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, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
24 e_graphics
, g_playermodel
, g_basic
, g_textures
,
25 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
58 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
81 ANGLE_NONE
= Low(SmallInt);
83 CORPSE_STATE_REMOVEME
= 0;
84 CORPSE_STATE_NORMAL
= 1;
85 CORPSE_STATE_MESS
= 2;
87 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
88 PLAYER_RECT_CX
= 15+(34 div 2);
89 PLAYER_RECT_CY
= 12+(52 div 2);
90 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
93 PLAYER_HP_LIMIT
= 200;
95 PLAYER_AP_LIMIT
= 200;
98 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
99 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
115 TPlayerStatArray
= Array of TPlayerStat
;
117 TPlayerSavedState
= record
125 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
126 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
127 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
128 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
137 TPlayer
= class(TPoolObject
)
145 FDirection
: TDirection
;
153 FMonsterKills
: Integer;
159 FCanJetpack
: Boolean;
165 FNextWeapDelay
: Byte; // frames
166 FBFGFireCounter
: SmallInt;
167 FLastSpawnerUID
: Word;
171 FSpectatePlayer
: Integer;
172 FFirePainTime
: Integer;
175 FSavedState
: TPlayerSavedState
;
177 FModel
: TPlayerModel
;
180 FActionForce
: Boolean;
181 FActionChanged
: Boolean;
183 FFireAngle
: SmallInt;
185 FShellTimer
: Integer;
187 FSawSound
: TPlayableSound
;
188 FSawSoundIdle
: TPlayableSound
;
189 FSawSoundHit
: TPlayableSound
;
190 FSawSoundSelect
: TPlayableSound
;
191 FJetSoundOn
: TPlayableSound
;
192 FJetSoundOff
: TPlayableSound
;
193 FJetSoundFly
: TPlayableSound
;
197 FJustTeleported
: Boolean;
199 mEDamageType
: Integer;
202 function CollideLevel(XInc
, YInc
: Integer): Boolean;
203 function StayOnStep(XInc
, YInc
: Integer): Boolean;
204 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
205 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
206 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
207 function FullInLift(XInc
, YInc
: Integer): Integer;
208 {procedure CollideItem();}
209 procedure FlySmoke(Times
: DWORD
= 1);
210 procedure OnFireFlame(Times
: DWORD
= 1);
211 function GetAmmoByWeapon(Weapon
: Byte): Word;
212 procedure SetAction(Action
: Byte; Force
: Boolean = False);
213 procedure OnDamage(Angle
: SmallInt); virtual;
214 function firediry(): Integer;
216 procedure Run(Direction
: TDirection
);
217 procedure NextWeapon();
218 procedure PrevWeapon();
225 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
226 procedure resetWeaponQueue ();
227 function hasAmmoForWeapon (weapon
: Byte): Boolean;
229 procedure doDamage (v
: Integer);
232 FDamageBuffer
: Integer;
234 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
235 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
236 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
237 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
239 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
240 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
241 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
242 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
244 FPreferredTeam
: Byte;
247 FWantsInGame
: Boolean;
251 FActualModelName
: string;
258 // debug: viewport offset
259 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
261 function isValidViewPort (): Boolean; inline;
263 constructor Create(); virtual;
264 destructor Destroy(); override;
265 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
266 function GetRespawnPoint(): Byte;
267 procedure PressKey(Key
: Byte; Time
: Word = 1);
268 procedure ReleaseKeys();
269 procedure SetModel(ModelName
: String);
270 procedure SetColor(Color
: TRGB
);
271 procedure SetWeapon(W
: Byte);
272 function IsKeyPressed(K
: Byte): Boolean;
273 function GetKeys(): Byte;
274 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
275 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
276 function Collide(Panel
: TPanel
): Boolean; overload
;
277 function Collide(X
, Y
: Integer): Boolean; overload
;
278 procedure SetDirection(Direction
: TDirection
);
279 procedure GetSecret();
280 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
282 procedure Push(vx
, vy
: Integer);
283 procedure ChangeModel(ModelName
: String);
284 procedure SwitchTeam
;
285 procedure ChangeTeam(Team
: Byte);
287 function GetFlag(Flag
: Byte): Boolean;
288 procedure SetFlag(Flag
: Byte);
289 function DropFlag(): Boolean;
290 procedure AllRulez(Health
: Boolean);
291 procedure RestoreHealthArmor();
292 procedure FragCombo();
293 procedure GiveItem(ItemType
: Byte);
294 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
295 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
296 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
297 procedure MakeBloodSimple(Count
: Word);
298 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
299 procedure Reset(Force
: Boolean);
300 procedure Spectate(NoMove
: Boolean = False);
301 procedure SwitchNoClip
;
302 procedure SoftReset();
303 procedure Draw(); virtual;
304 procedure DrawPain();
305 procedure DrawPickup();
306 procedure DrawRulez();
308 procedure DrawBubble();
310 procedure Update(); virtual;
311 procedure RememberState();
312 procedure RecallState();
313 procedure SaveState(var Mem
: TBinMemoryWriter
); virtual;
314 procedure LoadState(var Mem
: TBinMemoryReader
); virtual;
315 procedure PauseSounds(Enable
: Boolean);
316 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
317 procedure DoLerp(Level
: Integer = 2);
318 procedure SetLerp(XTo
, YTo
: Integer);
319 procedure QueueWeaponSwitch(Weapon
: Byte);
320 procedure RealizeCurrentWeapon();
322 procedure JetpackOff
;
323 procedure CatchFire(Attacker
: Word);
325 //WARNING! this does nothing for now, but still call it!
326 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
328 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
329 procedure moveBy (dx
, dy
: Integer); inline;
332 property Vel
: TPoint2i read FObj
.Vel
;
333 property Obj
: TObj read FObj
;
335 property Name
: String read FName write FName
;
336 property Model
: TPlayerModel read FModel
;
337 property Health
: Integer read FHealth write FHealth
;
338 property Lives
: Byte read FLives write FLives
;
339 property Armor
: Integer read FArmor write FArmor
;
340 property Air
: Integer read FAir write FAir
;
341 property JetFuel
: Integer read FJetFuel write FJetFuel
;
342 property Frags
: Integer read FFrags write FFrags
;
343 property Death
: Integer read FDeath write FDeath
;
344 property Kills
: Integer read FKills write FKills
;
345 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
346 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
347 property Secrets
: Integer read FSecrets
;
348 property GodMode
: Boolean read FGodMode write FGodMode
;
349 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
350 property NoReload
: Boolean read FNoReload write FNoReload
;
351 property alive
: Boolean read FAlive write FAlive
;
352 property Flag
: Byte read FFlag
;
353 property Team
: Byte read FTeam write FTeam
;
354 property Direction
: TDirection read FDirection
;
355 property GameX
: Integer read FObj
.X write FObj
.X
;
356 property GameY
: Integer read FObj
.Y write FObj
.Y
;
357 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
358 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
359 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
360 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
361 property IncCam
: Integer read FIncCam write FIncCam
;
362 property UID
: Word read FUID write FUID
;
363 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
364 property NetTime
: LongWord read FNetTime write FNetTime
;
367 property eName
: String read FName write FName
;
368 property eHealth
: Integer read FHealth write FHealth
;
369 property eLives
: Byte read FLives write FLives
;
370 property eArmor
: Integer read FArmor write FArmor
;
371 property eAir
: Integer read FAir write FAir
;
372 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
373 property eFrags
: Integer read FFrags write FFrags
;
374 property eDeath
: Integer read FDeath write FDeath
;
375 property eKills
: Integer read FKills write FKills
;
376 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
377 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
378 property eSecrets
: Integer read FSecrets write FSecrets
;
379 property eGodMode
: Boolean read FGodMode write FGodMode
;
380 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
381 property eNoReload
: Boolean read FNoReload write FNoReload
;
382 property eAlive
: Boolean read FAlive write FAlive
;
383 property eFlag
: Byte read FFlag
;
384 property eTeam
: Byte read FTeam write FTeam
;
385 property eDirection
: TDirection read FDirection
;
386 property eGameX
: Integer read FObj
.X write FObj
.X
;
387 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
388 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
389 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
390 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
391 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
392 property eIncCam
: Integer read FIncCam write FIncCam
;
393 property eUID
: Word read FUID
;
394 property eJustTeleported
: Boolean read FJustTeleported
;
395 property eNetTime
: LongWord read FNetTime
;
397 // set this before assigning something to `eDamage`
398 property eDamageType
: Integer read mEDamageType write mEDamageType
;
399 property eDamage
: Integer write doDamage
;
409 WeaponPrior
: Array [WP_FIRST
..WP_LAST
] of Byte;
410 CloseWeaponPrior
: Array [WP_FIRST
..WP_LAST
] of Byte;
411 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
419 TBot
= class(TPlayer
)
421 FSelectedWeapon
: Byte;
424 FAIFlags
: Array of TAIFlag
;
425 FDifficult
: TDifficult
;
427 function GetRnd(a
: Byte): Boolean;
428 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
429 function RunDirection(): TDirection
;
430 function FullInStep(XInc
, YInc
: Integer): Boolean;
431 //function NeedItem(Item: Byte): Byte;
432 procedure SelectWeapon(Dist
: Integer);
433 procedure SetAIFlag(aName
, fValue
: String20
);
434 function GetAIFlag(aName
: String20
): String20
;
435 procedure RemoveAIFlag(aName
: String20
);
436 function Healthy(): Byte;
437 procedure UpdateMove();
438 procedure UpdateCombat();
439 function KeyPressed(Key
: Word): Boolean;
440 procedure ReleaseKey(Key
: Byte);
441 function TargetOnScreen(TX
, TY
: Integer): Boolean;
442 procedure OnDamage(Angle
: SmallInt); override;
445 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
446 constructor Create(); override;
447 destructor Destroy(); override;
448 procedure Draw(); override;
449 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
450 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
451 procedure Update(); override;
452 procedure SaveState(var Mem
: TBinMemoryWriter
); override;
453 procedure LoadState(var Mem
: TBinMemoryReader
); override;
465 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
466 procedure moveBy (dx
, dy
: Integer); inline;
468 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
482 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
483 procedure moveBy (dx
, dy
: Integer); inline;
485 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
488 TCorpse
= class(TPoolObject
)
496 FAnimation
: TAnimation
;
497 FAnimationMask
: TAnimation
;
500 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
501 destructor Destroy(); override;
502 procedure Damage(Value
: Word; vx
, vy
: Integer);
505 procedure SaveState(var Mem
: TBinMemoryWriter
);
506 procedure LoadState(var Mem
: TBinMemoryReader
);
508 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
509 procedure moveBy (dx
, dy
: Integer); inline;
511 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
513 function ObjPtr (): PObj
; inline;
515 property Obj
: TObj read FObj
; // copies object
516 property State
: Byte read FState
;
517 property Mess
: Boolean read FMess
;
520 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
526 gPlayers
: Array of TPlayer
;
527 gCorpses
: Array of TCorpse
;
528 gGibs
: Array of TGib
;
529 gShells
: Array of TShell
;
530 gTeamStat
: TTeamStat
;
531 gFly
: Boolean = False;
532 gAimLine
: Boolean = False;
533 gChatBubble
: Byte = 0;
537 MAX_RUNVEL
: Integer = 8;
538 VEL_JUMP
: Integer = 10;
539 SHELL_TIMEOUT
: Cardinal = 60000;
541 function Lerp(X
, Y
, Factor
: Integer): Integer;
543 procedure g_Gibs_SetMax(Count
: Word);
544 function g_Gibs_GetMax(): Word;
545 procedure g_Corpses_SetMax(Count
: Word);
546 function g_Corpses_GetMax(): Word;
547 procedure g_Shells_SetMax(Count
: Word);
548 function g_Shells_GetMax(): Word;
550 procedure g_Player_Init();
551 procedure g_Player_Free();
552 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
553 function g_Player_CreateFromState(var Mem
: TBinMemoryReader
): Word;
554 procedure g_Player_Remove(UID
: Word);
555 procedure g_Player_ResetTeams();
556 procedure g_Player_UpdateAll();
557 procedure g_Player_DrawAll();
558 procedure g_Player_DrawDebug(p
: TPlayer
);
559 procedure g_Player_DrawHealth();
560 procedure g_Player_RememberAll();
561 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
562 function g_Player_Get(UID
: Word): TPlayer
;
563 function g_Player_GetCount(): Byte;
564 function g_Player_GetStats(): TPlayerStatArray
;
565 function g_Player_ValidName(Name
: String): Boolean;
566 procedure g_Player_CreateCorpse(Player
: TPlayer
);
567 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
568 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
569 procedure g_Player_UpdatePhysicalObjects();
570 procedure g_Player_DrawCorpses();
571 procedure g_Player_DrawShells();
572 procedure g_Player_RemoveAllCorpses();
573 procedure g_Player_Corpses_SaveState(var Mem
: TBinMemoryWriter
);
574 procedure g_Player_Corpses_LoadState(var Mem
: TBinMemoryReader
);
575 procedure g_Bot_Add(Team
, Difficult
: Byte);
576 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1);
577 procedure g_Bot_MixNames();
578 procedure g_Bot_RemoveAll();
583 e_log
, g_map
, g_items
, g_console
, SysUtils
, g_gfx
, Math
,
584 g_options
, g_triggers
, g_menu
, g_game
, g_grid
,
585 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
586 g_net
, g_netmsg
, g_window
, GL
, g_holmes
;
596 diag_precision
: Byte;
600 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
601 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
602 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
606 TIME_RESPAWN1
= 1500;
607 TIME_RESPAWN2
= 2000;
608 TIME_RESPAWN3
= 3000;
611 JET_MAX
= 540; // ~30 sec
612 PLAYER_SUIT_TIME
= 30000;
613 PLAYER_INVUL_TIME
= 30000;
614 PLAYER_INVIS_TIME
= 35000;
615 FRAG_COMBO_TIME
= 3000;
619 ANGLE_RIGHTDOWN
= -35;
621 ANGLE_LEFTDOWN
= -145;
622 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
623 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
626 BOT_UNSAFEDIST
= 128;
627 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
629 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
630 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
631 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
632 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
633 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
634 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
635 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
636 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
637 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
638 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
639 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
640 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
641 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
642 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
643 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
644 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
645 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
646 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
647 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
648 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
649 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
650 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
651 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
652 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
653 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
654 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
656 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
657 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
659 BOTNAMES_FILENAME
= 'botnames.txt';
660 BOTLIST_FILENAME
= 'botlist.txt';
664 MaxCorpses
: Word = 20;
665 MaxShells
: Word = 300;
666 CurrentGib
: Integer = 0;
667 CurrentShell
: Integer = 0;
668 BotNames
: Array of String;
669 BotList
: Array of TBotProfile
;
672 function Lerp(X
, Y
, Factor
: Integer): Integer;
674 Result
:= X
+ ((Y
- X
) div Factor
);
677 function SameTeam(UID1
, UID2
: Word): Boolean;
681 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
682 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
684 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
686 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
687 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
689 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
692 procedure g_Gibs_SetMax(Count
: Word);
695 SetLength(gGibs
, Count
);
697 if CurrentGib
>= Count
then
701 function g_Gibs_GetMax(): Word;
706 procedure g_Shells_SetMax(Count
: Word);
709 SetLength(gShells
, Count
);
711 if CurrentShell
>= Count
then
715 function g_Shells_GetMax(): Word;
721 procedure g_Corpses_SetMax(Count
: Word);
724 SetLength(gCorpses
, Count
);
727 function g_Corpses_GetMax(): Word;
729 Result
:= MaxCorpses
;
732 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
742 // Åñòü ëè ìåñòî â gPlayers:
743 if gPlayers
<> nil then
744 for a
:= 0 to High(gPlayers
) do
745 if gPlayers
[a
] = nil then
751 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
754 SetLength(gPlayers
, Length(gPlayers
)+1);
758 // Ñîçäàåì îáúåêò èãðîêà:
760 gPlayers
[a
] := TBot
.Create()
762 gPlayers
[a
] := TPlayer
.Create();
765 gPlayers
[a
].FActualModelName
:= ModelName
;
766 gPlayers
[a
].SetModel(ModelName
);
768 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
769 if gPlayers
[a
].FModel
= nil then
773 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
777 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
778 if Random(2) = 0 then
782 gPlayers
[a
].FPreferredTeam
:= Team
;
784 case gGameSettings
.GameMode
of
785 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
787 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
789 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
792 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
793 gPlayers
[a
].FColor
:= Color
;
794 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
795 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
797 gPlayers
[a
].FModel
.Color
:= Color
;
799 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
800 gPlayers
[a
].FAlive
:= False;
802 Result
:= gPlayers
[a
].FUID
;
805 function g_Player_CreateFromState(var Mem
: TBinMemoryReader
): Word;
818 if sig
<> PLAYER_SIGNATURE
then // 'PLYR'
820 raise EBinSizeError
.Create('g_Player_CreateFromState: Wrong Player Signature');
824 Mem
.ReadBoolean(Bot
);
829 // Åñòü ëè ìåñòî â gPlayers:
830 if gPlayers
<> nil then
831 for a
:= 0 to High(gPlayers
) do
832 if gPlayers
[a
] = nil then
838 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
841 SetLength(gPlayers
, Length(gPlayers
)+1);
845 // Ñîçäàåì îáúåêò èãðîêà:
847 gPlayers
[a
] := TBot
.Create()
849 gPlayers
[a
] := TPlayer
.Create();
850 gPlayers
[a
].FIamBot
:= Bot
;
851 gPlayers
[a
].FPhysics
:= True;
854 Mem
.ReadWord(gPlayers
[a
].FUID
);
856 Mem
.ReadString(gPlayers
[a
].FName
);
858 Mem
.ReadByte(gPlayers
[a
].FTeam
);
