1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
23 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
24 e_graphics
, g_playermodel
, g_basic
, g_textures
,
25 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
61 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
84 ANGLE_NONE
= Low(SmallInt);
86 CORPSE_STATE_REMOVEME
= 0;
87 CORPSE_STATE_NORMAL
= 1;
88 CORPSE_STATE_MESS
= 2;
90 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
91 PLAYER_RECT_CX
= 15+(34 div 2);
92 PLAYER_RECT_CY
= 12+(52 div 2);
93 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
96 PLAYER_HP_LIMIT
= 200;
98 PLAYER_AP_LIMIT
= 200;
102 PLAYER_BURN_TIME
= 110;
104 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
105 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
123 TPlayerStatArray
= Array of TPlayerStat
;
125 TPlayerSavedState
= record
133 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
134 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
135 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
136 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
145 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
153 FDirection
: TDirection
;
161 FMonsterKills
: Integer;
167 FCanJetpack
: Boolean;
173 FNextWeapDelay
: Byte; // frames
174 FBFGFireCounter
: SmallInt;
175 FLastSpawnerUID
: Word;
179 FSpectatePlayer
: Integer;
180 FFirePainTime
: Integer;
183 FSavedStateNum
: Integer;
185 FModel
: TPlayerModel
;
186 FPunchAnim
: TAnimation
;
189 FActionForce
: Boolean;
190 FActionChanged
: Boolean;
192 FFireAngle
: SmallInt;
196 FShellTimer
: Integer;
198 FSawSound
: TPlayableSound
;
199 FSawSoundIdle
: TPlayableSound
;
200 FSawSoundHit
: TPlayableSound
;
201 FSawSoundSelect
: TPlayableSound
;
202 FFlameSoundOn
: TPlayableSound
;
203 FFlameSoundOff
: TPlayableSound
;
204 FFlameSoundWork
: TPlayableSound
;
205 FJetSoundOn
: TPlayableSound
;
206 FJetSoundOff
: TPlayableSound
;
207 FJetSoundFly
: TPlayableSound
;
211 FJustTeleported
: Boolean;
213 mEDamageType
: Integer;
216 function CollideLevel(XInc
, YInc
: Integer): Boolean;
217 function StayOnStep(XInc
, YInc
: Integer): Boolean;
218 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
219 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
220 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
221 function FullInLift(XInc
, YInc
: Integer): Integer;
222 {procedure CollideItem();}
223 procedure FlySmoke(Times
: DWORD
= 1);
224 procedure OnFireFlame(Times
: DWORD
= 1);
225 function GetAmmoByWeapon(Weapon
: Byte): Word;
226 procedure SetAction(Action
: Byte; Force
: Boolean = False);
227 procedure OnDamage(Angle
: SmallInt); virtual;
228 function firediry(): Integer;
231 procedure Run(Direction
: TDirection
);
232 procedure NextWeapon();
233 procedure PrevWeapon();
240 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
241 procedure resetWeaponQueue ();
242 function hasAmmoForWeapon (weapon
: Byte): Boolean;
243 function hasAmmoForShooting (weapon
: Byte): Boolean;
244 function shouldSwitch (weapon
: Byte; hadWeapon
: Boolean) : Boolean;
246 procedure doDamage (v
: Integer);
248 function refreshCorpse(): Boolean;
251 FDamageBuffer
: Integer;
253 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
254 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
255 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
256 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
258 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
259 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
260 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
261 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
262 FWeapSwitchMode
: Byte;
263 FWeapPreferences
: Array [WP_FIRST
.. WP_LAST
+1] of Byte;
264 FSwitchToEmpty
: Byte;
267 FPreferredTeam
: Byte;
270 FWantsInGame
: Boolean;
275 FActualModelName
: string;
282 FSpawnInvul
: Integer;
284 FWaitForFirstSpawn
: Boolean; // set to `true` in server, used to spawn a player on first full state request
287 // debug: viewport offset
288 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
290 function isValidViewPort (): Boolean; inline;
292 constructor Create(); virtual;
293 destructor Destroy(); override;
294 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
295 function GetRespawnPoint(): Byte;
296 procedure PressKey(Key
: Byte; Time
: Word = 1);
297 procedure ReleaseKeys();
298 procedure SetModel(ModelName
: String);
299 procedure SetColor(Color
: TRGB
);
300 function GetColor(): TRGB
;
301 procedure SetWeapon(W
: Byte);
302 function IsKeyPressed(K
: Byte): Boolean;
303 function GetKeys(): Byte;
304 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
305 procedure SetWeaponPrefs(Prefs
: Array of Byte);
306 procedure SetWeaponPref(Weapon
, Pref
: Byte);
307 function GetWeaponPref(Weapon
: Byte) : Byte;
308 function GetMorePrefered() : Byte;
309 function MaySwitch(Weapon
: Byte) : Boolean;
310 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
311 function Collide(Panel
: TPanel
): Boolean; overload
;
312 function Collide(X
, Y
: Integer): Boolean; overload
;
313 procedure SetDirection(Direction
: TDirection
);
314 procedure GetSecret();
315 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
317 procedure Push(vx
, vy
: Integer);
318 procedure ChangeModel(ModelName
: String);
319 procedure SwitchTeam
;
320 procedure ChangeTeam(Team
: Byte);
322 function GetFlag(Flag
: Byte): Boolean;
323 procedure SetFlag(Flag
: Byte);
324 function DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
325 function TryDropFlag(): Boolean;
326 procedure AllRulez(Health
: Boolean);
327 procedure RestoreHealthArmor();
328 procedure FragCombo();
329 procedure GiveItem(ItemType
: Byte);
330 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
331 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
332 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
333 procedure MakeBloodSimple(Count
: Word);
334 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
335 procedure Reset(Force
: Boolean);
336 procedure Spectate(NoMove
: Boolean = False);
337 procedure SwitchNoClip
;
338 procedure SoftReset();
339 procedure Draw(); virtual;
340 procedure DrawPain();
341 procedure DrawPickup();
342 procedure DrawRulez();
344 procedure DrawIndicator(Color
: TRGB
);
345 procedure DrawBubble();
347 procedure PreUpdate();
348 procedure Update(); virtual;
349 procedure RememberState();
350 procedure RecallState();
351 procedure SaveState (st
: TStream
); virtual;
352 procedure LoadState (st
: TStream
); virtual;
353 procedure PauseSounds(Enable
: Boolean);
354 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
355 procedure DoLerp(Level
: Integer = 2);
356 procedure SetLerp(XTo
, YTo
: Integer);
357 procedure ProcessWeaponAction(Action
: Byte);
358 procedure QueueWeaponSwitch(Weapon
: Byte);
359 procedure RealizeCurrentWeapon();
363 procedure JetpackOff
;
364 procedure CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
366 //WARNING! this does nothing for now, but still call it!
367 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
369 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
370 procedure moveBy (dx
, dy
: Integer); inline;
372 function getCameraObj(): TObj
;
375 property Vel
: TPoint2i read FObj
.Vel
;
376 property Obj
: TObj read FObj
;
378 property Name
: String read FName write FName
;
379 property Model
: TPlayerModel read FModel
;
380 property Health
: Integer read FHealth write FHealth
;
381 property Lives
: Byte read FLives write FLives
;
382 property Armor
: Integer read FArmor write FArmor
;
383 property Air
: Integer read FAir write FAir
;
384 property JetFuel
: Integer read FJetFuel write FJetFuel
;
385 property Frags
: Integer read FFrags write FFrags
;
386 property Death
: Integer read FDeath write FDeath
;
387 property Kills
: Integer read FKills write FKills
;
388 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
389 property WeapSwitchMode
: Byte read FWeapSwitchMode write FWeapSwitchMode
;
390 property SwitchToEmpty
: Byte read FSwitchToEmpty write FSwitchToEmpty
;
391 property SkipFist
: Byte read FSkipFist write FSkipFist
;
392 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
393 property Secrets
: Integer read FSecrets
;
394 property GodMode
: Boolean read FGodMode write FGodMode
;
395 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
396 property NoReload
: Boolean read FNoReload write FNoReload
;
397 property alive
: Boolean read FAlive write FAlive
;
398 property Flag
: Byte read FFlag
;
399 property Team
: Byte read FTeam write FTeam
;
400 property Direction
: TDirection read FDirection
;
401 property GameX
: Integer read FObj
.X write FObj
.X
;
402 property GameY
: Integer read FObj
.Y write FObj
.Y
;
403 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
404 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
405 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
406 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
407 property IncCam
: Integer read FIncCam write FIncCam
;
408 property IncCamOld
: Integer read FIncCamOld write FIncCamOld
;
409 property SlopeOld
: Integer read FSlopeOld write FSlopeOld
;
410 property UID
: Word read FUID write FUID
;
411 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
412 property NetTime
: LongWord read FNetTime write FNetTime
;
415 property eName
: String read FName write FName
;
416 property eHealth
: Integer read FHealth write FHealth
;
417 property eLives
: Byte read FLives write FLives
;
418 property eArmor
: Integer read FArmor write FArmor
;
419 property eAir
: Integer read FAir write FAir
;
420 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
421 property eFrags
: Integer read FFrags write FFrags
;
422 property eDeath
: Integer read FDeath write FDeath
;
423 property eKills
: Integer read FKills write FKills
;
424 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
425 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
426 property eSecrets
: Integer read FSecrets write FSecrets
;
427 property eGodMode
: Boolean read FGodMode write FGodMode
;
428 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
429 property eNoReload
: Boolean read FNoReload write FNoReload
;
430 property eAlive
: Boolean read FAlive write FAlive
;
431 property eFlag
: Byte read FFlag
;
432 property eTeam
: Byte read FTeam write FTeam
;
433 property eDirection
: TDirection read FDirection
;
434 property eGameX
: Integer read FObj
.X write FObj
.X
;
435 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
436 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
437 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
438 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
439 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
440 property eIncCam
: Integer read FIncCam write FIncCam
;
441 property eUID
: Word read FUID
;
442 property eJustTeleported
: Boolean read FJustTeleported
;
443 property eNetTime
: LongWord read FNetTime
;
445 // set this before assigning something to `eDamage`
446 property eDamageType
: Integer read mEDamageType write mEDamageType
;
447 property eDamage
: Integer write doDamage
;
458 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
459 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
460 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
463 procedure save (st
: TStream
);
464 procedure load (st
: TStream
);
472 TBot
= class(TPlayer
)
474 FSelectedWeapon
: Byte;
477 FAIFlags
: Array of TAIFlag
;
478 FDifficult
: TDifficult
;
480 function GetRnd(a
: Byte): Boolean;
481 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
482 function RunDirection(): TDirection
;
483 function FullInStep(XInc
, YInc
: Integer): Boolean;
484 //function NeedItem(Item: Byte): Byte;
485 procedure SelectWeapon(Dist
: Integer);
486 procedure SetAIFlag(aName
, fValue
: String20
);
487 function GetAIFlag(aName
: String20
): String20
;
488 procedure RemoveAIFlag(aName
: String20
);
489 function Healthy(): Byte;
490 procedure UpdateMove();
491 procedure UpdateCombat();
492 function KeyPressed(Key
: Word): Boolean;
493 procedure ReleaseKey(Key
: Byte);
494 function TargetOnScreen(TX
, TY
: Integer): Boolean;
495 procedure OnDamage(Angle
: SmallInt); override;
498 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
499 constructor Create(); override;
500 destructor Destroy(); override;
501 procedure Draw(); override;
502 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
503 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
504 procedure Update(); override;
505 procedure SaveState (st
: TStream
); override;
506 procedure LoadState (st
: TStream
); override;
518 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
519 procedure moveBy (dx
, dy
: Integer); inline;
521 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
535 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
536 procedure moveBy (dx
, dy
: Integer); inline;
538 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
541 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
550 FAnimation
: TAnimation
;
551 FAnimationMask
: TAnimation
;
554 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
555 destructor Destroy(); override;
556 procedure Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
559 procedure SaveState (st
: TStream
);
560 procedure LoadState (st
: TStream
);
562 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
563 procedure moveBy (dx
, dy
: Integer); inline;
565 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
567 function ObjPtr (): PObj
; inline;
569 property Obj
: TObj read FObj
; // copies object
570 property State
: Byte read FState
;
571 property Mess
: Boolean read FMess
;
574 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
580 gPlayers
: Array of TPlayer
;
581 gCorpses
: Array of TCorpse
;
582 gGibs
: Array of TGib
;
583 gShells
: Array of TShell
;
584 gTeamStat
: TTeamStat
;
585 gFly
: Boolean = False;
586 gAimLine
: Boolean = False;
587 gChatBubble
: Integer = 0;
588 gPlayerIndicator
: Integer = 1;
589 gPlayerIndicatorStyle
: Integer = 0;
591 gSpectLatchPID1
: Word = 0;
592 gSpectLatchPID2
: Word = 0;
593 MAX_RUNVEL
: Integer = 8;
594 VEL_JUMP
: Integer = 10;
595 SHELL_TIMEOUT
: Cardinal = 60000;
597 function Lerp(X
, Y
, Factor
: Integer): Integer;
599 procedure g_Gibs_SetMax(Count
: Word);
600 function g_Gibs_GetMax(): Word;
601 procedure g_Corpses_SetMax(Count
: Word);
602 function g_Corpses_GetMax(): Word;
603 procedure g_Force_Model_Set(Mode
: Word);
604 function g_Force_Model_Get(): Word;
605 procedure g_Forced_Model_SetName(Model
: String);
606 function g_Forced_Model_GetName(): String;
607 procedure g_Shells_SetMax(Count
: Word);
608 function g_Shells_GetMax(): Word;
610 procedure g_Player_Init();
611 procedure g_Player_Free();
612 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
613 function g_Player_CreateFromState (st
: TStream
): Word;
614 procedure g_Player_Remove(UID
: Word);
615 procedure g_Player_ResetTeams();
616 procedure g_Player_PreUpdate();
617 procedure g_Player_UpdateAll();
618 procedure g_Player_DrawAll();
619 procedure g_Player_DrawDebug(p
: TPlayer
);
620 procedure g_Player_DrawHealth();
621 procedure g_Player_RememberAll();
622 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
623 function g_Player_Get(UID
: Word): TPlayer
;
624 function g_Player_GetCount(): Byte;
625 function g_Player_GetStats(): TPlayerStatArray
;
626 function g_Player_ExistingName(Name
: String): Boolean;
627 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
628 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
629 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
630 procedure g_Player_UpdatePhysicalObjects();
631 procedure g_Player_DrawCorpses();
632 procedure g_Player_DrawShells();
633 procedure g_Player_RemoveAllCorpses();
634 procedure g_Player_Corpses_SaveState (st
: TStream
);
635 procedure g_Player_Corpses_LoadState (st
: TStream
);
636 procedure g_Player_ResetReady();
637 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
638 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
639 procedure g_Bot_MixNames();
640 procedure g_Bot_RemoveAll();
641 function g_Bot_GetCount(): Integer;
646 {$INCLUDE ../nogl/noGLuses.inc}
647 {$IFDEF ENABLE_HOLMES}
650 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
651 g_options
, g_triggers
, g_menu
, g_game
, g_grid
, e_res
,
652 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
653 g_net
, g_netmsg
, g_window
,
656 const PLR_SAVE_VERSION
= 0;
666 diag_precision
: Byte;
670 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
671 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
672 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
676 TIME_RESPAWN1
= 1500;
677 TIME_RESPAWN2
= 2000;
678 TIME_RESPAWN3
= 3000;
681 JET_MAX
= 540; // ~30 sec
682 PLAYER_SUIT_TIME
= 30000;
683 PLAYER_INVUL_TIME
= 30000;
684 PLAYER_INVIS_TIME
= 35000;
685 FRAG_COMBO_TIME
= 3000;
689 ANGLE_RIGHTDOWN
= -35;
691 ANGLE_LEFTDOWN
= -145;
692 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
693 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
696 BOT_UNSAFEDIST
= 128;
697 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
699 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
700 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
701 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
702 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
703 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
704 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
705 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
706 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
707 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
708 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
709 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
710 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
711 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
712 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
713 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
714 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
715 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
716 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
717 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
718 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
719 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
720 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
721 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
722 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
723 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
724 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
726 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
727 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
729 BOTNAMES_FILENAME
= 'botnames.txt';
730 BOTLIST_FILENAME
= 'botlist.txt';
734 MaxCorpses
: Word = 20;
735 MaxShells
: Word = 300;
736 ForceModel
: Word = 0;
737 ForcedModelName
: String = STD_PLAYER_MODEL
;
738 CurrentGib
: Integer = 0;
739 CurrentShell
: Integer = 0;
740 BotNames
: Array of String;
741 BotList
: Array of TBotProfile
;
742 SavedStates
: Array of TPlayerSavedState
;
745 function Lerp(X
, Y
, Factor
: Integer): Integer;
747 Result
:= X
+ ((Y
- X
) div Factor
);
750 function SameTeam(UID1
, UID2
: Word): Boolean;
754 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
755 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
757 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
759 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
760 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
762 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
765 procedure g_Gibs_SetMax(Count
: Word);
768 SetLength(gGibs
, Count
);
770 if CurrentGib
>= Count
then
774 function g_Gibs_GetMax(): Word;
779 procedure g_Shells_SetMax(Count
: Word);
782 SetLength(gShells
, Count
);
784 if CurrentShell
>= Count
then
788 function g_Shells_GetMax(): Word;
794 procedure g_Corpses_SetMax(Count
: Word);
797 SetLength(gCorpses
, Count
);
800 function g_Corpses_GetMax(): Word;
802 Result
:= MaxCorpses
;
805 procedure g_Force_Model_Set(Mode
: Word);
810 function g_Force_Model_Get(): Word;
812 Result
:= ForceModel
;
815 procedure g_Forced_Model_SetName(Model
: String);
817 ForcedModelName
:= Model
;
820 function g_Forced_Model_GetName(): String;
822 Result
:= ForcedModelName
;
825 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
835 // Åñòü ëè ìåñòî â gPlayers:
836 if gPlayers
<> nil then
837 for a
:= 0 to High(gPlayers
) do
838 if gPlayers
[a
] = nil then
844 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
847 SetLength(gPlayers
, Length(gPlayers
)+1);
851 // Ñîçäàåì îáúåêò èãðîêà:
853 gPlayers
[a
] := TBot
.Create()
855 gPlayers
[a
] := TPlayer
.Create();
858 gPlayers
[a
].FActualModelName
:= ModelName
;
859 gPlayers
[a
].SetModel(ModelName
);
860 if Bot
and (g_Force_Model_Get() <> 0) then
861 gPlayers
[a
].SetModel(g_Forced_Model_GetName());
863 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
864 if gPlayers
[a
].FModel
= nil then
868 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
872 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
873 if Random(2) = 0 then
877 gPlayers
[a
].FPreferredTeam
:= Team
;
879 case gGameSettings
.GameMode
of
880 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
882 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
884 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
887 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
888 gPlayers
[a
].FColor
:= Color
;
889 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
890 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
892 gPlayers
[a
].FModel
.Color
:= Color
;
894 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
895 gPlayers
[a
].FAlive
:= False;
897 Result
:= gPlayers
[a
].FUID
;
900 function g_Player_CreateFromState (st
: TStream
): Word;
901 var a
: Integer; ok
, Bot
: Boolean; pos
: Int64;
905 // check signature and entity type
907 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
908 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
909 Bot
:= utils
.readBool(st
);
912 // find free player slot
914 for a
:= 0 to High(gPlayers
) do
915 if gPlayers
[a
] = nil then
921 // allocate player slot
924 SetLength(gPlayers
, Length(gPlayers
)+1);
928 // create entity and load state
931 gPlayers
[a
] := TBot
.Create();
932 if (g_Force_Model_Get() <> 0) then
933 gPlayers
[a
].SetModel(g_Forced_Model_GetName());
936 gPlayers
[a
] := TPlayer
.Create();
937 gPlayers
[a
].FPhysics
:= True; // ???
