nil then
begin
- // Íàçâàíèå ìîäåëè:
- Mem.WriteString(gCorpses[i].FModelName);
- // Òèï ñìåðòè:
- b := gCorpses[i].Mess;
- Mem.WriteBoolean(b);
- // Ñîõðàíÿåì äàííûå òðóïà:
- gCorpses[i].SaveState(Mem);
+ // Íàçâàíèå ìîäåëè
+ utils.writeStr(st, gCorpses[i].FModelName);
+ // Òèï ñìåðòè
+ utils.writeBool(st, gCorpses[i].Mess);
+ // Ñîõðàíÿåì äàííûå òðóïà:
+ gCorpses[i].SaveState(st);
end;
+ end;
end;
-procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader);
+
+procedure g_Player_Corpses_LoadState (st: TStream);
var
count, i: Integer;
str: String;
b: Boolean;
begin
- if Mem = nil then
- Exit;
+ assert(st <> nil);
g_Player_RemoveAllCorpses();
-// Êîëè÷åñòâî òðóïîâ:
- Mem.ReadInt(count);
+ // Êîëè÷åñòâî òðóïîâ:
+ count := utils.readLongInt(st);
+ if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
- if count > Length(gCorpses) then
- begin
- raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
- end;
-
- if count = 0 then
- Exit;
+ if (count = 0) then exit;
-// Çàãðóæàåì òðóïû:
+ // Çàãðóæàåì òðóïû
for i := 0 to count-1 do
begin
- // Íàçâàíèå ìîäåëè:
- Mem.ReadString(str);
- // Òèï ñìåðòè:
- Mem.ReadBoolean(b);
- // Ñîçäàåì òðóï:
+ // Íàçâàíèå ìîäåëè:
+ str := utils.readStr(st);
+ // Òèï ñìåðòè
+ b := utils.readBool(st);
+ // Ñîçäàåì òðóï
gCorpses[i] := TCorpse.Create(0, 0, str, b);
- // Çàãðóæàåì äàííûå òðóïà:
- gCorpses[i].LoadState(Mem);
+ // Çàãðóæàåì äàííûå òðóïà
+ gCorpses[i].LoadState(st);
end;
end;
+
{ T P l a y e r : }
+function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
+
procedure TPlayer.BFGHit();
begin
g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
procedure TPlayer.ChangeModel(ModelName: string);
var
- Model: TPlayerModel;
+ locModel: TPlayerModel;
begin
- Model := g_PlayerModel_Get(ModelName);
- if Model = nil then Exit;
+ locModel := g_PlayerModel_Get(ModelName);
+ if locModel = nil then Exit;
FModel.Free();
- FModel := Model;
+ FModel := locModel;
end;
procedure TPlayer.SetModel(ModelName: string);
if FModel <> nil then FModel.Color := Color;
end;
+
+
+function TPlayer.GetColor(): TRGB;
+begin
+ result := FModel.Color;
+end;
+
+procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte);
+var
+ i: Integer;
+begin
+ for i := WP_FIRST to WP_LAST + 1 do
+ begin
+ if (Prefs[i] > WP_LAST + 1) then
+ FWeapPreferences[i] := 0
+ else
+ FWeapPreferences[i] := Prefs[i];
+ end;
+end;
+
+procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte);
+begin
+ if (Weapon > WP_LAST + 1) then
+ exit
+ else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then
+ FWeapPreferences[Weapon] := Pref
+ else if (Weapon <= WP_LAST + 1) and (Pref > WP_LAST + 1) then
+ FWeapPreferences[Weapon] := 0;
+end;
+
+function TPlayer.GetWeaponPref(Weapon: Byte) : Byte;
+begin
+ if (Weapon > WP_LAST + 1) then
+ result := 0
+ else if (FWeapPreferences[Weapon] > WP_LAST + 1) then
+ result := 0
+ else
+ result := FWeapPreferences[Weapon];
+end;
+
+function TPlayer.GetMorePrefered() : Byte;
+var
+ testedWeap, i: Byte;
+begin
+ testedWeap := FCurrWeap;
+ for i := WP_FIRST to WP_LAST do
+ if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then
+ testedWeap := i;
+ if (R_BERSERK in FRulez) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then
+ testedWeap := WEAPON_KASTET;
+ result := testedWeap;
+end;
+
+function TPlayer.maySwitch(Weapon: Byte) : Boolean;
+begin
+ result := true;
+ if (Weapon = WEAPON_KASTET) and (FSkipFist <> 0) then
+ begin
+ if (FSkipFist = 1) and (not (R_BERSERK in FRulez)) then
+ result := false;
+ end
+ else if (FSwitchToEmpty = 0) and (not hasAmmoForShooting(Weapon)) then
+ result := false;
+end;
+
procedure TPlayer.SwitchTeam;
begin
if g_Game_IsClient then
Exit;
if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit;
- if gGameOn and FLive then
+ if gGameOn and FAlive then
Kill(K_SIMPLEKILL, FUID, HIT_SELF);
if FTeam = TEAM_RED then
r: Boolean;
begin
if gItems = nil then Exit;
- if not FLive then Exit;
+ if not FAlive then Exit;
for i := 0 to High(gItems) do
with gItems[i] do
begin
- if (ItemType <> ITEM_NONE) and Live then
+ if (ItemType <> ITEM_NONE) and alive then
if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
PLAYER_RECT.Height, @Obj) then
begin
constructor TPlayer.Create();
begin
+ viewPortX := 0;
+ viewPortY := 0;
+ viewPortW := 0;
+ viewPortH := 0;
+ mEDamageType := HIT_SOME;
+
FIamBot := False;
FDummy := False;
FSpawned := False;
FSawSoundIdle := TPlayableSound.Create();
FSawSoundHit := TPlayableSound.Create();
FSawSoundSelect := TPlayableSound.Create();
+ FFlameSoundOn := TPlayableSound.Create();
+ FFlameSoundOff := TPlayableSound.Create();
+ FFlameSoundWork := TPlayableSound.Create();
FJetSoundFly := TPlayableSound.Create();
FJetSoundOn := TPlayableSound.Create();
FJetSoundOff := TPlayableSound.Create();
FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
+ FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
+ FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
+ FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
FClientID := -1;
FPing := 0;
FLoss := 0;
- FSavedState.WaitRecall := False;
+ FSavedStateNum := -1;
FShellTimer := -1;
+ FFireTime := 0;
+ FFirePainTime := 0;
+ FFireAttacker := 0;
+ FHandicap := 100;
+ FCorpse := -1;
FActualModelName := 'doomer';
FBFGFireCounter := -1;
FJustTeleported := False;
FNetTime := 0;
+
+ FWaitForFirstSpawn := false;
+
+ resetWeaponQueue();
+end;
+
+procedure TPlayer.positionChanged (); inline;
+begin
+end;
+
+procedure TPlayer.doDamage (v: Integer);
+begin
+ if (v <= 0) then exit;
+ if (v > 32767) then v := 32767;
+ Damage(v, 0, 0, 0, mEDamageType);
end;
procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
var
c: Word;
begin
- if (not g_Game_IsClient) and (not FLive) then
+ if (not g_Game_IsClient) and (not FAlive) then
Exit;
FLastHit := t;
FMegaRulez[MR_SUIT] := 0;
FMegaRulez[MR_INVUL] := 0;
FMegaRulez[MR_INVIS] := 0;
+ FSpawnInvul := 0;
FBerserk := 0;
end;
end;
// Áóôåð óðîíà:
- if FLive then
+ if FAlive then
Inc(FDamageBuffer, value);
// Âñïûøêà áîëè:
Result := False;
if g_Game_IsClient then
Exit;
- if not FLive then
+ if not FAlive then
Exit;
if Soft and (FHealth < PLAYER_HP_SOFT) then
FSawSound.Free();
FSawSoundIdle.Free();
FSawSoundHit.Free();
+ FSawSoundSelect.Free();
+ FFlameSoundOn.Free();
+ FFlameSoundOff.Free();
+ FFlameSoundWork.Free();
FJetSoundFly.Free();
FJetSoundOn.Free();
FJetSoundOff.Free();
FModel.Free();
+ if FPunchAnim <> nil then
+ FPunchAnim.Free();
inherited;
end;
+procedure TPlayer.DrawIndicator(Color: TRGB);
+var
+ indX, indY, fX, fY, fSlope: Integer;
+ indW, indH: Word;
+ indA: Single;
+ a: TDFPoint;
+ nW, nH: Byte;
+ ID: DWORD;
+ c: TRGB;
+begin
+ if FAlive then
+ begin
+ FObj.lerp(gLerpFactor, fX, fY);
+ fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
+
+ case gPlayerIndicatorStyle of
+ 0:
+ begin
+ if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
+ begin
+ e_GetTextureSize(ID, @indW, @indH);
+ a.X := indW div 2;
+ a.Y := indH div 2;
+
+ if (FObj.X + FObj.Rect.X) < 0 then
+ begin
+ indA := 90;
+ indX := fX + FObj.Rect.X + FObj.Rect.Width;
+ indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
+ end
+
+ else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
+ begin
+ indA := 270;
+ indX := fX + FObj.Rect.X - indH;
+ indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
+ end
+
+ else if (FObj.Y - indH) < 0 then
+ begin
+ indA := 180;
+ indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
+ indY := fY + FObj.Rect.Y + FObj.Rect.Height;
+ end
+
+ else
+ begin
+ indA := 0;
+ indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
+ indY := fY - indH;
+ end;
+
+ indY := indY + fSlope;
+ indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
+ indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
+
+ c := e_Colors;
+ e_Colors := Color;
+ e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
+ e_Colors := c;
+ end;
+ end;
+
+ 1:
+ begin
+ e_TextureFontGetSize(gStdFont, nW, nH);
+ indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
+ indY := fY - nH + fSlope;
+ e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True);
+ end;
+ end;
+ end;
+end;
+
procedure TPlayer.DrawBubble();
var
- bubX, bubY: Integer;
+ bubX, bubY, fX, fY: Integer;
ID: LongWord;
Rb, Gb, Bb,
Rw, Gw, Bw: SmallInt;
Dot: Byte;
+ CObj: TObj;
begin
- bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18);
- bubY := FObj.Y+FObj.Rect.Y - 18;
+ CObj := getCameraObj();
+ CObj.lerp(gLerpFactor, fX, fY);
+ // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
+ bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
+ bubY := fY+FObj.Rect.Y - 18;
Rb := 64;
Gb := 64;
Bb := 64;
case gChatBubble of
1: // simple textual non-bubble
begin
- bubX := FObj.X+FObj.Rect.X - 11;
- bubY := FObj.Y+FObj.Rect.Y - 17;
+ bubX := fX+FObj.Rect.X - 11;
+ bubY := fY+FObj.Rect.Y - 17;
e_TextureFontPrint(bubX, bubY, '[...]', gStdFont);
Exit;
end;
4: // custom textured bubble
begin
if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
- if FDirection = D_RIGHT then
+ if FDirection = TDirection.D_RIGHT then
e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
else
- e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
+ e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
Exit;
end;
end;
e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
// Tail
- Dot := IfThen(FDirection = D_LEFT, 14, 5);
+ Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
- e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
- e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
- e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
- e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
+ e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
+ e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
+ e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
+ e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
// Dots
Dot := 6;
var
ID: DWORD;
w, h: Word;
+ dr: Boolean;
+ Mirror: TMirrorType;
+ fX, fY, fSlope: Integer;
begin
- if FLive then
+ FObj.lerp(gLerpFactor, fX, fY);
+ fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
+
+ if FAlive then
begin
- if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
+ if Direction = TDirection.D_RIGHT then
+ Mirror := TMirrorType.None
+ else
+ Mirror := TMirrorType.Horizontal;
+
+ if FPunchAnim <> nil then
+ begin
+ FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
+ fY+fSlope+FObj.Rect.Y-11, Mirror);
+ if FPunchAnim.played then
+ begin
+ FPunchAnim.Free;
+ FPunchAnim := nil;
+ end;
+ end;
+
+ if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
begin
e_GetTextureSize(ID, @w, @h);
- if FDirection = D_LEFT then
- e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
- FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False)
+ if FDirection = TDirection.D_LEFT then
+ e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4,
+ fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False)
else
- e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
- FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7, 0, True, False);
+ e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2,
+ fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False);
end;
if FMegaRulez[MR_INVIS] > gTime then
begin
if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
- FModel.Draw(FObj.X, FObj.Y, 200)
+ begin
+ if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
+ dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
+ else
+ dr := True;
+ if dr then
+ FModel.Draw(fX, fY+fSlope, 200)
+ else
+ FModel.Draw(fX, fY+fSlope);
+ end
else
- FModel.Draw(FObj.X, FObj.Y, 254);
+ FModel.Draw(fX, fY+fSlope, 254);
end
else
- FModel.Draw(FObj.X, FObj.Y);
+ FModel.Draw(fX, fY+fSlope);
end;
if g_debug_Frames then
end;
if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
- DrawBubble();
+ if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
+ ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
+ DrawBubble();
// e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
- if gAimLine and Live and
+ if gAimLine and alive and
((Self = gPlayer1) or (Self = gPlayer2)) then
DrawAim();
end;
+
procedure TPlayer.DrawAim();
-var
- wx, wy, xx, yy: Integer;
+ procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer);
+ var
+ ex, ey: Integer;
+ begin
+
+{$IFDEF ENABLE_HOLMES}
+ if isValidViewPort and (self = gPlayer1) then
+ begin
+ g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
+ end;
+{$ENDIF}
+
+ e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
+ if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
+ begin
+ e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96);
+ end
+ else
+ begin
+ e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96);
+ end;
+ end;
+
+var
+ wx, wy, xx, yy: Integer;
angle: SmallInt;
sz, len: Word;
begin
- wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
+ wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
wy := FObj.Y + WEAPONPOINT[FDirection].Y;
angle := FAngle;
len := 1024;
end;
xx := Trunc(Cos(-DegToRad(angle)) * len) + wx;
yy := Trunc(Sin(-DegToRad(angle)) * len) + wy;
+ {$IF DEFINED(D2F_DEBUG)}
+ drawCast(sz, wx, wy, xx, yy);
+ {$ELSE}
e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96);
+ {$ENDIF}
end;
procedure TPlayer.DrawGUI();
e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
end;
- if gShowLives and (gGameSettings.MaxLives > 0) then
+ if gLMSRespawn > LMS_RESPAWN_NONE then
