1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
23 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
24 e_graphics
, g_playermodel
, g_basic
, g_textures
,
25 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
61 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
84 ANGLE_NONE
= Low(SmallInt);
86 CORPSE_STATE_REMOVEME
= 0;
87 CORPSE_STATE_NORMAL
= 1;
88 CORPSE_STATE_MESS
= 2;
90 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
91 PLAYER_RECT_CX
= 15+(34 div 2);
92 PLAYER_RECT_CY
= 12+(52 div 2);
93 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
96 PLAYER_HP_LIMIT
= 200;
98 PLAYER_AP_LIMIT
= 200;
102 PLAYER_BURN_TIME
= 110;
104 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
105 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
123 TPlayerStatArray
= Array of TPlayerStat
;
125 TPlayerSavedState
= record
133 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
134 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
135 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
136 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
145 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
153 FDirection
: TDirection
;
161 FMonsterKills
: Integer;
167 FCanJetpack
: Boolean;
173 FNextWeapDelay
: Byte; // frames
174 FBFGFireCounter
: SmallInt;
175 FLastSpawnerUID
: Word;
179 FSpectatePlayer
: Integer;
180 FFirePainTime
: Integer;
183 FSavedStateNum
: Integer;
185 FModel
: TPlayerModel
;
186 FPunchAnim
: TAnimation
;
189 FActionForce
: Boolean;
190 FActionChanged
: Boolean;
192 FFireAngle
: SmallInt;
196 FShellTimer
: Integer;
198 FSawSound
: TPlayableSound
;
199 FSawSoundIdle
: TPlayableSound
;
200 FSawSoundHit
: TPlayableSound
;
201 FSawSoundSelect
: TPlayableSound
;
202 FFlameSoundOn
: TPlayableSound
;
203 FFlameSoundOff
: TPlayableSound
;
204 FFlameSoundWork
: TPlayableSound
;
205 FJetSoundOn
: TPlayableSound
;
206 FJetSoundOff
: TPlayableSound
;
207 FJetSoundFly
: TPlayableSound
;
211 FJustTeleported
: Boolean;
213 mEDamageType
: Integer;
216 function CollideLevel(XInc
, YInc
: Integer): Boolean;
217 function StayOnStep(XInc
, YInc
: Integer): Boolean;
218 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
219 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
220 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
221 function FullInLift(XInc
, YInc
: Integer): Integer;
222 {procedure CollideItem();}
223 procedure FlySmoke(Times
: DWORD
= 1);
224 procedure OnFireFlame(Times
: DWORD
= 1);
225 function GetAmmoByWeapon(Weapon
: Byte): Word;
226 procedure SetAction(Action
: Byte; Force
: Boolean = False);
227 procedure OnDamage(Angle
: SmallInt); virtual;
228 function firediry(): Integer;
231 procedure Run(Direction
: TDirection
);
232 procedure NextWeapon();
233 procedure PrevWeapon();
240 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
241 procedure resetWeaponQueue ();
242 function hasAmmoForWeapon (weapon
: Byte): Boolean;
243 function hasAmmoForShooting (weapon
: Byte): Boolean;
244 function shouldSwitch (weapon
: Byte; hadWeapon
: Boolean) : Boolean;
246 procedure doDamage (v
: Integer);
248 function refreshCorpse(): Boolean;
251 FDamageBuffer
: Integer;
253 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
254 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
255 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
256 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
258 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
259 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
260 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
261 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
262 FWeapSwitchMode
: Byte;
263 FWeapPreferences
: Array [WP_FIRST
.. WP_LAST
+1] of Byte;
264 FSwitchToEmpty
: Byte;
267 FPreferredTeam
: Byte;
270 FWantsInGame
: Boolean;
275 FActualModelName
: string;
282 FSpawnInvul
: Integer;
284 FWaitForFirstSpawn
: Boolean; // set to `true` in server, used to spawn a player on first full state request
287 // debug: viewport offset
288 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
290 function isValidViewPort (): Boolean; inline;
292 constructor Create(); virtual;
293 destructor Destroy(); override;
294 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
295 function GetRespawnPoint(): Byte;
296 procedure PressKey(Key
: Byte; Time
: Word = 1);
297 procedure ReleaseKeys();
298 procedure SetModel(ModelName
: String);
299 procedure SetColor(Color
: TRGB
);
300 function GetColor(): TRGB
;
301 procedure SetWeapon(W
: Byte);
302 function IsKeyPressed(K
: Byte): Boolean;
303 function GetKeys(): Byte;
304 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
305 procedure SetWeaponPrefs(Prefs
: Array of Byte);
306 procedure SetWeaponPref(Weapon
, Pref
: Byte);
307 function GetWeaponPref(Weapon
: Byte) : Byte;
308 function GetMorePrefered() : Byte;
309 function MaySwitch(Weapon
: Byte) : Boolean;
310 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
311 function Collide(Panel
: TPanel
): Boolean; overload
;
312 function Collide(X
, Y
: Integer): Boolean; overload
;
313 procedure SetDirection(Direction
: TDirection
);
314 procedure GetSecret();
315 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
317 procedure Push(vx
, vy
: Integer);
318 procedure ChangeModel(ModelName
: String);
319 procedure SwitchTeam
;
320 procedure ChangeTeam(Team
: Byte);
322 function GetFlag(Flag
: Byte): Boolean;
323 procedure SetFlag(Flag
: Byte);
324 function DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
325 function TryDropFlag(): Boolean;
326 procedure AllRulez(Health
: Boolean);
327 procedure RestoreHealthArmor();
328 procedure FragCombo();
329 procedure GiveItem(ItemType
: Byte);
330 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
331 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
332 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
333 procedure MakeBloodSimple(Count
: Word);
334 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
335 procedure Reset(Force
: Boolean);
336 procedure Spectate(NoMove
: Boolean = False);
337 procedure SwitchNoClip
;
338 procedure SoftReset();
339 procedure Draw(); virtual;
340 procedure DrawPain();
341 procedure DrawPickup();
342 procedure DrawRulez();
344 procedure DrawIndicator(Color
: TRGB
);
345 procedure DrawBubble();
347 procedure PreUpdate();
348 procedure Update(); virtual;
349 procedure RememberState();
350 procedure RecallState();
351 procedure SaveState (st
: TStream
); virtual;
352 procedure LoadState (st
: TStream
); virtual;
353 procedure PauseSounds(Enable
: Boolean);
354 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
355 procedure DoLerp(Level
: Integer = 2);
356 procedure SetLerp(XTo
, YTo
: Integer);
357 procedure ProcessWeaponAction(Action
: Byte);
358 procedure QueueWeaponSwitch(Weapon
: Byte);
359 procedure RealizeCurrentWeapon();
363 procedure JetpackOff
;
364 procedure CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
366 //WARNING! this does nothing for now, but still call it!
367 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
369 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
370 procedure moveBy (dx
, dy
: Integer); inline;
372 function getCameraObj(): TObj
;
375 property Vel
: TPoint2i read FObj
.Vel
;
376 property Obj
: TObj read FObj
;
378 property Name
: String read FName write FName
;
379 property Model
: TPlayerModel read FModel
;
380 property Health
: Integer read FHealth write FHealth
;
381 property Lives
: Byte read FLives write FLives
;
382 property Armor
: Integer read FArmor write FArmor
;
383 property Air
: Integer read FAir write FAir
;
384 property JetFuel
: Integer read FJetFuel write FJetFuel
;
385 property Frags
: Integer read FFrags write FFrags
;
386 property Death
: Integer read FDeath write FDeath
;
387 property Kills
: Integer read FKills write FKills
;
388 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
389 property WeapSwitchMode
: Byte read FWeapSwitchMode write FWeapSwitchMode
;
390 property SwitchToEmpty
: Byte read FSwitchToEmpty write FSwitchToEmpty
;
391 property SkipFist
: Byte read FSkipFist write FSkipFist
;
392 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
393 property Secrets
: Integer read FSecrets
;
394 property GodMode
: Boolean read FGodMode write FGodMode
;
395 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
396 property NoReload
: Boolean read FNoReload write FNoReload
;
397 property alive
: Boolean read FAlive write FAlive
;
398 property Flag
: Byte read FFlag
;
399 property Team
: Byte read FTeam write FTeam
;
400 property Direction
: TDirection read FDirection
;
401 property GameX
: Integer read FObj
.X write FObj
.X
;
402 property GameY
: Integer read FObj
.Y write FObj
.Y
;
403 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
404 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
405 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
406 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
407 property IncCam
: Integer read FIncCam write FIncCam
;
408 property IncCamOld
: Integer read FIncCamOld write FIncCamOld
;
409 property SlopeOld
: Integer read FSlopeOld write FSlopeOld
;
410 property UID
: Word read FUID write FUID
;
411 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
412 property NetTime
: LongWord read FNetTime write FNetTime
;
415 property eName
: String read FName write FName
;
416 property eHealth
: Integer read FHealth write FHealth
;
417 property eLives
: Byte read FLives write FLives
;
418 property eArmor
: Integer read FArmor write FArmor
;
419 property eAir
: Integer read FAir write FAir
;
420 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
421 property eFrags
: Integer read FFrags write FFrags
;
422 property eDeath
: Integer read FDeath write FDeath
;
423 property eKills
: Integer read FKills write FKills
;
424 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
425 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
426 property eSecrets
: Integer read FSecrets write FSecrets
;
427 property eGodMode
: Boolean read FGodMode write FGodMode
;
428 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
429 property eNoReload
: Boolean read FNoReload write FNoReload
;
430 property eAlive
: Boolean read FAlive write FAlive
;
431 property eFlag
: Byte read FFlag
;
432 property eTeam
: Byte read FTeam write FTeam
;
433 property eDirection
: TDirection read FDirection
;
434 property eGameX
: Integer read FObj
.X write FObj
.X
;
435 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
436 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
437 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
438 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
439 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
440 property eIncCam
: Integer read FIncCam write FIncCam
;
441 property eUID
: Word read FUID
;
442 property eJustTeleported
: Boolean read FJustTeleported
;
443 property eNetTime
: LongWord read FNetTime
;
445 // set this before assigning something to `eDamage`
446 property eDamageType
: Integer read mEDamageType write mEDamageType
;
447 property eDamage
: Integer write doDamage
;
458 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
459 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
460 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
463 procedure save (st
: TStream
);
464 procedure load (st
: TStream
);
472 TBot
= class(TPlayer
)
474 FSelectedWeapon
: Byte;
477 FAIFlags
: Array of TAIFlag
;
478 FDifficult
: TDifficult
;
480 function GetRnd(a
: Byte): Boolean;
481 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
482 function RunDirection(): TDirection
;
483 function FullInStep(XInc
, YInc
: Integer): Boolean;
484 //function NeedItem(Item: Byte): Byte;
485 procedure SelectWeapon(Dist
: Integer);
486 procedure SetAIFlag(aName
, fValue
: String20
);
487 function GetAIFlag(aName
: String20
): String20
;
488 procedure RemoveAIFlag(aName
: String20
);
489 function Healthy(): Byte;
490 procedure UpdateMove();
491 procedure UpdateCombat();
492 function KeyPressed(Key
: Word): Boolean;
493 procedure ReleaseKey(Key
: Byte);
494 function TargetOnScreen(TX
, TY
: Integer): Boolean;
495 procedure OnDamage(Angle
: SmallInt); override;
498 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
499 constructor Create(); override;
500 destructor Destroy(); override;
501 procedure Draw(); override;
502 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
503 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
504 procedure Update(); override;
505 procedure SaveState (st
: TStream
); override;
506 procedure LoadState (st
: TStream
); override;
518 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
519 procedure moveBy (dx
, dy
: Integer); inline;
521 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
535 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
536 procedure moveBy (dx
, dy
: Integer); inline;
538 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
541 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
550 FAnimation
: TAnimation
;
551 FAnimationMask
: TAnimation
;
554 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
555 destructor Destroy(); override;
556 procedure Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
559 procedure SaveState (st
: TStream
);
560 procedure LoadState (st
: TStream
);
562 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
563 procedure moveBy (dx
, dy
: Integer); inline;
565 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
567 function ObjPtr (): PObj
; inline;
569 property Obj
: TObj read FObj
; // copies object
570 property State
: Byte read FState
;
571 property Mess
: Boolean read FMess
;
574 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
580 gPlayers
: Array of TPlayer
;
581 gCorpses
: Array of TCorpse
;
582 gGibs
: Array of TGib
;
583 gShells
: Array of TShell
;
584 gTeamStat
: TTeamStat
;
585 gFly
: Boolean = False;
586 gAimLine
: Boolean = False;
587 gChatBubble
: Integer = 0;
588 gPlayerIndicator
: Integer = 1;
589 gPlayerIndicatorStyle
: Integer = 0;
591 gSpectLatchPID1
: Word = 0;
592 gSpectLatchPID2
: Word = 0;
593 MAX_RUNVEL
: Integer = 8;
594 VEL_JUMP
: Integer = 10;
595 SHELL_TIMEOUT
: Cardinal = 60000;
597 function Lerp(X
, Y
, Factor
: Integer): Integer;
599 procedure g_Gibs_SetMax(Count
: Word);
600 function g_Gibs_GetMax(): Word;
601 procedure g_Corpses_SetMax(Count
: Word);
602 function g_Corpses_GetMax(): Word;
603 procedure g_Shells_SetMax(Count
: Word);
604 function g_Shells_GetMax(): Word;
606 procedure g_Player_Init();
607 procedure g_Player_Free();
608 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
609 function g_Player_CreateFromState (st
: TStream
): Word;
610 procedure g_Player_Remove(UID
: Word);
611 procedure g_Player_ResetTeams();
612 procedure g_Player_PreUpdate();
613 procedure g_Player_UpdateAll();
614 procedure g_Player_DrawAll();
615 procedure g_Player_DrawDebug(p
: TPlayer
);
616 procedure g_Player_DrawHealth();
617 procedure g_Player_RememberAll();
618 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
619 function g_Player_Get(UID
: Word): TPlayer
;
620 function g_Player_GetCount(): Byte;
621 function g_Player_GetStats(): TPlayerStatArray
;
622 function g_Player_ValidName(Name
: String): Boolean;
623 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
624 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
625 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
626 procedure g_Player_UpdatePhysicalObjects();
627 procedure g_Player_DrawCorpses();
628 procedure g_Player_DrawShells();
629 procedure g_Player_RemoveAllCorpses();
630 procedure g_Player_Corpses_SaveState (st
: TStream
);
631 procedure g_Player_Corpses_LoadState (st
: TStream
);
632 procedure g_Player_ResetReady();
633 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
634 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
635 procedure g_Bot_MixNames();
636 procedure g_Bot_RemoveAll();
637 function g_Bot_GetCount(): Integer;
642 {$INCLUDE ../nogl/noGLuses.inc}
643 {$IFDEF ENABLE_HOLMES}
646 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
647 g_options
, g_triggers
, g_menu
, g_game
, g_grid
, e_res
,
648 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
649 g_net
, g_netmsg
, g_window
,
652 const PLR_SAVE_VERSION
= 0;
662 diag_precision
: Byte;
666 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
667 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
668 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
672 TIME_RESPAWN1
= 1500;
673 TIME_RESPAWN2
= 2000;
674 TIME_RESPAWN3
= 3000;
677 JET_MAX
= 540; // ~30 sec
678 PLAYER_SUIT_TIME
= 30000;
679 PLAYER_INVUL_TIME
= 30000;
680 PLAYER_INVIS_TIME
= 35000;
681 FRAG_COMBO_TIME
= 3000;
685 ANGLE_RIGHTDOWN
= -35;
687 ANGLE_LEFTDOWN
= -145;
688 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
689 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
692 BOT_UNSAFEDIST
= 128;
693 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
695 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
696 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
697 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
698 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
699 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
700 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
701 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
702 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
703 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
704 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
705 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
706 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
707 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
708 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
709 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
710 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
711 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
712 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
713 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
714 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
715 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
716 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
717 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
718 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
719 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
720 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
722 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
723 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
725 BOTNAMES_FILENAME
= 'botnames.txt';
726 BOTLIST_FILENAME
= 'botlist.txt';
730 MaxCorpses
: Word = 20;
731 MaxShells
: Word = 300;
732 CurrentGib
: Integer = 0;
733 CurrentShell
: Integer = 0;
734 BotNames
: Array of String;
735 BotList
: Array of TBotProfile
;
736 SavedStates
: Array of TPlayerSavedState
;
739 function Lerp(X
, Y
, Factor
: Integer): Integer;
741 Result
:= X
+ ((Y
- X
) div Factor
);
744 function SameTeam(UID1
, UID2
: Word): Boolean;
748 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
749 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
751 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
753 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
754 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
756 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
759 procedure g_Gibs_SetMax(Count
: Word);
762 SetLength(gGibs
, Count
);
764 if CurrentGib
>= Count
then
768 function g_Gibs_GetMax(): Word;
773 procedure g_Shells_SetMax(Count
: Word);
776 SetLength(gShells
, Count
);
778 if CurrentShell
>= Count
then
782 function g_Shells_GetMax(): Word;
788 procedure g_Corpses_SetMax(Count
: Word);
791 SetLength(gCorpses
, Count
);
794 function g_Corpses_GetMax(): Word;
796 Result
:= MaxCorpses
;
799 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
809 // Åñòü ëè ìåñòî â gPlayers:
810 if gPlayers
<> nil then
811 for a
:= 0 to High(gPlayers
) do
812 if gPlayers
[a
] = nil then
818 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
821 SetLength(gPlayers
, Length(gPlayers
)+1);
825 // Ñîçäàåì îáúåêò èãðîêà:
827 gPlayers
[a
] := TBot
.Create()
829 gPlayers
[a
] := TPlayer
.Create();
832 gPlayers
[a
].FActualModelName
:= ModelName
;
833 gPlayers
[a
].SetModel(ModelName
);
835 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
836 if gPlayers
[a
].FModel
= nil then
840 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
844 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
845 if Random(2) = 0 then
849 gPlayers
[a
].FPreferredTeam
:= Team
;
851 case gGameSettings
.GameMode
of
852 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
854 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
856 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
859 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
860 gPlayers
[a
].FColor
:= Color
;
861 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
862 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
864 gPlayers
[a
].FModel
.Color
:= Color
;
866 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
867 gPlayers
[a
].FAlive
:= False;
869 Result
:= gPlayers
[a
].FUID
;
872 function g_Player_CreateFromState (st
: TStream
): Word;
873 var a
: Integer; ok
, Bot
: Boolean; pos
: Int64;
877 // check signature and entity type
879 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
880 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
881 Bot
:= utils
.readBool(st
);
884 // find free player slot
886 for a
:= 0 to High(gPlayers
) do
887 if gPlayers
[a
] = nil then
893 // allocate player slot
896 SetLength(gPlayers
, Length(gPlayers
)+1);
900 // create entity and load state
902 gPlayers
[a
] := TBot
.Create()
904 gPlayers
[a
] := TPlayer
.Create();
905 gPlayers
[a
].FPhysics
:= True; // ???
