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();
641 {$INCLUDE ../nogl/noGLuses.inc}
642 {$IFDEF ENABLE_HOLMES}
645 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
646 g_options
, g_triggers
, g_menu
, g_game
, g_grid
, e_res
,
647 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
648 g_net
, g_netmsg
, g_window
,
651 const PLR_SAVE_VERSION
= 0;
661 diag_precision
: Byte;
665 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
666 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
667 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
671 TIME_RESPAWN1
= 1500;
672 TIME_RESPAWN2
= 2000;
673 TIME_RESPAWN3
= 3000;
676 JET_MAX
= 540; // ~30 sec
677 PLAYER_SUIT_TIME
= 30000;
678 PLAYER_INVUL_TIME
= 30000;
679 PLAYER_INVIS_TIME
= 35000;
680 FRAG_COMBO_TIME
= 3000;
684 ANGLE_RIGHTDOWN
= -35;
686 ANGLE_LEFTDOWN
= -145;
687 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
688 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
691 BOT_UNSAFEDIST
= 128;
692 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
694 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
695 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
696 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
697 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
698 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
699 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
700 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
701 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
702 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
703 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
704 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
705 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
706 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
707 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
708 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
709 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
710 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
711 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
712 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
713 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
714 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
715 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
716 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
717 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
718 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
719 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
721 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
722 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
724 BOTNAMES_FILENAME
= 'botnames.txt';
725 BOTLIST_FILENAME
= 'botlist.txt';
729 MaxCorpses
: Word = 20;
730 MaxShells
: Word = 300;
731 CurrentGib
: Integer = 0;
732 CurrentShell
: Integer = 0;
733 BotNames
: Array of String;
734 BotList
: Array of TBotProfile
;
735 SavedStates
: Array of TPlayerSavedState
;
738 function Lerp(X
, Y
, Factor
: Integer): Integer;
740 Result
:= X
+ ((Y
- X
) div Factor
);
743 function SameTeam(UID1
, UID2
: Word): Boolean;
747 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
748 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
750 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
752 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
753 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
755 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
758 procedure g_Gibs_SetMax(Count
: Word);
761 SetLength(gGibs
, Count
);
763 if CurrentGib
>= Count
then
767 function g_Gibs_GetMax(): Word;
772 procedure g_Shells_SetMax(Count
: Word);
775 SetLength(gShells
, Count
);
777 if CurrentShell
>= Count
then
781 function g_Shells_GetMax(): Word;
787 procedure g_Corpses_SetMax(Count
: Word);
790 SetLength(gCorpses
, Count
);
793 function g_Corpses_GetMax(): Word;
795 Result
:= MaxCorpses
;
798 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
808 // Åñòü ëè ìåñòî â gPlayers:
809 if gPlayers
<> nil then
810 for a
:= 0 to High(gPlayers
) do
811 if gPlayers
[a
] = nil then
817 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
820 SetLength(gPlayers
, Length(gPlayers
)+1);
824 // Ñîçäàåì îáúåêò èãðîêà:
826 gPlayers
[a
] := TBot
.Create()
828 gPlayers
[a
] := TPlayer
.Create();
831 gPlayers
[a
].FActualModelName
:= ModelName
;
832 gPlayers
[a
].SetModel(ModelName
);
834 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
835 if gPlayers
[a
].FModel
= nil then
839 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
843 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
844 if Random(2) = 0 then
848 gPlayers
[a
].FPreferredTeam
:= Team
;
850 case gGameSettings
.GameMode
of
851 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
853 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
855 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
858 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
859 gPlayers
[a
].FColor
:= Color
;
860 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
861 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
863 gPlayers
[a
].FModel
.Color
:= Color
;
865 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
866 gPlayers
[a
].FAlive
:= False;
868 Result
:= gPlayers
[a
].FUID
;
871 function g_Player_CreateFromState (st
: TStream
): Word;
872 var a
: Integer; ok
, Bot
: Boolean; pos
: Int64;
876 // check signature and entity type
878 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
879 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
880 Bot
:= utils
.readBool(st
);
883 // find free player slot
885 for a
:= 0 to High(gPlayers
) do
886 if gPlayers
[a
] = nil then
892 // allocate player slot
895 SetLength(gPlayers
, Length(gPlayers
)+1);
899 // create entity and load state
901 gPlayers
[a
] := TBot
.Create()
903 gPlayers
[a
] := TPlayer
.Create();
904 gPlayers
[a
].FPhysics
:= True; // ???
905 gPlayers
[a
].LoadState(st
);
907 result
:= gPlayers
[a
].FUID
;
911 procedure g_Player_ResetTeams();
915 if g_Game_IsClient
then
917 if gPlayers
= nil then
919 for a
:= Low(gPlayers
) to High(gPlayers
) do
920 if gPlayers
[a
] <> nil then
921 case gGameSettings
.GameMode
of
923 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
925 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
926 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
927 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
930 gPlayers
[a
].ChangeTeam(TEAM_RED
)
932 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
935 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
939 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
942 _name
, _model
: String;
945 if not g_Game_IsServer
then Exit
;
947 // Ñïèñîê íàçâàíèé ìîäåëåé:
948 m
:= g_PlayerModel_GetNames();
953 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
954 Team
:= TEAM_COOP
// COOP
956 if gGameSettings
.GameMode
= GM_DM
then
957 Team
:= TEAM_NONE
// DM
959 if Team
= TEAM_NONE
then // CTF / TDM
961 // Àâòîáàëàíñ êîìàíä:
965 for a
:= 0 to High(gPlayers
) do
966 if gPlayers
[a
] <> nil then
968 if gPlayers
[a
].Team
= TEAM_RED
then
971 if gPlayers
[a
].Team
= TEAM_BLUE
then
981 if Random(2) = 0 then
987 // Âûáèðàåì áîòó èìÿ:
989 if BotNames
<> nil then
990 for a
:= 0 to High(BotNames
) do
991 if g_Player_ValidName(BotNames
[a
]) then
993 _name
:= BotNames
[a
];
997 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
998 _model
:= m
[Random(Length(m
))];
1001 with g_Player_Get(g_Player_Create(_model
,
1002 _RGB(Min(Random(9)*32, 255),
1003 Min(Random(9)*32, 255),
1004 Min(Random(9)*32, 255)),
1005 Team
, True)) as TBot
do
1007 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1009 Name
:= Format('DFBOT%.5d', [UID
])
1014 1: FDifficult
:= DIFFICULT_EASY
;
1015 2: FDifficult
:= DIFFICULT_MEDIUM
;
1016 else FDifficult
:= DIFFICULT_HARD
;
1019 for a
:= WP_FIRST
to WP_LAST
do
1021 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1022 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1023 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1026 FHandicap
:= Handicap
;
1028 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1030 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1031 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1036 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1039 _name
, _model
: String;
1042 if not g_Game_IsServer
then Exit
;
1044 // Ñïèñîê íàçâàíèé ìîäåëåé:
1045 m
:= g_PlayerModel_GetNames();
1050 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1051 Team
:= TEAM_COOP
// COOP
1053 if gGameSettings
.GameMode
= GM_DM
then
1054 Team
:= TEAM_NONE
// DM
1056 if Team
= TEAM_NONE
then
1057 Team
:= BotList
[num
].team
; // CTF / TDM
1059 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1060 lName
:= AnsiLowerCase(lName
);
1061 if (num
< 0) or (num
> Length(BotList
)-1) then
1063 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1064 for a
:= 0 to High(BotList
) do
1065 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1074 _name
:= BotList
[num
].name
;
1075 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1076 if not g_Player_ValidName(_name
) then
1078 _name
:= Format('DFBOT%.2d', [Random(100)]);
1079 until g_Player_ValidName(_name
);
1082 _model
:= BotList
[num
].model
;
1083 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1084 if not InSArray(_model
, m
) then
1085 _model
:= m
[Random(Length(m
))];
1088 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1092 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1093 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1094 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1095 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1096 FDifficult
.Cover
:= BotList
[num
].cover
;
1097 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1099 FHandicap
:= Handicap
;
1101 for a
:= WP_FIRST
to WP_LAST
do
1103 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1104 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1105 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1108 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1110 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1114 procedure g_Bot_RemoveAll();
1118 if not g_Game_IsServer
then Exit
;
1119 if gPlayers
= nil then Exit
;
1121 for a
:= 0 to High(gPlayers
) do
1122 if gPlayers
[a
] <> nil then
1123 if gPlayers
[a
] is TBot
then
1125 gPlayers
[a
].Lives
:= 0;
1126 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1127 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1128 g_Player_Remove(gPlayers
[a
].FUID
);
1134 procedure g_Bot_MixNames();
1139 if BotNames
<> nil then
1140 for a
:= 0 to High(BotNames
) do
1142 b
:= Random(Length(BotNames
));
1144 Botnames
[a
] := BotNames
[b
];
1149 procedure g_Player_Remove(UID
: Word);
1153 if gPlayers
= nil then Exit
;
1155 if g_Game_IsServer
and g_Game_IsNet
then
1156 MH_SEND_PlayerDelete(UID
);
1158 for i
:= 0 to High(gPlayers
) do
1159 if gPlayers
[i
] <> nil then
1160 if gPlayers
[i
].FUID
= UID
then
1162 if gPlayers
[i
] is TPlayer
then
1163 TPlayer(gPlayers
[i
]).Free()
1165 TBot(gPlayers
[i
]).Free();
1171 procedure g_Player_Init();
1182 path
:= BOTNAMES_FILENAME
;
1183 if e_FindResource(DataDirs
, path
) = false then
1186 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1187 AssignFile(F
, path
);
1198 SetLength(BotNames
, Length(BotNames
)+1);
1199 BotNames
[High(BotNames
)] := s
;
1207 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1208 config
:= TConfig
.CreateFile(path
);
1212 while config
.SectionExists(IntToStr(a
)) do
1214 SetLength(BotList
, Length(BotList
)+1);
1216 with BotList
[High(BotList
)] do
1219 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1221 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1223 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1228 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1229 color
.R
:= StrToIntDef(sa
[0], 0);
1230 color
.G
:= StrToIntDef(sa
[1], 0);
1231 color
.B
:= StrToIntDef(sa
[2], 0);
1232 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1233 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1234 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1235 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1236 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1237 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1238 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1239 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1240 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1241 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1242 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1243 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1244 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1245 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1246 if Length(sa
) = 10 then
1248 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1249 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1250 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1251 if Length(sa
) = 10 then
1253 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1255 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1256 if Length(sa) = 10 then
1258 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1265 SetLength(SavedStates
, 0);
1268 procedure g_Player_Free();
1272 if gPlayers
<> nil then
1274 for i
:= 0 to High(gPlayers
) do
1275 if gPlayers
[i
] <> nil then
1277 if gPlayers
[i
] is TPlayer
then
1278 TPlayer(gPlayers
[i
]).Free()
1280 TBot(gPlayers
[i
]).Free();
1289 SetLength(SavedStates
, 0);
1292 procedure g_Player_PreUpdate();
1296 if gPlayers
= nil then Exit
;
1297 for i
:= 0 to High(gPlayers
) do
1298 if gPlayers
[i
] <> nil then
1299 gPlayers
[i
].PreUpdate();
1302 procedure g_Player_UpdateAll();
1306 if gPlayers
= nil then Exit
;
1308 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1309 for i
:= 0 to High(gPlayers
) do
1311 if gPlayers
[i
] <> nil then
1313 if gPlayers
[i
] is TPlayer
then
1315 gPlayers
[i
].Update();
1316 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1320 // bot updates weapons in `UpdateCombat()`
1321 TBot(gPlayers
[i
]).Update();
1325 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1328 procedure g_Player_DrawAll();
1332 if gPlayers
= nil then Exit
;
1334 for i
:= 0 to High(gPlayers
) do
1335 if gPlayers
[i
] <> nil then
1336 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1337 else TBot(gPlayers
[i
]).Draw();
1340 procedure g_Player_DrawDebug(p
: TPlayer
);
1344 if p
= nil then Exit
;
1345 if (@p
.FObj
) = nil then Exit
;
1347 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1349 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1350 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1351 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1352 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1353 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1354 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1355 e_TextureFontPrint(0, fH
* 6, 'Old X: ' + IntToStr(p
.FObj
.oldX
), gStdFont
);
1356 e_TextureFontPrint(0, fH
* 7, 'Old Y: ' + IntToStr(p
.FObj
.oldY
), gStdFont
);
1359 procedure g_Player_DrawHealth();
1364 if gPlayers
= nil then Exit
;
1365 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1367 for i
:= 0 to High(gPlayers
) do
1368 if gPlayers
[i
] <> nil then
1370 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1371 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1372 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1373 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1374 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1375 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1379 function g_Player_Get(UID
: Word): TPlayer
;
1385 if gPlayers
= nil then
1388 for a
:= 0 to High(gPlayers
) do
1389 if gPlayers
[a
] <> nil then
1390 if gPlayers
[a
].FUID
= UID
then
1392 Result
:= gPlayers
[a
];
1397 function g_Player_GetCount(): Byte;
1403 if gPlayers
= nil then
1406 for a
:= 0 to High(gPlayers
) do
1407 if gPlayers
[a
] <> nil then
1408 Result
:= Result
+ 1;
1411 function g_Player_GetStats(): TPlayerStatArray
;
1417 if gPlayers
= nil then Exit
;
1419 for a
:= 0 to High(gPlayers
) do
1420 if gPlayers
[a
] <> nil then
1422 SetLength(Result
, Length(Result
)+1);
1423 with Result
[High(Result
)] do
1426 Ping
:= gPlayers
[a
].FPing
;
1427 Loss
:= gPlayers
[a
].FLoss
;
1428 Name
:= gPlayers
[a
].FName
;
1429 Team
:= gPlayers
[a
].FTeam
;
1430 Frags
:= gPlayers
[a
].FFrags
;
1431 Deaths
:= gPlayers
[a
].FDeath
;
1432 Kills
:= gPlayers
[a
].FKills
;
1433 Color
:= gPlayers
[a
].FModel
.Color
;
1434 Lives
:= gPlayers
[a
].FLives
;
1435 Spectator
:= gPlayers
[a
].FSpectator
;
1436 UID
:= gPlayers
[a
].FUID
;
1441 procedure g_Player_ResetReady();
1445 if not g_Game_IsServer
then Exit
;
1446 if gPlayers
= nil then Exit
;
1448 for a
:= 0 to High(gPlayers
) do
1449 if gPlayers
[a
] <> nil then
1451 gPlayers
[a
].FReady
:= False;
1452 if g_Game_IsNet
then
1453 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1457 procedure g_Player_RememberAll
;
1461 for i
:= Low(gPlayers
) to High(gPlayers
) do
1462 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1463 gPlayers
[i
].RememberState
;
1466 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1470 gTeamStat
[TEAM_RED
].Goals
:= 0;
1471 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1473 if gPlayers
<> nil then
1474 for i
:= 0 to High(gPlayers
) do
1475 if gPlayers
[i
] <> nil then
1477 gPlayers
[i
].Reset(Force
);
1479 if gPlayers
[i
] is TPlayer
then
1481 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1482 gPlayers
[i
].Respawn(Silent
)
1484 gPlayers
[i
].Spectate();
1487 TBot(gPlayers
[i
]).Respawn(Silent
);
1491 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
1499 if Player
.alive
then
1502 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1503 i
:= Player
.FCorpse
;
1504 if (i
>= 0) and (i
< Length(gCorpses
)) then
1506 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].FPlayerUID
= Player
.FUID
) then
1507 gCorpses
[i
].FPlayerUID
:= 0;
1510 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1515 if (FHealth
>= -50) or (gGibsCount
= 0) then
1517 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1521 for find_id
:= 0 to High(gCorpses
) do
1522 if gCorpses
[find_id
] = nil then
1529 find_id
:= Random(Length(gCorpses
));
1531 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1532 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1533 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1534 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1535 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1540 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1541 FObj
.Y
+ PLAYER_RECT_CY
,
1542 FModel
.Name
, FModel
.Color
);
1546 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1550 if (gShells
= nil) or (Length(gShells
) = 0) then
1553 with gShells
[CurrentShell
] do
1559 if T
= SHELL_BULLET
then
1561 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1565 Obj
.Rect
.Width
:= 4;
1566 Obj
.Rect
.Height
:= 2;
1570 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1574 Obj
.Rect
.Width
:= 7;
1575 Obj
.Rect
.Height
:= 3;
1581 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1582 positionChanged(); // this updates spatial accelerators
1583 RAngle
:= Random(360);
1584 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1586 if CurrentShell
>= High(gShells
) then
1593 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1596 GibsArray
: TGibsArray
;
1599 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1601 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1603 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1605 for a
:= 0 to High(GibsArray
) do
1606 with gGibs
[CurrentGib
] do
1609 ID
:= GibsArray
[a
].ID
;
1610 MaskID
:= GibsArray
[a
].MaskID
;
1613 Obj
.Rect
:= GibsArray
[a
].Rect
;
1614 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1615 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1616 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1617 positionChanged(); // this updates spatial accelerators
1618 RAngle
:= Random(360);
1620 if gBloodCount
