diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 4b0bffce46977c3e721a484dd314fb764ceff52a..b9a9d38c23bad348ce87ed0dd3441e44335d3a65 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
-(* Copyright (C) DooM 2D:Forever Developers
+(* Copyright (C) Doom 2D: Forever Developers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
uses
SysUtils, Classes,
- mempool,
+ {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
e_graphics, g_playermodel, g_basic, g_textures,
g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
g_panel;
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);
type
TPlayerStat = record
+ Num: Integer;
Ping: Word;
Loss: Byte;
Name: String;
Time: Word;
end;
- TPlayer = class(TPoolObject)
+ TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
private
FIamBot: Boolean;
FUID: Word;
FSavedState: TPlayerSavedState;
FModel: TPlayerModel;
+ FPunchAnim: TAnimation;
FActionPrior: Byte;
FActionAnim: Byte;
FActionForce: Boolean;
FSawSoundIdle: TPlayableSound;
FSawSoundHit: TPlayableSound;
FSawSoundSelect: TPlayableSound;
+ FFlameSoundOn: TPlayableSound;
+ FFlameSoundOff: TPlayableSound;
+ FFlameSoundWork: TPlayableSound;
FJetSoundOn: TPlayableSound;
FJetSoundOff: TPlayableSound;
FJetSoundFly: TPlayableSound;
procedure SetAction(Action: Byte; Force: Boolean = False);
procedure OnDamage(Angle: SmallInt); virtual;
function firediry(): Integer;
+ procedure DoPunch();
procedure Run(Direction: TDirection);
procedure NextWeapon();
procedure doDamage (v: Integer);
+ function followCorpse(): Boolean;
+
public
FDamageBuffer: Integer;
FWantsInGame: Boolean;
FGhost: Boolean;
FPhysics: Boolean;
+ FFlaming: Boolean;
FJetpack: Boolean;
FActualModelName: string;
FClientID: SmallInt;
FPing: Word;
FLoss: Byte;
+ FReady: Boolean;
FDummy: Boolean;
FFireTime: Integer;
+ FHandicap: Integer;
// debug: viewport offset
viewPortX, viewPortY, viewPortW, viewPortH: Integer;
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();
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
+ procedure DrawIndicator();
procedure DrawBubble();
procedure DrawGUI();
procedure Update(); virtual;
procedure SetLerp(XTo, YTo: Integer);
procedure QueueWeaponSwitch(Weapon: Byte);
procedure RealizeCurrentWeapon();
+ procedure FlamerOn;
+ procedure FlamerOff;
procedure JetpackOn;
procedure JetpackOff;
procedure CatchFire(Attacker: Word);
PGib = ^TGib;
TGib = record
- alive: Boolean;
+ alive: Boolean;
ID: DWORD;
MaskID: DWORD;
RAngle: Integer;
procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
end;
- TCorpse = class(TPoolObject)
+ TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
private
FModelName: String;
FMess: Boolean;
FDamage: Byte;
FColor: TRGB;
FObj: TObj;
+ FPlayerUID: Word;
FAnimation: TAnimation;
FAnimationMask: TAnimation;
gFly: Boolean = False;
gAimLine: Boolean = False;
gChatBubble: Byte = 0;
+ gPlayerIndicator: Boolean = True;
gNumBots: Word = 0;
gLMSPID1: Word = 0;
gLMSPID2: Word = 0;
procedure g_Player_RemoveAllCorpses();
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_Player_ResetReady();
+procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
+procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
procedure g_Bot_MixNames();
procedure g_Bot_RemoveAll();
implementation
uses
+{$INCLUDE ../nogl/noGLuses.inc}
+{$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;
gPlayers[a].FNoRespawn := utils.readBool(st);
// Íàïðàâëåíèå
b := utils.readByte(st);
- if b = 1 then gPlayers[a].FDirection := D_LEFT else gPlayers[a].FDirection := D_RIGHT; // b = 2
+ 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);
+ // Ôîðà
+ gPlayers[a].FHandicap := utils.readLongInt(st);
// Æèçíè
gPlayers[a].FLives := utils.readByte(st);
// Áðîíÿ
end;
end;
-procedure g_Bot_Add(Team, Difficult: Byte);
+procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
var
- m: SArray;
+ m: SSArray;
_name, _model: String;
a, tr, tb: Integer;
begin
//FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
end;
+ FHandicap := Handicap;
+
g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
end;
end;
-procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
+procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
var
- m: SArray;
+ m: SSArray;
_name, _model: String;
a: Integer;
begin
FDifficult.Cover := BotList[num].cover;
FDifficult.CloseJump := BotList[num].close_jump;
+ FHandicap := Handicap;
+
for a := WP_FIRST to WP_LAST do
begin
FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
s: String;
a, b: Integer;
config: TConfig;
- sa: SArray;
+ sa: SSArray;
begin
BotNames := nil;
SetLength(Result, Length(Result)+1);
with Result[High(Result)] do
begin
+ Num := a;
Ping := gPlayers[a].FPing;
Loss := gPlayers[a].FLoss;
Name := gPlayers[a].FName;
end;
end;
+procedure g_Player_ResetReady();
+var
+ a: Integer;
+begin
+ if not g_Game_IsServer then Exit;
+ if gPlayers = nil then Exit;
+
+ for a := 0 to High(gPlayers) do
+ if gPlayers[a] <> nil then
+ begin
+ gPlayers[a].FReady := False;
+ if g_Game_IsNet then
+ MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
+ end;
+end;
+
procedure g_Player_RememberAll;
var
i: Integer;
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;
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,
@@ -1592,11 +1647,13 @@ 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
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
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;
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;
FSawSoundIdle := TPlayableSound.Create();
FSawSoundHit := TPlayableSound.Create();
FSawSoundSelect := TPlayableSound.Create();
+ FFlameSoundOn := TPlayableSound.Create();
+ FFlameSoundOff := TPlayableSound.Create();
+ FFlameSoundWork := TPlayableSound.Create();
FJetSoundFly := TPlayableSound.Create();
FJetSoundOn := TPlayableSound.Create();
FJetSoundOff := TPlayableSound.Create();
FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
+ FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
+ FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
+ FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
FFireTime := 0;
FFirePainTime := 0;
FFireAttacker := 0;
+ FHandicap := 100;
FActualModelName := 'doomer';
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
+ if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
+ begin
+ e_GetTextureSize(ID, @indW, @indH);
+ indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
+ indY := FObj.Y;
+ e_Draw(ID, indX, 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;
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;
4: // custom textured bubble
begin
if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then
- if FDirection = D_RIGHT then
+ if FDirection = TDirection.D_RIGHT then
e_Draw(ID, bubX - 6, bubY - 7, 0, True, False)
else
- e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL);
+ e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal);
Exit;
end;
end;
e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0);
// Tail
- Dot := IfThen(FDirection = D_LEFT, 14, 5);
+ Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5);
e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb);
- e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
- e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
- e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
- e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
+ e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw);
+ e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw);
+ e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw);
+ e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb);
// Dots
Dot := 6;
ID: DWORD;
w, h: Word;
dr: Boolean;
+ Mirror: TMirrorType;
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
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
var
ex, ey: Integer;
begin
+
+{$IFDEF ENABLE_HOLMES}
if isValidViewPort and (self = gPlayer1) then
begin
g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
end;
+{$ENDIF}
e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
angle: SmallInt;
sz, len: Word;
begin
- wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = D_LEFT, 7, -7);
+ wx := FObj.X + WEAPONPOINT[FDirection].X + IfThen(FDirection = TDirection.D_LEFT, 7, -7);
wy := FObj.Y + WEAPONPOINT[FDirection].Y;
angle := FAngle;
len := 1024;
