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/>.
22 e_graphics
, g_playermodel
, g_basic
, g_textures
,
23 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPSTRUCT
,
73 ANGLE_NONE
= Low(SmallInt);
75 CORPSE_STATE_REMOVEME
= 0;
76 CORPSE_STATE_NORMAL
= 1;
77 CORPSE_STATE_MESS
= 2;
79 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
80 PLAYER_RECT_CX
= 15+(34 div 2);
81 PLAYER_RECT_CY
= 12+(52 div 2);
82 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
85 PLAYER_HP_LIMIT
= 200;
87 PLAYER_AP_LIMIT
= 200;
90 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
91 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
107 TPlayerStatArray
= Array of TPlayerStat
;
109 TPlayerSavedState
= record
115 Ammo
: Array [A_BULLETS
..A_CELLS
] of Word;
116 MaxAmmo
: Array [A_BULLETS
..A_CELLS
] of Word;
117 Weapon
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Boolean;
118 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
127 TPlayer
= class (TObject
)
135 FDirection
: TDirection
;
143 FMonsterKills
: Integer;
149 FCanJetpack
: Boolean;
154 FBFGFireCounter
: SmallInt;
155 FLastSpawnerUID
: Word;
159 FSpectatePlayer
: Integer;
161 FSavedState
: TPlayerSavedState
;
163 FModel
: TPlayerModel
;
166 FActionForce
: Boolean;
167 FActionChanged
: Boolean;
169 FFireAngle
: SmallInt;
171 FShellTimer
: Integer;
173 FSawSound
: TPlayableSound
;
174 FSawSoundIdle
: TPlayableSound
;
175 FSawSoundHit
: TPlayableSound
;
176 FSawSoundSelect
: TPlayableSound
;
177 FJetSoundOn
: TPlayableSound
;
178 FJetSoundOff
: TPlayableSound
;
179 FJetSoundFly
: TPlayableSound
;
183 FJustTeleported
: Boolean;
186 function CollideLevel(XInc
, YInc
: Integer): Boolean;
187 function StayOnStep(XInc
, YInc
: Integer): Boolean;
188 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
189 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
190 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
191 function FullInLift(XInc
, YInc
: Integer): Integer;
192 {procedure CollideItem();}
193 procedure FlySmoke(Times
: DWORD
= 1);
194 function GetAmmoByWeapon(Weapon
: Byte): Word;
195 procedure SetAction(Action
: Byte; Force
: Boolean = False);
196 procedure OnDamage(Angle
: SmallInt); virtual;
197 function firediry(): Integer;
199 procedure Run(Direction
: TDirection
);
200 procedure NextWeapon();
201 procedure PrevWeapon();
209 FDamageBuffer
: Integer;
211 FAmmo
: Array [A_BULLETS
..A_CELLS
] of Word;
212 FMaxAmmo
: Array [A_BULLETS
..A_CELLS
] of Word;
213 FWeapon
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Boolean;
214 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
216 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
217 FReloading
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Word;
218 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
219 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
221 FPreferredTeam
: Byte;
224 FWantsInGame
: Boolean;
228 FActualModelName
: string;
234 constructor Create(); virtual;
235 destructor Destroy(); override;
236 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
237 function GetRespawnPoint(): Byte;
238 procedure PressKey(Key
: Byte; Time
: Word = 1);
239 procedure ReleaseKeys();
240 procedure SetModel(ModelName
: String);
241 procedure SetColor(Color
: TRGB
);
242 procedure SetWeapon(W
: Byte);
243 function IsKeyPressed(K
: Byte): Boolean;
244 function GetKeys(): Byte;
245 function PickItem(ItemType
: Byte; respawn
: Boolean; var remove
: Boolean): Boolean; virtual;
246 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
247 function Collide(Panel
: TPanel
): Boolean; overload
;
248 function Collide(X
, Y
: Integer): Boolean; overload
;
249 procedure SetDirection(Direction
: TDirection
);
250 procedure GetSecret();
251 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
253 procedure Push(vx
, vy
: Integer);
254 procedure ChangeModel(ModelName
: String);
255 procedure SwitchTeam
;
256 procedure ChangeTeam(Team
: Byte);
258 function GetFlag(Flag
: Byte): Boolean;
259 procedure SetFlag(Flag
: Byte);
260 function DropFlag(): Boolean;
261 procedure AllRulez(Health
: Boolean);
262 procedure RestoreHealthArmor();
263 procedure FragCombo();
264 procedure GiveItem(ItemType
: Byte);
265 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
266 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
267 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
268 procedure MakeBloodSimple(Count
: Word);
269 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
270 procedure Reset(Force
: Boolean);
271 procedure Spectate(NoMove
: Boolean = False);
272 procedure SwitchNoClip
;
273 procedure SoftReset();
274 procedure Draw(); virtual;
275 procedure DrawPain();
276 procedure DrawPickup();
277 procedure DrawRulez();
279 procedure DrawBubble();
281 procedure Update(); virtual;
282 procedure RememberState();
283 procedure RecallState();
284 procedure SaveState(var Mem
: TBinMemoryWriter
); virtual;
285 procedure LoadState(var Mem
: TBinMemoryReader
); virtual;
286 procedure PauseSounds(Enable
: Boolean);
287 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
288 procedure DoLerp(Level
: Integer = 2);
289 procedure SetLerp(XTo
, YTo
: Integer);
291 procedure JetpackOff
;
293 property Name
: String read FName write FName
;
294 property Model
: TPlayerModel read FModel
;
295 property Health
: Integer read FHealth write FHealth
;
296 property Lives
: Byte read FLives write FLives
;
297 property Armor
: Integer read FArmor write FArmor
;
298 property Air
: Integer read FAir write FAir
;
299 property JetFuel
: Integer read FJetFuel write FJetFuel
;
300 property Frags
: Integer read FFrags write FFrags
;
301 property Death
: Integer read FDeath write FDeath
;
302 property Kills
: Integer read FKills write FKills
;
303 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
304 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
305 property Secrets
: Integer read FSecrets
;
306 property GodMode
: Boolean read FGodMode write FGodMode
;
307 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
308 property NoReload
: Boolean read FNoReload write FNoReload
;
309 property Live
: Boolean read FLive write FLive
;
310 property Flag
: Byte read FFlag
;
311 property Team
: Byte read FTeam write FTeam
;
312 property Direction
: TDirection read FDirection
;
313 property GameX
: Integer read FObj
.X write FObj
.X
;
314 property GameY
: Integer read FObj
.Y write FObj
.Y
;
315 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
316 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
317 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
318 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
319 property Vel
: TPoint2i read FObj
.Vel
;
320 property Obj
: TObj read FObj
;
321 property IncCam
: Integer read FIncCam write FIncCam
;
322 property UID
: Word read FUID write FUID
;
323 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
324 property NetTime
: LongWord read FNetTime write FNetTime
;
334 WeaponPrior
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte;
335 CloseWeaponPrior
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte;
336 //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
344 TBot
= class (TPlayer
)
346 FSelectedWeapon
: Byte;
349 FAIFlags
: Array of TAIFlag
;
350 FDifficult
: TDifficult
;
352 function GetRnd(a
: Byte): Boolean;
353 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
354 function RunDirection(): TDirection
;
355 function FullInStep(XInc
, YInc
: Integer): Boolean;
356 //function NeedItem(Item: Byte): Byte;
357 procedure SelectWeapon(Dist
: Integer);
358 procedure SetAIFlag(fName
, fValue
: String20
);
359 function GetAIFlag(fName
: String20
): String20
;
360 procedure RemoveAIFlag(fName
: String20
);
361 function Healthy(): Byte;
362 procedure UpdateMove();
363 procedure UpdateCombat();
364 function KeyPressed(Key
: Word): Boolean;
365 procedure ReleaseKey(Key
: Byte);
366 function TargetOnScreen(TX
, TY
: Integer): Boolean;
367 procedure OnDamage(Angle
: SmallInt); override;
370 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
371 constructor Create(); override;
372 destructor Destroy(); override;
373 procedure Draw(); override;
374 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
375 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
376 procedure Update(); override;
377 procedure SaveState(var Mem
: TBinMemoryWriter
); override;
378 procedure LoadState(var Mem
: TBinMemoryReader
); override;
400 TCorpse
= class (TObject
)
408 FAnimation
: TAnimation
;
409 FAnimationMask
: TAnimation
;
412 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
413 destructor Destroy(); override;
414 procedure Damage(Value
: Word; vx
, vy
: Integer);
417 procedure SaveState(var Mem
: TBinMemoryWriter
);
418 procedure LoadState(var Mem
: TBinMemoryReader
);
420 property Obj
: TObj read FObj
;
421 property State
: Byte read FState
;
422 property Mess
: Boolean read FMess
;
425 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
431 gPlayers
: Array of TPlayer
;
432 gCorpses
: Array of TCorpse
;
433 gGibs
: Array of TGib
;
434 gShells
: Array of TShell
;
435 gTeamStat
: TTeamStat
;
436 gFly
: Boolean = False;
437 gAimLine
: Boolean = False;
438 gChatBubble
: Byte = 0;
442 MAX_RUNVEL
: Integer = 8;
443 VEL_JUMP
: Integer = 10;
444 SHELL_TIMEOUT
: Cardinal = 60000;
446 function Lerp(X
, Y
, Factor
: Integer): Integer;
448 procedure g_Gibs_SetMax(Count
: Word);
449 function g_Gibs_GetMax(): Word;
450 procedure g_Corpses_SetMax(Count
: Word);
451 function g_Corpses_GetMax(): Word;
452 procedure g_Shells_SetMax(Count
: Word);
453 function g_Shells_GetMax(): Word;
455 procedure g_Player_Init();
456 procedure g_Player_Free();
457 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
458 function g_Player_CreateFromState(var Mem
: TBinMemoryReader
): Word;
459 procedure g_Player_Remove(UID
: Word);
460 procedure g_Player_ResetTeams();
461 procedure g_Player_UpdateAll();
462 procedure g_Player_DrawAll();
463 procedure g_Player_DrawDebug(p
: TPlayer
);
464 procedure g_Player_DrawHealth();
465 procedure g_Player_RememberAll();
466 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
467 function g_Player_Get(UID
: Word): TPlayer
;
468 function g_Player_GetCount(): Byte;
469 function g_Player_GetStats(): TPlayerStatArray
;
470 function g_Player_ValidName(Name
: String): Boolean;
471 procedure g_Player_CreateCorpse(Player
: TPlayer
);
472 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
473 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
474 procedure g_Player_UpdatePhysicalObjects();
475 procedure g_Player_DrawCorpses();
476 procedure g_Player_DrawShells();
477 procedure g_Player_RemoveAllCorpses();
478 procedure g_Player_Corpses_SaveState(var Mem
: TBinMemoryWriter
);
479 procedure g_Player_Corpses_LoadState(var Mem
: TBinMemoryReader
);
480 procedure g_Bot_Add(Team
, Difficult
: Byte);
481 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1);
482 procedure g_Bot_MixNames();
483 procedure g_Bot_RemoveAll();
488 e_log
, g_map
, g_items
, g_console
, SysUtils
, g_gfx
, Math
,
489 g_options
, g_triggers
, g_menu
, MAPDEF
, g_game
,
490 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
, g_net
, g_netmsg
;
500 diag_precision
: Byte;
504 w_prior1
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte;
505 w_prior2
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte;
506 w_prior3
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte;
510 TIME_RESPAWN1
= 1500;
511 TIME_RESPAWN2
= 2000;
512 TIME_RESPAWN3
= 3000;
515 JET_MAX
= 540; // ~30 sec
516 PLAYER_SUIT_TIME
= 30000;
517 PLAYER_INVUL_TIME
= 30000;
518 PLAYER_INVIS_TIME
= 35000;
519 FRAG_COMBO_TIME
= 3000;
523 ANGLE_RIGHTDOWN
= -35;
525 ANGLE_LEFTDOWN
= -145;
526 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
527 WEAPONPOINT
: Array [TDirection
] of TPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
530 BOT_UNSAFEDIST
= 128;
531 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
533 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
534 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
535 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0));
536 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
537 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
538 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0));
539 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
540 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
541 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0));
542 WEAPON_PRIOR1
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte =
543 (WEAPON_SUPERPULEMET
, WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
544 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
545 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
546 WEAPON_PRIOR2
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte =
547 (WEAPON_SUPERPULEMET
, WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
548 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
549 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
550 //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
551 // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
552 // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
553 // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
554 WEAPON_RELOAD
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte =
555 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
557 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
558 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
560 BOTNAMES_FILENAME
= 'botnames.txt';
561 BOTLIST_FILENAME
= 'botlist.txt';
565 MaxCorpses
: Word = 20;
566 MaxShells
: Word = 300;
567 CurrentGib
: Integer = 0;
568 CurrentShell
: Integer = 0;
569 BotNames
: Array of String;
570 BotList
: Array of TBotProfile
;
572 function Lerp(X
, Y
, Factor
: Integer): Integer;
574 Result
:= X
+ ((Y
- X
) div Factor
);
577 function SameTeam(UID1
, UID2
: Word): Boolean;
581 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
582 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
584 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
586 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
587 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
589 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
592 procedure g_Gibs_SetMax(Count
: Word);
595 SetLength(gGibs
, Count
);
597 if CurrentGib
>= Count
then
601 function g_Gibs_GetMax(): Word;
606 procedure g_Shells_SetMax(Count
: Word);
609 SetLength(gShells
, Count
);
611 if CurrentShell
>= Count
then
615 function g_Shells_GetMax(): Word;
621 procedure g_Corpses_SetMax(Count
: Word);
624 SetLength(gCorpses
, Count
);
627 function g_Corpses_GetMax(): Word;
629 Result
:= MaxCorpses
;
632 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
642 // Åñòü ëè ìåñòî â gPlayers:
643 if gPlayers
<> nil then
644 for a
:= 0 to High(gPlayers
) do
645 if gPlayers
[a
] = nil then
651 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
654 SetLength(gPlayers
, Length(gPlayers
)+1);
658 // Ñîçäàåì îáúåêò èãðîêà:
660 gPlayers
[a
] := TBot
.Create()
662 gPlayers
[a
] := TPlayer
.Create();
665 gPlayers
[a
].FActualModelName
:= ModelName
;
666 gPlayers
[a
].SetModel(ModelName
);
668 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
669 if gPlayers
[a
].FModel
= nil then
673 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
677 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
678 if Random(2) = 0 then
682 gPlayers
[a
].FPreferredTeam
:= Team
;
684 case gGameSettings
.GameMode
of
685 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
687 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
689 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
692 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
693 gPlayers
[a
].FColor
:= Color
;
694 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
695 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
697 gPlayers
[a
].FModel
.Color
:= Color
;
699 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
700 gPlayers
[a
].FLive
:= False;
702 Result
:= gPlayers
[a
].FUID
;
705 function g_Player_CreateFromState(var Mem
: TBinMemoryReader
): Word;
718 if sig
<> PLAYER_SIGNATURE
then // 'PLYR'
720 raise EBinSizeError
.Create('g_Player_CreateFromState: Wrong Player Signature');
724 Mem
.ReadBoolean(Bot
);
729 // Åñòü ëè ìåñòî â gPlayers:
730 if gPlayers
<> nil then
731 for a
:= 0 to High(gPlayers
) do
732 if gPlayers
[a
] = nil then
738 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
741 SetLength(gPlayers
, Length(gPlayers
)+1);
745 // Ñîçäàåì îáúåêò èãðîêà:
747 gPlayers
[a
] := TBot
.Create()
749 gPlayers
[a
] := TPlayer
.Create();
750 gPlayers
[a
].FIamBot
:= Bot
;
751 gPlayers
[a
].FPhysics
:= True;
754 Mem
.ReadWord(gPlayers
[a
].FUID
);
756 Mem
.ReadString(gPlayers
[a
].FName
);
758 Mem
.ReadByte(gPlayers
[a
].FTeam
);
759 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
761 Mem
.ReadBoolean(gPlayers
[a
].FLive
);
762 // Èçðàñõîäîâàë ëè âñå æèçíè:
763 Mem
.ReadBoolean(gPlayers
[a
].FNoRespawn
);
767 gPlayers
[a
].FDirection
:= D_LEFT
769 gPlayers
[a
].FDirection
:= D_RIGHT
;
771 Mem
.ReadInt(gPlayers
[a
].FHealth
);
773 Mem
.ReadByte(gPlayers
[a
].FLives
);
775 Mem
.ReadInt(gPlayers
[a
].FArmor
);
777 Mem
.ReadInt(gPlayers
[a
].FAir
);
779 Mem
.ReadInt(gPlayers
[a
].FJetFuel
);
781 Mem
.ReadInt(gPlayers
[a
].FPain
);
783 Mem
.ReadInt(gPlayers
[a
].FKills
);
785 Mem
.ReadInt(gPlayers
[a
].FMonsterKills
);
787 Mem
.ReadInt(gPlayers
[a
].FFrags
);
789 Mem
.ReadByte(gPlayers
[a
].FFragCombo
);
790 // Âðåìÿ ïîñëåäíåãî ôðàãà:
791 Mem
.ReadDWORD(gPlayers
[a
].FLastFrag
);
793 Mem
.ReadInt(gPlayers
[a
].FDeath
);
795 Mem
.ReadByte(gPlayers
[a
].FFlag
);
797 Mem
.ReadInt(gPlayers
[a
].FSecrets
);
799 Mem
.ReadByte(gPlayers
[a
].FCurrWeap
);
800 // Âðåìÿ çàðÿäêè BFG:
801 Mem
.ReadSmallInt(gPlayers
[a
].FBFGFireCounter
);
803 Mem
.ReadInt(gPlayers
[a
].FDamageBuffer
);
804 // Ïîñëåäíèé óäàðèâøèé:
805 Mem
.ReadWord(gPlayers
[a
].FLastSpawnerUID
);
806 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
807 Mem
.ReadByte(gPlayers
[a
].FLastHit
);
809 Obj_LoadState(@gPlayers
[a
].FObj
, Mem
);
810 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
811 for i
:= A_BULLETS
to A_CELLS
do
812 Mem
.ReadWord(gPlayers
[a
].FAmmo
[i
]);
813 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
814 for i
:= A_BULLETS
to A_CELLS
do
815 Mem
.ReadWord(gPlayers
[a
].FMaxAmmo
[i
]);
817 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
818 Mem
.ReadBoolean(gPlayers
[a
].FWeapon
[i
]);
819 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
820 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
821 Mem
.ReadWord(gPlayers
[a
].FReloading
[i
]);
825 Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
826 // Íàëè÷èå êðàñíîãî êëþ÷à:
829 Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
830 // Íàëè÷èå çåëåíîãî êëþ÷à:
833 Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
834 // Íàëè÷èå ñèíåãî êëþ÷à:
837 Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
841 Include(gPlayers
[a
].FRulez
, R_BERSERK
);
842 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
843 for i
:= MR_SUIT
to MR_MAX
do
844 Mem
.ReadDWORD(gPlayers
[a
].FMegaRulez
[i
]);
845 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
846 for i
:= T_RESPAWN
to T_FLAGCAP
do
847 Mem
.ReadDWORD(gPlayers
[a
].FTime
[i
]);
850 Mem
.ReadString(gPlayers
[a
].FActualModelName
);
852 Mem
.ReadByte(gPlayers
[a
].FColor
.R
);
