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
: TAnimation
;
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
: TAnimation 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;
2130 procedure TPlayer
.positionChanged (); inline;
2134 procedure TPlayer
.doDamage (v
: Integer);
2136 if (v
<= 0) then exit
;
2137 if (v
> 32767) then v
:= 32767;
2138 Damage(v
, 0, 0, 0, mEDamageType
);
2141 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2145 if (not g_Game_IsClient
) and (not FAlive
) then
2150 // Неуязвимость не спасает от ловушек:
2151 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2153 if not g_Game_IsClient
then
2156 if t
= HIT_TRAP
then
2158 // Ловушка убивает сразу:
2160 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2162 if t
= HIT_SELF
then
2166 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2169 // Обнулить действия примочек, чтобы фон пропал
2170 FMegaRulez
[MR_SUIT
] := 0;
2171 FMegaRulez
[MR_INVUL
] := 0;
2172 FMegaRulez
[MR_INVIS
] := 0;
2177 // Но от остального спасает:
2178 if FMegaRulez
[MR_INVUL
] >= gTime
then
2185 // Если есть урон своим, или ранил сам себя, или тебя ранил противник:
2186 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2187 (SpawnerUID
= FUID
) or
2188 (not SameTeam(FUID
, SpawnerUID
)) then
2190 FLastSpawnerUID
:= SpawnerUID
;
2192 // Кровь (пузырьки, если в воде):
2193 if gBloodCount
> 0 then
2195 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2196 if value
div 4 <= c
then
2197 c
:= c
- (value
div 4)
2201 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2205 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2206 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2209 if t
= HIT_WATER
then
2210 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2211 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2216 Inc(FDamageBuffer
, value
);
2220 FPain
:= FPain
+ value
;
2223 if g_Game_IsServer
and g_Game_IsNet
then
2225 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2226 MH_SEND_PlayerStats(FUID
);
2227 MH_SEND_PlayerPos(False, FUID
);
2231 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2234 if g_Game_IsClient
then
2239 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2241 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2244 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2246 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2250 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2251 MH_SEND_PlayerStats(FUID
);
2254 destructor TPlayer
.Destroy();
2256 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2258 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2262 FSawSoundIdle
.Free();
2263 FSawSoundHit
.Free();
2264 FSawSoundSelect
.Free();
2265 FFlameSoundOn
.Free();
2266 FFlameSoundOff
.Free();
2267 FFlameSoundWork
.Free();
2268 FJetSoundFly
.Free();
2270 FJetSoundOff
.Free();
2272 if FPunchAnim
<> nil then
2278 procedure TPlayer
.DoPunch();
2283 if FPunchAnim
<> nil then begin
2288 st
:= 'FRAMES_PUNCH';
2289 if R_BERSERK
in FRulez
then
2290 st
:= st
+ '_BERSERK';
2291 if FKeys
[KEY_UP
].Pressed
then
2293 else if FKeys
[KEY_DOWN
].Pressed
then
2295 g_Frames_Get(id
, st
);
2296 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2299 procedure TPlayer
.Fire();
2301 f
, DidFire
: Boolean;
2302 wx
, wy
, xd
, yd
: Integer;
2305 if g_Game_IsClient
then Exit
;
2306 // FBFGFireCounter - время перед выстрелом (для BFG)
2307 // FReloading - время после выстрела (для всего)
2315 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2320 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2321 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2322 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2323 yd
:= wy
+firediry();
2329 if R_BERSERK
in FRulez
then
2331 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2332 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2333 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2336 locobj
.rect
.Width
:= 39;
2337 locobj
.rect
.Height
:= 52;
2338 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2339 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2340 locobj
.Accel
.X
:= xd
-wx
;
2341 locobj
.Accel
.y
:= yd
-wy
;
2343 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2344 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2346 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2348 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2352 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2356 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2361 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2362 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2364 FSawSoundSelect
.Stop();
2366 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2368 else if not FSawSoundHit
.IsPlaying() then
2370 FSawSoundSelect
.Stop();
2371 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2374 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2380 if FAmmo
[A_BULLETS
] > 0 then
2382 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2383 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2384 Dec(FAmmo
[A_BULLETS
]);
2385 FFireAngle
:= FAngle
;
2388 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2389 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2393 if FAmmo
[A_SHELLS
] > 0 then
2395 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2396 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2397 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2398 Dec(FAmmo
[A_SHELLS
]);
2399 FFireAngle
:= FAngle
;
2403 FShellType
:= SHELL_SHELL
;
2407 if FAmmo
[A_SHELLS
] >= 2 then
2409 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2410 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2411 Dec(FAmmo
[A_SHELLS
], 2);
2412 FFireAngle
:= FAngle
;
2416 FShellType
:= SHELL_DBLSHELL
;
2420 if FAmmo
[A_BULLETS
] > 0 then
2422 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2423 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2424 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2425 Dec(FAmmo
[A_BULLETS
]);
2426 FFireAngle
:= FAngle
;
2429 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2430 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2433 WEAPON_ROCKETLAUNCHER
:
2434 if FAmmo
[A_ROCKETS
] > 0 then
2436 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2437 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2438 Dec(FAmmo
[A_ROCKETS
]);
2439 FFireAngle
:= FAngle
;
2445 if FAmmo
[A_CELLS
] > 0 then
2447 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2448 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2449 Dec(FAmmo
[A_CELLS
]);
2450 FFireAngle
:= FAngle
;
2456 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2458 FBFGFireCounter
:= 17;
2459 if not FNoReload
then
2460 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
2461 Dec(FAmmo
[A_CELLS
], 40);
2465 WEAPON_SUPERPULEMET
:
2466 if FAmmo
[A_SHELLS
] > 0 then
2468 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2469 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2470 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2471 Dec(FAmmo
[A_SHELLS
]);
2472 FFireAngle
:= FAngle
;
2475 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2476 GameVelX
, GameVelY
-2, SHELL_SHELL
);
2479 WEAPON_FLAMETHROWER
:
2480 if FAmmo
[A_FUEL
] > 0 then
2482 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
2484 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2486 FFireAngle
:= FAngle
;
2493 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
2497 if g_Game_IsNet
then
2501 if FCurrWeap
<> WEAPON_BFG
then
2502 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
2504 if not FNoReload
then
2505 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
2508 MH_SEND_PlayerStats(FUID
);
2513 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
2514 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
2515 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
2518 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
2521 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
2522 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
2523 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
2524 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
2525 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
2530 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
2532 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
2533 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
2534 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
2537 procedure TPlayer
.FlamerOn
;
2539 FFlameSoundOff
.Stop();
2540 FFlameSoundOff
.SetPosition(0);
2543 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
2544 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
2548 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2553 procedure TPlayer
.FlamerOff
;
2557 FFlameSoundOn
.Stop();
2558 FFlameSoundOn
.SetPosition(0);
2559 FFlameSoundWork
.Stop();
2560 FFlameSoundWork
.SetPosition(0);
2561 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2566 procedure TPlayer
.JetpackOn
;
2570 FJetSoundOn
.SetPosition(0);
2571 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2575 procedure TPlayer
.JetpackOff
;
2579 FJetSoundOff
.SetPosition(0);
2580 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2583 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
2585 if Timeout
<= 0 then
2587 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
2588 exit
; // Не загораемся когда есть защита
2589 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2590 exit
; // Не подгораем в воде на всякий случай
2591 if FFireTime
<= 0 then
2592 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
2593 FFireTime
:= Timeout
;
2594 FFireAttacker
:= Attacker
;
2595 if g_Game_IsNet
and g_Game_IsServer
then
2596 MH_SEND_PlayerStats(FUID
);
2599 procedure TPlayer
.Jump();
2601 if gFly
or FJetpack
then
2603 // Полет (чит-код или джетпак):
2604 if FObj
.Vel
.Y
> -VEL_FLY
then
2605 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
2608 if FJetFuel
> 0 then
2610 if (FJetFuel
< 1) and g_Game_IsServer
then
2614 if g_Game_IsNet
then
2615 MH_SEND_PlayerStats(FUID
);
2621 // Не включать джетпак в режиме прохождения сквозь стены
2623 FCanJetpack
:= False;
2625 // Прыгаем или всплываем:
2626 if (CollideLevel(0, 1) or
2627 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
2628 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
2629 ) and (FObj
.Accel
.Y
= 0) then // Не прыгать, если есть вертикальное ускорение
2631 FObj
.Vel
.Y
:= -VEL_JUMP
;
2632 FCanJetpack
:= False;
2636 if BodyInLiquid(0, 0) then
2637 FObj
.Vel
.Y
:= -VEL_SW
2638 else if (FJetFuel
> 0) and FCanJetpack
and
2639 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
2643 if g_Game_IsNet
then
2644 MH_SEND_PlayerStats(FUID
);
2649 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
2651 a
, i
, k
, ab
, ar
: Byte;
2655 srv
, netsrv
: Boolean;
2661 procedure PushItem(t
: Byte);
2665 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
2666 it
:= g_Items_ByIdx(id
);
2667 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
2669 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
2670 (FObj
.Vel
.Y
div 2)-Random(9));
2671 it
.positionChanged(); // this updates spatial accelerators
2675 if KillType
= K_HARDKILL
then // -5..+5; -5..0
2677 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
2678 (FObj
.Vel
.Y
div 2)-Random(6));
2680 else // -3..+3; -3..0
2682 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
2683 (FObj
.Vel
.Y
div 2)-Random(4));
2685 it
.positionChanged(); // this updates spatial accelerators
2688 if g_Game_IsNet
and g_Game_IsServer
then
2689 MH_SEND_ItemSpawn(True, id
);
2693 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
2694 Srv
:= g_Game_IsServer
;
2695 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
2696 if Srv
then FDeath
:= FDeath
+ 1;
2701 if not FPhysics
then
2707 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2709 if FLives
> 0 then FLives
:= FLives
- 1;
2710 if FLives
= 0 then FNoRespawn
:= True;
2713 // Номер типа смерти:
2716 K_SIMPLEKILL
: a
:= 1;
2718 K_EXTRAHARDKILL
: a
:= 3;
2723 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
2725 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
2732 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
2734 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
2735 K_EXTRAHARDKILL
, K_FALLKILL
:
2736 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
2739 // Переключаем состояние:
2743 K_HARDKILL
, K_EXTRAHARDKILL
:
2747 // Реакция монстров на смерть игрока:
2748 if (KillType
<> K_FALLKILL
) and (Srv
) then
2749 g_Monsters_killedp();
2751 if SpawnerUID
= FUID
then
2753 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
2758 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
2761 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
2762 begin // Убит другим игроком
2763 KP
:= g_Player_Get(SpawnerUID
);
2764 if (KP
<> nil) and Srv
then
2766 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
2767 if SameTeam(FUID
, SpawnerUID
) then
2777 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
2778 Inc(gTeamStat
[KP
.Team
].Goals
,
2779 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
2781 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
2784 plr
:= g_Player_Get(SpawnerUID
);
2792 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
2796 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
2800 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
2805 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
2806 begin // Убит монстром
2807 mon
:= g_Monsters_ByUID(SpawnerUID
);
2811 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
