diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index ebbd2043e5fc69d7784346b031c5b51d804f637c..a97b4ff5a50f911853570883bf99b190b9851573 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
-(* Copyright (C) DooM 2D:Forever Developers
+(* Copyright (C) Doom 2D: Forever Developers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * 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
* 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;
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;
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;
+ Inventory: Set of R_ITEM_BACKPACK..R_BERSERK;
+ 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;
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);
- 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 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"
+ 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; // returns 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_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;
+ FInventory: Set of R_ITEM_BACKPACK..R_BERSERK;
FBerserk: Integer;
- FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
+ FPowerups: Array [MR_SUIT..MR_MAX] of DWORD;
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;
+ FSkipIronFist: 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;
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; 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;
- procedure AllRulez(Health: Boolean);
+ function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
+ function TryDropFlag(): Boolean;
+ procedure TankRamboCheats(Health: Boolean);
procedure RestoreHealthArmor();
procedure FragCombo();
procedure GiveItem(ItemType: Byte);
procedure Draw(); virtual;
procedure DrawPain();
procedure DrawPickup();
- procedure DrawRulez();
+ procedure DrawOverlay();
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 PreserveState();
+ procedure RestoreState();
+ 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);
+ 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 monster position was changed, or coldet will not work right!
+ 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 SkipIronFist: Byte read FSkipIronFist write FSkipIronFist;
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 [WP_FIRST..WP_LAST] of Byte;
- CloseWeaponPrior: Array [WP_FIRST..WP_LAST] 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 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 positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
+ 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 positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
+ 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);
+
+ procedure getMapBox (out x, y, w, h: Integer); inline;
+ procedure moveBy (dx, dy: Integer); inline;
- procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
+ procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
- property Obj: TObj read FObj;
+ function ObjPtr (): PObj; inline;
+
+ property Obj: TObj read FObj; // copies object
property State: Byte read FState;
property Mess: Boolean read FMess;
end;
TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
record
- Goals: SmallInt;
+ Score: SmallInt;
end;
var
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;
function g_Gibs_GetMax(): Word;
procedure g_Corpses_SetMax(Count: Word);
function g_Corpses_GetMax(): Word;
+procedure g_Force_Model_Set(Mode: Word);
+function g_Force_Model_Get(): Word;
+procedure g_Forced_Model_SetName(Model: String);
+function g_Forced_Model_GetName(): String;
procedure g_Shells_SetMax(Count: Word);
function g_Shells_GetMax(): Word;
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_Get(UID: Word): 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_ExistingName(Name: String): Boolean;
+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, g_grid,
+{$INCLUDE ../nogl/noGLuses.inc}
+{$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, GL, g_holmes;
+ g_net, g_netmsg, g_window,
+ utils, xstreams;
+
+const PLR_SAVE_VERSION = 0;
type
TBotProfile = record
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;
FlyPrecision: 255; Cover: 255; CloseJump: 255;
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_FLAMETHROWER, WEAPON_SUPERCHAINGUN,
WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
- WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
+ WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_IRONFIST);
WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
- (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
+ (WEAPON_FLAMETHROWER, WEAPON_SUPERCHAINGUN,
WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
- WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
+ WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_IRONFIST);
//WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
- // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
+ // (WEAPON_FLAMETHROWER, WEAPON_SUPERCHAINGUN,
// WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
// WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
- // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
+ // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_IRONFIST);
WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
(5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
MaxGibs: Word = 150;
MaxCorpses: Word = 20;
MaxShells: Word = 300;
+ ForceModel: Word = 0;
+ ForcedModelName: String = STD_PLAYER_MODEL;
CurrentGib: Integer = 0;
CurrentShell: Integer = 0;
BotNames: Array of String;
BotList: Array of TBotProfile;
-
-
-procedure TGib.positionChanged (); begin end;
-procedure TShell.positionChanged (); begin end;
+ SavedStates: Array of TPlayerSavedState;
function Lerp(X, Y, Factor: Integer): Integer;
Result := MaxCorpses;
end;
+procedure g_Force_Model_Set(Mode: Word);
+begin
+ ForceModel := Mode;
+end;
+
+function g_Force_Model_Get(): Word;
+begin
+ Result := ForceModel;
+end;
+
