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
,{$ENDIF}
24 g_base
, g_playermodel
, g_basic
, g_textures
,
25 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
26 g_panel
, r_playermodel
;
58 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
81 ANGLE_NONE
= Low(SmallInt);
83 CORPSE_STATE_REMOVEME
= 0;
84 CORPSE_STATE_NORMAL
= 1;
85 CORPSE_STATE_MESS
= 2;
87 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
88 PLAYER_RECT_CX
= 15+(34 div 2);
89 PLAYER_RECT_CY
= 12+(52 div 2);
90 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
93 PLAYER_HP_LIMIT
= 200;
95 PLAYER_AP_LIMIT
= 200;
99 PLAYER_BURN_TIME
= 110;
101 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
102 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
106 JET_MAX
= 540; // ~30 sec
108 ANGLE_RIGHTDOWN
= -35;
110 ANGLE_LEFTDOWN
= -145;
111 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
112 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
131 TPlayerStatArray
= Array of TPlayerStat
;
133 TPlayerSavedState
= record
141 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
142 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
143 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
144 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
153 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
161 FDirection
: TDirection
;
169 FMonsterKills
: Integer;
175 FCanJetpack
: Boolean;
181 FNextWeapDelay
: Byte; // frames
182 FBFGFireCounter
: SmallInt;
183 FLastSpawnerUID
: Word;
187 FSpectatePlayer
: Integer;
188 FFirePainTime
: Integer;
191 FSavedStateNum
: Integer;
193 FModel
: TPlayerModel
;
194 FPunchAnim
: TAnimationState
;
197 FActionForce
: Boolean;
198 FActionChanged
: Boolean;
200 FFireAngle
: SmallInt;
204 FShellTimer
: Integer;
206 FSawSound
: TPlayableSound
;
207 FSawSoundIdle
: TPlayableSound
;
208 FSawSoundHit
: TPlayableSound
;
209 FSawSoundSelect
: TPlayableSound
;
210 FFlameSoundOn
: TPlayableSound
;
211 FFlameSoundOff
: TPlayableSound
;
212 FFlameSoundWork
: TPlayableSound
;
213 FJetSoundOn
: TPlayableSound
;
214 FJetSoundOff
: TPlayableSound
;
215 FJetSoundFly
: TPlayableSound
;
219 FJustTeleported
: Boolean;
221 mEDamageType
: Integer;
224 function CollideLevel(XInc
, YInc
: Integer): Boolean;
225 function StayOnStep(XInc
, YInc
: Integer): Boolean;
226 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
227 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
228 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
229 function FullInLift(XInc
, YInc
: Integer): Integer;
230 {procedure CollideItem();}
231 procedure FlySmoke(Times
: DWORD
= 1);
232 procedure OnFireFlame(Times
: DWORD
= 1);
233 procedure SetAction(Action
: Byte; Force
: Boolean = False);
234 procedure OnDamage(Angle
: SmallInt); virtual;
235 function firediry(): Integer;
238 procedure Run(Direction
: TDirection
);
239 procedure NextWeapon();
240 procedure PrevWeapon();
247 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
248 procedure resetWeaponQueue ();
249 function hasAmmoForWeapon (weapon
: Byte): Boolean;
251 procedure doDamage (v
: Integer);
253 function refreshCorpse(): Boolean;
256 FDamageBuffer
: Integer;
258 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
259 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
260 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
261 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
263 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
264 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
265 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
266 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
268 FPreferredTeam
: Byte;
271 FWantsInGame
: Boolean;
276 FActualModelName
: string;
283 FSpawnInvul
: Integer;
285 FWaitForFirstSpawn
: Boolean; // set to `true` in server, used to spawn a player on first full state request
288 // debug: viewport offset
289 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
291 function isValidViewPort (): Boolean; inline;
293 constructor Create(); virtual;
294 destructor Destroy(); override;
295 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
296 function GetRespawnPoint(): Byte;
297 procedure PressKey(Key
: Byte; Time
: Word = 1);
298 procedure ReleaseKeys();
299 procedure SetModel(ModelName
: String);
300 procedure SetColor(Color
: TRGB
);
301 function GetColor(): TRGB
;
302 procedure SetWeapon(W
: Byte);
303 function IsKeyPressed(K
: Byte): Boolean;
304 function GetKeys(): Byte;
305 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
306 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
307 function Collide(Panel
: TPanel
): Boolean; overload
;
308 function Collide(X
, Y
: Integer): Boolean; overload
;
309 procedure SetDirection(Direction
: TDirection
);
310 procedure GetSecret();
311 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
313 procedure Push(vx
, vy
: Integer);
314 procedure ChangeModel(ModelName
: String);
315 procedure SwitchTeam
;
316 procedure ChangeTeam(Team
: Byte);
318 function GetFlag(Flag
: Byte): Boolean;
319 procedure SetFlag(Flag
: Byte);
320 function DropFlag(Silent
: Boolean = True): Boolean;
321 procedure AllRulez(Health
: Boolean);
322 procedure RestoreHealthArmor();
323 procedure FragCombo();
324 procedure GiveItem(ItemType
: Byte);
325 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
326 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
327 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
328 procedure MakeBloodSimple(Count
: Word);
329 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
330 procedure Reset(Force
: Boolean);
331 procedure Spectate(NoMove
: Boolean = False);
332 procedure SwitchNoClip
;
333 procedure SoftReset();
334 procedure PreUpdate();
335 procedure Update(); virtual;
336 procedure RememberState();
337 procedure RecallState();
338 procedure SaveState (st
: TStream
); virtual;
339 procedure LoadState (st
: TStream
); virtual;
340 procedure PauseSounds(Enable
: Boolean);
341 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
342 procedure DoLerp(Level
: Integer = 2);
343 procedure SetLerp(XTo
, YTo
: Integer);
344 procedure QueueWeaponSwitch(Weapon
: Byte);
345 procedure RealizeCurrentWeapon();
349 procedure JetpackOff
;
350 procedure CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
352 //WARNING! this does nothing for now, but still call it!
353 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
355 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
356 procedure moveBy (dx
, dy
: Integer); inline;
358 function getCameraObj(): TObj
;
360 function GetAmmoByWeapon(Weapon
: Byte): Word; // private state
363 property Vel
: TPoint2i read FObj
.Vel
;
364 property Obj
: TObj read FObj
;
366 property Name
: String read FName write FName
;
367 property Model
: TPlayerModel read FModel
;
368 property Health
: Integer read FHealth write FHealth
;
369 property Lives
: Byte read FLives write FLives
;
370 property Armor
: Integer read FArmor write FArmor
;
371 property Air
: Integer read FAir write FAir
;
372 property JetFuel
: Integer read FJetFuel write FJetFuel
;
373 property Frags
: Integer read FFrags write FFrags
;
374 property Death
: Integer read FDeath write FDeath
;
375 property Kills
: Integer read FKills write FKills
;
376 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
377 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
378 property Secrets
: Integer read FSecrets
;
379 property GodMode
: Boolean read FGodMode write FGodMode
;
380 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
381 property NoReload
: Boolean read FNoReload write FNoReload
;
382 property alive
: Boolean read FAlive write FAlive
;
383 property Flag
: Byte read FFlag
;
384 property Team
: Byte read FTeam write FTeam
;
385 property Direction
: TDirection read FDirection
;
386 property GameX
: Integer read FObj
.X write FObj
.X
;
387 property GameY
: Integer read FObj
.Y write FObj
.Y
;
388 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
389 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
390 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
391 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
392 property IncCam
: Integer read FIncCam write FIncCam
;
393 property IncCamOld
: Integer read FIncCamOld write FIncCamOld
;
394 property SlopeOld
: Integer read FSlopeOld write FSlopeOld
;
395 property UID
: Word read FUID write FUID
;
396 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
397 property NetTime
: LongWord read FNetTime write FNetTime
;
400 property Angle_
: SmallInt read FAngle
;
401 property Spectator
: Boolean read FSpectator
;
402 property NoRespawn
: Boolean read FNoRespawn
;
403 property Berserk
: Integer read FBerserk
;
404 property Pain
: Integer read FPain
;
405 property Pickup
: Integer read FPickup
;
406 property PunchAnim
: TAnimationState read FPunchAnim write FPunchAnim
;
407 property SpawnInvul
: Integer read FSpawnInvul
;
408 property Ghost
: Boolean read FGhost
;
411 property eName
: String read FName write FName
;
412 property eHealth
: Integer read FHealth write FHealth
;
413 property eLives
: Byte read FLives write FLives
;
414 property eArmor
: Integer read FArmor write FArmor
;
415 property eAir
: Integer read FAir write FAir
;
416 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
417 property eFrags
: Integer read FFrags write FFrags
;
418 property eDeath
: Integer read FDeath write FDeath
;
419 property eKills
: Integer read FKills write FKills
;
420 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
421 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
422 property eSecrets
: Integer read FSecrets write FSecrets
;
423 property eGodMode
: Boolean read FGodMode write FGodMode
;
424 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
425 property eNoReload
: Boolean read FNoReload write FNoReload
;
426 property eAlive
: Boolean read FAlive write FAlive
;
427 property eFlag
: Byte read FFlag
;
428 property eTeam
: Byte read FTeam write FTeam
;
429 property eDirection
: TDirection read FDirection
;
430 property eGameX
: Integer read FObj
.X write FObj
.X
;
431 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
432 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
433 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
434 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
435 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
436 property eIncCam
: Integer read FIncCam write FIncCam
;
437 property eUID
: Word read FUID
;
438 property eJustTeleported
: Boolean read FJustTeleported
;
439 property eNetTime
: LongWord read FNetTime
;
441 // set this before assigning something to `eDamage`
442 property eDamageType
: Integer read mEDamageType write mEDamageType
;
443 property eDamage
: Integer write doDamage
;
454 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
455 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
456 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
459 procedure save (st
: TStream
);
460 procedure load (st
: TStream
);
468 TBot
= class(TPlayer
)
470 FSelectedWeapon
: Byte;
473 FAIFlags
: Array of TAIFlag
;
474 FDifficult
: TDifficult
;
476 function GetRnd(a
: Byte): Boolean;
477 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
478 function RunDirection(): TDirection
;
479 function FullInStep(XInc
, YInc
: Integer): Boolean;
480 //function NeedItem(Item: Byte): Byte;
481 procedure SelectWeapon(Dist
: Integer);
482 procedure SetAIFlag(aName
, fValue
: String20
);
483 function GetAIFlag(aName
: String20
): String20
;
484 procedure RemoveAIFlag(aName
: String20
);
485 function Healthy(): Byte;
486 procedure UpdateMove();
487 procedure UpdateCombat();
488 function KeyPressed(Key
: Word): Boolean;
489 procedure ReleaseKey(Key
: Byte);
490 function TargetOnScreen(TX
, TY
: Integer): Boolean;
491 procedure OnDamage(Angle
: SmallInt); override;
494 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
495 constructor Create(); override;
496 destructor Destroy(); override;
497 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
498 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
499 procedure Update(); override;
500 procedure SaveState (st
: TStream
); override;
501 procedure LoadState (st
: TStream
); override;
514 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
515 procedure moveBy (dx
, dy
: Integer); inline;
517 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
531 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
532 procedure moveBy (dx
, dy
: Integer); inline;
534 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
537 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
546 FAnimation
: TAnimation
;
547 FAnimationMask
: TAnimation
;
550 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
551 destructor Destroy(); override;
552 procedure Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
554 procedure SaveState (st
: TStream
);
555 procedure LoadState (st
: TStream
);
557 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
558 procedure moveBy (dx
, dy
: Integer); inline;
560 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
562 function ObjPtr (): PObj
; inline;
564 property Obj
: TObj read FObj
; // copies object
565 property State
: Byte read FState
;
566 property Mess
: Boolean read FMess
;
569 property Color
: TRGB read FColor
;
570 property Animation
: TAnimation read FAnimation
;
571 property AnimationMask
: TAnimation read FAnimationMask
;
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_RememberAll();
615 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
616 function g_Player_Get(UID
: Word): TPlayer
;
617 function g_Player_GetCount(): Byte;
618 function g_Player_GetStats(): TPlayerStatArray
;
619 function g_Player_ValidName(Name
: String): Boolean;
620 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
621 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
622 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
623 procedure g_Player_UpdatePhysicalObjects();
624 procedure g_Player_RemoveAllCorpses();
625 procedure g_Player_Corpses_SaveState (st
: TStream
);
626 procedure g_Player_Corpses_LoadState (st
: TStream
);
627 procedure g_Player_ResetReady();
628 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
629 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
630 procedure g_Bot_MixNames();
631 procedure g_Bot_RemoveAll();
636 {$IFDEF ENABLE_HOLMES}
639 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
, r_textures
, r_animations
, r_gfx
,
640 g_options
, g_triggers
, g_menu
, g_game
, g_grid
, e_res
,
641 wadreader
, g_monsters
, CONFIG
, g_language
,
645 const PLR_SAVE_VERSION
= 0;
655 diag_precision
: Byte;
659 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
660 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
661 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
665 TIME_RESPAWN1
= 1500;
666 TIME_RESPAWN2
= 2000;
667 TIME_RESPAWN3
= 3000;
668 PLAYER_SUIT_TIME
= 30000;
669 PLAYER_INVUL_TIME
= 30000;
670 PLAYER_INVIS_TIME
= 35000;
671 FRAG_COMBO_TIME
= 3000;
674 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
677 BOT_UNSAFEDIST
= 128;
678 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
679 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
680 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
681 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
682 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
683 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
684 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
685 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
686 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
687 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
688 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
689 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
690 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
691 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
692 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
693 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
694 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
695 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
696 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
697 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
698 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
699 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
700 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
701 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
702 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
703 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
705 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
706 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
708 BOTNAMES_FILENAME
= 'botnames.txt';
709 BOTLIST_FILENAME
= 'botlist.txt';
713 MaxCorpses
: Word = 20;
714 MaxShells
: Word = 300;
715 CurrentGib
: Integer = 0;
716 CurrentShell
: Integer = 0;
717 BotNames
: Array of String;
718 BotList
: Array of TBotProfile
;
719 SavedStates
: Array of TPlayerSavedState
;
722 function Lerp(X
, Y
, Factor
: Integer): Integer;
724 Result
:= X
+ ((Y
- X
) div Factor
);
727 function SameTeam(UID1
, UID2
: Word): Boolean;
731 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
732 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
734 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
736 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
737 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
739 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
742 procedure g_Gibs_SetMax(Count
: Word);
745 SetLength(gGibs
, Count
);
747 if CurrentGib
>= Count
then
751 function g_Gibs_GetMax(): Word;
756 procedure g_Shells_SetMax(Count
: Word);
759 SetLength(gShells
, Count
);
761 if CurrentShell
>= Count
then
765 function g_Shells_GetMax(): Word;
771 procedure g_Corpses_SetMax(Count
: Word);
774 SetLength(gCorpses
, Count
);
777 function g_Corpses_GetMax(): Word;
779 Result
:= MaxCorpses
;
782 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
792 // Есть ли место в gPlayers:
793 if gPlayers
<> nil then
794 for a
:= 0 to High(gPlayers
) do
795 if gPlayers
[a
] = nil then
801 // Нет места - расширяем gPlayers:
804 SetLength(gPlayers
, Length(gPlayers
)+1);
808 // Создаем объект игрока:
810 gPlayers
[a
] := TBot
.Create()
812 gPlayers
[a
] := TPlayer
.Create();
815 gPlayers
[a
].FActualModelName
:= ModelName
;
816 gPlayers
[a
].SetModel(ModelName
);
818 // Нет модели - создание не возможно:
819 if gPlayers
[a
].FModel
= nil then
823 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
827 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
828 if Random(2) = 0 then
832 gPlayers
[a
].FPreferredTeam
:= Team
;
834 case gGameSettings
.GameMode
of
835 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
837 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
839 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
842 // Если командная игра - красим модель в цвет команды:
843 gPlayers
[a
].FColor
:= Color
;
844 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
845 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
847 gPlayers
[a
].FModel
.Color
:= Color
;
849 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
850 gPlayers
[a
].FAlive
:= False;
852 Result
:= gPlayers
[a
].FUID
;
855 function g_Player_CreateFromState (st
: TStream
): Word;
862 if (st
= nil) then exit
; //???