2815 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
2819 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
2823 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
2828 else // Особые типы смерти
2831 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
2832 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
2833 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
2834 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
2835 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
2836 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
2842 for a
:= WP_FIRST
to WP_LAST
do
2846 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
2847 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
2848 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
2849 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
2850 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
2851 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
2852 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
2853 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
2854 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
2863 if R_ITEM_BACKPACK
in FRulez
then
2864 PushItem(ITEM_AMMO_BACKPACK
);
2866 // Выброс ракетного ранца:
2867 if FJetFuel
> 0 then
2868 PushItem(ITEM_JETPACK
);
2871 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
2872 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
2874 if R_KEY_RED
in FRulez
then
2875 PushItem(ITEM_KEY_RED
);
2877 if R_KEY_GREEN
in FRulez
then
2878 PushItem(ITEM_KEY_GREEN
);
2880 if R_KEY_BLUE
in FRulez
then
2881 PushItem(ITEM_KEY_BLUE
);
2885 DropFlag(KillType
= K_FALLKILL
);
2888 FCorpse
:= g_Player_CreateCorpse(Self
);
2890 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
2891 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2897 for i
:= Low(gPlayers
) to High(gPlayers
) do
2899 if gPlayers
[i
] = nil then continue
;
2900 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
2903 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
2904 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
2909 OldLR
:= gLMSRespawn
;
2910 if (gGameSettings
.GameMode
= GM_COOP
) then
2914 // everyone is dead, restart the map
2915 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
2917 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
2918 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2919 gLMSRespawnTime
:= gTime
+ 5000;
2921 else if (a
= 1) then
2923 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
2924 if (gPlayers
[k
] = gPlayer1
) or
2925 (gPlayers
[k
] = gPlayer2
) then
2926 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
2927 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
2928 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
2931 else if (gGameSettings
.GameMode
= GM_TDM
) then
2933 if (ab
= 0) and (ar
<> 0) then
2936 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
2938 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
2939 Inc(gTeamStat
[TEAM_RED
].Goals
);
2940 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2941 gLMSRespawnTime
:= gTime
+ 5000;
2943 else if (ar
= 0) and (ab
<> 0) then
2946 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
2948 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
2949 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
2950 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2951 gLMSRespawnTime
:= gTime
+ 5000;
2953 else if (ar
= 0) and (ab
= 0) then
2956 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
2958 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
2959 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2960 gLMSRespawnTime
:= gTime
+ 5000;
2963 else if (gGameSettings
.GameMode
= GM_DM
) then
2967 if gPlayers
[k
] <> nil then
2970 // survivor is the winner
2971 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
2973 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
2976 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2977 gLMSRespawnTime
:= gTime
+ 5000;
2979 else if (a
= 0) then
2981 // everyone is dead, restart the map
2982 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
2984 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
2985 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2986 gLMSRespawnTime
:= gTime
+ 5000;
2989 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
2991 if NetMode
= NET_SERVER
then
2992 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
2994 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3000 MH_SEND_PlayerStats(FUID
);
3001 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3002 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3005 if srv
and FNoRespawn
then Spectate(True);
3006 FWantsInGame
:= True;
3009 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3011 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3012 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3015 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3017 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3018 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3021 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3022 var Blood
: TModelBlood
;
3024 Blood
:= SELF
.FModel
.GetBlood();
3025 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3026 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3027 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3028 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
3029 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3030 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3031 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3032 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
3035 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3036 var Blood
: TModelBlood
;
3038 Blood
:= SELF
.FModel
.GetBlood();
3039 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3040 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3041 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3042 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
3045 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3047 if g_Game_IsClient
then Exit
;
3048 if Weapon
> High(FWeapon
) then Exit
;
3049 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3052 procedure TPlayer
.resetWeaponQueue ();
3055 FNextWeapDelay
:= 0;
3058 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3062 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3063 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3064 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3065 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3066 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3067 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3068 else result
:= (weapon
< length(FWeapon
));
3072 // return 255 for "no switch"
3073 function TPlayer
.getNextWeaponIndex (): Byte;
3076 wantThisWeapon
: array[0..64] of Boolean;
3077 wwc
: Integer = 0; //HACK!
3080 result
:= 255; // default result: "no switch"
3081 // had weapon cycling on previous frame? remove that flag
3082 if (FNextWeap
and $2000) <> 0 then
3084 FNextWeap
:= FNextWeap
and $1FFF;
3085 FNextWeapDelay
:= 0;
3087 // cycling has priority
3088 if (FNextWeap
and $C000) <> 0 then
3090 if (FNextWeap
and $8000) <> 0 then
3094 FNextWeap
:= FNextWeap
or $2000; // we need this
3095 if FNextWeapDelay
> 0 then
3096 exit
; // cooldown time
3098 for i
:= 0 to High(FWeapon
) do
3100 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3101 if FWeapon
[cwi
] then
3103 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3104 result
:= Byte(cwi
);
3105 FNextWeapDelay
:= WEAPON_DELAY
;
3113 for i
:= 0 to High(wantThisWeapon
) do
3114 wantThisWeapon
[i
] := false;
3115 for i
:= 0 to High(FWeapon
) do
3116 if (FNextWeap
and (1 shl i
)) <> 0 then
3118 wantThisWeapon
[i
] := true;
3121 // exclude currently selected weapon from the set
3122 wantThisWeapon
[FCurrWeap
] := false;
3123 // slow down alterations a little
3126 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3127 // more than one weapon requested, assume "alteration" and check alteration delay
3128 if FNextWeapDelay
> 0 then
3134 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3135 // but clear all counters if no weapon should be switched
3141 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3142 // try weapons in descending order
3143 for i
:= High(FWeapon
) downto 0 do
3145 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3150 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3154 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3158 procedure TPlayer
.RealizeCurrentWeapon();
3159 function switchAllowed (): Boolean;
3164 if FBFGFireCounter
<> -1 then
3166 if FTime
[T_SWITCH
] > gTime
then
3168 for i
:= WP_FIRST
to WP_LAST
do
3169 if FReloading
[i
] > 0 then
3177 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3178 //FNextWeap := FNextWeap and $1FFF;
3179 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3181 if not switchAllowed
then
3183 //HACK for weapon cycling
3184 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3188 nw
:= getNextWeaponIndex();
3189 if nw
= 255 then exit
; // don't reset anything here
3190 if nw
> High(FWeapon
) then
3192 // don't forget to reset queue here!
3193 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3201 FTime
[T_SWITCH
] := gTime
+156;
3202 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3203 FModel
.SetWeapon(FCurrWeap
);
3204 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3208 procedure TPlayer
.NextWeapon();
3210 if g_Game_IsClient
then Exit
;
3214 procedure TPlayer
.PrevWeapon();
3216 if g_Game_IsClient
then Exit
;
3220 procedure TPlayer
.SetWeapon(W
: Byte);
3222 if FCurrWeap
<> W
then
3223 if W
= WEAPON_SAW
then
3224 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3227 FModel
.SetWeapon(CurrWeap
);
3231 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3233 function allowBerserkSwitching (): Boolean;
3235 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3237 if gBerserkAutoswitch
then exit
;
3238 if not conIsCheatsEnabled
then exit
;
3246 if g_Game_IsClient
then Exit
;
3248 // a = true - место спавна предмета:
3249 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3254 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3256 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3260 if gFlash
= 2 then Inc(FPickup
, 5);
3264 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3266 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3270 if gFlash
= 2 then Inc(FPickup
, 5);
3274 if FArmor
< PLAYER_AP_SOFT
then
3276 FArmor
:= PLAYER_AP_SOFT
;
3279 if gFlash
= 2 then Inc(FPickup
, 5);
3283 if FArmor
< PLAYER_AP_LIMIT
then
3285 FArmor
:= PLAYER_AP_LIMIT
;
3288 if gFlash
= 2 then Inc(FPickup
, 5);
3292 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3294 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3298 if gFlash
= 2 then Inc(FPickup
, 5);
3302 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
3304 if FHealth
< PLAYER_HP_LIMIT
then
3305 FHealth
:= PLAYER_HP_LIMIT
;
3306 if FArmor
< PLAYER_AP_LIMIT
then
3307 FArmor
:= PLAYER_AP_LIMIT
;
3311 if gFlash
= 2 then Inc(FPickup
, 5);
3315 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3317 FWeapon
[WEAPON_SAW
] := True;
3319 if gFlash
= 2 then Inc(FPickup
, 5);
3320 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3323 ITEM_WEAPON_SHOTGUN1
:
3324 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3326 // Нужно, чтобы не взять все пули сразу:
3327 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3329 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3330 FWeapon
[WEAPON_SHOTGUN1
] := True;
3332 if gFlash
= 2 then Inc(FPickup
, 5);
3333 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3336 ITEM_WEAPON_SHOTGUN2
:
3337 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3339 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3341 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3342 FWeapon
[WEAPON_SHOTGUN2
] := True;
3344 if gFlash
= 2 then Inc(FPickup
, 5);
3345 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3348 ITEM_WEAPON_CHAINGUN
:
3349 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3351 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3353 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3354 FWeapon
[WEAPON_CHAINGUN
] := True;
3356 if gFlash
= 2 then Inc(FPickup
, 5);
3357 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3360 ITEM_WEAPON_ROCKETLAUNCHER
:
3361 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3363 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3365 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3366 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3368 if gFlash
= 2 then Inc(FPickup
, 5);
3369 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3373 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3375 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3377 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3378 FWeapon
[WEAPON_PLASMA
] := True;
3380 if gFlash
= 2 then Inc(FPickup
, 5);
3381 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3385 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3387 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3389 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3390 FWeapon
[WEAPON_BFG
] := True;
3392 if gFlash
= 2 then Inc(FPickup
, 5);
3393 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3396 ITEM_WEAPON_SUPERPULEMET
:
3397 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3399 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3401 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3402 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3404 if gFlash