+procedure g_Forced_Model_SetName(Model: String);
+begin
+ ForcedModelName := Model;
+end;
+
+function g_Forced_Model_GetName(): String;
+begin
+ Result := ForcedModelName;
+end;
+
function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
var
a: Integer;
gPlayers[a].FActualModelName := ModelName;
gPlayers[a].SetModel(ModelName);
+ if Bot and (g_Force_Model_Get() <> 0) then
+ gPlayers[a].SetModel(g_Forced_Model_GetName());
// Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
if gPlayers[a].FModel = nil then
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;
+ assert(st <> nil);
-// Áîò èëè ÷åëîâåê:
- Mem.ReadBoolean(Bot);
+ // 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;
- ok := False;
- a := 0;
-
-// 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);
-// Ñëåäóþùåå æåëàåìîå îðóæèå:
- Mem.ReadWord(gPlayers[a].FNextWeap);
-// ...è ïàóçà:
- Mem.ReadByte(gPlayers[a].FNextWeapDelay);
-// 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_HIGH do
- Mem.ReadWord(gPlayers[a].FAmmo[i]);
-// Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_HIGH do
- Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
-// Íàëè÷èå îðóæèÿ:
- for i := WP_FIRST to WP_LAST do
- Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
-// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
- for i := WP_FIRST to WP_LAST 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]
+ gPlayers[a] := TBot.Create();
+ if (g_Force_Model_Get() <> 0) then
+ gPlayers[a].SetModel(g_Forced_Model_GetName());
+ end
else
- gPlayers[a].FModel.Color := gPlayers[a].FColor;
+ gPlayers[a] := TPlayer.Create();
+ 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
_name := '';
if BotNames <> nil then
for a := 0 to High(BotNames) do
- if g_Player_ValidName(BotNames[a]) then
+ if g_Player_ExistingName(BotNames[a]) then
begin
_name := BotNames[a];
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;
//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
Team := BotList[num].team; // CTF / TDM
// Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
- lName := AnsiLowerCase(lName);
- if (num < 0) or (num > Length(BotList)-1) then
- num := -1;
- if (num = -1) and (lName <> '') and (BotList <> nil) then
- for a := 0 to High(BotList) do
- if AnsiLowerCase(BotList[a].name) = lName then
- begin
- num := a;
- Break;
- end;
- if num = -1 then
- Exit;
+ if lName = '' then
+ num := Random(Length(BotList))
+ else
+ begin
+ if (num < 0) or (num > Length(BotList)-1) then
+ num := -1;
+ if (num = -1) and (BotList <> nil) then
+ lName := AnsiLowerCase(lName);
+ for a := 0 to High(BotList) do
+ if AnsiLowerCase(BotList[a].name) = lName then
+ begin
+ num := a;
+ Break;
+ end;
+ if num = -1 then
+ Exit;
+ end;
// Èìÿ áîòà:
_name := BotList[num].name;
-// Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
- if not g_Player_ValidName(_name) then
- repeat
- _name := Format('DFBOT%.2d', [Random(100)]);
- until g_Player_ValidName(_name);
+ if (_name = '') and (BotNames <> nil) then
+ for a := 0 to High(BotNames) do
+ if g_Player_ExistingName(BotNames[a]) then
+ begin
+ _name := BotNames[a];
+ Break;
+ end;
// Ìîäåëü:
_model := BotList[num].model;
// Ñîçäàåì áîòà:
with g_Player_Get(g_Player_Create(_model, BotList[num].color, 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;
FDifficult.DiagFire := BotList[num].diag_fire;
FDifficult.InvisFire := BotList[num].invis_fire;
FDifficult.Cover := BotList[num].cover;
FDifficult.CloseJump := BotList[num].close_jump;
+ FHandicap := Handicap;
+
for a := WP_FIRST to WP_LAST do
begin
FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
s: String;
a, b: Integer;
config: TConfig;
- sa: SArray;
+ sa: SSArray;
+ path: AnsiString;
begin
BotNames := nil;
+ BotList := nil;
- if not FileExists(DataDir + BOTNAMES_FILENAME) then
- Exit;
-
-// ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
- AssignFile(F, DataDir + BOTNAMES_FILENAME);
- Reset(F);
-
- while not EOF(F) do
+ path := BOTNAMES_FILENAME;
+ if e_FindResource(DataDirs, path) then
begin
- ReadLn(F, s);
+ // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
+ AssignFile(F, path);
+ Reset(F);
- s := Trim(s);
- if s = '' then
- Continue;
+ while not EOF(F) do
+ begin
+ ReadLn(F, s);
- SetLength(BotNames, Length(BotNames)+1);
- BotNames[High(BotNames)] := s;
- end;
+ s := Trim(s);
+ if s = '' then
+ Continue;
- CloseFile(F);
+ SetLength(BotNames, Length(BotNames)+1);
+ BotNames[High(BotNames)] := s;
+ end;
-// Ïåðåìåøèâàåì èõ:
- g_Bot_MixNames();
+ CloseFile(F);
-// ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
- config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
- BotList := nil;
- a := 0;
+ // Ïåðåìåøèâàåì èõ:
+ g_Bot_MixNames();
+ end;
- while config.SectionExists(IntToStr(a)) do
+ path := BOTLIST_FILENAME;
+ if e_FindResource(DataDirs, path) then
begin
- SetLength(BotList, Length(BotList)+1);
+ // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
+ config := TConfig.CreateFile(path);
+ a := 0;
- with BotList[High(BotList)] do
+ while config.SectionExists(IntToStr(a)) do
begin
- // Èìÿ áîòà:
- name := config.ReadStr(IntToStr(a), 'name', '');
- // Ìîäåëü:
- model := config.ReadStr(IntToStr(a), 'model', '');
- // Êîìàíäà:
- if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
- team := TEAM_RED
- else
- team := TEAM_BLUE;
- // Öâåò ìîäåëè:
- sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
- color.R := StrToIntDef(sa[0], 0);
- color.G := StrToIntDef(sa[1], 0);
- color.B := StrToIntDef(sa[2], 0);
- // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
- diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
- // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
- invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
- // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
- diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
- // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
- fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
- // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
- cover := config.ReadInt(IntToStr(a), 'cover', 0);
- // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
- close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
- // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
- sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
- if Length(sa) = 10 then
- for b := 0 to 9 do
- w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
- // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
- sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
- if Length(sa) = 10 then
- for b := 0 to 9 do
- w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
-
- {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
- if Length(sa) = 10 then
- for b := 0 to 9 do
- w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
+ SetLength(BotList, Length(BotList)+1);
+
+ with BotList[High(BotList)] do
+ begin
+ name := config.ReadStr(IntToStr(a), 'name', ''); // Èìÿ áîòà
+ model := config.ReadStr(IntToStr(a), 'model', ''); // Ìîäåëü
+
+ // Êîìàíäà
+ s := config.ReadStr(IntToStr(a), 'team', '');
+ if s = 'red' then
+ team := TEAM_RED
+ else if s = 'blue' then
+ team := TEAM_BLUE
+ else
+ team := TEAM_NONE;
+
+ // Öâåò ìîäåëè
+ sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
+ SetLength(sa, 3);
+ color.R := StrToIntDef(sa[0], 0);
+ color.G := StrToIntDef(sa[1], 0);
+ color.B := StrToIntDef(sa[2], 0);
+
+ diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0); // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì
+ invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0); // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó
+ diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0); // Òî÷íîñòü ñòðåëüáû ïîä óãëîì
+ fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0); // Òî÷íîñòü ñòðåëüáû â ïîëåòå
+ cover := config.ReadInt(IntToStr(a), 'cover', 0); // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ
+ close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0); // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà
+
+ // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ
+ sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
+ if Length(sa) = 10 then
+ for b := 0 to 9 do
+ w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
+
+ // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ
+ sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
+ if Length(sa) = 10 then
+ for b := 0 to 9 do
+ w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
+
+ {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
+ if Length(sa) = 10 then
+ for b := 0 to 9 do
+ w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
+ end;
+
+ a += 1;
end;
- a := a + 1;
+ config.Free();
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();
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
- gPlayers[i].RememberState;
+ if (gPlayers[i] <> nil) and gPlayers[i].alive then
+ gPlayers[i].PreserveState;
end;
procedure g_Player_ResetAll(Force, Silent: Boolean);
var
i: Integer;
begin
- gTeamStat[TEAM_RED].Goals := 0;
- gTeamStat[TEAM_BLUE].Goals := 0;
+ gTeamStat[TEAM_RED].Score := 0;
+ gTeamStat[TEAM_BLUE].Score := 0;
if gPlayers <> nil then
for i := 0 to High(gPlayers) do
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));
@@ -1559,11 +1663,13 @@ 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);
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;
+ for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count);
- Mem := TBinMemoryWriter.Create((count+1) * 128);
+ // Êîëè÷åñòâî òðóïîâ
+ utils.writeInt(st, LongInt(count));
-// Êîëè÷åñòâî òðóïîâ:
- Mem.WriteInt(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);
-
- if count > Length(gCorpses) then
- begin
- raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses');
- end;
+ // Êîëè÷åñòâî òðóïîâ:
+ count := utils.readLongInt(st);
+ if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses');
- 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;
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 FInventory) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then
+ testedWeap := WEAPON_IRONFIST;
+ result := testedWeap;
+end;
+
+function TPlayer.maySwitch(Weapon: Byte) : Boolean;
+begin
+ result := true;
+ if (Weapon = WEAPON_IRONFIST) and (FSkipIronFist <> 0) then
+ begin
+ if (FSkipIronFist = 1) and (not (R_BERSERK in FInventory)) 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
if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
- g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
+ g_Sound_PlayExAt('SOUND_ITEM_GETPOWERUP', FObj.X, FObj.Y)
else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
- // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
+ // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì:
if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
(gGameSettings.GameType = GT_SINGLE) and
(g_Player_GetCount() > 1)) then
viewPortY := 0;
viewPortW := 0;
viewPortH := 0;
+ mEDamageType := HIT_SOME;
FIamBot := False;
FDummy := 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';
FJustTeleported := False;
FNetTime := 0;
+ FWaitForFirstSpawn := false;
+
resetWeaponQueue();
end;
-procedure TPlayer.positionChanged ();
+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;
end;
end;
// Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
- FMegaRulez[MR_SUIT] := 0;
- FMegaRulez[MR_INVUL] := 0;
- FMegaRulez[MR_INVIS] := 0;
+ FPowerups[MR_SUIT] := 0;
+ FPowerups[MR_INVUL] := 0;
+ FPowerups[MR_INVIS] := 0;
+ FSpawnInvul := 0;
FBerserk := 0;
end;
// Íî îò îñòàëüíîãî ñïàñàåò:
- if FMegaRulez[MR_INVUL] >= gTime then
+ if FPowerups[MR_INVUL] >= gTime then
Exit;
// ×èò-êîä "ÃÎÐÅÖ":
Exit;
// Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
- if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or
+ if (TGameOption.TEAM_DAMAGE in gGameSettings.Options) or
(SpawnerUID = FUID) or