938 gPlayers
[a
].LoadState(st
);
940 result
:= gPlayers
[a
].FUID
;
944 procedure g_Player_ResetTeams();
948 if g_Game_IsClient
then
950 if gPlayers
= nil then
952 for a
:= Low(gPlayers
) to High(gPlayers
) do
953 if gPlayers
[a
] <> nil then
954 case gGameSettings
.GameMode
of
956 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
958 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
959 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
960 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
963 gPlayers
[a
].ChangeTeam(TEAM_RED
)
965 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
968 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
972 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
975 _name
, _model
: String;
978 if not g_Game_IsServer
then Exit
;
980 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
981 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
983 // Ñïèñîê íàçâàíèé ìîäåëåé:
984 m
:= g_PlayerModel_GetNames();
989 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
990 Team
:= TEAM_COOP
// COOP
992 if gGameSettings
.GameMode
= GM_DM
then
993 Team
:= TEAM_NONE
// DM
995 if Team
= TEAM_NONE
then // CTF / TDM
997 // Àâòîáàëàíñ êîìàíä:
1001 for a
:= 0 to High(gPlayers
) do
1002 if gPlayers
[a
] <> nil then
1004 if gPlayers
[a
].Team
= TEAM_RED
then
1007 if gPlayers
[a
].Team
= TEAM_BLUE
then
1017 if Random(2) = 0 then
1023 // Âûáèðàåì áîòó èìÿ:
1025 if BotNames
<> nil then
1026 for a
:= 0 to High(BotNames
) do
1027 if g_Player_ExistingName(BotNames
[a
]) then
1029 _name
:= BotNames
[a
];
1033 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1034 _model
:= m
[Random(Length(m
))];
1037 with g_Player_Get(g_Player_Create(_model
,
1038 _RGB(Min(Random(9)*32, 255),
1039 Min(Random(9)*32, 255),
1040 Min(Random(9)*32, 255)),
1041 Team
, True)) as TBot
do
1043 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1045 Name
:= Format('DFBOT%.5d', [UID
])
1050 1: FDifficult
:= DIFFICULT_EASY
;
1051 2: FDifficult
:= DIFFICULT_MEDIUM
;
1052 else FDifficult
:= DIFFICULT_HARD
;
1055 for a
:= WP_FIRST
to WP_LAST
do
1057 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1058 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1059 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1062 FHandicap
:= Handicap
;
1064 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1066 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1067 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1072 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1075 _name
, _model
: String;
1078 if not g_Game_IsServer
then Exit
;
1080 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
1081 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
1083 // Ñïèñîê íàçâàíèé ìîäåëåé:
1084 m
:= g_PlayerModel_GetNames();
1089 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1090 Team
:= TEAM_COOP
// COOP
1092 if gGameSettings
.GameMode
= GM_DM
then
1093 Team
:= TEAM_NONE
// DM
1095 if Team
= TEAM_NONE
then
1096 Team
:= BotList
[num
].team
; // CTF / TDM
1098 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1100 num
:= Random(Length(BotList
))
1103 if (num
< 0) or (num
> Length(BotList
)-1) then
1105 if (num
= -1) and (BotList
<> nil) then
1106 lName
:= AnsiLowerCase(lName
);
1107 for a
:= 0 to High(BotList
) do
1108 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1118 _name
:= BotList
[num
].name
;
1121 _model
:= BotList
[num
].model
;
1122 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1123 if not InSArray(_model
, m
) then
1124 _model
:= m
[Random(Length(m
))];
1127 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1131 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1132 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1133 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1134 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1135 FDifficult
.Cover
:= BotList
[num
].cover
;
1136 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1138 FHandicap
:= Handicap
;
1140 for a
:= WP_FIRST
to WP_LAST
do
1142 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1143 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1144 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1147 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1149 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1153 procedure g_Bot_RemoveAll();
1157 if not g_Game_IsServer
then Exit
;
1158 if gPlayers
= nil then Exit
;
1160 for a
:= 0 to High(gPlayers
) do
1161 if gPlayers
[a
] <> nil then
1162 if gPlayers
[a
] is TBot
then
1164 gPlayers
[a
].Lives
:= 0;
1165 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1166 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1167 g_Player_Remove(gPlayers
[a
].FUID
);
1173 procedure g_Bot_MixNames();
1178 if BotNames
<> nil then
1179 for a
:= 0 to High(BotNames
) do
1181 b
:= Random(Length(BotNames
));
1183 Botnames
[a
] := BotNames
[b
];
1188 procedure g_Player_Remove(UID
: Word);
1192 if gPlayers
= nil then Exit
;
1194 if g_Game_IsServer
and g_Game_IsNet
then
1195 MH_SEND_PlayerDelete(UID
);
1197 for i
:= 0 to High(gPlayers
) do
1198 if gPlayers
[i
] <> nil then
1199 if gPlayers
[i
].FUID
= UID
then
1201 if gPlayers
[i
] is TPlayer
then
1202 TPlayer(gPlayers
[i
]).Free()
1204 TBot(gPlayers
[i
]).Free();
1210 procedure g_Player_Init();
1222 path
:= BOTNAMES_FILENAME
;
1223 if e_FindResource(DataDirs
, path
) then
1225 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1226 AssignFile(F
, path
);
1237 SetLength(BotNames
, Length(BotNames
)+1);
1238 BotNames
[High(BotNames
)] := s
;
1247 path
:= BOTLIST_FILENAME
;
1248 if e_FindResource(DataDirs
, path
) then
1250 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1251 config
:= TConfig
.CreateFile(path
);
1254 while config
.SectionExists(IntToStr(a
)) do
1256 SetLength(BotList
, Length(BotList
)+1);
1258 with BotList
[High(BotList
)] do
1260 name
:= config
.ReadStr(IntToStr(a
), 'name', ''); // Èìÿ áîòà
1261 model
:= config
.ReadStr(IntToStr(a
), 'model', ''); // Ìîäåëü
1264 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red'
1265 then team
:= TEAM_RED
1266 else team
:= TEAM_BLUE
;
1269 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1270 color
.R
:= StrToIntDef(sa
[0], 0);
1271 color
.G
:= StrToIntDef(sa
[1], 0);
1272 color
.B
:= StrToIntDef(sa
[2], 0);
1274 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0); // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì
1275 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0); // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó
1276 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0); // Òî÷íîñòü ñòðåëüáû ïîä óãëîì
1277 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0); // Òî÷íîñòü ñòðåëüáû â ïîëåòå
1278 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0); // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ
1279 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0); // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà
1281 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ
1282 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1283 if Length(sa
) = 10 then
1285 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1287 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ
1288 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1289 if Length(sa
) = 10 then
1291 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1293 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1294 if Length(sa) = 10 then
1296 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1305 SetLength(SavedStates
, 0);
1308 procedure g_Player_Free();
1312 if gPlayers
<> nil then
1314 for i
:= 0 to High(gPlayers
) do
1315 if gPlayers
[i
] <> nil then
1317 if gPlayers
[i
] is TPlayer
then
1318 TPlayer(gPlayers
[i
]).Free()
1320 TBot(gPlayers
[i
]).Free();
1329 SetLength(SavedStates
, 0);
1332 procedure g_Player_PreUpdate();
1336 if gPlayers
= nil then Exit
;
1337 for i
:= 0 to High(gPlayers
) do
1338 if gPlayers
[i
] <> nil then
1339 gPlayers
[i
].PreUpdate();
1342 procedure g_Player_UpdateAll();
1346 if gPlayers
= nil then Exit
;
1348 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1349 for i
:= 0 to High(gPlayers
) do
1351 if gPlayers
[i
] <> nil then
1353 if gPlayers
[i
] is TPlayer
then
1355 gPlayers
[i
].Update();
1356 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1360 // bot updates weapons in `UpdateCombat()`
1361 TBot(gPlayers
[i
]).Update();
1365 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1368 procedure g_Player_DrawAll();
1372 if gPlayers
= nil then Exit
;
1374 for i
:= 0 to High(gPlayers
) do
1375 if gPlayers
[i
] <> nil then
1376 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1377 else TBot(gPlayers
[i
]).Draw();
1380 procedure g_Player_DrawDebug(p
: TPlayer
);
1384 if p
= nil then Exit
;
1385 if (@p
.FObj
) = nil then Exit
;
1387 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1389 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1390 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1391 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1392 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1393 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1394 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1395 e_TextureFontPrint(0, fH
* 6, 'Old X: ' + IntToStr(p
.FObj
.oldX
), gStdFont
);
1396 e_TextureFontPrint(0, fH
* 7, 'Old Y: ' + IntToStr(p
.FObj
.oldY
), gStdFont
);
1399 procedure g_Player_DrawHealth();
1404 if gPlayers
= nil then Exit
;
1405 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1407 for i
:= 0 to High(gPlayers
) do
1408 if gPlayers
[i
] <> nil then
1410 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1411 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1412 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1413 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1414 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1415 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1419 function g_Player_Get(UID
: Word): TPlayer
;
1425 if gPlayers
= nil then
1428 for a
:= 0 to High(gPlayers
) do
1429 if gPlayers
[a
] <> nil then
1430 if gPlayers
[a
].FUID
= UID
then
1432 Result
:= gPlayers
[a
];
1437 function g_Player_GetCount(): Byte;
1443 if gPlayers
= nil then
1446 for a
:= 0 to High(gPlayers
) do
1447 if gPlayers
[a
] <> nil then
1448 Result
:= Result
+ 1;
1451 function g_Bot_GetCount(): Integer;
1457 if gPlayers
= nil then
1460 for a
:= 0 to High(gPlayers
) do
1461 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] is TBot
) then
1462 Result
:= Result
+ 1;
1465 function g_Player_GetStats(): TPlayerStatArray
;
1471 if gPlayers
= nil then Exit
;
1473 for a
:= 0 to High(gPlayers
) do
1474 if gPlayers
[a
] <> nil then
1476 SetLength(Result
, Length(Result
)+1);
1477 with Result
[High(Result
)] do
1480 Ping
:= gPlayers
[a
].FPing
;
1481 Loss
:= gPlayers
[a
].FLoss
;
1482 Name
:= gPlayers
[a
].FName
;
1483 Team
:= gPlayers
[a
].FTeam
;
1484 Frags
:= gPlayers
[a
].FFrags
;
1485 Deaths
:= gPlayers
[a
].FDeath
;
1486 Kills
:= gPlayers
[a
].FKills
;
1487 Color
:= gPlayers
[a
].FModel
.Color
;
1488 Lives
:= gPlayers
[a
].FLives
;
1489 Spectator
:= gPlayers
[a
].FSpectator
;
1490 UID
:= gPlayers
[a
].FUID
;
1495 procedure g_Player_ResetReady();
1499 if not g_Game_IsServer
then Exit
;
1500 if gPlayers
= nil then Exit
;
1502 for a
:= 0 to High(gPlayers
) do
1503 if gPlayers
[a
] <> nil then
1505 gPlayers
[a
].FReady
:= False;
1506 if g_Game_IsNet
then
1507 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1511 procedure g_Player_RememberAll
;
1515 for i
:= Low(gPlayers
) to High(gPlayers
) do
1516 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1517 gPlayers
[i
].RememberState
;
1520 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1524 gTeamStat
[TEAM_RED
].Score
:= 0;
1525 gTeamStat
[TEAM_BLUE
].Score
:= 0;
1527 if gPlayers
<> nil then
1528 for i
:= 0 to High(gPlayers
) do
1529 if gPlayers
[i
] <> nil then
1531 gPlayers
[i
].Reset(Force
);
1533 if gPlayers
[i
] is TPlayer
then
1535 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1536 gPlayers
[i
].Respawn(Silent
)
1538 gPlayers
[i
].Spectate();
1541 TBot(gPlayers
[i
]).Respawn(Silent
);
1545 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
1553 if Player
.alive
then
1556 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1557 i
:= Player
.FCorpse
;
1558 if (i
>= 0) and (i
< Length(gCorpses
)) then
1560 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].FPlayerUID
= Player
.FUID
) then
1561 gCorpses
[i
].FPlayerUID
:= 0;
1564 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1569 if (FHealth
>= -50) or (gGibsCount
= 0) then
1571 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1575 for find_id
:= 0 to High(gCorpses
) do
1576 if gCorpses
[find_id
] = nil then
1583 find_id
:= Random(Length(gCorpses
));
1585 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1586 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1587 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1588 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1589 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1594 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1595 FObj
.Y
+ PLAYER_RECT_CY
,
1596 FModel
.Name
, FModel
.Color
);
1600 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1604 if (gShells
= nil) or (Length(gShells
) = 0) then
1607 with gShells
[CurrentShell
] do
1613 if T
= SHELL_BULLET
then
1615 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1619 Obj
.Rect
.Width
:= 4;
1620 Obj
.Rect
.Height
:= 2;
1624 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1628 Obj
.Rect
.Width
:= 7;
1629 Obj
.Rect
.Height
:= 3;
1635 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1636 positionChanged(); // this updates spatial accelerators
1637 RAngle
:= Random(360);
1638 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1640 if CurrentShell
>= High(gShells
) then
1647 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1650 GibsArray
: TGibsArray
;
1653 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1655 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1657 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1659 for a
:= 0 to High(GibsArray
) do
1660 with gGibs
[CurrentGib
] do
1663 ID
:= GibsArray
[a
].ID
;
1664 MaskID
:= GibsArray
[a
].MaskID
;
1667 Obj
.Rect
:= GibsArray
[a
].Rect
;
1668 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1669 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1670 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1671 positionChanged(); // this updates spatial accelerators
1672 RAngle
:= Random(360);
1674 if gBloodCount
> 0 then
1675 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1676 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1678 if CurrentGib
>= High(gGibs
) then
1685 procedure g_Player_UpdatePhysicalObjects();
1691 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1696 if T
= SHELL_BULLET
then
1697 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1699 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1704 if gGibs
<> nil then
1705 for i
:= 0 to High(gGibs
) do
1706 if gGibs
[i
].alive
then
1713 mr
:= g_Obj_Move(@Obj
, True, False, True);
1714 positionChanged(); // this updates spatial accelerators
1716 if WordBool(mr
and MOVE_FALLOUT
) then
1722 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1723 if WordBool(mr
and MOVE_HITWALL
) then
1724 Obj
.Vel
.X
:= -(vel
.X
div 2);
1725 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1726 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1728 if (Obj
.Vel
.X
>= 0) then
1730 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1731 if RAngle
>= 360 then
1732 RAngle
:= RAngle
mod 360;
1733 end else begin // Counter-clockwise
1734 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1736 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1739 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1740 if gTime
mod (GAME_TICK
*3) = 0 then
1741 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1745 if gCorpses
<> nil then
1746 for i
:= 0 to High(gCorpses
) do
1747 if gCorpses
[i
] <> nil then
1748 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1754 gCorpses
[i
].Update();
1757 if gShells
<> nil then
1758 for i
:= 0 to High(gShells
) do
1759 if gShells
[i
].alive
then
1766 mr
:= g_Obj_Move(@Obj
, True, False, True);
1767 positionChanged(); // this updates spatial accelerators
1769 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1775 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1776 if WordBool(mr
and MOVE_HITWALL
) then
1778 Obj
.Vel
.X
:= -(vel
.X
div 2);
1779 if not WordBool(mr
and MOVE_INWATER
) then
1780 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1782 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1784 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1785 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1786 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1788 if RAngle
mod 90 <> 0 then
1789 RAngle
:= (RAngle
div 90) * 90;
1791 else if not WordBool(mr
and MOVE_INWATER
) then
1792 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1795 if (Obj
.Vel
.X
>= 0) then
1797 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1798 if RAngle
>= 360 then
1799 RAngle
:= RAngle
mod 360;
1800 end else begin // Counter-clockwise
1801 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1803 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1809 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1811 x
:= Obj
.X
+Obj
.Rect
.X
;
1812 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1813 w
:= Obj
.Rect
.Width
;
1814 h
:= Obj
.Rect
.Height
;
1817 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1819 if (dx
<> 0) or (dy
<> 0) then
1828 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1832 w
:= Obj
.Rect
.Width
;
1833 h
:= Obj
.Rect
.Height
;
1836 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1838 if (dx
<> 0) or (dy
<> 0) then
1847 procedure TGib
.positionChanged (); inline; begin end;
1848 procedure TShell
.positionChanged (); inline; begin end;
1851 procedure g_Player_DrawCorpses();
1856 if gGibs
<> nil then
1857 for i
:= 0 to High(gGibs
) do
1858 if gGibs
[i
].alive
then
1861 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1864 Obj
.lerp(gLerpFactor
, fX
, fY
);
1866 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1867 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1869 e_DrawAdv(ID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1872 e_DrawAdv(MaskID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1878 if gCorpses
<> nil then
1879 for i
:= 0 to High(gCorpses
) do
1880 if gCorpses
[i
] <> nil then
1884 procedure g_Player_DrawShells();
1889 if gShells
<> nil then
1890 for i
:= 0 to High(gShells
) do
1891 if gShells
[i
].alive
then
1894 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1897 Obj
.lerp(gLerpFactor
, fX
, fY
);
1902 e_DrawAdv(SpriteID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1906 procedure g_Player_RemoveAllCorpses();
1912 SetLength(gGibs
, MaxGibs
);
1913 SetLength(gShells
, MaxGibs
);
1917 if gCorpses
<> nil then
1918 for i
:= 0 to High(gCorpses
) do
1922 SetLength(gCorpses
, MaxCorpses
);
1925 procedure g_Player_Corpses_SaveState (st
: TStream
);
1929 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1931 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1933 // Êîëè÷åñòâî òðóïîâ
1934 utils
.writeInt(st
, LongInt(count
));
1936 if (count
= 0) then exit
;
1939 for i
:= 0 to High(gCorpses
) do
1941 if gCorpses
[i
] <> nil then
1944 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1946 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1947 // Ñîõðàíÿåì äàííûå òðóïà:
1948 gCorpses
[i
].SaveState(st
);
1954 procedure g_Player_Corpses_LoadState (st
: TStream
);
1962 g_Player_RemoveAllCorpses();
1964 // Êîëè÷åñòâî òðóïîâ:
1965 count
:= utils
.readLongInt(st
);
1966 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1968 if (count
= 0) then exit
;
1971 for i
:= 0 to count
-1 do
1974 str
:= utils
.readStr(st
);
1976 b
:= utils
.readBool(st
);
1978 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1979 // Çàãðóæàåì äàííûå òðóïà
1980 gCorpses
[i
].LoadState(st
);
1987 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1989 procedure TPlayer
.BFGHit();
1991 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1992 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1993 if g_Game_IsServer
and g_Game_IsNet
then
1994 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1995 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1999 procedure TPlayer
.ChangeModel(ModelName
: string);
2001 locModel
: TPlayerModel
;
2003 locModel
:= g_PlayerModel_Get(ModelName
);
2004 if locModel
= nil then Exit
;
2010 procedure TPlayer
.SetModel(ModelName
: string);
2014 m
:= g_PlayerModel_Get(ModelName
);
2017 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
2018 m
:= g_PlayerModel_Get('doomer');
2021 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
2026 if FModel
<> nil then
2031 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2032 FModel
.Color
:= FColor
2034 FModel
.Color
:= TEAMCOLOR
[FTeam
];
2035 FModel
.SetWeapon(FCurrWeap
);
2036 FModel
.SetFlag(FFlag
);
2037 SetDirection(FDirection
);
2040 procedure TPlayer
.SetColor(Color
: TRGB
);
2043 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2044 if FModel
<> nil then FModel
.Color
:= Color
;
2049 function TPlayer
.GetColor(): TRGB
;
2051 result
:= FModel
.Color
;
2054 procedure TPlayer
.SetWeaponPrefs(Prefs
: Array of Byte);
2058 for i
:= WP_FIRST
to WP_LAST
+ 1 do
2060 if (Prefs
[i
] > WP_LAST
+ 1) then
2061 FWeapPreferences
[i
] := 0
2063 FWeapPreferences
[i
] := Prefs
[i
];
2067 procedure TPlayer
.SetWeaponPref(Weapon
, Pref
: Byte);
2069 if (Weapon
> WP_LAST
+ 1) then
2071 else if (Pref
<= WP_LAST
+ 1) and (Weapon
<= WP_LAST
+ 1) then
2072 FWeapPreferences
[Weapon
] := Pref
2073 else if (Weapon
<= WP_LAST
+ 1) and (Pref
> WP_LAST
+ 1) then