865 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
866 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
869 Bot
:= utils
.readBool(st
);
874 // Есть ли место в gPlayers:
875 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
877 // Нет места - расширяем gPlayers
880 SetLength(gPlayers
, Length(gPlayers
)+1);
884 // Создаем объект игрока
886 gPlayers
[a
] := TBot
.Create()
888 gPlayers
[a
] := TPlayer
.Create();
889 gPlayers
[a
].FIamBot
:= Bot
;
890 gPlayers
[a
].FPhysics
:= True;
893 gPlayers
[a
].FUID
:= utils
.readWord(st
);
895 gPlayers
[a
].FName
:= utils
.readStr(st
);
897 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
898 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
900 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
901 // Израсходовал ли все жизни
902 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
904 b
:= utils
.readByte(st
);
905 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
907 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
909 gPlayers
[a
].FHandicap
:= utils
.readLongInt(st
);
911 gPlayers
[a
].FLives
:= utils
.readByte(st
);
913 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
915 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
917 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
919 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
921 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
923 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
925 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
927 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
928 // Время последнего фрага
929 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
931 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
933 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
935 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
937 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
938 // Следующее желаемое оружие
939 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
941 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
943 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
945 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
946 // Последний ударивший
947 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
948 // Тип последнего полученного урона
949 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
951 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
952 // Текущее количество патронов
953 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
954 // Максимальное количество патронов
955 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
957 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
958 // Время перезарядки оружия
959 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
961 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
962 // Наличие красного ключа
963 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
964 // Наличие зеленого ключа
965 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
966 // Наличие синего ключа
967 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
969 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
970 // Время действия специальных предметов
971 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
972 // Время до повторного респауна, смены оружия, исользования, захвата флага
973 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
976 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
978 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
979 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
980 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
981 // Обновляем модель игрока
982 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
984 // Нет модели - создание невозможно
985 if (gPlayers
[a
].FModel
= nil) then
989 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
993 // Если командная игра - красим модель в цвет команды
994 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
995 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
997 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
999 result
:= gPlayers
[a
].FUID
;
1003 procedure g_Player_ResetTeams();
1007 if g_Game_IsClient
then
1009 if gPlayers
= nil then
1011 for a
:= Low(gPlayers
) to High(gPlayers
) do
1012 if gPlayers
[a
] <> nil then
1013 case gGameSettings
.GameMode
of
1015 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
1017 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
1018 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
1019 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
1022 gPlayers
[a
].ChangeTeam(TEAM_RED
)
1024 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
1027 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
1031 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
1034 _name
, _model
: String;
1037 if not g_Game_IsServer
then Exit
;
1039 // Список названий моделей:
1040 m
:= g_PlayerModel_GetNames();
1045 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1046 Team
:= TEAM_COOP
// COOP
1048 if gGameSettings
.GameMode
= GM_DM
then
1049 Team
:= TEAM_NONE
// DM
1051 if Team
= TEAM_NONE
then // CTF / TDM
1053 // Автобаланс команд:
1057 for a
:= 0 to High(gPlayers
) do
1058 if gPlayers
[a
] <> nil then
1060 if gPlayers
[a
].Team
= TEAM_RED
then
1063 if gPlayers
[a
].Team
= TEAM_BLUE
then
1073 if Random(2) = 0 then
1079 // Выбираем боту имя:
1081 if BotNames
<> nil then
1082 for a
:= 0 to High(BotNames
) do
1083 if g_Player_ValidName(BotNames
[a
]) then
1085 _name
:= BotNames
[a
];
1089 // Выбираем случайную модель:
1090 _model
:= m
[Random(Length(m
))];
1093 with g_Player_Get(g_Player_Create(_model
,
1094 _RGB(Min(Random(9)*32, 255),
1095 Min(Random(9)*32, 255),
1096 Min(Random(9)*32, 255)),
1097 Team
, True)) as TBot
do
1099 // Если имени нет, делаем его из UID бота
1101 Name
:= Format('DFBOT%.5d', [UID
])
1106 1: FDifficult
:= DIFFICULT_EASY
;
1107 2: FDifficult
:= DIFFICULT_MEDIUM
;
1108 else FDifficult
:= DIFFICULT_HARD
;
1111 for a
:= WP_FIRST
to WP_LAST
do
1113 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1114 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1115 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1118 FHandicap
:= Handicap
;
1120 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1122 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1123 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1128 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1131 _name
, _model
: String;
1134 if not g_Game_IsServer
then Exit
;
1136 // Список названий моделей:
1137 m
:= g_PlayerModel_GetNames();
1142 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1143 Team
:= TEAM_COOP
// COOP
1145 if gGameSettings
.GameMode
= GM_DM
then
1146 Team
:= TEAM_NONE
// DM
1148 if Team
= TEAM_NONE
then
1149 Team
:= BotList
[num
].team
; // CTF / TDM
1151 // Выбираем настройки бота из списка по номеру или имени:
1152 lName
:= AnsiLowerCase(lName
);
1153 if (num
< 0) or (num
> Length(BotList
)-1) then
1155 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1156 for a
:= 0 to High(BotList
) do
1157 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1166 _name
:= BotList
[num
].name
;
1167 // Занято - выбираем случайное:
1168 if not g_Player_ValidName(_name
) then
1170 _name
:= Format('DFBOT%.2d', [Random(100)]);
1171 until g_Player_ValidName(_name
);
1174 _model
:= BotList
[num
].model
;
1175 // Нет такой - выбираем случайную:
1176 if not InSArray(_model
, m
) then
1177 _model
:= m
[Random(Length(m
))];
1180 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1184 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1185 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1186 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1187 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1188 FDifficult
.Cover
:= BotList
[num
].cover
;
1189 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1191 FHandicap
:= Handicap
;
1193 for a
:= WP_FIRST
to WP_LAST
do
1195 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1196 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1197 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1200 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1202 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1206 procedure g_Bot_RemoveAll();
1210 if not g_Game_IsServer
then Exit
;
1211 if gPlayers
= nil then Exit
;
1213 for a
:= 0 to High(gPlayers
) do
1214 if gPlayers
[a
] <> nil then
1215 if gPlayers
[a
] is TBot
then
1217 gPlayers
[a
].Lives
:= 0;
1218 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1219 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1220 g_Player_Remove(gPlayers
[a
].FUID
);
1226 procedure g_Bot_MixNames();
1231 if BotNames
<> nil then
1232 for a
:= 0 to High(BotNames
) do
1234 b
:= Random(Length(BotNames
));
1236 Botnames
[a
] := BotNames
[b
];
1241 procedure g_Player_Remove(UID
: Word);
1245 if gPlayers
= nil then Exit
;
1247 if g_Game_IsServer
and g_Game_IsNet
then
1248 MH_SEND_PlayerDelete(UID
);
1250 for i
:= 0 to High(gPlayers
) do
1251 if gPlayers
[i
] <> nil then
1252 if gPlayers
[i
].FUID
= UID
then
1254 if gPlayers
[i
] is TPlayer
then
1255 TPlayer(gPlayers
[i
]).Free()
1257 TBot(gPlayers
[i
]).Free();
1263 procedure g_Player_Init();
1274 path
:= BOTNAMES_FILENAME
;
1275 if e_FindResource(DataDirs
, path
) = false then
1278 // Читаем возможные имена ботов из файла:
1279 AssignFile(F
, path
);
1290 SetLength(BotNames
, Length(BotNames
)+1);
1291 BotNames
[High(BotNames
)] := s
;
1299 // Читаем файл с параметрами ботов:
1300 config
:= TConfig
.CreateFile(path
);
1304 while config
.SectionExists(IntToStr(a
)) do
1306 SetLength(BotList
, Length(BotList
)+1);
1308 with BotList
[High(BotList
)] do
1311 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1313 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1315 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1320 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1321 color
.R
:= StrToIntDef(sa
[0], 0);
1322 color
.G
:= StrToIntDef(sa
[1], 0);
1323 color
.B
:= StrToIntDef(sa
[2], 0);
1324 // Вероятность стрельбы под углом:
1325 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1326 // Вероятность ответного огня по невидимому сопернику:
1327 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1328 // Точность стрельбы под углом:
1329 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1330 // Точность стрельбы в полете:
1331 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1332 // Точность уклонения от снарядов:
1333 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1334 // Вероятность прыжка при приближении соперника:
1335 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1336 // Приоритеты оружия для дальнего боя:
1337 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1338 if Length(sa
) = 10 then
1340 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1341 // Приоритеты оружия для ближнего боя:
1342 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1343 if Length(sa
) = 10 then
1345 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1347 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1348 if Length(sa) = 10 then
1350 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1357 SetLength(SavedStates
, 0);
1360 procedure g_Player_Free();
1364 if gPlayers
<> nil then
1366 for i
:= 0 to High(gPlayers
) do
1367 if gPlayers
[i
] <> nil then
1369 if gPlayers
[i
] is TPlayer
then
1370 TPlayer(gPlayers
[i
]).Free()
1372 TBot(gPlayers
[i
]).Free();
1381 SetLength(SavedStates
, 0);
1384 procedure g_Player_PreUpdate();
1388 if gPlayers
= nil then Exit
;
1389 for i
:= 0 to High(gPlayers
) do
1390 if gPlayers
[i
] <> nil then
1391 gPlayers
[i
].PreUpdate();
1394 procedure g_Player_UpdateAll();
1398 if gPlayers
= nil then Exit
;
1400 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1401 for i
:= 0 to High(gPlayers
) do
1403 if gPlayers
[i
] <> nil then
1405 if gPlayers
[i
] is TPlayer
then
1407 gPlayers
[i
].Update();
1408 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1412 // bot updates weapons in `UpdateCombat()`
1413 TBot(gPlayers
[i
]).Update();
1417 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1420 function g_Player_Get(UID
: Word): TPlayer
;
1426 if gPlayers
= nil then
1429 for a
:= 0 to High(gPlayers
) do
1430 if gPlayers
[a
] <> nil then
1431 if gPlayers
[a
].FUID
= UID
then
1433 Result
:= gPlayers
[a
];
1438 function g_Player_GetCount(): Byte;
1444 if gPlayers
= nil then
1447 for a
:= 0 to High(gPlayers
) do
1448 if gPlayers
[a
] <> nil then
1449 Result
:= Result
+ 1;
1452 function g_Player_GetStats(): TPlayerStatArray
;
1458 if gPlayers
= nil then Exit
;
1460 for a
:= 0 to High(gPlayers
) do
1461 if gPlayers
[a
] <> nil then
1463 SetLength(Result
, Length(Result
)+1);
1464 with Result
[High(Result
)] do
1467 Ping
:= gPlayers
[a
].FPing
;
1468 Loss
:= gPlayers
[a
].FLoss
;
1469 Name
:= gPlayers
[a
].FName
;
1470 Team
:= gPlayers
[a
].FTeam
;
1471 Frags
:= gPlayers
[a
].FFrags
;
1472 Deaths
:= gPlayers
[a
].FDeath
;
1473 Kills
:= gPlayers
[a
].FKills
;
1474 Color
:= gPlayers
[a
].FModel
.Color
;
1475 Lives
:= gPlayers
[a
].FLives
;
1476 Spectator
:= gPlayers
[a
].FSpectator
;
1477 UID
:= gPlayers
[a
].FUID
;
1482 procedure g_Player_ResetReady();
1486 if not g_Game_IsServer
then Exit
;
1487 if gPlayers
= nil then Exit
;
1489 for a
:= 0 to High(gPlayers
) do
1490 if gPlayers
[a
] <> nil then
1492 gPlayers
[a
].FReady
:= False;
1493 if g_Game_IsNet
then
1494 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1498 procedure g_Player_RememberAll
;
1502 for i
:= Low(gPlayers
) to High(gPlayers
) do
1503 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1504 gPlayers
[i
].RememberState
;
1507 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1511 gTeamStat
[TEAM_RED
].Goals
:= 0;
1512 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1514 if gPlayers
<> nil then
1515 for i
:= 0 to High(gPlayers
) do
1516 if gPlayers
[i
] <> nil then
1518 gPlayers
[i
].Reset(Force
);
1520 if gPlayers
[i
] is TPlayer
then
1522 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1523 gPlayers
[i
].Respawn(Silent
)
1525 gPlayers
[i
].Spectate();
1528 TBot(gPlayers
[i
]).Respawn(Silent
);
1532 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
1540 if Player
.alive
then
1543 // Разрываем связь с прежним трупом:
1544 i
:= Player
.FCorpse
;
1545 if (i
>= 0) and (i
< Length(gCorpses
)) then
1547 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].FPlayerUID
= Player
.FUID
) then
1548 gCorpses
[i
].FPlayerUID
:= 0;
1551 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1556 if (FHealth
>= -50) or (gGibsCount
= 0) then
1558 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1562 for find_id
:= 0 to High(gCorpses
) do
1563 if gCorpses
[find_id
] = nil then
1570 find_id
:= Random(Length(gCorpses
));
1572 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.GetName(), FHealth
< -20);
1573 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1574 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1575 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1576 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1581 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1582 FObj
.Y
+ PLAYER_RECT_CY
,
1583 FModel
.GetName(), FModel
.Color
);
1587 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1591 if (gShells
= nil) or (Length(gShells
) = 0) then
1594 with gShells
[CurrentShell
] do
1600 if T
= SHELL_BULLET
then
1602 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1606 Obj
.Rect
.Width
:= 4;
1607 Obj
.Rect
.Height
:= 2;
1611 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1615 Obj
.Rect
.Width
:= 7;
1616 Obj
.Rect
.Height
:= 3;
1622 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1623 positionChanged(); // this updates spatial accelerators
1624 RAngle
:= Random(360);
1625 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1627 if CurrentShell
>= High(gShells
) then
1634 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1637 GibsArray
: TGibsArray
;
1640 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1642 mid
:= g_PlayerModel_GetIndex(ModelName
);
1645 if not g_PlayerModel_GetGibs(mid
, GibsArray
) then
1647 Blood
:= PlayerModelsArray
[mid
].Blood
;
1649 for a
:= 0 to High(GibsArray
) do
1650 with gGibs
[CurrentGib
] do
1653 GibID
:= GibsArray
[a
];
1657 Obj
.Rect
:= r_PlayerModel_GetGibRect(ModelID
, GibID
);
1658 Obj
.X
:= fX
- Obj
.Rect
.X
- (Obj
.Rect
.Width
div 2);
1659 Obj
.Y
:= fY
- Obj
.Rect
.Y
- (Obj
.Rect
.Height
div 2);
1660 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1661 positionChanged(); // this updates spatial accelerators
1662 RAngle
:= Random(360);
1664 if gBloodCount
> 0 then
1665 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1666 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1668 if CurrentGib
>= High(gGibs
) then
1675 procedure g_Player_UpdatePhysicalObjects();
1681 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1686 if T
= SHELL_BULLET
then
1687 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1689 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1694 if gGibs
<> nil then
1695 for i
:= 0 to High(gGibs
) do
1696 if gGibs
[i
].alive
then
1703 mr
:= g_Obj_Move(@Obj
, True, False, True);
1704 positionChanged(); // this updates spatial accelerators
1706 if WordBool(mr
and MOVE_FALLOUT
) then
1712 // Отлетает от удара о стену/потолок/пол:
1713 if WordBool(mr
and MOVE_HITWALL
) then
1714 Obj
.Vel
.X
:= -(vel
.X
div 2);
1715 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1716 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1718 if (Obj
.Vel
.X
>= 0) then
1720 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1721 if RAngle
>= 360 then
1722 RAngle
:= RAngle
mod 360;
1723 end else begin // Counter-clockwise
1724 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1726 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1729 // Сопротивление воздуха для куска трупа:
1730 if gTime
mod (GAME_TICK
*3) = 0 then
1731 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1735 if gCorpses
<> nil then
1736 for i
:= 0 to High(gCorpses
) do
1737 if gCorpses
[i
] <> nil then
1738 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1744 gCorpses
[i
].Update();
1747 if gShells
<> nil then
1748 for i
:= 0 to High(gShells
) do
1749 if gShells
[i
].alive
then
1756 mr
:= g_Obj_Move(@Obj
, True, False, True);
1757 positionChanged(); // this updates spatial accelerators
1759 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1765 // Отлетает от удара о стену/потолок/пол:
1766 if WordBool(mr
and MOVE_HITWALL
) then
1768 Obj
.Vel
.X
:= -(vel
.X
div 2);
1769 if not WordBool(mr
and MOVE_INWATER
) then
1770 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1772 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1774 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1775 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1776 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1778 if RAngle
mod 90 <> 0 then
1779 RAngle
:= (RAngle
div 90) * 90;
1781 else if not WordBool(mr
and MOVE_INWATER
) then
1782 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1785 if (Obj
.Vel
.X
>= 0) then
1787 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1788 if RAngle
>= 360 then
1789 RAngle