906 gPlayers
[a
].LoadState(st
);
908 result
:= gPlayers
[a
].FUID
;
912 procedure g_Player_ResetTeams();
916 if g_Game_IsClient
then
918 if gPlayers
= nil then
920 for a
:= Low(gPlayers
) to High(gPlayers
) do
921 if gPlayers
[a
] <> nil then
922 case gGameSettings
.GameMode
of
924 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
926 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
927 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
928 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
931 gPlayers
[a
].ChangeTeam(TEAM_RED
)
933 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
936 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
940 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
943 _name
, _model
: String;
946 if not g_Game_IsServer
then Exit
;
948 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
949 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
951 // Ñïèñîê íàçâàíèé ìîäåëåé:
952 m
:= g_PlayerModel_GetNames();
957 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
958 Team
:= TEAM_COOP
// COOP
960 if gGameSettings
.GameMode
= GM_DM
then
961 Team
:= TEAM_NONE
// DM
963 if Team
= TEAM_NONE
then // CTF / TDM
965 // Àâòîáàëàíñ êîìàíä:
969 for a
:= 0 to High(gPlayers
) do
970 if gPlayers
[a
] <> nil then
972 if gPlayers
[a
].Team
= TEAM_RED
then
975 if gPlayers
[a
].Team
= TEAM_BLUE
then
985 if Random(2) = 0 then
991 // Âûáèðàåì áîòó èìÿ:
993 if BotNames
<> nil then
994 for a
:= 0 to High(BotNames
) do
995 if g_Player_ValidName(BotNames
[a
]) then
997 _name
:= BotNames
[a
];
1001 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1002 _model
:= m
[Random(Length(m
))];
1005 with g_Player_Get(g_Player_Create(_model
,
1006 _RGB(Min(Random(9)*32, 255),
1007 Min(Random(9)*32, 255),
1008 Min(Random(9)*32, 255)),
1009 Team
, True)) as TBot
do
1011 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1013 Name
:= Format('DFBOT%.5d', [UID
])
1018 1: FDifficult
:= DIFFICULT_EASY
;
1019 2: FDifficult
:= DIFFICULT_MEDIUM
;
1020 else FDifficult
:= DIFFICULT_HARD
;
1023 for a
:= WP_FIRST
to WP_LAST
do
1025 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1026 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1027 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1030 FHandicap
:= Handicap
;
1032 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1034 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1035 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1040 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1043 _name
, _model
: String;
1046 if not g_Game_IsServer
then Exit
;
1048 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
1049 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
1051 // Ñïèñîê íàçâàíèé ìîäåëåé:
1052 m
:= g_PlayerModel_GetNames();
1057 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1058 Team
:= TEAM_COOP
// COOP
1060 if gGameSettings
.GameMode
= GM_DM
then
1061 Team
:= TEAM_NONE
// DM
1063 if Team
= TEAM_NONE
then
1064 Team
:= BotList
[num
].team
; // CTF / TDM
1066 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1067 lName
:= AnsiLowerCase(lName
);
1068 if (num
< 0) or (num
> Length(BotList
)-1) then
1070 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1071 for a
:= 0 to High(BotList
) do
1072 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1081 _name
:= BotList
[num
].name
;
1082 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1083 if not g_Player_ValidName(_name
) then
1085 _name
:= Format('DFBOT%.2d', [Random(100)]);
1086 until g_Player_ValidName(_name
);
1089 _model
:= BotList
[num
].model
;
1090 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1091 if not InSArray(_model
, m
) then
1092 _model
:= m
[Random(Length(m
))];
1095 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1099 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1100 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1101 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1102 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1103 FDifficult
.Cover
:= BotList
[num
].cover
;
1104 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1106 FHandicap
:= Handicap
;
1108 for a
:= WP_FIRST
to WP_LAST
do
1110 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1111 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1112 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1115 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1117 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1121 procedure g_Bot_RemoveAll();
1125 if not g_Game_IsServer
then Exit
;
1126 if gPlayers
= nil then Exit
;
1128 for a
:= 0 to High(gPlayers
) do
1129 if gPlayers
[a
] <> nil then
1130 if gPlayers
[a
] is TBot
then
1132 gPlayers
[a
].Lives
:= 0;
1133 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1134 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1135 g_Player_Remove(gPlayers
[a
].FUID
);
1141 procedure g_Bot_MixNames();
1146 if BotNames
<> nil then
1147 for a
:= 0 to High(BotNames
) do
1149 b
:= Random(Length(BotNames
));
1151 Botnames
[a
] := BotNames
[b
];
1156 procedure g_Player_Remove(UID
: Word);
1160 if gPlayers
= nil then Exit
;
1162 if g_Game_IsServer
and g_Game_IsNet
then
1163 MH_SEND_PlayerDelete(UID
);
1165 for i
:= 0 to High(gPlayers
) do
1166 if gPlayers
[i
] <> nil then
1167 if gPlayers
[i
].FUID
= UID
then
1169 if gPlayers
[i
] is TPlayer
then
1170 TPlayer(gPlayers
[i
]).Free()
1172 TBot(gPlayers
[i
]).Free();
1178 procedure g_Player_Init();
1189 path
:= BOTNAMES_FILENAME
;
1190 if e_FindResource(DataDirs
, path
) = false then
1193 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1194 AssignFile(F
, path
);
1205 SetLength(BotNames
, Length(BotNames
)+1);
1206 BotNames
[High(BotNames
)] := s
;
1214 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1215 config
:= TConfig
.CreateFile(path
);
1219 while config
.SectionExists(IntToStr(a
)) do
1221 SetLength(BotList
, Length(BotList
)+1);
1223 with BotList
[High(BotList
)] do
1226 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1228 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1230 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1235 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1236 color
.R
:= StrToIntDef(sa
[0], 0);
1237 color
.G
:= StrToIntDef(sa
[1], 0);
1238 color
.B
:= StrToIntDef(sa
[2], 0);
1239 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1240 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1241 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1242 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1243 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1244 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1245 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1246 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1247 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1248 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1249 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1250 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1251 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1252 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1253 if Length(sa
) = 10 then
1255 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1256 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1257 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1258 if Length(sa
) = 10 then
1260 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1262 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1263 if Length(sa) = 10 then
1265 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1272 SetLength(SavedStates
, 0);
1275 procedure g_Player_Free();
1279 if gPlayers
<> nil then
1281 for i
:= 0 to High(gPlayers
) do
1282 if gPlayers
[i
] <> nil then
1284 if gPlayers
[i
] is TPlayer
then
1285 TPlayer(gPlayers
[i
]).Free()
1287 TBot(gPlayers
[i
]).Free();
1296 SetLength(SavedStates
, 0);
1299 procedure g_Player_PreUpdate();
1303 if gPlayers
= nil then Exit
;
1304 for i
:= 0 to High(gPlayers
) do
1305 if gPlayers
[i
] <> nil then
1306 gPlayers
[i
].PreUpdate();
1309 procedure g_Player_UpdateAll();
1313 if gPlayers
= nil then Exit
;
1315 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1316 for i
:= 0 to High(gPlayers
) do
1318 if gPlayers
[i
] <> nil then
1320 if gPlayers
[i
] is TPlayer
then
1322 gPlayers
[i
].Update();
1323 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1327 // bot updates weapons in `UpdateCombat()`
1328 TBot(gPlayers
[i
]).Update();
1332 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1335 procedure g_Player_DrawAll();
1339 if gPlayers
= nil then Exit
;
1341 for i
:= 0 to High(gPlayers
) do
1342 if gPlayers
[i
] <> nil then
1343 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1344 else TBot(gPlayers
[i
]).Draw();
1347 procedure g_Player_DrawDebug(p
: TPlayer
);
1351 if p
= nil then Exit
;
1352 if (@p
.FObj
) = nil then Exit
;
1354 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1356 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1357 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1358 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1359 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1360 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1361 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1362 e_TextureFontPrint(0, fH
* 6, 'Old X: ' + IntToStr(p
.FObj
.oldX
), gStdFont
);
1363 e_TextureFontPrint(0, fH
* 7, 'Old Y: ' + IntToStr(p
.FObj
.oldY
), gStdFont
);
1366 procedure g_Player_DrawHealth();
1371 if gPlayers
= nil then Exit
;
1372 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1374 for i
:= 0 to High(gPlayers
) do
1375 if gPlayers
[i
] <> nil then
1377 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1378 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1379 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1380 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1381 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1382 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1386 function g_Player_Get(UID
: Word): TPlayer
;
1392 if gPlayers
= nil then
1395 for a
:= 0 to High(gPlayers
) do
1396 if gPlayers
[a
] <> nil then
1397 if gPlayers
[a
].FUID
= UID
then
1399 Result
:= gPlayers
[a
];
1404 function g_Player_GetCount(): Byte;
1410 if gPlayers
= nil then
1413 for a
:= 0 to High(gPlayers
) do
1414 if gPlayers
[a
] <> nil then
1415 Result
:= Result
+ 1;
1418 function g_Bot_GetCount(): Integer;
1424 if gPlayers
= nil then
1427 for a
:= 0 to High(gPlayers
) do
1428 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] is TBot
) then
1429 Result
:= Result
+ 1;
1432 function g_Player_GetStats(): TPlayerStatArray
;
1438 if gPlayers
= nil then Exit
;
1440 for a
:= 0 to High(gPlayers
) do
1441 if gPlayers
[a
] <> nil then
1443 SetLength(Result
, Length(Result
)+1);
1444 with Result
[High(Result
)] do
1447 Ping
:= gPlayers
[a
].FPing
;
1448 Loss
:= gPlayers
[a
].FLoss
;
1449 Name
:= gPlayers
[a
].FName
;
1450 Team
:= gPlayers
[a
].FTeam
;
1451 Frags
:= gPlayers
[a
].FFrags
;
1452 Deaths
:= gPlayers
[a
].FDeath
;
1453 Kills
:= gPlayers
[a
].FKills
;
1454 Color
:= gPlayers
[a
].FModel
.Color
;
1455 Lives
:= gPlayers
[a
].FLives
;
1456 Spectator
:= gPlayers
[a
].FSpectator
;
1457 UID
:= gPlayers
[a
].FUID
;
1462 procedure g_Player_ResetReady();
1466 if not g_Game_IsServer
then Exit
;
1467 if gPlayers
= nil then Exit
;
1469 for a
:= 0 to High(gPlayers
) do
1470 if gPlayers
[a
] <> nil then
1472 gPlayers
[a
].FReady
:= False;
1473 if g_Game_IsNet
then
1474 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1478 procedure g_Player_RememberAll
;
1482 for i
:= Low(gPlayers
) to High(gPlayers
) do
1483 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1484 gPlayers
[i
].RememberState
;
1487 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1491 gTeamStat
[TEAM_RED
].Goals
:= 0;
1492 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1494 if gPlayers
<> nil then
1495 for i
:= 0 to High(gPlayers
) do
1496 if gPlayers
[i
] <> nil then
1498 gPlayers
[i
].Reset(Force
);
1500 if gPlayers
[i
] is TPlayer
then
1502 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1503 gPlayers
[i
].Respawn(Silent
)
1505 gPlayers
[i
].Spectate();
1508 TBot(gPlayers
[i
]).Respawn(Silent
);
1512 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
1520 if Player
.alive
then
1523 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1524 i
:= Player
.FCorpse
;
1525 if (i
>= 0) and (i
< Length(gCorpses
)) then
1527 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].FPlayerUID
= Player
.FUID
) then
1528 gCorpses
[i
].FPlayerUID
:= 0;
1531 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1536 if (FHealth
>= -50) or (gGibsCount
= 0) then
1538 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1542 for find_id
:= 0 to High(gCorpses
) do
1543 if gCorpses
[find_id
] = nil then
1550 find_id
:= Random(Length(gCorpses
));
1552 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1553 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1554 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1555 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1556 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1561 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1562 FObj
.Y
+ PLAYER_RECT_CY
,
1563 FModel
.Name
, FModel
.Color
);
1567 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1571 if (gShells
= nil) or (Length(gShells
) = 0) then
1574 with gShells
[CurrentShell
] do
1580 if T
= SHELL_BULLET
then
1582 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1586 Obj
.Rect
.Width
:= 4;
1587 Obj
.Rect
.Height
:= 2;
1591 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1595 Obj
.Rect
.Width
:= 7;
1596 Obj
.Rect
.Height
:= 3;
1602 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1603 positionChanged(); // this updates spatial accelerators
1604 RAngle
:= Random(360);
1605 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1607 if CurrentShell
>= High(gShells
) then
1614 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1617 GibsArray
: TGibsArray
;
1620 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1622 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1624 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1626 for a
:= 0 to High(GibsArray
) do
1627 with gGibs
[CurrentGib
] do
1630 ID
:= GibsArray
[a
].ID
;
1631 MaskID
:= GibsArray
[a
].MaskID
;
1634 Obj
.Rect
:= GibsArray
[a
].Rect
;
1635 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1636 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1637 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1638 positionChanged(); // this updates spatial accelerators
1639 RAngle
:= Random(360);
1641 if gBloodCount
> 0 then
1642 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1643 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1645 if CurrentGib
>= High(gGibs
) then
1652 procedure g_Player_UpdatePhysicalObjects();
1658 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1663 if T
= SHELL_BULLET
then
1664 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1666 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1671 if gGibs
<> nil then
1672 for i
:= 0 to High(gGibs
) do
1673 if gGibs
[i
].alive
then
1680 mr
:= g_Obj_Move(@Obj
, True, False, True);
1681 positionChanged(); // this updates spatial accelerators
1683 if WordBool(mr
and MOVE_FALLOUT
) then
1689 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1690 if WordBool(mr
and MOVE_HITWALL
) then
1691 Obj
.Vel
.X
:= -(vel
.X
div 2);
1692 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1693 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1695 if (Obj
.Vel
.X
>= 0) then
1697 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1698 if RAngle
>= 360 then
1699 RAngle
:= RAngle
mod 360;
1700 end else begin // Counter-clockwise
1701 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1703 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1706 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1707 if gTime
mod (GAME_TICK
*3) = 0 then
1708 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1712 if gCorpses
<> nil then
1713 for i
:= 0 to High(gCorpses
) do
1714 if gCorpses
[i
] <> nil then
1715 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1721 gCorpses
[i
].Update();
1724 if gShells
<> nil then
1725 for i
:= 0 to High(gShells
) do
1726 if gShells
[i
].alive
then
1733 mr
:= g_Obj_Move(@Obj
, True, False, True);
1734 positionChanged(); // this updates spatial accelerators
1736 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1742 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1743 if WordBool(mr
and MOVE_HITWALL
) then
1745 Obj
.Vel
.X
:= -(vel
.X
div 2);
1746 if not WordBool(mr
and MOVE_INWATER
) then
1747 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1749 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1751 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1752 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1753 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1755 if RAngle
mod 90 <> 0 then
1756 RAngle
:= (RAngle
div 90) * 90;
1758 else if not WordBool(mr
and MOVE_INWATER
) then
1759 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1762 if (Obj
.Vel
.X
>= 0) then
1764 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1765 if RAngle
>= 360 then
1766 RAngle
:= RAngle
mod 360;
1767 end else begin // Counter-clockwise
1768 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1770 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1776 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1778 x
:= Obj
.X
+Obj
.Rect
.X
;
1779 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1780 w
:= Obj
.Rect
.Width
;
1781 h
:= Obj
.Rect
.Height
;
1784 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1786 if (dx
<> 0) or (dy
<> 0) then
1795 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1799 w
:= Obj
.Rect
.Width
;
1800 h
:= Obj
.Rect
.Height
;
1803 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1805 if (dx
<> 0) or (dy
<> 0) then
1814 procedure TGib
.positionChanged (); inline; begin end;
1815 procedure TShell
.positionChanged (); inline; begin end;
1818 procedure g_Player_DrawCorpses();
1823 if gGibs
<> nil then
1824 for i
:= 0 to High(gGibs
) do
1825 if gGibs
[i
].alive
then
1828 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1831 Obj
.lerp(gLerpFactor
, fX
, fY
);
1833 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1834 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1836 e_DrawAdv(ID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1839 e_DrawAdv(MaskID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1845 if gCorpses
<> nil then
1846 for i
:= 0 to High(gCorpses
) do
1847 if gCorpses
[i
] <> nil then
1851 procedure g_Player_DrawShells();
1856 if gShells
<> nil then
1857 for i
:= 0 to High(gShells
) do
1858 if gShells
[i
].alive
then
1861 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1864 Obj
.lerp(gLerpFactor
, fX
, fY
);
1869 e_DrawAdv(SpriteID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1873 procedure g_Player_RemoveAllCorpses();
1879 SetLength(gGibs
, MaxGibs
);
1880 SetLength(gShells
, MaxGibs
);
1884 if gCorpses
<> nil then
1885 for i
:= 0 to High(gCorpses
) do
1889 SetLength(gCorpses
, MaxCorpses
);
1892 procedure g_Player_Corpses_SaveState (st
: TStream
);
1896 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1898 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1900 // Êîëè÷åñòâî òðóïîâ
1901 utils
.writeInt(st
, LongInt(count
));
1903 if (count
= 0) then exit
;
1906 for i
:= 0 to High(gCorpses
) do
1908 if gCorpses
[i
] <> nil then
1911 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1913 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1914 // Ñîõðàíÿåì äàííûå òðóïà:
1915 gCorpses
[i
].SaveState(st
);
1921 procedure g_Player_Corpses_LoadState (st
: TStream
);
1929 g_Player_RemoveAllCorpses();
1931 // Êîëè÷åñòâî òðóïîâ:
1932 count
:= utils
.readLongInt(st
);
1933 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1935 if (count
= 0) then exit
;
1938 for i
:= 0 to count
-1 do
1941 str
:= utils
.readStr(st
);
1943 b
:= utils
.readBool(st
);
1945 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1946 // Çàãðóæàåì äàííûå òðóïà
1947 gCorpses
[i
].LoadState(st
);
1954 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1956 procedure TPlayer
.BFGHit();
1958 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1959 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1960 if g_Game_IsServer
and g_Game_IsNet
then
1961 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1962 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1966 procedure TPlayer
.ChangeModel(ModelName
: string);
1968 locModel
: TPlayerModel
;
1970 locModel
:= g_PlayerModel_Get(ModelName
);
1971 if locModel
= nil then Exit
;
1977 procedure TPlayer
.SetModel(ModelName
: string);
1981 m
:= g_PlayerModel_Get(ModelName
);
1984 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1985 m
:= g_PlayerModel_Get('doomer');
1988 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1993 if FModel
<> nil then
1998 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1999 FModel
.Color
:= FColor
2001 FModel
.Color
:= TEAMCOLOR
[FTeam
];
2002 FModel
.SetWeapon(FCurrWeap
);
2003 FModel
.SetFlag(FFlag
);
2004 SetDirection(FDirection
);
2007 procedure TPlayer
.SetColor(Color
: TRGB
);
2010 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2011 if FModel
<> nil then FModel
.Color
:= Color
;
2016 function TPlayer
.GetColor(): TRGB
;
2018 result
:= FModel
.Color
;
2021 procedure TPlayer
.SetWeaponPrefs(Prefs
: Array of Byte);
2025 for i
:= WP_FIRST
to WP_LAST
+ 1 do
2027 if (Prefs
[i
] > WP_LAST
+ 1) then
2028 FWeapPreferences
[i
] := 0
2030 FWeapPreferences
[i
] := Prefs
[i
];
2034 procedure TPlayer
.SetWeaponPref(Weapon
, Pref
: Byte);
2036 if (Weapon
> WP_LAST
+ 1) then
2038 else if (Pref
<= WP_LAST
+ 1) and (Weapon
<= WP_LAST
+ 1) then
2039 FWeapPreferences
[Weapon
] := Pref
2040 else if (Weapon
<= WP_LAST
+ 1) and (Pref
> WP_LAST
+ 1) then