if dr then
e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
- 191, 191, 191, 0, B_INVERT);
+ 191, 191, 191, 0, TBlending.Invert);
end;
// Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
if dr then
e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
- 0, 96, 0, 200, B_NONE);
+ 0, 96, 0, 200, TBlending.None);
end;
// Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then
begin
e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1,
- 255, 0, 0, 200, B_NONE);
+ 255, 0, 0, 200, TBlending.None);
end;
end;
e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
end;
+procedure TPlayer.DoPunch();
+var
+ id: DWORD;
+ st: String;
+begin
+ if FPunchAnim <> nil then begin
+ FPunchAnim.reset();
+ FPunchAnim.Free;
+ FPunchAnim := nil;
+ end;
+ st := 'FRAMES_PUNCH';
+ if R_BERSERK in FRulez then
+ st := st + '_BERSERK';
+ if FKeys[KEY_UP].Pressed then
+ st := st + '_UP'
+ else if FKeys[KEY_DOWN].Pressed then
+ st := st + '_DN';
+ g_Frames_Get(id, st);
+ FPunchAnim := TAnimation.Create(id, False, 1);
+end;
+
procedure TPlayer.Fire();
var
f, DidFire: Boolean;
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);
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];
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;
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;
procedure TPlayer.CatchFire(Attacker: Word);
begin
- FFireTime := 100;
+ if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
+ exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
+ if FFireTime <= 0 then
+ g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
+ FFireTime := 110;
FFireAttacker := Attacker;
if g_Game_IsNet and g_Game_IsServer then
MH_SEND_PlayerStats(FUID);
end;
// Âûáðîñ ôëàãà:
- DropFlag();
+ DropFlag(KillType = K_FALLKILL);
end;
g_Player_CreateCorpse(Self);
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
- 150, 0, 0);
+ FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
- 150, 0, 0);
+ FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
end;
procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
- 150, 0, 0);
+ FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
end;
procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
begin
//e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
result := Byte(cwi);
- FNextWeapDelay := 10;
+ FNextWeapDelay := WEAPON_DELAY;
exit;
end;
end;
// i found her!
result := Byte(i);
resetWeaponQueue();
- FNextWeapDelay := 10; // anyway, 'cause why not
+ FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
exit;
end;
end;
if not switchAllowed then
begin
//HACK for weapon cycling
- if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
+ if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
exit;
end;
(FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
(FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
(FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
- (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
+ (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
begin
FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
+ if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
+ IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
FRulez := FRulez + [R_ITEM_BACKPACK];
Result := True;
FMonsterKills := 0;
FDeath := 0;
FSecrets := 0;
+ FReady := False;
if FNoRespawn then
begin
FSpectator := False;
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
// Âîñêðåøåíèå áåç îðóæèÿ:
if not FAlive then
begin
- FHealth := PLAYER_HP_SOFT;
+ FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
FArmor := 0;
FAlive := True;
FAir := AIR_DEF;
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;
FDamageBuffer := 0;
FJetpack := False;
FCanJetpack := False;
+ FFlaming := False;
FFireTime := 0;
FFirePainTime := 0;
FFireAttacker := 0;
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);
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);
begin
SetAction(A_SEEDOWN);
- if FDirection = D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
+ if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTDOWN else FAngle := ANGLE_RIGHTDOWN;
if FIncCam > -120 then DecMin(FIncCam, 5, -120);
end;
begin
