X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=5d1f863faa686c667ec21470ffed524e700c4778;hb=281969a1bea9afbf36babebcf9208549929a96f4;hp=64b400d3dbb6c679b1fdb5a8f6ec18cf788ac078;hpb=f98d08606610e3f3d05b159cfefbaf8bb4874a05;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 64b400d..5d1f863 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -1,4 +1,4 @@ -(* 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 @@ -20,9 +20,11 @@ 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, MAPDEF, - BinEditor, g_panel; + g_panel; const KEY_LEFT = 1; @@ -93,6 +95,7 @@ const PLAYER_AP_SOFT = 100; PLAYER_AP_LIMIT = 200; SUICIDE_DAMAGE = 112; + WEAPON_DELAY = 5; PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48); PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96); @@ -133,7 +136,7 @@ type Time: Word; end; - TPlayer = class (TObject) + TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF} private FIamBot: Boolean; FUID: Word; @@ -174,6 +177,7 @@ type FSavedState: TPlayerSavedState; FModel: TPlayerModel; + FPunchAnim: TAnimation; FActionPrior: Byte; FActionAnim: Byte; FActionForce: Boolean; @@ -187,6 +191,9 @@ type FSawSoundIdle: TPlayableSound; FSawSoundHit: TPlayableSound; FSawSoundSelect: TPlayableSound; + FFlameSoundOn: TPlayableSound; + FFlameSoundOff: TPlayableSound; + FFlameSoundWork: TPlayableSound; FJetSoundOn: TPlayableSound; FJetSoundOff: TPlayableSound; FJetSoundFly: TPlayableSound; @@ -195,34 +202,41 @@ type 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(); + mEDamageType: Integer; + + + function CollideLevel(XInc, YInc: Integer): Boolean; + function StayOnStep(XInc, YInc: Integer): Boolean; + function HeadInLiquid(XInc, YInc: Integer): Boolean; + function BodyInLiquid(XInc, YInc: Integer): Boolean; + function BodyInAcid(XInc, YInc: Integer): Boolean; + function FullInLift(XInc, YInc: Integer): Integer; + {procedure CollideItem();} + procedure FlySmoke(Times: DWORD = 1); + procedure OnFireFlame(Times: DWORD = 1); + function GetAmmoByWeapon(Weapon: Byte): Word; + procedure SetAction(Action: Byte; Force: Boolean = False); + procedure OnDamage(Angle: SmallInt); virtual; + function firediry(): Integer; + procedure DoPunch(); + + procedure Run(Direction: TDirection); + procedure NextWeapon(); + procedure PrevWeapon(); + procedure SeeUp(); + procedure SeeDown(); + procedure Fire(); + procedure Jump(); + procedure Use(); function getNextWeaponIndex (): Byte; // return 255 for "no switch" procedure resetWeaponQueue (); function hasAmmoForWeapon (weapon: Byte): Boolean; + procedure doDamage (v: Integer); + + function followCorpse(): Boolean; + public FDamageBuffer: Integer; @@ -242,6 +256,7 @@ type FWantsInGame: Boolean; FGhost: Boolean; FPhysics: Boolean; + FFlaming: Boolean; FJetpack: Boolean; FActualModelName: string; FClientID: SmallInt; @@ -281,7 +296,7 @@ type procedure BFGHit(); function GetFlag(Flag: Byte): Boolean; procedure SetFlag(Flag: Byte); - function DropFlag(): Boolean; + function DropFlag(Silent: Boolean = True): Boolean; procedure AllRulez(Health: Boolean); procedure RestoreHealthArmor(); procedure FragCombo(); @@ -300,19 +315,22 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); + procedure DrawIndicator(); procedure DrawBubble(); procedure DrawGUI(); procedure Update(); virtual; procedure RememberState(); procedure RecallState(); - procedure SaveState(var Mem: TBinMemoryWriter); virtual; - procedure LoadState(var Mem: TBinMemoryReader); virtual; + procedure SaveState (st: TStream); virtual; + procedure LoadState (st: TStream); virtual; procedure PauseSounds(Enable: Boolean); procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1); procedure DoLerp(Level: Integer = 2); procedure SetLerp(XTo, YTo: Integer); procedure QueueWeaponSwitch(Weapon: Byte); procedure RealizeCurrentWeapon(); + procedure FlamerOn; + procedure FlamerOff; procedure JetpackOn; procedure JetpackOff; procedure CatchFire(Attacker: Word); @@ -327,7 +345,6 @@ type property Vel: TPoint2i read FObj.Vel; property Obj: TObj read FObj; - published property Name: String read FName write FName; property Model: TPlayerModel read FModel; property Health: Integer read FHealth write FHealth; @@ -358,18 +375,58 @@ type 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 @@ -377,7 +434,7 @@ type Value: String; end; - TBot = class (TPlayer) + TBot = class(TPlayer) private FSelectedWeapon: Byte; FTargetUID: Word; @@ -410,13 +467,13 @@ type 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 - alive: Boolean; + alive: Boolean; ID: DWORD; MaskID: DWORD; RAngle: Integer; @@ -446,7 +503,7 @@ type 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; @@ -454,6 +511,7 @@ type FDamage: Byte; FColor: TRGB; FObj: TObj; + FPlayerUID: Word; FAnimation: TAnimation; FAnimationMask: TAnimation; @@ -463,8 +521,8 @@ type procedure Damage(Value: 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; @@ -492,6 +550,7 @@ var gFly: Boolean = False; gAimLine: Boolean = False; gChatBubble: Byte = 0; + gPlayerIndicator: Boolean = True; gNumBots: Word = 0; gLMSPID1: Word = 0; gLMSPID2: Word = 0; @@ -511,7 +570,7 @@ 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_UpdateAll(); @@ -531,8 +590,8 @@ 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_Player_Corpses_SaveState (st: TStream); +procedure g_Player_Corpses_LoadState (st: TStream); procedure g_Bot_Add(Team, Difficult: Byte); procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1); procedure g_Bot_MixNames(); @@ -541,10 +600,17 @@ procedure g_Bot_RemoveAll(); implementation uses - e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math, +{$INCLUDE ../nogl/noGLuses.inc} +{$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, 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 @@ -763,47 +829,36 @@ begin Result := gPlayers[a].FUID; end; -function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word; +function g_Player_CreateFromState (st: TStream): Word; var a, i: Integer; ok, Bot: Boolean; - sig: DWORD; b: Byte; begin - Result := 0; - if Mem = nil then - Exit; + result := 0; + if (st = 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; + // 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: - Mem.ReadBoolean(Bot); + // Áîò èëè ÷åëîâåê: + Bot := utils.readBool(st); - ok := False; + 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; + // Åñòü ëè ìåñòî â gPlayers: + for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end; -// Íåò ìåñòà - ðàñøèðÿåì gPlayers: + // Íåò ìåñòà - ðàñøèðÿåì gPlayers if not ok then begin SetLength(gPlayers, Length(gPlayers)+1); a := High(gPlayers); end; -// Ñîçäàåì îáúåêò èãðîêà: + // Ñîçäàåì îáúåêò èãðîêà if Bot then gPlayers[a] := TBot.Create() else @@ -811,133 +866,115 @@ begin 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); + // UID èãðîêà + gPlayers[a].FUID := utils.readWord(st); + // Èìÿ èãðîêà + gPlayers[a].FName := utils.readStr(st); + // Êîìàíäà + gPlayers[a].FTeam := utils.readByte(st); gPlayers[a].FPreferredTeam := gPlayers[a].FTeam; -// Æèâ ëè: - Mem.ReadBoolean(gPlayers[a].FAlive); -// 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: + // Æèâ ëè + gPlayers[a].FAlive := utils.readBool(st); + // Èçðàñõîäîâàë ëè âñå æèçíè + gPlayers[a].FNoRespawn := utils.readBool(st); + // Íàïðàâëåíèå + b := utils.readByte(st); + if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2 + // Çäîðîâüå + gPlayers[a].FHealth := utils.readLongInt(st); + // Æèçíè + gPlayers[a].FLives := utils.readByte(st); + // Áðîíÿ + gPlayers[a].FArmor := utils.readLongInt(st); + // Çàïàñ âîçäóõà + gPlayers[a].FAir := utils.readLongInt(st); + // Çàïàñ ãîðþ÷åãî + gPlayers[a].FJetFuel := utils.readLongInt(st); + // Áîëü + gPlayers[a].FPain := utils.readLongInt(st); + // Óáèë + gPlayers[a].FKills := utils.readLongInt(st); + // Óáèë ìîíñòðîâ + gPlayers[a].FMonsterKills := utils.readLongInt(st); + // Ôðàãîâ + gPlayers[a].FFrags := utils.readLongInt(st); + // Ôðàãîâ ïîäðÿä + gPlayers[a].FFragCombo := utils.readByte(st); + // Âðåìÿ ïîñëåäíåãî ôðàãà + gPlayers[a].FLastFrag := utils.readLongWord(st); + // Ñìåðòåé + gPlayers[a].FDeath := utils.readLongInt(st); + // Êàêîé ôëàã íåñåò + gPlayers[a].FFlag := utils.readByte(st); + // Íàøåë ñåêðåòîâ + gPlayers[a].FSecrets := utils.readLongInt(st); + // Òåêóùåå îðóæèå + gPlayers[a].FCurrWeap := utils.readByte(st); + // Ñëåäóþùåå æåëàåìîå îðóæèå + gPlayers[a].FNextWeap := utils.readWord(st); + // ...è ïàóçà + gPlayers[a].FNextWeapDelay := utils.readByte(st); + // Âðåìÿ çàðÿäêè BFG + gPlayers[a].FBFGFireCounter := utils.readSmallInt(st); + // Áóôåð óðîíà + gPlayers[a].FDamageBuffer := utils.readLongInt(st); + // Ïîñëåäíèé óäàðèâøèé + gPlayers[a].FLastSpawnerUID := utils.readWord(st); + // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà + gPlayers[a].FLastHit := utils.readByte(st); + // Îáúåêò èãðîêà: + Obj_LoadState(@gPlayers[a].FObj, st); + // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ + for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st); + // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ + for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st); + // Íàëè÷èå îðóæèÿ + for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st); + // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ + for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st); + // Íàëè÷èå ðþêçàêà + if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK); + // Íàëè÷èå êðàñíîãî êëþ÷à + if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED); + // Íàëè÷èå çåëåíîãî êëþ÷à + if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN); + // Íàëè÷èå ñèíåãî êëþ÷à + if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE); + // Íàëè÷èå áåðñåðêà + if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK); + // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ + for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st); + // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà + for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st); + + // Íàçâàíèå ìîäåëè: + gPlayers[a].FActualModelName := utils.readStr(st); + // Öâåò ìîäåëè + gPlayers[a].FColor.R := utils.readByte(st); + gPlayers[a].FColor.G := utils.readByte(st); + gPlayers[a].FColor.B := utils.readByte(st); + // Îáíîâëÿåì ìîäåëü èãðîêà gPlayers[a].SetModel(gPlayers[a].FActualModelName); -// Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî: - if gPlayers[a].FModel = nil then + // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî + 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; + exit; end; -// Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû: + // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû if gGameSettings.GameMode in [GM_TDM, GM_CTF] then gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam] else gPlayers[a].FModel.Color := gPlayers[a].FColor; - Result := gPlayers[a].FUID; + result := gPlayers[a].FUID; end; + procedure g_Player_ResetTeams(); var a: Integer; @@ -968,7 +1005,7 @@ end; procedure g_Bot_Add(Team, Difficult: Byte); var - m: SArray; + m: SSArray; _name, _model: String; a, tr, tb: Integer; begin @@ -1065,7 +1102,7 @@ end; procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1); var - m: SArray; + m: SSArray; _name, _model: String; a: Integer; begin @@ -1202,7 +1239,7 @@ var s: String; a, b: Integer; config: TConfig; - sa: SArray; + sa: SSArray; begin BotNames := nil; @@ -1484,11 +1521,20 @@ end; procedure g_Player_CreateCorpse(Player: TPlayer); var + i: Integer; find_id: DWORD; ok: Boolean; begin if Player.alive then Exit; + +// Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì: + if gCorpses <> nil then + for i := 0 to High(gCorpses) do + if gCorpses[i] <> nil then + if gCorpses[i].FPlayerUID = Player.FUID then + gCorpses[i].FPlayerUID := 0; + if Player.FObj.Y >= gMapInfo.Height+128 then Exit; @@ -1514,6 +1560,7 @@ begin 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; end else g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX, @@ -1573,11 +1620,13 @@ 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 @@ -1596,7 +1645,7 @@ begin 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 @@ -1781,10 +1830,10 @@ begin 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, Obj.X, Obj.Y, 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, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None); e_Colors.R := 255; e_Colors.G := 255; e_Colors.B := 255; @@ -1812,7 +1861,7 @@ begin a.X := CX; a.Y := CY; - e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE); + e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None); end; end; @@ -1835,76 +1884,66 @@ begin 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); + // Êîëè÷åñòâî òðóïîâ: + count := utils.readLongInt(st); + if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses'); - if count > Length(gCorpses) then - begin - raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses'); - end; - - if count = 0 then - Exit; + if (count = 0) then exit; -// Çàãðóæàåì òðóïû: + // Çàãðóæàåì òðóïû for i := 0 to count-1 do begin - // Íàçâàíèå ìîäåëè: - Mem.ReadString(str); - // Òèï ñìåðòè: - Mem.ReadBoolean(b); - // Ñîçäàåì òðóï: + // Íàçâàíèå ìîäåëè: + str := utils.readStr(st); + // Òèï ñìåðòè + b := utils.readBool(st); + // Ñîçäàåì òðóï gCorpses[i] := TCorpse.Create(0, 0, str, b); - // Çàãðóæàåì äàííûå òðóïà: - gCorpses[i].LoadState(Mem); + // Çàãðóæàåì äàííûå òðóïà + gCorpses[i].LoadState(st); end; end; + { T P l a y e r : } function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end; @@ -2056,6 +2095,7 @@ begin viewPortY := 0; viewPortW := 0; viewPortH := 0; + mEDamageType := HIT_SOME; FIamBot := False; FDummy := False; @@ -2065,6 +2105,9 @@ begin 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(); @@ -2073,6 +2116,9 @@ begin 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'); @@ -2103,6 +2149,13 @@ 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; @@ -2225,14 +2278,39 @@ begin 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(); +var + indX, indY: Integer; + indW, indH: Word; + ID: DWORD; +begin + if FAlive then + begin + indX := FObj.X+FObj.Rect.X; + indY := FObj.Y; + if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then + begin + e_GetTextureSize(ID, @indW, @indH); + e_Draw(ID, indX + indW div 2, indY - indH, 0, True, False); + end; + end; + //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead +end; + procedure TPlayer.DrawBubble(); var bubX, bubY: Integer; @@ -2241,7 +2319,7 @@ var Rw, Gw, Bw: SmallInt; Dot: Byte; begin - bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18); + bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18); bubY := FObj.Y+FObj.Rect.Y - 18; Rb := 64; Gb := 64; @@ -2285,10 +2363,10 @@ begin 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; @@ -2300,12 +2378,12 @@ begin 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; @@ -2319,14 +2397,31 @@ var ID: DWORD; w, h: Word; dr: Boolean; + Mirror: TMirrorType; begin if FAlive then begin + if Direction = TDirection.D_RIGHT then + Mirror := TMirrorType.None + else + Mirror := TMirrorType.Horizontal; + + if FPunchAnim <> nil then + begin + FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15), + FObj.Y+FObj.Rect.Y-11, Mirror); + if FPunchAnim.played then + begin + FPunchAnim.Free; + FPunchAnim := nil; + end; + end; + if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then begin e_GetTextureSize(ID, @w, @h); - if FDirection = D_LEFT then + if FDirection = TDirection.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+FObj.slopeUpLeft, 0, True, False) else @@ -2365,7 +2460,9 @@ begin end; if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then - DrawBubble(); + if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or + ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then + DrawBubble(); // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR if gAimLine and alive and ((Self = gPlayer1) or (Self = gPlayer2)) then @@ -2378,10 +2475,13 @@ procedure TPlayer.DrawAim(); 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 @@ -2399,7 +2499,7 @@ var 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; @@ -2694,7 +2794,7 @@ begin 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 @@ -2707,14 +2807,14 @@ begin 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; @@ -2756,6 +2856,27 @@ begin e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50); end; +procedure TPlayer.DoPunch(); +var + id: DWORD; + st: String; +begin + if FPunchAnim <> nil then begin + FPunchAnim.reset(); + FPunchAnim.Free; + FPunchAnim := nil; + end; + st := 'FRAMES_PUNCH'; + if R_BERSERK in FRulez then + st := st + '_BERSERK'; + if FKeys[KEY_UP].Pressed then + st := st + '_UP' + else if FKeys[KEY_DOWN].Pressed then + st := st + '_DN'; + g_Frames_Get(id, st); + FPunchAnim := TAnimation.Create(id, False, 1); +end; + procedure TPlayer.Fire(); var f, DidFire: Boolean; @@ -2779,12 +2900,13 @@ begin f := False; wx := FObj.X+WEAPONPOINT[FDirection].X; wy := FObj.Y+WEAPONPOINT[FDirection].Y; - xd := wx+IfThen(FDirection = D_LEFT, -30, 30); + xd := wx+IfThen(FDirection = TDirection.D_LEFT, -30, 30); yd := wy+firediry(); case FCurrWeap of WEAPON_KASTET: begin + DoPunch(); if R_BERSERK in FRulez then begin //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID); @@ -2804,10 +2926,12 @@ begin 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]; @@ -2937,11 +3061,17 @@ begin 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; @@ -2985,6 +3115,35 @@ begin 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; @@ -3295,7 +3454,7 @@ begin end; // Âûáðîñ ôëàãà: - DropFlag(); + DropFlag(KillType = K_FALLKILL); end; g_Player_CreateCorpse(Self); @@ -3436,11 +3595,11 @@ begin 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); @@ -3448,7 +3607,7 @@ begin 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.QueueWeaponSwitch(Weapon: Byte); @@ -3511,7 +3670,7 @@ begin begin //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING); result := Byte(cwi); - FNextWeapDelay := 10; + FNextWeapDelay := WEAPON_DELAY; exit; end; end; @@ -3556,7 +3715,7 @@ begin // i found her! result := Byte(i); resetWeaponQueue(); - FNextWeapDelay := 10; // anyway, 'cause why not + FNextWeapDelay := WEAPON_DELAY; // anyway, 'cause why not exit; end; end; @@ -3590,7 +3749,7 @@ begin 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; @@ -3638,6 +3797,16 @@ begin