1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
23 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
24 e_graphics
, g_playermodel
, g_basic
, g_textures
,
25 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
61 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
84 ANGLE_NONE
= Low(SmallInt);
86 CORPSE_STATE_REMOVEME
= 0;
87 CORPSE_STATE_NORMAL
= 1;
88 CORPSE_STATE_MESS
= 2;
90 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
91 PLAYER_RECT_CX
= 15+(34 div 2);
92 PLAYER_RECT_CY
= 12+(52 div 2);
93 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
96 PLAYER_HP_LIMIT
= 200;
98 PLAYER_AP_LIMIT
= 200;
102 PLAYER_BURN_TIME
= 110;
104 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
105 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
123 TPlayerStatArray
= Array of TPlayerStat
;
125 TPlayerSavedState
= record
133 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
134 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
135 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
136 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
145 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
153 FDirection
: TDirection
;
161 FMonsterKills
: Integer;
167 FCanJetpack
: Boolean;
173 FNextWeapDelay
: Byte; // frames
174 FBFGFireCounter
: SmallInt;
175 FLastSpawnerUID
: Word;
179 FSpectatePlayer
: Integer;
180 FFirePainTime
: Integer;
183 FSavedStateNum
: Integer;
185 FModel
: TPlayerModel
;
186 FPunchAnim
: TAnimation
;
189 FActionForce
: Boolean;
190 FActionChanged
: Boolean;
192 FFireAngle
: SmallInt;
196 FShellTimer
: Integer;
198 FSawSound
: TPlayableSound
;
199 FSawSoundIdle
: TPlayableSound
;
200 FSawSoundHit
: TPlayableSound
;
201 FSawSoundSelect
: TPlayableSound
;
202 FFlameSoundOn
: TPlayableSound
;
203 FFlameSoundOff
: TPlayableSound
;
204 FFlameSoundWork
: TPlayableSound
;
205 FJetSoundOn
: TPlayableSound
;
206 FJetSoundOff
: TPlayableSound
;
207 FJetSoundFly
: TPlayableSound
;
211 FJustTeleported
: Boolean;
213 mEDamageType
: Integer;
216 function CollideLevel(XInc
, YInc
: Integer): Boolean;
217 function StayOnStep(XInc
, YInc
: Integer): Boolean;
218 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
219 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
220 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
221 function FullInLift(XInc
, YInc
: Integer): Integer;
222 {procedure CollideItem();}
223 procedure FlySmoke(Times
: DWORD
= 1);
224 procedure OnFireFlame(Times
: DWORD
= 1);
225 function GetAmmoByWeapon(Weapon
: Byte): Word;
226 procedure SetAction(Action
: Byte; Force
: Boolean = False);
227 procedure OnDamage(Angle
: SmallInt); virtual;
228 function firediry(): Integer;
231 procedure Run(Direction
: TDirection
);
232 procedure NextWeapon();
233 procedure PrevWeapon();
240 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
241 procedure resetWeaponQueue ();
242 function hasAmmoForWeapon (weapon
: Byte): Boolean;
243 function hasAmmoForShooting (weapon
: Byte): Boolean;
244 function shouldSwitch (weapon
: Byte; hadWeapon
: Boolean) : Boolean;
246 procedure doDamage (v
: Integer);
248 function refreshCorpse(): Boolean;
251 FDamageBuffer
: Integer;
253 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
254 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
255 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
256 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
258 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
259 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
260 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
261 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
262 FWeapSwitchMode
: Byte;
263 FWeapPreferences
: Array [WP_FIRST
.. WP_LAST
+1] of Byte;
264 FSwitchToEmpty
: Byte;
267 FPreferredTeam
: Byte;
270 FWantsInGame
: Boolean;
275 FActualModelName
: string;
282 FSpawnInvul
: Integer;
284 FWaitForFirstSpawn
: Boolean; // set to `true` in server, used to spawn a player on first full state request
287 // debug: viewport offset
288 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
290 function isValidViewPort (): Boolean; inline;
292 constructor Create(); virtual;
293 destructor Destroy(); override;
294 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
295 function GetRespawnPoint(): Byte;
296 procedure PressKey(Key
: Byte; Time
: Word = 1);
297 procedure ReleaseKeys();
298 procedure SetModel(ModelName
: String);
299 procedure SetColor(Color
: TRGB
);
300 function GetColor(): TRGB
;
301 procedure SetWeapon(W
: Byte);
302 function IsKeyPressed(K
: Byte): Boolean;
303 function GetKeys(): Byte;
304 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
305 procedure SetWeaponPrefs(Prefs
: Array of Byte);
306 procedure SetWeaponPref(Weapon
, Pref
: Byte);
307 function GetWeaponPref(Weapon
: Byte) : Byte;
308 function GetMorePrefered() : Byte;
309 function MaySwitch(Weapon
: Byte) : Boolean;
310 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
311 function Collide(Panel
: TPanel
): Boolean; overload
;
312 function Collide(X
, Y
: Integer): Boolean; overload
;
313 procedure SetDirection(Direction
: TDirection
);
314 procedure GetSecret();
315 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
317 procedure Push(vx
, vy
: Integer);
318 procedure ChangeModel(ModelName
: String);
319 procedure SwitchTeam
;
320 procedure ChangeTeam(Team
: Byte);
322 function GetFlag(Flag
: Byte): Boolean;
323 procedure SetFlag(Flag
: Byte);
324 function DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
325 function TryDropFlag(): Boolean;
326 procedure AllRulez(Health
: Boolean);
327 procedure RestoreHealthArmor();
328 procedure FragCombo();
329 procedure GiveItem(ItemType
: Byte);
330 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
331 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
332 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
333 procedure MakeBloodSimple(Count
: Word);
334 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
335 procedure Reset(Force
: Boolean);
336 procedure Spectate(NoMove
: Boolean = False);
337 procedure SwitchNoClip
;
338 procedure SoftReset();
339 procedure Draw(); virtual;
340 procedure DrawPain();
341 procedure DrawPickup();
342 procedure DrawRulez();
344 procedure DrawIndicator(Color
: TRGB
);
345 procedure DrawBubble();
347 procedure PreUpdate();
348 procedure Update(); virtual;
349 procedure RememberState();
350 procedure RecallState();
351 procedure SaveState (st
: TStream
); virtual;
352 procedure LoadState (st
: TStream
); virtual;
353 procedure PauseSounds(Enable
: Boolean);
354 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
355 procedure DoLerp(Level
: Integer = 2);
356 procedure SetLerp(XTo
, YTo
: Integer);
357 procedure ProcessWeaponAction(Action
: Byte);
358 procedure QueueWeaponSwitch(Weapon
: Byte);
359 procedure RealizeCurrentWeapon();
363 procedure JetpackOff
;
364 procedure CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
366 //WARNING! this does nothing for now, but still call it!
367 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
369 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
370 procedure moveBy (dx
, dy
: Integer); inline;
372 function getCameraObj(): TObj
;
375 property Vel
: TPoint2i read FObj
.Vel
;
376 property Obj
: TObj read FObj
;
378 property Name
: String read FName write FName
;
379 property Model
: TPlayerModel read FModel
;
380 property Health
: Integer read FHealth write FHealth
;
381 property Lives
: Byte read FLives write FLives
;
382 property Armor
: Integer read FArmor write FArmor
;
383 property Air
: Integer read FAir write FAir
;
384 property JetFuel
: Integer read FJetFuel write FJetFuel
;
385 property Frags
: Integer read FFrags write FFrags
;
386 property Death
: Integer read FDeath write FDeath
;
387 property Kills
: Integer read FKills write FKills
;
388 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
389 property WeapSwitchMode
: Byte read FWeapSwitchMode write FWeapSwitchMode
;
390 property SwitchToEmpty
: Byte read FSwitchToEmpty write FSwitchToEmpty
;
391 property SkipFist
: Byte read FSkipFist write FSkipFist
;
392 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
393 property Secrets
: Integer read FSecrets
;
394 property GodMode
: Boolean read FGodMode write FGodMode
;
395 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
396 property NoReload
: Boolean read FNoReload write FNoReload
;
397 property alive
: Boolean read FAlive write FAlive
;
398 property Flag
: Byte read FFlag
;
399 property Team
: Byte read FTeam write FTeam
;
400 property Direction
: TDirection read FDirection
;
401 property GameX
: Integer read FObj
.X write FObj
.X
;
402 property GameY
: Integer read FObj
.Y write FObj
.Y
;
403 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
404 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
405 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
406 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
407 property IncCam
: Integer read FIncCam write FIncCam
;
408 property IncCamOld
: Integer read FIncCamOld write FIncCamOld
;
409 property SlopeOld
: Integer read FSlopeOld write FSlopeOld
;
410 property UID
: Word read FUID write FUID
;
411 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
412 property NetTime
: LongWord read FNetTime write FNetTime
;
415 property eName
: String read FName write FName
;
416 property eHealth
: Integer read FHealth write FHealth
;
417 property eLives
: Byte read FLives write FLives
;
418 property eArmor
: Integer read FArmor write FArmor
;
419 property eAir
: Integer read FAir write FAir
;
420 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
421 property eFrags
: Integer read FFrags write FFrags
;
422 property eDeath
: Integer read FDeath write FDeath
;
423 property eKills
: Integer read FKills write FKills
;
424 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
425 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
426 property eSecrets
: Integer read FSecrets write FSecrets
;
427 property eGodMode
: Boolean read FGodMode write FGodMode
;
428 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
429 property eNoReload
: Boolean read FNoReload write FNoReload
;
430 property eAlive
: Boolean read FAlive write FAlive
;
431 property eFlag
: Byte read FFlag
;
432 property eTeam
: Byte read FTeam write FTeam
;
433 property eDirection
: TDirection read FDirection
;
434 property eGameX
: Integer read FObj
.X write FObj
.X
;
435 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
436 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
437 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
438 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
439 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
440 property eIncCam
: Integer read FIncCam write FIncCam
;
441 property eUID
: Word read FUID
;
442 property eJustTeleported
: Boolean read FJustTeleported
;
443 property eNetTime
: LongWord read FNetTime
;
445 // set this before assigning something to `eDamage`
446 property eDamageType
: Integer read mEDamageType write mEDamageType
;
447 property eDamage
: Integer write doDamage
;
458 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
459 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
460 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
463 procedure save (st
: TStream
);
464 procedure load (st
: TStream
);
472 TBot
= class(TPlayer
)
474 FSelectedWeapon
: Byte;
477 FAIFlags
: Array of TAIFlag
;
478 FDifficult
: TDifficult
;
480 function GetRnd(a
: Byte): Boolean;
481 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
482 function RunDirection(): TDirection
;
483 function FullInStep(XInc
, YInc
: Integer): Boolean;
484 //function NeedItem(Item: Byte): Byte;
485 procedure SelectWeapon(Dist
: Integer);
486 procedure SetAIFlag(aName
, fValue
: String20
);
487 function GetAIFlag(aName
: String20
): String20
;
488 procedure RemoveAIFlag(aName
: String20
);
489 function Healthy(): Byte;
490 procedure UpdateMove();
491 procedure UpdateCombat();
492 function KeyPressed(Key
: Word): Boolean;
493 procedure ReleaseKey(Key
: Byte);
494 function TargetOnScreen(TX
, TY
: Integer): Boolean;
495 procedure OnDamage(Angle
: SmallInt); override;
498 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
499 constructor Create(); override;
500 destructor Destroy(); override;
501 procedure Draw(); override;
502 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
503 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
504 procedure Update(); override;
505 procedure SaveState (st
: TStream
); override;
506 procedure LoadState (st
: TStream
); override;
518 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
519 procedure moveBy (dx
, dy
: Integer); inline;
521 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
535 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
536 procedure moveBy (dx
, dy
: Integer); inline;
538 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
541 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
550 FAnimation
: TAnimation
;
551 FAnimationMask
: TAnimation
;
554 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
555 destructor Destroy(); override;
556 procedure Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
559 procedure SaveState (st
: TStream
);
560 procedure LoadState (st
: TStream
);
562 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
563 procedure moveBy (dx
, dy
: Integer); inline;
565 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
567 function ObjPtr (): PObj
; inline;
569 property Obj
: TObj read FObj
; // copies object
570 property State
: Byte read FState
;
571 property Mess
: Boolean read FMess
;
574 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
580 gPlayers
: Array of TPlayer
;
581 gCorpses
: Array of TCorpse
;
582 gGibs
: Array of TGib
;
583 gShells
: Array of TShell
;
584 gTeamStat
: TTeamStat
;
585 gFly
: Boolean = False;
586 gAimLine
: Boolean = False;
587 gChatBubble
: Integer = 0;
588 gPlayerIndicator
: Integer = 1;
589 gPlayerIndicatorStyle
: Integer = 0;
591 gSpectLatchPID1
: Word = 0;
592 gSpectLatchPID2
: Word = 0;
593 MAX_RUNVEL
: Integer = 8;
594 VEL_JUMP
: Integer = 10;
595 SHELL_TIMEOUT
: Cardinal = 60000;
597 function Lerp(X
, Y
, Factor
: Integer): Integer;
599 procedure g_Gibs_SetMax(Count
: Word);
600 function g_Gibs_GetMax(): Word;
601 procedure g_Corpses_SetMax(Count
: Word);
602 function g_Corpses_GetMax(): Word;
603 procedure g_Force_Model_Set(Mode
: Word);
604 function g_Force_Model_Get(): Word;
605 procedure g_Forced_Model_SetName(Model
: String);
606 function g_Forced_Model_GetName(): String;
607 procedure g_Shells_SetMax(Count
: Word);
608 function g_Shells_GetMax(): Word;
610 procedure g_Player_Init();
611 procedure g_Player_Free();
612 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
613 function g_Player_CreateFromState (st
: TStream
): Word;
614 procedure g_Player_Remove(UID
: Word);
615 procedure g_Player_ResetTeams();
616 procedure g_Player_PreUpdate();
617 procedure g_Player_UpdateAll();
618 procedure g_Player_DrawAll();
619 procedure g_Player_DrawDebug(p
: TPlayer
);
620 procedure g_Player_DrawHealth();
621 procedure g_Player_RememberAll();
622 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
623 function g_Player_Get(UID
: Word): TPlayer
;
624 function g_Player_GetCount(): Byte;
625 function g_Player_GetStats(): TPlayerStatArray
;
626 function g_Player_ValidName(Name
: String): Boolean;
627 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
628 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
629 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
630 procedure g_Player_UpdatePhysicalObjects();
631 procedure g_Player_DrawCorpses();
632 procedure g_Player_DrawShells();
633 procedure g_Player_RemoveAllCorpses();
634 procedure g_Player_Corpses_SaveState (st
: TStream
);
635 procedure g_Player_Corpses_LoadState (st
: TStream
);
636 procedure g_Player_ResetReady();
637 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
638 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
639 procedure g_Bot_MixNames();
640 procedure g_Bot_RemoveAll();
641 function g_Bot_GetCount(): Integer;
646 {$INCLUDE ../nogl/noGLuses.inc}
647 {$IFDEF ENABLE_HOLMES}
650 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
651 g_options
, g_triggers
, g_menu
, g_game
, g_grid
, e_res
,
652 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
653 g_net
, g_netmsg
, g_window
,
656 const PLR_SAVE_VERSION
= 0;
666 diag_precision
: Byte;
670 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
671 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
672 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
676 TIME_RESPAWN1
= 1500;
677 TIME_RESPAWN2
= 2000;
678 TIME_RESPAWN3
= 3000;
681 JET_MAX
= 540; // ~30 sec
682 PLAYER_SUIT_TIME
= 30000;
683 PLAYER_INVUL_TIME
= 30000;
684 PLAYER_INVIS_TIME
= 35000;
685 FRAG_COMBO_TIME
= 3000;
689 ANGLE_RIGHTDOWN
= -35;
691 ANGLE_LEFTDOWN
= -145;
692 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
693 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
696 BOT_UNSAFEDIST
= 128;
697 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
699 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
700 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
701 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
702 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
703 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
704 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
705 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
706 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
707 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
708 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
709 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
710 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
711 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
712 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
713 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
714 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
715 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
716 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
717 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
718 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
719 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
720 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
721 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
722 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
723 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
724 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
726 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
727 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
729 BOTNAMES_FILENAME
= 'botnames.txt';
730 BOTLIST_FILENAME
= 'botlist.txt';
734 MaxCorpses
: Word = 20;
735 MaxShells
: Word = 300;
736 ForceModel
: Word = 0;
737 ForcedModelName
: String = STD_PLAYER_MODEL
;
738 CurrentGib
: Integer = 0;
739 CurrentShell
: Integer = 0;
740 BotNames
: Array of String;
741 BotList
: Array of TBotProfile
;
742 SavedStates
: Array of TPlayerSavedState
;
745 function Lerp(X
, Y
, Factor
: Integer): Integer;
747 Result
:= X
+ ((Y
- X
) div Factor
);
750 function SameTeam(UID1
, UID2
: Word): Boolean;
754 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
755 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
757 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
759 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
760 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
762 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
765 procedure g_Gibs_SetMax(Count
: Word);
768 SetLength(gGibs
, Count
);
770 if CurrentGib
>= Count
then
774 function g_Gibs_GetMax(): Word;
779 procedure g_Shells_SetMax(Count
: Word);
782 SetLength(gShells
, Count
);
784 if CurrentShell
>= Count
then
788 function g_Shells_GetMax(): Word;
794 procedure g_Corpses_SetMax(Count
: Word);
797 SetLength(gCorpses
, Count
);
800 function g_Corpses_GetMax(): Word;
802 Result
:= MaxCorpses
;
805 procedure g_Force_Model_Set(Mode
: Word);
810 function g_Force_Model_Get(): Word;
812 Result
:= ForceModel
;
815 procedure g_Forced_Model_SetName(Model
: String);
817 ForcedModelName
:= Model
;
820 function g_Forced_Model_GetName(): String;
822 Result
:= ForcedModelName
;
825 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
835 // Åñòü ëè ìåñòî â gPlayers:
836 if gPlayers
<> nil then
837 for a
:= 0 to High(gPlayers
) do
838 if gPlayers
[a
] = nil then
844 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
847 SetLength(gPlayers
, Length(gPlayers
)+1);
851 // Ñîçäàåì îáúåêò èãðîêà:
853 gPlayers
[a
] := TBot
.Create()
855 gPlayers
[a
] := TPlayer
.Create();
858 gPlayers
[a
].FActualModelName
:= ModelName
;
859 gPlayers
[a
].SetModel(ModelName
);
861 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
862 if gPlayers
[a
].FModel
= nil then
866 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
870 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
871 if Random(2) = 0 then
875 gPlayers
[a
].FPreferredTeam
:= Team
;
877 case gGameSettings
.GameMode
of
878 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
880 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
882 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
885 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
886 gPlayers
[a
].FColor
:= Color
;
887 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
888 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
890 gPlayers
[a
].FModel
.Color
:= Color
;
892 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
893 gPlayers
[a
].FAlive
:= False;
895 Result
:= gPlayers
[a
].FUID
;
898 function g_Player_CreateFromState (st
: TStream
): Word;
899 var a
: Integer; ok
, Bot
: Boolean; pos
: Int64;
903 // check signature and entity type
905 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
906 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
907 Bot
:= utils
.readBool(st
);
910 // find free player slot
912 for a
:= 0 to High(gPlayers
) do
913 if gPlayers
[a
] = nil then
919 // allocate player slot
922 SetLength(gPlayers
, Length(gPlayers
)+1);
926 // create entity and load state
928 gPlayers
[a
] := TBot
.Create()
930 gPlayers
[a
] := TPlayer
.Create();
931 gPlayers
[a
].FPhysics
:= True; // ???