2074 FWeapPreferences
[Weapon
] := 0;
2077 function TPlayer
.GetWeaponPref(Weapon
: Byte) : Byte;
2079 if (Weapon
> WP_LAST
+ 1) then
2081 else if (FWeapPreferences
[Weapon
] > WP_LAST
+ 1) then
2084 result
:= FWeapPreferences
[Weapon
];
2087 function TPlayer
.GetMorePrefered() : Byte;
2089 testedWeap
, i
: Byte;
2091 testedWeap
:= FCurrWeap
;
2092 for i
:= WP_FIRST
to WP_LAST
do
2093 if FWeapon
[i
] and maySwitch(i
) and (FWeapPreferences
[i
] > FWeapPreferences
[testedWeap
]) then
2095 if (R_BERSERK
in FRulez
) and (FWeapPreferences
[WP_LAST
+ 1] > FWeapPreferences
[testedWeap
]) then
2096 testedWeap
:= WEAPON_KASTET
;
2097 result
:= testedWeap
;
2100 function TPlayer
.maySwitch(Weapon
: Byte) : Boolean;
2103 if (Weapon
= WEAPON_KASTET
) and (FSkipFist
<> 0) then
2105 if (FSkipFist
= 1) and (not (R_BERSERK
in FRulez
)) then
2108 else if (FSwitchToEmpty
= 0) and (not hasAmmoForShooting(Weapon
)) then
2112 procedure TPlayer
.SwitchTeam
;
2114 if g_Game_IsClient
then
2116 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2118 if gGameOn
and FAlive
then
2119 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2121 if FTeam
= TEAM_RED
then
2123 ChangeTeam(TEAM_BLUE
);
2124 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2125 if g_Game_IsNet
then
2126 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2130 ChangeTeam(TEAM_RED
);
2131 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2132 if g_Game_IsNet
then
2133 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2135 FPreferredTeam
:= FTeam
;
2138 procedure TPlayer
.ChangeTeam(Team
: Byte);
2145 TEAM_RED
, TEAM_BLUE
:
2146 FModel
.Color
:= TEAMCOLOR
[Team
];
2148 FModel
.Color
:= FColor
;
2150 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2151 MH_SEND_PlayerStats(FUID
);
2155 procedure TPlayer.CollideItem();
2160 if gItems = nil then Exit;
2161 if not FAlive then Exit;
2163 for i := 0 to High(gItems) do
2166 if (ItemType <> ITEM_NONE) and alive then
2167 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2168 PLAYER_RECT.Height, @Obj) then
2170 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2172 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2173 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2174 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2175 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2176 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2178 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2179 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2180 (gGameSettings.GameType = GT_SINGLE) and
2181 (g_Player_GetCount() > 1)) then
2182 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2188 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2190 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2191 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2195 constructor TPlayer
.Create();
2201 mEDamageType
:= HIT_SOME
;
2207 FSawSound
:= TPlayableSound
.Create();
2208 FSawSoundIdle
:= TPlayableSound
.Create();
2209 FSawSoundHit
:= TPlayableSound
.Create();
2210 FSawSoundSelect
:= TPlayableSound
.Create();
2211 FFlameSoundOn
:= TPlayableSound
.Create();
2212 FFlameSoundOff
:= TPlayableSound
.Create();
2213 FFlameSoundWork
:= TPlayableSound
.Create();
2214 FJetSoundFly
:= TPlayableSound
.Create();
2215 FJetSoundOn
:= TPlayableSound
.Create();
2216 FJetSoundOff
:= TPlayableSound
.Create();
2218 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2219 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2220 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2221 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2222 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2223 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2224 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2225 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2226 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2227 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2229 FSpectatePlayer
:= -1;
2233 FSavedStateNum
:= -1;
2241 FActualModelName
:= 'doomer';
2244 FObj
.Rect
:= PLAYER_RECT
;
2246 FBFGFireCounter
:= -1;
2247 FJustTeleported
:= False;
2250 FWaitForFirstSpawn
:= false;
2255 procedure TPlayer
.positionChanged (); inline;
2259 procedure TPlayer
.doDamage (v
: Integer);
2261 if (v
<= 0) then exit
;
2262 if (v
> 32767) then v
:= 32767;
2263 Damage(v
, 0, 0, 0, mEDamageType
);
2266 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2270 if (not g_Game_IsClient
) and (not FAlive
) then
2275 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2276 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2278 if not g_Game_IsClient
then
2281 if t
= HIT_TRAP
then
2283 // Ëîâóøêà óáèâàåò ñðàçó:
2285 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2287 if t
= HIT_SELF
then
2291 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2294 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2295 FMegaRulez
[MR_SUIT
] := 0;
2296 FMegaRulez
[MR_INVUL
] := 0;
2297 FMegaRulez
[MR_INVIS
] := 0;
2302 // Íî îò îñòàëüíîãî ñïàñàåò:
2303 if FMegaRulez
[MR_INVUL
] >= gTime
then
2310 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2311 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2312 (SpawnerUID
= FUID
) or
2313 (not SameTeam(FUID
, SpawnerUID
)) then
2315 FLastSpawnerUID
:= SpawnerUID
;
2317 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2318 if gBloodCount
> 0 then
2320 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2321 if value
div 4 <= c
then
2322 c
:= c
- (value
div 4)
2326 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2330 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2331 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2334 if t
= HIT_WATER
then
2336 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2337 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2339 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2340 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2346 Inc(FDamageBuffer
, value
);
2350 FPain
:= FPain
+ value
;
2353 if g_Game_IsServer
and g_Game_IsNet
then
2355 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2356 MH_SEND_PlayerStats(FUID
);
2357 MH_SEND_PlayerPos(False, FUID
);
2361 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2364 if g_Game_IsClient
then
2369 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2371 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2374 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2376 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2380 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2381 MH_SEND_PlayerStats(FUID
);
2384 destructor TPlayer
.Destroy();
2386 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2388 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2392 FSawSoundIdle
.Free();
2393 FSawSoundHit
.Free();
2394 FSawSoundSelect
.Free();
2395 FFlameSoundOn
.Free();
2396 FFlameSoundOff
.Free();
2397 FFlameSoundWork
.Free();
2398 FJetSoundFly
.Free();
2400 FJetSoundOff
.Free();
2402 if FPunchAnim
<> nil then
2408 procedure TPlayer
.DrawIndicator(Color
: TRGB
);
2410 indX
, indY
, fX
, fY
, fSlope
: Integer;
2420 FObj
.lerp(gLerpFactor
, fX
, fY
);
2421 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2423 case gPlayerIndicatorStyle
of
2426 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2428 e_GetTextureSize(ID
, @indW
, @indH
);
2432 if (FObj
.X
+ FObj
.Rect
.X
) < 0 then
2435 indX
:= fX
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
;
2436 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2439 else if (FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
) > Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) then
2442 indX
:= fX
+ FObj
.Rect
.X
- indH
;
2443 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2446 else if (FObj
.Y
- indH
) < 0 then
2449 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2450 indY
:= fY
+ FObj
.Rect
.Y
+ FObj
.Rect
.Height
;
2456 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2460 indY
:= indY
+ fSlope
;
2461 indX
:= EnsureRange(indX
, 0, Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) - indW
);
2462 indY
:= EnsureRange(indY
, 0, Max(gMapInfo
.Height
, gPlayerScreenSize
.Y
) - indH
);
2466 e_DrawAdv(ID
, indX
, indY
, 0, True, False, indA
, @a
);
2473 e_TextureFontGetSize(gStdFont
, nW
, nH
);
2474 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- Length(FName
) * nW
) div 2;
2475 indY
:= fY
- nH
+ fSlope
;
2476 e_TextureFontPrintEx(indX
, indY
, FName
, gStdFont
, Color
.R
, Color
.G
, Color
.B
, 1.0, True);
2482 procedure TPlayer
.DrawBubble();
2484 bubX
, bubY
, fX
, fY
: Integer;
2487 Rw
, Gw
, Bw
: SmallInt;
2491 CObj
:= getCameraObj();
2492 CObj
.lerp(gLerpFactor
, fX
, fY
);
2493 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2494 bubX
:= fX
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2495 bubY
:= fY
+FObj
.Rect
.Y
- 18;
2503 1: // simple textual non-bubble
2505 bubX
:= fX
+FObj
.Rect
.X
- 11;
2506 bubY
:= fY
+FObj
.Rect
.Y
- 17;
2507 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2510 2: // advanced pixel-perfect bubble
2512 if FTeam
= TEAM_RED
then
2515 if FTeam
= TEAM_BLUE
then
2518 3: // colored bubble
2520 Rb
:= FModel
.Color
.R
;
2521 Gb
:= FModel
.Color
.G
;
2522 Bb
:= FModel
.Color
.B
;
2523 Rw
:= Min(Rb
* 2 + 64, 255);
2524 Gw
:= Min(Gb
* 2 + 64, 255);
2525 Bw
:= Min(Bb
* 2 + 64, 255);
2526 if (Abs(Rw
- Rb
) < 32)
2527 or (Abs(Gw
- Gb
) < 32)
2528 or (Abs(Bw
- Bb
) < 32) then
2530 Rb
:= Max(Rw
div 2 - 16, 0);
2531 Gb
:= Max(Gw
div 2 - 16, 0);
2532 Bb
:= Max(Bw
div 2 - 16, 0);
2535 4: // custom textured bubble
2537 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2538 if FDirection
= TDirection
.D_RIGHT
then
2539 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2541 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2547 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2548 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2550 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2553 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2554 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2555 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
);
2556 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
);
2557 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
);
2558 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
);
2562 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2563 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2564 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2567 procedure TPlayer
.Draw();
2572 Mirror
: TMirrorType
;
2573 fX
, fY
, fSlope
: Integer;
2575 FObj
.lerp(gLerpFactor
, fX
, fY
);
2576 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2580 if Direction
= TDirection
.D_RIGHT
then
2581 Mirror
:= TMirrorType
.None
2583 Mirror
:= TMirrorType
.Horizontal
;
2585 if FPunchAnim
<> nil then
2587 FPunchAnim
.Draw(fX
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2588 fY
+fSlope
+FObj
.Rect
.Y
-11, Mirror
);
2589 if FPunchAnim
.played
then
2596 if (FMegaRulez
[MR_INVUL
] > gTime
) and ((gPlayerDrawn
<> Self
) or (FSpawnInvul
>= gTime
)) then
2597 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2599 e_GetTextureSize(ID
, @w
, @h
);
2600 if FDirection
= TDirection
.D_LEFT
then
2601 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2602 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False)
2604 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2605 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False);
2608 if FMegaRulez
[MR_INVIS
] > gTime
then
2610 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2611 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2613 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2614 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2618 FModel
.Draw(fX
, fY
+fSlope
, 200)
2620 FModel
.Draw(fX
, fY
+fSlope
);
2623 FModel
.Draw(fX
, fY
+fSlope
, 254);
2626 FModel
.Draw(fX
, fY
+fSlope
);
2629 if g_debug_Frames
then
2631 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2633 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2634 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2638 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2639 if (FMegaRulez
[MR_INVIS
] <= gTime
) or ((gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2640 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
)))) then
2642 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2643 if gAimLine
and alive
and
2644 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2649 procedure TPlayer
.DrawAim();
2650 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2655 {$IFDEF ENABLE_HOLMES}
2656 if isValidViewPort
and (self
= gPlayer1
) then
2658 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2662 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2663 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2665 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2669 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2674 wx
, wy
, xx
, yy
: Integer;
2678 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2679 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2688 1: begin // Chainsaw
2695 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2696 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2697 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2698 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2703 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2704 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2705 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2706 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2708 4: begin // Double Shotgun
2711 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2712 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2713 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2714 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2716 5: begin // Chaingun
2719 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2720 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2721 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2722 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2724 6: begin // Rocket Launcher
2727 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2728 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2729 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2730 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2732 7: begin // Plasmagun
2735 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2736 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2737 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2738 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2743 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2744 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2745 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2746 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2748 9: begin // Super Chaingun
2751 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2752 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2753 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2754 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2757 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2758 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2759 {$IF DEFINED(D2F_DEBUG)}
2760 drawCast(sz
, wx
, wy
, xx
, yy
);
2762 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2766 procedure TPlayer
.DrawGUI();
2769 X
, Y
, SY
, a
, p
, m
: Integer;
2773 stat
: TPlayerStatArray
;
2775 X
:= gPlayerScreenSize
.X
;
2776 SY
:= gPlayerScreenSize
.Y
;
2779 if gShowScore
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2781 if gGameSettings
.GameMode
= GM_CTF
then
2785 if gGameSettings
.GameMode
= GM_CTF
then
2787 s
:= 'TEXTURE_PLAYER_REDFLAG';
2788 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2789 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2790 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2791 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2792 if g_Texture_Get(s
, ID
) then
2793 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2796 s
:= IntToStr(gTeamStat
[TEAM_RED
].Score
);
2797 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2798 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2800 if gGameSettings
.GameMode
= GM_CTF
then
2802 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2803 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2804 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2805 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2806 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2807 if g_Texture_Get(s
, ID
) then
2808 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2811 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Score
);
2812 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2813 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2816 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2817 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2820 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2821 e_Draw(ID
, X
+2, Y
, 0, True, False);
2823 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2827 s
:= IntToStr(Frags
);
2828 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2829 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2834 stat
:= g_Player_GetStats();
2839 for a
:= 0 to High(stat
) do
2840 if stat
[a
].Name
<> Name
then
2842 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2843 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2847 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2848 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2849 s
:= s
+IntToStr(Abs(Frags
-m
));
2851 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2852 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2855 if gLMSRespawn
> LMS_RESPAWN_NONE
then
2857 s
:= _lc
[I_GAME_WARMUP
];
2858 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2859 s
:= s
+ ': ' + IntToStr((gLMSRespawnTime
- gTime
) div 1000);
2860 e_CharFont_PrintEx(gMenuFont
, X
-64-tw
, SY
-32, s
, _RGB(0, 255, 0));
2862 else if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2864 s
:= IntToStr(Lives
);
2865 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2866 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2870 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2871 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2873 if R_BERSERK
in FRulez
then
2874 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2876 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2878 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2879 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2881 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2882 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2883 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2885 s
:= IntToStr(FArmor
);
2886 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2887 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2889 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2895 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2900 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2902 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2903 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2904 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2905 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2906 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2907 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2908 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2909 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2910 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2913 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2914 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2915 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2917 if R_KEY_RED
in FRulez
then
2918 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2920 if R_KEY_GREEN
in FRulez
then
2921 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2923 if R_KEY_BLUE
in FRulez
then
2924 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2926 if FJetFuel
> 0 then
2928 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2929 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2930 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2931 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2932 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2933 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2937 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2938 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2939 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2942 if gShowPing
and g_Game_IsClient
then
2944 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2945 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2951 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2952 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2953 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2956 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2957 s
:= _lc
[I_PLAYER_SPECT4
];
2958 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2959 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2960 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2966 procedure TPlayer
.DrawRulez();
2970 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2971 if (FMegaRulez
[MR_INVUL
] >= gTime
) and (FSpawnInvul
< gTime
) then
2973 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2974 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2979 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2980 191, 191, 191, 0, TBlending
.Invert
);
2983 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2984 if FMegaRulez
[MR_SUIT
] >= gTime
then
2986 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2987 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2992 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2993 0, 96, 0, 200, TBlending