2041 FWeapPreferences
[Weapon
] := 0;
2044 function TPlayer
.GetWeaponPref(Weapon
: Byte) : Byte;
2046 if (Weapon
> WP_LAST
+ 1) then
2048 else if (FWeapPreferences
[Weapon
] > WP_LAST
+ 1) then
2051 result
:= FWeapPreferences
[Weapon
];
2054 function TPlayer
.GetMorePrefered() : Byte;
2056 testedWeap
, i
: Byte;
2058 testedWeap
:= FCurrWeap
;
2059 for i
:= WP_FIRST
to WP_LAST
do
2060 if FWeapon
[i
] and maySwitch(i
) and (FWeapPreferences
[i
] > FWeapPreferences
[testedWeap
]) then
2062 if (R_BERSERK
in FRulez
) and (FWeapPreferences
[WP_LAST
+ 1] > FWeapPreferences
[testedWeap
]) then
2063 testedWeap
:= WEAPON_KASTET
;
2064 result
:= testedWeap
;
2067 function TPlayer
.maySwitch(Weapon
: Byte) : Boolean;
2070 if (Weapon
= WEAPON_KASTET
) and (FSkipFist
<> 0) then
2072 if (FSkipFist
= 1) and (not (R_BERSERK
in FRulez
)) then
2075 else if (FSwitchToEmpty
= 0) and (not hasAmmoForShooting(Weapon
)) then
2079 procedure TPlayer
.SwitchTeam
;
2081 if g_Game_IsClient
then
2083 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2085 if gGameOn
and FAlive
then
2086 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2088 if FTeam
= TEAM_RED
then
2090 ChangeTeam(TEAM_BLUE
);
2091 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2092 if g_Game_IsNet
then
2093 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2097 ChangeTeam(TEAM_RED
);
2098 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2099 if g_Game_IsNet
then
2100 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2102 FPreferredTeam
:= FTeam
;
2105 procedure TPlayer
.ChangeTeam(Team
: Byte);
2112 TEAM_RED
, TEAM_BLUE
:
2113 FModel
.Color
:= TEAMCOLOR
[Team
];
2115 FModel
.Color
:= FColor
;
2117 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2118 MH_SEND_PlayerStats(FUID
);
2122 procedure TPlayer.CollideItem();
2127 if gItems = nil then Exit;
2128 if not FAlive then Exit;
2130 for i := 0 to High(gItems) do
2133 if (ItemType <> ITEM_NONE) and alive then
2134 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2135 PLAYER_RECT.Height, @Obj) then
2137 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2139 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2140 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2141 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2142 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2143 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2145 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2146 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2147 (gGameSettings.GameType = GT_SINGLE) and
2148 (g_Player_GetCount() > 1)) then
2149 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2155 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2157 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2158 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2162 constructor TPlayer
.Create();
2168 mEDamageType
:= HIT_SOME
;
2174 FSawSound
:= TPlayableSound
.Create();
2175 FSawSoundIdle
:= TPlayableSound
.Create();
2176 FSawSoundHit
:= TPlayableSound
.Create();
2177 FSawSoundSelect
:= TPlayableSound
.Create();
2178 FFlameSoundOn
:= TPlayableSound
.Create();
2179 FFlameSoundOff
:= TPlayableSound
.Create();
2180 FFlameSoundWork
:= TPlayableSound
.Create();
2181 FJetSoundFly
:= TPlayableSound
.Create();
2182 FJetSoundOn
:= TPlayableSound
.Create();
2183 FJetSoundOff
:= TPlayableSound
.Create();
2185 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2186 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2187 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2188 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2189 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2190 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2191 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2192 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2193 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2194 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2196 FSpectatePlayer
:= -1;
2200 FSavedStateNum
:= -1;
2208 FActualModelName
:= 'doomer';
2211 FObj
.Rect
:= PLAYER_RECT
;
2213 FBFGFireCounter
:= -1;
2214 FJustTeleported
:= False;
2217 FWaitForFirstSpawn
:= false;
2222 procedure TPlayer
.positionChanged (); inline;
2226 procedure TPlayer
.doDamage (v
: Integer);
2228 if (v
<= 0) then exit
;
2229 if (v
> 32767) then v
:= 32767;
2230 Damage(v
, 0, 0, 0, mEDamageType
);
2233 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2237 if (not g_Game_IsClient
) and (not FAlive
) then
2242 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2243 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2245 if not g_Game_IsClient
then
2248 if t
= HIT_TRAP
then
2250 // Ëîâóøêà óáèâàåò ñðàçó:
2252 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2254 if t
= HIT_SELF
then
2258 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2261 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2262 FMegaRulez
[MR_SUIT
] := 0;
2263 FMegaRulez
[MR_INVUL
] := 0;
2264 FMegaRulez
[MR_INVIS
] := 0;
2269 // Íî îò îñòàëüíîãî ñïàñàåò:
2270 if FMegaRulez
[MR_INVUL
] >= gTime
then
2277 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2278 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2279 (SpawnerUID
= FUID
) or
2280 (not SameTeam(FUID
, SpawnerUID
)) then
2282 FLastSpawnerUID
:= SpawnerUID
;
2284 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2285 if gBloodCount
> 0 then
2287 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2288 if value
div 4 <= c
then
2289 c
:= c
- (value
div 4)
2293 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2297 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2298 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2301 if t
= HIT_WATER
then
2303 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2304 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2306 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2307 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2313 Inc(FDamageBuffer
, value
);
2317 FPain
:= FPain
+ value
;
2320 if g_Game_IsServer
and g_Game_IsNet
then
2322 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2323 MH_SEND_PlayerStats(FUID
);
2324 MH_SEND_PlayerPos(False, FUID
);
2328 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2331 if g_Game_IsClient
then
2336 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2338 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2341 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2343 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2347 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2348 MH_SEND_PlayerStats(FUID
);
2351 destructor TPlayer
.Destroy();
2353 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2355 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2359 FSawSoundIdle
.Free();
2360 FSawSoundHit
.Free();
2361 FSawSoundSelect
.Free();
2362 FFlameSoundOn
.Free();
2363 FFlameSoundOff
.Free();
2364 FFlameSoundWork
.Free();
2365 FJetSoundFly
.Free();
2367 FJetSoundOff
.Free();
2369 if FPunchAnim
<> nil then
2375 procedure TPlayer
.DrawIndicator(Color
: TRGB
);
2377 indX
, indY
, fX
, fY
, fSlope
: Integer;
2387 FObj
.lerp(gLerpFactor
, fX
, fY
);
2388 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2390 case gPlayerIndicatorStyle
of
2393 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2395 e_GetTextureSize(ID
, @indW
, @indH
);
2399 if (FObj
.X
+ FObj
.Rect
.X
) < 0 then
2402 indX
:= fX
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
;
2403 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2406 else if (FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
) > Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) then
2409 indX
:= fX
+ FObj
.Rect
.X
- indH
;
2410 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2413 else if (FObj
.Y
- indH
) < 0 then
2416 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2417 indY
:= fY
+ FObj
.Rect
.Y
+ FObj
.Rect
.Height
;
2423 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2427 indY
:= indY
+ fSlope
;
2428 indX
:= EnsureRange(indX
, 0, Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) - indW
);
2429 indY
:= EnsureRange(indY
, 0, Max(gMapInfo
.Height
, gPlayerScreenSize
.Y
) - indH
);
2433 e_DrawAdv(ID
, indX
, indY
, 0, True, False, indA
, @a
);
2440 e_TextureFontGetSize(gStdFont
, nW
, nH
);
2441 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- Length(FName
) * nW
) div 2;
2442 indY
:= fY
- nH
+ fSlope
;
2443 e_TextureFontPrintEx(indX
, indY
, FName
, gStdFont
, Color
.R
, Color
.G
, Color
.B
, 1.0, True);
2449 procedure TPlayer
.DrawBubble();
2451 bubX
, bubY
, fX
, fY
: Integer;
2454 Rw
, Gw
, Bw
: SmallInt;
2458 CObj
:= getCameraObj();
2459 CObj
.lerp(gLerpFactor
, fX
, fY
);
2460 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2461 bubX
:= fX
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2462 bubY
:= fY
+FObj
.Rect
.Y
- 18;
2470 1: // simple textual non-bubble
2472 bubX
:= fX
+FObj
.Rect
.X
- 11;
2473 bubY
:= fY
+FObj
.Rect
.Y
- 17;
2474 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2477 2: // advanced pixel-perfect bubble
2479 if FTeam
= TEAM_RED
then
2482 if FTeam
= TEAM_BLUE
then
2485 3: // colored bubble
2487 Rb
:= FModel
.Color
.R
;
2488 Gb
:= FModel
.Color
.G
;
2489 Bb
:= FModel
.Color
.B
;
2490 Rw
:= Min(Rb
* 2 + 64, 255);
2491 Gw
:= Min(Gb
* 2 + 64, 255);
2492 Bw
:= Min(Bb
* 2 + 64, 255);
2493 if (Abs(Rw
- Rb
) < 32)
2494 or (Abs(Gw
- Gb
) < 32)
2495 or (Abs(Bw
- Bb
) < 32) then
2497 Rb
:= Max(Rw
div 2 - 16, 0);
2498 Gb
:= Max(Gw
div 2 - 16, 0);
2499 Bb
:= Max(Bw
div 2 - 16, 0);
2502 4: // custom textured bubble
2504 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2505 if FDirection
= TDirection
.D_RIGHT
then
2506 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2508 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2514 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2515 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2517 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2520 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2521 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2522 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 15, Rw
, Gw
, Bw
);
2523 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 14, Rw
, Gw
, Bw
);
2524 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, Rw
, Gw
, Bw
);
2525 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 14, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 16, Rb
, Gb
, Bb
);
2529 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2530 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2531 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2534 procedure TPlayer
.Draw();
2539 Mirror
: TMirrorType
;
2540 fX
, fY
, fSlope
: Integer;
2542 FObj
.lerp(gLerpFactor
, fX
, fY
);
2543 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2547 if Direction
= TDirection
.D_RIGHT
then
2548 Mirror
:= TMirrorType
.None
2550 Mirror
:= TMirrorType
.Horizontal
;
2552 if FPunchAnim
<> nil then
2554 FPunchAnim
.Draw(fX
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2555 fY
+fSlope
+FObj
.Rect
.Y
-11, Mirror
);
2556 if FPunchAnim
.played
then
2563 if (FMegaRulez
[MR_INVUL
] > gTime
) and ((gPlayerDrawn
<> Self
) or (FSpawnInvul
>= gTime
)) then
2564 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2566 e_GetTextureSize(ID
, @w
, @h
);
2567 if FDirection
= TDirection
.D_LEFT
then
2568 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2569 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False)
2571 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2572 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False);
2575 if FMegaRulez
[MR_INVIS
] > gTime
then
2577 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2578 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2580 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2581 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2585 FModel
.Draw(fX
, fY
+fSlope
, 200)
2587 FModel
.Draw(fX
, fY
+fSlope
);
2590 FModel
.Draw(fX
, fY
+fSlope
, 254);
2593 FModel
.Draw(fX
, fY
+fSlope
);
2596 if g_debug_Frames
then
2598 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2600 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2601 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2605 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2606 if (FMegaRulez
[MR_INVIS
] <= gTime
) or ((gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2607 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
)))) then
2609 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2610 if gAimLine
and alive
and
2611 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2616 procedure TPlayer
.DrawAim();
2617 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2622 {$IFDEF ENABLE_HOLMES}
2623 if isValidViewPort
and (self
= gPlayer1
) then
2625 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2629 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2630 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2632 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2636 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2641 wx
, wy
, xx
, yy
: Integer;
2645 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2646 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2655 1: begin // Chainsaw
2662 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2663 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2664 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2665 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2670 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2671 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2672 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2673 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2675 4: begin // Double Shotgun
2678 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2679 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2680 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2681 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2683 5: begin // Chaingun
2686 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2687 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2688 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2689 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2691 6: begin // Rocket Launcher
2694 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2695 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2696 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2697 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2699 7: begin // Plasmagun
2702 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2703 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2704 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2705 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2710 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2711 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2712 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2713 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2715 9: begin // Super Chaingun
2718 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2719 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2720 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2721 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2724 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2725 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2726 {$IF DEFINED(D2F_DEBUG)}
2727 drawCast(sz
, wx
, wy
, xx
, yy
);
2729 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2733 procedure TPlayer
.DrawGUI();
2736 X
, Y
, SY
, a
, p
, m
: Integer;
2740 stat
: TPlayerStatArray
;
2742 X
:= gPlayerScreenSize
.X
;
2743 SY
:= gPlayerScreenSize
.Y
;
2746 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2748 if gGameSettings
.GameMode
= GM_CTF
then
2752 if gGameSettings
.GameMode
= GM_CTF
then
2754 s
:= 'TEXTURE_PLAYER_REDFLAG';
2755 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2756 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2757 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2758 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2759 if g_Texture_Get(s
, ID
) then
2760 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2763 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2764 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2765 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2767 if gGameSettings
.GameMode
= GM_CTF
then
2769 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2770 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2771 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2772 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2773 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2774 if g_Texture_Get(s
, ID
) then
2775 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2778 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2779 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2780 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2783 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2784 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2787 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2788 e_Draw(ID
, X
+2, Y
, 0, True, False);
2790 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2794 s
:= IntToStr(Frags
);
2795 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2796 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2801 stat
:= g_Player_GetStats();
2806 for a
:= 0 to High(stat
) do
2807 if stat
[a
].Name
<> Name
then
2809 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2810 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2814 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2815 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2816 s
:= s
+IntToStr(Abs(Frags
-m
));
2818 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2819 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2822 if gLMSRespawn
> LMS_RESPAWN_NONE
then
2824 s
:= _lc
[I_GAME_WARMUP
];
2825 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2826 s
:= s
+ ': ' + IntToStr((gLMSRespawnTime
- gTime
) div 1000);
2827 e_CharFont_PrintEx(gMenuFont
, X
-64-tw
, SY
-32, s
, _RGB(0, 255, 0));
2829 else if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2831 s
:= IntToStr(Lives
);
2832 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2833 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2837 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2838 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2840 if R_BERSERK
in FRulez
then
2841 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2843 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2845 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2846 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2848 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2849 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2850 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2852 s
:= IntToStr(FArmor
);
2853 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2854 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2856 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2862 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2867 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2869 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2870 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2871 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2872 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2873 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2874 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2875 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2876 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2877 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2880 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2881 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2882 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2884 if R_KEY_RED
in FRulez
then
2885 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2887 if R_KEY_GREEN
in FRulez
then
2888 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2890 if R_KEY_BLUE
in FRulez
then
2891 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2893 if FJetFuel
> 0 then
2895 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2896 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2897 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2898 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2899 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2900 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2904 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2905 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2906 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2909 if gShowPing
and g_Game_IsClient
then
2911 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2912 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2918 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2919 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2920 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2923 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2924 s
:= _lc
[I_PLAYER_SPECT4
];
2925 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2926 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2927 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2933 procedure TPlayer
.DrawRulez();
2937 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2938 if (FMegaRulez
[MR_INVUL
] >= gTime
) and (FSpawnInvul
< gTime
) then
2940 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2941 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2946 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2947 191, 191, 191, 0, TBlending
.Invert
);
2950 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2951 if FMegaRulez
[MR_SUIT
] >= gTime
then
2953 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2954 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2959 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2960 0, 96, 0, 200, TBlending