> 0 then
1621 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1622 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1624 if CurrentGib
>= High(gGibs
) then
1631 procedure g_Player_UpdatePhysicalObjects();
1637 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1642 if T
= SHELL_BULLET
then
1643 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1645 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1650 if gGibs
<> nil then
1651 for i
:= 0 to High(gGibs
) do
1652 if gGibs
[i
].alive
then
1659 mr
:= g_Obj_Move(@Obj
, True, False, True);
1660 positionChanged(); // this updates spatial accelerators
1662 if WordBool(mr
and MOVE_FALLOUT
) then
1668 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1669 if WordBool(mr
and MOVE_HITWALL
) then
1670 Obj
.Vel
.X
:= -(vel
.X
div 2);
1671 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1672 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1674 if (Obj
.Vel
.X
>= 0) then
1676 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1677 if RAngle
>= 360 then
1678 RAngle
:= RAngle
mod 360;
1679 end else begin // Counter-clockwise
1680 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1682 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1685 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1686 if gTime
mod (GAME_TICK
*3) = 0 then
1687 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1691 if gCorpses
<> nil then
1692 for i
:= 0 to High(gCorpses
) do
1693 if gCorpses
[i
] <> nil then
1694 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1700 gCorpses
[i
].Update();
1703 if gShells
<> nil then
1704 for i
:= 0 to High(gShells
) do
1705 if gShells
[i
].alive
then
1712 mr
:= g_Obj_Move(@Obj
, True, False, True);
1713 positionChanged(); // this updates spatial accelerators
1715 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1721 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1722 if WordBool(mr
and MOVE_HITWALL
) then
1724 Obj
.Vel
.X
:= -(vel
.X
div 2);
1725 if not WordBool(mr
and MOVE_INWATER
) then
1726 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1728 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1730 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1731 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1732 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1734 if RAngle
mod 90 <> 0 then
1735 RAngle
:= (RAngle
div 90) * 90;
1737 else if not WordBool(mr
and MOVE_INWATER
) then
1738 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1741 if (Obj
.Vel
.X
>= 0) then
1743 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1744 if RAngle
>= 360 then
1745 RAngle
:= RAngle
mod 360;
1746 end else begin // Counter-clockwise
1747 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1749 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1755 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1757 x
:= Obj
.X
+Obj
.Rect
.X
;
1758 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1759 w
:= Obj
.Rect
.Width
;
1760 h
:= Obj
.Rect
.Height
;
1763 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1765 if (dx
<> 0) or (dy
<> 0) then
1774 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1778 w
:= Obj
.Rect
.Width
;
1779 h
:= Obj
.Rect
.Height
;
1782 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1784 if (dx
<> 0) or (dy
<> 0) then
1793 procedure TGib
.positionChanged (); inline; begin end;
1794 procedure TShell
.positionChanged (); inline; begin end;
1797 procedure g_Player_DrawCorpses();
1802 if gGibs
<> nil then
1803 for i
:= 0 to High(gGibs
) do
1804 if gGibs
[i
].alive
then
1807 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1810 Obj
.lerp(gLerpFactor
, fX
, fY
);
1812 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1813 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1815 e_DrawAdv(ID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1818 e_DrawAdv(MaskID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1824 if gCorpses
<> nil then
1825 for i
:= 0 to High(gCorpses
) do
1826 if gCorpses
[i
] <> nil then
1830 procedure g_Player_DrawShells();
1835 if gShells
<> nil then
1836 for i
:= 0 to High(gShells
) do
1837 if gShells
[i
].alive
then
1840 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1843 Obj
.lerp(gLerpFactor
, fX
, fY
);
1848 e_DrawAdv(SpriteID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1852 procedure g_Player_RemoveAllCorpses();
1858 SetLength(gGibs
, MaxGibs
);
1859 SetLength(gShells
, MaxGibs
);
1863 if gCorpses
<> nil then
1864 for i
:= 0 to High(gCorpses
) do
1868 SetLength(gCorpses
, MaxCorpses
);
1871 procedure g_Player_Corpses_SaveState (st
: TStream
);
1875 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1877 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1879 // Êîëè÷åñòâî òðóïîâ
1880 utils
.writeInt(st
, LongInt(count
));
1882 if (count
= 0) then exit
;
1885 for i
:= 0 to High(gCorpses
) do
1887 if gCorpses
[i
] <> nil then
1890 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1892 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1893 // Ñîõðàíÿåì äàííûå òðóïà:
1894 gCorpses
[i
].SaveState(st
);
1900 procedure g_Player_Corpses_LoadState (st
: TStream
);
1908 g_Player_RemoveAllCorpses();
1910 // Êîëè÷åñòâî òðóïîâ:
1911 count
:= utils
.readLongInt(st
);
1912 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1914 if (count
= 0) then exit
;
1917 for i
:= 0 to count
-1 do
1920 str
:= utils
.readStr(st
);
1922 b
:= utils
.readBool(st
);
1924 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1925 // Çàãðóæàåì äàííûå òðóïà
1926 gCorpses
[i
].LoadState(st
);
1933 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1935 procedure TPlayer
.BFGHit();
1937 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1938 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1939 if g_Game_IsServer
and g_Game_IsNet
then
1940 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1941 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1945 procedure TPlayer
.ChangeModel(ModelName
: string);
1947 locModel
: TPlayerModel
;
1949 locModel
:= g_PlayerModel_Get(ModelName
);
1950 if locModel
= nil then Exit
;
1956 procedure TPlayer
.SetModel(ModelName
: string);
1960 m
:= g_PlayerModel_Get(ModelName
);
1963 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1964 m
:= g_PlayerModel_Get('doomer');
1967 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1972 if FModel
<> nil then
1977 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1978 FModel
.Color
:= FColor
1980 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1981 FModel
.SetWeapon(FCurrWeap
);
1982 FModel
.SetFlag(FFlag
);
1983 SetDirection(FDirection
);
1986 procedure TPlayer
.SetColor(Color
: TRGB
);
1989 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1990 if FModel
<> nil then FModel
.Color
:= Color
;
1995 function TPlayer
.GetColor(): TRGB
;
1997 result
:= FModel
.Color
;
2000 procedure TPlayer
.SetWeaponPrefs(Prefs
: Array of Byte);
2004 for i
:= WP_FIRST
to WP_LAST
+ 1 do
2006 if (Prefs
[i
] > WP_LAST
+ 1) then
2007 FWeapPreferences
[i
] := 0
2009 FWeapPreferences
[i
] := Prefs
[i
];
2013 procedure TPlayer
.SetWeaponPref(Weapon
, Pref
: Byte);
2015 if (Weapon
> WP_LAST
+ 1) then
2017 else if (Pref
<= WP_LAST
+ 1) and (Weapon
<= WP_LAST
+ 1) then
2018 FWeapPreferences
[Weapon
] := Pref
2019 else if (Weapon
<= WP_LAST
+ 1) and (Pref
> WP_LAST
+ 1) then
2020 FWeapPreferences
[Weapon
] := 0;
2023 function TPlayer
.GetWeaponPref(Weapon
: Byte) : Byte;
2025 if (Weapon
> WP_LAST
+ 1) then
2027 else if (FWeapPreferences
[Weapon
] > WP_LAST
+ 1) then
2030 result
:= FWeapPreferences
[Weapon
];
2033 function TPlayer
.GetMorePrefered() : Byte;
2035 testedWeap
, i
: Byte;
2037 testedWeap
:= FCurrWeap
;
2038 for i
:= WP_FIRST
to WP_LAST
do
2039 if FWeapon
[i
] and (FWeapPreferences
[i
] > FWeapPreferences
[testedWeap
]) then
2041 if (R_BERSERK
in FRulez
) and (FWeapPreferences
[WP_LAST
+ 1] > FWeapPreferences
[testedWeap
]) then
2042 testedWeap
:= WEAPON_KASTET
;
2043 result
:= testedWeap
;
2046 function TPlayer
.maySwitch(Weapon
: Byte) : Boolean;
2049 if (Weapon
= WEAPON_KASTET
) and (FSkipFist
<> 0) then
2051 if (FSkipFist
= 1) and (not (R_BERSERK
in FRulez
)) then
2054 else if (FSwitchToEmpty
= 0) and (not hasAmmoForShooting(Weapon
)) then
2058 procedure TPlayer
.SwitchTeam
;
2060 if g_Game_IsClient
then
2062 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2064 if gGameOn
and FAlive
then
2065 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2067 if FTeam
= TEAM_RED
then
2069 ChangeTeam(TEAM_BLUE
);
2070 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2071 if g_Game_IsNet
then
2072 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2076 ChangeTeam(TEAM_RED
);
2077 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2078 if g_Game_IsNet
then
2079 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2081 FPreferredTeam
:= FTeam
;
2084 procedure TPlayer
.ChangeTeam(Team
: Byte);
2091 TEAM_RED
, TEAM_BLUE
:
2092 FModel
.Color
:= TEAMCOLOR
[Team
];
2094 FModel
.Color
:= FColor
;
2096 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2097 MH_SEND_PlayerStats(FUID
);
2101 procedure TPlayer.CollideItem();
2106 if gItems = nil then Exit;
2107 if not FAlive then Exit;
2109 for i := 0 to High(gItems) do
2112 if (ItemType <> ITEM_NONE) and alive then
2113 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2114 PLAYER_RECT.Height, @Obj) then
2116 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2118 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2119 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2120 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2121 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2122 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2124 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2125 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2126 (gGameSettings.GameType = GT_SINGLE) and
2127 (g_Player_GetCount() > 1)) then
2128 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2134 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2136 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2137 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2141 constructor TPlayer
.Create();
2147 mEDamageType
:= HIT_SOME
;
2153 FSawSound
:= TPlayableSound
.Create();
2154 FSawSoundIdle
:= TPlayableSound
.Create();
2155 FSawSoundHit
:= TPlayableSound
.Create();
2156 FSawSoundSelect
:= TPlayableSound
.Create();
2157 FFlameSoundOn
:= TPlayableSound
.Create();
2158 FFlameSoundOff
:= TPlayableSound
.Create();
2159 FFlameSoundWork
:= TPlayableSound
.Create();
2160 FJetSoundFly
:= TPlayableSound
.Create();
2161 FJetSoundOn
:= TPlayableSound
.Create();
2162 FJetSoundOff
:= TPlayableSound
.Create();
2164 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2165 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2166 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2167 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2168 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2169 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2170 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2171 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2172 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2173 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2175 FSpectatePlayer
:= -1;
2179 FSavedStateNum
:= -1;
2187 FActualModelName
:= 'doomer';
2190 FObj
.Rect
:= PLAYER_RECT
;
2192 FBFGFireCounter
:= -1;
2193 FJustTeleported
:= False;
2196 FWaitForFirstSpawn
:= false;
2201 procedure TPlayer
.positionChanged (); inline;
2205 procedure TPlayer
.doDamage (v
: Integer);
2207 if (v
<= 0) then exit
;
2208 if (v
> 32767) then v
:= 32767;
2209 Damage(v
, 0, 0, 0, mEDamageType
);
2212 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2216 if (not g_Game_IsClient
) and (not FAlive
) then
2221 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2222 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2224 if not g_Game_IsClient
then
2227 if t
= HIT_TRAP
then
2229 // Ëîâóøêà óáèâàåò ñðàçó:
2231 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2233 if t
= HIT_SELF
then
2237 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2240 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2241 FMegaRulez
[MR_SUIT
] := 0;
2242 FMegaRulez
[MR_INVUL
] := 0;
2243 FMegaRulez
[MR_INVIS
] := 0;
2248 // Íî îò îñòàëüíîãî ñïàñàåò:
2249 if FMegaRulez
[MR_INVUL
] >= gTime
then
2256 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2257 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2258 (SpawnerUID
= FUID
) or
2259 (not SameTeam(FUID
, SpawnerUID
)) then
2261 FLastSpawnerUID
:= SpawnerUID
;
2263 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2264 if gBloodCount
> 0 then
2266 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2267 if value
div 4 <= c
then
2268 c
:= c
- (value
div 4)
2272 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2276 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2277 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2280 if t
= HIT_WATER
then
2281 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2282 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2287 Inc(FDamageBuffer
, value
);
2291 FPain
:= FPain
+ value
;
2294 if g_Game_IsServer
and g_Game_IsNet
then
2296 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2297 MH_SEND_PlayerStats(FUID
);
2298 MH_SEND_PlayerPos(False, FUID
);
2302 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2305 if g_Game_IsClient
then
2310 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2312 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2315 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2317 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2321 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2322 MH_SEND_PlayerStats(FUID
);
2325 destructor TPlayer
.Destroy();
2327 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2329 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2333 FSawSoundIdle
.Free();
2334 FSawSoundHit
.Free();
2335 FSawSoundSelect
.Free();
2336 FFlameSoundOn
.Free();
2337 FFlameSoundOff
.Free();
2338 FFlameSoundWork
.Free();
2339 FJetSoundFly
.Free();
2341 FJetSoundOff
.Free();
2343 if FPunchAnim
<> nil then
2349 procedure TPlayer
.DrawIndicator(Color
: TRGB
);
2351 indX
, indY
, fX
, fY
, fSlope
: Integer;
2361 FObj
.lerp(gLerpFactor
, fX
, fY
);
2362 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2364 case gPlayerIndicatorStyle
of
2367 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2369 e_GetTextureSize(ID
, @indW
, @indH
);
2373 if (FObj
.X
+ FObj
.Rect
.X
) < 0 then
2376 indX
:= fX
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
;
2377 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2380 else if (FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
) > Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) then
2383 indX
:= fX
+ FObj
.Rect
.X
- indH
;
2384 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2387 else if (FObj
.Y
- indH
) < 0 then
2390 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2391 indY
:= fY
+ FObj
.Rect
.Y
+ FObj
.Rect
.Height
;
2397 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2401 indY
:= indY
+ fSlope
;
2402 indX
:= EnsureRange(indX
, 0, Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) - indW
);
2403 indY
:= EnsureRange(indY
, 0, Max(gMapInfo
.Height
, gPlayerScreenSize
.Y
) - indH
);
2407 e_DrawAdv(ID
, indX
, indY
, 0, True, False, indA
, @a
);
2414 e_TextureFontGetSize(gStdFont
, nW
, nH
);
2415 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- Length(FName
) * nW
) div 2;
2416 indY
:= fY
- nH
+ fSlope
;
2417 e_TextureFontPrintEx(indX
, indY
, FName
, gStdFont
, Color
.R
, Color
.G
, Color
.B
, 1.0, True);
2423 procedure TPlayer
.DrawBubble();
2425 bubX
, bubY
, fX
, fY
: Integer;
2428 Rw
, Gw
, Bw
: SmallInt;
2432 CObj
:= getCameraObj();
2433 CObj
.lerp(gLerpFactor
, fX
, fY
);
2434 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2435 bubX
:= fX
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2436 bubY
:= fY
+FObj
.Rect
.Y
- 18;
2444 1: // simple textual non-bubble
2446 bubX
:= fX
+FObj
.Rect
.X
- 11;
2447 bubY
:= fY
+FObj
.Rect
.Y
- 17;
2448 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2451 2: // advanced pixel-perfect bubble
2453 if FTeam
= TEAM_RED
then
2456 if FTeam
= TEAM_BLUE
then
2459 3: // colored bubble
2461 Rb
:= FModel
.Color
.R
;
2462 Gb
:= FModel
.Color
.G
;
2463 Bb
:= FModel
.Color
.B
;
2464 Rw
:= Min(Rb
* 2 + 64, 255);
2465 Gw
:= Min(Gb
* 2 + 64, 255);
2466 Bw
:= Min(Bb
* 2 + 64, 255);
2467 if (Abs(Rw
- Rb
) < 32)
2468 or (Abs(Gw
- Gb
) < 32)
2469 or (Abs(Bw
- Bb
) < 32) then
2471 Rb
:= Max(Rw
div 2 - 16, 0);
2472 Gb
:= Max(Gw
div 2 - 16, 0);
2473 Bb
:= Max(Bw
div 2 - 16, 0);
2476 4: // custom textured bubble
2478 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2479 if FDirection
= TDirection
.D_RIGHT
then
2480 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2482 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2488 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2489 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2491 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2494 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2495 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2496 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
);
2497 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
);
2498 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
);
2499 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
);
2503 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2504 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2505 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2508 procedure TPlayer
.Draw();
2513 Mirror
: TMirrorType
;
2514 fX
, fY
, fSlope
: Integer;
2516 FObj
.lerp(gLerpFactor
, fX
, fY
);
2517 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2521 if Direction
= TDirection
.D_RIGHT
then
2522 Mirror
:= TMirrorType
.None
2524 Mirror
:= TMirrorType
.Horizontal
;
2526 if FPunchAnim
<> nil then
2528 FPunchAnim
.Draw(fX
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2529 fY
+fSlope
+FObj
.Rect
.Y
-11, Mirror
);
2530 if FPunchAnim
.played
then
2537 if (FMegaRulez
[MR_INVUL
] > gTime
) and ((gPlayerDrawn
<> Self
) or (FSpawnInvul
>= gTime
)) then
2538 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2540 e_GetTextureSize(ID
, @w
, @h
);
2541 if FDirection
= TDirection
.D_LEFT
then
2542 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2543 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False)
2545 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2546 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False);
2549 if FMegaRulez
[MR_INVIS
] > gTime
then
2551 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2552 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2554 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2555 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2559 FModel
.Draw(fX
, fY
+fSlope
, 200)
2561 FModel
.Draw(fX
, fY
+fSlope
);
2564 FModel
.Draw(fX
, fY
+fSlope
, 254);
2567 FModel
.Draw(fX
, fY
+fSlope
);
2570 if g_debug_Frames
then
2572 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2574 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2575 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2579 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2580 if (FMegaRulez
[MR_INVIS
] <= gTime
) or ((gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2581 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
)))) then
2583 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2584 if gAimLine
and alive
and
2585 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2590 procedure TPlayer
.DrawAim();
2591 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2596 {$IFDEF ENABLE_HOLMES}
2597 if isValidViewPort
and (self
= gPlayer1
) then
2599 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2603 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2604 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2606 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2610 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2615 wx