+ begin
+ s := _lc[I_GAME_WARMUP];
+ e_CharFont_GetSize(gMenuFont, s, tw, th);
+ s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
+ e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
+ end
+ else if gShowLives and (gGameSettings.MaxLives > 0) then
begin
s := IntToStr(Lives);
e_CharFont_GetSize(gMenuFont, s, tw, th);
WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
+ WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
end;
e_CharFont_GetSize(gMenuFont, s, tw, th);
dr: Boolean;
begin
// Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
- if FMegaRulez[MR_INVUL] >= gTime then
+ if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
begin
if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
if dr then
e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
- 191, 191, 191, 0, B_INVERT);
+ 191, 191, 191, 0, TBlending.Invert);
end;
// Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
if dr then
e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
- 0, 96, 0, 200, B_NONE);
+ 0, 96, 0, 200, TBlending.None);
end;
// Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
begin
e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
- 255, 0, 0, 200, B_NONE);
+ 255, 0, 0, 200, TBlending.None);
end;
end;
e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
end;
+procedure TPlayer.DoPunch();
+var
+ id: DWORD;
+ st: String;
+begin
+ if FPunchAnim <> nil then begin
+ FPunchAnim.reset();
+ FPunchAnim.Free;
+ FPunchAnim := nil;
+ end;
+ st := 'FRAMES_PUNCH';
+ if R_BERSERK in FRulez then
+ st := st + '_BERSERK';
+ if FKeys[KEY_UP].Pressed then
+ st := st + '_UP'
+ else if FKeys[KEY_DOWN].Pressed then
+ st := st + '_DN';
+ g_Frames_Get(id, st);
+ FPunchAnim := TAnimation.Create(id, False, 1);
+end;
+
procedure TPlayer.Fire();
var
f, DidFire: Boolean;
wx, wy, xd, yd: Integer;
- obj: TObj;
+ locobj: TObj;
begin
if g_Game_IsClient then Exit;
// FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
f := False;
wx := FObj.X+WEAPONPOINT[FDirection].X;
wy := FObj.Y+WEAPONPOINT[FDirection].Y;
- xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
+ xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
yd := wy+firediry();
case FCurrWeap of
WEAPON_KASTET:
begin
+ DoPunch();
if R_BERSERK in FRulez then
begin
//g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
- obj.X := FObj.X+FObj.Rect.X;
- obj.Y := FObj.Y+FObj.Rect.Y;
- obj.rect.X := 0;
- obj.rect.Y := 0;
- obj.rect.Width := 39;
- obj.rect.Height := 52;
- obj.Vel.X := (xd-wx) div 2;
- obj.Vel.Y := (yd-wy) div 2;
- obj.Accel.X := xd-wx;
- obj.Accel.y := yd-wy;
-
- if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
+ locobj.X := FObj.X+FObj.Rect.X;
+ locobj.Y := FObj.Y+FObj.Rect.Y;
+ locobj.rect.X := 0;
+ locobj.rect.Y := 0;
+ locobj.rect.Width := 39;
+ locobj.rect.Height := 52;
+ locobj.Vel.X := (xd-wx) div 2;
+ locobj.Vel.Y := (yd-wy) div 2;
+ locobj.Accel.X := xd-wx;
+ locobj.Accel.y := yd-wy;
+
+ if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
else
g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
- if gFlash = 1 then
- if FPain < 50 then
- FPain := min(FPain + 25, 50);
- end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
+ if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50);
+ end
+ else
+ begin
+ g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID);
+ end;
DidFire := True;
FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
GameVelX, GameVelY-2, SHELL_SHELL);
end;
+
+ WEAPON_FLAMETHROWER:
+ if FAmmo[A_FUEL] > 0 then
+ begin
+ g_Weapon_flame(wx, wy, xd, yd, FUID);
+ FlamerOn;
+ FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
+ Dec(FAmmo[A_FUEL]);
+ FFireAngle := FAngle;
+ f := True;
+ DidFire := True;
+ end
+ else
+ begin
+ FlamerOff;
+ if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
+ end;
end;
if g_Game_IsNet then
WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
+ WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
else Result := 0;
end;
end;
PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
end;
+procedure TPlayer.FlamerOn;
+begin
+ FFlameSoundOff.Stop();
+ FFlameSoundOff.SetPosition(0);
+ if FFlaming then
+ begin
+ if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
+ FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
+ end
+ else
+ begin
+ FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
+ FFlaming := True;
+ end;
+end;
+
+procedure TPlayer.FlamerOff;
+begin
+ if FFlaming then
+ begin
+ FFlameSoundOn.Stop();
+ FFlameSoundOn.SetPosition(0);
+ FFlameSoundWork.Stop();
+ FFlameSoundWork.SetPosition(0);
+ FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
+ FFlaming := False;
+ end;
+end;
+
procedure TPlayer.JetpackOn;
begin
FJetSoundFly.Stop;
FJetSoundOff.PlayAt(FObj.X, FObj.Y);
end;
+procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
+begin
+ if Timeout <= 0 then
+ exit;
+ if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
+ exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
+ if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
+ exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
+ if FFireTime <= 0 then
+ g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
+ FFireTime := Timeout;
+ FFireAttacker := Attacker;
+ if g_Game_IsNet and g_Game_IsServer then
+ MH_SEND_PlayerStats(FUID);
+end;
+
procedure TPlayer.Jump();
begin
if gFly or FJetpack then
DoFrags: Boolean;
OldLR: Byte;
KP: TPlayer;
+ it: PItem;
procedure PushItem(t: Byte);
var
id: DWORD;
begin
id := g_Items_Create(FObj.X, FObj.Y, t, True, False);
+ it := g_Items_ByIdx(id);
if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0
- g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15),
- (FObj.Vel.Y div 2)-Random(9))
+ begin
+ g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15),
+ (FObj.Vel.Y div 2)-Random(9));
+ it.positionChanged(); // this updates spatial accelerators
+ end
else
+ begin
if KillType = K_HARDKILL then // -5..+5; -5..0
- g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11),
- (FObj.Vel.Y div 2)-Random(6))
+ begin
+ g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11),
+ (FObj.Vel.Y div 2)-Random(6));
+ end
else // -3..+3; -3..0
- g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7),
- (FObj.Vel.Y div 2)-Random(4));
+ begin
+ g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7),
+ (FObj.Vel.Y div 2)-Random(4));
+ end;
+ it.positionChanged(); // this updates spatial accelerators
+ end;
if g_Game_IsNet and g_Game_IsServer then
MH_SEND_ItemSpawn(True, id);
Srv := g_Game_IsServer;
Netsrv := g_Game_IsServer and g_Game_IsNet;
if Srv then FDeath := FDeath + 1;
- if FLive then
+ if FAlive then
begin
if FGhost then
FGhost := False;
if not FPhysics then
FPhysics := True;
- FLive := False;
+ FAlive := False;
end;
FShellTimer := -1;
if SpawnerUID = FUID then
begin // Ñàìîóáèëñÿ
- if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
+ if Srv then
begin
- Dec(FFrags);
- FLastFrag := 0;
+ if gGameSettings.GameMode = GM_TDM then
+ Dec(gTeamStat[FTeam].Goals);
+ if DoFrags or (gGameSettings.GameMode = GM_TDM) then
+ begin
+ Dec(FFrags);
+ FLastFrag := 0;
+ end;
end;
g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
end
end
else if g_GetUIDType(SpawnerUID) = UID_MONSTER then
begin // Óáèò ìîíñòðîì
- mon := g_Monsters_Get(SpawnerUID);
+ mon := g_Monsters_ByUID(SpawnerUID);
if mon = nil then
s := '?'
else
- s := g_Monsters_GetKilledBy(mon.MonsterType);
+ s := g_Mons_GetKilledByTypeId(mon.MonsterType);
case KillType of
K_HARDKILL:
if Srv then
begin
// Âûáðîñ îðóæèÿ:
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for a := WP_FIRST to WP_LAST do
if FWeapon[a] then
begin
case a of
WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
WEAPON_BFG: i := ITEM_WEAPON_BFG;
WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
+ WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
else i := 0;
end;
PushItem(ITEM_JETPACK);
// Âûáðîñ êëþ÷åé:
- if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
+ if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
+ (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
begin
if R_KEY_RED in FRulez then
PushItem(ITEM_KEY_RED);
end;
// Âûáðîñ ôëàãà:
- DropFlag();
+ DropFlag(KillType = K_FALLKILL);
end;
- g_Player_CreateCorpse(Self);
+ FCorpse := g_Player_CreateCorpse(Self);
if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and
(gLMSRespawn = LMS_RESPAWN_NONE) then
if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
begin
if NetMode = NET_SERVER then
- MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
+ MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
else
g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
end;
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
- 150, 0, 0);
+ FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
- 150, 0, 0);
+ FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
end;
procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
- 150, 0, 0);
+ FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
end;
-procedure TPlayer.NextWeapon();
-var
- i: Byte;
- ok: Boolean;
+procedure TPlayer.ProcessWeaponAction(Action: Byte);
begin
if g_Game_IsClient then Exit;
- if FBFGFireCounter <> -1 then Exit;
+ case Action of
+ WP_PREV: PrevWeapon();
+ WP_NEXT: NextWeapon();
+ end;
+end;
- if FTime[T_SWITCH] > gTime then Exit;
+procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
+begin
+ if g_Game_IsClient then Exit;
+ if Weapon > High(FWeapon) then Exit;
+ FNextWeap := FNextWeap or (1 shl Weapon);
+end;
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
- if FReloading[i] > 0 then Exit;
+procedure TPlayer.resetWeaponQueue ();
+begin
+ FNextWeap := 0;
+ FNextWeapDelay := 0;
+end;
- ok := False;
+function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
+begin
+ result := false;
+ case weapon of
+ WEAPON_KASTET, WEAPON_SAW: result := true;
+ WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
+ WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
+ WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
+ WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
+ WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
+ else result := (weapon < length(FWeapon));
+ end;
+end;
- for i := FCurrWeap+1 to WEAPON_SUPERPULEMET do
- if FWeapon[i] then
+function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean;
+begin
+ result := false;
+ case weapon of
+ WEAPON_KASTET, WEAPON_SAW: result := true;
+ WEAPON_SHOTGUN1, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
+ WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 1);
+ WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
+ WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
+ WEAPON_PLASMA: result := (FAmmo[A_CELLS] > 0);
+ WEAPON_BFG: result := (FAmmo[A_CELLS] >= 40);
+ WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
+ else result := (weapon < length(FWeapon));
+ end;
+end;
+
+function TPlayer.shouldSwitch (weapon: Byte; hadWeapon: Boolean): Boolean;
+begin
+ result := false;
+ if (weapon > WP_LAST + 1) then
begin
- FCurrWeap := i;
- ok := True;
- Break;
+ result := false;
+ exit;
end;
+ if (FWeapSwitchMode = 1) and not hadWeapon then
+ result := true
+ else if (FWeapSwitchMode = 2) then
+ result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]);
+end;
- if not ok then
- for i := WEAPON_KASTET to FCurrWeap-1 do
- if FWeapon[i] then
+// return 255 for "no switch"
+function TPlayer.getNextWeaponIndex (): Byte;
+var
+ i: Word;
+ wantThisWeapon: array[0..64] of Boolean;
+ wwc: Integer = 0; //HACK!
+ dir, cwi: Integer;
+begin
+ result := 255; // default result: "no switch"
+ //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
+ // had weapon cycling on previous frame? remove that flag
+ if (FNextWeap and $2000) <> 0 then
+ begin
+ FNextWeap := FNextWeap and $1FFF;
+ FNextWeapDelay := 0;
+ end;
+ // cycling has priority
+ if (FNextWeap and $C000) <> 0 then
+ begin
+ if (FNextWeap and $8000) <> 0 then
+ dir := 1
+ else
+ dir := -1;
+ FNextWeap := FNextWeap or $2000; // we need this
+ if FNextWeapDelay > 0 then
+ exit; // cooldown time
+ cwi := FCurrWeap;
+ for i := 0 to High(FWeapon) do
+ begin
+ cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
+ if FWeapon[cwi] and maySwitch(cwi) then
begin
- FCurrWeap := i;
- Break;
+ //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
+ result := Byte(cwi);
+ FNextWeapDelay := WEAPON_DELAY;
+ exit;
end;
+ end;
+ resetWeaponQueue();
+ exit;
+ end;
+ // no cycling
+ 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;
- FTime[T_SWITCH] := gTime+156;
-
- if FCurrWeap = WEAPON_SAW then
- FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
-
- FModel.SetWeapon(FCurrWeap);
-
- if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
+ // exclude currently selected weapon from the set
+ wantThisWeapon[FCurrWeap] := false;
+ // slow down alterations a little
+ if wwc > 1 then
+ begin
+ //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
+ // more than one weapon requested, assume "alteration" and check alteration delay
+ if FNextWeapDelay > 0 then
+ begin
+ FNextWeap := 0;
+ exit;
+ end; // yeah
+ end;
+ // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
+ // but clear all counters if no weapon should be switched
+ 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
+ if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
+ begin
+ // i found her!