:= RAngle
mod 360;
1790 end else begin // Counter-clockwise
1791 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1793 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1799 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1801 x
:= Obj
.X
+Obj
.Rect
.X
;
1802 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1803 w
:= Obj
.Rect
.Width
;
1804 h
:= Obj
.Rect
.Height
;
1807 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1809 if (dx
<> 0) or (dy
<> 0) then
1818 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1822 w
:= Obj
.Rect
.Width
;
1823 h
:= Obj
.Rect
.Height
;
1826 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1828 if (dx
<> 0) or (dy
<> 0) then
1837 procedure TGib
.positionChanged (); inline; begin end;
1838 procedure TShell
.positionChanged (); inline; begin end;
1841 procedure g_Player_RemoveAllCorpses();
1847 SetLength(gGibs
, MaxGibs
);
1848 SetLength(gShells
, MaxGibs
);
1852 if gCorpses
<> nil then
1853 for i
:= 0 to High(gCorpses
) do
1857 SetLength(gCorpses
, MaxCorpses
);
1860 procedure g_Player_Corpses_SaveState (st
: TStream
);
1864 // Считаем количество существующих трупов
1866 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1868 // Количество трупов
1869 utils
.writeInt(st
, LongInt(count
));
1871 if (count
= 0) then exit
;
1874 for i
:= 0 to High(gCorpses
) do
1876 if gCorpses
[i
] <> nil then
1879 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1881 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1882 // Сохраняем данные трупа:
1883 gCorpses
[i
].SaveState(st
);
1889 procedure g_Player_Corpses_LoadState (st
: TStream
);
1897 g_Player_RemoveAllCorpses();
1899 // Количество трупов:
1900 count
:= utils
.readLongInt(st
);
1901 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1903 if (count
= 0) then exit
;
1906 for i
:= 0 to count
-1 do
1909 str
:= utils
.readStr(st
);
1911 b
:= utils
.readBool(st
);
1913 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1914 // Загружаем данные трупа
1915 gCorpses
[i
].LoadState(st
);
1922 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1924 procedure TPlayer
.BFGHit();
1926 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1927 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1928 if g_Game_IsServer
and g_Game_IsNet
then
1929 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1930 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1934 procedure TPlayer
.ChangeModel(ModelName
: string);
1936 locModel
: TPlayerModel
;
1938 locModel
:= g_PlayerModel_Get(ModelName
);
1939 if locModel
= nil then Exit
;
1945 procedure TPlayer
.SetModel(ModelName
: string);
1949 m
:= g_PlayerModel_Get(ModelName
);
1952 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1953 m
:= g_PlayerModel_Get('doomer');
1956 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1961 if FModel
<> nil then
1966 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1967 FModel
.Color
:= FColor
1969 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1970 FModel
.SetWeapon(FCurrWeap
);
1971 FModel
.SetFlag(FFlag
);
1972 SetDirection(FDirection
);
1975 procedure TPlayer
.SetColor(Color
: TRGB
);
1978 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1979 if FModel
<> nil then FModel
.Color
:= Color
;
1982 function TPlayer
.GetColor(): TRGB
;
1984 result
:= FModel
.Color
;
1987 procedure TPlayer
.SwitchTeam
;
1989 if g_Game_IsClient
then
1991 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
1993 if gGameOn
and FAlive
then
1994 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
1996 if FTeam
= TEAM_RED
then
1998 ChangeTeam(TEAM_BLUE
);
1999 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2000 if g_Game_IsNet
then
2001 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2005 ChangeTeam(TEAM_RED
);
2006 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2007 if g_Game_IsNet
then
2008 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2010 FPreferredTeam
:= FTeam
;
2013 procedure TPlayer
.ChangeTeam(Team
: Byte);
2020 TEAM_RED
, TEAM_BLUE
:
2021 FModel
.Color
:= TEAMCOLOR
[Team
];
2023 FModel
.Color
:= FColor
;
2025 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2026 MH_SEND_PlayerStats(FUID
);
2030 procedure TPlayer.CollideItem();
2035 if gItems = nil then Exit;
2036 if not FAlive then Exit;
2038 for i := 0 to High(gItems) do
2041 if (ItemType <> ITEM_NONE) and alive then
2042 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2043 PLAYER_RECT.Height, @Obj) then
2045 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2047 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2048 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2049 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2050 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2051 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2053 // Надо убрать с карты, если это не ключ, которым нужно поделится с другим игроком:
2054 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2055 (gGameSettings.GameType = GT_SINGLE) and
2056 (g_Player_GetCount() > 1)) then
2057 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2063 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2065 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2066 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2070 constructor TPlayer
.Create();
2076 mEDamageType
:= HIT_SOME
;
2082 FSawSound
:= TPlayableSound
.Create();
2083 FSawSoundIdle
:= TPlayableSound
.Create();
2084 FSawSoundHit
:= TPlayableSound
.Create();
2085 FSawSoundSelect
:= TPlayableSound
.Create();
2086 FFlameSoundOn
:= TPlayableSound
.Create();
2087 FFlameSoundOff
:= TPlayableSound
.Create();
2088 FFlameSoundWork
:= TPlayableSound
.Create();
2089 FJetSoundFly
:= TPlayableSound
.Create();
2090 FJetSoundOn
:= TPlayableSound
.Create();
2091 FJetSoundOff
:= TPlayableSound
.Create();
2093 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2094 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2095 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2096 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2097 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2098 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2099 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2100 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2101 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2102 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2104 FSpectatePlayer
:= -1;
2108 FSavedStateNum
:= -1;
2116 FActualModelName
:= 'doomer';
2119 FObj
.Rect
:= PLAYER_RECT
;
2121 FBFGFireCounter
:= -1;
2122 FJustTeleported
:= False;
2125 FWaitForFirstSpawn
:= false;
2126 FPunchAnim
:= TAnimationState
.Create(False, 1, 4);
2132 procedure TPlayer
.positionChanged (); inline;
2136 procedure TPlayer
.doDamage (v
: Integer);
2138 if (v
<= 0) then exit
;
2139 if (v
> 32767) then v
:= 32767;
2140 Damage(v
, 0, 0, 0, mEDamageType
);
2143 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2147 if (not g_Game_IsClient
) and (not FAlive
) then
2152 // Неуязвимость не спасает от ловушек:
2153 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2155 if not g_Game_IsClient
then
2158 if t
= HIT_TRAP
then
2160 // Ловушка убивает сразу:
2162 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2164 if t
= HIT_SELF
then
2168 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2171 // Обнулить действия примочек, чтобы фон пропал
2172 FMegaRulez
[MR_SUIT
] := 0;
2173 FMegaRulez
[MR_INVUL
] := 0;
2174 FMegaRulez
[MR_INVIS
] := 0;
2179 // Но от остального спасает:
2180 if FMegaRulez
[MR_INVUL
] >= gTime
then
2187 // Если есть урон своим, или ранил сам себя, или тебя ранил противник:
2188 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2189 (SpawnerUID
= FUID
) or
2190 (not SameTeam(FUID
, SpawnerUID
)) then
2192 FLastSpawnerUID
:= SpawnerUID
;
2194 // Кровь (пузырьки, если в воде):
2195 if gBloodCount
> 0 then
2197 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2198 if value
div 4 <= c
then
2199 c
:= c
- (value
div 4)
2203 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2207 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2208 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2211 if t
= HIT_WATER
then
2212 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2213 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2218 Inc(FDamageBuffer
, value
);
2222 FPain
:= FPain
+ value
;
2225 if g_Game_IsServer
and g_Game_IsNet
then
2227 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2228 MH_SEND_PlayerStats(FUID
);
2229 MH_SEND_PlayerPos(False, FUID
);
2233 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2236 if g_Game_IsClient
then
2241 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2243 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2246 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2248 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2252 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2253 MH_SEND_PlayerStats(FUID
);
2256 destructor TPlayer
.Destroy();
2258 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2260 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2264 FSawSoundIdle
.Free();
2265 FSawSoundHit
.Free();
2266 FSawSoundSelect
.Free();
2267 FFlameSoundOn
.Free();
2268 FFlameSoundOff
.Free();
2269 FFlameSoundWork
.Free();
2270 FJetSoundFly
.Free();
2272 FJetSoundOff
.Free();
2279 procedure TPlayer
.DoPunch();
2285 procedure TPlayer
.Fire();
2287 f
, DidFire
: Boolean;
2288 wx
, wy
, xd
, yd
: Integer;
2291 if g_Game_IsClient
then Exit
;
2292 // FBFGFireCounter - время перед выстрелом (для BFG)
2293 // FReloading - время после выстрела (для всего)
2301 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2306 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2307 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2308 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2309 yd
:= wy
+firediry();
2315 if R_BERSERK
in FRulez
then
2317 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2318 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2319 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2322 locobj
.rect
.Width
:= 39;
2323 locobj
.rect
.Height
:= 52;
2324 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2325 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2326 locobj
.Accel
.X
:= xd
-wx
;
2327 locobj
.Accel
.y
:= yd
-wy
;
2329 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2330 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2332 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2334 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2338 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2342 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2347 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2348 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2350 FSawSoundSelect
.Stop();
2352 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2354 else if not FSawSoundHit
.IsPlaying() then
2356 FSawSoundSelect
.Stop();
2357 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2360 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2366 if FAmmo
[A_BULLETS
] > 0 then
2368 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2369 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2370 Dec(FAmmo
[A_BULLETS
]);
2371 FFireAngle
:= FAngle
;
2374 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2375 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2379 if FAmmo
[A_SHELLS
] > 0 then
2381 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2382 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2383 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2384 Dec(FAmmo
[A_SHELLS
]);
2385 FFireAngle
:= FAngle
;
2389 FShellType
:= SHELL_SHELL
;
2393 if FAmmo
[A_SHELLS
] >= 2 then
2395 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2396 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2397 Dec(FAmmo
[A_SHELLS
], 2);
2398 FFireAngle
:= FAngle
;
2402 FShellType
:= SHELL_DBLSHELL
;
2406 if FAmmo
[A_BULLETS
] > 0 then
2408 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2409 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2410 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2411 Dec(FAmmo
[A_BULLETS
]);
2412 FFireAngle
:= FAngle
;
2415 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2416 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2419 WEAPON_ROCKETLAUNCHER
:
2420 if FAmmo
[A_ROCKETS
] > 0 then
2422 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2423 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2424 Dec(FAmmo
[A_ROCKETS
]);
2425 FFireAngle
:= FAngle
;
2431 if FAmmo
[A_CELLS
] > 0 then
2433 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2434 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2435 Dec(FAmmo
[A_CELLS
]);
2436 FFireAngle
:= FAngle
;
2442 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2444 FBFGFireCounter
:= 17;
2445 if not FNoReload
then
2446 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
2447 Dec(FAmmo
[A_CELLS
], 40);
2451 WEAPON_SUPERPULEMET
:
2452 if FAmmo
[A_SHELLS
] > 0 then
2454 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2455 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2456 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2457 Dec(FAmmo
[A_SHELLS
]);
2458 FFireAngle
:= FAngle
;
2461 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2462 GameVelX
, GameVelY
-2, SHELL_SHELL
);
2465 WEAPON_FLAMETHROWER
:
2466 if FAmmo
[A_FUEL
] > 0 then
2468 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
2470 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2472 FFireAngle
:= FAngle
;
2479 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
2483 if g_Game_IsNet
then
2487 if FCurrWeap
<> WEAPON_BFG
then
2488 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
2490 if not FNoReload
then
2491 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
2494 MH_SEND_PlayerStats(FUID
);
2499 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
2500 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
2501 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
2504 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
2507 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
2508 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
2509 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
2510 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
2511 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
2516 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
2518 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
2519 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
2520 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
2523 procedure TPlayer
.FlamerOn
;
2525 FFlameSoundOff
.Stop();
2526 FFlameSoundOff
.SetPosition(0);
2529 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
2530 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
2534 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2539 procedure TPlayer
.FlamerOff
;
2543 FFlameSoundOn
.Stop();
2544 FFlameSoundOn
.SetPosition(0);
2545 FFlameSoundWork
.Stop();
2546 FFlameSoundWork
.SetPosition(0);
2547 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2552 procedure TPlayer
.JetpackOn
;
2556 FJetSoundOn
.SetPosition(0);
2557 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2561 procedure TPlayer
.JetpackOff
;
2565 FJetSoundOff
.SetPosition(0);
2566 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2569 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
2571 if Timeout
<= 0 then
2573 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
2574 exit
; // Не загораемся когда есть защита
2575 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2576 exit
; // Не подгораем в воде на всякий случай
2577 if FFireTime
<= 0 then
2578 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
2579 FFireTime
:= Timeout
;
2580 FFireAttacker
:= Attacker
;
2581 if g_Game_IsNet
and g_Game_IsServer
then
2582 MH_SEND_PlayerStats(FUID
);
2585 procedure TPlayer
.Jump();
2587 if gFly
or FJetpack
then
2589 // Полет (чит-код или джетпак):
2590 if FObj
.Vel
.Y
> -VEL_FLY
then
2591 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
2594 if FJetFuel
> 0 then
2596 if (FJetFuel
< 1) and g_Game_IsServer
then
2600 if g_Game_IsNet
then
2601 MH_SEND_PlayerStats(FUID
);
2607 // Не включать джетпак в режиме прохождения сквозь стены
2609 FCanJetpack
:= False;
2611 // Прыгаем или всплываем:
2612 if (CollideLevel(0, 1) or
2613 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
2614 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
2615 ) and (FObj
.Accel
.Y
= 0) then // Не прыгать, если есть вертикальное ускорение
2617 FObj
.Vel
.Y
:= -VEL_JUMP
;
2618 FCanJetpack
:= False;
2622 if BodyInLiquid(0, 0) then
2623 FObj
.Vel
.Y
:= -VEL_SW
2624 else if (FJetFuel
> 0) and FCanJetpack
and
2625 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
2629 if g_Game_IsNet
then
2630 MH_SEND_PlayerStats(FUID
);
2635 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
2637 a
, i
, k
, ab
, ar
: Byte;
2641 srv
, netsrv
: Boolean;
2647 procedure PushItem(t
: Byte);
2651 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
2652 it
:= g_Items_ByIdx(id
);
2653 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
2655 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
2656 (FObj
.Vel
.Y
div 2)-Random(9));
2657 it
.positionChanged(); // this updates spatial accelerators
2661 if KillType
= K_HARDKILL
then // -5..+5; -5..0
2663 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
2664 (FObj
.Vel
.Y
div 2)-Random(6));
2666 else // -3..+3; -3..0
2668 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
2669 (FObj
.Vel
.Y
div 2)-Random(4));
2671 it
.positionChanged(); // this updates spatial accelerators
2674 if g_Game_IsNet
and g_Game_IsServer
then
2675 MH_SEND_ItemSpawn(True, id
);
2679 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
2680 Srv
:= g_Game_IsServer
;
2681 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
2682 if Srv
then FDeath
:= FDeath
+ 1;
2687 if not FPhysics
then
2693 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2695 if FLives
> 0 then FLives
:= FLives
- 1;
2696 if FLives
= 0 then FNoRespawn
:= True;
2699 // Номер типа смерти:
2702 K_SIMPLEKILL
: a
:= 1;
2704 K_EXTRAHARDKILL
: a
:= 3;
2709 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
2711 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
2718 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
2720 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
2721 K_EXTRAHARDKILL
, K_FALLKILL
:
2722 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
2725 // Переключаем состояние:
2729 K_HARDKILL
, K_EXTRAHARDKILL
:
2733 // Реакция монстров на смерть игрока:
2734 if (KillType
<> K_FALLKILL
) and (Srv
) then
2735 g_Monsters_killedp();
2737 if SpawnerUID
= FUID
then
2739 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
2744 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
2747 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
2748 begin // Убит другим игроком
2749 KP
:= g_Player_Get(SpawnerUID
);
2750 if (KP
<> nil) and Srv
then
2752 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
2753 if SameTeam(FUID
, SpawnerUID
) then
2763 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