853 Mem
.ReadByte(gPlayers
[a
].FColor
.G
);
854 Mem
.ReadByte(gPlayers
[a
].FColor
.B
);
855 // Îáíîâëÿåì ìîäåëü èãðîêà:
856 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
858 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
859 if gPlayers
[a
].FModel
= nil then
863 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
867 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
868 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
869 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
871 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
873 Result
:= gPlayers
[a
].FUID
;
876 procedure g_Player_ResetTeams();
880 if g_Game_IsClient
then
882 if gPlayers
= nil then
884 for a
:= Low(gPlayers
) to High(gPlayers
) do
885 if gPlayers
[a
] <> nil then
886 case gGameSettings
.GameMode
of
888 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
890 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
891 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
892 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
895 gPlayers
[a
].ChangeTeam(TEAM_RED
)
897 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
900 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
904 procedure g_Bot_Add(Team
, Difficult
: Byte);
907 _name
, _model
: String;
910 if not g_Game_IsServer
then Exit
;
912 // Ñïèñîê íàçâàíèé ìîäåëåé:
913 m
:= g_PlayerModel_GetNames();
918 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
919 Team
:= TEAM_COOP
// COOP
921 if gGameSettings
.GameMode
= GM_DM
then
922 Team
:= TEAM_NONE
// DM
924 if Team
= TEAM_NONE
then // CTF / TDM
926 // Àâòîáàëàíñ êîìàíä:
930 for a
:= 0 to High(gPlayers
) do
931 if gPlayers
[a
] <> nil then
933 if gPlayers
[a
].Team
= TEAM_RED
then
936 if gPlayers
[a
].Team
= TEAM_BLUE
then
946 if Random(2) = 0 then
952 // Âûáèðàåì áîòó èìÿ:
954 if BotNames
<> nil then
955 for a
:= 0 to High(BotNames
) do
956 if g_Player_ValidName(BotNames
[a
]) then
958 _name
:= BotNames
[a
];
962 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
965 _name
:= Format('DFBOT%.2d', [Random(100)]);
966 until g_Player_ValidName(_name
);
968 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
969 _model
:= m
[Random(Length(m
))];
972 with g_Player_Get(g_Player_Create(_model
,
973 _RGB(Min(Random(9)*32, 255),
974 Min(Random(9)*32, 255),
975 Min(Random(9)*32, 255)),
976 Team
, True)) as TBot
do
981 1: FDifficult
:= DIFFICULT_EASY
;
982 2: FDifficult
:= DIFFICULT_MEDIUM
;
983 else FDifficult
:= DIFFICULT_HARD
;
986 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
988 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
989 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
990 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
993 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
995 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
996 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1001 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1);
1004 _name
, _model
: String;
1007 if not g_Game_IsServer
then Exit
;
1009 // Ñïèñîê íàçâàíèé ìîäåëåé:
1010 m
:= g_PlayerModel_GetNames();
1015 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1016 Team
:= TEAM_COOP
// COOP
1018 if gGameSettings
.GameMode
= GM_DM
then
1019 Team
:= TEAM_NONE
// DM
1021 if Team
= TEAM_NONE
then
1022 Team
:= BotList
[num
].team
; // CTF / TDM
1024 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1025 lName
:= AnsiLowerCase(lName
);
1026 if (num
< 0) or (num
> Length(BotList
)-1) then
1028 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1029 for a
:= 0 to High(BotList
) do
1030 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1039 _name
:= BotList
[num
].name
;
1040 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1041 if not g_Player_ValidName(_name
) then
1043 _name
:= Format('DFBOT%.2d', [Random(100)]);
1044 until g_Player_ValidName(_name
);
1047 _model
:= BotList
[num
].model
;
1048 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1049 if not InSArray(_model
, m
) then
1050 _model
:= m
[Random(Length(m
))];
1053 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1057 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1058 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1059 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1060 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1061 FDifficult
.Cover
:= BotList
[num
].cover
;
1062 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1064 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
1066 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1067 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1068 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1071 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1073 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1077 procedure g_Bot_RemoveAll();
1081 if not g_Game_IsServer
then Exit
;
1082 if gPlayers
= nil then Exit
;
1084 for a
:= 0 to High(gPlayers
) do
1085 if gPlayers
[a
] <> nil then
1086 if gPlayers
[a
] is TBot
then
1088 gPlayers
[a
].Lives
:= 0;
1089 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1090 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1091 g_Player_Remove(gPlayers
[a
].FUID
);
1097 procedure g_Bot_MixNames();
1102 if BotNames
<> nil then
1103 for a
:= 0 to High(BotNames
) do
1105 b
:= Random(Length(BotNames
));
1107 Botnames
[a
] := BotNames
[b
];
1112 procedure g_Player_Remove(UID
: Word);
1116 if gPlayers
= nil then Exit
;
1118 if g_Game_IsServer
and g_Game_IsNet
then
1119 MH_SEND_PlayerDelete(UID
);
1121 for i
:= 0 to High(gPlayers
) do
1122 if gPlayers
[i
] <> nil then
1123 if gPlayers
[i
].FUID
= UID
then
1125 if gPlayers
[i
] is TPlayer
then
1126 TPlayer(gPlayers
[i
]).Free()
1128 TBot(gPlayers
[i
]).Free();
1134 procedure g_Player_Init();
1144 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1147 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1148 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1159 SetLength(BotNames
, Length(BotNames
)+1);
1160 BotNames
[High(BotNames
)] := s
;
1168 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1169 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1173 while config
.SectionExists(IntToStr(a
)) do
1175 SetLength(BotList
, Length(BotList
)+1);
1177 with BotList
[High(BotList
)] do
1180 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1182 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1184 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1189 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1190 color
.R
:= StrToIntDef(sa
[0], 0);
1191 color
.G
:= StrToIntDef(sa
[1], 0);
1192 color
.B
:= StrToIntDef(sa
[2], 0);
1193 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1194 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1195 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1196 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1197 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1198 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1199 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1200 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1201 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1202 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1203 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1204 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1205 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1206 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1207 if Length(sa
) = 10 then
1209 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1210 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1211 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1212 if Length(sa
) = 10 then
1214 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1216 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1217 if Length(sa) = 10 then
1219 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1228 procedure g_Player_Free();
1232 if gPlayers
<> nil then
1234 for i
:= 0 to High(gPlayers
) do
1235 if gPlayers
[i
] <> nil then
1237 if gPlayers
[i
] is TPlayer
then
1238 TPlayer(gPlayers
[i
]).Free()
1240 TBot(gPlayers
[i
]).Free();
1251 procedure g_Player_UpdateAll();
1255 if gPlayers
= nil then Exit
;
1257 for i
:= 0 to High(gPlayers
) do
1258 if gPlayers
[i
] <> nil then
1259 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Update()
1260 else TBot(gPlayers
[i
]).Update();
1263 procedure g_Player_DrawAll();
1267 if gPlayers
= nil then Exit
;
1269 for i
:= 0 to High(gPlayers
) do
1270 if gPlayers
[i
] <> nil then
1271 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1272 else TBot(gPlayers
[i
]).Draw();
1275 procedure g_Player_DrawDebug(p
: TPlayer
);
1279 if p
= nil then Exit
;
1280 if (@p
.FObj
) = nil then Exit
;
1282 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1284 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1285 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1286 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1287 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1288 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1289 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1292 procedure g_Player_DrawHealth();
1297 if gPlayers
= nil then Exit
;
1298 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1300 for i
:= 0 to High(gPlayers
) do
1301 if gPlayers
[i
] <> nil then
1303 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1304 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1305 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1306 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1307 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1308 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1312 function g_Player_Get(UID
: Word): TPlayer
;
1318 if gPlayers
= nil then
1321 for a
:= 0 to High(gPlayers
) do
1322 if gPlayers
[a
] <> nil then
1323 if gPlayers
[a
].FUID
= UID
then
1325 Result
:= gPlayers
[a
];
1330 function g_Player_GetCount(): Byte;
1336 if gPlayers
= nil then
1339 for a
:= 0 to High(gPlayers
) do
1340 if gPlayers
[a
] <> nil then
1341 Result
:= Result
+ 1;
1344 function g_Player_GetStats(): TPlayerStatArray
;
1350 if gPlayers
= nil then Exit
;
1352 for a
:= 0 to High(gPlayers
) do
1353 if gPlayers
[a
] <> nil then
1355 SetLength(Result
, Length(Result
)+1);
1356 with Result
[High(Result
)] do
1358 Ping
:= gPlayers
[a
].FPing
;
1359 Loss
:= gPlayers
[a
].FLoss
;
1360 Name
:= gPlayers
[a
].FName
;
1361 Team
:= gPlayers
[a
].FTeam
;
1362 Frags
:= gPlayers
[a
].FFrags
;
1363 Deaths
:= gPlayers
[a
].FDeath
;
1364 Kills
:= gPlayers
[a
].FKills
;
1365 Color
:= gPlayers
[a
].FModel
.Color
;
1366 Lives
:= gPlayers
[a
].FLives
;
1367 Spectator
:= gPlayers
[a
].FSpectator
;
1372 procedure g_Player_RememberAll
;
1376 for i
:= Low(gPlayers
) to High(gPlayers
) do
1377 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
then
1378 gPlayers
[i
].RememberState
;
1381 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1385 gTeamStat
[TEAM_RED
].Goals
:= 0;
1386 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1388 if gPlayers
<> nil then
1389 for i
:= 0 to High(gPlayers
) do
1390 if gPlayers
[i
] <> nil then
1392 gPlayers
[i
].Reset(Force
);
1394 if gPlayers
[i
] is TPlayer
then
1396 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1397 gPlayers
[i
].Respawn(Silent
)
1399 gPlayers
[i
].Spectate();
1402 TBot(gPlayers
[i
]).Respawn(Silent
);
1406 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1413 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1418 if (FHealth
>= -50) or (gGibsCount
= 0) then
1420 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1424 for find_id
:= 0 to High(gCorpses
) do
1425 if gCorpses
[find_id
] = nil then
1432 find_id
:= Random(Length(gCorpses
));
1434 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1435 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1436 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1437 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1440 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1441 FObj
.Y
+ PLAYER_RECT_CY
,
1442 FModel
.Name
, FModel
.Color
);
1446 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1450 if (gShells
= nil) or (Length(gShells
) = 0) then
1453 with gShells
[CurrentShell
] do
1459 if T
= SHELL_BULLET
then
1461 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1465 Obj
.Rect
.Width
:= 4;
1466 Obj
.Rect
.Height
:= 2;
1470 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1474 Obj
.Rect
.Width
:= 7;
1475 Obj
.Rect
.Height
:= 3;
1481 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1482 RAngle
:= Random(360);
1483 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1485 if CurrentShell
>= High(gShells
) then
1492 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1495 GibsArray
: TGibsArray
;
1497 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1499 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1502 for a
:= 0 to High(GibsArray
) do
1503 with gGibs
[CurrentGib
] do
1506 ID
:= GibsArray
[a
].ID
;
1507 MaskID
:= GibsArray
[a
].MaskID
;
1510 Obj
.Rect
:= GibsArray
[a
].Rect
;
1511 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1512 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1513 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1514 RAngle
:= Random(360);
1516 if gBloodCount
> 0 then
1517 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1518 Random(48), Random(48), 150, 0, 0);
1520 if CurrentGib
>= High(gGibs
) then
1527 procedure g_Player_UpdatePhysicalObjects();
1533 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1538 if T
= SHELL_BULLET
then
1539 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1541 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1546 if gGibs
<> nil then
1547 for i
:= 0 to High(gGibs
) do
1548 if gGibs
[i
].Live
then
1552 mr
:= g_Obj_Move(@Obj
, True, False, True);
1554 if WordBool(mr
and MOVE_FALLOUT
) then
1560 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1561 if WordBool(mr
and MOVE_HITWALL
) then
1562 Obj
.Vel
.X
:= -(vel
.X
div 2);
1563 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1564 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1566 if (Obj
.Vel
.X
>= 0) then
1568 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1569 if RAngle
>= 360 then
1570 RAngle
:= RAngle
mod 360;
1571 end else begin // Counter-clockwise
1572 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1574 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1577 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1578 if gTime
mod (GAME_TICK
*3) = 0 then
1579 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1583 if gCorpses
<> nil then
1584 for i
:= 0 to High(gCorpses
) do
1585 if gCorpses
[i
] <> nil then
1586 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1592 gCorpses
[i
].Update();
1595 if gShells
<> nil then
1596 for i
:= 0 to High(gShells
) do
1597 if gShells
[i
].Live
then
1601 mr
:= g_Obj_Move(@Obj
, True, False, True);
1603 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1609 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1610 if WordBool(mr
and MOVE_HITWALL
) then
1612 Obj
.Vel
.X
:= -(vel
.X
div 2);
1613 if not WordBool(mr
and MOVE_INWATER
) then
1614 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1616 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1618 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1619 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1620 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1622 if RAngle
mod 90 <> 0 then
1623 RAngle
:= (RAngle
div 90) * 90;
1625 else if not WordBool(mr
and MOVE_INWATER
) then
1626 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1629 if (Obj
.Vel
.X
>= 0) then
1631 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1632 if RAngle
>= 360 then
1633 RAngle
:= RAngle
mod 360;
1634 end else begin // Counter-clockwise
1635 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1637 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1642 procedure g_Player_DrawCorpses();
1647 if gGibs
<> nil then
1648 for i
:= 0 to High(gGibs
) do
1649 if gGibs
[i
].Live
then
1652 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1655 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1656 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1658 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1661 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1667 if gCorpses
<> nil then
1668 for i
:= 0 to High(gCorpses
) do
1669 if gCorpses
[i
] <> nil then
1673 procedure g_Player_DrawShells();
1678 if gShells
<> nil then
1679 for i
:= 0 to High(gShells
) do
1680 if gShells
[i
].Live
then
1683 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1689 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1693 procedure g_Player_RemoveAllCorpses();
1699 SetLength(gGibs
, MaxGibs
);
1700 SetLength(gShells
, MaxGibs
);
1704 if gCorpses
<> nil then
1705 for i
:= 0 to High(gCorpses
) do
1709 SetLength(gCorpses
, MaxCorpses
);
1712 procedure g_Player_Corpses_SaveState(var Mem
: TBinMemoryWriter
);
1717 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1719 if gCorpses
<> nil then
1720 for i
:= 0 to High(gCorpses
) do
1721 if gCorpses
[i
] <> nil then
1724 Mem
:= TBinMemoryWriter
.Create((count
+1) * 128);
1726 // Êîëè÷åñòâî òðóïîâ:
1727 Mem
.WriteInt(count
);
1733 for i
:= 0 to High(gCorpses
) do
1734 if gCorpses
[i
] <> nil then
1737 Mem
.WriteString(gCorpses
[i
].FModelName
);
1739 b
:= gCorpses
[i
].Mess
;
1740 Mem
.WriteBoolean(b
);
1741 // Ñîõðàíÿåì äàííûå òðóïà:
1742 gCorpses
[i
].SaveState(Mem
);
1746 procedure g_Player_Corpses_LoadState(var Mem
: TBinMemoryReader
);
1755 g_Player_RemoveAllCorpses();
1757 // Êîëè÷åñòâî òðóïîâ:
1760 if count
> Length(gCorpses
) then
1762 raise EBinSizeError
.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1769 for i
:= 0 to count
-1 do
1772 Mem
.ReadString(str
);
1776 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1777 // Çàãðóæàåì äàííûå òðóïà:
1778 gCorpses
[i
].LoadState(Mem
);
1784 procedure TPlayer
.BFGHit();
1786 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1787 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1788 if g_Game_IsServer
and g_Game_IsNet
then
1789 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1790 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1794 procedure TPlayer
.ChangeModel(ModelName
: string);
1796 Model
: TPlayerModel
;
1798 Model
:= g_PlayerModel_Get(ModelName
);
1799 if Model
= nil then Exit
;
1805 procedure TPlayer
.SetModel(ModelName
: string);
1809 m
:= g_PlayerModel_Get(ModelName
);
1812 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1813 m
:= g_PlayerModel_Get('doomer');
1816 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1821 if FModel
<> nil then
1826 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1827 FModel
.Color
:= FColor
1829 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1830 FModel
.SetWeapon(FCurrWeap
);
1831 FModel
.SetFlag(FFlag
);
1832 SetDirection(FDirection
);
1835 procedure TPlayer
.SetColor(Color
: TRGB
);
1838 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1839 if FModel
<> nil then FModel
.Color
:= Color
;
1842 procedure TPlayer
.SwitchTeam
;
1844 if g_Game_IsClient
then
1846 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
1848 if gGameOn
and FLive
then
1849 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
1851 if FTeam
= TEAM_RED
then
1853 ChangeTeam(TEAM_BLUE
);
1854 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
1855 if g_Game_IsNet