859 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
861 Mem
.ReadBoolean(gPlayers
[a
].FAlive
);
862 // Èçðàñõîäîâàë ëè âñå æèçíè:
863 Mem
.ReadBoolean(gPlayers
[a
].FNoRespawn
);
867 gPlayers
[a
].FDirection
:= D_LEFT
869 gPlayers
[a
].FDirection
:= D_RIGHT
;
871 Mem
.ReadInt(gPlayers
[a
].FHealth
);
873 Mem
.ReadByte(gPlayers
[a
].FLives
);
875 Mem
.ReadInt(gPlayers
[a
].FArmor
);
877 Mem
.ReadInt(gPlayers
[a
].FAir
);
879 Mem
.ReadInt(gPlayers
[a
].FJetFuel
);
881 Mem
.ReadInt(gPlayers
[a
].FPain
);
883 Mem
.ReadInt(gPlayers
[a
].FKills
);
885 Mem
.ReadInt(gPlayers
[a
].FMonsterKills
);
887 Mem
.ReadInt(gPlayers
[a
].FFrags
);
889 Mem
.ReadByte(gPlayers
[a
].FFragCombo
);
890 // Âðåìÿ ïîñëåäíåãî ôðàãà:
891 Mem
.ReadDWORD(gPlayers
[a
].FLastFrag
);
893 Mem
.ReadInt(gPlayers
[a
].FDeath
);
895 Mem
.ReadByte(gPlayers
[a
].FFlag
);
897 Mem
.ReadInt(gPlayers
[a
].FSecrets
);
899 Mem
.ReadByte(gPlayers
[a
].FCurrWeap
);
900 // Ñëåäóþùåå æåëàåìîå îðóæèå:
901 Mem
.ReadWord(gPlayers
[a
].FNextWeap
);
903 Mem
.ReadByte(gPlayers
[a
].FNextWeapDelay
);
904 // Âðåìÿ çàðÿäêè BFG:
905 Mem
.ReadSmallInt(gPlayers
[a
].FBFGFireCounter
);
907 Mem
.ReadInt(gPlayers
[a
].FDamageBuffer
);
908 // Ïîñëåäíèé óäàðèâøèé:
909 Mem
.ReadWord(gPlayers
[a
].FLastSpawnerUID
);
910 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
911 Mem
.ReadByte(gPlayers
[a
].FLastHit
);
913 Obj_LoadState(@gPlayers
[a
].FObj
, Mem
);
914 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
915 for i
:= A_BULLETS
to A_HIGH
do
916 Mem
.ReadWord(gPlayers
[a
].FAmmo
[i
]);
917 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
918 for i
:= A_BULLETS
to A_HIGH
do
919 Mem
.ReadWord(gPlayers
[a
].FMaxAmmo
[i
]);
921 for i
:= WP_FIRST
to WP_LAST
do
922 Mem
.ReadBoolean(gPlayers
[a
].FWeapon
[i
]);
923 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
924 for i
:= WP_FIRST
to WP_LAST
do
925 Mem
.ReadWord(gPlayers
[a
].FReloading
[i
]);
929 Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
930 // Íàëè÷èå êðàñíîãî êëþ÷à:
933 Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
934 // Íàëè÷èå çåëåíîãî êëþ÷à:
937 Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
938 // Íàëè÷èå ñèíåãî êëþ÷à:
941 Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
945 Include(gPlayers
[a
].FRulez
, R_BERSERK
);
946 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
947 for i
:= MR_SUIT
to MR_MAX
do
948 Mem
.ReadDWORD(gPlayers
[a
].FMegaRulez
[i
]);
949 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
950 for i
:= T_RESPAWN
to T_FLAGCAP
do
951 Mem
.ReadDWORD(gPlayers
[a
].FTime
[i
]);
954 Mem
.ReadString(gPlayers
[a
].FActualModelName
);
956 Mem
.ReadByte(gPlayers
[a
].FColor
.R
);
957 Mem
.ReadByte(gPlayers
[a
].FColor
.G
);
958 Mem
.ReadByte(gPlayers
[a
].FColor
.B
);
959 // Îáíîâëÿåì ìîäåëü èãðîêà:
960 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
962 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
963 if gPlayers
[a
].FModel
= nil then
967 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
971 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
972 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
973 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
975 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
977 Result
:= gPlayers
[a
].FUID
;
980 procedure g_Player_ResetTeams();
984 if g_Game_IsClient
then
986 if gPlayers
= nil then
988 for a
:= Low(gPlayers
) to High(gPlayers
) do
989 if gPlayers
[a
] <> nil then
990 case gGameSettings
.GameMode
of
992 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
994 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
995 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
996 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
999 gPlayers
[a
].ChangeTeam(TEAM_RED
)
1001 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
1004 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
1008 procedure g_Bot_Add(Team
, Difficult
: Byte);
1011 _name
, _model
: String;
1014 if not g_Game_IsServer
then Exit
;
1016 // Ñïèñîê íàçâàíèé ìîäåëåé:
1017 m
:= g_PlayerModel_GetNames();
1022 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1023 Team
:= TEAM_COOP
// COOP
1025 if gGameSettings
.GameMode
= GM_DM
then
1026 Team
:= TEAM_NONE
// DM
1028 if Team
= TEAM_NONE
then // CTF / TDM
1030 // Àâòîáàëàíñ êîìàíä:
1034 for a
:= 0 to High(gPlayers
) do
1035 if gPlayers
[a
] <> nil then
1037 if gPlayers
[a
].Team
= TEAM_RED
then
1040 if gPlayers
[a
].Team
= TEAM_BLUE
then
1050 if Random(2) = 0 then
1056 // Âûáèðàåì áîòó èìÿ:
1058 if BotNames
<> nil then
1059 for a
:= 0 to High(BotNames
) do
1060 if g_Player_ValidName(BotNames
[a
]) then
1062 _name
:= BotNames
[a
];
1066 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
1069 _name
:= Format('DFBOT%.2d', [Random(100)]);
1070 until g_Player_ValidName(_name
);
1072 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1073 _model
:= m
[Random(Length(m
))];
1076 with g_Player_Get(g_Player_Create(_model
,
1077 _RGB(Min(Random(9)*32, 255),
1078 Min(Random(9)*32, 255),
1079 Min(Random(9)*32, 255)),
1080 Team
, True)) as TBot
do
1085 1: FDifficult
:= DIFFICULT_EASY
;
1086 2: FDifficult
:= DIFFICULT_MEDIUM
;
1087 else FDifficult
:= DIFFICULT_HARD
;
1090 for a
:= WP_FIRST
to WP_LAST
do
1092 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1093 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1094 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1097 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1099 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1100 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1105 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1);
1108 _name
, _model
: String;
1111 if not g_Game_IsServer
then Exit
;
1113 // Ñïèñîê íàçâàíèé ìîäåëåé:
1114 m
:= g_PlayerModel_GetNames();
1119 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1120 Team
:= TEAM_COOP
// COOP
1122 if gGameSettings
.GameMode
= GM_DM
then
1123 Team
:= TEAM_NONE
// DM
1125 if Team
= TEAM_NONE
then
1126 Team
:= BotList
[num
].team
; // CTF / TDM
1128 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1129 lName
:= AnsiLowerCase(lName
);
1130 if (num
< 0) or (num
> Length(BotList
)-1) then
1132 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1133 for a
:= 0 to High(BotList
) do
1134 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1143 _name
:= BotList
[num
].name
;
1144 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1145 if not g_Player_ValidName(_name
) then
1147 _name
:= Format('DFBOT%.2d', [Random(100)]);
1148 until g_Player_ValidName(_name
);
1151 _model
:= BotList
[num
].model
;
1152 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1153 if not InSArray(_model
, m
) then
1154 _model
:= m
[Random(Length(m
))];
1157 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1161 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1162 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1163 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1164 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1165 FDifficult
.Cover
:= BotList
[num
].cover
;
1166 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1168 for a
:= WP_FIRST
to WP_LAST
do
1170 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1171 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1172 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1175 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1177 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1181 procedure g_Bot_RemoveAll();
1185 if not g_Game_IsServer
then Exit
;
1186 if gPlayers
= nil then Exit
;
1188 for a
:= 0 to High(gPlayers
) do
1189 if gPlayers
[a
] <> nil then
1190 if gPlayers
[a
] is TBot
then
1192 gPlayers
[a
].Lives
:= 0;
1193 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1194 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1195 g_Player_Remove(gPlayers
[a
].FUID
);
1201 procedure g_Bot_MixNames();
1206 if BotNames
<> nil then
1207 for a
:= 0 to High(BotNames
) do
1209 b
:= Random(Length(BotNames
));
1211 Botnames
[a
] := BotNames
[b
];
1216 procedure g_Player_Remove(UID
: Word);
1220 if gPlayers
= nil then Exit
;
1222 if g_Game_IsServer
and g_Game_IsNet
then
1223 MH_SEND_PlayerDelete(UID
);
1225 for i
:= 0 to High(gPlayers
) do
1226 if gPlayers
[i
] <> nil then
1227 if gPlayers
[i
].FUID
= UID
then
1229 if gPlayers
[i
] is TPlayer
then
1230 TPlayer(gPlayers
[i
]).Free()
1232 TBot(gPlayers
[i
]).Free();
1238 procedure g_Player_Init();
1248 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1251 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1252 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1263 SetLength(BotNames
, Length(BotNames
)+1);
1264 BotNames
[High(BotNames
)] := s
;
1272 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1273 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1277 while config
.SectionExists(IntToStr(a
)) do
1279 SetLength(BotList
, Length(BotList
)+1);
1281 with BotList
[High(BotList
)] do
1284 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1286 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1288 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1293 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1294 color
.R
:= StrToIntDef(sa
[0], 0);
1295 color
.G
:= StrToIntDef(sa
[1], 0);
1296 color
.B
:= StrToIntDef(sa
[2], 0);
1297 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1298 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1299 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1300 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1301 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1302 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1303 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1304 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1305 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1306 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1307 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1308 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1309 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1310 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1311 if Length(sa
) = 10 then
1313 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1314 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1315 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1316 if Length(sa
) = 10 then
1318 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1320 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1321 if Length(sa) = 10 then
1323 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1332 procedure g_Player_Free();
1336 if gPlayers
<> nil then
1338 for i
:= 0 to High(gPlayers
) do
1339 if gPlayers
[i
] <> nil then
1341 if gPlayers
[i
] is TPlayer
then
1342 TPlayer(gPlayers
[i
]).Free()
1344 TBot(gPlayers
[i
]).Free();
1355 procedure g_Player_UpdateAll();
1359 if gPlayers
= nil then Exit
;
1361 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1362 for i
:= 0 to High(gPlayers
) do
1364 if gPlayers
[i
] <> nil then
1366 if gPlayers
[i
] is TPlayer
then
1368 gPlayers
[i
].Update();
1369 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1373 // bot updates weapons in `UpdateCombat()`
1374 TBot(gPlayers
[i
]).Update();
1378 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1381 procedure g_Player_DrawAll();
1385 if gPlayers
= nil then Exit
;
1387 for i
:= 0 to High(gPlayers
) do
1388 if gPlayers
[i
] <> nil then
1389 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1390 else TBot(gPlayers
[i
]).Draw();
1393 procedure g_Player_DrawDebug(p
: TPlayer
);
1397 if p
= nil then Exit
;
1398 if (@p
.FObj
) = nil then Exit
;
1400 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1402 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1403 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1404 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1405 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1406 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1407 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1410 procedure g_Player_DrawHealth();
1415 if gPlayers
= nil then Exit
;
1416 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1418 for i
:= 0 to High(gPlayers
) do
1419 if gPlayers
[i
] <> nil then
1421 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1422 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1423 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1424 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1425 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1426 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1430 function g_Player_Get(UID
: Word): TPlayer
;
1436 if gPlayers
= nil then
1439 for a
:= 0 to High(gPlayers
) do
1440 if gPlayers
[a
] <> nil then
1441 if gPlayers
[a
].FUID
= UID
then
1443 Result
:= gPlayers
[a
];
1448 function g_Player_GetCount(): Byte;
1454 if gPlayers
= nil then
1457 for a
:= 0 to High(gPlayers
) do
1458 if gPlayers
[a
] <> nil then
1459 Result
:= Result
+ 1;
1462 function g_Player_GetStats(): TPlayerStatArray
;
1468 if gPlayers
= nil then Exit
;
1470 for a
:= 0 to High(gPlayers
) do
1471 if gPlayers
[a
] <> nil then
1473 SetLength(Result
, Length(Result
)+1);
1474 with Result
[High(Result
)] do
1476 Ping
:= gPlayers
[a
].FPing
;
1477 Loss
:= gPlayers
[a
].FLoss
;
1478 Name
:= gPlayers
[a
].FName
;
1479 Team
:= gPlayers
[a
].FTeam
;
1480 Frags
:= gPlayers
[a
].FFrags
;
1481 Deaths
:= gPlayers
[a
].FDeath
;
1482 Kills
:= gPlayers
[a
].FKills
;
1483 Color
:= gPlayers
[a
].FModel
.Color
;
1484 Lives
:= gPlayers
[a
].FLives
;
1485 Spectator
:= gPlayers
[a
].FSpectator
;
1490 procedure g_Player_RememberAll
;
1494 for i
:= Low(gPlayers
) to High(gPlayers
) do
1495 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1496 gPlayers
[i
].RememberState
;
1499 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1503 gTeamStat
[TEAM_RED
].Goals
:= 0;
1504 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1506 if gPlayers
<> nil then
1507 for i
:= 0 to High(gPlayers
) do
1508 if gPlayers
[i
] <> nil then
1510 gPlayers
[i
].Reset(Force
);
1512 if gPlayers
[i
] is TPlayer
then
1514 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1515 gPlayers
[i
].Respawn(Silent
)
1517 gPlayers
[i
].Spectate();
1520 TBot(gPlayers
[i
]).Respawn(Silent
);
1524 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1529 if Player
.alive
then
1531 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1536 if (FHealth
>= -50) or (gGibsCount
= 0) then
1538 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1542 for find_id
:= 0 to High(gCorpses
) do
1543 if gCorpses
[find_id
] = nil then
1550 find_id
:= Random(Length(gCorpses
));
1552 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1553 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1554 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1555 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1558 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1559 FObj
.Y
+ PLAYER_RECT_CY
,
1560 FModel
.Name
, FModel
.Color
);
1564 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1568 if (gShells
= nil) or (Length(gShells
) = 0) then
1571 with gShells
[CurrentShell
] do
1577 if T
= SHELL_BULLET
then
1579 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1583 Obj
.Rect
.Width
:= 4;
1584 Obj
.Rect
.Height
:= 2;
1588 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1592 Obj
.Rect
.Width
:= 7;
1593 Obj
.Rect
.Height
:= 3;
1599 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1600 positionChanged(); // this updates spatial accelerators
1601 RAngle
:= Random(360);
1602 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1604 if CurrentShell
>= High(gShells
) then
1611 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1614 GibsArray
: TGibsArray
;
1616 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1618 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1621 for a
:= 0 to High(GibsArray
) do
1622 with gGibs
[CurrentGib
] do
1625 ID
:= GibsArray
[a
].ID
;
1626 MaskID
:= GibsArray
[a
].MaskID
;
1629 Obj
.Rect
:= GibsArray
[a
].Rect
;
1630 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1631 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1632 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1633 positionChanged(); // this updates spatial accelerators
1634 RAngle
:= Random(360);
1636 if gBloodCount
> 0 then
1637 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1638 Random(48), Random(48), 150, 0, 0);
1640 if CurrentGib
>= High(gGibs
) then
1647 procedure g_Player_UpdatePhysicalObjects();
1653 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1658 if T
= SHELL_BULLET
then
1659 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1661 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1666 if gGibs
<> nil then
1667 for i
:= 0 to High(gGibs
) do
1668 if gGibs
[i
].alive
then
1672 mr
:= g_Obj_Move(@Obj
, True, False, True);
1673 positionChanged(); // this updates spatial accelerators
1675 if WordBool(mr
and MOVE_FALLOUT
) then
1681 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1682 if WordBool(mr
and MOVE_HITWALL
) then
1683 Obj
.Vel
.X
:= -(vel
.X
div 2);
1684 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1685 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1687 if (Obj
.Vel
.X
>= 0) then
1689 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1690 if RAngle
>= 360 then
1691 RAngle
:= RAngle
mod 360;
1692 end else begin // Counter-clockwise
1693 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1695 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1698 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1699 if gTime
mod (GAME_TICK
*3) = 0 then
1700 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1704 if gCorpses
<> nil then
1705 for i
:= 0 to High(gCorpses
) do
1706 if gCorpses
[i
] <> nil then
1707 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1713 gCorpses
[i
].Update();
1716 if gShells
<> nil then
1717 for i
:= 0 to High(gShells
) do
1718 if gShells
[i
].alive
then
1722 mr
:= g_Obj_Move(@Obj
, True, False, True);
1723 positionChanged(); // this updates spatial accelerators
1725 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1731 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1732 if WordBool(mr
and MOVE_HITWALL
) then
1734 Obj
.Vel
.X
:= -(vel
.X
div 2);
1735 if not WordBool(mr
and MOVE_INWATER
) then
1736 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1738 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1740 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1741 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1742 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1744 if RAngle
mod 90 <> 0 then
1745 RAngle
:= (RAngle
div 90) * 90;
1747 else if not WordBool(mr
and MOVE_INWATER
) then
1748 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1751 if (Obj
.Vel
.X
>= 0) then
1753 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1754 if RAngle
>= 360 then
1755 RAngle
:= RAngle
mod 360;
1756 end else begin // Counter-clockwise
1757 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1759 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1765 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1767 x
:= Obj
.X
+Obj
.Rect
.X
;
1768 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1769 w
:= Obj
.Rect
.Width
;
1770 h
:= Obj
.Rect
.Height
;
1773 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1775 if (dx
<> 0) or (dy
<> 0) then
1784 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1788 w
:= Obj
.Rect
.Width
;
1789 h
:= Obj
.Rect
.Height
;
1792 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1794 if (dx
<> 0) or (dy
<> 0) then
1803 procedure TGib
.positionChanged (); inline; begin end;
1804 procedure TShell
.positionChanged (); inline; begin end;
1807 procedure g_Player_DrawCorpses();
1812 if gGibs
<> nil then
1813 for i
:= 0 to High(gGibs
) do
1814 if gGibs
[i
].alive
then
1817 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1820 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1821 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1823 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1826 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1832 if gCorpses