(not SameTeam(FUID, SpawnerUID)) then
begin
end;
if t = HIT_WATER then
- g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
- FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
+ g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
+ FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
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;
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 (FPowerups[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
+ if FPowerups[MR_INVIS] > gTime then
begin
if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
begin
- if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
- dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
+ if (FPowerups[MR_INVIS] - gTime) <= 2100 then
+ dr := not Odd((FPowerups[MR_INVIS] - gTime) div 300)
else
dr := True;
if dr then
- FModel.Draw(FObj.X, FObj.Y, 200)
+ FModel.Draw(fX, fY+fSlope, 200)
else
- FModel.Draw(FObj.X, FObj.Y);
+ FModel.Draw(fX, fY+fSlope);
end
else
- FModel.Draw(FObj.X, FObj.Y, 254);
+ FModel.Draw(fX, fY+fSlope, 255);
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 (FPowerups[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;
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
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;
SY := gPlayerScreenSize.Y;
Y := 0;
- if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
+ if gShowScore and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then
begin
if gGameSettings.GameMode = GM_CTF then
a := 32 + 8
e_Draw(ID, X-16-32, 240-72-4, 0, True, False);
end;
- s := IntToStr(gTeamStat[TEAM_RED].Goals);
+ s := IntToStr(gTeamStat[TEAM_RED].Score);
e_CharFont_GetSize(gMenuFont, s, tw, th);
e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]);
e_Draw(ID, X-16-32, 240-32-4, 0, True, False);
end;
- s := IntToStr(gTeamStat[TEAM_BLUE].Goals);
+ s := IntToStr(gTeamStat[TEAM_BLUE].Score);
e_CharFont_GetSize(gMenuFont, s, tw, th);
e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]);
end;
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);
e_CharFont_GetSize(gMenuSmallFont, FName, tw, th);
e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0));
- if R_BERSERK in FRulez then
- e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
- else
- e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
+ if R_BERSERK in FInventory
+ then e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False)
+ else e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False);
if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then
e_Draw(ID, X+36, Y+77, 0, True, False);
s := IntToStr(GetAmmoByWeapon(FCurrWeap));
case FCurrWeap of
- WEAPON_KASTET:
+ WEAPON_IRONFIST:
begin
s := '--';
- ID := gItemsTexturesID[ITEM_WEAPON_KASTET];
+ ID := gItemsTexturesID[ITEM_WEAPON_IRONFIST];
end;
WEAPON_SAW:
begin
WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN];
WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1];
WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2];
- WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET];
+ WEAPON_SUPERCHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_SUPERCHAINGUN];
WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0));
e_Draw(ID, X+20, Y+160, 0, True, False);
- if R_KEY_RED in FRulez then
+ if R_KEY_RED in FInventory then
e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False);
- if R_KEY_GREEN in FRulez then
+ if R_KEY_GREEN in FInventory then
e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False);
- if R_KEY_BLUE in FRulez then
+ if R_KEY_BLUE in FInventory then
e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False);
if FJetFuel > 0 then
end;
end;
-procedure TPlayer.DrawRulez();
+procedure TPlayer.DrawOverlay();
var
dr: Boolean;
begin
// Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
- if FMegaRulez[MR_INVUL] >= gTime then
+ if (FPowerups[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 (FPowerups[MR_INVUL]-gTime) <= 2100 then
+ dr := not Odd((FPowerups[MR_INVUL]-gTime) div 300)
else
dr := True;
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 FMegaRulez[MR_SUIT] >= gTime then
+ if FPowerups[MR_SUIT] >= gTime then
begin
- if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then
- dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300)
+ if (FPowerups[MR_SUIT]-gTime) <= 2100 then
+ dr := not Odd((FPowerups[MR_SUIT]-gTime) div 300)
else
dr := True;
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 FInventory 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;
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:
+ WEAPON_IRONFIST:
begin
- if R_BERSERK in FRulez then
+ DoPunch();
+ if R_BERSERK in FInventory then
begin
//g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
locobj.X := FObj.X+FObj.Rect.X;
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];
DidFire := True;
end;
- WEAPON_SUPERPULEMET:
+ WEAPON_SUPERCHAINGUN:
if FAmmo[A_SHELLS] > 0 then
begin
g_Weapon_shotgun(wx, wy, xd, yd, FUID);
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;
begin
case Weapon of
WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS];
- WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
+ WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERCHAINGUN: Result := FAmmo[A_SHELLS];
WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
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);
+procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
begin
- FFireTime := 100;
+ if Timeout <= 0 then
+ exit;
+ if (FPowerups[MR_SUIT] > gTime) or (FPowerups[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);
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].Score);
+ 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;
if (gGameSettings.GameMode = GM_TDM) and DoFrags then
- Inc(gTeamStat[KP.Team].Goals,
+ Inc(gTeamStat[KP.Team].Score,
IfThen(SameTeam(FUID, SpawnerUID), -1, 1));
if netsrv then MH_SEND_PlayerStats(SpawnerUID);
if mon = nil then
s := '?'