+ result := Byte(i);
+ resetWeaponQueue();
+ FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
+ //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
+ exit;
+ end;
+ end;
+ // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
+ resetWeaponQueue();
end;
-procedure TPlayer.PrevWeapon();
+procedure TPlayer.RealizeCurrentWeapon();
+ function switchAllowed (): Boolean;
+ var
+ i: Byte;
+ begin
+ result := false;
+ if FBFGFireCounter <> -1 then
+ exit;
+ if FTime[T_SWITCH] > gTime then
+ exit;
+ for i := WP_FIRST to WP_LAST do
+ if FReloading[i] > 0 then
+ exit;
+ result := true;
+ end;
+
var
- i: Byte;
- ok: Boolean;
+ nw: Byte;
begin
- if g_Game_IsClient then Exit;
- if FBFGFireCounter <> -1 then Exit;
-
- if FTime[T_SWITCH] > gTime then Exit;
-
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
- if FReloading[i] > 0 then Exit;
-
- ok := False;
-
- if FCurrWeap > 0 then
- for i := FCurrWeap-1 downto WEAPON_KASTET do
- if FWeapon[i] then
- begin
- FCurrWeap := i;
- ok := True;
- Break;
- end;
+ //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
+ //FNextWeap := FNextWeap and $1FFF;
+ if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
- if not ok then
- for i := WEAPON_SUPERPULEMET downto FCurrWeap+1 do
- if FWeapon[i] then
- begin
- FCurrWeap := i;
- Break;
- end;
+ if not switchAllowed then
+ begin
+ //HACK for weapon cycling
+ if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
+ exit;
+ end;
- FTime[T_SWITCH] := gTime+156;
+ nw := getNextWeaponIndex();
+ //
+ if nw = 255 then exit; // don't reset anything here
+ if nw > High(FWeapon) then
+ begin
+ // don't forget to reset queue here!
+ //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
+ resetWeaponQueue();
+ exit;
+ end;
- if FCurrWeap = WEAPON_SAW then
- FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
+ if FWeapon[nw] then
+ begin
+ FCurrWeap := nw;
+ FTime[T_SWITCH] := gTime+156;
+ if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
+ FModel.SetWeapon(FCurrWeap);
+ if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
+ end;
+end;
- FModel.SetWeapon(FCurrWeap);
+procedure TPlayer.NextWeapon();
+begin
+ if g_Game_IsClient then Exit;
+ FNextWeap := $8000;
+end;
- if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
+procedure TPlayer.PrevWeapon();
+begin
+ if g_Game_IsClient then Exit;
+ FNextWeap := $4000;
end;
procedure TPlayer.SetWeapon(W: Byte);
FCurrWeap := W;
FModel.SetWeapon(CurrWeap);
+ resetWeaponQueue();
end;
-function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
+function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
var
a: Boolean;
+ switchWeapon: Byte = 255;
+ hadWeapon: Boolean = False;
begin
Result := False;
if g_Game_IsClient then Exit;
// a = true - ìåñòî ñïàâíà ïðåäìåòà:
- a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn;
+ a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
remove := not a;
-
case ItemType of
ITEM_MEDKIT_SMALL:
- if FHealth < PLAYER_HP_SOFT then
+ if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
begin
- IncMax(FHealth, 10, PLAYER_HP_SOFT);
+ if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
Result := True;
remove := True;
+ FFireTime := 0;
if gFlash = 2 then Inc(FPickup, 5);
end;
ITEM_MEDKIT_LARGE:
- if FHealth < PLAYER_HP_SOFT then
+ if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
begin
- IncMax(FHealth, 25, PLAYER_HP_SOFT);
+ if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
Result := True;
remove := True;
+ FFireTime := 0;
if gFlash = 2 then Inc(FPickup, 5);
end;
end;
ITEM_SPHERE_BLUE:
- if FHealth < PLAYER_HP_LIMIT then
+ if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
begin
- IncMax(FHealth, 100, PLAYER_HP_LIMIT);
+ if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
Result := True;
remove := True;
+ FFireTime := 0;
if gFlash = 2 then Inc(FPickup, 5);
end;
ITEM_SPHERE_WHITE:
- if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
+ if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
begin
if FHealth < PLAYER_HP_LIMIT then
FHealth := PLAYER_HP_LIMIT;
FArmor := PLAYER_AP_LIMIT;
Result := True;
remove := True;
+ FFireTime := 0;
if gFlash = 2 then Inc(FPickup, 5);
end;
ITEM_WEAPON_SAW:
- if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
+ if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
begin
+ hadWeapon := FWeapon[WEAPON_SAW];
+ switchWeapon := WEAPON_SAW;
FWeapon[WEAPON_SAW] := True;
Result := True;
if gFlash = 2 then Inc(FPickup, 5);
begin
// Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
-
+ hadWeapon := FWeapon[WEAPON_SHOTGUN1];
+ switchWeapon := WEAPON_SHOTGUN1;
IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
FWeapon[WEAPON_SHOTGUN1] := True;
Result := True;
if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
begin
if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
-
+ hadWeapon := FWeapon[WEAPON_SHOTGUN2];
+ switchWeapon := WEAPON_SHOTGUN2;
IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
FWeapon[WEAPON_SHOTGUN2] := True;
Result := True;
if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
begin
if a and FWeapon[WEAPON_CHAINGUN] then Exit;
-
+ hadWeapon := FWeapon[WEAPON_CHAINGUN];
+ switchWeapon := WEAPON_CHAINGUN;
IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
FWeapon[WEAPON_CHAINGUN] := True;
Result := True;
if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
begin
if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
-
+ switchWeapon := WEAPON_ROCKETLAUNCHER;
+ hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER];
IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
FWeapon[WEAPON_ROCKETLAUNCHER] := True;
Result := True;
if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
begin
if a and FWeapon[WEAPON_PLASMA] then Exit;
-
+ switchWeapon := WEAPON_PLASMA;
+ hadWeapon := FWeapon[WEAPON_PLASMA];
IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
FWeapon[WEAPON_PLASMA] := True;
Result := True;
if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
begin
if a and FWeapon[WEAPON_BFG] then Exit;
-
+ switchWeapon := WEAPON_BFG;
+ hadWeapon := FWeapon[WEAPON_BFG];
IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
FWeapon[WEAPON_BFG] := True;
Result := True;
if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
begin
if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
-
+ switchWeapon := WEAPON_SUPERPULEMET;
+ hadWeapon := FWeapon[WEAPON_SUPERPULEMET];
IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
FWeapon[WEAPON_SUPERPULEMET] := True;
Result := True;
if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
end;
+ ITEM_WEAPON_FLAMETHROWER:
+ if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
+ begin
+ if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
+ switchWeapon := WEAPON_FLAMETHROWER;
+ hadWeapon := FWeapon[WEAPON_FLAMETHROWER];
+ IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
+ FWeapon[WEAPON_FLAMETHROWER] := True;
+ Result := True;
+ if gFlash = 2 then Inc(FPickup, 5);
+ if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
+ end;
+
ITEM_AMMO_BULLETS:
if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
begin
if gFlash = 2 then Inc(FPickup, 5);
end;
+ ITEM_AMMO_FUELCAN:
+ if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
+ begin
+ IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
+ Result := True;
+ remove := True;
+ if gFlash = 2 then Inc(FPickup, 5);
+ end;
+
ITEM_AMMO_BACKPACK:
if not(R_ITEM_BACKPACK in FRulez) or
(FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
(FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
(FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
- (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
+ (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
+ (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
begin
- FMaxAmmo[A_BULLETS] := 400;
- FMaxAmmo[A_SHELLS] := 100;
- FMaxAmmo[A_ROCKETS] := 100;
- FMaxAmmo[A_CELLS] := 600;
+ FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
+ FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
+ FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
+ FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
+ FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
+ if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
+ IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
FRulez := FRulez + [R_ITEM_BACKPACK];
Result := True;
FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
Result := True;
remove := True;
+ FFireTime := 0;
if gFlash = 2 then Inc(FPickup, 5);
end;
if not (R_BERSERK in FRulez) then
begin
Include(FRulez, R_BERSERK);
- if FBFGFireCounter = -1 then
+ if (FBFGFireCounter = -1) then
begin
FCurrWeap := WEAPON_KASTET;
+ resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
if gFlash <> 0 then
+ begin
Inc(FPain, 100);
if gFlash = 2 then Inc(FPickup, 5);
+ end;
FBerserk := gTime+30000;
Result := True;
remove := True;
+ FFireTime := 0;
end;
- if FHealth < PLAYER_HP_SOFT then
+ if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
begin
- FHealth := PLAYER_HP_SOFT;
+ if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
FBerserk := gTime+30000;
Result := True;
remove := True;
+ FFireTime := 0;
end;
end;
if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
begin
FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
+ FSpawnInvul := 0;
Result := True;
remove := True;
if gFlash = 2 then Inc(FPickup, 5);
end;
ITEM_BOTTLE:
- if FHealth < PLAYER_HP_LIMIT then
+ if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
begin
- IncMax(FHealth, 4, PLAYER_HP_LIMIT);
+ if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
Result := True;
remove := True;
+ FFireTime := 0;
if gFlash = 2 then Inc(FPickup, 5);
end;
if gFlash = 2 then Inc(FPickup, 5);
end;
end;
+
+ if (shouldSwitch(switchWeapon, hadWeapon)) then
+ QueueWeaponSwitch(switchWeapon);
end;
procedure TPlayer.Touch();
begin
- if not FLive then
+ if not FAlive then
Exit;
//FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
if FIamBot then
procedure TPlayer.Reset(Force: Boolean);
begin
if Force then
- FLive := False;
+ FAlive := False;
FSpawned := False;
FTime[T_RESPAWN] := 0;
FMonsterKills := 0;
FDeath := 0;
FSecrets := 0;
+ FSpawnInvul := 0;
+ FCorpse := -1;
+ FReady := False;
if FNoRespawn then
begin
FSpectator := False;
ReleaseKeys();
FDamageBuffer := 0;
+ FSlopeOld := 0;
+ FIncCamOld := 0;
FIncCam := 0;
FBFGFireCounter := -1;
FShellTimer := -1;
// Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
begin
- if (Self = gPlayer1) or (Self = gPlayer2) then
+ if Self = gPlayer1 then
begin
- // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
- if Self = gPlayer1 then
- c := RESPAWNPOINT_PLAYER1
- else
- c := RESPAWNPOINT_PLAYER2;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
-
- // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
- if Self = gPlayer1 then
- c := RESPAWNPOINT_PLAYER2
- else
- c := RESPAWNPOINT_PLAYER1;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
- end else
+ // player 1 should try to spawn on the player 1 point
+ if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
+ Exit(RESPAWNPOINT_PLAYER1)
+ else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
+ Exit(RESPAWNPOINT_PLAYER2);
+ end
+ else if Self = gPlayer2 then
begin
- // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
- if Random(2) = 0 then
- c := RESPAWNPOINT_PLAYER1
- else
- c := RESPAWNPOINT_PLAYER2;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
- end;
-
- // Òî÷êà ëþáîé èç êîìàíä
- if Random(2) = 0 then
- c := RESPAWNPOINT_RED
+ // player 2 should try to spawn on the player 2 point
+ if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
+ Exit(RESPAWNPOINT_PLAYER2)
+ else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
+ Exit(RESPAWNPOINT_PLAYER1);
+ end
else
- c := RESPAWNPOINT_BLUE;
- if g_Map_GetPointCount(c) > 0 then
begin
- Result := c;
- Exit;
- end;
-
- // Òî÷êà DM
- c := RESPAWNPOINT_DM;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
+ // other players randomly pick either the first or the second point
+ c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2);
+ if g_Map_GetPointCount(c) > 0 then
+ Exit(c);
+ // try the other one
+ c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1);
+ if g_Map_GetPointCount(c) > 0 then
+ Exit(c);
end;
end;
// Ìÿñîïîâàë
if gGameSettings.GameMode = GM_DM then
begin
- // Òî÷êà DM
- c := RESPAWNPOINT_DM;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
-
- // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
- if Random(2) = 0 then
- c := RESPAWNPOINT_PLAYER1
- else
- c := RESPAWNPOINT_PLAYER2;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
-
- // Òî÷êà ëþáîé èç êîìàíä
- if Random(2) = 0 then
- c := RESPAWNPOINT_RED
- else
- c := RESPAWNPOINT_BLUE;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