2764 Inc(gTeamStat
[KP
.Team
].Goals
,
2765 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
2767 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
2770 plr
:= g_Player_Get(SpawnerUID
);
2778 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
2782 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
2786 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
2791 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
2792 begin // Убит монстром
2793 mon
:= g_Monsters_ByUID(SpawnerUID
);
2797 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
2801 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
2805 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
2809 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
2814 else // Особые типы смерти
2817 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
2818 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
2819 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
2820 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
2821 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
2822 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
2828 for a
:= WP_FIRST
to WP_LAST
do
2832 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
2833 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
2834 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
2835 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
2836 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
2837 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
2838 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
2839 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
2840 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
2849 if R_ITEM_BACKPACK
in FRulez
then
2850 PushItem(ITEM_AMMO_BACKPACK
);
2852 // Выброс ракетного ранца:
2853 if FJetFuel
> 0 then
2854 PushItem(ITEM_JETPACK
);
2857 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
2858 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
2860 if R_KEY_RED
in FRulez
then
2861 PushItem(ITEM_KEY_RED
);
2863 if R_KEY_GREEN
in FRulez
then
2864 PushItem(ITEM_KEY_GREEN
);
2866 if R_KEY_BLUE
in FRulez
then
2867 PushItem(ITEM_KEY_BLUE
);
2871 DropFlag(KillType
= K_FALLKILL
);
2874 FCorpse
:= g_Player_CreateCorpse(Self
);
2876 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
2877 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2883 for i
:= Low(gPlayers
) to High(gPlayers
) do
2885 if gPlayers
[i
] = nil then continue
;
2886 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
2889 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
2890 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
2895 OldLR
:= gLMSRespawn
;
2896 if (gGameSettings
.GameMode
= GM_COOP
) then
2900 // everyone is dead, restart the map
2901 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
2903 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
2904 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2905 gLMSRespawnTime
:= gTime
+ 5000;
2907 else if (a
= 1) then
2909 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
2910 if (gPlayers
[k
] = gPlayer1
) or
2911 (gPlayers
[k
] = gPlayer2
) then
2912 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
2913 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
2914 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
2917 else if (gGameSettings
.GameMode
= GM_TDM
) then
2919 if (ab
= 0) and (ar
<> 0) then
2922 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
2924 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
2925 Inc(gTeamStat
[TEAM_RED
].Goals
);
2926 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2927 gLMSRespawnTime
:= gTime
+ 5000;
2929 else if (ar
= 0) and (ab
<> 0) then
2932 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
2934 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
2935 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
2936 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2937 gLMSRespawnTime
:= gTime
+ 5000;
2939 else if (ar
= 0) and (ab
= 0) then
2942 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
2944 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
2945 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2946 gLMSRespawnTime
:= gTime
+ 5000;
2949 else if (gGameSettings
.GameMode
= GM_DM
) then
2953 if gPlayers
[k
] <> nil then
2956 // survivor is the winner
2957 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
2959 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
2962 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2963 gLMSRespawnTime
:= gTime
+ 5000;
2965 else if (a
= 0) then
2967 // everyone is dead, restart the map
2968 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
2970 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
2971 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2972 gLMSRespawnTime
:= gTime
+ 5000;
2975 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
2977 if NetMode
= NET_SERVER
then
2978 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
2980 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
2986 MH_SEND_PlayerStats(FUID
);
2987 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
2988 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
2991 if srv
and FNoRespawn
then Spectate(True);
2992 FWantsInGame
:= True;
2995 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
2997 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
2998 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3001 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3003 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3004 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3007 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3008 var Blood
: TModelBlood
;
3010 Blood
:= SELF
.FModel
.GetBlood();
3011 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3012 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3013 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3014 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
3015 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3016 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3017 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3018 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
3021 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3022 var Blood
: TModelBlood
;
3024 Blood
:= SELF
.FModel
.GetBlood();
3025 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3026 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3027 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3028 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
3031 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3033 if g_Game_IsClient
then Exit
;
3034 if Weapon
> High(FWeapon
) then Exit
;
3035 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3038 procedure TPlayer
.resetWeaponQueue ();
3041 FNextWeapDelay
:= 0;
3044 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3048 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3049 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3050 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3051 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3052 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3053 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3054 else result
:= (weapon
< length(FWeapon
));
3058 // return 255 for "no switch"
3059 function TPlayer
.getNextWeaponIndex (): Byte;
3062 wantThisWeapon
: array[0..64] of Boolean;
3063 wwc
: Integer = 0; //HACK!
3066 result
:= 255; // default result: "no switch"
3067 // had weapon cycling on previous frame? remove that flag
3068 if (FNextWeap
and $2000) <> 0 then
3070 FNextWeap
:= FNextWeap
and $1FFF;
3071 FNextWeapDelay
:= 0;
3073 // cycling has priority
3074 if (FNextWeap
and $C000) <> 0 then
3076 if (FNextWeap
and $8000) <> 0 then
3080 FNextWeap
:= FNextWeap
or $2000; // we need this
3081 if FNextWeapDelay
> 0 then
3082 exit
; // cooldown time
3084 for i
:= 0 to High(FWeapon
) do
3086 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3087 if FWeapon
[cwi
] then
3089 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3090 result
:= Byte(cwi
);
3091 FNextWeapDelay
:= WEAPON_DELAY
;
3099 for i
:= 0 to High(wantThisWeapon
) do
3100 wantThisWeapon
[i
] := false;
3101 for i
:= 0 to High(FWeapon
) do
3102 if (FNextWeap
and (1 shl i
)) <> 0 then
3104 wantThisWeapon
[i
] := true;
3107 // exclude currently selected weapon from the set
3108 wantThisWeapon
[FCurrWeap
] := false;
3109 // slow down alterations a little
3112 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3113 // more than one weapon requested, assume "alteration" and check alteration delay
3114 if FNextWeapDelay
> 0 then
3120 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3121 // but clear all counters if no weapon should be switched
3127 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3128 // try weapons in descending order
3129 for i
:= High(FWeapon
) downto 0 do
3131 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3136 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3140 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3144 procedure TPlayer
.RealizeCurrentWeapon();
3145 function switchAllowed (): Boolean;
3150 if FBFGFireCounter
<> -1 then
3152 if FTime
[T_SWITCH
] > gTime
then
3154 for i
:= WP_FIRST
to WP_LAST
do
3155 if FReloading
[i
] > 0 then
3163 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3164 //FNextWeap := FNextWeap and $1FFF;
3165 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3167 if not switchAllowed
then
3169 //HACK for weapon cycling
3170 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3174 nw
:= getNextWeaponIndex();
3175 if nw
= 255 then exit
; // don't reset anything here
3176 if nw
> High(FWeapon
) then
3178 // don't forget to reset queue here!
3179 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3187 FTime
[T_SWITCH
] := gTime
+156;
3188 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3189 FModel
.SetWeapon(FCurrWeap
);
3190 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3194 procedure TPlayer
.NextWeapon();
3196 if g_Game_IsClient
then Exit
;
3200 procedure TPlayer
.PrevWeapon();
3202 if g_Game_IsClient
then Exit
;
3206 procedure TPlayer
.SetWeapon(W
: Byte);
3208 if FCurrWeap
<> W
then
3209 if W
= WEAPON_SAW
then
3210 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3213 FModel
.SetWeapon(CurrWeap
);
3217 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3219 function allowBerserkSwitching (): Boolean;
3221 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3223 if gBerserkAutoswitch
then exit
;
3224 if not conIsCheatsEnabled
then exit
;
3232 if g_Game_IsClient
then Exit
;
3234 // a = true - место спавна предмета:
3235 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3240 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3242 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3246 if gFlash
= 2 then Inc(FPickup
, 5);
3250 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3252 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3256 if gFlash
= 2 then Inc(FPickup
, 5);
3260 if FArmor
< PLAYER_AP_SOFT
then
3262 FArmor
:= PLAYER_AP_SOFT
;
3265 if gFlash
= 2 then Inc(FPickup
, 5);
3269 if FArmor
< PLAYER_AP_LIMIT
then
3271 FArmor
:= PLAYER_AP_LIMIT
;
3274 if gFlash
= 2 then Inc(FPickup
, 5);
3278 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3280 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3284 if gFlash
= 2 then Inc(FPickup
, 5);
3288 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
3290 if FHealth
< PLAYER_HP_LIMIT
then
3291 FHealth
:= PLAYER_HP_LIMIT
;
3292 if FArmor
< PLAYER_AP_LIMIT
then
3293 FArmor
:= PLAYER_AP_LIMIT
;
3297 if gFlash
= 2 then Inc(FPickup
, 5);
3301 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3303 FWeapon
[WEAPON_SAW
] := True;
3305 if gFlash
= 2 then Inc(FPickup
, 5);
3306 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3309 ITEM_WEAPON_SHOTGUN1
:
3310 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3312 // Нужно, чтобы не взять все пули сразу:
3313 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3315 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3316 FWeapon
[WEAPON_SHOTGUN1
] := True;
3318 if gFlash
= 2 then Inc(FPickup
, 5);
3319 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3322 ITEM_WEAPON_SHOTGUN2
:
3323 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3325 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3327 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3328 FWeapon
[WEAPON_SHOTGUN2
] := True;
3330 if gFlash
= 2 then Inc(FPickup
, 5);
3331 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3334 ITEM_WEAPON_CHAINGUN
:
3335 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3337 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3339 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3340 FWeapon
[WEAPON_CHAINGUN
] := True;
3342 if gFlash
= 2 then Inc(FPickup
, 5);
3343 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3346 ITEM_WEAPON_ROCKETLAUNCHER
:
3347 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3349 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3351 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3352 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3354 if gFlash
= 2 then Inc(FPickup
, 5);
3355 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3359 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3361 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3363 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3364 FWeapon
[WEAPON_PLASMA
] := True;
3366 if gFlash
= 2 then Inc(FPickup
, 5);
3367 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3371 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3373 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3375 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3376 FWeapon
[WEAPON_BFG
] := True;
3378 if gFlash
= 2 then Inc(FPickup
, 5);
3379 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3382 ITEM_WEAPON_SUPERPULEMET
:
3383 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3385 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3387 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3388 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3390 if gFlash
= 2 then Inc(FPickup
, 5);
3391 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3394 ITEM_WEAPON_FLAMETHROWER
:
3395 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
3397 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
3399 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3400 FWeapon
[WEAPON_FLAMETHROWER
] := True;
3402 if gFlash
= 2 then Inc(FPickup
, 5);
3403 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3407 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3409 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3412 if gFlash
= 2 then Inc(FPickup
, 5);
3415 ITEM_AMMO_BULLETS_BOX
:
3416 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3418 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3421 if gFlash
= 2 then Inc(FPickup
, 5);
3425 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3427 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3430 if gFlash
= 2 then Inc(FPickup
, 5);
3433 ITEM_AMMO_SHELLS_BOX
:
3434 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3436 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3439 if gFlash
= 2 then Inc(FPickup
, 5);
3443 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3445 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3448 if gFlash
= 2 then Inc(FPickup
, 5);
3451 ITEM_AMMO_ROCKET_BOX
:
3452 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3454 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3457 if gFlash
= 2 then Inc(FPickup
, 5);
3461 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3463 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3466 if gFlash
= 2 then Inc(FPickup
, 5);
3470 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3472 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3475 if gFlash
= 2 then Inc(FPickup
, 5);
3479 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3481 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3484 if gFlash
= 2 then Inc(FPickup
, 5);
3488 if not(R_ITEM_BACKPACK
in FRulez
) or
3489 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3490 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3491 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3492 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
3493 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
3495 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
3496 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
3497 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
3498 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
3499 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
3501 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3502 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3503 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3504 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3505 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3506 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3507 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3508 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3509 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3510 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
3512 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3515 if gFlash
= 2 then Inc(FPickup
, 5);
3519 if not(R_KEY_RED
in FRulez
) then
3521 Include(FRulez
, R_KEY_RED
);
3523 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3524 if gFlash
= 2 then Inc(FPickup
, 5);
3525 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3529 if not(R_KEY_GREEN
in FRulez
) then
3531 Include(FRulez
, R_KEY_GREEN
);
3533 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3534 if gFlash
= 2 then Inc(FPickup
, 5);
3535 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3539 if not(R_KEY_BLUE
in FRulez
) then
3541 Include(FRulez
, R_KEY_BLUE
);
3543 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3544 if gFlash
= 2 then Inc(FPickup
, 5);
3545 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3549 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
3551 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
3555 if gFlash
= 2 then Inc(FPickup
, 5);
3559 if FAir
< AIR_MAX
then
3564 if gFlash
= 2 then Inc(FPickup
, 5);
3569 if not (R_BERSERK
in FRulez
) then
3571 Include(FRulez
, R_BERSERK
);
3572 if allowBerserkSwitching
then
3574 FCurrWeap
:= WEAPON_KASTET
;
3576 FModel
.SetWeapon(WEAPON_KASTET
);
3581 if gFlash
= 2 then Inc(FPickup
, 5);
3583 FBerserk
:= gTime
+30000;
3588 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3590 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
3591 FBerserk
:= gTime
+30000;
3599 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
3601 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
3605 if gFlash
= 2 then Inc(FPickup
, 5);
3609 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3611 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
3615 if gFlash
= 2 then Inc(FPickup
, 5);
3619 if FArmor
< PLAYER_AP_LIMIT
then