= 2 then Inc(FPickup
, 5);
3405 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3408 ITEM_WEAPON_FLAMETHROWER
:
3409 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
3411 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
3413 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3414 FWeapon
[WEAPON_FLAMETHROWER
] := True;
3416 if gFlash
= 2 then Inc(FPickup
, 5);
3417 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3421 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3423 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3426 if gFlash
= 2 then Inc(FPickup
, 5);
3429 ITEM_AMMO_BULLETS_BOX
:
3430 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3432 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3435 if gFlash
= 2 then Inc(FPickup
, 5);
3439 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3441 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3444 if gFlash
= 2 then Inc(FPickup
, 5);
3447 ITEM_AMMO_SHELLS_BOX
:
3448 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3450 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3453 if gFlash
= 2 then Inc(FPickup
, 5);
3457 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3459 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3462 if gFlash
= 2 then Inc(FPickup
, 5);
3465 ITEM_AMMO_ROCKET_BOX
:
3466 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3468 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3471 if gFlash
= 2 then Inc(FPickup
, 5);
3475 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3477 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3480 if gFlash
= 2 then Inc(FPickup
, 5);
3484 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3486 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3489 if gFlash
= 2 then Inc(FPickup
, 5);
3493 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3495 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3498 if gFlash
= 2 then Inc(FPickup
, 5);
3502 if not(R_ITEM_BACKPACK
in FRulez
) or
3503 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3504 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3505 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3506 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
3507 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
3509 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
3510 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
3511 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
3512 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
3513 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
3515 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3516 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3517 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3518 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3519 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3520 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3521 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3522 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3523 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3524 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
3526 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3529 if gFlash
= 2 then Inc(FPickup
, 5);
3533 if not(R_KEY_RED
in FRulez
) then
3535 Include(FRulez
, R_KEY_RED
);
3537 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3538 if gFlash
= 2 then Inc(FPickup
, 5);
3539 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3543 if not(R_KEY_GREEN
in FRulez
) then
3545 Include(FRulez
, R_KEY_GREEN
);
3547 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3548 if gFlash
= 2 then Inc(FPickup
, 5);
3549 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3553 if not(R_KEY_BLUE
in FRulez
) then
3555 Include(FRulez
, R_KEY_BLUE
);
3557 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3558 if gFlash
= 2 then Inc(FPickup
, 5);
3559 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3563 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
3565 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
3569 if gFlash
= 2 then Inc(FPickup
, 5);
3573 if FAir
< AIR_MAX
then
3578 if gFlash
= 2 then Inc(FPickup
, 5);
3583 if not (R_BERSERK
in FRulez
) then
3585 Include(FRulez
, R_BERSERK
);
3586 if allowBerserkSwitching
then
3588 FCurrWeap
:= WEAPON_KASTET
;
3590 FModel
.SetWeapon(WEAPON_KASTET
);
3595 if gFlash
= 2 then Inc(FPickup
, 5);
3597 FBerserk
:= gTime
+30000;
3602 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3604 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
3605 FBerserk
:= gTime
+30000;
3613 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
3615 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
3619 if gFlash
= 2 then Inc(FPickup
, 5);
3623 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3625 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
3629 if gFlash
= 2 then Inc(FPickup
, 5);
3633 if FArmor
< PLAYER_AP_LIMIT
then
3635 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
3638 if gFlash
= 2 then Inc(FPickup
, 5);
3642 if FJetFuel
< JET_MAX
then
3644 FJetFuel
:= JET_MAX
;
3647 if gFlash
= 2 then Inc(FPickup
, 5);
3651 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
3653 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
3656 if gFlash
= 2 then Inc(FPickup
, 5);
3661 procedure TPlayer
.Touch();
3665 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3668 // Бросить флаг товарищу:
3669 if gGameSettings
.GameMode
= GM_CTF
then
3674 procedure TPlayer
.Push(vx
, vy
: Integer);
3676 if (not FPhysics
) and FGhost
then
3678 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
3679 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
3680 if g_Game_IsNet
and g_Game_IsServer
then
3681 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
3684 procedure TPlayer
.Reset(Force
: Boolean);
3690 FTime
[T_RESPAWN
] := 0;
3691 FTime
[T_FLAGCAP
] := 0;
3707 FSpectator
:= False;
3710 FSpectatePlayer
:= -1;
3711 FNoRespawn
:= False;
3713 FLives
:= gGameSettings
.MaxLives
;
3718 procedure TPlayer
.SoftReset();
3726 FBFGFireCounter
:= -1;
3734 SetAction(A_STAND
, True);
3737 function TPlayer
.GetRespawnPoint(): Byte;
3742 // На будущее: FSpawn - игрок уже играл и перерождается
3744 // Одиночная игра/кооператив
3745 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
3747 if Self
= gPlayer1
then
3749 // player 1 should try to spawn on the player 1 point
3750 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
3751 Exit(RESPAWNPOINT_PLAYER1
)
3752 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
3753 Exit(RESPAWNPOINT_PLAYER2
);
3755 else if Self
= gPlayer2
then
3757 // player 2 should try to spawn on the player 2 point
3758 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
3759 Exit(RESPAWNPOINT_PLAYER2
)
3760 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
3761 Exit(RESPAWNPOINT_PLAYER1
);
3765 // other players randomly pick either the first or the second point
3766 c
:= IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1
, RESPAWNPOINT_PLAYER2
);
3767 if g_Map_GetPointCount(c
) > 0 then
3769 // try the other one
3770 c
:= IfThen((c
= RESPAWNPOINT_PLAYER1
), RESPAWNPOINT_PLAYER2
, RESPAWNPOINT_PLAYER1
);
3771 if g_Map_GetPointCount(c
) > 0 then
3777 if gGameSettings
.GameMode
= GM_DM
then
3779 // try DM points first
3780 if g_Map_GetPointCount(RESPAWNPOINT_DM
) > 0 then
3781 Exit(RESPAWNPOINT_DM
);
3785 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
3787 // try team points first
3788 c
:= RESPAWNPOINT_DM
;
3789 if FTeam
= TEAM_RED
then
3790 c
:= RESPAWNPOINT_RED
3791 else if FTeam
= TEAM_BLUE
then
3792 c
:= RESPAWNPOINT_BLUE
;
3793 if g_Map_GetPointCount(c
) > 0 then
3797 // still haven't found a spawnpoint, try random shit
3798 Result
:= g_Map_GetRandomPointType();
3801 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
3803 RespawnPoint
: TRespawnPoint
;
3809 FBFGFireCounter
:= -1;
3816 if not g_Game_IsServer
then
3820 FWantsInGame
:= True;
3821 FJustTeleported
:= True;
3824 FTime
[T_RESPAWN
] := 0;
3828 // if server changes MaxLives we gotta be ready
3829 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
3831 // Еще нельзя возродиться:
3832 if FTime
[T_RESPAWN
] > gTime
then
3835 // Просрал все жизни:
3838 if not FSpectator
then Spectate(True);
3839 FWantsInGame
:= True;
3843 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
3844 begin // "Своя игра"
3845 // Берсерк не сохраняется между уровнями:
3846 FRulez
:= FRulez
-[R_BERSERK
];
3848 else // "Одиночная игра"/"Кооп"
3850 // Берсерк и ключи не сохраняются между уровнями:
3851 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
3854 // Получаем точку спауна игрока:
3855 c
:= GetRespawnPoint();
3860 // Воскрешение без оружия:
3863 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
3869 for a
:= WP_FIRST
to WP_LAST
do
3871 FWeapon
[a
] := False;
3875 FWeapon
[WEAPON_PISTOL
] := True;
3876 FWeapon
[WEAPON_KASTET
] := True;
3877 FCurrWeap
:= WEAPON_PISTOL
;
3880 FModel
.SetWeapon(FCurrWeap
);
3882 for b
:= A_BULLETS
to A_HIGH
do
3885 FAmmo
[A_BULLETS
] := 50;
3887 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
3888 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
3889 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
3890 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
3891 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
3893 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
3894 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
3895 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
3900 // Получаем координаты точки возрождения:
3901 if not g_Map_GetPoint(c
, RespawnPoint
) then
3903 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
3907 // Установка координат и сброс всех параметров:
3908 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
3909 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
3910 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
3911 FObj
.oldY
:= FObj
.Y
;
3917 FDirection
:= RespawnPoint
.Direction
;
3918 if FDirection
= TDirection
.D_LEFT
then
3923 SetAction(A_STAND
, True);
3924 FModel
.Direction
:= FDirection
;
3926 for a
:= Low(FTime
) to High(FTime
) do
3929 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
3932 // Respawn invulnerability
3933 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
3935 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
3936 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
3941 FCanJetpack
:= False;
3947 // Анимация возрождения:
3948 if (not gLoadGameMode
) and (not Silent
) then
3950 R_GFX_TELEPORT_FAST
,
3951 FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
3952 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32
3955 FSpectator
:= False;
3958 FSpectatePlayer
:= -1;
3961 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
3963 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
3966 if g_Game_IsNet
then
3968 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
3969 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
3971 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
3972 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
3977 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
3980 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
3981 else if (not NoMove
) then
3983 GameX
:= gMapInfo
.Width
div 2;
3984 GameY
:= gMapInfo
.Height
div 2;
3993 FWantsInGame
:= False;
3999 if Self
= gPlayer1
then
4001 gSpectLatchPID1
:= FUID
;
4004 else if Self
= gPlayer2
then
4006 gSpectLatchPID2
:= FUID
;
4011 if g_Game_IsNet
then
4012 MH_SEND_PlayerStats(FUID
);
4015 procedure TPlayer
.SwitchNoClip
;
4019 FGhost
:= not FGhost
;
4020 FPhysics
:= not FGhost
;
4032 procedure TPlayer
.Run(Direction
: TDirection
);
4036 if MAX_RUNVEL
> 8 then
4040 if Direction
= TDirection
.D_LEFT
then
4042 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4043 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4046 if FObj
.Vel
.X
< MAX_RUNVEL
then
4047 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4049 // Возможно, пинаем куски:
4050 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4052 b
:= Abs(FObj
.Vel
.X
);
4053 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4054 for a
:= 0 to High(gGibs
) do
4056 if gGibs
[a
].alive
and
4057 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4058 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4061 if FObj
.Vel
.X
< 0 then
4063 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // налево
4067 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // направо
4069 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4077 procedure TPlayer
.SeeDown();
4079 SetAction(A_SEEDOWN
);
4081 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4083 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4086 procedure TPlayer
.SeeUp();
4090 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4092 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4095 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4103 A_ATTACK
: Prior
:= 2;
4104 A_SEEUP
: Prior
:= 1;
4105 A_SEEDOWN
: Prior
:= 1;
4106 A_ATTACKUP
: Prior
:= 2;
4107 A_ATTACKDOWN
: Prior
:= 2;
4112 if (Prior
> FActionPrior
) or Force
then
4113 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4115 FActionPrior
:= Prior
;
4116 FActionAnim
:= Action
;
4117 FActionForce
:= Force
;
4118 FActionChanged
:= True;