then
1856 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
1860 ChangeTeam(TEAM_RED
);
1861 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
1862 if g_Game_IsNet
then
1863 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
1865 FPreferredTeam
:= FTeam
;
1868 procedure TPlayer
.ChangeTeam(Team
: Byte);
1875 TEAM_RED
, TEAM_BLUE
:
1876 FModel
.Color
:= TEAMCOLOR
[Team
];
1878 FModel
.Color
:= FColor
;
1880 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
1881 MH_SEND_PlayerStats(FUID
);
1885 procedure TPlayer.CollideItem();
1890 if gItems = nil then Exit;
1891 if not FLive then Exit;
1893 for i := 0 to High(gItems) do
1896 if (ItemType <> ITEM_NONE) and Live then
1897 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1898 PLAYER_RECT.Height, @Obj) then
1900 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1902 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1903 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1904 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1905 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1906 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1908 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1909 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1910 (gGameSettings.GameType = GT_SINGLE) and
1911 (g_Player_GetCount() > 1)) then
1912 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1918 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
1920 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
1921 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
1925 constructor TPlayer
.Create();
1931 FSawSound
:= TPlayableSound
.Create();
1932 FSawSoundIdle
:= TPlayableSound
.Create();
1933 FSawSoundHit
:= TPlayableSound
.Create();
1934 FSawSoundSelect
:= TPlayableSound
.Create();
1935 FJetSoundFly
:= TPlayableSound
.Create();
1936 FJetSoundOn
:= TPlayableSound
.Create();
1937 FJetSoundOff
:= TPlayableSound
.Create();
1939 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
1940 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
1941 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
1942 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
1943 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
1944 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
1945 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
1947 FSpectatePlayer
:= -1;
1951 FSavedState
.WaitRecall
:= False;
1954 FActualModelName
:= 'doomer';
1957 FObj
.Rect
:= PLAYER_RECT
;
1959 FBFGFireCounter
:= -1;
1960 FJustTeleported
:= False;
1964 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
1968 if (not g_Game_IsClient
) and (not FLive
) then
1973 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
1974 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
1976 if not g_Game_IsClient
then
1979 if t
= HIT_TRAP
then
1981 // Ëîâóøêà óáèâàåò ñðàçó:
1983 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
1985 if t
= HIT_SELF
then
1989 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
1992 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
1993 FMegaRulez
[MR_SUIT
] := 0;
1994 FMegaRulez
[MR_INVUL
] := 0;
1995 FMegaRulez
[MR_INVIS
] := 0;
1999 // Íî îò îñòàëüíîãî ñïàñàåò:
2000 if FMegaRulez
[MR_INVUL
] >= gTime
then
2007 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2008 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2009 (SpawnerUID
= FUID
) or
2010 (not SameTeam(FUID
, SpawnerUID
)) then
2012 FLastSpawnerUID
:= SpawnerUID
;
2014 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2015 if gBloodCount
> 0 then
2017 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2018 if value
div 4 <= c
then
2019 c
:= c
- (value
div 4)
2023 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2027 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2028 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2031 if t
= HIT_WATER
then
2032 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2033 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2038 Inc(FDamageBuffer
, value
);
2042 FPain
:= FPain
+ value
;
2045 if g_Game_IsServer
and g_Game_IsNet
then
2047 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2048 MH_SEND_PlayerStats(FUID
);
2049 MH_SEND_PlayerPos(False, FUID
);
2053 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2056 if g_Game_IsClient
then
2061 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2063 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2066 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2068 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2072 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2073 MH_SEND_PlayerStats(FUID
);
2076 destructor TPlayer
.Destroy();
2078 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2080 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2084 FSawSoundIdle
.Free();
2085 FSawSoundHit
.Free();
2086 FJetSoundFly
.Free();
2088 FJetSoundOff
.Free();
2094 procedure TPlayer
.DrawBubble();
2096 bubX
, bubY
: Integer;
2099 Rw
, Gw
, Bw
: SmallInt;
2102 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= D_LEFT
, -4, 18);
2103 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2111 1: // simple textual non-bubble
2113 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2114 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2115 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2118 2: // advanced pixel-perfect bubble
2120 if FTeam
= TEAM_RED
then
2123 if FTeam
= TEAM_BLUE
then
2126 3: // colored bubble
2128 Rb
:= FModel
.Color
.R
;
2129 Gb
:= FModel
.Color
.G
;
2130 Bb
:= FModel
.Color
.B
;
2131 Rw
:= Min(Rb
* 2 + 64, 255);
2132 Gw
:= Min(Gb
* 2 + 64, 255);
2133 Bw
:= Min(Bb
* 2 + 64, 255);
2134 if (Abs(Rw
- Rb
) < 32)
2135 or (Abs(Gw
- Gb
) < 32)
2136 or (Abs(Bw
- Bb
) < 32) then
2138 Rb
:= Max(Rw
div 2 - 16, 0);
2139 Gb
:= Max(Gw
div 2 - 16, 0);
2140 Bb
:= Max(Bw
div 2 - 16, 0);
2143 4: // custom textured bubble
2145 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2146 if FDirection
= D_RIGHT
then
2147 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2149 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, M_HORIZONTAL
);
2155 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2156 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2158 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2161 Dot
:= IfThen(FDirection
= D_LEFT
, 14, 5);
2162 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2163 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
);
2164 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
);
2165 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
);
2166 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
);
2170 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2171 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2172 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2175 procedure TPlayer
.Draw();
2182 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2183 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2185 e_GetTextureSize(ID
, @w
, @h
);
2186 if FDirection
= D_LEFT
then
2187 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2188 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7, 0, True, False)
2190 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2191 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7, 0, True, False);
2194 if FMegaRulez
[MR_INVIS
] > gTime
then
2196 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2197 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2198 FModel
.Draw(FObj
.X
, FObj
.Y
, 200)
2200 FModel
.Draw(FObj
.X
, FObj
.Y
, 254);
2203 FModel
.Draw(FObj
.X
, FObj
.Y
);
2206 if g_debug_Frames
then
2208 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2210 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2211 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2215 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2217 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2218 if gAimLine
and Live
and
2219 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2223 procedure TPlayer
.DrawAim();
2225 wx
, wy
, xx
, yy
: Integer;
2229 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= D_LEFT
, 7, -7);
2230 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2239 1: begin // Chainsaw
2246 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2247 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2248 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2249 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2254 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2255 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2256 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2257 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2259 4: begin // Double Shotgun
2262 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2263 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2264 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2265 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2267 5: begin // Chaingun
2270 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2271 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2272 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2273 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2275 6: begin // Rocket Launcher
2278 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2279 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2280 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2281 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2283 7: begin // Plasmagun
2286 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2287 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2288 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2289 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2294 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2295 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2296 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2297 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2299 9: begin // Super Chaingun
2302 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2303 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2304 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2305 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2308 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2309 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2310 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2313 procedure TPlayer
.DrawGUI();
2316 X
, Y
, SY
, a
, p
, m
: Integer;
2320 stat
: TPlayerStatArray
;
2322 X
:= gPlayerScreenSize
.X
;
2323 SY
:= gPlayerScreenSize
.Y
;
2326 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2328 if gGameSettings
.GameMode
= GM_CTF
then
2332 if gGameSettings
.GameMode
= GM_CTF
then
2334 s
:= 'TEXTURE_PLAYER_REDFLAG';
2335 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2336 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2337 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2338 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2339 if g_Texture_Get(s
, ID
) then
2340 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2343 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2344 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2345 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2347 if gGameSettings
.GameMode
= GM_CTF
then
2349 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2350 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2351 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2352 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2353 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2354 if g_Texture_Get(s
, ID
) then
2355 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2358 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2359 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2360 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2363 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2364 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2367 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2368 e_Draw(ID
, X
+2, Y
, 0, True, False);
2370 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2374 s
:= IntToStr(Frags
);
2375 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2376 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2381 stat
:= g_Player_GetStats();
2386 for a
:= 0 to High(stat
) do
2387 if stat
[a
].Name
<> Name
then
2389 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2390 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2394 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2395 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2396 s
:= s
+IntToStr(Abs(Frags
-m
));
2398 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2399 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2402 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2404 s
:= IntToStr(Lives
);
2405 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2406 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2410 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2411 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2413 if R_BERSERK
in FRulez
then
2414 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2416 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2418 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2419 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2421 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2422 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2423 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2425 s
:= IntToStr(FArmor
);
2426 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2427 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2429 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2435 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2440 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2442 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2443 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2444 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2445 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2446 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2447 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2448 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2449 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2452 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2453 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2454 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2456 if R_KEY_RED
in FRulez
then
2457 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2459 if R_KEY_GREEN
in FRulez
then
2460 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2462 if R_KEY_BLUE
in FRulez
then
2463 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2465 if FJetFuel
> 0 then
2467 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2468 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2469 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2470 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2471 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2472 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2476 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2477 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2478 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2481 if gShowPing
and g_Game_IsClient
then
2483 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2484 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2490 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2491 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2492 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2495 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2496 s
:= _lc
[I_PLAYER_SPECT4
];
2497 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2498 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2499 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2505 procedure TPlayer
.DrawRulez();
2509 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2510 if FMegaRulez
[MR_INVUL
] >= gTime
then
2512 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2513 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2518 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2519 191, 191, 191, 0, B_INVERT
);
2522 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2523 if FMegaRulez
[MR_SUIT
] >= gTime
then
2525 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2526 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2531 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2532 0, 96, 0, 200, B_NONE
);
2535 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2536 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2538 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2539 255, 0, 0, 200, B_NONE
);
2543 procedure TPlayer
.DrawPain();
2547 if FPain
= 0 then Exit
;
2551 if a
< 15 then h
:= 0
2552 else if a
< 35 then h
:= 1
2553 else if a
< 55 then h
:= 2
2554 else if a
< 75 then h
:= 3
2555 else if a
< 95 then h
:= 4
2558 //if a > 255 then a := 255;
2560 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2561 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2564 procedure TPlayer
.DrawPickup();
2568 if FPickup
= 0 then Exit
;
2572 if a
< 15 then h
:= 1
2573 else if a
< 35 then h
:= 2
2574 else if a
< 55 then h
:= 3
2575 else if a
< 75 then h
:= 4
2578 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2581 procedure TPlayer
.Fire();
2583 f
, DidFire
: Boolean;
2584 wx
, wy
, xd
, yd
: Integer;
2587 if g_Game_IsClient
then Exit
;
2588 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2589 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2597 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2602 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2603 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2604 xd
:= wx
+IfThen(FDirection
= D_LEFT
, -30, 30);
2605 yd
:= wy
+firediry();
2610 if R_BERSERK
in FRulez
then
2612 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2613 obj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2614 obj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2617 obj
.rect
.Width
:= 39;
2618 obj
.rect
.Height
:= 52;
2619 obj
.Vel
.X
:= (xd
-wx
) div 2;
2620 obj
.Vel
.Y
:= (yd
-wy
) div 2;
2621 obj
.Accel
.X
:= xd
-wx
;
2622 obj
.Accel
.y
:= yd
-wy
;
2624 if g_Weapon_Hit(@obj
, 50, FUID
, HIT_SOME
) <> 0 then
2625 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2627 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2631 FPain
:= min(FPain
+ 25, 50);
2632 end else g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2635 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2640 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2641 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2643 FSawSoundSelect
.Stop();
2645 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2647 else if not FSawSoundHit
.IsPlaying() then
2649 FSawSoundSelect
.Stop();
2650 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2653 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2659 if FAmmo
[A_BULLETS
] > 0 then
2661 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2662 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2663 Dec(FAmmo
[A_BULLETS
]);
2664 FFireAngle
:= FAngle
;
2667 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2668 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2672 if FAmmo
[A_SHELLS
] > 0 then
