X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=fa2dcfce5243696c55b09cc25aee27d9c44229f9;hp=1c01e2f032ae7750f7531d20322c569baac24623;hb=0f19f863e4ed346794b6ce5a56571027b4c8cd0b;hpb=a7daeef3855f07c8302a60ab31cb20ab74aefc45 diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 1c01e2f..fa2dcfc 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; @@ -133,7 +135,7 @@ type Time: Word; end; - TPlayer = class (TObject) + TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF} private FIamBot: Boolean; FUID: Word; @@ -161,7 +163,7 @@ type FSecrets: Integer; FCurrWeap: Byte; FNextWeap: WORD; - FNextWeapDelay: Byte; // frames + FNextWeapDelay: Byte; // frames (unused) FBFGFireCounter: SmallInt; FLastSpawnerUID: Word; FLastHit: Byte; @@ -174,6 +176,7 @@ type FSavedState: TPlayerSavedState; FModel: TPlayerModel; + FPunchAnim: TAnimation; FActionPrior: Byte; FActionAnim: Byte; FActionForce: Boolean; @@ -195,34 +198,44 @@ 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; + + // client-side only + weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release + + + 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; @@ -305,8 +318,8 @@ type 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); @@ -318,15 +331,19 @@ type procedure CatchFire(Attacker: Word); //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; + + procedure releaseAllWeaponSwitchKeys (); + procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); + function isWeaponSwitchKeyReleased (index: Integer): Boolean; public 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; @@ -357,18 +374,58 @@ 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 @@ -376,7 +433,7 @@ type Value: String; end; - TBot = class (TPlayer) + TBot = class(TPlayer) private FSelectedWeapon: Byte; FTargetUID: Word; @@ -409,22 +466,27 @@ 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; 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; alive: Boolean; @@ -434,10 +496,13 @@ type 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; @@ -445,6 +510,7 @@ type FDamage: Byte; FColor: TRGB; FObj: TObj; + FPlayerUID: Word; FAnimation: TAnimation; FAnimationMask: TAnimation; @@ -454,12 +520,17 @@ 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 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; - property Obj: TObj read FObj; + procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right! + + function ObjPtr (): PObj; inline; + + property Obj: TObj read FObj; // copies object property State: Byte read FState; property Mess: Boolean read FMess; end; @@ -497,7 +568,7 @@ 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(); @@ -517,8 +588,8 @@ 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(); @@ -527,10 +598,17 @@ 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 @@ -616,10 +694,6 @@ var BotList: Array of TBotProfile; -procedure TGib.positionChanged (); begin end; -procedure TShell.positionChanged (); begin end; - - function Lerp(X, Y, Factor: Integer): Integer; begin Result := X + ((Y - X) div Factor); @@ -753,47 +827,36 @@ 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 @@ -801,133 +864,115 @@ 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; @@ -958,7 +1003,7 @@ end; procedure g_Bot_Add(Team, Difficult: Byte); var - m: SArray; + m: SSArray; _name, _model: String; a, tr, tb: Integer; begin @@ -1055,7 +1100,7 @@ end; procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1); var - m: SArray; + m: SSArray; _name, _model: String; a: Integer; begin @@ -1192,7 +1237,7 @@ var s: String; a, b: Integer; config: TConfig; - sa: SArray; + sa: SSArray; begin BotNames := nil; @@ -1474,11 +1519,20 @@ 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; @@ -1504,6 +1558,7 @@ 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, @@ -1563,11 +1618,13 @@ 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 @@ -1586,7 +1643,7 @@ 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 @@ -1712,6 +1769,49 @@ begin 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; @@ -1728,10 +1828,10 @@ 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; @@ -1759,7 +1859,7 @@ 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; @@ -1782,76 +1882,66 @@ 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; @@ -2003,6 +2093,7 @@ begin viewPortY := 0; viewPortW := 0; viewPortH := 0; + mEDamageType := HIT_SOME; FIamBot := False; FDummy := False; @@ -2044,10 +2135,47 @@ begin FNetTime := 0; resetWeaponQueue(); + releaseAllWeaponSwitchKeys(); end; -procedure TPlayer.positionChanged (); + +procedure TPlayer.releaseAllWeaponSwitchKeys (); +var + f: Integer; +begin + for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true; +end; + +procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); begin + Inc(index, 2); // -2: prev; -1: next + if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit; + weaponSwitchKeyReleased[index] := not pressed; +end; + +function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean; +begin + Inc(index, 2); // -2: prev; -1: next + if (index < 0) or (index > High(weaponSwitchKeyReleased)) then + begin + result := true; + end + else + begin + result := weaponSwitchKeyReleased[index]; + end; +end; + + +procedure TPlayer.positionChanged (); inline; +begin +end; + +procedure TPlayer.doDamage (v: Integer); +begin + if (v <= 0) then exit; + if (v > 32767) then v := 32767; + Damage(v, 0, 0, 0, mEDamageType); end; procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); @@ -2176,6 +2304,8 @@ begin FJetSoundOn.Free(); FJetSoundOff.Free(); FModel.Free(); + if FPunchAnim <> nil then + FPunchAnim.Free(); inherited; end; @@ -2188,7 +2318,7 @@ 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; @@ -2232,10 +2362,10 @@ 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; @@ -2247,12 +2377,12 @@ 