.None
);
2963 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2964 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2966 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2967 255, 0, 0, 200, TBlending
.None
);
2971 procedure TPlayer
.DrawPain();
2975 if FPain
= 0 then Exit
;
2979 if a
< 15 then h
:= 0
2980 else if a
< 35 then h
:= 1
2981 else if a
< 55 then h
:= 2
2982 else if a
< 75 then h
:= 3
2983 else if a
< 95 then h
:= 4
2986 //if a > 255 then a := 255;
2988 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2989 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2992 procedure TPlayer
.DrawPickup();
2996 if FPickup
= 0 then Exit
;
3000 if a
< 15 then h
:= 1
3001 else if a
< 35 then h
:= 2
3002 else if a
< 55 then h
:= 3
3003 else if a
< 75 then h
:= 4
3006 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
3009 procedure TPlayer
.DoPunch();
3014 if FPunchAnim
<> nil then begin
3019 st
:= 'FRAMES_PUNCH';
3020 if R_BERSERK
in FRulez
then
3021 st
:= st
+ '_BERSERK';
3022 if FKeys
[KEY_UP
].Pressed
then
3024 else if FKeys
[KEY_DOWN
].Pressed
then
3026 g_Frames_Get(id
, st
);
3027 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
3030 procedure TPlayer
.Fire();
3032 f
, DidFire
: Boolean;
3033 wx
, wy
, xd
, yd
: Integer;
3036 if g_Game_IsClient
then Exit
;
3037 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3038 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3046 if FReloading
[FCurrWeap
] <> 0 then Exit
;
3051 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
3052 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
3053 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
3054 yd
:= wy
+firediry();
3060 if R_BERSERK
in FRulez
then
3062 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3063 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
3064 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
3067 locobj
.rect
.Width
:= 39;
3068 locobj
.rect
.Height
:= 52;
3069 locobj
.Vel
.X
:= (xd
-wx
) div 2;
3070 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
3071 locobj
.Accel
.X
:= xd
-wx
;
3072 locobj
.Accel
.y
:= yd
-wy
;
3074 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
3075 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
3077 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
3079 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
3083 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
3087 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3092 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3093 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
3095 FSawSoundSelect
.Stop();
3097 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
3099 else if not FSawSoundHit
.IsPlaying() then
3101 FSawSoundSelect
.Stop();
3102 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
3105 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3111 if FAmmo
[A_BULLETS
] > 0 then
3113 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
3114 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3115 Dec(FAmmo
[A_BULLETS
]);
3116 FFireAngle
:= FAngle
;
3119 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3120 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3124 if FAmmo
[A_SHELLS
] > 0 then
3126 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3127 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3128 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3129 Dec(FAmmo
[A_SHELLS
]);
3130 FFireAngle
:= FAngle
;
3134 FShellType
:= SHELL_SHELL
;
3138 if FAmmo
[A_SHELLS
] >= 2 then
3140 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3141 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3142 Dec(FAmmo
[A_SHELLS
], 2);
3143 FFireAngle
:= FAngle
;
3147 FShellType
:= SHELL_DBLSHELL
;
3151 if FAmmo
[A_BULLETS
] > 0 then
3153 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3154 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3155 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3156 Dec(FAmmo
[A_BULLETS
]);
3157 FFireAngle
:= FAngle
;
3160 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3161 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3164 WEAPON_ROCKETLAUNCHER
:
3165 if FAmmo
[A_ROCKETS
] > 0 then
3167 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3168 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3169 Dec(FAmmo
[A_ROCKETS
]);
3170 FFireAngle
:= FAngle
;
3176 if FAmmo
[A_CELLS
] > 0 then
3178 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3179 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3180 Dec(FAmmo
[A_CELLS
]);
3181 FFireAngle
:= FAngle
;
3187 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3189 FBFGFireCounter
:= 17;
3190 if not FNoReload
then
3191 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3192 Dec(FAmmo
[A_CELLS
], 40);
3196 WEAPON_SUPERPULEMET
:
3197 if FAmmo
[A_SHELLS
] > 0 then
3199 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3200 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3201 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3202 Dec(FAmmo
[A_SHELLS
]);
3203 FFireAngle
:= FAngle
;
3206 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3207 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3210 WEAPON_FLAMETHROWER
:
3211 if FAmmo
[A_FUEL
] > 0 then
3213 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3215 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3217 FFireAngle
:= FAngle
;
3224 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
3228 if g_Game_IsNet
then
3232 if FCurrWeap
<> WEAPON_BFG
then
3233 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3235 if not FNoReload
then
3236 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3239 MH_SEND_PlayerStats(FUID
);
3244 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3245 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3246 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3249 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3252 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3253 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3254 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3255 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3256 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3261 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3263 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3264 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3265 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3268 procedure TPlayer
.FlamerOn
;
3270 FFlameSoundOff
.Stop();
3271 FFlameSoundOff
.SetPosition(0);
3274 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
3275 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
3279 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3284 procedure TPlayer
.FlamerOff
;
3288 FFlameSoundOn
.Stop();
3289 FFlameSoundOn
.SetPosition(0);
3290 FFlameSoundWork
.Stop();
3291 FFlameSoundWork
.SetPosition(0);
3292 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3297 procedure TPlayer
.JetpackOn
;
3301 FJetSoundOn
.SetPosition(0);
3302 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3306 procedure TPlayer
.JetpackOff
;
3310 FJetSoundOff
.SetPosition(0);
3311 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3314 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
3316 if Timeout
<= 0 then
3318 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
3319 exit
; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3320 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3321 exit
; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3322 if FFireTime
<= 0 then
3323 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
3324 FFireTime
:= Timeout
;
3325 FFireAttacker
:= Attacker
;
3326 if g_Game_IsNet
and g_Game_IsServer
then
3327 MH_SEND_PlayerStats(FUID
);
3330 procedure TPlayer
.Jump();
3332 if gFly
or FJetpack
then
3334 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3335 if FObj
.Vel
.Y
> -VEL_FLY
then
3336 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3339 if FJetFuel
> 0 then
3341 if (FJetFuel
< 1) and g_Game_IsServer
then
3345 if g_Game_IsNet
then
3346 MH_SEND_PlayerStats(FUID
);
3352 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3354 FCanJetpack
:= False;
3356 // Ïðûãàåì èëè âñïëûâàåì:
3357 if (CollideLevel(0, 1) or
3358 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3359 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3360 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3362 FObj
.Vel
.Y
:= -VEL_JUMP
;
3363 FCanJetpack
:= False;
3367 if BodyInLiquid(0, 0) then
3368 FObj
.Vel
.Y
:= -VEL_SW
3369 else if (FJetFuel
> 0) and FCanJetpack
and
3370 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3374 if g_Game_IsNet
then
3375 MH_SEND_PlayerStats(FUID
);
3380 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3382 a
, i
, k
, ab
, ar
: Byte;
3386 srv
, netsrv
: Boolean;
3392 procedure PushItem(t
: Byte);
3396 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3397 it
:= g_Items_ByIdx(id
);
3398 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3400 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3401 (FObj
.Vel
.Y
div 2)-Random(9));
3402 it
.positionChanged(); // this updates spatial accelerators
3406 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3408 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3409 (FObj
.Vel
.Y
div 2)-Random(6));
3411 else // -3..+3; -3..0
3413 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3414 (FObj
.Vel
.Y
div 2)-Random(4));
3416 it
.positionChanged(); // this updates spatial accelerators
3419 if g_Game_IsNet
and g_Game_IsServer
then
3420 MH_SEND_ItemSpawn(True, id
);
3424 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3425 Srv
:= g_Game_IsServer
;
3426 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3427 if Srv
then FDeath
:= FDeath
+ 1;
3432 if not FPhysics
then
3438 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3440 if FLives
> 0 then FLives
:= FLives
- 1;
3441 if FLives
= 0 then FNoRespawn
:= True;
3444 // Íîìåð òèïà ñìåðòè:
3447 K_SIMPLEKILL
: a
:= 1;
3449 K_EXTRAHARDKILL
: a
:= 3;
3454 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3456 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3463 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3465 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3466 K_EXTRAHARDKILL
, K_FALLKILL
:
3467 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3470 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3474 K_HARDKILL
, K_EXTRAHARDKILL
:
3478 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3479 if (KillType
<> K_FALLKILL
) and (Srv
) then
3480 g_Monsters_killedp();
3482 if SpawnerUID
= FUID
then
3486 if gGameSettings
.GameMode
= GM_TDM
then
3487 Dec(gTeamStat
[FTeam
].Goals
);
3488 if DoFrags
or (gGameSettings
.GameMode
= GM_TDM
) then
3494 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3497 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3498 begin // Óáèò äðóãèì èãðîêîì
3499 KP
:= g_Player_Get(SpawnerUID
);
3500 if (KP
<> nil) and Srv
then
3502 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3503 if SameTeam(FUID
, SpawnerUID
) then
3513 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3514 Inc(gTeamStat
[KP
.Team
].Goals
,
3515 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3517 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3520 plr
:= g_Player_Get(SpawnerUID
);
3528 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3532 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3536 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3541 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3542 begin // Óáèò ìîíñòðîì
3543 mon
:= g_Monsters_ByUID(SpawnerUID
);
3547 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3551 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3555 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3559 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3564 else // Îñîáûå òèïû ñìåðòè
3567 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3568 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3569 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3570 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3571 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3572 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3578 for a
:= WP_FIRST
to WP_LAST
do
3582 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3583 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3584 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3585 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3586 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3587 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3588 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3589 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3590 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3599 if R_ITEM_BACKPACK
in FRulez
then
3600 PushItem(ITEM_AMMO_BACKPACK
);
3602 // Âûáðîñ ðàêåòíîãî ðàíöà:
3603 if FJetFuel
> 0 then
3604 PushItem(ITEM_JETPACK
);
3607 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
3608 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
3610 if R_KEY_RED
in FRulez
then
3611 PushItem(ITEM_KEY_RED
);
3613 if R_KEY_GREEN
in FRulez
then
3614 PushItem(ITEM_KEY_GREEN
);
3616 if R_KEY_BLUE
in FRulez
then
3617 PushItem(ITEM_KEY_BLUE
);
3621 DropFlag(KillType
= K_FALLKILL
);
3624 FCorpse
:= g_Player_CreateCorpse(Self
);
3626 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3627 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3633 for i
:= Low(gPlayers
) to High(gPlayers
) do
3635 if gPlayers
[i
] = nil then continue
;
3636 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3639 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3640 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3645 OldLR
:= gLMSRespawn
;
3646 if (gGameSettings
.GameMode
= GM_COOP
) then
3650 // everyone is dead, restart the map
3651 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3653 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3654 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3655 gLMSRespawnTime
:= gTime
+ 5000;
3657 else if (a
= 1) then
3659 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3660 if (gPlayers
[k
] = gPlayer1
) or
3661 (gPlayers
[k
] = gPlayer2
) then
3662 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3663 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3664 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3667 else if (gGameSettings
.GameMode
= GM_TDM
) then
3669 if (ab
= 0) and (ar
<> 0) then
3672 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3674 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3675 Inc(gTeamStat
[TEAM_RED
].Goals
);
3676 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3677 gLMSRespawnTime
:= gTime
+ 5000;
3679 else if (ar
= 0) and (ab
<> 0) then
3682 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3684 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3685 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3686 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3687 gLMSRespawnTime
:= gTime
+ 5000;
3689 else if (ar
= 0) and (ab
= 0) then
3692 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3694 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3695 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3696 gLMSRespawnTime
:= gTime
+ 5000;
3699 else if (gGameSettings
.GameMode
= GM_DM
) then
3703 if gPlayers
[k
] <> nil then
3706 // survivor is the winner
3707 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3709 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3712 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3713 gLMSRespawnTime
:= gTime
+ 5000;
3715 else if (a
= 0) then
3717 // everyone is dead, restart the map
3718 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3720 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3721 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3722 gLMSRespawnTime
:= gTime
+ 5000;
3725 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3727 if NetMode
= NET_SERVER
then
3728 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
3730 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3736 MH_SEND_PlayerStats(FUID
);
3737 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3738 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3741 if srv
and FNoRespawn
then Spectate(True);
3742 FWantsInGame
:= True;
3745 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3747 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3748 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3751 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3753 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3754 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3757 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3759 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3760 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3761 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3762 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3763 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3764 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3765 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3766 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3769 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3771 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3772 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3773 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3774 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3777 procedure TPlayer
.ProcessWeaponAction(Action
: Byte);
3779 if g_Game_IsClient
then Exit
;
3781 WP_PREV
: PrevWeapon();
3782 WP_NEXT
: NextWeapon();
3786 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3788 if g_Game_IsClient
then Exit
;
3789 if Weapon
> High(FWeapon
) then Exit
;
3790 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3793 procedure TPlayer
.resetWeaponQueue ();
3796 FNextWeapDelay
:= 0;
3799 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3803 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3804 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3805 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3806 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3807 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3808 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3809 else result
:= (weapon
< length(FWeapon
));
3813 function TPlayer
.hasAmmoForShooting (weapon
: Byte): Boolean;
3817 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3818 WEAPON_SHOTGUN1
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3819 WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 1);
3820 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3821 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3822 WEAPON_PLASMA
: result
:= (FAmmo
[A_CELLS
] > 0);
3823 WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] >= 40);
3824 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3825 else result
:= (weapon
< length(FWeapon
));
3829 function TPlayer
.shouldSwitch (weapon
: Byte; hadWeapon
: Boolean): Boolean;
3832 if (weapon
> WP_LAST
+ 1) then
3837 if (FWeapSwitchMode
= 1) and not hadWeapon
then
3839 else if (FWeapSwitchMode
= 2) then
3840 result
:= (FWeapPreferences
[weapon
] > FWeapPreferences
[FCurrWeap
]);
3843 // return 255 for "no switch"
3844 function TPlayer
.getNextWeaponIndex (): Byte;
3847 wantThisWeapon
: array[0..64] of Boolean;
3848 wwc
: Integer = 0; //HACK!
3851 result
:= 255; // default result: "no switch"
3852 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3853 // had weapon cycling on previous frame? remove that flag
3854 if (FNextWeap
and $2000) <> 0 then
3856 FNextWeap
:= FNextWeap
and $1FFF;
3857 FNextWeapDelay
:= 0;
3859 // cycling has priority
3860 if (FNextWeap
and $C000) <> 0 then
3862 if (FNextWeap
and $8000) <> 0 then
3866 FNextWeap
:= FNextWeap
or $2000; // we need this
3867 if FNextWeapDelay
> 0 then
3868 exit
; // cooldown time
3870 for i
:= 0 to High(FWeapon
) do
3872 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3873 if FWeapon
[cwi
] and maySwitch(cwi
) then
3875 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3876 result
:= Byte(cwi
);
3877 FNextWeapDelay
:= WEAPON_DELAY
;
3885 for i
:= 0 to High(wantThisWeapon
) do
3886 wantThisWeapon
[i
] := false;
3887 for i
:= 0 to High(FWeapon
) do
3888 if (FNextWeap
and (1 shl i
)) <> 0 then
3890 wantThisWeapon
[i
] := true;
3894 // exclude currently selected weapon from the set
3895 wantThisWeapon
[FCurrWeap
] := false;
3896 // slow down alterations a little
3899 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3900 // more than one weapon requested, assume "alteration" and check alteration delay
3901 if FNextWeapDelay
> 0 then
3907 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3908 // but clear all counters if no weapon should be switched
3914 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3915 // try weapons in descending order
3916 for i
:= High(FWeapon
) downto 0 do
3918 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3923 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3924 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3928 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3932 procedure TPlayer
.RealizeCurrentWeapon();
3933 function switchAllowed (): Boolean;
3938 if FBFGFireCounter
<> -1 then
3940 if FTime
[T_SWITCH
] > gTime
then
3942 for i
:= WP_FIRST
to WP_LAST
do
3943 if FReloading
[i
] > 0 then
3951 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3952 //FNextWeap := FNextWeap and $1FFF;
3953 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3955 if not switchAllowed
then
3957 //HACK for weapon cycling
3958 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3962 nw
:= getNextWeaponIndex();
3964 if nw
= 255 then exit
; // don't reset anything here
3965 if nw
> High(FWeapon
) then
3967 // don't forget to reset queue here!