2674 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2675 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2676 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2677 Dec(FAmmo
[A_SHELLS
]);
2678 FFireAngle
:= FAngle
;
2682 FShellType
:= SHELL_SHELL
;
2686 if FAmmo
[A_SHELLS
] >= 2 then
2688 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2689 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2690 Dec(FAmmo
[A_SHELLS
], 2);
2691 FFireAngle
:= FAngle
;
2695 FShellType
:= SHELL_DBLSHELL
;
2699 if FAmmo
[A_BULLETS
] > 0 then
2701 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2702 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2703 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2704 Dec(FAmmo
[A_BULLETS
]);
2705 FFireAngle
:= FAngle
;
2708 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2709 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2712 WEAPON_ROCKETLAUNCHER
:
2713 if FAmmo
[A_ROCKETS
] > 0 then
2715 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2716 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2717 Dec(FAmmo
[A_ROCKETS
]);
2718 FFireAngle
:= FAngle
;
2724 if FAmmo
[A_CELLS
] > 0 then
2726 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2727 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2728 Dec(FAmmo
[A_CELLS
]);
2729 FFireAngle
:= FAngle
;
2735 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2737 FBFGFireCounter
:= 17;
2738 if not FNoReload
then
2739 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
2740 Dec(FAmmo
[A_CELLS
], 40);
2744 WEAPON_SUPERPULEMET
:
2745 if FAmmo
[A_SHELLS
] > 0 then
2747 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2748 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2749 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2750 Dec(FAmmo
[A_SHELLS
]);
2751 FFireAngle
:= FAngle
;
2754 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2755 GameVelX
, GameVelY
-2, SHELL_SHELL
);
2759 if g_Game_IsNet
then
2763 if FCurrWeap
<> WEAPON_BFG
then
2764 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
2766 if not FNoReload
then
2767 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
2770 MH_SEND_PlayerStats(FUID
);
2775 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
2776 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
2777 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
2780 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
2783 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
2784 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
2785 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
2786 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
2791 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
2793 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
2794 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
2795 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
2798 procedure TPlayer
.JetpackOn
;
2802 FJetSoundOn
.SetPosition(0);
2803 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2807 procedure TPlayer
.JetpackOff
;
2811 FJetSoundOff
.SetPosition(0);
2812 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2815 procedure TPlayer
.Jump();
2817 if gFly
or FJetpack
then
2819 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2820 if FObj
.Vel
.Y
> -VEL_FLY
then
2821 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
2824 if FJetFuel
> 0 then
2826 if (FJetFuel
< 1) and g_Game_IsServer
then
2830 if g_Game_IsNet
then
2831 MH_SEND_PlayerStats(FUID
);
2837 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2839 FCanJetpack
:= False;
2841 // Ïðûãàåì èëè âñïëûâàåì:
2842 if (CollideLevel(0, 1) or
2843 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
2844 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
2845 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2847 FObj
.Vel
.Y
:= -VEL_JUMP
;
2848 FCanJetpack
:= False;
2852 if BodyInLiquid(0, 0) then
2853 FObj
.Vel
.Y
:= -VEL_SW
2854 else if (FJetFuel
> 0) and FCanJetpack
and
2855 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
2859 if g_Game_IsNet
then
2860 MH_SEND_PlayerStats(FUID
);
2865 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
2867 a
, i
, k
, ab
, ar
: Byte;
2871 srv
, netsrv
: Boolean;
2876 procedure PushItem(t
: Byte);
2880 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
2881 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
2882 g_Obj_Push(@gItems
[id
].Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
2883 (FObj
.Vel
.Y
div 2)-Random(9))
2885 if KillType
= K_HARDKILL
then // -5..+5; -5..0
2886 g_Obj_Push(@gItems
[id
].Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
2887 (FObj
.Vel
.Y
div 2)-Random(6))
2888 else // -3..+3; -3..0
2889 g_Obj_Push(@gItems
[id
].Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
2890 (FObj
.Vel
.Y
div 2)-Random(4));
2892 if g_Game_IsNet
and g_Game_IsServer
then
2893 MH_SEND_ItemSpawn(True, id
);
2897 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
2898 Srv
:= g_Game_IsServer
;
2899 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
2900 if Srv
then FDeath
:= FDeath
+ 1;
2905 if not FPhysics
then
2911 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2913 if FLives
> 0 then FLives
:= FLives
- 1;
2914 if FLives
= 0 then FNoRespawn
:= True;
2917 // Íîìåð òèïà ñìåðòè:
2920 K_SIMPLEKILL
: a
:= 1;
2922 K_EXTRAHARDKILL
: a
:= 3;
2927 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
2929 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
2936 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
2938 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
2939 K_EXTRAHARDKILL
, K_FALLKILL
:
2940 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
2943 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2947 K_HARDKILL
, K_EXTRAHARDKILL
:
2951 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2952 if (KillType
<> K_FALLKILL
) and (Srv
) then
2953 g_Monsters_killedp();
2955 if SpawnerUID
= FUID
then
2957 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
2962 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
2965 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
2966 begin // Óáèò äðóãèì èãðîêîì
2967 KP
:= g_Player_Get(SpawnerUID
);
2968 if (KP
<> nil) and Srv
then
2970 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
2971 if SameTeam(FUID
, SpawnerUID
) then
2981 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
2982 Inc(gTeamStat
[KP
.Team
].Goals
,
2983 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
2985 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
2988 plr
:= g_Player_Get(SpawnerUID
);
2996 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3000 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3004 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3009 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3010 begin // Óáèò ìîíñòðîì
3011 mon
:= g_Monsters_Get(SpawnerUID
);
3015 s
:= g_Monsters_GetKilledBy(mon
.MonsterType
);
3019 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3023 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3027 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3032 else // Îñîáûå òèïû ñìåðòè
3035 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3036 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3037 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3038 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3039 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3040 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3046 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
3050 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3051 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3052 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3053 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3054 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3055 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3056 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3057 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3066 if R_ITEM_BACKPACK
in FRulez
then
3067 PushItem(ITEM_AMMO_BACKPACK
);
3069 // Âûáðîñ ðàêåòíîãî ðàíöà:
3070 if FJetFuel
> 0 then
3071 PushItem(ITEM_JETPACK
);
3074 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3076 if R_KEY_RED
in FRulez
then
3077 PushItem(ITEM_KEY_RED
);
3079 if R_KEY_GREEN
in FRulez
then
3080 PushItem(ITEM_KEY_GREEN
);
3082 if R_KEY_BLUE
in FRulez
then
3083 PushItem(ITEM_KEY_BLUE
);
3090 g_Player_CreateCorpse(Self
);
3092 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3093 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3099 for i
:= Low(gPlayers
) to High(gPlayers
) do
3101 if gPlayers
[i
] = nil then continue
;
3102 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3105 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3106 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3111 OldLR
:= gLMSRespawn
;
3112 if (gGameSettings
.GameMode
= GM_COOP
) then
3116 // everyone is dead, restart the map
3117 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3119 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3120 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3121 gLMSRespawnTime
:= gTime
+ 5000;
3123 else if (a
= 1) then
3125 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3126 if (gPlayers
[k
] = gPlayer1
) or
3127 (gPlayers
[k
] = gPlayer2
) then
3128 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3129 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3130 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3133 else if (gGameSettings
.GameMode
= GM_TDM
) then
3135 if (ab
= 0) and (ar
<> 0) then
3138 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3140 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3141 Inc(gTeamStat
[TEAM_RED
].Goals
);
3142 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3143 gLMSRespawnTime
:= gTime
+ 5000;
3145 else if (ar
= 0) and (ab
<> 0) then
3148 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3150 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3151 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3152 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3153 gLMSRespawnTime
:= gTime
+ 5000;
3155 else if (ar
= 0) and (ab
= 0) then
3158 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3160 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3161 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3162 gLMSRespawnTime
:= gTime
+ 5000;
3165 else if (gGameSettings
.GameMode
= GM_DM
) then
3169 if gPlayers
[k
] <> nil then
3172 // survivor is the winner
3173 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3175 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3178 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3179 gLMSRespawnTime
:= gTime
+ 5000;
3181 else if (a
= 0) then
3183 // everyone is dead, restart the map
3184 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3186 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3187 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3188 gLMSRespawnTime
:= gTime
+ 5000;
3191 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3193 if NetMode
= NET_SERVER
then
3194 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3196 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3202 MH_SEND_PlayerStats(FUID
);
3203 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3204 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3207 if srv
and FNoRespawn
then Spectate(True);
3208 FWantsInGame
:= True;
3211 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3213 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3214 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3217 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3219 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3220 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3223 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3225 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3226 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3227 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3229 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3230 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3231 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3235 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3237 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3238 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3239 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3243 procedure TPlayer
.NextWeapon();
3248 if g_Game_IsClient
then Exit
;
3249 if FBFGFireCounter
<> -1 then Exit
;
3251 if FTime
[T_SWITCH
] > gTime
then Exit
;
3253 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
3254 if FReloading
[i
] > 0 then Exit
;
3258 for i
:= FCurrWeap
+1 to WEAPON_SUPERPULEMET
do
3267 for i
:= WEAPON_KASTET
to FCurrWeap
-1 do
3274 FTime
[T_SWITCH
] := gTime
+156;
3276 if FCurrWeap
= WEAPON_SAW
then
3277 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3279 FModel
.SetWeapon(FCurrWeap
);
3281 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3284 procedure TPlayer
.PrevWeapon();
3289 if g_Game_IsClient
then Exit
;
3290 if FBFGFireCounter
<> -1 then Exit
;
3292 if FTime
[T_SWITCH
] > gTime
then Exit
;
3294 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
3295 if FReloading
[i
] > 0 then Exit
;
3299 if FCurrWeap
> 0 then
3300 for i
:= FCurrWeap
-1 downto WEAPON_KASTET
do
3309 for i
:= WEAPON_SUPERPULEMET
downto FCurrWeap
+1 do
3316 FTime
[T_SWITCH
] := gTime
+156;
3318 if FCurrWeap
= WEAPON_SAW
then
3319 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3321 FModel
.SetWeapon(FCurrWeap
);
3323 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3326 procedure TPlayer
.SetWeapon(W
: Byte);
3328 if FCurrWeap
<> W
then
3329 if W
= WEAPON_SAW
then
3330 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3333 FModel
.SetWeapon(CurrWeap
);
3336 function TPlayer
.PickItem(ItemType
: Byte; respawn
: Boolean; var remove
: Boolean): Boolean;
3341 if g_Game_IsClient
then Exit
;
3343 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3344 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and respawn
;
3349 if FHealth
< PLAYER_HP_SOFT
then
3351 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3354 if gFlash
= 2 then Inc(FPickup
, 5);
3358 if FHealth
< PLAYER_HP_SOFT
then
3360 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3363 if gFlash
= 2 then Inc(FPickup
, 5);
3367 if FArmor
< PLAYER_AP_SOFT
then
3369 FArmor
:= PLAYER_AP_SOFT
;
3372 if gFlash
= 2 then Inc(FPickup
, 5);
3376 if FArmor
< PLAYER_AP_LIMIT
then
3378 FArmor
:= PLAYER_AP_LIMIT
;
3381 if gFlash
= 2 then Inc(FPickup
, 5);
3385 if FHealth
< PLAYER_HP_LIMIT
then
3387 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3390 if gFlash
= 2 then Inc(FPickup
, 5);
3394 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3396 if FHealth
< PLAYER_HP_LIMIT
then
3397 FHealth
:= PLAYER_HP_LIMIT
;
3398 if FArmor
< PLAYER_AP_LIMIT
then
3399 FArmor
:= PLAYER_AP_LIMIT
;
3402 if gFlash
= 2 then Inc(FPickup
, 5);
3406 if (not FWeapon
[WEAPON_SAW
]) or ((not respawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3408 FWeapon
[WEAPON_SAW
] := True;
3410 if gFlash
= 2 then Inc(FPickup
, 5);
3411 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3414 ITEM_WEAPON_SHOTGUN1
:
3415 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3417 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3418 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3420 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3421 FWeapon
[WEAPON_SHOTGUN1
] := True;
3423 if gFlash
= 2 then Inc(FPickup
, 5);
3424 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3427 ITEM_WEAPON_SHOTGUN2
:
3428 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3430 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3432 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3433 FWeapon
[WEAPON_SHOTGUN2
] := True;
3435 if gFlash
= 2 then Inc(FPickup
, 5);
3436 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3439 ITEM_WEAPON_CHAINGUN
:
3440 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3442 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3444 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3445 FWeapon
[WEAPON_CHAINGUN
] := True;
3447 if gFlash
= 2 then Inc(FPickup
, 5);
3448 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3451 ITEM_WEAPON_ROCKETLAUNCHER
:
3452 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3454 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3456 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3457 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3459 if gFlash
= 2 then Inc(FPickup
, 5);
3460 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3464 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3466 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3468 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3469 FWeapon
[WEAPON_PLASMA
] := True;
3471 if gFlash
= 2 then Inc(FPickup
, 5);
3472 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3476 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3478 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3480 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3481 FWeapon
[WEAPON_BFG
] := True;
3483 if gFlash
= 2 then Inc(FPickup
, 5);
3484 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3487 ITEM_WEAPON_SUPERPULEMET
:
3488 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3490 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3492 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3493 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3495 if gFlash
= 2 then Inc(FPickup
, 5);
3496 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3500 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3502 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3505 if gFlash
= 2 then Inc(FPickup
, 5);
3508 ITEM_AMMO_BULLETS_BOX
:
3509 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3511 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3514 if gFlash
= 2 then Inc(FPickup
, 5);
3518 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3520 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3523 if gFlash
= 2 then Inc(FPickup
, 5);
3526 ITEM_AMMO_SHELLS_BOX
:
3527 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3529 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3532 if gFlash
= 2 then Inc(FPickup
, 5);
3536 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3538 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3541 if gFlash
= 2 then Inc(FPickup
, 5);
3544 ITEM_AMMO_ROCKET_BOX
:
3545 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3547 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3550 if gFlash
= 2 then Inc(FPickup
, 5);
3554 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3556 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3559 if gFlash
= 2 then Inc(FPickup
, 5);
3563 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3565 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3568 if gFlash
= 2 then Inc(FPickup
, 5);
3572 if not(R_ITEM_BACKPACK
in FRulez
) or
3573 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3574 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3575 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3576 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) then
3578 FMaxAmmo
[A_BULLETS
] := 400;
3579 FMaxAmmo
[A_SHELLS
] := 100;
3580 FMaxAmmo
[A_ROCKETS
] := 100;
3581 FMaxAmmo
[A_CELLS
] := 600;