.None
);
2996 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2997 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2999 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
3000 255, 0, 0, 200, TBlending
.None
);
3004 procedure TPlayer
.DrawPain();
3008 if FPain
= 0 then Exit
;
3012 if a
< 15 then h
:= 0
3013 else if a
< 35 then h
:= 1
3014 else if a
< 55 then h
:= 2
3015 else if a
< 75 then h
:= 3
3016 else if a
< 95 then h
:= 4
3019 //if a > 255 then a := 255;
3021 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
3022 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
3025 procedure TPlayer
.DrawPickup();
3029 if FPickup
= 0 then Exit
;
3033 if a
< 15 then h
:= 1
3034 else if a
< 35 then h
:= 2
3035 else if a
< 55 then h
:= 3
3036 else if a
< 75 then h
:= 4
3039 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
3042 procedure TPlayer
.DoPunch();
3047 if FPunchAnim
<> nil then begin
3052 st
:= 'FRAMES_PUNCH';
3053 if R_BERSERK
in FRulez
then
3054 st
:= st
+ '_BERSERK';
3055 if FKeys
[KEY_UP
].Pressed
then
3057 else if FKeys
[KEY_DOWN
].Pressed
then
3059 g_Frames_Get(id
, st
);
3060 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
3063 procedure TPlayer
.Fire();
3065 f
, DidFire
: Boolean;
3066 wx
, wy
, xd
, yd
: Integer;
3069 if g_Game_IsClient
then Exit
;
3070 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3071 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3079 if FReloading
[FCurrWeap
] <> 0 then Exit
;
3084 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
3085 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
3086 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
3087 yd
:= wy
+firediry();
3093 if R_BERSERK
in FRulez
then
3095 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3096 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
3097 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
3100 locobj
.rect
.Width
:= 39;
3101 locobj
.rect
.Height
:= 52;
3102 locobj
.Vel
.X
:= (xd
-wx
) div 2;
3103 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
3104 locobj
.Accel
.X
:= xd
-wx
;
3105 locobj
.Accel
.y
:= yd
-wy
;
3107 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
3108 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
3110 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
3112 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
3116 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
3120 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3125 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3126 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
3128 FSawSoundSelect
.Stop();
3130 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
3132 else if not FSawSoundHit
.IsPlaying() then
3134 FSawSoundSelect
.Stop();
3135 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
3138 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3144 if FAmmo
[A_BULLETS
] > 0 then
3146 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
3147 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3148 Dec(FAmmo
[A_BULLETS
]);
3149 FFireAngle
:= FAngle
;
3152 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3153 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3157 if FAmmo
[A_SHELLS
] > 0 then
3159 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3160 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3161 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3162 Dec(FAmmo
[A_SHELLS
]);
3163 FFireAngle
:= FAngle
;
3167 FShellType
:= SHELL_SHELL
;
3171 if FAmmo
[A_SHELLS
] >= 2 then
3173 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3174 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3175 Dec(FAmmo
[A_SHELLS
], 2);
3176 FFireAngle
:= FAngle
;
3180 FShellType
:= SHELL_DBLSHELL
;
3184 if FAmmo
[A_BULLETS
] > 0 then
3186 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3187 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3188 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3189 Dec(FAmmo
[A_BULLETS
]);
3190 FFireAngle
:= FAngle
;
3193 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3194 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3197 WEAPON_ROCKETLAUNCHER
:
3198 if FAmmo
[A_ROCKETS
] > 0 then
3200 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3201 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3202 Dec(FAmmo
[A_ROCKETS
]);
3203 FFireAngle
:= FAngle
;
3209 if FAmmo
[A_CELLS
] > 0 then
3211 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3212 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3213 Dec(FAmmo
[A_CELLS
]);
3214 FFireAngle
:= FAngle
;
3220 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3222 FBFGFireCounter
:= 17;
3223 if not FNoReload
then
3224 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3225 Dec(FAmmo
[A_CELLS
], 40);
3229 WEAPON_SUPERPULEMET
:
3230 if FAmmo
[A_SHELLS
] > 0 then
3232 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3233 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3234 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3235 Dec(FAmmo
[A_SHELLS
]);
3236 FFireAngle
:= FAngle
;
3239 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3240 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3243 WEAPON_FLAMETHROWER
:
3244 if FAmmo
[A_FUEL
] > 0 then
3246 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3248 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3250 FFireAngle
:= FAngle
;
3257 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
3261 if g_Game_IsNet
then
3265 if FCurrWeap
<> WEAPON_BFG
then
3266 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3268 if not FNoReload
then
3269 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3272 MH_SEND_PlayerStats(FUID
);
3277 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3278 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3279 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3282 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3285 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3286 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3287 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3288 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3289 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3294 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3296 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3297 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3298 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3301 procedure TPlayer
.FlamerOn
;
3303 FFlameSoundOff
.Stop();
3304 FFlameSoundOff
.SetPosition(0);
3307 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
3308 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
3312 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3317 procedure TPlayer
.FlamerOff
;
3321 FFlameSoundOn
.Stop();
3322 FFlameSoundOn
.SetPosition(0);
3323 FFlameSoundWork
.Stop();
3324 FFlameSoundWork
.SetPosition(0);
3325 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3330 procedure TPlayer
.JetpackOn
;
3334 FJetSoundOn
.SetPosition(0);
3335 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3339 procedure TPlayer
.JetpackOff
;
3343 FJetSoundOff
.SetPosition(0);
3344 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3347 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
3349 if Timeout
<= 0 then
3351 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
3352 exit
; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3353 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3354 exit
; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3355 if FFireTime
<= 0 then
3356 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
3357 FFireTime
:= Timeout
;
3358 FFireAttacker
:= Attacker
;
3359 if g_Game_IsNet
and g_Game_IsServer
then
3360 MH_SEND_PlayerStats(FUID
);
3363 procedure TPlayer
.Jump();
3365 if gFly
or FJetpack
then
3367 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3368 if FObj
.Vel
.Y
> -VEL_FLY
then
3369 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3372 if FJetFuel
> 0 then
3374 if (FJetFuel
< 1) and g_Game_IsServer
then
3378 if g_Game_IsNet
then
3379 MH_SEND_PlayerStats(FUID
);
3385 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3387 FCanJetpack
:= False;
3389 // Ïðûãàåì èëè âñïëûâàåì:
3390 if (CollideLevel(0, 1) or
3391 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3392 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3393 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3395 FObj
.Vel
.Y
:= -VEL_JUMP
;
3396 FCanJetpack
:= False;
3400 if BodyInLiquid(0, 0) then
3401 FObj
.Vel
.Y
:= -VEL_SW
3402 else if (FJetFuel
> 0) and FCanJetpack
and
3403 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3407 if g_Game_IsNet
then
3408 MH_SEND_PlayerStats(FUID
);
3413 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3415 a
, i
, k
, ab
, ar
: Byte;
3419 srv
, netsrv
: Boolean;
3425 procedure PushItem(t
: Byte);
3429 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3430 it
:= g_Items_ByIdx(id
);
3431 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3433 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3434 (FObj
.Vel
.Y
div 2)-Random(9));
3435 it
.positionChanged(); // this updates spatial accelerators
3439 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3441 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3442 (FObj
.Vel
.Y
div 2)-Random(6));
3444 else // -3..+3; -3..0
3446 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3447 (FObj
.Vel
.Y
div 2)-Random(4));
3449 it
.positionChanged(); // this updates spatial accelerators
3452 if g_Game_IsNet
and g_Game_IsServer
then
3453 MH_SEND_ItemSpawn(True, id
);
3457 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3458 Srv
:= g_Game_IsServer
;
3459 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3460 if Srv
then FDeath
:= FDeath
+ 1;
3465 if not FPhysics
then
3471 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3473 if FLives
> 0 then FLives
:= FLives
- 1;
3474 if FLives
= 0 then FNoRespawn
:= True;
3477 // Íîìåð òèïà ñìåðòè:
3480 K_SIMPLEKILL
: a
:= 1;
3482 K_EXTRAHARDKILL
: a
:= 3;
3487 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3489 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3496 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3498 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3499 K_EXTRAHARDKILL
, K_FALLKILL
:
3500 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3503 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3507 K_HARDKILL
, K_EXTRAHARDKILL
:
3511 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3512 if (KillType
<> K_FALLKILL
) and (Srv
) then
3513 g_Monsters_killedp();
3515 if SpawnerUID
= FUID
then
3519 if gGameSettings
.GameMode
= GM_TDM
then
3520 Dec(gTeamStat
[FTeam
].Score
);
3521 if DoFrags
or (gGameSettings
.GameMode
= GM_TDM
) then
3527 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3530 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3531 begin // Óáèò äðóãèì èãðîêîì
3532 KP
:= g_Player_Get(SpawnerUID
);
3533 if (KP
<> nil) and Srv
then
3535 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3536 if SameTeam(FUID
, SpawnerUID
) then
3546 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3547 Inc(gTeamStat
[KP
.Team
].Score
,
3548 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3550 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3553 plr
:= g_Player_Get(SpawnerUID
);
3561 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3565 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3569 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3574 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3575 begin // Óáèò ìîíñòðîì
3576 mon
:= g_Monsters_ByUID(SpawnerUID
);
3580 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3584 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3588 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3592 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3597 else // Îñîáûå òèïû ñìåðòè
3600 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3601 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3602 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3603 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3604 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3605 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3611 for a
:= WP_FIRST
to WP_LAST
do
3615 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3616 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3617 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3618 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3619 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3620 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3621 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3622 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3623 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3632 if R_ITEM_BACKPACK
in FRulez
then
3633 PushItem(ITEM_AMMO_BACKPACK
);
3635 // Âûáðîñ ðàêåòíîãî ðàíöà:
3636 if FJetFuel
> 0 then
3637 PushItem(ITEM_JETPACK
);
3640 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
3641 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
3643 if R_KEY_RED
in FRulez
then
3644 PushItem(ITEM_KEY_RED
);
3646 if R_KEY_GREEN
in FRulez
then
3647 PushItem(ITEM_KEY_GREEN
);
3649 if R_KEY_BLUE
in FRulez
then
3650 PushItem(ITEM_KEY_BLUE
);
3654 DropFlag(KillType
= K_FALLKILL
);
3657 FCorpse
:= g_Player_CreateCorpse(Self
);
3659 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3660 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3666 for i
:= Low(gPlayers
) to High(gPlayers
) do
3668 if gPlayers
[i
] = nil then continue
;
3669 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3672 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3673 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3678 OldLR
:= gLMSRespawn
;
3679 if (gGameSettings
.GameMode
= GM_COOP
) then
3683 // everyone is dead, restart the map
3684 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3686 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3687 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3688 gLMSRespawnTime
:= gTime
+ 5000;
3690 else if (a
= 1) then
3692 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3693 if (gPlayers
[k
] = gPlayer1
) or
3694 (gPlayers
[k
] = gPlayer2
) then
3695 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3696 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3697 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3700 else if (gGameSettings
.GameMode
= GM_TDM
) then
3702 if (ab
= 0) and (ar
<> 0) then
3705 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3707 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3708 Inc(gTeamStat
[TEAM_RED
].Score
);
3709 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3710 gLMSRespawnTime
:= gTime
+ 5000;
3712 else if (ar
= 0) and (ab
<> 0) then
3715 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3717 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3718 Inc(gTeamStat
[TEAM_BLUE
].Score
);
3719 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3720 gLMSRespawnTime
:= gTime
+ 5000;
3722 else if (ar
= 0) and (ab
= 0) then
3725 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3727 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3728 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3729 gLMSRespawnTime
:= gTime
+ 5000;
3732 else if (gGameSettings
.GameMode
= GM_DM
) then
3736 if gPlayers
[k
] <> nil then
3739 // survivor is the winner
3740 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3742 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3745 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3746 gLMSRespawnTime
:= gTime
+ 5000;
3748 else if (a
= 0) then
3750 // everyone is dead, restart the map
3751 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3753 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3754 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3755 gLMSRespawnTime
:= gTime
+ 5000;
3758 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3760 if NetMode
= NET_SERVER
then
3761 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
3763 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3769 MH_SEND_PlayerStats(FUID
);
3770 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3771 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3774 if srv
and FNoRespawn
then Spectate(True);
3775 FWantsInGame
:= True;
3778 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3780 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3781 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3784 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3786 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3787 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3790 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3792 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3793 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3794 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3795 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3796 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3797 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3798 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3799 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3802 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3804 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3805 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3806 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3807 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3810 procedure TPlayer
.ProcessWeaponAction(Action
: Byte);
3812 if g_Game_IsClient
then Exit
;
3814 WP_PREV
: PrevWeapon();
3815 WP_NEXT
: NextWeapon();
3819 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3821 if g_Game_IsClient
then Exit
;
3822 if Weapon
> High(FWeapon
) then Exit
;
3823 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3826 procedure TPlayer
.resetWeaponQueue ();
3829 FNextWeapDelay
:= 0;
3832 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3836 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3837 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3838 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3839 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3840 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3841 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3842 else result
:= (weapon
< length(FWeapon
));
3846 function TPlayer
.hasAmmoForShooting (weapon
: Byte): Boolean;
3850 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3851 WEAPON_SHOTGUN1
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3852 WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 1);
3853 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3854 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3855 WEAPON_PLASMA
: result
:= (FAmmo
[A_CELLS
] > 0);
3856 WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] >= 40);
3857 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3858 else result
:= (weapon
< length(FWeapon
));
3862 function TPlayer
.shouldSwitch (weapon
: Byte; hadWeapon
: Boolean): Boolean;
3865 if (weapon
> WP_LAST
+ 1) then
3870 if (FWeapSwitchMode
= 1) and not hadWeapon
then
3872 else if (FWeapSwitchMode
= 2) then
3873 result
:= (FWeapPreferences
[weapon
] > FWeapPreferences
[FCurrWeap
]);
3876 // return 255 for "no switch"
3877 function TPlayer
.getNextWeaponIndex (): Byte;
3880 wantThisWeapon
: array[0..64] of Boolean;
3881 wwc
: Integer = 0; //HACK!
3884 result
:= 255; // default result: "no switch"
3885 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3886 // had weapon cycling on previous frame? remove that flag
3887 if (FNextWeap
and $2000) <> 0 then
3889 FNextWeap
:= FNextWeap
and $1FFF;
3890 FNextWeapDelay
:= 0;
3892 // cycling has priority
3893 if (FNextWeap
and $C000) <> 0 then
3895 if (FNextWeap
and $8000) <> 0 then
3899 FNextWeap
:= FNextWeap
or $2000; // we need this
3900 if FNextWeapDelay
> 0 then
3901 exit
; // cooldown time
3903 for i
:= 0 to High(FWeapon
) do
3905 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3906 if FWeapon
[cwi
] and maySwitch(cwi
) then
3908 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3909 result
:= Byte(cwi
);
3910 FNextWeapDelay
:= WEAPON_DELAY
;
3918 for i
:= 0 to High(wantThisWeapon
) do
3919 wantThisWeapon
[i
] := false;
3920 for i
:= 0 to High(FWeapon
) do
3921 if (FNextWeap
and (1 shl i
)) <> 0 then
3923 wantThisWeapon
[i
] := true;
3927 // exclude currently selected weapon from the set
3928 wantThisWeapon
[FCurrWeap
] := false;
3929 // slow down alterations a little
3932 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3933 // more than one weapon requested, assume "alteration" and check alteration delay
3934 if FNextWeapDelay
> 0 then
3940 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3941 // but clear all counters if no weapon should be switched
3947 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3948 // try weapons in descending order
3949 for i
:= High(FWeapon
) downto 0 do
3951 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3956 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3957 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3961 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3965 procedure TPlayer
.RealizeCurrentWeapon();
3966 function switchAllowed (): Boolean;
3971 if FBFGFireCounter
<> -1 then
3973 if FTime
[T_SWITCH
] > gTime
then
3975 for i
:= WP_FIRST
to WP_LAST
do
3976 if FReloading
[i
] > 0 then
3984 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3985 //FNextWeap := FNextWeap and $1FFF;
3986 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3988 if not switchAllowed
then
3990 //HACK for weapon cycling
3991 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3995 nw
:= getNextWeaponIndex();
3997 if nw
= 255 then exit
; // don't reset anything here
3998 if nw
> High(FWeapon
) then
4000 // don't forget to reset queue here!