<> nil then
1833 for i
:= 0 to High(gCorpses
) do
1834 if gCorpses
[i
] <> nil then
1838 procedure g_Player_DrawShells();
1843 if gShells
<> nil then
1844 for i
:= 0 to High(gShells
) do
1845 if gShells
[i
].alive
then
1848 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1854 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1858 procedure g_Player_RemoveAllCorpses();
1864 SetLength(gGibs
, MaxGibs
);
1865 SetLength(gShells
, MaxGibs
);
1869 if gCorpses
<> nil then
1870 for i
:= 0 to High(gCorpses
) do
1874 SetLength(gCorpses
, MaxCorpses
);
1877 procedure g_Player_Corpses_SaveState(var Mem
: TBinMemoryWriter
);
1882 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1884 if gCorpses
<> nil then
1885 for i
:= 0 to High(gCorpses
) do
1886 if gCorpses
[i
] <> nil then
1889 Mem
:= TBinMemoryWriter
.Create((count
+1) * 128);
1891 // Êîëè÷åñòâî òðóïîâ:
1892 Mem
.WriteInt(count
);
1898 for i
:= 0 to High(gCorpses
) do
1899 if gCorpses
[i
] <> nil then
1902 Mem
.WriteString(gCorpses
[i
].FModelName
);
1904 b
:= gCorpses
[i
].Mess
;
1905 Mem
.WriteBoolean(b
);
1906 // Ñîõðàíÿåì äàííûå òðóïà:
1907 gCorpses
[i
].SaveState(Mem
);
1911 procedure g_Player_Corpses_LoadState(var Mem
: TBinMemoryReader
);
1920 g_Player_RemoveAllCorpses();
1922 // Êîëè÷åñòâî òðóïîâ:
1925 if count
> Length(gCorpses
) then
1927 raise EBinSizeError
.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1934 for i
:= 0 to count
-1 do
1937 Mem
.ReadString(str
);
1941 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1942 // Çàãðóæàåì äàííûå òðóïà:
1943 gCorpses
[i
].LoadState(Mem
);
1949 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1951 procedure TPlayer
.BFGHit();
1953 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1954 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1955 if g_Game_IsServer
and g_Game_IsNet
then
1956 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1957 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1961 procedure TPlayer
.ChangeModel(ModelName
: string);
1963 locModel
: TPlayerModel
;
1965 locModel
:= g_PlayerModel_Get(ModelName
);
1966 if locModel
= nil then Exit
;
1972 procedure TPlayer
.SetModel(ModelName
: string);
1976 m
:= g_PlayerModel_Get(ModelName
);
1979 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1980 m
:= g_PlayerModel_Get('doomer');
1983 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1988 if FModel
<> nil then
1993 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1994 FModel
.Color
:= FColor
1996 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1997 FModel
.SetWeapon(FCurrWeap
);
1998 FModel
.SetFlag(FFlag
);
1999 SetDirection(FDirection
);
2002 procedure TPlayer
.SetColor(Color
: TRGB
);
2005 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2006 if FModel
<> nil then FModel
.Color
:= Color
;
2009 procedure TPlayer
.SwitchTeam
;
2011 if g_Game_IsClient
then
2013 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2015 if gGameOn
and FAlive
then
2016 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2018 if FTeam
= TEAM_RED
then
2020 ChangeTeam(TEAM_BLUE
);
2021 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2022 if g_Game_IsNet
then
2023 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2027 ChangeTeam(TEAM_RED
);
2028 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2029 if g_Game_IsNet
then
2030 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2032 FPreferredTeam
:= FTeam
;
2035 procedure TPlayer
.ChangeTeam(Team
: Byte);
2042 TEAM_RED
, TEAM_BLUE
:
2043 FModel
.Color
:= TEAMCOLOR
[Team
];
2045 FModel
.Color
:= FColor
;
2047 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2048 MH_SEND_PlayerStats(FUID
);
2052 procedure TPlayer.CollideItem();
2057 if gItems = nil then Exit;
2058 if not FAlive then Exit;
2060 for i := 0 to High(gItems) do
2063 if (ItemType <> ITEM_NONE) and alive then
2064 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2065 PLAYER_RECT.Height, @Obj) then
2067 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2069 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2070 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2071 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2072 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2073 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2075 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2076 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2077 (gGameSettings.GameType = GT_SINGLE) and
2078 (g_Player_GetCount() > 1)) then
2079 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2085 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2087 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2088 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2092 constructor TPlayer
.Create();
2098 mEDamageType
:= HIT_SOME
;
2104 FSawSound
:= TPlayableSound
.Create();
2105 FSawSoundIdle
:= TPlayableSound
.Create();
2106 FSawSoundHit
:= TPlayableSound
.Create();
2107 FSawSoundSelect
:= TPlayableSound
.Create();
2108 FJetSoundFly
:= TPlayableSound
.Create();
2109 FJetSoundOn
:= TPlayableSound
.Create();
2110 FJetSoundOff
:= TPlayableSound
.Create();
2112 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2113 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2114 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2115 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2116 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2117 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2118 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2120 FSpectatePlayer
:= -1;
2124 FSavedState
.WaitRecall
:= False;
2130 FActualModelName
:= 'doomer';
2133 FObj
.Rect
:= PLAYER_RECT
;
2135 FBFGFireCounter
:= -1;
2136 FJustTeleported
:= False;
2142 procedure TPlayer
.positionChanged (); inline;
2146 procedure TPlayer
.doDamage (v
: Integer);
2148 if (v
<= 0) then exit
;
2149 if (v
> 32767) then v
:= 32767;
2150 Damage(v
, 0, 0, 0, mEDamageType
);
2153 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2157 if (not g_Game_IsClient
) and (not FAlive
) then
2162 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2163 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2165 if not g_Game_IsClient
then
2168 if t
= HIT_TRAP
then
2170 // Ëîâóøêà óáèâàåò ñðàçó:
2172 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2174 if t
= HIT_SELF
then
2178 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2181 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2182 FMegaRulez
[MR_SUIT
] := 0;
2183 FMegaRulez
[MR_INVUL
] := 0;
2184 FMegaRulez
[MR_INVIS
] := 0;
2188 // Íî îò îñòàëüíîãî ñïàñàåò:
2189 if FMegaRulez
[MR_INVUL
] >= gTime
then
2196 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2197 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2198 (SpawnerUID
= FUID
) or
2199 (not SameTeam(FUID
, SpawnerUID
)) then
2201 FLastSpawnerUID
:= SpawnerUID
;
2203 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2204 if gBloodCount
> 0 then
2206 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2207 if value
div 4 <= c
then
2208 c
:= c
- (value
div 4)
2212 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2216 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2217 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2220 if t
= HIT_WATER
then
2221 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2222 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2227 Inc(FDamageBuffer
, value
);
2231 FPain
:= FPain
+ value
;
2234 if g_Game_IsServer
and g_Game_IsNet
then
2236 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2237 MH_SEND_PlayerStats(FUID
);
2238 MH_SEND_PlayerPos(False, FUID
);
2242 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2245 if g_Game_IsClient
then
2250 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2252 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2255 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2257 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2261 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2262 MH_SEND_PlayerStats(FUID
);
2265 destructor TPlayer
.Destroy();
2267 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2269 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2273 FSawSoundIdle
.Free();
2274 FSawSoundHit
.Free();
2275 FJetSoundFly
.Free();
2277 FJetSoundOff
.Free();
2283 procedure TPlayer
.DrawBubble();
2285 bubX
, bubY
: Integer;
2288 Rw
, Gw
, Bw
: SmallInt;
2291 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= D_LEFT
, -4, 18);
2292 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2300 1: // simple textual non-bubble
2302 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2303 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2304 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2307 2: // advanced pixel-perfect bubble
2309 if FTeam
= TEAM_RED
then
2312 if FTeam
= TEAM_BLUE
then
2315 3: // colored bubble
2317 Rb
:= FModel
.Color
.R
;
2318 Gb
:= FModel
.Color
.G
;
2319 Bb
:= FModel
.Color
.B
;
2320 Rw
:= Min(Rb
* 2 + 64, 255);
2321 Gw
:= Min(Gb
* 2 + 64, 255);
2322 Bw
:= Min(Bb
* 2 + 64, 255);
2323 if (Abs(Rw
- Rb
) < 32)
2324 or (Abs(Gw
- Gb
) < 32)
2325 or (Abs(Bw
- Bb
) < 32) then
2327 Rb
:= Max(Rw
div 2 - 16, 0);
2328 Gb
:= Max(Gw
div 2 - 16, 0);
2329 Bb
:= Max(Bw
div 2 - 16, 0);
2332 4: // custom textured bubble
2334 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2335 if FDirection
= D_RIGHT
then
2336 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2338 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, M_HORIZONTAL
);
2344 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2345 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2347 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2350 Dot
:= IfThen(FDirection
= D_LEFT
, 14, 5);
2351 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2352 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 13, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 15, Rw
, Gw
, Bw
);
2353 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 13, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 14, Rw
, Gw
, Bw
);
2354 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, Rw
, Gw
, Bw
);
2355 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 14, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 16, Rb
, Gb
, Bb
);
2359 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2360 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2361 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2364 procedure TPlayer
.Draw();
2372 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2373 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2375 e_GetTextureSize(ID
, @w
, @h
);
2376 if FDirection
= D_LEFT
then
2377 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2378 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False)
2380 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2381 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+FObj
.slopeUpLeft
, 0, True, False);
2384 if FMegaRulez
[MR_INVIS
] > gTime
then
2386 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2387 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2389 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2390 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2394 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 200)
2396 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2399 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
, 254);
2402 FModel
.Draw(FObj
.X
, FObj
.Y
+FObj
.slopeUpLeft
);
2405 if g_debug_Frames
then
2407 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2409 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2410 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2414 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2416 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2417 if gAimLine
and alive
and
2418 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2423 procedure TPlayer
.DrawAim();
2424 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2428 if isValidViewPort
and (self
= gPlayer1
) then
2430 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2433 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2434 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2436 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2440 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2445 wx
, wy
, xx
, yy
: Integer;
2449 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= D_LEFT
, 7, -7);
2450 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2459 1: begin // Chainsaw
2466 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2467 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2468 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2469 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2474 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2475 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2476 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2477 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2479 4: begin // Double Shotgun
2482 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2483 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2484 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2485 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2487 5: begin // Chaingun
2490 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2491 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2492 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2493 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2495 6: begin // Rocket Launcher
2498 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2499 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2500 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2501 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2503 7: begin // Plasmagun
2506 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2507 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2508 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2509 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2514 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2515 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2516 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2517 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2519 9: begin // Super Chaingun
2522 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2523 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2524 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2525 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2528 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2529 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2530 {$IF DEFINED(D2F_DEBUG)}
2531 drawCast(sz
, wx
, wy
, xx
, yy
);
2533 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2537 procedure TPlayer
.DrawGUI();
2540 X
, Y
, SY
, a
, p
, m
: Integer;
2544 stat
: TPlayerStatArray
;
2546 X
:= gPlayerScreenSize
.X
;
2547 SY
:= gPlayerScreenSize
.Y
;
2550 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2552 if gGameSettings
.GameMode
= GM_CTF
then
2556 if gGameSettings
.GameMode
= GM_CTF
then
2558 s
:= 'TEXTURE_PLAYER_REDFLAG';
2559 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2560 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2561 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2562 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2563 if g_Texture_Get(s
, ID
) then
2564 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2567 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2568 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2569 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2571 if gGameSettings
.GameMode
= GM_CTF
then
2573 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2574 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2575 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2576 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2577 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2578 if g_Texture_Get(s
, ID
) then
2579 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2582 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2583 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2584 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2587 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2588 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2591 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2592 e_Draw(ID
, X
+2, Y
, 0, True, False);
2594 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2598 s
:= IntToStr(Frags
);
2599 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2600 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2605 stat
:= g_Player_GetStats();
2610 for a
:= 0 to High(stat
) do
2611 if stat
[a
].Name
<> Name
then
2613 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2614 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2618 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2619 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2620 s
:= s
+IntToStr(Abs(Frags
-m
));
2622 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2623 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2626 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2628 s
:= IntToStr(Lives
);
2629 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2630 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2634 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2635 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2637 if R_BERSERK
in FRulez
then
2638 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2640 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2642 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2643 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2645 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2646 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2647 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2649 s
:= IntToStr(FArmor
);
2650 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2651 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2653 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2659 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2664 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2666 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2667 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2668 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2669 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2670 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2671 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2672 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2673 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2674 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2677 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2678 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2679 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2681 if R_KEY_RED
in FRulez
then
2682 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2684 if R_KEY_GREEN
in FRulez
then
2685 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2687 if R_KEY_BLUE
in FRulez
then
2688 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2690 if FJetFuel
> 0 then
2692 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2693 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2694 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2695 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2696 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2697 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2701 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2702 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2703 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2706 if gShowPing
and g_Game_IsClient
then
2708 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2709 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2715 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2716 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2717 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2720 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2721 s