, wy
, xx
, yy
: Integer;
2619 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2620 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2629 1: begin // Chainsaw
2636 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2637 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2638 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2639 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2644 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2645 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2646 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2647 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2649 4: begin // Double Shotgun
2652 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2653 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2654 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2655 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2657 5: begin // Chaingun
2660 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2661 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2662 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2663 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2665 6: begin // Rocket Launcher
2668 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2669 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2670 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2671 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2673 7: begin // Plasmagun
2676 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2677 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2678 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2679 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2684 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2685 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2686 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2687 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2689 9: begin // Super Chaingun
2692 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2693 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2694 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2695 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2698 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2699 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2700 {$IF DEFINED(D2F_DEBUG)}
2701 drawCast(sz
, wx
, wy
, xx
, yy
);
2703 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2707 procedure TPlayer
.DrawGUI();
2710 X
, Y
, SY
, a
, p
, m
: Integer;
2714 stat
: TPlayerStatArray
;
2716 X
:= gPlayerScreenSize
.X
;
2717 SY
:= gPlayerScreenSize
.Y
;
2720 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2722 if gGameSettings
.GameMode
= GM_CTF
then
2726 if gGameSettings
.GameMode
= GM_CTF
then
2728 s
:= 'TEXTURE_PLAYER_REDFLAG';
2729 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2730 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2731 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2732 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2733 if g_Texture_Get(s
, ID
) then
2734 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2737 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2738 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2739 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2741 if gGameSettings
.GameMode
= GM_CTF
then
2743 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2744 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2745 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2746 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2747 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2748 if g_Texture_Get(s
, ID
) then
2749 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2752 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2753 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2754 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2757 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2758 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2761 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2762 e_Draw(ID
, X
+2, Y
, 0, True, False);
2764 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2768 s
:= IntToStr(Frags
);
2769 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2770 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2775 stat
:= g_Player_GetStats();
2780 for a
:= 0 to High(stat
) do
2781 if stat
[a
].Name
<> Name
then
2783 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2784 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2788 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2789 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2790 s
:= s
+IntToStr(Abs(Frags
-m
));
2792 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2793 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2796 if gLMSRespawn
> LMS_RESPAWN_NONE
then
2798 s
:= _lc
[I_GAME_WARMUP
];
2799 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2800 s
:= s
+ ': ' + IntToStr((gLMSRespawnTime
- gTime
) div 1000);
2801 e_CharFont_PrintEx(gMenuFont
, X
-64-tw
, SY
-32, s
, _RGB(0, 255, 0));
2803 else if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2805 s
:= IntToStr(Lives
);
2806 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2807 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2811 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2812 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2814 if R_BERSERK
in FRulez
then
2815 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2817 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2819 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2820 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2822 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2823 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2824 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2826 s
:= IntToStr(FArmor
);
2827 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2828 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2830 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2836 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2841 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2843 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2844 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2845 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2846 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2847 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2848 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2849 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2850 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2851 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2854 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2855 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2856 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2858 if R_KEY_RED
in FRulez
then
2859 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2861 if R_KEY_GREEN
in FRulez
then
2862 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2864 if R_KEY_BLUE
in FRulez
then
2865 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2867 if FJetFuel
> 0 then
2869 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2870 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2871 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2872 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2873 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2874 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2878 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2879 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2880 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2883 if gShowPing
and g_Game_IsClient
then
2885 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2886 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2892 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2893 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2894 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2897 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2898 s
:= _lc
[I_PLAYER_SPECT4
];
2899 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2900 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2901 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2907 procedure TPlayer
.DrawRulez();
2911 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2912 if (FMegaRulez
[MR_INVUL
] >= gTime
) and (FSpawnInvul
< gTime
) then
2914 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2915 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2920 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2921 191, 191, 191, 0, TBlending
.Invert
);
2924 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2925 if FMegaRulez
[MR_SUIT
] >= gTime
then
2927 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2928 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2933 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2934 0, 96, 0, 200, TBlending
.None
);
2937 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2938 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2940 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2941 255, 0, 0, 200, TBlending
.None
);
2945 procedure TPlayer
.DrawPain();
2949 if FPain
= 0 then Exit
;
2953 if a
< 15 then h
:= 0
2954 else if a
< 35 then h
:= 1
2955 else if a
< 55 then h
:= 2
2956 else if a
< 75 then h
:= 3
2957 else if a
< 95 then h
:= 4
2960 //if a > 255 then a := 255;
2962 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2963 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2966 procedure TPlayer
.DrawPickup();
2970 if FPickup
= 0 then Exit
;
2974 if a
< 15 then h
:= 1
2975 else if a
< 35 then h
:= 2
2976 else if a
< 55 then h
:= 3
2977 else if a
< 75 then h
:= 4
2980 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2983 procedure TPlayer
.DoPunch();
2988 if FPunchAnim
<> nil then begin
2993 st
:= 'FRAMES_PUNCH';
2994 if R_BERSERK
in FRulez
then
2995 st
:= st
+ '_BERSERK';
2996 if FKeys
[KEY_UP
].Pressed
then
2998 else if FKeys
[KEY_DOWN
].Pressed
then
3000 g_Frames_Get(id
, st
);
3001 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
3004 procedure TPlayer
.Fire();
3006 f
, DidFire
: Boolean;
3007 wx
, wy
, xd
, yd
: Integer;
3010 if g_Game_IsClient
then Exit
;
3011 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3012 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3020 if FReloading
[FCurrWeap
] <> 0 then Exit
;
3025 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
3026 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
3027 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
3028 yd
:= wy
+firediry();
3034 if R_BERSERK
in FRulez
then
3036 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3037 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
3038 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
3041 locobj
.rect
.Width
:= 39;
3042 locobj
.rect
.Height
:= 52;
3043 locobj
.Vel
.X
:= (xd
-wx
) div 2;
3044 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
3045 locobj
.Accel
.X
:= xd
-wx
;
3046 locobj
.Accel
.y
:= yd
-wy
;
3048 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
3049 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
3051 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
3053 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
3057 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
3061 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3066 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3067 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
3069 FSawSoundSelect
.Stop();
3071 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
3073 else if not FSawSoundHit
.IsPlaying() then
3075 FSawSoundSelect
.Stop();
3076 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
3079 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3085 if FAmmo
[A_BULLETS
] > 0 then
3087 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
3088 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3089 Dec(FAmmo
[A_BULLETS
]);
3090 FFireAngle
:= FAngle
;
3093 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3094 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3098 if FAmmo
[A_SHELLS
] > 0 then
3100 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3101 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3102 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3103 Dec(FAmmo
[A_SHELLS
]);
3104 FFireAngle
:= FAngle
;
3108 FShellType
:= SHELL_SHELL
;
3112 if FAmmo
[A_SHELLS
] >= 2 then
3114 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3115 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3116 Dec(FAmmo
[A_SHELLS
], 2);
3117 FFireAngle
:= FAngle
;
3121 FShellType
:= SHELL_DBLSHELL
;
3125 if FAmmo
[A_BULLETS
] > 0 then
3127 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3128 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3129 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3130 Dec(FAmmo
[A_BULLETS
]);
3131 FFireAngle
:= FAngle
;
3134 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3135 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3138 WEAPON_ROCKETLAUNCHER
:
3139 if FAmmo
[A_ROCKETS
] > 0 then
3141 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3142 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3143 Dec(FAmmo
[A_ROCKETS
]);
3144 FFireAngle
:= FAngle
;
3150 if FAmmo
[A_CELLS
] > 0 then
3152 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3153 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3154 Dec(FAmmo
[A_CELLS
]);
3155 FFireAngle
:= FAngle
;
3161 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3163 FBFGFireCounter
:= 17;
3164 if not FNoReload
then
3165 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3166 Dec(FAmmo
[A_CELLS
], 40);
3170 WEAPON_SUPERPULEMET
:
3171 if FAmmo
[A_SHELLS
] > 0 then
3173 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3174 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3175 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3176 Dec(FAmmo
[A_SHELLS
]);
3177 FFireAngle
:= FAngle
;
3180 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3181 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3184 WEAPON_FLAMETHROWER
:
3185 if FAmmo
[A_FUEL
] > 0 then
3187 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3189 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3191 FFireAngle
:= FAngle
;
3198 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
3202 if g_Game_IsNet
then
3206 if FCurrWeap
<> WEAPON_BFG
then
3207 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3209 if not FNoReload
then
3210 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3213 MH_SEND_PlayerStats(FUID
);
3218 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3219 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3220 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3223 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3226 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3227 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3228 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3229 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3230 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3235 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3237 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3238 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3239 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3242 procedure TPlayer
.FlamerOn
;
3244 FFlameSoundOff
.Stop();
3245 FFlameSoundOff
.SetPosition(0);
3248 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
3249 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
3253 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3258 procedure TPlayer
.FlamerOff
;
3262 FFlameSoundOn
.Stop();
3263 FFlameSoundOn
.SetPosition(0);
3264 FFlameSoundWork
.Stop();
3265 FFlameSoundWork
.SetPosition(0);
3266 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3271 procedure TPlayer
.JetpackOn
;
3275 FJetSoundOn
.SetPosition(0);
3276 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3280 procedure TPlayer
.JetpackOff
;
3284 FJetSoundOff
.SetPosition(0);
3285 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3288 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
3290 if Timeout
<= 0 then
3292 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
3293 exit
; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3294 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3295 exit
; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3296 if FFireTime
<= 0 then
3297 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
3298 FFireTime
:= Timeout
;
3299 FFireAttacker
:= Attacker
;
3300 if g_Game_IsNet
and g_Game_IsServer
then
3301 MH_SEND_PlayerStats(FUID
);
3304 procedure TPlayer
.Jump();
3306 if gFly
or FJetpack
then
3308 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3309 if FObj
.Vel
.Y
> -VEL_FLY
then
3310 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3313 if FJetFuel
> 0 then
3315 if (FJetFuel
< 1) and g_Game_IsServer
then
3319 if g_Game_IsNet
then
3320 MH_SEND_PlayerStats(FUID
);
3326 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3328 FCanJetpack
:= False;
3330 // Ïðûãàåì èëè âñïëûâàåì:
3331 if (CollideLevel(0, 1) or
3332 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3333 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3334 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3336 FObj
.Vel
.Y
:= -VEL_JUMP
;
3337 FCanJetpack
:= False;
3341 if BodyInLiquid(0, 0) then
3342 FObj
.Vel
.Y
:= -VEL_SW
3343 else if (FJetFuel
> 0) and FCanJetpack
and
3344 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3348 if g_Game_IsNet
then
3349 MH_SEND_PlayerStats(FUID
);
3354 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3356 a
, i
, k
, ab
, ar
: Byte;
3360 srv
, netsrv
: Boolean;
3366 procedure PushItem(t
: Byte);
3370 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3371 it
:= g_Items_ByIdx(id
);
3372 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3374 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3375 (FObj
.Vel
.Y
div 2)-Random(9));
3376 it
.positionChanged(); // this updates spatial accelerators
3380 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3382 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3383 (FObj
.Vel
.Y
div 2)-Random(6));
3385 else // -3..+3; -3..0
3387 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3388 (FObj
.Vel
.Y
div 2)-Random(4));
3390 it
.positionChanged(); // this updates spatial accelerators
3393 if g_Game_IsNet
and g_Game_IsServer
then
3394 MH_SEND_ItemSpawn(True, id
);
3398 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3399 Srv
:= g_Game_IsServer
;
3400 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3401 if Srv
then FDeath
:= FDeath
+ 1;
3406 if not FPhysics
then
3412 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3414 if FLives
> 0 then FLives
:= FLives
- 1;
3415 if FLives
= 0 then FNoRespawn
:= True;
3418 // Íîìåð òèïà ñìåðòè:
3421 K_SIMPLEKILL
: a
:= 1;
3423 K_EXTRAHARDKILL
: a
:= 3;
3428 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3430 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3437 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3439 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3440 K_EXTRAHARDKILL
, K_FALLKILL
:
3441 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3444 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3448 K_HARDKILL
, K_EXTRAHARDKILL
:
3452 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3453 if (KillType
<> K_FALLKILL
) and (Srv
) then
3454 g_Monsters_killedp();
3456 if SpawnerUID
= FUID
then
3460 if gGameSettings
.GameMode
= GM_TDM
then
3461 Dec(gTeamStat
[FTeam
].Goals
);
3462 if DoFrags
or (gGameSettings
.GameMode
= GM_TDM
) then
3468 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3471 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3472 begin // Óáèò äðóãèì èãðîêîì
3473 KP
:= g_Player_Get(SpawnerUID
);
3474 if (KP
<> nil) and Srv
then
3476 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3477 if SameTeam(FUID
, SpawnerUID
) then