+ // try DM points first
+ if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then
+ Exit(RESPAWNPOINT_DM);
end;
// Êîìàíäíûå
if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
begin
- // Òî÷êà ñâîåé êîìàíäû
- c := RESPAWNPOINT_DM;
- if FTeam = TEAM_RED then
- c := RESPAWNPOINT_RED;
- if FTeam = TEAM_BLUE then
- c := RESPAWNPOINT_BLUE;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
-
- // Òî÷êà DM
- c := RESPAWNPOINT_DM;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
-
- // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
- if Random(2) = 0 then
- c := RESPAWNPOINT_PLAYER1
- else
- c := RESPAWNPOINT_PLAYER2;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
-
- // Òî÷êà äðóãîé êîìàíäû
+ // try team points first
c := RESPAWNPOINT_DM;
if FTeam = TEAM_RED then
+ c := RESPAWNPOINT_RED
+ else if FTeam = TEAM_BLUE then
c := RESPAWNPOINT_BLUE;
- if FTeam = TEAM_BLUE then
- c := RESPAWNPOINT_RED;
if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
+ Exit(c);
end;
+
+ // still haven't found a spawnpoint, try random shit
+ Result := g_Map_GetRandomPointType();
end;
procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
Anim: TAnimation;
ID: DWORD;
begin
+ FSlopeOld := 0;
+ FIncCamOld := 0;
+ FIncCam := 0;
+ FBFGFireCounter := -1;
+ FShellTimer := -1;
+ FPain := 0;
+ FLastHit := 0;
+ FSpawnInvul := 0;
+ FCorpse := -1;
+
if not g_Game_IsServer then
Exit;
if FDummy then
if Force then
begin
FTime[T_RESPAWN] := 0;
- FLive := False;
+ FAlive := False;
end;
FNetTime := 0;
// if server changes MaxLives we gotta be ready
SetFlag(FLAG_NONE);
// Âîñêðåøåíèå áåç îðóæèÿ:
- if not FLive then
+ if not FAlive then
begin
- FHealth := PLAYER_HP_SOFT;
+ FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
FArmor := 0;
- FLive := True;
+ FAlive := True;
FAir := AIR_DEF;
FJetFuel := 0;
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for a := WP_FIRST to WP_LAST do
begin
FWeapon[a] := False;
FReloading[a] := 0;
FWeapon[WEAPON_PISTOL] := True;
FWeapon[WEAPON_KASTET] := True;
FCurrWeap := WEAPON_PISTOL;
+ resetWeaponQueue();
FModel.SetWeapon(FCurrWeap);
- for b := A_BULLETS to A_CELLS do
+ for b := A_BULLETS to A_HIGH do
FAmmo[b] := 0;
FAmmo[A_BULLETS] := 50;
- FMaxAmmo[A_BULLETS] := 200;
- FMaxAmmo[A_SHELLS] := 50;
- FMaxAmmo[A_ROCKETS] := 50;
- FMaxAmmo[A_CELLS] := 300;
+ FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
+ FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
+ FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
+ FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
+ FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
- if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
+ if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
+ LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
else
FRulez := [];
// Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
FObj.X := RespawnPoint.X-PLAYER_RECT.X;
FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y;
+ FObj.oldX := FObj.X; // don't interpolate after respawn
+ FObj.oldY := FObj.Y;
FObj.Vel.X := 0;
FObj.Vel.Y := 0;
FObj.Accel.X := 0;
FObj.Accel.Y := 0;
FDirection := RespawnPoint.Direction;
- if FDirection = D_LEFT then
+ if FDirection = TDirection.D_LEFT then
FAngle := 180
else
FAngle := 0;
- FIncCam := 0;
- FBFGFireCounter := -1;
- FShellTimer := -1;
- FPain := 0;
- FLastHit := 0;
-
SetAction(A_STAND, True);
FModel.Direction := FDirection;
for a := Low(FMegaRulez) to High(FMegaRulez) do
FMegaRulez[a] := 0;
+// Respawn invulnerability
+ if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
+ begin
+ FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
+ FSpawnInvul := FMegaRulez[MR_INVUL];
+ end;
+
FDamageBuffer := 0;
FJetpack := False;
FCanJetpack := False;
+ FFlaming := False;
+ FFireTime := 0;
+ FFirePainTime := 0;
+ FFireAttacker := 0;
// Àíèìàöèÿ âîçðîæäåíèÿ:
if (not gLoadGameMode) and (not Silent) then
FSpectatePlayer := -1;
FSpawned := True;
+ if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
+ gPlayer1 := self;
+ if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
+ gPlayer2 := self;
+
if g_Game_IsNet then
begin
MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
procedure TPlayer.Spectate(NoMove: Boolean = False);
begin
- if FLive then
+ if FAlive then
Kill(K_EXTRAHARDKILL, FUID, HIT_SOME)
else if (not NoMove) then
begin
FXTo := GameX;
FYTo := GameY;
- FLive := False;
+ FAlive := False;
FSpectator := True;
FGhost := True;
FPhysics := False;
FWantsInGame := False;
FSpawned := False;
+ FCorpse := -1;
if FNoRespawn then
begin
if Self = gPlayer1 then
begin
- gLMSPID1 := FUID;
+ gSpectLatchPID1 := FUID;
gPlayer1 := nil;
- end;
- if Self = gPlayer2 then
+ end
+ else if Self = gPlayer2 then
begin
- gLMSPID2 := FUID;
+ gSpectLatchPID2 := FUID;
gPlayer2 := nil;
end;
end;
procedure TPlayer.SwitchNoClip;
begin
- if not FLive then
+ if not FAlive then
Exit;
FGhost := not FGhost;
FPhysics := not FGhost;
FlySmoke();
// Áåæèì:
- if Direction = D_LEFT then
+ if Direction = TDirection.D_LEFT then
begin
if FObj.Vel.X > -MAX_RUNVEL then
FObj.Vel.X := FObj.Vel.X - (MAX_RUNVEL shr 3);
b := Abs(FObj.Vel.X);
if b > 1 then b := b * (Random(8 div b) + 1);
for a := 0 to High(gGibs) do
- if gGibs[a].Live and
+ begin
+ if gGibs[a].alive and
g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4,
FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then
+ begin
// Ïèíàåì êóñêè
if FObj.Vel.X < 0 then
+ begin
g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî
+ end
else
+ begin
g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî
+ end;
+ gGibs[a].positionChanged(); // this updates spatial accelerators
+ end;
+ end;
end;
SetAction(A_WALK);
begin
SetAction(A_SEEDOWN);
- if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
+ if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
if FIncCam > -120 then DecMin(FIncCam, 5, -120);
end;
begin
SetAction(A_SEEUP);
- if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
+ if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
if FIncCam < 120 then IncMax(FIncCam, 5, 120);
end;
FObj.X := X-PLAYER_RECT.X;
FObj.Y := Y-PLAYER_RECT.Y;
- if FLive and FGhost then
+ FObj.oldX := FObj.X; // don't interpolate after respawn
+ FObj.oldY := FObj.Y;
+ if FAlive and FGhost then
begin
FXTo := FObj.X;
FYTo := FObj.Y;
begin
if dir = 1 then
begin
- SetDirection(D_LEFT);
+ SetDirection(TDirection.D_LEFT);
FAngle := 180;
end
else
if dir = 2 then
begin
- SetDirection(D_RIGHT);
+ SetDirection(TDirection.D_RIGHT);
FAngle := 0;
end
else
if dir = 3 then
begin // îáðàòíîå
- if FDirection = D_RIGHT then
+ if FDirection = TDirection.D_RIGHT then
begin
- SetDirection(D_LEFT);
+ SetDirection(TDirection.D_LEFT);
FAngle := 180;
end
else
begin
- SetDirection(D_RIGHT);
+ SetDirection(TDirection.D_RIGHT);
FAngle := 0;
end;
end;
Result := 1;
end;
+function TPlayer.refreshCorpse(): Boolean;
+var
+ i: Integer;
+begin
+ Result := False;
+ FCorpse := -1;
+ if FAlive or FSpectator then
+ Exit;
+ if (gCorpses = nil) or (Length(gCorpses) = 0) then
+ Exit;
+ for i := 0 to High(gCorpses) do
+ if gCorpses[i] <> nil then
+ if gCorpses[i].FPlayerUID = FUID then
+ begin
+ Result := True;
+ FCorpse := i;
+ break;
+ end;
+end;
+
+function TPlayer.getCameraObj(): TObj;
+begin
+ if (not FAlive) and (not FSpectator) and
+ (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and
+ (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then
+ begin
+ gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft;
+ Result := gCorpses[FCorpse].FObj;
+ end
+ else
+ begin
+ Result := FObj;
+ end;
+end;
+
+procedure TPlayer.PreUpdate();
+begin
+ FSlopeOld := FObj.slopeUpLeft;
+ FIncCamOld := FIncCam;
+ FObj.oldX := FObj.X;
+ FObj.oldY := FObj.Y;
+end;
+
procedure TPlayer.Update();
var
b: Byte;
DoLerp(4);
if NetServer then
- if FClientID >= 0 then
+ if (FClientID >= 0) and (NetClients[FClientID].Peer <> nil) then
begin
FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
if NetClients[FClientID].Peer^.packetsSent > 0 then
FLoss := 0;
end;
- if FLive and (gFly or FJetpack) then
+ if FAlive and (FPunchAnim <> nil) then
+ FPunchAnim.Update();
+
+ if FAlive and (gFly or FJetpack) then
FlySmoke();
- if FDirection = D_LEFT then
+ if FDirection = TDirection.D_LEFT then
FAngle := 180
else
FAngle := 0;
- if FLive and (not FGhost) then
+ if FAlive and (not FGhost) then
begin
if FKeys[KEY_UP].Pressed then
SeeUp();
if gTime mod (GAME_TICK*2) <> 0 then
begin
- if (FObj.Vel.X = 0) and FLive then
+ if (FObj.Vel.X = 0) and FAlive then
begin
if FKeys[KEY_LEFT].Pressed then
- Run(D_LEFT);
+ Run(TDirection.D_LEFT);
if FKeys[KEY_RIGHT].Pressed then
- Run(D_RIGHT);
+ Run(TDirection.D_RIGHT);
end;
if FPhysics then
+ begin
g_Obj_Move(@FObj, True, True, True);
+ positionChanged(); // this updates spatial accelerators
+ end;
Exit;
end;
FActionChanged := False;
- if FLive then
+ if FAlive then
begin
// Let alive player do some actions
- if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
- if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
- if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
- if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
- if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
+ if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
+ if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
+ if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
+ else
+ begin
+ if AnyServer then
+ begin
+ FlamerOff;
+ if NetServer then MH_SEND_PlayerStats(FUID);
+ end;
+ end;
if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
if FKeys[KEY_JUMP].Pressed then Jump()
else
Respawn(False)
else // Single
if (FTime[T_RESPAWN] <= gTime) and
- gGameOn and (not FLive) then
+ gGameOn and (not FAlive) then
begin
if (g_Player_GetCount() > 1) then
Respawn(False)
SetSpect := False;
for I := FSpectatePlayer + 1 to High(gPlayers) do
if gPlayers[I] <> nil then
- if gPlayers[I].Live then
+ if gPlayers[I].alive then
if gPlayers[I].UID <> FUID then
begin
FSpectatePlayer := I;
end;
if FPhysics then
- g_Obj_Move(@FObj, True, True, True)
+ begin
+ g_Obj_Move(@FObj, True, True, True);
+ positionChanged(); // this updates spatial accelerators
+ end
else
begin
FObj.Vel.X := 0;
if FSpectator then
if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then
if gPlayers[FSpectatePlayer] <> nil then
- if gPlayers[FSpectatePlayer].Live then
+ if gPlayers[FSpectatePlayer].alive then
begin
FXTo := gPlayers[FSpectatePlayer].GameX;
FYTo := gPlayers[FSpectatePlayer].GameY;
headwater := HeadInLiquid(0, 0);
// Ñîïðîòèâëåíèå âîçäóõà:
- if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
+ if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then
if FObj.Vel.X <> 0 then
FObj.Vel.X := z_dec(FObj.Vel.X, 1);
DecMin(FPain, 5, 0);
DecMin(FPickup, 1, 0);
- if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then
+ if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then
begin
// Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
FMegaRulez[MR_SUIT] := 0;
i := 9;
- if FLive then
+ if FAlive then
begin
if FCurrWeap = WEAPON_SAW then
if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
FJetSoundFly.PlayAt(FObj.X, FObj.Y);
end;
- for b := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for b := WP_FIRST to WP_LAST do
if FReloading[b] > 0 then
if FNoReload then
FReloading[b] := 0
begin
wx := FObj.X+WEAPONPOINT[FDirection].X;
wy := FObj.Y+WEAPONPOINT[FDirection].Y;
- xd := wx+IfThen(FDirection = D_LEFT, -30, 30);
+ xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30);
yd := wy+firediry();
g_Weapon_bfgshot(wx, wy, xd, yd, FUID);
if NetServer then MH_SEND_PlayerFire(FUID, WEAPON_BFG, wx, wy, xd, yd);
end else if FAir < AIR_DEF then
FAir := AIR_DEF;
+ if FFireTime > 0 then
+ begin
+ if BodyInLiquid(0, 0) then
+ begin
+ FFireTime := 0;
+ FFirePainTime := 0;
+ end
+ else if FMegaRulez[MR_SUIT] >= gTime then
+ begin
+ if FMegaRulez[MR_SUIT] = gTime then
+ FFireTime := 1;
+ FFirePainTime := 0;
+ end
+ else
+ begin
+ OnFireFlame(1);
+ if FFirePainTime <= 0 then
+ begin
+ if g_Game_IsServer then
+ Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
+ FFirePainTime := 12 - FFireTime div 12;
+ end;
+ FFirePainTime := FFirePainTime - 1;
+ FFireTime := FFireTime - 1;
+ if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
+ FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
+ if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
+ MH_SEND_PlayerStats(FUID);
+ end;
+ end;
+
if FDamageBuffer > 0 then
begin
if FDamageBuffer >= 9 then
else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
- if FLive then
+ if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
begin
if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
end;
{CollideItem();}
- end; // if FLive then ...