:= _lc
[I_PLAYER_SPECT4
];
2722 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2723 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2724 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2730 procedure TPlayer
.DrawRulez();
2734 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2735 if FMegaRulez
[MR_INVUL
] >= gTime
then
2737 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2738 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2743 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2744 191, 191, 191, 0, B_INVERT
);
2747 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2748 if FMegaRulez
[MR_SUIT
] >= gTime
then
2750 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2751 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2756 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2757 0, 96, 0, 200, B_NONE
);
2760 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2761 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2763 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2764 255, 0, 0, 200, B_NONE
);
2768 procedure TPlayer
.DrawPain();
2772 if FPain
= 0 then Exit
;
2776 if a
< 15 then h
:= 0
2777 else if a
< 35 then h
:= 1
2778 else if a
< 55 then h
:= 2
2779 else if a
< 75 then h
:= 3
2780 else if a
< 95 then h
:= 4
2783 //if a > 255 then a := 255;
2785 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2786 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2789 procedure TPlayer
.DrawPickup();
2793 if FPickup
= 0 then Exit
;
2797 if a
< 15 then h
:= 1
2798 else if a
< 35 then h
:= 2
2799 else if a
< 55 then h
:= 3
2800 else if a
< 75 then h
:= 4
2803 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2806 procedure TPlayer
.Fire();
2808 f
, DidFire
: Boolean;
2809 wx
, wy
, xd
, yd
: Integer;
2812 if g_Game_IsClient
then Exit
;
2813 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2814 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2822 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2827 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2828 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2829 xd
:= wx
+IfThen(FDirection
= D_LEFT
, -30, 30);
2830 yd
:= wy
+firediry();
2835 if R_BERSERK
in FRulez
then
2837 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2838 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2839 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2842 locobj
.rect
.Width
:= 39;
2843 locobj
.rect
.Height
:= 52;
2844 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2845 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2846 locobj
.Accel
.X
:= xd
-wx
;
2847 locobj
.Accel
.y
:= yd
-wy
;
2849 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2850 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2852 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2856 FPain
:= min(FPain
+ 25, 50);
2857 end else g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2860 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2865 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2866 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2868 FSawSoundSelect
.Stop();
2870 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2872 else if not FSawSoundHit
.IsPlaying() then
2874 FSawSoundSelect
.Stop();
2875 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2878 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2884 if FAmmo
[A_BULLETS
] > 0 then
2886 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2887 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2888 Dec(FAmmo
[A_BULLETS
]);
2889 FFireAngle
:= FAngle
;
2892 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2893 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2897 if FAmmo
[A_SHELLS
] > 0 then
2899 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2900 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2901 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2902 Dec(FAmmo
[A_SHELLS
]);
2903 FFireAngle
:= FAngle
;
2907 FShellType
:= SHELL_SHELL
;
2911 if FAmmo
[A_SHELLS
] >= 2 then
2913 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2914 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2915 Dec(FAmmo
[A_SHELLS
], 2);
2916 FFireAngle
:= FAngle
;
2920 FShellType
:= SHELL_DBLSHELL
;
2924 if FAmmo
[A_BULLETS
] > 0 then
2926 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2927 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2928 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2929 Dec(FAmmo
[A_BULLETS
]);
2930 FFireAngle
:= FAngle
;
2933 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2934 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2937 WEAPON_ROCKETLAUNCHER
:
2938 if FAmmo
[A_ROCKETS
] > 0 then
2940 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2941 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2942 Dec(FAmmo
[A_ROCKETS
]);
2943 FFireAngle
:= FAngle
;
2949 if FAmmo
[A_CELLS
] > 0 then
2951 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2952 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2953 Dec(FAmmo
[A_CELLS
]);
2954 FFireAngle
:= FAngle
;
2960 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2962 FBFGFireCounter
:= 17;
2963 if not FNoReload
then
2964 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
2965 Dec(FAmmo
[A_CELLS
], 40);
2969 WEAPON_SUPERPULEMET
:
2970 if FAmmo
[A_SHELLS
] > 0 then
2972 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2973 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2974 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2975 Dec(FAmmo
[A_SHELLS
]);
2976 FFireAngle
:= FAngle
;
2979 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2980 GameVelX
, GameVelY
-2, SHELL_SHELL
);
2983 WEAPON_FLAMETHROWER
:
2984 if FAmmo
[A_FUEL
] > 0 then
2986 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
2987 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2989 FFireAngle
:= FAngle
;
2995 if g_Game_IsNet
then
2999 if FCurrWeap
<> WEAPON_BFG
then
3000 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3002 if not FNoReload
then
3003 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3006 MH_SEND_PlayerStats(FUID
);
3011 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3012 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3013 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3016 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3019 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3020 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3021 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3022 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3023 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3028 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3030 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3031 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3032 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3035 procedure TPlayer
.JetpackOn
;
3039 FJetSoundOn
.SetPosition(0);
3040 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3044 procedure TPlayer
.JetpackOff
;
3048 FJetSoundOff
.SetPosition(0);
3049 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3052 procedure TPlayer
.CatchFire(Attacker
: Word);
3055 FFireAttacker
:= Attacker
;
3056 if g_Game_IsNet
and g_Game_IsServer
then
3057 MH_SEND_PlayerStats(FUID
);
3060 procedure TPlayer
.Jump();
3062 if gFly
or FJetpack
then
3064 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3065 if FObj
.Vel
.Y
> -VEL_FLY
then
3066 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3069 if FJetFuel
> 0 then
3071 if (FJetFuel
< 1) and g_Game_IsServer
then
3075 if g_Game_IsNet
then
3076 MH_SEND_PlayerStats(FUID
);
3082 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3084 FCanJetpack
:= False;
3086 // Ïðûãàåì èëè âñïëûâàåì:
3087 if (CollideLevel(0, 1) or
3088 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3089 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3090 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3092 FObj
.Vel
.Y
:= -VEL_JUMP
;
3093 FCanJetpack
:= False;
3097 if BodyInLiquid(0, 0) then
3098 FObj
.Vel
.Y
:= -VEL_SW
3099 else if (FJetFuel
> 0) and FCanJetpack
and
3100 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3104 if g_Game_IsNet
then
3105 MH_SEND_PlayerStats(FUID
);
3110 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3112 a
, i
, k
, ab
, ar
: Byte;
3116 srv
, netsrv
: Boolean;
3122 procedure PushItem(t
: Byte);
3126 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3127 it
:= g_Items_ByIdx(id
);
3128 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3130 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3131 (FObj
.Vel
.Y
div 2)-Random(9));
3132 it
.positionChanged(); // this updates spatial accelerators
3136 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3138 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3139 (FObj
.Vel
.Y
div 2)-Random(6));
3141 else // -3..+3; -3..0
3143 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3144 (FObj
.Vel
.Y
div 2)-Random(4));
3146 it
.positionChanged(); // this updates spatial accelerators
3149 if g_Game_IsNet
and g_Game_IsServer
then
3150 MH_SEND_ItemSpawn(True, id
);
3154 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3155 Srv
:= g_Game_IsServer
;
3156 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3157 if Srv
then FDeath
:= FDeath
+ 1;
3162 if not FPhysics
then
3168 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3170 if FLives
> 0 then FLives
:= FLives
- 1;
3171 if FLives
= 0 then FNoRespawn
:= True;
3174 // Íîìåð òèïà ñìåðòè:
3177 K_SIMPLEKILL
: a
:= 1;
3179 K_EXTRAHARDKILL
: a
:= 3;
3184 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3186 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3193 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3195 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3196 K_EXTRAHARDKILL
, K_FALLKILL
:
3197 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3200 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3204 K_HARDKILL
, K_EXTRAHARDKILL
:
3208 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3209 if (KillType
<> K_FALLKILL
) and (Srv
) then
3210 g_Monsters_killedp();
3212 if SpawnerUID
= FUID
then
3214 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3219 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3222 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3223 begin // Óáèò äðóãèì èãðîêîì
3224 KP
:= g_Player_Get(SpawnerUID
);
3225 if (KP
<> nil) and Srv
then
3227 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3228 if SameTeam(FUID
, SpawnerUID
) then
3238 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3239 Inc(gTeamStat
[KP
.Team
].Goals
,
3240 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3242 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3245 plr
:= g_Player_Get(SpawnerUID
);
3253 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3257 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3261 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3266 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3267 begin // Óáèò ìîíñòðîì
3268 mon
:= g_Monsters_ByUID(SpawnerUID
);
3272 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3276 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3280 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3284 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3289 else // Îñîáûå òèïû ñìåðòè
3292 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3293 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3294 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3295 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3296 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3297 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3303 for a
:= WP_FIRST
to WP_LAST
do
3307 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3308 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3309 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3310 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3311 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3312 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3313 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3314 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3315 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3324 if R_ITEM_BACKPACK
in FRulez
then
3325 PushItem(ITEM_AMMO_BACKPACK
);
3327 // Âûáðîñ ðàêåòíîãî ðàíöà:
3328 if FJetFuel
> 0 then
3329 PushItem(ITEM_JETPACK
);
3332 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3334 if R_KEY_RED
in FRulez
then
3335 PushItem(ITEM_KEY_RED
);
3337 if R_KEY_GREEN
in FRulez
then
3338 PushItem(ITEM_KEY_GREEN
);
3340 if R_KEY_BLUE
in FRulez
then
3341 PushItem(ITEM_KEY_BLUE
);
3348 g_Player_CreateCorpse(Self
);
3350 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3351 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3357 for i
:= Low(gPlayers
) to High(gPlayers
) do
3359 if gPlayers
[i
] = nil then continue
;
3360 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3363 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3364 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3369 OldLR
:= gLMSRespawn
;
3370 if (gGameSettings
.GameMode
= GM_COOP
) then
3374 // everyone is dead, restart the map
3375 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3377 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3378 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3379 gLMSRespawnTime
:= gTime
+ 5000;
3381 else if (a
= 1) then
3383 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3384 if (gPlayers
[k
] = gPlayer1
) or
3385 (gPlayers
[k
] = gPlayer2
) then
3386 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3387 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3388 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3391 else if (gGameSettings
.GameMode
= GM_TDM
) then
3393 if (ab
= 0) and (ar
<> 0) then
3396 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3398 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3399 Inc(gTeamStat
[TEAM_RED
].Goals
);
3400 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3401 gLMSRespawnTime
:= gTime
+ 5000;
3403 else if (ar
= 0) and (ab
<> 0) then
3406 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3408 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3409 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3410 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3411 gLMSRespawnTime
:= gTime
+ 5000;
3413 else if (ar
= 0) and (ab
= 0) then
3416 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3418 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3419 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3420 gLMSRespawnTime
:= gTime
+ 5000;
3423 else if (gGameSettings
.GameMode
= GM_DM
) then
3427 if gPlayers
[k
] <> nil then
3430 // survivor is the winner
3431 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3433 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3436 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3437 gLMSRespawnTime
:= gTime
+ 5000;
3439 else if (a
= 0) then
3441 // everyone is dead, restart the map
3442 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3444 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3445 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3446 gLMSRespawnTime
:= gTime
+ 5000;
3449 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3451 if NetMode
= NET_SERVER
then
3452 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3454 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3460 MH_SEND_PlayerStats(FUID
);
3461 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3462 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3465 if srv
and FNoRespawn
then Spectate(True);
3466 FWantsInGame
:= True;
3469 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3471 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3472 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3475 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3477 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3478 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3481 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3483 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3484 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3485 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3487 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3488 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3489 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3493 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3495 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3496 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3497 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3501 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3503 if g_Game_IsClient
then Exit
;
3504 if Weapon
> High(FWeapon
) then Exit
;
3505 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3508 procedure TPlayer
.resetWeaponQueue ();
3511 FNextWeapDelay
:= 0;
3514 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3518 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3519 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 0);
3520 WEAPON_PISTOL
, WEAPON_CHAINGUN
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_BULLETS
] > 0);
3521 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3522 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3523 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3524 else result
:= (weapon
< length(FWeapon
));
3528 // return 255 for "no switch"
3529 function TPlayer
.getNextWeaponIndex (): Byte;
3532 wantThisWeapon
: array[0..64] of Boolean;
3533 wwc
: Integer = 0; //HACK!
3536 result
:= 255; // default result: "no switch"
3537 // had weapon cycling on previous frame? remove that flag
3538 if (FNextWeap
and $2000) <> 0 then
3540 FNextWeap
:= FNextWeap
and $1FFF;
3541 FNextWeapDelay
:= 0;
3543 // cycling has priority
3544 if (FNextWeap
and $C000) <> 0 then
3546 if (FNextWeap
and $8000) <> 0 then
3550 FNextWeap
:= FNextWeap
or $2000; // we need this
3551 if FNextWeapDelay
> 0 then
3552 exit
; // cooldown time
3554 for i
:= 0 to High(FWeapon
) do
3556 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3557 if FWeapon
[cwi
] then
3559 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3560 result
:= Byte(cwi
);
3561 FNextWeapDelay
:= 10;
3569 for i
:= 0 to High(wantThisWeapon
) do
3570 wantThisWeapon
[i
] := false;
3571 for i
:= 0 to High(FWeapon
) do
3572 if (FNextWeap
and (1 shl i
)) <> 0 then
3574 wantThisWeapon
[i
] := true;
3577 // exclude currently selected weapon from the set
3578 wantThisWeapon
[FCurrWeap
] := false;
3579 // slow down alterations a little
3582 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3583 // more than one weapon requested, assume "alteration" and check alteration delay
3584 if FNextWeapDelay
> 0 then
3590 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3591 // but clear all counters if no weapon should be switched
3597 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3598 // try weapons in descending order
3599 for i
:= High(FWeapon
) downto 0 do
3601 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3606 FNextWeapDelay
:= 10; // anyway, 'cause why not
3610 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3614 procedure TPlayer
.RealizeCurrentWeapon();
3615 function switchAllowed (): Boolean;
3620 if FBFGFireCounter
<> -1 then
3622 if FTime
[T_SWITCH
] > gTime
then
3624 for i
:= WP_FIRST
to WP_LAST
do
3625 if FReloading
[i
] > 0 then
3633 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3634 //FNextWeap := FNextWeap and $1FFF;
3635 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3637 if not switchAllowed
then
3639 //HACK for weapon cycling
3640 if (FNextWeap
and $7000) <> 0 then FNextWeap
:= 0;
3644 nw
:= getNextWeaponIndex();
3645 if nw
= 255 then exit
; // don't reset anything here
3646 if nw
> High(FWeapon
) then
3648 // don't forget to reset queue here!