SetAction(A_SEEUP);
- if FDirection = D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
+ if FDirection = TDirection.D_LEFT then FAngle := ANGLE_LEFTUP else FAngle := ANGLE_RIGHTUP;
if FIncCam < 120 then IncMax(FIncCam, 5, 120);
end;
begin
if dir = 1 then
begin
- SetDirection(D_LEFT);
+ SetDirection(TDirection.D_LEFT);
FAngle := 180;
end
else
if dir = 2 then
begin
- SetDirection(D_RIGHT);
+ SetDirection(TDirection.D_RIGHT);
FAngle := 0;
end
else
if dir = 3 then
begin // îáðàòíîå
- if FDirection = D_RIGHT then
+ if FDirection = TDirection.D_RIGHT then
begin
- SetDirection(D_LEFT);
+ SetDirection(TDirection.D_LEFT);
FAngle := 180;
end
else
begin
- SetDirection(D_RIGHT);
+ SetDirection(TDirection.D_RIGHT);
FAngle := 0;
end;
end;
Result := 1;
end;
+function TPlayer.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;
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;
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;
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
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
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);
if FFirePainTime <= 0 then
begin
if g_Game_IsServer then
- Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
- FFirePainTime := 18;
+ Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
+ FFirePainTime := 12 - FFireTime div 12;
end;
FFirePainTime := FFirePainTime - 1;
FFireTime := FFireTime - 1;
+ if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
+ FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
MH_SEND_PlayerStats(FUID);
end;
else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
- if FAlive then
+ if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
begin
if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
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);
WEAPON_FLAMETHROWER:
begin
g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
+ FlamerOn;
FFireAngle := FAngle;
f := True;
end;
function TPlayer.GetFlag(Flag: Byte): Boolean;
var
s, ts: String;
- evtype: Byte;
+ evtype, a: Byte;
begin
Result := False;
g_Map_ResetFlag(FFlag);
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
+ if ((Self = gPlayer1) or (Self = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
+ a := 0
+ else
+ a := 1;
+
+ if not sound_cap_flag[a].IsPlaying() then
+ sound_cap_flag[a].Play();
+
gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
Result := True;
g_Map_ResetFlag(Flag);
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
+ if ((Self = gPlayer1) or (Self = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
+ a := 0
+ else
+ a := 1;
+
+ if not sound_ret_flag[a].IsPlaying() then
+ sound_ret_flag[a].Play();
+
Result := True;
if g_Game_IsNet then
begin
gFlags[Flag].State := FLAG_STATE_CAPTURED;
+ if ((Self = gPlayer1) or (Self = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
+ a := 0
+ else
+ a := 1;
+
+ if not sound_get_flag[a].IsPlaying() then
+ sound_get_flag[a].Play();
+
Result := True;
if g_Game_IsNet then
begin
FModel.SetFlag(FFlag);
end;
-function TPlayer.DropFlag(): Boolean;
+function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
var
s: String;
+ a: Byte;
begin
Result := False;
if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
+ if ((Self = gPlayer1) or (Self = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
+ a := 0
+ else
+ a := 1;
+
+ if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
+ sound_lost_flag[a].Play();
+
if g_Game_IsNet then
MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
end;
procedure TPlayer.GetSecret();
begin
+ if (self = gPlayer1) or (self = gPlayer2) then
+ begin
+ g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
+ g_Sound_PlayEx('SOUND_GAME_SECRET');
+ end;
Inc(FSecrets);
end;
// Èçðàñõîäîâàë ëè âñå æèçíè
utils.writeBool(st, FNoRespawn);
// Íàïðàâëåíèå
- if FDirection = D_LEFT then b := 1 else b := 2; // D_RIGHT
+ if FDirection = TDirection.D_LEFT then b := 1 else b := 2; // D_RIGHT
utils.writeInt(st, Byte(b));
// Çäîðîâüå
utils.writeInt(st, LongInt(FHealth));
+ // Êîýôôèöèåíò èíâàëèäíîñòè
+ utils.writeInt(st, LongInt(FHandicap));
// Æèçíè
utils.writeInt(st, Byte(FLives));
// Áðîíÿ