3621 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
3624 if gFlash
= 2 then Inc(FPickup
, 5);
3628 if FJetFuel
< JET_MAX
then
3630 FJetFuel
:= JET_MAX
;
3633 if gFlash
= 2 then Inc(FPickup
, 5);
3637 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
3639 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
3642 if gFlash
= 2 then Inc(FPickup
, 5);
3647 procedure TPlayer
.Touch();
3651 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3654 // Бросить флаг товарищу:
3655 if gGameSettings
.GameMode
= GM_CTF
then
3660 procedure TPlayer
.Push(vx
, vy
: Integer);
3662 if (not FPhysics
) and FGhost
then
3664 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
3665 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
3666 if g_Game_IsNet
and g_Game_IsServer
then
3667 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
3670 procedure TPlayer
.Reset(Force
: Boolean);
3676 FTime
[T_RESPAWN
] := 0;
3677 FTime
[T_FLAGCAP
] := 0;
3693 FSpectator
:= False;
3696 FSpectatePlayer
:= -1;
3697 FNoRespawn
:= False;
3699 FLives
:= gGameSettings
.MaxLives
;
3704 procedure TPlayer
.SoftReset();
3712 FBFGFireCounter
:= -1;
3720 SetAction(A_STAND
, True);
3723 function TPlayer
.GetRespawnPoint(): Byte;
3728 // На будущее: FSpawn - игрок уже играл и перерождается
3730 // Одиночная игра/кооператив
3731 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
3733 if Self
= gPlayer1
then
3735 // player 1 should try to spawn on the player 1 point
3736 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
3737 Exit(RESPAWNPOINT_PLAYER1
)
3738 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
3739 Exit(RESPAWNPOINT_PLAYER2
);
3741 else if Self
= gPlayer2
then
3743 // player 2 should try to spawn on the player 2 point
3744 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
3745 Exit(RESPAWNPOINT_PLAYER2
)
3746 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
3747 Exit(RESPAWNPOINT_PLAYER1
);
3751 // other players randomly pick either the first or the second point
3752 c
:= IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1
, RESPAWNPOINT_PLAYER2
);
3753 if g_Map_GetPointCount(c
) > 0 then
3755 // try the other one
3756 c
:= IfThen((c
= RESPAWNPOINT_PLAYER1
), RESPAWNPOINT_PLAYER2
, RESPAWNPOINT_PLAYER1
);
3757 if g_Map_GetPointCount(c
) > 0 then
3763 if gGameSettings
.GameMode
= GM_DM
then
3765 // try DM points first
3766 if g_Map_GetPointCount(RESPAWNPOINT_DM
) > 0 then
3767 Exit(RESPAWNPOINT_DM
);
3771 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
3773 // try team points first
3774 c
:= RESPAWNPOINT_DM
;
3775 if FTeam
= TEAM_RED
then
3776 c
:= RESPAWNPOINT_RED
3777 else if FTeam
= TEAM_BLUE
then
3778 c
:= RESPAWNPOINT_BLUE
;
3779 if g_Map_GetPointCount(c
) > 0 then
3783 // still haven't found a spawnpoint, try random shit
3784 Result
:= g_Map_GetRandomPointType();
3787 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
3789 RespawnPoint
: TRespawnPoint
;
3795 FBFGFireCounter
:= -1;
3802 if not g_Game_IsServer
then
3806 FWantsInGame
:= True;
3807 FJustTeleported
:= True;
3810 FTime
[T_RESPAWN
] := 0;
3814 // if server changes MaxLives we gotta be ready
3815 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
3817 // Еще нельзя возродиться:
3818 if FTime
[T_RESPAWN
] > gTime
then
3821 // Просрал все жизни:
3824 if not FSpectator
then Spectate(True);
3825 FWantsInGame
:= True;
3829 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
3830 begin // "Своя игра"
3831 // Берсерк не сохраняется между уровнями:
3832 FRulez
:= FRulez
-[R_BERSERK
];
3834 else // "Одиночная игра"/"Кооп"
3836 // Берсерк и ключи не сохраняются между уровнями:
3837 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
3840 // Получаем точку спауна игрока:
3841 c
:= GetRespawnPoint();
3846 // Воскрешение без оружия:
3849 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
3855 for a
:= WP_FIRST
to WP_LAST
do
3857 FWeapon
[a
] := False;
3861 FWeapon
[WEAPON_PISTOL
] := True;
3862 FWeapon
[WEAPON_KASTET
] := True;
3863 FCurrWeap
:= WEAPON_PISTOL
;
3866 FModel
.SetWeapon(FCurrWeap
);
3868 for b
:= A_BULLETS
to A_HIGH
do
3871 FAmmo
[A_BULLETS
] := 50;
3873 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
3874 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
3875 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
3876 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
3877 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
3879 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
3880 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
3881 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
3886 // Получаем координаты точки возрождения:
3887 if not g_Map_GetPoint(c
, RespawnPoint
) then
3889 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
3893 // Установка координат и сброс всех параметров:
3894 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
3895 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
3896 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
3897 FObj
.oldY
:= FObj
.Y
;
3903 FDirection
:= RespawnPoint
.Direction
;
3904 if FDirection
= TDirection
.D_LEFT
then
3909 SetAction(A_STAND
, True);
3910 FModel
.Direction
:= FDirection
;
3912 for a
:= Low(FTime
) to High(FTime
) do
3915 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
3918 // Respawn invulnerability
3919 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
3921 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
3922 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
3927 FCanJetpack
:= False;
3933 // Анимация возрождения:
3934 if (not gLoadGameMode
) and (not Silent
) then
3936 R_GFX_TELEPORT_FAST
,
3937 FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
3938 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32
3941 FSpectator
:= False;
3944 FSpectatePlayer
:= -1;
3947 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
3949 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
3952 if g_Game_IsNet
then
3954 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
3955 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
3957 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
3958 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
3963 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
3966 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
3967 else if (not NoMove
) then
3969 GameX
:= gMapInfo
.Width
div 2;
3970 GameY
:= gMapInfo
.Height
div 2;
3979 FWantsInGame
:= False;
3985 if Self
= gPlayer1
then
3987 gSpectLatchPID1
:= FUID
;
3990 else if Self
= gPlayer2
then
3992 gSpectLatchPID2
:= FUID
;
3997 if g_Game_IsNet
then
3998 MH_SEND_PlayerStats(FUID
);
4001 procedure TPlayer
.SwitchNoClip
;
4005 FGhost
:= not FGhost
;
4006 FPhysics
:= not FGhost
;
4018 procedure TPlayer
.Run(Direction
: TDirection
);
4022 if MAX_RUNVEL
> 8 then
4026 if Direction
= TDirection
.D_LEFT
then
4028 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4029 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4032 if FObj
.Vel
.X
< MAX_RUNVEL
then
4033 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4035 // Возможно, пинаем куски:
4036 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4038 b
:= Abs(FObj
.Vel
.X
);
4039 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4040 for a
:= 0 to High(gGibs
) do
4042 if gGibs
[a
].alive
and
4043 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4044 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4047 if FObj
.Vel
.X
< 0 then
4049 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // налево
4053 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // направо
4055 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4063 procedure TPlayer
.SeeDown();
4065 SetAction(A_SEEDOWN
);
4067 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4069 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4072 procedure TPlayer
.SeeUp();
4076 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4078 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4081 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4089 A_ATTACK
: Prior
:= 2;
4090 A_SEEUP
: Prior
:= 1;
4091 A_SEEDOWN
: Prior
:= 1;
4092 A_ATTACKUP
: Prior
:= 2;
4093 A_ATTACKDOWN
: Prior
:= 2;
4098 if (Prior
> FActionPrior
) or Force
then
4099 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4101 FActionPrior
:= Prior
;
4102 FActionAnim
:= Action
;
4103 FActionForce
:= Force
;
4104 FActionChanged
:= True;
4107 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4110 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4112 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4113 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4114 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4115 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4118 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4122 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4124 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4125 if g_Game_IsServer
and g_Game_IsNet
then
4126 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4130 FJustTeleported
:= True;
4134 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4136 R_GFX_TELEPORT_FAST
,
4137 FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4138 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32
4140 if g_Game_IsServer
and g_Game_IsNet
then
4141 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4142 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4146 FObj
.X
:= X
-PLAYER_RECT
.X
;
4147 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4148 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4149 FObj
.oldY
:= FObj
.Y
;
4150 if FAlive
and FGhost
then
4156 if not g_Game_IsNet
then
4160 SetDirection(TDirection
.D_LEFT
);
4166 SetDirection(TDirection
.D_RIGHT
);
4172 if FDirection
= TDirection
.D_RIGHT
then
4174 SetDirection(TDirection
.D_LEFT
);
4179 SetDirection(TDirection
.D_RIGHT
);
4188 R_GFX_TELEPORT_FAST
,
4189 FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4190 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32
4192 if g_Game_IsServer
and g_Game_IsNet
then
4193 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4194 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4201 function nonz(a
: Single): Single;
4209 function TPlayer
.refreshCorpse(): Boolean;
4215 if FAlive
or FSpectator
then
4217 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4219 for i
:= 0 to High(gCorpses
) do
4220 if gCorpses
[i
] <> nil then
4221 if gCorpses
[i
].FPlayerUID
= FUID
then
4229 function TPlayer
.getCameraObj(): TObj
;
4231 if (not FAlive
) and (not FSpectator
) and
4232 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
4233 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
4235 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
4236 Result
:= gCorpses
[FCorpse
].FObj
;
4244 procedure TPlayer
.PreUpdate();
4246 FSlopeOld
:= FObj
.slopeUpLeft
;
4247 FIncCamOld
:= FIncCam
;
4248 FObj
.oldX
:= FObj
.X
;
4249 FObj
.oldY
:= FObj
.Y
;
4252 procedure TPlayer
.Update();
4255 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4256 blockmon
, headwater
, dospawn
: Boolean;
4261 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4262 AnyServer
:= g_Game_IsServer
;
4264 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4265 DoLerp(NetInterpLevel
+ 1)
4271 if FClientID
>= 0 then
4273 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4274 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4275 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4286 if FPunchAnim
.played
then
4289 if FAlive
and (gFly
or FJetpack
) then
4292 if FDirection
= TDirection
.D_LEFT
then
4297 if FAlive
and (not FGhost
) then
4299 if FKeys
[KEY_UP
].Pressed
then
4301 if FKeys
[KEY_DOWN
].Pressed
then
4305 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4308 i
:= g_basic
.Sign(FIncCam
);
4309 FIncCam
:= Abs(FIncCam
);
4310 DecMin(FIncCam
, 5, 0);
4311 FIncCam
:= FIncCam
*i
;
4314 // no need to do that each second frame, weapon queue will take care of it
4315 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
4316 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
4318 if gTime
mod (GAME_TICK
*2) <> 0 then
4320 if (FObj
.Vel
.X
= 0) and FAlive
then
4322 if FKeys
[KEY_LEFT
].Pressed
then
4323 Run(TDirection
.D_LEFT
);
4324 if FKeys
[KEY_RIGHT
].Pressed
then
4325 Run(TDirection
.D_RIGHT
);
4330 g_Obj_Move(@FObj
, True, True, True);
4331 positionChanged(); // this updates spatial accelerators
4337 FActionChanged
:= False;
4341 // Let alive player do some actions
4342 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
4343 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
4344 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4345 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4346 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
4352 if NetServer
then MH_SEND_PlayerStats(FUID
);
4355 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4356 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4359 if AnyServer
and FJetpack
then
4363 if NetServer
then MH_SEND_PlayerStats(FUID
);
4365 FCanJetpack
:= True;
4372 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4374 if FKeys
[k
].Pressed
then
4382 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4385 if (FTime
[T_RESPAWN
] <= gTime
) and
4386 gGameOn
and (not FAlive
) then
4388 if (g_Player_GetCount() > 1) then
4392 gExit
:= EXIT_RESTART
;
4397 // Dead spectator actions
4400 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4401 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4405 if (FSpectatePlayer
>= High(gPlayers
)) then
4406 FSpectatePlayer
:= -1
4410 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4411 if gPlayers
[I
] <> nil then
4412 if gPlayers
[I
].alive
then
4413 if gPlayers
[I
].UID
<> FUID
then
4415 FSpectatePlayer
:= I
;
4420 if not SetSpect
then FSpectatePlayer
:= -1;
4431 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4433 FYTo
:= FObj
.Y
- 32;
4434 FSpectatePlayer
:= -1;
4436 if FKeys
[KEY_DOWN
].Pressed
then
4438 FYTo
:= FObj
.Y
+ 32;
4439 FSpectatePlayer
:= -1;
4441 if FKeys
[KEY_LEFT
].Pressed
then
4443 FXTo
:= FObj
.X
- 32;
4444 FSpectatePlayer
:= -1;
4446 if FKeys
[KEY_RIGHT
].Pressed
then
4448 FXTo
:= FObj
.X
+ 32;
4449 FSpectatePlayer
:= -1;
4452 if (FXTo
< -64) then
4454 else if (FXTo
> gMapInfo
.Width
+ 32) then
4455 FXTo
:= gMapInfo
.Width
+ 32;
4456 if (FYTo
< -72) then
4458 else if (FYTo
> gMapInfo
.Height
+ 32) then
4459 FYTo
:= gMapInfo
.Height
+ 32;
4464 g_Obj_Move(@FObj
, True, True, True);
4465 positionChanged(); // this updates spatial accelerators
4472 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4473 if gPlayers
[FSpectatePlayer
] <> nil then
4474 if gPlayers
[FSpectatePlayer
].alive
then
4476 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4477 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4481 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4482 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4483 PANEL_BLOCKMON
, True);
4484 headwater
:= HeadInLiquid(0, 0);
4486 // Сопротивление воздуха:
4487 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4488 if FObj
.Vel
.X
<> 0 then
4489 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4491 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4492 DecMin(FPain
, 5, 0);
4493 DecMin(FPickup
, 1, 0);
4495 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
4497 // Обнулить действия примочек, чтобы фон пропал
4498 FMegaRulez
[MR_SUIT
] := 0;
4499 FMegaRulez
[MR_INVUL
] := 0;
4500 FMegaRulez
[MR_INVIS
] := 0;
4501 Kill(K_FALLKILL
, 0, HIT_FALL
);
4508 if FCurrWeap
= WEAPON_SAW
then
4509 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
4510 FSawSoundSelect
.IsPlaying()) then
4511 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
4514 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
4515 (not FJetSoundOff
.IsPlaying()) then
4517 FJetSoundFly
.SetPosition(0);
4518 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
4521 for b
:= WP_FIRST
to WP_LAST
do
4522 if FReloading
[b
] > 0 then
4528 if FShellTimer
> -1 then
4529 if FShellTimer
= 0 then
4531 if FShellType
= SHELL_SHELL
then
4532 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4533 GameVelX
, GameVelY
-2, SHELL_SHELL
)
4534 else if FShellType
= SHELL_DBLSHELL
then
4536 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4537 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
4538 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4539 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
4542 end else Dec(FShellTimer
);
4544 if (FBFGFireCounter
> -1) then
4545 if FBFGFireCounter
= 0 then
4549 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
4550 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
4551 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
4552 yd
:= wy
+firediry();
4553 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
4554 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
4555 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4556 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4557 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4560 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
4561 FBFGFireCounter
:= -1;
4564 FBFGFireCounter
:= 0
4566 Dec(FBFGFireCounter
);
4568 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
4570 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
4572 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
4575 if (headwater
or blockmon
) then
4581 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
4584 else if (FAir
mod 31 = 0) and not blockmon
then
4586 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
4587 if Random(2) = 0 then
4588 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
4590 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
4592 end else if FAir
< AIR_DEF
then
4595 if FFireTime
> 0 then
4597 if BodyInLiquid(0, 0) then
4602 else if FMegaRulez
[MR_SUIT
] >= gTime
then
4604 if FMegaRulez
[MR_SUIT
] = gTime
then
4611 if FFirePainTime
<= 0 then
4613 if g_Game_IsServer
then
4614 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
4615 FFirePainTime
:= 12 - FFireTime
div 12;
4617 FFirePainTime
:= FFirePainTime
- 1;
4618 FFireTime
:= FFireTime
- 1;
4619 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
4620 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
4621 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
4622 MH_SEND_PlayerStats(FUID
);
4626 if FDamageBuffer
> 0 then
4628 if FDamageBuffer
>= 9 then
4632 if FDamageBuffer
< 30 then i
:= 9
4633 else if FDamageBuffer
< 100 then i
:= 18
4637 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
4638 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
4639 FHealth
:= FHealth
-ii
;
4642 FHealth
:= FHealth
+FArmor
;
4647 if FHealth
<= 0 then
4648 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
4649 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
4650 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
4652 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
4654 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
4655 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
4656 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
4657 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
4664 end; // if FAlive then ...