4121 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4124 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4126 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4127 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4128 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4129 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4132 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4136 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4138 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4139 if g_Game_IsServer
and g_Game_IsNet
then
4140 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4144 FJustTeleported
:= True;
4148 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4150 R_GFX_TELEPORT_FAST
,
4151 FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4152 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32
4154 if g_Game_IsServer
and g_Game_IsNet
then
4155 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4156 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4160 FObj
.X
:= X
-PLAYER_RECT
.X
;
4161 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4162 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4163 FObj
.oldY
:= FObj
.Y
;
4164 if FAlive
and FGhost
then
4170 if not g_Game_IsNet
then
4174 SetDirection(TDirection
.D_LEFT
);
4180 SetDirection(TDirection
.D_RIGHT
);
4186 if FDirection
= TDirection
.D_RIGHT
then
4188 SetDirection(TDirection
.D_LEFT
);
4193 SetDirection(TDirection
.D_RIGHT
);
4202 R_GFX_TELEPORT_FAST
,
4203 FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4204 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32
4206 if g_Game_IsServer
and g_Game_IsNet
then
4207 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4208 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4215 function nonz(a
: Single): Single;
4223 function TPlayer
.refreshCorpse(): Boolean;
4229 if FAlive
or FSpectator
then
4231 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4233 for i
:= 0 to High(gCorpses
) do
4234 if gCorpses
[i
] <> nil then
4235 if gCorpses
[i
].FPlayerUID
= FUID
then
4243 function TPlayer
.getCameraObj(): TObj
;
4245 if (not FAlive
) and (not FSpectator
) and
4246 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
4247 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
4249 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
4250 Result
:= gCorpses
[FCorpse
].FObj
;
4258 procedure TPlayer
.PreUpdate();
4260 FSlopeOld
:= FObj
.slopeUpLeft
;
4261 FIncCamOld
:= FIncCam
;
4262 FObj
.oldX
:= FObj
.X
;
4263 FObj
.oldY
:= FObj
.Y
;
4266 procedure TPlayer
.Update();
4269 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4270 blockmon
, headwater
, dospawn
: Boolean;
4275 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4276 AnyServer
:= g_Game_IsServer
;
4278 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4279 DoLerp(NetInterpLevel
+ 1)
4285 if FClientID
>= 0 then
4287 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4288 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4289 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4298 if FAlive
and (FPunchAnim
<> nil) then
4299 FPunchAnim
.Update();
4301 if FAlive
and (gFly
or FJetpack
) then
4304 if FDirection
= TDirection
.D_LEFT
then
4309 if FAlive
and (not FGhost
) then
4311 if FKeys
[KEY_UP
].Pressed
then
4313 if FKeys
[KEY_DOWN
].Pressed
then
4317 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4320 i
:= g_basic
.Sign(FIncCam
);
4321 FIncCam
:= Abs(FIncCam
);
4322 DecMin(FIncCam
, 5, 0);
4323 FIncCam
:= FIncCam
*i
;
4326 // no need to do that each second frame, weapon queue will take care of it
4327 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
4328 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
4330 if gTime
mod (GAME_TICK
*2) <> 0 then
4332 if (FObj
.Vel
.X
= 0) and FAlive
then
4334 if FKeys
[KEY_LEFT
].Pressed
then
4335 Run(TDirection
.D_LEFT
);
4336 if FKeys
[KEY_RIGHT
].Pressed
then
4337 Run(TDirection
.D_RIGHT
);
4342 g_Obj_Move(@FObj
, True, True, True);
4343 positionChanged(); // this updates spatial accelerators
4349 FActionChanged
:= False;
4353 // Let alive player do some actions
4354 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
4355 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
4356 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4357 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4358 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
4364 if NetServer
then MH_SEND_PlayerStats(FUID
);
4367 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4368 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4371 if AnyServer
and FJetpack
then
4375 if NetServer
then MH_SEND_PlayerStats(FUID
);
4377 FCanJetpack
:= True;
4384 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4386 if FKeys
[k
].Pressed
then
4394 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4397 if (FTime
[T_RESPAWN
] <= gTime
) and
4398 gGameOn
and (not FAlive
) then
4400 if (g_Player_GetCount() > 1) then
4404 gExit
:= EXIT_RESTART
;
4409 // Dead spectator actions
4412 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4413 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4417 if (FSpectatePlayer
>= High(gPlayers
)) then
4418 FSpectatePlayer
:= -1
4422 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4423 if gPlayers
[I
] <> nil then
4424 if gPlayers
[I
].alive
then
4425 if gPlayers
[I
].UID
<> FUID
then
4427 FSpectatePlayer
:= I
;
4432 if not SetSpect
then FSpectatePlayer
:= -1;
4443 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4445 FYTo
:= FObj
.Y
- 32;
4446 FSpectatePlayer
:= -1;
4448 if FKeys
[KEY_DOWN
].Pressed
then
4450 FYTo
:= FObj
.Y
+ 32;
4451 FSpectatePlayer
:= -1;
4453 if FKeys
[KEY_LEFT
].Pressed
then
4455 FXTo
:= FObj
.X
- 32;
4456 FSpectatePlayer
:= -1;
4458 if FKeys
[KEY_RIGHT
].Pressed
then
4460 FXTo
:= FObj
.X
+ 32;
4461 FSpectatePlayer
:= -1;
4464 if (FXTo
< -64) then
4466 else if (FXTo
> gMapInfo
.Width
+ 32) then
4467 FXTo
:= gMapInfo
.Width
+ 32;
4468 if (FYTo
< -72) then
4470 else if (FYTo
> gMapInfo
.Height
+ 32) then
4471 FYTo
:= gMapInfo
.Height
+ 32;
4476 g_Obj_Move(@FObj
, True, True, True);
4477 positionChanged(); // this updates spatial accelerators
4484 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4485 if gPlayers
[FSpectatePlayer
] <> nil then
4486 if gPlayers
[FSpectatePlayer
].alive
then
4488 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4489 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4493 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4494 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4495 PANEL_BLOCKMON
, True);
4496 headwater
:= HeadInLiquid(0, 0);
4498 // Сопротивление воздуха:
4499 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4500 if FObj
.Vel
.X
<> 0 then
4501 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4503 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4504 DecMin(FPain
, 5, 0);
4505 DecMin(FPickup
, 1, 0);
4507 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
4509 // Обнулить действия примочек, чтобы фон пропал
4510 FMegaRulez
[MR_SUIT
] := 0;
4511 FMegaRulez
[MR_INVUL
] := 0;
4512 FMegaRulez
[MR_INVIS
] := 0;
4513 Kill(K_FALLKILL
, 0, HIT_FALL
);
4520 if FCurrWeap
= WEAPON_SAW
then
4521 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
4522 FSawSoundSelect
.IsPlaying()) then
4523 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
4526 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
4527 (not FJetSoundOff
.IsPlaying()) then
4529 FJetSoundFly
.SetPosition(0);
4530 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
4533 for b
:= WP_FIRST
to WP_LAST
do
4534 if FReloading
[b
] > 0 then
4540 if FShellTimer
> -1 then
4541 if FShellTimer
= 0 then
4543 if FShellType
= SHELL_SHELL
then
4544 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4545 GameVelX
, GameVelY
-2, SHELL_SHELL
)
4546 else if FShellType
= SHELL_DBLSHELL
then
4548 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4549 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
4550 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4551 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
4554 end else Dec(FShellTimer
);
4556 if (FBFGFireCounter
> -1) then
4557 if FBFGFireCounter
= 0 then
4561 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
4562 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
4563 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
4564 yd
:= wy
+firediry();
4565 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
4566 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
4567 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4568 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4569 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4572 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
4573 FBFGFireCounter
:= -1;
4576 FBFGFireCounter
:= 0
4578 Dec(FBFGFireCounter
);
4580 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
4582 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
4584 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
4587 if (headwater
or blockmon
) then
4593 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
4596 else if (FAir
mod 31 = 0) and not blockmon
then
4598 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
4599 if Random(2) = 0 then
4600 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
4602 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
4604 end else if FAir
< AIR_DEF
then
4607 if FFireTime
> 0 then
4609 if BodyInLiquid(0, 0) then
4614 else if FMegaRulez
[MR_SUIT
] >= gTime
then
4616 if FMegaRulez
[MR_SUIT
] = gTime
then
4623 if FFirePainTime
<= 0 then
4625 if g_Game_IsServer
then
4626 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
4627 FFirePainTime
:= 12 - FFireTime
div 12;
4629 FFirePainTime
:= FFirePainTime
- 1;
4630 FFireTime
:= FFireTime
- 1;
4631 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
4632 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
4633 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
4634 MH_SEND_PlayerStats(FUID
);
4638 if FDamageBuffer
> 0 then
4640 if FDamageBuffer
>= 9 then
4644 if FDamageBuffer
< 30 then i
:= 9
4645 else if FDamageBuffer
< 100 then i
:= 18
4649 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
4650 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
4651 FHealth
:= FHealth
-ii
;
4654 FHealth
:= FHealth
+FArmor
;
4659 if FHealth
<= 0 then
4660 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
4661 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
4662 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
4664 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
4666 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
4667 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
4668 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
4669 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
4676 end; // if FAlive then ...
4678 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
4680 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
4681 FModel
.AnimState
.MinLength
:= i
;
4682 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
4684 if (FModel
.AnimState
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
4685 then SetAction(A_STAND
, True);
4687 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.GetFire()) then FModel
.Update
;
4689 for b
:= Low(FKeys
) to High(FKeys
) do
4690 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
4694 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
4696 x
:= FObj
.X
+PLAYER_RECT
.X
;
4697 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
4698 w
:= PLAYER_RECT
.Width
;
4699 h
:= PLAYER_RECT
.Height
;
4703 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
4705 if (dx
<> 0) or (dy
<> 0) then
4714 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
4716 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4717 FObj
.Y
+PLAYER_RECT
.Y
,
4724 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
4726 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4727 FObj
.Y
+PLAYER_RECT
.Y
,
4731 Panel
.Width
, Panel
.Height
);
4734 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
4736 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
4737 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
4738 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
4739 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
4742 function g_Player_ValidName(Name
: string): Boolean;
4748 if gPlayers
= nil then Exit
;
4750 for a
:= 0 to High(gPlayers
) do
4751 if gPlayers
[a
] <> nil then
4752 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
4759 procedure TPlayer
.SetDirection(Direction
: TDirection
);
4763 d
:= FModel
.Direction
;
4765 FModel
.Direction
:= Direction
;
4766 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
4768 FDirection
:= Direction
;
4771 function TPlayer
.GetKeys(): Byte;
4775 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
4776 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
4777 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
4779 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
4780 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
4783 procedure TPlayer
.Use();
4787 if FTime
[T_USE
] > gTime
then Exit
;
4789 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
4790 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
4792 for a
:= 0 to High(gPlayers
) do
4793 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
4794 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
4795 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4796 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
4798 gPlayers
[a
].Touch();
4799 if g_Game_IsNet
and g_Game_IsServer
then
4800 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
4803 FTime
[T_USE
] := gTime
+120;
4806 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
4810 WX
, WY
, XD
, YD
: Integer;