932 gPlayers
[a
].LoadState(st
);
934 result
:= gPlayers
[a
].FUID
;
938 procedure g_Player_ResetTeams();
942 if g_Game_IsClient
then
944 if gPlayers
= nil then
946 for a
:= Low(gPlayers
) to High(gPlayers
) do
947 if gPlayers
[a
] <> nil then
948 case gGameSettings
.GameMode
of
950 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
952 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
953 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
954 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
957 gPlayers
[a
].ChangeTeam(TEAM_RED
)
959 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
962 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
966 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
969 _name
, _model
: String;
972 if not g_Game_IsServer
then Exit
;
974 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
975 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
977 // Ñïèñîê íàçâàíèé ìîäåëåé:
978 m
:= g_PlayerModel_GetNames();
983 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
984 Team
:= TEAM_COOP
// COOP
986 if gGameSettings
.GameMode
= GM_DM
then
987 Team
:= TEAM_NONE
// DM
989 if Team
= TEAM_NONE
then // CTF / TDM
991 // Àâòîáàëàíñ êîìàíä:
995 for a
:= 0 to High(gPlayers
) do
996 if gPlayers
[a
] <> nil then
998 if gPlayers
[a
].Team
= TEAM_RED
then
1001 if gPlayers
[a
].Team
= TEAM_BLUE
then
1011 if Random(2) = 0 then
1017 // Âûáèðàåì áîòó èìÿ:
1019 if BotNames
<> nil then
1020 for a
:= 0 to High(BotNames
) do
1021 if g_Player_ValidName(BotNames
[a
]) then
1023 _name
:= BotNames
[a
];
1027 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1028 _model
:= m
[Random(Length(m
))];
1031 with g_Player_Get(g_Player_Create(_model
,
1032 _RGB(Min(Random(9)*32, 255),
1033 Min(Random(9)*32, 255),
1034 Min(Random(9)*32, 255)),
1035 Team
, True)) as TBot
do
1037 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1039 Name
:= Format('DFBOT%.5d', [UID
])
1044 1: FDifficult
:= DIFFICULT_EASY
;
1045 2: FDifficult
:= DIFFICULT_MEDIUM
;
1046 else FDifficult
:= DIFFICULT_HARD
;
1049 for a
:= WP_FIRST
to WP_LAST
do
1051 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1052 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1053 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1056 FHandicap
:= Handicap
;
1058 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1060 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1061 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1066 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1069 _name
, _model
: String;
1072 if not g_Game_IsServer
then Exit
;
1074 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
1075 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
1077 // Ñïèñîê íàçâàíèé ìîäåëåé:
1078 m
:= g_PlayerModel_GetNames();
1083 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1084 Team
:= TEAM_COOP
// COOP
1086 if gGameSettings
.GameMode
= GM_DM
then
1087 Team
:= TEAM_NONE
// DM
1089 if Team
= TEAM_NONE
then
1090 Team
:= BotList
[num
].team
; // CTF / TDM
1092 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1093 lName
:= AnsiLowerCase(lName
);
1094 if (num
< 0) or (num
> Length(BotList
)-1) then
1096 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1097 for a
:= 0 to High(BotList
) do
1098 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1107 _name
:= BotList
[num
].name
;
1108 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1109 if not g_Player_ValidName(_name
) then
1111 _name
:= Format('DFBOT%.2d', [Random(100)]);
1112 until g_Player_ValidName(_name
);
1115 _model
:= BotList
[num
].model
;
1116 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1117 if not InSArray(_model
, m
) then
1118 _model
:= m
[Random(Length(m
))];
1121 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1125 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1126 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1127 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1128 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1129 FDifficult
.Cover
:= BotList
[num
].cover
;
1130 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1132 FHandicap
:= Handicap
;
1134 for a
:= WP_FIRST
to WP_LAST
do
1136 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1137 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1138 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1141 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1143 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1147 procedure g_Bot_RemoveAll();
1151 if not g_Game_IsServer
then Exit
;
1152 if gPlayers
= nil then Exit
;
1154 for a
:= 0 to High(gPlayers
) do
1155 if gPlayers
[a
] <> nil then
1156 if gPlayers
[a
] is TBot
then
1158 gPlayers
[a
].Lives
:= 0;
1159 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1160 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1161 g_Player_Remove(gPlayers
[a
].FUID
);
1167 procedure g_Bot_MixNames();
1172 if BotNames
<> nil then
1173 for a
:= 0 to High(BotNames
) do
1175 b
:= Random(Length(BotNames
));
1177 Botnames
[a
] := BotNames
[b
];
1182 procedure g_Player_Remove(UID
: Word);
1186 if gPlayers
= nil then Exit
;
1188 if g_Game_IsServer
and g_Game_IsNet
then
1189 MH_SEND_PlayerDelete(UID
);
1191 for i
:= 0 to High(gPlayers
) do
1192 if gPlayers
[i
] <> nil then
1193 if gPlayers
[i
].FUID
= UID
then
1195 if gPlayers
[i
] is TPlayer
then
1196 TPlayer(gPlayers
[i
]).Free()
1198 TBot(gPlayers
[i
]).Free();
1204 procedure g_Player_Init();
1215 path
:= BOTNAMES_FILENAME
;
1216 if e_FindResource(DataDirs
, path
) = false then
1219 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1220 AssignFile(F
, path
);
1231 SetLength(BotNames
, Length(BotNames
)+1);
1232 BotNames
[High(BotNames
)] := s
;
1240 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1241 config
:= TConfig
.CreateFile(path
);
1245 while config
.SectionExists(IntToStr(a
)) do
1247 SetLength(BotList
, Length(BotList
)+1);
1249 with BotList
[High(BotList
)] do
1252 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1254 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1256 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1261 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1262 color
.R
:= StrToIntDef(sa
[0], 0);
1263 color
.G
:= StrToIntDef(sa
[1], 0);
1264 color
.B
:= StrToIntDef(sa
[2], 0);
1265 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1266 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1267 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1268 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1269 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1270 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1271 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1272 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1273 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1274 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1275 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1276 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1277 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1278 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1279 if Length(sa
) = 10 then
1281 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1282 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1283 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1284 if Length(sa
) = 10 then
1286 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1288 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1289 if Length(sa) = 10 then
1291 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1298 SetLength(SavedStates
, 0);
1301 procedure g_Player_Free();
1305 if gPlayers
<> nil then
1307 for i
:= 0 to High(gPlayers
) do
1308 if gPlayers
[i
] <> nil then
1310 if gPlayers
[i
] is TPlayer
then
1311 TPlayer(gPlayers
[i
]).Free()
1313 TBot(gPlayers
[i
]).Free();
1322 SetLength(SavedStates
, 0);
1325 procedure g_Player_PreUpdate();
1329 if gPlayers
= nil then Exit
;
1330 for i
:= 0 to High(gPlayers
) do
1331 if gPlayers
[i
] <> nil then
1332 gPlayers
[i
].PreUpdate();
1335 procedure g_Player_UpdateAll();
1339 if gPlayers
= nil then Exit
;
1341 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1342 for i
:= 0 to High(gPlayers
) do
1344 if gPlayers
[i
] <> nil then
1346 if gPlayers
[i
] is TPlayer
then
1348 gPlayers
[i
].Update();
1349 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1353 // bot updates weapons in `UpdateCombat()`
1354 TBot(gPlayers
[i
]).Update();
1358 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1361 procedure g_Player_DrawAll();
1365 if gPlayers
= nil then Exit
;
1367 for i
:= 0 to High(gPlayers
) do
1368 if gPlayers
[i
] <> nil then
1369 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1370 else TBot(gPlayers
[i
]).Draw();
1373 procedure g_Player_DrawDebug(p
: TPlayer
);
1377 if p
= nil then Exit
;
1378 if (@p
.FObj
) = nil then Exit
;
1380 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1382 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1383 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1384 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1385 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1386 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1387 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1388 e_TextureFontPrint(0, fH
* 6, 'Old X: ' + IntToStr(p
.FObj
.oldX
), gStdFont
);
1389 e_TextureFontPrint(0, fH
* 7, 'Old Y: ' + IntToStr(p
.FObj
.oldY
), gStdFont
);
1392 procedure g_Player_DrawHealth();
1397 if gPlayers
= nil then Exit
;
1398 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1400 for i
:= 0 to High(gPlayers
) do
1401 if gPlayers
[i
] <> nil then
1403 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1404 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1405 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1406 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1407 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1408 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1412 function g_Player_Get(UID
: Word): TPlayer
;
1418 if gPlayers
= nil then
1421 for a
:= 0 to High(gPlayers
) do
1422 if gPlayers
[a
] <> nil then
1423 if gPlayers
[a
].FUID
= UID
then
1425 Result
:= gPlayers
[a
];
1430 function g_Player_GetCount(): Byte;
1436 if gPlayers
= nil then
1439 for a
:= 0 to High(gPlayers
) do
1440 if gPlayers
[a
] <> nil then
1441 Result
:= Result
+ 1;
1444 function g_Bot_GetCount(): Integer;
1450 if gPlayers
= nil then
1453 for a
:= 0 to High(gPlayers
) do
1454 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] is TBot
) then
1455 Result
:= Result
+ 1;
1458 function g_Player_GetStats(): TPlayerStatArray
;
1464 if gPlayers
= nil then Exit
;
1466 for a
:= 0 to High(gPlayers
) do
1467 if gPlayers
[a
] <> nil then
1469 SetLength(Result
, Length(Result
)+1);
1470 with Result
[High(Result
)] do
1473 Ping
:= gPlayers
[a
].FPing
;
1474 Loss
:= gPlayers
[a
].FLoss
;
1475 Name
:= gPlayers
[a
].FName
;
1476 Team
:= gPlayers
[a
].FTeam
;
1477 Frags
:= gPlayers
[a
].FFrags
;
1478 Deaths
:= gPlayers
[a
].FDeath
;
1479 Kills
:= gPlayers
[a
].FKills
;
1480 Color
:= gPlayers
[a
].FModel
.Color
;
1481 Lives
:= gPlayers
[a
].FLives
;
1482 Spectator
:= gPlayers
[a
].FSpectator
;
1483 UID
:= gPlayers
[a
].FUID
;
1488 procedure g_Player_ResetReady();
1492 if not g_Game_IsServer
then Exit
;
1493 if gPlayers
= nil then Exit
;
1495 for a
:= 0 to High(gPlayers
) do
1496 if gPlayers
[a
] <> nil then
1498 gPlayers
[a
].FReady
:= False;
1499 if g_Game_IsNet
then
1500 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1504 procedure g_Player_RememberAll
;
1508 for i
:= Low(gPlayers
) to High(gPlayers
) do
1509 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1510 gPlayers
[i
].RememberState
;
1513 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1517 gTeamStat
[TEAM_RED
].Score
:= 0;
1518 gTeamStat
[TEAM_BLUE
].Score
:= 0;
1520 if gPlayers
<> nil then
1521 for i
:= 0 to High(gPlayers
) do
1522 if gPlayers
[i
] <> nil then
1524 gPlayers
[i
].Reset(Force
);
1526 if gPlayers
[i
] is TPlayer
then
1528 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1529 gPlayers
[i
].Respawn(Silent
)
1531 gPlayers
[i
].Spectate();
1534 TBot(gPlayers
[i
]).Respawn(Silent
);
1538 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
1546 if Player
.alive
then
1549 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1550 i
:= Player
.FCorpse
;
1551 if (i
>= 0) and (i
< Length(gCorpses
)) then
1553 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].FPlayerUID
= Player
.FUID
) then
1554 gCorpses
[i
].FPlayerUID
:= 0;
1557 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1562 if (FHealth
>= -50) or (gGibsCount
= 0) then
1564 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1568 for find_id
:= 0 to High(gCorpses
) do
1569 if gCorpses
[find_id
] = nil then
1576 find_id
:= Random(Length(gCorpses
));
1578 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1579 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1580 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1581 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1582 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1587 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1588 FObj
.Y
+ PLAYER_RECT_CY
,
1589 FModel
.Name
, FModel
.Color
);
1593 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1597 if (gShells
= nil) or (Length(gShells
) = 0) then
1600 with gShells
[CurrentShell
] do
1606 if T
= SHELL_BULLET
then
1608 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1612 Obj
.Rect
.Width
:= 4;
1613 Obj
.Rect
.Height
:= 2;
1617 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1621 Obj
.Rect
.Width
:= 7;
1622 Obj
.Rect
.Height
:= 3;
1628 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1629 positionChanged(); // this updates spatial accelerators
1630 RAngle
:= Random(360);
1631 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1633 if CurrentShell
>= High(gShells
) then
1640 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1643 GibsArray
: TGibsArray
;
1646 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1648 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1650 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1652 for a
:= 0 to High(GibsArray
) do
1653 with gGibs
[CurrentGib
] do
1656 ID
:= GibsArray
[a
].ID
;
1657 MaskID
:= GibsArray
[a
].MaskID
;
1660 Obj
.Rect
:= GibsArray
[a
].Rect
;
1661 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1662 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1663 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1664 positionChanged(); // this updates spatial accelerators
1665 RAngle
:= Random(360);
1667 if gBloodCount
> 0 then
1668 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1669 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1671 if CurrentGib
>= High(gGibs
) then
1678 procedure g_Player_UpdatePhysicalObjects();
1684 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1689 if T
= SHELL_BULLET
then
1690 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1692 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1697 if gGibs
<> nil then
1698 for i
:= 0 to High(gGibs
) do
1699 if gGibs
[i
].alive
then
1706 mr
:= g_Obj_Move(@Obj
, True, False, True);
1707 positionChanged(); // this updates spatial accelerators
1709 if WordBool(mr
and MOVE_FALLOUT
) then
1715 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1716 if WordBool(mr
and MOVE_HITWALL
) then
1717 Obj
.Vel
.X
:= -(vel
.X
div 2);
1718 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1719 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1721 if (Obj
.Vel
.X
>= 0) then
1723 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1724 if RAngle
>= 360 then
1725 RAngle
:= RAngle
mod 360;
1726 end else begin // Counter-clockwise
1727 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1729 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1732 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1733 if gTime
mod (GAME_TICK
*3) = 0 then
1734 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1738 if gCorpses
<> nil then
1739 for i
:= 0 to High(gCorpses
) do
1740 if gCorpses
[i
] <> nil then
1741 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1747 gCorpses
[i
].Update();
1750 if gShells
<> nil then
1751 for i
:= 0 to High(gShells
) do
1752 if gShells
[i
].alive
then
1759 mr
:= g_Obj_Move(@Obj
, True, False, True);
1760 positionChanged(); // this updates spatial accelerators
1762 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1768 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1769 if WordBool(mr
and MOVE_HITWALL
) then
1771 Obj
.Vel
.X
:= -(vel
.X
div 2);
1772 if not WordBool(mr
and MOVE_INWATER
) then
1773 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1775 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1777 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1778 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1779 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1781 if RAngle
mod 90 <> 0 then
1782 RAngle
:= (RAngle
div 90) * 90;
1784 else if not WordBool(mr
and MOVE_INWATER
) then
1785 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1788 if (Obj
.Vel
.X
>= 0) then
1790 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1791 if RAngle
>= 360 then
1792 RAngle
:= RAngle
mod 360;
1793 end else begin // Counter-clockwise
1794 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1796 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1802 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1804 x
:= Obj
.X
+Obj
.Rect
.X
;
1805 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1806 w
:= Obj
.Rect
.Width
;
1807 h
:= Obj
.Rect
.Height
;
1810 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1812 if (dx
<> 0) or (dy
<> 0) then
1821 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1825 w
:= Obj
.Rect
.Width
;
1826 h
:= Obj
.Rect
.Height
;
1829 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1831 if (dx
<> 0) or (dy
<> 0) then
1840 procedure TGib
.positionChanged (); inline; begin end;
1841 procedure TShell
.positionChanged (); inline; begin end;
1844 procedure g_Player_DrawCorpses();
1849 if gGibs
<> nil then
1850 for i
:= 0 to High(gGibs
) do
1851 if gGibs
[i
].alive
then
1854 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1857 Obj
.lerp(gLerpFactor
, fX
, fY
);
1859 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1860 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1862 e_DrawAdv(ID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1865 e_DrawAdv(MaskID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1871 if gCorpses
<> nil then
1872 for i
:= 0 to High(gCorpses
) do
1873 if gCorpses
[i
] <> nil then
1877 procedure g_Player_DrawShells();
1882 if gShells
<> nil then
1883 for i
:= 0 to High(gShells
) do
1884 if gShells
[i
].alive
then
1887 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1890 Obj
.lerp(gLerpFactor
, fX
, fY
);
1895 e_DrawAdv(SpriteID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1899 procedure g_Player_RemoveAllCorpses();
1905 SetLength(gGibs
, MaxGibs
);
1906 SetLength(gShells
, MaxGibs
);
1910 if gCorpses
<> nil then
1911 for i
:= 0 to High(gCorpses
) do
1915 SetLength(gCorpses
, MaxCorpses
);
1918 procedure g_Player_Corpses_SaveState (st
: TStream
);
1922 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1924 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1926 // Êîëè÷åñòâî òðóïîâ
1927 utils
.writeInt(st
, LongInt(count
));
1929 if (count
= 0) then exit
;
1932 for i
:= 0 to High(gCorpses
) do
1934 if gCorpses
[i
] <> nil then
1937 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1939 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1940 // Ñîõðàíÿåì äàííûå òðóïà:
1941 gCorpses
[i
].SaveState(st
);
1947 procedure g_Player_Corpses_LoadState (st
: TStream
);
1955 g_Player_RemoveAllCorpses();
1957 // Êîëè÷åñòâî òðóïîâ:
1958 count
:= utils
.readLongInt(st
);
1959 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1961 if (count
= 0) then exit
;
1964 for i
:= 0 to count
-1 do
1967 str
:= utils
.readStr(st
);
1969 b
:= utils
.readBool(st
);
1971 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1972 // Çàãðóæàåì äàííûå òðóïà
1973 gCorpses
[i
].LoadState(st
);
1980 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1982 procedure TPlayer
.BFGHit();
1984 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1985 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1986 if g_Game_IsServer
and g_Game_IsNet
then
1987 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1988 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1992 procedure TPlayer
.ChangeModel(ModelName
: string);
1994 locModel
: TPlayerModel
;
1996 locModel
:= g_PlayerModel_Get(ModelName
);
1997 if locModel
= nil then Exit
;
2003 procedure TPlayer
.SetModel(ModelName
: string);
2007 m
:= g_PlayerModel_Get(ModelName
);
2010 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
2011 m
:= g_PlayerModel_Get('doomer');
2014 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
2019 if FModel
<> nil then
2024 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2025 FModel
.Color
:= FColor
2027 FModel
.Color
:= TEAMCOLOR
[FTeam
];
2028 FModel