else
- s := g_Monsters_GetKilledBy(mon.MonsterType);
+ s := g_Mons_GetKilledByTypeId(mon.MonsterType);
case KillType of
K_HARDKILL:
WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER;
WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
WEAPON_BFG: i := ITEM_WEAPON_BFG;
- WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
+ WEAPON_SUPERCHAINGUN: i := ITEM_WEAPON_SUPERCHAINGUN;
WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
else i := 0;
end;
end;
// Âûáðîñ ðþêçàêà:
- if R_ITEM_BACKPACK in FRulez then
+ if R_ITEM_BACKPACK in FInventory then
PushItem(ITEM_AMMO_BACKPACK);
// Âûáðîñ ðàêåòíîãî ðàíöà:
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 (TGameOption.DM_KEYS in gGameSettings.Options)) then
begin
- if R_KEY_RED in FRulez then
+ if R_KEY_RED in FInventory then
PushItem(ITEM_KEY_RED);
- if R_KEY_GREEN in FRulez then
+ if R_KEY_GREEN in FInventory then
PushItem(ITEM_KEY_GREEN);
- if R_KEY_BLUE in FRulez then
+ if R_KEY_BLUE in FInventory then
PushItem(ITEM_KEY_BLUE);
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
g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144);
if Netsrv then
MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED);
- Inc(gTeamStat[TEAM_RED].Goals);
+ Inc(gTeamStat[TEAM_RED].Score);
gLMSRespawn := LMS_RESPAWN_FINAL;
gLMSRespawnTime := gTime + 5000;
end
g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144);
if Netsrv then
MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE);
- Inc(gTeamStat[TEAM_BLUE].Goals);
+ Inc(gTeamStat[TEAM_BLUE].Score);
gLMSRespawn := LMS_RESPAWN_FINAL;
gLMSRespawnTime := gTime + 5000;
end
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.ProcessWeaponAction(Action: Byte);
+begin
+ if g_Game_IsClient then Exit;
+ case Action of
+ WP_PREV: PrevWeapon();
+ WP_NEXT: NextWeapon();
+ end;
end;
procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
begin
result := false;
case weapon of
- WEAPON_KASTET, WEAPON_SAW: result := true;
- WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
- WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
+ WEAPON_IRONFIST, WEAPON_SAW: result := true;
+ WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERCHAINGUN: 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);
end;
end;
+function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean;
+begin
+ result := false;
+ case weapon of
+ WEAPON_IRONFIST, WEAPON_SAW: result := true;
+ WEAPON_SHOTGUN1, WEAPON_SUPERCHAINGUN: 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
+ result := false;
+ exit;
+ end;
+ if (FWeapSwitchMode = 1) and not hadWeapon then
+ result := true
+ else if (FWeapSwitchMode = 2) then
+ result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]);
+end;
+
// return 255 for "no switch"
function TPlayer.getNextWeaponIndex (): Byte;
var
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
for i := 0 to High(FWeapon) do
begin
cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
- if FWeapon[cwi] then
+ if FWeapon[cwi] and maySwitch(cwi) then
begin
- //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
+ //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
result := Byte(cwi);
- FNextWeapDelay := 10;
+ FNextWeapDelay := WEAPON_DELAY;
exit;
end;
end;
wantThisWeapon[i] := true;
Inc(wwc);
end;
+
// exclude currently selected weapon from the set
wantThisWeapon[FCurrWeap] := false;
// slow down alterations a little
// i found her!
result := Byte(i);
resetWeaponQueue();
- FNextWeapDelay := 10; // anyway, 'cause why not
+ FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
+ //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
exit;
end;
end;
if not switchAllowed then
begin
//HACK for weapon cycling
- if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
+ if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
exit;
end;
nw := getNextWeaponIndex();
+ //
if nw = 255 then exit; // don't reset anything here
if nw > High(FWeapon) then
begin
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 arespawn;
+ a := (TGameOption.WEAPONS_STAY in gGameSettings.Options) 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;
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;
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;
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;
ITEM_WEAPON_SAW:
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 a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
end;
- ITEM_WEAPON_SUPERPULEMET:
- if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
+ ITEM_WEAPON_SUPERCHAINGUN:
+ if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERCHAINGUN] then
begin
- if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
-
+ if a and FWeapon[WEAPON_SUPERCHAINGUN] then Exit;
+ switchWeapon := WEAPON_SUPERCHAINGUN;
+ hadWeapon := FWeapon[WEAPON_SUPERCHAINGUN];
IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
- FWeapon[WEAPON_SUPERPULEMET] := True;
+ FWeapon[WEAPON_SUPERCHAINGUN] := 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');
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;
end;
ITEM_AMMO_BACKPACK:
- if not(R_ITEM_BACKPACK in FRulez) or
+ if not(R_ITEM_BACKPACK in FInventory) 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]) or
- (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
+ (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
begin
FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
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];
+ FInventory += [R_ITEM_BACKPACK];
Result := True;
remove := True;
- if gFlash = 2 then Inc(FPickup, 5);
+ if gFlash = 2 then FPickup += 5;
end;
ITEM_KEY_RED:
- if not(R_KEY_RED in FRulez) then
+ if not(R_KEY_RED in FInventory) then
begin
- Include(FRulez, R_KEY_RED);
+ FInventory += [R_KEY_RED];
Result := True;
remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
if gFlash = 2 then Inc(FPickup, 5);
end;
ITEM_KEY_GREEN:
- if not(R_KEY_GREEN in FRulez) then
+ if not(R_KEY_GREEN in FInventory) then
begin
- Include(FRulez, R_KEY_GREEN);
+ FInventory += [R_KEY_GREEN];
Result := True;
remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
if gFlash = 2 then Inc(FPickup, 5);
end;
ITEM_KEY_BLUE:
- if not(R_KEY_BLUE in FRulez) then
+ if not(R_KEY_BLUE in FInventory) then
begin
- Include(FRulez, R_KEY_BLUE);
+ FInventory += [R_KEY_BLUE];
Result := True;
remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2);