4822 if R_BERSERK
in FRulez
then
4824 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4825 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
4826 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
4829 locobj
.rect
.Width
:= 39;
4830 locobj
.rect
.Height
:= 52;
4831 locobj
.Vel
.X
:= (xd
-wx
) div 2;
4832 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
4833 locobj
.Accel
.X
:= xd
-wx
;
4834 locobj
.Accel
.y
:= yd
-wy
;
4836 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
4837 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
4839 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
4843 FPain
:= min(FPain
+ 25, 50);
4845 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
4850 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4851 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
4853 FSawSoundSelect
.Stop();
4855 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
4857 else if not FSawSoundHit
.IsPlaying() then
4859 FSawSoundSelect
.Stop();
4860 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
4867 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
4868 FFireAngle
:= FAngle
;
4870 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4871 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4876 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4877 FFireAngle
:= FAngle
;
4880 FShellType
:= SHELL_SHELL
;
4885 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
4886 FFireAngle
:= FAngle
;
4889 FShellType
:= SHELL_DBLSHELL
;
4894 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
4895 FFireAngle
:= FAngle
;
4897 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4898 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4901 WEAPON_ROCKETLAUNCHER
:
4903 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
4904 FFireAngle
:= FAngle
;
4910 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
4911 FFireAngle
:= FAngle
;
4917 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
4918 FFireAngle
:= FAngle
;
4922 WEAPON_SUPERPULEMET
:
4924 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4925 FFireAngle
:= FAngle
;
4927 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4928 GameVelX
, GameVelY
-2, SHELL_SHELL
);
4931 WEAPON_FLAMETHROWER
:
4933 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
4935 FFireAngle
:= FAngle
;
4942 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4943 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4944 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4947 procedure TPlayer
.DoLerp(Level
: Integer = 2);
4949 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
4950 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
4953 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
4959 if FJustTeleported
or (NetInterpLevel
< 1) then
4963 if FJustTeleported
then
4965 FObj
.oldX
:= FObj
.X
;
4966 FObj
.oldY
:= FObj
.Y
;
4971 AX
:= Abs(FXTo
- FObj
.X
);
4972 AY
:= Abs(FYTo
- FObj
.Y
);
4973 if (AX
> 32) or (AX
<= NetInterpLevel
) then
4975 if (AY
> 32) or (AY
<= NetInterpLevel
) then
4980 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
4982 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
4983 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
4984 PANEL_LIFTUP
, False) then Result
:= -1
4986 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
4987 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
4988 PANEL_LIFTDOWN
, False) then Result
:= 1
4992 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
4999 if Flag
= FLAG_NONE
then
5002 if not g_Game_IsServer
then Exit
;
5004 // Принес чужой флаг на свою базу:
5005 if (Flag
= FTeam
) and
5006 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5007 (FFlag
<> FLAG_NONE
) then
5009 if FFlag
= FLAG_RED
then
5010 s
:= _lc
[I_PLAYER_FLAG_RED
]
5012 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5014 evtype
:= FLAG_STATE_SCORED
;
5016 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5017 Insert('.', ts
, Length(ts
) + 1 - 3);
5018 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5020 g_Map_ResetFlag(FFlag
);
5021 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5023 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5024 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5025 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5030 if not sound_cap_flag
[a
].IsPlaying() then
5031 sound_cap_flag
[a
].Play();
5033 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5036 if g_Game_IsNet
then
5038 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5042 gFlags
[FFlag
].CaptureTime
:= 0;
5047 // Подобрал свой флаг - вернул его на базу:
5048 if (Flag
= FTeam
) and
5049 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5051 if Flag
= FLAG_RED
then
5052 s
:= _lc
[I_PLAYER_FLAG_RED
]
5054 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5056 evtype
:= FLAG_STATE_RETURNED
;
5057 gFlags
[Flag
].CaptureTime
:= 0;
5059 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5061 g_Map_ResetFlag(Flag
);
5062 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5064 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5065 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5066 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5071 if not sound_ret_flag
[a
].IsPlaying() then
5072 sound_ret_flag
[a
].Play();
5075 if g_Game_IsNet
then
5077 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5083 // Подобрал чужой флаг:
5084 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5088 if Flag
= FLAG_RED
then
5089 s
:= _lc
[I_PLAYER_FLAG_RED
]
5091 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5093 evtype
:= FLAG_STATE_CAPTURED
;
5095 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5097 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5099 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5101 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5102 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5103 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5108 if not sound_get_flag
[a
].IsPlaying() then
5109 sound_get_flag
[a
].Play();
5112 if g_Game_IsNet
then
5114 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5120 procedure TPlayer
.SetFlag(Flag
: Byte);
5123 if FModel
<> nil then
5124 FModel
.SetFlag(FFlag
);
5127 function TPlayer
.DropFlag(Silent
: Boolean = True): Boolean;
5133 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5135 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5136 with gFlags
[FFlag
] do
5140 Direction
:= FDirection
;
5141 State
:= FLAG_STATE_DROPPED
;
5143 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5144 (FObj
.Vel
.Y
div 2)-2+Random(5));
5145 positionChanged(); // this updates spatial accelerators
5147 if FFlag
= FLAG_RED
then
5148 s
:= _lc
[I_PLAYER_FLAG_RED
]
5150 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5152 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5153 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5155 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5156 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5157 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5162 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5163 sound_lost_flag
[a
].Play();
5165 if g_Game_IsNet
then
5166 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5172 procedure TPlayer
.GetSecret();
5174 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5176 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5177 g_Sound_PlayEx('SOUND_GAME_SECRET');
5182 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5184 Assert(Key
<= High(FKeys
));
5186 FKeys
[Key
].Pressed
:= True;
5187 FKeys
[Key
].Time
:= Time
;
5190 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5192 Result
:= FKeys
[K
].Pressed
;
5195 procedure TPlayer
.ReleaseKeys();
5199 for a
:= Low(FKeys
) to High(FKeys
) do
5201 FKeys
[a
].Pressed
:= False;
5206 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5210 function TPlayer
.firediry(): Integer;
5212 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5213 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5217 procedure TPlayer
.RememberState();
5220 SavedState
: TPlayerSavedState
;
5222 SavedState
.Health
:= FHealth
;
5223 SavedState
.Armor
:= FArmor
;
5224 SavedState
.Air
:= FAir
;
5225 SavedState
.JetFuel
:= FJetFuel
;
5226 SavedState
.CurrWeap
:= FCurrWeap
;
5227 SavedState
.NextWeap
:= FNextWeap
;
5228 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
5229 for i
:= Low(FWeapon
) to High(FWeapon
) do
5230 SavedState
.Weapon
[i
] := FWeapon
[i
];
5231 for i
:= Low(FAmmo
) to High(FAmmo
) do
5232 SavedState
.Ammo
[i
] := FAmmo
[i
];
5233 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5234 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5235 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5237 FSavedStateNum
:= -1;
5238 for i
:= Low(SavedStates
) to High(SavedStates
) do
5239 if not SavedStates
[i
].Used
then
5241 FSavedStateNum
:= i
;
5244 if FSavedStateNum
< 0 then
5246 SetLength(SavedStates
, Length(SavedStates
) + 1);
5247 FSavedStateNum
:= High(SavedStates
);
5250 SavedState
.Used
:= True;
5251 SavedStates
[FSavedStateNum
] := SavedState
;
5254 procedure TPlayer
.RecallState();
5257 SavedState
: TPlayerSavedState
;
5259 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
5262 SavedState
:= SavedStates
[FSavedStateNum
];
5263 SavedStates
[FSavedStateNum
].Used
:= False;
5264 FSavedStateNum
:= -1;
5266 FHealth
:= SavedState
.Health
;
5267 FArmor
:= SavedState
.Armor
;
5268 FAir
:= SavedState
.Air
;
5269 FJetFuel
:= SavedState
.JetFuel
;
5270 FCurrWeap
:= SavedState
.CurrWeap
;
5271 FNextWeap
:= SavedState
.NextWeap
;
5272 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
5273 for i
:= Low(FWeapon
) to High(FWeapon
) do
5274 FWeapon
[i
] := SavedState
.Weapon
[i
];
5275 for i
:= Low(FAmmo
) to High(FAmmo
) do
5276 FAmmo
[i
] := SavedState
.Ammo
[i
];
5277 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5278 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
5279 FRulez
:= SavedState
.Rulez
;
5281 if gGameSettings
.GameType
= GT_SERVER
then
5282 MH_SEND_PlayerStats(FUID
);
5285 procedure TPlayer
.SaveState (st
: TStream
);
5291 utils
.writeSign(st
, 'PLYR');
5292 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5294 utils
.writeBool(st
, FIamBot
);
5296 utils
.writeInt(st
, Word(FUID
));
5298 utils
.writeStr(st
, FName
);
5300 utils
.writeInt(st
, Byte(FTeam
));
5302 utils
.writeBool(st
, FAlive
);
5303 // Израсходовал ли все жизни
5304 utils
.writeBool(st
, FNoRespawn
);
5306 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5307 utils
.writeInt(st
, Byte(b
));
5309 utils
.writeInt(st
, LongInt(FHealth
));
5310 // Коэффициент инвалидности
5311 utils
.writeInt(st
, LongInt(FHandicap
));
5313 utils
.writeInt(st
, Byte(FLives
));
5315 utils
.writeInt(st
, LongInt(FArmor
));
5317 utils
.writeInt(st
, LongInt(FAir
));
5319 utils
.writeInt(st
, LongInt(FJetFuel
));
5321 utils
.writeInt(st
, LongInt(FPain
));
5323 utils
.writeInt(st
, LongInt(FKills
));
5325 utils
.writeInt(st
, LongInt(FMonsterKills
));
5327 utils
.writeInt(st
, LongInt(FFrags
));
5329 utils
.writeInt(st
, Byte(FFragCombo
));
5330 // Время последнего фрага
5331 utils
.writeInt(st
, LongWord(FLastFrag
));
5333 utils
.writeInt(st
, LongInt(FDeath
));
5335 utils
.writeInt(st
, Byte(FFlag
));
5337 utils
.writeInt(st
, LongInt(FSecrets
));
5339 utils
.writeInt(st
, Byte(FCurrWeap
));
5341 utils
.writeInt(st
, Word(FNextWeap
));
5343 utils
.writeInt(st
, Byte(FNextWeapDelay
));
5344 // Время зарядки BFG
5345 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
5347 utils
.writeInt(st
, LongInt(FDamageBuffer
));
5348 // Последний ударивший
5349 utils
.writeInt(st
, Word(FLastSpawnerUID
));
5350 // Тип последнего полученного урона
5351 utils
.writeInt(st
, Byte(FLastHit
));
5353 Obj_SaveState(st
, @FObj
);
5354 // Текущее количество патронов
5355 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
5356 // Максимальное количество патронов
5357 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
5359 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
5360 // Время перезарядки оружия
5361 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
5363 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
5364 // Наличие красного ключа
5365 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
5366 // Наличие зеленого ключа
5367 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
5368 // Наличие синего ключа
5369 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
5371 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
5372 // Время действия специальных предметов
5373 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
5374 // Время до повторного респауна, смены оружия, исользования, захвата флага
5375 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
5377 utils
.writeStr(st
, FModel
.GetName());
5379 utils
.writeInt(st
, Byte(FColor
.R
));
5380 utils
.writeInt(st
, Byte(FColor
.G
));
5381 utils
.writeInt(st
, Byte(FColor
.B
));
5385 procedure TPlayer
.LoadState (st
: TStream
);
5394 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
5395 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
5397 FIamBot
:= utils
.readBool(st
);
5399 FUID
:= utils
.readWord(st
);
5401 str
:= utils
.readStr(st
);
5402 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
5404 FTeam
:= utils
.readByte(st
);
5406 FAlive
:= utils
.readBool(st
);
5407 // Израсходовал ли все жизни
5408 FNoRespawn
:= utils
.readBool(st
);
5410 b
:= utils
.readByte(st
);
5411 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
5413 FHealth
:= utils
.readLongInt(st
);
5414 // Коэффициент инвалидности
5415 FHandicap