3649 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3657 FTime
[T_SWITCH
] := gTime
+156;
3658 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3659 FModel
.SetWeapon(FCurrWeap
);
3660 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3664 procedure TPlayer
.NextWeapon();
3666 if g_Game_IsClient
then Exit
;
3670 procedure TPlayer
.PrevWeapon();
3672 if g_Game_IsClient
then Exit
;
3676 procedure TPlayer
.SetWeapon(W
: Byte);
3678 if FCurrWeap
<> W
then
3679 if W
= WEAPON_SAW
then
3680 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3683 FModel
.SetWeapon(CurrWeap
);
3687 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3689 function allowBerserkSwitching (): Boolean;
3691 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3693 if gBerserkAutoswitch
then exit
;
3694 if not (gDebugMode
or gCheats
) then exit
;
3702 if g_Game_IsClient
then Exit
;
3704 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3705 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3710 if FHealth
< PLAYER_HP_SOFT
then
3712 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3716 if gFlash
= 2 then Inc(FPickup
, 5);
3720 if FHealth
< PLAYER_HP_SOFT
then
3722 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3726 if gFlash
= 2 then Inc(FPickup
, 5);
3730 if FArmor
< PLAYER_AP_SOFT
then
3732 FArmor
:= PLAYER_AP_SOFT
;
3735 if gFlash
= 2 then Inc(FPickup
, 5);
3739 if FArmor
< PLAYER_AP_LIMIT
then
3741 FArmor
:= PLAYER_AP_LIMIT
;
3744 if gFlash
= 2 then Inc(FPickup
, 5);
3748 if FHealth
< PLAYER_HP_LIMIT
then
3750 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3754 if gFlash
= 2 then Inc(FPickup
, 5);
3758 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3760 if FHealth
< PLAYER_HP_LIMIT
then
3761 FHealth
:= PLAYER_HP_LIMIT
;
3762 if FArmor
< PLAYER_AP_LIMIT
then
3763 FArmor
:= PLAYER_AP_LIMIT
;
3767 if gFlash
= 2 then Inc(FPickup
, 5);
3771 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3773 FWeapon
[WEAPON_SAW
] := True;
3775 if gFlash
= 2 then Inc(FPickup
, 5);
3776 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3779 ITEM_WEAPON_SHOTGUN1
:
3780 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3782 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3783 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3785 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3786 FWeapon
[WEAPON_SHOTGUN1
] := True;
3788 if gFlash
= 2 then Inc(FPickup
, 5);
3789 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3792 ITEM_WEAPON_SHOTGUN2
:
3793 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3795 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3797 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3798 FWeapon
[WEAPON_SHOTGUN2
] := True;
3800 if gFlash
= 2 then Inc(FPickup
, 5);
3801 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3804 ITEM_WEAPON_CHAINGUN
:
3805 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3807 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3809 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3810 FWeapon
[WEAPON_CHAINGUN
] := True;
3812 if gFlash
= 2 then Inc(FPickup
, 5);
3813 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3816 ITEM_WEAPON_ROCKETLAUNCHER
:
3817 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3819 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3821 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3822 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3824 if gFlash
= 2 then Inc(FPickup
, 5);
3825 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3829 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3831 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3833 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3834 FWeapon
[WEAPON_PLASMA
] := True;
3836 if gFlash
= 2 then Inc(FPickup
, 5);
3837 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3841 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3843 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3845 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3846 FWeapon
[WEAPON_BFG
] := True;
3848 if gFlash
= 2 then Inc(FPickup
, 5);
3849 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3852 ITEM_WEAPON_SUPERPULEMET
:
3853 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3855 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3857 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3858 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3860 if gFlash
= 2 then Inc(FPickup
, 5);
3861 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3864 ITEM_WEAPON_FLAMETHROWER
:
3865 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
3867 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
3869 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3870 FWeapon
[WEAPON_FLAMETHROWER
] := True;
3872 if gFlash
= 2 then Inc(FPickup
, 5);
3873 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3877 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3879 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3882 if gFlash
= 2 then Inc(FPickup
, 5);
3885 ITEM_AMMO_BULLETS_BOX
:
3886 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3888 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3891 if gFlash
= 2 then Inc(FPickup
, 5);
3895 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3897 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3900 if gFlash
= 2 then Inc(FPickup
, 5);
3903 ITEM_AMMO_SHELLS_BOX
:
3904 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3906 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3909 if gFlash
= 2 then Inc(FPickup
, 5);
3913 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3915 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3918 if gFlash
= 2 then Inc(FPickup
, 5);
3921 ITEM_AMMO_ROCKET_BOX
:
3922 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3924 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3927 if gFlash
= 2 then Inc(FPickup
, 5);
3931 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3933 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3936 if gFlash
= 2 then Inc(FPickup
, 5);
3940 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3942 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3945 if gFlash
= 2 then Inc(FPickup
, 5);
3949 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3951 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3954 if gFlash
= 2 then Inc(FPickup
, 5);
3958 if not(R_ITEM_BACKPACK
in FRulez
) or
3959 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3960 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3961 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3962 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
3963 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
3965 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
3966 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
3967 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
3968 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
3969 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
3971 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3972 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3973 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3974 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3975 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3976 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3977 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3978 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3980 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3983 if gFlash
= 2 then Inc(FPickup
, 5);
3987 if not(R_KEY_RED
in FRulez
) then
3989 Include(FRulez
, R_KEY_RED
);
3991 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3992 if gFlash
= 2 then Inc(FPickup
, 5);
3993 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3997 if not(R_KEY_GREEN
in FRulez
) then
3999 Include(FRulez
, R_KEY_GREEN
);
4001 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4002 if gFlash
= 2 then Inc(FPickup
, 5);
4003 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4007 if not(R_KEY_BLUE
in FRulez
) then
4009 Include(FRulez
, R_KEY_BLUE
);
4011 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4012 if gFlash
= 2 then Inc(FPickup
, 5);
4013 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4017 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4019 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4023 if gFlash
= 2 then Inc(FPickup
, 5);
4027 if FAir
< AIR_MAX
then
4032 if gFlash
= 2 then Inc(FPickup
, 5);
4037 if not (R_BERSERK
in FRulez
) then
4039 Include(FRulez
, R_BERSERK
);
4040 if allowBerserkSwitching
then
4042 FCurrWeap
:= WEAPON_KASTET
;
4044 FModel
.SetWeapon(WEAPON_KASTET
);
4049 if gFlash
= 2 then Inc(FPickup
, 5);
4051 FBerserk
:= gTime
+30000;
4056 if FHealth
< PLAYER_HP_SOFT
then
4058 FHealth
:= PLAYER_HP_SOFT
;
4059 FBerserk
:= gTime
+30000;
4067 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4069 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4072 if gFlash
= 2 then Inc(FPickup
, 5);
4076 if FHealth
< PLAYER_HP_LIMIT
then
4078 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4082 if gFlash
= 2 then Inc(FPickup
, 5);
4086 if FArmor
< PLAYER_AP_LIMIT
then
4088 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4091 if gFlash
= 2 then Inc(FPickup
, 5);
4095 if FJetFuel
< JET_MAX
then
4097 FJetFuel
:= JET_MAX
;
4100 if gFlash
= 2 then Inc(FPickup
, 5);
4104 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4106 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4109 if gFlash
= 2 then Inc(FPickup
, 5);
4114 procedure TPlayer
.Touch();
4118 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4121 // Áðîñèòü ôëàã òîâàðèùó:
4122 if gGameSettings
.GameMode
= GM_CTF
then
4127 procedure TPlayer
.Push(vx
, vy
: Integer);
4129 if (not FPhysics
) and FGhost
then
4131 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4132 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4133 if g_Game_IsNet
and g_Game_IsServer
then
4134 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4137 procedure TPlayer
.Reset(Force
: Boolean);
4143 FTime
[T_RESPAWN
] := 0;
4144 FTime
[T_FLAGCAP
] := 0;
4157 FSpectator
:= False;
4160 FSpectatePlayer
:= -1;
4161 FNoRespawn
:= False;
4163 FLives
:= gGameSettings
.MaxLives
;
4168 procedure TPlayer
.SoftReset();
4174 FBFGFireCounter
:= -1;
4182 SetAction(A_STAND
, True);
4185 function TPlayer
.GetRespawnPoint(): Byte;
4190 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4192 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4193 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4195 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4197 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4198 if Self
= gPlayer1
then
4199 c
:= RESPAWNPOINT_PLAYER1
4201 c
:= RESPAWNPOINT_PLAYER2
;
4202 if g_Map_GetPointCount(c
) > 0 then
4208 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4209 if Self
= gPlayer1
then
4210 c
:= RESPAWNPOINT_PLAYER2
4212 c
:= RESPAWNPOINT_PLAYER1
;
4213 if g_Map_GetPointCount(c
) > 0 then
4220 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4221 if Random(2) = 0 then
4222 c
:= RESPAWNPOINT_PLAYER1
4224 c
:= RESPAWNPOINT_PLAYER2
;
4225 if g_Map_GetPointCount(c
) > 0 then
4232 // Òî÷êà ëþáîé èç êîìàíä
4233 if Random(2) = 0 then
4234 c
:= RESPAWNPOINT_RED
4236 c
:= RESPAWNPOINT_BLUE
;
4237 if g_Map_GetPointCount(c
) > 0 then
4244 c
:= RESPAWNPOINT_DM
;
4245 if g_Map_GetPointCount(c
) > 0 then
4253 if gGameSettings
.GameMode
= GM_DM
then
4256 c
:= RESPAWNPOINT_DM
;
4257 if g_Map_GetPointCount(c
) > 0 then
4263 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4264 if Random(2) = 0 then
4265 c
:= RESPAWNPOINT_PLAYER1
4267 c
:= RESPAWNPOINT_PLAYER2
;
4268 if g_Map_GetPointCount(c
) > 0 then
4274 // Òî÷êà ëþáîé èç êîìàíä
4275 if Random(2) = 0 then
4276 c
:= RESPAWNPOINT_RED
4278 c
:= RESPAWNPOINT_BLUE
;
4279 if g_Map_GetPointCount(c
) > 0 then
4287 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4289 // Òî÷êà ñâîåé êîìàíäû
4290 c
:= RESPAWNPOINT_DM
;
4291 if FTeam
= TEAM_RED
then
4292 c
:= RESPAWNPOINT_RED
;
4293 if FTeam
= TEAM_BLUE
then
4294 c
:= RESPAWNPOINT_BLUE
;
4295 if g_Map_GetPointCount(c
) > 0 then
4302 c
:= RESPAWNPOINT_DM
;
4303 if g_Map_GetPointCount(c
) > 0 then
4309 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4310 if Random(2) = 0 then
4311 c
:= RESPAWNPOINT_PLAYER1
4313 c
:= RESPAWNPOINT_PLAYER2
;
4314 if g_Map_GetPointCount(c
) > 0 then
4320 // Òî÷êà äðóãîé êîìàíäû
4321 c
:= RESPAWNPOINT_DM
;
4322 if FTeam
= TEAM_RED
then
4323 c
:= RESPAWNPOINT_BLUE
;
4324 if FTeam
= TEAM_BLUE
then
4325 c
:= RESPAWNPOINT_RED
;
4326 if g_Map_GetPointCount(c
) > 0 then
4334 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4336 RespawnPoint
: TRespawnPoint
;
4341 if not g_Game_IsServer
then
4345 FWantsInGame
:= True;
4346 FJustTeleported
:= True;
4349 FTime
[T_RESPAWN
] := 0;
4353 // if server changes MaxLives we gotta be ready
4354 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4356 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4357 if FTime
[T_RESPAWN
] > gTime
then
4360 // Ïðîñðàë âñå æèçíè:
4363 if not FSpectator
then Spectate(True);
4364 FWantsInGame
:= True;
4368 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4369 begin // "Ñâîÿ èãðà"
4370 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4371 FRulez
:= FRulez
-[R_BERSERK
];
4373 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4375 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4376 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4379 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4380 c
:= GetRespawnPoint();
4385 // Âîñêðåøåíèå áåç îðóæèÿ:
4388 FHealth
:= PLAYER_HP_SOFT
;
4394 for a
:= WP_FIRST
to WP_LAST
do
4396 FWeapon
[a
] := False;
4400 FWeapon
[WEAPON_PISTOL
] := True;
4401 FWeapon
[WEAPON_KASTET
] := True;
4402 FCurrWeap
:= WEAPON_PISTOL
;
4405 FModel
.SetWeapon(FCurrWeap
);
4407 for b
:= A_BULLETS
to A_HIGH
do
4410 FAmmo
[A_BULLETS
] := 50;
4412 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4413 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4414 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4415 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4416 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4418 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4419 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4424 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4425 if not g_Map_GetPoint(c
, RespawnPoint
) then
4427 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4431 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4432 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4433 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4439 FDirection
:= RespawnPoint
.Direction
;
4440 if FDirection
= D_LEFT
then
4446 FBFGFireCounter
:= -1;
4451 SetAction(A_STAND
, True);
4452 FModel
.Direction
:= FDirection
;
4454 for a
:= Low(FTime
) to High(FTime
) do
4457 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4462 FCanJetpack
:= False;
4467 // Àíèìàöèÿ âîçðîæäåíèÿ:
4468 if (not gLoadGameMode
) and (not Silent
) then
4469 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4471 Anim
:= TAnimation
.Create(ID
, False, 3);
4472 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4473 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4477 FSpectator
:= False;
4480 FSpectatePlayer
:= -1;
4483 if g_Game_IsNet
then
4485 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4486 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4488 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4489 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4494 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4497 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4498 else if (not NoMove
) then
4500 GameX
:= gMapInfo
.Width
div 2;
4501 GameY
:= gMapInfo
.Height
div 2;
4510 FWantsInGame
:= False;
4515 if Self
= gPlayer1
then
4520 if Self
= gPlayer2
then
4527 if g_Game_IsNet
then
4528 MH_SEND_PlayerStats(FUID
);
4531 procedure TPlayer
.SwitchNoClip
;
4535 FGhost
:= not FGhost
;
4536 FPhysics
:= not FGhost
;
4548 procedure TPlayer
.Run(Direction
: TDirection
);
4552 if MAX_RUNVEL
> 8 then
4556 if Direction
= D_LEFT
then
4558 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4559 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4562 if FObj
.Vel
.X
< MAX_RUNVEL
then
4563 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4565 // Âîçìîæíî, ïèíàåì êóñêè:
4566 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4568 b
:= Abs(FObj
.Vel
.X
);
4569 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4570 for a
:= 0 to High(gGibs
) do
4572 if gGibs
[a
].alive
and
4573 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4574 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4577 if FObj
.Vel
.X
< 0 then
4579 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4583 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4585 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4593 procedure TPlayer
.SeeDown();
4595 SetAction(A_SEEDOWN
);
4597 if FDirection
= D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4599 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4602 procedure TPlayer
.SeeUp();
4606 if FDirection
= D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4608 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4611 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4619 A_ATTACK
: Prior
:= 2;
4620 A_SEEUP
: Prior
:= 1;
4621 A_SEEDOWN
: Prior
:= 1;
4622 A_ATTACKUP
: Prior
:= 2;
4623 A_ATTACKDOWN
: Prior
:= 2;
4628 if (Prior
> FActionPrior
) or Force
then
4629 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4631 FActionPrior
:= Prior
;
4632 FActionAnim
:= Action
;
4633 FActionForce
:= Force
;
4634 FActionChanged
:= True;
4637 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4640 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4642 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4643 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4644 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4645 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4648 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4655 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4657 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4658 if g_Game_IsServer
and g_Game_IsNet
then
4659 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4663 FJustTeleported
:= True;
4668 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4670 Anim
:= TAnimation
.Create(ID
, False, 3);
4673 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4674 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4675 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4676 if g_Game_IsServer
and g_Game_IsNet
then
4677 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4678 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4682 FObj
.X
:= X
-PLAYER_RECT
.X
;
4683 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4684 if FAlive
and FGhost
then
4690 if not g_Game_IsNet
then
4694 SetDirection(D_LEFT
);
4700 SetDirection(D_RIGHT
);
4706 if FDirection
= D_RIGHT
then
4708 SetDirection(D_LEFT
);
4713 SetDirection(D_RIGHT
);
4719 if not silent
and (Anim
<> nil) then
4721 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4722 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4725 if g_Game_IsServer
and g_Game_IsNet
then
4726 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4727 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4734 function nonz(a
: Single): Single;
4742 procedure TPlayer
.Update();
4745 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4746 blockmon
, headwater
, dospawn
: Boolean;
4751 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4752 AnyServer
:= g_Game_IsServer
;
4754 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4755 DoLerp(NetInterpLevel
+ 1)
4761 if FClientID
>= 0 then
4763 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4764 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4765 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4774 if FAlive
and (gFly
or FJetpack
) then
4777 if FDirection
= D_LEFT
then
4782 if FAlive
and (not FGhost
) then
4784 if FKeys
[KEY_UP
].Pressed
then
4786 if FKeys
[KEY_DOWN
].Pressed
then
4790 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4793 i
:= g_basic
.Sign(FIncCam
);
4794 FIncCam
:= Abs(FIncCam
);
4795 DecMin(FIncCam
, 5, 0);
4796 FIncCam
:= FIncCam
*i
;
4799 // no need to do that each second frame, weapon queue will take care of it
4800 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
4801 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
4803 if gTime
mod (GAME_TICK
*2) <> 0 then
4805 if (FObj
.Vel
.X
= 0) and FAlive
then
4807 if FKeys
[KEY_LEFT
].Pressed
then
4809 if FKeys
[KEY_RIGHT
].Pressed
then
4815 g_Obj_Move(@FObj
, True, True, True);
4816 positionChanged(); // this updates spatial accelerators
4822 FActionChanged
:= False;
4826 // Let alive player do some actions
4827 if FKeys
[KEY_LEFT
].Pressed
then Run(D_LEFT
);
4828 if FKeys
[KEY_RIGHT
].Pressed
then Run(D_RIGHT
);
4829 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4830 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4831 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
4832 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4833 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4836 if AnyServer
and FJetpack
then
4840 if NetServer
then MH_SEND_PlayerStats(FUID
);
4842 FCanJetpack
:= True;
4849 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4851 if FKeys
[k
].Pressed
then
4859 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4862 if (FTime
[T_RESPAWN
] <= gTime
) and
4863 gGameOn
and (not FAlive
) then
4865 if (g_Player_GetCount() > 1) then
4869 gExit
:= EXIT_RESTART
;
4874 // Dead spectator actions
4877 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4878 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4882 if (FSpectatePlayer
>= High(gPlayers
)) then
4883 FSpectatePlayer
:= -1
4887 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4888 if gPlayers
[I
] <> nil then
4889 if gPlayers
[I
].alive
then
4890 if gPlayers
[I
].UID
<> FUID
then
4892 FSpectatePlayer
:= I
;
4897 if not SetSpect
then FSpectatePlayer
:= -1;
4908 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4910 FYTo
:= FObj
.Y
- 32;
4911 FSpectatePlayer
:= -1;
4913 if FKeys
[KEY_DOWN
].Pressed
then
4915 FYTo
:= FObj
.Y
+ 32;
4916 FSpectatePlayer
:= -1;
4918 if FKeys
[KEY_LEFT
].Pressed
then
4920 FXTo
:= FObj
.X
- 32;
4921 FSpectatePlayer
:= -1;
4923 if FKeys
[KEY_RIGHT
].Pressed
then
4925 FXTo
:= FObj
.X
+ 32;
4926 FSpectatePlayer
:= -1;
4929 if (FXTo
< -64) then
4931 else if (FXTo
> gMapInfo
.Width
+ 32) then
4932 FXTo
:= gMapInfo
.Width
+ 32;
4933 if (FYTo
< -72) then
4935 else if (FYTo
> gMapInfo
.Height
+ 32) then
4936 FYTo
:= gMapInfo
.Height
+ 32;
4941 g_Obj_Move(@FObj
, True, True, True);
4942 positionChanged(); // this updates spatial accelerators
4949 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4950 if gPlayers
[FSpectatePlayer
] <> nil then
4951 if gPlayers
[FSpectatePlayer
].alive
then
4953 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4954 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4958 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4959 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4960 PANEL_BLOCKMON
, True);
4961 headwater
:= HeadInLiquid(0, 0);
4963 // Ñîïðîòèâëåíèå âîçäóõà:
4964 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4965 if FObj
.Vel
.X
<> 0 then
4966 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4968 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4969 DecMin(FPain
, 5, 0);
4970 DecMin(FPickup
, 1, 0);
4972 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
4974 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4975 FMegaRulez
[MR_SUIT
] := 0;
4976 FMegaRulez
[MR_INVUL
] := 0;
4977 FMegaRulez
[MR_INVIS
] := 0;
4978 Kill(K_FALLKILL
, 0, HIT_FALL
);
4985 if FCurrWeap
= WEAPON_SAW
then
4986 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
4987 FSawSoundSelect
.IsPlaying()) then
4988 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
4991 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
4992 (not FJetSoundOff
.IsPlaying()) then
4994 FJetSoundFly
.SetPosition(0);
4995 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
4998 for b
:= WP_FIRST
to WP_LAST
do
4999 if FReloading
[b
] > 0 then
5005 if FShellTimer
> -1 then
5006 if FShellTimer
= 0 then
5008 if FShellType
= SHELL_SHELL
then
5009 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5010 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5011 else if FShellType
= SHELL_DBLSHELL
then
5013 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5014 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5015 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5016 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5019 end else Dec(FShellTimer
);
5021 if (FBFGFireCounter
> -1) then
5022 if FBFGFireCounter
= 0 then
5026 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5027 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5028 xd
:= wx
+IfThen(FDirection
= D_LEFT
, -30, 30);
5029 yd
:= wy
+firediry();
5030 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5031 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5032 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5033 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5034 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5037 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5038 FBFGFireCounter
:= -1;
5041 FBFGFireCounter
:= 0
5043 Dec(FBFGFireCounter
);
5045 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5047 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5049 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5052 if (headwater
or blockmon
) then
5058 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5061 else if (FAir
mod 31 = 0) and not blockmon
then
5063 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5064 if Random(2) = 0 then
5065 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5067 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5069 end else if FAir
< AIR_DEF
then
5072 if FFireTime
> 0 then
5074 if BodyInLiquid(0, 0) then
5079 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5081 if FMegaRulez
[MR_SUIT
] = gTime
then
5088 if FFirePainTime
<= 0 then
5090 if g_Game_IsServer
then
5091 Damage(5, FFireAttacker
, 0, 0, HIT_FLAME
);
5092 FFirePainTime
:= 18;
5094 FFirePainTime
:= FFirePainTime
- 1;
5095 FFireTime
:= FFireTime
- 1;
5096 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5097 MH_SEND_PlayerStats(FUID
);
5101 if FDamageBuffer
> 0 then
5103 if FDamageBuffer
>= 9 then
5107 if FDamageBuffer
< 30 then i
:= 9
5108 else if FDamageBuffer
< 100 then i
:= 18
5112 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5113 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5114 FHealth
:= FHealth
-ii
;
5117 FHealth
:= FHealth
+FArmor
;
5122 if FHealth
<= 0 then
5123 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5124 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5125 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5129 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5130 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5131 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5132 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5139 end; // if FAlive then ...