+ end; // if FAlive then ...
if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then
begin
if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time);
end;
+
+procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline;
+begin
+ x := FObj.X+PLAYER_RECT.X;
+ y := FObj.Y+PLAYER_RECT.Y;
+ w := PLAYER_RECT.Width;
+ h := PLAYER_RECT.Height;
+end;
+
+
+procedure TPlayer.moveBy (dx, dy: Integer); inline;
+begin
+ if (dx <> 0) or (dy <> 0) then
+ begin
+ FObj.X += dx;
+ FObj.Y += dy;
+ positionChanged();
+ end;
+end;
+
+
function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean;
begin
Result := g_Collide(FObj.X+PLAYER_RECT.X,
for a := 0 to High(gPlayers) do
if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and
- gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and
+ gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and
g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y,
FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then
begin
procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
var
- Obj: TObj;
+ locObj: TObj;
F: Boolean;
WX, WY, XD, YD: Integer;
begin
case FCurrWeap of
WEAPON_KASTET:
begin
+ DoPunch();
if R_BERSERK in FRulez then
begin
//g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
- obj.X := FObj.X+FObj.Rect.X;
- obj.Y := FObj.Y+FObj.Rect.Y;
- obj.rect.X := 0;
- obj.rect.Y := 0;
- obj.rect.Width := 39;
- obj.rect.Height := 52;
- obj.Vel.X := (xd-wx) div 2;
- obj.Vel.Y := (yd-wy) div 2;
- obj.Accel.X := xd-wx;
- obj.Accel.y := yd-wy;
-
- if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then
+ locobj.X := FObj.X+FObj.Rect.X;
+ locobj.Y := FObj.Y+FObj.Rect.Y;
+ locobj.rect.X := 0;
+ locobj.rect.Y := 0;
+ locobj.rect.Width := 39;
+ locobj.rect.Height := 52;
+ locobj.Vel.X := (xd-wx) div 2;
+ locobj.Vel.Y := (yd-wy) div 2;
+ locobj.Accel.X := xd-wx;
+ locobj.Accel.y := yd-wy;
+
+ if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
else
g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y);
g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
GameVelX, GameVelY-2, SHELL_SHELL);
end;
+
+ WEAPON_FLAMETHROWER:
+ begin
+ g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
+ FlamerOn;
+ FFireAngle := FAngle;
+ f := True;
+ end;
end;
if not f then Exit;
var
AX, AY: Integer;
begin
- if NetInterpLevel < 1 then
+ FXTo := XTo;
+ FYTo := YTo;
+ if FJustTeleported or (NetInterpLevel < 1) then
begin
FObj.X := XTo;
FObj.Y := YTo;
+ if FJustTeleported then
+ begin
+ FObj.oldX := FObj.X;
+ FObj.oldY := FObj.Y;
+ end;
end
else
begin
- FXTo := XTo;
- FYTo := YTo;
-
AX := Abs(FXTo - FObj.X);
AY := Abs(FYTo - FObj.Y);
if (AX > 32) or (AX <= NetInterpLevel) then
function TPlayer.GetFlag(Flag: Byte): Boolean;
var
s, ts: String;
- evtype: Byte;
+ evtype, a: Byte;
begin
Result := False;
g_Map_ResetFlag(FFlag);
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
+ if ((Self = gPlayer1) or (Self = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
+ a := 0
+ else
+ a := 1;
+
+ if not sound_cap_flag[a].IsPlaying() then
+ sound_cap_flag[a].Play();
+
gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
Result := True;
g_Map_ResetFlag(Flag);
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
+ if ((Self = gPlayer1) or (Self = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
+ a := 0
+ else
+ a := 1;
+
+ if not sound_ret_flag[a].IsPlaying() then
+ sound_ret_flag[a].Play();
+
Result := True;
if g_Game_IsNet then
begin
gFlags[Flag].State := FLAG_STATE_CAPTURED;
+ if ((Self = gPlayer1) or (Self = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
+ a := 0
+ else
+ a := 1;
+
+ if not sound_get_flag[a].IsPlaying() then
+ sound_get_flag[a].Play();
+
Result := True;
if g_Game_IsNet then
begin
FModel.SetFlag(FFlag);
end;
-function TPlayer.DropFlag(): Boolean;
+function TPlayer.TryDropFlag(): Boolean;
+begin
+ if LongBool(gGameSettings.Options and GAME_OPTION_ALLOWDROPFLAG) then
+ Result := DropFlag(False, LongBool(gGameSettings.Options and GAME_OPTION_THROWFLAG))
+ else
+ Result := False;
+end;
+
+function TPlayer.DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
var
s: String;
+ a: Byte;
+ xv, yv: Integer;
begin
Result := False;
if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
Direction := FDirection;
State := FLAG_STATE_DROPPED;
Count := FLAG_TIME;
- g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
- (FObj.Vel.Y div 2)-2+Random(5));
+ if DoThrow then
+ begin
+ xv := FObj.Vel.X + IfThen(Direction = TDirection.D_RIGHT, 10, -10);
+ yv := FObj.Vel.Y - 2;
+ end
+ else
+ begin
+ xv := (FObj.Vel.X div 2);
+ yv := (FObj.Vel.Y div 2) - 2;
+ end;
+ g_Obj_Push(@Obj, xv, yv);
+
+ positionChanged(); // this updates spatial accelerators
if FFlag = FLAG_RED then
s := _lc[I_PLAYER_FLAG_RED]
g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
+ if ((Self = gPlayer1) or (Self = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
+ a := 0
+ else
+ a := 1;
+
+ if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
+ sound_lost_flag[a].Play();
+
if g_Game_IsNet then
MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
end;
procedure TPlayer.GetSecret();
begin
+ if (self = gPlayer1) or (self = gPlayer2) then
+ begin
+ g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
+ g_Sound_PlayEx('SOUND_GAME_SECRET');
+ end;
Inc(FSecrets);
end;
procedure TPlayer.RememberState();
var
i: Integer;
-begin
- FSavedState.Health := FHealth;
- FSavedState.Armor := FArmor;
- FSavedState.Air := FAir;
- FSavedState.JetFuel := FJetFuel;
- FSavedState.CurrWeap := FCurrWeap;
-
- for i := 0 to 3 do
- FSavedState.Ammo[i] := FAmmo[i];
- for i := 0 to 3 do
- FSavedState.MaxAmmo[i] := FMaxAmmo[i];
+ SavedState: TPlayerSavedState;
+begin
+ SavedState.Health := FHealth;
+ SavedState.Armor := FArmor;
+ SavedState.Air := FAir;
+ SavedState.JetFuel := FJetFuel;
+ SavedState.CurrWeap := FCurrWeap;
+ SavedState.NextWeap := FNextWeap;
+ SavedState.NextWeapDelay := FNextWeapDelay;
+ for i := Low(FWeapon) to High(FWeapon) do
+ SavedState.Weapon[i] := FWeapon[i];
+ for i := Low(FAmmo) to High(FAmmo) do
+ SavedState.Ammo[i] := FAmmo[i];
+ for i := Low(FMaxAmmo) to High(FMaxAmmo) do
+ SavedState.MaxAmmo[i] := FMaxAmmo[i];
+ SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
+
+ FSavedStateNum := -1;
+ for i := Low(SavedStates) to High(SavedStates) do
+ if not SavedStates[i].Used then
+ begin
+ FSavedStateNum := i;
+ break;
+ end;
+ if FSavedStateNum < 0 then
+ begin
+ SetLength(SavedStates, Length(SavedStates) + 1);
+ FSavedStateNum := High(SavedStates);
+ end;
- FSavedState.Rulez := FRulez;
- FSavedState.WaitRecall := True;
+ SavedState.Used := True;
+ SavedStates[FSavedStateNum] := SavedState;
end;
procedure TPlayer.RecallState();
var
i: Integer;
+ SavedState: TPlayerSavedState;
begin
- if not FSavedState.WaitRecall then Exit;
-
- FHealth := FSavedState.Health;
- FArmor := FSavedState.Armor;
- FAir := FSavedState.Air;
- FJetFuel := FSavedState.JetFuel;
- FCurrWeap := FSavedState.CurrWeap;
-
- for i := 0 to 3 do
- FAmmo[i] := FSavedState.Ammo[i];
- for i := 0 to 3 do
- FMaxAmmo[i] := FSavedState.MaxAmmo[i];
+ if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then
+ Exit;
- FRulez := FSavedState.Rulez;
- FSavedState.WaitRecall := False;
+ SavedState := SavedStates[FSavedStateNum];
+ SavedStates[FSavedStateNum].Used := False;
+ FSavedStateNum := -1;
+
+ FHealth := SavedState.Health;
+ FArmor := SavedState.Armor;
+ FAir := SavedState.Air;
+ FJetFuel := SavedState.JetFuel;
+ FCurrWeap := SavedState.CurrWeap;
+ FNextWeap := SavedState.NextWeap;
+ FNextWeapDelay := SavedState.NextWeapDelay;
+ for i := Low(FWeapon) to High(FWeapon) do
+ FWeapon[i] := SavedState.Weapon[i];
+ for i := Low(FAmmo) to High(FAmmo) do
+ FAmmo[i] := SavedState.Ammo[i];
+ for i := Low(FMaxAmmo) to High(FMaxAmmo) do
+ FMaxAmmo[i] := SavedState.MaxAmmo[i];
+ FRulez := SavedState.Rulez;
if gGameSettings.GameType = GT_SERVER then
MH_SEND_PlayerStats(FUID);
end;
-procedure TPlayer.SaveState(var Mem: TBinMemoryWriter);
+procedure TPlayer.SaveState (st: TStream);
var
i: Integer;
- sig: DWORD;
- str: String;
b: Byte;
begin
- if FIamBot then
- i := 512
- else
- i := 256;
-
- Mem := TBinMemoryWriter.Create(i);
-
-// Ñèãíàòóðà èãðîêà:
- sig := PLAYER_SIGNATURE; // 'PLYR'
- Mem.WriteDWORD(sig);
-// Áîò èëè ÷åëîâåê:
- Mem.WriteBoolean(FIamBot);
-// UID èãðîêà:
- Mem.WriteWord(FUID);
-// Èìÿ èãðîêà:
- Mem.WriteString(FName, 32);
-// Êîìàíäà:
- Mem.WriteByte(FTeam);
-// Æèâ ëè:
- Mem.WriteBoolean(FLive);
-// Èçðàñõîäîâàë ëè âñå æèçíè:
- Mem.WriteBoolean(FNoRespawn);
-// Íàïðàâëåíèå:
- if FDirection = D_LEFT then
- b := 1
- else // D_RIGHT
- b := 2;
- Mem.WriteByte(b);
-// Çäîðîâüå:
- Mem.WriteInt(FHealth);
-// Æèçíè:
- Mem.WriteByte(FLives);
-// Áðîíÿ:
- Mem.WriteInt(FArmor);
-// Çàïàñ âîçäóõà:
- Mem.WriteInt(FAir);
-// Çàïàñ ãîðþ÷åãî:
- Mem.WriteInt(FJetFuel);
-// Áîëü:
- Mem.WriteInt(FPain);
-// Óáèë:
- Mem.WriteInt(FKills);
-// Óáèë ìîíñòðîâ:
- Mem.WriteInt(FMonsterKills);
-// Ôðàãîâ:
- Mem.WriteInt(FFrags);
-// Ôðàãîâ ïîäðÿä:
- Mem.WriteByte(FFragCombo);
-// Âðåìÿ ïîñëåäíåãî ôðàãà:
- Mem.WriteDWORD(FLastFrag);
-// Ñìåðòåé:
- Mem.WriteInt(FDeath);
-// Êàêîé ôëàã íåñåò:
- Mem.WriteByte(FFlag);
-// Íàøåë ñåêðåòîâ:
- Mem.WriteInt(FSecrets);
-// Òåêóùåå îðóæèå:
- Mem.WriteByte(FCurrWeap);
-// Âðåìÿ çàðÿäêè BFG:
- Mem.WriteSmallInt(FBFGFireCounter);
-// Áóôåð óðîíà:
- Mem.WriteInt(FDamageBuffer);
-// Ïîñëåäíèé óäàðèâøèé:
- Mem.WriteWord(FLastSpawnerUID);
-// Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
- Mem.WriteByte(FLastHit);
-// Îáúåêò èãðîêà:
- Obj_SaveState(@FObj, Mem);
-// Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
- Mem.WriteWord(FAmmo[i]);
-// Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
- Mem.WriteWord(FMaxAmmo[i]);
-// Íàëè÷èå îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
- Mem.WriteBoolean(FWeapon[i]);
-// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
- Mem.WriteWord(FReloading[i]);
-// Íàëè÷èå ðþêçàêà:
- if R_ITEM_BACKPACK in FRulez then
- b := 1
- else
- b := 0;
- Mem.WriteByte(b);
-// Íàëè÷èå êðàñíîãî êëþ÷à:
- if R_KEY_RED in FRulez then
- b := 1
- else
- b := 0;
- Mem.WriteByte(b);
-// Íàëè÷èå çåëåíîãî êëþ÷à:
- if R_KEY_GREEN in FRulez then
- b := 1
- else
- b := 0;
- Mem.WriteByte(b);
-// Íàëè÷èå ñèíåãî êëþ÷à:
- if R_KEY_BLUE in FRulez then
- b := 1
- else
- b := 0;
- Mem.WriteByte(b);
-// Íàëè÷èå áåðñåðêà:
- if R_BERSERK in FRulez then
- b := 1
- else
- b := 0;
- Mem.WriteByte(b);
-// Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
- for i := MR_SUIT to MR_MAX do
- Mem.WriteDWORD(FMegaRulez[i]);
-// Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
- for i := T_RESPAWN to T_FLAGCAP do
- Mem.WriteDWORD(FTime[i]);
-// Íàçâàíèå ìîäåëè:
- str := FModel.Name;
- Mem.WriteString(str);
-// Öâåò ìîäåëè:
- b := FColor.R;
- Mem.WriteByte(b);
- b := FColor.G;
- Mem.WriteByte(b);
- b := FColor.B;
- Mem.WriteByte(b);
-end;
-
-procedure TPlayer.LoadState(var Mem: TBinMemoryReader);
+ // Ñèãíàòóðà èãðîêà
+ utils.writeSign(st, 'PLYR');
+ utils.writeInt(st, Byte(PLR_SAVE_VERSION)); // version
+ // Áîò èëè ÷åëîâåê
+ utils.writeBool(st, FIamBot);
+ // UID èãðîêà
+ utils.writeInt(st, Word(FUID));
+ // Èìÿ èãðîêà
+ utils.writeStr(st, FName);
+ // Êîìàíäà
+ utils.writeInt(st, Byte(FTeam));
+ // Æèâ ëè
+ utils.writeBool(st, FAlive);
+ // Èçðàñõîäîâàë ëè âñå æèçíè
+ utils.writeBool(st, FNoRespawn);
+ // Íàïðàâëåíèå
+ if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
+ utils.writeInt(st, Byte(b));
+ // Çäîðîâüå
+ utils.writeInt(st, LongInt(FHealth));
+ // Êîýôôèöèåíò èíâàëèäíîñòè
+ utils.writeInt(st, LongInt(FHandicap));
+ // Æèçíè
+ utils.writeInt(st, Byte(FLives));
+ // Áðîíÿ
+ utils.writeInt(st, LongInt(FArmor));
+ // Çàïàñ âîçäóõà
+ utils.writeInt(st, LongInt(FAir));
+ // Çàïàñ ãîðþ÷åãî
+ utils.writeInt(st, LongInt(FJetFuel));
+ // Áîëü
+ utils.writeInt(st, LongInt(FPain));
+ // Óáèë
+ utils.writeInt(st, LongInt(FKills));
+ // Óáèë ìîíñòðîâ
+ utils.writeInt(st, LongInt(FMonsterKills));
+ // Ôðàãîâ
+ utils.writeInt(st, LongInt(FFrags));
+ // Ôðàãîâ ïîäðÿä
+ utils.writeInt(st, Byte(FFragCombo));
+ // Âðåìÿ ïîñëåäíåãî ôðàãà
+ utils.writeInt(st, LongWord(FLastFrag));
+ // Ñìåðòåé
+ utils.writeInt(st, LongInt(FDeath));
+ // Êàêîé ôëàã íåñåò
+ utils.writeInt(st, Byte(FFlag));
+ // Íàøåë ñåêðåòîâ