if gFlash = 2 then Inc(FPickup, 5);
end;
ITEM_SUIT:
- if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
+ if FPowerups[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
begin
- FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
+ FPowerups[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
Result := True;
remove := True;
FFireTime := 0;
ITEM_MEDKIT_BLACK:
begin
- if not (R_BERSERK in FRulez) then
+ if not (R_BERSERK in FInventory) then
begin
- Include(FRulez, R_BERSERK);
- if FBFGFireCounter = -1 then
+ FInventory += [R_BERSERK];
+ if (FBFGFireCounter = -1) then
begin
- FCurrWeap := WEAPON_KASTET;
+ FCurrWeap := WEAPON_IRONFIST;
resetWeaponQueue();
- FModel.SetWeapon(WEAPON_KASTET);
+ FModel.SetWeapon(WEAPON_IRONFIST);
end;
if gFlash <> 0 then
- Inc(FPain, 100);
+ begin
+ 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;
end;
ITEM_INVUL:
- if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
+ if FPowerups[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
begin
- FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
+ FPowerups[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;
end;
ITEM_INVIS:
- if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
+ if FPowerups[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
begin
- FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
+ FPowerups[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
Result := True;
remove := True;
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
- 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
- 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
- else
- c := RESPAWNPOINT_BLUE;
- if g_Map_GetPointCount(c) > 0 then
+ if Self = gPlayer1 then
begin
- Result := c;
- Exit;
- end;
-
- // Òî÷êà DM
- c := RESPAWNPOINT_DM;
- if g_Map_GetPointCount(c) > 0 then
+ // 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
- Result := c;
- Exit;
+ // 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
+ begin
+ // 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
if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then
begin // "Ñâîÿ èãðà"
// Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
- FRulez := FRulez-[R_BERSERK];
+ FInventory -= [R_BERSERK];
end
else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
begin
// Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
- FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
+ FInventory -= [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK];
end;
// Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
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;
end;
FWeapon[WEAPON_PISTOL] := True;
- FWeapon[WEAPON_KASTET] := True;
+ FWeapon[WEAPON_IRONFIST] := True;
FCurrWeap := WEAPON_PISTOL;
resetWeaponQueue();
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
- FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
+ if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
+ (TGameOption.DM_KEYS in gGameSettings.Options) then
+ FInventory := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
else
- FRulez := [];
+ FInventory := [];
end;
// Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
// 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(FTime) to High(FTime) do
FTime[a] := 0;
- for a := Low(FMegaRulez) to High(FMegaRulez) do
- FMegaRulez[a] := 0;
+ for a := Low(FPowerups) to High(FPowerups) do
+ FPowerups[a] := 0;
+
+// Respawn invulnerability
+ if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
+ begin
+ FPowerups[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
+ FSpawnInvul := FPowerups[MR_INVUL];
+ end;
FDamageBuffer := 0;
FJetpack := False;
FCanJetpack := False;
+ FFlaming := False;
FFireTime := 0;
FFirePainTime := 0;
FFireAttacker := 0;
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);
if b > 1 then b := b * (Random(8 div b) + 1);
for a := 0 to High(gGibs) do
begin
- if gGibs[a].Live and
+ 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
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();
FIncCam := FIncCam*i;
end;
- // no need to do that each second frame, weapon queue will take care of it
- if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
- if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
-
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
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;
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 > Integer(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;
- FMegaRulez[MR_INVUL] := 0;
- FMegaRulez[MR_INVIS] := 0;
+ FPowerups[MR_SUIT] := 0;
+ FPowerups[MR_INVUL] := 0;
+ FPowerups[MR_INVIS] := 0;
Kill(K_FALLKILL, 0, HIT_FALL);
end;
i := 9;
- if FLive then
+ if FAlive then
begin
if FCurrWeap = WEAPON_SAW then
if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or
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);
else
Dec(FBFGFireCounter);
- if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then
+ if (FPowerups[MR_SUIT] < gTime) and AnyServer then
begin
b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height);
FAir := 0;
end
else if (FAir mod 31 = 0) and not blockmon then
- begin
- g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
- if Random(2) = 0 then
- g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
- else
- g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
- end;
+ g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
+ FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
end else if FAir < AIR_DEF then
FAir := AIR_DEF;
FFireTime := 0;
FFirePainTime := 0;
end
- else if FMegaRulez[MR_SUIT] >= gTime then
+ else if FPowerups[MR_SUIT] >= gTime then
begin
- if FMegaRulez[MR_SUIT] = gTime then
+ if FPowerups[MR_SUIT] = gTime then
FFireTime := 1;
FFirePainTime := 0;
end
if FFirePainTime <= 0 then
begin
if g_Game_IsServer then
- Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
- FFirePainTime := 18;
+ 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 (FPowerups[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;
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;
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,
(y >= 0) and (y <= PLAYER_RECT.Height);
end;
-function g_Player_ValidName(Name: string): Boolean;
+function g_Player_ExistingName(Name: string): Boolean;
var
a: Integer;
begin
begin
Result := 0;
- if R_KEY_RED in FRulez then Result := KEY_RED;