4666 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
4668 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
4669 FModel
.AnimState
.MinLength
:= i
;
4670 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
4672 if (FModel
.AnimState
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
4673 then SetAction(A_STAND
, True);
4675 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.GetFire()) then FModel
.Update
;
4677 for b
:= Low(FKeys
) to High(FKeys
) do
4678 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
4682 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
4684 x
:= FObj
.X
+PLAYER_RECT
.X
;
4685 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
4686 w
:= PLAYER_RECT
.Width
;
4687 h
:= PLAYER_RECT
.Height
;
4691 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
4693 if (dx
<> 0) or (dy
<> 0) then
4702 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
4704 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4705 FObj
.Y
+PLAYER_RECT
.Y
,
4712 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
4714 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4715 FObj
.Y
+PLAYER_RECT
.Y
,
4719 Panel
.Width
, Panel
.Height
);
4722 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
4724 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
4725 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
4726 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
4727 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
4730 function g_Player_ValidName(Name
: string): Boolean;
4736 if gPlayers
= nil then Exit
;
4738 for a
:= 0 to High(gPlayers
) do
4739 if gPlayers
[a
] <> nil then
4740 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
4747 procedure TPlayer
.SetDirection(Direction
: TDirection
);
4751 d
:= FModel
.Direction
;
4753 FModel
.Direction
:= Direction
;
4754 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
4756 FDirection
:= Direction
;
4759 function TPlayer
.GetKeys(): Byte;
4763 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
4764 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
4765 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
4767 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
4768 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
4771 procedure TPlayer
.Use();
4775 if FTime
[T_USE
] > gTime
then Exit
;
4777 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
4778 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
4780 for a
:= 0 to High(gPlayers
) do
4781 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
4782 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
4783 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4784 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
4786 gPlayers
[a
].Touch();
4787 if g_Game_IsNet
and g_Game_IsServer
then
4788 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
4791 FTime
[T_USE
] := gTime
+120;
4794 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
4798 WX
, WY
, XD
, YD
: Integer;
4810 if R_BERSERK
in FRulez
then
4812 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4813 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
4814 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
4817 locobj
.rect
.Width
:= 39;
4818 locobj
.rect
.Height
:= 52;
4819 locobj
.Vel
.X
:= (xd
-wx
) div 2;
4820 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
4821 locobj
.Accel
.X
:= xd
-wx
;
4822 locobj
.Accel
.y
:= yd
-wy
;
4824 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
4825 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
4827 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
4831 FPain
:= min(FPain
+ 25, 50);
4833 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
4838 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4839 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
4841 FSawSoundSelect
.Stop();
4843 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
4845 else if not FSawSoundHit
.IsPlaying() then
4847 FSawSoundSelect
.Stop();
4848 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
4855 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
4856 FFireAngle
:= FAngle
;
4858 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4859 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4864 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4865 FFireAngle
:= FAngle
;
4868 FShellType
:= SHELL_SHELL
;
4873 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
4874 FFireAngle
:= FAngle
;
4877 FShellType
:= SHELL_DBLSHELL
;
4882 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
4883 FFireAngle
:= FAngle
;
4885 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4886 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4889 WEAPON_ROCKETLAUNCHER
:
4891 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
4892 FFireAngle
:= FAngle
;
4898 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
4899 FFireAngle
:= FAngle
;
4905 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
4906 FFireAngle
:= FAngle
;
4910 WEAPON_SUPERPULEMET
:
4912 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4913 FFireAngle
:= FAngle
;
4915 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4916 GameVelX
, GameVelY
-2, SHELL_SHELL
);
4919 WEAPON_FLAMETHROWER
:
4921 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
4923 FFireAngle
:= FAngle
;
4930 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4931 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4932 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4935 procedure TPlayer
.DoLerp(Level
: Integer = 2);
4937 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
4938 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
4941 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
4947 if FJustTeleported
or (NetInterpLevel
< 1) then
4951 if FJustTeleported
then
4953 FObj
.oldX
:= FObj
.X
;
4954 FObj
.oldY
:= FObj
.Y
;
4959 AX
:= Abs(FXTo
- FObj
.X
);
4960 AY
:= Abs(FYTo
- FObj
.Y
);
4961 if (AX
> 32) or (AX
<= NetInterpLevel
) then
4963 if (AY
> 32) or (AY
<= NetInterpLevel
) then
4968 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
4970 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
4971 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
4972 PANEL_LIFTUP
, False) then Result
:= -1
4974 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
4975 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
4976 PANEL_LIFTDOWN
, False) then Result
:= 1
4980 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
4987 if Flag
= FLAG_NONE
then
4990 if not g_Game_IsServer
then Exit
;
4992 // Принес чужой флаг на свою базу:
4993 if (Flag
= FTeam
) and
4994 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
4995 (FFlag
<> FLAG_NONE
) then
4997 if FFlag
= FLAG_RED
then
4998 s
:= _lc
[I_PLAYER_FLAG_RED
]
5000 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5002 evtype
:= FLAG_STATE_SCORED
;
5004 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5005 Insert('.', ts
, Length(ts
) + 1 - 3);
5006 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5008 g_Map_ResetFlag(FFlag
);
5009 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5011 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5012 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5013 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5018 if not sound_cap_flag
[a
].IsPlaying() then
5019 sound_cap_flag
[a
].Play();
5021 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5024 if g_Game_IsNet
then
5026 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5030 gFlags
[FFlag
].CaptureTime
:= 0;
5035 // Подобрал свой флаг - вернул его на базу:
5036 if (Flag
= FTeam
) and
5037 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5039 if Flag
= FLAG_RED
then
5040 s
:= _lc
[I_PLAYER_FLAG_RED
]
5042 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5044 evtype
:= FLAG_STATE_RETURNED
;
5045 gFlags
[Flag
].CaptureTime
:= 0;
5047 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5049 g_Map_ResetFlag(Flag
);
5050 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5052 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5053 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5054 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5059 if not sound_ret_flag
[a
].IsPlaying() then
5060 sound_ret_flag
[a
].Play();
5063 if g_Game_IsNet
then
5065 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5071 // Подобрал чужой флаг:
5072 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5076 if Flag
= FLAG_RED
then
5077 s
:= _lc
[I_PLAYER_FLAG_RED
]
5079 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5081 evtype
:= FLAG_STATE_CAPTURED
;
5083 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5085 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5087 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5089 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5090 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5091 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5096 if not sound_get_flag
[a
].IsPlaying() then
5097 sound_get_flag
[a
].Play();
5100 if g_Game_IsNet
then
5102 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5108 procedure TPlayer
.SetFlag(Flag
: Byte);
5111 if FModel
<> nil then
5112 FModel
.SetFlag(FFlag
);
5115 function TPlayer
.DropFlag(Silent
: Boolean = True): Boolean;
5121 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5123 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5124 with gFlags
[FFlag
] do
5128 Direction
:= FDirection
;
5129 State
:= FLAG_STATE_DROPPED
;
5131 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5132 (FObj
.Vel
.Y
div 2)-2+Random(5));
5133 positionChanged(); // this updates spatial accelerators
5135 if FFlag
= FLAG_RED
then
5136 s
:= _lc
[I_PLAYER_FLAG_RED
]
5138 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5140 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5141 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5143 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5144 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5145 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5150 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5151 sound_lost_flag
[a
].Play();
5153 if g_Game_IsNet
then
5154 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5160 procedure TPlayer
.GetSecret();
5162 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5164 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5165 g_Sound_PlayEx('SOUND_GAME_SECRET');
5170 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5172 Assert(Key
<= High(FKeys
));
5174 FKeys
[Key
].Pressed
:= True;
5175 FKeys
[Key
].Time
:= Time
;
5178 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5180 Result
:= FKeys
[K
].Pressed
;
5183 procedure TPlayer
.ReleaseKeys();
5187 for a
:= Low(FKeys
) to High(FKeys
) do
5189 FKeys
[a
].Pressed
:= False;
5194 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5198 function TPlayer
.firediry(): Integer;
5200 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5201 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5205 procedure TPlayer
.RememberState();
5208 SavedState
: TPlayerSavedState
;
5210 SavedState
.Health
:= FHealth
;
5211 SavedState
.Armor
:= FArmor
;
5212 SavedState
.Air
:= FAir
;
5213 SavedState
.JetFuel
:= FJetFuel
;
5214 SavedState
.CurrWeap
:= FCurrWeap
;
5215 SavedState
.NextWeap
:= FNextWeap
;
5216 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
5217 for i
:= Low(FWeapon
) to High(FWeapon
) do
5218 SavedState
.Weapon
[i
] := FWeapon
[i
];
5219 for i
:= Low(FAmmo
) to High(FAmmo
) do
5220 SavedState
.Ammo
[i
] := FAmmo
[i
];
5221 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5222 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5223 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5225 FSavedStateNum
:= -1;
5226 for i
:= Low(SavedStates
) to High(SavedStates
) do
5227 if not SavedStates
[i
].Used
then
5229 FSavedStateNum
:= i
;
5232 if FSavedStateNum
< 0 then
5234 SetLength(SavedStates
, Length(SavedStates
) + 1);
5235 FSavedStateNum
:= High(SavedStates
);
5238 SavedState
.Used
:= True;
5239 SavedStates
[FSavedStateNum
] := SavedState
;
5242 procedure TPlayer
.RecallState();
5245 SavedState
: TPlayerSavedState
;
5247 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
5250 SavedState
:= SavedStates
[FSavedStateNum
];
5251 SavedStates
[FSavedStateNum
].Used
:= False;
5252 FSavedStateNum
:= -1;
5254 FHealth
:= SavedState
.Health
;
5255 FArmor
:= SavedState
.Armor
;
5256 FAir
:= SavedState
.Air
;
5257 FJetFuel
:= SavedState
.JetFuel
;
5258 FCurrWeap
:= SavedState
.CurrWeap
;
5259 FNextWeap
:= SavedState
.NextWeap
;
5260 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
5261 for i
:= Low(FWeapon
) to High(FWeapon
) do
5262 FWeapon
[i
] := SavedState
.Weapon
[i
];
5263 for i
:= Low(FAmmo
) to High(FAmmo
) do
5264 FAmmo
[i
] := SavedState
.Ammo
[i
];
5265 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5266 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
5267 FRulez
:= SavedState
.Rulez
;
5269 if gGameSettings
.GameType
= GT_SERVER
then
5270 MH_SEND_PlayerStats(FUID
);
5273 procedure TPlayer
.SaveState (st
: TStream
);
5279 utils
.writeSign(st
, 'PLYR');
5280 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5282 utils
.writeBool(st
, FIamBot
);
5284 utils
.writeInt(st
, Word(FUID
));
5286 utils
.writeStr(st
, FName
);
5288 utils
.writeInt(st
, Byte(FTeam
));
5290 utils
.writeBool(st
, FAlive
);
5291 // Израсходовал ли все жизни
5292 utils
.writeBool(st
, FNoRespawn
);
5294 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5295 utils
.writeInt(st
, Byte(b
));
5297 utils
.writeInt(st
, LongInt(FHealth
));
5298 // Коэффициент инвалидности
5299 utils
.writeInt(st
, LongInt(FHandicap
));
5301 utils
.writeInt(st
, Byte(FLives
));
5303 utils
.writeInt(st
, LongInt(FArmor
));
5305 utils
.writeInt(st
, LongInt(FAir
));
5307 utils
.writeInt(st
, LongInt(FJetFuel
));
5309 utils
.writeInt(st
, LongInt(FPain
));
5311 utils
.writeInt(st
, LongInt(FKills
));
5313 utils
.writeInt(st
, LongInt(FMonsterKills
));
5315 utils
.writeInt(st
, LongInt(FFrags
));
5317 utils
.writeInt(st
, Byte(FFragCombo
));
5318 // Время последнего фрага
5319 utils
.writeInt(st
, LongWord(FLastFrag
));
5321 utils
.writeInt(st
, LongInt(FDeath
));
5323 utils
.writeInt(st
, Byte(FFlag
));
5325 utils
.writeInt(st
, LongInt(FSecrets
));
5327 utils
.writeInt(st
, Byte(FCurrWeap
));
5329 utils
.writeInt(st
, Word(FNextWeap
));
5331 utils
.writeInt(st
, Byte(FNextWeapDelay
));
5332 // Время зарядки BFG
5333 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
5335 utils
.writeInt(st
, LongInt(FDamageBuffer
));
5336 // Последний ударивший
5337 utils
.writeInt(st
, Word(FLastSpawnerUID
));
5338 // Тип последнего полученного урона
5339 utils
.writeInt(st
, Byte(FLastHit
));
5341 Obj_SaveState(st
, @FObj
);
5342 // Текущее количество патронов
5343 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
5344 // Максимальное количество патронов
5345 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
5347 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
5348 // Время перезарядки оружия
5349 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
5351 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
5352 // Наличие красного ключа
5353 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
5354 // Наличие зеленого ключа
5355 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
5356 // Наличие синего ключа
5357 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
5359 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
5360 // Время действия специальных предметов
5361 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
5362 // Время до повторного респауна, смены оружия, исользования, захвата флага
5363 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
5365 utils
.writeStr(st
, FModel
.GetName());
5367 utils
.writeInt(st
, Byte(FColor
.R
));
5368 utils
.writeInt(st
, Byte(FColor
.G
));
5369 utils
.writeInt(st
, Byte(FColor
.B
));
5373 procedure TPlayer
.LoadState (st
: TStream
);
5382 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
5383 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
5385 FIamBot
:= utils
.readBool(st
);
5387 FUID
:= utils
.readWord(st
);
5389 str
:= utils
.readStr(st
);
5390 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
5392 FTeam
:= utils
.readByte(st
);
5394 FAlive
:= utils
.readBool(st
);
5395 // Израсходовал ли все жизни
5396 FNoRespawn
:= utils
.readBool(st
);
5398 b
:= utils
.readByte(st
);
5399 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
5401 FHealth
:= utils
.readLongInt(st
);
5402 // Коэффициент инвалидности
5403 FHandicap
:= utils
.readLongInt(st
);
5405 FLives
:= utils
.readByte(st
);
5407 FArmor
:= utils
.readLongInt(st
);
5409 FAir
:= utils
.readLongInt(st
);
5411 FJetFuel
:= utils
.readLongInt(st
);
5413 FPain
:= utils
.readLongInt(st
);
5415 FKills
:= utils
.readLongInt(st
);
5417 FMonsterKills
:= utils
.readLongInt(st
);
5419 FFrags
:= utils
.readLongInt(st
);
5421 FFragCombo
:= utils
.readByte(st
);
5422 // Время последнего фрага
5423 FLastFrag
:= utils
.readLongWord(st
);
5425 FDeath
:= utils
.readLongInt(st
);
5427 FFlag
:= utils
.readByte(st
);
5429 FSecrets
:= utils
.readLongInt(st
);
5431 FCurrWeap
:= utils
.readByte(st
);
5433 FNextWeap
:= utils
.readWord(st
);
5435 FNextWeapDelay
:= utils
.readByte(st
);
5436 // Время зарядки BFG
5437 FBFGFireCounter
:= utils
.readSmallInt(st
);
5439 FDamageBuffer
:= utils
.readLongInt(st
);
5440 // Последний ударивший
5441 FLastSpawnerUID
:= utils
.readWord(st
);
5442 // Тип последнего полученного урона
5443 FLastHit
:= utils
.readByte(st
);
5445 Obj_LoadState(@FObj
, st
);
5446 // Текущее количество патронов
5447 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
5448 // Максимальное количество патронов
5449 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
5451 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
5452 // Время перезарядки оружия
5453 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
5455 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
5456 // Наличие красного ключа
5457 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
5458 // Наличие зеленого ключа
5459 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
5460 // Наличие синего ключа
5461 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
5463 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
5464 // Время действия специальных предметов
5465 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
5466 // Время до повторного респауна, смены оружия, исользования, захвата флага
5467 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
5469 str
:= utils
.readStr(st
);
5471 FColor
.R
:= utils
.readByte(st
);
5472 FColor
.G
:= utils
.readByte(st
);
5473 FColor
.B
:= utils
.readByte(st
);
5474 if (self
= gPlayer1
) then
5476 str
:= gPlayer1Settings
.Model
;
5477 FColor
:= gPlayer1Settings
.Color
;
5479 else if (self
= gPlayer2
) then
5481 str
:= gPlayer2Settings
.Model
;
5482 FColor
:= gPlayer2Settings
.Color
;
5484 // Обновляем модель игрока
5486 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5487 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5489 FModel
.Color
:= FColor
;
5493 procedure TPlayer
.AllRulez(Health
: Boolean);
5499 FHealth
:= PLAYER_HP_LIMIT
;
5500 FArmor
:= PLAYER_AP_LIMIT
;
5504 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
5505 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
5506 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5509 procedure TPlayer
.RestoreHealthArmor();
5511 FHealth
:= PLAYER_HP_LIMIT
;
5512 FArmor
:= PLAYER_AP_LIMIT
;
5515 procedure TPlayer
.FragCombo();
5519 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5521 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5523 if FFragCombo
< 5 then
5525 Param
:= FUID
or (FFragCombo
shl 16);
5526 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5527 (FComboEvnt
<= High(gDelayedEvents
)) and
5528 gDelayedEvents
[FComboEvnt
].Pending
and
5529 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5530 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5532 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5533 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
5536 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
5544 procedure TPlayer
.GiveItem(ItemType
: Byte);
5548 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
5550 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
5554 if FAir
< AIR_MAX
then
5561 if not (R_BERSERK
in FRulez
) then
5563 Include(FRulez
, R_BERSERK
);
5564 if FBFGFireCounter