3583 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3584 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3585 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3586 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3587 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3588 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3589 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3590 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3592 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3595 if gFlash
= 2 then Inc(FPickup
, 5);
3599 if not(R_KEY_RED
in FRulez
) then
3601 Include(FRulez
, R_KEY_RED
);
3603 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3604 if gFlash
= 2 then Inc(FPickup
, 5);
3605 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3609 if not(R_KEY_GREEN
in FRulez
) then
3611 Include(FRulez
, R_KEY_GREEN
);
3613 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3614 if gFlash
= 2 then Inc(FPickup
, 5);
3615 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3619 if not(R_KEY_BLUE
in FRulez
) then
3621 Include(FRulez
, R_KEY_BLUE
);
3623 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3624 if gFlash
= 2 then Inc(FPickup
, 5);
3625 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3629 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
3631 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
3634 if gFlash
= 2 then Inc(FPickup
, 5);
3638 if FAir
< AIR_MAX
then
3643 if gFlash
= 2 then Inc(FPickup
, 5);
3648 if not (R_BERSERK
in FRulez
) then
3650 Include(FRulez
, R_BERSERK
);
3651 if FBFGFireCounter
= -1 then
3653 FCurrWeap
:= WEAPON_KASTET
;
3654 FModel
.SetWeapon(WEAPON_KASTET
);
3658 if gFlash
= 2 then Inc(FPickup
, 5);
3659 FBerserk
:= gTime
+30000;
3663 if FHealth
< PLAYER_HP_SOFT
then
3665 FHealth
:= PLAYER_HP_SOFT
;
3666 FBerserk
:= gTime
+30000;
3673 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
3675 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
3678 if gFlash
= 2 then Inc(FPickup
, 5);
3682 if FHealth
< PLAYER_HP_LIMIT
then
3684 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
3687 if gFlash
= 2 then Inc(FPickup
, 5);
3691 if FArmor
< PLAYER_AP_LIMIT
then
3693 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
3696 if gFlash
= 2 then Inc(FPickup
, 5);
3700 if FJetFuel
< JET_MAX
then
3702 FJetFuel
:= JET_MAX
;
3705 if gFlash
= 2 then Inc(FPickup
, 5);
3709 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
3711 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
3714 if gFlash
= 2 then Inc(FPickup
, 5);
3719 procedure TPlayer
.Touch();
3723 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3726 // Áðîñèòü ôëàã òîâàðèùó:
3727 if gGameSettings
.GameMode
= GM_CTF
then
3732 procedure TPlayer
.Push(vx
, vy
: Integer);
3734 if (not FPhysics
) and FGhost
then
3736 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
3737 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
3738 if g_Game_IsNet
and g_Game_IsServer
then
3739 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
3742 procedure TPlayer
.Reset(Force
: Boolean);
3748 FTime
[T_RESPAWN
] := 0;
3749 FTime
[T_FLAGCAP
] := 0;
3762 FSpectator
:= False;
3765 FSpectatePlayer
:= -1;
3766 FNoRespawn
:= False;
3768 FLives
:= gGameSettings
.MaxLives
;
3773 procedure TPlayer
.SoftReset();
3779 FBFGFireCounter
:= -1;
3787 SetAction(A_STAND
, True);
3790 function TPlayer
.GetRespawnPoint(): Byte;
3795 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3797 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3798 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
3800 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
3802 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3803 if Self
= gPlayer1
then
3804 c
:= RESPAWNPOINT_PLAYER1
3806 c
:= RESPAWNPOINT_PLAYER2
;
3807 if g_Map_GetPointCount(c
) > 0 then
3813 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3814 if Self
= gPlayer1
then
3815 c
:= RESPAWNPOINT_PLAYER2
3817 c
:= RESPAWNPOINT_PLAYER1
;
3818 if g_Map_GetPointCount(c
) > 0 then
3825 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3826 if Random(2) = 0 then
3827 c
:= RESPAWNPOINT_PLAYER1
3829 c
:= RESPAWNPOINT_PLAYER2
;
3830 if g_Map_GetPointCount(c
) > 0 then
3837 // Òî÷êà ëþáîé èç êîìàíä
3838 if Random(2) = 0 then
3839 c
:= RESPAWNPOINT_RED
3841 c
:= RESPAWNPOINT_BLUE
;
3842 if g_Map_GetPointCount(c
) > 0 then
3849 c
:= RESPAWNPOINT_DM
;
3850 if g_Map_GetPointCount(c
) > 0 then
3858 if gGameSettings
.GameMode
= GM_DM
then
3861 c
:= RESPAWNPOINT_DM
;
3862 if g_Map_GetPointCount(c
) > 0 then
3868 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3869 if Random(2) = 0 then
3870 c
:= RESPAWNPOINT_PLAYER1
3872 c
:= RESPAWNPOINT_PLAYER2
;
3873 if g_Map_GetPointCount(c
) > 0 then
3879 // Òî÷êà ëþáîé èç êîìàíä
3880 if Random(2) = 0 then
3881 c
:= RESPAWNPOINT_RED
3883 c
:= RESPAWNPOINT_BLUE
;
3884 if g_Map_GetPointCount(c
) > 0 then
3892 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
3894 // Òî÷êà ñâîåé êîìàíäû
3895 c
:= RESPAWNPOINT_DM
;
3896 if FTeam
= TEAM_RED
then
3897 c
:= RESPAWNPOINT_RED
;
3898 if FTeam
= TEAM_BLUE
then
3899 c
:= RESPAWNPOINT_BLUE
;
3900 if g_Map_GetPointCount(c
) > 0 then
3907 c
:= RESPAWNPOINT_DM
;
3908 if g_Map_GetPointCount(c
) > 0 then
3914 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3915 if Random(2) = 0 then
3916 c
:= RESPAWNPOINT_PLAYER1
3918 c
:= RESPAWNPOINT_PLAYER2
;
3919 if g_Map_GetPointCount(c
) > 0 then
3925 // Òî÷êà äðóãîé êîìàíäû
3926 c
:= RESPAWNPOINT_DM
;
3927 if FTeam
= TEAM_RED
then
3928 c
:= RESPAWNPOINT_BLUE
;
3929 if FTeam
= TEAM_BLUE
then
3930 c
:= RESPAWNPOINT_RED
;
3931 if g_Map_GetPointCount(c
) > 0 then
3939 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
3941 RespawnPoint
: TRespawnPoint
;
3946 if not g_Game_IsServer
then
3950 FWantsInGame
:= True;
3951 FJustTeleported
:= True;
3954 FTime
[T_RESPAWN
] := 0;
3958 // if server changes MaxLives we gotta be ready
3959 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
3961 // Åùå íåëüçÿ âîçðîäèòüñÿ:
3962 if FTime
[T_RESPAWN
] > gTime
then
3965 // Ïðîñðàë âñå æèçíè:
3968 if not FSpectator
then Spectate(True);
3969 FWantsInGame
:= True;
3973 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
3974 begin // "Ñâîÿ èãðà"
3975 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
3976 FRulez
:= FRulez
-[R_BERSERK
];
3978 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
3980 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
3981 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
3984 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
3985 c
:= GetRespawnPoint();
3990 // Âîñêðåøåíèå áåç îðóæèÿ:
3993 FHealth
:= PLAYER_HP_SOFT
;
3999 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
4001 FWeapon
[a
] := False;
4005 FWeapon
[WEAPON_PISTOL
] := True;
4006 FWeapon
[WEAPON_KASTET
] := True;
4007 FCurrWeap
:= WEAPON_PISTOL
;
4009 FModel
.SetWeapon(FCurrWeap
);
4011 for b
:= A_BULLETS
to A_CELLS
do
4014 FAmmo
[A_BULLETS
] := 50;
4016 FMaxAmmo
[A_BULLETS
] := 200;
4017 FMaxAmmo
[A_SHELLS
] := 50;
4018 FMaxAmmo
[A_ROCKETS
] := 50;
4019 FMaxAmmo
[A_CELLS
] := 300;
4021 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4022 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4027 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4028 if not g_Map_GetPoint(c
, RespawnPoint
) then
4030 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4034 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4035 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4036 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4042 FDirection
:= RespawnPoint
.Direction
;
4043 if FDirection
= D_LEFT
then
4049 FBFGFireCounter
:= -1;
4054 SetAction(A_STAND
, True);
4055 FModel
.Direction
:= FDirection
;
4057 for a
:= Low(FTime
) to High(FTime
) do
4060 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4065 FCanJetpack
:= False;
4067 // Àíèìàöèÿ âîçðîæäåíèÿ:
4068 if (not gLoadGameMode
) and (not Silent
) then
4069 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4071 Anim
:= TAnimation
.Create(ID
, False, 3);
4072 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4073 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4077 FSpectator
:= False;
4080 FSpectatePlayer
:= -1;
4083 if g_Game_IsNet
then
4085 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4086 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4088 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4089 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4094 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4097 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4098 else if (not NoMove
) then
4100 GameX
:= gMapInfo
.Width
div 2;
4101 GameY
:= gMapInfo
.Height
div 2;
4110 FWantsInGame
:= False;
4115 if Self
= gPlayer1
then
4120 if Self
= gPlayer2
then
4127 if g_Game_IsNet
then
4128 MH_SEND_PlayerStats(FUID
);
4131 procedure TPlayer
.SwitchNoClip
;
4135 FGhost
:= not FGhost
;
4136 FPhysics
:= not FGhost
;
4148 procedure TPlayer
.Run(Direction
: TDirection
);
4152 if MAX_RUNVEL
> 8 then
4156 if Direction
= D_LEFT
then
4158 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4159 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4162 if FObj
.Vel
.X
< MAX_RUNVEL
then
4163 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4165 // Âîçìîæíî, ïèíàåì êóñêè:
4166 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4168 b
:= Abs(FObj
.Vel
.X
);
4169 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4170 for a
:= 0 to High(gGibs
) do
4171 if gGibs
[a
].Live
and
4172 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4173 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4175 if FObj
.Vel
.X
< 0 then
4176 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4178 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4184 procedure TPlayer
.SeeDown();
4186 SetAction(A_SEEDOWN
);
4188 if FDirection
= D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4190 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4193 procedure TPlayer
.SeeUp();
4197 if FDirection
= D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4199 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4202 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4210 A_ATTACK
: Prior
:= 2;
4211 A_SEEUP
: Prior
:= 1;
4212 A_SEEDOWN
: Prior
:= 1;
4213 A_ATTACKUP
: Prior
:= 2;
4214 A_ATTACKDOWN
: Prior
:= 2;
4219 if (Prior
> FActionPrior
) or Force
then
4220 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4222 FActionPrior
:= Prior
;
4223 FActionAnim
:= Action
;
4224 FActionForce
:= Force
;
4225 FActionChanged
:= True;
4228 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4231 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4233 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4234 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4235 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4236 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4239 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4246 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4248 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4249 if g_Game_IsServer
and g_Game_IsNet
then
4250 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4254 FJustTeleported
:= True;
4259 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4261 Anim
:= TAnimation
.Create(ID
, False, 3);
4264 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4265 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4266 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4267 if g_Game_IsServer
and g_Game_IsNet
then
4268 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4269 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4273 FObj
.X
:= X
-PLAYER_RECT
.X
;
4274 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4275 if FLive
and FGhost
then
4281 if not g_Game_IsNet
then
4285 SetDirection(D_LEFT
);
4291 SetDirection(D_RIGHT
);
4297 if FDirection
= D_RIGHT
then
4299 SetDirection(D_LEFT
);
4304 SetDirection(D_RIGHT
);
4310 if not silent
and (Anim
<> nil) then
4312 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4313 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4316 if g_Game_IsServer
and g_Game_IsNet
then
4317 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4318 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4325 function nonz(a
: Single): Single;
4333 procedure TPlayer
.Update();
4336 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4337 blockmon
, headwater
, dospawn
: Boolean;
4342 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4343 AnyServer
:= g_Game_IsServer
;
4345 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4346 DoLerp(NetInterpLevel
+ 1)
4352 if FClientID
>= 0 then
4354 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4355 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4356 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4365 if FLive
and (gFly
or FJetpack
) then
4368 if FDirection
= D_LEFT
then
4373 if FLive
and (not FGhost
) then
4375 if FKeys
[KEY_UP
].Pressed
then
4377 if FKeys
[KEY_DOWN
].Pressed
then
4381 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4384 i
:= g_basic
.Sign(FIncCam
);
4385 FIncCam
:= Abs(FIncCam
);
4386 DecMin(FIncCam
, 5, 0);
4387 FIncCam
:= FIncCam
*i
;
4390 if gTime
mod (GAME_TICK
*2) <> 0 then
4392 if (FObj
.Vel
.X
= 0) and FLive
then
4394 if FKeys
[KEY_LEFT
].Pressed
then
4396 if FKeys
[KEY_RIGHT
].Pressed
then
4401 g_Obj_Move(@FObj
, True, True, True);
4406 FActionChanged
:= False;
4410 // Let alive player do some actions
4411 if FKeys
[KEY_LEFT
].Pressed
then Run(D_LEFT
);
4412 if FKeys
[KEY_RIGHT
].Pressed
then Run(D_RIGHT
);
4413 if FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
4414 if FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
4415 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
4416 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4417 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4420 if AnyServer
and FJetpack
then
4424 if NetServer
then MH_SEND_PlayerStats(FUID
);
4426 FCanJetpack
:= True;
4433 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4435 if FKeys
[k
].Pressed
then
4443 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4446 if (FTime
[T_RESPAWN
] <= gTime
) and
4447 gGameOn
and (not FLive
) then
4449 if (g_Player_GetCount() > 1) then
4453 gExit
:= EXIT_RESTART
;
4458 // Dead spectator actions
4461 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4462 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4466 if (FSpectatePlayer
>= High(gPlayers
)) then
4467 FSpectatePlayer
:= -1
4471 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4472 if gPlayers
[I
] <> nil then
4473 if gPlayers
[I
].Live
then
4474 if gPlayers
[I
].UID
<> FUID
then
4476 FSpectatePlayer
:= I
;
4481 if not SetSpect
then FSpectatePlayer
:= -1;
4492 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4494 FYTo
:= FObj
.Y
- 32;
4495 FSpectatePlayer
:= -1;
4497 if FKeys
[KEY_DOWN
].Pressed
then
4499 FYTo
:= FObj
.Y
+ 32;
4500 FSpectatePlayer
:= -1;
4502 if FKeys
[KEY_LEFT
].Pressed
then
4504 FXTo
:= FObj
.X
- 32;
4505 FSpectatePlayer
:= -1;
4507 if FKeys
[KEY_RIGHT
].Pressed
then
4509 FXTo
:= FObj
.X
+ 32;
4510 FSpectatePlayer
:= -1;
4513 if (FXTo
< -64) then
4515 else if (FXTo
> gMapInfo
.Width
+ 32) then
4516 FXTo
:= gMapInfo
.Width
+ 32;
4517 if (FYTo
< -72) then
4519 else if (FYTo
> gMapInfo
.Height
+ 32) then
4520 FYTo
:= gMapInfo
.Height
+ 32;
4524 g_Obj_Move(@FObj
, True, True, True)
4530 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4531 if gPlayers
[FSpectatePlayer
] <> nil then
4532 if gPlayers
[FSpectatePlayer
].Live
then
4534 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4535 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4539 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4540 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4541 PANEL_BLOCKMON
, True);
4542 headwater
:= HeadInLiquid(0, 0);
4544 // Ñîïðîòèâëåíèå âîçäóõà:
4545 if (not FLive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4546 if FObj
.Vel
.X
<> 0 then
4547 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4549 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4550 DecMin(FPain
, 5, 0);
4551 DecMin(FPickup
, 1, 0);
4553 if FLive
and (FObj
.Y
> gMapInfo
.Height
+128) and AnyServer
then
4555 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4556 FMegaRulez
[MR_SUIT
] := 0;
4557 FMegaRulez
[MR_INVUL
] := 0;
4558 FMegaRulez
[MR_INVIS
] := 0;
4559 Kill(K_FALLKILL
, 0, HIT_FALL
);
4566 if FCurrWeap
= WEAPON_SAW
then
4567 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
4568 FSawSoundSelect
.IsPlaying()) then
4569 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
4572 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
4573 (not FJetSoundOff
.IsPlaying()) then
4575 FJetSoundFly
.SetPosition(0);
4576 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
4579 for b
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
4580 if FReloading
[b
] > 0 then
4586 if FShellTimer
> -1 then
4587 if FShellTimer
= 0 then
4589 if FShellType
= SHELL_SHELL
then
4590 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4591 GameVelX
, GameVelY
-2, SHELL_SHELL
)
4592 else if FShellType
= SHELL_DBLSHELL
then
4594 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4595 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
4596 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4597 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
4600 end else Dec(FShellTimer
);
4602 if (FBFGFireCounter
> -1) then
4603 if FBFGFireCounter
= 0 then
4607 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
4608 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
4609 xd
:= wx
+IfThen(FDirection
= D_LEFT
, -30, 30);
4610 yd
:= wy
+firediry();
4611 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
4612 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
4613 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4614 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4615 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4618 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
4619 FBFGFireCounter
:= -1;
4622 FBFGFireCounter
:= 0
4624 Dec(FBFGFireCounter
);
4626 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
4628 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
4630 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
4633 if (headwater
or blockmon
) then
4639 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
4642 else if (FAir
mod 31 = 0) and not blockmon
then
4644 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
4645 if Random(2) = 0 then
4646 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
4648 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
4650 end else if FAir
< AIR_DEF
then
4653 if FDamageBuffer
> 0 then
4655 if FDamageBuffer
>= 9 then
4659 if FDamageBuffer
< 30 then i
:= 9
4660 else if FDamageBuffer
< 100 then i
:= 18
4664 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
4665 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
4666 FHealth
:= FHealth
-ii
;
4669 FHealth
:= FHealth
+FArmor
;
4674 if FHealth
<= 0 then
4675 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
4676 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
4677 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
4681 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
4682 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
4683 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
4684 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
4691 end; // if FLive then ...