3487 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3488 Inc(gTeamStat
[KP
.Team
].Goals
,
3489 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3491 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3494 plr
:= g_Player_Get(SpawnerUID
);
3502 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3506 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3510 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3515 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3516 begin // Óáèò ìîíñòðîì
3517 mon
:= g_Monsters_ByUID(SpawnerUID
);
3521 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3525 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3529 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3533 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3538 else // Îñîáûå òèïû ñìåðòè
3541 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3542 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3543 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3544 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3545 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3546 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3552 for a
:= WP_FIRST
to WP_LAST
do
3556 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3557 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3558 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3559 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3560 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3561 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3562 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3563 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3564 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3573 if R_ITEM_BACKPACK
in FRulez
then
3574 PushItem(ITEM_AMMO_BACKPACK
);
3576 // Âûáðîñ ðàêåòíîãî ðàíöà:
3577 if FJetFuel
> 0 then
3578 PushItem(ITEM_JETPACK
);
3581 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
3582 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
3584 if R_KEY_RED
in FRulez
then
3585 PushItem(ITEM_KEY_RED
);
3587 if R_KEY_GREEN
in FRulez
then
3588 PushItem(ITEM_KEY_GREEN
);
3590 if R_KEY_BLUE
in FRulez
then
3591 PushItem(ITEM_KEY_BLUE
);
3595 DropFlag(KillType
= K_FALLKILL
);
3598 FCorpse
:= g_Player_CreateCorpse(Self
);
3600 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3601 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3607 for i
:= Low(gPlayers
) to High(gPlayers
) do
3609 if gPlayers
[i
] = nil then continue
;
3610 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3613 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3614 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3619 OldLR
:= gLMSRespawn
;
3620 if (gGameSettings
.GameMode
= GM_COOP
) then
3624 // everyone is dead, restart the map
3625 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3627 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3628 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3629 gLMSRespawnTime
:= gTime
+ 5000;
3631 else if (a
= 1) then
3633 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3634 if (gPlayers
[k
] = gPlayer1
) or
3635 (gPlayers
[k
] = gPlayer2
) then
3636 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3637 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3638 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3641 else if (gGameSettings
.GameMode
= GM_TDM
) then
3643 if (ab
= 0) and (ar
<> 0) then
3646 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3648 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3649 Inc(gTeamStat
[TEAM_RED
].Goals
);
3650 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3651 gLMSRespawnTime
:= gTime
+ 5000;
3653 else if (ar
= 0) and (ab
<> 0) then
3656 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3658 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3659 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3660 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3661 gLMSRespawnTime
:= gTime
+ 5000;
3663 else if (ar
= 0) and (ab
= 0) then
3666 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3668 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3669 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3670 gLMSRespawnTime
:= gTime
+ 5000;
3673 else if (gGameSettings
.GameMode
= GM_DM
) then
3677 if gPlayers
[k
] <> nil then
3680 // survivor is the winner
3681 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3683 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3686 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3687 gLMSRespawnTime
:= gTime
+ 5000;
3689 else if (a
= 0) then
3691 // everyone is dead, restart the map
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 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3701 if NetMode
= NET_SERVER
then
3702 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
3704 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3710 MH_SEND_PlayerStats(FUID
);
3711 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3712 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3715 if srv
and FNoRespawn
then Spectate(True);
3716 FWantsInGame
:= True;
3719 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3721 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3722 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3725 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3727 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3728 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3731 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3733 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3734 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3735 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3736 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3737 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3738 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3739 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3740 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3743 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3745 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3746 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3747 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3748 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3751 procedure TPlayer
.ProcessWeaponAction(Action
: Byte);
3753 if g_Game_IsClient
then Exit
;
3755 WP_PREV
: PrevWeapon();
3756 WP_NEXT
: NextWeapon();
3760 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3762 if g_Game_IsClient
then Exit
;
3763 if Weapon
> High(FWeapon
) then Exit
;
3764 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3767 procedure TPlayer
.resetWeaponQueue ();
3770 FNextWeapDelay
:= 0;
3773 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3777 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3778 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3779 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3780 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3781 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3782 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3783 else result
:= (weapon
< length(FWeapon
));
3787 function TPlayer
.hasAmmoForShooting (weapon
: Byte): Boolean;
3791 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3792 WEAPON_SHOTGUN1
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3793 WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 1);
3794 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3795 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3796 WEAPON_PLASMA
: result
:= (FAmmo
[A_CELLS
] > 0);
3797 WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] >= 40);
3798 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3799 else result
:= (weapon
< length(FWeapon
));
3803 function TPlayer
.shouldSwitch (weapon
: Byte; hadWeapon
: Boolean): Boolean;
3806 if (weapon
> WP_LAST
+ 1) then
3811 if (FWeapSwitchMode
= 1) and not hadWeapon
then
3813 else if (FWeapSwitchMode
= 2) then
3814 result
:= (FWeapPreferences
[weapon
] > FWeapPreferences
[FCurrWeap
]);
3817 // return 255 for "no switch"
3818 function TPlayer
.getNextWeaponIndex (): Byte;
3821 wantThisWeapon
: array[0..64] of Boolean;
3822 wwc
: Integer = 0; //HACK!
3825 result
:= 255; // default result: "no switch"
3826 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3827 // had weapon cycling on previous frame? remove that flag
3828 if (FNextWeap
and $2000) <> 0 then
3830 FNextWeap
:= FNextWeap
and $1FFF;
3831 FNextWeapDelay
:= 0;
3833 // cycling has priority
3834 if (FNextWeap
and $C000) <> 0 then
3836 if (FNextWeap
and $8000) <> 0 then
3840 FNextWeap
:= FNextWeap
or $2000; // we need this
3841 if FNextWeapDelay
> 0 then
3842 exit
; // cooldown time
3844 for i
:= 0 to High(FWeapon
) do
3846 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3847 if FWeapon
[cwi
] and maySwitch(cwi
) then
3849 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3850 result
:= Byte(cwi
);
3851 FNextWeapDelay
:= WEAPON_DELAY
;
3859 for i
:= 0 to High(wantThisWeapon
) do
3860 wantThisWeapon
[i
] := false;
3861 for i
:= 0 to High(FWeapon
) do
3862 if (FNextWeap
and (1 shl i
)) <> 0 then
3864 wantThisWeapon
[i
] := true;
3868 // exclude currently selected weapon from the set
3869 wantThisWeapon
[FCurrWeap
] := false;
3870 // slow down alterations a little
3873 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3874 // more than one weapon requested, assume "alteration" and check alteration delay
3875 if FNextWeapDelay
> 0 then
3881 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3882 // but clear all counters if no weapon should be switched
3888 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3889 // try weapons in descending order
3890 for i
:= High(FWeapon
) downto 0 do
3892 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3897 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3898 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3902 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3906 procedure TPlayer
.RealizeCurrentWeapon();
3907 function switchAllowed (): Boolean;
3912 if FBFGFireCounter
<> -1 then
3914 if FTime
[T_SWITCH
] > gTime
then
3916 for i
:= WP_FIRST
to WP_LAST
do
3917 if FReloading
[i
] > 0 then
3925 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3926 //FNextWeap := FNextWeap and $1FFF;
3927 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3929 if not switchAllowed
then
3931 //HACK for weapon cycling
3932 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3936 nw
:= getNextWeaponIndex();
3938 if nw
= 255 then exit
; // don't reset anything here
3939 if nw
> High(FWeapon
) then
3941 // don't forget to reset queue here!
3942 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3950 FTime
[T_SWITCH
] := gTime
+156;
3951 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3952 FModel
.SetWeapon(FCurrWeap
);
3953 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3957 procedure TPlayer
.NextWeapon();
3959 if g_Game_IsClient
then Exit
;
3963 procedure TPlayer
.PrevWeapon();
3965 if g_Game_IsClient
then Exit
;
3969 procedure TPlayer
.SetWeapon(W
: Byte);
3971 if FCurrWeap
<> W
then
3972 if W
= WEAPON_SAW
then
3973 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3976 FModel
.SetWeapon(CurrWeap
);
3980 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3982 function allowBerserkSwitching (): Boolean;
3984 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3986 if gBerserkAutoswitch
then exit
;
3987 if not conIsCheatsEnabled
then exit
;
3993 switchWeapon
: Byte = 255;
3994 hadWeapon
: Boolean = False;
3997 if g_Game_IsClient
then Exit
;
3999 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
4000 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
4004 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4006 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
4010 if gFlash
= 2 then Inc(FPickup
, 5);
4014 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4016 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
4020 if gFlash
= 2 then Inc(FPickup
, 5);
4024 if FArmor
< PLAYER_AP_SOFT
then
4026 FArmor
:= PLAYER_AP_SOFT
;
4029 if gFlash
= 2 then Inc(FPickup
, 5);
4033 if FArmor
< PLAYER_AP_LIMIT
then
4035 FArmor
:= PLAYER_AP_LIMIT
;
4038 if gFlash
= 2 then Inc(FPickup
, 5);
4042 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4044 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
4048 if gFlash
= 2 then Inc(FPickup
, 5);
4052 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
4054 if FHealth
< PLAYER_HP_LIMIT
then
4055 FHealth
:= PLAYER_HP_LIMIT
;
4056 if FArmor
< PLAYER_AP_LIMIT
then
4057 FArmor
:= PLAYER_AP_LIMIT
;
4061 if gFlash
= 2 then Inc(FPickup
, 5);
4065 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
4067 hadWeapon
:= FWeapon
[WEAPON_SAW
];
4068 switchWeapon
:= WEAPON_SAW
;
4069 FWeapon
[WEAPON_SAW
] := True;
4071 if gFlash
= 2 then Inc(FPickup
, 5);
4072 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4075 ITEM_WEAPON_SHOTGUN1
:
4076 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
4078 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4079 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
4080 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN1
];
4081 switchWeapon
:= WEAPON_SHOTGUN1
;
4082 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4083 FWeapon
[WEAPON_SHOTGUN1
] := True;
4085 if gFlash
= 2 then Inc(FPickup
, 5);
4086 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4089 ITEM_WEAPON_SHOTGUN2
:
4090 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4092 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4093 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN2
];
4094 switchWeapon
:= WEAPON_SHOTGUN2
;
4095 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4096 FWeapon
[WEAPON_SHOTGUN2
] := True;
4098 if gFlash
= 2 then Inc(FPickup
, 5);
4099 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4102 ITEM_WEAPON_CHAINGUN
:
4103 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4105 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4106 hadWeapon
:= FWeapon
[WEAPON_CHAINGUN
];
4107 switchWeapon
:= WEAPON_CHAINGUN
;
4108 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4109 FWeapon
[WEAPON_CHAINGUN
] := True;
4111 if gFlash
= 2 then Inc(FPickup
, 5);
4112 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4115 ITEM_WEAPON_ROCKETLAUNCHER
:
4116 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4118 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4119 switchWeapon
:= WEAPON_ROCKETLAUNCHER
;
4120 hadWeapon
:= FWeapon
[WEAPON_ROCKETLAUNCHER
];
4121 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4122 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4124 if gFlash
= 2 then Inc(FPickup
, 5);
4125 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4129 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4131 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4132 switchWeapon
:= WEAPON_PLASMA
;
4133 hadWeapon
:= FWeapon
[WEAPON_PLASMA
];
4134 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4135 FWeapon
[WEAPON_PLASMA
] := True;
4137 if gFlash
= 2 then Inc(FPickup
, 5);
4138 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4142 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4144 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4145 switchWeapon
:= WEAPON_BFG
;
4146 hadWeapon
:= FWeapon
[WEAPON_BFG
];
4147 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4148 FWeapon
[WEAPON_BFG
] := True;
4150 if gFlash
= 2 then Inc(FPickup
, 5);
4151 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4154 ITEM_WEAPON_SUPERPULEMET
:
4155 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4157 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4158 switchWeapon
:= WEAPON_SUPERPULEMET
;
4159 hadWeapon
:= FWeapon
[WEAPON_SUPERPULEMET
];
4160 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4161 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4163 if gFlash
= 2 then Inc(FPickup
, 5);
4164 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4167 ITEM_WEAPON_FLAMETHROWER
:
4168 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4170 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4171 switchWeapon
:= WEAPON_FLAMETHROWER
;
4172 hadWeapon
:= FWeapon
[WEAPON_FLAMETHROWER
];
4173 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4174 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4176 if gFlash
= 2 then Inc(FPickup
, 5);
4177 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4181 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4183 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4186 if gFlash
= 2 then Inc(FPickup
, 5);
4189 ITEM_AMMO_BULLETS_BOX
:
4190 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4192 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4195 if gFlash
= 2 then Inc(FPickup
, 5);
4199 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4201 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4204 if gFlash
= 2 then Inc(FPickup
, 5);
4207 ITEM_AMMO_SHELLS_BOX
:
4208 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4210 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4213 if gFlash
= 2 then Inc(FPickup
, 5);
4217 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4219 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4222 if gFlash
= 2 then Inc(FPickup
, 5);
4225 ITEM_AMMO_ROCKET_BOX
:
4226 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4228 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4231 if gFlash
= 2 then Inc(FPickup
, 5);
4235 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4237 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4240 if gFlash
= 2 then Inc(FPickup
, 5);
4244 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4246 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4249 if gFlash
= 2 then Inc(FPickup
, 5);
4253 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4255 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4258 if gFlash
= 2 then Inc(FPickup
, 5);
4262 if not(R_ITEM_BACKPACK
in FRulez
) or
4263 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4264 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4265 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4266 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4267 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
4269 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4270 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4271 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4272 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4273 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4275 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4276 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4277 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4278 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4279 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4280 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4281 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4282 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4283 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4284 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
4286 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4289 if gFlash
= 2 then Inc(FPickup
, 5);
4293 if not(R_KEY_RED
in FRulez
) then
4295 Include(FRulez
, R_KEY_RED
);
4297 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4298 if gFlash
= 2 then Inc(FPickup
, 5);
4299 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4303 if not(R_KEY_GREEN
in FRulez
) then
4305 Include(FRulez
, R_KEY_GREEN
);
4307 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4308 if gFlash
= 2 then Inc(FPickup
, 5);
4309 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4313 if not(R_KEY_BLUE
in FRulez
) then
4315 Include(FRulez
, R_KEY_BLUE
);
4317 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4318 if gFlash
= 2 then Inc(FPickup
, 5);
4319 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4323 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4325 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4329 if gFlash
= 2 then Inc(FPickup