3968 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3976 FTime
[T_SWITCH
] := gTime
+156;
3977 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3978 FModel
.SetWeapon(FCurrWeap
);
3979 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3983 procedure TPlayer
.NextWeapon();
3985 if g_Game_IsClient
then Exit
;
3989 procedure TPlayer
.PrevWeapon();
3991 if g_Game_IsClient
then Exit
;
3995 procedure TPlayer
.SetWeapon(W
: Byte);
3997 if FCurrWeap
<> W
then
3998 if W
= WEAPON_SAW
then
3999 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
4002 FModel
.SetWeapon(CurrWeap
);
4006 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
4009 switchWeapon
: Byte = 255;
4010 hadWeapon
: Boolean = False;
4013 if g_Game_IsClient
then Exit
;
4015 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
4016 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
4020 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4022 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
4026 if gFlash
= 2 then Inc(FPickup
, 5);
4030 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4032 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
4036 if gFlash
= 2 then Inc(FPickup
, 5);
4040 if FArmor
< PLAYER_AP_SOFT
then
4042 FArmor
:= PLAYER_AP_SOFT
;
4045 if gFlash
= 2 then Inc(FPickup
, 5);
4049 if FArmor
< PLAYER_AP_LIMIT
then
4051 FArmor
:= PLAYER_AP_LIMIT
;
4054 if gFlash
= 2 then Inc(FPickup
, 5);
4058 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4060 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
4064 if gFlash
= 2 then Inc(FPickup
, 5);
4068 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
4070 if FHealth
< PLAYER_HP_LIMIT
then
4071 FHealth
:= PLAYER_HP_LIMIT
;
4072 if FArmor
< PLAYER_AP_LIMIT
then
4073 FArmor
:= PLAYER_AP_LIMIT
;
4077 if gFlash
= 2 then Inc(FPickup
, 5);
4081 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
4083 hadWeapon
:= FWeapon
[WEAPON_SAW
];
4084 switchWeapon
:= WEAPON_SAW
;
4085 FWeapon
[WEAPON_SAW
] := True;
4087 if gFlash
= 2 then Inc(FPickup
, 5);
4088 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4091 ITEM_WEAPON_SHOTGUN1
:
4092 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
4094 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4095 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
4096 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN1
];
4097 switchWeapon
:= WEAPON_SHOTGUN1
;
4098 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4099 FWeapon
[WEAPON_SHOTGUN1
] := True;
4101 if gFlash
= 2 then Inc(FPickup
, 5);
4102 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4105 ITEM_WEAPON_SHOTGUN2
:
4106 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4108 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4109 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN2
];
4110 switchWeapon
:= WEAPON_SHOTGUN2
;
4111 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4112 FWeapon
[WEAPON_SHOTGUN2
] := True;
4114 if gFlash
= 2 then Inc(FPickup
, 5);
4115 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4118 ITEM_WEAPON_CHAINGUN
:
4119 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4121 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4122 hadWeapon
:= FWeapon
[WEAPON_CHAINGUN
];
4123 switchWeapon
:= WEAPON_CHAINGUN
;
4124 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4125 FWeapon
[WEAPON_CHAINGUN
] := True;
4127 if gFlash
= 2 then Inc(FPickup
, 5);
4128 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4131 ITEM_WEAPON_ROCKETLAUNCHER
:
4132 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4134 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4135 switchWeapon
:= WEAPON_ROCKETLAUNCHER
;
4136 hadWeapon
:= FWeapon
[WEAPON_ROCKETLAUNCHER
];
4137 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4138 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4140 if gFlash
= 2 then Inc(FPickup
, 5);
4141 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4145 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4147 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4148 switchWeapon
:= WEAPON_PLASMA
;
4149 hadWeapon
:= FWeapon
[WEAPON_PLASMA
];
4150 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4151 FWeapon
[WEAPON_PLASMA
] := True;
4153 if gFlash
= 2 then Inc(FPickup
, 5);
4154 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4158 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4160 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4161 switchWeapon
:= WEAPON_BFG
;
4162 hadWeapon
:= FWeapon
[WEAPON_BFG
];
4163 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4164 FWeapon
[WEAPON_BFG
] := True;
4166 if gFlash
= 2 then Inc(FPickup
, 5);
4167 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4170 ITEM_WEAPON_SUPERPULEMET
:
4171 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4173 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4174 switchWeapon
:= WEAPON_SUPERPULEMET
;
4175 hadWeapon
:= FWeapon
[WEAPON_SUPERPULEMET
];
4176 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4177 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4179 if gFlash
= 2 then Inc(FPickup
, 5);
4180 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4183 ITEM_WEAPON_FLAMETHROWER
:
4184 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4186 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4187 switchWeapon
:= WEAPON_FLAMETHROWER
;
4188 hadWeapon
:= FWeapon
[WEAPON_FLAMETHROWER
];
4189 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4190 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4192 if gFlash
= 2 then Inc(FPickup
, 5);
4193 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4197 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4199 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4202 if gFlash
= 2 then Inc(FPickup
, 5);
4205 ITEM_AMMO_BULLETS_BOX
:
4206 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4208 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4211 if gFlash
= 2 then Inc(FPickup
, 5);
4215 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4217 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4220 if gFlash
= 2 then Inc(FPickup
, 5);
4223 ITEM_AMMO_SHELLS_BOX
:
4224 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4226 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4229 if gFlash
= 2 then Inc(FPickup
, 5);
4233 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4235 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4238 if gFlash
= 2 then Inc(FPickup
, 5);
4241 ITEM_AMMO_ROCKET_BOX
:
4242 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4244 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4247 if gFlash
= 2 then Inc(FPickup
, 5);
4251 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4253 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4256 if gFlash
= 2 then Inc(FPickup
, 5);
4260 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4262 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4265 if gFlash
= 2 then Inc(FPickup
, 5);
4269 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4271 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4274 if gFlash
= 2 then Inc(FPickup
, 5);
4278 if not(R_ITEM_BACKPACK
in FRulez
) or
4279 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4280 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4281 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4282 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4283 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
4285 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4286 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4287 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4288 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4289 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4291 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4292 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4293 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4294 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4295 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4296 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4297 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4298 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4299 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4300 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
4302 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4305 if gFlash
= 2 then Inc(FPickup
, 5);
4309 if not(R_KEY_RED
in FRulez
) then
4311 Include(FRulez
, R_KEY_RED
);
4313 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4314 if gFlash
= 2 then Inc(FPickup
, 5);
4315 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4319 if not(R_KEY_GREEN
in FRulez
) then
4321 Include(FRulez
, R_KEY_GREEN
);
4323 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4324 if gFlash
= 2 then Inc(FPickup
, 5);
4325 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4329 if not(R_KEY_BLUE
in FRulez
) then
4331 Include(FRulez
, R_KEY_BLUE
);
4333 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4334 if gFlash
= 2 then Inc(FPickup
, 5);
4335 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4339 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4341 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4345 if gFlash
= 2 then Inc(FPickup
, 5);
4349 if FAir
< AIR_MAX
then
4354 if gFlash
= 2 then Inc(FPickup
, 5);
4359 if not (R_BERSERK
in FRulez
) then
4361 Include(FRulez
, R_BERSERK
);
4362 if (FBFGFireCounter
= -1) then
4364 FCurrWeap
:= WEAPON_KASTET
;
4366 FModel
.SetWeapon(WEAPON_KASTET
);
4371 if gFlash
= 2 then Inc(FPickup
, 5);
4373 FBerserk
:= gTime
+30000;
4378 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4380 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
4381 FBerserk
:= gTime
+30000;
4389 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4391 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4395 if gFlash
= 2 then Inc(FPickup
, 5);
4399 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4401 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4405 if gFlash
= 2 then Inc(FPickup
, 5);
4409 if FArmor
< PLAYER_AP_LIMIT
then
4411 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4414 if gFlash
= 2 then Inc(FPickup
, 5);
4418 if FJetFuel
< JET_MAX
then
4420 FJetFuel
:= JET_MAX
;
4423 if gFlash
= 2 then Inc(FPickup
, 5);
4427 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4429 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4432 if gFlash
= 2 then Inc(FPickup
, 5);
4436 if (shouldSwitch(switchWeapon
, hadWeapon
)) then
4437 QueueWeaponSwitch(switchWeapon
);
4440 procedure TPlayer
.Touch();
4444 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4447 // Áðîñèòü ôëàã òîâàðèùó:
4448 if gGameSettings
.GameMode
= GM_CTF
then
4453 procedure TPlayer
.Push(vx
, vy
: Integer);
4455 if (not FPhysics
) and FGhost
then
4457 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4458 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4459 if g_Game_IsNet
and g_Game_IsServer
then
4460 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4463 procedure TPlayer
.Reset(Force
: Boolean);
4469 FTime
[T_RESPAWN
] := 0;
4470 FTime
[T_FLAGCAP
] := 0;
4486 FSpectator
:= False;
4489 FSpectatePlayer
:= -1;
4490 FNoRespawn
:= False;
4492 FLives
:= gGameSettings
.MaxLives
;
4497 procedure TPlayer
.SoftReset();
4505 FBFGFireCounter
:= -1;
4513 SetAction(A_STAND
, True);
4516 function TPlayer
.GetRespawnPoint(): Byte;
4521 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4523 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4524 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4526 if Self
= gPlayer1
then
4528 // player 1 should try to spawn on the player 1 point
4529 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4530 Exit(RESPAWNPOINT_PLAYER1
)
4531 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4532 Exit(RESPAWNPOINT_PLAYER2
);
4534 else if Self
= gPlayer2
then
4536 // player 2 should try to spawn on the player 2 point
4537 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4538 Exit(RESPAWNPOINT_PLAYER2
)
4539 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4540 Exit(RESPAWNPOINT_PLAYER1
);
4544 // other players randomly pick either the first or the second point
4545 c
:= IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1
, RESPAWNPOINT_PLAYER2
);
4546 if g_Map_GetPointCount(c
) > 0 then
4548 // try the other one
4549 c
:= IfThen((c
= RESPAWNPOINT_PLAYER1
), RESPAWNPOINT_PLAYER2
, RESPAWNPOINT_PLAYER1
);
4550 if g_Map_GetPointCount(c
) > 0 then
4556 if gGameSettings
.GameMode
= GM_DM
then
4558 // try DM points first
4559 if g_Map_GetPointCount(RESPAWNPOINT_DM
) > 0 then
4560 Exit(RESPAWNPOINT_DM
);
4564 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4566 // try team points first
4567 c
:= RESPAWNPOINT_DM
;
4568 if FTeam
= TEAM_RED
then
4569 c
:= RESPAWNPOINT_RED
4570 else if FTeam
= TEAM_BLUE
then
4571 c
:= RESPAWNPOINT_BLUE
;
4572 if g_Map_GetPointCount(c
) > 0 then
4576 // still haven't found a spawnpoint, try random shit
4577 Result
:= g_Map_GetRandomPointType();
4580 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4582 RespawnPoint
: TRespawnPoint
;
4590 FBFGFireCounter
:= -1;
4597 if not g_Game_IsServer
then
4601 FWantsInGame
:= True;
4602 FJustTeleported
:= True;
4605 FTime
[T_RESPAWN
] := 0;
4609 // if server changes MaxLives we gotta be ready
4610 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4612 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4613 if FTime
[T_RESPAWN
] > gTime
then
4616 // Ïðîñðàë âñå æèçíè:
4619 if not FSpectator
then Spectate(True);
4620 FWantsInGame
:= True;
4624 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4625 begin // "Ñâîÿ èãðà"
4626 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4627 FRulez
:= FRulez
-[R_BERSERK
];
4629 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4631 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4632 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4635 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4636 c
:= GetRespawnPoint();
4641 // Âîñêðåøåíèå áåç îðóæèÿ:
4644 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
4650 for a
:= WP_FIRST
to WP_LAST
do
4652 FWeapon
[a
] := False;
4656 FWeapon
[WEAPON_PISTOL
] := True;
4657 FWeapon
[WEAPON_KASTET
] := True;
4658 FCurrWeap
:= WEAPON_PISTOL
;
4661 FModel
.SetWeapon(FCurrWeap
);
4663 for b
:= A_BULLETS
to A_HIGH
do
4666 FAmmo
[A_BULLETS
] := 50;
4668 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4669 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4670 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4671 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4672 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4674 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
4675 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
4676 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4681 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4682 if not g_Map_GetPoint(c
, RespawnPoint
) then
4684 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4688 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4689 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4690 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4691 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4692 FObj
.oldY
:= FObj
.Y
;
4698 FDirection
:= RespawnPoint
.Direction
;
4699 if FDirection
= TDirection
.D_LEFT
then
4704 SetAction(A_STAND
, True);
4705 FModel
.Direction
:= FDirection
;
4707 for a
:= Low(FTime
) to High(FTime
) do
4710 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4713 // Respawn invulnerability
4714 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
4716 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
4717 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
4722 FCanJetpack
:= False;
4728 // Àíèìàöèÿ âîçðîæäåíèÿ:
4729 if (not gLoadGameMode
) and (not Silent
) then
4730 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4732 Anim
:= TAnimation
.Create(ID
, False, 3);
4733 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4734 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4738 FSpectator
:= False;
4741 FSpectatePlayer
:= -1;
4744 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
4746 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
4749 if g_Game_IsNet
then
4751 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4752 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4754 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4755 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4760 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4763 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4764 else if (not NoMove
) then
4766 GameX
:= gMapInfo
.Width
div 2;
4767 GameY
:= gMapInfo
.Height
div 2;
4776 FWantsInGame
:= False;
4782 if Self
= gPlayer1
then
4784 gSpectLatchPID1
:= FUID
;
4787 else if Self
= gPlayer2
then
4789 gSpectLatchPID2
:= FUID
;
4794 if g_Game_IsNet
then
4795 MH_SEND_PlayerStats(FUID
);
4798 procedure TPlayer
.SwitchNoClip
;
4802 FGhost
:= not FGhost
;
4803 FPhysics
:= not FGhost
;
4815 procedure TPlayer
.Run(Direction
: TDirection
);
4819 if MAX_RUNVEL
> 8 then
4823 if Direction
= TDirection
.D_LEFT
then
4825 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4826 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4829 if FObj
.Vel
.X
< MAX_RUNVEL
then
4830 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4832 // Âîçìîæíî, ïèíàåì êóñêè:
4833 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4835 b
:= Abs(FObj
.Vel
.X
);
4836 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4837 for a
:= 0 to High(gGibs
) do
4839 if gGibs
[a
].alive
and
4840 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4841 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4844 if FObj
.Vel
.X
< 0 then
4846 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4850 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4852 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4860 procedure TPlayer
.SeeDown();
4862 SetAction(A_SEEDOWN
);
4864 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4866 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4869 procedure TPlayer
.SeeUp();
4873 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4875 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4878 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4886 A_ATTACK
: Prior
:= 2;
4887 A_SEEUP
: Prior
:= 1;
4888 A_SEEDOWN
: Prior
:= 1;
4889 A_ATTACKUP
: Prior
:= 2;
4890 A_ATTACKDOWN
: Prior
:= 2;
4895 if (Prior
> FActionPrior
) or Force
then
4896 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4898 FActionPrior
:= Prior
;
4899 FActionAnim
:= Action
;
4900 FActionForce
:= Force
;
4901 FActionChanged
:= True;
4904 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4907 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4909 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4910 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4911 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4912 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4915 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4922 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4924 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4925 if g_Game_IsServer
and g_Game_IsNet
then
4926 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4930 FJustTeleported
:= True;
4935 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4937 Anim
:= TAnimation
.Create(ID
, False, 3);
4940 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4941 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4942 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4943 if g_Game_IsServer
and g_Game_IsNet
then
4944 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4945 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4949 FObj
.X
:= X
-PLAYER_RECT
.X
;
4950 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4951 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4952 FObj
.oldY
:= FObj
.Y
;
4953 if FAlive
and FGhost
then
4959 if not g_Game_IsNet
then
4963 SetDirection(TDirection
.D_LEFT
);
4969 SetDirection(TDirection
.D_RIGHT
);
4975 if FDirection
= TDirection
.D_RIGHT
then
4977 SetDirection(TDirection
.D_LEFT
);
4982 SetDirection(TDirection
.D_RIGHT
);
4988 if not silent
and (Anim
<> nil) then
4990 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4991 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4994 if g_Game_IsServer
and g_Game_IsNet
then
4995 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4996 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
5003 function nonz(a
: Single): Single;
5011 function TPlayer
.refreshCorpse(): Boolean;
5017 if FAlive
or FSpectator
then
5019 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
5021 for i
:= 0 to High(gCorpses
) do
5022 if gCorpses
[i
] <> nil then
5023 if gCorpses
[i
].FPlayerUID
= FUID
then
5031 function TPlayer
.getCameraObj(): TObj
;
5033 if (not FAlive
) and (not FSpectator
) and
5034 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
5035 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
5037 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
5038 Result
:= gCorpses
[FCorpse
].FObj
;
5046 procedure TPlayer
.PreUpdate();
5048 FSlopeOld
:= FObj
.slopeUpLeft
;
5049 FIncCamOld
:= FIncCam
;
5050 FObj
.oldX
:= FObj
.X
;
5051 FObj
.oldY
:= FObj
.Y
;
5054 procedure TPlayer
.Update();
5057 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
5058 blockmon
, headwater
, dospawn
: Boolean;
5063 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
5064 AnyServer
:= g_Game_IsServer
;
5066 if g_Game_IsClient
and (NetInterpLevel
> 0) then
5067 DoLerp(NetInterpLevel
+ 1)
5073 if (FClientID
>= 0) and (NetClients
[FClientID
].Peer
<> nil) then
5075 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5076 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5077 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5086 if FAlive
and (FPunchAnim
<> nil) then
5087 FPunchAnim
.Update();
5089 if FAlive
and (gFly
or FJetpack
) then
5092 if FDirection
= TDirection
.D_LEFT
then
5097 if FAlive
and (not FGhost
) then
5099 if FKeys
[KEY_UP
].Pressed
then
5101 if FKeys
[KEY_DOWN
].Pressed
then
5105 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5108 i
:= g_basic
.Sign(FIncCam
);
5109 FIncCam
:= Abs(FIncCam
);
5110 DecMin(FIncCam
, 5, 0);
5111 FIncCam
:= FIncCam
*i
;
5114 if gTime
mod (GAME_TICK
*2) <> 0 then
5116 if (FObj
.Vel
.X
= 0) and FAlive
then
5118 if FKeys
[KEY_LEFT
].Pressed
then
5119 Run(TDirection
.D_LEFT
);
5120 if FKeys
[KEY_RIGHT
].Pressed
then
5121 Run(TDirection
.D_RIGHT
);
5126 g_Obj_Move(@FObj
, True, True, True);
5127 positionChanged(); // this updates spatial accelerators
5133 FActionChanged
:= False;
5137 // Let alive player do some actions
5138 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5139 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5140 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
5146 if NetServer
then MH_SEND_PlayerStats(FUID
);
5149 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5150 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5153 if AnyServer
and FJetpack
then
5157 if NetServer
then MH_SEND_PlayerStats(FUID
);
5159 FCanJetpack
:= True;
5166 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5168 if FKeys
[k
].Pressed
then
5176 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5179 if (FTime
[T_RESPAWN
] <= gTime
) and
5180 gGameOn
and (not FAlive
) then
5182 if (g_Player_GetCount() > 1) then
5186 gExit
:= EXIT_RESTART
;
5191 // Dead spectator actions
5194 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5195 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5199 if (FSpectatePlayer
>= High(gPlayers
)) then
5200 FSpectatePlayer
:= -1
5204 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5205 if gPlayers
[I
] <> nil then
