X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=137ab818e6c4d7bbee6ec089ca7abb7c72c12dd5;hb=HEAD;hp=fb96ef9e3d56654ab0074c557ebc05f8c62aa23c;hpb=51fce0c702def28ce29efd0299c63536b42ebaeb;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index fb96ef9..a97b4ff 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -1,9 +1,8 @@ -(* Copyright (C) DooM 2D:Forever Developers +(* Copyright (C) Doom 2D: Forever Developers * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * the Free Software Foundation, version 3 of the License ONLY. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of @@ -20,9 +19,11 @@ 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; @@ -30,11 +31,14 @@ const KEY_UP = 3; KEY_DOWN = 4; KEY_FIRE = 5; - KEY_NEXTWEAPON = 6; - KEY_PREVWEAPON = 7; - KEY_OPEN = 8; - KEY_JUMP = 9; - KEY_CHAT = 10; + KEY_OPEN = 6; + KEY_JUMP = 7; + KEY_CHAT = 8; + + WP_PREV = 0; + WP_NEXT = 1; + WP_FACT = WP_PREV; + WP_LACT = WP_NEXT; R_ITEM_BACKPACK = 0; R_KEY_RED = 1; @@ -93,12 +97,16 @@ const PLAYER_AP_SOFT = 100; PLAYER_AP_LIMIT = 200; SUICIDE_DAMAGE = 112; + WEAPON_DELAY = 5; + + PLAYER_BURN_TIME = 110; PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48); PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96); type TPlayerStat = record + Num: Integer; Ping: Word; Loss: Byte; Name: String; @@ -109,6 +117,7 @@ type Kills: Word; Color: TRGB; Spectator: Boolean; + UID: Word; end; TPlayerStatArray = Array of TPlayerStat; @@ -124,8 +133,8 @@ type Ammo: Array [A_BULLETS..A_HIGH] of Word; MaxAmmo: Array [A_BULLETS..A_HIGH] of Word; Weapon: Array [WP_FIRST..WP_LAST] of Boolean; - Rulez: Set of R_ITEM_BACKPACK..R_BERSERK; - WaitRecall: Boolean; + Inventory: Set of R_ITEM_BACKPACK..R_BERSERK; + Used: Boolean; end; TKeyState = record @@ -133,7 +142,7 @@ type Time: Word; end; - TPlayer = class (TObject) + TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF} private FIamBot: Boolean; FUID: Word; @@ -171,22 +180,28 @@ type FFirePainTime: Integer; FFireAttacker: Word; - FSavedState: TPlayerSavedState; + FSavedStateNum: Integer; FModel: TPlayerModel; + FPunchAnim: TAnimation; FActionPrior: Byte; FActionAnim: Byte; FActionForce: Boolean; FActionChanged: Boolean; FAngle: SmallInt; FFireAngle: SmallInt; + FIncCamOld: Integer; FIncCam: Integer; + FSlopeOld: Integer; FShellTimer: Integer; FShellType: Byte; FSawSound: TPlayableSound; FSawSoundIdle: TPlayableSound; FSawSoundHit: TPlayableSound; FSawSoundSelect: TPlayableSound; + FFlameSoundOn: TPlayableSound; + FFlameSoundOff: TPlayableSound; + FFlameSoundWork: TPlayableSound; FJetSoundOn: TPlayableSound; FJetSoundOff: TPlayableSound; FJetSoundFly: TPlayableSound; @@ -195,33 +210,42 @@ 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(); - - function getNextWeaponIndex (): Byte; // return 255 for "no switch" + mEDamageType: Integer; + + + function CollideLevel(XInc, YInc: Integer): Boolean; + function StayOnStep(XInc, YInc: Integer): Boolean; + function HeadInLiquid(XInc, YInc: Integer): Boolean; + function BodyInLiquid(XInc, YInc: Integer): Boolean; + function BodyInAcid(XInc, YInc: Integer): Boolean; + function FullInLift(XInc, YInc: Integer): Integer; + {procedure CollideItem();} + procedure FlySmoke(Times: DWORD = 1); + procedure OnFireFlame(Times: DWORD = 1); + function GetAmmoByWeapon(Weapon: Byte): Word; + procedure SetAction(Action: Byte; Force: Boolean = False); + procedure OnDamage(Angle: SmallInt); virtual; + function firediry(): Integer; + procedure DoPunch(); + + procedure Run(Direction: TDirection); + procedure NextWeapon(); + procedure PrevWeapon(); + procedure SeeUp(); + procedure SeeDown(); + procedure Fire(); + procedure Jump(); + procedure Use(); + + function getNextWeaponIndex (): Byte; // returns 255 for "no switch" procedure resetWeaponQueue (); function hasAmmoForWeapon (weapon: Byte): Boolean; + function hasAmmoForShooting (weapon: Byte): Boolean; + function shouldSwitch (weapon: Byte; hadWeapon: Boolean) : Boolean; + + procedure doDamage (v: Integer); + + function refreshCorpse(): Boolean; public FDamageBuffer: Integer; @@ -229,12 +253,16 @@ type FAmmo: Array [A_BULLETS..A_HIGH] of Word; FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word; FWeapon: Array [WP_FIRST..WP_LAST] of Boolean; - FRulez: Set of R_ITEM_BACKPACK..R_BERSERK; + FInventory: Set of R_ITEM_BACKPACK..R_BERSERK; FBerserk: Integer; - FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD; + FPowerups: Array [MR_SUIT..MR_MAX] of DWORD; FReloading: Array [WP_FIRST..WP_LAST] of Word; FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD; FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState; + FWeapSwitchMode: Byte; + FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte; + FSwitchToEmpty: Byte; + FSkipIronFist: Byte; FColor: TRGB; FPreferredTeam: Byte; FSpectator: Boolean; @@ -242,13 +270,19 @@ type FWantsInGame: Boolean; FGhost: Boolean; FPhysics: Boolean; + FFlaming: Boolean; FJetpack: Boolean; FActualModelName: string; FClientID: SmallInt; FPing: Word; FLoss: Byte; + FReady: Boolean; FDummy: Boolean; FFireTime: Integer; + FSpawnInvul: Integer; + FHandicap: Integer; + FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request + FCorpse: Integer; // debug: viewport offset viewPortX, viewPortY, viewPortW, viewPortH: Integer; @@ -263,10 +297,16 @@ type procedure ReleaseKeys(); procedure SetModel(ModelName: String); procedure SetColor(Color: TRGB); + function GetColor(): TRGB; procedure SetWeapon(W: Byte); function IsKeyPressed(K: Byte): Boolean; function GetKeys(): Byte; function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual; + procedure SetWeaponPrefs(Prefs: Array of Byte); + procedure SetWeaponPref(Weapon, Pref: Byte); + function GetWeaponPref(Weapon: Byte) : Byte; + function GetMorePrefered() : Byte; + function MaySwitch(Weapon: Byte) : Boolean; function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload; function Collide(Panel: TPanel): Boolean; overload; function Collide(X, Y: Integer): Boolean; overload; @@ -281,8 +321,9 @@ type procedure BFGHit(); function GetFlag(Flag: Byte): Boolean; procedure SetFlag(Flag: Byte); - function DropFlag(): Boolean; - procedure AllRulez(Health: Boolean); + function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean; + function TryDropFlag(): Boolean; + procedure TankRamboCheats(Health: Boolean); procedure RestoreHealthArmor(); procedure FragCombo(); procedure GiveItem(ItemType: Byte); @@ -298,24 +339,29 @@ type procedure Draw(); virtual; procedure DrawPain(); procedure DrawPickup(); - procedure DrawRulez(); + procedure DrawOverlay(); procedure DrawAim(); + procedure DrawIndicator(Color: TRGB); procedure DrawBubble(); procedure DrawGUI(); + procedure PreUpdate(); procedure Update(); virtual; - procedure RememberState(); - procedure RecallState(); - procedure SaveState(var Mem: TBinMemoryWriter); virtual; - procedure LoadState(var Mem: TBinMemoryReader); virtual; + procedure PreserveState(); + procedure RestoreState(); + procedure SaveState (st: TStream); virtual; + procedure LoadState (st: TStream); virtual; procedure PauseSounds(Enable: Boolean); procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1); procedure DoLerp(Level: Integer = 2); procedure SetLerp(XTo, YTo: Integer); + procedure ProcessWeaponAction(Action: Byte); procedure QueueWeaponSwitch(Weapon: Byte); procedure RealizeCurrentWeapon(); + procedure FlamerOn; + procedure FlamerOff; procedure JetpackOn; procedure JetpackOff; - procedure CatchFire(Attacker: Word); + procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME); //WARNING! this does nothing for now, but still call it! procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right! @@ -323,11 +369,12 @@ type procedure getMapBox (out x, y, w, h: Integer); inline; procedure moveBy (dx, dy: Integer); inline; + function getCameraObj(): TObj; + public property Vel: TPoint2i read FObj.Vel; property Obj: TObj read FObj; - published property Name: String read FName write FName; property Model: TPlayerModel read FModel; property Health: Integer read FHealth write FHealth; @@ -339,6 +386,9 @@ type property Death: Integer read FDeath write FDeath; property Kills: Integer read FKills write FKills; property CurrWeap: Byte read FCurrWeap write FCurrWeap; + property WeapSwitchMode: Byte read FWeapSwitchMode write FWeapSwitchMode; + property SwitchToEmpty: Byte read FSwitchToEmpty write FSwitchToEmpty; + property SkipIronFist: Byte read FSkipIronFist write FSkipIronFist; property MonsterKills: Integer read FMonsterKills write FMonsterKills; property Secrets: Integer read FSecrets; property GodMode: Boolean read FGodMode write FGodMode; @@ -355,21 +405,63 @@ type property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X; property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y; property IncCam: Integer read FIncCam write FIncCam; + property IncCamOld: Integer read FIncCamOld write FIncCamOld; + property SlopeOld: Integer read FSlopeOld write FSlopeOld; property UID: Word read FUID write FUID; property JustTeleported: Boolean read FJustTeleported write FJustTeleported; property NetTime: LongWord read FNetTime write FNetTime; + + published + property eName: String read FName write FName; + property eHealth: Integer read FHealth write FHealth; + property eLives: Byte read FLives write FLives; + property eArmor: Integer read FArmor write FArmor; + property eAir: Integer read FAir write FAir; + property eJetFuel: Integer read FJetFuel write FJetFuel; + property eFrags: Integer read FFrags write FFrags; + property eDeath: Integer read FDeath write FDeath; + property eKills: Integer read FKills write FKills; + property eCurrWeap: Byte read FCurrWeap write FCurrWeap; + property eMonsterKills: Integer read FMonsterKills write FMonsterKills; + property eSecrets: Integer read FSecrets write FSecrets; + property eGodMode: Boolean read FGodMode write FGodMode; + property eNoTarget: Boolean read FNoTarget write FNoTarget; + property eNoReload: Boolean read FNoReload write FNoReload; + property eAlive: Boolean read FAlive write FAlive; + property eFlag: Byte read FFlag; + property eTeam: Byte read FTeam write FTeam; + property eDirection: TDirection read FDirection; + property eGameX: Integer read FObj.X write FObj.X; + property eGameY: Integer read FObj.Y write FObj.Y; + property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X; + property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y; + property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X; + property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y; + property eIncCam: Integer read FIncCam write FIncCam; + property eUID: Word read FUID; + property eJustTeleported: Boolean read FJustTeleported; + property eNetTime: LongWord read FNetTime; + + // set this before assigning something to `eDamage` + property eDamageType: Integer read mEDamageType write mEDamageType; + property eDamage: Integer write doDamage; end; TDifficult = record + public DiagFire: Byte; InvisFire: Byte; DiagPrecision: Byte; FlyPrecision: Byte; Cover: Byte; CloseJump: Byte; - WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte; - CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte; + WeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte; + CloseWeaponPrior: packed array [WP_FIRST..WP_LAST] of Byte; //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte; + + public + procedure save (st: TStream); + procedure load (st: TStream); end; TAIFlag = record @@ -377,7 +469,7 @@ type Value: String; end; - TBot = class (TPlayer) + TBot = class(TPlayer) private FSelectedWeapon: Byte; FTargetUID: Word; @@ -410,13 +502,13 @@ type function PickItem(ItemType: Byte; force: Boolean; var remove: Boolean): Boolean; override; function Heal(value: Word; Soft: Boolean): Boolean; override; procedure Update(); override; - procedure SaveState(var Mem: TBinMemoryWriter); override; - procedure LoadState(var Mem: TBinMemoryReader); override; + procedure SaveState (st: TStream); override; + procedure LoadState (st: TStream); override; end; PGib = ^TGib; TGib = record - alive: Boolean; + alive: Boolean; ID: DWORD; MaskID: DWORD; RAngle: Integer; @@ -446,7 +538,7 @@ type procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right! end; - TCorpse = class (TObject) + TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF} private FModelName: String; FMess: Boolean; @@ -454,17 +546,18 @@ type FDamage: Byte; FColor: TRGB; FObj: TObj; + FPlayerUID: Word; FAnimation: TAnimation; FAnimationMask: TAnimation; public constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean); destructor Destroy(); override; - procedure Damage(Value: Word; vx, vy: Integer); + procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer); procedure Update(); procedure Draw(); - procedure SaveState(var Mem: TBinMemoryWriter); - procedure LoadState(var Mem: TBinMemoryReader); + procedure SaveState (st: TStream); + procedure LoadState (st: TStream); procedure getMapBox (out x, y, w, h: Integer); inline; procedure moveBy (dx, dy: Integer); inline; @@ -480,7 +573,7 @@ type TTeamStat = Array [TEAM_RED..TEAM_BLUE] of record - Goals: SmallInt; + Score: SmallInt; end; var @@ -491,10 +584,12 @@ var gTeamStat: TTeamStat; gFly: Boolean = False; gAimLine: Boolean = False; - gChatBubble: Byte = 0; + gChatBubble: Integer = 0; + gPlayerIndicator: Integer = 1; + gPlayerIndicatorStyle: Integer = 0; gNumBots: Word = 0; - gLMSPID1: Word = 0; - gLMSPID2: Word = 0; + gSpectLatchPID1: Word = 0; + gSpectLatchPID2: Word = 0; MAX_RUNVEL: Integer = 8; VEL_JUMP: Integer = 10; SHELL_TIMEOUT: Cardinal = 60000; @@ -505,15 +600,20 @@ procedure g_Gibs_SetMax(Count: Word); function g_Gibs_GetMax(): Word; procedure g_Corpses_SetMax(Count: Word); function g_Corpses_GetMax(): Word; +procedure g_Force_Model_Set(Mode: Word); +function g_Force_Model_Get(): Word; +procedure g_Forced_Model_SetName(Model: String); +function g_Forced_Model_GetName(): String; procedure g_Shells_SetMax(Count: Word); function g_Shells_GetMax(): Word; procedure g_Player_Init(); procedure g_Player_Free(); function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word; -function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word; +function g_Player_CreateFromState (st: TStream): Word; procedure g_Player_Remove(UID: Word); procedure g_Player_ResetTeams(); +procedure g_Player_PreUpdate(); procedure g_Player_UpdateAll(); procedure g_Player_DrawAll(); procedure g_Player_DrawDebug(p: TPlayer); @@ -523,28 +623,37 @@ procedure g_Player_ResetAll(Force, Silent: Boolean); function g_Player_Get(UID: Word): TPlayer; function g_Player_GetCount(): Byte; function g_Player_GetStats(): TPlayerStatArray; -function g_Player_ValidName(Name: String): Boolean; -procedure g_Player_CreateCorpse(Player: TPlayer); +function g_Player_ExistingName(Name: String): Boolean; +function g_Player_CreateCorpse(Player: TPlayer): Integer; procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB); procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte); procedure g_Player_UpdatePhysicalObjects(); procedure g_Player_DrawCorpses(); procedure g_Player_DrawShells(); procedure g_Player_RemoveAllCorpses(); -procedure g_Player_Corpses_SaveState(var Mem: TBinMemoryWriter); -procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader); -procedure g_Bot_Add(Team, Difficult: Byte); -procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1); +procedure g_Player_Corpses_SaveState (st: TStream); +procedure g_Player_Corpses_LoadState (st: TStream); +procedure g_Player_ResetReady(); +procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100); +procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100); procedure g_Bot_MixNames(); procedure g_Bot_RemoveAll(); +function g_Bot_GetCount(): Integer; implementation uses - e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math, - g_options, g_triggers, g_menu, g_game, g_grid, +{$INCLUDE ../nogl/noGLuses.inc} +{$IFDEF ENABLE_HOLMES} + g_holmes, +{$ENDIF} + e_log, g_map, g_items, g_console, g_gfx, Math, + g_options, g_triggers, g_menu, g_game, g_grid, e_res, wadreader, g_main, g_monsters, CONFIG, g_language, - g_net, g_netmsg, g_window, GL, g_holmes; + g_net, g_netmsg, g_window, + utils, xstreams; + +const PLR_SAVE_VERSION = 0; type TBotProfile = record @@ -597,20 +706,20 @@ const FlyPrecision: 255; Cover: 255; CloseJump: 255; WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0)); WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte = - (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET, + (WEAPON_FLAMETHROWER, WEAPON_SUPERCHAINGUN, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1, WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER, - WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET); + WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_IRONFIST); WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte = - (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET, + (WEAPON_FLAMETHROWER, WEAPON_SUPERCHAINGUN, WEAPON_BFG, WEAPON_ROCKETLAUNCHER, WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1, - WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET); + WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_IRONFIST); //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte = - // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET, + // (WEAPON_FLAMETHROWER, WEAPON_SUPERCHAINGUN, // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2, // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW, - // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET); + // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_IRONFIST); WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte = (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2); @@ -624,10 +733,13 @@ var MaxGibs: Word = 150; MaxCorpses: Word = 20; MaxShells: Word = 300; + ForceModel: Word = 0; + ForcedModelName: String = STD_PLAYER_MODEL; CurrentGib: Integer = 0; CurrentShell: Integer = 0; BotNames: Array of String; BotList: Array of TBotProfile; + SavedStates: Array of TPlayerSavedState; function Lerp(X, Y, Factor: Integer): Integer; @@ -690,6 +802,26 @@ begin Result := MaxCorpses; end; +procedure g_Force_Model_Set(Mode: Word); +begin + ForceModel := Mode; +end; + +function g_Force_Model_Get(): Word; +begin + Result := ForceModel; +end; + +procedure g_Forced_Model_SetName(Model: String); +begin + ForcedModelName := Model; +end; + +function g_Forced_Model_GetName(): String; +begin + Result := ForcedModelName; +end; + function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word; var a: Integer; @@ -725,6 +857,8 @@ begin gPlayers[a].FActualModelName := ModelName; gPlayers[a].SetModel(ModelName); + if Bot and (g_Force_Model_Get() <> 0) then + gPlayers[a].SetModel(g_Forced_Model_GetName()); // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî: if gPlayers[a].FModel = nil then @@ -763,181 +897,50 @@ begin Result := gPlayers[a].FUID; end; -function g_Player_CreateFromState(var Mem: TBinMemoryReader): Word; -var - a, i: Integer; - ok, Bot: Boolean; - sig: DWORD; - b: Byte; +function g_Player_CreateFromState (st: TStream): Word; + var a: Integer; ok, Bot: Boolean; pos: Int64; begin - Result := 0; - if Mem = nil then - Exit; + assert(st <> nil); -// Ñèãíàòóðà èãðîêà: - Mem.ReadDWORD(sig); - if sig <> PLAYER_SIGNATURE then // 'PLYR' - begin - raise EBinSizeError.Create('g_Player_CreateFromState: Wrong Player Signature'); - end; + // check signature and entity type + pos := st.Position; + if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature'); + if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version'); + Bot := utils.readBool(st); + st.Position := pos; -// Áîò èëè ÷åëîâåê: - Mem.ReadBoolean(Bot); - - ok := False; - a := 0; - -// Åñòü ëè ìåñòî â gPlayers: - if gPlayers <> nil then - for a := 0 to High(gPlayers) do - if gPlayers[a] = nil then - begin - ok := True; - Break; - end; + // find free player slot + ok := false; + for a := 0 to High(gPlayers) do + if gPlayers[a] = nil then + begin + ok := true; + break; + end; -// Íåò ìåñòà - ðàñøèðÿåì gPlayers: + // allocate player slot if not ok then begin SetLength(gPlayers, Length(gPlayers)+1); a := High(gPlayers); end; -// Ñîçäàåì îáúåêò èãðîêà: + // create entity and load state if Bot then - gPlayers[a] := TBot.Create() - else - gPlayers[a] := TPlayer.Create(); - gPlayers[a].FIamBot := Bot; - gPlayers[a].FPhysics := True; - -// UID èãðîêà: - Mem.ReadWord(gPlayers[a].FUID); -// Èìÿ èãðîêà: - Mem.ReadString(gPlayers[a].FName); -// Êîìàíäà: - Mem.ReadByte(gPlayers[a].FTeam); - gPlayers[a].FPreferredTeam := gPlayers[a].FTeam; -// Æèâ ëè: - Mem.ReadBoolean(gPlayers[a].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: - gPlayers[a].SetModel(gPlayers[a].FActualModelName); - -// Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî: - if gPlayers[a].FModel = nil then begin - gPlayers[a].Free(); - gPlayers[a] := nil; - g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName])); - Exit; - end; - -// Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû: - if gGameSettings.GameMode in [GM_TDM, GM_CTF] then - gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam] + gPlayers[a] := TBot.Create(); + if (g_Force_Model_Get() <> 0) then + gPlayers[a].SetModel(g_Forced_Model_GetName()); + end else - gPlayers[a].FModel.Color := gPlayers[a].FColor; + gPlayers[a] := TPlayer.Create(); + gPlayers[a].FPhysics := True; // ??? + gPlayers[a].LoadState(st); - Result := gPlayers[a].FUID; + result := gPlayers[a].FUID; end; + procedure g_Player_ResetTeams(); var a: Integer; @@ -966,14 +969,17 @@ begin end; end; -procedure g_Bot_Add(Team, Difficult: Byte); +procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100); var - m: SArray; + m: SSArray; _name, _model: String; a, tr, tb: Integer; begin if not g_Game_IsServer then Exit; +// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò + if (g_Bot_GetCount() >= gMaxBots) then Exit; + // Ñïèñîê íàçâàíèé ìîäåëåé: m := g_PlayerModel_GetNames(); if m = nil then @@ -1018,18 +1024,12 @@ begin _name := ''; if BotNames <> nil then for a := 0 to High(BotNames) do - if g_Player_ValidName(BotNames[a]) then + if g_Player_ExistingName(BotNames[a]) then begin _name := BotNames[a]; Break; end; -// Èìåíè íåò, çàäàåì ñëó÷àéíîå: - if _name = '' then - repeat - _name := Format('DFBOT%.2d', [Random(100)]); - until g_Player_ValidName(_name); - // Âûáèðàåì ñëó÷àéíóþ ìîäåëü: _model := m[Random(Length(m))]; @@ -1040,7 +1040,11 @@ begin Min(Random(9)*32, 255)), Team, True)) as TBot do begin - Name := _name; + // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà + if _name = '' then + Name := Format('DFBOT%.5d', [UID]) + else + Name := _name; case Difficult of 1: FDifficult := DIFFICULT_EASY; @@ -1055,6 +1059,8 @@ 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); @@ -1063,14 +1069,17 @@ begin end; end; -procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1); +procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100); var - m: SArray; + m: SSArray; _name, _model: String; a: Integer; begin if not g_Game_IsServer then Exit; +// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò + if (g_Bot_GetCount() >= gMaxBots) then Exit; + // Ñïèñîê íàçâàíèé ìîäåëåé: m := g_PlayerModel_GetNames(); if m = nil then @@ -1087,26 +1096,33 @@ begin Team := BotList[num].team; // CTF / TDM // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè: - lName := AnsiLowerCase(lName); - if (num < 0) or (num > Length(BotList)-1) then - num := -1; - if (num = -1) and (lName <> '') and (BotList <> nil) then - for a := 0 to High(BotList) do - if AnsiLowerCase(BotList[a].name) = lName then - begin - num := a; - Break; - end; - if num = -1 then - Exit; + if lName = '' then + num := Random(Length(BotList)) + else + begin + if (num < 0) or (num > Length(BotList)-1) then + num := -1; + if (num = -1) and (BotList <> nil) then + lName := AnsiLowerCase(lName); + for a := 0 to High(BotList) do + if AnsiLowerCase(BotList[a].name) = lName then + begin + num := a; + Break; + end; + if num = -1 then + Exit; + end; // Èìÿ áîòà: _name := BotList[num].name; -// Çàíÿòî - âûáèðàåì ñëó÷àéíîå: - if not g_Player_ValidName(_name) then - repeat - _name := Format('DFBOT%.2d', [Random(100)]); - until g_Player_ValidName(_name); + if (_name = '') and (BotNames <> nil) then + for a := 0 to High(BotNames) do + if g_Player_ExistingName(BotNames[a]) then + begin + _name := BotNames[a]; + Break; + end; // Ìîäåëü: _model := BotList[num].model; @@ -1117,7 +1133,10 @@ begin // Ñîçäàåì áîòà: with g_Player_Get(g_Player_Create(_model, BotList[num].color, Team, True)) as TBot do begin - Name := _name; + // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà + if _name = '' + then Name := Format('DFBOT%.5d', [UID]) + else Name := _name; FDifficult.DiagFire := BotList[num].diag_fire; FDifficult.InvisFire := BotList[num].invis_fire; @@ -1126,6 +1145,8 @@ 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]; @@ -1202,92 +1223,101 @@ var s: String; a, b: Integer; config: TConfig; - sa: SArray; + sa: SSArray; + path: AnsiString; begin BotNames := nil; + BotList := nil; - if not FileExists(DataDir + BOTNAMES_FILENAME) then - Exit; - -// ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà: - AssignFile(F, DataDir + BOTNAMES_FILENAME); - Reset(F); - - while not EOF(F) do + path := BOTNAMES_FILENAME; + if e_FindResource(DataDirs, path) then begin - ReadLn(F, s); + // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà: + AssignFile(F, path); + Reset(F); - s := Trim(s); - if s = '' then - Continue; + while not EOF(F) do + begin + ReadLn(F, s); - SetLength(BotNames, Length(BotNames)+1); - BotNames[High(BotNames)] := s; - end; + s := Trim(s); + if s = '' then + Continue; - CloseFile(F); + SetLength(BotNames, Length(BotNames)+1); + BotNames[High(BotNames)] := s; + end; -// Ïåðåìåøèâàåì èõ: - g_Bot_MixNames(); + CloseFile(F); -// ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ: - config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME); - BotList := nil; - a := 0; + // Ïåðåìåøèâàåì èõ: + g_Bot_MixNames(); + end; - while config.SectionExists(IntToStr(a)) do + path := BOTLIST_FILENAME; + if e_FindResource(DataDirs, path) then begin - SetLength(BotList, Length(BotList)+1); + // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ: + config := TConfig.CreateFile(path); + a := 0; - with BotList[High(BotList)] do + while config.SectionExists(IntToStr(a)) do begin - // Èìÿ áîòà: - name := config.ReadStr(IntToStr(a), 'name', ''); - // Ìîäåëü: - model := config.ReadStr(IntToStr(a), 'model', ''); - // Êîìàíäà: - if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then - team := TEAM_RED - else - team := TEAM_BLUE; - // Öâåò ìîäåëè: - sa := parse(config.ReadStr(IntToStr(a), 'color', '')); - color.R := StrToIntDef(sa[0], 0); - color.G := StrToIntDef(sa[1], 0); - color.B := StrToIntDef(sa[2], 0); - // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì: - diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0); - // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó: - invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0); - // Òî÷íîñòü ñòðåëüáû ïîä óãëîì: - diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0); - // Òî÷íîñòü ñòðåëüáû â ïîëåòå: - fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0); - // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ: - cover := config.ReadInt(IntToStr(a), 'cover', 0); - // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà: - close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0); - // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ: - sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', '')); - if Length(sa) = 10 then - for b := 0 to 9 do - w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9); - // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ: - sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', '')); - if Length(sa) = 10 then - for b := 0 to 9 do - w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9); - - {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', '')); - if Length(sa) = 10 then - for b := 0 to 9 do - w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);} + SetLength(BotList, Length(BotList)+1); + + with BotList[High(BotList)] do + begin + name := config.ReadStr(IntToStr(a), 'name', ''); // Èìÿ áîòà + model := config.ReadStr(IntToStr(a), 'model', ''); // Ìîäåëü + + // Êîìàíäà + s := config.ReadStr(IntToStr(a), 'team', ''); + if s = 'red' then + team := TEAM_RED + else if s = 'blue' then + team := TEAM_BLUE + else + team := TEAM_NONE; + + // Öâåò ìîäåëè + sa := parse(config.ReadStr(IntToStr(a), 'color', '')); + SetLength(sa, 3); + color.R := StrToIntDef(sa[0], 0); + color.G := StrToIntDef(sa[1], 0); + color.B := StrToIntDef(sa[2], 0); + + diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0); // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì + invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0); // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó + diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0); // Òî÷íîñòü ñòðåëüáû ïîä óãëîì + fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0); // Òî÷íîñòü ñòðåëüáû â ïîëåòå + cover := config.ReadInt(IntToStr(a), 'cover', 0); // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ + close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0); // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà + + // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ + sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', '')); + if Length(sa) = 10 then + for b := 0 to 9 do + w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9); + + // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ + sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', '')); + if Length(sa) = 10 then + for b := 0 to 9 do + w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9); + + {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', '')); + if Length(sa) = 10 then + for b := 0 to 9 do + w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);} + end; + + a += 1; end; - a := a + 1; + config.Free(); end; - config.Free(); + SetLength(SavedStates, 0); end; procedure g_Player_Free(); @@ -1311,6 +1341,17 @@ begin gPlayer1 := nil; gPlayer2 := nil; + SetLength(SavedStates, 0); +end; + +procedure g_Player_PreUpdate(); +var + i: Integer; +begin + if gPlayers = nil then Exit; + for i := 0 to High(gPlayers) do + if gPlayers[i] <> nil then + gPlayers[i].PreUpdate(); end; procedure g_Player_UpdateAll(); @@ -1366,6 +1407,8 @@ begin e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont); e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont); e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont); + e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont); + e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont); end; procedure g_Player_DrawHealth(); @@ -1420,6 +1463,20 @@ begin Result := Result + 1; end; +function g_Bot_GetCount(): Integer; +var + a: Integer; +begin + Result := 0; + + if gPlayers = nil then + Exit; + + for a := 0 to High(gPlayers) do + if (gPlayers[a] <> nil) and (gPlayers[a] is TBot) then + Result := Result + 1; +end; + function g_Player_GetStats(): TPlayerStatArray; var a: Integer; @@ -1434,6 +1491,7 @@ begin 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; @@ -1444,25 +1502,42 @@ begin Color := gPlayers[a].FModel.Color; Lives := gPlayers[a].FLives; Spectator := gPlayers[a].FSpectator; + UID := gPlayers[a].FUID; end; end; end; +procedure g_Player_ResetReady(); +var + a: Integer; +begin + if not g_Game_IsServer then Exit; + if gPlayers = nil then Exit; + + for a := 0 to High(gPlayers) do + if gPlayers[a] <> nil then + begin + gPlayers[a].FReady := False; + if g_Game_IsNet then + MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N'); + end; +end; + procedure g_Player_RememberAll; var i: Integer; begin for i := Low(gPlayers) to High(gPlayers) do if (gPlayers[i] <> nil) and gPlayers[i].alive then - gPlayers[i].RememberState; + gPlayers[i].PreserveState; end; procedure g_Player_ResetAll(Force, Silent: Boolean); var i: Integer; begin - gTeamStat[TEAM_RED].Goals := 0; - gTeamStat[TEAM_BLUE].Goals := 0; + gTeamStat[TEAM_RED].Score := 0; + gTeamStat[TEAM_BLUE].Score := 0; if gPlayers <> nil then for i := 0 to High(gPlayers) do @@ -1482,13 +1557,25 @@ begin end; end; -procedure g_Player_CreateCorpse(Player: TPlayer); +function g_Player_CreateCorpse(Player: TPlayer): Integer; var + i: Integer; find_id: DWORD; ok: Boolean; begin + Result := -1; + if Player.alive then Exit; + +// Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì: + i := Player.FCorpse; + if (i >= 0) and (i < Length(gCorpses)) then + begin + if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then + gCorpses[i].FPlayerUID := 0; + end; + if Player.FObj.Y >= gMapInfo.Height+128 then Exit; @@ -1514,6 +1601,9 @@ 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; + + Result := find_id; end else g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX, @@ -1573,11 +1663,13 @@ procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB); var a: Integer; GibsArray: TGibsArray; + Blood: TModelBlood; begin if (gGibs = nil) or (Length(gGibs) = 0) then Exit; if not g_PlayerModel_GetGibs(ModelName, GibsArray) then Exit; + Blood := g_PlayerModel_GetBlood(ModelName); for a := 0 to High(GibsArray) do with gGibs[CurrentGib] do @@ -1596,7 +1688,7 @@ 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 @@ -1629,6 +1721,9 @@ begin if gGibs[i].alive then with gGibs[i] do begin + Obj.oldX := Obj.X; + Obj.oldY := Obj.Y; + vel := Obj.Vel; mr := g_Obj_Move(@Obj, True, False, True); positionChanged(); // this updates spatial accelerators @@ -1679,6 +1774,9 @@ begin if gShells[i].alive then with gShells[i] do begin + Obj.oldX := Obj.X; + Obj.oldY := Obj.Y; + vel := Obj.Vel; mr := g_Obj_Move(@Obj, True, False, True); positionChanged(); // this updates spatial accelerators @@ -1767,7 +1865,7 @@ procedure TShell.positionChanged (); inline; begin end; procedure g_Player_DrawCorpses(); var - i: Integer; + i, fX, fY: Integer; a: TDFPoint; begin if gGibs <> nil then @@ -1778,13 +1876,15 @@ begin if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then Continue; + Obj.lerp(gLerpFactor, fX, fY); + a.X := Obj.Rect.X+(Obj.Rect.Width div 2); a.y := Obj.Rect.Y+(Obj.Rect.Height div 2); - e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE); + e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None); e_Colors := Color; - e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE); + e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None); e_Colors.R := 255; e_Colors.G := 255; e_Colors.B := 255; @@ -1798,7 +1898,7 @@ end; procedure g_Player_DrawShells(); var - i: Integer; + i, fX, fY: Integer; a: TDFPoint; begin if gShells <> nil then @@ -1809,10 +1909,12 @@ begin if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then Continue; + Obj.lerp(gLerpFactor, fX, fY); + a.X := CX; a.Y := CY; - e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, M_NONE); + e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None); end; end; @@ -1835,76 +1937,66 @@ 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; - - Mem := TBinMemoryWriter.Create((count+1) * 128); + for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count); -// Êîëè÷åñòâî òðóïîâ: - Mem.WriteInt(count); + // Êîëè÷åñòâî òðóïîâ + utils.writeInt(st, LongInt(count)); - if count = 0 then - Exit; + if (count = 0) then exit; -// Ñîõðàíÿåì òðóïû: + // Ñîõðàíÿåì òðóïû for i := 0 to High(gCorpses) do + begin if gCorpses[i] <> nil then begin - // Íàçâàíèå ìîäåëè: - Mem.WriteString(gCorpses[i].FModelName); - // Òèï ñìåðòè: - b := gCorpses[i].Mess; - Mem.WriteBoolean(b); - // Ñîõðàíÿåì äàííûå òðóïà: - gCorpses[i].SaveState(Mem); + // Íàçâàíèå ìîäåëè + utils.writeStr(st, gCorpses[i].FModelName); + // Òèï ñìåðòè + utils.writeBool(st, gCorpses[i].Mess); + // Ñîõðàíÿåì äàííûå òðóïà: + gCorpses[i].SaveState(st); end; + end; end; -procedure g_Player_Corpses_LoadState(var Mem: TBinMemoryReader); + +procedure g_Player_Corpses_LoadState (st: TStream); var count, i: Integer; str: String; b: Boolean; begin - if Mem = nil then - Exit; + assert(st <> nil); g_Player_RemoveAllCorpses(); -// Êîëè÷åñòâî òðóïîâ: - Mem.ReadInt(count); - - if count > Length(gCorpses) then - begin - raise EBinSizeError.Create('g_Player_Corpses_LoadState: Too Many Corpses'); - end; + // Êîëè÷åñòâî òðóïîâ: + count := utils.readLongInt(st); + if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses'); - if count = 0 then - Exit; + if (count = 0) then exit; -// Çàãðóæàåì òðóïû: + // Çàãðóæàåì òðóïû for i := 0 to count-1 do begin - // Íàçâàíèå ìîäåëè: - Mem.ReadString(str); - // Òèï ñìåðòè: - Mem.ReadBoolean(b); - // Ñîçäàåì òðóï: + // Íàçâàíèå ìîäåëè: + str := utils.readStr(st); + // Òèï ñìåðòè + b := utils.readBool(st); + // Ñîçäàåì òðóï gCorpses[i] := TCorpse.Create(0, 0, str, b); - // Çàãðóæàåì äàííûå òðóïà: - gCorpses[i].LoadState(Mem); + // Çàãðóæàåì äàííûå òðóïà + gCorpses[i].LoadState(st); end; end; + { T P l a y e r : } function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end; @@ -1967,6 +2059,71 @@ begin if FModel <> nil then FModel.Color := Color; end; + + +function TPlayer.GetColor(): TRGB; +begin + result := FModel.Color; +end; + +procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte); +var + i: Integer; +begin + for i := WP_FIRST to WP_LAST + 1 do + begin + if (Prefs[i] > WP_LAST + 1) then + FWeapPreferences[i] := 0 + else + FWeapPreferences[i] := Prefs[i]; + end; +end; + +procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte); +begin + if (Weapon > WP_LAST + 1) then + exit + else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then + FWeapPreferences[Weapon] := Pref + else if (Weapon <= WP_LAST + 1) and (Pref > WP_LAST + 1) then + FWeapPreferences[Weapon] := 0; +end; + +function TPlayer.GetWeaponPref(Weapon: Byte) : Byte; +begin + if (Weapon > WP_LAST + 1) then + result := 0 + else if (FWeapPreferences[Weapon] > WP_LAST + 1) then + result := 0 + else + result := FWeapPreferences[Weapon]; +end; + +function TPlayer.GetMorePrefered() : Byte; +var + testedWeap, i: Byte; +begin + testedWeap := FCurrWeap; + for i := WP_FIRST to WP_LAST do + if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then + testedWeap := i; + if (R_BERSERK in FInventory) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then + testedWeap := WEAPON_IRONFIST; + result := testedWeap; +end; + +function TPlayer.maySwitch(Weapon: Byte) : Boolean; +begin + result := true; + if (Weapon = WEAPON_IRONFIST) and (FSkipIronFist <> 0) then + begin + if (FSkipIronFist = 1) and (not (R_BERSERK in FInventory)) then + result := false; + end + else if (FSwitchToEmpty = 0) and (not hasAmmoForShooting(Weapon)) then + result := false; +end; + procedure TPlayer.SwitchTeam; begin if g_Game_IsClient then @@ -2028,12 +2185,12 @@ begin if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue; if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then - g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y) + g_Sound_PlayExAt('SOUND_ITEM_GETPOWERUP', FObj.X, FObj.Y) else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y) else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y); - // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì: + // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì: if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and (gGameSettings.GameType = GT_SINGLE) and (g_Player_GetCount() > 1)) then @@ -2056,6 +2213,7 @@ begin viewPortY := 0; viewPortW := 0; viewPortH := 0; + mEDamageType := HIT_SOME; FIamBot := False; FDummy := False; @@ -2065,6 +2223,9 @@ begin FSawSoundIdle := TPlayableSound.Create(); FSawSoundHit := TPlayableSound.Create(); FSawSoundSelect := TPlayableSound.Create(); + FFlameSoundOn := TPlayableSound.Create(); + FFlameSoundOff := TPlayableSound.Create(); + FFlameSoundWork := TPlayableSound.Create(); FJetSoundFly := TPlayableSound.Create(); FJetSoundOn := TPlayableSound.Create(); FJetSoundOff := TPlayableSound.Create(); @@ -2073,6 +2234,9 @@ begin FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW'); FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW'); FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW'); + FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON'); + FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF'); + FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK'); FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY'); FJetSoundOn.SetByName('SOUND_PLAYER_JETON'); FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF'); @@ -2081,11 +2245,13 @@ begin FClientID := -1; FPing := 0; FLoss := 0; - FSavedState.WaitRecall := False; + FSavedStateNum := -1; FShellTimer := -1; FFireTime := 0; FFirePainTime := 0; FFireAttacker := 0; + FHandicap := 100; + FCorpse := -1; FActualModelName := 'doomer'; @@ -2096,6 +2262,8 @@ begin FJustTeleported := False; FNetTime := 0; + FWaitForFirstSpawn := false; + resetWeaponQueue(); end; @@ -2103,6 +2271,13 @@ procedure TPlayer.positionChanged (); inline; begin end; +procedure TPlayer.doDamage (v: Integer); +begin + if (v <= 0) then exit; + if (v > 32767) then v := 32767; + Damage(v, 0, 0, 0, mEDamageType); +end; + procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); var c: Word; @@ -2132,14 +2307,15 @@ begin end; end; // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë - FMegaRulez[MR_SUIT] := 0; - FMegaRulez[MR_INVUL] := 0; - FMegaRulez[MR_INVIS] := 0; + FPowerups[MR_SUIT] := 0; + FPowerups[MR_INVUL] := 0; + FPowerups[MR_INVIS] := 0; + FSpawnInvul := 0; FBerserk := 0; end; // Íî îò îñòàëüíîãî ñïàñàåò: - if FMegaRulez[MR_INVUL] >= gTime then + if FPowerups[MR_INVUL] >= gTime then Exit; // ×èò-êîä "ÃÎÐÅÖ": @@ -2147,7 +2323,7 @@ begin Exit; // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê: - if LongBool(gGameSettings.Options and GAME_OPTION_TEAMDAMAGE) or + if (TGameOption.TEAM_DAMAGE in gGameSettings.Options) or (SpawnerUID = FUID) or (not SameTeam(FUID, SpawnerUID)) then begin @@ -2171,8 +2347,8 @@ begin end; if t = HIT_WATER then - g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), - FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4); + g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), + FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4); end; // Áóôåð óðîíà: @@ -2225,24 +2401,108 @@ begin FSawSound.Free(); FSawSoundIdle.Free(); FSawSoundHit.Free(); + FSawSoundSelect.Free(); + FFlameSoundOn.Free(); + FFlameSoundOff.Free(); + FFlameSoundWork.Free(); FJetSoundFly.Free(); FJetSoundOn.Free(); FJetSoundOff.Free(); FModel.Free(); + if FPunchAnim <> nil then + FPunchAnim.Free(); inherited; end; +procedure TPlayer.DrawIndicator(Color: TRGB); +var + indX, indY, fX, fY, fSlope: Integer; + indW, indH: Word; + indA: Single; + a: TDFPoint; + nW, nH: Byte; + ID: DWORD; + c: TRGB; +begin + if FAlive then + begin + FObj.lerp(gLerpFactor, fX, fY); + fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor); + + case gPlayerIndicatorStyle of + 0: + begin + if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then + begin + e_GetTextureSize(ID, @indW, @indH); + a.X := indW div 2; + a.Y := indH div 2; + + if (FObj.X + FObj.Rect.X) < 0 then + begin + indA := 90; + indX := fX + FObj.Rect.X + FObj.Rect.Width; + indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2; + end + + else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then + begin + indA := 270; + indX := fX + FObj.Rect.X - indH; + indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2; + end + + else if (FObj.Y - indH) < 0 then + begin + indA := 180; + indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2; + indY := fY + FObj.Rect.Y + FObj.Rect.Height; + end + + else + begin + indA := 0; + indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2; + indY := fY - indH; + end; + + indY := indY + fSlope; + indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW); + indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH); + + c := e_Colors; + e_Colors := Color; + e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a); + e_Colors := c; + end; + end; + + 1: + begin + e_TextureFontGetSize(gStdFont, nW, nH); + indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2; + indY := fY - nH + fSlope; + e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True); + end; + end; + end; +end; + procedure TPlayer.DrawBubble(); var - bubX, bubY: Integer; + bubX, bubY, fX, fY: Integer; ID: LongWord; Rb, Gb, Bb, Rw, Gw, Bw: SmallInt; Dot: Byte; + CObj: TObj; begin - bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = D_LEFT, -4, 18); - bubY := FObj.Y+FObj.Rect.Y - 18; + CObj := getCameraObj(); + CObj.lerp(gLerpFactor, fX, fY); + // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake + bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18); + bubY := fY+FObj.Rect.Y - 18; Rb := 64; Gb := 64; Bb := 64; @@ -2252,8 +2512,8 @@ begin case gChatBubble of 1: // simple textual non-bubble begin - bubX := FObj.X+FObj.Rect.X - 11; - bubY := FObj.Y+FObj.Rect.Y - 17; + bubX := fX+FObj.Rect.X - 11; + bubY := fY+FObj.Rect.Y - 17; e_TextureFontPrint(bubX, bubY, '[...]', gStdFont); Exit; end; @@ -2285,10 +2545,10 @@ begin 4: // custom textured bubble begin if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID) then - if FDirection = D_RIGHT then + if FDirection = TDirection.D_RIGHT then e_Draw(ID, bubX - 6, bubY - 7, 0, True, False) else - e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, M_HORIZONTAL); + e_Draw(ID, bubX - 6, bubY - 7, 0, True, False, TMirrorType.Horizontal); Exit; end; end; @@ -2300,12 +2560,12 @@ begin e_DrawFillQuad(bubX + 1, bubY + 1, bubX + 18, bubY + 12, Rw, Gw, Bw, 0); // Tail - Dot := IfThen(FDirection = D_LEFT, 14, 5); + Dot := IfThen(FDirection = TDirection.D_LEFT, 14, 5); e_DrawLine(1, bubX + Dot, bubY + 14, bubX + Dot, bubY + 16, Rb, Gb, Bb); - e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw); - e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw); - e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw); - e_DrawLine(1, bubX + IfThen(FDirection = D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb); + e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 15, Rw, Gw, Bw); + e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 2, Dot + 2), bubY + 14, Rw, Gw, Bw); + e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 13, Rw, Gw, Bw); + e_DrawLine(1, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 3, Dot + 3), bubY + 14, bubX + IfThen(FDirection = TDirection.D_LEFT, Dot - 1, Dot + 1), bubY + 16, Rb, Gb, Bb); // Dots Dot := 6; @@ -2319,40 +2579,61 @@ var ID: DWORD; w, h: Word; dr: Boolean; + Mirror: TMirrorType; + fX, fY, fSlope: Integer; begin + FObj.lerp(gLerpFactor, fX, fY); + fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor); + if FAlive then begin - if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then + if Direction = TDirection.D_RIGHT then + Mirror := TMirrorType.None + else + Mirror := TMirrorType.Horizontal; + + if FPunchAnim <> nil then + begin + FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15), + fY+fSlope+FObj.Rect.Y-11, Mirror); + if FPunchAnim.played then + begin + FPunchAnim.Free; + FPunchAnim := nil; + end; + end; + + if (FPowerups[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then begin e_GetTextureSize(ID, @w, @h); - if FDirection = D_LEFT then - e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4, - FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False) + if FDirection = TDirection.D_LEFT then + e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4, + fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False) else - e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2, - FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False); + e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2, + fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False); end; - if FMegaRulez[MR_INVIS] > gTime then + if FPowerups[MR_INVIS] > gTime then begin if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then begin - if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then - dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300) + if (FPowerups[MR_INVIS] - gTime) <= 2100 then + dr := not Odd((FPowerups[MR_INVIS] - gTime) div 300) else dr := True; if dr then - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200) + FModel.Draw(fX, fY+fSlope, 200) else - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft); + FModel.Draw(fX, fY+fSlope); end else - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254); + FModel.Draw(fX, fY+fSlope, 255); end else - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft); + FModel.Draw(fX, fY+fSlope); end; if g_debug_Frames then @@ -2365,7 +2646,9 @@ begin end; if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then - DrawBubble(); + if (FPowerups[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or + ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then + DrawBubble(); // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR if gAimLine and alive and ((Self = gPlayer1) or (Self = gPlayer2)) then @@ -2378,10 +2661,13 @@ procedure TPlayer.DrawAim(); var ex, ey: Integer; begin + +{$IFDEF ENABLE_HOLMES} if isValidViewPort and (self = gPlayer1) then begin g_Holmes_plrLaser(ax0, ay0, ax1, ay1); end; +{$ENDIF} e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96); if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then @@ -2399,7 +2685,7 @@ 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; @@ -2500,7 +2786,7 @@ begin SY := gPlayerScreenSize.Y; Y := 0; - if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then + if gShowScore and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then begin if gGameSettings.GameMode = GM_CTF then a := 32 + 8 @@ -2517,7 +2803,7 @@ begin e_Draw(ID, X-16-32, 240-72-4, 0, True, False); end; - s := IntToStr(gTeamStat[TEAM_RED].Goals); + s := IntToStr(gTeamStat[TEAM_RED].Score); e_CharFont_GetSize(gMenuFont, s, tw, th); e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]); @@ -2532,7 +2818,7 @@ begin e_Draw(ID, X-16-32, 240-32-4, 0, True, False); end; - s := IntToStr(gTeamStat[TEAM_BLUE].Goals); + s := IntToStr(gTeamStat[TEAM_BLUE].Score); e_CharFont_GetSize(gMenuFont, s, tw, th); e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]); end; @@ -2576,7 +2862,14 @@ begin e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0)); end; - if gShowLives and (gGameSettings.MaxLives > 0) then + if gLMSRespawn > LMS_RESPAWN_NONE then + begin + s := _lc[I_GAME_WARMUP]; + e_CharFont_GetSize(gMenuFont, s, tw, th); + s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000); + e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0)); + end + else if gShowLives and (gGameSettings.MaxLives > 0) then begin s := IntToStr(Lives); e_CharFont_GetSize(gMenuFont, s, tw, th); @@ -2587,10 +2880,9 @@ begin e_CharFont_GetSize(gMenuSmallFont, FName, tw, th); e_CharFont_PrintEx(gMenuSmallFont, X+98-(tw div 2), Y+8, FName, _RGB(255, 0, 0)); - if R_BERSERK in FRulez then - e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False) - else - e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False); + if R_BERSERK in FInventory + then e_Draw(gItemsTexturesID[ITEM_MEDKIT_BLACK], X+37, Y+45, 0, True, False) + else e_Draw(gItemsTexturesID[ITEM_MEDKIT_LARGE], X+37, Y+45, 0, True, False); if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID) then e_Draw(ID, X+36, Y+77, 0, True, False); @@ -2606,10 +2898,10 @@ begin s := IntToStr(GetAmmoByWeapon(FCurrWeap)); case FCurrWeap of - WEAPON_KASTET: + WEAPON_IRONFIST: begin s := '--'; - ID := gItemsTexturesID[ITEM_WEAPON_KASTET]; + ID := gItemsTexturesID[ITEM_WEAPON_IRONFIST]; end; WEAPON_SAW: begin @@ -2620,7 +2912,7 @@ begin WEAPON_CHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_CHAINGUN]; WEAPON_SHOTGUN1: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN1]; WEAPON_SHOTGUN2: ID := gItemsTexturesID[ITEM_WEAPON_SHOTGUN2]; - WEAPON_SUPERPULEMET: ID := gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET]; + WEAPON_SUPERCHAINGUN: ID := gItemsTexturesID[ITEM_WEAPON_SUPERCHAINGUN]; WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER]; WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA]; WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG]; @@ -2631,13 +2923,13 @@ begin e_CharFont_PrintEx(gMenuFont, X+178-tw, Y+158, s, _RGB(255, 0, 0)); e_Draw(ID, X+20, Y+160, 0, True, False); - if R_KEY_RED in FRulez then + if R_KEY_RED in FInventory then e_Draw(gItemsTexturesID[ITEM_KEY_RED], X+78, Y+214, 0, True, False); - if R_KEY_GREEN in FRulez then + if R_KEY_GREEN in FInventory then e_Draw(gItemsTexturesID[ITEM_KEY_GREEN], X+95, Y+214, 0, True, False); - if R_KEY_BLUE in FRulez then + if R_KEY_BLUE in FInventory then e_Draw(gItemsTexturesID[ITEM_KEY_BLUE], X+112, Y+214, 0, True, False); if FJetFuel > 0 then @@ -2680,41 +2972,41 @@ begin end; end; -procedure TPlayer.DrawRulez(); +procedure TPlayer.DrawOverlay(); var dr: Boolean; begin // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí - if FMegaRulez[MR_INVUL] >= gTime then + if (FPowerups[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then begin - if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then - dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300) + if (FPowerups[MR_INVUL]-gTime) <= 2100 then + dr := not Odd((FPowerups[MR_INVUL]-gTime) div 300) else dr := True; if dr then e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, - 191, 191, 191, 0, B_INVERT); + 191, 191, 191, 0, TBlending.Invert); end; // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí - if FMegaRulez[MR_SUIT] >= gTime then + if FPowerups[MR_SUIT] >= gTime then begin - if (FMegaRulez[MR_SUIT]-gTime) <= 2100 then - dr := not Odd((FMegaRulez[MR_SUIT]-gTime) div 300) + if (FPowerups[MR_SUIT]-gTime) <= 2100 then + dr := not Odd((FPowerups[MR_SUIT]-gTime) div 300) else dr := True; if dr then e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, - 0, 96, 0, 200, B_NONE); + 0, 96, 0, 200, TBlending.None); end; // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí if (FBerserk >= 0) and (LongWord(FBerserk) >= gTime) and (gFlash = 2) then begin e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, - 255, 0, 0, 200, B_NONE); + 255, 0, 0, 200, TBlending.None); end; end; @@ -2756,6 +3048,27 @@ 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 FInventory then + st := st + '_BERSERK'; + if FKeys[KEY_UP].Pressed then + st := st + '_UP' + else if FKeys[KEY_DOWN].Pressed then + st := st + '_DN'; + g_Frames_Get(id, st); + FPunchAnim := TAnimation.Create(id, False, 1); +end; + procedure TPlayer.Fire(); var f, DidFire: Boolean; @@ -2779,13 +3092,14 @@ 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: + WEAPON_IRONFIST: begin - if R_BERSERK in FRulez then + DoPunch(); + if R_BERSERK in FInventory then begin //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID); locobj.X := FObj.X+FObj.Rect.X; @@ -2804,10 +3118,12 @@ 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]; @@ -2919,7 +3235,7 @@ begin DidFire := True; end; - WEAPON_SUPERPULEMET: + WEAPON_SUPERCHAINGUN: if FAmmo[A_SHELLS] > 0 then begin g_Weapon_shotgun(wx, wy, xd, yd, FUID); @@ -2937,11 +3253,17 @@ begin if FAmmo[A_FUEL] > 0 then begin g_Weapon_flame(wx, wy, xd, yd, FUID); + FlamerOn; FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap]; Dec(FAmmo[A_FUEL]); FFireAngle := FAngle; f := True; DidFire := True; + end + else + begin + FlamerOff; + if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID); end; end; @@ -2970,7 +3292,7 @@ function TPlayer.GetAmmoByWeapon(Weapon: Byte): Word; begin case Weapon of WEAPON_PISTOL, WEAPON_CHAINGUN: Result := FAmmo[A_BULLETS]; - WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS]; + WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERCHAINGUN: Result := FAmmo[A_SHELLS]; WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS]; WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS]; WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL]; @@ -2985,6 +3307,35 @@ begin PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True); end; +procedure TPlayer.FlamerOn; +begin + FFlameSoundOff.Stop(); + FFlameSoundOff.SetPosition(0); + if FFlaming then + begin + if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then + FFlameSoundWork.PlayAt(FObj.X, FObj.Y); + end + else + begin + FFlameSoundOn.PlayAt(FObj.X, FObj.Y); + FFlaming := True; + end; +end; + +procedure TPlayer.FlamerOff; +begin + if FFlaming then + begin + FFlameSoundOn.Stop(); + FFlameSoundOn.SetPosition(0); + FFlameSoundWork.Stop(); + FFlameSoundWork.SetPosition(0); + FFlameSoundOff.PlayAt(FObj.X, FObj.Y); + FFlaming := False; + end; +end; + procedure TPlayer.JetpackOn; begin FJetSoundFly.Stop; @@ -3002,9 +3353,17 @@ begin FJetSoundOff.PlayAt(FObj.X, FObj.Y); end; -procedure TPlayer.CatchFire(Attacker: Word); +procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME); begin - FFireTime := 100; + if Timeout <= 0 then + exit; + if (FPowerups[MR_SUIT] > gTime) or (FPowerups[MR_INVUL] > gTime) then + exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà + if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then + exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé + if FFireTime <= 0 then + g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y); + FFireTime := Timeout; FFireAttacker := Attacker; if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID); @@ -3164,10 +3523,15 @@ begin if SpawnerUID = FUID then begin // Ñàìîóáèëñÿ - if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then + if Srv then begin - Dec(FFrags); - FLastFrag := 0; + if gGameSettings.GameMode = GM_TDM then + Dec(gTeamStat[FTeam].Score); + if DoFrags or (gGameSettings.GameMode = GM_TDM) then + begin + Dec(FFrags); + FLastFrag := 0; + end; end; g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True); end @@ -3189,7 +3553,7 @@ begin end; if (gGameSettings.GameMode = GM_TDM) and DoFrags then - Inc(gTeamStat[KP.Team].Goals, + Inc(gTeamStat[KP.Team].Score, IfThen(SameTeam(FUID, SpawnerUID), -1, 1)); if netsrv then MH_SEND_PlayerStats(SpawnerUID); @@ -3264,7 +3628,7 @@ begin WEAPON_ROCKETLAUNCHER: i := ITEM_WEAPON_ROCKETLAUNCHER; WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA; WEAPON_BFG: i := ITEM_WEAPON_BFG; - WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET; + WEAPON_SUPERCHAINGUN: i := ITEM_WEAPON_SUPERCHAINGUN; WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER; else i := 0; end; @@ -3274,7 +3638,7 @@ begin end; // Âûáðîñ ðþêçàêà: - if