, 5);
4333 if FAir
< AIR_MAX
then
4338 if gFlash
= 2 then Inc(FPickup
, 5);
4343 if not (R_BERSERK
in FRulez
) then
4345 Include(FRulez
, R_BERSERK
);
4346 if (shouldSwitch(WP_LAST
+ 1, false)) then
4347 QueueWeaponSwitch(WEAPON_KASTET
);
4351 if gFlash
= 2 then Inc(FPickup
, 5);
4353 FBerserk
:= gTime
+30000;
4358 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4360 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
4361 FBerserk
:= gTime
+30000;
4369 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4371 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4375 if gFlash
= 2 then Inc(FPickup
, 5);
4379 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4381 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4385 if gFlash
= 2 then Inc(FPickup
, 5);
4389 if FArmor
< PLAYER_AP_LIMIT
then
4391 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4394 if gFlash
= 2 then Inc(FPickup
, 5);
4398 if FJetFuel
< JET_MAX
then
4400 FJetFuel
:= JET_MAX
;
4403 if gFlash
= 2 then Inc(FPickup
, 5);
4407 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4409 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4412 if gFlash
= 2 then Inc(FPickup
, 5);
4416 if (shouldSwitch(switchWeapon
, hadWeapon
)) then
4417 QueueWeaponSwitch(switchWeapon
);
4420 procedure TPlayer
.Touch();
4424 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4427 // Áðîñèòü ôëàã òîâàðèùó:
4428 if gGameSettings
.GameMode
= GM_CTF
then
4433 procedure TPlayer
.Push(vx
, vy
: Integer);
4435 if (not FPhysics
) and FGhost
then
4437 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4438 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4439 if g_Game_IsNet
and g_Game_IsServer
then
4440 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4443 procedure TPlayer
.Reset(Force
: Boolean);
4449 FTime
[T_RESPAWN
] := 0;
4450 FTime
[T_FLAGCAP
] := 0;
4466 FSpectator
:= False;
4469 FSpectatePlayer
:= -1;
4470 FNoRespawn
:= False;
4472 FLives
:= gGameSettings
.MaxLives
;
4477 procedure TPlayer
.SoftReset();
4485 FBFGFireCounter
:= -1;
4493 SetAction(A_STAND
, True);
4496 function TPlayer
.GetRespawnPoint(): Byte;
4501 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4503 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4504 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4506 if Self
= gPlayer1
then
4508 // player 1 should try to spawn on the player 1 point
4509 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4510 Exit(RESPAWNPOINT_PLAYER1
)
4511 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4512 Exit(RESPAWNPOINT_PLAYER2
);
4514 else if Self
= gPlayer2
then
4516 // player 2 should try to spawn on the player 2 point
4517 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4518 Exit(RESPAWNPOINT_PLAYER2
)
4519 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4520 Exit(RESPAWNPOINT_PLAYER1
);
4524 // other players randomly pick either the first or the second point
4525 c
:= IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1
, RESPAWNPOINT_PLAYER2
);
4526 if g_Map_GetPointCount(c
) > 0 then
4528 // try the other one
4529 c
:= IfThen((c
= RESPAWNPOINT_PLAYER1
), RESPAWNPOINT_PLAYER2
, RESPAWNPOINT_PLAYER1
);
4530 if g_Map_GetPointCount(c
) > 0 then
4536 if gGameSettings
.GameMode
= GM_DM
then
4538 // try DM points first
4539 if g_Map_GetPointCount(RESPAWNPOINT_DM
) > 0 then
4540 Exit(RESPAWNPOINT_DM
);
4544 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4546 // try team points first
4547 c
:= RESPAWNPOINT_DM
;
4548 if FTeam
= TEAM_RED
then
4549 c
:= RESPAWNPOINT_RED
4550 else if FTeam
= TEAM_BLUE
then
4551 c
:= RESPAWNPOINT_BLUE
;
4552 if g_Map_GetPointCount(c
) > 0 then
4556 // still haven't found a spawnpoint, try random shit
4557 Result
:= g_Map_GetRandomPointType();
4560 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4562 RespawnPoint
: TRespawnPoint
;
4570 FBFGFireCounter
:= -1;
4577 if not g_Game_IsServer
then
4581 FWantsInGame
:= True;
4582 FJustTeleported
:= True;
4585 FTime
[T_RESPAWN
] := 0;
4589 // if server changes MaxLives we gotta be ready
4590 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4592 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4593 if FTime
[T_RESPAWN
] > gTime
then
4596 // Ïðîñðàë âñå æèçíè:
4599 if not FSpectator
then Spectate(True);
4600 FWantsInGame
:= True;
4604 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4605 begin // "Ñâîÿ èãðà"
4606 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4607 FRulez
:= FRulez
-[R_BERSERK
];
4609 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4611 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4612 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4615 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4616 c
:= GetRespawnPoint();
4621 // Âîñêðåøåíèå áåç îðóæèÿ:
4624 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
4630 for a
:= WP_FIRST
to WP_LAST
do
4632 FWeapon
[a
] := False;
4636 FWeapon
[WEAPON_PISTOL
] := True;
4637 FWeapon
[WEAPON_KASTET
] := True;
4638 FCurrWeap
:= WEAPON_PISTOL
;
4641 FModel
.SetWeapon(FCurrWeap
);
4643 for b
:= A_BULLETS
to A_HIGH
do
4646 FAmmo
[A_BULLETS
] := 50;
4648 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4649 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4650 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4651 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4652 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4654 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
4655 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
4656 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4661 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4662 if not g_Map_GetPoint(c
, RespawnPoint
) then
4664 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4668 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4669 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4670 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4671 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4672 FObj
.oldY
:= FObj
.Y
;
4678 FDirection
:= RespawnPoint
.Direction
;
4679 if FDirection
= TDirection
.D_LEFT
then
4684 SetAction(A_STAND
, True);
4685 FModel
.Direction
:= FDirection
;
4687 for a
:= Low(FTime
) to High(FTime
) do
4690 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4693 // Respawn invulnerability
4694 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
4696 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
4697 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
4702 FCanJetpack
:= False;
4708 // Àíèìàöèÿ âîçðîæäåíèÿ:
4709 if (not gLoadGameMode
) and (not Silent
) then
4710 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4712 Anim
:= TAnimation
.Create(ID
, False, 3);
4713 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4714 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4718 FSpectator
:= False;
4721 FSpectatePlayer
:= -1;
4724 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
4726 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
4729 if g_Game_IsNet
then
4731 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4732 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4734 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4735 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4740 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4743 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4744 else if (not NoMove
) then
4746 GameX
:= gMapInfo
.Width
div 2;
4747 GameY
:= gMapInfo
.Height
div 2;
4756 FWantsInGame
:= False;
4762 if Self
= gPlayer1
then
4764 gSpectLatchPID1
:= FUID
;
4767 else if Self
= gPlayer2
then
4769 gSpectLatchPID2
:= FUID
;
4774 if g_Game_IsNet
then
4775 MH_SEND_PlayerStats(FUID
);
4778 procedure TPlayer
.SwitchNoClip
;
4782 FGhost
:= not FGhost
;
4783 FPhysics
:= not FGhost
;
4795 procedure TPlayer
.Run(Direction
: TDirection
);
4799 if MAX_RUNVEL
> 8 then
4803 if Direction
= TDirection
.D_LEFT
then
4805 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4806 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4809 if FObj
.Vel
.X
< MAX_RUNVEL
then
4810 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4812 // Âîçìîæíî, ïèíàåì êóñêè:
4813 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4815 b
:= Abs(FObj
.Vel
.X
);
4816 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4817 for a
:= 0 to High(gGibs
) do
4819 if gGibs
[a
].alive
and
4820 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4821 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4824 if FObj
.Vel
.X
< 0 then
4826 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4830 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4832 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4840 procedure TPlayer
.SeeDown();
4842 SetAction(A_SEEDOWN
);
4844 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4846 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4849 procedure TPlayer
.SeeUp();
4853 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4855 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4858 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4866 A_ATTACK
: Prior
:= 2;
4867 A_SEEUP
: Prior
:= 1;
4868 A_SEEDOWN
: Prior
:= 1;
4869 A_ATTACKUP
: Prior
:= 2;
4870 A_ATTACKDOWN
: Prior
:= 2;
4875 if (Prior
> FActionPrior
) or Force
then
4876 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4878 FActionPrior
:= Prior
;
4879 FActionAnim
:= Action
;
4880 FActionForce
:= Force
;
4881 FActionChanged
:= True;
4884 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4887 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4889 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4890 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4891 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4892 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4895 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4902 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4904 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4905 if g_Game_IsServer
and g_Game_IsNet
then
4906 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4910 FJustTeleported
:= True;
4915 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4917 Anim
:= TAnimation
.Create(ID
, False, 3);
4920 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4921 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4922 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4923 if g_Game_IsServer
and g_Game_IsNet
then
4924 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4925 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4929 FObj
.X
:= X
-PLAYER_RECT
.X
;
4930 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4931 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4932 FObj
.oldY
:= FObj
.Y
;
4933 if FAlive
and FGhost
then
4939 if not g_Game_IsNet
then
4943 SetDirection(TDirection
.D_LEFT
);
4949 SetDirection(TDirection
.D_RIGHT
);
4955 if FDirection
= TDirection
.D_RIGHT
then
4957 SetDirection(TDirection
.D_LEFT
);
4962 SetDirection(TDirection
.D_RIGHT
);
4968 if not silent
and (Anim
<> nil) then
4970 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4971 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4974 if g_Game_IsServer
and g_Game_IsNet
then
4975 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4976 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4983 function nonz(a
: Single): Single;
4991 function TPlayer
.refreshCorpse(): Boolean;
4997 if FAlive
or FSpectator
then
4999 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
5001 for i
:= 0 to High(gCorpses
) do
5002 if gCorpses
[i
] <> nil then
5003 if gCorpses
[i
].FPlayerUID
= FUID
then
5011 function TPlayer
.getCameraObj(): TObj
;
5013 if (not FAlive
) and (not FSpectator
) and
5014 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
5015 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
5017 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
5018 Result
:= gCorpses
[FCorpse
].FObj
;
5026 procedure TPlayer
.PreUpdate();
5028 FSlopeOld
:= FObj
.slopeUpLeft
;
5029 FIncCamOld
:= FIncCam
;
5030 FObj
.oldX
:= FObj
.X
;
5031 FObj
.oldY
:= FObj
.Y
;
5034 procedure TPlayer
.Update();
5037 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
5038 blockmon
, headwater
, dospawn
: Boolean;
5043 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
5044 AnyServer
:= g_Game_IsServer
;
5046 if g_Game_IsClient
and (NetInterpLevel
> 0) then
5047 DoLerp(NetInterpLevel
+ 1)
5053 if (FClientID
>= 0) and (NetClients
[FClientID
].Peer
<> nil) then
5055 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5056 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5057 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5066 if FAlive
and (FPunchAnim
<> nil) then
5067 FPunchAnim
.Update();
5069 if FAlive
and (gFly
or FJetpack
) then
5072 if FDirection
= TDirection
.D_LEFT
then
5077 if FAlive
and (not FGhost
) then
5079 if FKeys
[KEY_UP
].Pressed
then
5081 if FKeys
[KEY_DOWN
].Pressed
then
5085 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5088 i
:= g_basic
.Sign(FIncCam
);
5089 FIncCam
:= Abs(FIncCam
);
5090 DecMin(FIncCam
, 5, 0);
5091 FIncCam
:= FIncCam
*i
;
5094 if gTime
mod (GAME_TICK
*2) <> 0 then
5096 if (FObj
.Vel
.X
= 0) and FAlive
then
5098 if FKeys
[KEY_LEFT
].Pressed
then
5099 Run(TDirection
.D_LEFT
);
5100 if FKeys
[KEY_RIGHT
].Pressed
then
5101 Run(TDirection
.D_RIGHT
);
5106 g_Obj_Move(@FObj
, True, True, True);
5107 positionChanged(); // this updates spatial accelerators
5113 FActionChanged
:= False;
5117 // Let alive player do some actions
5118 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5119 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5120 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
5126 if NetServer
then MH_SEND_PlayerStats(FUID
);
5129 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5130 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5133 if AnyServer
and FJetpack
then
5137 if NetServer
then MH_SEND_PlayerStats(FUID
);
5139 FCanJetpack
:= True;
5146 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5148 if FKeys
[k
].Pressed
then
5156 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5159 if (FTime
[T_RESPAWN
] <= gTime
) and
5160 gGameOn
and (not FAlive
) then
5162 if (g_Player_GetCount() > 1) then
5166 gExit
:= EXIT_RESTART
;
5171 // Dead spectator actions
5174 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5175 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5179 if (FSpectatePlayer
>= High(gPlayers
)) then
5180 FSpectatePlayer
:= -1
5184 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5185 if gPlayers
[I
] <> nil then
5186 if gPlayers
[I
].alive
then
5187 if gPlayers
[I
].UID
<> FUID
then
5189 FSpectatePlayer
:= I
;
5194 if not SetSpect
then FSpectatePlayer
:= -1;
5205 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5207 FYTo
:= FObj
.Y
- 32;
5208 FSpectatePlayer
:= -1;
5210 if FKeys
[KEY_DOWN
].Pressed
then
5212 FYTo
:= FObj
.Y
+ 32;
5213 FSpectatePlayer
:= -1;
5215 if FKeys
[KEY_LEFT
].Pressed
then
5217 FXTo
:= FObj
.X
- 32;
5218 FSpectatePlayer
:= -1;
5220 if FKeys
[KEY_RIGHT
].Pressed
then
5222 FXTo
:= FObj
.X
+ 32;
5223 FSpectatePlayer
:= -1;
5226 if (FXTo
< -64) then
5228 else if (FXTo
> gMapInfo
.Width
+ 32) then
5229 FXTo
:= gMapInfo
.Width
+ 32;
5230 if (FYTo
< -72) then
5232 else if (FYTo
> gMapInfo
.Height
+ 32) then
5233 FYTo
:= gMapInfo
.Height
+ 32;
5238 g_Obj_Move(@FObj
, True, True, True);
5239 positionChanged(); // this updates spatial accelerators
5246 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5247 if gPlayers
[FSpectatePlayer
] <> nil then
5248 if gPlayers
[FSpectatePlayer
].alive
then
5250 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5251 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5255 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5256 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5257 PANEL_BLOCKMON
, True);
5258 headwater
:= HeadInLiquid(0, 0);
5260 // Ñîïðîòèâëåíèå âîçäóõà:
5261 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5262 if FObj
.Vel
.X
<> 0 then
5263 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5265 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5266 DecMin(FPain
, 5, 0);
5267 DecMin(FPickup
, 1, 0);
5269 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5271 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5272 FMegaRulez
[MR_SUIT
] := 0;
5273 FMegaRulez
[MR_INVUL
] := 0;
5274 FMegaRulez
[MR_INVIS
] := 0;
5275 Kill(K_FALLKILL
, 0, HIT_FALL
);
5282 if FCurrWeap
= WEAPON_SAW
then
5283 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5284 FSawSoundSelect
.IsPlaying()) then
5285 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5288 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5289 (not FJetSoundOff
.IsPlaying()) then
5291 FJetSoundFly
.SetPosition(0);
5292 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5295 for b
:= WP_FIRST
to WP_LAST
do
5296 if FReloading
[b
] > 0 then
5302 if FShellTimer
> -1 then
5303 if FShellTimer
= 0 then
5305 if FShellType
= SHELL_SHELL
then
5306 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5307 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5308 else if FShellType
= SHELL_DBLSHELL
then
5310 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5311 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5312 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5313 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5316 end else Dec(FShellTimer
);
5318 if (FBFGFireCounter
> -1) then
5319 if FBFGFireCounter
= 0 then
5323 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5324 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5325 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5326 yd
:= wy
+firediry();
5327 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5328 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5329 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5330 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5331 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5334 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5335 FBFGFireCounter
:= -1;
5338 FBFGFireCounter
:= 0
5340 Dec(FBFGFireCounter
);
5342 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5344 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5346 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5349 if (headwater
or blockmon
) then
5355 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5358 else if (FAir
mod 31 = 0) and not blockmon
then
5360 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5361 if Random(2) = 0 then
5362 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5364 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5366 end else if FAir
< AIR_DEF
then
5369 if FFireTime
> 0 then
5371 if BodyInLiquid(0, 0) then
5376 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5378 if FMegaRulez
[MR_SUIT
] = gTime
then
5385 if FFirePainTime
<= 0 then
5387 if g_Game_IsServer
then
5388 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
5389 FFirePainTime
:= 12 - FFireTime
div 12;
5391 FFirePainTime
:= FFirePainTime
- 1;
5392 FFireTime
:= FFireTime
- 1;
5393 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
5394 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
5395 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5396 MH_SEND_PlayerStats(FUID
);
5400 if FDamageBuffer
> 0 then
5402 if FDamageBuffer
>= 9 then
5406 if FDamageBuffer
< 30 then i
:= 9
5407 else if FDamageBuffer
< 100 then i
:= 18
5411 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5412 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5413 FHealth
:= FHealth
-ii
;
5416 FHealth
:= FHealth
+FArmor
;
5421 if FHealth
<= 0 then
5422 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5423 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5424 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5426 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
5428 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5429 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5430 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5431 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5438 end; // if FAlive then ...