.SetWeapon(FCurrWeap
);
2029 FModel
.SetFlag(FFlag
);
2030 SetDirection(FDirection
);
2033 procedure TPlayer
.SetColor(Color
: TRGB
);
2036 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2037 if FModel
<> nil then FModel
.Color
:= Color
;
2042 function TPlayer
.GetColor(): TRGB
;
2044 result
:= FModel
.Color
;
2047 procedure TPlayer
.SetWeaponPrefs(Prefs
: Array of Byte);
2051 for i
:= WP_FIRST
to WP_LAST
+ 1 do
2053 if (Prefs
[i
] > WP_LAST
+ 1) then
2054 FWeapPreferences
[i
] := 0
2056 FWeapPreferences
[i
] := Prefs
[i
];
2060 procedure TPlayer
.SetWeaponPref(Weapon
, Pref
: Byte);
2062 if (Weapon
> WP_LAST
+ 1) then
2064 else if (Pref
<= WP_LAST
+ 1) and (Weapon
<= WP_LAST
+ 1) then
2065 FWeapPreferences
[Weapon
] := Pref
2066 else if (Weapon
<= WP_LAST
+ 1) and (Pref
> WP_LAST
+ 1) then
2067 FWeapPreferences
[Weapon
] := 0;
2070 function TPlayer
.GetWeaponPref(Weapon
: Byte) : Byte;
2072 if (Weapon
> WP_LAST
+ 1) then
2074 else if (FWeapPreferences
[Weapon
] > WP_LAST
+ 1) then
2077 result
:= FWeapPreferences
[Weapon
];
2080 function TPlayer
.GetMorePrefered() : Byte;
2082 testedWeap
, i
: Byte;
2084 testedWeap
:= FCurrWeap
;
2085 for i
:= WP_FIRST
to WP_LAST
do
2086 if FWeapon
[i
] and maySwitch(i
) and (FWeapPreferences
[i
] > FWeapPreferences
[testedWeap
]) then
2088 if (R_BERSERK
in FRulez
) and (FWeapPreferences
[WP_LAST
+ 1] > FWeapPreferences
[testedWeap
]) then
2089 testedWeap
:= WEAPON_KASTET
;
2090 result
:= testedWeap
;
2093 function TPlayer
.maySwitch(Weapon
: Byte) : Boolean;
2096 if (Weapon
= WEAPON_KASTET
) and (FSkipFist
<> 0) then
2098 if (FSkipFist
= 1) and (not (R_BERSERK
in FRulez
)) then
2101 else if (FSwitchToEmpty
= 0) and (not hasAmmoForShooting(Weapon
)) then
2105 procedure TPlayer
.SwitchTeam
;
2107 if g_Game_IsClient
then
2109 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2111 if gGameOn
and FAlive
then
2112 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2114 if FTeam
= TEAM_RED
then
2116 ChangeTeam(TEAM_BLUE
);
2117 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2118 if g_Game_IsNet
then
2119 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2123 ChangeTeam(TEAM_RED
);
2124 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2125 if g_Game_IsNet
then
2126 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2128 FPreferredTeam
:= FTeam
;
2131 procedure TPlayer
.ChangeTeam(Team
: Byte);
2138 TEAM_RED
, TEAM_BLUE
:
2139 FModel
.Color
:= TEAMCOLOR
[Team
];
2141 FModel
.Color
:= FColor
;
2143 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2144 MH_SEND_PlayerStats(FUID
);
2148 procedure TPlayer.CollideItem();
2153 if gItems = nil then Exit;
2154 if not FAlive then Exit;
2156 for i := 0 to High(gItems) do
2159 if (ItemType <> ITEM_NONE) and alive then
2160 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2161 PLAYER_RECT.Height, @Obj) then
2163 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2165 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2166 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2167 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2168 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2169 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2171 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2172 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2173 (gGameSettings.GameType = GT_SINGLE) and
2174 (g_Player_GetCount() > 1)) then
2175 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2181 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2183 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2184 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2188 constructor TPlayer
.Create();
2194 mEDamageType
:= HIT_SOME
;
2200 FSawSound
:= TPlayableSound
.Create();
2201 FSawSoundIdle
:= TPlayableSound
.Create();
2202 FSawSoundHit
:= TPlayableSound
.Create();
2203 FSawSoundSelect
:= TPlayableSound
.Create();
2204 FFlameSoundOn
:= TPlayableSound
.Create();
2205 FFlameSoundOff
:= TPlayableSound
.Create();
2206 FFlameSoundWork
:= TPlayableSound
.Create();
2207 FJetSoundFly
:= TPlayableSound
.Create();
2208 FJetSoundOn
:= TPlayableSound
.Create();
2209 FJetSoundOff
:= TPlayableSound
.Create();
2211 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2212 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2213 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2214 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2215 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2216 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2217 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2218 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2219 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2220 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2222 FSpectatePlayer
:= -1;
2226 FSavedStateNum
:= -1;
2234 FActualModelName
:= 'doomer';
2237 FObj
.Rect
:= PLAYER_RECT
;
2239 FBFGFireCounter
:= -1;
2240 FJustTeleported
:= False;
2243 FWaitForFirstSpawn
:= false;
2248 procedure TPlayer
.positionChanged (); inline;
2252 procedure TPlayer
.doDamage (v
: Integer);
2254 if (v
<= 0) then exit
;
2255 if (v
> 32767) then v
:= 32767;
2256 Damage(v
, 0, 0, 0, mEDamageType
);
2259 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2263 if (not g_Game_IsClient
) and (not FAlive
) then
2268 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2269 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2271 if not g_Game_IsClient
then
2274 if t
= HIT_TRAP
then
2276 // Ëîâóøêà óáèâàåò ñðàçó:
2278 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2280 if t
= HIT_SELF
then
2284 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2287 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2288 FMegaRulez
[MR_SUIT
] := 0;
2289 FMegaRulez
[MR_INVUL
] := 0;
2290 FMegaRulez
[MR_INVIS
] := 0;
2295 // Íî îò îñòàëüíîãî ñïàñàåò:
2296 if FMegaRulez
[MR_INVUL
] >= gTime
then
2303 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2304 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2305 (SpawnerUID
= FUID
) or
2306 (not SameTeam(FUID
, SpawnerUID
)) then
2308 FLastSpawnerUID
:= SpawnerUID
;
2310 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2311 if gBloodCount
> 0 then
2313 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2314 if value
div 4 <= c
then
2315 c
:= c
- (value
div 4)
2319 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2323 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2324 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2327 if t
= HIT_WATER
then
2329 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2330 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2332 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2333 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2339 Inc(FDamageBuffer
, value
);
2343 FPain
:= FPain
+ value
;
2346 if g_Game_IsServer
and g_Game_IsNet
then
2348 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2349 MH_SEND_PlayerStats(FUID
);
2350 MH_SEND_PlayerPos(False, FUID
);
2354 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2357 if g_Game_IsClient
then
2362 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2364 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2367 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2369 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2373 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2374 MH_SEND_PlayerStats(FUID
);
2377 destructor TPlayer
.Destroy();
2379 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2381 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2385 FSawSoundIdle
.Free();
2386 FSawSoundHit
.Free();
2387 FSawSoundSelect
.Free();
2388 FFlameSoundOn
.Free();
2389 FFlameSoundOff
.Free();
2390 FFlameSoundWork
.Free();
2391 FJetSoundFly
.Free();
2393 FJetSoundOff
.Free();
2395 if FPunchAnim
<> nil then
2401 procedure TPlayer
.DrawIndicator(Color
: TRGB
);
2403 indX
, indY
, fX
, fY
, fSlope
: Integer;
2413 FObj
.lerp(gLerpFactor
, fX
, fY
);
2414 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2416 case gPlayerIndicatorStyle
of
2419 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2421 e_GetTextureSize(ID
, @indW
, @indH
);
2425 if (FObj
.X
+ FObj
.Rect
.X
) < 0 then
2428 indX
:= fX
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
;
2429 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2432 else if (FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
) > Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) then
2435 indX
:= fX
+ FObj
.Rect
.X
- indH
;
2436 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2439 else if (FObj
.Y
- indH
) < 0 then
2442 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2443 indY
:= fY
+ FObj
.Rect
.Y
+ FObj
.Rect
.Height
;
2449 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2453 indY
:= indY
+ fSlope
;
2454 indX
:= EnsureRange(indX
, 0, Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) - indW
);
2455 indY
:= EnsureRange(indY
, 0, Max(gMapInfo
.Height
, gPlayerScreenSize
.Y
) - indH
);
2459 e_DrawAdv(ID
, indX
, indY
, 0, True, False, indA
, @a
);
2466 e_TextureFontGetSize(gStdFont
, nW
, nH
);
2467 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- Length(FName
) * nW
) div 2;
2468 indY
:= fY
- nH
+ fSlope
;
2469 e_TextureFontPrintEx(indX
, indY
, FName
, gStdFont
, Color
.R
, Color
.G
, Color
.B
, 1.0, True);
2475 procedure TPlayer
.DrawBubble();
2477 bubX
, bubY
, fX
, fY
: Integer;
2480 Rw
, Gw
, Bw
: SmallInt;
2484 CObj
:= getCameraObj();
2485 CObj
.lerp(gLerpFactor
, fX
, fY
);
2486 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2487 bubX
:= fX
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2488 bubY
:= fY
+FObj
.Rect
.Y
- 18;
2496 1: // simple textual non-bubble
2498 bubX
:= fX
+FObj
.Rect
.X
- 11;
2499 bubY
:= fY
+FObj
.Rect
.Y
- 17;
2500 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2503 2: // advanced pixel-perfect bubble
2505 if FTeam
= TEAM_RED
then
2508 if FTeam
= TEAM_BLUE
then
2511 3: // colored bubble
2513 Rb
:= FModel
.Color
.R
;
2514 Gb
:= FModel
.Color
.G
;
2515 Bb
:= FModel
.Color
.B
;
2516 Rw
:= Min(Rb
* 2 + 64, 255);
2517 Gw
:= Min(Gb
* 2 + 64, 255);
2518 Bw
:= Min(Bb
* 2 + 64, 255);
2519 if (Abs(Rw
- Rb
) < 32)
2520 or (Abs(Gw
- Gb
) < 32)
2521 or (Abs(Bw
- Bb
) < 32) then
2523 Rb
:= Max(Rw
div 2 - 16, 0);
2524 Gb
:= Max(Gw
div 2 - 16, 0);
2525 Bb
:= Max(Bw
div 2 - 16, 0);
2528 4: // custom textured bubble
2530 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2531 if FDirection
= TDirection
.D_RIGHT
then
2532 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2534 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2540 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2541 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2543 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2546 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2547 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2548 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 15, Rw
, Gw
, Bw
);
2549 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 14, Rw
, Gw
, Bw
);
2550 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, Rw
, Gw
, Bw
);
2551 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 14, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 16, Rb
, Gb
, Bb
);
2555 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2556 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2557 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2560 procedure TPlayer
.Draw();
2565 Mirror
: TMirrorType
;
2566 fX
, fY
, fSlope
: Integer;
2568 FObj
.lerp(gLerpFactor
, fX
, fY
);
2569 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2573 if Direction
= TDirection
.D_RIGHT
then
2574 Mirror
:= TMirrorType
.None
2576 Mirror
:= TMirrorType
.Horizontal
;
2578 if FPunchAnim
<> nil then
2580 FPunchAnim
.Draw(fX
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2581 fY
+fSlope
+FObj
.Rect
.Y
-11, Mirror
);
2582 if FPunchAnim
.played
then
2589 if (FMegaRulez
[MR_INVUL
] > gTime
) and ((gPlayerDrawn
<> Self
) or (FSpawnInvul
>= gTime
)) then
2590 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2592 e_GetTextureSize(ID
, @w
, @h
);
2593 if FDirection
= TDirection
.D_LEFT
then
2594 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2595 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False)
2597 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2598 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False);
2601 if FMegaRulez
[MR_INVIS
] > gTime
then
2603 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2604 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2606 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2607 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2611 FModel
.Draw(fX
, fY
+fSlope
, 200)
2613 FModel
.Draw(fX
, fY
+fSlope
);
2616 FModel
.Draw(fX
, fY
+fSlope
, 254);
2619 FModel
.Draw(fX
, fY
+fSlope
);
2622 if g_debug_Frames
then
2624 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2626 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2627 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2631 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2632 if (FMegaRulez
[MR_INVIS
] <= gTime
) or ((gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2633 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
)))) then
2635 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2636 if gAimLine
and alive
and
2637 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2642 procedure TPlayer
.DrawAim();
2643 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2648 {$IFDEF ENABLE_HOLMES}
2649 if isValidViewPort
and (self
= gPlayer1
) then
2651 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2655 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2656 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2658 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2662 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2667 wx
, wy
, xx
, yy
: Integer;
2671 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2672 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2681 1: begin // Chainsaw
2688 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2689 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2690 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2691 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2696 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2697 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2698 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2699 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2701 4: begin // Double Shotgun
2704 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2705 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2706 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2707 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2709 5: begin // Chaingun
2712 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2713 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2714 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2715 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2717 6: begin // Rocket Launcher
2720 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2721 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2722 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2723 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2725 7: begin // Plasmagun
2728 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2729 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2730 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2731 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2736 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2737 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2738 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2739 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2741 9: begin // Super Chaingun
2744 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2745 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2746 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2747 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2750 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2751 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2752 {$IF DEFINED(D2F_DEBUG)}
2753 drawCast(sz
, wx
, wy
, xx
, yy
);
2755 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2759 procedure TPlayer
.DrawGUI();
2762 X
, Y
, SY
, a
, p
, m
: Integer;
2766 stat
: TPlayerStatArray
;
2768 X
:= gPlayerScreenSize
.X
;
2769 SY
:= gPlayerScreenSize
.Y
;
2772 if gShowScore
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2774 if gGameSettings
.GameMode
= GM_CTF
then
2778 if gGameSettings
.GameMode
= GM_CTF
then
2780 s
:= 'TEXTURE_PLAYER_REDFLAG';
2781 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2782 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2783 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2784 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2785 if g_Texture_Get(s
, ID
) then
2786 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2789 s
:= IntToStr(gTeamStat
[TEAM_RED
].Score
);
2790 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2791 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2793 if gGameSettings
.GameMode
= GM_CTF
then
2795 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2796 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2797 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2798 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2799 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2800 if g_Texture_Get(s
, ID
) then
2801 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2804 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Score
);
2805 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2806 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2809 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2810 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2813 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2814 e_Draw(ID
, X
+2, Y
, 0, True, False);
2816 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2820 s
:= IntToStr(Frags
);
2821 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2822 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2827 stat
:= g_Player_GetStats();
2832 for a
:= 0 to High(stat
) do
2833 if stat
[a
].Name
<> Name
then
2835 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2836 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2840 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2841 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2842 s
:= s
+IntToStr(Abs(Frags
-m
));
2844 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2845 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2848 if gLMSRespawn
> LMS_RESPAWN_NONE
then
2850 s
:= _lc
[I_GAME_WARMUP
];
2851 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2852 s
:= s
+ ': ' + IntToStr((gLMSRespawnTime
- gTime
) div 1000);
2853 e_CharFont_PrintEx(gMenuFont
, X
-64-tw
, SY
-32, s
, _RGB(0, 255, 0));
2855 else if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2857 s
:= IntToStr(Lives
);
2858 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2859 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2863 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2864 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2866 if R_BERSERK
in FRulez
then
2867 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2869 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2871 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2872 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2874 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2875 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2876 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2878 s
:= IntToStr(FArmor
);
2879 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2880 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2882 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2888 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2893 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2895 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2896 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2897 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2898 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2899 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2900 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2901 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2902 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2903 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2906 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2907 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2908 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2910 if R_KEY_RED
in FRulez
then
2911 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2913 if R_KEY_GREEN
in FRulez
then
2914 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2916 if R_KEY_BLUE
in FRulez
then
2917 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2919 if FJetFuel
> 0 then