4001 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
4009 FTime
[T_SWITCH
] := gTime
+156;
4010 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
4011 FModel
.SetWeapon(FCurrWeap
);
4012 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
4016 procedure TPlayer
.NextWeapon();
4018 if g_Game_IsClient
then Exit
;
4022 procedure TPlayer
.PrevWeapon();
4024 if g_Game_IsClient
then Exit
;
4028 procedure TPlayer
.SetWeapon(W
: Byte);
4030 if FCurrWeap
<> W
then
4031 if W
= WEAPON_SAW
then
4032 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
4035 FModel
.SetWeapon(CurrWeap
);
4039 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
4042 switchWeapon
: Byte = 255;
4043 hadWeapon
: Boolean = False;
4046 if g_Game_IsClient
then Exit
;
4048 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
4049 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
4053 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4055 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
4059 if gFlash
= 2 then Inc(FPickup
, 5);
4063 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4065 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
4069 if gFlash
= 2 then Inc(FPickup
, 5);
4073 if FArmor
< PLAYER_AP_SOFT
then
4075 FArmor
:= PLAYER_AP_SOFT
;
4078 if gFlash
= 2 then Inc(FPickup
, 5);
4082 if FArmor
< PLAYER_AP_LIMIT
then
4084 FArmor
:= PLAYER_AP_LIMIT
;
4087 if gFlash
= 2 then Inc(FPickup
, 5);
4091 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4093 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
4097 if gFlash
= 2 then Inc(FPickup
, 5);
4101 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
4103 if FHealth
< PLAYER_HP_LIMIT
then
4104 FHealth
:= PLAYER_HP_LIMIT
;
4105 if FArmor
< PLAYER_AP_LIMIT
then
4106 FArmor
:= PLAYER_AP_LIMIT
;
4110 if gFlash
= 2 then Inc(FPickup
, 5);
4114 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
4116 hadWeapon
:= FWeapon
[WEAPON_SAW
];
4117 switchWeapon
:= WEAPON_SAW
;
4118 FWeapon
[WEAPON_SAW
] := True;
4120 if gFlash
= 2 then Inc(FPickup
, 5);
4121 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4124 ITEM_WEAPON_SHOTGUN1
:
4125 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
4127 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4128 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
4129 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN1
];
4130 switchWeapon
:= WEAPON_SHOTGUN1
;
4131 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4132 FWeapon
[WEAPON_SHOTGUN1
] := True;
4134 if gFlash
= 2 then Inc(FPickup
, 5);
4135 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4138 ITEM_WEAPON_SHOTGUN2
:
4139 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4141 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4142 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN2
];
4143 switchWeapon
:= WEAPON_SHOTGUN2
;
4144 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4145 FWeapon
[WEAPON_SHOTGUN2
] := True;
4147 if gFlash
= 2 then Inc(FPickup
, 5);
4148 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4151 ITEM_WEAPON_CHAINGUN
:
4152 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4154 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4155 hadWeapon
:= FWeapon
[WEAPON_CHAINGUN
];
4156 switchWeapon
:= WEAPON_CHAINGUN
;
4157 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4158 FWeapon
[WEAPON_CHAINGUN
] := True;
4160 if gFlash
= 2 then Inc(FPickup
, 5);
4161 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4164 ITEM_WEAPON_ROCKETLAUNCHER
:
4165 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4167 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4168 switchWeapon
:= WEAPON_ROCKETLAUNCHER
;
4169 hadWeapon
:= FWeapon
[WEAPON_ROCKETLAUNCHER
];
4170 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4171 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4173 if gFlash
= 2 then Inc(FPickup
, 5);
4174 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4178 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4180 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4181 switchWeapon
:= WEAPON_PLASMA
;
4182 hadWeapon
:= FWeapon
[WEAPON_PLASMA
];
4183 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4184 FWeapon
[WEAPON_PLASMA
] := True;
4186 if gFlash
= 2 then Inc(FPickup
, 5);
4187 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4191 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4193 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4194 switchWeapon
:= WEAPON_BFG
;
4195 hadWeapon
:= FWeapon
[WEAPON_BFG
];
4196 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4197 FWeapon
[WEAPON_BFG
] := True;
4199 if gFlash
= 2 then Inc(FPickup
, 5);
4200 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4203 ITEM_WEAPON_SUPERPULEMET
:
4204 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4206 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4207 switchWeapon
:= WEAPON_SUPERPULEMET
;
4208 hadWeapon
:= FWeapon
[WEAPON_SUPERPULEMET
];
4209 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4210 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4212 if gFlash
= 2 then Inc(FPickup
, 5);
4213 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4216 ITEM_WEAPON_FLAMETHROWER
:
4217 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4219 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4220 switchWeapon
:= WEAPON_FLAMETHROWER
;
4221 hadWeapon
:= FWeapon
[WEAPON_FLAMETHROWER
];
4222 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4223 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4225 if gFlash
= 2 then Inc(FPickup
, 5);
4226 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4230 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4232 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4235 if gFlash
= 2 then Inc(FPickup
, 5);
4238 ITEM_AMMO_BULLETS_BOX
:
4239 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4241 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4244 if gFlash
= 2 then Inc(FPickup
, 5);
4248 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4250 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4253 if gFlash
= 2 then Inc(FPickup
, 5);
4256 ITEM_AMMO_SHELLS_BOX
:
4257 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4259 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4262 if gFlash
= 2 then Inc(FPickup
, 5);
4266 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4268 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4271 if gFlash
= 2 then Inc(FPickup
, 5);
4274 ITEM_AMMO_ROCKET_BOX
:
4275 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4277 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4280 if gFlash
= 2 then Inc(FPickup
, 5);
4284 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4286 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4289 if gFlash
= 2 then Inc(FPickup
, 5);
4293 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4295 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4298 if gFlash
= 2 then Inc(FPickup
, 5);
4302 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4304 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4307 if gFlash
= 2 then Inc(FPickup
, 5);
4311 if not(R_ITEM_BACKPACK
in FRulez
) or
4312 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4313 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4314 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4315 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4316 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
4318 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4319 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4320 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4321 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4322 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4324 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4325 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4326 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4327 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4328 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4329 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4330 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4331 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4332 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4333 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
4335 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4338 if gFlash
= 2 then Inc(FPickup
, 5);
4342 if not(R_KEY_RED
in FRulez
) then
4344 Include(FRulez
, R_KEY_RED
);
4346 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4347 if gFlash
= 2 then Inc(FPickup
, 5);
4348 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4352 if not(R_KEY_GREEN
in FRulez
) then
4354 Include(FRulez
, R_KEY_GREEN
);
4356 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4357 if gFlash
= 2 then Inc(FPickup
, 5);
4358 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4362 if not(R_KEY_BLUE
in FRulez
) then
4364 Include(FRulez
, R_KEY_BLUE
);
4366 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4367 if gFlash
= 2 then Inc(FPickup
, 5);
4368 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4372 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4374 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4378 if gFlash
= 2 then Inc(FPickup
, 5);
4382 if FAir
< AIR_MAX
then
4387 if gFlash
= 2 then Inc(FPickup
, 5);
4392 if not (R_BERSERK
in FRulez
) then
4394 Include(FRulez
, R_BERSERK
);
4395 if (FBFGFireCounter
= -1) then
4397 FCurrWeap
:= WEAPON_KASTET
;
4399 FModel
.SetWeapon(WEAPON_KASTET
);
4404 if gFlash
= 2 then Inc(FPickup
, 5);
4406 FBerserk
:= gTime
+30000;
4411 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4413 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
4414 FBerserk
:= gTime
+30000;
4422 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4424 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4428 if gFlash
= 2 then Inc(FPickup
, 5);
4432 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4434 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4438 if gFlash
= 2 then Inc(FPickup
, 5);
4442 if FArmor
< PLAYER_AP_LIMIT
then
4444 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4447 if gFlash
= 2 then Inc(FPickup
, 5);
4451 if FJetFuel
< JET_MAX
then
4453 FJetFuel
:= JET_MAX
;
4456 if gFlash
= 2 then Inc(FPickup
, 5);
4460 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4462 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4465 if gFlash
= 2 then Inc(FPickup
, 5);
4469 if (shouldSwitch(switchWeapon
, hadWeapon
)) then
4470 QueueWeaponSwitch(switchWeapon
);
4473 procedure TPlayer
.Touch();
4477 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4480 // Áðîñèòü ôëàã òîâàðèùó:
4481 if gGameSettings
.GameMode
= GM_CTF
then
4486 procedure TPlayer
.Push(vx
, vy
: Integer);
4488 if (not FPhysics
) and FGhost
then
4490 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4491 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4492 if g_Game_IsNet
and g_Game_IsServer
then
4493 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4496 procedure TPlayer
.Reset(Force
: Boolean);
4502 FTime
[T_RESPAWN
] := 0;
4503 FTime
[T_FLAGCAP
] := 0;
4519 FSpectator
:= False;
4522 FSpectatePlayer
:= -1;
4523 FNoRespawn
:= False;
4525 FLives
:= gGameSettings
.MaxLives
;
4530 procedure TPlayer
.SoftReset();
4538 FBFGFireCounter
:= -1;
4546 SetAction(A_STAND
, True);
4549 function TPlayer
.GetRespawnPoint(): Byte;
4554 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4556 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4557 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4559 if Self
= gPlayer1
then
4561 // player 1 should try to spawn on the player 1 point
4562 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4563 Exit(RESPAWNPOINT_PLAYER1
)
4564 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4565 Exit(RESPAWNPOINT_PLAYER2
);
4567 else if Self
= gPlayer2
then
4569 // player 2 should try to spawn on the player 2 point
4570 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4571 Exit(RESPAWNPOINT_PLAYER2
)
4572 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4573 Exit(RESPAWNPOINT_PLAYER1
);
4577 // other players randomly pick either the first or the second point
4578 c
:= IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1
, RESPAWNPOINT_PLAYER2
);
4579 if g_Map_GetPointCount(c
) > 0 then
4581 // try the other one
4582 c
:= IfThen((c
= RESPAWNPOINT_PLAYER1
), RESPAWNPOINT_PLAYER2
, RESPAWNPOINT_PLAYER1
);
4583 if g_Map_GetPointCount(c
) > 0 then
4589 if gGameSettings
.GameMode
= GM_DM
then
4591 // try DM points first
4592 if g_Map_GetPointCount(RESPAWNPOINT_DM
) > 0 then
4593 Exit(RESPAWNPOINT_DM
);
4597 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4599 // try team points first
4600 c
:= RESPAWNPOINT_DM
;
4601 if FTeam
= TEAM_RED
then
4602 c
:= RESPAWNPOINT_RED
4603 else if FTeam
= TEAM_BLUE
then
4604 c
:= RESPAWNPOINT_BLUE
;
4605 if g_Map_GetPointCount(c
) > 0 then
4609 // still haven't found a spawnpoint, try random shit
4610 Result
:= g_Map_GetRandomPointType();
4613 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4615 RespawnPoint
: TRespawnPoint
;
4623 FBFGFireCounter
:= -1;
4630 if not g_Game_IsServer
then
4634 FWantsInGame
:= True;
4635 FJustTeleported
:= True;
4638 FTime
[T_RESPAWN
] := 0;
4642 // if server changes MaxLives we gotta be ready
4643 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4645 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4646 if FTime
[T_RESPAWN
] > gTime
then
4649 // Ïðîñðàë âñå æèçíè:
4652 if not FSpectator
then Spectate(True);
4653 FWantsInGame
:= True;
4657 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4658 begin // "Ñâîÿ èãðà"
4659 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4660 FRulez
:= FRulez
-[R_BERSERK
];
4662 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4664 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4665 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4668 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4669 c
:= GetRespawnPoint();
4674 // Âîñêðåøåíèå áåç îðóæèÿ:
4677 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
4683 for a
:= WP_FIRST
to WP_LAST
do
4685 FWeapon
[a
] := False;
4689 FWeapon
[WEAPON_PISTOL
] := True;
4690 FWeapon
[WEAPON_KASTET
] := True;
4691 FCurrWeap
:= WEAPON_PISTOL
;
4694 FModel
.SetWeapon(FCurrWeap
);
4696 for b
:= A_BULLETS
to A_HIGH
do
4699 FAmmo
[A_BULLETS
] := 50;
4701 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4702 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4703 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4704 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4705 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4707 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
4708 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
4709 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4714 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4715 if not g_Map_GetPoint(c
, RespawnPoint
) then
4717 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4721 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4722 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4723 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4724 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4725 FObj
.oldY
:= FObj
.Y
;
4731 FDirection
:= RespawnPoint
.Direction
;
4732 if FDirection
= TDirection
.D_LEFT
then
4737 SetAction(A_STAND
, True);
4738 FModel
.Direction
:= FDirection
;
4740 for a
:= Low(FTime
) to High(FTime
) do
4743 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4746 // Respawn invulnerability
4747 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
4749 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
4750 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
4755 FCanJetpack
:= False;
4761 // Àíèìàöèÿ âîçðîæäåíèÿ:
4762 if (not gLoadGameMode
) and (not Silent
) then
4763 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4765 Anim
:= TAnimation
.Create(ID
, False, 3);
4766 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4767 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4771 FSpectator
:= False;
4774 FSpectatePlayer
:= -1;
4777 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
4779 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
4782 if g_Game_IsNet
then
4784 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4785 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4787 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4788 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4793 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4796 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4797 else if (not NoMove
) then
4799 GameX
:= gMapInfo
.Width
div 2;
4800 GameY
:= gMapInfo
.Height
div 2;
4809 FWantsInGame
:= False;
4815 if Self
= gPlayer1
then
4817 gSpectLatchPID1
:= FUID
;
4820 else if Self
= gPlayer2
then
4822 gSpectLatchPID2
:= FUID
;
4827 if g_Game_IsNet
then
4828 MH_SEND_PlayerStats(FUID
);
4831 procedure TPlayer
.SwitchNoClip
;
4835 FGhost
:= not FGhost
;
4836 FPhysics
:= not FGhost
;
4848 procedure TPlayer
.Run(Direction
: TDirection
);
4852 if MAX_RUNVEL
> 8 then
4856 if Direction
= TDirection
.D_LEFT
then
4858 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4859 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4862 if FObj
.Vel
.X
< MAX_RUNVEL
then
4863 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4865 // Âîçìîæíî, ïèíàåì êóñêè:
4866 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4868 b
:= Abs(FObj
.Vel
.X
);
4869 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4870 for a
:= 0 to High(gGibs
) do
4872 if gGibs
[a
].alive
and
4873 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4874 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4877 if FObj
.Vel
.X
< 0 then
4879 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4883 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4885 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4893 procedure TPlayer
.SeeDown();
4895 SetAction(A_SEEDOWN
);
4897 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4899 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4902 procedure TPlayer
.SeeUp();
4906 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4908 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4911 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4919 A_ATTACK
: Prior
:= 2;
4920 A_SEEUP
: Prior
:= 1;
4921 A_SEEDOWN
: Prior
:= 1;
4922 A_ATTACKUP
: Prior
:= 2;
4923 A_ATTACKDOWN
: Prior
:= 2;
4928 if (Prior
> FActionPrior
) or Force
then
4929 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4931 FActionPrior
:= Prior
;
4932 FActionAnim
:= Action
;
4933 FActionForce
:= Force
;
4934 FActionChanged
:= True;
4937 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4940 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4942 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4943 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4944 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4945 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4948 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4955 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4957 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4958 if g_Game_IsServer
and g_Game_IsNet
then
4959 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4963 FJustTeleported
:= True;
4968 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4970 Anim
:= TAnimation
.Create(ID
, False, 3);
4973 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4974 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4975 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4976 if g_Game_IsServer
and g_Game_IsNet
then
4977 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4978 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4982 FObj
.X
:= X
-PLAYER_RECT
.X
;
4983 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4984 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4985 FObj
.oldY
:= FObj
.Y
;
4986 if FAlive
and FGhost
then
4992 if not g_Game_IsNet
then
4996 SetDirection(TDirection
.D_LEFT
);
5002 SetDirection(TDirection
.D_RIGHT
);
5008 if FDirection
= TDirection
.D_RIGHT
then
5010 SetDirection(TDirection
.D_LEFT
);
5015 SetDirection(TDirection
.D_RIGHT
);
5021 if not silent
and (Anim
<> nil) then
5023 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
5024 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
5027 if g_Game_IsServer
and g_Game_IsNet
then
5028 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
5029 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
5036 function nonz(a
: Single): Single;
5044 function TPlayer
.refreshCorpse(): Boolean;
5050 if FAlive
or FSpectator
then
5052 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
5054 for i
:= 0 to High(gCorpses
) do
5055 if gCorpses
[i
] <> nil then
5056 if gCorpses
[i
].FPlayerUID
= FUID
then
5064 function TPlayer
.getCameraObj(): TObj
;
5066 if (not FAlive
) and (not FSpectator
) and
5067 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
5068 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
5070 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
5071 Result
:= gCorpses
[FCorpse
].FObj
;
5079 procedure TPlayer
.PreUpdate();
5081 FSlopeOld
:= FObj
.slopeUpLeft
;
5082 FIncCamOld
:= FIncCam
;
5083 FObj
.oldX
:= FObj
.X
;
5084 FObj
.oldY
:= FObj
.Y
;
5087 procedure TPlayer
.Update();
5090 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
5091 blockmon
, headwater
, dospawn
: Boolean;
5096 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
5097 AnyServer
:= g_Game_IsServer
;
5099 if g_Game_IsClient
and (NetInterpLevel
> 0) then
5100 DoLerp(NetInterpLevel
+ 1)
5106 if (FClientID
>= 0) and (NetClients
[FClientID
].Peer
<> nil) then
5108 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5109 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5110 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5119 if FAlive
and (FPunchAnim
<> nil) then
5120 FPunchAnim
.Update();
5122 if FAlive
and (gFly
or FJetpack
) then
5125 if FDirection
= TDirection
.D_LEFT
then
5130 if FAlive
and (not FGhost
) then
5132 if FKeys
[KEY_UP
].Pressed
then
5134 if FKeys
[KEY_DOWN
].Pressed
then
5138 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5141 i
:= g_basic
.Sign(FIncCam
);
5142 FIncCam
:= Abs(FIncCam
);
5143 DecMin(FIncCam
, 5, 0);
5144 FIncCam
:= FIncCam
*i
;
5147 if gTime
mod (GAME_TICK
*2) <> 0 then
5149 if (FObj
.Vel
.X
= 0) and FAlive
then
5151 if FKeys
[KEY_LEFT
].Pressed
then
5152 Run(TDirection
.D_LEFT
);
5153 if FKeys
[KEY_RIGHT
].Pressed
then
5154 Run(TDirection
.D_RIGHT
);
5159 g_Obj_Move(@FObj
, True, True, True);
5160 positionChanged(); // this updates spatial accelerators
5166 FActionChanged
:= False;
5170 // Let alive player do some actions
5171 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5172 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5173 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
5179 if NetServer
then MH_SEND_PlayerStats(FUID
);
5182 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5183 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5186 if AnyServer
and FJetpack
then
5190 if NetServer
then MH_SEND_PlayerStats(FUID
);
5192 FCanJetpack
:= True;
5199 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5201 if FKeys
[k
].Pressed
then
5209 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5212 if (FTime
[T_RESPAWN
] <= gTime
) and
5213 gGameOn
and (not FAlive
) then
5215 if (g_Player_GetCount() > 1) then
5219 gExit
:= EXIT_RESTART
;
5224 // Dead spectator actions
5227 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5228 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5232 if (FSpectatePlayer
>= High(gPlayers
)) then
5233 FSpectatePlayer
:= -1
5237 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5238 if gPlayers
[I
] <> nil then