5141 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5143 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5144 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5145 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5146 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5148 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5149 then SetAction(A_STAND
, True);
5151 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5153 for b
:= Low(FKeys
) to High(FKeys
) do
5154 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5158 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5160 x
:= FObj
.X
+PLAYER_RECT
.X
;
5161 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5162 w
:= PLAYER_RECT
.Width
;
5163 h
:= PLAYER_RECT
.Height
;
5167 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5169 if (dx
<> 0) or (dy
<> 0) then
5178 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5180 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5181 FObj
.Y
+PLAYER_RECT
.Y
,
5188 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5190 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5191 FObj
.Y
+PLAYER_RECT
.Y
,
5195 Panel
.Width
, Panel
.Height
);
5198 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5200 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5201 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5202 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5203 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5206 function g_Player_ValidName(Name
: string): Boolean;
5212 if gPlayers
= nil then Exit
;
5214 for a
:= 0 to High(gPlayers
) do
5215 if gPlayers
[a
] <> nil then
5216 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5223 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5227 d
:= FModel
.Direction
;
5229 FModel
.Direction
:= Direction
;
5230 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5232 FDirection
:= Direction
;
5235 function TPlayer
.GetKeys(): Byte;
5239 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5240 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5241 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5243 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5244 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5247 procedure TPlayer
.Use();
5251 if FTime
[T_USE
] > gTime
then Exit
;
5253 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5254 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5256 for a
:= 0 to High(gPlayers
) do
5257 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5258 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5259 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5260 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5262 gPlayers
[a
].Touch();
5263 if g_Game_IsNet
and g_Game_IsServer
then
5264 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5267 FTime
[T_USE
] := gTime
+120;
5270 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5274 WX
, WY
, XD
, YD
: Integer;
5285 if R_BERSERK
in FRulez
then
5287 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5288 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5289 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5292 locobj
.rect
.Width
:= 39;
5293 locobj
.rect
.Height
:= 52;
5294 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5295 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5296 locobj
.Accel
.X
:= xd
-wx
;
5297 locobj
.Accel
.y
:= yd
-wy
;
5299 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5300 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5302 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5306 FPain
:= min(FPain
+ 25, 50);
5308 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5313 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5314 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5316 FSawSoundSelect
.Stop();
5318 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5320 else if not FSawSoundHit
.IsPlaying() then
5322 FSawSoundSelect
.Stop();
5323 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5330 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5331 FFireAngle
:= FAngle
;
5333 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5334 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5339 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5340 FFireAngle
:= FAngle
;
5343 FShellType
:= SHELL_SHELL
;
5348 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5349 FFireAngle
:= FAngle
;
5352 FShellType
:= SHELL_DBLSHELL
;
5357 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5358 FFireAngle
:= FAngle
;
5360 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5361 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5364 WEAPON_ROCKETLAUNCHER
:
5366 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5367 FFireAngle
:= FAngle
;
5373 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5374 FFireAngle
:= FAngle
;
5380 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5381 FFireAngle
:= FAngle
;
5385 WEAPON_SUPERPULEMET
:
5387 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5388 FFireAngle
:= FAngle
;
5390 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5391 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5394 WEAPON_FLAMETHROWER
:
5396 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5397 FFireAngle
:= FAngle
;
5404 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5405 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5406 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5409 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5411 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5412 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5415 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5419 if NetInterpLevel
< 1 then
5429 AX
:= Abs(FXTo
- FObj
.X
);
5430 AY
:= Abs(FYTo
- FObj
.Y
);
5431 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5433 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5438 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5440 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5441 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5442 PANEL_LIFTUP
, False) then Result
:= -1
5444 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5445 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5446 PANEL_LIFTDOWN
, False) then Result
:= 1
5450 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5457 if Flag
= FLAG_NONE
then
5460 if not g_Game_IsServer
then Exit
;
5462 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5463 if (Flag
= FTeam
) and
5464 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5465 (FFlag
<> FLAG_NONE
) then
5467 if FFlag
= FLAG_RED
then
5468 s
:= _lc
[I_PLAYER_FLAG_RED
]
5470 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5472 evtype
:= FLAG_STATE_SCORED
;
5474 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5475 Insert('.', ts
, Length(ts
) + 1 - 3);
5476 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5478 g_Map_ResetFlag(FFlag
);
5479 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5481 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5484 if g_Game_IsNet
then
5486 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5490 gFlags
[FFlag
].CaptureTime
:= 0;
5495 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5496 if (Flag
= FTeam
) and
5497 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5499 if Flag
= FLAG_RED
then
5500 s
:= _lc
[I_PLAYER_FLAG_RED
]
5502 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5504 evtype
:= FLAG_STATE_RETURNED
;
5505 gFlags
[Flag
].CaptureTime
:= 0;
5507 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5509 g_Map_ResetFlag(Flag
);
5510 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5513 if g_Game_IsNet
then
5515 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5521 // Ïîäîáðàë ÷óæîé ôëàã:
5522 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5526 if Flag
= FLAG_RED
then
5527 s
:= _lc
[I_PLAYER_FLAG_RED
]
5529 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5531 evtype
:= FLAG_STATE_CAPTURED
;
5533 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5535 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5537 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5540 if g_Game_IsNet
then
5542 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5548 procedure TPlayer
.SetFlag(Flag
: Byte);
5551 if FModel
<> nil then
5552 FModel
.SetFlag(FFlag
);
5555 function TPlayer
.DropFlag(): Boolean;
5560 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5562 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5563 with gFlags
[FFlag
] do
5567 Direction
:= FDirection
;
5568 State
:= FLAG_STATE_DROPPED
;
5570 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5571 (FObj
.Vel
.Y
div 2)-2+Random(5));
5572 positionChanged(); // this updates spatial accelerators
5574 if FFlag
= FLAG_RED
then
5575 s
:= _lc
[I_PLAYER_FLAG_RED
]
5577 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5579 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5580 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5582 if g_Game_IsNet
then
5583 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5589 procedure TPlayer
.GetSecret();
5594 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5596 Assert(Key
<= High(FKeys
));
5598 FKeys
[Key
].Pressed
:= True;
5599 FKeys
[Key
].Time
:= Time
;
5602 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5604 Result
:= FKeys
[K
].Pressed
;
5607 procedure TPlayer
.ReleaseKeys();
5611 for a
:= Low(FKeys
) to High(FKeys
) do
5613 FKeys
[a
].Pressed
:= False;
5618 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5622 function TPlayer
.firediry(): Integer;
5624 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5625 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5629 procedure TPlayer
.RememberState();
5633 FSavedState
.Health
:= FHealth
;
5634 FSavedState
.Armor
:= FArmor
;
5635 FSavedState
.Air
:= FAir
;
5636 FSavedState
.JetFuel
:= FJetFuel
;
5637 FSavedState
.CurrWeap
:= FCurrWeap
;
5638 FSavedState
.NextWeap
:= FNextWeap
;
5639 FSavedState
.NextWeapDelay
:= FNextWeapDelay
;
5642 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5644 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5646 FSavedState
.Rulez
:= FRulez
;
5647 FSavedState
.WaitRecall
:= True;
5650 procedure TPlayer
.RecallState();
5654 if not FSavedState
.WaitRecall
then Exit
;
5656 FHealth
:= FSavedState
.Health
;
5657 FArmor
:= FSavedState
.Armor
;
5658 FAir
:= FSavedState
.Air
;
5659 FJetFuel
:= FSavedState
.JetFuel
;
5660 FCurrWeap
:= FSavedState
.CurrWeap
;
5661 FNextWeap
:= FSavedState
.NextWeap
;
5662 FNextWeapDelay
:= FSavedState
.NextWeapDelay
;
5665 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5667 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5669 FRulez
:= FSavedState
.Rulez
;
5670 FSavedState
.WaitRecall
:= False;
5672 if gGameSettings
.GameType
= GT_SERVER
then
5673 MH_SEND_PlayerStats(FUID
);
5676 procedure TPlayer
.SaveState(var Mem
: TBinMemoryWriter
);
5688 Mem
:= TBinMemoryWriter
.Create(i
);
5690 // Ñèãíàòóðà èãðîêà:
5691 sig
:= PLAYER_SIGNATURE
; // 'PLYR'
5692 Mem
.WriteDWORD(sig
);
5694 Mem
.WriteBoolean(FIamBot
);
5696 Mem
.WriteWord(FUID
);
5698 Mem
.WriteString(FName
, 32);
5700 Mem
.WriteByte(FTeam
);
5702 Mem
.WriteBoolean(FAlive
);
5703 // Èçðàñõîäîâàë ëè âñå æèçíè:
5704 Mem
.WriteBoolean(FNoRespawn
);
5706 if FDirection
= D_LEFT
then
5712 Mem
.WriteInt(FHealth
);
5714 Mem
.WriteByte(FLives
);
5716 Mem
.WriteInt(FArmor
);
5720 Mem
.WriteInt(FJetFuel
);
5722 Mem
.WriteInt(FPain
);
5724 Mem
.WriteInt(FKills
);
5726 Mem
.WriteInt(FMonsterKills
);
5728 Mem
.WriteInt(FFrags
);
5730 Mem
.WriteByte(FFragCombo
);
5731 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5732 Mem
.WriteDWORD(FLastFrag
);
5734 Mem
.WriteInt(FDeath
);
5735 // Êàêîé ôëàã íåñåò:
5736 Mem
.WriteByte(FFlag
);
5738 Mem
.WriteInt(FSecrets
);
5740 Mem
.WriteByte(FCurrWeap
);
5742 Mem
.WriteWord(FNextWeap
);
5744 Mem
.WriteByte(FNextWeapDelay
);
5745 // Âðåìÿ çàðÿäêè BFG:
5746 Mem
.WriteSmallInt(FBFGFireCounter
);
5748 Mem
.WriteInt(FDamageBuffer
);
5749 // Ïîñëåäíèé óäàðèâøèé:
5750 Mem
.WriteWord(FLastSpawnerUID
);
5751 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5752 Mem
.WriteByte(FLastHit
);
5754 Obj_SaveState(@FObj
, Mem
);
5755 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5756 for i
:= A_BULLETS
to A_HIGH
do
5757 Mem
.WriteWord(FAmmo
[i
]);
5758 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5759 for i
:= A_BULLETS
to A_HIGH
do
5760 Mem
.WriteWord(FMaxAmmo
[i
]);
5762 for i
:= WP_FIRST
to WP_LAST
do
5763 Mem
.WriteBoolean(FWeapon
[i
]);
5764 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5765 for i
:= WP_FIRST
to WP_LAST
do
5766 Mem
.WriteWord(FReloading
[i
]);
5768 if R_ITEM_BACKPACK
in FRulez
then
5773 // Íàëè÷èå êðàñíîãî êëþ÷à:
5774 if R_KEY_RED
in FRulez
then
5779 // Íàëè÷èå çåëåíîãî êëþ÷à:
5780 if R_KEY_GREEN
in FRulez
then
5785 // Íàëè÷èå ñèíåãî êëþ÷à:
5786 if R_KEY_BLUE
in FRulez
then
5791 // Íàëè÷èå áåðñåðêà:
5792 if R_BERSERK
in FRulez
then
5797 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5798 for i
:= MR_SUIT
to MR_MAX
do
5799 Mem
.WriteDWORD(FMegaRulez
[i
]);
5800 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5801 for i
:= T_RESPAWN
to T_FLAGCAP
do
5802 Mem
.WriteDWORD(FTime
[i
]);
5805 Mem
.WriteString(str
);
5815 procedure TPlayer
.LoadState(var Mem
: TBinMemoryReader
);
5825 // Ñèãíàòóðà èãðîêà:
5827 if sig
<> PLAYER_SIGNATURE
then // 'PLYR'
5829 raise EBinSizeError
.Create('TPlayer.LoadState: Wrong Player Signature');
5832 Mem
.ReadBoolean(FIamBot
);
5836 Mem
.ReadString(str
);
5837 if (Self
<> gPlayer1
) and (Self
<> gPlayer2
) then
5840 Mem
.ReadByte(FTeam
);
5842 Mem
.ReadBoolean(FAlive
);
5843 // Èçðàñõîäîâàë ëè âñå æèçíè:
5844 Mem
.ReadBoolean(FNoRespawn
);
5848 FDirection
:= D_LEFT
5850 FDirection
:= D_RIGHT
;
5852 Mem
.ReadInt(FHealth
);
5854 Mem
.ReadByte(FLives
);
5856 Mem
.ReadInt(FArmor
);
5860 Mem
.ReadInt(FJetFuel
);
5864 Mem
.ReadInt(FKills
);
5866 Mem
.ReadInt(FMonsterKills
);
5868 Mem
.ReadInt(FFrags
);
5870 Mem
.ReadByte(FFragCombo
);
5871 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5872 Mem
.ReadDWORD(FLastFrag
);
5874 Mem
.ReadInt(FDeath
);
5875 // Êàêîé ôëàã íåñåò:
5876 Mem
.ReadByte(FFlag
);
5878 Mem
.ReadInt(FSecrets
);
5880 Mem
.ReadByte(FCurrWeap
);
5882 Mem
.ReadWord(FNextWeap
);
5884 Mem
.ReadByte(FNextWeapDelay
);
5885 // Âðåìÿ çàðÿäêè BFG:
5886 Mem
.ReadSmallInt(FBFGFireCounter
);
5888 Mem
.ReadInt(FDamageBuffer
);
5889 // Ïîñëåäíèé óäàðèâøèé:
5890 Mem
.ReadWord(FLastSpawnerUID
);
5891 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5892 Mem
.ReadByte(FLastHit
);
5894 Obj_LoadState(@FObj
, Mem
);
5895 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5896 for i
:= A_BULLETS
to A_HIGH
do
5897 Mem
.ReadWord(FAmmo
[i
]);
5898 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5899 for i
:= A_BULLETS
to A_HIGH
do
5900 Mem
.ReadWord(FMaxAmmo
[i
]);
5902 for i
:= WP_FIRST
to WP_LAST
do
5903 Mem
.ReadBoolean(FWeapon
[i
]);
5904 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5905 for i
:= WP_FIRST
to WP_LAST
do
5906 Mem
.ReadWord(FReloading
[i
]);
5910 Include(FRulez
, R_ITEM_BACKPACK
);
5911 // Íàëè÷èå êðàñíîãî êëþ÷à:
5914 Include(FRulez
, R_KEY_RED
);
5915 // Íàëè÷èå çåëåíîãî êëþ÷à:
5918 Include(FRulez
, R_KEY_GREEN
);
5919 // Íàëè÷èå ñèíåãî êëþ÷à:
5922 Include(FRulez
, R_KEY_BLUE
);
5923 // Íàëè÷èå áåðñåðêà:
5926 Include(FRulez
, R_BERSERK
);
5927 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5928 for i
:= MR_SUIT
to MR_MAX
do
5929 Mem
.ReadDWORD(FMegaRulez
[i
]);
5930 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5931 for i
:= T_RESPAWN
to T_FLAGCAP
do
5932 Mem
.ReadDWORD(FTime
[i
]);
5934 Mem
.ReadString(str
);
5936 Mem
.ReadByte(FColor
.R
);
5937 Mem
.ReadByte(FColor
.G
);
5938 Mem
.ReadByte(FColor
.B
);
5939 if Self
= gPlayer1
then
5941 str
:= gPlayer1Settings
.Model
;
5942 FColor
:= gPlayer1Settings
.Color
;
5944 if Self
= gPlayer2
then
5946 str
:= gPlayer2Settings
.Model
;
5947 FColor
:= gPlayer2Settings
.Color
;
5949 // Îáíîâëÿåì ìîäåëü èãðîêà:
5951 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5952 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5954 FModel
.Color
:= FColor
;
5957 procedure TPlayer
.AllRulez(Health
: Boolean);
5963 FHealth
:= PLAYER_HP_LIMIT
;
5964 FArmor
:= PLAYER_AP_LIMIT
;
5968 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
5969 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
5970 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5973 procedure TPlayer
.RestoreHealthArmor();
5975 FHealth
:= PLAYER_HP_LIMIT
;
5976 FArmor
:= PLAYER_AP_LIMIT
;
5979 procedure TPlayer
.FragCombo();
5983 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5985 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5987 if FFragCombo
< 5 then
5989 Param
:= FUID
or (FFragCombo
shl 16);
5990 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5991 (FComboEvnt
<= High(gDelayedEvents
)) and
5992 gDelayedEvents
[FComboEvnt
].Pending
and
5993 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5994 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5996 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5997 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6000 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6008 procedure TPlayer
.GiveItem(ItemType
: Byte);
6012 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6014 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6018 if FAir
< AIR_MAX
then
6025 if not (R_BERSERK
in FRulez
) then
6027 Include(FRulez
, R_BERSERK
);
6028 if FBFGFireCounter
< 1 then
6030 FCurrWeap
:= WEAPON_KASTET
;
6032 FModel
.SetWeapon(WEAPON_KASTET
);
6036 FBerserk
:= gTime
+30000;
6038 if FHealth
< PLAYER_HP_SOFT
then
6040 FHealth
:= PLAYER_HP_SOFT
;
6041 FBerserk
:= gTime
+30000;
6046 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6048 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6052 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6054 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6058 if FJetFuel
< JET_MAX
then
6060 FJetFuel
:= JET_MAX
;