end; function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; + + function allowBerserkSwitching (): Boolean; + begin + if (FBFGFireCounter <> -1) then begin result := false; exit; end; + result := true; + if gBerserkAutoswitch then exit; + if not conIsCheatsEnabled then exit; + result := false; + end; + var a: Boolean; begin @@ -3980,15 +4149,17 @@ begin if not (R_BERSERK in FRulez) then begin Include(FRulez, R_BERSERK); - if FBFGFireCounter = -1 then + if allowBerserkSwitching then begin FCurrWeap := WEAPON_KASTET; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; if gFlash <> 0 then + begin Inc(FPain, 100); if gFlash = 2 then Inc(FPickup, 5); + end; FBerserk := gTime+30000; Result := True; remove := True; @@ -4279,6 +4450,12 @@ var Anim: TAnimation; ID: DWORD; begin + FIncCam := 0; + FBFGFireCounter := -1; + FShellTimer := -1; + FPain := 0; + FLastHit := 0; + if not g_Game_IsServer then Exit; if FDummy then @@ -4378,17 +4555,11 @@ begin 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; @@ -4401,6 +4572,7 @@ begin FDamageBuffer := 0; FJetpack := False; FCanJetpack := False; + FFlaming := False; FFireTime := 0; FFirePainTime := 0; FFireAttacker := 0; @@ -4421,6 +4593,11 @@ begin FSpectatePlayer := -1; FSpawned := True; + if (gPlayer1 = nil) and (gLMSPID1 = FUID) then + gPlayer1 := self; + if (gPlayer2 = nil) and (gLMSPID2 = FUID) then + gPlayer2 := self; + if g_Game_IsNet then begin MH_SEND_PlayerPos(True, FUID, NET_EVERYONE); @@ -4494,7 +4671,7 @@ begin 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); @@ -4535,7 +4712,7 @@ procedure TPlayer.SeeDown(); 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; @@ -4544,7 +4721,7 @@ procedure TPlayer.SeeUp(); 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; @@ -4632,26 +4809,26 @@ begin 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; @@ -4680,6 +4857,30 @@ begin Result := 1; end; +function TPlayer.followCorpse(): Boolean; +var + i: Integer; +begin + Result := False; + 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; + FObj.X := gCorpses[i].FObj.X; + FObj.Y := gCorpses[i].FObj.Y; + FObj.Vel.X := gCorpses[i].FObj.Vel.X; + FObj.Vel.Y := gCorpses[i].FObj.Vel.Y; + FObj.Accel.X := gCorpses[i].FObj.Accel.X; + FObj.Accel.Y := gCorpses[i].FObj.Accel.Y; + break; + end; +end; + procedure TPlayer.Update(); var b: Byte; @@ -4712,10 +4913,13 @@ begin FLoss := 0; end; + 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; @@ -4746,14 +4950,15 @@ begin if (FObj.Vel.X = 0) and FAlive then begin if FKeys[KEY_LEFT].Pressed then - Run(D_LEFT); + Run(TDirection.D_LEFT); if FKeys[KEY_RIGHT].Pressed then - Run(D_RIGHT); + Run(TDirection.D_RIGHT); end; if FPhysics then begin - g_Obj_Move(@FObj, True, True, True); + if not followCorpse() then + g_Obj_Move(@FObj, True, True, True); positionChanged(); // this updates spatial accelerators end; @@ -4765,11 +4970,19 @@ begin 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_LEFT].Pressed then Run(TDirection.D_LEFT); + if FKeys[KEY_RIGHT].Pressed then Run(TDirection.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_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 @@ -4879,7 +5092,8 @@ begin if FPhysics then begin - g_Obj_Move(@FObj, True, True, True); + if not followCorpse() then + g_Obj_Move(@FObj, True, True, True); positionChanged(); // this updates spatial accelerators end else @@ -4966,7 +5180,7 @@ begin 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); @@ -5223,6 +5437,7 @@ begin case FCurrWeap of WEAPON_KASTET: begin + DoPunch(); if R_BERSERK in FRulez then begin //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID); @@ -5335,6 +5550,7 @@ begin WEAPON_FLAMETHROWER: begin g_Weapon_flame(wx, wy, xd, yd, FUID, WID); + FlamerOn; FFireAngle := FAngle; f := True; end; @@ -5391,7 +5607,7 @@ end; function TPlayer.GetFlag(Flag: Byte): Boolean; var s, ts: String; - evtype: Byte; + evtype, a: Byte; begin Result := False; @@ -5419,6 +5635,16 @@ begin g_Map_ResetFlag(FFlag); g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144); + if ((Self = gPlayer1) or (Self = gPlayer2) + or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam)) + or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then + a := 0 + else + a := 1; + + if not sound_cap_flag[a].IsPlaying() then + sound_cap_flag[a].Play(); + gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1; Result := True; @@ -5450,6 +5676,16 @@ begin 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 @@ -5477,6 +5713,16 @@ 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 @@ -5493,9 +5739,10 @@ begin