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Scenario_Lib.pas
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Scenario_Lib.pas
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unit Scenario_lib;
interface
//ÑÖÅÍÀÐÈÉ ÏÅÐÅÄÂÈÆÅÍÈß ÈÃÐÎÊÀ
uses MyEntries, Constants_Lib, Demo_Lib;
type
TTFKScenario =
class(TCustomTFKDemo)
constructor Create(Head_: TEntryHead; var F: File);overload;
constructor Create;overload;
protected
cp: integer;//èíäåêñ ïîäêîíòðîëüíîãî ïëýéåðà
mainpl: TObject;
public
class function EntryClassName: TEntryClassName;
class function IsValidVersion(version: integer): boolean;
procedure Stop;
procedure Restart;
procedure Update;
//ÇÀÏÈÑÜ
function RecStart: boolean;
procedure RecUpdate;
procedure RecStop;
//×ÒÅÍÈÅ
function PlayStart: boolean;
procedure PlayUpdate;
procedure PlayStop;
procedure ReadPlayers;
end;
implementation
uses Engine_Reg, Math_Lib, MapObj_Lib, Real_Lib, Player_Lib, Game_Lib, Map_Lib, HUD_Lib, Stat_Lib,
Binds_Lib, SysUtils, Log_Lib;
{ TTFKScenario }
constructor TTFKScenario.Create;
begin
inherited;
fhead.EntryClass:=Self.EntryClassName;
fhead.version:=SCENARIO_VERSION;
end;
constructor TTFKScenario.Create(Head_: TEntryHead; var F: File);
begin
inherited;
end;
class function TTFKScenario.EntryClassName: TEntryClassName;
begin
Result:='ScenarioV1';
end;
class function TTFKScenario.IsValidVersion(version: integer): boolean;
begin
Result:=version=SCENARIO_VERSION;
end;
function TTFKScenario.PlayStart: boolean;
begin
Result:=true;
playing:=true;
stopped:=false;
with Map do
begin
StartRead;
stopped:=false;
ReadBuf(startrec, sizeof(startrec));
//ïèøåì çàãîëîâîê
ReadPlayers;
PlayUpdate;
end;
end;
procedure TTFKScenario.PlayStop;
var
i: integer;
begin
cp:=-1;
for i:=0 to map.players-1 do
if Map.player[i]=mainpl then
begin
cp:=i; Break;
end;
if cp>=0 then
while Map.Players>cp do
begin
Log_RemovePlayer(Map.Player[cp]);
Map.Demo.RecRemovePlayer(cp);
Map.pl_delete_index(cp);
end;
stopped:=true;
end;
procedure TTFKScenario.PlayUpdate;
var
i: integer;
rectype, recbyte: byte;
recword: word;
recfloat1, recfloat2: single;
ps: TPlayerStruct;
pl: TPlayer;
st: str32;
str: string;
begin
with Map do
repeat
cp:=-1;
for i:=0 to map.players-1 do
if player[i]=mainpl then
begin
cp:=i; Break;
end;
if cp=-1 then
begin
PlayStop;
Exit;
end;
//ïðîâåðêà íàëè÷èÿ ñèñòåìíîé èíôîðìàöèè
ReadBuf(rectype, 1);
if rectype and D_SYSTEMINFO>0 then
begin
if rectype and DS_END>0 then
begin
PlayStop;
Exit;
end;
if rectype and DS_RESPAWN>0 then
begin
ReadBuf(recbyte, 1);
Player[cp+recbyte].resp:=true;
ReadBuf(Player[cp+recbyte].respindex, 2);
end;
if rectype and DS_ADD>0 then
begin
ReadBuf(ps, sizeof(ps));
pl := Map.pl_add(C_PLAYER_DEMO, ps.Name, ps.ModelName);
Log_AddPlayer(pl);
end;
if rectype and DS_REMOVE>0 then
begin
ReadBuf(recbyte, 1);
Log_RemovePlayer(Map.Player[cp+recbyte]);
Map.Demo.RecRemovePlayer(cp+recbyte);
Map.pl_delete_index(cp+recbyte);
end;
if rectype and DS_EXTENSION>0 then
begin
ReadBuf(rectype, 1);
if rectype = DE_NAME then
begin
ReadBuf(i, 4);
ReadBuf(st, sizeof(st));
Map.SetPlayerName(cp+i, st);
end else
if rectype = DE_MODEL then
begin
ReadBuf(i, 4);
ReadBuf(st, sizeof(st));
Map.SetPlayerModel(cp+i, st);
end else
if rectype = DE_SAY then
begin
ReadBuf(i, 4);
ReadBuf(recword, 2);
SetLength(str, recword);
ReadBuf(str[1], recword);
Map.Say(cp+i, str);
end;
end;
end else
if rectype<>0 then
begin
for i:=cp to Map.Players-1 do
begin
if rectype and DP_KEYSANGLE>0 then
begin
Readbuf(recword, 2);
Player[i].SetAngle((recword and 511) /2);
Player[i].Keys:=TKeySet(byte(recword shr 9));
end else
if rectype and DP_KEYS>0 then
begin
Readbuf(recbyte, 1);
Player[i].Keys:=TKeySet(recbyte);
end;
if rectype and DP_WEAPON>0 then
begin
ReadBuf(recbyte, 1);
Player[i].next_weapon:=recbyte;
end;
if rectype and DP_POS>0 then
begin
ReadBuf(recfloat1, sizeof(recfloat1));
ReadBuf(recfloat2, sizeof(recfloat2));
{$IFDEF DEBUG}
if Signf(Player[i].pos.x-recfloat1)<>0 then
Log('Player['+IntToStr(i)+'] async X: '+
FloatToStrF(Player[i].pos.x-recfloat1, ffGeneral, 5, 3)
);
if Signf(Player[i].pos.y-recfloat2)<>0 then
Log('Player['+IntToStr(i)+'] async Y: '+
FloatToStrF(Player[i].pos.y-recfloat2, ffGeneral, 5, 3)
);
{$ENDIF}
Player[i].Pos:=Point2f(recfloat1, recfloat2);
end;
if rectype and DP_HEALTH>0 then
begin
// XProger: ÃÄÅ-ÒÎ ÇÄÅÑÜ ÕÐÅÍÜ!!! Èç-çà êîòîðîé ôðàãè íå íà÷èñëÿþòñÿ!