2921 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2922 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2923 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2924 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2925 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2926 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2930 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2931 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2932 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2935 if gShowPing
and g_Game_IsClient
then
2937 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2938 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2944 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2945 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2946 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2949 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2950 s
:= _lc
[I_PLAYER_SPECT4
];
2951 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2952 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2953 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2959 procedure TPlayer
.DrawRulez();
2963 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2964 if (FMegaRulez
[MR_INVUL
] >= gTime
) and (FSpawnInvul
< gTime
) then
2966 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2967 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2972 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2973 191, 191, 191, 0, TBlending
.Invert
);
2976 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2977 if FMegaRulez
[MR_SUIT
] >= gTime
then
2979 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2980 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2985 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2986 0, 96, 0, 200, TBlending
.None
);
2989 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2990 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2992 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2993 255, 0, 0, 200, TBlending
.None
);
2997 procedure TPlayer
.DrawPain();
3001 if FPain
= 0 then Exit
;
3005 if a
< 15 then h
:= 0
3006 else if a
< 35 then h
:= 1
3007 else if a
< 55 then h
:= 2
3008 else if a
< 75 then h
:= 3
3009 else if a
< 95 then h
:= 4
3012 //if a > 255 then a := 255;
3014 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
3015 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
3018 procedure TPlayer
.DrawPickup();
3022 if FPickup
= 0 then Exit
;
3026 if a
< 15 then h
:= 1
3027 else if a
< 35 then h
:= 2
3028 else if a
< 55 then h
:= 3
3029 else if a
< 75 then h
:= 4
3032 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
3035 procedure TPlayer
.DoPunch();
3040 if FPunchAnim
<> nil then begin
3045 st
:= 'FRAMES_PUNCH';
3046 if R_BERSERK
in FRulez
then
3047 st
:= st
+ '_BERSERK';
3048 if FKeys
[KEY_UP
].Pressed
then
3050 else if FKeys
[KEY_DOWN
].Pressed
then
3052 g_Frames_Get(id
, st
);
3053 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
3056 procedure TPlayer
.Fire();
3058 f
, DidFire
: Boolean;
3059 wx
, wy
, xd
, yd
: Integer;
3062 if g_Game_IsClient
then Exit
;
3063 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3064 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3072 if FReloading
[FCurrWeap
] <> 0 then Exit
;
3077 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
3078 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
3079 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
3080 yd
:= wy
+firediry();
3086 if R_BERSERK
in FRulez
then
3088 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3089 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
3090 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
3093 locobj
.rect
.Width
:= 39;
3094 locobj
.rect
.Height
:= 52;
3095 locobj
.Vel
.X
:= (xd
-wx
) div 2;
3096 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
3097 locobj
.Accel
.X
:= xd
-wx
;
3098 locobj
.Accel
.y
:= yd
-wy
;
3100 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
3101 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
3103 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
3105 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
3109 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
3113 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3118 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3119 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
3121 FSawSoundSelect
.Stop();
3123 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
3125 else if not FSawSoundHit
.IsPlaying() then
3127 FSawSoundSelect
.Stop();
3128 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
3131 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3137 if FAmmo
[A_BULLETS
] > 0 then
3139 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
3140 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3141 Dec(FAmmo
[A_BULLETS
]);
3142 FFireAngle
:= FAngle
;
3145 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3146 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3150 if FAmmo
[A_SHELLS
] > 0 then
3152 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3153 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3154 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3155 Dec(FAmmo
[A_SHELLS
]);
3156 FFireAngle
:= FAngle
;
3160 FShellType
:= SHELL_SHELL
;
3164 if FAmmo
[A_SHELLS
] >= 2 then
3166 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3167 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3168 Dec(FAmmo
[A_SHELLS
], 2);
3169 FFireAngle
:= FAngle
;
3173 FShellType
:= SHELL_DBLSHELL
;
3177 if FAmmo
[A_BULLETS
] > 0 then
3179 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3180 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3181 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3182 Dec(FAmmo
[A_BULLETS
]);
3183 FFireAngle
:= FAngle
;
3186 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3187 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3190 WEAPON_ROCKETLAUNCHER
:
3191 if FAmmo
[A_ROCKETS
] > 0 then
3193 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3194 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3195 Dec(FAmmo
[A_ROCKETS
]);
3196 FFireAngle
:= FAngle
;
3202 if FAmmo
[A_CELLS
] > 0 then
3204 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3205 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3206 Dec(FAmmo
[A_CELLS
]);
3207 FFireAngle
:= FAngle
;
3213 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3215 FBFGFireCounter
:= 17;
3216 if not FNoReload
then
3217 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3218 Dec(FAmmo
[A_CELLS
], 40);
3222 WEAPON_SUPERPULEMET
:
3223 if FAmmo
[A_SHELLS
] > 0 then
3225 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3226 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3227 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3228 Dec(FAmmo
[A_SHELLS
]);
3229 FFireAngle
:= FAngle
;
3232 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3233 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3236 WEAPON_FLAMETHROWER
:
3237 if FAmmo
[A_FUEL
] > 0 then
3239 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3241 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3243 FFireAngle
:= FAngle
;
3250 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
3254 if g_Game_IsNet
then
3258 if FCurrWeap
<> WEAPON_BFG
then
3259 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3261 if not FNoReload
then
3262 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3265 MH_SEND_PlayerStats(FUID
);
3270 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3271 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3272 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3275 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3278 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3279 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3280 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3281 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3282 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3287 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3289 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3290 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3291 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3294 procedure TPlayer
.FlamerOn
;
3296 FFlameSoundOff
.Stop();
3297 FFlameSoundOff
.SetPosition(0);
3300 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
3301 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
3305 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3310 procedure TPlayer
.FlamerOff
;
3314 FFlameSoundOn
.Stop();
3315 FFlameSoundOn
.SetPosition(0);
3316 FFlameSoundWork
.Stop();
3317 FFlameSoundWork
.SetPosition(0);
3318 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3323 procedure TPlayer
.JetpackOn
;
3327 FJetSoundOn
.SetPosition(0);
3328 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3332 procedure TPlayer
.JetpackOff
;
3336 FJetSoundOff
.SetPosition(0);
3337 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3340 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
3342 if Timeout
<= 0 then
3344 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
3345 exit
; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3346 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3347 exit
; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3348 if FFireTime
<= 0 then
3349 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
3350 FFireTime
:= Timeout
;
3351 FFireAttacker
:= Attacker
;
3352 if g_Game_IsNet
and g_Game_IsServer
then
3353 MH_SEND_PlayerStats(FUID
);
3356 procedure TPlayer
.Jump();
3358 if gFly
or FJetpack
then
3360 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3361 if FObj
.Vel
.Y
> -VEL_FLY
then
3362 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3365 if FJetFuel
> 0 then
3367 if (FJetFuel
< 1) and g_Game_IsServer
then
3371 if g_Game_IsNet
then
3372 MH_SEND_PlayerStats(FUID
);
3378 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3380 FCanJetpack
:= False;
3382 // Ïðûãàåì èëè âñïëûâàåì:
3383 if (CollideLevel(0, 1) or
3384 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3385 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3386 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3388 FObj
.Vel
.Y
:= -VEL_JUMP
;
3389 FCanJetpack
:= False;
3393 if BodyInLiquid(0, 0) then
3394 FObj
.Vel
.Y
:= -VEL_SW
3395 else if (FJetFuel
> 0) and FCanJetpack
and
3396 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3400 if g_Game_IsNet
then
3401 MH_SEND_PlayerStats(FUID
);
3406 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3408 a
, i
, k
, ab
, ar
: Byte;
3412 srv
, netsrv
: Boolean;
3418 procedure PushItem(t
: Byte);
3422 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3423 it
:= g_Items_ByIdx(id
);
3424 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3426 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3427 (FObj
.Vel
.Y
div 2)-Random(9));
3428 it
.positionChanged(); // this updates spatial accelerators
3432 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3434 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3435 (FObj
.Vel
.Y
div 2)-Random(6));
3437 else // -3..+3; -3..0
3439 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3440 (FObj
.Vel
.Y
div 2)-Random(4));
3442 it
.positionChanged(); // this updates spatial accelerators
3445 if g_Game_IsNet
and g_Game_IsServer
then
3446 MH_SEND_ItemSpawn(True, id
);
3450 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3451 Srv
:= g_Game_IsServer
;
3452 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3453 if Srv
then FDeath
:= FDeath
+ 1;
3458 if not FPhysics
then
3464 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3466 if FLives
> 0 then FLives
:= FLives
- 1;
3467 if FLives
= 0 then FNoRespawn
:= True;
3470 // Íîìåð òèïà ñìåðòè:
3473 K_SIMPLEKILL
: a
:= 1;
3475 K_EXTRAHARDKILL
: a
:= 3;
3480 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3482 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3489 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3491 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3492 K_EXTRAHARDKILL
, K_FALLKILL
:
3493 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3496 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3500 K_HARDKILL
, K_EXTRAHARDKILL
:
3504 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3505 if (KillType
<> K_FALLKILL
) and (Srv
) then
3506 g_Monsters_killedp();
3508 if SpawnerUID
= FUID
then
3512 if gGameSettings
.GameMode
= GM_TDM
then
3513 Dec(gTeamStat
[FTeam
].Score
);
3514 if DoFrags
or (gGameSettings
.GameMode
= GM_TDM
) then
3520 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3523 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3524 begin // Óáèò äðóãèì èãðîêîì
3525 KP
:= g_Player_Get(SpawnerUID
);
3526 if (KP
<> nil) and Srv
then
3528 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3529 if SameTeam(FUID
, SpawnerUID
) then
3539 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3540 Inc(gTeamStat
[KP
.Team
].Score
,
3541 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3543 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3546 plr
:= g_Player_Get(SpawnerUID
);
3554 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3558 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3562 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3567 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3568 begin // Óáèò ìîíñòðîì
3569 mon
:= g_Monsters_ByUID(SpawnerUID
);
3573 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3577 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3581 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3585 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3590 else // Îñîáûå òèïû ñìåðòè
3593 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3594 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3595 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3596 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3597 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3598 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3604 for a
:= WP_FIRST
to WP_LAST
do
3608 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3609 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3610 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3611 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3612 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3613 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3614 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3615 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3616 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3625 if R_ITEM_BACKPACK
in FRulez
then
3626 PushItem(ITEM_AMMO_BACKPACK
);
3628 // Âûáðîñ ðàêåòíîãî ðàíöà:
3629 if FJetFuel
> 0 then
3630 PushItem(ITEM_JETPACK
);
3633 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
3634 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
3636 if R_KEY_RED
in FRulez
then
3637 PushItem(ITEM_KEY_RED
);
3639 if R_KEY_GREEN
in FRulez
then
3640 PushItem(ITEM_KEY_GREEN
);
3642 if R_KEY_BLUE
in FRulez
then
3643 PushItem(ITEM_KEY_BLUE
);
3647 DropFlag(KillType
= K_FALLKILL
);
3650 FCorpse
:= g_Player_CreateCorpse(Self
);
3652 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3653 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3659 for i
:= Low(gPlayers
) to High(gPlayers
) do
3661 if gPlayers
[i
] = nil then continue
;
3662 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3665 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3666 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3671 OldLR
:= gLMSRespawn
;
3672 if (gGameSettings
.GameMode
= GM_COOP
) then
3676 // everyone is dead, restart the map
3677 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3679 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3680 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3681 gLMSRespawnTime
:= gTime
+ 5000;
3683 else if (a
= 1) then
3685 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3686 if (gPlayers
[k
] = gPlayer1
) or
3687 (gPlayers
[k
] = gPlayer2
) then
3688 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3689 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3690 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3693 else if (gGameSettings
.GameMode
= GM_TDM
) then
3695 if (ab
= 0) and (ar
<> 0) then
3698 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3700 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3701 Inc(gTeamStat
[TEAM_RED
].Score
);
3702 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3703 gLMSRespawnTime
:= gTime
+ 5000;
3705 else if (ar
= 0) and (ab
<> 0) then
3708 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3710 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3711 Inc(gTeamStat
[TEAM_BLUE
].Score
);
3712 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3713 gLMSRespawnTime
:= gTime
+ 5000;
3715 else if (ar
= 0) and (ab
= 0) then
3718 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3720 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3721 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3722 gLMSRespawnTime
:= gTime
+ 5000;
3725 else if (gGameSettings
.GameMode
= GM_DM
) then
3729 if gPlayers
[k
] <> nil then
3732 // survivor is the winner
3733 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3735 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3738 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3739 gLMSRespawnTime
:= gTime
+ 5000;
3741 else if (a
= 0) then
3743 // everyone is dead, restart the map
3744 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3746 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3747 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3748 gLMSRespawnTime
:= gTime
+ 5000;
3751 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3753 if NetMode
= NET_SERVER
then
3754 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
3756 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3762 MH_SEND_PlayerStats(FUID
);
3763 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3764 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3767 if srv
and FNoRespawn
then Spectate(True);
3768 FWantsInGame
:= True;
3771 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3773 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3774 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3777 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3779 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3780 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3783 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3785 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3786 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3787 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3788 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3789 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3790 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3791 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3792 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3795 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3797 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3798 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3799 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3800 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3803 procedure TPlayer
.ProcessWeaponAction(Action
: Byte);
3805 if g_Game_IsClient
then Exit
;
3807 WP_PREV
: PrevWeapon();
3808 WP_NEXT
: NextWeapon();
3812 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3814 if g_Game_IsClient
then Exit
;
3815 if Weapon
> High(FWeapon
) then Exit
;
3816 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3819 procedure TPlayer
.resetWeaponQueue ();
3822 FNextWeapDelay
:= 0;
3825 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3829 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3830 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3831 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3832 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3833 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3834 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3835 else result
:= (weapon
< length(FWeapon
));
3839 function TPlayer
.hasAmmoForShooting (weapon
: Byte): Boolean;
3843 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3844 WEAPON_SHOTGUN1
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3845 WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 1);
3846 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3847 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3848 WEAPON_PLASMA
: result
:= (FAmmo
[A_CELLS
] > 0);
3849 WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] >= 40);
3850 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3851 else result
:= (weapon
< length(FWeapon
));
3855 function TPlayer
.shouldSwitch (weapon
: Byte; hadWeapon
: Boolean): Boolean;
3858 if (weapon
> WP_LAST
+ 1) then
3863 if (FWeapSwitchMode
= 1) and not hadWeapon
then
3865 else if (FWeapSwitchMode
= 2) then
3866 result
:= (FWeapPreferences
[weapon
] > FWeapPreferences
[FCurrWeap
]);
3869 // return 255 for "no switch"
3870 function TPlayer
.getNextWeaponIndex (): Byte;
3873 wantThisWeapon
: array[0..64] of Boolean;
3874 wwc
: Integer = 0; //HACK!