R_ITEM_BACKPACK in FRulez then + if R_ITEM_BACKPACK in FInventory then PushItem(ITEM_AMMO_BACKPACK); // Âûáðîñ ðàêåòíîãî ðàíöà: @@ -3282,23 +3646,24 @@ begin PushItem(ITEM_JETPACK); // Âûáðîñ êëþ÷åé: - if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then + if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or + (not (TGameOption.DM_KEYS in gGameSettings.Options)) then begin - if R_KEY_RED in FRulez then + if R_KEY_RED in FInventory then PushItem(ITEM_KEY_RED); - if R_KEY_GREEN in FRulez then + if R_KEY_GREEN in FInventory then PushItem(ITEM_KEY_GREEN); - if R_KEY_BLUE in FRulez then + if R_KEY_BLUE in FInventory then PushItem(ITEM_KEY_BLUE); end; // Âûáðîñ ôëàãà: - DropFlag(); + DropFlag(KillType = K_FALLKILL); end; - g_Player_CreateCorpse(Self); + FCorpse := g_Player_CreateCorpse(Self); if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and (gLMSRespawn = LMS_RESPAWN_NONE) then @@ -3349,7 +3714,7 @@ begin g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144); if Netsrv then MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED); - Inc(gTeamStat[TEAM_RED].Goals); + Inc(gTeamStat[TEAM_RED].Score); gLMSRespawn := LMS_RESPAWN_FINAL; gLMSRespawnTime := gTime + 5000; end @@ -3359,7 +3724,7 @@ begin g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144); if Netsrv then MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE); - Inc(gTeamStat[TEAM_BLUE].Goals); + Inc(gTeamStat[TEAM_BLUE].Score); gLMSRespawn := LMS_RESPAWN_FINAL; gLMSRespawnTime := gTime + 5000; end @@ -3402,7 +3767,7 @@ begin if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then begin if NetMode = NET_SERVER then - MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000) + MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime) else g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True); end; @@ -3436,11 +3801,11 @@ begin g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8, FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2), Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3), - 150, 0, 0); + FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind); g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8, FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2), Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3, - 150, 0, 0); + FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind); end; procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer); @@ -3448,7 +3813,16 @@ 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.ProcessWeaponAction(Action: Byte); +begin + if g_Game_IsClient then Exit; + case Action of + WP_PREV: PrevWeapon(); + WP_NEXT: NextWeapon(); + end; end; procedure TPlayer.QueueWeaponSwitch(Weapon: Byte); @@ -3468,9 +3842,9 @@ function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean; begin result := false; case weapon of - WEAPON_KASTET, WEAPON_SAW: result := true; - WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0); - WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0); + WEAPON_IRONFIST, WEAPON_SAW: result := true; + WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERCHAINGUN: result := (FAmmo[A_SHELLS] > 0); + WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0); WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0); WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0); WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0); @@ -3478,6 +3852,36 @@ begin end; end; +function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean; +begin + result := false; + case weapon of + WEAPON_IRONFIST, WEAPON_SAW: result := true; + WEAPON_SHOTGUN1, WEAPON_SUPERCHAINGUN: result := (FAmmo[A_SHELLS] > 0); + WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 1); + WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0); + WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0); + WEAPON_PLASMA: result := (FAmmo[A_CELLS] > 0); + WEAPON_BFG: result := (FAmmo[A_CELLS] >= 40); + WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0); + else result := (weapon < length(FWeapon)); + end; +end; + +function TPlayer.shouldSwitch (weapon: Byte; hadWeapon: Boolean): Boolean; +begin + result := false; + if (weapon > WP_LAST + 1) then + begin + result := false; + exit; + end; + if (FWeapSwitchMode = 1) and not hadWeapon then + result := true + else if (FWeapSwitchMode = 2) then + result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]); +end; + // return 255 for "no switch" function TPlayer.getNextWeaponIndex (): Byte; var @@ -3487,6 +3891,7 @@ var dir, cwi: Integer; begin result := 255; // default result: "no switch" + //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify); // had weapon cycling on previous frame? remove that flag if (FNextWeap and $2000) <> 0 then begin @@ -3507,11 +3912,11 @@ begin for i := 0 to High(FWeapon) do begin cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); - if FWeapon[cwi] then + if FWeapon[cwi] and maySwitch(cwi) then begin - //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING); + //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify); result := Byte(cwi); - FNextWeapDelay := 10; + FNextWeapDelay := WEAPON_DELAY; exit; end; end; @@ -3527,6 +3932,7 @@ begin wantThisWeapon[i] := true; Inc(wwc); end; + // exclude currently selected weapon from the set wantThisWeapon[FCurrWeap] := false; // slow down alterations a little @@ -3556,7 +3962,8 @@ begin // i found her! result := Byte(i); resetWeaponQueue(); - FNextWeapDelay := 10; // anyway, 'cause why not + FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not + //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify); exit; end; end; @@ -3590,11 +3997,12 @@ begin if not switchAllowed then begin //HACK for weapon cycling - if (FNextWeap and $7000) <> 0 then FNextWeap := 0; + if (FNextWeap and $E000) <> 0 then FNextWeap := 0; exit; end; nw := getNextWeaponIndex(); + // if nw = 255 then exit; // don't reset anything here if nw > High(FWeapon) then begin @@ -3638,31 +4046,22 @@ 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 (gDebugMode or gCheats) then exit; - result := false; - end; - var a: Boolean; + switchWeapon: Byte = 255; + hadWeapon: Boolean = False; begin Result := False; if g_Game_IsClient then Exit; // a = true - ìåñòî ñïàâíà ïðåäìåòà: - a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn; + a := (TGameOption.WEAPONS_STAY in gGameSettings.Options) and arespawn; remove := not a; - case ItemType of ITEM_MEDKIT_SMALL: - if FHealth < PLAYER_HP_SOFT then + if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then begin - IncMax(FHealth, 10, PLAYER_HP_SOFT); + if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT); Result := True; remove := True; FFireTime := 0; @@ -3670,9 +4069,9 @@ begin end; ITEM_MEDKIT_LARGE: - if FHealth < PLAYER_HP_SOFT then + if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then begin - IncMax(FHealth, 25, PLAYER_HP_SOFT); + if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT); Result := True; remove := True; FFireTime := 0; @@ -3698,9 +4097,9 @@ begin end; ITEM_SPHERE_BLUE: - if FHealth < PLAYER_HP_LIMIT then + if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then begin - IncMax(FHealth, 100, PLAYER_HP_LIMIT); + if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT); Result := True; remove := True; FFireTime := 0; @@ -3708,7 +4107,7 @@ begin end; ITEM_SPHERE_WHITE: - if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then + if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then begin if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT; @@ -3723,6 +4122,8 @@ begin ITEM_WEAPON_SAW: if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then begin + hadWeapon := FWeapon[WEAPON_SAW]; + switchWeapon := WEAPON_SAW; FWeapon[WEAPON_SAW] := True; Result := True; if gFlash = 2 then Inc(FPickup, 5); @@ -3734,7 +4135,8 @@ begin begin // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó: if a and FWeapon[WEAPON_SHOTGUN1] then Exit; - + hadWeapon := FWeapon[WEAPON_SHOTGUN1]; + switchWeapon := WEAPON_SHOTGUN1; IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); FWeapon[WEAPON_SHOTGUN1] := True; Result := True; @@ -3746,7 +4148,8 @@ begin if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then begin if a and FWeapon[WEAPON_SHOTGUN2] then Exit; - + hadWeapon := FWeapon[WEAPON_SHOTGUN2]; + switchWeapon := WEAPON_SHOTGUN2; IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); FWeapon[WEAPON_SHOTGUN2] := True; Result := True; @@ -3758,7 +4161,8 @@ begin if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then begin if a and FWeapon[WEAPON_CHAINGUN] then Exit; - + hadWeapon := FWeapon[WEAPON_CHAINGUN]; + switchWeapon := WEAPON_CHAINGUN; IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]); FWeapon[WEAPON_CHAINGUN] := True; Result := True; @@ -3770,7 +4174,8 @@ begin if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then begin if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit; - + switchWeapon := WEAPON_ROCKETLAUNCHER; + hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER]; IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]); FWeapon[WEAPON_ROCKETLAUNCHER] := True; Result := True; @@ -3782,7 +4187,8 @@ begin if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then begin if a and FWeapon[WEAPON_PLASMA] then Exit; - + switchWeapon := WEAPON_PLASMA; + hadWeapon := FWeapon[WEAPON_PLASMA]; IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]); FWeapon[WEAPON_PLASMA] := True; Result := True; @@ -3794,7 +4200,8 @@ begin if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then begin if a and FWeapon[WEAPON_BFG] then Exit; - + switchWeapon := WEAPON_BFG; + hadWeapon := FWeapon[WEAPON_BFG]; IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]); FWeapon[WEAPON_BFG] := True; Result := True; @@ -3802,13 +4209,14 @@ begin if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON'); end; - ITEM_WEAPON_SUPERPULEMET: - if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then + ITEM_WEAPON_SUPERCHAINGUN: + if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERCHAINGUN] then begin - if a and FWeapon[WEAPON_SUPERPULEMET] then Exit; - + if a and FWeapon[WEAPON_SUPERCHAINGUN] then Exit; + switchWeapon := WEAPON_SUPERCHAINGUN; + hadWeapon := FWeapon[WEAPON_SUPERCHAINGUN]; IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); - FWeapon[WEAPON_SUPERPULEMET] := True; + FWeapon[WEAPON_SUPERCHAINGUN] := True; Result := True; if gFlash = 2 then Inc(FPickup, 5); if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON'); @@ -3818,7 +4226,8 @@ begin if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then begin if a and FWeapon[WEAPON_FLAMETHROWER] then Exit; - + switchWeapon := WEAPON_FLAMETHROWER; + hadWeapon := FWeapon[WEAPON_FLAMETHROWER]; IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]); FWeapon[WEAPON_FLAMETHROWER] := True; Result := True; @@ -3908,12 +4317,12 @@ begin end; ITEM_AMMO_BACKPACK: - if not(R_ITEM_BACKPACK in FRulez) or + if not(R_ITEM_BACKPACK in FInventory) or (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or - (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then + (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then begin FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS]; FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS]; @@ -3929,17 +4338,19 @@ begin IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]); if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]); + if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then + IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]); - FRulez := FRulez + [R_ITEM_BACKPACK]; + FInventory += [R_ITEM_BACKPACK]; Result := True; remove := True; - if gFlash = 2 then Inc(FPickup, 5); + if gFlash = 2 then FPickup += 5; end; ITEM_KEY_RED: - if not(R_KEY_RED in FRulez) then + if not(R_KEY_RED in FInventory) then begin - Include(FRulez, R_KEY_RED); + FInventory += [R_KEY_RED]; Result := True; remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2); if gFlash = 2 then Inc(FPickup, 5); @@ -3947,9 +4358,9 @@ begin end; ITEM_KEY_GREEN: - if not(R_KEY_GREEN in FRulez) then + if not(R_KEY_GREEN in FInventory) then begin - Include(FRulez, R_KEY_GREEN); + FInventory += [R_KEY_GREEN]; Result := True; remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2); if gFlash = 2 then Inc(FPickup, 5); @@ -3957,9 +4368,9 @@ begin end; ITEM_KEY_BLUE: - if not(R_KEY_BLUE in FRulez) then + if not(R_KEY_BLUE in FInventory) then begin - Include(FRulez, R_KEY_BLUE); + FInventory += [R_KEY_BLUE]; Result := True; remove := (gGameSettings.GameMode <> GM_COOP) and (g_Player_GetCount() < 2); if gFlash = 2 then Inc(FPickup, 5); @@ -3967,9 +4378,9 @@ begin end; ITEM_SUIT: - if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then + if FPowerups[MR_SUIT] < gTime+PLAYER_SUIT_TIME then begin - FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME; + FPowerups[MR_SUIT] := gTime+PLAYER_SUIT_TIME; Result := True; remove := True; FFireTime := 0; @@ -3987,18 +4398,18 @@ begin ITEM_MEDKIT_BLACK: begin - if not (R_BERSERK in FRulez) then + if not (R_BERSERK in FInventory) then begin - Include(FRulez, R_BERSERK); - if allowBerserkSwitching then + FInventory += [R_BERSERK]; + if (FBFGFireCounter = -1) then begin - FCurrWeap := WEAPON_KASTET; + FCurrWeap := WEAPON_IRONFIST; resetWeaponQueue(); - FModel.SetWeapon(WEAPON_KASTET); + FModel.SetWeapon(WEAPON_IRONFIST); end; if gFlash <> 0 then begin - Inc(FPain, 100); + FPain += 100; if gFlash = 2 then Inc(FPickup, 5); end; FBerserk := gTime+30000; @@ -4006,9 +4417,9 @@ begin remove := True; FFireTime := 0; end; - if FHealth < PLAYER_HP_SOFT then + if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then begin - FHealth := PLAYER_HP_SOFT; + if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT; FBerserk := gTime+30000; Result := True; remove := True; @@ -4017,18 +4428,19 @@ begin end; ITEM_INVUL: - if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then + if FPowerups[MR_INVUL] < gTime+PLAYER_INVUL_TIME then begin - FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME; + FPowerups[MR_INVUL] := gTime+PLAYER_INVUL_TIME; + FSpawnInvul := 0; Result := True; remove := True; if gFlash = 2 then Inc(FPickup, 5); end; ITEM_BOTTLE: - if FHealth < PLAYER_HP_LIMIT then + if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then begin - IncMax(FHealth, 4, PLAYER_HP_LIMIT); + if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT); Result := True; remove := True; FFireTime := 0; @@ -4054,14 +4466,17 @@ begin end; ITEM_INVIS: - if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then + if FPowerups[MR_INVIS] < gTime+PLAYER_INVIS_TIME then begin - FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME; + FPowerups[MR_INVIS] := gTime+PLAYER_INVIS_TIME; Result := True; remove := True; if gFlash = 2 then Inc(FPickup, 5); end; end; + + if (shouldSwitch(switchWeapon, hadWeapon)) then + QueueWeaponSwitch(switchWeapon); end; procedure TPlayer.Touch(); @@ -4105,6 +4520,9 @@ begin FMonsterKills := 0; FDeath := 0; FSecrets := 0; + FSpawnInvul := 0; + FCorpse := -1; + FReady := False; if FNoRespawn then begin FSpectator := False; @@ -4123,6 +4541,8 @@ begin ReleaseKeys(); FDamageBuffer := 0; + FSlopeOld := 0; + FIncCamOld := 0; FIncCam := 0; FBFGFireCounter := -1; FShellTimer := -1; @@ -4140,148 +4560,63 @@ var c: Byte; begin Result := 255; - // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ - - // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ - if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then - begin - if (Self = gPlayer1) or (Self = gPlayer2) then - begin - // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà - if Self = gPlayer1 then - c := RESPAWNPOINT_PLAYER1 - else - c := RESPAWNPOINT_PLAYER2; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; + // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ - // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà - if Self = gPlayer1 then - c := RESPAWNPOINT_PLAYER2 - else - c := RESPAWNPOINT_PLAYER1; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - end else + // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ + if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then + begin + if Self = gPlayer1 then begin - // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà) - if Random(2) = 0 then - c := RESPAWNPOINT_PLAYER1 - else - c := RESPAWNPOINT_PLAYER2; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - end; - - // Òî÷êà ëþáîé èç êîìàíä - if Random(2) = 0 then - c := RESPAWNPOINT_RED - else - c := RESPAWNPOINT_BLUE; - if g_Map_GetPointCount(c) > 0 then + // player 1 should try to spawn on the player 1 point + if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then + Exit(RESPAWNPOINT_PLAYER1) + else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then + Exit(RESPAWNPOINT_PLAYER2); + end + else if Self = gPlayer2 then begin - Result := c; - Exit; - end; - - // Òî÷êà DM - c := RESPAWNPOINT_DM; - if g_Map_GetPointCount(c) > 0 then + // player 2 should try to spawn on the player 2 point + if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then + Exit(RESPAWNPOINT_PLAYER2) + else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then + Exit(RESPAWNPOINT_PLAYER1); + end + else begin - Result := c; - Exit; + // other players randomly pick either the first or the second point + c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2); + if g_Map_GetPointCount(c) > 0 then + Exit(c); + // try the other one + c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1); + if g_Map_GetPointCount(c) > 0 then + Exit(c); end; end; // Ìÿñîïîâàë if gGameSettings.GameMode = GM_DM then begin - // Òî÷êà DM - c := RESPAWNPOINT_DM; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà - if Random(2) = 0 then - c := RESPAWNPOINT_PLAYER1 - else - c := RESPAWNPOINT_PLAYER2; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà ëþáîé èç êîìàíä - if Random(2) = 0 then - c := RESPAWNPOINT_RED - else - c := RESPAWNPOINT_BLUE; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; + // try DM points first + if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then + Exit(RESPAWNPOINT_DM); end; // Êîìàíäíûå if gGameSettings.GameMode in [GM_TDM, GM_CTF] then begin - // Òî÷êà ñâîåé êîìàíäû - c := RESPAWNPOINT_DM; - if FTeam = TEAM_RED then - c := RESPAWNPOINT_RED; - if FTeam = TEAM_BLUE then - c := RESPAWNPOINT_BLUE; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà DM - c := RESPAWNPOINT_DM; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà - if Random(2) = 0 then - c := RESPAWNPOINT_PLAYER1 - else - c := RESPAWNPOINT_PLAYER2; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà äðóãîé êîìàíäû + // try team points first c := RESPAWNPOINT_DM; if FTeam = TEAM_RED then + c := RESPAWNPOINT_RED + else if FTeam = TEAM_BLUE then c := RESPAWNPOINT_BLUE; - if FTeam = TEAM_BLUE then - c := RESPAWNPOINT_RED; if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; + Exit(c); end; + + // still haven't found a spawnpoint, try random shit + Result := g_Map_GetRandomPointType(); end; procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False); @@ -4291,6 +4626,16 @@ var Anim: TAnimation; ID: DWORD; begin + FSlopeOld := 0; + FIncCamOld := 0; + FIncCam := 0; + FBFGFireCounter := -1; + FShellTimer := -1; + FPain := 0; + FLastHit := 0; + FSpawnInvul := 0; + FCorpse := -1; + if not g_Game_IsServer then Exit; if FDummy then @@ -4321,12 +4666,12 @@ begin if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.GameMode <> GM_COOP) then begin // "Ñâîÿ èãðà" // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè: - FRulez := FRulez-[R_BERSERK]; + FInventory -= [R_BERSERK]; end else // "Îäèíî÷íàÿ èãðà"/"Êîîï" begin // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè: - FRulez := FRulez-[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK]; + FInventory -= [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE, R_BERSERK]; end; // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà: @@ -4338,7 +4683,7 @@ begin // 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; @@ -4351,7 +4696,7 @@ begin end; FWeapon[WEAPON_PISTOL] := True; - FWeapon[WEAPON_KASTET] := True; + FWeapon[WEAPON_IRONFIST] := True; FCurrWeap := WEAPON_PISTOL; resetWeaponQueue(); @@ -4368,10 +4713,11 @@ begin FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS]; FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL]; - if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then - FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE] + if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and + (TGameOption.DM_KEYS in gGameSettings.Options) then + FInventory := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE] else - FRulez := []; + FInventory := []; end; // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ: @@ -4384,35 +4730,39 @@ begin // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ: FObj.X := RespawnPoint.X-PLAYER_RECT.X; FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y; + FObj.oldX := FObj.X; // don't interpolate after respawn + FObj.oldY := FObj.Y; FObj.Vel.X := 0; FObj.Vel.Y := 0; FObj.Accel.X := 0; FObj.Accel.Y := 0; FDirection := RespawnPoint.Direction; - if FDirection = D_LEFT then + if FDirection = TDirection.D_LEFT then FAngle := 180 else FAngle := 0; - FIncCam := 0; - FBFGFireCounter := -1; - FShellTimer := -1; - FPain := 0; - FLastHit := 0; - SetAction(A_STAND, True); FModel.Direction := FDirection; for a := Low(FTime) to High(FTime) do FTime[a] := 0; - for a := Low(FMegaRulez) to High(FMegaRulez) do - FMegaRulez[a] := 0; + for a := Low(FPowerups) to High(FPowerups) do + FPowerups[a] := 0; + +// Respawn invulnerability + if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then + begin + FPowerups[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000; + FSpawnInvul := FPowerups[MR_INVUL]; + end; FDamageBuffer := 0; FJetpack := False; FCanJetpack := False; + FFlaming := False; FFireTime := 0; FFirePainTime := 0; FFireAttacker := 0; @@ -4433,6 +4783,11 @@ begin FSpectatePlayer := -1; FSpawned := True; + if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then + gPlayer1 := self; + if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then + gPlayer2 := self; + if g_Game_IsNet then begin MH_SEND_PlayerPos(True, FUID, NET_EVERYONE); @@ -4462,17 +4817,18 @@ begin FPhysics := False; FWantsInGame := False; FSpawned := False; + FCorpse := -1; if FNoRespawn then begin if Self = gPlayer1 then begin - gLMSPID1 := FUID; + gSpectLatchPID1 := FUID; gPlayer1 := nil; - end; - if Self = gPlayer2 then + end + else if Self = gPlayer2 then begin - gLMSPID2 := FUID; + gSpectLatchPID2 := FUID; gPlayer2 := nil; end; end; @@ -4506,7 +4862,7 @@ 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); @@ -4547,7 +4903,7 @@ 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; @@ -4556,7 +4912,7 @@ 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; @@ -4634,6 +4990,8 @@ begin FObj.X := X-PLAYER_RECT.X; FObj.Y := Y-PLAYER_RECT.Y; + FObj.oldX := FObj.X; // don't interpolate after respawn + FObj.oldY := FObj.Y; if FAlive and FGhost then begin FXTo := FObj.X; @@ -4644,26 +5002,26 @@ 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; @@ -4692,6 +5050,49 @@ begin Result := 1; end; +function TPlayer.refreshCorpse(): Boolean; +var + i: Integer; +begin + Result := False; + FCorpse := -1; + if FAlive or FSpectator then + Exit; + if (gCorpses = nil) or (Length(gCorpses) = 0) then + Exit; + for i := 0 to High(gCorpses) do + if gCorpses[i] <> nil then + if gCorpses[i].FPlayerUID = FUID then + begin + Result := True; + FCorpse := i; + break; + end; +end; + +function TPlayer.getCameraObj(): TObj; +begin + if (not FAlive) and (not FSpectator) and + (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and + (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then + begin + gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft; + Result := gCorpses[FCorpse].FObj; + end + else + begin + Result := FObj; + end; +end; + +procedure TPlayer.PreUpdate(); +begin + FSlopeOld := FObj.slopeUpLeft; + FIncCamOld := FIncCam; + FObj.oldX := FObj.X; + FObj.oldY := FObj.Y; +end; + procedure TPlayer.Update(); var b: Byte; @@ -4711,7 +5112,7 @@ begin DoLerp(4); if NetServer then - if FClientID >= 0 then + if (FClientID >= 0) and (NetClients[FClientID].Peer <> nil) then begin FPing := NetClients[FClientID].Peer^.lastRoundTripTime; if NetClients[FClientID].Peer^.packetsSent > 0 then @@ -4724,10 +5125,13 @@ 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; @@ -4749,18 +5153,14 @@ begin FIncCam := FIncCam*i; end; - // no need to do that each second frame, weapon queue will take care of it - if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon(); - if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon(); - if gTime mod (GAME_TICK*2) <> 0 then 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 @@ -4777,11 +5177,17 @@ 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_NEXTWEAPON].Pressed and AnyServer then NextWeapon(); - //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon(); - if FKeys[KEY_FIRE].Pressed and AnyServer then Fire(); + if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT); + if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT); + if FKeys[KEY_FIRE].Pressed and AnyServer then Fire() + else + begin + if AnyServer then + begin + FlamerOff; + if NetServer then MH_SEND_PlayerStats(FUID); + end; + end; if FKeys[KEY_OPEN].Pressed and AnyServer then Use(); if FKeys[KEY_JUMP].Pressed then Jump() else @@ -4925,9 +5331,9 @@ begin if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then begin // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë - FMegaRulez[MR_SUIT] := 0; - FMegaRulez[MR_INVUL] := 0; - FMegaRulez[MR_INVIS] := 0; + FPowerups[MR_SUIT] := 0; + FPowerups[MR_INVUL] := 0; + FPowerups[MR_INVIS] := 0; Kill(K_FALLKILL, 0, HIT_FALL); end; @@ -4978,7 +5384,7 @@ 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); @@ -4995,7 +5401,7 @@ begin else Dec(FBFGFireCounter); - if (FMegaRulez[MR_SUIT] < gTime) and AnyServer then + if (FPowerups[MR_SUIT] < gTime) and AnyServer then begin b := g_GetAcidHit(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height); @@ -5012,13 +5418,8 @@ begin FAir := 0; end else if (FAir mod 31 = 0) and not blockmon then - begin - g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4); - if Random(2) = 0 then - g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y) - else - g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y); - end; + g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), + FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4); end else if FAir < AIR_DEF then FAir := AIR_DEF; @@ -5029,9 +5430,9 @@ begin FFireTime := 0; FFirePainTime := 0; end - else if FMegaRulez[MR_SUIT] >= gTime then + else if FPowerups[MR_SUIT] >= gTime then begin - if FMegaRulez[MR_SUIT] = gTime then + if FPowerups[MR_SUIT] = gTime then FFireTime := 1; FFirePainTime := 0; end @@ -5041,11 +5442,13 @@ begin if FFirePainTime <= 0 then begin if g_Game_IsServer then - Damage(5, FFireAttacker, 0, 0, HIT_FLAME); - FFirePainTime := 18; + Damage(2, FFireAttacker, 0, 0, HIT_FLAME); + FFirePainTime := 12 - FFireTime div 12; end; FFirePainTime := FFirePainTime - 1; FFireTime := FFireTime - 1; + if ((FFireTime mod 33) = 0) and (FPowerups[MR_INVUL] < gTime) then + FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y); if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID); end; @@ -5077,7 +5480,7 @@ begin 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) @@ -5156,7 +5559,7 @@ begin (y >= 0) and (y <= PLAYER_RECT.Height); end; -function g_Player_ValidName(Name: string): Boolean; +function g_Player_ExistingName(Name: string): Boolean; var a: Integer; begin @@ -5189,9 +5592,9 @@ function TPlayer.GetKeys(): Byte; begin Result := 0; - if R_KEY_RED in FRulez then Result := KEY_RED; - if R_KEY_GREEN in FRulez then Result := Result or KEY_GREEN; - if R_KEY_BLUE in FRulez then Result := Result or KEY_BLUE; + if R_KEY_RED in FInventory then Result := Result or KEY_RED; + if R_KEY_GREEN in FInventory then Result := Result or KEY_GREEN; + if R_KEY_BLUE in FInventory then Result := Result or KEY_BLUE; if FTeam = TEAM_RED then Result := Result or KEY_REDTEAM; if FTeam = TEAM_BLUE then Result := Result or KEY_BLUETEAM; @@ -5223,19 +5626,20 @@ end; procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1); var locObj: TObj; - F: Boolean; + visible: Boolean = True; WX, WY, XD, YD: Integer; begin - F := False; WX := X; WY := Y; XD := AX; YD := AY; case FCurrWeap of - WEAPON_KASTET: + WEAPON_IRONFIST: begin - if R_BERSERK in FRulez then + visible := False; + DoPunch(); + if R_BERSERK in FInventory then begin //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID); locobj.X := FObj.X+FObj.Rect.X; @@ -5275,14 +5679,12 @@ begin FSawSoundSelect.Stop(); FSawSound.PlayAt(FObj.X, FObj.Y); end; - f := True; end; WEAPON_PISTOL: begin g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey); FFireAngle := FAngle; - f := True; g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, GameVelX, GameVelY-2, SHELL_BULLET); end; @@ -5291,7 +5693,6 @@ begin begin g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey); FFireAngle := FAngle; - f := True; FShellTimer := 10; FShellType := SHELL_SHELL; end; @@ -5300,7 +5701,6 @@ begin begin g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey); FFireAngle := FAngle; - f := True; FShellTimer := 13; FShellType := SHELL_DBLSHELL; end; @@ -5309,7 +5709,6 @@ begin begin g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey); FFireAngle := FAngle; - f := True; g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, GameVelX, GameVelY-2, SHELL_BULLET); end; @@ -5318,28 +5717,24 @@ begin begin g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID); FFireAngle := FAngle; - f := True; end; WEAPON_PLASMA: begin g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID); FFireAngle := FAngle; - f := True; end; WEAPON_BFG: begin g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID); FFireAngle := FAngle; - f := True; end; - WEAPON_SUPERPULEMET: + WEAPON_SUPERCHAINGUN: begin g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey); FFireAngle := FAngle; - f := True; g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, GameVelX, GameVelY-2, SHELL_SHELL); end; @@ -5347,12 +5742,12 @@ begin WEAPON_FLAMETHROWER: begin g_Weapon_flame(wx, wy, xd, yd, FUID, WID); + FlamerOn; FFireAngle := FAngle; - f := True; end; end; - if not f then Exit; + if not visible then Exit; if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK) else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN) @@ -5369,16 +5764,20 @@ procedure TPlayer.SetLerp(XTo, YTo: Integer); var AX, AY: Integer; begin - if NetInterpLevel < 1 then + FXTo := XTo; + FYTo := YTo; + if FJustTeleported or (NetInterpLevel < 1) then begin FObj.X := XTo; FObj.Y := YTo; + if FJustTeleported then + begin + FObj.oldX := FObj.X; + FObj.oldY := FObj.Y; + end; end else begin - FXTo := XTo; - FYTo := YTo; - AX := Abs(FXTo - FObj.X); AY := Abs(FYTo - FObj.Y); if (AX > 32) or (AX <= NetInterpLevel) then @@ -5403,7 +5802,7 @@ end; function TPlayer.GetFlag(Flag: Byte): Boolean; var s, ts: String; - evtype: Byte; + evtype, a: Byte; begin Result := False; @@ -5431,7 +5830,17 @@ begin g_Map_ResetFlag(FFlag); g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144); - gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1; + if ((Self = gPlayer1) or (Self = gPlayer2) + or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam)) + or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then + a := 0 + else + a := 1; + + if not sound_cap_flag[a].IsPlaying() then + sound_cap_flag[a].Play(); + + gTeamStat[FTeam].Score += 1; Result := True; if g_Game_IsNet then @@ -5462,6 +5871,16 @@ begin g_Map_ResetFlag(Flag); g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144); + if ((Self = gPlayer1) or (Self = gPlayer2) + or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam)) + or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then + a := 0 + else + a := 1; + + if not sound_ret_flag[a].IsPlaying() then + sound_ret_flag[a].Play(); + Result := True; if g_Game_IsNet then begin @@ -5489,6 +5908,16 @@ begin gFlags[Flag].State := FLAG_STATE_CAPTURED; + if ((Self = gPlayer1) or (Self = gPlayer2) + or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam)) + or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then + a := 0 + else + a := 1; + + if not sound_get_flag[a].IsPlaying() then + sound_get_flag[a].Play(); + Result := True; if g_Game_IsNet then begin @@ -5505,9 +5934,18 @@ begin FModel.SetFlag(FFlag); end; -function TPlayer.DropFlag(): Boolean; +function TPlayer.TryDropFlag(): Boolean; +begin + if (TGameOption.ALLOW_DROP_FLAG in gGameSettings.Options) + then Result := DropFlag(False, TGameOption.THROW_FLAG in gGameSettings.Options) + else Result := False; +end; + +function TPlayer.DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean; var s: String; + a: Byte; + xv, yv: Integer; begin Result := False; if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then @@ -5520,8 +5958,18 @@ begin Direction := FDirection; State := FLAG_STATE_DROPPED; Count := FLAG_TIME; - g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5), - (FObj.Vel.Y div 2)-2+Random(5)); + if DoThrow then + begin + xv := FObj.Vel.X + IfThen(Direction = TDirection.D_RIGHT, 10, -10); + yv := FObj.Vel.Y - 2; + end + else + begin + xv := (FObj.Vel.X div 2); + yv := (FObj.Vel.Y div 2) - 2; + end; + g_Obj_Push(@Obj, xv, yv); + positionChanged(); // this updates spatial accelerators if FFlag = FLAG_RED then @@ -5532,6 +5980,16 @@ begin g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True); g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144); + if ((Self = gPlayer1) or (Self = gPlayer2) + or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam)) + or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then + a := 0 + else + a := 1; + + if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then + sound_lost_flag[a].Play(); + if g_Game_IsNet then MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False); end; @@ -5541,6 +5999,11 @@ 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; @@ -5579,335 +6042,294 @@ begin else Result := 0; end; -procedure TPlayer.RememberState(); +procedure TPlayer.PreserveState(); var i: Integer; -begin - FSavedState.Health := FHealth; - FSavedState.Armor := FArmor; - FSavedState.Air := FAir; - FSavedState.JetFuel := FJetFuel; - FSavedState.CurrWeap := FCurrWeap; - FSavedState.NextWeap := FNextWeap; - FSavedState.NextWeapDelay := FNextWeapDelay; - - for i := 0 to 3 do - FSavedState.Ammo[i] := FAmmo[i]; - for i := 0 to 3 do - FSavedState.MaxAmmo[i] := FMaxAmmo[i]; + SavedState: TPlayerSavedState; +begin + SavedState.Health := FHealth; + SavedState.Armor := FArmor; + SavedState.Air := FAir; + SavedState.JetFuel := FJetFuel; + SavedState.CurrWeap := FCurrWeap; + SavedState.NextWeap := FNextWeap; + SavedState.NextWeapDelay := FNextWeapDelay; + for i := Low(FWeapon) to High(FWeapon) do + SavedState.Weapon[i] := FWeapon[i]; + for i := Low(FAmmo) to High(FAmmo) do + SavedState.Ammo[i] := FAmmo[i]; + for i := Low(FMaxAmmo) to High(FMaxAmmo) do + SavedState.MaxAmmo[i] := FMaxAmmo[i]; + SavedState.Inventory := FInventory - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]; + + FSavedStateNum := -1; + for i := Low(SavedStates) to High(SavedStates) do + if not SavedStates[i].Used then + begin + FSavedStateNum := i; + break; + end; + if FSavedStateNum < 0 then + begin + SetLength(SavedStates, Length(SavedStates) + 1); + FSavedStateNum := High(SavedStates); + end; - FSavedState.Rulez := FRulez; - FSavedState.WaitRecall := True; + SavedState.Used := True; + SavedStates[FSavedStateNum] := SavedState; end; -procedure TPlayer.RecallState(); +procedure TPlayer.RestoreState(); var i: Integer; + SavedState: TPlayerSavedState; begin - if not FSavedState.WaitRecall then Exit; - - FHealth := FSavedState.Health; - FArmor := FSavedState.Armor; - FAir := FSavedState.Air; - FJetFuel := FSavedState.JetFuel; - FCurrWeap := FSavedState.CurrWeap; - FNextWeap := FSavedState.NextWeap; - FNextWeapDelay := FSavedState.NextWeapDelay; - - for i := 0 to 3 do - FAmmo[i] := FSavedState.Ammo[i]; - for i := 0 to 3 do - FMaxAmmo[i] := FSavedState.MaxAmmo[i]; + if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then + Exit; - FRulez := FSavedState.Rulez; - FSavedState.WaitRecall := False; + SavedState := SavedStates[FSavedStateNum]; + SavedStates[FSavedStateNum].Used := False; + FSavedStateNum := -1; + + FHealth := SavedState.Health; + FArmor := SavedState.Armor; + FAir := SavedState.Air; + FJetFuel := SavedState.JetFuel; + FCurrWeap := SavedState.CurrWeap; + FNextWeap := SavedState.NextWeap; + FNextWeapDelay := SavedState.NextWeapDelay; + for i := Low(FWeapon) to High(FWeapon) do + FWeapon[i] := SavedState.Weapon[i]; + for i := Low(FAmmo) to High(FAmmo) do + FAmmo[i] := SavedState.Ammo[i]; + for i := Low(FMaxAmmo) to High(FMaxAmmo) do + FMaxAmmo[i] := SavedState.MaxAmmo[i]; + FInventory := SavedState.Inventory; if gGameSettings.GameType = GT_SERVER then MH_SEND_PlayerStats(FUID); end; -procedure TPlayer.SaveState(var Mem: TBinMemoryWriter); +procedure TPlayer.SaveState (st: TStream); var i: Integer; - sig: DWORD; - str: String; b: Byte; begin - if FIamBot then - i := 512 - else - i := 256; - - Mem := TBinMemoryWriter.Create(i); - -// Ñèãíàòóðà èãðîêà: - sig := PLAYER_SIGNATURE; // 'PLYR' - Mem.WriteDWORD(sig); -// Áîò èëè ÷åëîâåê: - Mem.WriteBoolean(FIamBot); -// UID èãðîêà: - Mem.WriteWord(FUID); -// Èìÿ èãðîêà: - Mem.WriteString(FName, 32); -// Êîìàíäà: - Mem.WriteByte(FTeam); -// Æèâ ëè: - Mem.WriteBoolean(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)); + // Êîýôôèöèåíò èíâàëèäíîñòè + utils.writeInt(st, LongInt(FHandicap)); + // Æèçíè + utils.writeInt(st, Byte(FLives)); + // Áðîíÿ + utils.writeInt(st, LongInt(FArmor)); + // Çàïàñ âîçäóõà + utils.writeInt(st, LongInt(FAir)); + // Çàïàñ ãîðþ÷åãî + utils.writeInt(st, LongInt(FJetFuel)); + // Áîëü + utils.writeInt(st, LongInt(FPain)); + // Óáèë + utils.writeInt(st, LongInt(FKills)); + // Óáèë ìîíñòðîâ + utils.writeInt(st, LongInt(FMonsterKills)); + // Ôðàãîâ + utils.writeInt(st, LongInt(FFrags)); + // Ôðàãîâ ïîäðÿä + utils.writeInt(st, Byte(FFragCombo)); + // Âðåìÿ ïîñëåäíåãî ôðàãà + utils.writeInt(st, LongWord(FLastFrag)); + // Ñìåðòåé + utils.writeInt(st, LongInt(FDeath)); + // Êàêîé ôëàã íåñåò + utils.writeInt(st, Byte(FFlag)); + // Íàøåë ñåêðåòîâ + utils.writeInt(st, LongInt(FSecrets)); + // Òåêóùåå îðóæèå + utils.writeInt(st, Byte(FCurrWeap)); + // Æåëàåìîå îðóæèå + utils.writeInt(st, Word(FNextWeap)); + // ...è ïàóçà + utils.writeInt(st, Byte(FNextWeapDelay)); + // Âðåìÿ çàðÿäêè BFG + utils.writeInt(st, SmallInt(FBFGFireCounter)); + // Áóôåð óðîíà + utils.writeInt(st, LongInt(FDamageBuffer)); + // Ïîñëåäíèé óäàðèâøèé + utils.writeInt(st, Word(FLastSpawnerUID)); + // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà + utils.writeInt(st, Byte(FLastHit)); + // Îáúåêò èãðîêà + Obj_SaveState(st, @FObj); + // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ + for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FAmmo[i])); + // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ + for i := A_BULLETS to A_HIGH do utils.writeInt(st, Word(FMaxAmmo[i])); + // Íàëè÷èå îðóæèÿ + for i := WP_FIRST to WP_LAST do utils.writeBool(st, FWeapon[i]); + // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ + for i := WP_FIRST to WP_LAST do utils.writeInt(st, Word(FReloading[i])); + // Íàëè÷èå ðþêçàêà + utils.writeBool(st, (R_ITEM_BACKPACK in FInventory)); + // Íàëè÷èå êðàñíîãî êëþ÷à + utils.writeBool(st, (R_KEY_RED in FInventory)); + // Íàëè÷èå çåëåíîãî êëþ÷à + utils.writeBool(st, (R_KEY_GREEN in FInventory)); + // Íàëè÷èå ñèíåãî êëþ÷à + utils.writeBool(st, (R_KEY_BLUE in FInventory)); + // Íàëè÷èå áåðñåðêà + utils.writeBool(st, (R_BERSERK in FInventory)); + // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ + for i := MR_SUIT to MR_MAX do utils.writeInt(st, LongWord(FPowerups[i])); + // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà + for i := T_RESPAWN to T_FLAGCAP do utils.writeInt(st, LongWord(FTime[i])); + // Íàçâàíèå ìîäåëè + utils.writeStr(st, FModel.Name); + // Öâåò ìîäåëè + utils.writeInt(st, Byte(FColor.R)); + utils.writeInt(st, Byte(FColor.G)); + utils.writeInt(st, Byte(FColor.B)); +end; + + +procedure TPlayer.LoadState (st: TStream); var i: Integer; - sig: DWORD; str: String; b: Byte; begin - if Mem = nil then - Exit; - -// Ñèãíàòóðà èãðîêà: - Mem.ReadDWORD(sig); - if sig <> PLAYER_SIGNATURE then // 'PLYR' - begin - raise EBinSizeError.Create('TPlayer.LoadState: Wrong Player Signature'); - end; -// Áîò èëè ÷åëîâåê: - Mem.ReadBoolean(FIamBot); -// UID èãðîêà: - Mem.ReadWord(FUID); -// Èìÿ èãðîêà: - Mem.ReadString(str); - if (Self <> gPlayer1) and (Self <> gPlayer2) then - FName := str; -// Êîìàíäà: - Mem.ReadByte(FTeam); -// Æèâ ëè: - Mem.ReadBoolean(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); + // Êîýôôèöèåíò èíâàëèäíîñòè + FHandicap := utils.readLongInt(st); + // Æèçíè + FLives := utils.readByte(st); + // Áðîíÿ + FArmor := utils.readLongInt(st); + // Çàïàñ âîçäóõà + FAir := utils.readLongInt(st); + // Çàïàñ ãîðþ÷åãî + FJetFuel := utils.readLongInt(st); + // Áîëü + FPain := utils.readLongInt(st); + // Óáèë + FKills := utils.readLongInt(st); + // Óáèë ìîíñòðîâ + FMonsterKills := utils.readLongInt(st); + // Ôðàãîâ + FFrags := utils.readLongInt(st); + // Ôðàãîâ ïîäðÿä + FFragCombo := utils.readByte(st); + // Âðåìÿ ïîñëåäíåãî ôðàãà + FLastFrag := utils.readLongWord(st); + // Ñìåðòåé + FDeath := utils.readLongInt(st); + // Êàêîé ôëàã íåñåò + FFlag := utils.readByte(st); + // Íàøåë ñåêðåòîâ + FSecrets := utils.readLongInt(st); + // Òåêóùåå îðóæèå + FCurrWeap := utils.readByte(st); + // Æåëàåìîå îðóæèå + FNextWeap := utils.readWord(st); + // ...