5440 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5442 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5443 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5444 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5445 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5447 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5448 then SetAction(A_STAND
, True);
5450 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5452 for b
:= Low(FKeys
) to High(FKeys
) do
5453 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5457 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5459 x
:= FObj
.X
+PLAYER_RECT
.X
;
5460 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5461 w
:= PLAYER_RECT
.Width
;
5462 h
:= PLAYER_RECT
.Height
;
5466 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5468 if (dx
<> 0) or (dy
<> 0) then
5477 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5479 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5480 FObj
.Y
+PLAYER_RECT
.Y
,
5487 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5489 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5490 FObj
.Y
+PLAYER_RECT
.Y
,
5494 Panel
.Width
, Panel
.Height
);
5497 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5499 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5500 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5501 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5502 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5505 function g_Player_ValidName(Name
: string): Boolean;
5511 if gPlayers
= nil then Exit
;
5513 for a
:= 0 to High(gPlayers
) do
5514 if gPlayers
[a
] <> nil then
5515 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5522 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5526 d
:= FModel
.Direction
;
5528 FModel
.Direction
:= Direction
;
5529 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5531 FDirection
:= Direction
;
5534 function TPlayer
.GetKeys(): Byte;
5538 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5539 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5540 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5542 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5543 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5546 procedure TPlayer
.Use();
5550 if FTime
[T_USE
] > gTime
then Exit
;
5552 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5553 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5555 for a
:= 0 to High(gPlayers
) do
5556 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5557 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5558 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5559 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5561 gPlayers
[a
].Touch();
5562 if g_Game_IsNet
and g_Game_IsServer
then
5563 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5566 FTime
[T_USE
] := gTime
+120;
5569 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5573 WX
, WY
, XD
, YD
: Integer;
5585 if R_BERSERK
in FRulez
then
5587 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5588 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5589 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5592 locobj
.rect
.Width
:= 39;
5593 locobj
.rect
.Height
:= 52;
5594 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5595 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5596 locobj
.Accel
.X
:= xd
-wx
;
5597 locobj
.Accel
.y
:= yd
-wy
;
5599 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5600 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5602 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5606 FPain
:= min(FPain
+ 25, 50);
5608 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5613 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5614 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5616 FSawSoundSelect
.Stop();
5618 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5620 else if not FSawSoundHit
.IsPlaying() then
5622 FSawSoundSelect
.Stop();
5623 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5630 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5631 FFireAngle
:= FAngle
;
5633 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5634 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5639 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5640 FFireAngle
:= FAngle
;
5643 FShellType
:= SHELL_SHELL
;
5648 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5649 FFireAngle
:= FAngle
;
5652 FShellType
:= SHELL_DBLSHELL
;
5657 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5658 FFireAngle
:= FAngle
;
5660 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5661 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5664 WEAPON_ROCKETLAUNCHER
:
5666 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5667 FFireAngle
:= FAngle
;
5673 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5674 FFireAngle
:= FAngle
;
5680 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5681 FFireAngle
:= FAngle
;
5685 WEAPON_SUPERPULEMET
:
5687 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5688 FFireAngle
:= FAngle
;
5690 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5691 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5694 WEAPON_FLAMETHROWER
:
5696 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5698 FFireAngle
:= FAngle
;
5705 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5706 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5707 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5710 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5712 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5713 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5716 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5722 if FJustTeleported
or (NetInterpLevel
< 1) then
5726 if FJustTeleported
then
5728 FObj
.oldX
:= FObj
.X
;
5729 FObj
.oldY
:= FObj
.Y
;
5734 AX
:= Abs(FXTo
- FObj
.X
);
5735 AY
:= Abs(FYTo
- FObj
.Y
);
5736 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5738 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5743 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5745 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5746 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5747 PANEL_LIFTUP
, False) then Result
:= -1
5749 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5750 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5751 PANEL_LIFTDOWN
, False) then Result
:= 1
5755 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5762 if Flag
= FLAG_NONE
then
5765 if not g_Game_IsServer
then Exit
;
5767 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5768 if (Flag
= FTeam
) and
5769 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5770 (FFlag
<> FLAG_NONE
) then
5772 if FFlag
= FLAG_RED
then
5773 s
:= _lc
[I_PLAYER_FLAG_RED
]
5775 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5777 evtype
:= FLAG_STATE_SCORED
;
5779 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5780 Insert('.', ts
, Length(ts
) + 1 - 3);
5781 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5783 g_Map_ResetFlag(FFlag
);
5784 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5786 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5787 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5788 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5793 if not sound_cap_flag
[a
].IsPlaying() then
5794 sound_cap_flag
[a
].Play();
5796 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5799 if g_Game_IsNet
then
5801 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5805 gFlags
[FFlag
].CaptureTime
:= 0;
5810 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5811 if (Flag
= FTeam
) and
5812 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5814 if Flag
= FLAG_RED
then
5815 s
:= _lc
[I_PLAYER_FLAG_RED
]
5817 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5819 evtype
:= FLAG_STATE_RETURNED
;
5820 gFlags
[Flag
].CaptureTime
:= 0;
5822 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5824 g_Map_ResetFlag(Flag
);
5825 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5827 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5828 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5829 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5834 if not sound_ret_flag
[a
].IsPlaying() then
5835 sound_ret_flag
[a
].Play();
5838 if g_Game_IsNet
then
5840 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5846 // Ïîäîáðàë ÷óæîé ôëàã:
5847 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5851 if Flag
= FLAG_RED
then
5852 s
:= _lc
[I_PLAYER_FLAG_RED
]
5854 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5856 evtype
:= FLAG_STATE_CAPTURED
;
5858 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5860 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5862 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5864 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5865 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5866 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5871 if not sound_get_flag
[a
].IsPlaying() then
5872 sound_get_flag
[a
].Play();
5875 if g_Game_IsNet
then
5877 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5883 procedure TPlayer
.SetFlag(Flag
: Byte);
5886 if FModel
<> nil then
5887 FModel
.SetFlag(FFlag
);
5890 function TPlayer
.TryDropFlag(): Boolean;
5892 if LongBool(gGameSettings
.Options
and GAME_OPTION_ALLOWDROPFLAG
) then
5893 Result
:= DropFlag(False, LongBool(gGameSettings
.Options
and GAME_OPTION_THROWFLAG
))
5898 function TPlayer
.DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
5905 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5907 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5908 with gFlags
[FFlag
] do
5912 Direction
:= FDirection
;
5913 State
:= FLAG_STATE_DROPPED
;
5917 xv
:= FObj
.Vel
.X
+ IfThen(Direction
= TDirection
.D_RIGHT
, 10, -10);
5918 yv
:= FObj
.Vel
.Y
- 2;
5922 xv
:= (FObj
.Vel
.X
div 2);
5923 yv
:= (FObj
.Vel
.Y
div 2) - 2;
5925 g_Obj_Push(@Obj
, xv
, yv
);
5927 positionChanged(); // this updates spatial accelerators
5929 if FFlag
= FLAG_RED
then
5930 s
:= _lc
[I_PLAYER_FLAG_RED
]
5932 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5934 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5935 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5937 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5938 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5939 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5944 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5945 sound_lost_flag
[a
].Play();
5947 if g_Game_IsNet
then
5948 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5954 procedure TPlayer
.GetSecret();
5956 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5958 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5959 g_Sound_PlayEx('SOUND_GAME_SECRET');
5964 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5966 Assert(Key
<= High(FKeys
));
5968 FKeys
[Key
].Pressed
:= True;
5969 FKeys
[Key
].Time
:= Time
;
5972 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5974 Result
:= FKeys
[K
].Pressed
;
5977 procedure TPlayer
.ReleaseKeys();
5981 for a
:= Low(FKeys
) to High(FKeys
) do
5983 FKeys
[a
].Pressed
:= False;
5988 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5992 function TPlayer
.firediry(): Integer;
5994 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5995 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5999 procedure TPlayer
.RememberState();
6002 SavedState
: TPlayerSavedState
;
6004 SavedState
.Health
:= FHealth
;
6005 SavedState
.Armor
:= FArmor
;
6006 SavedState
.Air
:= FAir
;
6007 SavedState
.JetFuel
:= FJetFuel
;
6008 SavedState
.CurrWeap
:= FCurrWeap
;
6009 SavedState
.NextWeap
:= FNextWeap
;
6010 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
6011 for i
:= Low(FWeapon
) to High(FWeapon
) do
6012 SavedState
.Weapon
[i
] := FWeapon
[i
];
6013 for i
:= Low(FAmmo
) to High(FAmmo
) do
6014 SavedState
.Ammo
[i
] := FAmmo
[i
];
6015 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6016 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
6017 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6019 FSavedStateNum
:= -1;
6020 for i
:= Low(SavedStates
) to High(SavedStates
) do
6021 if not SavedStates
[i
].Used
then
6023 FSavedStateNum
:= i
;
6026 if FSavedStateNum
< 0 then
6028 SetLength(SavedStates
, Length(SavedStates
) + 1);
6029 FSavedStateNum
:= High(SavedStates
);
6032 SavedState
.Used
:= True;
6033 SavedStates
[FSavedStateNum
] := SavedState
;
6036 procedure TPlayer
.RecallState();
6039 SavedState
: TPlayerSavedState
;
6041 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
6044 SavedState
:= SavedStates
[FSavedStateNum
];
6045 SavedStates
[FSavedStateNum
].Used
:= False;
6046 FSavedStateNum
:= -1;
6048 FHealth
:= SavedState
.Health
;
6049 FArmor
:= SavedState
.Armor
;
6050 FAir
:= SavedState
.Air
;
6051 FJetFuel
:= SavedState
.JetFuel
;
6052 FCurrWeap
:= SavedState
.CurrWeap
;
6053 FNextWeap
:= SavedState
.NextWeap
;
6054 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
6055 for i
:= Low(FWeapon
) to High(FWeapon
) do
6056 FWeapon
[i
] := SavedState
.Weapon
[i
];
6057 for i
:= Low(FAmmo
) to High(FAmmo
) do
6058 FAmmo
[i
] := SavedState
.Ammo
[i
];
6059 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6060 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
6061 FRulez
:= SavedState
.Rulez
;
6063 if gGameSettings
.GameType
= GT_SERVER
then
6064 MH_SEND_PlayerStats(FUID
);
6067 procedure TPlayer
.SaveState (st
: TStream
);
6073 utils
.writeSign(st
, 'PLYR');
6074 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
6076 utils
.writeBool(st
, FIamBot
);
6078 utils
.writeInt(st
, Word(FUID
));
6080 utils
.writeStr(st
, FName
);
6082 utils
.writeInt(st
, Byte(FTeam
));
6084 utils
.writeBool(st
, FAlive
);
6085 // Èçðàñõîäîâàë ëè âñå æèçíè
6086 utils
.writeBool(st
, FNoRespawn
);
6088 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
6089 utils
.writeInt(st
, Byte(b
));
6091 utils
.writeInt(st
, LongInt(FHealth
));
6092 // Êîýôôèöèåíò èíâàëèäíîñòè
6093 utils
.writeInt(st
, LongInt(FHandicap
));
6095 utils
.writeInt(st
, Byte(FLives
));
6097 utils
.writeInt(st
, LongInt(FArmor
));
6099 utils
.writeInt(st
, LongInt(FAir
));
6101 utils
.writeInt(st
, LongInt(FJetFuel
));
6103 utils
.writeInt(st
, LongInt(FPain
));
6105 utils
.writeInt(st
, LongInt(FKills
));
6107 utils
.writeInt(st
, LongInt(FMonsterKills
));
6109 utils
.writeInt(st
, LongInt(FFrags
));
6111 utils
.writeInt(st
, Byte(FFragCombo
));
6112 // Âðåìÿ ïîñëåäíåãî ôðàãà
6113 utils
.writeInt(st
, LongWord(FLastFrag
));
6115 utils
.writeInt(st
, LongInt(FDeath
));
6117 utils
.writeInt(st
, Byte(FFlag
));
6119 utils
.writeInt(st
, LongInt(FSecrets
));
6121 utils
.writeInt(st
, Byte(FCurrWeap
));
6123 utils
.writeInt(st
, Word(FNextWeap
));
6125 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6126 // Âðåìÿ çàðÿäêè BFG
6127 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6129 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6130 // Ïîñëåäíèé óäàðèâøèé
6131 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6132 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6133 utils
.writeInt(st
, Byte(FLastHit
));
6135 Obj_SaveState(st
, @FObj
);
6136 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6137 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6138 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6139 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6141 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6142 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6143 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6145 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6146 // Íàëè÷èå êðàñíîãî êëþ÷à
6147 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6148 // Íàëè÷èå çåëåíîãî êëþ÷à
6149 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6150 // Íàëè÷èå ñèíåãî êëþ÷à
6151 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6153 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6154 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6155 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6156 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6157 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6159 utils
.writeStr(st
, FModel
.Name
);
6161 utils
.writeInt(st
, Byte(FColor
.R
));
6162 utils
.writeInt(st
, Byte(FColor
.G
));
6163 utils
.writeInt(st
, Byte(FColor
.B
));
6167 procedure TPlayer
.LoadState (st
: TStream
);
6176 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6177 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6179 FIamBot
:= utils
.readBool(st
);
6181 FUID
:= utils
.readWord(st
);
6183 str
:= utils
.readStr(st
);
6184 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6186 FTeam
:= utils
.readByte(st
);
6188 FAlive
:= utils
.readBool(st
);
6189 // Èçðàñõîäîâàë ëè âñå æèçíè
6190 FNoRespawn
:= utils
.readBool(st
);
6192 b
:= utils
.readByte(st
);
6193 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6195 FHealth
:= utils
.readLongInt(st
);
6196 // Êîýôôèöèåíò èíâàëèäíîñòè
6197 FHandicap
:= utils
.readLongInt(st
);
6199 FLives
:= utils
.readByte(st
);
6201 FArmor
:= utils
.readLongInt(st
);
6203 FAir
:= utils
.readLongInt(st
);
6205 FJetFuel
:= utils
.readLongInt(st
);
6207 FPain
:= utils
.readLongInt(st
);
6209 FKills
:= utils
.readLongInt(st
);
6211 FMonsterKills
:= utils
.readLongInt(st
);
6213 FFrags
:= utils
.readLongInt(st
);
6215 FFragCombo
:= utils
.readByte(st
);
6216 // Âðåìÿ ïîñëåäíåãî ôðàãà
6217 FLastFrag
:= utils
.readLongWord(st
);
6219 FDeath
:= utils
.readLongInt(st
);
6221 FFlag
:= utils
.readByte(st
);
6223 FSecrets
:= utils
.readLongInt(st
);
6225 FCurrWeap
:= utils
.readByte(st
);
6227 FNextWeap
:= utils
.readWord(st
);
6229 FNextWeapDelay
:= utils
.readByte(st
);
6230 // Âðåìÿ çàðÿäêè BFG
6231 FBFGFireCounter
:= utils
.readSmallInt(st
);
6233 FDamageBuffer
:= utils
.readLongInt(st
);
6234 // Ïîñëåäíèé óäàðèâøèé
6235 FLastSpawnerUID
:= utils
.readWord(st
);
6236 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6237 FLastHit
:= utils
.readByte(st
);
6239 Obj_LoadState(@FObj
, st
);
6240 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6241 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6242 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6243 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6245 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6246 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6247 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6249 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6250 // Íàëè÷èå êðàñíîãî êëþ÷à
6251 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6252 // Íàëè÷èå çåëåíîãî êëþ÷à
6253 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6254 // Íàëè÷èå ñèíåãî êëþ÷à
6255 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6257 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6258 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6259 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6260 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6261 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6263 str
:= utils
.readStr(st
);
6265 FColor
.R
:= utils
.readByte(st
);
6266 FColor
.G
:= utils
.readByte(st
);
6267 FColor
.B
:= utils
.readByte(st
);
6268 if (self
= gPlayer1
) then
6270 str
:= gPlayer1Settings
.Model
;
6271 FColor
:= gPlayer1Settings
.Color
;
6273 else if (self
= gPlayer2
) then
6275 str
:= gPlayer2Settings
.Model
;
6276 FColor
:= gPlayer2Settings
.Color
;
6278 // Îáíîâëÿåì ìîäåëü èãðîêà
6280 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6281 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6283 FModel
.Color
:= FColor
;
6287 procedure TPlayer
.AllRulez(Health
: Boolean);
6293 FHealth
:= PLAYER_HP_LIMIT
;
6294 FArmor
:= PLAYER_AP_LIMIT
;
6298 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6299 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6300 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6303 procedure TPlayer
.RestoreHealthArmor();
6305 FHealth
:= PLAYER_HP_LIMIT
;
6306 FArmor
:= PLAYER_AP_LIMIT
;
6309 procedure TPlayer
.FragCombo();
6313 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6315 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6317 if FFragCombo
< 5 then
6319 Param
:= FUID
or (FFragCombo
shl 16);
6320 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6321 (FComboEvnt
<= High(gDelayedEvents
)) and
6322 gDelayedEvents
[FComboEvnt
].Pending
and
6323 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6324 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6326 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6327 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6330 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6338 procedure TPlayer
.GiveItem(ItemType
: Byte);
6342 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6344 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6348 if FAir
< AIR_MAX
then
6355 if not (R_BERSERK
in FRulez
) then
6357 Include(FRulez
, R_BERSERK
);