3877 result
:= 255; // default result: "no switch"
3878 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3879 // had weapon cycling on previous frame? remove that flag
3880 if (FNextWeap
and $2000) <> 0 then
3882 FNextWeap
:= FNextWeap
and $1FFF;
3883 FNextWeapDelay
:= 0;
3885 // cycling has priority
3886 if (FNextWeap
and $C000) <> 0 then
3888 if (FNextWeap
and $8000) <> 0 then
3892 FNextWeap
:= FNextWeap
or $2000; // we need this
3893 if FNextWeapDelay
> 0 then
3894 exit
; // cooldown time
3896 for i
:= 0 to High(FWeapon
) do
3898 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3899 if FWeapon
[cwi
] and maySwitch(cwi
) then
3901 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3902 result
:= Byte(cwi
);
3903 FNextWeapDelay
:= WEAPON_DELAY
;
3911 for i
:= 0 to High(wantThisWeapon
) do
3912 wantThisWeapon
[i
] := false;
3913 for i
:= 0 to High(FWeapon
) do
3914 if (FNextWeap
and (1 shl i
)) <> 0 then
3916 wantThisWeapon
[i
] := true;
3920 // exclude currently selected weapon from the set
3921 wantThisWeapon
[FCurrWeap
] := false;
3922 // slow down alterations a little
3925 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3926 // more than one weapon requested, assume "alteration" and check alteration delay
3927 if FNextWeapDelay
> 0 then
3933 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3934 // but clear all counters if no weapon should be switched
3940 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3941 // try weapons in descending order
3942 for i
:= High(FWeapon
) downto 0 do
3944 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3949 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3950 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3954 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3958 procedure TPlayer
.RealizeCurrentWeapon();
3959 function switchAllowed (): Boolean;
3964 if FBFGFireCounter
<> -1 then
3966 if FTime
[T_SWITCH
] > gTime
then
3968 for i
:= WP_FIRST
to WP_LAST
do
3969 if FReloading
[i
] > 0 then
3977 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3978 //FNextWeap := FNextWeap and $1FFF;
3979 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3981 if not switchAllowed
then
3983 //HACK for weapon cycling
3984 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3988 nw
:= getNextWeaponIndex();
3990 if nw
= 255 then exit
; // don't reset anything here
3991 if nw
> High(FWeapon
) then
3993 // don't forget to reset queue here!
3994 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
4002 FTime
[T_SWITCH
] := gTime
+156;
4003 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
4004 FModel
.SetWeapon(FCurrWeap
);
4005 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
4009 procedure TPlayer
.NextWeapon();
4011 if g_Game_IsClient
then Exit
;
4015 procedure TPlayer
.PrevWeapon();
4017 if g_Game_IsClient
then Exit
;
4021 procedure TPlayer
.SetWeapon(W
: Byte);
4023 if FCurrWeap
<> W
then
4024 if W
= WEAPON_SAW
then
4025 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
4028 FModel
.SetWeapon(CurrWeap
);
4032 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
4035 switchWeapon
: Byte = 255;
4036 hadWeapon
: Boolean = False;
4039 if g_Game_IsClient
then Exit
;
4041 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
4042 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
4046 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4048 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
4052 if gFlash
= 2 then Inc(FPickup
, 5);
4056 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4058 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
4062 if gFlash
= 2 then Inc(FPickup
, 5);
4066 if FArmor
< PLAYER_AP_SOFT
then
4068 FArmor
:= PLAYER_AP_SOFT
;
4071 if gFlash
= 2 then Inc(FPickup
, 5);
4075 if FArmor
< PLAYER_AP_LIMIT
then
4077 FArmor
:= PLAYER_AP_LIMIT
;
4080 if gFlash
= 2 then Inc(FPickup
, 5);
4084 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4086 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
4090 if gFlash
= 2 then Inc(FPickup
, 5);
4094 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
4096 if FHealth
< PLAYER_HP_LIMIT
then
4097 FHealth
:= PLAYER_HP_LIMIT
;
4098 if FArmor
< PLAYER_AP_LIMIT
then
4099 FArmor
:= PLAYER_AP_LIMIT
;
4103 if gFlash
= 2 then Inc(FPickup
, 5);
4107 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
4109 hadWeapon
:= FWeapon
[WEAPON_SAW
];
4110 switchWeapon
:= WEAPON_SAW
;
4111 FWeapon
[WEAPON_SAW
] := True;
4113 if gFlash
= 2 then Inc(FPickup
, 5);
4114 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4117 ITEM_WEAPON_SHOTGUN1
:
4118 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
4120 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4121 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
4122 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN1
];
4123 switchWeapon
:= WEAPON_SHOTGUN1
;
4124 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4125 FWeapon
[WEAPON_SHOTGUN1
] := True;
4127 if gFlash
= 2 then Inc(FPickup
, 5);
4128 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4131 ITEM_WEAPON_SHOTGUN2
:
4132 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4134 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4135 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN2
];
4136 switchWeapon
:= WEAPON_SHOTGUN2
;
4137 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4138 FWeapon
[WEAPON_SHOTGUN2
] := True;
4140 if gFlash
= 2 then Inc(FPickup
, 5);
4141 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4144 ITEM_WEAPON_CHAINGUN
:
4145 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4147 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4148 hadWeapon
:= FWeapon
[WEAPON_CHAINGUN
];
4149 switchWeapon
:= WEAPON_CHAINGUN
;
4150 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4151 FWeapon
[WEAPON_CHAINGUN
] := True;
4153 if gFlash
= 2 then Inc(FPickup
, 5);
4154 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4157 ITEM_WEAPON_ROCKETLAUNCHER
:
4158 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4160 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4161 switchWeapon
:= WEAPON_ROCKETLAUNCHER
;
4162 hadWeapon
:= FWeapon
[WEAPON_ROCKETLAUNCHER
];
4163 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4164 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4166 if gFlash
= 2 then Inc(FPickup
, 5);
4167 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4171 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4173 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4174 switchWeapon
:= WEAPON_PLASMA
;
4175 hadWeapon
:= FWeapon
[WEAPON_PLASMA
];
4176 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4177 FWeapon
[WEAPON_PLASMA
] := True;
4179 if gFlash
= 2 then Inc(FPickup
, 5);
4180 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4184 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4186 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4187 switchWeapon
:= WEAPON_BFG
;
4188 hadWeapon
:= FWeapon
[WEAPON_BFG
];
4189 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4190 FWeapon
[WEAPON_BFG
] := True;
4192 if gFlash
= 2 then Inc(FPickup
, 5);
4193 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4196 ITEM_WEAPON_SUPERPULEMET
:
4197 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4199 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4200 switchWeapon
:= WEAPON_SUPERPULEMET
;
4201 hadWeapon
:= FWeapon
[WEAPON_SUPERPULEMET
];
4202 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4203 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4205 if gFlash
= 2 then Inc(FPickup
, 5);
4206 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4209 ITEM_WEAPON_FLAMETHROWER
:
4210 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4212 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4213 switchWeapon
:= WEAPON_FLAMETHROWER
;
4214 hadWeapon
:= FWeapon
[WEAPON_FLAMETHROWER
];
4215 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4216 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4218 if gFlash
= 2 then Inc(FPickup
, 5);
4219 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4223 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4225 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4228 if gFlash
= 2 then Inc(FPickup
, 5);
4231 ITEM_AMMO_BULLETS_BOX
:
4232 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4234 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4237 if gFlash
= 2 then Inc(FPickup
, 5);
4241 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4243 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4246 if gFlash
= 2 then Inc(FPickup
, 5);
4249 ITEM_AMMO_SHELLS_BOX
:
4250 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4252 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4255 if gFlash
= 2 then Inc(FPickup
, 5);
4259 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4261 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4264 if gFlash
= 2 then Inc(FPickup
, 5);
4267 ITEM_AMMO_ROCKET_BOX
:
4268 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4270 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4273 if gFlash
= 2 then Inc(FPickup
, 5);
4277 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4279 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4282 if gFlash
= 2 then Inc(FPickup
, 5);
4286 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4288 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4291 if gFlash
= 2 then Inc(FPickup
, 5);
4295 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4297 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4300 if gFlash
= 2 then Inc(FPickup
, 5);
4304 if not(R_ITEM_BACKPACK
in FRulez
) or
4305 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4306 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4307 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4308 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4309 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
4311 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4312 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4313 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4314 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4315 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4317 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4318 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4319 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4320 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4321 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4322 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4323 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4324 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4325 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4326 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
4328 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4331 if gFlash
= 2 then Inc(FPickup
, 5);
4335 if not(R_KEY_RED
in FRulez
) then
4337 Include(FRulez
, R_KEY_RED
);
4339 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4340 if gFlash
= 2 then Inc(FPickup
, 5);
4341 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4345 if not(R_KEY_GREEN
in FRulez
) then
4347 Include(FRulez
, R_KEY_GREEN
);
4349 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4350 if gFlash
= 2 then Inc(FPickup
, 5);
4351 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4355 if not(R_KEY_BLUE
in FRulez
) then
4357 Include(FRulez
, R_KEY_BLUE
);
4359 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4360 if gFlash
= 2 then Inc(FPickup
, 5);
4361 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4365 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4367 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4371 if gFlash
= 2 then Inc(FPickup
, 5);
4375 if FAir
< AIR_MAX
then
4380 if gFlash
= 2 then Inc(FPickup
, 5);
4385 if not (R_BERSERK
in FRulez
) then
4387 Include(FRulez
, R_BERSERK
);
4388 if (FBFGFireCounter
= -1) then
4390 FCurrWeap
:= WEAPON_KASTET
;
4392 FModel
.SetWeapon(WEAPON_KASTET
);
4397 if gFlash
= 2 then Inc(FPickup
, 5);
4399 FBerserk
:= gTime
+30000;
4404 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4406 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
4407 FBerserk
:= gTime
+30000;
4415 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4417 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4421 if gFlash
= 2 then Inc(FPickup
, 5);
4425 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4427 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4431 if gFlash
= 2 then Inc(FPickup
, 5);
4435 if FArmor
< PLAYER_AP_LIMIT
then
4437 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4440 if gFlash
= 2 then Inc(FPickup
, 5);
4444 if FJetFuel
< JET_MAX
then
4446 FJetFuel
:= JET_MAX
;
4449 if gFlash
= 2 then Inc(FPickup
, 5);
4453 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4455 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4458 if gFlash
= 2 then Inc(FPickup
, 5);
4462 if (shouldSwitch(switchWeapon
, hadWeapon
)) then
4463 QueueWeaponSwitch(switchWeapon
);
4466 procedure TPlayer
.Touch();
4470 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4473 // Áðîñèòü ôëàã òîâàðèùó:
4474 if gGameSettings
.GameMode
= GM_CTF
then
4479 procedure TPlayer
.Push(vx
, vy
: Integer);
4481 if (not FPhysics
) and FGhost
then
4483 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4484 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4485 if g_Game_IsNet
and g_Game_IsServer
then
4486 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4489 procedure TPlayer
.Reset(Force
: Boolean);
4495 FTime
[T_RESPAWN
] := 0;
4496 FTime
[T_FLAGCAP
] := 0;
4512 FSpectator
:= False;
4515 FSpectatePlayer
:= -1;
4516 FNoRespawn
:= False;
4518 FLives
:= gGameSettings
.MaxLives
;
4523 procedure TPlayer
.SoftReset();
4531 FBFGFireCounter
:= -1;
4539 SetAction(A_STAND
, True);
4542 function TPlayer
.GetRespawnPoint(): Byte;
4547 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4549 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4550 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4552 if Self
= gPlayer1
then
4554 // player 1 should try to spawn on the player 1 point
4555 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4556 Exit(RESPAWNPOINT_PLAYER1
)
4557 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4558 Exit(RESPAWNPOINT_PLAYER2
);
4560 else if Self
= gPlayer2
then
4562 // player 2 should try to spawn on the player 2 point
4563 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4564 Exit(RESPAWNPOINT_PLAYER2
)
4565 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4566 Exit(RESPAWNPOINT_PLAYER1
);
4570 // other players randomly pick either the first or the second point
4571 c
:= IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1
, RESPAWNPOINT_PLAYER2
);
4572 if g_Map_GetPointCount(c
) > 0 then
4574 // try the other one
4575 c
:= IfThen((c
= RESPAWNPOINT_PLAYER1
), RESPAWNPOINT_PLAYER2
, RESPAWNPOINT_PLAYER1
);
4576 if g_Map_GetPointCount(c
) > 0 then
4582 if gGameSettings
.GameMode
= GM_DM
then
4584 // try DM points first
4585 if g_Map_GetPointCount(RESPAWNPOINT_DM
) > 0 then
4586 Exit(RESPAWNPOINT_DM
);
4590 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4592 // try team points first
4593 c
:= RESPAWNPOINT_DM
;
4594 if FTeam
= TEAM_RED
then
4595 c
:= RESPAWNPOINT_RED
4596 else if FTeam
= TEAM_BLUE
then
4597 c
:= RESPAWNPOINT_BLUE
;
4598 if g_Map_GetPointCount(c
) > 0 then
4602 // still haven't found a spawnpoint, try random shit
4603 Result
:= g_Map_GetRandomPointType();
4606 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4608 RespawnPoint
: TRespawnPoint
;
4616 FBFGFireCounter
:= -1;
4623 if not g_Game_IsServer
then
4627 FWantsInGame
:= True;
4628 FJustTeleported
:= True;
4631 FTime
[T_RESPAWN
] := 0;
4635 // if server changes MaxLives we gotta be ready
4636 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4638 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4639 if FTime
[T_RESPAWN
] > gTime
then
4642 // Ïðîñðàë âñå æèçíè:
4645 if not FSpectator
then Spectate(True);
4646 FWantsInGame
:= True;
4650 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4651 begin // "Ñâîÿ èãðà"
4652 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4653 FRulez
:= FRulez
-[R_BERSERK
];
4655 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4657 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4658 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4661 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4662 c
:= GetRespawnPoint();
4667 // Âîñêðåøåíèå áåç îðóæèÿ:
4670 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
4676 for a
:= WP_FIRST
to WP_LAST
do
4678 FWeapon
[a
] := False;
4682 FWeapon
[WEAPON_PISTOL
] := True;
4683 FWeapon
[WEAPON_KASTET
] := True;
4684 FCurrWeap
:= WEAPON_PISTOL
;
4687 FModel
.SetWeapon(FCurrWeap
);
4689 for b
:= A_BULLETS
to A_HIGH
do
4692 FAmmo
[A_BULLETS
] := 50;
4694 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4695 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4696 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4697 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4698 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4700 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
4701 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
4702 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4707 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4708 if not g_Map_GetPoint(c
, RespawnPoint
) then
4710 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4714 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4715 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4716 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4717 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4718 FObj
.oldY
:= FObj
.Y
;
4724 FDirection
:= RespawnPoint
.Direction
;
4725 if FDirection
= TDirection
.D_LEFT
then
4730 SetAction(A_STAND
, True);
4731 FModel
.Direction
:= FDirection
;
4733 for a
:= Low(FTime
) to High(FTime
) do
4736 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4739 // Respawn invulnerability
4740 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
4742 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
4743 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
4748 FCanJetpack
:= False;
4754 // Àíèìàöèÿ âîçðîæäåíèÿ:
4755 if (not gLoadGameMode
) and (not Silent
) then
4756 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4758 Anim
:= TAnimation
.Create(ID
, False, 3);
4759 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4760 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4764 FSpectator
:= False;
4767 FSpectatePlayer
:= -1;
4770 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
4772 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
4775 if g_Game_IsNet
then
4777 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4778 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4780 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4781 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4786 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4789 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4790 else if (not NoMove
) then
4792 GameX
:= gMapInfo
.Width
div 2;
4793 GameY
:= gMapInfo
.Height
div 2;
4802 FWantsInGame
:= False;
4808 if Self
= gPlayer1
then
4810 gSpectLatchPID1
:= FUID
;
4813 else if Self
= gPlayer2
then
4815 gSpectLatchPID2
:= FUID
;
4820 if g_Game_IsNet
then
4821 MH_SEND_PlayerStats(FUID
);
4824 procedure TPlayer
.SwitchNoClip
;
4828 FGhost
:= not FGhost
;
4829 FPhysics
:= not FGhost
;
4841 procedure TPlayer
.Run(Direction
: TDirection
);
4845 if MAX_RUNVEL
> 8 then
4849 if Direction
= TDirection
.D_LEFT
then
4851 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4852 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4855 if FObj
.Vel
.X
< MAX_RUNVEL
then
4856 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4858 // Âîçìîæíî, ïèíàåì êóñêè:
4859 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4861 b
:= Abs(FObj
.Vel
.X
);
4862 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4863 for a
:= 0 to High(gGibs
) do
4865 if gGibs
[a
].alive
and
4866 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4867 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4870 if FObj
.Vel
.X
< 0 then
4872 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4876 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4878 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4886 procedure TPlayer
.SeeDown();
4888 SetAction(A_SEEDOWN
);
4890 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4892 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4895 procedure TPlayer