FModel.SetFlag(FFlag); end; -function TPlayer.DropFlag(): Boolean; +function TPlayer.DropFlag(Silent: Boolean = True): Boolean; var s: String; + a: Byte; begin Result := False; if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then @@ -5520,6 +5767,16 @@ begin 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; @@ -5614,280 +5871,214 @@ begin 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(FAlive); -// 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)); + // Æèçíè + utils.writeInt(st, Byte(FLives)); + // Áðîíÿ + utils.writeInt(st, LongInt(FArmor)); + // Çàïàñ âîçäóõà + utils.writeInt(st, LongInt(FAir)); + // Çàïàñ ãîðþ÷åãî + utils.writeInt(st, LongInt(FJetFuel)); + // Áîëü + utils.writeInt(st, LongInt(FPain)); + // Óáèë + utils.writeInt(st, LongInt(FKills)); + // Óáèë ìîíñòðîâ + utils.writeInt(st, LongInt(FMonsterKills)); + // Ôðàãîâ + utils.writeInt(st, LongInt(FFrags)); + // Ôðàãîâ ïîäðÿä + utils.writeInt(st, Byte(FFragCombo)); + // Âðåìÿ ïîñëåäíåãî ôðàãà + utils.writeInt(st, LongWord(FLastFrag)); + // Ñìåðòåé + utils.writeInt(st, LongInt(FDeath)); + // Êàêîé ôëàã íåñåò + utils.writeInt(st, Byte(FFlag)); + // Íàøåë ñåêðåòîâ + utils.writeInt(st, LongInt(FSecrets)); + // Òåêóùåå îðóæèå + utils.writeInt(st, Byte(FCurrWeap)); + // Æåëàåìîå îðóæèå + utils.writeInt(st, Word(FNextWeap)); + // ...è ïàóçà + utils.writeInt(st, Byte(FNextWeapDelay)); + // Âðåìÿ çàðÿäêè BFG + utils.writeInt(st, SmallInt(FBFGFireCounter)); + // Áóôåð óðîíà + utils.writeInt(st, LongInt(FDamageBuffer)); + // Ïîñëåäíèé óäàðèâøèé + utils.writeInt(st, Word(FLastSpawnerUID)); + // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà + utils.writeInt(st, Byte(FLastHit)); + // Îáúåêò èãðîêà + Obj_SaveState(st, @FObj); + // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ + for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i])); + // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ + for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i])); + // Íàëè÷èå îðóæèÿ + for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]); + // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ + for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i])); + // Íàëè÷èå ðþêçàêà + utils.writeBool(st, (R_ITEM_BACKPACK in FRulez)); + // Íàëè÷èå êðàñíîãî êëþ÷à + utils.writeBool(st, (R_KEY_RED in FRulez)); + // Íàëè÷èå çåëåíîãî êëþ÷à + utils.writeBool(st, (R_KEY_GREEN in FRulez)); + // Íàëè÷èå ñèíåãî êëþ÷à + utils.writeBool(st, (R_KEY_BLUE in FRulez)); + // Íàëè÷èå áåðñåðêà + utils.writeBool(st, (R_BERSERK in FRulez)); + // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ + for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FMegaRulez[i])); + // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà + for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i])); + // Íàçâàíèå ìîäåëè + utils.writeStr(st, FModel.Name); + // Öâåò ìîäåëè + utils.writeInt(st, Byte(FColor.R)); + utils.writeInt(st, Byte(FColor.G)); + utils.writeInt(st, Byte(FColor.B)); +end; + + +procedure TPlayer.LoadState (st: TStream); var i: Integer; - sig: DWORD; str: String; b: Byte; begin - if Mem = nil then - Exit; - -// Ñèãíàòóðà èãðîêà: - Mem.ReadDWORD(sig); - if sig <> PLAYER_SIGNATURE then // 'PLYR' - begin - raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature'); - end; -// Áîò èëè ÷åëîâåê: - Mem.ReadBoolean(FIamBot); -// UID èãðîêà: - Mem.ReadWord(FUID); -// Èìÿ èãðîêà: - Mem.ReadString(str); - if (Self <> gPlayer1) and (Self <> gPlayer2) then - FName := str; -// Êîìàíäà: - Mem.ReadByte(FTeam); -// Æèâ ëè: - Mem.ReadBoolean(FAlive); -// 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); + // Æèçíè + FLives := utils.readByte(st); + // Áðîíÿ + FArmor := utils.readLongInt(st); + // Çàïàñ âîçäóõà + FAir := utils.readLongInt(st); + // Çàïàñ ãîðþ÷åãî + FJetFuel := utils.readLongInt(st); + // Áîëü + FPain := utils.readLongInt(st); + // Óáèë + FKills := utils.readLongInt(st); + // Óáèë ìîíñòðîâ + FMonsterKills := utils.readLongInt(st); + // Ôðàãîâ + FFrags := utils.readLongInt(st); + // Ôðàãîâ ïîäðÿä + FFragCombo := utils.readByte(st); + // Âðåìÿ ïîñëåäíåãî ôðàãà + FLastFrag := utils.readLongWord(st); + // Ñìåðòåé + FDeath := utils.readLongInt(st); + // Êàêîé ôëàã íåñåò + FFlag := utils.readByte(st); + // Íàøåë ñåêðåòîâ + FSecrets := utils.readLongInt(st); + // Òåêóùåå îðóæèå + FCurrWeap := utils.readByte(st); + // Æåëàåìîå îðóæèå + FNextWeap := utils.readWord(st); + // ...