- if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN;
- if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE;
+ if R_KEY_RED in FInventory then Result := Result or KEY_RED;
+ if R_KEY_GREEN in FInventory then Result := Result or KEY_GREEN;
+ if R_KEY_BLUE in FInventory then Result := Result or KEY_BLUE;
if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM;
if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM;
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
locObj: TObj;
- F: Boolean;
+ visible: Boolean = True;
WX, WY, XD, YD: Integer;
begin
- F := False;
WX := X;
WY := Y;
XD := AX;
YD := AY;
case FCurrWeap of
- WEAPON_KASTET:
+ WEAPON_IRONFIST:
begin
- if R_BERSERK in FRulez then
+ visible := False;
+ DoPunch();
+ if R_BERSERK in FInventory then
begin
//g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
locobj.X := FObj.X+FObj.Rect.X;
FSawSoundSelect.Stop();
FSawSound.PlayAt(FObj.X, FObj.Y);
end;
- f := True;
end;
WEAPON_PISTOL:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
FFireAngle := FAngle;
- f := True;
g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
GameVelX, GameVelY-2, SHELL_BULLET);
end;
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
FFireAngle := FAngle;
- f := True;
FShellTimer := 10;
FShellType := SHELL_SHELL;
end;
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
FFireAngle := FAngle;
- f := True;
FShellTimer := 13;
FShellType := SHELL_DBLSHELL;
end;
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
FFireAngle := FAngle;
- f := True;
g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
GameVelX, GameVelY-2, SHELL_BULLET);
end;
begin
g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
FFireAngle := FAngle;
- f := True;
end;
WEAPON_PLASMA:
begin
g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
FFireAngle := FAngle;
- f := True;
end;
WEAPON_BFG:
begin
g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
FFireAngle := FAngle;
- f := True;
end;
- WEAPON_SUPERPULEMET:
+ WEAPON_SUPERCHAINGUN:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
FFireAngle := FAngle;
- f := True;
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;
+ if not visible then Exit;
if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
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);
- gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
+ 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].Score += 1;
Result := True;
if g_Game_IsNet then
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 (TGameOption.ALLOW_DROP_FLAG in gGameSettings.Options)
+ then Result := DropFlag(False, TGameOption.THROW_FLAG in gGameSettings.Options)
+ 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
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;
else Result := 0;
end;
-procedure TPlayer.RememberState();
+procedure TPlayer.PreserveState();
var
i: Integer;
-begin
- FSavedState.Health := FHealth;
- FSavedState.Armor := FArmor;
- FSavedState.Air := FAir;
- FSavedState.JetFuel := FJetFuel;
- FSavedState.CurrWeap := FCurrWeap;
- FSavedState.NextWeap := FNextWeap;
- FSavedState.NextWeapDelay := FNextWeapDelay;
-
- 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.Inventory := FInventory - [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();
+procedure TPlayer.RestoreState();
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;
- FNextWeap := FSavedState.NextWeap;
- FNextWeapDelay := FSavedState.NextWeapDelay;
-
- 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];
+ FInventory := SavedState.Inventory;
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);
-// Æåëàåìîå îðóæèå:
- Mem.WriteWord(FNextWeap);
-// ...è ïàóçà
- Mem.WriteByte(FNextWeapDelay);
-// 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_HIGH do
- Mem.WriteWord(FAmmo[i]);
-// Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_HIGH do
- Mem.WriteWord(FMaxAmmo[i]);
-// Íàëè÷èå îðóæèÿ:
- for i := WP_FIRST to WP_LAST do
- Mem.WriteBoolean(FWeapon[i]);
-// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
- for i := WP_FIRST to WP_LAST 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 FInventory));
+ // Íàëè÷èå êðàñíîãî êëþ÷à
+ utils.writeBool(st, (R_KEY_RED in FInventory));
+ // Íàëè÷èå çåëåíîãî êëþ÷à
+ utils.writeBool(st, (R_KEY_GREEN in FInventory));
+ // Íàëè÷èå ñèíåãî êëþ÷à
+ utils.writeBool(st, (R_KEY_BLUE in FInventory));
+ // Íàëè÷èå áåðñåðêà
+ utils.writeBool(st, (R_BERSERK in FInventory));
+ // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
+ for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FPowerups[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);
-// Æåëàåìîå îðóæèå:
- Mem.ReadWord(FNextWeap);
-// ...è ïàóçà
- Mem.ReadByte(FNextWeapDelay);
-// 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_HIGH do
- Mem.ReadWord(FAmmo[i]);
-// Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_HIGH do
- Mem.ReadWord(FMaxAmmo[i]);
-// Íàëè÷èå îðóæèÿ:
- for i := WP_FIRST to WP_LAST do
- Mem.ReadBoolean(FWeapon[i]);
-// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
- for i := WP_FIRST to WP_LAST 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 FInventory += [R_ITEM_BACKPACK];
+ // Íàëè÷èå êðàñíîãî êëþ÷à
+ if utils.readBool(st) then FInventory += [R_KEY_RED];
+ // Íàëè÷èå çåëåíîãî êëþ÷à
+ if utils.readBool(st) then FInventory += [R_KEY_GREEN];
+ // Íàëè÷èå ñèíåãî êëþ÷à
+ if utils.readBool(st) then FInventory += [R_KEY_BLUE];
+ // Íàëè÷èå áåðñåðêà
+ if utils.readBool(st) then FInventory += [R_BERSERK];
+ // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
+ for i := MR_SUIT to MR_MAX do FPowerups[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]
- else
- FModel.Color := FColor;
+ if gGameSettings.GameMode in [GM_TDM, GM_CTF]
+ then FModel.Color := TEAMCOLOR[FTeam]
+ else FModel.Color := FColor;
end;
-procedure TPlayer.AllRulez(Health: Boolean);
+
+procedure TPlayer.TankRamboCheats(Health: Boolean);
var
a: Integer;
begin
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];
+ FInventory += [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
end;
procedure TPlayer.RestoreHealthArmor();
begin
case ItemType of
ITEM_SUIT:
- if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
- begin
- FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
- end;
+ if FPowerups[MR_SUIT] < gTime+PLAYER_SUIT_TIME then