FNoRespawn := utils.readBool(st);
// Íàïðàâëåíèå
b := utils.readByte(st);
- if b = 1 then FDirection := D_LEFT else FDirection := D_RIGHT; // b = 2
+ if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
// Çäîðîâüå
FHealth := utils.readLongInt(st);
+ // Êîýôôèöèåíò èíâàëèäíîñòè
+ FHandicap := utils.readLongInt(st);
// Æèçíè
FLives := utils.readByte(st);
// Áðîíÿ
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 : }
procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
var
pm: TPlayerModel;
+ Blood: TModelBlood;
begin
if FState = CORPSE_STATE_REMOVEME then
Exit;
pm := g_PlayerModel_Get(FModelName);
pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
pm.Free;
+
+ // Çëîâåùèé ñìåõ:
+ if (gBodyKillEvent <> -1)
+ and gDelayedEvents[gBodyKillEvent].Pending then
+ gDelayedEvents[gBodyKillEvent].Pending := False;
+ gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 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;
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;
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);
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 (Healthy() = 3) or ((Healthy() = 2)) then
begin // Åñëè çäîðîâû - äîãîíÿåì
- if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
+ if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
SetAIFlag('GORIGHT', '1');
- if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
+ if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
SetAIFlag('GOLEFT', '1');
end
else
begin // Åñëè ïîáèòû - óáåãàåì
- if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
+ if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
SetAIFlag('GORIGHT', '1');
- if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
+ if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
SetAIFlag('GOLEFT', '1');
end;
begin // Öåëü ñáåæàëà ñ "ýêðàíà"
if (Healthy() = 3) or ((Healthy() = 2)) then
begin // Åñëè çäîðîâû - äîãîíÿåì
- if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
+ if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
SetAIFlag('GORIGHT', '1');
- if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
+ if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
SetAIFlag('GOLEFT', '1');
end
else
begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
Target.UID := 0;
- if ((RunDirection() = D_LEFT) and (Target.X < FObj.X)) then
+ if ((RunDirection() = TDirection.D_LEFT) and (Target.X < FObj.X)) then
SetAIFlag('GORIGHT', '1');
- if ((RunDirection() = D_RIGHT) and (Target.X > FObj.X)) then
+ if ((RunDirection() = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
SetAIFlag('GOLEFT', '1');
end;
end
// Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
if (Abs(FObj.Y-Target.Y) <= 128) then
begin
- if ((RunDirection() = D_LEFT) and (Target.X > FObj.X)) then
+ if ((RunDirection() = TDirection.D_LEFT) and (Target.X > FObj.X)) then
SetAIFlag('GORIGHT', '1');
- if ((RunDirection() = D_RIGHT) and (Target.X < FObj.X)) then
+ if ((RunDirection() = TDirection.D_RIGHT) and (Target.X < FObj.X)) then
SetAIFlag('GOLEFT', '1');
end;
end;
// Âûáèðàåì óãîë ââåðõ:
- if FDirection = D_LEFT then
+ if FDirection = TDirection.D_LEFT then
angle := ANGLE_LEFTUP
else
angle := ANGLE_RIGHTUP;
end;
// Âûáèðàåì óãîë âíèç:
- if FDirection = D_LEFT then
+ if FDirection = TDirection.D_LEFT then
angle := ANGLE_LEFTDOWN
else
angle := ANGLE_RIGHTDOWN;
(y1-4 > Target.Y+Target.Rect.Y) then
begin
// Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
- if ((FDirection = D_LEFT) and (Target.X < FObj.X)) or
- ((FDirection = D_RIGHT) and (Target.X > FObj.X)) then
+ if ((FDirection = TDirection.D_LEFT) and (Target.X < FObj.X)) or
+ ((FDirection = TDirection.D_RIGHT) and (Target.X > FObj.X)) then
begin // òî íóæíî ñòðåëÿòü âïåðåä
SetAIFlag('NEEDFIRE', '1');
SetAIFlag('NEEDSEEDOWN', '');
SetAIFlag('NEEDJUMP', '1');
- if RunDirection() = D_RIGHT then
+ if RunDirection() = TDirection.D_RIGHT then
begin // Èäåì íå â òó ñòîðîíó
if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
SetAIFlag('NEEDJUMP', '1');
- if RunDirection() = D_LEFT then
+ if RunDirection() = TDirection.D_LEFT then
begin // Èäåì íå â òó ñòîðîíó