.SeeUp();
4899 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4901 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4904 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4912 A_ATTACK
: Prior
:= 2;
4913 A_SEEUP
: Prior
:= 1;
4914 A_SEEDOWN
: Prior
:= 1;
4915 A_ATTACKUP
: Prior
:= 2;
4916 A_ATTACKDOWN
: Prior
:= 2;
4921 if (Prior
> FActionPrior
) or Force
then
4922 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4924 FActionPrior
:= Prior
;
4925 FActionAnim
:= Action
;
4926 FActionForce
:= Force
;
4927 FActionChanged
:= True;
4930 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4933 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4935 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4936 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4937 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4938 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4941 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4948 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4950 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4951 if g_Game_IsServer
and g_Game_IsNet
then
4952 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4956 FJustTeleported
:= True;
4961 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4963 Anim
:= TAnimation
.Create(ID
, False, 3);
4966 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4967 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4968 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4969 if g_Game_IsServer
and g_Game_IsNet
then
4970 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4971 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4975 FObj
.X
:= X
-PLAYER_RECT
.X
;
4976 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4977 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4978 FObj
.oldY
:= FObj
.Y
;
4979 if FAlive
and FGhost
then
4985 if not g_Game_IsNet
then
4989 SetDirection(TDirection
.D_LEFT
);
4995 SetDirection(TDirection
.D_RIGHT
);
5001 if FDirection
= TDirection
.D_RIGHT
then
5003 SetDirection(TDirection
.D_LEFT
);
5008 SetDirection(TDirection
.D_RIGHT
);
5014 if not silent
and (Anim
<> nil) then
5016 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
5017 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
5020 if g_Game_IsServer
and g_Game_IsNet
then
5021 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
5022 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
5029 function nonz(a
: Single): Single;
5037 function TPlayer
.refreshCorpse(): Boolean;
5043 if FAlive
or FSpectator
then
5045 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
5047 for i
:= 0 to High(gCorpses
) do
5048 if gCorpses
[i
] <> nil then
5049 if gCorpses
[i
].FPlayerUID
= FUID
then
5057 function TPlayer
.getCameraObj(): TObj
;
5059 if (not FAlive
) and (not FSpectator
) and
5060 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
5061 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
5063 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
5064 Result
:= gCorpses
[FCorpse
].FObj
;
5072 procedure TPlayer
.PreUpdate();
5074 FSlopeOld
:= FObj
.slopeUpLeft
;
5075 FIncCamOld
:= FIncCam
;
5076 FObj
.oldX
:= FObj
.X
;
5077 FObj
.oldY
:= FObj
.Y
;
5080 procedure TPlayer
.Update();
5083 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
5084 blockmon
, headwater
, dospawn
: Boolean;
5089 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
5090 AnyServer
:= g_Game_IsServer
;
5092 if g_Game_IsClient
and (NetInterpLevel
> 0) then
5093 DoLerp(NetInterpLevel
+ 1)
5099 if (FClientID
>= 0) and (NetClients
[FClientID
].Peer
<> nil) then
5101 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5102 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5103 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5112 if FAlive
and (FPunchAnim
<> nil) then
5113 FPunchAnim
.Update();
5115 if FAlive
and (gFly
or FJetpack
) then
5118 if FDirection
= TDirection
.D_LEFT
then
5123 if FAlive
and (not FGhost
) then
5125 if FKeys
[KEY_UP
].Pressed
then
5127 if FKeys
[KEY_DOWN
].Pressed
then
5131 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5134 i
:= g_basic
.Sign(FIncCam
);
5135 FIncCam
:= Abs(FIncCam
);
5136 DecMin(FIncCam
, 5, 0);
5137 FIncCam
:= FIncCam
*i
;
5140 if gTime
mod (GAME_TICK
*2) <> 0 then
5142 if (FObj
.Vel
.X
= 0) and FAlive
then
5144 if FKeys
[KEY_LEFT
].Pressed
then
5145 Run(TDirection
.D_LEFT
);
5146 if FKeys
[KEY_RIGHT
].Pressed
then
5147 Run(TDirection
.D_RIGHT
);
5152 g_Obj_Move(@FObj
, True, True, True);
5153 positionChanged(); // this updates spatial accelerators
5159 FActionChanged
:= False;
5163 // Let alive player do some actions
5164 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5165 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5166 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
5172 if NetServer
then MH_SEND_PlayerStats(FUID
);
5175 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5176 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5179 if AnyServer
and FJetpack
then
5183 if NetServer
then MH_SEND_PlayerStats(FUID
);
5185 FCanJetpack
:= True;
5192 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5194 if FKeys
[k
].Pressed
then
5202 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5205 if (FTime
[T_RESPAWN
] <= gTime
) and
5206 gGameOn
and (not FAlive
) then
5208 if (g_Player_GetCount() > 1) then
5212 gExit
:= EXIT_RESTART
;
5217 // Dead spectator actions
5220 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5221 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5225 if (FSpectatePlayer
>= High(gPlayers
)) then
5226 FSpectatePlayer
:= -1
5230 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5231 if gPlayers
[I
] <> nil then
5232 if gPlayers
[I
].alive
then
5233 if gPlayers
[I
].UID
<> FUID
then
5235 FSpectatePlayer
:= I
;
5240 if not SetSpect
then FSpectatePlayer
:= -1;
5251 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5253 FYTo
:= FObj
.Y
- 32;
5254 FSpectatePlayer
:= -1;
5256 if FKeys
[KEY_DOWN
].Pressed
then
5258 FYTo
:= FObj
.Y
+ 32;
5259 FSpectatePlayer
:= -1;
5261 if FKeys
[KEY_LEFT
].Pressed
then
5263 FXTo
:= FObj
.X
- 32;
5264 FSpectatePlayer
:= -1;
5266 if FKeys
[KEY_RIGHT
].Pressed
then
5268 FXTo
:= FObj
.X
+ 32;
5269 FSpectatePlayer
:= -1;
5272 if (FXTo
< -64) then
5274 else if (FXTo
> gMapInfo
.Width
+ 32) then
5275 FXTo
:= gMapInfo
.Width
+ 32;
5276 if (FYTo
< -72) then
5278 else if (FYTo
> gMapInfo
.Height
+ 32) then
5279 FYTo
:= gMapInfo
.Height
+ 32;
5284 g_Obj_Move(@FObj
, True, True, True);
5285 positionChanged(); // this updates spatial accelerators
5292 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5293 if gPlayers
[FSpectatePlayer
] <> nil then
5294 if gPlayers
[FSpectatePlayer
].alive
then
5296 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5297 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5301 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5302 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5303 PANEL_BLOCKMON
, True);
5304 headwater
:= HeadInLiquid(0, 0);
5306 // Ñîïðîòèâëåíèå âîçäóõà:
5307 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5308 if FObj
.Vel
.X
<> 0 then
5309 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5311 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5312 DecMin(FPain
, 5, 0);
5313 DecMin(FPickup
, 1, 0);
5315 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5317 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5318 FMegaRulez
[MR_SUIT
] := 0;
5319 FMegaRulez
[MR_INVUL
] := 0;
5320 FMegaRulez
[MR_INVIS
] := 0;
5321 Kill(K_FALLKILL
, 0, HIT_FALL
);
5328 if FCurrWeap
= WEAPON_SAW
then
5329 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5330 FSawSoundSelect
.IsPlaying()) then
5331 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5334 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5335 (not FJetSoundOff
.IsPlaying()) then
5337 FJetSoundFly
.SetPosition(0);
5338 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5341 for b
:= WP_FIRST
to WP_LAST
do
5342 if FReloading
[b
] > 0 then
5348 if FShellTimer
> -1 then
5349 if FShellTimer
= 0 then
5351 if FShellType
= SHELL_SHELL
then
5352 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5353 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5354 else if FShellType
= SHELL_DBLSHELL
then
5356 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5357 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5358 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5359 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5362 end else Dec(FShellTimer
);
5364 if (FBFGFireCounter
> -1) then
5365 if FBFGFireCounter
= 0 then
5369 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5370 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5371 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5372 yd
:= wy
+firediry();
5373 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5374 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5375 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5376 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5377 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5380 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5381 FBFGFireCounter
:= -1;
5384 FBFGFireCounter
:= 0
5386 Dec(FBFGFireCounter
);
5388 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5390 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5392 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5395 if (headwater
or blockmon
) then
5401 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5404 else if (FAir
mod 31 = 0) and not blockmon
then
5406 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5408 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5409 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5411 end else if FAir
< AIR_DEF
then
5414 if FFireTime
> 0 then
5416 if BodyInLiquid(0, 0) then
5421 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5423 if FMegaRulez
[MR_SUIT
] = gTime
then
5430 if FFirePainTime
<= 0 then
5432 if g_Game_IsServer
then
5433 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
5434 FFirePainTime
:= 12 - FFireTime
div 12;
5436 FFirePainTime
:= FFirePainTime
- 1;
5437 FFireTime
:= FFireTime
- 1;
5438 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
5439 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
5440 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5441 MH_SEND_PlayerStats(FUID
);
5445 if FDamageBuffer
> 0 then
5447 if FDamageBuffer
>= 9 then
5451 if FDamageBuffer
< 30 then i
:= 9
5452 else if FDamageBuffer
< 100 then i
:= 18
5456 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5457 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5458 FHealth
:= FHealth
-ii
;
5461 FHealth
:= FHealth
+FArmor
;
5466 if FHealth
<= 0 then
5467 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5468 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5469 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5471 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
5473 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5474 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5475 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5476 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5483 end; // if FAlive then ...
5485 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5487 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5488 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5489 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5490 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5492 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5493 then SetAction(A_STAND
, True);
5495 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5497 for b
:= Low(FKeys
) to High(FKeys
) do
5498 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5502 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5504 x
:= FObj
.X
+PLAYER_RECT
.X
;
5505 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5506 w
:= PLAYER_RECT
.Width
;
5507 h
:= PLAYER_RECT
.Height
;
5511 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5513 if (dx
<> 0) or (dy
<> 0) then
5522 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5524 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5525 FObj
.Y
+PLAYER_RECT
.Y
,
5532 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5534 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5535 FObj
.Y
+PLAYER_RECT
.Y
,
5539 Panel
.Width
, Panel
.Height
);
5542 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5544 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5545 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5546 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5547 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5550 function g_Player_ValidName(Name
: string): Boolean;
5556 if gPlayers
= nil then Exit
;
5558 for a
:= 0 to High(gPlayers
) do
5559 if gPlayers
[a
] <> nil then
5560 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5567 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5571 d
:= FModel
.Direction
;
5573 FModel
.Direction
:= Direction
;
5574 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5576 FDirection
:= Direction
;
5579 function TPlayer
.GetKeys(): Byte;
5583 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5584 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5585 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5587 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5588 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5591 procedure TPlayer
.Use();
5595 if FTime
[T_USE
] > gTime
then Exit
;
5597 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5598 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5600 for a
:= 0 to High(gPlayers
) do
5601 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5602 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5603 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5604 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5606 gPlayers
[a
].Touch();
5607 if g_Game_IsNet
and g_Game_IsServer
then
5608 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5611 FTime
[T_USE
] := gTime
+120;
5614 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5617 visible
: Boolean = True;
5618 WX
, WY
, XD
, YD
: Integer;
5630 if R_BERSERK
in FRulez
then
5632 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5633 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5634 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5637 locobj
.rect
.Width
:= 39;
5638 locobj
.rect
.Height
:= 52;
5639 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5640 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5641 locobj
.Accel
.X
:= xd
-wx
;
5642 locobj
.Accel
.y
:= yd
-wy
;
5644 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5645 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5647 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5651 FPain
:= min(FPain
+ 25, 50);
5653 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5658 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5659 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5661 FSawSoundSelect
.Stop();
5663 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5665 else if not FSawSoundHit
.IsPlaying() then
5667 FSawSoundSelect
.Stop();
5668 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5674 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5675 FFireAngle
:= FAngle
;
5676 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5677 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5682 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5683 FFireAngle
:= FAngle
;
5685 FShellType
:= SHELL_SHELL
;
5690 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5691 FFireAngle
:= FAngle
;
5693 FShellType
:= SHELL_DBLSHELL
;
5698 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5699 FFireAngle
:= FAngle
;
5700 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5701 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5704 WEAPON_ROCKETLAUNCHER
:
5706 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5707 FFireAngle
:= FAngle
;
5712 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5713 FFireAngle
:= FAngle
;
5718 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5719 FFireAngle
:= FAngle
;
5722 WEAPON_SUPERPULEMET
:
5724 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5725 FFireAngle
:= FAngle
;
5726 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5727 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5730 WEAPON_FLAMETHROWER
:
5732 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5734 FFireAngle
:= FAngle
;
5738 if not visible
then Exit
;
5740 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5741 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5742 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5745 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5747 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5748 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5751 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5757 if FJustTeleported
or (NetInterpLevel
< 1) then
5761 if FJustTeleported
then
5763 FObj
.oldX
:= FObj
.X
;
5764 FObj
.oldY
:= FObj
.Y
;
5769 AX
:= Abs(FXTo
- FObj
.X
);
5770 AY
:= Abs(FYTo
- FObj
.Y
);
5771 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5773 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5778 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5780 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5781 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5782 PANEL_LIFTUP
, False) then Result
:= -1
5784 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5785 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5786 PANEL_LIFTDOWN
, False) then Result
:= 1
5790 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5797 if Flag
= FLAG_NONE
then
5800 if not g_Game_IsServer
then Exit
;
5802 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5803 if (Flag
= FTeam
) and
5804 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5805 (FFlag
<> FLAG_NONE
) then
5807 if FFlag
= FLAG_RED
then
5808 s
:= _lc
[I_PLAYER_FLAG_RED
]
5810 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5812 evtype
:= FLAG_STATE_SCORED
;
5814 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5815 Insert('.', ts
, Length(ts
) + 1 - 3);
5816 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5818 g_Map_ResetFlag(FFlag
);
5819 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5821 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5822 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5823 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5828 if not sound_cap_flag
[a
].IsPlaying() then
5829 sound_cap_flag
[a
].Play();
5831 gTeamStat
[FTeam
].Score
+= 1;
5834 if g_Game_IsNet
then
5836 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5840 gFlags
[FFlag
].CaptureTime
:= 0;
5845 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5846 if (Flag
= FTeam
) and
5847 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5849 if Flag
= FLAG_RED
then
5850 s
:= _lc
[I_PLAYER_FLAG_RED
]
5852 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5854 evtype
:= FLAG_STATE_RETURNED
;
5855 gFlags
[Flag
].CaptureTime
:= 0;
5857 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5859 g_Map_ResetFlag(Flag
);
5860 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5862 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5863 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5864 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5869 if not sound_ret_flag
[a
].IsPlaying() then
5870 sound_ret_flag
[a
].Play();
5873 if g_Game_IsNet
then
5875 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5881 // Ïîäîáðàë ÷óæîé ôëàã:
5882 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5886 if Flag
= FLAG_RED
then
5887 s
:= _lc
[I_PLAYER_FLAG_RED
]
5889 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5891 evtype
:= FLAG_STATE_CAPTURED
;
5893 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5895 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5897 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5899 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5900 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5901 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5906 if not sound_get_flag
[a
].IsPlaying() then
5907 sound_get_flag
[a
].Play();
5910 if g_Game_IsNet
then
5912 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5918 procedure TPlayer
.SetFlag(Flag
: Byte);
5921 if FModel
<> nil then
5922 FModel
.SetFlag(FFlag
);