5206 if gPlayers
[I
].alive
then
5207 if gPlayers
[I
].UID
<> FUID
then
5209 FSpectatePlayer
:= I
;
5214 if not SetSpect
then FSpectatePlayer
:= -1;
5225 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5227 FYTo
:= FObj
.Y
- 32;
5228 FSpectatePlayer
:= -1;
5230 if FKeys
[KEY_DOWN
].Pressed
then
5232 FYTo
:= FObj
.Y
+ 32;
5233 FSpectatePlayer
:= -1;
5235 if FKeys
[KEY_LEFT
].Pressed
then
5237 FXTo
:= FObj
.X
- 32;
5238 FSpectatePlayer
:= -1;
5240 if FKeys
[KEY_RIGHT
].Pressed
then
5242 FXTo
:= FObj
.X
+ 32;
5243 FSpectatePlayer
:= -1;
5246 if (FXTo
< -64) then
5248 else if (FXTo
> gMapInfo
.Width
+ 32) then
5249 FXTo
:= gMapInfo
.Width
+ 32;
5250 if (FYTo
< -72) then
5252 else if (FYTo
> gMapInfo
.Height
+ 32) then
5253 FYTo
:= gMapInfo
.Height
+ 32;
5258 g_Obj_Move(@FObj
, True, True, True);
5259 positionChanged(); // this updates spatial accelerators
5266 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5267 if gPlayers
[FSpectatePlayer
] <> nil then
5268 if gPlayers
[FSpectatePlayer
].alive
then
5270 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5271 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5275 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5276 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5277 PANEL_BLOCKMON
, True);
5278 headwater
:= HeadInLiquid(0, 0);
5280 // Ñîïðîòèâëåíèå âîçäóõà:
5281 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5282 if FObj
.Vel
.X
<> 0 then
5283 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5285 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5286 DecMin(FPain
, 5, 0);
5287 DecMin(FPickup
, 1, 0);
5289 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5291 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5292 FMegaRulez
[MR_SUIT
] := 0;
5293 FMegaRulez
[MR_INVUL
] := 0;
5294 FMegaRulez
[MR_INVIS
] := 0;
5295 Kill(K_FALLKILL
, 0, HIT_FALL
);
5302 if FCurrWeap
= WEAPON_SAW
then
5303 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5304 FSawSoundSelect
.IsPlaying()) then
5305 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5308 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5309 (not FJetSoundOff
.IsPlaying()) then
5311 FJetSoundFly
.SetPosition(0);
5312 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5315 for b
:= WP_FIRST
to WP_LAST
do
5316 if FReloading
[b
] > 0 then
5322 if FShellTimer
> -1 then
5323 if FShellTimer
= 0 then
5325 if FShellType
= SHELL_SHELL
then
5326 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5327 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5328 else if FShellType
= SHELL_DBLSHELL
then
5330 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5331 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5332 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5333 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5336 end else Dec(FShellTimer
);
5338 if (FBFGFireCounter
> -1) then
5339 if FBFGFireCounter
= 0 then
5343 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5344 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5345 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5346 yd
:= wy
+firediry();
5347 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5348 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5349 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5350 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5351 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5354 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5355 FBFGFireCounter
:= -1;
5358 FBFGFireCounter
:= 0
5360 Dec(FBFGFireCounter
);
5362 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5364 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5366 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5369 if (headwater
or blockmon
) then
5375 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5378 else if (FAir
mod 31 = 0) and not blockmon
then
5380 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5382 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5383 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5385 end else if FAir
< AIR_DEF
then
5388 if FFireTime
> 0 then
5390 if BodyInLiquid(0, 0) then
5395 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5397 if FMegaRulez
[MR_SUIT
] = gTime
then
5404 if FFirePainTime
<= 0 then
5406 if g_Game_IsServer
then
5407 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
5408 FFirePainTime
:= 12 - FFireTime
div 12;
5410 FFirePainTime
:= FFirePainTime
- 1;
5411 FFireTime
:= FFireTime
- 1;
5412 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
5413 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
5414 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5415 MH_SEND_PlayerStats(FUID
);
5419 if FDamageBuffer
> 0 then
5421 if FDamageBuffer
>= 9 then
5425 if FDamageBuffer
< 30 then i
:= 9
5426 else if FDamageBuffer
< 100 then i
:= 18
5430 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5431 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5432 FHealth
:= FHealth
-ii
;
5435 FHealth
:= FHealth
+FArmor
;
5440 if FHealth
<= 0 then
5441 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5442 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5443 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5445 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
5447 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5448 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5449 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5450 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5457 end; // if FAlive then ...
5459 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5461 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5462 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5463 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5464 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5466 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5467 then SetAction(A_STAND
, True);
5469 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5471 for b
:= Low(FKeys
) to High(FKeys
) do
5472 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5476 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5478 x
:= FObj
.X
+PLAYER_RECT
.X
;
5479 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5480 w
:= PLAYER_RECT
.Width
;
5481 h
:= PLAYER_RECT
.Height
;
5485 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5487 if (dx
<> 0) or (dy
<> 0) then
5496 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5498 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5499 FObj
.Y
+PLAYER_RECT
.Y
,
5506 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5508 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5509 FObj
.Y
+PLAYER_RECT
.Y
,
5513 Panel
.Width
, Panel
.Height
);
5516 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5518 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5519 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5520 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5521 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5524 function g_Player_ValidName(Name
: string): Boolean;
5530 if gPlayers
= nil then Exit
;
5532 for a
:= 0 to High(gPlayers
) do
5533 if gPlayers
[a
] <> nil then
5534 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5541 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5545 d
:= FModel
.Direction
;
5547 FModel
.Direction
:= Direction
;
5548 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5550 FDirection
:= Direction
;
5553 function TPlayer
.GetKeys(): Byte;
5557 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5558 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5559 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5561 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5562 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5565 procedure TPlayer
.Use();
5569 if FTime
[T_USE
] > gTime
then Exit
;
5571 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5572 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5574 for a
:= 0 to High(gPlayers
) do
5575 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5576 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5577 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5578 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5580 gPlayers
[a
].Touch();
5581 if g_Game_IsNet
and g_Game_IsServer
then
5582 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5585 FTime
[T_USE
] := gTime
+120;
5588 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5591 visible
: Boolean = True;
5592 WX
, WY
, XD
, YD
: Integer;
5604 if R_BERSERK
in FRulez
then
5606 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5607 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5608 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5611 locobj
.rect
.Width
:= 39;
5612 locobj
.rect
.Height
:= 52;
5613 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5614 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5615 locobj
.Accel
.X
:= xd
-wx
;
5616 locobj
.Accel
.y
:= yd
-wy
;
5618 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5619 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5621 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5625 FPain
:= min(FPain
+ 25, 50);
5627 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5632 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5633 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5635 FSawSoundSelect
.Stop();
5637 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5639 else if not FSawSoundHit
.IsPlaying() then
5641 FSawSoundSelect
.Stop();
5642 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5648 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5649 FFireAngle
:= FAngle
;
5650 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5651 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5656 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5657 FFireAngle
:= FAngle
;
5659 FShellType
:= SHELL_SHELL
;
5664 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5665 FFireAngle
:= FAngle
;
5667 FShellType
:= SHELL_DBLSHELL
;
5672 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5673 FFireAngle
:= FAngle
;
5674 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5675 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5678 WEAPON_ROCKETLAUNCHER
:
5680 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5681 FFireAngle
:= FAngle
;
5686 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5687 FFireAngle
:= FAngle
;
5692 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5693 FFireAngle
:= FAngle
;
5696 WEAPON_SUPERPULEMET
:
5698 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5699 FFireAngle
:= FAngle
;
5700 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5701 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5704 WEAPON_FLAMETHROWER
:
5706 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5708 FFireAngle
:= FAngle
;
5712 if not visible
then Exit
;
5714 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5715 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5716 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5719 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5721 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5722 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5725 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5731 if FJustTeleported
or (NetInterpLevel
< 1) then
5735 if FJustTeleported
then
5737 FObj
.oldX
:= FObj
.X
;
5738 FObj
.oldY
:= FObj
.Y
;
5743 AX
:= Abs(FXTo
- FObj
.X
);
5744 AY
:= Abs(FYTo
- FObj
.Y
);
5745 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5747 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5752 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5754 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5755 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5756 PANEL_LIFTUP
, False) then Result
:= -1
5758 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5759 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5760 PANEL_LIFTDOWN
, False) then Result
:= 1
5764 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5771 if Flag
= FLAG_NONE
then
5774 if not g_Game_IsServer
then Exit
;
5776 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5777 if (Flag
= FTeam
) and
5778 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5779 (FFlag
<> FLAG_NONE
) then
5781 if FFlag
= FLAG_RED
then
5782 s
:= _lc
[I_PLAYER_FLAG_RED
]
5784 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5786 evtype
:= FLAG_STATE_SCORED
;
5788 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5789 Insert('.', ts
, Length(ts
) + 1 - 3);
5790 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5792 g_Map_ResetFlag(FFlag
);
5793 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5795 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5796 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5797 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5802 if not sound_cap_flag
[a
].IsPlaying() then
5803 sound_cap_flag
[a
].Play();
5805 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5808 if g_Game_IsNet
then
5810 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5814 gFlags
[FFlag
].CaptureTime
:= 0;
5819 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5820 if (Flag
= FTeam
) and
5821 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5823 if Flag
= FLAG_RED
then
5824 s
:= _lc
[I_PLAYER_FLAG_RED
]
5826 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5828 evtype
:= FLAG_STATE_RETURNED
;
5829 gFlags
[Flag
].CaptureTime
:= 0;
5831 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5833 g_Map_ResetFlag(Flag
);
5834 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5836 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5837 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5838 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5843 if not sound_ret_flag
[a
].IsPlaying() then
5844 sound_ret_flag
[a
].Play();
5847 if g_Game_IsNet
then
5849 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5855 // Ïîäîáðàë ÷óæîé ôëàã:
5856 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5860 if Flag
= FLAG_RED
then
5861 s
:= _lc
[I_PLAYER_FLAG_RED
]
5863 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5865 evtype
:= FLAG_STATE_CAPTURED
;
5867 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5869 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5871 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5873 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5874 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5875 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5880 if not sound_get_flag
[a
].IsPlaying() then
5881 sound_get_flag
[a
].Play();
5884 if g_Game_IsNet
then
5886 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5892 procedure TPlayer
.SetFlag(Flag
: Byte);
5895 if FModel
<> nil then
5896 FModel
.SetFlag(FFlag
);
5899 function TPlayer
.TryDropFlag(): Boolean;
5901 if LongBool(gGameSettings
.Options
and GAME_OPTION_ALLOWDROPFLAG
) then
5902 Result
:= DropFlag(False, LongBool(gGameSettings
.Options
and GAME_OPTION_THROWFLAG
))
5907 function TPlayer
.DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
5914 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5916 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5917 with gFlags
[FFlag
] do
5921 Direction
:= FDirection
;
5922 State
:= FLAG_STATE_DROPPED
;
5926 xv
:= FObj
.Vel
.X
+ IfThen(Direction
= TDirection
.D_RIGHT
, 10, -10);
5927 yv
:= FObj
.Vel
.Y
- 2;
5931 xv
:= (FObj
.Vel
.X
div 2);
5932 yv
:= (FObj
.Vel
.Y
div 2) - 2;
5934 g_Obj_Push(@Obj
, xv
, yv
);
5936 positionChanged(); // this updates spatial accelerators
5938 if FFlag
= FLAG_RED
then
5939 s
:= _lc
[I_PLAYER_FLAG_RED
]
5941 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5943 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5944 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5946 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5947 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5948 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5953 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5954 sound_lost_flag
[a
].Play();
5956 if g_Game_IsNet
then
5957 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5963 procedure TPlayer
.GetSecret();
5965 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5967 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5968 g_Sound_PlayEx('SOUND_GAME_SECRET');
5973 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5975 Assert(Key
<= High(FKeys
));
5977 FKeys
[Key
].Pressed
:= True;
5978 FKeys
[Key
].Time
:= Time
;
5981 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5983 Result
:= FKeys
[K
].Pressed
;
5986 procedure TPlayer
.ReleaseKeys();
5990 for a
:= Low(FKeys
) to High(FKeys
) do
5992 FKeys
[a
].Pressed
:= False;
5997 procedure TPlayer
.OnDamage(Angle
: SmallInt);
6001 function TPlayer
.firediry(): Integer;
6003 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
6004 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
6008 procedure TPlayer
.RememberState();
6011 SavedState
: TPlayerSavedState
;
6013 SavedState
.Health
:= FHealth
;
6014 SavedState
.Armor
:= FArmor
;
6015 SavedState
.Air
:= FAir
;
6016 SavedState
.JetFuel
:= FJetFuel
;
6017 SavedState
.CurrWeap
:= FCurrWeap
;
6018 SavedState
.NextWeap
:= FNextWeap
;
6019 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
6020 for i
:= Low(FWeapon
) to High(FWeapon
) do
6021 SavedState
.Weapon
[i
] := FWeapon
[i
];
6022 for i
:= Low(FAmmo
) to High(FAmmo
) do
6023 SavedState
.Ammo
[i
] := FAmmo
[i
];
6024 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6025 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
6026 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6028 FSavedStateNum
:= -1;
6029 for i
:= Low(SavedStates
) to High(SavedStates
) do
6030 if not SavedStates
[i
].Used
then
6032 FSavedStateNum
:= i
;
6035 if FSavedStateNum
< 0 then
6037 SetLength(SavedStates
, Length(SavedStates
) + 1);
6038 FSavedStateNum
:= High(SavedStates
);
6041 SavedState
.Used
:= True;
6042 SavedStates
[FSavedStateNum
] := SavedState
;
6045 procedure TPlayer
.RecallState();
6048 SavedState
: TPlayerSavedState
;
6050 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
6053 SavedState
:= SavedStates
[FSavedStateNum
];
6054 SavedStates
[FSavedStateNum
].Used
:= False;
6055 FSavedStateNum
:= -1;
6057 FHealth
:= SavedState
.Health
;
6058 FArmor
:= SavedState
.Armor
;
6059 FAir
:= SavedState
.Air
;
6060 FJetFuel
:= SavedState
.JetFuel
;
6061 FCurrWeap
:= SavedState
.CurrWeap
;
6062 FNextWeap
:= SavedState
.NextWeap
;
6063 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
6064 for i
:= Low(FWeapon
) to High(FWeapon
) do
6065 FWeapon
[i
] := SavedState
.Weapon
[i
];
6066 for i
:= Low(FAmmo
) to High(FAmmo
) do
6067 FAmmo
[i
] := SavedState
.Ammo
[i
];
6068 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6069 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
6070 FRulez
:= SavedState
.Rulez
;
6072 if gGameSettings
.GameType
= GT_SERVER
then
6073 MH_SEND_PlayerStats(FUID
);
6076 procedure TPlayer
.SaveState (st
: TStream
);
6082 utils
.writeSign(st
, 'PLYR');
6083 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
6085 utils
.writeBool(st
, FIamBot
);
6087 utils
.writeInt(st
, Word(FUID
));
6089 utils
.writeStr(st
, FName
);
6091 utils
.writeInt(st
, Byte(FTeam
));
6093 utils
.writeBool(st
, FAlive
);
6094 // Èçðàñõîäîâàë ëè âñå æèçíè
6095 utils
.writeBool(st
, FNoRespawn
);
6097 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
6098 utils
.writeInt(st
, Byte(b
));
6100 utils
.writeInt(st
, LongInt(FHealth
));
6101 // Êîýôôèöèåíò èíâàëèäíîñòè
6102 utils
.writeInt(st
, LongInt(FHandicap
));
6104 utils
.writeInt(st
, Byte(FLives
));
6106 utils
.writeInt(st
, LongInt(FArmor
));
6108 utils
.writeInt(st
, LongInt(FAir
));
6110 utils
.writeInt(st
, LongInt(FJetFuel
));
6112 utils
.writeInt(st
, LongInt(FPain
));
6114 utils
.writeInt(st
, LongInt(FKills
));
6116 utils
.writeInt(st
, LongInt(FMonsterKills
));
6118 utils
.writeInt(st
, LongInt(FFrags
));
6120 utils
.writeInt(st
, Byte(FFragCombo
));
6121 // Âðåìÿ ïîñëåäíåãî ôðàãà
6122 utils
.writeInt(st
, LongWord(FLastFrag
));
6124 utils
.writeInt(st
, LongInt(FDeath
));
6126 utils
.writeInt(st
, Byte(FFlag
));
6128 utils
.writeInt(st
, LongInt(FSecrets
));
6130 utils
.writeInt(st
, Byte(FCurrWeap
));
6132 utils
.writeInt(st
, Word(FNextWeap
));
6134 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6135 // Âðåìÿ çàðÿäêè BFG
6136 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6138 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6139 // Ïîñëåäíèé óäàðèâøèé
6140 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6141 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6142 utils
.writeInt(st
, Byte(FLastHit
));
6144 Obj_SaveState(st
, @FObj
);
6145 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6146 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6147 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6148 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6150 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6151 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6152 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6154 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6155 // Íàëè÷èå êðàñíîãî êëþ÷à
6156 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6157 // Íàëè÷èå çåëåíîãî êëþ÷à
6158 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6159 // Íàëè÷èå ñèíåãî êëþ÷à
6160 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6162 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6163 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6164 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6165 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6166 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6168 utils
.writeStr(st
, FModel
.Name
);
6170 utils
.writeInt(st
, Byte(FColor
.R
));
6171 utils
.writeInt(st
, Byte(FColor
.G
));
6172 utils
.writeInt(st
, Byte(FColor
.B
));
6176 procedure TPlayer
.LoadState (st
: TStream
);
6185 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6186 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6188 FIamBot
:= utils
.readBool(st
);
6190 FUID
:= utils
.readWord(st
);
6192 str
:= utils
.readStr(st
);
6193 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6195 FTeam
:= utils
.readByte(st
);
6197 FAlive
:= utils
.readBool(st
);
6198 // Èçðàñõîäîâàë ëè âñå æèçíè
6199 FNoRespawn
:= utils
.readBool(st
);
6201 b
:= utils
.readByte(st
);
6202 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6204 FHealth
:= utils
.readLongInt(st
);
6205 // Êîýôôèöèåíò èíâàëèäíîñòè
6206 FHandicap
:= utils
.readLongInt(st
);
6208 FLives
:= utils
.readByte(st
);
6210 FArmor
:= utils
.readLongInt(st
);
6212 FAir
:= utils
.readLongInt(st
);
6214 FJetFuel
:= utils
.readLongInt(st
);
6216 FPain
:= utils
.readLongInt(st
);
6218 FKills
:= utils
.readLongInt(st
);
6220 FMonsterKills
:= utils
.readLongInt(st
);
6222 FFrags
:= utils
.readLongInt(st
);
6224 FFragCombo
:= utils
.readByte(st
);
6225 // Âðåìÿ ïîñëåäíåãî ôðàãà
6226 FLastFrag
:= utils
.readLongWord(st
);
6228 FDeath
:= utils
.readLongInt(st
);
6230 FFlag
:= utils
.readByte(st
);
6232 FSecrets
:= utils
.readLongInt(st
);
6234 FCurrWeap
:= utils
.readByte(st
);
6236 FNextWeap
:= utils
.readWord(st
);
6238 FNextWeapDelay
:= utils
.readByte(st
);
6239 // Âðåìÿ çàðÿäêè BFG
6240 FBFGFireCounter
:= utils
.readSmallInt(st
);
6242 FDamageBuffer
:= utils
.readLongInt(st
);
6243 // Ïîñëåäíèé óäàðèâøèé
6244 FLastSpawnerUID
:= utils
.readWord(st
);
6245 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6246 FLastHit
:= utils
.readByte(st
);
6248 Obj_LoadState(@FObj
, st
);