+ utils.writeInt(st, LongInt(FSecrets));
+ // Òåêóùåå îðóæèå
+ utils.writeInt(st, Byte(FCurrWeap));
+ // Æåëàåìîå îðóæèå
+ utils.writeInt(st, Word(FNextWeap));
+ // ...è ïàóçà
+ utils.writeInt(st, Byte(FNextWeapDelay));
+ // Âðåìÿ çàðÿäêè BFG
+ utils.writeInt(st, SmallInt(FBFGFireCounter));
+ // Áóôåð óðîíà
+ utils.writeInt(st, LongInt(FDamageBuffer));
+ // Ïîñëåäíèé óäàðèâøèé
+ utils.writeInt(st, Word(FLastSpawnerUID));
+ // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
+ utils.writeInt(st, Byte(FLastHit));
+ // Îáúåêò èãðîêà
+ Obj_SaveState(st, @FObj);
+ // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
+ for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i]));
+ // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
+ for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i]));
+ // Íàëè÷èå îðóæèÿ
+ for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]);
+ // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
+ for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i]));
+ // Íàëè÷èå ðþêçàêà
+ utils.writeBool(st, (R_ITEM_BACKPACK in FRulez));
+ // Íàëè÷èå êðàñíîãî êëþ÷à
+ utils.writeBool(st, (R_KEY_RED in FRulez));
+ // Íàëè÷èå çåëåíîãî êëþ÷à
+ utils.writeBool(st, (R_KEY_GREEN in FRulez));
+ // Íàëè÷èå ñèíåãî êëþ÷à
+ utils.writeBool(st, (R_KEY_BLUE in FRulez));
+ // Íàëè÷èå áåðñåðêà
+ utils.writeBool(st, (R_BERSERK in FRulez));
+ // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
+ for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i]));
+ // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
+ for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i]));
+ // Íàçâàíèå ìîäåëè
+ utils.writeStr(st, FModel.Name);
+ // Öâåò ìîäåëè
+ utils.writeInt(st, Byte(FColor.R));
+ utils.writeInt(st, Byte(FColor.G));
+ utils.writeInt(st, Byte(FColor.B));
+end;
+
+
+procedure TPlayer.LoadState (st: TStream);
var
i: Integer;
- sig: DWORD;
str: String;
b: Byte;
begin
- if Mem = nil then
- Exit;
-
-// Ñèãíàòóðà èãðîêà:
- Mem.ReadDWORD(sig);
- if sig <> PLAYER_SIGNATURE then // 'PLYR'
- begin
- raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature');
- end;
-// Áîò èëè ÷åëîâåê:
- Mem.ReadBoolean(FIamBot);
-// UID èãðîêà:
- Mem.ReadWord(FUID);
-// Èìÿ èãðîêà:
- Mem.ReadString(str);
- if (Self <> gPlayer1) and (Self <> gPlayer2) then
- FName := str;
-// Êîìàíäà:
- Mem.ReadByte(FTeam);
-// Æèâ ëè:
- Mem.ReadBoolean(FLive);
-// Èçðàñõîäîâàë ëè âñå æèçíè:
- Mem.ReadBoolean(FNoRespawn);
-// Íàïðàâëåíèå:
- Mem.ReadByte(b);
- if b = 1 then
- FDirection := D_LEFT
- else // b = 2
- FDirection := D_RIGHT;
-// Çäîðîâüå:
- Mem.ReadInt(FHealth);
-// Æèçíè:
- Mem.ReadByte(FLives);
-// Áðîíÿ:
- Mem.ReadInt(FArmor);
-// Çàïàñ âîçäóõà:
- Mem.ReadInt(FAir);
-// Çàïàñ ãîðþ÷åãî:
- Mem.ReadInt(FJetFuel);
-// Áîëü:
- Mem.ReadInt(FPain);
-// Óáèë:
- Mem.ReadInt(FKills);
-// Óáèë ìîíñòðîâ:
- Mem.ReadInt(FMonsterKills);
-// Ôðàãîâ:
- Mem.ReadInt(FFrags);
-// Ôðàãîâ ïîäðÿä:
- Mem.ReadByte(FFragCombo);
-// Âðåìÿ ïîñëåäíåãî ôðàãà:
- Mem.ReadDWORD(FLastFrag);
-// Ñìåðòåé:
- Mem.ReadInt(FDeath);
-// Êàêîé ôëàã íåñåò:
- Mem.ReadByte(FFlag);
-// Íàøåë ñåêðåòîâ:
- Mem.ReadInt(FSecrets);
-// Òåêóùåå îðóæèå:
- Mem.ReadByte(FCurrWeap);
-// Âðåìÿ çàðÿäêè BFG:
- Mem.ReadSmallInt(FBFGFireCounter);
-// Áóôåð óðîíà:
- Mem.ReadInt(FDamageBuffer);
-// Ïîñëåäíèé óäàðèâøèé:
- Mem.ReadWord(FLastSpawnerUID);
-// Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
- Mem.ReadByte(FLastHit);
-// Îáúåêò èãðîêà:
- Obj_LoadState(@FObj, Mem);
-// Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
- Mem.ReadWord(FAmmo[i]);
-// Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
- Mem.ReadWord(FMaxAmmo[i]);
-// Íàëè÷èå îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
- Mem.ReadBoolean(FWeapon[i]);
-// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
- Mem.ReadWord(FReloading[i]);
-// Íàëè÷èå ðþêçàêà:
- Mem.ReadByte(b);
- if b = 1 then
- Include(FRulez, R_ITEM_BACKPACK);
-// Íàëè÷èå êðàñíîãî êëþ÷à:
- Mem.ReadByte(b);
- if b = 1 then
- Include(FRulez, R_KEY_RED);
-// Íàëè÷èå çåëåíîãî êëþ÷à:
- Mem.ReadByte(b);
- if b = 1 then
- Include(FRulez, R_KEY_GREEN);
-// Íàëè÷èå ñèíåãî êëþ÷à:
- Mem.ReadByte(b);
- if b = 1 then
- Include(FRulez, R_KEY_BLUE);
-// Íàëè÷èå áåðñåðêà:
- Mem.ReadByte(b);
- if b = 1 then
- Include(FRulez, R_BERSERK);
-// Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
- for i := MR_SUIT to MR_MAX do
- Mem.ReadDWORD(FMegaRulez[i]);
-// Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
- for i := T_RESPAWN to T_FLAGCAP do
- Mem.ReadDWORD(FTime[i]);
-// Íàçâàíèå ìîäåëè:
- Mem.ReadString(str);
-// Öâåò ìîäåëè:
- Mem.ReadByte(FColor.R);
- Mem.ReadByte(FColor.G);
- Mem.ReadByte(FColor.B);
- if Self = gPlayer1 then
+ assert(st <> nil);
+
+ // Ñèãíàòóðà èãðîêà
+ if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
+ if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
+ // Áîò èëè ÷åëîâåê:
+ FIamBot := utils.readBool(st);
+ // UID èãðîêà
+ FUID := utils.readWord(st);
+ // Èìÿ èãðîêà
+ str := utils.readStr(st);
+ if (self <> gPlayer1) and (self <> gPlayer2) then FName := str;
+ // Êîìàíäà
+ FTeam := utils.readByte(st);
+ // Æèâ ëè
+ FAlive := utils.readBool(st);
+ // Èçðàñõîäîâàë ëè âñå æèçíè
+ FNoRespawn := utils.readBool(st);
+ // Íàïðàâëåíèå
+ b := utils.readByte(st);
+ if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
+ // Çäîðîâüå
+ FHealth := utils.readLongInt(st);
+ // Êîýôôèöèåíò èíâàëèäíîñòè
+ FHandicap := utils.readLongInt(st);
+ // Æèçíè
+ FLives := utils.readByte(st);
+ // Áðîíÿ
+ FArmor := utils.readLongInt(st);
+ // Çàïàñ âîçäóõà
+ FAir := utils.readLongInt(st);
+ // Çàïàñ ãîðþ÷åãî
+ FJetFuel := utils.readLongInt(st);
+ // Áîëü
+ FPain := utils.readLongInt(st);
+ // Óáèë
+ FKills := utils.readLongInt(st);
+ // Óáèë ìîíñòðîâ
+ FMonsterKills := utils.readLongInt(st);
+ // Ôðàãîâ
+ FFrags := utils.readLongInt(st);
+ // Ôðàãîâ ïîäðÿä
+ FFragCombo := utils.readByte(st);
+ // Âðåìÿ ïîñëåäíåãî ôðàãà
+ FLastFrag := utils.readLongWord(st);
+ // Ñìåðòåé
+ FDeath := utils.readLongInt(st);
+ // Êàêîé ôëàã íåñåò
+ FFlag := utils.readByte(st);
+ // Íàøåë ñåêðåòîâ
+ FSecrets := utils.readLongInt(st);
+ // Òåêóùåå îðóæèå
+ FCurrWeap := utils.readByte(st);
+ // Æåëàåìîå îðóæèå
+ FNextWeap := utils.readWord(st);
+ // ...è ïàóçà
+ FNextWeapDelay := utils.readByte(st);
+ // Âðåìÿ çàðÿäêè BFG
+ FBFGFireCounter := utils.readSmallInt(st);
+ // Áóôåð óðîíà
+ FDamageBuffer := utils.readLongInt(st);
+ // Ïîñëåäíèé óäàðèâøèé
+ FLastSpawnerUID := utils.readWord(st);
+ // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
+ FLastHit := utils.readByte(st);
+ // Îáúåêò èãðîêà
+ Obj_LoadState(@FObj, st);
+ // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
+ for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st);
+ // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
+ for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st);
+ // Íàëè÷èå îðóæèÿ
+ for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st);
+ // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
+ for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st);
+ // Íàëè÷èå ðþêçàêà
+ if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK);
+ // Íàëè÷èå êðàñíîãî êëþ÷à
+ if utils.readBool(st) then Include(FRulez, R_KEY_RED);
+ // Íàëè÷èå çåëåíîãî êëþ÷à
+ if utils.readBool(st) then Include(FRulez, R_KEY_GREEN);
+ // Íàëè÷èå ñèíåãî êëþ÷à
+ if utils.readBool(st) then Include(FRulez, R_KEY_BLUE);
+ // Íàëè÷èå áåðñåðêà
+ if utils.readBool(st) then Include(FRulez, R_BERSERK);
+ // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
+ for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st);
+ // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
+ for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st);
+ // Íàçâàíèå ìîäåëè
+ str := utils.readStr(st);
+ // Öâåò ìîäåëè
+ FColor.R := utils.readByte(st);
+ FColor.G := utils.readByte(st);
+ FColor.B := utils.readByte(st);
+ if (self = gPlayer1) then
begin
str := gPlayer1Settings.Model;
FColor := gPlayer1Settings.Color;
- end;
- if Self = gPlayer2 then
+ end
+ else if (self = gPlayer2) then
begin
str := gPlayer2Settings.Model;
FColor := gPlayer2Settings.Color;
end;
-// Îáíîâëÿåì ìîäåëü èãðîêà:
+ // Îáíîâëÿåì ìîäåëü èãðîêà
SetModel(str);
if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
FModel.Color := TEAMCOLOR[FTeam]
FModel.Color := FColor;
end;
+
procedure TPlayer.AllRulez(Health: Boolean);
var
a: Integer;
Exit;
end;
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do FWeapon[a] := True;
- for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000;
+ for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
+ for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
end;
if FBFGFireCounter < 1 then
begin
FCurrWeap := WEAPON_KASTET;
+ resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
if gFlash <> 0 then
if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
begin
FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
+ FSpawnInvul := 0;
end;
ITEM_INVIS:
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;
+ ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
+ ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
+ ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
+ ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
+ ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
+ ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
+
+ ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
+ ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
+ ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
+ ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
+ ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
+ ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
+ ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
+ ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
+ ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
+
+ ITEM_AMMO_BACKPACK:
+ if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
+ (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
+ (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
+ (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
+ (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
+ begin
+ FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
+ FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
+ FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
+ FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
+ FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
+
+ if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
+ if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
+ if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
+ if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
+
+ FRulez := FRulez + [R_ITEM_BACKPACK];
+ end;
+
+ ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
+ ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
+ ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
+
+ ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
+ ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
+
else
Exit;
end;
end;
end;
+procedure TPlayer.OnFireFlame(Times: DWORD = 1);
+var
+ id, i: DWORD;
+ Anim: TAnimation;
+begin
+ if (Random(10) = 1) and (Times = 1) then
+ Exit;
+
+ if g_Frames_Get(id, 'FRAMES_FLAME') then
+ begin
+ for i := 1 to Times do
+ begin
+ Anim := TAnimation.Create(id, False, 3);
+ Anim.Alpha := 0;
+ g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
+ Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
+ Anim.Free();
+ end;
+ end;
+end;
+
procedure TPlayer.PauseSounds(Enable: Boolean);
begin
FSawSound.Pause(Enable);
FSawSoundIdle.Pause(Enable);
FSawSoundHit.Pause(Enable);
FSawSoundSelect.Pause(Enable);
+ FFlameSoundOn.Pause(Enable);
+ FFlameSoundOff.Pause(Enable);
+ FFlameSoundWork.Pause(Enable);
+ FJetSoundFly.Pause(Enable);
+ FJetSoundOn.Pause(Enable);
+ FJetSoundOff.Pause(Enable);
end;
{ T C o r p s e : }
inherited;
end;
-procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
+function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end;
+
+procedure TCorpse.positionChanged (); inline; begin end;
+
+procedure TCorpse.moveBy (dx, dy: Integer); inline;
+begin
+ if (dx <> 0) or (dy <> 0) then
+ begin
+ FObj.X += dx;
+ FObj.Y += dy;
+ positionChanged();