:= utils
.readLongInt(st
);
5417 FLives
:= utils
.readByte(st
);
5419 FArmor
:= utils
.readLongInt(st
);
5421 FAir
:= utils
.readLongInt(st
);
5423 FJetFuel
:= utils
.readLongInt(st
);
5425 FPain
:= utils
.readLongInt(st
);
5427 FKills
:= utils
.readLongInt(st
);
5429 FMonsterKills
:= utils
.readLongInt(st
);
5431 FFrags
:= utils
.readLongInt(st
);
5433 FFragCombo
:= utils
.readByte(st
);
5434 // Время последнего фрага
5435 FLastFrag
:= utils
.readLongWord(st
);
5437 FDeath
:= utils
.readLongInt(st
);
5439 FFlag
:= utils
.readByte(st
);
5441 FSecrets
:= utils
.readLongInt(st
);
5443 FCurrWeap
:= utils
.readByte(st
);
5445 FNextWeap
:= utils
.readWord(st
);
5447 FNextWeapDelay
:= utils
.readByte(st
);
5448 // Время зарядки BFG
5449 FBFGFireCounter
:= utils
.readSmallInt(st
);
5451 FDamageBuffer
:= utils
.readLongInt(st
);
5452 // Последний ударивший
5453 FLastSpawnerUID
:= utils
.readWord(st
);
5454 // Тип последнего полученного урона
5455 FLastHit
:= utils
.readByte(st
);
5457 Obj_LoadState(@FObj
, st
);
5458 // Текущее количество патронов
5459 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
5460 // Максимальное количество патронов
5461 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
5463 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
5464 // Время перезарядки оружия
5465 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
5467 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
5468 // Наличие красного ключа
5469 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
5470 // Наличие зеленого ключа
5471 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
5472 // Наличие синего ключа
5473 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
5475 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
5476 // Время действия специальных предметов
5477 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
5478 // Время до повторного респауна, смены оружия, исользования, захвата флага
5479 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
5481 str
:= utils
.readStr(st
);
5483 FColor
.R
:= utils
.readByte(st
);
5484 FColor
.G
:= utils
.readByte(st
);
5485 FColor
.B
:= utils
.readByte(st
);
5486 if (self
= gPlayer1
) then
5488 str
:= gPlayer1Settings
.Model
;
5489 FColor
:= gPlayer1Settings
.Color
;
5491 else if (self
= gPlayer2
) then
5493 str
:= gPlayer2Settings
.Model
;
5494 FColor
:= gPlayer2Settings
.Color
;
5496 // Обновляем модель игрока
5498 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5499 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5501 FModel
.Color
:= FColor
;
5505 procedure TPlayer
.AllRulez(Health
: Boolean);
5511 FHealth
:= PLAYER_HP_LIMIT
;
5512 FArmor
:= PLAYER_AP_LIMIT
;
5516 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
5517 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
5518 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5521 procedure TPlayer
.RestoreHealthArmor();
5523 FHealth
:= PLAYER_HP_LIMIT
;
5524 FArmor
:= PLAYER_AP_LIMIT
;
5527 procedure TPlayer
.FragCombo();
5531 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5533 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5535 if FFragCombo
< 5 then
5537 Param
:= FUID
or (FFragCombo
shl 16);
5538 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5539 (FComboEvnt
<= High(gDelayedEvents
)) and
5540 gDelayedEvents
[FComboEvnt
].Pending
and
5541 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5542 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5544 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5545 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
5548 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
5556 procedure TPlayer
.GiveItem(ItemType
: Byte);
5560 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
5562 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
5566 if FAir
< AIR_MAX
then
5573 if not (R_BERSERK
in FRulez
) then
5575 Include(FRulez
, R_BERSERK
);
5576 if FBFGFireCounter
< 1 then
5578 FCurrWeap
:= WEAPON_KASTET
;
5580 FModel
.SetWeapon(WEAPON_KASTET
);
5584 FBerserk
:= gTime
+30000;
5586 if FHealth
< PLAYER_HP_SOFT
then
5588 FHealth
:= PLAYER_HP_SOFT
;
5589 FBerserk
:= gTime
+30000;
5594 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
5596 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
5601 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
5603 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
5607 if FJetFuel
< JET_MAX
then
5609 FJetFuel
:= JET_MAX
;
5612 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
5613 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
5615 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
5616 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5618 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
5620 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
5622 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
5623 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5626 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
5627 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
5628 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
5629 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
5630 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
5631 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
5632 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
5633 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
5634 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
5636 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5637 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
5638 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5639 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
5640 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5641 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
5642 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5643 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
5644 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
5647 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
5648 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
5649 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
5650 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
5651 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
5653 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
5654 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
5655 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
5656 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
5657 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
5659 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5660 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5661 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5662 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5664 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
5667 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
5668 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
5669 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
5671 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
5672 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
5677 if g_Game_IsNet
and g_Game_IsServer
then
5678 MH_SEND_PlayerStats(FUID
);
5681 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
5684 if (Random(5) = 1) and (Times
= 1) then
5687 if BodyInLiquid(0, 0) then
5689 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
5690 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
5691 if Random(2) = 0 then
5692 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5694 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5698 for i
:= 1 to Times
do
5702 Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(R_GFX_SMOKE_WIDTH
div 2),
5703 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2)
5708 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
5711 if (Random(10) = 1) and (Times
= 1) then
5714 for i
:= 1 to Times
do
5718 Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(R_GFX_FLAME_WIDTH
div 2),
5719 Obj
.Y
+8+Random(8+Times
*2)
5724 procedure TPlayer
.PauseSounds(Enable
: Boolean);
5726 FSawSound
.Pause(Enable
);
5727 FSawSoundIdle
.Pause(Enable
);
5728 FSawSoundHit
.Pause(Enable
);
5729 FSawSoundSelect
.Pause(Enable
);
5730 FFlameSoundOn
.Pause(Enable
);
5731 FFlameSoundOff
.Pause(Enable
);
5732 FFlameSoundWork
.Pause(Enable
);
5733 FJetSoundFly
.Pause(Enable
);
5734 FJetSoundOn
.Pause(Enable
);
5735 FJetSoundOff
.Pause(Enable
);
5740 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
5745 FObj
.Rect
:= PLAYER_CORPSERECT
;
5746 FModelName
:= ModelName
;
5751 FState
:= CORPSE_STATE_MESS
;
5752 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
5756 FState
:= CORPSE_STATE_NORMAL
;
5757 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
5761 destructor TCorpse
.Destroy();
5768 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
5770 procedure TCorpse
.positionChanged (); inline; begin end;
5772 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
5774 if (dx
<> 0) or (dy
<> 0) then
5783 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5785 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
5786 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
5787 w
:= PLAYER_CORPSERECT
.Width
;
5788 h
:= PLAYER_CORPSERECT
.Height
;
5792 procedure TCorpse
.Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
5797 if FState
= CORPSE_STATE_REMOVEME
then
5800 FDamage
:= FDamage
+ Value
;
5802 if FDamage
> 150 then
5804 if FAnimation
<> nil then
5809 FState
:= CORPSE_STATE_REMOVEME
;
5811 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
5812 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
5813 FModelName
, FColor
);
5814 // Звук мяса от трупа:
5815 pm
:= g_PlayerModel_Get(FModelName
);
5816 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
5820 if (gBodyKillEvent
<> -1)
5821 and gDelayedEvents
[gBodyKillEvent
].Pending
then
5822 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
5823 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, SpawnerUID
);
5828 Blood
:= g_PlayerModel_GetBlood(FModelName
);
5829 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
5830 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
5831 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
5832 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
5833 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
5834 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
5838 procedure TCorpse
.Update();
5842 if FState
= CORPSE_STATE_REMOVEME
then
5845 FObj
.oldX
:= FObj
.X
;
5846 FObj
.oldY
:= FObj
.Y
;
5848 if gTime
mod (GAME_TICK
*2) <> 0 then
5850 g_Obj_Move(@FObj
, True, True, True);
5851 positionChanged(); // this updates spatial accelerators
5855 // Сопротивление воздуха для трупа:
5856 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5858 st
:= g_Obj_Move(@FObj
, True, True, True);
5859 positionChanged(); // this updates spatial accelerators
5861 if WordBool(st
and MOVE_FALLOUT
) then
5863 FState
:= CORPSE_STATE_REMOVEME
;
5867 if FAnimation
<> nil then
5868 FAnimation
.Update();
5869 if FAnimationMask
<> nil then
5870 FAnimationMask
.Update();
5874 procedure TCorpse
.SaveState (st
: TStream
);
5881 utils
.writeSign(st
, 'CORP');
5882 utils
.writeInt(st
, Byte(0));
5884 utils
.writeInt(st
, Byte(FState
));
5886 utils
.writeInt(st
, Byte(FDamage
));
5888 utils
.writeInt(st
, Byte(FColor
.R
));
5889 utils
.writeInt(st
, Byte(FColor
.G
));
5890 utils
.writeInt(st
, Byte(FColor
.B
));
5892 Obj_SaveState(st
, @FObj
);
5893 utils
.writeInt(st
, Word(FPlayerUID
));
5895 anim
:= (FAnimation
<> nil);
5896 utils
.writeBool(st
, anim
);
5897 // Если есть - сохраняем
5898 if anim
then FAnimation
.SaveState(st
);
5899 // Есть ли маска анимации
5900 anim
:= (FAnimationMask
<> nil);
5901 utils
.writeBool(st
, anim
);
5902 // Если есть - сохраняем
5903 if anim
then FAnimationMask
.SaveState(st
);
5907 procedure TCorpse
.LoadState (st
: TStream
);
5914 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
5915 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
5917 FState
:= utils
.readByte(st
);
5919 FDamage
:= utils
.readByte(st
);
5921 FColor
.R
:= utils
.readByte(st
);
5922 FColor
.G
:= utils
.readByte(st
);
5923 FColor
.B
:= utils
.readByte(st
);
5925 Obj_LoadState(@FObj
, st
);
5926 FPlayerUID
:= utils
.readWord(st
);
5928 anim
:= utils
.readBool(st
);
5929 // Если есть - загружаем
5932 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
5933 FAnimation
.LoadState(st
);
5935 // Есть ли маска анимации
5936 anim
:= utils
.readBool(st
);
5937 // Если есть - загружаем
5940 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
5941 FAnimationMask
.LoadState(st
);
5947 constructor TBot
.Create();
5954 FSpectator
:= False;
5961 for a
:= WP_FIRST
to WP_LAST
do
5963 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
5964 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
5965 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5969 destructor TBot
.Destroy();
5972 inherited Destroy();
5975 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
5977 inherited Respawn(Silent
, Force
);
5980 FSelectedWeapon
:= FCurrWeap
;
5985 procedure TBot
.UpdateCombat();
5998 TTargetRecord
= array of TTarget
;
6000 function Compare(a
, b
: TTarget
): Integer;
6002 if a
.Line
and not b
.Line
then // A на линии огня
6005 if not a
.Line
and b
.Line
then // B на линии огня
6007 else // И A, и B на линии или не на линии огня
6008 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6010 if a
.Dist
> b
.Dist
then // B ближе
6012 else // A ближе или равноудаленно с B
6015 else // Странно -> A
6020 a
, x1
, y1
, x2