5239 if gPlayers
[I
].alive
then
5240 if gPlayers
[I
].UID
<> FUID
then
5242 FSpectatePlayer
:= I
;
5247 if not SetSpect
then FSpectatePlayer
:= -1;
5258 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5260 FYTo
:= FObj
.Y
- 32;
5261 FSpectatePlayer
:= -1;
5263 if FKeys
[KEY_DOWN
].Pressed
then
5265 FYTo
:= FObj
.Y
+ 32;
5266 FSpectatePlayer
:= -1;
5268 if FKeys
[KEY_LEFT
].Pressed
then
5270 FXTo
:= FObj
.X
- 32;
5271 FSpectatePlayer
:= -1;
5273 if FKeys
[KEY_RIGHT
].Pressed
then
5275 FXTo
:= FObj
.X
+ 32;
5276 FSpectatePlayer
:= -1;
5279 if (FXTo
< -64) then
5281 else if (FXTo
> gMapInfo
.Width
+ 32) then
5282 FXTo
:= gMapInfo
.Width
+ 32;
5283 if (FYTo
< -72) then
5285 else if (FYTo
> gMapInfo
.Height
+ 32) then
5286 FYTo
:= gMapInfo
.Height
+ 32;
5291 g_Obj_Move(@FObj
, True, True, True);
5292 positionChanged(); // this updates spatial accelerators
5299 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5300 if gPlayers
[FSpectatePlayer
] <> nil then
5301 if gPlayers
[FSpectatePlayer
].alive
then
5303 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5304 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5308 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5309 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5310 PANEL_BLOCKMON
, True);
5311 headwater
:= HeadInLiquid(0, 0);
5313 // Ñîïðîòèâëåíèå âîçäóõà:
5314 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5315 if FObj
.Vel
.X
<> 0 then
5316 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5318 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5319 DecMin(FPain
, 5, 0);
5320 DecMin(FPickup
, 1, 0);
5322 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5324 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5325 FMegaRulez
[MR_SUIT
] := 0;
5326 FMegaRulez
[MR_INVUL
] := 0;
5327 FMegaRulez
[MR_INVIS
] := 0;
5328 Kill(K_FALLKILL
, 0, HIT_FALL
);
5335 if FCurrWeap
= WEAPON_SAW
then
5336 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5337 FSawSoundSelect
.IsPlaying()) then
5338 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5341 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5342 (not FJetSoundOff
.IsPlaying()) then
5344 FJetSoundFly
.SetPosition(0);
5345 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5348 for b
:= WP_FIRST
to WP_LAST
do
5349 if FReloading
[b
] > 0 then
5355 if FShellTimer
> -1 then
5356 if FShellTimer
= 0 then
5358 if FShellType
= SHELL_SHELL
then
5359 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5360 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5361 else if FShellType
= SHELL_DBLSHELL
then
5363 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5364 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5365 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5366 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5369 end else Dec(FShellTimer
);
5371 if (FBFGFireCounter
> -1) then
5372 if FBFGFireCounter
= 0 then
5376 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5377 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5378 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5379 yd
:= wy
+firediry();
5380 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5381 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5382 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5383 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5384 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5387 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5388 FBFGFireCounter
:= -1;
5391 FBFGFireCounter
:= 0
5393 Dec(FBFGFireCounter
);
5395 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5397 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5399 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5402 if (headwater
or blockmon
) then
5408 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5411 else if (FAir
mod 31 = 0) and not blockmon
then
5413 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5415 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5416 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5418 end else if FAir
< AIR_DEF
then
5421 if FFireTime
> 0 then
5423 if BodyInLiquid(0, 0) then
5428 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5430 if FMegaRulez
[MR_SUIT
] = gTime
then
5437 if FFirePainTime
<= 0 then
5439 if g_Game_IsServer
then
5440 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
5441 FFirePainTime
:= 12 - FFireTime
div 12;
5443 FFirePainTime
:= FFirePainTime
- 1;
5444 FFireTime
:= FFireTime
- 1;
5445 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
5446 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
5447 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5448 MH_SEND_PlayerStats(FUID
);
5452 if FDamageBuffer
> 0 then
5454 if FDamageBuffer
>= 9 then
5458 if FDamageBuffer
< 30 then i
:= 9
5459 else if FDamageBuffer
< 100 then i
:= 18
5463 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5464 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5465 FHealth
:= FHealth
-ii
;
5468 FHealth
:= FHealth
+FArmor
;
5473 if FHealth
<= 0 then
5474 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5475 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5476 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5478 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
5480 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5481 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5482 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5483 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5490 end; // if FAlive then ...
5492 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5494 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5495 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5496 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5497 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5499 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5500 then SetAction(A_STAND
, True);
5502 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5504 for b
:= Low(FKeys
) to High(FKeys
) do
5505 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5509 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5511 x
:= FObj
.X
+PLAYER_RECT
.X
;
5512 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5513 w
:= PLAYER_RECT
.Width
;
5514 h
:= PLAYER_RECT
.Height
;
5518 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5520 if (dx
<> 0) or (dy
<> 0) then
5529 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5531 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5532 FObj
.Y
+PLAYER_RECT
.Y
,
5539 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5541 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5542 FObj
.Y
+PLAYER_RECT
.Y
,
5546 Panel
.Width
, Panel
.Height
);
5549 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5551 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5552 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5553 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5554 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5557 function g_Player_ExistingName(Name
: string): Boolean;
5563 if gPlayers
= nil then Exit
;
5565 for a
:= 0 to High(gPlayers
) do
5566 if gPlayers
[a
] <> nil then
5567 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5574 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5578 d
:= FModel
.Direction
;
5580 FModel
.Direction
:= Direction
;
5581 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5583 FDirection
:= Direction
;
5586 function TPlayer
.GetKeys(): Byte;
5590 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5591 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5592 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5594 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5595 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5598 procedure TPlayer
.Use();
5602 if FTime
[T_USE
] > gTime
then Exit
;
5604 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5605 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5607 for a
:= 0 to High(gPlayers
) do
5608 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5609 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5610 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5611 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5613 gPlayers
[a
].Touch();
5614 if g_Game_IsNet
and g_Game_IsServer
then
5615 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5618 FTime
[T_USE
] := gTime
+120;
5621 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5624 visible
: Boolean = True;
5625 WX
, WY
, XD
, YD
: Integer;
5637 if R_BERSERK
in FRulez
then
5639 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5640 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5641 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5644 locobj
.rect
.Width
:= 39;
5645 locobj
.rect
.Height
:= 52;
5646 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5647 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5648 locobj
.Accel
.X
:= xd
-wx
;
5649 locobj
.Accel
.y
:= yd
-wy
;
5651 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5652 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5654 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5658 FPain
:= min(FPain
+ 25, 50);
5660 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5665 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5666 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5668 FSawSoundSelect
.Stop();
5670 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5672 else if not FSawSoundHit
.IsPlaying() then
5674 FSawSoundSelect
.Stop();
5675 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5681 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5682 FFireAngle
:= FAngle
;
5683 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5684 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5689 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5690 FFireAngle
:= FAngle
;
5692 FShellType
:= SHELL_SHELL
;
5697 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5698 FFireAngle
:= FAngle
;
5700 FShellType
:= SHELL_DBLSHELL
;
5705 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5706 FFireAngle
:= FAngle
;
5707 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5708 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5711 WEAPON_ROCKETLAUNCHER
:
5713 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5714 FFireAngle
:= FAngle
;
5719 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5720 FFireAngle
:= FAngle
;
5725 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5726 FFireAngle
:= FAngle
;
5729 WEAPON_SUPERPULEMET
:
5731 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5732 FFireAngle
:= FAngle
;
5733 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5734 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5737 WEAPON_FLAMETHROWER
:
5739 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5741 FFireAngle
:= FAngle
;
5745 if not visible
then Exit
;
5747 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5748 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5749 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5752 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5754 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5755 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5758 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5764 if FJustTeleported
or (NetInterpLevel
< 1) then
5768 if FJustTeleported
then
5770 FObj
.oldX
:= FObj
.X
;
5771 FObj
.oldY
:= FObj
.Y
;
5776 AX
:= Abs(FXTo
- FObj
.X
);
5777 AY
:= Abs(FYTo
- FObj
.Y
);
5778 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5780 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5785 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5787 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5788 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5789 PANEL_LIFTUP
, False) then Result
:= -1
5791 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5792 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5793 PANEL_LIFTDOWN
, False) then Result
:= 1
5797 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5804 if Flag
= FLAG_NONE
then
5807 if not g_Game_IsServer
then Exit
;
5809 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5810 if (Flag
= FTeam
) and
5811 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5812 (FFlag
<> FLAG_NONE
) then
5814 if FFlag
= FLAG_RED
then
5815 s
:= _lc
[I_PLAYER_FLAG_RED
]
5817 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5819 evtype
:= FLAG_STATE_SCORED
;
5821 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5822 Insert('.', ts
, Length(ts
) + 1 - 3);
5823 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5825 g_Map_ResetFlag(FFlag
);
5826 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5828 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5829 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5830 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5835 if not sound_cap_flag
[a
].IsPlaying() then
5836 sound_cap_flag
[a
].Play();
5838 gTeamStat
[FTeam
].Score
+= 1;
5841 if g_Game_IsNet
then
5843 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5847 gFlags
[FFlag
].CaptureTime
:= 0;
5852 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5853 if (Flag
= FTeam
) and
5854 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5856 if Flag
= FLAG_RED
then
5857 s
:= _lc
[I_PLAYER_FLAG_RED
]
5859 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5861 evtype
:= FLAG_STATE_RETURNED
;
5862 gFlags
[Flag
].CaptureTime
:= 0;
5864 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5866 g_Map_ResetFlag(Flag
);
5867 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5869 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5870 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5871 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5876 if not sound_ret_flag
[a
].IsPlaying() then
5877 sound_ret_flag
[a
].Play();
5880 if g_Game_IsNet
then
5882 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5888 // Ïîäîáðàë ÷óæîé ôëàã:
5889 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5893 if Flag
= FLAG_RED
then
5894 s
:= _lc
[I_PLAYER_FLAG_RED
]
5896 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5898 evtype
:= FLAG_STATE_CAPTURED
;
5900 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5902 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5904 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5906 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5907 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5908 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5913 if not sound_get_flag
[a
].IsPlaying() then
5914 sound_get_flag
[a
].Play();
5917 if g_Game_IsNet
then
5919 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5925 procedure TPlayer
.SetFlag(Flag
: Byte);
5928 if FModel
<> nil then
5929 FModel
.SetFlag(FFlag
);
5932 function TPlayer
.TryDropFlag(): Boolean;
5934 if LongBool(gGameSettings
.Options
and GAME_OPTION_ALLOWDROPFLAG
) then
5935 Result
:= DropFlag(False, LongBool(gGameSettings
.Options
and GAME_OPTION_THROWFLAG
))
5940 function TPlayer
.DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
5947 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5949 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5950 with gFlags
[FFlag
] do
5954 Direction
:= FDirection
;
5955 State
:= FLAG_STATE_DROPPED
;
5959 xv
:= FObj
.Vel
.X
+ IfThen(Direction
= TDirection
.D_RIGHT
, 10, -10);
5960 yv
:= FObj
.Vel
.Y
- 2;
5964 xv
:= (FObj
.Vel
.X
div 2);
5965 yv
:= (FObj
.Vel
.Y
div 2) - 2;
5967 g_Obj_Push(@Obj
, xv
, yv
);
5969 positionChanged(); // this updates spatial accelerators
5971 if FFlag
= FLAG_RED
then
5972 s
:= _lc
[I_PLAYER_FLAG_RED
]
5974 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5976 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5977 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5979 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5980 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5981 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5986 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5987 sound_lost_flag
[a
].Play();
5989 if g_Game_IsNet
then
5990 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5996 procedure TPlayer
.GetSecret();
5998 if (self
= gPlayer1
) or (self
= gPlayer2
) then
6000 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
6001 g_Sound_PlayEx('SOUND_GAME_SECRET');
6006 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
6008 Assert(Key
<= High(FKeys
));
6010 FKeys
[Key
].Pressed
:= True;
6011 FKeys
[Key
].Time
:= Time
;
6014 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
6016 Result
:= FKeys
[K
].Pressed
;
6019 procedure TPlayer
.ReleaseKeys();
6023 for a
:= Low(FKeys
) to High(FKeys
) do
6025 FKeys
[a
].Pressed
:= False;
6030 procedure TPlayer
.OnDamage(Angle
: SmallInt);
6034 function TPlayer
.firediry(): Integer;
6036 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
6037 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
6041 procedure TPlayer
.RememberState();
6044 SavedState
: TPlayerSavedState
;
6046 SavedState
.Health
:= FHealth
;
6047 SavedState
.Armor
:= FArmor
;
6048 SavedState
.Air
:= FAir
;
6049 SavedState
.JetFuel
:= FJetFuel
;
6050 SavedState
.CurrWeap
:= FCurrWeap
;
6051 SavedState
.NextWeap
:= FNextWeap
;
6052 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
6053 for i
:= Low(FWeapon
) to High(FWeapon
) do
6054 SavedState
.Weapon
[i
] := FWeapon
[i
];
6055 for i
:= Low(FAmmo
) to High(FAmmo
) do
6056 SavedState
.Ammo
[i
] := FAmmo
[i
];
6057 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6058 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
6059 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6061 FSavedStateNum
:= -1;
6062 for i
:= Low(SavedStates
) to High(SavedStates
) do
6063 if not SavedStates
[i
].Used
then
6065 FSavedStateNum
:= i
;
6068 if FSavedStateNum
< 0 then
6070 SetLength(SavedStates
, Length(SavedStates
) + 1);
6071 FSavedStateNum
:= High(SavedStates
);
6074 SavedState
.Used
:= True;
6075 SavedStates
[FSavedStateNum
] := SavedState
;
6078 procedure TPlayer
.RecallState();
6081 SavedState
: TPlayerSavedState
;
6083 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
6086 SavedState
:= SavedStates
[FSavedStateNum
];
6087 SavedStates
[FSavedStateNum
].Used
:= False;
6088 FSavedStateNum
:= -1;
6090 FHealth
:= SavedState
.Health
;
6091 FArmor
:= SavedState
.Armor
;
6092 FAir
:= SavedState
.Air
;
6093 FJetFuel
:= SavedState
.JetFuel
;
6094 FCurrWeap
:= SavedState
.CurrWeap
;
6095 FNextWeap
:= SavedState
.NextWeap
;
6096 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
6097 for i
:= Low(FWeapon
) to High(FWeapon
) do
6098 FWeapon
[i
] := SavedState
.Weapon
[i
];
6099 for i
:= Low(FAmmo
) to High(FAmmo
) do
6100 FAmmo
[i
] := SavedState
.Ammo
[i
];
6101 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6102 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
6103 FRulez
:= SavedState
.Rulez
;
6105 if gGameSettings
.GameType
= GT_SERVER
then
6106 MH_SEND_PlayerStats(FUID
);
6109 procedure TPlayer
.SaveState (st
: TStream
);
6115 utils
.writeSign(st
, 'PLYR');
6116 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
6118 utils
.writeBool(st
, FIamBot
);
6120 utils
.writeInt(st
, Word(FUID
));
6122 utils
.writeStr(st
, FName
);
6124 utils
.writeInt(st
, Byte(FTeam
));
6126 utils
.writeBool(st
, FAlive
);
6127 // Èçðàñõîäîâàë ëè âñå æèçíè
6128 utils
.writeBool(st
, FNoRespawn
);
6130 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
6131 utils
.writeInt(st
, Byte(b
));
6133 utils
.writeInt(st
, LongInt(FHealth
));
6134 // Êîýôôèöèåíò èíâàëèäíîñòè
6135 utils
.writeInt(st
, LongInt(FHandicap
));
6137 utils
.writeInt(st
, Byte(FLives
));
6139 utils
.writeInt(st
, LongInt(FArmor
));
6141 utils
.writeInt(st
, LongInt(FAir
));
6143 utils
.writeInt(st
, LongInt(FJetFuel
));
6145 utils
.writeInt(st
, LongInt(FPain
));
6147 utils
.writeInt(st
, LongInt(FKills
));
6149 utils
.writeInt(st
, LongInt(FMonsterKills
));
6151 utils
.writeInt(st
, LongInt(FFrags
));
6153 utils
.writeInt(st
, Byte(FFragCombo
));
6154 // Âðåìÿ ïîñëåäíåãî ôðàãà
6155 utils
.writeInt(st
, LongWord(FLastFrag
));
6157 utils
.writeInt(st
, LongInt(FDeath
));
6159 utils
.writeInt(st
, Byte(FFlag
));
6161 utils
.writeInt(st
, LongInt(FSecrets
));
6163 utils
.writeInt(st
, Byte(FCurrWeap
));
6165 utils
.writeInt(st
, Word(FNextWeap
));
6167 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6168 // Âðåìÿ çàðÿäêè BFG
6169 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6171 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6172 // Ïîñëåäíèé óäàðèâøèé
6173 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6174 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6175 utils
.writeInt(st
, Byte(FLastHit
));
6177 Obj_SaveState(st
, @FObj
);
6178 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6179 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6180 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6181 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6183 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6184 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6185 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6187 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6188 // Íàëè÷èå êðàñíîãî êëþ÷à
6189 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6190 // Íàëè÷èå çåëåíîãî êëþ÷à
6191 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6192 // Íàëè÷èå ñèíåãî êëþ÷à
6193 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6195 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6196 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6197 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6198 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6199 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6201 utils
.writeStr(st
, FModel
.Name
);
6203 utils
.writeInt(st
, Byte(FColor
.R
));
6204 utils
.writeInt(st
, Byte(FColor
.G
));
6205 utils
.writeInt(st
, Byte(FColor
.B
));
6209 procedure TPlayer
.LoadState (st
: TStream
);
6218 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6219 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6221 FIamBot
:= utils
.readBool(st
);
6223 FUID
:= utils
.readWord(st
);
6225 str
:= utils
.readStr(st
);
6226 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6228 FTeam
:= utils
.readByte(st
);
6230 FAlive
:= utils
.readBool(st
);
6231 // Èçðàñõîäîâàë ëè âñå æèçíè
6232 FNoRespawn
:= utils
.readBool(st
);
6234 b
:= utils
.readByte(st
);
6235 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6237 FHealth
:= utils
.readLongInt(st
);
6238 // Êîýôôèöèåíò èíâàëèäíîñòè
6239 FHandicap
:= utils
.readLongInt(st
);
6241 FLives
:= utils
.readByte(st
);
6243 FArmor
:= utils
.readLongInt(st
);
6245 FAir
:= utils
.readLongInt(st
);
6247 FJetFuel
:= utils
.readLongInt(st
);
6249 FPain
:= utils
.readLongInt(st
);
6251 FKills
:= utils
.readLongInt(st
);
6253 FMonsterKills
:= utils
.readLongInt(st
);
6255 FFrags
:= utils
.readLongInt(st
);
6257 FFragCombo
:= utils
.readByte(st
);
6258 // Âðåìÿ ïîñëåäíåãî ôðàãà
6259 FLastFrag
:= utils
.readLongWord(st
);
6261 FDeath
:= utils
.readLongInt(st
);
6263 FFlag
:= utils
.readByte(st
);
6265 FSecrets
:= utils
.readLongInt(st
);
6267 FCurrWeap
:= utils
.readByte(st
);
6269 FNextWeap
:= utils
.readWord(st
);
6271 FNextWeapDelay
:= utils
.readByte(st
);
6272 // Âðåìÿ çàðÿäêè BFG
6273 FBFGFireCounter
:= utils
.readSmallInt(st
);
6275 FDamageBuffer
:= utils
.readLongInt(st
);
6276 // Ïîñëåäíèé óäàðèâøèé
6277 FLastSpawnerUID
:= utils
.readWord(st
);
6278 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6279 FLastHit
:= utils
.readByte(st
);
6281 Obj_LoadState(@FObj
, st
);