è ïàóçà + FNextWeapDelay := utils.readByte(st); + // Âðåìÿ çàðÿäêè BFG + FBFGFireCounter := utils.readSmallInt(st); + // Áóôåð óðîíà + FDamageBuffer := utils.readLongInt(st); + // Ïîñëåäíèé óäàðèâøèé + FLastSpawnerUID := utils.readWord(st); + // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà + FLastHit := utils.readByte(st); + // Îáúåêò èãðîêà + Obj_LoadState(@FObj, st); + // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ + for i := A_BULLETS to A_HIGH do FAmmo[i] := utils.readWord(st); + // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ + for i := A_BULLETS to A_HIGH do FMaxAmmo[i] := utils.readWord(st); + // Íàëè÷èå îðóæèÿ + for i := WP_FIRST to WP_LAST do FWeapon[i] := utils.readBool(st); + // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ + for i := WP_FIRST to WP_LAST do FReloading[i] := utils.readWord(st); + // Íàëè÷èå ðþêçàêà + if utils.readBool(st) then FInventory += [R_ITEM_BACKPACK]; + // Íàëè÷èå êðàñíîãî êëþ÷à + if utils.readBool(st) then FInventory += [R_KEY_RED]; + // Íàëè÷èå çåëåíîãî êëþ÷à + if utils.readBool(st) then FInventory += [R_KEY_GREEN]; + // Íàëè÷èå ñèíåãî êëþ÷à + if utils.readBool(st) then FInventory += [R_KEY_BLUE]; + // Íàëè÷èå áåðñåðêà + if utils.readBool(st) then FInventory += [R_BERSERK]; + // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ + for i := MR_SUIT to MR_MAX do FPowerups[i] := utils.readLongWord(st); + // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà + for i := T_RESPAWN to T_FLAGCAP do FTime[i] := utils.readLongWord(st); + // Íàçâàíèå ìîäåëè + str := utils.readStr(st); + // Öâåò ìîäåëè + FColor.R := utils.readByte(st); + FColor.G := utils.readByte(st); + FColor.B := utils.readByte(st); + if (self = gPlayer1) then begin str := gPlayer1Settings.Model; FColor := gPlayer1Settings.Color; - end; - if Self = gPlayer2 then + end + else if (self = gPlayer2) then begin str := gPlayer2Settings.Model; FColor := gPlayer2Settings.Color; end; -// Îáíîâëÿåì ìîäåëü èãðîêà: + // Îáíîâëÿåì ìîäåëü èãðîêà SetModel(str); - if gGameSettings.GameMode in [GM_TDM, GM_CTF] then - FModel.Color := TEAMCOLOR[FTeam] - else - FModel.Color := FColor; + if gGameSettings.GameMode in [GM_TDM, GM_CTF] + then FModel.Color := TEAMCOLOR[FTeam] + else FModel.Color := FColor; end; -procedure TPlayer.AllRulez(Health: Boolean); + +procedure TPlayer.TankRamboCheats(Health: Boolean); var a: Integer; begin @@ -5920,7 +6342,7 @@ begin for a := WP_FIRST to WP_LAST do FWeapon[a] := True; for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000; - FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]; + FInventory += [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]; end; procedure TPlayer.RestoreHealthArmor(); @@ -5962,56 +6384,46 @@ procedure TPlayer.GiveItem(ItemType: Byte); begin case ItemType of ITEM_SUIT: - if FMegaRulez[MR_SUIT] < gTime+PLAYER_SUIT_TIME then - begin - FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME; - end; + if FPowerups[MR_SUIT] < gTime+PLAYER_SUIT_TIME then + FPowerups[MR_SUIT] := gTime+PLAYER_SUIT_TIME; ITEM_OXYGEN: - if FAir < AIR_MAX then - begin - FAir := AIR_MAX; - end; + if FAir < AIR_MAX then FAir := AIR_MAX; ITEM_MEDKIT_BLACK: + begin + if not (R_BERSERK in FInventory) then begin - if not (R_BERSERK in FRulez) then - begin - Include(FRulez, R_BERSERK); - if FBFGFireCounter < 1 then - begin - FCurrWeap := WEAPON_KASTET; - resetWeaponQueue(); - FModel.SetWeapon(WEAPON_KASTET); - end; - if gFlash <> 0 then - Inc(FPain, 100); - FBerserk := gTime+30000; - end; - if FHealth < PLAYER_HP_SOFT then + FInventory += [R_BERSERK]; + if FBFGFireCounter < 1 then begin - FHealth := PLAYER_HP_SOFT; - FBerserk := gTime+30000; + FCurrWeap := WEAPON_IRONFIST; + resetWeaponQueue(); + FModel.SetWeapon(WEAPON_IRONFIST); end; + if gFlash <> 0 then FPain += 100; + FBerserk := gTime+30000; end; + if FHealth < PLAYER_HP_SOFT then + begin + FHealth := PLAYER_HP_SOFT; + FBerserk := gTime+30000; + end; + end; ITEM_INVUL: - if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then + if FPowerups[MR_INVUL] < gTime+PLAYER_INVUL_TIME then begin - FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME; + FPowerups[MR_INVUL] := gTime+PLAYER_INVUL_TIME; + FSpawnInvul := 0; end; ITEM_INVIS: - if FMegaRulez[MR_INVIS] < gTime+PLAYER_INVIS_TIME then - begin - FMegaRulez[MR_INVIS] := gTime+PLAYER_INVIS_TIME; - end; + if FPowerups[MR_INVIS] < gTime+PLAYER_INVIS_TIME then + FPowerups[MR_INVIS] := gTime+PLAYER_INVIS_TIME; ITEM_JETPACK: - if FJetFuel < JET_MAX then - begin - FJetFuel := JET_MAX; - end; + if FJetFuel < JET_MAX then FJetFuel := JET_MAX; ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT); ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT); @@ -6034,7 +6446,7 @@ begin ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True; ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True; ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True; - ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True; + ITEM_WEAPON_SUPERCHAINGUN: FWeapon[WEAPON_SUPERCHAINGUN] := True; ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True; ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]); @@ -6065,12 +6477,12 @@ begin if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]); if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]); - FRulez := FRulez + [R_ITEM_BACKPACK]; + FInventory += [R_ITEM_BACKPACK]; end; - ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED); - ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN); - ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE); + ITEM_KEY_RED: if not (R_KEY_RED in FInventory) then FInventory += [R_KEY_RED]; + ITEM_KEY_GREEN: if not (R_KEY_GREEN in FInventory) then FInventory += [R_KEY_GREEN]; + ITEM_KEY_BLUE: if not (R_KEY_BLUE in FInventory) then FInventory += [R_KEY_BLUE]; ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT); ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT); @@ -6092,12 +6504,8 @@ begin if BodyInLiquid(0, 0) then begin - g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1, - Obj.Y+Obj.Rect.Height+8, 1, 8, 4); - if Random(2) = 0 then - g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y) - else - g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y); + g_Game_Effect_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1, + Obj.Y+Obj.Rect.Height+8, 1, 8, 4); Exit; end; @@ -6141,6 +6549,12 @@ begin FSawSoundIdle.Pause(Enable); FSawSoundHit.Pause(Enable); FSawSoundSelect.Pause(Enable); + FFlameSoundOn.Pause(Enable); + FFlameSoundOff.Pause(Enable); + FFlameSoundWork.Pause(Enable); + FJetSoundFly.Pause(Enable); + FJetSoundOn.Pause(Enable); + FJetSoundOff.Pause(Enable); end; { T C o r p s e : } @@ -6197,9 +6611,10 @@ begin end; -procedure TCorpse.Damage(Value: Word; vx, vy: Integer); +procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer); var pm: TPlayerModel; + Blood: TModelBlood; begin if FState = CORPSE_STATE_REMOVEME then Exit; @@ -6222,31 +6637,42 @@ 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, SpawnerUID); end; end else begin + Blood := g_PlayerModel_GetBlood(FModelName); FObj.Vel.X := FObj.Vel.X + vx; FObj.Vel.Y := FObj.Vel.Y + vy; g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2), FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2), Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3, - 150, 0, 0); + Blood.R, Blood.G, Blood.B, Blood.Kind); end; end; procedure TCorpse.Draw(); +var + fX, fY: Integer; begin if FState = CORPSE_STATE_REMOVEME then Exit; + FObj.lerp(gLerpFactor, fX, fY); + if FAnimation <> nil then - FAnimation.Draw(FObj.X, FObj.Y, M_NONE); + FAnimation.Draw(fX, fY, TMirrorType.None); if FAnimationMask <> nil then begin e_Colors := FColor; - FAnimationMask.Draw(FObj.X, FObj.Y, M_NONE); + FAnimationMask.Draw(fX, fY, TMirrorType.None); e_Colors.R := 255; e_Colors.G := 255; e_Colors.B := 255; @@ -6260,6 +6686,9 @@ begin if FState = CORPSE_STATE_REMOVEME then Exit; + FObj.oldX := FObj.X; + FObj.oldY := FObj.Y; + if gTime mod (GAME_TICK*2) <> 0 then begin g_Obj_Move(@FObj, True, True, True); @@ -6285,80 +6714,75 @@ 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; @@ -6490,8 +6914,8 @@ var end; begin - vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER); - vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER); + vsPlayer := TGameOption.BOTS_VS_PLAYERS in gGameSettings.Options; + vsMonster := TGameOption.BOTS_VS_MONSTERS in gGameSettings.Options; // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì: if FCurrWeap <> FSelectedWeapon then @@ -6503,8 +6927,8 @@ begin RemoveAIFlag('NEEDFIRE'); case FCurrWeap of - WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20); - WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40); + WEAPON_PLASMA, WEAPON_SUPERCHAINGUN, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20); + WEAPON_SAW, WEAPON_IRONFIST, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40); else PressKey(KEY_FIRE); end; end; @@ -6586,7 +7010,7 @@ begin (gPlayers[a].FUID <> FUID) and (not SameTeam(FUID, gPlayers[a].FUID)) and (not gPlayers[a].NoTarget) and - (gPlayers[a].FMegaRulez[MR_INVIS] < gTime) then + (gPlayers[a].FPowerups[MR_INVIS] < gTime) then begin if not TargetOnScreen(gPlayers[a].FObj.X + PLAYER_RECT.X, gPlayers[a].FObj.Y + PLAYER_RECT.Y) then @@ -6640,16 +7064,16 @@ 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; @@ -6668,17 +7092,17 @@ 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 @@ -6690,15 +7114,15 @@ 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; @@ -6718,7 +7142,7 @@ begin end; // Âûáèðàåì óãîë âíèç: - if FDirection = D_LEFT then + if FDirection = TDirection.D_LEFT then angle := ANGLE_LEFTDOWN else angle := ANGLE_RIGHTDOWN; @@ -6743,8 +7167,8 @@ 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', ''); @@ -6773,7 +7197,7 @@ begin begin // Öåëü - èãðîê pla := g_Player_Get(Target.UID); if (pla = nil) or (not pla.alive) or pla.NoTarget or - (pla.FMegaRulez[MR_INVIS] >= gTime) then + (pla.FPowerups[MR_INVIS] >= gTime) then Target.UID := 0; // òî çàáûòü öåëü end else @@ -6796,7 +7220,7 @@ 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 @@ -6819,7 +7243,7 @@ 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 @@ -6848,7 +7272,7 @@ 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; @@ -6867,7 +7291,7 @@ 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; @@ -6888,8 +7312,8 @@ 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; @@ -7040,7 +7464,7 @@ 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); @@ -7048,7 +7472,7 @@ 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; @@ -7058,7 +7482,7 @@ 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(); @@ -7079,7 +7503,7 @@ 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); @@ -7092,7 +7516,7 @@ 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 @@ -7110,7 +7534,7 @@ 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 @@ -7133,7 +7557,7 @@ 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 @@ -7179,18 +7603,18 @@ 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; @@ -7202,7 +7626,7 @@ 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; @@ -7368,7 +7792,7 @@ 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(); @@ -7413,7 +7837,7 @@ begin Jump(20); // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ: - if (FMegaRulez[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then + if (FPowerups[MR_SUIT] < gTime) and ((FLastHit = HIT_ACID) or (Healthy() <= 1)) then if BodyInAcid(0, 0) then Jump(); end; @@ -7443,7 +7867,7 @@ var WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS] >= 1; WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10; WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40; - WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1; + WEAPON_SUPERCHAINGUN: Result := FAmmo[A_SHELLS] >= 1; WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1; else Result := True; end; @@ -7495,7 +7919,7 @@ end; function TBot.Healthy(): Byte; begin - if FMegaRulez[MR_INVUL] >= gTime then Result := 3 + if FPowerups[MR_INVUL] >= gTime then Result := 3 else if (FHealth > 80) or ((FHealth > 50) and (FArmor > 20)) then Result := 3 else if (FHealth > 50) then Result := 2 else if (FHealth > 20) then Result := 1 @@ -7520,7 +7944,7 @@ begin begin ok := False; if (g_GetUIDType(FLastSpawnerUID) = UID_PLAYER) and - LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER) then + (TGameOption.BOTS_VS_PLAYERS in gGameSettings.Options) then begin // Èãðîê pla := g_Player_Get(FLastSpawnerUID); ok := not TargetOnScreen(pla.FObj.X + PLAYER_RECT.X, @@ -7528,7 +7952,7 @@ begin end else if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and - LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then + (TGameOption.BOTS_VS_MONSTERS in gGameSettings.Options) then begin // Ìîíñòð mon := g_Monsters_ByUID(FLastSpawnerUID); ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X, @@ -7547,7 +7971,7 @@ 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; @@ -7564,67 +7988,88 @@ begin Result := Round((255-a)/255*radius*(Random(2)-1)); end; -procedure TBot.SaveState(var Mem: TBinMemoryWriter); + +procedure TDifficult.save (st: TStream); +begin + utils.writeInt(st, Byte(DiagFire)); + utils.writeInt(st, Byte(InvisFire)); + utils.writeInt(st, Byte(DiagPrecision)); + utils.writeInt(st, Byte(FlyPrecision)); + utils.writeInt(st, Byte(Cover)); + utils.writeInt(st, Byte(CloseJump)); + st.WriteBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior)); + st.WriteBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior)); +end; + +procedure TDifficult.load (st: TStream); +begin + DiagFire := utils.readByte(st); + InvisFire := utils.readByte(st); + DiagPrecision := utils.readByte(st); + FlyPrecision := utils.readByte(st); + Cover := utils.readByte(st); + CloseJump := utils.readByte(st); + st.ReadBuffer(WeaponPrior[Low(WeaponPrior)], sizeof(WeaponPrior)); + st.ReadBuffer(CloseWeaponPrior[Low(CloseWeaponPrior)], sizeof(CloseWeaponPrior)); +end; + + +procedure TBot.SaveState (st: TStream); var i: Integer; - dw: DWORD; - p: Pointer; -begin - inherited SaveState(Mem); - -// Âûáðàííîå îðóæèå: - Mem.WriteByte(FSelectedWeapon); -// UID öåëè: - Mem.WriteWord(FTargetUID); -// Âðåìÿ ïîòåðè öåëè: - Mem.WriteDWORD(FLastVisible); -// Êîëè÷åñòâî ôëàãîâ ÈÈ: + dw: Integer; +begin + inherited SaveState(st); + utils.writeSign(st, 'BOT0'); + // Âûáðàííîå îðóæèå + utils.writeInt(st, Byte(FSelectedWeapon)); + // UID öåëè + utils.writeInt(st, Word(FTargetUID)); + // Âðåìÿ ïîòåðè öåëè + utils.writeInt(st, LongWord(FLastVisible)); + // Êîëè÷åñòâî ôëàãîâ ÈÈ dw := Length(FAIFlags); - Mem.WriteDWORD(dw); -// Ôëàãè ÈÈ: - for i := 0 to Integer(dw)-1 do + utils.writeInt(st, LongInt(dw)); + // Ôëàãè ÈÈ + for i := 0 to dw-1 do begin - Mem.WriteString(FAIFlags[i].Name, 20); - Mem.WriteString(FAIFlags[i].Value, 20); + utils.writeStr(st, FAIFlags[i].Name, 20); + utils.writeStr(st, FAIFlags[i].Value, 20); end; -// Íàñòðîéêè ñëîæíîñòè: - p := @FDifficult; - Mem.WriteMemory(p, SizeOf(TDifficult)); + // Íàñòðîéêè ñëîæíîñòè + FDifficult.save(st); end; -procedure TBot.LoadState(var Mem: TBinMemoryReader); + +procedure TBot.LoadState (st: TStream); var i: Integer; - dw: DWORD; - p: Pointer; -begin - inherited LoadState(Mem); - -// Âûáðàííîå îðóæèå: - Mem.ReadByte(FSelectedWeapon); -// UID öåëè: - Mem.ReadWord(FTargetUID); -// Âðåìÿ ïîòåðè öåëè: - Mem.ReadDWORD(FLastVisible); -// Êîëè÷åñòâî ôëàãîâ ÈÈ: - Mem.ReadDWORD(dw); + dw: Integer; +begin + inherited LoadState(st); + if not utils.checkSign(st, 'BOT0') then raise XStreamError.Create('invalid bot signature'); + // Âûáðàííîå îðóæèå + FSelectedWeapon := utils.readByte(st); + // UID öåëè + FTargetUID := utils.readWord(st); + // Âðåìÿ ïîòåðè öåëè + FLastVisible := utils.readLongWord(st); + // Êîëè÷åñòâî ôëàãîâ ÈÈ + dw := utils.readLongInt(st); + if (dw < 0) or (dw > 16384) then raise XStreamError.Create('invalid number of bot AI flags'); SetLength(FAIFlags, dw); -// Ôëàãè ÈÈ: - for i := 0 to Integer(dw)-1 do - begin - Mem.ReadString(FAIFlags[i].Name); - Mem.ReadString(FAIFlags[i].Value); - end; -// Íàñòðîéêè ñëîæíîñòè: - Mem.ReadMemory(p, dw); - if dw <> SizeOf(TDifficult) then + // Ôëàãè ÈÈ + for i := 0 to dw-1 do begin - raise EBinSizeError.Create('TBot.LoadState: Wrong FDifficult Size'); + FAIFlags[i].Name := utils.readStr(st, 20); + FAIFlags[i].Value := utils.readStr(st, 20); end; - FDifficult := TDifficult(p^); + // Íàñòðîéêè ñëîæíîñòè + FDifficult.load(st); end; begin - conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true); + conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all'); + conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator'); end.