, y2
: Integer;
6021 targets
: TTargetRecord
;
6023 Target
, BestTarget
: TTarget
;
6024 firew
, fireh
: Integer;
6028 vsPlayer
, vsMonster
, ok
: Boolean;
6031 function monsUpdate (mon
: TMonster
): Boolean;
6033 result
:= false; // don't stop
6034 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6036 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6038 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6039 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6041 // Если монстр на экране и не прикрыт стеной
6042 if g_TraceVector(x1
, y1
, x2
, y2
) then
6044 // Добавляем к списку возможных целей
6045 SetLength(targets
, Length(targets
)+1);
6046 with targets
[High(targets
)] do
6053 Rect
:= mon
.Obj
.Rect
;
6054 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6055 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6056 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6065 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6066 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6068 // Если текущее оружие не то, что нужно, то меняем:
6069 if FCurrWeap
<> FSelectedWeapon
then
6072 // Если нужно стрелять и нужное оружие, то нажать "Стрелять":
6073 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6075 RemoveAIFlag('NEEDFIRE');
6078 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6079 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6080 else PressKey(KEY_FIRE
);
6084 // Координаты ствола:
6085 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6086 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6088 Target
.UID
:= FTargetUID
;
6091 if Target
.UID
<> 0 then
6092 begin // Цель есть - настраиваем
6093 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6096 tpla
:= g_Player_Get(Target
.UID
);
6100 if (@FObj
) <> nil then
6107 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6108 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6109 Target
.Rect
:= PLAYER_RECT
;
6110 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6111 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6112 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6113 Target
.IsPlayer
:= True;
6117 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6120 mon
:= g_Monsters_ByUID(Target
.UID
);
6123 Target
.X
:= mon
.Obj
.X
;
6124 Target
.Y
:= mon
.Obj
.Y
;
6126 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6127 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6128 Target
.Rect
:= mon
.Obj
.Rect
;
6129 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6130 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6131 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6132 Target
.IsPlayer
:= False;
6139 begin // Цели нет - обнуляем
6144 Target
.Visible
:= False;
6145 Target
.Line
:= False;
6146 Target
.IsPlayer
:= False;
6151 // Если цель не видима или не на линии огня, то ищем все возможные цели:
6152 if (not Target
.Line
) or (not Target
.Visible
) then
6156 for a
:= 0 to High(gPlayers
) do
6157 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6158 (gPlayers
[a
].FUID
<> FUID
) and
6159 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6160 (not gPlayers
[a
].NoTarget
) and
6161 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6163 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6164 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6167 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6168 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6170 // Если игрок на экране и не прикрыт стеной:
6171 if g_TraceVector(x1
, y1
, x2
, y2
) then
6173 // Добавляем к списку возможных целей:
6174 SetLength(targets
, Length(targets
)+1);
6175 with targets
[High(targets
)] do
6177 UID
:= gPlayers
[a
].FUID
;
6178 X
:= gPlayers
[a
].FObj
.X
;
6179 Y
:= gPlayers
[a
].FObj
.Y
;
6182 Rect
:= PLAYER_RECT
;
6183 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6184 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6185 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6193 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6196 // Если есть возможные цели:
6197 // (Выбираем лучшую, меняем оружие и бежим к ней/от нее)
6198 if targets
<> nil then
6200 // Выбираем наилучшую цель:
6201 BestTarget
:= targets
[0];
6202 if Length(targets
) > 1 then
6203 for a
:= 1 to High(targets
) do
6204 if Compare(BestTarget
, targets
[a
]) = 1 then
6205 BestTarget
:= targets
[a
];
6207 // Если лучшая цель "виднее" текущей, то текущая := лучшая:
6208 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6209 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6211 Target
:= BestTarget
;
6213 if (Healthy() = 3) or ((Healthy() = 2)) then
6214 begin // Если здоровы - догоняем
6215 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6216 SetAIFlag('GORIGHT', '1');
6217 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6218 SetAIFlag('GOLEFT', '1');
6221 begin // Если побиты - убегаем
6222 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6223 SetAIFlag('GORIGHT', '1');
6224 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6225 SetAIFlag('GOLEFT', '1');
6228 // Выбираем оружие на основе расстояния и приоритетов:
6229 SelectWeapon(Abs(x1
-Target
.cX
));
6234 // (Догоняем/убегаем, стреляем по направлению к цели)
6235 // (Если цель далеко, то хватит следить за ней)
6236 if Target
.UID
<> 0 then
6238 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6239 Target
.Y
+ Target
.Rect
.Y
) then
6240 begin // Цель сбежала с "экрана"
6241 if (Healthy() = 3) or ((Healthy() = 2)) then
6242 begin // Если здоровы - догоняем
6243 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6244 SetAIFlag('GORIGHT', '1');
6245 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6246 SetAIFlag('GOLEFT', '1');
6249 begin // Если побиты - забываем о цели и убегаем
6251 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6252 SetAIFlag('GORIGHT', '1');
6253 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6254 SetAIFlag('GOLEFT', '1');
6258 begin // Цель пока на "экране"
6259 // Если цель не загорожена стеной, то отмечаем, когда ее видели:
6260 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6261 FLastVisible
:= gTime
;
6262 // Если разница высот не велика, то догоняем:
6263 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6265 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6266 SetAIFlag('GORIGHT', '1');
6267 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6268 SetAIFlag('GOLEFT', '1');
6272 // Выбираем угол вверх:
6273 if FDirection
= TDirection
.D_LEFT
then
6274 angle
:= ANGLE_LEFTUP
6276 angle
:= ANGLE_RIGHTUP
;
6278 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6279 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6281 // Если при угле вверх можно попасть в приблизительное положение цели:
6282 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6283 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6284 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6285 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6286 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6287 begin // то нужно стрелять вверх
6288 SetAIFlag('NEEDFIRE', '1');
6289 SetAIFlag('NEEDSEEUP', '1');
6292 // Выбираем угол вниз:
6293 if FDirection
= TDirection
.D_LEFT
then
6294 angle
:= ANGLE_LEFTDOWN
6296 angle
:= ANGLE_RIGHTDOWN
;
6298 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6299 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6301 // Если при угле вниз можно попасть в приблизительное положение цели:
6302 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6303 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6304 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6305 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6306 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6307 begin // то нужно стрелять вниз
6308 SetAIFlag('NEEDFIRE', '1');
6309 SetAIFlag('NEEDSEEDOWN', '1');
6312 // Если цель видно и она на такой же высоте:
6313 if Target
.Visible
and
6314 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6315 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6317 // Если идем в сторону цели, то надо стрелять:
6318 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
6319 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6320 begin // то нужно стрелять вперед
6321 SetAIFlag('NEEDFIRE', '1');
6322 SetAIFlag('NEEDSEEDOWN', '');
6323 SetAIFlag('NEEDSEEUP', '');
6325 // Если цель в пределах "экрана" и сложность позволяет прыжки сближения:
6326 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6327 if GetRnd(FDifficult
.CloseJump
) then
6328 begin // то если повезет - прыгаем (особенно, если близко)
6329 if Abs(FObj
.X
-Target
.X
) < 128 then
6333 if Random(a
) = 0 then
6334 SetAIFlag('NEEDJUMP', '1');
6338 // Если цель все еще есть:
6339 if Target
.UID
<> 0 then
6340 if gTime
-FLastVisible
> 2000 then // Если видели давно
6341 Target
.UID
:= 0 // то забыть цель
6342 else // Если видели недавно
6343 begin // но цель убили
6344 if Target
.IsPlayer
then
6345 begin // Цель - игрок
6346 pla
:= g_Player_Get(Target
.UID
);
6347 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
6348 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6349 Target
.UID
:= 0; // то забыть цель
6352 begin // Цель - монстр
6353 mon
:= g_Monsters_ByUID(Target
.UID
);
6354 if (mon
= nil) or (not mon
.alive
) then
6355 Target
.UID
:= 0; // то забыть цель
6358 end; // if Target.UID <> 0
6360 FTargetUID
:= Target
.UID
;
6362 // Если возможных целей нет:
6363 // (Атака чего-нибудь слева или справа)
6364 if targets
= nil then
6365 if GetAIFlag('ATTACKLEFT') <> '' then
6366 begin // Если нужно атаковать налево
6367 RemoveAIFlag('ATTACKLEFT');
6369 SetAIFlag('NEEDJUMP', '1');
6371 if RunDirection() = TDirection
.D_RIGHT
then
6372 begin // Идем не в ту сторону
6373 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6374 begin // Если здоровы, то, возможно, стреляем бежим влево и стреляем
6375 SetAIFlag('NEEDFIRE', '1');
6376 SetAIFlag('GOLEFT', '1');
6380 begin // Идем в нужную сторону
6381 if GetRnd(FDifficult
.InvisFire
) then // Возможно, стреляем вслепую
6382 SetAIFlag('NEEDFIRE', '1');
6383 if Healthy() <= 1 then // Побиты - убегаем
6384 SetAIFlag('GORIGHT', '1');
6388 if GetAIFlag('ATTACKRIGHT') <> '' then
6389 begin // Если нужно атаковать направо
6390 RemoveAIFlag('ATTACKRIGHT');
6392 SetAIFlag('NEEDJUMP', '1');
6394 if RunDirection() = TDirection
.D_LEFT
then
6395 begin // Идем не в ту сторону
6396 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6397 begin // Если здоровы, то, возможно, бежим вправо и стреляем
6398 SetAIFlag('NEEDFIRE', '1');
6399 SetAIFlag('GORIGHT', '1');
6404 if GetRnd(FDifficult
.InvisFire
) then // Возможно, стреляем вслепую
6405 SetAIFlag('NEEDFIRE', '1');
6406 if Healthy() <= 1 then // Побиты - убегаем
6407 SetAIFlag('GOLEFT', '1');
6411 //HACK! (does it belongs there?)
6412 RealizeCurrentWeapon();
6414 // Если есть возможные цели:
6415 // (Стреляем по направлению к целям)
6416 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6417 for a
:= 0 to High(targets
) do
6419 // Если можем стрелять по диагонали:
6420 if GetRnd(FDifficult
.DiagFire
) then
6422 // Ищем цель сверху и стреляем, если есть:
6423 if FDirection
= TDirection
.D_LEFT
then
6424 angle
:= ANGLE_LEFTUP
6426 angle
:= ANGLE_RIGHTUP
;
6428 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6429 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6431 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6432 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6433 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6434 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6435 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6437 SetAIFlag('NEEDFIRE', '1');
6438 SetAIFlag('NEEDSEEUP', '1');
6441 // Ищем цель снизу и стреляем, если есть:
6442 if FDirection
= TDirection
.D_LEFT
then
6443 angle
:= ANGLE_LEFTDOWN
6445 angle
:= ANGLE_RIGHTDOWN
;
6447 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6448 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6450 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6451 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6452 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6453 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6454 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6456 SetAIFlag('NEEDFIRE', '1');
6457 SetAIFlag('NEEDSEEDOWN', '1');
6461 // Если цель "перед носом", то стреляем:
6462 if targets
[a
].Line
and targets
[a
].Visible
and
6463 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6464 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6466 SetAIFlag('NEEDFIRE', '1');
6471 // Если летит пуля, то, возможно, подпрыгиваем:
6472 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6473 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6474 40+GetInterval(FDifficult
.Cover
, 40)) then
6475 SetAIFlag('NEEDJUMP', '1');
6477 // Если кончились паторны, то нужно сменить оружие:
6478 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6479 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6480 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6482 SetAIFlag('SELECTWEAPON', '1');
6484 // Если нужно сменить оружие, то выбираем нужное:
6485 if GetAIFlag('SELECTWEAPON') = '1' then
6488 RemoveAIFlag('SELECTWEAPON');
6492 procedure TBot
.Update();
6505 // Проверяем, отключён ли AI ботов
6506 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6508 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6510 if g_debug_BotAIOff
= 3 then
6520 RealizeCurrentWeapon();
6527 procedure TBot
.ReleaseKey(Key
: Byte);
6536 function TBot
.KeyPressed(Key