ReadBuf(recbyte, 1);
{$IFDEF DEBUG}
if player[i].health<>recbyte then
Log('demo async: Health');
{$ENDIF}
if player[i].health<>recbyte then
Log('async Player Health: must be '+IntToStr(recbyte)+' but it is '+IntToStr(player[i].health));
Player[i].health := recbyte;
if (recbyte = 0) and (not player[i].dead) then
begin
{ if player[i].health>0 then
STAT_Frag(player[i].last_hit_UID);}
//ÀÑÈÍÕÐÎÍ!!!
player[i].Kill;
end;
ReadBuf(recbyte, 1);
{$IFDEF DEBUG}
if player[i].armor<>recbyte then
Log('async Player Armor: must be '+IntToStr(recbyte)+' but it is '+IntToStr(player[i].Armor));
{$ENDIF}
Player[i].armor:=recbyte;
end;
end; //players
end; // checking D_SYSTEMINFO
// :))
until rectype and D_SYSTEMINFO=0;
end;
procedure TTFKScenario.ReadPlayers;
var
i: integer;
struct: TPlayerStruct;
begin
cp:=Map.players;
with Map do
for i:=cp to cp+startrec.pcount-1 do
begin
ReadBuf(struct, sizeof(struct));
pl_add(C_PLAYER_DEMO, struct);
Demo.RecAddPlayer(i);
Log_AddPlayer(player[i]);
end;
mainpl:=Map.player[cp];
end;
function TTFKScenario.RecStart: boolean;
begin
Result:=true;
def_ptype:=C_PLAYER_NOTDEMO;
if playing or Map.stopped then
begin
Result:=false;
Exit;
end else Log('^2Scenario record started');
with Map do
begin
StartWrite;
startrec.starttime:=0;
startrec.statcount:=0;
startrec.pcount:=Map.pl_count_ptype(C_PLAYER_LOCAL);
startrec.randseed:=RandSeed;
WriteBuf(startrec, sizeof(startrec));
//ïèøåì çàãîëîâîê
RecPlayers;
//çàïèñü ïåðâîãî èãðîêà.
RecUpdate;
recording:=true;
end;
end;
procedure TTFKScenario.RecStop;
var
rectype: byte;
begin
if not recording then Exit;
with Map do
begin
rectype:=DS_END+D_SYSTEMINFO;
WriteBuf(rectype, 1);
EndWrite;
Log('^2scenario record stopped');
AppendSectionToFile(Self, Map.lastfilename, Map.lastfilename, true);
recording:=false;
end;
end;
procedure TTFKScenario.RecUpdate;
var
rectype, recbyte: byte;
recword: word;
recfloat: single;
begin
with Map do
begin
if pl_find(-1, def_ptype) then
repeat
with pl_current do
if resp then
begin
rectype:=D_SYSTEMINFO+DS_RESPAWN;
WriteBuf(rectype, 1);
recbyte:=pl_cur_ind;
WriteBuf(recbyte, 1);
WriteBuf(respindex, 2);
end;
until not pl_findnext(-1, def_ptype);
//òåïåðü ïåðåäâèæåíèÿ èãðîêîâ
rectype:=0;
if pl_find(-1, def_ptype) then
repeat
with pl_current do
begin
if Moved then rectype:=rectype or DP_POS; //?
if WPNChanged then rectype:=rectype or DP_WEAPON; //**
if AngleChanged then rectype:=rectype or DP_KEYSANGLE; //tested, bug fixed
if KeysChanged then rectype:=rectype or DP_KEYS; //tested, bug fixed
end;
until not pl_findnext(-1, def_ptype);
if rectype and DP_KEYSANGLE>0 then
rectype:=rectype and not DP_KEYS;
{$IFDEF DEBUG}
rectype:=rectype or DP_POS;
{$ENDIF}
WriteBuf(rectype, 1);
if pl_find(-1, def_ptype) then
with Pl_current do
repeat
if rectype and DP_KEYSANGLE>0 then
begin
recword:=word(fAngle)+byte(Keys) shl 9;
WriteBuf(recword, 2);
end else
if rectype and DP_KEYS>0 then
begin
recbyte:=byte(Keys);
WriteBuf(recbyte, 1);
end;
if rectype and DP_WEAPON>0 then
begin
recbyte:=next_weapon;
WriteBuf(recbyte, 1);
end;
if rectype and DP_POS>0 then
begin
recfloat:=Pos.X;
WriteBuf(recfloat, sizeof(recfloat));
recfloat:=Pos.Y;
WriteBuf(recfloat, sizeof(recfloat));
end;
until not pl_findnext(-1, def_ptype);
end;
end;
procedure TTFKScenario.Restart;
begin
if recording then
RecStop;
if playing then
begin
PlayStop;
playing:=false;
end;
end;
procedure TTFKScenario.Stop;
begin
if recording then RecStop;
if playing and not stopped then PlayStop;
end;
procedure TTFKScenario.Update;
begin
if recording then
begin
if Map.Players>0 then
RecUpdate
else RecStop;
end;
if playing and not stopped then
PlayUpdate;
end;
end.