4693 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
4695 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
4696 FModel
.GetCurrentAnimation
.MinLength
:= i
;
4697 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
4698 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
4700 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
4701 then SetAction(A_STAND
, True);
4703 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
4705 for b
:= Low(FKeys
) to High(FKeys
) do
4706 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
4709 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
4711 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4712 FObj
.Y
+PLAYER_RECT
.Y
,
4719 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
4721 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4722 FObj
.Y
+PLAYER_RECT
.Y
,
4726 Panel
.Width
, Panel
.Height
);
4729 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
4731 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
4732 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
4733 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
4734 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
4737 function g_Player_ValidName(Name
: string): Boolean;
4743 if gPlayers
= nil then Exit
;
4745 for a
:= 0 to High(gPlayers
) do
4746 if gPlayers
[a
] <> nil then
4747 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
4754 procedure TPlayer
.SetDirection(Direction
: TDirection
);
4758 d
:= FModel
.Direction
;
4760 FModel
.Direction
:= Direction
;
4761 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
4763 FDirection
:= Direction
;
4766 function TPlayer
.GetKeys(): Byte;
4770 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
4771 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
4772 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
4774 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
4775 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
4778 procedure TPlayer
.Use();
4782 if FTime
[T_USE
] > gTime
then Exit
;
4784 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
4785 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
4787 for a
:= 0 to High(gPlayers
) do
4788 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
4789 gPlayers
[a
].Live
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
4790 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4791 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
4793 gPlayers
[a
].Touch();
4794 if g_Game_IsNet
and g_Game_IsServer
then
4795 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
4798 FTime
[T_USE
] := gTime
+120;
4801 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
4805 WX
, WY
, XD
, YD
: Integer;
4816 if R_BERSERK
in FRulez
then
4818 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4819 obj
.X
:= FObj
.X
+FObj
.Rect
.X
;
4820 obj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
4823 obj
.rect
.Width
:= 39;
4824 obj
.rect
.Height
:= 52;
4825 obj
.Vel
.X
:= (xd
-wx
) div 2;
4826 obj
.Vel
.Y
:= (yd
-wy
) div 2;
4827 obj
.Accel
.X
:= xd
-wx
;
4828 obj
.Accel
.y
:= yd
-wy
;
4830 if g_Weapon_Hit(@obj
, 50, FUID
, HIT_SOME
) <> 0 then
4831 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
4833 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
4837 FPain
:= min(FPain
+ 25, 50);
4839 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
4844 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4845 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
4847 FSawSoundSelect
.Stop();
4849 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
4851 else if not FSawSoundHit
.IsPlaying() then
4853 FSawSoundSelect
.Stop();
4854 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
4861 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
4862 FFireAngle
:= FAngle
;
4864 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4865 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4870 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4871 FFireAngle
:= FAngle
;
4874 FShellType
:= SHELL_SHELL
;
4879 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
4880 FFireAngle
:= FAngle
;
4883 FShellType
:= SHELL_DBLSHELL
;
4888 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
4889 FFireAngle
:= FAngle
;
4891 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4892 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4895 WEAPON_ROCKETLAUNCHER
:
4897 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
4898 FFireAngle
:= FAngle
;
4904 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
4905 FFireAngle
:= FAngle
;
4911 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
4912 FFireAngle
:= FAngle
;
4916 WEAPON_SUPERPULEMET
:
4918 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4919 FFireAngle
:= FAngle
;
4921 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4922 GameVelX
, GameVelY
-2, SHELL_SHELL
);
4928 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4929 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4930 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4933 procedure TPlayer
.DoLerp(Level
: Integer = 2);
4935 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
4936 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
4939 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
4943 if NetInterpLevel
< 1 then
4953 AX
:= Abs(FXTo
- FObj
.X
);
4954 AY
:= Abs(FYTo
- FObj
.Y
);
4955 if (AX
> 32) or (AX
<= NetInterpLevel
) then
4957 if (AY
> 32) or (AY
<= NetInterpLevel
) then
4962 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
4964 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
4965 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
4966 PANEL_LIFTUP
, False) then Result
:= -1
4968 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
4969 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
4970 PANEL_LIFTDOWN
, False) then Result
:= 1
4974 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
4981 if Flag
= FLAG_NONE
then
4984 if not g_Game_IsServer
then Exit
;
4986 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
4987 if (Flag
= FTeam
) and
4988 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
4989 (FFlag
<> FLAG_NONE
) then
4991 if FFlag
= FLAG_RED
then
4992 s
:= _lc
[I_PLAYER_FLAG_RED
]
4994 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
4996 evtype
:= FLAG_STATE_SCORED
;
4998 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
4999 Insert('.', ts
, Length(ts
) + 1 - 3);
5000 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5002 g_Map_ResetFlag(FFlag
);
5003 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5005 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5008 if g_Game_IsNet
then
5010 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5014 gFlags
[FFlag
].CaptureTime
:= 0;
5019 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5020 if (Flag
= FTeam
) and
5021 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5023 if Flag
= FLAG_RED
then
5024 s
:= _lc
[I_PLAYER_FLAG_RED
]
5026 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5028 evtype
:= FLAG_STATE_RETURNED
;
5029 gFlags
[Flag
].CaptureTime
:= 0;
5031 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5033 g_Map_ResetFlag(Flag
);
5034 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5037 if g_Game_IsNet
then
5039 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5045 // Ïîäîáðàë ÷óæîé ôëàã:
5046 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5050 if Flag
= FLAG_RED
then
5051 s
:= _lc
[I_PLAYER_FLAG_RED
]
5053 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5055 evtype
:= FLAG_STATE_CAPTURED
;
5057 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5059 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5061 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5064 if g_Game_IsNet
then
5066 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5072 procedure TPlayer
.SetFlag(Flag
: Byte);
5075 if FModel
<> nil then
5076 FModel
.SetFlag(FFlag
);
5079 function TPlayer
.DropFlag(): Boolean;
5084 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5086 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5087 with gFlags
[FFlag
] do
5091 Direction
:= FDirection
;
5092 State
:= FLAG_STATE_DROPPED
;
5094 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5095 (FObj
.Vel
.Y
div 2)-2+Random(5));
5097 if FFlag
= FLAG_RED
then
5098 s
:= _lc
[I_PLAYER_FLAG_RED
]
5100 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5102 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5103 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5105 if g_Game_IsNet
then
5106 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5112 procedure TPlayer
.GetSecret();
5117 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5119 Assert(Key
<= High(FKeys
));
5121 FKeys
[Key
].Pressed
:= True;
5122 FKeys
[Key
].Time
:= Time
;
5125 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5127 Result
:= FKeys
[K
].Pressed
;
5130 procedure TPlayer
.ReleaseKeys();
5134 for a
:= Low(FKeys
) to High(FKeys
) do
5136 FKeys
[a
].Pressed
:= False;
5141 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5145 function TPlayer
.firediry(): Integer;
5147 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5148 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5152 procedure TPlayer
.RememberState();
5156 FSavedState
.Health
:= FHealth
;
5157 FSavedState
.Armor
:= FArmor
;
5158 FSavedState
.Air
:= FAir
;
5159 FSavedState
.JetFuel
:= FJetFuel
;
5160 FSavedState
.CurrWeap
:= FCurrWeap
;
5163 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5165 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5167 FSavedState
.Rulez
:= FRulez
;
5168 FSavedState
.WaitRecall
:= True;
5171 procedure TPlayer
.RecallState();
5175 if not FSavedState
.WaitRecall
then Exit
;
5177 FHealth
:= FSavedState
.Health
;
5178 FArmor
:= FSavedState
.Armor
;
5179 FAir
:= FSavedState
.Air
;
5180 FJetFuel
:= FSavedState
.JetFuel
;
5181 FCurrWeap
:= FSavedState
.CurrWeap
;
5184 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5186 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5188 FRulez
:= FSavedState
.Rulez
;
5189 FSavedState
.WaitRecall
:= False;
5191 if gGameSettings
.GameType
= GT_SERVER
then
5192 MH_SEND_PlayerStats(FUID
);
5195 procedure TPlayer
.SaveState(var Mem
: TBinMemoryWriter
);
5207 Mem
:= TBinMemoryWriter
.Create(i
);
5209 // Ñèãíàòóðà èãðîêà:
5210 sig
:= PLAYER_SIGNATURE
; // 'PLYR'
5211 Mem
.WriteDWORD(sig
);
5213 Mem
.WriteBoolean(FIamBot
);
5215 Mem
.WriteWord(FUID
);
5217 Mem
.WriteString(FName
, 32);
5219 Mem
.WriteByte(FTeam
);
5221 Mem
.WriteBoolean(FLive
);
5222 // Èçðàñõîäîâàë ëè âñå æèçíè:
5223 Mem
.WriteBoolean(FNoRespawn
);
5225 if FDirection
= D_LEFT
then
5231 Mem
.WriteInt(FHealth
);
5233 Mem
.WriteByte(FLives
);
5235 Mem
.WriteInt(FArmor
);
5239 Mem
.WriteInt(FJetFuel
);
5241 Mem
.WriteInt(FPain
);
5243 Mem
.WriteInt(FKills
);
5245 Mem
.WriteInt(FMonsterKills
);
5247 Mem
.WriteInt(FFrags
);
5249 Mem
.WriteByte(FFragCombo
);
5250 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5251 Mem
.WriteDWORD(FLastFrag
);
5253 Mem
.WriteInt(FDeath
);
5254 // Êàêîé ôëàã íåñåò:
5255 Mem
.WriteByte(FFlag
);
5257 Mem
.WriteInt(FSecrets
);
5259 Mem
.WriteByte(FCurrWeap
);
5260 // Âðåìÿ çàðÿäêè BFG:
5261 Mem
.WriteSmallInt(FBFGFireCounter
);
5263 Mem
.WriteInt(FDamageBuffer
);
5264 // Ïîñëåäíèé óäàðèâøèé:
5265 Mem
.WriteWord(FLastSpawnerUID
);
5266 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5267 Mem
.WriteByte(FLastHit
);
5269 Obj_SaveState(@FObj
, Mem
);
5270 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5271 for i
:= A_BULLETS
to A_CELLS
do
5272 Mem
.WriteWord(FAmmo
[i
]);
5273 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5274 for i
:= A_BULLETS
to A_CELLS
do
5275 Mem
.WriteWord(FMaxAmmo
[i
]);
5277 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
5278 Mem
.WriteBoolean(FWeapon
[i
]);
5279 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5280 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
5281 Mem
.WriteWord(FReloading
[i
]);
5283 if R_ITEM_BACKPACK
in FRulez
then
5288 // Íàëè÷èå êðàñíîãî êëþ÷à:
5289 if R_KEY_RED
in FRulez
then
5294 // Íàëè÷èå çåëåíîãî êëþ÷à:
5295 if R_KEY_GREEN
in FRulez
then
5300 // Íàëè÷èå ñèíåãî êëþ÷à:
5301 if R_KEY_BLUE
in FRulez
then
5306 // Íàëè÷èå áåðñåðêà:
5307 if R_BERSERK
in FRulez
then
5312 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5313 for i
:= MR_SUIT
to MR_MAX
do
5314 Mem
.WriteDWORD(FMegaRulez
[i
]);
5315 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5316 for i
:= T_RESPAWN
to T_FLAGCAP
do
5317 Mem
.WriteDWORD(FTime
[i
]);
5320 Mem
.WriteString(str
);
5330 procedure TPlayer
.LoadState(var Mem
: TBinMemoryReader
);
5340 // Ñèãíàòóðà èãðîêà:
5342 if sig
<> PLAYER_SIGNATURE
then // 'PLYR'
5344 raise EBinSizeError
.Create('TPlayer.LoadState: Wrong Player Signature');
5347 Mem
.ReadBoolean(FIamBot
);
5351 Mem
.ReadString(str
);
5352 if (Self
<> gPlayer1
) and (Self
<> gPlayer2
) then
5355 Mem
.ReadByte(FTeam
);
5357 Mem
.ReadBoolean(FLive
);
5358 // Èçðàñõîäîâàë ëè âñå æèçíè:
5359 Mem
.ReadBoolean(FNoRespawn
);
5363 FDirection
:= D_LEFT
5365 FDirection
:= D_RIGHT
;
5367 Mem
.ReadInt(FHealth
);
5369 Mem
.ReadByte(FLives
);
5371 Mem
.ReadInt(FArmor
);
5375 Mem
.ReadInt(FJetFuel
);
5379 Mem
.ReadInt(FKills
);
5381 Mem
.ReadInt(FMonsterKills
);
5383 Mem
.ReadInt(FFrags
);
5385 Mem
.ReadByte(FFragCombo
);
5386 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5387 Mem
.ReadDWORD(FLastFrag
);
5389 Mem
.ReadInt(FDeath
);
5390 // Êàêîé ôëàã íåñåò:
5391 Mem
.ReadByte(FFlag
);
5393 Mem
.ReadInt(FSecrets
);
5395 Mem
.ReadByte(FCurrWeap
);
5396 // Âðåìÿ çàðÿäêè BFG:
5397 Mem
.ReadSmallInt(FBFGFireCounter
);
5399 Mem
.ReadInt(FDamageBuffer
);
5400 // Ïîñëåäíèé óäàðèâøèé:
5401 Mem
.ReadWord(FLastSpawnerUID
);
5402 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5403 Mem
.ReadByte(FLastHit
);
5405 Obj_LoadState(@FObj
, Mem
);
5406 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5407 for i
:= A_BULLETS
to A_CELLS
do
5408 Mem
.ReadWord(FAmmo
[i
]);
5409 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5410 for i
:= A_BULLETS
to A_CELLS
do
5411 Mem
.ReadWord(FMaxAmmo
[i
]);
5413 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
5414 Mem
.ReadBoolean(FWeapon
[i
]);
5415 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5416 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
5417 Mem
.ReadWord(FReloading
[i
]);
5421 Include(FRulez
, R_ITEM_BACKPACK
);
5422 // Íàëè÷èå êðàñíîãî êëþ÷à:
5425 Include(FRulez
, R_KEY_RED
);
5426 // Íàëè÷èå çåëåíîãî êëþ÷à:
5429 Include(FRulez
, R_KEY_GREEN
);
5430 // Íàëè÷èå ñèíåãî êëþ÷à:
5433 Include(FRulez
, R_KEY_BLUE
);
5434 // Íàëè÷èå áåðñåðêà:
5437 Include(FRulez
, R_BERSERK
);
5438 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5439 for i
:= MR_SUIT
to MR_MAX
do
5440 Mem
.ReadDWORD(FMegaRulez
[i
]);
5441 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5442 for i
:= T_RESPAWN
to T_FLAGCAP
do
5443 Mem
.ReadDWORD(FTime
[i
]);
5445 Mem
.ReadString(str
);
5447 Mem
.ReadByte(FColor
.R
);
5448 Mem
.ReadByte(FColor
.G
);
5449 Mem
.ReadByte(FColor
.B
);
5450 if Self
= gPlayer1
then
5452 str
:= gPlayer1Settings
.Model
;
5453 FColor
:= gPlayer1Settings
.Color
;
5455 if Self
= gPlayer2
then
5457 str
:= gPlayer2Settings
.Model
;
5458 FColor
:= gPlayer2Settings
.Color
;
5460 // Îáíîâëÿåì ìîäåëü èãðîêà:
5462 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5463 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5465 FModel
.Color
:= FColor
;
5468 procedure TPlayer
.AllRulez(Health
: Boolean);
5474 FHealth
:= PLAYER_HP_LIMIT
;
5475 FArmor
:= PLAYER_AP_LIMIT
;
5479 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do FWeapon
[a
] := True;
5480 for a
:= A_BULLETS
to A_CELLS
do FAmmo
[a
] := 30000;
5481 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5484 procedure TPlayer
.RestoreHealthArmor();
5486 FHealth
:= PLAYER_HP_LIMIT
;
5487 FArmor
:= PLAYER_AP_LIMIT
;
5490 procedure TPlayer
.FragCombo();
5494 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5496 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5498 if FFragCombo
< 5 then
5500 Param
:= FUID
or (FFragCombo
shl 16);
5501 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5502 (FComboEvnt
<= High(gDelayedEvents
)) and
5503 gDelayedEvents
[FComboEvnt
].Pending
and
5504 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5505 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5507 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5508 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