6282 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6283 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6284 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6285 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6287 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6288 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6289 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6291 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6292 // Íàëè÷èå êðàñíîãî êëþ÷à
6293 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6294 // Íàëè÷èå çåëåíîãî êëþ÷à
6295 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6296 // Íàëè÷èå ñèíåãî êëþ÷à
6297 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6299 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6300 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6301 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6302 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6303 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6305 str
:= utils
.readStr(st
);
6307 FColor
.R
:= utils
.readByte(st
);
6308 FColor
.G
:= utils
.readByte(st
);
6309 FColor
.B
:= utils
.readByte(st
);
6310 if (self
= gPlayer1
) then
6312 str
:= gPlayer1Settings
.Model
;
6313 FColor
:= gPlayer1Settings
.Color
;
6315 else if (self
= gPlayer2
) then
6317 str
:= gPlayer2Settings
.Model
;
6318 FColor
:= gPlayer2Settings
.Color
;
6320 // Îáíîâëÿåì ìîäåëü èãðîêà
6322 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6323 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6325 FModel
.Color
:= FColor
;
6329 procedure TPlayer
.AllRulez(Health
: Boolean);
6335 FHealth
:= PLAYER_HP_LIMIT
;
6336 FArmor
:= PLAYER_AP_LIMIT
;
6340 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6341 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6342 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6345 procedure TPlayer
.RestoreHealthArmor();
6347 FHealth
:= PLAYER_HP_LIMIT
;
6348 FArmor
:= PLAYER_AP_LIMIT
;
6351 procedure TPlayer
.FragCombo();
6355 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6357 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6359 if FFragCombo
< 5 then
6361 Param
:= FUID
or (FFragCombo
shl 16);
6362 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6363 (FComboEvnt
<= High(gDelayedEvents
)) and
6364 gDelayedEvents
[FComboEvnt
].Pending
and
6365 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6366 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6368 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6369 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6372 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6380 procedure TPlayer
.GiveItem(ItemType
: Byte);
6384 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6386 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6390 if FAir
< AIR_MAX
then
6397 if not (R_BERSERK
in FRulez
) then
6399 Include(FRulez
, R_BERSERK
);
6400 if FBFGFireCounter
< 1 then
6402 FCurrWeap
:= WEAPON_KASTET
;
6404 FModel
.SetWeapon(WEAPON_KASTET
);
6408 FBerserk
:= gTime
+30000;
6410 if FHealth
< PLAYER_HP_SOFT
then
6412 FHealth
:= PLAYER_HP_SOFT
;
6413 FBerserk
:= gTime
+30000;
6418 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6420 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6425 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6427 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6431 if FJetFuel
< JET_MAX
then
6433 FJetFuel
:= JET_MAX
;
6436 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6437 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6439 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6440 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6442 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6444 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6446 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6447 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6450 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6451 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6452 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6453 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6454 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6455 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6456 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6457 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6458 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6460 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6461 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6462 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6463 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6464 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6465 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6466 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6467 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6468 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6471 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6472 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6473 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6474 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6475 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6477 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6478 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6479 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6480 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6481 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6483 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6484 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6485 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6486 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6488 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6491 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6492 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6493 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6495 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6496 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6501 if g_Game_IsNet
and g_Game_IsServer
then
6502 MH_SEND_PlayerStats(FUID
);
6505 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6510 if (Random(5) = 1) and (Times
= 1) then
6513 if BodyInLiquid(0, 0) then
6515 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6516 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6518 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6519 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6523 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6525 for i
:= 1 to Times
do
6527 Anim
:= TAnimation
.Create(id
, False, 3);
6529 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6530 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6536 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6541 if (Random(10) = 1) and (Times
= 1) then
6544 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6546 for i
:= 1 to Times
do
6548 Anim
:= TAnimation
.Create(id
, False, 3);
6550 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6551 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6557 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6559 FSawSound
.Pause(Enable
);
6560 FSawSoundIdle
.Pause(Enable
);
6561 FSawSoundHit
.Pause(Enable
);
6562 FSawSoundSelect
.Pause(Enable
);
6563 FFlameSoundOn
.Pause(Enable
);
6564 FFlameSoundOff
.Pause(Enable
);
6565 FFlameSoundWork
.Pause(Enable
);
6566 FJetSoundFly
.Pause(Enable
);
6567 FJetSoundOn
.Pause(Enable
);
6568 FJetSoundOff
.Pause(Enable
);
6573 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6578 FObj
.Rect
:= PLAYER_CORPSERECT
;
6579 FModelName
:= ModelName
;
6584 FState
:= CORPSE_STATE_MESS
;
6585 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6589 FState
:= CORPSE_STATE_NORMAL
;
6590 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6594 destructor TCorpse
.Destroy();
6601 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6603 procedure TCorpse
.positionChanged (); inline; begin end;
6605 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6607 if (dx
<> 0) or (dy
<> 0) then
6616 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6618 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6619 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6620 w
:= PLAYER_CORPSERECT
.Width
;
6621 h
:= PLAYER_CORPSERECT
.Height
;
6625 procedure TCorpse
.Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
6630 if FState
= CORPSE_STATE_REMOVEME
then
6633 FDamage
:= FDamage
+ Value
;
6635 if FDamage
> 150 then
6637 if FAnimation
<> nil then
6642 FState
:= CORPSE_STATE_REMOVEME
;
6644 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6645 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6646 FModelName
, FColor
);
6647 // Çâóê ìÿñà îò òðóïà:
6648 pm
:= g_PlayerModel_Get(FModelName
);
6649 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6653 if (gBodyKillEvent
<> -1)
6654 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6655 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6656 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, SpawnerUID
);
6661 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6662 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6663 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6664 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6665 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6666 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6667 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6671 procedure TCorpse
.Draw();
6675 if FState
= CORPSE_STATE_REMOVEME
then
6678 FObj
.lerp(gLerpFactor
, fX
, fY
);
6680 if FAnimation
<> nil then
6681 FAnimation
.Draw(fX
, fY
, TMirrorType
.None
);
6683 if FAnimationMask
<> nil then
6686 FAnimationMask
.Draw(fX
, fY
, TMirrorType
.None
);
6693 procedure TCorpse
.Update();
6697 if FState
= CORPSE_STATE_REMOVEME
then
6700 FObj
.oldX
:= FObj
.X
;
6701 FObj
.oldY
:= FObj
.Y
;
6703 if gTime
mod (GAME_TICK
*2) <> 0 then
6705 g_Obj_Move(@FObj
, True, True, True);
6706 positionChanged(); // this updates spatial accelerators
6710 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6711 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6713 st
:= g_Obj_Move(@FObj
, True, True, True);
6714 positionChanged(); // this updates spatial accelerators
6716 if WordBool(st
and MOVE_FALLOUT
) then
6718 FState
:= CORPSE_STATE_REMOVEME
;
6722 if FAnimation
<> nil then
6723 FAnimation
.Update();
6724 if FAnimationMask
<> nil then
6725 FAnimationMask
.Update();
6729 procedure TCorpse
.SaveState (st
: TStream
);
6736 utils
.writeSign(st
, 'CORP');
6737 utils
.writeInt(st
, Byte(0));
6739 utils
.writeInt(st
, Byte(FState
));
6741 utils
.writeInt(st
, Byte(FDamage
));
6743 utils
.writeInt(st
, Byte(FColor
.R
));
6744 utils
.writeInt(st
, Byte(FColor
.G
));
6745 utils
.writeInt(st
, Byte(FColor
.B
));
6747 Obj_SaveState(st
, @FObj
);
6748 utils
.writeInt(st
, Word(FPlayerUID
));
6750 anim
:= (FAnimation
<> nil);
6751 utils
.writeBool(st
, anim
);
6752 // Åñëè åñòü - ñîõðàíÿåì
6753 if anim
then FAnimation
.SaveState(st
);
6754 // Åñòü ëè ìàñêà àíèìàöèè
6755 anim
:= (FAnimationMask
<> nil);
6756 utils
.writeBool(st
, anim
);
6757 // Åñëè åñòü - ñîõðàíÿåì
6758 if anim
then FAnimationMask
.SaveState(st
);
6762 procedure TCorpse
.LoadState (st
: TStream
);
6769 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6770 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6772 FState
:= utils
.readByte(st
);
6774 FDamage
:= utils
.readByte(st
);
6776 FColor
.R
:= utils
.readByte(st
);
6777 FColor
.G
:= utils
.readByte(st
);
6778 FColor
.B
:= utils
.readByte(st
);
6780 Obj_LoadState(@FObj
, st
);
6781 FPlayerUID
:= utils
.readWord(st
);
6783 anim
:= utils
.readBool(st
);
6784 // Åñëè åñòü - çàãðóæàåì
6787 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6788 FAnimation
.LoadState(st
);
6790 // Åñòü ëè ìàñêà àíèìàöèè
6791 anim
:= utils
.readBool(st
);
6792 // Åñëè åñòü - çàãðóæàåì
6795 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6796 FAnimationMask
.LoadState(st
);
6802 constructor TBot
.Create();
6809 FSpectator
:= False;
6816 for a
:= WP_FIRST
to WP_LAST
do
6818 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6819 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6820 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6824 destructor TBot
.Destroy();
6827 inherited Destroy();
6830 procedure TBot
.Draw();
6834 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6835 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6838 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6840 inherited Respawn(Silent
, Force
);
6843 FSelectedWeapon
:= FCurrWeap
;
6848 procedure TBot
.UpdateCombat();
6861 TTargetRecord
= array of TTarget
;
6863 function Compare(a
, b
: TTarget
): Integer;
6865 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6868 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6870 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6871 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6873 if a
.Dist
> b
.Dist
then // B áëèæå
6875 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6878 else // Ñòðàííî -> A
6883 a
, x1
, y1
, x2
, y2
: Integer;
6884 targets
: TTargetRecord
;
6886 Target
, BestTarget
: TTarget
;
6887 firew
, fireh
: Integer;
6891 vsPlayer
, vsMonster
, ok
: Boolean;
6894 function monsUpdate (mon
: TMonster
): Boolean;
6896 result
:= false; // don't stop
6897 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6899 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6901 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6902 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6904 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6905 if g_TraceVector(x1
, y1
, x2
, y2
) then
6907 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6908 SetLength(targets
, Length(targets
)+1);
6909 with targets
[High(targets
)] do
6916 Rect
:= mon
.Obj
.Rect
;
6917 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6918 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6919 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6928 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6929 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6931 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6932 if FCurrWeap
<> FSelectedWeapon
then
6935 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6936 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6938 RemoveAIFlag('NEEDFIRE');
6941 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6942 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6943 else PressKey(KEY_FIRE
);
6947 // Êîîðäèíàòû ñòâîëà:
6948 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6949 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6951 Target
.UID
:= FTargetUID
;
6954 if Target
.UID
<> 0 then
6955 begin // Öåëü åñòü - íàñòðàèâàåì
6956 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6959 tpla
:= g_Player_Get(Target
.UID
);
6963 if (@FObj
) <> nil then
6970 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6971 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6972 Target
.Rect
:= PLAYER_RECT
;
6973 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6974 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6975 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6976 Target
.IsPlayer
:= True;
6980 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6983 mon
:= g_Monsters_ByUID(Target
.UID
);
6986 Target
.X
:= mon
.Obj
.X
;
6987 Target
.Y
:= mon
.Obj
.Y
;
6989 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6990 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6991 Target
.Rect
:= mon
.Obj
.Rect
;
6992 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6993 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6994 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6995 Target
.IsPlayer
:= False;
7002 begin // Öåëè íåò - îáíóëÿåì
7007 Target
.Visible
:= False;
7008 Target
.Line
:= False;
7009 Target
.IsPlayer
:= False;
7014 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
7015 if (not Target
.Line
) or (not Target
.Visible
) then
7019 for a
:= 0 to High(gPlayers
) do
7020 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
7021 (gPlayers
[a
].FUID
<> FUID
) and
7022 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
7023 (not gPlayers
[a
].NoTarget
) and
7024 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
7026 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
7027 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
7030 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
7031 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
7033 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
7034 if g_TraceVector(x1
, y1
, x2
, y2
) then
7036 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
7037 SetLength(targets
, Length(targets
)+1);
7038 with targets
[High(targets
)] do
7040 UID
:= gPlayers
[a
].FUID
;
7041 X
:= gPlayers
[a
].FObj
.X
;
7042 Y
:= gPlayers
[a
].FObj
.Y
;
7045 Rect
:= PLAYER_RECT
;
7046 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
7047 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
7048 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
7056 if vsMonster
then g_Mons_ForEach(monsUpdate
);
7059 // Åñëè åñòü âîçìîæíûå öåëè:
7060 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7061 if targets
<> nil then
7063 // Âûáèðàåì íàèëó÷øóþ öåëü:
7064 BestTarget
:= targets
[0];
7065 if Length(targets
) > 1 then
7066 for a
:= 1 to High(targets
) do
7067 if Compare(BestTarget
, targets
[a
]) = 1 then
7068 BestTarget
:= targets
[a
];
7070 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7071 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
7072 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
7074 Target
:= BestTarget
;
7076 if (Healthy() = 3) or ((Healthy() = 2)) then
7077 begin // Åñëè çäîðîâû - äîãîíÿåì
7078 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7079 SetAIFlag('GORIGHT', '1');
7080 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7081 SetAIFlag('GOLEFT', '1');
7084 begin // Åñëè ïîáèòû - óáåãàåì
7085 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7086 SetAIFlag('GORIGHT', '1');
7087 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7088 SetAIFlag('GOLEFT', '1');
7091 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7092 SelectWeapon(Abs(x1
-Target
.cX
));
7097 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7098 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7099 if Target
.UID
<> 0 then
7101 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
7102 Target
.Y
+ Target
.Rect
.Y
) then
7103 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7104 if (Healthy() = 3) or ((Healthy() = 2)) then
7105 begin // Åñëè çäîðîâû - äîãîíÿåì
7106 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7107 SetAIFlag('GORIGHT', '1');
7108 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7109 SetAIFlag('GOLEFT', '1');
7112 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7114 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7115 SetAIFlag('GORIGHT', '1');
7116 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7117 SetAIFlag('GOLEFT', '1');
7121 begin // Öåëü ïîêà íà "ýêðàíå"
7122 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7123 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7124 FLastVisible
:= gTime
;
7125 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7126 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
7128 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7129 SetAIFlag('GORIGHT', '1');
7130 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7131 SetAIFlag('GOLEFT', '1');
7135 // Âûáèðàåì óãîë ââåðõ:
7136 if FDirection
= TDirection
.D_LEFT
then
7137 angle
:= ANGLE_LEFTUP
7139 angle
:= ANGLE_RIGHTUP
;
7141 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7142 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7144 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7145 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7146 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
7147 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7148 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7149 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7150 begin // òî íóæíî ñòðåëÿòü ââåðõ
7151 SetAIFlag('NEEDFIRE', '1');
7152 SetAIFlag('NEEDSEEUP', '1');
7155 // Âûáèðàåì óãîë âíèç:
7156 if FDirection
= TDirection
.D_LEFT
then
7157 angle
:= ANGLE_LEFTDOWN
7159 angle
:= ANGLE_RIGHTDOWN
;
7161 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7162 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7164 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7165 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7166 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7167 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7168 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7169 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7170 begin // òî íóæíî ñòðåëÿòü âíèç
7171 SetAIFlag('NEEDFIRE', '1');
7172 SetAIFlag('NEEDSEEDOWN', '1');
7175 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7176 if Target
.Visible
and
7177 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7178 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7180 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7181 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7182 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7183 begin // òî íóæíî ñòðåëÿòü âïåðåä
7184 SetAIFlag('NEEDFIRE', '1');
7185 SetAIFlag('NEEDSEEDOWN', '');
7186 SetAIFlag('NEEDSEEUP', '');
7188 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7189 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7190 if GetRnd(FDifficult
.CloseJump
) then
7191 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7192 if Abs(FObj
.X
-Target
.X
) < 128 then
7196 if Random(a
) = 0 then
7197 SetAIFlag('NEEDJUMP', '1');
7201 // Åñëè öåëü âñå åùå åñòü:
7202 if Target
.UID
<> 0 then
7203 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7204 Target
.UID
:= 0 // òî çàáûòü öåëü
7205 else // Åñëè âèäåëè íåäàâíî
7206 begin // íî öåëü óáèëè
7207 if Target
.IsPlayer
then
7208 begin // Öåëü - èãðîê
7209 pla
:= g_Player_Get(Target
.UID
);
7210 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7211 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7212 Target
.UID
:= 0; // òî çàáûòü öåëü
7215 begin // Öåëü - ìîíñòð
7216 mon
:= g_Monsters_ByUID(Target
.UID
);
7217 if (mon
= nil) or (not mon
.alive
) then
7218 Target
.UID
:= 0; // òî çàáûòü öåëü
7221 end; // if Target.UID <> 0
7223 FTargetUID
:= Target
.UID
;
7225 // Åñëè âîçìîæíûõ öåëåé íåò:
7226 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7227 if targets
= nil then
7228 if GetAIFlag('ATTACKLEFT') <> '' then
7229 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7230 RemoveAIFlag('ATTACKLEFT');
7232 SetAIFlag('NEEDJUMP', '1');
7234 if RunDirection() = TDirection
.D_RIGHT
then
7235 begin // Èäåì íå â òó ñòîðîíó
7236 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7237 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7238 SetAIFlag('NEEDFIRE', '1');
7239 SetAIFlag('GOLEFT', '1');
7243 begin // Èäåì â íóæíóþ ñòîðîíó
7244 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7245 SetAIFlag('NEEDFIRE', '1');
7246 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7247 SetAIFlag('GORIGHT', '1');
7251 if GetAIFlag('ATTACKRIGHT') <> '' then
7252 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7253 RemoveAIFlag('ATTACKRIGHT');
7255 SetAIFlag('NEEDJUMP', '1');
7257 if RunDirection() = TDirection
.D_LEFT
then
7258 begin // Èäåì íå â òó ñòîðîíó
7259 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7260 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7261 SetAIFlag('NEEDFIRE', '1');
7262 SetAIFlag('GORIGHT', '1');
7267 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7268 SetAIFlag('NEEDFIRE', '1');
7269 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7270 SetAIFlag('GOLEFT', '1');
7274 //HACK! (does it belongs there?)