5925 function TPlayer
.TryDropFlag(): Boolean;
5927 if LongBool(gGameSettings
.Options
and GAME_OPTION_ALLOWDROPFLAG
) then
5928 Result
:= DropFlag(False, LongBool(gGameSettings
.Options
and GAME_OPTION_THROWFLAG
))
5933 function TPlayer
.DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
5940 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5942 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5943 with gFlags
[FFlag
] do
5947 Direction
:= FDirection
;
5948 State
:= FLAG_STATE_DROPPED
;
5952 xv
:= FObj
.Vel
.X
+ IfThen(Direction
= TDirection
.D_RIGHT
, 10, -10);
5953 yv
:= FObj
.Vel
.Y
- 2;
5957 xv
:= (FObj
.Vel
.X
div 2);
5958 yv
:= (FObj
.Vel
.Y
div 2) - 2;
5960 g_Obj_Push(@Obj
, xv
, yv
);
5962 positionChanged(); // this updates spatial accelerators
5964 if FFlag
= FLAG_RED
then
5965 s
:= _lc
[I_PLAYER_FLAG_RED
]
5967 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5969 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5970 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5972 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5973 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5974 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5979 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5980 sound_lost_flag
[a
].Play();
5982 if g_Game_IsNet
then
5983 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5989 procedure TPlayer
.GetSecret();
5991 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5993 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5994 g_Sound_PlayEx('SOUND_GAME_SECRET');
5999 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
6001 Assert(Key
<= High(FKeys
));
6003 FKeys
[Key
].Pressed
:= True;
6004 FKeys
[Key
].Time
:= Time
;
6007 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
6009 Result
:= FKeys
[K
].Pressed
;
6012 procedure TPlayer
.ReleaseKeys();
6016 for a
:= Low(FKeys
) to High(FKeys
) do
6018 FKeys
[a
].Pressed
:= False;
6023 procedure TPlayer
.OnDamage(Angle
: SmallInt);
6027 function TPlayer
.firediry(): Integer;
6029 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
6030 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
6034 procedure TPlayer
.RememberState();
6037 SavedState
: TPlayerSavedState
;
6039 SavedState
.Health
:= FHealth
;
6040 SavedState
.Armor
:= FArmor
;
6041 SavedState
.Air
:= FAir
;
6042 SavedState
.JetFuel
:= FJetFuel
;
6043 SavedState
.CurrWeap
:= FCurrWeap
;
6044 SavedState
.NextWeap
:= FNextWeap
;
6045 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
6046 for i
:= Low(FWeapon
) to High(FWeapon
) do
6047 SavedState
.Weapon
[i
] := FWeapon
[i
];
6048 for i
:= Low(FAmmo
) to High(FAmmo
) do
6049 SavedState
.Ammo
[i
] := FAmmo
[i
];
6050 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6051 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
6052 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6054 FSavedStateNum
:= -1;
6055 for i
:= Low(SavedStates
) to High(SavedStates
) do
6056 if not SavedStates
[i
].Used
then
6058 FSavedStateNum
:= i
;
6061 if FSavedStateNum
< 0 then
6063 SetLength(SavedStates
, Length(SavedStates
) + 1);
6064 FSavedStateNum
:= High(SavedStates
);
6067 SavedState
.Used
:= True;
6068 SavedStates
[FSavedStateNum
] := SavedState
;
6071 procedure TPlayer
.RecallState();
6074 SavedState
: TPlayerSavedState
;
6076 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
6079 SavedState
:= SavedStates
[FSavedStateNum
];
6080 SavedStates
[FSavedStateNum
].Used
:= False;
6081 FSavedStateNum
:= -1;
6083 FHealth
:= SavedState
.Health
;
6084 FArmor
:= SavedState
.Armor
;
6085 FAir
:= SavedState
.Air
;
6086 FJetFuel
:= SavedState
.JetFuel
;
6087 FCurrWeap
:= SavedState
.CurrWeap
;
6088 FNextWeap
:= SavedState
.NextWeap
;
6089 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
6090 for i
:= Low(FWeapon
) to High(FWeapon
) do
6091 FWeapon
[i
] := SavedState
.Weapon
[i
];
6092 for i
:= Low(FAmmo
) to High(FAmmo
) do
6093 FAmmo
[i
] := SavedState
.Ammo
[i
];
6094 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6095 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
6096 FRulez
:= SavedState
.Rulez
;
6098 if gGameSettings
.GameType
= GT_SERVER
then
6099 MH_SEND_PlayerStats(FUID
);
6102 procedure TPlayer
.SaveState (st
: TStream
);
6108 utils
.writeSign(st
, 'PLYR');
6109 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
6111 utils
.writeBool(st
, FIamBot
);
6113 utils
.writeInt(st
, Word(FUID
));
6115 utils
.writeStr(st
, FName
);
6117 utils
.writeInt(st
, Byte(FTeam
));
6119 utils
.writeBool(st
, FAlive
);
6120 // Èçðàñõîäîâàë ëè âñå æèçíè
6121 utils
.writeBool(st
, FNoRespawn
);
6123 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
6124 utils
.writeInt(st
, Byte(b
));
6126 utils
.writeInt(st
, LongInt(FHealth
));
6127 // Êîýôôèöèåíò èíâàëèäíîñòè
6128 utils
.writeInt(st
, LongInt(FHandicap
));
6130 utils
.writeInt(st
, Byte(FLives
));
6132 utils
.writeInt(st
, LongInt(FArmor
));
6134 utils
.writeInt(st
, LongInt(FAir
));
6136 utils
.writeInt(st
, LongInt(FJetFuel
));
6138 utils
.writeInt(st
, LongInt(FPain
));
6140 utils
.writeInt(st
, LongInt(FKills
));
6142 utils
.writeInt(st
, LongInt(FMonsterKills
));
6144 utils
.writeInt(st
, LongInt(FFrags
));
6146 utils
.writeInt(st
, Byte(FFragCombo
));
6147 // Âðåìÿ ïîñëåäíåãî ôðàãà
6148 utils
.writeInt(st
, LongWord(FLastFrag
));
6150 utils
.writeInt(st
, LongInt(FDeath
));
6152 utils
.writeInt(st
, Byte(FFlag
));
6154 utils
.writeInt(st
, LongInt(FSecrets
));
6156 utils
.writeInt(st
, Byte(FCurrWeap
));
6158 utils
.writeInt(st
, Word(FNextWeap
));
6160 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6161 // Âðåìÿ çàðÿäêè BFG
6162 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6164 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6165 // Ïîñëåäíèé óäàðèâøèé
6166 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6167 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6168 utils
.writeInt(st
, Byte(FLastHit
));
6170 Obj_SaveState(st
, @FObj
);
6171 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6172 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6173 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6174 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6176 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6177 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6178 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6180 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6181 // Íàëè÷èå êðàñíîãî êëþ÷à
6182 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6183 // Íàëè÷èå çåëåíîãî êëþ÷à
6184 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6185 // Íàëè÷èå ñèíåãî êëþ÷à
6186 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6188 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6189 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6190 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6191 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6192 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6194 utils
.writeStr(st
, FModel
.Name
);
6196 utils
.writeInt(st
, Byte(FColor
.R
));
6197 utils
.writeInt(st
, Byte(FColor
.G
));
6198 utils
.writeInt(st
, Byte(FColor
.B
));
6202 procedure TPlayer
.LoadState (st
: TStream
);
6211 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6212 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6214 FIamBot
:= utils
.readBool(st
);
6216 FUID
:= utils
.readWord(st
);
6218 str
:= utils
.readStr(st
);
6219 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6221 FTeam
:= utils
.readByte(st
);
6223 FAlive
:= utils
.readBool(st
);
6224 // Èçðàñõîäîâàë ëè âñå æèçíè
6225 FNoRespawn
:= utils
.readBool(st
);
6227 b
:= utils
.readByte(st
);
6228 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6230 FHealth
:= utils
.readLongInt(st
);
6231 // Êîýôôèöèåíò èíâàëèäíîñòè
6232 FHandicap
:= utils
.readLongInt(st
);
6234 FLives
:= utils
.readByte(st
);
6236 FArmor
:= utils
.readLongInt(st
);
6238 FAir
:= utils
.readLongInt(st
);
6240 FJetFuel
:= utils
.readLongInt(st
);
6242 FPain
:= utils
.readLongInt(st
);
6244 FKills
:= utils
.readLongInt(st
);
6246 FMonsterKills
:= utils
.readLongInt(st
);
6248 FFrags
:= utils
.readLongInt(st
);
6250 FFragCombo
:= utils
.readByte(st
);
6251 // Âðåìÿ ïîñëåäíåãî ôðàãà
6252 FLastFrag
:= utils
.readLongWord(st
);
6254 FDeath
:= utils
.readLongInt(st
);
6256 FFlag
:= utils
.readByte(st
);
6258 FSecrets
:= utils
.readLongInt(st
);
6260 FCurrWeap
:= utils
.readByte(st
);
6262 FNextWeap
:= utils
.readWord(st
);
6264 FNextWeapDelay
:= utils
.readByte(st
);
6265 // Âðåìÿ çàðÿäêè BFG
6266 FBFGFireCounter
:= utils
.readSmallInt(st
);
6268 FDamageBuffer
:= utils
.readLongInt(st
);
6269 // Ïîñëåäíèé óäàðèâøèé
6270 FLastSpawnerUID
:= utils
.readWord(st
);
6271 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6272 FLastHit
:= utils
.readByte(st
);
6274 Obj_LoadState(@FObj
, st
);
6275 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6276 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6277 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6278 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6280 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6281 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6282 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6284 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6285 // Íàëè÷èå êðàñíîãî êëþ÷à
6286 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6287 // Íàëè÷èå çåëåíîãî êëþ÷à
6288 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6289 // Íàëè÷èå ñèíåãî êëþ÷à
6290 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6292 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6293 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6294 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6295 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6296 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6298 str
:= utils
.readStr(st
);
6300 FColor
.R
:= utils
.readByte(st
);
6301 FColor
.G
:= utils
.readByte(st
);
6302 FColor
.B
:= utils
.readByte(st
);
6303 if (self
= gPlayer1
) then
6305 str
:= gPlayer1Settings
.Model
;
6306 FColor
:= gPlayer1Settings
.Color
;
6308 else if (self
= gPlayer2
) then
6310 str
:= gPlayer2Settings
.Model
;
6311 FColor
:= gPlayer2Settings
.Color
;
6313 // Îáíîâëÿåì ìîäåëü èãðîêà
6315 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6316 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6318 FModel
.Color
:= FColor
;
6322 procedure TPlayer
.AllRulez(Health
: Boolean);
6328 FHealth
:= PLAYER_HP_LIMIT
;
6329 FArmor
:= PLAYER_AP_LIMIT
;
6333 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6334 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6335 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6338 procedure TPlayer
.RestoreHealthArmor();
6340 FHealth
:= PLAYER_HP_LIMIT
;
6341 FArmor
:= PLAYER_AP_LIMIT
;
6344 procedure TPlayer
.FragCombo();
6348 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6350 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6352 if FFragCombo
< 5 then
6354 Param
:= FUID
or (FFragCombo
shl 16);
6355 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6356 (FComboEvnt
<= High(gDelayedEvents
)) and
6357 gDelayedEvents
[FComboEvnt
].Pending
and
6358 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6359 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6361 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6362 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6365 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6373 procedure TPlayer
.GiveItem(ItemType
: Byte);
6377 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6379 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6383 if FAir
< AIR_MAX
then
6390 if not (R_BERSERK
in FRulez
) then
6392 Include(FRulez
, R_BERSERK
);
6393 if FBFGFireCounter
< 1 then
6395 FCurrWeap
:= WEAPON_KASTET
;
6397 FModel
.SetWeapon(WEAPON_KASTET
);
6401 FBerserk
:= gTime
+30000;
6403 if FHealth
< PLAYER_HP_SOFT
then
6405 FHealth
:= PLAYER_HP_SOFT
;
6406 FBerserk
:= gTime
+30000;
6411 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6413 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6418 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6420 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6424 if FJetFuel
< JET_MAX
then
6426 FJetFuel
:= JET_MAX
;
6429 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6430 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6432 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6433 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6435 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6437 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6439 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6440 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6443 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6444 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6445 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6446 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6447 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6448 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6449 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6450 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6451 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6453 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6454 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6455 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6456 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6457 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6458 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6459 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6460 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6461 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6464 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6465 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6466 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6467 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6468 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6470 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6471 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6472 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6473 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6474 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6476 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6477 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6478 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6479 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6481 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6484 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6485 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6486 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6488 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6489 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6494 if g_Game_IsNet
and g_Game_IsServer
then
6495 MH_SEND_PlayerStats(FUID
);
6498 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6503 if (Random(5) = 1) and (Times
= 1) then
6506 if BodyInLiquid(0, 0) then
6508 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6509 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6511 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6512 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6516 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6518 for i
:= 1 to Times
do
6520 Anim
:= TAnimation
.Create(id
, False, 3);
6522 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6523 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6529 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6534 if (Random(10) = 1) and (Times
= 1) then
6537 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6539 for i
:= 1 to Times
do
6541 Anim
:= TAnimation
.Create(id
, False, 3);
6543 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6544 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6550 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6552 FSawSound
.Pause(Enable
);
6553 FSawSoundIdle
.Pause(Enable
);
6554 FSawSoundHit
.Pause(Enable
);
6555 FSawSoundSelect
.Pause(Enable
);
6556 FFlameSoundOn
.Pause(Enable
);
6557 FFlameSoundOff
.Pause(Enable
);
6558 FFlameSoundWork
.Pause(Enable
);
6559 FJetSoundFly
.Pause(Enable
);
6560 FJetSoundOn
.Pause(Enable
);
6561 FJetSoundOff
.Pause(Enable
);
6566 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6571 FObj
.Rect
:= PLAYER_CORPSERECT
;
6572 FModelName
:= ModelName
;
6577 FState
:= CORPSE_STATE_MESS
;
6578 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6582 FState
:= CORPSE_STATE_NORMAL
;
6583 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6587 destructor TCorpse
.Destroy();
6594 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6596 procedure TCorpse
.positionChanged (); inline; begin end;
6598 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6600 if (dx
<> 0) or (dy
<> 0) then
6609 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6611 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6612 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6613 w
:= PLAYER_CORPSERECT
.Width
;
6614 h
:= PLAYER_CORPSERECT
.Height
;
6618 procedure TCorpse
.Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
6623 if FState
= CORPSE_STATE_REMOVEME
then
6626 FDamage
:= FDamage
+ Value
;
6628 if FDamage
> 150 then
6630 if FAnimation
<> nil then
6635 FState
:= CORPSE_STATE_REMOVEME
;
6637 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6638 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6639 FModelName
, FColor
);
6640 // Çâóê ìÿñà îò òðóïà:
6641 pm
:= g_PlayerModel_Get(FModelName
);
6642 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6646 if (gBodyKillEvent
<> -1)
6647 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6648 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6649 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, SpawnerUID
);
6654 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6655 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6656 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6657 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6658 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6659 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6660 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6664 procedure TCorpse
.Draw();
6668 if FState
= CORPSE_STATE_REMOVEME
then
6671 FObj
.lerp(gLerpFactor
, fX
, fY
);
6673 if FAnimation
<> nil then
6674 FAnimation
.Draw(fX
, fY
, TMirrorType
.None
);
6676 if FAnimationMask
<> nil then
6679 FAnimationMask
.Draw(fX
, fY
, TMirrorType
.None
);
6686 procedure TCorpse
.Update();
6690 if FState
= CORPSE_STATE_REMOVEME
then
6693 FObj
.oldX
:= FObj
.X
;
6694 FObj
.oldY
:= FObj
.Y
;
6696 if gTime
mod (GAME_TICK
*2) <> 0 then
6698 g_Obj_Move(@FObj
, True, True, True);
6699 positionChanged(); // this updates spatial accelerators
6703 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6704 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6706 st
:= g_Obj_Move(@FObj
, True, True, True);
6707 positionChanged(); // this updates spatial accelerators
6709 if WordBool(st
and MOVE_FALLOUT
) then
6711 FState
:= CORPSE_STATE_REMOVEME
;
6715 if FAnimation
<> nil then
6716 FAnimation
.Update();
6717 if FAnimationMask
<> nil then
6718 FAnimationMask
.Update();
6722 procedure TCorpse
.SaveState (st
: TStream
);
6729 utils
.writeSign(st
, 'CORP');
6730 utils
.writeInt(st
, Byte(0));
6732 utils
.writeInt(st
, Byte(FState
));
6734 utils
.writeInt(st
, Byte(FDamage
));
6736 utils
.writeInt(st
, Byte(FColor
.R
));
6737 utils
.writeInt(st
, Byte(FColor
.G
));
6738 utils
.writeInt(st
, Byte(FColor
.B
));
6740 Obj_SaveState(st
, @FObj
);
6741 utils
.writeInt(st
, Word(FPlayerUID
));
6743 anim
:= (FAnimation
<> nil);
6744 utils
.writeBool(st
, anim
);
6745 // Åñëè åñòü - ñîõðàíÿåì
6746 if anim
then FAnimation
.SaveState(st
);
6747 // Åñòü ëè ìàñêà àíèìàöèè
6748 anim
:= (FAnimationMask
<> nil);
6749 utils
.writeBool(st
, anim
);
6750 // Åñëè åñòü - ñîõðàíÿåì
6751 if anim
then FAnimationMask
.SaveState(st
);
6755 procedure TCorpse
.LoadState (st
: TStream
);
6762 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6763 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6765 FState
:= utils
.readByte(st
);
6767 FDamage
:= utils
.readByte(st
);
6769 FColor
.R
:= utils
.readByte(st
);
6770 FColor
.G
:= utils
.readByte(st
);
6771 FColor
.B
:= utils
.readByte(st
);
6773 Obj_LoadState(@FObj
, st
);
6774 FPlayerUID