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; @@ -2266,14 +2396,31 @@ 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 @@ -2325,10 +2472,13 @@ 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 @@ -2346,7 +2496,7 @@ 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; @@ -2641,7 +2791,7 @@ 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 @@ -2654,14 +2804,14 @@ 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; @@ -2703,6 +2853,27 @@ 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; @@ -2726,12 +2897,13 @@ 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); @@ -2751,10 +2923,12 @@ 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]; @@ -3169,7 +3343,7 @@ begin if mon = nil then s := '?' else - s := g_Monsters_GetKilledBy(mon.MonsterType); + s := g_Mons_GetKilledByTypeId(mon.MonsterType); case KillType of K_HARDKILL: @@ -3383,11 +3557,11 @@ 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); @@ -3395,7 +3569,7 @@ 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); @@ -3416,8 +3590,8 @@ 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_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0); + WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0); WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0); WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0); WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0); @@ -3430,83 +3604,170 @@ function TPlayer.getNextWeaponIndex (): Byte; var i: Word; wantThisWeapon: array[0..64] of Boolean; - wwc: Integer = 0; //HACK! - dir, cwi: Integer; + weaponOrder: array[0..16] of Integer; // value: index in `FWeapon` + wwc: Integer; + f, dir, cwi, rwidx, curlidx: Integer; + + function real2log (ridx: Integer): Integer; + var + f: Integer; + begin + if (ridx >= 0) then + begin + for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end; + end; + result := -1; + end; + begin result := 255; // default result: "no switch" + // had weapon cycling on previous frame? remove that flag if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end; + + for f := 0 to High(weaponOrder) do weaponOrder[f] := -1; + + // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!) + // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed) + // priorities: + // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist + weaponOrder[0] := WEAPON_SUPERPULEMET; + weaponOrder[1] := WEAPON_BFG; + weaponOrder[2] := WEAPON_ROCKETLAUNCHER; + weaponOrder[3] := WEAPON_PLASMA; + weaponOrder[4] := WEAPON_FLAMETHROWER; + weaponOrder[5] := WEAPON_SHOTGUN2; + weaponOrder[6] := WEAPON_CHAINGUN; + weaponOrder[7] := WEAPON_SHOTGUN1; + weaponOrder[8] := WEAPON_PISTOL; + weaponOrder[9] := WEAPON_KASTET+666; // berserk fist + weaponOrder[10] := WEAPON_SAW; + weaponOrder[11] := WEAPON_KASTET; // normal fist + + for f := 0 to High(weaponOrder) do + begin + if (weaponOrder[f] = WEAPON_KASTET) then + begin + // normal fist: remove if we have a berserk pack + if (R_BERSERK in FRulez) then weaponOrder[f] := -1; + end + else + if (weaponOrder[f] = WEAPON_KASTET+666) then + begin + // berserk fist: remove if we don't have a berserk pack + if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1; + end; + end; + + (* + WEAPON_KASTET = 0; + WEAPON_SAW = 1; + WEAPON_PISTOL = 2; + WEAPON_SHOTGUN1 = 3; + WEAPON_SHOTGUN2 = 4; + WEAPON_CHAINGUN = 5; + WEAPON_ROCKETLAUNCHER = 6; + WEAPON_PLASMA = 7; + WEAPON_BFG = 8; + WEAPON_SUPERPULEMET = 9; + WEAPON_FLAMETHROWER = 10; + *) + // cycling has priority if (FNextWeap and $C000) <> 0 then begin - if (FNextWeap and $8000) <> 0 then - dir := 1 - else - dir := -1; + if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling" FNextWeap := FNextWeap or $2000; // we need this - if FNextWeapDelay > 0 then - exit; // cooldown time + if FNextWeapDelay > 0 then exit; // cooldown time + //cwi := real2log(FCurrWeap); + //if (cwi < 0) then cwi := 0; cwi := FCurrWeap; for i := 0 to High(FWeapon) do begin cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); - if FWeapon[cwi] then - begin - //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING); - result := Byte(cwi); - FNextWeapDelay := 10; + //rwidx := weaponOrder[cwi]; + rwidx := cwi; // sorry + if (rwidx < 0) then continue; + if FWeapon[rwidx] then + begin + //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning); + result := Byte(rwidx); + //FNextWeapDelay := 10; //k8: not needed anymore exit; end; end; resetWeaponQueue(); exit; end; + // no cycling - for i := 0 to High(wantThisWeapon) do - wantThisWeapon[i] := false; + for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false; + wwc := 0; + + curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index) + for i := 0 to High(FWeapon) do + begin if (FNextWeap and (1 shl i)) <> 0 then begin - wantThisWeapon[i] := true; - Inc(wwc); + cwi := real2log(i); + if (cwi >= 0) then + begin + wantThisWeapon[cwi] := true; + Inc(wwc); + // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon + if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical + end; end; - // exclude currently selected weapon from the set - wantThisWeapon[FCurrWeap] := false; + end; + // slow down alterations a little - if wwc > 1 then + if (wwc > 1) then begin - //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); - // more than one weapon requested, assume "alteration" and check alteration delay + // more than one weapon requested, assume "alteration", and check alteration delay if FNextWeapDelay > 0 then begin + //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning); FNextWeap := 0; exit; end; // yeah end; + // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()` // but clear all counters if no weapon should be switched - if wwc < 1 then + if (wwc < 1) then begin resetWeaponQueue(); exit; end; - //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING); - // try