< 1 then
5566 FCurrWeap
:= WEAPON_KASTET
;
5568 FModel
.SetWeapon(WEAPON_KASTET
);
5572 FBerserk
:= gTime
+30000;
5574 if FHealth
< PLAYER_HP_SOFT
then
5576 FHealth
:= PLAYER_HP_SOFT
;
5577 FBerserk
:= gTime
+30000;
5582 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
5584 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
5589 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
5591 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
5595 if FJetFuel
< JET_MAX
then
5597 FJetFuel
:= JET_MAX
;
5600 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
5601 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
5603 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
5604 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5606 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
5608 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
5610 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
5611 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5614 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
5615 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
5616 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
5617 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
5618 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
5619 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
5620 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
5621 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
5622 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
5624 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5625 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
5626 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5627 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
5628 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5629 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
5630 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5631 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
5632 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
5635 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
5636 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
5637 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
5638 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
5639 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
5641 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
5642 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
5643 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
5644 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
5645 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
5647 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5648 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5649 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5650 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5652 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
5655 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
5656 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
5657 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
5659 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
5660 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
5665 if g_Game_IsNet
and g_Game_IsServer
then
5666 MH_SEND_PlayerStats(FUID
);
5669 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
5672 if (Random(5) = 1) and (Times
= 1) then
5675 if BodyInLiquid(0, 0) then
5677 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
5678 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
5679 if Random(2) = 0 then
5680 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5682 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5686 for i
:= 1 to Times
do
5690 Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(R_GFX_SMOKE_WIDTH
div 2),
5691 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2)
5696 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
5699 if (Random(10) = 1) and (Times
= 1) then
5702 for i
:= 1 to Times
do
5706 Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(R_GFX_FLAME_WIDTH
div 2),
5707 Obj
.Y
+8+Random(8+Times
*2)
5712 procedure TPlayer
.PauseSounds(Enable
: Boolean);
5714 FSawSound
.Pause(Enable
);
5715 FSawSoundIdle
.Pause(Enable
);
5716 FSawSoundHit
.Pause(Enable
);
5717 FSawSoundSelect
.Pause(Enable
);
5718 FFlameSoundOn
.Pause(Enable
);
5719 FFlameSoundOff
.Pause(Enable
);
5720 FFlameSoundWork
.Pause(Enable
);
5721 FJetSoundFly
.Pause(Enable
);
5722 FJetSoundOn
.Pause(Enable
);
5723 FJetSoundOff
.Pause(Enable
);
5728 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
5733 FObj
.Rect
:= PLAYER_CORPSERECT
;
5734 FModelName
:= ModelName
;
5739 FState
:= CORPSE_STATE_MESS
;
5740 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
5744 FState
:= CORPSE_STATE_NORMAL
;
5745 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
5749 destructor TCorpse
.Destroy();
5756 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
5758 procedure TCorpse
.positionChanged (); inline; begin end;
5760 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
5762 if (dx
<> 0) or (dy
<> 0) then
5771 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5773 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
5774 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
5775 w
:= PLAYER_CORPSERECT
.Width
;
5776 h
:= PLAYER_CORPSERECT
.Height
;
5780 procedure TCorpse
.Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
5785 if FState
= CORPSE_STATE_REMOVEME
then
5788 FDamage
:= FDamage
+ Value
;
5790 if FDamage
> 150 then
5792 if FAnimation
<> nil then
5797 FState
:= CORPSE_STATE_REMOVEME
;
5799 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
5800 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
5801 FModelName
, FColor
);
5802 // Звук мяса от трупа:
5803 pm
:= g_PlayerModel_Get(FModelName
);
5804 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
5808 if (gBodyKillEvent
<> -1)
5809 and gDelayedEvents
[gBodyKillEvent
].Pending
then
5810 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
5811 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, SpawnerUID
);
5816 Blood
:= g_PlayerModel_GetBlood(FModelName
);
5817 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
5818 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
5819 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
5820 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
5821 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
5822 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
5826 procedure TCorpse
.Update();
5830 if FState
= CORPSE_STATE_REMOVEME
then
5833 FObj
.oldX
:= FObj
.X
;
5834 FObj
.oldY
:= FObj
.Y
;
5836 if gTime
mod (GAME_TICK
*2) <> 0 then
5838 g_Obj_Move(@FObj
, True, True, True);
5839 positionChanged(); // this updates spatial accelerators
5843 // Сопротивление воздуха для трупа:
5844 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5846 st
:= g_Obj_Move(@FObj
, True, True, True);
5847 positionChanged(); // this updates spatial accelerators
5849 if WordBool(st
and MOVE_FALLOUT
) then
5851 FState
:= CORPSE_STATE_REMOVEME
;
5855 if FAnimation
<> nil then
5856 FAnimation
.Update();
5857 if FAnimationMask
<> nil then
5858 FAnimationMask
.Update();
5862 procedure TCorpse
.SaveState (st
: TStream
);
5869 utils
.writeSign(st
, 'CORP');
5870 utils
.writeInt(st
, Byte(0));
5872 utils
.writeInt(st
, Byte(FState
));
5874 utils
.writeInt(st
, Byte(FDamage
));
5876 utils
.writeInt(st
, Byte(FColor
.R
));
5877 utils
.writeInt(st
, Byte(FColor
.G
));
5878 utils
.writeInt(st
, Byte(FColor
.B
));
5880 Obj_SaveState(st
, @FObj
);
5881 utils
.writeInt(st
, Word(FPlayerUID
));
5883 anim
:= (FAnimation
<> nil);
5884 utils
.writeBool(st
, anim
);
5885 // Если есть - сохраняем
5886 if anim
then FAnimation
.SaveState(st
);
5887 // Есть ли маска анимации
5888 anim
:= (FAnimationMask
<> nil);
5889 utils
.writeBool(st
, anim
);
5890 // Если есть - сохраняем
5891 if anim
then FAnimationMask
.SaveState(st
);
5895 procedure TCorpse
.LoadState (st
: TStream
);
5902 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
5903 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
5905 FState
:= utils
.readByte(st
);
5907 FDamage
:= utils
.readByte(st
);
5909 FColor
.R
:= utils
.readByte(st
);
5910 FColor
.G
:= utils
.readByte(st
);
5911 FColor
.B
:= utils
.readByte(st
);
5913 Obj_LoadState(@FObj
, st
);
5914 FPlayerUID
:= utils
.readWord(st
);
5916 anim
:= utils
.readBool(st
);
5917 // Если есть - загружаем
5920 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
5921 FAnimation
.LoadState(st
);
5923 // Есть ли маска анимации
5924 anim
:= utils
.readBool(st
);
5925 // Если есть - загружаем
5928 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
5929 FAnimationMask
.LoadState(st
);
5935 constructor TBot
.Create();
5942 FSpectator
:= False;
5949 for a
:= WP_FIRST
to WP_LAST
do
5951 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
5952 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
5953 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5957 destructor TBot
.Destroy();
5960 inherited Destroy();
5963 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
5965 inherited Respawn(Silent
, Force
);
5968 FSelectedWeapon
:= FCurrWeap
;
5973 procedure TBot
.UpdateCombat();
5986 TTargetRecord
= array of TTarget
;
5988 function Compare(a
, b
: TTarget
): Integer;
5990 if a
.Line
and not b
.Line
then // A на линии огня
5993 if not a
.Line
and b
.Line
then // B на линии огня
5995 else // И A, и B на линии или не на линии огня
5996 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
5998 if a
.Dist
> b
.Dist
then // B ближе
6000 else // A ближе или равноудаленно с B
6003 else // Странно -> A
6008 a
, x1
, y1
, x2
, y2
: Integer;
6009 targets
: TTargetRecord
;
6011 Target
, BestTarget
: TTarget
;
6012 firew
, fireh
: Integer;
6016 vsPlayer
, vsMonster
, ok
: Boolean;
6019 function monsUpdate (mon
: TMonster
): Boolean;
6021 result
:= false; // don't stop
6022 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6024 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6026 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6027 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6029 // Если монстр на экране и не прикрыт стеной
6030 if g_TraceVector(x1
, y1
, x2
, y2
) then
6032 // Добавляем к списку возможных целей
6033 SetLength(targets
, Length(targets
)+1);
6034 with targets
[High(targets
)] do
6041 Rect
:= mon
.Obj
.Rect
;
6042 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6043 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6044 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6053 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6054 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6056 // Если текущее оружие не то, что нужно, то меняем:
6057 if FCurrWeap
<> FSelectedWeapon
then
6060 // Если нужно стрелять и нужное оружие, то нажать "Стрелять":
6061 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6063 RemoveAIFlag('NEEDFIRE');
6066 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6067 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6068 else PressKey(KEY_FIRE
);
6072 // Координаты ствола:
6073 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6074 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6076 Target
.UID
:= FTargetUID
;
6079 if Target
.UID
<> 0 then
6080 begin // Цель есть - настраиваем
6081 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6084 tpla
:= g_Player_Get(Target
.UID
);
6088 if (@FObj
) <> nil then
6095 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6096 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6097 Target
.Rect
:= PLAYER_RECT
;
6098 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6099 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6100 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6101 Target
.IsPlayer
:= True;
6105 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6108 mon
:= g_Monsters_ByUID(Target
.UID
);
6111 Target
.X
:= mon
.Obj
.X
;
6112 Target
.Y
:= mon
.Obj
.Y
;
6114 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6115 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6116 Target
.Rect
:= mon
.Obj
.Rect
;
6117 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6118 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6119 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6120 Target
.IsPlayer
:= False;
6127 begin // Цели нет - обнуляем
6132 Target
.Visible
:= False;
6133 Target
.Line
:= False;
6134 Target
.IsPlayer
:= False;
6139 // Если цель не видима или не на линии огня, то ищем все возможные цели:
6140 if (not Target
.Line
) or (not Target
.Visible
) then
6144 for a
:= 0 to High(gPlayers
) do
6145 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6146 (gPlayers
[a
].FUID
<> FUID
) and
6147 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6148 (not gPlayers
[a
].NoTarget
) and
6149 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6151 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6152 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6155 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6156 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6158 // Если игрок на экране и не прикрыт стеной:
6159 if g_TraceVector(x1
, y1
, x2
, y2
) then
6161 // Добавляем к списку возможных целей:
6162 SetLength(targets
, Length(targets
)+1);
6163 with targets
[High(targets
)] do
6165 UID
:= gPlayers
[a
].FUID
;
6166 X
:= gPlayers
[a
].FObj
.X
;
6167 Y
:= gPlayers
[a
].FObj
.Y
;
6170 Rect
:= PLAYER_RECT
;
6171 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6172 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6173 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6181 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6184 // Если есть возможные цели:
6185 // (Выбираем лучшую, меняем оружие и бежим к ней/от нее)
6186 if targets
<> nil then
6188 // Выбираем наилучшую цель:
6189 BestTarget
:= targets
[0];
6190 if Length(targets
) > 1 then
6191 for a
:= 1 to High(targets
) do
6192 if Compare(BestTarget
, targets
[a
]) = 1 then
6193 BestTarget
:= targets
[a
];
6195 // Если лучшая цель "виднее" текущей, то текущая := лучшая:
6196 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6197 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6199 Target
:= BestTarget
;
6201 if (Healthy() = 3) or ((Healthy() = 2)) then
6202 begin // Если здоровы - догоняем
6203 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6204 SetAIFlag('GORIGHT', '1');
6205 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6206 SetAIFlag('GOLEFT', '1');
6209 begin // Если побиты - убегаем
6210 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6211 SetAIFlag('GORIGHT', '1');
6212 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6213 SetAIFlag('GOLEFT', '1');
6216 // Выбираем оружие на основе расстояния и приоритетов:
6217 SelectWeapon(Abs(x1
-Target
.cX
));
6222 // (Догоняем/убегаем, стреляем по направлению к цели)
6223 // (Если цель далеко, то хватит следить за ней)
6224 if Target
.UID
<> 0 then
6226 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6227 Target
.Y
+ Target
.Rect
.Y
) then
6228 begin // Цель сбежала с "экрана"
6229 if (Healthy() = 3) or ((Healthy() = 2)) then
6230 begin // Если здоровы - догоняем
6231 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6232 SetAIFlag('GORIGHT', '1');
6233 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6234 SetAIFlag('GOLEFT', '1');
6237 begin // Если побиты - забываем о цели и убегаем
6239 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6240 SetAIFlag('GORIGHT', '1');
6241 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6242 SetAIFlag('GOLEFT', '1');
6246 begin // Цель пока на "экране"
6247 // Если цель не загорожена стеной, то отмечаем, когда ее видели:
6248 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6249 FLastVisible
:= gTime
;
6250 // Если разница высот не велика, то догоняем:
6251 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6253 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6254 SetAIFlag('GORIGHT', '1');
6255 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6256 SetAIFlag('GOLEFT', '1');
6260 // Выбираем угол вверх:
6261 if FDirection
= TDirection
.D_LEFT
then
6262 angle
:= ANGLE_LEFTUP
6264 angle
:= ANGLE_RIGHTUP
;
6266 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6267 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6269 // Если при угле вверх можно попасть в приблизительное положение цели:
6270 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6271 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6272 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6273 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6274 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6275 begin // то нужно стрелять вверх
6276 SetAIFlag('NEEDFIRE', '1');
6277 SetAIFlag('NEEDSEEUP', '1');
6280 // Выбираем угол вниз:
6281 if FDirection
= TDirection
.D_LEFT
then
6282 angle
:= ANGLE_LEFTDOWN
6284 angle
:= ANGLE_RIGHTDOWN
;
6286 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6287 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6289 // Если при угле вниз можно попасть в приблизительное положение цели:
6290 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6291 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6292 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6293 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6294 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6295 begin // то нужно стрелять вниз
6296 SetAIFlag('NEEDFIRE', '1');
6297 SetAIFlag('NEEDSEEDOWN', '1');
6300 // Если цель видно и она на такой же высоте:
6301 if Target
.Visible
and
6302 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6303 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6305 // Если идем в сторону цели, то надо стрелять:
6306 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
6307 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6308 begin // то нужно стрелять вперед
6309 SetAIFlag('NEEDFIRE', '1');
6310 SetAIFlag('NEEDSEEDOWN', '');
6311 SetAIFlag('NEEDSEEUP', '');
6313 // Если цель в пределах "экрана" и сложность позволяет прыжки сближения:
6314 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6315 if GetRnd(FDifficult
.CloseJump
) then
6316 begin // то если повезет - прыгаем (особенно, если близко)
6317 if Abs(FObj
.X
-Target
.X
) < 128 then
6321 if Random(a
) = 0 then
6322 SetAIFlag('NEEDJUMP', '1');
6326 // Если цель все еще есть:
6327 if Target
.UID
<> 0 then
6328 if gTime
-FLastVisible
> 2000 then // Если видели давно
6329 Target
.UID
:= 0 // то забыть цель
6330 else // Если видели недавно
6331 begin // но цель убили
6332 if Target
.IsPlayer
then
6333 begin // Цель - игрок
6334 pla
:= g_Player_Get(Target
.UID
);
6335 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
6336 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6337 Target
.UID
:= 0; // то забыть цель
6340 begin // Цель - монстр
6341 mon
:= g_Monsters_ByUID(Target
.UID
);
6342 if (mon
= nil) or (not mon
.alive
) then
6343 Target
.UID
:= 0; // то забыть цель
6346 end; // if Target.UID <> 0
6348 FTargetUID
:= Target
.UID
;
6350 // Если возможных целей нет:
6351 // (Атака чего-нибудь слева или справа)
6352 if targets
= nil then
6353 if GetAIFlag('ATTACKLEFT') <> '' then
6354 begin // Если нужно атаковать налево
6355 RemoveAIFlag('ATTACKLEFT');
6357 SetAIFlag('NEEDJUMP', '1');
6359 if RunDirection() = TDirection
.D_RIGHT
then
6360 begin // Идем не в ту сторону
6361 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6362 begin // Если здоровы, то, возможно, стреляем бежим влево и стреляем
6363 SetAIFlag('NEEDFIRE', '1');
6364 SetAIFlag('GOLEFT', '1');
6368 begin // Идем в нужную сторону
6369 if GetRnd(FDifficult
.InvisFire
) then // Возможно, стреляем вслепую
6370 SetAIFlag('NEEDFIRE', '1');
6371 if Healthy() <= 1 then // Побиты - убегаем
6372 SetAIFlag('GORIGHT', '1');
6376 if GetAIFlag('ATTACKRIGHT') <> '' then
6377 begin // Если нужно атаковать направо
6378 RemoveAIFlag('ATTACKRIGHT');
6380 SetAIFlag('NEEDJUMP', '1');
6382 if RunDirection() = TDirection
.D_LEFT
then
6383 begin // Идем не в ту сторону
6384 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6385 begin // Если здоровы, то, возможно, бежим вправо и стреляем
6386 SetAIFlag('NEEDFIRE', '1');
6387 SetAIFlag('GORIGHT', '1');
6392 if GetRnd(FDifficult
.InvisFire
) then // Возможно, стреляем вслепую
6393 SetAIFlag('NEEDFIRE', '1');
6394 if Healthy() <= 1 then // Побиты - убегаем
6395 SetAIFlag('GOLEFT', '1');
6399 //HACK! (does it belongs there?)