è ïàóçà + FNextWeapDelay := utils.readByte(st); + // Âðåìÿ çàðÿäêè BFG + FBFGFireCounter := utils.readSmallInt(st); + // Áóôåð óðîíà + FDamageBuffer := utils.readLongInt(st); + // Ïîñëåäíèé óäàðèâøèé + FLastSpawnerUID := utils.readWord(st); + // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà + FLastHit := utils.readByte(st); + // Îáúåêò èãðîêà + Obj_LoadState(@FObj, st); + // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ + for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st); + // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ + for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st); + // Íàëè÷èå îðóæèÿ + for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st); + // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ + for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st); + // Íàëè÷èå ðþêçàêà + if utils.readBool(st) then Include(FRulez, R_ITEM_BACKPACK); + // Íàëè÷èå êðàñíîãî êëþ÷à + if utils.readBool(st) then Include(FRulez, R_KEY_RED); + // Íàëè÷èå çåëåíîãî êëþ÷à + if utils.readBool(st) then Include(FRulez, R_KEY_GREEN); + // Íàëè÷èå ñèíåãî êëþ÷à + if utils.readBool(st) then Include(FRulez, R_KEY_BLUE); + // Íàëè÷èå áåðñåðêà + if utils.readBool(st) then Include(FRulez, R_BERSERK); + // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ + for i := MR_SUIT to MR_MAX do FMegaRulez[i] := utils.readLongWord(st); + // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà + for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st); + // Íàçâàíèå ìîäåëè + str := utils.readStr(st); + // Öâåò ìîäåëè + FColor.R := utils.readByte(st); + FColor.G := utils.readByte(st); + FColor.B := utils.readByte(st); + if (self = gPlayer1) then begin str := gPlayer1Settings.Model; FColor := gPlayer1Settings.Color; - end; - if Self = gPlayer2 then + end + else if (self = gPlayer2) then begin str := gPlayer2Settings.Model; FColor := gPlayer2Settings.Color; end; -// Îáíîâëÿåì ìîäåëü èãðîêà: + // Îáíîâëÿåì ìîäåëü èãðîêà SetModel(str); if gGameSettings.GameMode in [GM_TDM, GM_CTF] then FModel.Color := TEAMCOLOR[FTeam] @@ -5895,6 +6086,7 @@ begin FModel.Color := FColor; end; + procedure TPlayer.AllRulez(Health: Boolean); var a: Integer; @@ -6129,6 +6321,12 @@ begin 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 : } @@ -6188,6 +6386,7 @@ end; procedure TCorpse.Damage(Value: Word; vx, vy: Integer); var pm: TPlayerModel; + Blood: TModelBlood; begin if FState = CORPSE_STATE_REMOVEME then Exit; @@ -6210,16 +6409,23 @@ begin 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, 0); 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; @@ -6229,12 +6435,12 @@ begin Exit; if FAnimation <> nil then - FAnimation.Draw(FObj.X, FObj.Y, M_NONE); + FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None); if FAnimationMask <> nil then begin e_Colors := FColor; - FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE); + FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None); e_Colors.R := 255; e_Colors.G := 255; e_Colors.B := 255; @@ -6273,80 +6479,75 @@ begin FAnimationMask.Update(); end; -procedure TCorpse.SaveState(var Mem: TBinMemoryWriter); + +procedure TCorpse.SaveState (st: TStream); var - sig: DWORD; anim: Boolean; begin - if Mem = nil then - Exit; - -// Ñèãíàòóðà òðóïà: - sig := CORPSE_SIGNATURE; // 'CORP' - Mem.WriteDWORD(sig); -// Ñîñòîÿíèå: - Mem.WriteByte(FState); -// Íàêîïëåííûé óðîí: - Mem.WriteByte(FDamage); -// Öâåò: - Mem.WriteByte(FColor.R); - Mem.WriteByte(FColor.G); - Mem.WriteByte(FColor.B); -// Îáúåêò òðóïà: - Obj_SaveState(@FObj, Mem); -// Åñòü ëè àíèìàöèÿ: - anim := FAnimation <> nil; - Mem.WriteBoolean(anim); -// Åñëè åñòü - ñîõðàíÿåì: - if anim then - FAnimation.SaveState(Mem); -// Åñòü ëè ìàñêà àíèìàöèè: - anim := FAnimationMask <> nil; - Mem.WriteBoolean(anim); -// Åñëè åñòü - ñîõðàíÿåì: - if anim then - FAnimationMask.SaveState(Mem); -end; - -procedure TCorpse.LoadState(var Mem: TBinMemoryReader); + assert(st <> nil); + + // Ñèãíàòóðà òðóïà + utils.writeSign(st, 'CORP'); + utils.writeInt(st, Byte(0)); + // Ñîñòîÿíèå + utils.writeInt(st, Byte(FState)); + // Íàêîïëåííûé óðîí + utils.writeInt(st, Byte(FDamage)); + // Öâåò + utils.writeInt(st, Byte(FColor.R)); + utils.writeInt(st, Byte(FColor.G)); + utils.writeInt(st, Byte(FColor.B)); + // Îáúåêò òðóïà + Obj_SaveState(st, @FObj); + utils.writeInt(st, Word(FPlayerUID)); + // Åñòü ëè àíèìàöèÿ + anim := (FAnimation <> nil); + utils.writeBool(st, anim); + // Åñëè åñòü - ñîõðàíÿåì + if anim then FAnimation.SaveState(st); + // Åñòü ëè ìàñêà àíèìàöèè + anim := (FAnimationMask <> nil); + utils.writeBool(st, anim); + // Åñëè åñòü - ñîõðàíÿåì + if anim then FAnimationMask.SaveState(st); +end; + + +procedure TCorpse.LoadState (st: TStream); var - sig: DWORD; anim: Boolean; begin - if Mem = nil then - Exit; - -// Ñèãíàòóðà òðóïà: - Mem.ReadDWORD(sig); - if sig <> CORPSE_SIGNATURE then // 'CORP' - begin - raise EBinSizeError.Create('TCorpse.LoadState: Wrong Corpse Signature'); - end; -// Ñîñòîÿíèå: - Mem.ReadByte(FState); -// Íàêîïëåííûé óðîí: - Mem.ReadByte(FDamage); -// Öâåò: - Mem.ReadByte(FColor.R); - Mem.ReadByte(FColor.G); - Mem.ReadByte(FColor.B); -// Îáúåêò òðóïà: - Obj_LoadState(@FObj, Mem); -// Åñòü ëè àíèìàöèÿ: - Mem.ReadBoolean(anim); -// Åñëè åñòü - çàãðóæàåì: + assert(st <> nil); + + // Ñèãíàòóðà òðóïà + if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature'); + if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version'); + // Ñîñòîÿíèå + FState := utils.readByte(st); + // Íàêîïëåííûé óðîí + FDamage := utils.readByte(st); + // Öâåò + FColor.R := utils.readByte(st); + FColor.G := utils.readByte(st); + FColor.B := utils.readByte(st); + // Îáúåêò òðóïà + Obj_LoadState(@FObj, st); + FPlayerUID := utils.readWord(st); + // Åñòü ëè àíèìàöèÿ + anim := utils.readBool(st); + // Åñëè åñòü - çàãðóæàåì if anim then begin Assert(FAnimation <> nil, 'TCorpse.LoadState: no FAnimation'); - FAnimation.LoadState(Mem); + FAnimation.LoadState(st); end; -// Åñòü ëè ìàñêà àíèìàöèè: - Mem.ReadBoolean(anim); -// Åñëè åñòü - çàãðóæàåì: + // Åñòü ëè ìàñêà àíèìàöèè + anim := utils.readBool(st); + // Åñëè åñòü - çàãðóæàåì if anim then begin Assert(FAnimationMask <> nil, 'TCorpse.LoadState: no FAnimationMask'); - FAnimationMask.LoadState(Mem); + FAnimationMask.LoadState(st); end; end; @@ -6628,16 +6829,16 @@ begin 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; @@ -6656,17 +6857,17 @@ begin 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 @@ -6678,15 +6879,15 @@ begin // 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; @@ -6706,7 +6907,7 @@ begin end; // Âûáèðàåì óãîë âíèç: - if FDirection = D_LEFT then + if FDirection = TDirection.D_LEFT then angle := ANGLE_LEFTDOWN else angle := ANGLE_RIGHTDOWN; @@ -6731,8 +6932,8 @@ begin (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', ''); @@ -6784,7 +6985,7 @@ begin 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 @@ -6807,7 +7008,7 @@ begin 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 @@ -6836,7 +7037,7 @@ begin 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; @@ -6855,7 +7056,7 @@ begin 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; @@ -6876,8 +7077,8 @@ begin // 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; @@ -7028,7 +7229,7 @@ procedure TBot.UpdateMove; ReleaseKey(KEY_LEFT); ReleaseKey(KEY_RIGHT); PressKey(KEY_LEFT, Time); - SetDirection(D_LEFT); + SetDirection(TDirection.D_LEFT); end; procedure GoRight(Time: Word = 1); @@ -7036,7 +7237,7 @@ procedure TBot.UpdateMove; ReleaseKey(KEY_LEFT); ReleaseKey(KEY_RIGHT); PressKey(KEY_RIGHT, Time); - SetDirection(D_RIGHT); + SetDirection(TDirection.D_RIGHT); end; function Rnd(a: Word): Boolean; @@ -7046,7 +7247,7 @@ procedure TBot.UpdateMove; 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(); @@ -7067,7 +7268,7 @@ procedure TBot.UpdateMove; 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); @@ -7080,7 +7281,7 @@ procedure TBot.UpdateMove; 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 @@ -7098,7 +7299,7 @@ procedure TBot.UpdateMove; 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 @@ -7121,7 +7322,7 @@ procedure TBot.UpdateMove; 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 @@ -7167,18 +7368,18 @@ procedure TBot.UpdateMove; 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; @@ -7190,7 +7391,7 @@ procedure TBot.UpdateMove; var sx, y: Integer; begin - sx := IfThen(RunDirection() = D_LEFT, -1, 1); + sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1); Result := False; @@ -7356,7 +7557,7 @@ begin // 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(); @@ -7535,7 +7736,7 @@ function TBot.RunDirection(): TDirection; 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; @@ -7552,64 +7753,87 @@ begin 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 - begin - Mem.ReadString(FAIFlags[i].Name); - Mem.ReadString(FAIFlags[i].Value); - end; -// Íàñòðîéêè ñëîæíîñòè: - Mem.ReadMemory(p, dw); - if dw <> SizeOf(TDifficult) then + // Ôëàãè ÈÈ + for i := 0 to dw-1 do begin - raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size'); + FAIFlags[i].Name := utils.readStr(st, 20); + FAIFlags[i].Value := utils.readStr(st, 20); end; - FDifficult := TDifficult(p^); + // Íàñòðîéêè ñëîæíîñòè + FDifficult.load(st); end; + +begin + conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true); end.