5511 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
5519 procedure TPlayer
.GiveItem(ItemType
: Byte);
5523 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
5525 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
5529 if FAir
< AIR_MAX
then
5536 if not (R_BERSERK
in FRulez
) then
5538 Include(FRulez
, R_BERSERK
);
5539 if FBFGFireCounter
< 1 then
5541 FCurrWeap
:= WEAPON_KASTET
;
5542 FModel
.SetWeapon(WEAPON_KASTET
);
5546 FBerserk
:= gTime
+30000;
5548 if FHealth
< PLAYER_HP_SOFT
then
5550 FHealth
:= PLAYER_HP_SOFT
;
5551 FBerserk
:= gTime
+30000;
5556 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
5558 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
5562 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
5564 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
5568 if FJetFuel
< JET_MAX
then
5570 FJetFuel
:= JET_MAX
;
5576 if g_Game_IsNet
and g_Game_IsServer
then
5577 MH_SEND_PlayerStats(FUID
);
5580 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
5585 if (Random(5) = 1) and (Times
= 1) then
5588 if BodyInLiquid(0, 0) then
5590 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
5591 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
5592 if Random(2) = 0 then
5593 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5595 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5599 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
5601 for i
:= 1 to Times
do
5603 Anim
:= TAnimation
.Create(id
, False, 3);
5605 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
5606 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
5612 procedure TPlayer
.PauseSounds(Enable
: Boolean);
5614 FSawSound
.Pause(Enable
);
5615 FSawSoundIdle
.Pause(Enable
);
5616 FSawSoundHit
.Pause(Enable
);
5617 FSawSoundSelect
.Pause(Enable
);
5622 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
5627 FObj
.Rect
:= PLAYER_CORPSERECT
;
5628 FModelName
:= ModelName
;
5633 FState
:= CORPSE_STATE_MESS
;
5634 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
5638 FState
:= CORPSE_STATE_NORMAL
;
5639 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
5643 destructor TCorpse
.Destroy();
5650 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
5654 if FState
= CORPSE_STATE_REMOVEME
then
5657 FDamage
:= FDamage
+ Value
;
5659 if FDamage
> 150 then
5661 if FAnimation
<> nil then
5666 FState
:= CORPSE_STATE_REMOVEME
;
5668 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
5669 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
5670 FModelName
, FColor
);
5671 pm
:= g_PlayerModel_Get(FModelName
);
5672 pm
.PlaySound(MODELSOUND_DIE
, 3, FObj
.X
, FObj
.Y
);
5678 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
5679 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
5680 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
5681 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
5682 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
5687 procedure TCorpse
.Draw();
5689 if FState
= CORPSE_STATE_REMOVEME
then
5692 if FAnimation
<> nil then
5693 FAnimation
.Draw(FObj
.X
, FObj
.Y
, M_NONE
);
5695 if FAnimationMask
<> nil then
5698 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, M_NONE
);
5705 procedure TCorpse
.Update();
5709 if FState
= CORPSE_STATE_REMOVEME
then
5712 if gTime
mod (GAME_TICK
*2) <> 0 then
5714 g_Obj_Move(@FObj
, True, True, True);
5719 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5720 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5722 st
:= g_Obj_Move(@FObj
, True, True, True);
5724 if WordBool(st
and MOVE_FALLOUT
) then
5726 FState
:= CORPSE_STATE_REMOVEME
;
5730 if FAnimation
<> nil then
5731 FAnimation
.Update();
5732 if FAnimationMask
<> nil then
5733 FAnimationMask
.Update();
5736 procedure TCorpse
.SaveState(var Mem
: TBinMemoryWriter
);
5745 sig
:= CORPSE_SIGNATURE
; // 'CORP'
5746 Mem
.WriteDWORD(sig
);
5748 Mem
.WriteByte(FState
);
5749 // Íàêîïëåííûé óðîí:
5750 Mem
.WriteByte(FDamage
);
5752 Mem
.WriteByte(FColor
.R
);
5753 Mem
.WriteByte(FColor
.G
);
5754 Mem
.WriteByte(FColor
.B
);
5756 Obj_SaveState(@FObj
, Mem
);
5757 // Åñòü ëè àíèìàöèÿ:
5758 anim
:= FAnimation
<> nil;
5759 Mem
.WriteBoolean(anim
);
5760 // Åñëè åñòü - ñîõðàíÿåì:
5762 FAnimation
.SaveState(Mem
);
5763 // Åñòü ëè ìàñêà àíèìàöèè:
5764 anim
:= FAnimationMask
<> nil;
5765 Mem
.WriteBoolean(anim
);
5766 // Åñëè åñòü - ñîõðàíÿåì:
5768 FAnimationMask
.SaveState(Mem
);
5771 procedure TCorpse
.LoadState(var Mem
: TBinMemoryReader
);
5781 if sig
<> CORPSE_SIGNATURE
then // 'CORP'
5783 raise EBinSizeError
.Create('TCorpse.LoadState: Wrong Corpse Signature');
5786 Mem
.ReadByte(FState
);
5787 // Íàêîïëåííûé óðîí:
5788 Mem
.ReadByte(FDamage
);
5790 Mem
.ReadByte(FColor
.R
);
5791 Mem
.ReadByte(FColor
.G
);
5792 Mem
.ReadByte(FColor
.B
);
5794 Obj_LoadState(@FObj
, Mem
);
5795 // Åñòü ëè àíèìàöèÿ:
5796 Mem
.ReadBoolean(anim
);
5797 // Åñëè åñòü - çàãðóæàåì:
5800 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
5801 FAnimation
.LoadState(Mem
);
5803 // Åñòü ëè ìàñêà àíèìàöèè:
5804 Mem
.ReadBoolean(anim
);
5805 // Åñëè åñòü - çàãðóæàåì:
5808 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
5809 FAnimationMask
.LoadState(Mem
);
5815 constructor TBot
.Create();
5822 FSpectator
:= False;
5829 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
5831 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
5832 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
5833 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5837 destructor TBot
.Destroy();
5840 inherited Destroy();
5843 procedure TBot
.Draw();
5847 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
5848 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
5851 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
5853 inherited Respawn(Silent
, Force
);
5856 FSelectedWeapon
:= FCurrWeap
;
5860 procedure TBot
.UpdateCombat();
5873 TTargetRecord
= array of TTarget
;
5875 function Compare(a
, b
: TTarget
): Integer;
5877 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
5880 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
5882 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
5883 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
5885 if a
.Dist
> b
.Dist
then // B áëèæå
5887 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
5890 else // Ñòðàííî -> A
5895 a
, x1
, y1
, x2
, y2
: Integer;
5896 targets
: TTargetRecord
;
5898 Target
, BestTarget
: TTarget
;
5899 firew
, fireh
: Integer;
5903 vsPlayer
, vsMonster
, ok
: Boolean;
5905 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
5906 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
5908 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
5909 if FCurrWeap
<> FSelectedWeapon
then
5912 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
5913 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
5915 RemoveAIFlag('NEEDFIRE');
5918 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
5919 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_MEGAKASTET
: PressKey(KEY_FIRE
, 40);
5920 else PressKey(KEY_FIRE
);
5924 // Êîîðäèíàòû ñòâîëà:
5925 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
5926 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
5928 Target
.UID
:= FTargetUID
;
5931 if Target
.UID
<> 0 then
5932 begin // Öåëü åñòü - íàñòðàèâàåì
5933 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
5936 with g_Player_Get(Target
.UID
) do
5938 if (@FObj
) <> nil then
5945 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
5946 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
5947 Target
.Rect
:= PLAYER_RECT
;
5948 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
5949 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
5950 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
5951 Target
.IsPlayer
:= True;
5955 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
5958 mon
:= g_Monsters_Get(Target
.UID
);
5961 Target
.X
:= mon
.Obj
.X
;
5962 Target
.Y
:= mon
.Obj
.Y
;
5964 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
5965 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
5966 Target
.Rect
:= mon
.Obj
.Rect
;
5967 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
5968 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
5969 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
5970 Target
.IsPlayer
:= False;
5977 begin // Öåëè íåò - îáíóëÿåì
5982 Target
.Visible
:= False;
5983 Target
.Line
:= False;
5984 Target
.IsPlayer
:= False;
5989 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
5990 if (not Target
.Line
) or (not Target
.Visible
) then
5994 for a
:= 0 to High(gPlayers
) do
5995 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
) and
5996 (gPlayers
[a
].FUID
<> FUID
) and
5997 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
5998 (not gPlayers
[a
].NoTarget
) and
5999 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6001 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6002 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6005 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6006 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6008 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6009 if g_TraceVector(x1
, y1
, x2
, y2
) then
6011 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6012 SetLength(targets
, Length(targets
)+1);
6013 with targets
[High(targets
)] do
6015 UID
:= gPlayers
[a
].FUID
;
6016 X
:= gPlayers
[a
].FObj
.X
;
6017 Y
:= gPlayers
[a
].FObj
.Y
;
6020 Rect
:= PLAYER_RECT
;
6021 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6022 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6023 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6031 if vsMonster
and (gMonsters
<> nil) then
6032 for a
:= 0 to High(gMonsters
) do
6033 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
6034 (gMonsters
[a
].MonsterType
<> MONSTER_BARREL
) then
6036 mon
:= gMonsters
[a
];
6038 if not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
6039 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
) then
6042 x2
:= mon
.Obj
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6043 y2
:= mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6045 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6046 if g_TraceVector(x1
, y1
, x2
, y2
) then
6048 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6049 SetLength(targets
, Length(targets
)+1);
6050 with targets
[High(targets
)] do
6057 Rect
:= mon
.Obj
.Rect
;
6058 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6059 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6060 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6068 // Åñëè åñòü âîçìîæíûå öåëè:
6069 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6070 if targets
<> nil then
6072 // Âûáèðàåì íàèëó÷øóþ öåëü:
6073 BestTarget
:= targets
[0];
6074 if Length(targets
) > 1 then
6075 for a
:= 1 to High(targets
) do
6076 if Compare(BestTarget
, targets
[a
]) = 1 then
6077 BestTarget
:= targets
[a
];
6079 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6080 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6081 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6083 Target
:= BestTarget
;
6085 if (Healthy() = 3) or ((Healthy() = 2)) then
6086 begin // Åñëè çäîðîâû - äîãîíÿåì
6087 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6088 SetAIFlag('GORIGHT', '1');
6089 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6090 SetAIFlag('GOLEFT', '1');
6093 begin // Åñëè ïîáèòû - óáåãàåì
6094 if ((RunDirection() = D_LEFT
) and (Target
.X
< FObj
.X
)) then
6095 SetAIFlag('GORIGHT', '1');
6096 if ((RunDirection() = D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6097 SetAIFlag('GOLEFT', '1');
6100 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6101 SelectWeapon(Abs(x1
-Target
.cX
));
6106 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6107 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6108 if Target
.UID
<> 0 then
6110 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6111 Target
.Y
+ Target
.Rect
.Y
) then
6112 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6113 if (Healthy() = 3) or ((Healthy() = 2)) then
6114 begin // Åñëè çäîðîâû - äîãîíÿåì
6115 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6116 SetAIFlag('GORIGHT', '1');
6117 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6118 SetAIFlag('GOLEFT', '1');
6121 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6123 if ((RunDirection() = D_LEFT
) and (Target
.X
< FObj
.X
)) then
6124 SetAIFlag('GORIGHT', '1');
6125 if ((RunDirection() = D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6126 SetAIFlag('GOLEFT', '1');
6130 begin // Öåëü ïîêà íà "ýêðàíå"
6131 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6132 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6133 FLastVisible
:= gTime
;
6134 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6135 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6137 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6138 SetAIFlag('GORIGHT', '1');
6139 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6140 SetAIFlag('GOLEFT', '1');
6144 // Âûáèðàåì óãîë ââåðõ:
6145 if FDirection
= D_LEFT
then
6146 angle
:= ANGLE_LEFTUP
6148 angle
:= ANGLE_RIGHTUP
;
6150 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6151 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6153 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6154 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6155 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6156 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6157 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6158 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6159 begin // òî íóæíî ñòðåëÿòü ââåðõ
6160 SetAIFlag('NEEDFIRE', '1');
6161 SetAIFlag('NEEDSEEUP', '1');
6164 // Âûáèðàåì óãîë âíèç:
6165 if FDirection
= D_LEFT
then
6166 angle
:= ANGLE_LEFTDOWN
6168 angle
:= ANGLE_RIGHTDOWN
;
6170 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6171 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6173 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6174 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6175 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6176 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6177 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6178 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6179 begin // òî íóæíî ñòðåëÿòü âíèç
6180 SetAIFlag('NEEDFIRE', '1');
6181 SetAIFlag('NEEDSEEDOWN', '1');
6184 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6185 if Target
.Visible
and
6186 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6187 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6189 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6190 if ((FDirection
= D_LEFT
) and (Target
.X
< FObj
.X
)) or
6191 ((FDirection
= D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6192 begin // òî íóæíî ñòðåëÿòü âïåðåä
6193 SetAIFlag('NEEDFIRE', '1');
6194 SetAIFlag('NEEDSEEDOWN', '');
6195 SetAIFlag('NEEDSEEUP', '');
6197 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6198 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6199 if GetRnd(FDifficult
.CloseJump
) then
6200 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6201 if Abs(FObj
.X
-Target
.X
) < 128 then
6205 if Random(a
) = 0 then
6206 SetAIFlag('NEEDJUMP', '1');
6210 // Åñëè öåëü âñå åùå åñòü:
6211 if Target
.UID
<> 0 then
6212 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
6213 Target
.UID
:= 0 // òî çàáûòü öåëü
6214 else // Åñëè âèäåëè íåäàâíî
6215 begin // íî öåëü óáèëè
6216 if Target
.IsPlayer
then
6217 begin // Öåëü - èãðîê
6218 pla
:= g_Player_Get(Target
.UID
);
6219 if (pla
= nil) or (not pla
.Live
) or pla
.NoTarget
or
6220 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6221 Target
.UID
:= 0; // òî çàáûòü öåëü
6224 begin // Öåëü - ìîíñòð
6225 mon
:= g_Monsters_Get(Target
.UID
);
6226 if (mon
= nil) or (not mon
.Live
) then
6227 Target
.UID
:= 0; // òî çàáûòü öåëü
6230 end; // if Target.UID <> 0
6232 FTargetUID
:= Target
.UID
;
6234 // Åñëè âîçìîæíûõ öåëåé íåò:
6235 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6236 if targets
= nil then
6237 if GetAIFlag('ATTACKLEFT') <> '' then
6238 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6239 RemoveAIFlag('ATTACKLEFT');
6241 SetAIFlag('NEEDJUMP', '1');
6243 if RunDirection() = D_RIGHT
then
6244 begin // Èäåì íå â òó ñòîðîíó