6063 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6064 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6066 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6067 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6069 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6071 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6073 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6074 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6077 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6078 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6079 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6080 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6081 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6082 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6083 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6084 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6085 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6087 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6088 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6089 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6090 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6091 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6092 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6093 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6094 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6095 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6098 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6099 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6100 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6101 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6102 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6104 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6105 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6106 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6107 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6108 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6110 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6111 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6112 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6113 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6115 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6118 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6119 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6120 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6122 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6123 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6128 if g_Game_IsNet
and g_Game_IsServer
then
6129 MH_SEND_PlayerStats(FUID
);
6132 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6137 if (Random(5) = 1) and (Times
= 1) then
6140 if BodyInLiquid(0, 0) then
6142 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6143 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6144 if Random(2) = 0 then
6145 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6147 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6151 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6153 for i
:= 1 to Times
do
6155 Anim
:= TAnimation
.Create(id
, False, 3);
6157 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6158 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6164 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6169 if (Random(10) = 1) and (Times
= 1) then
6172 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6174 for i
:= 1 to Times
do
6176 Anim
:= TAnimation
.Create(id
, False, 3);
6178 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6179 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6185 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6187 FSawSound
.Pause(Enable
);
6188 FSawSoundIdle
.Pause(Enable
);
6189 FSawSoundHit
.Pause(Enable
);
6190 FSawSoundSelect
.Pause(Enable
);
6195 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6200 FObj
.Rect
:= PLAYER_CORPSERECT
;
6201 FModelName
:= ModelName
;
6206 FState
:= CORPSE_STATE_MESS
;
6207 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6211 FState
:= CORPSE_STATE_NORMAL
;
6212 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6216 destructor TCorpse
.Destroy();
6223 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6225 procedure TCorpse
.positionChanged (); inline; begin end;
6227 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6229 if (dx
<> 0) or (dy
<> 0) then
6238 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6240 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6241 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6242 w
:= PLAYER_CORPSERECT
.Width
;
6243 h
:= PLAYER_CORPSERECT
.Height
;
6247 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6251 if FState
= CORPSE_STATE_REMOVEME
then
6254 FDamage
:= FDamage
+ Value
;
6256 if FDamage
> 150 then
6258 if FAnimation
<> nil then
6263 FState
:= CORPSE_STATE_REMOVEME
;
6265 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6266 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6267 FModelName
, FColor
);
6268 // Çâóê ìÿñà îò òðóïà:
6269 pm
:= g_PlayerModel_Get(FModelName
);
6270 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6276 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6277 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6278 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6279 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6280 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6285 procedure TCorpse
.Draw();
6287 if FState
= CORPSE_STATE_REMOVEME
then
6290 if FAnimation
<> nil then
6291 FAnimation
.Draw(FObj
.X
, FObj
.Y
, M_NONE
);
6293 if FAnimationMask
<> nil then
6296 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, M_NONE
);
6303 procedure TCorpse
.Update();
6307 if FState
= CORPSE_STATE_REMOVEME
then
6310 if gTime
mod (GAME_TICK
*2) <> 0 then
6312 g_Obj_Move(@FObj
, True, True, True);
6313 positionChanged(); // this updates spatial accelerators
6317 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6318 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6320 st
:= g_Obj_Move(@FObj
, True, True, True);
6321 positionChanged(); // this updates spatial accelerators
6323 if WordBool(st
and MOVE_FALLOUT
) then
6325 FState
:= CORPSE_STATE_REMOVEME
;
6329 if FAnimation
<> nil then
6330 FAnimation
.Update();
6331 if FAnimationMask
<> nil then
6332 FAnimationMask
.Update();
6335 procedure TCorpse
.SaveState(var Mem
: TBinMemoryWriter
);
6344 sig
:= CORPSE_SIGNATURE
; // 'CORP'
6345 Mem
.WriteDWORD(sig
);
6347 Mem
.WriteByte(FState
);
6348 // Íàêîïëåííûé óðîí:
6349 Mem
.WriteByte(FDamage
);
6351 Mem
.WriteByte(FColor
.R
);
6352 Mem
.WriteByte(FColor
.G
);
6353 Mem
.WriteByte(FColor
.B
);
6355 Obj_SaveState(@FObj
, Mem
);
6356 // Åñòü ëè àíèìàöèÿ:
6357 anim
:= FAnimation
<> nil;
6358 Mem
.WriteBoolean(anim
);
6359 // Åñëè åñòü - ñîõðàíÿåì:
6361 FAnimation
.SaveState(Mem
);
6362 // Åñòü ëè ìàñêà àíèìàöèè:
6363 anim
:= FAnimationMask
<> nil;
6364 Mem
.WriteBoolean(anim
);
6365 // Åñëè åñòü - ñîõðàíÿåì:
6367 FAnimationMask
.SaveState(Mem
);
6370 procedure TCorpse
.LoadState(var Mem
: TBinMemoryReader
);
6380 if sig
<> CORPSE_SIGNATURE
then // 'CORP'
6382 raise EBinSizeError
.Create('TCorpse.LoadState: Wrong Corpse Signature');
6385 Mem
.ReadByte(FState
);
6386 // Íàêîïëåííûé óðîí:
6387 Mem
.ReadByte(FDamage
);
6389 Mem
.ReadByte(FColor
.R
);
6390 Mem
.ReadByte(FColor
.G
);
6391 Mem
.ReadByte(FColor
.B
);
6393 Obj_LoadState(@FObj
, Mem
);
6394 // Åñòü ëè àíèìàöèÿ:
6395 Mem
.ReadBoolean(anim
);
6396 // Åñëè åñòü - çàãðóæàåì:
6399 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6400 FAnimation
.LoadState(Mem
);
6402 // Åñòü ëè ìàñêà àíèìàöèè:
6403 Mem
.ReadBoolean(anim
);
6404 // Åñëè åñòü - çàãðóæàåì:
6407 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6408 FAnimationMask
.LoadState(Mem
);
6414 constructor TBot
.Create();
6421 FSpectator
:= False;
6428 for a
:= WP_FIRST
to WP_LAST
do
6430 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6431 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6432 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6436 destructor TBot
.Destroy();
6439 inherited Destroy();
6442 procedure TBot
.Draw();
6446 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6447 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6450 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6452 inherited Respawn(Silent
, Force
);
6455 FSelectedWeapon
:= FCurrWeap
;
6460 procedure TBot
.UpdateCombat();
6473 TTargetRecord
= array of TTarget
;
6475 function Compare(a
, b
: TTarget
): Integer;
6477 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6480 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6482 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6483 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6485 if a
.Dist
> b
.Dist
then // B áëèæå
6487 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6490 else // Ñòðàííî -> A
6495 a
, x1
, y1
, x2
, y2
: Integer;
6496 targets
: TTargetRecord
;
6498 Target
, BestTarget
: TTarget
;
6499 firew
, fireh
: Integer;
6503 vsPlayer
, vsMonster
, ok
: Boolean;
6506 function monsUpdate (mon
: TMonster
): Boolean;
6508 result
:= false; // don't stop
6509 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6511 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6513 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6514 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6516 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6517 if g_TraceVector(x1
, y1
, x2
, y2
) then
6519 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6520 SetLength(targets
, Length(targets
)+1);
6521 with targets
[High(targets
)] do
6528 Rect
:= mon
.Obj
.Rect
;
6529 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6530 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6531 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6540 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6541 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6543 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6544 if FCurrWeap
<> FSelectedWeapon
then
6547 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6548 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6550 RemoveAIFlag('NEEDFIRE');
6553 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6554 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6555 else PressKey(KEY_FIRE
);
6559 // Êîîðäèíàòû ñòâîëà:
6560 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6561 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6563 Target
.UID
:= FTargetUID
;
6566 if Target
.UID
<> 0 then
6567 begin // Öåëü åñòü - íàñòðàèâàåì
6568 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6571 tpla
:= g_Player_Get(Target
.UID
);
6575 if (@FObj
) <> nil then
6582 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6583 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6584 Target
.Rect
:= PLAYER_RECT
;
6585 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6586 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6587 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6588 Target
.IsPlayer
:= True;
6592 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6595 mon
:= g_Monsters_ByUID(Target
.UID
);
6598 Target
.X
:= mon
.Obj
.X
;
6599 Target
.Y
:= mon
.Obj
.Y
;
6601 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6602 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6603 Target
.Rect
:= mon
.Obj
.Rect
;
6604 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6605 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6606 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6607 Target
.IsPlayer
:= False;
6614 begin // Öåëè íåò - îáíóëÿåì
6619 Target
.Visible
:= False;
6620 Target
.Line
:= False;
6621 Target
.IsPlayer
:= False;
6626 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6627 if (not Target
.Line
) or (not Target
.Visible
) then
6631 for a
:= 0 to High(gPlayers
) do
6632 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6633 (gPlayers
[a
].FUID
<> FUID
) and
6634 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6635 (not gPlayers
[a
].NoTarget
) and
6636 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6638 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6639 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6642 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6643 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6645 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6646 if g_TraceVector(x1
, y1
, x2
, y2
) then
6648 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6649 SetLength(targets
, Length(targets
)+1);
6650 with targets
[High(targets
)] do
6652 UID
:= gPlayers
[a
].FUID
;
6653 X
:= gPlayers
[a
].FObj
.X
;
6654 Y
:= gPlayers
[a
].FObj
.Y
;
6657 Rect
:= PLAYER_RECT
;
6658 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6659 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6660 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6668 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6671 // Åñëè åñòü âîçìîæíûå öåëè:
6672 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6673 if targets
<> nil then
6675 // Âûáèðàåì íàèëó÷øóþ öåëü:
6676 BestTarget
:= targets
[0];
6677 if Length(targets
) > 1 then
6678 for a
:= 1 to High(targets
) do
6679 if Compare(BestTarget
, targets
[a
]) = 1 then
6680 BestTarget
:= targets
[a
];
6682 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6683 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6684 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6686 Target
:= BestTarget
;
6688 if (Healthy() = 3) or ((Healthy() = 2)) then
6689 begin // Åñëè çäîðîâû - äîãîíÿåì
6690 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6691 SetAIFlag('GORIGHT', '1');
6692 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6693 SetAIFlag('GOLEFT', '1');
6696 begin // Åñëè ïîáèòû - óáåãàåì
6697 if ((RunDirection() = D_LEFT
) and (Target
.X
< FObj
.X
)) then
6698 SetAIFlag('GORIGHT', '1');
6699 if ((RunDirection() = D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6700 SetAIFlag('GOLEFT', '1');
6703 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6704 SelectWeapon(Abs(x1
-Target
.cX
));
6709 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6710 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6711 if Target
.UID
<> 0 then
6713 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6714 Target
.Y
+ Target
.Rect
.Y
) then
6715 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6716 if (Healthy() = 3) or ((Healthy() = 2)) then
6717 begin // Åñëè çäîðîâû - äîãîíÿåì
6718 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6719 SetAIFlag('GORIGHT', '1');
6720 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6721 SetAIFlag('GOLEFT', '1');
6724 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6726 if ((RunDirection() = D_LEFT
) and (Target
.X
< FObj
.X
)) then
6727 SetAIFlag('GORIGHT', '1');
6728 if ((RunDirection() = D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6729 SetAIFlag('GOLEFT', '1');
6733 begin // Öåëü ïîêà íà "ýêðàíå"
6734 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6735 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6736 FLastVisible
:= gTime
;
6737 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6738 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6740 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6741 SetAIFlag('GORIGHT', '1');
6742 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6743 SetAIFlag('GOLEFT', '1');
6747 // Âûáèðàåì óãîë ââåðõ:
6748 if FDirection
= D_LEFT
then
6749 angle
:= ANGLE_LEFTUP
6751 angle
:= ANGLE_RIGHTUP
;
6753 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6754 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6756 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6757 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6758 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6759 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6760 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6761 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6762 begin // òî íóæíî ñòðåëÿòü ââåðõ
6763 SetAIFlag('NEEDFIRE', '1');
6764 SetAIFlag('NEEDSEEUP', '1');
6767 // Âûáèðàåì óãîë âíèç:
6768 if FDirection
= D_LEFT
then
6769 angle
:= ANGLE_LEFTDOWN
6771 angle
:= ANGLE_RIGHTDOWN
;
6773 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6774 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6776 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6777 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6778 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6779 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6780 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6781 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6782 begin // òî íóæíî ñòðåëÿòü âíèç
6783 SetAIFlag('NEEDFIRE', '1');
6784 SetAIFlag('NEEDSEEDOWN', '1');
6787 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6788 if Target
.Visible
and
6789 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6790 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6792 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6793 if ((FDirection
= D_LEFT
) and (Target
.X
< FObj
.X
)) or
6794 ((FDirection
= D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6795 begin // òî íóæíî ñòðåëÿòü âïåðåä
6796 SetAIFlag('NEEDFIRE', '1');
6797 SetAIFlag('NEEDSEEDOWN', '');
6798 SetAIFlag('NEEDSEEUP', '');
6800 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6801 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6802 if GetRnd(FDifficult
.CloseJump
) then
6803 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6804 if Abs(FObj
.X
-Target
.X
) < 128 then
6808 if Random(a
) = 0 then
6809 SetAIFlag('NEEDJUMP', '1');
6813 // Åñëè öåëü âñå åùå åñòü:
6814 if Target
.UID
<> 0 then
6815 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
6816 Target
.UID
:= 0 // òî çàáûòü öåëü
6817 else // Åñëè âèäåëè íåäàâíî
6818 begin // íî öåëü óáèëè
6819 if Target
.IsPlayer
then
6820 begin // Öåëü - èãðîê
6821 pla
:= g_Player_Get(Target
.UID
);
6822 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
6823 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6824 Target
.UID
:= 0; // òî çàáûòü öåëü
6827 begin // Öåëü - ìîíñòð
6828 mon
:= g_Monsters_ByUID(Target
.UID
);
6829 if (mon
= nil) or (not mon
.alive
) then
6830 Target
.UID
:= 0; // òî çàáûòü öåëü
6833 end; // if Target.UID <> 0
6835 FTargetUID
:= Target
.UID
;
6837 // Åñëè âîçìîæíûõ öåëåé íåò:
6838 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6839 if targets
= nil then
6840 if GetAIFlag('ATTACKLEFT') <> '' then
6841 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6842 RemoveAIFlag('ATTACKLEFT');
6844 SetAIFlag('NEEDJUMP', '1');
6846 if RunDirection() = D_RIGHT
then
6847 begin // Èäåì íå â òó ñòîðîíó
6848 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6849 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6850 SetAIFlag('NEEDFIRE', '1');
6851 SetAIFlag('GOLEFT', '1');
6855 begin // Èäåì â íóæíóþ ñòîðîíó
6856 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6857 SetAIFlag('NEEDFIRE', '1');
6858 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6859 SetAIFlag('GORIGHT', '1');
6863 if GetAIFlag('ATTACKRIGHT') <> '' then
6864 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6865 RemoveAIFlag('ATTACKRIGHT');
6867 SetAIFlag('NEEDJUMP', '1');
6869 if RunDirection() = D_LEFT
then
6870 begin // Èäåì íå â òó ñòîðîíó
6871 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6872 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6873 SetAIFlag('NEEDFIRE', '1');
6874 SetAIFlag('GORIGHT', '1');
6879 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6880 SetAIFlag('NEEDFIRE', '1');
6881 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6882 SetAIFlag('GOLEFT', '1');
6886 //HACK! (does it belongs there?)