6400 RealizeCurrentWeapon();
6402 // Если есть возможные цели:
6403 // (Стреляем по направлению к целям)
6404 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6405 for a
:= 0 to High(targets
) do
6407 // Если можем стрелять по диагонали:
6408 if GetRnd(FDifficult
.DiagFire
) then
6410 // Ищем цель сверху и стреляем, если есть:
6411 if FDirection
= TDirection
.D_LEFT
then
6412 angle
:= ANGLE_LEFTUP
6414 angle
:= ANGLE_RIGHTUP
;
6416 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6417 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6419 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6420 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6421 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6422 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6423 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6425 SetAIFlag('NEEDFIRE', '1');
6426 SetAIFlag('NEEDSEEUP', '1');
6429 // Ищем цель снизу и стреляем, если есть:
6430 if FDirection
= TDirection
.D_LEFT
then
6431 angle
:= ANGLE_LEFTDOWN
6433 angle
:= ANGLE_RIGHTDOWN
;
6435 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6436 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6438 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6439 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6440 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6441 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6442 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6444 SetAIFlag('NEEDFIRE', '1');
6445 SetAIFlag('NEEDSEEDOWN', '1');
6449 // Если цель "перед носом", то стреляем:
6450 if targets
[a
].Line
and targets
[a
].Visible
and
6451 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6452 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6454 SetAIFlag('NEEDFIRE', '1');
6459 // Если летит пуля, то, возможно, подпрыгиваем:
6460 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6461 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6462 40+GetInterval(FDifficult
.Cover
, 40)) then
6463 SetAIFlag('NEEDJUMP', '1');
6465 // Если кончились паторны, то нужно сменить оружие:
6466 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6467 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6468 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6470 SetAIFlag('SELECTWEAPON', '1');
6472 // Если нужно сменить оружие, то выбираем нужное:
6473 if GetAIFlag('SELECTWEAPON') = '1' then
6476 RemoveAIFlag('SELECTWEAPON');
6480 procedure TBot
.Update();
6493 // Проверяем, отключён ли AI ботов
6494 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6496 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6498 if g_debug_BotAIOff
= 3 then
6508 RealizeCurrentWeapon();
6515 procedure TBot
.ReleaseKey(Key
: Byte);
6524 function TBot
.KeyPressed(Key
: Word): Boolean;
6526 Result
:= FKeys
[Key
].Pressed
;
6529 function TBot
.GetAIFlag(aName
: String20
): String20
;
6535 aName
:= LowerCase(aName
);
6537 if FAIFlags
<> nil then
6538 for a
:= 0 to High(FAIFlags
) do
6539 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6541 Result
:= FAIFlags
[a
].Value
;
6546 procedure TBot
.RemoveAIFlag(aName
: String20
);
6550 if FAIFlags
= nil then Exit
;
6552 aName
:= LowerCase(aName
);
6554 for a
:= 0 to High(FAIFlags
) do
6555 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6557 if a
<> High(FAIFlags
) then
6558 for b
:= a
to High(FAIFlags
)-1 do
6559 FAIFlags
[b
] := FAIFlags
[b
+1];
6561 SetLength(FAIFlags
, Length(FAIFlags
)-1);
6566 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
6574 aName
:= LowerCase(aName
);
6576 if FAIFlags
<> nil then
6577 for a
:= 0 to High(FAIFlags
) do
6578 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6584 if ok
then FAIFlags
[a
].Value
:= fValue
6587 SetLength(FAIFlags
, Length(FAIFlags
)+1);
6588 with FAIFlags
[High(FAIFlags
)] do
6596 procedure TBot
.UpdateMove
;
6598 procedure GoLeft(Time
: Word = 1);
6600 ReleaseKey(KEY_LEFT
);
6601 ReleaseKey(KEY_RIGHT
);
6602 PressKey(KEY_LEFT
, Time
);
6603 SetDirection(TDirection
.D_LEFT
);
6606 procedure GoRight(Time
: Word = 1);
6608 ReleaseKey(KEY_LEFT
);
6609 ReleaseKey(KEY_RIGHT
);
6610 PressKey(KEY_RIGHT
, Time
);
6611 SetDirection(TDirection
.D_RIGHT
);
6614 function Rnd(a
: Word): Boolean;
6616 Result
:= Random(a
) = 0;
6619 procedure Turn(Time
: Word = 1200);
6621 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
6626 ReleaseKey(KEY_LEFT
);
6627 ReleaseKey(KEY_RIGHT
);
6630 function CanRunLeft(): Boolean;
6632 Result
:= not CollideLevel(-1, 0);
6635 function CanRunRight(): Boolean;
6637 Result
:= not CollideLevel(1, 0);
6640 function CanRun(): Boolean;
6642 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
6645 procedure Jump(Time
: Word = 30);
6647 PressKey(KEY_JUMP
, Time
);
6650 function NearHole(): Boolean;
6654 { TODO 5 : Лестницы }
6655 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6656 for x
:= 1 to PLAYER_RECT
.Width
do
6657 if (not StayOnStep(x
*sx
, 0)) and
6658 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6659 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6668 function BorderHole(): Boolean;
6672 { TODO 5 : Лестницы }
6673 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6674 for x
:= 1 to PLAYER_RECT
.Width
do
6675 if (not StayOnStep(x
*sx
, 0)) and
6676 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6677 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6679 for xx
:= x
to x
+32 do
6680 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
6690 function NearDeepHole(): Boolean;
6696 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6699 for x
:= 1 to PLAYER_RECT
.Width
do
6700 if (not StayOnStep(x
*sx
, 0)) and
6701 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6702 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6704 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6706 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
6711 end else Result
:= False;
6714 function OverDeepHole(): Boolean;
6721 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6723 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
6730 function OnGround(): Boolean;
6732 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
6735 function OnLadder(): Boolean;
6737 Result
:= FullInStep(0, 0);
6740 function BelowLadder(): Boolean;
6742 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
6743 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6744 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
6745 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6748 function BelowLiftUp(): Boolean;
6750 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
6751 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6752 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
6753 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6756 function OnTopLift(): Boolean;
6758 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6761 function CanJumpOver(): Boolean;
6765 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6769 if not CollideLevel(sx
, 0) then Exit
;
6771 for y
:= 1 to BOT_MAXJUMP
do
6772 if CollideLevel(0, -y
) then Exit
else
6773 if not CollideLevel(sx
, -y
) then
6780 function CanJumpUp(Dist
: ShortInt): Boolean;
6787 if CollideLevel(Dist
, 0) then Exit
;
6790 for y
:= 0 to BOT_MAXJUMP
do
6791 if CollideLevel(Dist
, -y
) then
6800 for yy
:= y
+1 to BOT_MAXJUMP
do
6801 if not CollideLevel(Dist
, -yy
) then
6810 for y
:= 0 to BOT_MAXJUMP
do
6811 if CollideLevel(0, -y
) then
6819 if y
< yy
then Exit
;
6824 function IsSafeTrigger(): Boolean;
6829 if gTriggers
= nil then
6831 for a
:= 0 to High(gTriggers
) do
6832 if Collide(gTriggers
[a
].X
,
6835 gTriggers
[a
].Height
) and
6836 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
6837 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
6838 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
6839 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
6840 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
6845 // Возможно, нажимаем кнопку:
6846 if Rnd(16) and IsSafeTrigger() then
6849 // Если под лифтом или ступеньками, то, возможно, прыгаем:
6850 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6852 ReleaseKey(KEY_LEFT
);
6853 ReleaseKey(KEY_RIGHT
);
6857 // Идем влево, если надо было:
6858 if GetAIFlag('GOLEFT') <> '' then
6860 RemoveAIFlag('GOLEFT');
6861 if CanRunLeft() then
6865 // Идем вправо, если надо было:
6866 if GetAIFlag('GORIGHT') <> '' then
6868 RemoveAIFlag('GORIGHT');
6869 if CanRunRight() then
6873 // Если вылетели за карту, то пробуем вернуться:
6874 if FObj
.X
< -32 then
6877 if FObj
.X
+32 > gMapInfo
.Width
then
6880 // Прыгаем, если надо было:
6881 if GetAIFlag('NEEDJUMP') <> '' then
6884 RemoveAIFlag('NEEDJUMP');
6887 // Смотрим вверх, если надо было:
6888 if GetAIFlag('NEEDSEEUP') <> '' then
6891 ReleaseKey(KEY_DOWN
);
6892 PressKey(KEY_UP
, 20);
6893 RemoveAIFlag('NEEDSEEUP');
6896 // Смотрим вниз, если надо было:
6897 if GetAIFlag('NEEDSEEDOWN') <> '' then
6900 ReleaseKey(KEY_DOWN
);
6901 PressKey(KEY_DOWN
, 20);
6902 RemoveAIFlag('NEEDSEEDOWN');
6905 // Если нужно было в дыру и мы не на земле, то покорно летим:
6906 if GetAIFlag('GOINHOLE') <> '' then
6907 if not OnGround() then
6909 ReleaseKey(KEY_LEFT
);
6910 ReleaseKey(KEY_RIGHT
);
6911 RemoveAIFlag('GOINHOLE');
6912 SetAIFlag('FALLINHOLE', '1');
6915 // Если падали и достигли земли, то хватит падать:
6916 if GetAIFlag('FALLINHOLE') <> '' then
6918 RemoveAIFlag('FALLINHOLE');
6920 // Если летели прямо и сейчас не на лестнице или на вершине лифта, то отходим в сторону:
6921 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
6922 if GetAIFlag('FALLINHOLE') = '' then
6923 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
6929 // Если на земле и можно подпрыгнуть, то, возможно, прыгаем:
6931 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
6935 // Если на земле и возле дыры (глубина > 2 ростов игрока):
6936 if OnGround() and NearHole() then
6937 if NearDeepHole() then // Если это бездна
6939 0..3: Turn(); // Бежим обратно
6940 4: Jump(); // Прыгаем
6941 5: begin // Прыгаем обратно
6946 else // Это не бездна и мы еще не летим туда
6947 if GetAIFlag('GOINHOLE') = '' then
6949 0: Turn(); // Не нужно туда
6950 1: Jump(); // Вдруг повезет - прыгаем
6951 else // Если яма с границей, то при случае можно туда прыгнуть
6952 if BorderHole() then
6953 SetAIFlag('GOINHOLE', '1');
6956 // Если на земле, но некуда идти:
6957 if (not CanRun()) and OnGround() then
6959 // Если мы на лестнице или можно перепрыгнуть, то прыгаем:
6960 if CanJumpOver() or OnLadder() then
6962 else // иначе попытаемся в другую сторону
6963 if Random(2) = 0 then
6965 if IsSafeTrigger() then
6971 // Осталось мало воздуха:
6972 if FAir
< 36 * 2 then
6975 // Выбираемся из кислоты, если нет костюма, обожглись, или мало здоровья:
6976 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
6977 if BodyInAcid(0, 0) then
6981 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
6983 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
6984 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
6987 {function TBot.NeedItem(Item: Byte): Byte;
6992 procedure TBot
.SelectWeapon(Dist
: Integer);
6996 function HaveAmmo(weapon
: Byte): Boolean;
6999 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7000 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7001 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7002 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7003 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7004 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7005 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7006 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7007 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7008 else Result
:= True;
7013 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7015 if Dist
> BOT_LONGDIST
then
7016 begin // Дальний бой
7018 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7020 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7024 else //if Dist > BOT_UNSAFEDIST then
7025 begin // Ближний бой
7027 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7029 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7036 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7038 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7044 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7046 Result
:= inherited PickItem(ItemType
, force
, remove
);
7048 if Result
then SetAIFlag('SELECTWEAPON', '1');
7051 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7053 Result
:= inherited Heal(value
, Soft
);
7056 function TBot
.Healthy(): Byte;
7058 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7059 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7060 else if (FHealth
> 50) then Result
:= 2
7061 else if (FHealth
> 20) then Result
:= 1
7065 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7067 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7068 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7071 procedure TBot
.OnDamage(Angle
: SmallInt);
7079 if (Angle
= 0) or (Angle
= 180) then
7082 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7083 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7085 pla
:= g_Player_Get(FLastSpawnerUID
);
7086 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7087 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7090 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7091 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7093 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7094 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7095 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7100 SetAIFlag('ATTACKLEFT', '1')
7102 SetAIFlag('ATTACKRIGHT', '1');
7106 function TBot
.RunDirection(): TDirection
;
7108 if Abs(Vel
.X
) >= 1 then
7110 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7112 Result
:= FDirection
;
7115 function TBot
.GetRnd(a
: Byte): Boolean;
7117 if a
= 0 then Result
:= False
7118 else if a
= 255 then Result
:= True
7119 else Result
:= Random(256) > 255-a
;
7122 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7124 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7128 procedure TDifficult
.save (st
: TStream
);
7130 utils
.writeInt(st
, Byte(DiagFire
));
7131 utils
.writeInt(st
, Byte(InvisFire
));
7132 utils
.writeInt(st
, Byte(DiagPrecision
));
7133 utils
.writeInt(st
, Byte(FlyPrecision
));
7134 utils
.writeInt(st
, Byte(Cover
));
7135 utils
.writeInt(st
, Byte(CloseJump
));
7136 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7137 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7140 procedure TDifficult
.load (st
: TStream
);
7142 DiagFire
:= utils
.readByte(st
);
7143 InvisFire
:= utils
.readByte(st
);
7144 DiagPrecision
:= utils
.readByte(st
);
7145 FlyPrecision
:= utils
.readByte(st
);
7146 Cover
:= utils
.readByte(st
);
7147 CloseJump
:= utils
.readByte(st
);
7148 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7149 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7153 procedure TBot
.SaveState (st
: TStream
);
7158 inherited SaveState(st
);
7159 utils
.writeSign(st
, 'BOT0');
7161 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7163 utils
.writeInt(st
, Word(FTargetUID
));
7164 // Время потери цели
7165 utils
.writeInt(st
, LongWord(FLastVisible
));
7166 // Количество флагов ИИ
7167 dw
:= Length(FAIFlags
);
7168 utils
.writeInt(st
, LongInt(dw
));
7170 for i
:= 0 to dw
-1 do
7172 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7173 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7175 // Настройки сложности
7176 FDifficult
.save(st
);
7180 procedure TBot
.LoadState (st
: TStream
);
7185 inherited LoadState(st
);
7186 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7188 FSelectedWeapon
:= utils
.readByte(st
);
7190 FTargetUID
:= utils
.readWord(st
);
7191 // Время потери цели
7192 FLastVisible
:= utils
.readLongWord(st
);
7193 // Количество флагов ИИ
7194 dw
:= utils
.readLongInt(st
);
7195 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7196 SetLength(FAIFlags
, dw
);
7198 for i
:= 0 to dw
-1 do
7200 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7201 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7203 // Настройки сложности
7204 FDifficult
.load(st
);
7209 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);
7210 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');
7211 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');