6249 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6250 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6251 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6252 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6254 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6255 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6256 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6258 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6259 // Íàëè÷èå êðàñíîãî êëþ÷à
6260 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6261 // Íàëè÷èå çåëåíîãî êëþ÷à
6262 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6263 // Íàëè÷èå ñèíåãî êëþ÷à
6264 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6266 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6267 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6268 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6269 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6270 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6272 str
:= utils
.readStr(st
);
6274 FColor
.R
:= utils
.readByte(st
);
6275 FColor
.G
:= utils
.readByte(st
);
6276 FColor
.B
:= utils
.readByte(st
);
6277 if (self
= gPlayer1
) then
6279 str
:= gPlayer1Settings
.Model
;
6280 FColor
:= gPlayer1Settings
.Color
;
6282 else if (self
= gPlayer2
) then
6284 str
:= gPlayer2Settings
.Model
;
6285 FColor
:= gPlayer2Settings
.Color
;
6287 // Îáíîâëÿåì ìîäåëü èãðîêà
6289 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6290 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6292 FModel
.Color
:= FColor
;
6296 procedure TPlayer
.AllRulez(Health
: Boolean);
6302 FHealth
:= PLAYER_HP_LIMIT
;
6303 FArmor
:= PLAYER_AP_LIMIT
;
6307 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6308 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6309 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6312 procedure TPlayer
.RestoreHealthArmor();
6314 FHealth
:= PLAYER_HP_LIMIT
;
6315 FArmor
:= PLAYER_AP_LIMIT
;
6318 procedure TPlayer
.FragCombo();
6322 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6324 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6326 if FFragCombo
< 5 then
6328 Param
:= FUID
or (FFragCombo
shl 16);
6329 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6330 (FComboEvnt
<= High(gDelayedEvents
)) and
6331 gDelayedEvents
[FComboEvnt
].Pending
and
6332 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6333 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6335 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6336 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6339 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6347 procedure TPlayer
.GiveItem(ItemType
: Byte);
6351 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6353 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6357 if FAir
< AIR_MAX
then
6364 if not (R_BERSERK
in FRulez
) then
6366 Include(FRulez
, R_BERSERK
);
6367 if FBFGFireCounter
< 1 then
6369 FCurrWeap
:= WEAPON_KASTET
;
6371 FModel
.SetWeapon(WEAPON_KASTET
);
6375 FBerserk
:= gTime
+30000;
6377 if FHealth
< PLAYER_HP_SOFT
then
6379 FHealth
:= PLAYER_HP_SOFT
;
6380 FBerserk
:= gTime
+30000;
6385 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6387 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6392 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6394 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6398 if FJetFuel
< JET_MAX
then
6400 FJetFuel
:= JET_MAX
;
6403 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6404 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6406 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6407 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6409 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6411 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6413 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6414 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6417 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6418 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6419 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6420 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6421 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6422 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6423 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6424 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6425 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6427 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6428 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6429 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6430 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6431 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6432 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6433 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6434 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6435 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6438 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6439 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6440 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6441 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6442 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6444 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6445 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6446 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6447 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6448 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6450 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6451 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6452 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6453 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6455 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6458 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6459 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6460 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6462 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6463 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6468 if g_Game_IsNet
and g_Game_IsServer
then
6469 MH_SEND_PlayerStats(FUID
);
6472 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6477 if (Random(5) = 1) and (Times
= 1) then
6480 if BodyInLiquid(0, 0) then
6482 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6483 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6485 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6486 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6490 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6492 for i
:= 1 to Times
do
6494 Anim
:= TAnimation
.Create(id
, False, 3);
6496 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6497 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6503 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6508 if (Random(10) = 1) and (Times
= 1) then
6511 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6513 for i
:= 1 to Times
do
6515 Anim
:= TAnimation
.Create(id
, False, 3);
6517 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6518 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6524 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6526 FSawSound
.Pause(Enable
);
6527 FSawSoundIdle
.Pause(Enable
);
6528 FSawSoundHit
.Pause(Enable
);
6529 FSawSoundSelect
.Pause(Enable
);
6530 FFlameSoundOn
.Pause(Enable
);
6531 FFlameSoundOff
.Pause(Enable
);
6532 FFlameSoundWork
.Pause(Enable
);
6533 FJetSoundFly
.Pause(Enable
);
6534 FJetSoundOn
.Pause(Enable
);
6535 FJetSoundOff
.Pause(Enable
);
6540 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6545 FObj
.Rect
:= PLAYER_CORPSERECT
;
6546 FModelName
:= ModelName
;
6551 FState
:= CORPSE_STATE_MESS
;
6552 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6556 FState
:= CORPSE_STATE_NORMAL
;
6557 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6561 destructor TCorpse
.Destroy();
6568 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6570 procedure TCorpse
.positionChanged (); inline; begin end;
6572 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6574 if (dx
<> 0) or (dy
<> 0) then
6583 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6585 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6586 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6587 w
:= PLAYER_CORPSERECT
.Width
;
6588 h
:= PLAYER_CORPSERECT
.Height
;
6592 procedure TCorpse
.Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
6597 if FState
= CORPSE_STATE_REMOVEME
then
6600 FDamage
:= FDamage
+ Value
;
6602 if FDamage
> 150 then
6604 if FAnimation
<> nil then
6609 FState
:= CORPSE_STATE_REMOVEME
;
6611 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6612 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6613 FModelName
, FColor
);
6614 // Çâóê ìÿñà îò òðóïà:
6615 pm
:= g_PlayerModel_Get(FModelName
);
6616 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6620 if (gBodyKillEvent
<> -1)
6621 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6622 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6623 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, SpawnerUID
);
6628 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6629 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6630 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6631 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6632 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6633 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6634 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6638 procedure TCorpse
.Draw();
6642 if FState
= CORPSE_STATE_REMOVEME
then
6645 FObj
.lerp(gLerpFactor
, fX
, fY
);
6647 if FAnimation
<> nil then
6648 FAnimation
.Draw(fX
, fY
, TMirrorType
.None
);
6650 if FAnimationMask
<> nil then
6653 FAnimationMask
.Draw(fX
, fY
, TMirrorType
.None
);
6660 procedure TCorpse
.Update();
6664 if FState
= CORPSE_STATE_REMOVEME
then
6667 FObj
.oldX
:= FObj
.X
;
6668 FObj
.oldY
:= FObj
.Y
;
6670 if gTime
mod (GAME_TICK
*2) <> 0 then
6672 g_Obj_Move(@FObj
, True, True, True);
6673 positionChanged(); // this updates spatial accelerators
6677 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6678 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6680 st
:= g_Obj_Move(@FObj
, True, True, True);
6681 positionChanged(); // this updates spatial accelerators
6683 if WordBool(st
and MOVE_FALLOUT
) then
6685 FState
:= CORPSE_STATE_REMOVEME
;
6689 if FAnimation
<> nil then
6690 FAnimation
.Update();
6691 if FAnimationMask
<> nil then
6692 FAnimationMask
.Update();
6696 procedure TCorpse
.SaveState (st
: TStream
);
6703 utils
.writeSign(st
, 'CORP');
6704 utils
.writeInt(st
, Byte(0));
6706 utils
.writeInt(st
, Byte(FState
));
6708 utils
.writeInt(st
, Byte(FDamage
));
6710 utils
.writeInt(st
, Byte(FColor
.R
));
6711 utils
.writeInt(st
, Byte(FColor
.G
));
6712 utils
.writeInt(st
, Byte(FColor
.B
));
6714 Obj_SaveState(st
, @FObj
);
6715 utils
.writeInt(st
, Word(FPlayerUID
));
6717 anim
:= (FAnimation
<> nil);
6718 utils
.writeBool(st
, anim
);
6719 // Åñëè åñòü - ñîõðàíÿåì
6720 if anim
then FAnimation
.SaveState(st
);
6721 // Åñòü ëè ìàñêà àíèìàöèè
6722 anim
:= (FAnimationMask
<> nil);
6723 utils
.writeBool(st
, anim
);
6724 // Åñëè åñòü - ñîõðàíÿåì
6725 if anim
then FAnimationMask
.SaveState(st
);
6729 procedure TCorpse
.LoadState (st
: TStream
);
6736 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6737 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6739 FState
:= utils
.readByte(st
);
6741 FDamage
:= utils
.readByte(st
);
6743 FColor
.R
:= utils
.readByte(st
);
6744 FColor
.G
:= utils
.readByte(st
);
6745 FColor
.B
:= utils
.readByte(st
);
6747 Obj_LoadState(@FObj
, st
);
6748 FPlayerUID
:= utils
.readWord(st
);
6750 anim
:= utils
.readBool(st
);
6751 // Åñëè åñòü - çàãðóæàåì
6754 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6755 FAnimation
.LoadState(st
);
6757 // Åñòü ëè ìàñêà àíèìàöèè
6758 anim
:= utils
.readBool(st
);
6759 // Åñëè åñòü - çàãðóæàåì
6762 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6763 FAnimationMask
.LoadState(st
);
6769 constructor TBot
.Create();
6776 FSpectator
:= False;
6783 for a
:= WP_FIRST
to WP_LAST
do
6785 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6786 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6787 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6791 destructor TBot
.Destroy();
6794 inherited Destroy();
6797 procedure TBot
.Draw();
6801 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6802 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6805 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6807 inherited Respawn(Silent
, Force
);
6810 FSelectedWeapon
:= FCurrWeap
;
6815 procedure TBot
.UpdateCombat();
6828 TTargetRecord
= array of TTarget
;
6830 function Compare(a
, b
: TTarget
): Integer;
6832 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6835 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6837 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6838 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6840 if a
.Dist
> b
.Dist
then // B áëèæå
6842 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6845 else // Ñòðàííî -> A
6850 a
, x1
, y1
, x2
, y2
: Integer;
6851 targets
: TTargetRecord
;
6853 Target
, BestTarget
: TTarget
;
6854 firew
, fireh
: Integer;
6858 vsPlayer
, vsMonster
, ok
: Boolean;
6861 function monsUpdate (mon
: TMonster
): Boolean;
6863 result
:= false; // don't stop
6864 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6866 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6868 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6869 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6871 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6872 if g_TraceVector(x1
, y1
, x2
, y2
) then
6874 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6875 SetLength(targets
, Length(targets
)+1);
6876 with targets
[High(targets
)] do
6883 Rect
:= mon
.Obj
.Rect
;
6884 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6885 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6886 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6895 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6896 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6898 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6899 if FCurrWeap
<> FSelectedWeapon
then
6902 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6903 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6905 RemoveAIFlag('NEEDFIRE');
6908 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6909 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6910 else PressKey(KEY_FIRE
);
6914 // Êîîðäèíàòû ñòâîëà:
6915 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6916 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6918 Target
.UID
:= FTargetUID
;
6921 if Target
.UID
<> 0 then
6922 begin // Öåëü åñòü - íàñòðàèâàåì
6923 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6926 tpla
:= g_Player_Get(Target
.UID
);
6930 if (@FObj
) <> nil then
6937 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6938 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6939 Target
.Rect
:= PLAYER_RECT
;
6940 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6941 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6942 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6943 Target
.IsPlayer
:= True;
6947 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6950 mon
:= g_Monsters_ByUID(Target
.UID
);
6953 Target
.X
:= mon
.Obj
.X
;
6954 Target
.Y
:= mon
.Obj
.Y
;
6956 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6957 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6958 Target
.Rect
:= mon
.Obj
.Rect
;
6959 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6960 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6961 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6962 Target
.IsPlayer
:= False;
6969 begin // Öåëè íåò - îáíóëÿåì
6974 Target
.Visible
:= False;
6975 Target
.Line
:= False;
6976 Target
.IsPlayer
:= False;
6981 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6982 if (not Target
.Line
) or (not Target
.Visible
) then
6986 for a
:= 0 to High(gPlayers
) do
6987 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6988 (gPlayers
[a
].FUID
<> FUID
) and
6989 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6990 (not gPlayers
[a
].NoTarget
) and
6991 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6993 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6994 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6997 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6998 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
7000 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
7001 if g_TraceVector(x1
, y1
, x2
, y2
) then
7003 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
7004 SetLength(targets
, Length(targets
)+1);
7005 with targets
[High(targets
)] do
7007 UID
:= gPlayers
[a
].FUID
;
7008 X
:= gPlayers
[a
].FObj
.X
;
7009 Y
:= gPlayers
[a
].FObj
.Y
;
7012 Rect
:= PLAYER_RECT
;
7013 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
7014 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
7015 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
7023 if vsMonster
then g_Mons_ForEach(monsUpdate
);
7026 // Åñëè åñòü âîçìîæíûå öåëè:
7027 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7028 if targets
<> nil then
7030 // Âûáèðàåì íàèëó÷øóþ öåëü:
7031 BestTarget
:= targets
[0];
7032 if Length(targets
) > 1 then
7033 for a
:= 1 to High(targets
) do
7034 if Compare(BestTarget
, targets
[a
]) = 1 then
7035 BestTarget
:= targets
[a
];
7037 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7038 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
7039 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
7041 Target
:= BestTarget
;
7043 if (Healthy() = 3) or ((Healthy() = 2)) then
7044 begin // Åñëè çäîðîâû - äîãîíÿåì
7045 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7046 SetAIFlag('GORIGHT', '1');
7047 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7048 SetAIFlag('GOLEFT', '1');
7051 begin // Åñëè ïîáèòû - óáåãàåì
7052 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7053 SetAIFlag('GORIGHT', '1');
7054 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7055 SetAIFlag('GOLEFT', '1');
7058 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7059 SelectWeapon(Abs(x1
-Target
.cX
));
7064 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7065 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7066 if Target
.UID
<> 0 then
7068 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
7069 Target
.Y
+ Target
.Rect
.Y
) then
7070 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7071 if (Healthy() = 3) or ((Healthy() = 2)) then
7072 begin // Åñëè çäîðîâû - äîãîíÿåì
7073 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7074 SetAIFlag('GORIGHT', '1');
7075 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7076 SetAIFlag('GOLEFT', '1');
7079 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7081 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7082 SetAIFlag('GORIGHT', '1');
7083 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7084 SetAIFlag('GOLEFT', '1');
7088 begin // Öåëü ïîêà íà "ýêðàíå"
7089 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7090 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7091 FLastVisible
:= gTime
;
7092 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7093 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
7095 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7096 SetAIFlag('GORIGHT', '1');
7097 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7098 SetAIFlag('GOLEFT', '1');
7102 // Âûáèðàåì óãîë ââåðõ:
7103 if FDirection
= TDirection
.D_LEFT
then
7104 angle
:= ANGLE_LEFTUP
7106 angle
:= ANGLE_RIGHTUP
;
7108 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7109 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7111 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7112 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7113 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
7114 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7115 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7116 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7117 begin // òî íóæíî ñòðåëÿòü ââåðõ
7118 SetAIFlag('NEEDFIRE', '1');
7119 SetAIFlag('NEEDSEEUP', '1');
7122 // Âûáèðàåì óãîë âíèç:
7123 if FDirection
= TDirection
.D_LEFT
then
7124 angle
:= ANGLE_LEFTDOWN
7126 angle
:= ANGLE_RIGHTDOWN
;
7128 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7129 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7131 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7132 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7133 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7134 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7135 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7136 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7137 begin // òî íóæíî ñòðåëÿòü âíèç
7138 SetAIFlag('NEEDFIRE', '1');
7139 SetAIFlag('NEEDSEEDOWN', '1');
7142 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7143 if Target
.Visible
and
7144 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7145 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7147 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7148 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7149 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7150 begin // òî íóæíî ñòðåëÿòü âïåðåä
7151 SetAIFlag('NEEDFIRE', '1');
7152 SetAIFlag('NEEDSEEDOWN', '');
7153 SetAIFlag('NEEDSEEUP', '');
7155 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7156 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7157 if GetRnd(FDifficult
.CloseJump
) then
7158 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7159 if Abs(FObj
.X
-Target
.X
) < 128 then
7163 if Random(a
) = 0 then
7164 SetAIFlag('NEEDJUMP', '1');
7168 // Åñëè öåëü âñå åùå åñòü:
7169 if Target
.UID
<> 0 then
7170 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7171 Target
.UID
:= 0 // òî çàáûòü öåëü
7172 else // Åñëè âèäåëè íåäàâíî
7173 begin // íî öåëü óáèëè
7174 if Target
.IsPlayer
then
7175 begin // Öåëü - èãðîê
7176 pla
:= g_Player_Get(Target
.UID
);
7177 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7178 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7179 Target
.UID
:= 0; // òî çàáûòü öåëü
7182 begin // Öåëü - ìîíñòð
7183 mon
:= g_Monsters_ByUID(Target
.UID
);
7184 if (mon
= nil) or (not mon
.alive
) then
7185 Target
.UID
:= 0; // òî çàáûòü öåëü
7188 end; // if Target.UID <> 0
7190 FTargetUID
:= Target
.UID
;
7192 // Åñëè âîçìîæíûõ öåëåé íåò:
7193 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7194 if targets
= nil then
7195 if GetAIFlag('ATTACKLEFT') <> '' then
7196 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7197 RemoveAIFlag('ATTACKLEFT');
7199 SetAIFlag('NEEDJUMP', '1');
7201 if RunDirection() = TDirection
.D_RIGHT
then
7202 begin // Èäåì íå â òó ñòîðîíó
7203 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7204 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7205 SetAIFlag('NEEDFIRE', '1');
7206 SetAIFlag('GOLEFT', '1');
7210 begin // Èäåì â íóæíóþ ñòîðîíó
7211 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7212 SetAIFlag('NEEDFIRE', '1');
7213 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7214 SetAIFlag('GORIGHT', '1');
7218 if GetAIFlag('ATTACKRIGHT') <> '' then
7219 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7220 RemoveAIFlag('ATTACKRIGHT');
7222 SetAIFlag('NEEDJUMP', '1');
7224 if RunDirection() = TDirection
.D_LEFT
then
7225 begin // Èäåì íå â òó ñòîðîíó
7226 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7227 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7228 SetAIFlag('NEEDFIRE', '1');
7229 SetAIFlag('GORIGHT', '1');
7234 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7235 SetAIFlag('NEEDFIRE', '1');
7236 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7237 SetAIFlag('GOLEFT', '1');
7241 //HACK! (does it belongs there?)