6358 if FBFGFireCounter
< 1 then
6360 FCurrWeap
:= WEAPON_KASTET
;
6362 FModel
.SetWeapon(WEAPON_KASTET
);
6366 FBerserk
:= gTime
+30000;
6368 if FHealth
< PLAYER_HP_SOFT
then
6370 FHealth
:= PLAYER_HP_SOFT
;
6371 FBerserk
:= gTime
+30000;
6376 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6378 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6383 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6385 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6389 if FJetFuel
< JET_MAX
then
6391 FJetFuel
:= JET_MAX
;
6394 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6395 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6397 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6398 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6400 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6402 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6404 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6405 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6408 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6409 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6410 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6411 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6412 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6413 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6414 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6415 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6416 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6418 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6419 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6420 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6421 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6422 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6423 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6424 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6425 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6426 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6429 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6430 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6431 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6432 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6433 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6435 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6436 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6437 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6438 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6439 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6441 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6442 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6443 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6444 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6446 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6449 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6450 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6451 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6453 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6454 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6459 if g_Game_IsNet
and g_Game_IsServer
then
6460 MH_SEND_PlayerStats(FUID
);
6463 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6468 if (Random(5) = 1) and (Times
= 1) then
6471 if BodyInLiquid(0, 0) then
6473 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6474 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6475 if Random(2) = 0 then
6476 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6478 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6482 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6484 for i
:= 1 to Times
do
6486 Anim
:= TAnimation
.Create(id
, False, 3);
6488 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6489 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6495 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6500 if (Random(10) = 1) and (Times
= 1) then
6503 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6505 for i
:= 1 to Times
do
6507 Anim
:= TAnimation
.Create(id
, False, 3);
6509 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6510 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6516 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6518 FSawSound
.Pause(Enable
);
6519 FSawSoundIdle
.Pause(Enable
);
6520 FSawSoundHit
.Pause(Enable
);
6521 FSawSoundSelect
.Pause(Enable
);
6522 FFlameSoundOn
.Pause(Enable
);
6523 FFlameSoundOff
.Pause(Enable
);
6524 FFlameSoundWork
.Pause(Enable
);
6525 FJetSoundFly
.Pause(Enable
);
6526 FJetSoundOn
.Pause(Enable
);
6527 FJetSoundOff
.Pause(Enable
);
6532 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6537 FObj
.Rect
:= PLAYER_CORPSERECT
;
6538 FModelName
:= ModelName
;
6543 FState
:= CORPSE_STATE_MESS
;
6544 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6548 FState
:= CORPSE_STATE_NORMAL
;
6549 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6553 destructor TCorpse
.Destroy();
6560 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6562 procedure TCorpse
.positionChanged (); inline; begin end;
6564 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6566 if (dx
<> 0) or (dy
<> 0) then
6575 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6577 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6578 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6579 w
:= PLAYER_CORPSERECT
.Width
;
6580 h
:= PLAYER_CORPSERECT
.Height
;
6584 procedure TCorpse
.Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
6589 if FState
= CORPSE_STATE_REMOVEME
then
6592 FDamage
:= FDamage
+ Value
;
6594 if FDamage
> 150 then
6596 if FAnimation
<> nil then
6601 FState
:= CORPSE_STATE_REMOVEME
;
6603 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6604 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6605 FModelName
, FColor
);
6606 // Çâóê ìÿñà îò òðóïà:
6607 pm
:= g_PlayerModel_Get(FModelName
);
6608 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6612 if (gBodyKillEvent
<> -1)
6613 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6614 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6615 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, SpawnerUID
);
6620 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6621 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6622 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6623 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6624 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6625 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6626 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6630 procedure TCorpse
.Draw();
6634 if FState
= CORPSE_STATE_REMOVEME
then
6637 FObj
.lerp(gLerpFactor
, fX
, fY
);
6639 if FAnimation
<> nil then
6640 FAnimation
.Draw(fX
, fY
, TMirrorType
.None
);
6642 if FAnimationMask
<> nil then
6645 FAnimationMask
.Draw(fX
, fY
, TMirrorType
.None
);
6652 procedure TCorpse
.Update();
6656 if FState
= CORPSE_STATE_REMOVEME
then
6659 FObj
.oldX
:= FObj
.X
;
6660 FObj
.oldY
:= FObj
.Y
;
6662 if gTime
mod (GAME_TICK
*2) <> 0 then
6664 g_Obj_Move(@FObj
, True, True, True);
6665 positionChanged(); // this updates spatial accelerators
6669 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6670 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6672 st
:= g_Obj_Move(@FObj
, True, True, True);
6673 positionChanged(); // this updates spatial accelerators
6675 if WordBool(st
and MOVE_FALLOUT
) then
6677 FState
:= CORPSE_STATE_REMOVEME
;
6681 if FAnimation
<> nil then
6682 FAnimation
.Update();
6683 if FAnimationMask
<> nil then
6684 FAnimationMask
.Update();
6688 procedure TCorpse
.SaveState (st
: TStream
);
6695 utils
.writeSign(st
, 'CORP');
6696 utils
.writeInt(st
, Byte(0));
6698 utils
.writeInt(st
, Byte(FState
));
6700 utils
.writeInt(st
, Byte(FDamage
));
6702 utils
.writeInt(st
, Byte(FColor
.R
));
6703 utils
.writeInt(st
, Byte(FColor
.G
));
6704 utils
.writeInt(st
, Byte(FColor
.B
));
6706 Obj_SaveState(st
, @FObj
);
6707 utils
.writeInt(st
, Word(FPlayerUID
));
6709 anim
:= (FAnimation
<> nil);
6710 utils
.writeBool(st
, anim
);
6711 // Åñëè åñòü - ñîõðàíÿåì
6712 if anim
then FAnimation
.SaveState(st
);
6713 // Åñòü ëè ìàñêà àíèìàöèè
6714 anim
:= (FAnimationMask
<> nil);
6715 utils
.writeBool(st
, anim
);
6716 // Åñëè åñòü - ñîõðàíÿåì
6717 if anim
then FAnimationMask
.SaveState(st
);
6721 procedure TCorpse
.LoadState (st
: TStream
);
6728 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6729 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6731 FState
:= utils
.readByte(st
);
6733 FDamage
:= utils
.readByte(st
);
6735 FColor
.R
:= utils
.readByte(st
);
6736 FColor
.G
:= utils
.readByte(st
);
6737 FColor
.B
:= utils
.readByte(st
);
6739 Obj_LoadState(@FObj
, st
);
6740 FPlayerUID
:= utils
.readWord(st
);
6742 anim
:= utils
.readBool(st
);
6743 // Åñëè åñòü - çàãðóæàåì
6746 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6747 FAnimation
.LoadState(st
);
6749 // Åñòü ëè ìàñêà àíèìàöèè
6750 anim
:= utils
.readBool(st
);
6751 // Åñëè åñòü - çàãðóæàåì
6754 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6755 FAnimationMask
.LoadState(st
);
6761 constructor TBot
.Create();
6768 FSpectator
:= False;
6775 for a
:= WP_FIRST
to WP_LAST
do
6777 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6778 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6779 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6783 destructor TBot
.Destroy();
6786 inherited Destroy();
6789 procedure TBot
.Draw();
6793 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6794 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6797 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6799 inherited Respawn(Silent
, Force
);
6802 FSelectedWeapon
:= FCurrWeap
;
6807 procedure TBot
.UpdateCombat();
6820 TTargetRecord
= array of TTarget
;
6822 function Compare(a
, b
: TTarget
): Integer;
6824 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6827 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6829 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6830 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6832 if a
.Dist
> b
.Dist
then // B áëèæå
6834 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6837 else // Ñòðàííî -> A
6842 a
, x1
, y1
, x2
, y2
: Integer;
6843 targets
: TTargetRecord
;
6845 Target
, BestTarget
: TTarget
;
6846 firew
, fireh
: Integer;
6850 vsPlayer
, vsMonster
, ok
: Boolean;
6853 function monsUpdate (mon
: TMonster
): Boolean;
6855 result
:= false; // don't stop
6856 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6858 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6860 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6861 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6863 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6864 if g_TraceVector(x1
, y1
, x2
, y2
) then
6866 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6867 SetLength(targets
, Length(targets
)+1);
6868 with targets
[High(targets
)] do
6875 Rect
:= mon
.Obj
.Rect
;
6876 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6877 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6878 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6887 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6888 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6890 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6891 if FCurrWeap
<> FSelectedWeapon
then
6894 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6895 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6897 RemoveAIFlag('NEEDFIRE');
6900 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6901 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6902 else PressKey(KEY_FIRE
);
6906 // Êîîðäèíàòû ñòâîëà:
6907 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6908 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6910 Target
.UID
:= FTargetUID
;
6913 if Target
.UID
<> 0 then
6914 begin // Öåëü åñòü - íàñòðàèâàåì
6915 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6918 tpla
:= g_Player_Get(Target
.UID
);
6922 if (@FObj
) <> nil then
6929 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6930 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6931 Target
.Rect
:= PLAYER_RECT
;
6932 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6933 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6934 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6935 Target
.IsPlayer
:= True;
6939 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6942 mon
:= g_Monsters_ByUID(Target
.UID
);
6945 Target
.X
:= mon
.Obj
.X
;
6946 Target
.Y
:= mon
.Obj
.Y
;
6948 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6949 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6950 Target
.Rect
:= mon
.Obj
.Rect
;
6951 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6952 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6953 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6954 Target
.IsPlayer
:= False;
6961 begin // Öåëè íåò - îáíóëÿåì
6966 Target
.Visible
:= False;
6967 Target
.Line
:= False;
6968 Target
.IsPlayer
:= False;
6973 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6974 if (not Target
.Line
) or (not Target
.Visible
) then
6978 for a
:= 0 to High(gPlayers
) do
6979 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6980 (gPlayers
[a
].FUID
<> FUID
) and
6981 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6982 (not gPlayers
[a
].NoTarget
) and
6983 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6985 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6986 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6989 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6990 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6992 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6993 if g_TraceVector(x1
, y1
, x2
, y2
) then
6995 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6996 SetLength(targets
, Length(targets
)+1);
6997 with targets
[High(targets
)] do
6999 UID
:= gPlayers
[a
].FUID
;
7000 X
:= gPlayers
[a
].FObj
.X
;
7001 Y
:= gPlayers
[a
].FObj
.Y
;
7004 Rect
:= PLAYER_RECT
;
7005 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
7006 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
7007 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
7015 if vsMonster
then g_Mons_ForEach(monsUpdate
);
7018 // Åñëè åñòü âîçìîæíûå öåëè:
7019 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7020 if targets
<> nil then
7022 // Âûáèðàåì íàèëó÷øóþ öåëü:
7023 BestTarget
:= targets
[0];
7024 if Length(targets
) > 1 then
7025 for a
:= 1 to High(targets
) do
7026 if Compare(BestTarget
, targets
[a
]) = 1 then
7027 BestTarget
:= targets
[a
];
7029 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7030 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
7031 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
7033 Target
:= BestTarget
;
7035 if (Healthy() = 3) or ((Healthy() = 2)) then
7036 begin // Åñëè çäîðîâû - äîãîíÿåì
7037 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7038 SetAIFlag('GORIGHT', '1');
7039 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7040 SetAIFlag('GOLEFT', '1');
7043 begin // Åñëè ïîáèòû - óáåãàåì
7044 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7045 SetAIFlag('GORIGHT', '1');
7046 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7047 SetAIFlag('GOLEFT', '1');
7050 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7051 SelectWeapon(Abs(x1
-Target
.cX
));
7056 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7057 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7058 if Target
.UID
<> 0 then
7060 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
7061 Target
.Y
+ Target
.Rect
.Y
) then
7062 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7063 if (Healthy() = 3) or ((Healthy() = 2)) then
7064 begin // Åñëè çäîðîâû - äîãîíÿåì
7065 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7066 SetAIFlag('GORIGHT', '1');
7067 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7068 SetAIFlag('GOLEFT', '1');
7071 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
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');
7080 begin // Öåëü ïîêà íà "ýêðàíå"
7081 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7082 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7083 FLastVisible
:= gTime
;
7084 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7085 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
7087 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7088 SetAIFlag('GORIGHT', '1');
7089 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7090 SetAIFlag('GOLEFT', '1');
7094 // Âûáèðàåì óãîë ââåðõ:
7095 if FDirection
= TDirection
.D_LEFT
then
7096 angle
:= ANGLE_LEFTUP
7098 angle
:= ANGLE_RIGHTUP
;
7100 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7101 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7103 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7104 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7105 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
7106 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7107 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7108 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7109 begin // òî íóæíî ñòðåëÿòü ââåðõ
7110 SetAIFlag('NEEDFIRE', '1');
7111 SetAIFlag('NEEDSEEUP', '1');
7114 // Âûáèðàåì óãîë âíèç:
7115 if FDirection
= TDirection
.D_LEFT
then
7116 angle
:= ANGLE_LEFTDOWN
7118 angle
:= ANGLE_RIGHTDOWN
;
7120 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7121 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7123 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7124 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7125 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7126 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7127 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7128 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7129 begin // òî íóæíî ñòðåëÿòü âíèç
7130 SetAIFlag('NEEDFIRE', '1');
7131 SetAIFlag('NEEDSEEDOWN', '1');
7134 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7135 if Target
.Visible
and
7136 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7137 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7139 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7140 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7141 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7142 begin // òî íóæíî ñòðåëÿòü âïåðåä
7143 SetAIFlag('NEEDFIRE', '1');
7144 SetAIFlag('NEEDSEEDOWN', '');
7145 SetAIFlag('NEEDSEEUP', '');
7147 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7148 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7149 if GetRnd(FDifficult
.CloseJump
) then
7150 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7151 if Abs(FObj
.X
-Target
.X
) < 128 then
7155 if Random(a
) = 0 then
7156 SetAIFlag('NEEDJUMP', '1');
7160 // Åñëè öåëü âñå åùå åñòü:
7161 if Target
.UID
<> 0 then
7162 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7163 Target
.UID
:= 0 // òî çàáûòü öåëü
7164 else // Åñëè âèäåëè íåäàâíî
7165 begin // íî öåëü óáèëè
7166 if Target
.IsPlayer
then
7167 begin // Öåëü - èãðîê
7168 pla
:= g_Player_Get(Target
.UID
);
7169 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7170 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7171 Target
.UID
:= 0; // òî çàáûòü öåëü
7174 begin // Öåëü - ìîíñòð
7175 mon
:= g_Monsters_ByUID(Target
.UID
);
7176 if (mon
= nil) or (not mon
.alive
) then
7177 Target
.UID
:= 0; // òî çàáûòü öåëü
7180 end; // if Target.UID <> 0
7182 FTargetUID
:= Target
.UID
;
7184 // Åñëè âîçìîæíûõ öåëåé íåò:
7185 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7186 if targets
= nil then
7187 if GetAIFlag('ATTACKLEFT') <> '' then
7188 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7189 RemoveAIFlag('ATTACKLEFT');
7191 SetAIFlag('NEEDJUMP', '1');
7193 if RunDirection() = TDirection
.D_RIGHT
then
7194 begin // Èäåì íå â òó ñòîðîíó
7195 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7196 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7197 SetAIFlag('NEEDFIRE', '1');
7198 SetAIFlag('GOLEFT', '1');
7202 begin // Èäåì â íóæíóþ ñòîðîíó
7203 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7204 SetAIFlag('NEEDFIRE', '1');
7205 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7206 SetAIFlag('GORIGHT', '1');
7210 if GetAIFlag('ATTACKRIGHT') <> '' then
7211 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7212 RemoveAIFlag('ATTACKRIGHT');
7214 SetAIFlag('NEEDJUMP', '1');
7216 if RunDirection() = TDirection
.D_LEFT
then
7217 begin // Èäåì íå â òó ñòîðîíó
7218 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7219 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7220 SetAIFlag('NEEDFIRE', '1');
7221 SetAIFlag('GORIGHT', '1');
7226 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7227 SetAIFlag('NEEDFIRE', '1');
7228 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7229 SetAIFlag('GOLEFT', '1');
7233 //HACK! (does it belongs there?)