+ end;
+end;
+
+
+procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline;
+begin
+ x := FObj.X+PLAYER_CORPSERECT.X;
+ y := FObj.Y+PLAYER_CORPSERECT.Y;
+ w := PLAYER_CORPSERECT.Width;
+ h := PLAYER_CORPSERECT.Height;
+end;
+
+
+procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
var
pm: TPlayerModel;
+ Blood: TModelBlood;
begin
if FState = CORPSE_STATE_REMOVEME then
Exit;
g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
FModelName, FColor);
+ // Çâóê ìÿñà îò òðóïà:
pm := g_PlayerModel_Get(FModelName);
- pm.PlaySound(MODELSOUND_DIE, 3, FObj.X, FObj.Y);
+ pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
pm.Free;
+
+ // Çëîâåùèé ñìåõ:
+ if (gBodyKillEvent <> -1)
+ and gDelayedEvents[gBodyKillEvent].Pending then
+ gDelayedEvents[gBodyKillEvent].Pending := False;
+ gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID);
end;
end
else
begin
+ Blood := g_PlayerModel_GetBlood(FModelName);
FObj.Vel.X := FObj.Vel.X + vx;
FObj.Vel.Y := FObj.Vel.Y + vy;
g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
- 150, 0, 0);
+ Blood.R, Blood.G, Blood.B, Blood.Kind);
end;
end;
procedure TCorpse.Draw();
+var
+ fX, fY: Integer;
begin
if FState = CORPSE_STATE_REMOVEME then
Exit;
+ FObj.lerp(gLerpFactor, fX, fY);
+
if FAnimation <> nil then
- FAnimation.Draw(FObj.X, FObj.Y, M_NONE);
+ FAnimation.Draw(fX, fY, TMirrorType.None);
if FAnimationMask <> nil then
begin
e_Colors := FColor;
- FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE);
+ FAnimationMask.Draw(fX, fY, TMirrorType.None);
e_Colors.R := 255;
e_Colors.G := 255;
e_Colors.B := 255;
if FState = CORPSE_STATE_REMOVEME then
Exit;
+ FObj.oldX := FObj.X;
+ FObj.oldY := FObj.Y;
+
if gTime mod (GAME_TICK*2) <> 0 then
begin
g_Obj_Move(@FObj, True, True, True);
-
+ positionChanged(); // this updates spatial accelerators
Exit;
end;
FObj.Vel.X := z_dec(FObj.Vel.X, 1);
st := g_Obj_Move(@FObj, True, True, True);
+ positionChanged(); // this updates spatial accelerators
if WordBool(st and MOVE_FALLOUT) then
begin
FAnimationMask.Update();
end;
-procedure TCorpse.SaveState(var Mem: TBinMemoryWriter);
+
+procedure TCorpse.SaveState (st: TStream);
var
- sig: DWORD;
anim: Boolean;
begin
- if Mem = nil then
- Exit;
-
-// Ñèãíàòóðà òðóïà:
- sig := CORPSE_SIGNATURE; // 'CORP'
- Mem.WriteDWORD(sig);
-// Ñîñòîÿíèå:
- Mem.WriteByte(FState);
-// Íàêîïëåííûé óðîí:
- Mem.WriteByte(FDamage);
-// Öâåò:
- Mem.WriteByte(FColor.R);
- Mem.WriteByte(FColor.G);
- Mem.WriteByte(FColor.B);
-// Îáúåêò òðóïà:
- Obj_SaveState(@FObj, Mem);
-// Åñòü ëè àíèìàöèÿ:
- anim := FAnimation <> nil;
- Mem.WriteBoolean(anim);
-// Åñëè åñòü - ñîõðàíÿåì:
- if anim then
- FAnimation.SaveState(Mem);
-// Åñòü ëè ìàñêà àíèìàöèè:
- anim := FAnimationMask <> nil;
- Mem.WriteBoolean(anim);
-// Åñëè åñòü - ñîõðàíÿåì:
- if anim then
- FAnimationMask.SaveState(Mem);
-end;
-
-procedure TCorpse.LoadState(var Mem: TBinMemoryReader);
+ assert(st <> nil);
+
+ // Ñèãíàòóðà òðóïà
+ utils.writeSign(st, 'CORP');
+ utils.writeInt(st, Byte(0));
+ // Ñîñòîÿíèå
+ utils.writeInt(st, Byte(FState));
+ // Íàêîïëåííûé óðîí
+ utils.writeInt(st, Byte(FDamage));
+ // Öâåò
+ utils.writeInt(st, Byte(FColor.R));
+ utils.writeInt(st, Byte(FColor.G));
+ utils.writeInt(st, Byte(FColor.B));
+ // Îáúåêò òðóïà
+ Obj_SaveState(st, @FObj);
+ utils.writeInt(st, Word(FPlayerUID));
+ // Åñòü ëè àíèìàöèÿ
+ anim := (FAnimation <> nil);
+ utils.writeBool(st, anim);
+ // Åñëè åñòü - ñîõðàíÿåì
+ if anim then FAnimation.SaveState(st);
+ // Åñòü ëè ìàñêà àíèìàöèè
+ anim := (FAnimationMask <> nil);
+ utils.writeBool(st, anim);
+ // Åñëè åñòü - ñîõðàíÿåì
+ if anim then FAnimationMask.SaveState(st);
+end;
+
+
+procedure TCorpse.LoadState (st: TStream);
var
- sig: DWORD;
anim: Boolean;
begin
- if Mem = nil then
- Exit;
-
-// Ñèãíàòóðà òðóïà:
- Mem.ReadDWORD(sig);
- if sig <> CORPSE_SIGNATURE then // 'CORP'
- begin
- raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature');
- end;
-// Ñîñòîÿíèå:
- Mem.ReadByte(FState);
-// Íàêîïëåííûé óðîí:
- Mem.ReadByte(FDamage);
-// Öâåò:
- Mem.ReadByte(FColor.R);
- Mem.ReadByte(FColor.G);
- Mem.ReadByte(FColor.B);
-// Îáúåêò òðóïà:
- Obj_LoadState(@FObj, Mem);
-// Åñòü ëè àíèìàöèÿ:
- Mem.ReadBoolean(anim);
-// Åñëè åñòü - çàãðóæàåì:
+ assert(st <> nil);
+
+ // Ñèãíàòóðà òðóïà
+ if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature');
+ if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version');
+ // Ñîñòîÿíèå
+ FState := utils.readByte(st);
+ // Íàêîïëåííûé óðîí
+ FDamage := utils.readByte(st);
+ // Öâåò
+ FColor.R := utils.readByte(st);
+ FColor.G := utils.readByte(st);
+ FColor.B := utils.readByte(st);
+ // Îáúåêò òðóïà
+ Obj_LoadState(@FObj, st);
+ FPlayerUID := utils.readWord(st);
+ // Åñòü ëè àíèìàöèÿ
+ anim := utils.readBool(st);
+ // Åñëè åñòü - çàãðóæàåì
if anim then
begin
Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation');
- FAnimation.LoadState(Mem);
+ FAnimation.LoadState(st);
end;
-// Åñòü ëè ìàñêà àíèìàöèè:
- Mem.ReadBoolean(anim);
-// Åñëè åñòü - çàãðóæàåì:
+ // Åñòü ëè ìàñêà àíèìàöèè
+ anim := utils.readBool(st);
+ // Åñëè åñòü - çàãðóæàåì
if anim then
begin
Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask');
- FAnimationMask.LoadState(Mem);
+ FAnimationMask.LoadState(st);
end;
end;
Inc(gNumBots);
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for a := WP_FIRST to WP_LAST do
begin
FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
FAIFlags := nil;
FSelectedWeapon := FCurrWeap;
+ resetWeaponQueue();
FTargetUID := 0;
end;
firew, fireh: Integer;
angle: SmallInt;
mon: TMonster;
- pla: TPlayer;
+ pla, tpla: TPlayer;
vsPlayer, vsMonster, ok: Boolean;
+
+
+ function monsUpdate (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then
+ begin
+ if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit;
+
+ x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2);
+ y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2);
+
+ // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
+ if g_TraceVector(x1, y1, x2, y2) then
+ begin
+ // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
+ SetLength(targets, Length(targets)+1);
+ with targets[High(targets)] do
+ begin
+ UID := mon.UID;
+ X := mon.Obj.X;
+ Y := mon.Obj.Y;
+ cX := x2;
+ cY := y2;
+ Rect := mon.Obj.Rect;
+ Dist := g_PatchLength(x1, y1, x2, y2);
+ Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
+ (y1-4 > Target.Y + mon.Obj.Rect.Y);
+ Visible := True;
+ IsPlayer := False;
+ end;
+ end;
+ end;
+ end;
+
begin
vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
case FCurrWeap of
WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
- WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40);
+ WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
else PressKey(KEY_FIRE);
end;
end;
if (g_GetUIDType(Target.UID) = UID_PLAYER) and
vsPlayer then
begin // Èãðîê
- with g_Player_Get(Target.UID) do
- begin
- if (@FObj) <> nil then
+ tpla := g_Player_Get(Target.UID);
+ if tpla <> nil then
+ with tpla do
begin
- Target.X := FObj.X;
- Target.Y := FObj.Y;
+ if (@FObj) <> nil then
+ begin
+ Target.X := FObj.X;
+ Target.Y := FObj.Y;
+ end;
end;
- end;
Target.cX := Target.X + PLAYER_RECT_CX;
Target.cY := Target.Y + PLAYER_RECT_CY;
if (g_GetUIDType(Target.UID) = UID_MONSTER) and
vsMonster then
begin // Ìîíñòð
- mon := g_Monsters_Get(Target.UID);
+ mon := g_Monsters_ByUID(Target.UID);
if mon <> nil then
begin
Target.X := mon.Obj.X;
// Èãðîêè:
if vsPlayer then
for a := 0 to High(gPlayers) do
- if (gPlayers[a] <> nil) and (gPlayers[a].Live) and
+ if (gPlayers[a] <> nil) and (gPlayers[a].alive) and
(gPlayers[a].FUID <> FUID) and
(not SameTeam(FUID, gPlayers[a].FUID)) and
(not gPlayers[a].NoTarget) and
end;
// Ìîíñòðû:
- if vsMonster and (gMonsters <> nil) then
- for a := 0 to High(gMonsters) do
- if (gMonsters[a] <> nil) and (gMonsters[a].Live) and
- (gMonsters[a].MonsterType <> MONSTER_BARREL) then
- begin
- mon := gMonsters[a];
-
- if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
- mon.Obj.Y + mon.Obj.Rect.Y) then
- Continue;
-
- x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2);
- y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2);
-
- // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
- if g_TraceVector(x1, y1, x2, y2) then
- begin
- // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
- SetLength(targets, Length(targets)+1);
- with targets[High(targets)] do
- begin
- UID := mon.UID;
- X := mon.Obj.X;
- Y := mon.Obj.Y;
- cX := x2;
- cY := y2;
- Rect := mon.Obj.Rect;
- Dist := g_PatchLength(x1, y1, x2, y2);
- Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and
- (y1-4 > Target.Y + mon.Obj.Rect.Y);
- Visible := True;
- IsPlayer := False;
- end;
- end;
- end;
+ if vsMonster then g_Mons_ForEach(monsUpdate);
end;
// Åñëè åñòü âîçìîæíûå öåëè:
if (Healthy() = 3) or ((Healthy() = 2)) then
begin // Åñëè çäîðîâû - äîãîíÿåì
- if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
+ if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
SetAIFlag('GORIGHT', '1');
- if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
+ if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
SetAIFlag('GOLEFT', '1');
end
else
begin // Åñëè ïîáèòû - óáåãàåì
- if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
+ if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
SetAIFlag('GORIGHT', '1');
- if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
+ if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
SetAIFlag('GOLEFT', '1');
end;
begin // Öåëü ñáåæàëà ñ "ýêðàíà"
if (Healthy() = 3) or ((Healthy() = 2)) then
begin // Åñëè çäîðîâû - äîãîíÿåì
- if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
+ if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
SetAIFlag('GORIGHT', '1');
- if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
+ if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
SetAIFlag('GOLEFT', '1');
end
else
begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
Target.UID := 0;
- if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
+ if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
SetAIFlag('GORIGHT', '1');
- if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
+ if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
SetAIFlag('GOLEFT', '1');
end;
end
// Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
if (Abs(FObj.Y-Target.Y) <= 128) then
begin
- if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
+ if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
SetAIFlag('GORIGHT', '1');
- if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
+ if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
SetAIFlag('GOLEFT', '1');
end;
end;
// Âûáèðàåì óãîë ââåðõ:
- if FDirection = D_LEFT then
+ if FDirection = TDirection.D_LEFT then
angle := ANGLE_LEFTUP
else
angle := ANGLE_RIGHTUP;
end;
// Âûáèðàåì óãîë âíèç:
- if FDirection = D_LEFT then
+ if FDirection = TDirection.D_LEFT then
angle := ANGLE_LEFTDOWN
else
angle := ANGLE_RIGHTDOWN;
(y1-4 > Target.Y+Target.Rect.Y) then
begin
// Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
- if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
- ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
+ if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
+ ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
begin // òî íóæíî ñòðåëÿòü âïåðåä
SetAIFlag('NEEDFIRE', '1');
SetAIFlag('NEEDSEEDOWN', '');
if Target.IsPlayer then
begin // Öåëü - èãðîê
pla := g_Player_Get(Target.UID);
- if (pla = nil) or (not pla.Live) or pla.NoTarget or
+ if (pla = nil) or (not pla.alive) or pla.NoTarget or
(pla.FMegaRulez[MR_INVIS] >= gTime) then
Target.UID := 0; // òî çàáûòü öåëü
end
else
begin // Öåëü - ìîíñòð
- mon := g_Monsters_Get(Target.UID);
- if (mon = nil) or (not mon.Live) then
+ mon := g_Monsters_ByUID(Target.UID);
+ if (mon = nil) or (not mon.alive) then
Target.UID := 0; // òî çàáûòü öåëü
end;
end;
SetAIFlag('NEEDJUMP', '1');
- if RunDirection() = D_RIGHT then
+ if RunDirection() = TDirection.D_RIGHT then
begin // Èäåì íå â òó ñòîðîíó
if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
SetAIFlag('NEEDJUMP', '1');
- if RunDirection() = D_LEFT then
+ if RunDirection() = TDirection.D_LEFT then
begin // Èäåì íå â òó ñòîðîíó
if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
end;
end;
+ //HACK! (does it belongs there?)