7242 RealizeCurrentWeapon();
7244 // Åñëè åñòü âîçìîæíûå öåëè:
7245 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7246 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7247 for a
:= 0 to High(targets
) do
7249 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7250 if GetRnd(FDifficult
.DiagFire
) then
7252 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7253 if FDirection
= TDirection
.D_LEFT
then
7254 angle
:= ANGLE_LEFTUP
7256 angle
:= ANGLE_RIGHTUP
;
7258 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7259 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7261 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7262 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7263 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7264 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7265 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7267 SetAIFlag('NEEDFIRE', '1');
7268 SetAIFlag('NEEDSEEUP', '1');
7271 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7272 if FDirection
= TDirection
.D_LEFT
then
7273 angle
:= ANGLE_LEFTDOWN
7275 angle
:= ANGLE_RIGHTDOWN
;
7277 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7278 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7280 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7281 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7282 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7283 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7284 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7286 SetAIFlag('NEEDFIRE', '1');
7287 SetAIFlag('NEEDSEEDOWN', '1');
7291 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7292 if targets
[a
].Line
and targets
[a
].Visible
and
7293 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7294 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7296 SetAIFlag('NEEDFIRE', '1');
7301 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7302 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7303 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7304 40+GetInterval(FDifficult
.Cover
, 40)) then
7305 SetAIFlag('NEEDJUMP', '1');
7307 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7308 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7309 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7310 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7312 SetAIFlag('SELECTWEAPON', '1');
7314 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7315 if GetAIFlag('SELECTWEAPON') = '1' then
7318 RemoveAIFlag('SELECTWEAPON');
7322 procedure TBot
.Update();
7335 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7336 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7338 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7340 if g_debug_BotAIOff
= 3 then
7350 RealizeCurrentWeapon();
7357 procedure TBot
.ReleaseKey(Key
: Byte);
7366 function TBot
.KeyPressed(Key
: Word): Boolean;
7368 Result
:= FKeys
[Key
].Pressed
;
7371 function TBot
.GetAIFlag(aName
: String20
): String20
;
7377 aName
:= LowerCase(aName
);
7379 if FAIFlags
<> nil then
7380 for a
:= 0 to High(FAIFlags
) do
7381 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7383 Result
:= FAIFlags
[a
].Value
;
7388 procedure TBot
.RemoveAIFlag(aName
: String20
);
7392 if FAIFlags
= nil then Exit
;
7394 aName
:= LowerCase(aName
);
7396 for a
:= 0 to High(FAIFlags
) do
7397 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7399 if a
<> High(FAIFlags
) then
7400 for b
:= a
to High(FAIFlags
)-1 do
7401 FAIFlags
[b
] := FAIFlags
[b
+1];
7403 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7408 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7416 aName
:= LowerCase(aName
);
7418 if FAIFlags
<> nil then
7419 for a
:= 0 to High(FAIFlags
) do
7420 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7426 if ok
then FAIFlags
[a
].Value
:= fValue
7429 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7430 with FAIFlags
[High(FAIFlags
)] do
7438 procedure TBot
.UpdateMove
;
7440 procedure GoLeft(Time
: Word = 1);
7442 ReleaseKey(KEY_LEFT
);
7443 ReleaseKey(KEY_RIGHT
);
7444 PressKey(KEY_LEFT
, Time
);
7445 SetDirection(TDirection
.D_LEFT
);
7448 procedure GoRight(Time
: Word = 1);
7450 ReleaseKey(KEY_LEFT
);
7451 ReleaseKey(KEY_RIGHT
);
7452 PressKey(KEY_RIGHT
, Time
);
7453 SetDirection(TDirection
.D_RIGHT
);
7456 function Rnd(a
: Word): Boolean;
7458 Result
:= Random(a
) = 0;
7461 procedure Turn(Time
: Word = 1200);
7463 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7468 ReleaseKey(KEY_LEFT
);
7469 ReleaseKey(KEY_RIGHT
);
7472 function CanRunLeft(): Boolean;
7474 Result
:= not CollideLevel(-1, 0);
7477 function CanRunRight(): Boolean;
7479 Result
:= not CollideLevel(1, 0);
7482 function CanRun(): Boolean;
7484 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7487 procedure Jump(Time
: Word = 30);
7489 PressKey(KEY_JUMP
, Time
);
7492 function NearHole(): Boolean;
7496 { TODO 5 : Ëåñòíèöû }
7497 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7498 for x
:= 1 to PLAYER_RECT
.Width
do
7499 if (not StayOnStep(x
*sx
, 0)) and
7500 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7501 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7510 function BorderHole(): Boolean;
7514 { TODO 5 : Ëåñòíèöû }
7515 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7516 for x
:= 1 to PLAYER_RECT
.Width
do
7517 if (not StayOnStep(x
*sx
, 0)) and
7518 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7519 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7521 for xx
:= x
to x
+32 do
7522 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7532 function NearDeepHole(): Boolean;
7538 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7541 for x
:= 1 to PLAYER_RECT
.Width
do
7542 if (not StayOnStep(x
*sx
, 0)) and
7543 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7544 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7546 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7548 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7553 end else Result
:= False;
7556 function OverDeepHole(): Boolean;
7563 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7565 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7572 function OnGround(): Boolean;
7574 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7577 function OnLadder(): Boolean;
7579 Result
:= FullInStep(0, 0);
7582 function BelowLadder(): Boolean;
7584 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7585 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7586 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7587 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7590 function BelowLiftUp(): Boolean;
7592 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7593 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7594 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7595 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7598 function OnTopLift(): Boolean;
7600 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7603 function CanJumpOver(): Boolean;
7607 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7611 if not CollideLevel(sx
, 0) then Exit
;
7613 for y
:= 1 to BOT_MAXJUMP
do
7614 if CollideLevel(0, -y
) then Exit
else
7615 if not CollideLevel(sx
, -y
) then
7622 function CanJumpUp(Dist
: ShortInt): Boolean;
7629 if CollideLevel(Dist
, 0) then Exit
;
7632 for y
:= 0 to BOT_MAXJUMP
do
7633 if CollideLevel(Dist
, -y
) then
7642 for yy
:= y
+1 to BOT_MAXJUMP
do
7643 if not CollideLevel(Dist
, -yy
) then
7652 for y
:= 0 to BOT_MAXJUMP
do
7653 if CollideLevel(0, -y
) then
7661 if y
< yy
then Exit
;
7666 function IsSafeTrigger(): Boolean;
7671 if gTriggers
= nil then
7673 for a
:= 0 to High(gTriggers
) do
7674 if Collide(gTriggers
[a
].X
,
7677 gTriggers
[a
].Height
) and
7678 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7679 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7680 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7681 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7682 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7687 // Âîçìîæíî, íàæèìàåì êíîïêó:
7688 if Rnd(16) and IsSafeTrigger() then
7691 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7692 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7694 ReleaseKey(KEY_LEFT
);
7695 ReleaseKey(KEY_RIGHT
);
7699 // Èäåì âëåâî, åñëè íàäî áûëî:
7700 if GetAIFlag('GOLEFT') <> '' then
7702 RemoveAIFlag('GOLEFT');
7703 if CanRunLeft() then
7707 // Èäåì âïðàâî, åñëè íàäî áûëî:
7708 if GetAIFlag('GORIGHT') <> '' then
7710 RemoveAIFlag('GORIGHT');
7711 if CanRunRight() then
7715 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7716 if FObj
.X
< -32 then
7719 if FObj
.X
+32 > gMapInfo
.Width
then
7722 // Ïðûãàåì, åñëè íàäî áûëî:
7723 if GetAIFlag('NEEDJUMP') <> '' then
7726 RemoveAIFlag('NEEDJUMP');
7729 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7730 if GetAIFlag('NEEDSEEUP') <> '' then
7733 ReleaseKey(KEY_DOWN
);
7734 PressKey(KEY_UP
, 20);
7735 RemoveAIFlag('NEEDSEEUP');
7738 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7739 if GetAIFlag('NEEDSEEDOWN') <> '' then
7742 ReleaseKey(KEY_DOWN
);
7743 PressKey(KEY_DOWN
, 20);
7744 RemoveAIFlag('NEEDSEEDOWN');
7747 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7748 if GetAIFlag('GOINHOLE') <> '' then
7749 if not OnGround() then
7751 ReleaseKey(KEY_LEFT
);
7752 ReleaseKey(KEY_RIGHT
);
7753 RemoveAIFlag('GOINHOLE');
7754 SetAIFlag('FALLINHOLE', '1');
7757 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7758 if GetAIFlag('FALLINHOLE') <> '' then
7760 RemoveAIFlag('FALLINHOLE');
7762 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7763 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7764 if GetAIFlag('FALLINHOLE') = '' then
7765 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7771 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7773 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7777 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7778 if OnGround() and NearHole() then
7779 if NearDeepHole() then // Åñëè ýòî áåçäíà
7781 0..3: Turn(); // Áåæèì îáðàòíî
7782 4: Jump(); // Ïðûãàåì
7783 5: begin // Ïðûãàåì îáðàòíî
7788 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7789 if GetAIFlag('GOINHOLE') = '' then
7791 0: Turn(); // Íå íóæíî òóäà
7792 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7793 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7794 if BorderHole() then
7795 SetAIFlag('GOINHOLE', '1');
7798 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7799 if (not CanRun()) and OnGround() then
7801 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7802 if CanJumpOver() or OnLadder() then
7804 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7805 if Random(2) = 0 then
7807 if IsSafeTrigger() then
7813 // Îñòàëîñü ìàëî âîçäóõà:
7814 if FAir
< 36 * 2 then
7817 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7818 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7819 if BodyInAcid(0, 0) then
7823 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7825 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7826 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7829 {function TBot.NeedItem(Item: Byte): Byte;
7834 procedure TBot
.SelectWeapon(Dist
: Integer);
7838 function HaveAmmo(weapon
: Byte): Boolean;
7841 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7842 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7843 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7844 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7845 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7846 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7847 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7848 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7849 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7850 else Result
:= True;
7855 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7857 if Dist
> BOT_LONGDIST
then
7858 begin // Äàëüíèé áîé
7860 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7862 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7866 else //if Dist > BOT_UNSAFEDIST then
7867 begin // Áëèæíèé áîé
7869 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7871 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7878 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7880 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7886 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7888 Result
:= inherited PickItem(ItemType
, force
, remove
);
7890 if Result
then SetAIFlag('SELECTWEAPON', '1');
7893 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7895 Result
:= inherited Heal(value
, Soft
);
7898 function TBot
.Healthy(): Byte;
7900 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7901 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7902 else if (FHealth
> 50) then Result
:= 2
7903 else if (FHealth
> 20) then Result
:= 1
7907 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7909 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7910 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7913 procedure TBot
.OnDamage(Angle
: SmallInt);
7921 if (Angle
= 0) or (Angle
= 180) then
7924 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7925 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7927 pla
:= g_Player_Get(FLastSpawnerUID
);
7928 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7929 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7932 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7933 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7935 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7936 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7937 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7942 SetAIFlag('ATTACKLEFT', '1')
7944 SetAIFlag('ATTACKRIGHT', '1');
7948 function TBot
.RunDirection(): TDirection
;
7950 if Abs(Vel
.X
) >= 1 then
7952 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7954 Result
:= FDirection
;
7957 function TBot
.GetRnd(a
: Byte): Boolean;
7959 if a
= 0 then Result
:= False
7960 else if a
= 255 then Result
:= True
7961 else Result
:= Random(256) > 255-a
;
7964 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7966 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7970 procedure TDifficult
.save (st
: TStream
);
7972 utils
.writeInt(st
, Byte(DiagFire
));
7973 utils
.writeInt(st
, Byte(InvisFire
));
7974 utils
.writeInt(st
, Byte(DiagPrecision
));
7975 utils
.writeInt(st
, Byte(FlyPrecision
));
7976 utils
.writeInt(st
, Byte(Cover
));
7977 utils
.writeInt(st
, Byte(CloseJump
));
7978 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7979 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7982 procedure TDifficult
.load (st
: TStream
);
7984 DiagFire
:= utils
.readByte(st
);
7985 InvisFire
:= utils
.readByte(st
);
7986 DiagPrecision
:= utils
.readByte(st
);
7987 FlyPrecision
:= utils
.readByte(st
);
7988 Cover
:= utils
.readByte(st
);
7989 CloseJump
:= utils
.readByte(st
);
7990 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7991 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7995 procedure TBot
.SaveState (st
: TStream
);
8000 inherited SaveState(st
);
8001 utils
.writeSign(st
, 'BOT0');
8003 utils
.writeInt(st
, Byte(FSelectedWeapon
));
8005 utils
.writeInt(st
, Word(FTargetUID
));
8006 // Âðåìÿ ïîòåðè öåëè
8007 utils
.writeInt(st
, LongWord(FLastVisible
));
8008 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8009 dw
:= Length(FAIFlags
);
8010 utils
.writeInt(st
, LongInt(dw
));
8012 for i
:= 0 to dw
-1 do
8014 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
8015 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
8017 // Íàñòðîéêè ñëîæíîñòè
8018 FDifficult
.save(st
);
8022 procedure TBot
.LoadState (st
: TStream
);
8027 inherited LoadState(st
);
8028 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
8030 FSelectedWeapon
:= utils
.readByte(st
);
8032 FTargetUID
:= utils
.readWord(st
);
8033 // Âðåìÿ ïîòåðè öåëè
8034 FLastVisible
:= utils
.readLongWord(st
);
8035 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8036 dw
:= utils
.readLongInt(st
);
8037 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
8038 SetLength(FAIFlags
, dw
);
8040 for i
:= 0 to dw
-1 do
8042 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
8043 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
8045 // Íàñòðîéêè ñëîæíîñòè
8046 FDifficult
.load(st
);
8051 conRegVar('player_indicator', @gPlayerIndicator
, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
8052 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');