7234 RealizeCurrentWeapon();
7236 // Åñëè åñòü âîçìîæíûå öåëè:
7237 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7238 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7239 for a
:= 0 to High(targets
) do
7241 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7242 if GetRnd(FDifficult
.DiagFire
) then
7244 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7245 if FDirection
= TDirection
.D_LEFT
then
7246 angle
:= ANGLE_LEFTUP
7248 angle
:= ANGLE_RIGHTUP
;
7250 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7251 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7253 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7254 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7255 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7256 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7257 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7259 SetAIFlag('NEEDFIRE', '1');
7260 SetAIFlag('NEEDSEEUP', '1');
7263 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7264 if FDirection
= TDirection
.D_LEFT
then
7265 angle
:= ANGLE_LEFTDOWN
7267 angle
:= ANGLE_RIGHTDOWN
;
7269 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7270 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7272 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7273 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7274 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7275 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7276 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7278 SetAIFlag('NEEDFIRE', '1');
7279 SetAIFlag('NEEDSEEDOWN', '1');
7283 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7284 if targets
[a
].Line
and targets
[a
].Visible
and
7285 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7286 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7288 SetAIFlag('NEEDFIRE', '1');
7293 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7294 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7295 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7296 40+GetInterval(FDifficult
.Cover
, 40)) then
7297 SetAIFlag('NEEDJUMP', '1');
7299 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7300 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7301 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7302 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7304 SetAIFlag('SELECTWEAPON', '1');
7306 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7307 if GetAIFlag('SELECTWEAPON') = '1' then
7310 RemoveAIFlag('SELECTWEAPON');
7314 procedure TBot
.Update();
7327 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7328 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7330 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7332 if g_debug_BotAIOff
= 3 then
7342 RealizeCurrentWeapon();
7349 procedure TBot
.ReleaseKey(Key
: Byte);
7358 function TBot
.KeyPressed(Key
: Word): Boolean;
7360 Result
:= FKeys
[Key
].Pressed
;
7363 function TBot
.GetAIFlag(aName
: String20
): String20
;
7369 aName
:= LowerCase(aName
);
7371 if FAIFlags
<> nil then
7372 for a
:= 0 to High(FAIFlags
) do
7373 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7375 Result
:= FAIFlags
[a
].Value
;
7380 procedure TBot
.RemoveAIFlag(aName
: String20
);
7384 if FAIFlags
= nil then Exit
;
7386 aName
:= LowerCase(aName
);
7388 for a
:= 0 to High(FAIFlags
) do
7389 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7391 if a
<> High(FAIFlags
) then
7392 for b
:= a
to High(FAIFlags
)-1 do
7393 FAIFlags
[b
] := FAIFlags
[b
+1];
7395 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7400 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7408 aName
:= LowerCase(aName
);
7410 if FAIFlags
<> nil then
7411 for a
:= 0 to High(FAIFlags
) do
7412 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7418 if ok
then FAIFlags
[a
].Value
:= fValue
7421 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7422 with FAIFlags
[High(FAIFlags
)] do
7430 procedure TBot
.UpdateMove
;
7432 procedure GoLeft(Time
: Word = 1);
7434 ReleaseKey(KEY_LEFT
);
7435 ReleaseKey(KEY_RIGHT
);
7436 PressKey(KEY_LEFT
, Time
);
7437 SetDirection(TDirection
.D_LEFT
);
7440 procedure GoRight(Time
: Word = 1);
7442 ReleaseKey(KEY_LEFT
);
7443 ReleaseKey(KEY_RIGHT
);
7444 PressKey(KEY_RIGHT
, Time
);
7445 SetDirection(TDirection
.D_RIGHT
);
7448 function Rnd(a
: Word): Boolean;
7450 Result
:= Random(a
) = 0;
7453 procedure Turn(Time
: Word = 1200);
7455 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7460 ReleaseKey(KEY_LEFT
);
7461 ReleaseKey(KEY_RIGHT
);
7464 function CanRunLeft(): Boolean;
7466 Result
:= not CollideLevel(-1, 0);
7469 function CanRunRight(): Boolean;
7471 Result
:= not CollideLevel(1, 0);
7474 function CanRun(): Boolean;
7476 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7479 procedure Jump(Time
: Word = 30);
7481 PressKey(KEY_JUMP
, Time
);
7484 function NearHole(): Boolean;
7488 { TODO 5 : Ëåñòíèöû }
7489 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7490 for x
:= 1 to PLAYER_RECT
.Width
do
7491 if (not StayOnStep(x
*sx
, 0)) and
7492 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7493 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7502 function BorderHole(): Boolean;
7506 { TODO 5 : Ëåñòíèöû }
7507 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7508 for x
:= 1 to PLAYER_RECT
.Width
do
7509 if (not StayOnStep(x
*sx
, 0)) and
7510 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7511 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7513 for xx
:= x
to x
+32 do
7514 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7524 function NearDeepHole(): Boolean;
7530 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7533 for x
:= 1 to PLAYER_RECT
.Width
do
7534 if (not StayOnStep(x
*sx
, 0)) and
7535 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7536 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7538 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7540 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7545 end else Result
:= False;
7548 function OverDeepHole(): Boolean;
7555 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7557 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7564 function OnGround(): Boolean;
7566 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7569 function OnLadder(): Boolean;
7571 Result
:= FullInStep(0, 0);
7574 function BelowLadder(): Boolean;
7576 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7577 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7578 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7579 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7582 function BelowLiftUp(): Boolean;
7584 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7585 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7586 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7587 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7590 function OnTopLift(): Boolean;
7592 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7595 function CanJumpOver(): Boolean;
7599 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7603 if not CollideLevel(sx
, 0) then Exit
;
7605 for y
:= 1 to BOT_MAXJUMP
do
7606 if CollideLevel(0, -y
) then Exit
else
7607 if not CollideLevel(sx
, -y
) then
7614 function CanJumpUp(Dist
: ShortInt): Boolean;
7621 if CollideLevel(Dist
, 0) then Exit
;
7624 for y
:= 0 to BOT_MAXJUMP
do
7625 if CollideLevel(Dist
, -y
) then
7634 for yy
:= y
+1 to BOT_MAXJUMP
do
7635 if not CollideLevel(Dist
, -yy
) then
7644 for y
:= 0 to BOT_MAXJUMP
do
7645 if CollideLevel(0, -y
) then
7653 if y
< yy
then Exit
;
7658 function IsSafeTrigger(): Boolean;
7663 if gTriggers
= nil then
7665 for a
:= 0 to High(gTriggers
) do
7666 if Collide(gTriggers
[a
].X
,
7669 gTriggers
[a
].Height
) and
7670 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7671 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7672 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7673 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7674 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7679 // Âîçìîæíî, íàæèìàåì êíîïêó:
7680 if Rnd(16) and IsSafeTrigger() then
7683 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7684 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7686 ReleaseKey(KEY_LEFT
);
7687 ReleaseKey(KEY_RIGHT
);
7691 // Èäåì âëåâî, åñëè íàäî áûëî:
7692 if GetAIFlag('GOLEFT') <> '' then
7694 RemoveAIFlag('GOLEFT');
7695 if CanRunLeft() then
7699 // Èäåì âïðàâî, åñëè íàäî áûëî:
7700 if GetAIFlag('GORIGHT') <> '' then
7702 RemoveAIFlag('GORIGHT');
7703 if CanRunRight() then
7707 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7708 if FObj
.X
< -32 then
7711 if FObj
.X
+32 > gMapInfo
.Width
then
7714 // Ïðûãàåì, åñëè íàäî áûëî:
7715 if GetAIFlag('NEEDJUMP') <> '' then
7718 RemoveAIFlag('NEEDJUMP');
7721 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7722 if GetAIFlag('NEEDSEEUP') <> '' then
7725 ReleaseKey(KEY_DOWN
);
7726 PressKey(KEY_UP
, 20);
7727 RemoveAIFlag('NEEDSEEUP');
7730 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7731 if GetAIFlag('NEEDSEEDOWN') <> '' then
7734 ReleaseKey(KEY_DOWN
);
7735 PressKey(KEY_DOWN
, 20);
7736 RemoveAIFlag('NEEDSEEDOWN');
7739 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7740 if GetAIFlag('GOINHOLE') <> '' then
7741 if not OnGround() then
7743 ReleaseKey(KEY_LEFT
);
7744 ReleaseKey(KEY_RIGHT
);
7745 RemoveAIFlag('GOINHOLE');
7746 SetAIFlag('FALLINHOLE', '1');
7749 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7750 if GetAIFlag('FALLINHOLE') <> '' then
7752 RemoveAIFlag('FALLINHOLE');
7754 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7755 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7756 if GetAIFlag('FALLINHOLE') = '' then
7757 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7763 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7765 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7769 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7770 if OnGround() and NearHole() then
7771 if NearDeepHole() then // Åñëè ýòî áåçäíà
7773 0..3: Turn(); // Áåæèì îáðàòíî
7774 4: Jump(); // Ïðûãàåì
7775 5: begin // Ïðûãàåì îáðàòíî
7780 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7781 if GetAIFlag('GOINHOLE') = '' then
7783 0: Turn(); // Íå íóæíî òóäà
7784 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7785 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7786 if BorderHole() then
7787 SetAIFlag('GOINHOLE', '1');
7790 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7791 if (not CanRun()) and OnGround() then
7793 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7794 if CanJumpOver() or OnLadder() then
7796 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7797 if Random(2) = 0 then
7799 if IsSafeTrigger() then
7805 // Îñòàëîñü ìàëî âîçäóõà:
7806 if FAir
< 36 * 2 then
7809 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7810 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7811 if BodyInAcid(0, 0) then
7815 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7817 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7818 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7821 {function TBot.NeedItem(Item: Byte): Byte;
7826 procedure TBot
.SelectWeapon(Dist
: Integer);
7830 function HaveAmmo(weapon
: Byte): Boolean;
7833 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7834 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7835 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7836 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7837 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7838 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7839 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7840 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7841 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7842 else Result
:= True;
7847 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7849 if Dist
> BOT_LONGDIST
then
7850 begin // Äàëüíèé áîé
7852 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7854 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7858 else //if Dist > BOT_UNSAFEDIST then
7859 begin // Áëèæíèé áîé
7861 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7863 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7870 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7872 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7878 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7880 Result
:= inherited PickItem(ItemType
, force
, remove
);
7882 if Result
then SetAIFlag('SELECTWEAPON', '1');
7885 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7887 Result
:= inherited Heal(value
, Soft
);
7890 function TBot
.Healthy(): Byte;
7892 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7893 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7894 else if (FHealth
> 50) then Result
:= 2
7895 else if (FHealth
> 20) then Result
:= 1
7899 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7901 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7902 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7905 procedure TBot
.OnDamage(Angle
: SmallInt);
7913 if (Angle
= 0) or (Angle
= 180) then
7916 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7917 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7919 pla
:= g_Player_Get(FLastSpawnerUID
);
7920 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7921 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7924 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7925 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7927 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7928 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7929 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7934 SetAIFlag('ATTACKLEFT', '1')
7936 SetAIFlag('ATTACKRIGHT', '1');
7940 function TBot
.RunDirection(): TDirection
;
7942 if Abs(Vel
.X
) >= 1 then
7944 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7946 Result
:= FDirection
;
7949 function TBot
.GetRnd(a
: Byte): Boolean;
7951 if a
= 0 then Result
:= False
7952 else if a
= 255 then Result
:= True
7953 else Result
:= Random(256) > 255-a
;
7956 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7958 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7962 procedure TDifficult
.save (st
: TStream
);
7964 utils
.writeInt(st
, Byte(DiagFire
));
7965 utils
.writeInt(st
, Byte(InvisFire
));
7966 utils
.writeInt(st
, Byte(DiagPrecision
));
7967 utils
.writeInt(st
, Byte(FlyPrecision
));
7968 utils
.writeInt(st
, Byte(Cover
));
7969 utils
.writeInt(st
, Byte(CloseJump
));
7970 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7971 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7974 procedure TDifficult
.load (st
: TStream
);
7976 DiagFire
:= utils
.readByte(st
);
7977 InvisFire
:= utils
.readByte(st
);
7978 DiagPrecision
:= utils
.readByte(st
);
7979 FlyPrecision
:= utils
.readByte(st
);
7980 Cover
:= utils
.readByte(st
);
7981 CloseJump
:= utils
.readByte(st
);
7982 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7983 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7987 procedure TBot
.SaveState (st
: TStream
);
7992 inherited SaveState(st
);
7993 utils
.writeSign(st
, 'BOT0');
7995 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7997 utils
.writeInt(st
, Word(FTargetUID
));
7998 // Âðåìÿ ïîòåðè öåëè
7999 utils
.writeInt(st
, LongWord(FLastVisible
));
8000 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8001 dw
:= Length(FAIFlags
);
8002 utils
.writeInt(st
, LongInt(dw
));
8004 for i
:= 0 to dw
-1 do
8006 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
8007 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
8009 // Íàñòðîéêè ñëîæíîñòè
8010 FDifficult
.save(st
);
8014 procedure TBot
.LoadState (st
: TStream
);
8019 inherited LoadState(st
);
8020 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
8022 FSelectedWeapon
:= utils
.readByte(st
);
8024 FTargetUID
:= utils
.readWord(st
);
8025 // Âðåìÿ ïîòåðè öåëè
8026 FLastVisible
:= utils
.readLongWord(st
);
8027 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8028 dw
:= utils
.readLongInt(st
);
8029 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
8030 SetLength(FAIFlags
, dw
);
8032 for i
:= 0 to dw
-1 do
8034 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
8035 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
8037 // Íàñòðîéêè ñëîæíîñòè
8038 FDifficult
.load(st
);
8043 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);
8044 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');
8045 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');