+ RealizeCurrentWeapon();
+
// Åñëè åñòü âîçìîæíûå öåëè:
// (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
if GetRnd(FDifficult.DiagFire) then
begin
// Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
- if FDirection = D_LEFT then
+ if FDirection = TDirection.D_LEFT then
angle := ANGLE_LEFTUP
else
angle := ANGLE_RIGHTUP;
end;
// Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
- if FDirection = D_LEFT then
+ if FDirection = TDirection.D_LEFT then
angle := ANGLE_LEFTDOWN
else
angle := ANGLE_RIGHTDOWN;
// Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
if targets[a].Line and targets[a].Visible and
- (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
- ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
+ (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
+ ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
begin
SetAIFlag('NEEDFIRE', '1');
Break;
var
EnableAI: Boolean;
begin
- if not FLive then
+ if not FAlive then
begin // Respawn
ReleaseKeys();
PressKey(KEY_UP);
begin
UpdateMove();
UpdateCombat();
+ end
+ else
+ begin
+ RealizeCurrentWeapon();
end;
end;
Result := FKeys[Key].Pressed;
end;
-function TBot.GetAIFlag(fName: String20): String20;
+function TBot.GetAIFlag(aName: String20): String20;
var
a: Integer;
begin
Result := '';
- fName := LowerCase(fName);
+ aName := LowerCase(aName);
if FAIFlags <> nil then
for a := 0 to High(FAIFlags) do
- if LowerCase(FAIFlags[a].Name) = fName then
+ if LowerCase(FAIFlags[a].Name) = aName then
begin
Result := FAIFlags[a].Value;
Break;
end;
end;
-procedure TBot.RemoveAIFlag(fName: String20);
+procedure TBot.RemoveAIFlag(aName: String20);
var
a, b: Integer;
begin
if FAIFlags = nil then Exit;
- fName := LowerCase(fName);
+ aName := LowerCase(aName);
for a := 0 to High(FAIFlags) do
- if LowerCase(FAIFlags[a].Name) = fName then
+ if LowerCase(FAIFlags[a].Name) = aName then
begin
if a <> High(FAIFlags) then
for b := a to High(FAIFlags)-1 do
end;
end;
-procedure TBot.SetAIFlag(fName, fValue: String20);
+procedure TBot.SetAIFlag(aName, fValue: String20);
var
a: Integer;
ok: Boolean;
a := 0;
ok := False;
- fName := LowerCase(fName);
+ aName := LowerCase(aName);
if FAIFlags <> nil then
for a := 0 to High(FAIFlags) do
- if LowerCase(FAIFlags[a].Name) = fName then
+ if LowerCase(FAIFlags[a].Name) = aName then
begin
ok := True;
Break;
SetLength(FAIFlags, Length(FAIFlags)+1);
with FAIFlags[High(FAIFlags)] do
begin
- Name := fName;
+ Name := aName;
Value := fValue;
end;
end;
ReleaseKey(KEY_LEFT);
ReleaseKey(KEY_RIGHT);
PressKey(KEY_LEFT, Time);
- SetDirection(D_LEFT);
+ SetDirection(TDirection.D_LEFT);
end;
procedure GoRight(Time: Word = 1);
ReleaseKey(KEY_LEFT);
ReleaseKey(KEY_RIGHT);
PressKey(KEY_RIGHT, Time);
- SetDirection(D_RIGHT);
+ SetDirection(TDirection.D_RIGHT);
end;
function Rnd(a: Word): Boolean;
procedure Turn(Time: Word = 1200);
begin
- if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
+ if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
end;
procedure Stop();
function CanRun(): Boolean;
begin
- if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
+ if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
end;
procedure Jump(Time: Word = 30);
x, sx: Integer;
begin
{ TODO 5 : Ëåñòíèöû }
- sx := IfThen(RunDirection() = D_LEFT, -1, 1);
+ sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
for x := 1 to PLAYER_RECT.Width do
if (not StayOnStep(x*sx, 0)) and
(not CollideLevel(x*sx, PLAYER_RECT.Height)) and
x, sx, xx: Integer;
begin
{ TODO 5 : Ëåñòíèöû }
- sx := IfThen(RunDirection() = D_LEFT, -1, 1);
+ sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
for x := 1 to PLAYER_RECT.Width do
if (not StayOnStep(x*sx, 0)) and
(not CollideLevel(x*sx, PLAYER_RECT.Height)) and
begin
Result := False;
- sx := IfThen(RunDirection() = D_LEFT, -1, 1);
+ sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
y := 3;
for x := 1 to PLAYER_RECT.Width do
function BelowLadder(): Boolean;
begin
- Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
- not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
- (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
- not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
+ Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
+ not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
+ (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
+ not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
end;
function BelowLiftUp(): Boolean;
begin
- Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
- not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
- ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
- not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
+ Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
+ not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
+ ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
+ not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
end;
function OnTopLift(): Boolean;
var
sx, y: Integer;
begin
- sx := IfThen(RunDirection() = D_LEFT, -1, 1);
+ sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
Result := False;
// Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
if OnGround() and
- CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
+ CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
Rnd(8) then
Jump();
WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
+ WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
else Result := True;
end;
end;
if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
begin // Ìîíñòð
- mon := g_Monsters_Get(FLastSpawnerUID);
+ mon := g_Monsters_ByUID(FLastSpawnerUID);
ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
mon.Obj.Y + mon.Obj.Rect.Y);
end;
begin
if Abs(Vel.X) >= 1 then
begin
- if Vel.X > 0 then Result := D_RIGHT else Result := D_LEFT;
+ if Vel.X > 0 then Result := TDirection.D_RIGHT else Result := TDirection.D_LEFT;
end else
Result := FDirection;
end;
Result := Round((255-a)/255*radius*(Random(2)-1));
end;
-procedure TBot.SaveState(var Mem: TBinMemoryWriter);
+
+procedure TDifficult.save (st: TStream);
+begin
+ utils.writeInt(st, Byte(DiagFire));
+ utils.writeInt(st, Byte(InvisFire));
+ utils.writeInt(st, Byte(DiagPrecision));
+ utils.writeInt(st, Byte(FlyPrecision));
+ utils.writeInt(st, Byte(Cover));
+ utils.writeInt(st, Byte(CloseJump));
+ st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
+ st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
+end;
+
+procedure TDifficult.load (st: TStream);
+begin
+ DiagFire := utils.readByte(st);
+ InvisFire := utils.readByte(st);
+ DiagPrecision := utils.readByte(st);
+ FlyPrecision := utils.readByte(st);
+ Cover := utils.readByte(st);
+ CloseJump := utils.readByte(st);
+ st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior));
+ st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior));
+end;
+
+
+procedure TBot.SaveState (st: TStream);
var
i: Integer;
- dw: DWORD;
- p: Pointer;
-begin
- inherited SaveState(Mem);
-
-// Âûáðàííîå îðóæèå:
- Mem.WriteByte(FSelectedWeapon);
-// UID öåëè:
- Mem.WriteWord(FTargetUID);
-// Âðåìÿ ïîòåðè öåëè:
- Mem.WriteDWORD(FLastVisible);
-// Êîëè÷åñòâî ôëàãîâ ÈÈ:
+ dw: Integer;
+begin
+ inherited SaveState(st);
+ utils.writeSign(st, 'BOT0');
+ // Âûáðàííîå îðóæèå
+ utils.writeInt(st, Byte(FSelectedWeapon));
+ // UID öåëè
+ utils.writeInt(st, Word(FTargetUID));
+ // Âðåìÿ ïîòåðè öåëè
+ utils.writeInt(st, LongWord(FLastVisible));
+ // Êîëè÷åñòâî ôëàãîâ ÈÈ
dw := Length(FAIFlags);
- Mem.WriteDWORD(dw);
-// Ôëàãè ÈÈ:
- for i := 0 to Integer(dw)-1 do
+ utils.writeInt(st, LongInt(dw));
+ // Ôëàãè ÈÈ
+ for i := 0 to dw-1 do
begin
- Mem.WriteString(FAIFlags[i].Name, 20);
- Mem.WriteString(FAIFlags[i].Value, 20);
+ utils.writeStr(st, FAIFlags[i].Name, 20);
+ utils.writeStr(st, FAIFlags[i].Value, 20);
end;
-// Íàñòðîéêè ñëîæíîñòè:
- p := @FDifficult;
- Mem.WriteMemory(p, SizeOf(TDifficult));
+ // Íàñòðîéêè ñëîæíîñòè
+ FDifficult.save(st);
end;
-procedure TBot.LoadState(var Mem: TBinMemoryReader);
+
+procedure TBot.LoadState (st: TStream);
var
i: Integer;
- dw: DWORD;
- p: Pointer;
-begin
- inherited LoadState(Mem);
-
-// Âûáðàííîå îðóæèå:
- Mem.ReadByte(FSelectedWeapon);
-// UID öåëè:
- Mem.ReadWord(FTargetUID);
-// Âðåìÿ ïîòåðè öåëè:
- Mem.ReadDWORD(FLastVisible);
-// Êîëè÷åñòâî ôëàãîâ ÈÈ:
- Mem.ReadDWORD(dw);
+ dw: Integer;
+begin
+ inherited LoadState(st);
+ if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature');
+ // Âûáðàííîå îðóæèå
+ FSelectedWeapon := utils.readByte(st);
+ // UID öåëè
+ FTargetUID := utils.readWord(st);
+ // Âðåìÿ ïîòåðè öåëè
+ FLastVisible := utils.readLongWord(st);
+ // Êîëè÷åñòâî ôëàãîâ ÈÈ
+ dw := utils.readLongInt(st);
+ if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags');
SetLength(FAIFlags, dw);
-// Ôëàãè ÈÈ:
- for i := 0 to Integer(dw)-1 do
+ // Ôëàãè ÈÈ
+ for i := 0 to dw-1 do
begin
- Mem.ReadString(FAIFlags[i].Name);
- Mem.ReadString(FAIFlags[i].Value);
+ FAIFlags[i].Name := utils.readStr(st, 20);
+ FAIFlags[i].Value := utils.readStr(st, 20);
end;
-// Íàñòðîéêè ñëîæíîñòè:
- Mem.ReadMemory(p, dw);
- if dw <> SizeOf(TDifficult) then
- begin
- raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size');
- end;
- FDifficult := TDifficult(p^);
+ // Íàñòðîéêè ñëîæíîñòè
+ FDifficult.load(st);
end;
+
+begin
+ conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
+ conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
end.