if (Healthy() > 1) and GetRnd(FDifficult.InvisFire) then
begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
if GetRnd(FDifficult.DiagFire) then
begin
// Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
- if FDirection = D_LEFT then
+ if FDirection = TDirection.D_LEFT then
angle := ANGLE_LEFTUP
else
angle := ANGLE_RIGHTUP;
end;
// Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
- if FDirection = D_LEFT then
+ if FDirection = TDirection.D_LEFT then
angle := ANGLE_LEFTDOWN
else
angle := ANGLE_RIGHTDOWN;
// Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
if targets[a].Line and targets[a].Visible and
- (((FDirection = D_LEFT) and (targets[a].X < FObj.X)) or
- ((FDirection = D_RIGHT) and (targets[a].X > FObj.X))) then
+ (((FDirection = TDirection.D_LEFT) and (targets[a].X < FObj.X)) or
+ ((FDirection = TDirection.D_RIGHT) and (targets[a].X > FObj.X))) then
begin
SetAIFlag('NEEDFIRE', '1');
Break;
ReleaseKey(KEY_LEFT);
ReleaseKey(KEY_RIGHT);
PressKey(KEY_LEFT, Time);
- SetDirection(D_LEFT);
+ SetDirection(TDirection.D_LEFT);
end;
procedure GoRight(Time: Word = 1);
ReleaseKey(KEY_LEFT);
ReleaseKey(KEY_RIGHT);
PressKey(KEY_RIGHT, Time);
- SetDirection(D_RIGHT);
+ SetDirection(TDirection.D_RIGHT);
end;
function Rnd(a: Word): Boolean;
procedure Turn(Time: Word = 1200);
begin
- if RunDirection() = D_LEFT then GoRight(Time) else GoLeft(Time);
+ if RunDirection() = TDirection.D_LEFT then GoRight(Time) else GoLeft(Time);
end;
procedure Stop();
function CanRun(): Boolean;
begin
- if RunDirection() = D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
+ if RunDirection() = TDirection.D_LEFT then Result := CanRunLeft() else Result := CanRunRight();
end;
procedure Jump(Time: Word = 30);
x, sx: Integer;
begin
{ TODO 5 : Ëåñòíèöû }
- sx := IfThen(RunDirection() = D_LEFT, -1, 1);
+ sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
for x := 1 to PLAYER_RECT.Width do
if (not StayOnStep(x*sx, 0)) and
(not CollideLevel(x*sx, PLAYER_RECT.Height)) and
x, sx, xx: Integer;
begin
{ TODO 5 : Ëåñòíèöû }
- sx := IfThen(RunDirection() = D_LEFT, -1, 1);
+ sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
for x := 1 to PLAYER_RECT.Width do
if (not StayOnStep(x*sx, 0)) and
(not CollideLevel(x*sx, PLAYER_RECT.Height)) and
begin
Result := False;
- sx := IfThen(RunDirection() = D_LEFT, -1, 1);
+ sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
y := 3;
for x := 1 to PLAYER_RECT.Width do
function BelowLadder(): Boolean;
begin
- Result := (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
- not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
- (FullInStep(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
- not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
+ Result := (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) and
+ not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
+ (FullInStep(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) and
+ not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
end;
function BelowLiftUp(): Boolean;
begin
- Result := ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
- not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
- ((FullInLift(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
- not CollideLevel(IfThen(RunDirection() = D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
+ Result := ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height) = -1) and
+ not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -PLAYER_RECT.Height)) or
+ ((FullInLift(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP) = -1) and
+ not CollideLevel(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*(PLAYER_RECT.Width div 2), -BOT_MAXJUMP));
end;
function OnTopLift(): Boolean;
var
sx, y: Integer;
begin
- sx := IfThen(RunDirection() = D_LEFT, -1, 1);
+ sx := IfThen(RunDirection() = TDirection.D_LEFT, -1, 1);
Result := False;
// Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
if OnGround() and
- CanJumpUp(IfThen(RunDirection() = D_LEFT, -1, 1)*32) and
+ CanJumpUp(IfThen(RunDirection() = TDirection.D_LEFT, -1, 1)*32) and
Rnd(8) then
Jump();
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;