+ FPowerups[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
ITEM_OXYGEN:
- if FAir < AIR_MAX then
- begin
- FAir := AIR_MAX;
- end;
+ if FAir < AIR_MAX then FAir := AIR_MAX;
ITEM_MEDKIT_BLACK:
+ begin
+ if not (R_BERSERK in FInventory) then
begin
- if not (R_BERSERK in FRulez) then
- begin
- Include(FRulez, R_BERSERK);
- if FBFGFireCounter < 1 then
- begin
- FCurrWeap := WEAPON_KASTET;
- resetWeaponQueue();
- FModel.SetWeapon(WEAPON_KASTET);
- end;
- if gFlash <> 0 then
- Inc(FPain, 100);
- FBerserk := gTime+30000;
- end;
- if FHealth < PLAYER_HP_SOFT then
+ FInventory += [R_BERSERK];
+ if FBFGFireCounter < 1 then
begin
- FHealth := PLAYER_HP_SOFT;
- FBerserk := gTime+30000;
+ FCurrWeap := WEAPON_IRONFIST;
+ resetWeaponQueue();
+ FModel.SetWeapon(WEAPON_IRONFIST);
end;
+ if gFlash <> 0 then FPain += 100;
+ FBerserk := gTime+30000;
+ end;
+ if FHealth < PLAYER_HP_SOFT then
+ begin
+ FHealth := PLAYER_HP_SOFT;
+ FBerserk := gTime+30000;
end;
+ end;
ITEM_INVUL:
- if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
+ if FPowerups[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
begin
- FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
+ FPowerups[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
+ FSpawnInvul := 0;
end;
ITEM_INVIS:
- if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
- begin
- FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
- end;
+ if FPowerups[MR_INVIS] < gTime+PLAYER_INVIS_TIME then
+ FPowerups[MR_INVIS] := gTime+PLAYER_INVIS_TIME;
ITEM_JETPACK:
- if FJetFuel < JET_MAX then
- begin
- FJetFuel := JET_MAX;
- end;
+ if FJetFuel < JET_MAX then FJetFuel := JET_MAX;
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_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_SUPERCHAINGUN: FWeapon[WEAPON_SUPERCHAINGUN] := 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]);
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];
+ FInventory += [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_KEY_RED: if not (R_KEY_RED in FInventory) then FInventory += [R_KEY_RED];
+ ITEM_KEY_GREEN: if not (R_KEY_GREEN in FInventory) then FInventory += [R_KEY_GREEN];
+ ITEM_KEY_BLUE: if not (R_KEY_BLUE in FInventory) then FInventory += [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);
if BodyInLiquid(0, 0) then
begin
- g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
- Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
- if Random(2) = 0 then
- g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
- else
- g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y);
+ g_Game_Effect_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
+ Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
Exit;
end;
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.positionChanged (); begin end;
+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; vx, vy: Integer);
+procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
var
pm: TPlayerModel;
+ Blood: TModelBlood;
begin
if FState = CORPSE_STATE_REMOVEME then
Exit;
pm := g_PlayerModel_Get(FModelName);
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);
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;
function monsUpdate (mon: TMonster): Boolean;
begin
result := false; // don't stop
- if mon.Live and (mon.MonsterType <> MONSTER_BARREL) then
+ 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;
end;
begin
- vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER);
- vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER);
+ vsPlayer := TGameOption.BOTS_VS_PLAYERS in gGameSettings.Options;
+ vsMonster := TGameOption.BOTS_VS_MONSTERS in gGameSettings.Options;
// Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
if FCurrWeap <> FSelectedWeapon then
RemoveAIFlag('NEEDFIRE');
case FCurrWeap of
- WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
- WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
+ WEAPON_PLASMA, WEAPON_SUPERCHAINGUN, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
+ WEAPON_SAW, WEAPON_IRONFIST, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
else PressKey(KEY_FIRE);
end;
end;
// 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
- (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then
+ (gPlayers[a].FPowerups[MR_INVIS] < gTime) then
begin
if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X,
gPlayers[a].FObj.Y + PLAYER_RECT.Y) then
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
- (pla.FMegaRulez[MR_INVIS] >= gTime) then
+ if (pla = nil) or (not pla.alive) or pla.NoTarget or
+ (pla.FPowerups[MR_INVIS] >= gTime) then
Target.UID := 0; // òî çàáûòü öåëü
end
else
begin // Öåëü - ìîíñòð
mon := g_Monsters_ByUID(Target.UID);
- if (mon = nil) or (not mon.Live) then
+ 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
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);
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();
Jump(20);
// Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
- if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
+ if (FPowerups[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then
if BodyInAcid(0, 0) then
Jump();
end;
WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1;
WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
- WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
+ WEAPON_SUPERCHAINGUN: Result := FAmmo[A_SHELLS] >= 1;
WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
else Result := True;
end;
function TBot.Healthy(): Byte;
begin
- if FMegaRulez[MR_INVUL] >= gTime then Result := 3
+ if FPowerups[MR_INVUL] >= gTime then Result := 3
else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3
else if (FHealth > 50) then Result := 2
else if (FHealth > 20) then Result := 1
begin
ok := False;
if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and
- LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then
+ (TGameOption.BOTS_VS_PLAYERS in gGameSettings.Options) then
begin // Èãðîê
pla := g_Player_Get(FLastSpawnerUID);
ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X,
end
else
if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and
- LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then
+ (TGameOption.BOTS_VS_MONSTERS in gGameSettings.Options) then
begin // Ìîíñòð
mon := g_Monsters_ByUID(FLastSpawnerUID);
ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X,
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.