7275 RealizeCurrentWeapon();
7277 // Åñëè åñòü âîçìîæíûå öåëè:
7278 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7279 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7280 for a
:= 0 to High(targets
) do
7282 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7283 if GetRnd(FDifficult
.DiagFire
) then
7285 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7286 if FDirection
= TDirection
.D_LEFT
then
7287 angle
:= ANGLE_LEFTUP
7289 angle
:= ANGLE_RIGHTUP
;
7291 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7292 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7294 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7295 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7296 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7297 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7298 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7300 SetAIFlag('NEEDFIRE', '1');
7301 SetAIFlag('NEEDSEEUP', '1');
7304 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7305 if FDirection
= TDirection
.D_LEFT
then
7306 angle
:= ANGLE_LEFTDOWN
7308 angle
:= ANGLE_RIGHTDOWN
;
7310 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7311 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7313 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7314 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7315 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7316 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7317 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7319 SetAIFlag('NEEDFIRE', '1');
7320 SetAIFlag('NEEDSEEDOWN', '1');
7324 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7325 if targets
[a
].Line
and targets
[a
].Visible
and
7326 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7327 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7329 SetAIFlag('NEEDFIRE', '1');
7334 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7335 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7336 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7337 40+GetInterval(FDifficult
.Cover
, 40)) then
7338 SetAIFlag('NEEDJUMP', '1');
7340 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7341 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7342 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7343 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7345 SetAIFlag('SELECTWEAPON', '1');
7347 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7348 if GetAIFlag('SELECTWEAPON') = '1' then
7351 RemoveAIFlag('SELECTWEAPON');
7355 procedure TBot
.Update();
7368 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7369 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7371 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7373 if g_debug_BotAIOff
= 3 then
7383 RealizeCurrentWeapon();
7390 procedure TBot
.ReleaseKey(Key
: Byte);
7399 function TBot
.KeyPressed(Key
: Word): Boolean;
7401 Result
:= FKeys
[Key
].Pressed
;
7404 function TBot
.GetAIFlag(aName
: String20
): String20
;
7410 aName
:= LowerCase(aName
);
7412 if FAIFlags
<> nil then
7413 for a
:= 0 to High(FAIFlags
) do
7414 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7416 Result
:= FAIFlags
[a
].Value
;
7421 procedure TBot
.RemoveAIFlag(aName
: String20
);
7425 if FAIFlags
= nil then Exit
;
7427 aName
:= LowerCase(aName
);
7429 for a
:= 0 to High(FAIFlags
) do
7430 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7432 if a
<> High(FAIFlags
) then
7433 for b
:= a
to High(FAIFlags
)-1 do
7434 FAIFlags
[b
] := FAIFlags
[b
+1];
7436 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7441 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7449 aName
:= LowerCase(aName
);
7451 if FAIFlags
<> nil then
7452 for a
:= 0 to High(FAIFlags
) do
7453 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7459 if ok
then FAIFlags
[a
].Value
:= fValue
7462 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7463 with FAIFlags
[High(FAIFlags
)] do
7471 procedure TBot
.UpdateMove
;
7473 procedure GoLeft(Time
: Word = 1);
7475 ReleaseKey(KEY_LEFT
);
7476 ReleaseKey(KEY_RIGHT
);
7477 PressKey(KEY_LEFT
, Time
);
7478 SetDirection(TDirection
.D_LEFT
);
7481 procedure GoRight(Time
: Word = 1);
7483 ReleaseKey(KEY_LEFT
);
7484 ReleaseKey(KEY_RIGHT
);
7485 PressKey(KEY_RIGHT
, Time
);
7486 SetDirection(TDirection
.D_RIGHT
);
7489 function Rnd(a
: Word): Boolean;
7491 Result
:= Random(a
) = 0;
7494 procedure Turn(Time
: Word = 1200);
7496 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7501 ReleaseKey(KEY_LEFT
);
7502 ReleaseKey(KEY_RIGHT
);
7505 function CanRunLeft(): Boolean;
7507 Result
:= not CollideLevel(-1, 0);
7510 function CanRunRight(): Boolean;
7512 Result
:= not CollideLevel(1, 0);
7515 function CanRun(): Boolean;
7517 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7520 procedure Jump(Time
: Word = 30);
7522 PressKey(KEY_JUMP
, Time
);
7525 function NearHole(): Boolean;
7529 { TODO 5 : Ëåñòíèöû }
7530 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7531 for x
:= 1 to PLAYER_RECT
.Width
do
7532 if (not StayOnStep(x
*sx
, 0)) and
7533 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7534 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7543 function BorderHole(): Boolean;
7547 { TODO 5 : Ëåñòíèöû }
7548 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7549 for x
:= 1 to PLAYER_RECT
.Width
do
7550 if (not StayOnStep(x
*sx
, 0)) and
7551 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7552 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7554 for xx
:= x
to x
+32 do
7555 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7565 function NearDeepHole(): Boolean;
7571 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7574 for x
:= 1 to PLAYER_RECT
.Width
do
7575 if (not StayOnStep(x
*sx
, 0)) and
7576 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7577 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7579 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7581 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7586 end else Result
:= False;
7589 function OverDeepHole(): Boolean;
7596 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7598 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7605 function OnGround(): Boolean;
7607 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7610 function OnLadder(): Boolean;
7612 Result
:= FullInStep(0, 0);
7615 function BelowLadder(): Boolean;
7617 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7618 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7619 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7620 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7623 function BelowLiftUp(): Boolean;
7625 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7626 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7627 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7628 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7631 function OnTopLift(): Boolean;
7633 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7636 function CanJumpOver(): Boolean;
7640 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7644 if not CollideLevel(sx
, 0) then Exit
;
7646 for y
:= 1 to BOT_MAXJUMP
do
7647 if CollideLevel(0, -y
) then Exit
else
7648 if not CollideLevel(sx
, -y
) then
7655 function CanJumpUp(Dist
: ShortInt): Boolean;
7662 if CollideLevel(Dist
, 0) then Exit
;
7665 for y
:= 0 to BOT_MAXJUMP
do
7666 if CollideLevel(Dist
, -y
) then
7675 for yy
:= y
+1 to BOT_MAXJUMP
do
7676 if not CollideLevel(Dist
, -yy
) then
7685 for y
:= 0 to BOT_MAXJUMP
do
7686 if CollideLevel(0, -y
) then
7694 if y
< yy
then Exit
;
7699 function IsSafeTrigger(): Boolean;
7704 if gTriggers
= nil then
7706 for a
:= 0 to High(gTriggers
) do
7707 if Collide(gTriggers
[a
].X
,
7710 gTriggers
[a
].Height
) and
7711 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7712 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7713 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7714 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7715 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7720 // Âîçìîæíî, íàæèìàåì êíîïêó:
7721 if Rnd(16) and IsSafeTrigger() then
7724 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7725 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7727 ReleaseKey(KEY_LEFT
);
7728 ReleaseKey(KEY_RIGHT
);
7732 // Èäåì âëåâî, åñëè íàäî áûëî:
7733 if GetAIFlag('GOLEFT') <> '' then
7735 RemoveAIFlag('GOLEFT');
7736 if CanRunLeft() then
7740 // Èäåì âïðàâî, åñëè íàäî áûëî:
7741 if GetAIFlag('GORIGHT') <> '' then
7743 RemoveAIFlag('GORIGHT');
7744 if CanRunRight() then
7748 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7749 if FObj
.X
< -32 then
7752 if FObj
.X
+32 > gMapInfo
.Width
then
7755 // Ïðûãàåì, åñëè íàäî áûëî:
7756 if GetAIFlag('NEEDJUMP') <> '' then
7759 RemoveAIFlag('NEEDJUMP');
7762 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7763 if GetAIFlag('NEEDSEEUP') <> '' then
7766 ReleaseKey(KEY_DOWN
);
7767 PressKey(KEY_UP
, 20);
7768 RemoveAIFlag('NEEDSEEUP');
7771 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7772 if GetAIFlag('NEEDSEEDOWN') <> '' then
7775 ReleaseKey(KEY_DOWN
);
7776 PressKey(KEY_DOWN
, 20);
7777 RemoveAIFlag('NEEDSEEDOWN');
7780 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7781 if GetAIFlag('GOINHOLE') <> '' then
7782 if not OnGround() then
7784 ReleaseKey(KEY_LEFT
);
7785 ReleaseKey(KEY_RIGHT
);
7786 RemoveAIFlag('GOINHOLE');
7787 SetAIFlag('FALLINHOLE', '1');
7790 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7791 if GetAIFlag('FALLINHOLE') <> '' then
7793 RemoveAIFlag('FALLINHOLE');
7795 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7796 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7797 if GetAIFlag('FALLINHOLE') = '' then
7798 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7804 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7806 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7810 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7811 if OnGround() and NearHole() then
7812 if NearDeepHole() then // Åñëè ýòî áåçäíà
7814 0..3: Turn(); // Áåæèì îáðàòíî
7815 4: Jump(); // Ïðûãàåì
7816 5: begin // Ïðûãàåì îáðàòíî
7821 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7822 if GetAIFlag('GOINHOLE') = '' then
7824 0: Turn(); // Íå íóæíî òóäà
7825 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7826 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7827 if BorderHole() then
7828 SetAIFlag('GOINHOLE', '1');
7831 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7832 if (not CanRun()) and OnGround() then
7834 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7835 if CanJumpOver() or OnLadder() then
7837 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7838 if Random(2) = 0 then
7840 if IsSafeTrigger() then
7846 // Îñòàëîñü ìàëî âîçäóõà:
7847 if FAir
< 36 * 2 then
7850 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7851 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7852 if BodyInAcid(0, 0) then
7856 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7858 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7859 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7862 {function TBot.NeedItem(Item: Byte): Byte;
7867 procedure TBot
.SelectWeapon(Dist
: Integer);
7871 function HaveAmmo(weapon
: Byte): Boolean;
7874 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7875 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7876 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7877 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7878 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7879 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7880 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7881 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7882 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7883 else Result
:= True;
7888 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7890 if Dist
> BOT_LONGDIST
then
7891 begin // Äàëüíèé áîé
7893 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7895 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7899 else //if Dist > BOT_UNSAFEDIST then
7900 begin // Áëèæíèé áîé
7902 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7904 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7911 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7913 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7919 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7921 Result
:= inherited PickItem(ItemType
, force
, remove
);
7923 if Result
then SetAIFlag('SELECTWEAPON', '1');
7926 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7928 Result
:= inherited Heal(value
, Soft
);
7931 function TBot
.Healthy(): Byte;
7933 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7934 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7935 else if (FHealth
> 50) then Result
:= 2
7936 else if (FHealth
> 20) then Result
:= 1
7940 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7942 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7943 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7946 procedure TBot
.OnDamage(Angle
: SmallInt);
7954 if (Angle
= 0) or (Angle
= 180) then
7957 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7958 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7960 pla
:= g_Player_Get(FLastSpawnerUID
);
7961 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7962 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7965 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7966 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7968 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7969 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7970 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7975 SetAIFlag('ATTACKLEFT', '1')
7977 SetAIFlag('ATTACKRIGHT', '1');
7981 function TBot
.RunDirection(): TDirection
;
7983 if Abs(Vel
.X
) >= 1 then
7985 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7987 Result
:= FDirection
;
7990 function TBot
.GetRnd(a
: Byte): Boolean;
7992 if a
= 0 then Result
:= False
7993 else if a
= 255 then Result
:= True
7994 else Result
:= Random(256) > 255-a
;
7997 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7999 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
8003 procedure TDifficult
.save (st
: TStream
);
8005 utils
.writeInt(st
, Byte(DiagFire
));
8006 utils
.writeInt(st
, Byte(InvisFire
));
8007 utils
.writeInt(st
, Byte(DiagPrecision
));
8008 utils
.writeInt(st
, Byte(FlyPrecision
));
8009 utils
.writeInt(st
, Byte(Cover
));
8010 utils
.writeInt(st
, Byte(CloseJump
));
8011 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
8012 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
8015 procedure TDifficult
.load (st
: TStream
);
8017 DiagFire
:= utils
.readByte(st
);
8018 InvisFire
:= utils
.readByte(st
);
8019 DiagPrecision
:= utils
.readByte(st
);
8020 FlyPrecision
:= utils
.readByte(st
);
8021 Cover
:= utils
.readByte(st
);
8022 CloseJump
:= utils
.readByte(st
);
8023 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
8024 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
8028 procedure TBot
.SaveState (st
: TStream
);
8033 inherited SaveState(st
);
8034 utils
.writeSign(st
, 'BOT0');
8036 utils
.writeInt(st
, Byte(FSelectedWeapon
));
8038 utils
.writeInt(st
, Word(FTargetUID
));
8039 // Âðåìÿ ïîòåðè öåëè
8040 utils
.writeInt(st
, LongWord(FLastVisible
));
8041 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8042 dw
:= Length(FAIFlags
);
8043 utils
.writeInt(st
, LongInt(dw
));
8045 for i
:= 0 to dw
-1 do
8047 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
8048 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
8050 // Íàñòðîéêè ñëîæíîñòè
8051 FDifficult
.save(st
);
8055 procedure TBot
.LoadState (st
: TStream
);
8060 inherited LoadState(st
);
8061 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
8063 FSelectedWeapon
:= utils
.readByte(st
);
8065 FTargetUID
:= utils
.readWord(st
);
8066 // Âðåìÿ ïîòåðè öåëè
8067 FLastVisible
:= utils
.readLongWord(st
);
8068 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8069 dw
:= utils
.readLongInt(st
);
8070 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
8071 SetLength(FAIFlags
, dw
);
8073 for i
:= 0 to dw
-1 do
8075 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
8076 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
8078 // Íàñòðîéêè ñëîæíîñòè
8079 FDifficult
.load(st
);
8084 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');
8085 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');