6887 RealizeCurrentWeapon();
6889 // Åñëè åñòü âîçìîæíûå öåëè:
6890 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6891 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6892 for a
:= 0 to High(targets
) do
6894 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6895 if GetRnd(FDifficult
.DiagFire
) then
6897 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6898 if FDirection
= D_LEFT
then
6899 angle
:= ANGLE_LEFTUP
6901 angle
:= ANGLE_RIGHTUP
;
6903 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6904 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6906 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6907 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6908 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6909 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6910 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6912 SetAIFlag('NEEDFIRE', '1');
6913 SetAIFlag('NEEDSEEUP', '1');
6916 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6917 if FDirection
= D_LEFT
then
6918 angle
:= ANGLE_LEFTDOWN
6920 angle
:= ANGLE_RIGHTDOWN
;
6922 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6923 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6925 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6926 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6927 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6928 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6929 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6931 SetAIFlag('NEEDFIRE', '1');
6932 SetAIFlag('NEEDSEEDOWN', '1');
6936 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6937 if targets
[a
].Line
and targets
[a
].Visible
and
6938 (((FDirection
= D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6939 ((FDirection
= D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6941 SetAIFlag('NEEDFIRE', '1');
6946 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6947 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6948 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6949 40+GetInterval(FDifficult
.Cover
, 40)) then
6950 SetAIFlag('NEEDJUMP', '1');
6952 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6953 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6954 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6955 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6957 SetAIFlag('SELECTWEAPON', '1');
6959 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6960 if GetAIFlag('SELECTWEAPON') = '1' then
6963 RemoveAIFlag('SELECTWEAPON');
6967 procedure TBot
.Update();
6980 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6981 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6983 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6985 if g_debug_BotAIOff
= 3 then
6995 RealizeCurrentWeapon();
7002 procedure TBot
.ReleaseKey(Key
: Byte);
7011 function TBot
.KeyPressed(Key
: Word): Boolean;
7013 Result
:= FKeys
[Key
].Pressed
;
7016 function TBot
.GetAIFlag(aName
: String20
): String20
;
7022 aName
:= LowerCase(aName
);
7024 if FAIFlags
<> nil then
7025 for a
:= 0 to High(FAIFlags
) do
7026 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7028 Result
:= FAIFlags
[a
].Value
;
7033 procedure TBot
.RemoveAIFlag(aName
: String20
);
7037 if FAIFlags
= nil then Exit
;
7039 aName
:= LowerCase(aName
);
7041 for a
:= 0 to High(FAIFlags
) do
7042 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7044 if a
<> High(FAIFlags
) then
7045 for b
:= a
to High(FAIFlags
)-1 do
7046 FAIFlags
[b
] := FAIFlags
[b
+1];
7048 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7053 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7061 aName
:= LowerCase(aName
);
7063 if FAIFlags
<> nil then
7064 for a
:= 0 to High(FAIFlags
) do
7065 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7071 if ok
then FAIFlags
[a
].Value
:= fValue
7074 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7075 with FAIFlags
[High(FAIFlags
)] do
7083 procedure TBot
.UpdateMove
;
7085 procedure GoLeft(Time
: Word = 1);
7087 ReleaseKey(KEY_LEFT
);
7088 ReleaseKey(KEY_RIGHT
);
7089 PressKey(KEY_LEFT
, Time
);
7090 SetDirection(D_LEFT
);
7093 procedure GoRight(Time
: Word = 1);
7095 ReleaseKey(KEY_LEFT
);
7096 ReleaseKey(KEY_RIGHT
);
7097 PressKey(KEY_RIGHT
, Time
);
7098 SetDirection(D_RIGHT
);
7101 function Rnd(a
: Word): Boolean;
7103 Result
:= Random(a
) = 0;
7106 procedure Turn(Time
: Word = 1200);
7108 if RunDirection() = D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7113 ReleaseKey(KEY_LEFT
);
7114 ReleaseKey(KEY_RIGHT
);
7117 function CanRunLeft(): Boolean;
7119 Result
:= not CollideLevel(-1, 0);
7122 function CanRunRight(): Boolean;
7124 Result
:= not CollideLevel(1, 0);
7127 function CanRun(): Boolean;
7129 if RunDirection() = D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7132 procedure Jump(Time
: Word = 30);
7134 PressKey(KEY_JUMP
, Time
);
7137 function NearHole(): Boolean;
7141 { TODO 5 : Ëåñòíèöû }
7142 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
7143 for x
:= 1 to PLAYER_RECT
.Width
do
7144 if (not StayOnStep(x
*sx
, 0)) and
7145 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7146 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7155 function BorderHole(): Boolean;
7159 { TODO 5 : Ëåñòíèöû }
7160 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
7161 for x
:= 1 to PLAYER_RECT
.Width
do
7162 if (not StayOnStep(x
*sx
, 0)) and
7163 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7164 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7166 for xx
:= x
to x
+32 do
7167 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7177 function NearDeepHole(): Boolean;
7183 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
7186 for x
:= 1 to PLAYER_RECT
.Width
do
7187 if (not StayOnStep(x
*sx
, 0)) and
7188 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7189 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7191 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7193 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7198 end else Result
:= False;
7201 function OverDeepHole(): Boolean;
7208 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7210 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7217 function OnGround(): Boolean;
7219 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7222 function OnLadder(): Boolean;
7224 Result
:= FullInStep(0, 0);
7227 function BelowLadder(): Boolean;
7229 Result
:= (FullInStep(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7230 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7231 (FullInStep(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7232 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7235 function BelowLiftUp(): Boolean;
7237 Result
:= ((FullInLift(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7238 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7239 ((FullInLift(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7240 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7243 function OnTopLift(): Boolean;
7245 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7248 function CanJumpOver(): Boolean;
7252 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
7256 if not CollideLevel(sx
, 0) then Exit
;
7258 for y
:= 1 to BOT_MAXJUMP
do
7259 if CollideLevel(0, -y
) then Exit
else
7260 if not CollideLevel(sx
, -y
) then
7267 function CanJumpUp(Dist
: ShortInt): Boolean;
7274 if CollideLevel(Dist
, 0) then Exit
;
7277 for y
:= 0 to BOT_MAXJUMP
do
7278 if CollideLevel(Dist
, -y
) then
7287 for yy
:= y
+1 to BOT_MAXJUMP
do
7288 if not CollideLevel(Dist
, -yy
) then
7297 for y
:= 0 to BOT_MAXJUMP
do
7298 if CollideLevel(0, -y
) then
7306 if y
< yy
then Exit
;
7311 function IsSafeTrigger(): Boolean;
7316 if gTriggers
= nil then
7318 for a
:= 0 to High(gTriggers
) do
7319 if Collide(gTriggers
[a
].X
,
7322 gTriggers
[a
].Height
) and
7323 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7324 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7325 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7326 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7327 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7332 // Âîçìîæíî, íàæèìàåì êíîïêó:
7333 if Rnd(16) and IsSafeTrigger() then
7336 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7337 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7339 ReleaseKey(KEY_LEFT
);
7340 ReleaseKey(KEY_RIGHT
);
7344 // Èäåì âëåâî, åñëè íàäî áûëî:
7345 if GetAIFlag('GOLEFT') <> '' then
7347 RemoveAIFlag('GOLEFT');
7348 if CanRunLeft() then
7352 // Èäåì âïðàâî, åñëè íàäî áûëî:
7353 if GetAIFlag('GORIGHT') <> '' then
7355 RemoveAIFlag('GORIGHT');
7356 if CanRunRight() then
7360 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7361 if FObj
.X
< -32 then
7364 if FObj
.X
+32 > gMapInfo
.Width
then
7367 // Ïðûãàåì, åñëè íàäî áûëî:
7368 if GetAIFlag('NEEDJUMP') <> '' then
7371 RemoveAIFlag('NEEDJUMP');
7374 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7375 if GetAIFlag('NEEDSEEUP') <> '' then
7378 ReleaseKey(KEY_DOWN
);
7379 PressKey(KEY_UP
, 20);
7380 RemoveAIFlag('NEEDSEEUP');
7383 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7384 if GetAIFlag('NEEDSEEDOWN') <> '' then
7387 ReleaseKey(KEY_DOWN
);
7388 PressKey(KEY_DOWN
, 20);
7389 RemoveAIFlag('NEEDSEEDOWN');
7392 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7393 if GetAIFlag('GOINHOLE') <> '' then
7394 if not OnGround() then
7396 ReleaseKey(KEY_LEFT
);
7397 ReleaseKey(KEY_RIGHT
);
7398 RemoveAIFlag('GOINHOLE');
7399 SetAIFlag('FALLINHOLE', '1');
7402 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7403 if GetAIFlag('FALLINHOLE') <> '' then
7405 RemoveAIFlag('FALLINHOLE');
7407 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7408 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7409 if GetAIFlag('FALLINHOLE') = '' then
7410 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7416 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7418 CanJumpUp(IfThen(RunDirection() = D_LEFT
, -1, 1)*32) and
7422 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7423 if OnGround() and NearHole() then
7424 if NearDeepHole() then // Åñëè ýòî áåçäíà
7426 0..3: Turn(); // Áåæèì îáðàòíî
7427 4: Jump(); // Ïðûãàåì
7428 5: begin // Ïðûãàåì îáðàòíî
7433 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7434 if GetAIFlag('GOINHOLE') = '' then
7436 0: Turn(); // Íå íóæíî òóäà
7437 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7438 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7439 if BorderHole() then
7440 SetAIFlag('GOINHOLE', '1');
7443 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7444 if (not CanRun()) and OnGround() then
7446 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7447 if CanJumpOver() or OnLadder() then
7449 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7450 if Random(2) = 0 then
7452 if IsSafeTrigger() then
7458 // Îñòàëîñü ìàëî âîçäóõà:
7459 if FAir
< 36 * 2 then
7462 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7463 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7464 if BodyInAcid(0, 0) then
7468 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7470 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7471 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7474 {function TBot.NeedItem(Item: Byte): Byte;
7479 procedure TBot
.SelectWeapon(Dist
: Integer);
7483 function HaveAmmo(weapon
: Byte): Boolean;
7486 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7487 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7488 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7489 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7490 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7491 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7492 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7493 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7494 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7495 else Result
:= True;
7500 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7502 if Dist
> BOT_LONGDIST
then
7503 begin // Äàëüíèé áîé
7505 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7507 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7511 else //if Dist > BOT_UNSAFEDIST then
7512 begin // Áëèæíèé áîé
7514 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7516 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7523 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7525 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7531 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7533 Result
:= inherited PickItem(ItemType
, force
, remove
);
7535 if Result
then SetAIFlag('SELECTWEAPON', '1');
7538 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7540 Result
:= inherited Heal(value
, Soft
);
7543 function TBot
.Healthy(): Byte;
7545 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7546 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7547 else if (FHealth
> 50) then Result
:= 2
7548 else if (FHealth
> 20) then Result
:= 1
7552 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7554 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7555 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7558 procedure TBot
.OnDamage(Angle
: SmallInt);
7566 if (Angle
= 0) or (Angle
= 180) then
7569 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7570 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7572 pla
:= g_Player_Get(FLastSpawnerUID
);
7573 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7574 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7577 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7578 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7580 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7581 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7582 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7587 SetAIFlag('ATTACKLEFT', '1')
7589 SetAIFlag('ATTACKRIGHT', '1');
7593 function TBot
.RunDirection(): TDirection
;
7595 if Abs(Vel
.X
) >= 1 then
7597 if Vel
.X
> 0 then Result
:= D_RIGHT
else Result
:= D_LEFT
;
7599 Result
:= FDirection
;
7602 function TBot
.GetRnd(a
: Byte): Boolean;
7604 if a
= 0 then Result
:= False
7605 else if a
= 255 then Result
:= True
7606 else Result
:= Random(256) > 255-a
;
7609 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7611 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7614 procedure TBot
.SaveState(var Mem
: TBinMemoryWriter
);
7620 inherited SaveState(Mem
);
7622 // Âûáðàííîå îðóæèå:
7623 Mem
.WriteByte(FSelectedWeapon
);
7625 Mem
.WriteWord(FTargetUID
);
7626 // Âðåìÿ ïîòåðè öåëè:
7627 Mem
.WriteDWORD(FLastVisible
);
7628 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7629 dw
:= Length(FAIFlags
);
7632 for i
:= 0 to Integer(dw
)-1 do
7634 Mem
.WriteString(FAIFlags
[i
].Name
, 20);
7635 Mem
.WriteString(FAIFlags
[i
].Value
, 20);
7637 // Íàñòðîéêè ñëîæíîñòè:
7639 Mem
.WriteMemory(p
, SizeOf(TDifficult
));
7642 procedure TBot
.LoadState(var Mem
: TBinMemoryReader
);
7648 inherited LoadState(Mem
);
7650 // Âûáðàííîå îðóæèå:
7651 Mem
.ReadByte(FSelectedWeapon
);
7653 Mem
.ReadWord(FTargetUID
);
7654 // Âðåìÿ ïîòåðè öåëè:
7655 Mem
.ReadDWORD(FLastVisible
);
7656 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7658 SetLength(FAIFlags
, dw
);
7660 for i
:= 0 to Integer(dw
)-1 do
7662 Mem
.ReadString(FAIFlags
[i
].Name
);
7663 Mem
.ReadString(FAIFlags
[i
].Value
);
7665 // Íàñòðîéêè ñëîæíîñòè:
7666 Mem
.ReadMemory(p
, dw
);
7667 if dw
<> SizeOf(TDifficult
) then
7669 raise EBinSizeError
.Create('TBot.LoadState: Wrong FDifficult Size');
7671 FDifficult
:= TDifficult(p
^);
7676 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);