6245 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6246 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6247 SetAIFlag('NEEDFIRE', '1');
6248 SetAIFlag('GOLEFT', '1');
6252 begin // Èäåì â íóæíóþ ñòîðîíó
6253 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6254 SetAIFlag('NEEDFIRE', '1');
6255 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6256 SetAIFlag('GORIGHT', '1');
6260 if GetAIFlag('ATTACKRIGHT') <> '' then
6261 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6262 RemoveAIFlag('ATTACKRIGHT');
6264 SetAIFlag('NEEDJUMP', '1');
6266 if RunDirection() = D_LEFT
then
6267 begin // Èäåì íå â òó ñòîðîíó
6268 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6269 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6270 SetAIFlag('NEEDFIRE', '1');
6271 SetAIFlag('GORIGHT', '1');
6276 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6277 SetAIFlag('NEEDFIRE', '1');
6278 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6279 SetAIFlag('GOLEFT', '1');
6283 // Åñëè åñòü âîçìîæíûå öåëè:
6284 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6285 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6286 for a
:= 0 to High(targets
) do
6288 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6289 if GetRnd(FDifficult
.DiagFire
) then
6291 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6292 if FDirection
= D_LEFT
then
6293 angle
:= ANGLE_LEFTUP
6295 angle
:= ANGLE_RIGHTUP
;
6297 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6298 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6300 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6301 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6302 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6303 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6304 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6306 SetAIFlag('NEEDFIRE', '1');
6307 SetAIFlag('NEEDSEEUP', '1');
6310 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6311 if FDirection
= D_LEFT
then
6312 angle
:= ANGLE_LEFTDOWN
6314 angle
:= ANGLE_RIGHTDOWN
;
6316 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6317 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6319 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6320 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6321 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6322 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6323 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6325 SetAIFlag('NEEDFIRE', '1');
6326 SetAIFlag('NEEDSEEDOWN', '1');
6330 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6331 if targets
[a
].Line
and targets
[a
].Visible
and
6332 (((FDirection
= D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6333 ((FDirection
= D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6335 SetAIFlag('NEEDFIRE', '1');
6340 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6341 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6342 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6343 40+GetInterval(FDifficult
.Cover
, 40)) then
6344 SetAIFlag('NEEDJUMP', '1');
6346 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6347 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6348 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6349 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6351 SetAIFlag('SELECTWEAPON', '1');
6353 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6354 if GetAIFlag('SELECTWEAPON') = '1' then
6357 RemoveAIFlag('SELECTWEAPON');
6361 procedure TBot
.Update();
6374 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6375 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6377 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6379 if g_debug_BotAIOff
= 3 then
6392 procedure TBot
.ReleaseKey(Key
: Byte);
6401 function TBot
.KeyPressed(Key
: Word): Boolean;
6403 Result
:= FKeys
[Key
].Pressed
;
6406 function TBot
.GetAIFlag(fName
: String20
): String20
;
6412 fName
:= LowerCase(fName
);
6414 if FAIFlags
<> nil then
6415 for a
:= 0 to High(FAIFlags
) do
6416 if LowerCase(FAIFlags
[a
].Name
) = fName
then
6418 Result
:= FAIFlags
[a
].Value
;
6423 procedure TBot
.RemoveAIFlag(fName
: String20
);
6427 if FAIFlags
= nil then Exit
;
6429 fName
:= LowerCase(fName
);
6431 for a
:= 0 to High(FAIFlags
) do
6432 if LowerCase(FAIFlags
[a
].Name
) = fName
then
6434 if a
<> High(FAIFlags
) then
6435 for b
:= a
to High(FAIFlags
)-1 do
6436 FAIFlags
[b
] := FAIFlags
[b
+1];
6438 SetLength(FAIFlags
, Length(FAIFlags
)-1);
6443 procedure TBot
.SetAIFlag(fName
, fValue
: String20
);
6451 fName
:= LowerCase(fName
);
6453 if FAIFlags
<> nil then
6454 for a
:= 0 to High(FAIFlags
) do
6455 if LowerCase(FAIFlags
[a
].Name
) = fName
then
6461 if ok
then FAIFlags
[a
].Value
:= fValue
6464 SetLength(FAIFlags
, Length(FAIFlags
)+1);
6465 with FAIFlags
[High(FAIFlags
)] do
6473 procedure TBot
.UpdateMove
;
6475 procedure GoLeft(Time
: Word = 1);
6477 ReleaseKey(KEY_LEFT
);
6478 ReleaseKey(KEY_RIGHT
);
6479 PressKey(KEY_LEFT
, Time
);
6480 SetDirection(D_LEFT
);
6483 procedure GoRight(Time
: Word = 1);
6485 ReleaseKey(KEY_LEFT
);
6486 ReleaseKey(KEY_RIGHT
);
6487 PressKey(KEY_RIGHT
, Time
);
6488 SetDirection(D_RIGHT
);
6491 function Rnd(a
: Word): Boolean;
6493 Result
:= Random(a
) = 0;
6496 procedure Turn(Time
: Word = 1200);
6498 if RunDirection() = D_LEFT
then GoRight(Time
) else GoLeft(Time
);
6503 ReleaseKey(KEY_LEFT
);
6504 ReleaseKey(KEY_RIGHT
);
6507 function CanRunLeft(): Boolean;
6509 Result
:= not CollideLevel(-1, 0);
6512 function CanRunRight(): Boolean;
6514 Result
:= not CollideLevel(1, 0);
6517 function CanRun(): Boolean;
6519 if RunDirection() = D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
6522 procedure Jump(Time
: Word = 30);
6524 PressKey(KEY_JUMP
, Time
);
6527 function NearHole(): Boolean;
6531 { TODO 5 : Ëåñòíèöû }
6532 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
6533 for x
:= 1 to PLAYER_RECT
.Width
do
6534 if (not StayOnStep(x
*sx
, 0)) and
6535 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6536 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6545 function BorderHole(): Boolean;
6549 { TODO 5 : Ëåñòíèöû }
6550 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
6551 for x
:= 1 to PLAYER_RECT
.Width
do
6552 if (not StayOnStep(x
*sx
, 0)) and
6553 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6554 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6556 for xx
:= x
to x
+32 do
6557 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
6567 function NearDeepHole(): Boolean;
6573 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
6576 for x
:= 1 to PLAYER_RECT
.Width
do
6577 if (not StayOnStep(x
*sx
, 0)) and
6578 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6579 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6581 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6583 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
6588 end else Result
:= False;
6591 function OverDeepHole(): Boolean;
6598 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6600 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
6607 function OnGround(): Boolean;
6609 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
6612 function OnLadder(): Boolean;
6614 Result
:= FullInStep(0, 0);
6617 function BelowLadder(): Boolean;
6619 Result
:= (FullInStep(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
6620 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6621 (FullInStep(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
6622 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6625 function BelowLiftUp(): Boolean;
6627 Result
:= ((FullInLift(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
6628 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6629 ((FullInLift(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
6630 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6633 function OnTopLift(): Boolean;
6635 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6638 function CanJumpOver(): Boolean;
6642 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
6646 if not CollideLevel(sx
, 0) then Exit
;
6648 for y
:= 1 to BOT_MAXJUMP
do
6649 if CollideLevel(0, -y
) then Exit
else
6650 if not CollideLevel(sx
, -y
) then
6657 function CanJumpUp(Dist
: ShortInt): Boolean;
6664 if CollideLevel(Dist
, 0) then Exit
;
6667 for y
:= 0 to BOT_MAXJUMP
do
6668 if CollideLevel(Dist
, -y
) then
6677 for yy
:= y
+1 to BOT_MAXJUMP
do
6678 if not CollideLevel(Dist
, -yy
) then
6687 for y
:= 0 to BOT_MAXJUMP
do
6688 if CollideLevel(0, -y
) then
6696 if y
< yy
then Exit
;
6701 function IsSafeTrigger(): Boolean;
6706 if gTriggers
= nil then
6708 for a
:= 0 to High(gTriggers
) do
6709 if Collide(gTriggers
[a
].X
,
6712 gTriggers
[a
].Height
) and
6713 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
6714 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
6715 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
6716 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
6717 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
6722 // Âîçìîæíî, íàæèìàåì êíîïêó:
6723 if Rnd(16) and IsSafeTrigger() then
6726 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6727 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6729 ReleaseKey(KEY_LEFT
);
6730 ReleaseKey(KEY_RIGHT
);
6734 // Èäåì âëåâî, åñëè íàäî áûëî:
6735 if GetAIFlag('GOLEFT') <> '' then
6737 RemoveAIFlag('GOLEFT');
6738 if CanRunLeft() then
6742 // Èäåì âïðàâî, åñëè íàäî áûëî:
6743 if GetAIFlag('GORIGHT') <> '' then
6745 RemoveAIFlag('GORIGHT');
6746 if CanRunRight() then
6750 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6751 if FObj
.X
< -32 then
6754 if FObj
.X
+32 > gMapInfo
.Width
then
6757 // Ïðûãàåì, åñëè íàäî áûëî:
6758 if GetAIFlag('NEEDJUMP') <> '' then
6761 RemoveAIFlag('NEEDJUMP');
6764 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6765 if GetAIFlag('NEEDSEEUP') <> '' then
6768 ReleaseKey(KEY_DOWN
);
6769 PressKey(KEY_UP
, 20);
6770 RemoveAIFlag('NEEDSEEUP');
6773 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6774 if GetAIFlag('NEEDSEEDOWN') <> '' then
6777 ReleaseKey(KEY_DOWN
);
6778 PressKey(KEY_DOWN
, 20);
6779 RemoveAIFlag('NEEDSEEDOWN');
6782 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6783 if GetAIFlag('GOINHOLE') <> '' then
6784 if not OnGround() then
6786 ReleaseKey(KEY_LEFT
);
6787 ReleaseKey(KEY_RIGHT
);
6788 RemoveAIFlag('GOINHOLE');
6789 SetAIFlag('FALLINHOLE', '1');
6792 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6793 if GetAIFlag('FALLINHOLE') <> '' then
6795 RemoveAIFlag('FALLINHOLE');
6797 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6798 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
6799 if GetAIFlag('FALLINHOLE') = '' then
6800 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
6806 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
6808 CanJumpUp(IfThen(RunDirection() = D_LEFT
, -1, 1)*32) and
6812 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
6813 if OnGround() and NearHole() then
6814 if NearDeepHole() then // Åñëè ýòî áåçäíà
6816 0..3: Turn(); // Áåæèì îáðàòíî
6817 4: Jump(); // Ïðûãàåì
6818 5: begin // Ïðûãàåì îáðàòíî
6823 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
6824 if GetAIFlag('GOINHOLE') = '' then
6826 0: Turn(); // Íå íóæíî òóäà
6827 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
6828 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
6829 if BorderHole() then
6830 SetAIFlag('GOINHOLE', '1');
6833 // Åñëè íà çåìëå, íî íåêóäà èäòè:
6834 if (not CanRun()) and OnGround() then
6836 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
6837 if CanJumpOver() or OnLadder() then
6839 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
6840 if Random(2) = 0 then
6842 if IsSafeTrigger() then
6848 // Îñòàëîñü ìàëî âîçäóõà:
6849 if FAir
< 36 * 2 then
6852 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
6853 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
6854 if BodyInAcid(0, 0) then
6858 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
6860 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
6861 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
6864 {function TBot.NeedItem(Item: Byte): Byte;
6869 procedure TBot
.SelectWeapon(Dist
: Integer);
6873 function HaveAmmo(weapon
: Byte): Boolean;
6876 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
6877 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
6878 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
6879 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
6880 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
6881 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
6882 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
6883 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
6884 else Result
:= True;
6889 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
6891 if Dist
> BOT_LONGDIST
then
6892 begin // Äàëüíèé áîé
6894 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
6896 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
6900 else //if Dist > BOT_UNSAFEDIST then
6901 begin // Áëèæíèé áîé
6903 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
6905 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
6912 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
6914 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
6920 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
6922 Result
:= inherited PickItem(ItemType
, force
, remove
);
6924 if Result
then SetAIFlag('SELECTWEAPON', '1');
6927 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
6929 Result
:= inherited Heal(value
, Soft
);
6932 function TBot
.Healthy(): Byte;
6934 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
6935 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
6936 else if (FHealth
> 50) then Result
:= 2
6937 else if (FHealth
> 20) then Result
:= 1
6941 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
6943 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
6944 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
6947 procedure TBot
.OnDamage(Angle
: SmallInt);
6955 if (Angle
= 0) or (Angle
= 180) then
6958 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
6959 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
6961 pla
:= g_Player_Get(FLastSpawnerUID
);
6962 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
6963 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
6966 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
6967 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
6969 mon
:= g_Monsters_Get(FLastSpawnerUID
);
6970 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
6971 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
6976 SetAIFlag('ATTACKLEFT', '1')
6978 SetAIFlag('ATTACKRIGHT', '1');
6982 function TBot
.RunDirection(): TDirection
;
6984 if Abs(Vel
.X
) >= 1 then
6986 if Vel
.X
> 0 then Result
:= D_RIGHT
else Result
:= D_LEFT
;
6988 Result
:= FDirection
;
6991 function TBot
.GetRnd(a
: Byte): Boolean;
6993 if a
= 0 then Result
:= False
6994 else if a
= 255 then Result
:= True
6995 else Result
:= Random(256) > 255-a
;
6998 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7000 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7003 procedure TBot
.SaveState(var Mem
: TBinMemoryWriter
);
7009 inherited SaveState(Mem
);
7011 // Âûáðàííîå îðóæèå:
7012 Mem
.WriteByte(FSelectedWeapon
);
7014 Mem
.WriteWord(FTargetUID
);
7015 // Âðåìÿ ïîòåðè öåëè:
7016 Mem
.WriteDWORD(FLastVisible
);
7017 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7018 dw
:= Length(FAIFlags
);
7021 for i
:= 0 to Integer(dw
)-1 do
7023 Mem
.WriteString(FAIFlags
[i
].Name
, 20);
7024 Mem
.WriteString(FAIFlags
[i
].Value
, 20);
7026 // Íàñòðîéêè ñëîæíîñòè:
7028 Mem
.WriteMemory(p
, SizeOf(TDifficult
));
7031 procedure TBot
.LoadState(var Mem
: TBinMemoryReader
);
7037 inherited LoadState(Mem
);
7039 // Âûáðàííîå îðóæèå:
7040 Mem
.ReadByte(FSelectedWeapon
);
7042 Mem
.ReadWord(FTargetUID
);
7043 // Âðåìÿ ïîòåðè öåëè:
7044 Mem
.ReadDWORD(FLastVisible
);
7045 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7047 SetLength(FAIFlags
, dw
);
7049 for i
:= 0 to Integer(dw
)-1 do
7051 Mem
.ReadString(FAIFlags
[i
].Name
);
7052 Mem
.ReadString(FAIFlags
[i
].Value
);
7054 // Íàñòðîéêè ñëîæíîñòè:
7055 Mem
.ReadMemory(p
, dw
);
7056 if dw
<> SizeOf(TDifficult
) then
7058 raise EBinSizeError
.Create('TBot.LoadState: Wrong FDifficult Size');
7060 FDifficult
:= TDifficult(p
^);