weapons in descending order - for i := High(FWeapon) downto 0 do + + //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning); + + // find next weapon to switch onto + cwi := curlidx; + for i := 0 to High(weaponOrder) do begin - if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then + cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder); + if (cwi = curlidx) then continue; // skip current weapon + if not wantThisWeapon[cwi] then continue; + rwidx := weaponOrder[cwi]; + if (rwidx < 0) then continue; + //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning); + if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then begin + //e_WriteLog(' I FOUND HER!', TMsgType.Warning); // i found her! - result := Byte(i); + result := Byte(rwidx); resetWeaponQueue(); - FNextWeapDelay := 10; // anyway, 'cause why not + //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore exit; end; end; + // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo resetWeaponQueue(); end; @@ -3532,12 +3793,14 @@ var begin //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); //FNextWeap := FNextWeap and $1FFF; - if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" + //HACK: alteration delay will be reset when player released any weapon switch key + FNextWeapDelay := 0; //k8: just in case + //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" 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; @@ -3546,7 +3809,7 @@ begin if nw > High(FWeapon) then begin // don't forget to reset queue here! - //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING); + //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning); resetWeaponQueue(); exit; end; @@ -3585,6 +3848,16 @@ 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 @@ -3927,19 +4200,22 @@ 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; FFireTime := 0; + //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID); end; if FHealth < PLAYER_HP_SOFT then begin @@ -4226,6 +4502,12 @@ 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 @@ -4325,17 +4607,11 @@ 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; @@ -4368,6 +4644,11 @@ 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); @@ -4441,7 +4722,7 @@ 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); @@ -4482,7 +4763,7 @@ 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; @@ -4491,7 +4772,7 @@ 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; @@ -4579,26 +4860,26 @@ 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; @@ -4627,6 +4908,30 @@ 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; @@ -4659,10 +4964,13 @@ 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; @@ -4693,14 +5001,15 @@ 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; @@ -4712,8 +5021,8 @@ 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(); @@ -4826,7 +5135,8 @@ 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 @@ -4913,7 +5223,7 @@ 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); @@ -5042,6 +5352,7 @@ 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; @@ -5050,6 +5361,18 @@ begin 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, @@ -5157,6 +5480,7 @@ 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); @@ -5548,280 +5872,214 @@ 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] @@ -5829,6 +6087,7 @@ begin FModel.Color := FColor; end; + procedure TPlayer.AllRulez(Health: Boolean); var a: Integer; @@ -6095,11 +6354,34 @@ begin 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); var pm: TPlayerModel; + Blood: TModelBlood; begin if FState = CORPSE_STATE_REMOVEME then Exit; @@ -6122,16 +6404,23 @@ 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; @@ -6141,12 +6430,12 @@ 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; @@ -6185,80 +6474,75 @@ 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; @@ -6540,16 +6824,16 @@ 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; @@ -6568,17 +6852,17 @@ 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 @@ -6590,15 +6874,15 @@ 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; @@ -6618,7 +6902,7 @@ begin end; // Âûáèðàåì óãîë âíèç: - if FDirection = D_LEFT then + if FDirection = TDirection.D_LEFT then angle := ANGLE_LEFTDOWN else angle := ANGLE_RIGHTDOWN; @@ -6643,8 +6927,8 @@ 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', ''); @@ -6696,7 +6980,7 @@ 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 @@ -6719,7 +7003,7 @@ 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 @@ -6748,7 +7032,7 @@ 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; @@ -6767,7 +7051,7 @@ 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; @@ -6788,8 +7072,8 @@ 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; @@ -6940,7 +7224,7 @@ 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); @@ -6948,7 +7232,7 @@ 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; @@ -6958,7 +7242,7 @@ 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(); @@ -6979,7 +7263,7 @@ 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); @@ -6992,7 +7276,7 @@ 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 @@ -7010,7 +7294,7 @@ 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 @@ -7033,7 +7317,7 @@ 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 @@ -7079,18 +7363,18 @@ 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; @@ -7102,7 +7386,7 @@ 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; @@ -7268,7 +7552,7 @@ 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(); @@ -7447,7 +7731,7 @@ 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; @@ -7464,64 +7748,87 @@ 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 + // 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('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true); end.