: Word): Boolean;
6538 Result
:= FKeys
[Key
].Pressed
;
6541 function TBot
.GetAIFlag(aName
: String20
): String20
;
6547 aName
:= LowerCase(aName
);
6549 if FAIFlags
<> nil then
6550 for a
:= 0 to High(FAIFlags
) do
6551 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6553 Result
:= FAIFlags
[a
].Value
;
6558 procedure TBot
.RemoveAIFlag(aName
: String20
);
6562 if FAIFlags
= nil then Exit
;
6564 aName
:= LowerCase(aName
);
6566 for a
:= 0 to High(FAIFlags
) do
6567 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6569 if a
<> High(FAIFlags
) then
6570 for b
:= a
to High(FAIFlags
)-1 do
6571 FAIFlags
[b
] := FAIFlags
[b
+1];
6573 SetLength(FAIFlags
, Length(FAIFlags
)-1);
6578 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
6586 aName
:= LowerCase(aName
);
6588 if FAIFlags
<> nil then
6589 for a
:= 0 to High(FAIFlags
) do
6590 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6596 if ok
then FAIFlags
[a
].Value
:= fValue
6599 SetLength(FAIFlags
, Length(FAIFlags
)+1);
6600 with FAIFlags
[High(FAIFlags
)] do
6608 procedure TBot
.UpdateMove
;
6610 procedure GoLeft(Time
: Word = 1);
6612 ReleaseKey(KEY_LEFT
);
6613 ReleaseKey(KEY_RIGHT
);
6614 PressKey(KEY_LEFT
, Time
);
6615 SetDirection(TDirection
.D_LEFT
);
6618 procedure GoRight(Time
: Word = 1);
6620 ReleaseKey(KEY_LEFT
);
6621 ReleaseKey(KEY_RIGHT
);
6622 PressKey(KEY_RIGHT
, Time
);
6623 SetDirection(TDirection
.D_RIGHT
);
6626 function Rnd(a
: Word): Boolean;
6628 Result
:= Random(a
) = 0;
6631 procedure Turn(Time
: Word = 1200);
6633 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
6638 ReleaseKey(KEY_LEFT
);
6639 ReleaseKey(KEY_RIGHT
);
6642 function CanRunLeft(): Boolean;
6644 Result
:= not CollideLevel(-1, 0);
6647 function CanRunRight(): Boolean;
6649 Result
:= not CollideLevel(1, 0);
6652 function CanRun(): Boolean;
6654 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
6657 procedure Jump(Time
: Word = 30);
6659 PressKey(KEY_JUMP
, Time
);
6662 function NearHole(): Boolean;
6666 { TODO 5 : Лестницы }
6667 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6668 for x
:= 1 to PLAYER_RECT
.Width
do
6669 if (not StayOnStep(x
*sx
, 0)) and
6670 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6671 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6680 function BorderHole(): Boolean;
6684 { TODO 5 : Лестницы }
6685 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6686 for x
:= 1 to PLAYER_RECT
.Width
do
6687 if (not StayOnStep(x
*sx
, 0)) and
6688 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6689 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6691 for xx
:= x
to x
+32 do
6692 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
6702 function NearDeepHole(): Boolean;
6708 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6711 for x
:= 1 to PLAYER_RECT
.Width
do
6712 if (not StayOnStep(x
*sx
, 0)) and
6713 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6714 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6716 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6718 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
6723 end else Result
:= False;
6726 function OverDeepHole(): Boolean;
6733 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6735 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
6742 function OnGround(): Boolean;
6744 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
6747 function OnLadder(): Boolean;
6749 Result
:= FullInStep(0, 0);
6752 function BelowLadder(): Boolean;
6754 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
6755 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6756 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
6757 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6760 function BelowLiftUp(): Boolean;
6762 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
6763 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6764 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
6765 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6768 function OnTopLift(): Boolean;
6770 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6773 function CanJumpOver(): Boolean;
6777 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6781 if not CollideLevel(sx
, 0) then Exit
;
6783 for y
:= 1 to BOT_MAXJUMP
do
6784 if CollideLevel(0, -y
) then Exit
else
6785 if not CollideLevel(sx
, -y
) then
6792 function CanJumpUp(Dist
: ShortInt): Boolean;
6799 if CollideLevel(Dist
, 0) then Exit
;
6802 for y
:= 0 to BOT_MAXJUMP
do
6803 if CollideLevel(Dist
, -y
) then
6812 for yy
:= y
+1 to BOT_MAXJUMP
do
6813 if not CollideLevel(Dist
, -yy
) then
6822 for y
:= 0 to BOT_MAXJUMP
do
6823 if CollideLevel(0, -y
) then
6831 if y
< yy
then Exit
;
6836 function IsSafeTrigger(): Boolean;
6841 if gTriggers
= nil then
6843 for a
:= 0 to High(gTriggers
) do
6844 if Collide(gTriggers
[a
].X
,
6847 gTriggers
[a
].Height
) and
6848 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
6849 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
6850 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
6851 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
6852 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
6857 // Возможно, нажимаем кнопку:
6858 if Rnd(16) and IsSafeTrigger() then
6861 // Если под лифтом или ступеньками, то, возможно, прыгаем:
6862 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6864 ReleaseKey(KEY_LEFT
);
6865 ReleaseKey(KEY_RIGHT
);
6869 // Идем влево, если надо было:
6870 if GetAIFlag('GOLEFT') <> '' then
6872 RemoveAIFlag('GOLEFT');
6873 if CanRunLeft() then
6877 // Идем вправо, если надо было:
6878 if GetAIFlag('GORIGHT') <> '' then
6880 RemoveAIFlag('GORIGHT');
6881 if CanRunRight() then
6885 // Если вылетели за карту, то пробуем вернуться:
6886 if FObj
.X
< -32 then
6889 if FObj
.X
+32 > gMapInfo
.Width
then
6892 // Прыгаем, если надо было:
6893 if GetAIFlag('NEEDJUMP') <> '' then
6896 RemoveAIFlag('NEEDJUMP');
6899 // Смотрим вверх, если надо было:
6900 if GetAIFlag('NEEDSEEUP') <> '' then
6903 ReleaseKey(KEY_DOWN
);
6904 PressKey(KEY_UP
, 20);
6905 RemoveAIFlag('NEEDSEEUP');
6908 // Смотрим вниз, если надо было:
6909 if GetAIFlag('NEEDSEEDOWN') <> '' then
6912 ReleaseKey(KEY_DOWN
);
6913 PressKey(KEY_DOWN
, 20);
6914 RemoveAIFlag('NEEDSEEDOWN');
6917 // Если нужно было в дыру и мы не на земле, то покорно летим:
6918 if GetAIFlag('GOINHOLE') <> '' then
6919 if not OnGround() then
6921 ReleaseKey(KEY_LEFT
);
6922 ReleaseKey(KEY_RIGHT
);
6923 RemoveAIFlag('GOINHOLE');
6924 SetAIFlag('FALLINHOLE', '1');
6927 // Если падали и достигли земли, то хватит падать:
6928 if GetAIFlag('FALLINHOLE') <> '' then
6930 RemoveAIFlag('FALLINHOLE');
6932 // Если летели прямо и сейчас не на лестнице или на вершине лифта, то отходим в сторону:
6933 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
6934 if GetAIFlag('FALLINHOLE') = '' then
6935 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
6941 // Если на земле и можно подпрыгнуть, то, возможно, прыгаем:
6943 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
6947 // Если на земле и возле дыры (глубина > 2 ростов игрока):
6948 if OnGround() and NearHole() then
6949 if NearDeepHole() then // Если это бездна
6951 0..3: Turn(); // Бежим обратно
6952 4: Jump(); // Прыгаем
6953 5: begin // Прыгаем обратно
6958 else // Это не бездна и мы еще не летим туда
6959 if GetAIFlag('GOINHOLE') = '' then
6961 0: Turn(); // Не нужно туда
6962 1: Jump(); // Вдруг повезет - прыгаем
6963 else // Если яма с границей, то при случае можно туда прыгнуть
6964 if BorderHole() then
6965 SetAIFlag('GOINHOLE', '1');
6968 // Если на земле, но некуда идти:
6969 if (not CanRun()) and OnGround() then
6971 // Если мы на лестнице или можно перепрыгнуть, то прыгаем:
6972 if CanJumpOver() or OnLadder() then
6974 else // иначе попытаемся в другую сторону
6975 if Random(2) = 0 then
6977 if IsSafeTrigger() then
6983 // Осталось мало воздуха:
6984 if FAir
< 36 * 2 then
6987 // Выбираемся из кислоты, если нет костюма, обожглись, или мало здоровья:
6988 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
6989 if BodyInAcid(0, 0) then
6993 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
6995 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
6996 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
6999 {function TBot.NeedItem(Item: Byte): Byte;
7004 procedure TBot
.SelectWeapon(Dist
: Integer);
7008 function HaveAmmo(weapon
: Byte): Boolean;
7011 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7012 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7013 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7014 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7015 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7016 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7017 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7018 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7019 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7020 else Result
:= True;
7025 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7027 if Dist
> BOT_LONGDIST
then
7028 begin // Дальний бой
7030 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7032 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7036 else //if Dist > BOT_UNSAFEDIST then
7037 begin // Ближний бой
7039 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7041 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7048 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7050 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7056 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7058 Result
:= inherited PickItem(ItemType
, force
, remove
);
7060 if Result
then SetAIFlag('SELECTWEAPON', '1');
7063 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7065 Result
:= inherited Heal(value
, Soft
);
7068 function TBot
.Healthy(): Byte;
7070 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7071 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7072 else if (FHealth
> 50) then Result
:= 2
7073 else if (FHealth
> 20) then Result
:= 1
7077 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7079 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7080 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7083 procedure TBot
.OnDamage(Angle
: SmallInt);
7091 if (Angle
= 0) or (Angle
= 180) then
7094 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7095 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7097 pla
:= g_Player_Get(FLastSpawnerUID
);
7098 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7099 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7102 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7103 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7105 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7106 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7107 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7112 SetAIFlag('ATTACKLEFT', '1')
7114 SetAIFlag('ATTACKRIGHT', '1');
7118 function TBot
.RunDirection(): TDirection
;
7120 if Abs(Vel
.X
) >= 1 then
7122 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7124 Result
:= FDirection
;
7127 function TBot
.GetRnd(a
: Byte): Boolean;
7129 if a
= 0 then Result
:= False
7130 else if a
= 255 then Result
:= True
7131 else Result
:= Random(256) > 255-a
;
7134 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7136 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7140 procedure TDifficult
.save (st
: TStream
);
7142 utils
.writeInt(st
, Byte(DiagFire
));
7143 utils
.writeInt(st
, Byte(InvisFire
));
7144 utils
.writeInt(st
, Byte(DiagPrecision
));
7145 utils
.writeInt(st
, Byte(FlyPrecision
));
7146 utils
.writeInt(st
, Byte(Cover
));
7147 utils
.writeInt(st
, Byte(CloseJump
));
7148 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7149 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7152 procedure TDifficult
.load (st
: TStream
);
7154 DiagFire
:= utils
.readByte(st
);
7155 InvisFire
:= utils
.readByte(st
);
7156 DiagPrecision
:= utils
.readByte(st
);
7157 FlyPrecision
:= utils
.readByte(st
);
7158 Cover
:= utils
.readByte(st
);
7159 CloseJump
:= utils
.readByte(st
);
7160 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7161 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7165 procedure TBot
.SaveState (st
: TStream
);
7170 inherited SaveState(st
);
7171 utils
.writeSign(st
, 'BOT0');
7173 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7175 utils
.writeInt(st
, Word(FTargetUID
));
7176 // Время потери цели
7177 utils
.writeInt(st
, LongWord(FLastVisible
));
7178 // Количество флагов ИИ
7179 dw
:= Length(FAIFlags
);
7180 utils
.writeInt(st
, LongInt(dw
));
7182 for i
:= 0 to dw
-1 do
7184 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7185 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7187 // Настройки сложности
7188 FDifficult
.save(st
);
7192 procedure TBot
.LoadState (st
: TStream
);
7197 inherited LoadState(st
);
7198 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7200 FSelectedWeapon
:= utils
.readByte(st
);
7202 FTargetUID
:= utils
.readWord(st
);
7203 // Время потери цели
7204 FLastVisible
:= utils
.readLongWord(st
);
7205 // Количество флагов ИИ
7206 dw
:= utils
.readLongInt(st
);
7207 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7208 SetLength(FAIFlags
, dw
);
7210 for i
:= 0 to dw
-1 do
7212 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7213 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7215 // Настройки сложности
7216 FDifficult
.load(st
);
7221 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);
7222 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');
7223 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');