:= utils
.readWord(st
);
6776 anim
:= utils
.readBool(st
);
6777 // Åñëè åñòü - çàãðóæàåì
6780 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6781 FAnimation
.LoadState(st
);
6783 // Åñòü ëè ìàñêà àíèìàöèè
6784 anim
:= utils
.readBool(st
);
6785 // Åñëè åñòü - çàãðóæàåì
6788 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6789 FAnimationMask
.LoadState(st
);
6795 constructor TBot
.Create();
6802 FSpectator
:= False;
6809 for a
:= WP_FIRST
to WP_LAST
do
6811 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6812 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6813 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6817 destructor TBot
.Destroy();
6820 inherited Destroy();
6823 procedure TBot
.Draw();
6827 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6828 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6831 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6833 inherited Respawn(Silent
, Force
);
6836 FSelectedWeapon
:= FCurrWeap
;
6841 procedure TBot
.UpdateCombat();
6854 TTargetRecord
= array of TTarget
;
6856 function Compare(a
, b
: TTarget
): Integer;
6858 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6861 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6863 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6864 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6866 if a
.Dist
> b
.Dist
then // B áëèæå
6868 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6871 else // Ñòðàííî -> A
6876 a
, x1
, y1
, x2
, y2
: Integer;
6877 targets
: TTargetRecord
;
6879 Target
, BestTarget
: TTarget
;
6880 firew
, fireh
: Integer;
6884 vsPlayer
, vsMonster
, ok
: Boolean;
6887 function monsUpdate (mon
: TMonster
): Boolean;
6889 result
:= false; // don't stop
6890 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6892 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6894 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6895 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6897 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6898 if g_TraceVector(x1
, y1
, x2
, y2
) then
6900 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6901 SetLength(targets
, Length(targets
)+1);
6902 with targets
[High(targets
)] do
6909 Rect
:= mon
.Obj
.Rect
;
6910 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6911 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6912 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6921 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6922 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6924 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6925 if FCurrWeap
<> FSelectedWeapon
then
6928 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6929 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6931 RemoveAIFlag('NEEDFIRE');
6934 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6935 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6936 else PressKey(KEY_FIRE
);
6940 // Êîîðäèíàòû ñòâîëà:
6941 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6942 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6944 Target
.UID
:= FTargetUID
;
6947 if Target
.UID
<> 0 then
6948 begin // Öåëü åñòü - íàñòðàèâàåì
6949 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6952 tpla
:= g_Player_Get(Target
.UID
);
6956 if (@FObj
) <> nil then
6963 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6964 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6965 Target
.Rect
:= PLAYER_RECT
;
6966 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6967 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6968 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6969 Target
.IsPlayer
:= True;
6973 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6976 mon
:= g_Monsters_ByUID(Target
.UID
);
6979 Target
.X
:= mon
.Obj
.X
;
6980 Target
.Y
:= mon
.Obj
.Y
;
6982 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6983 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6984 Target
.Rect
:= mon
.Obj
.Rect
;
6985 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6986 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6987 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6988 Target
.IsPlayer
:= False;
6995 begin // Öåëè íåò - îáíóëÿåì
7000 Target
.Visible
:= False;
7001 Target
.Line
:= False;
7002 Target
.IsPlayer
:= False;
7007 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
7008 if (not Target
.Line
) or (not Target
.Visible
) then
7012 for a
:= 0 to High(gPlayers
) do
7013 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
7014 (gPlayers
[a
].FUID
<> FUID
) and
7015 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
7016 (not gPlayers
[a
].NoTarget
) and
7017 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
7019 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
7020 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
7023 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
7024 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
7026 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
7027 if g_TraceVector(x1
, y1
, x2
, y2
) then
7029 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
7030 SetLength(targets
, Length(targets
)+1);
7031 with targets
[High(targets
)] do
7033 UID
:= gPlayers
[a
].FUID
;
7034 X
:= gPlayers
[a
].FObj
.X
;
7035 Y
:= gPlayers
[a
].FObj
.Y
;
7038 Rect
:= PLAYER_RECT
;
7039 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
7040 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
7041 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
7049 if vsMonster
then g_Mons_ForEach(monsUpdate
);
7052 // Åñëè åñòü âîçìîæíûå öåëè:
7053 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7054 if targets
<> nil then
7056 // Âûáèðàåì íàèëó÷øóþ öåëü:
7057 BestTarget
:= targets
[0];
7058 if Length(targets
) > 1 then
7059 for a
:= 1 to High(targets
) do
7060 if Compare(BestTarget
, targets
[a
]) = 1 then
7061 BestTarget
:= targets
[a
];
7063 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7064 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
7065 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
7067 Target
:= BestTarget
;
7069 if (Healthy() = 3) or ((Healthy() = 2)) then
7070 begin // Åñëè çäîðîâû - äîãîíÿåì
7071 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7072 SetAIFlag('GORIGHT', '1');
7073 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7074 SetAIFlag('GOLEFT', '1');
7077 begin // Åñëè ïîáèòû - óáåãàåì
7078 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7079 SetAIFlag('GORIGHT', '1');
7080 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7081 SetAIFlag('GOLEFT', '1');
7084 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7085 SelectWeapon(Abs(x1
-Target
.cX
));
7090 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7091 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7092 if Target
.UID
<> 0 then
7094 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
7095 Target
.Y
+ Target
.Rect
.Y
) then
7096 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7097 if (Healthy() = 3) or ((Healthy() = 2)) then
7098 begin // Åñëè çäîðîâû - äîãîíÿåì
7099 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7100 SetAIFlag('GORIGHT', '1');
7101 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7102 SetAIFlag('GOLEFT', '1');
7105 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7107 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7108 SetAIFlag('GORIGHT', '1');
7109 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7110 SetAIFlag('GOLEFT', '1');
7114 begin // Öåëü ïîêà íà "ýêðàíå"
7115 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7116 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7117 FLastVisible
:= gTime
;
7118 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7119 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
7121 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7122 SetAIFlag('GORIGHT', '1');
7123 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7124 SetAIFlag('GOLEFT', '1');
7128 // Âûáèðàåì óãîë ââåðõ:
7129 if FDirection
= TDirection
.D_LEFT
then
7130 angle
:= ANGLE_LEFTUP
7132 angle
:= ANGLE_RIGHTUP
;
7134 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7135 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7137 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7138 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7139 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
7140 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7141 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7142 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7143 begin // òî íóæíî ñòðåëÿòü ââåðõ
7144 SetAIFlag('NEEDFIRE', '1');
7145 SetAIFlag('NEEDSEEUP', '1');
7148 // Âûáèðàåì óãîë âíèç:
7149 if FDirection
= TDirection
.D_LEFT
then
7150 angle
:= ANGLE_LEFTDOWN
7152 angle
:= ANGLE_RIGHTDOWN
;
7154 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7155 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7157 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7158 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7159 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7160 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7161 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7162 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7163 begin // òî íóæíî ñòðåëÿòü âíèç
7164 SetAIFlag('NEEDFIRE', '1');
7165 SetAIFlag('NEEDSEEDOWN', '1');
7168 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7169 if Target
.Visible
and
7170 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7171 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7173 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7174 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7175 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7176 begin // òî íóæíî ñòðåëÿòü âïåðåä
7177 SetAIFlag('NEEDFIRE', '1');
7178 SetAIFlag('NEEDSEEDOWN', '');
7179 SetAIFlag('NEEDSEEUP', '');
7181 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7182 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7183 if GetRnd(FDifficult
.CloseJump
) then
7184 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7185 if Abs(FObj
.X
-Target
.X
) < 128 then
7189 if Random(a
) = 0 then
7190 SetAIFlag('NEEDJUMP', '1');
7194 // Åñëè öåëü âñå åùå åñòü:
7195 if Target
.UID
<> 0 then
7196 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7197 Target
.UID
:= 0 // òî çàáûòü öåëü
7198 else // Åñëè âèäåëè íåäàâíî
7199 begin // íî öåëü óáèëè
7200 if Target
.IsPlayer
then
7201 begin // Öåëü - èãðîê
7202 pla
:= g_Player_Get(Target
.UID
);
7203 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7204 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7205 Target
.UID
:= 0; // òî çàáûòü öåëü
7208 begin // Öåëü - ìîíñòð
7209 mon
:= g_Monsters_ByUID(Target
.UID
);
7210 if (mon
= nil) or (not mon
.alive
) then
7211 Target
.UID
:= 0; // òî çàáûòü öåëü
7214 end; // if Target.UID <> 0
7216 FTargetUID
:= Target
.UID
;
7218 // Åñëè âîçìîæíûõ öåëåé íåò:
7219 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7220 if targets
= nil then
7221 if GetAIFlag('ATTACKLEFT') <> '' then
7222 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7223 RemoveAIFlag('ATTACKLEFT');
7225 SetAIFlag('NEEDJUMP', '1');
7227 if RunDirection() = TDirection
.D_RIGHT
then
7228 begin // Èäåì íå â òó ñòîðîíó
7229 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7230 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7231 SetAIFlag('NEEDFIRE', '1');
7232 SetAIFlag('GOLEFT', '1');
7236 begin // Èäåì â íóæíóþ ñòîðîíó
7237 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7238 SetAIFlag('NEEDFIRE', '1');
7239 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7240 SetAIFlag('GORIGHT', '1');
7244 if GetAIFlag('ATTACKRIGHT') <> '' then
7245 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7246 RemoveAIFlag('ATTACKRIGHT');
7248 SetAIFlag('NEEDJUMP', '1');
7250 if RunDirection() = TDirection
.D_LEFT
then
7251 begin // Èäåì íå â òó ñòîðîíó
7252 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7253 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7254 SetAIFlag('NEEDFIRE', '1');
7255 SetAIFlag('GORIGHT', '1');
7260 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7261 SetAIFlag('NEEDFIRE', '1');
7262 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7263 SetAIFlag('GOLEFT', '1');
7267 //HACK! (does it belongs there?)
7268 RealizeCurrentWeapon();
7270 // Åñëè åñòü âîçìîæíûå öåëè:
7271 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7272 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7273 for a
:= 0 to High(targets
) do
7275 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7276 if GetRnd(FDifficult
.DiagFire
) then
7278 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7279 if FDirection
= TDirection
.D_LEFT
then
7280 angle
:= ANGLE_LEFTUP
7282 angle
:= ANGLE_RIGHTUP
;
7284 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7285 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7287 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7288 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7289 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7290 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7291 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7293 SetAIFlag('NEEDFIRE', '1');
7294 SetAIFlag('NEEDSEEUP', '1');
7297 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7298 if FDirection
= TDirection
.D_LEFT
then
7299 angle
:= ANGLE_LEFTDOWN
7301 angle
:= ANGLE_RIGHTDOWN
;
7303 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7304 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7306 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7307 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7308 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7309 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7310 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7312 SetAIFlag('NEEDFIRE', '1');
7313 SetAIFlag('NEEDSEEDOWN', '1');
7317 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7318 if targets
[a
].Line
and targets
[a
].Visible
and
7319 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7320 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7322 SetAIFlag('NEEDFIRE', '1');
7327 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7328 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7329 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7330 40+GetInterval(FDifficult
.Cover
, 40)) then
7331 SetAIFlag('NEEDJUMP', '1');
7333 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7334 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7335 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7336 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7338 SetAIFlag('SELECTWEAPON', '1');
7340 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7341 if GetAIFlag('SELECTWEAPON') = '1' then
7344 RemoveAIFlag('SELECTWEAPON');
7348 procedure TBot
.Update();
7361 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7362 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7364 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7366 if g_debug_BotAIOff
= 3 then
7376 RealizeCurrentWeapon();
7383 procedure TBot
.ReleaseKey(Key
: Byte);
7392 function TBot
.KeyPressed(Key
: Word): Boolean;
7394 Result
:= FKeys
[Key
].Pressed
;
7397 function TBot
.GetAIFlag(aName
: String20
): String20
;
7403 aName
:= LowerCase(aName
);
7405 if FAIFlags
<> nil then
7406 for a
:= 0 to High(FAIFlags
) do
7407 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7409 Result
:= FAIFlags
[a
].Value
;
7414 procedure TBot
.RemoveAIFlag(aName
: String20
);
7418 if FAIFlags
= nil then Exit
;
7420 aName
:= LowerCase(aName
);
7422 for a
:= 0 to High(FAIFlags
) do
7423 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7425 if a
<> High(FAIFlags
) then
7426 for b
:= a
to High(FAIFlags
)-1 do
7427 FAIFlags
[b
] := FAIFlags
[b
+1];
7429 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7434 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7442 aName
:= LowerCase(aName
);
7444 if FAIFlags
<> nil then
7445 for a
:= 0 to High(FAIFlags
) do
7446 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7452 if ok
then FAIFlags
[a
].Value
:= fValue
7455 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7456 with FAIFlags
[High(FAIFlags
)] do
7464 procedure TBot
.UpdateMove
;
7466 procedure GoLeft(Time
: Word = 1);
7468 ReleaseKey(KEY_LEFT
);
7469 ReleaseKey(KEY_RIGHT
);
7470 PressKey(KEY_LEFT
, Time
);
7471 SetDirection(TDirection
.D_LEFT
);
7474 procedure GoRight(Time
: Word = 1);
7476 ReleaseKey(KEY_LEFT
);
7477 ReleaseKey(KEY_RIGHT
);
7478 PressKey(KEY_RIGHT
, Time
);
7479 SetDirection(TDirection
.D_RIGHT
);
7482 function Rnd(a
: Word): Boolean;
7484 Result
:= Random(a
) = 0;
7487 procedure Turn(Time
: Word = 1200);
7489 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7494 ReleaseKey(KEY_LEFT
);
7495 ReleaseKey(KEY_RIGHT
);
7498 function CanRunLeft(): Boolean;
7500 Result
:= not CollideLevel(-1, 0);
7503 function CanRunRight(): Boolean;
7505 Result
:= not CollideLevel(1, 0);
7508 function CanRun(): Boolean;
7510 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7513 procedure Jump(Time
: Word = 30);
7515 PressKey(KEY_JUMP
, Time
);
7518 function NearHole(): Boolean;
7522 { TODO 5 : Ëåñòíèöû }
7523 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7524 for x
:= 1 to PLAYER_RECT
.Width
do
7525 if (not StayOnStep(x
*sx
, 0)) and
7526 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7527 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7536 function BorderHole(): Boolean;
7540 { TODO 5 : Ëåñòíèöû }
7541 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7542 for x
:= 1 to PLAYER_RECT
.Width
do
7543 if (not StayOnStep(x
*sx
, 0)) and
7544 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7545 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7547 for xx
:= x
to x
+32 do
7548 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7558 function NearDeepHole(): Boolean;
7564 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7567 for x
:= 1 to PLAYER_RECT
.Width
do
7568 if (not StayOnStep(x
*sx
, 0)) and
7569 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7570 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7572 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7574 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7579 end else Result
:= False;
7582 function OverDeepHole(): Boolean;
7589 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7591 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7598 function OnGround(): Boolean;
7600 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7603 function OnLadder(): Boolean;
7605 Result
:= FullInStep(0, 0);
7608 function BelowLadder(): Boolean;
7610 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7611 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7612 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7613 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7616 function BelowLiftUp(): Boolean;
7618 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7619 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7620 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7621 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7624 function OnTopLift(): Boolean;
7626 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7629 function CanJumpOver(): Boolean;
7633 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7637 if not CollideLevel(sx
, 0) then Exit
;
7639 for y
:= 1 to BOT_MAXJUMP
do
7640 if CollideLevel(0, -y
) then Exit
else
7641 if not CollideLevel(sx
, -y
) then
7648 function CanJumpUp(Dist
: ShortInt): Boolean;
7655 if CollideLevel(Dist
, 0) then Exit
;
7658 for y
:= 0 to BOT_MAXJUMP
do
7659 if CollideLevel(Dist
, -y
) then
7668 for yy
:= y
+1 to BOT_MAXJUMP
do
7669 if not CollideLevel(Dist
, -yy
) then
7678 for y
:= 0 to BOT_MAXJUMP
do
7679 if CollideLevel(0, -y
) then
7687 if y
< yy
then Exit
;
7692 function IsSafeTrigger(): Boolean;
7697 if gTriggers
= nil then
7699 for a
:= 0 to High(gTriggers
) do
7700 if Collide(gTriggers
[a
].X
,
7703 gTriggers
[a
].Height
) and
7704 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7705 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7706 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7707 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7708 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7713 // Âîçìîæíî, íàæèìàåì êíîïêó:
7714 if Rnd(16) and IsSafeTrigger() then
7717 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7718 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7720 ReleaseKey(KEY_LEFT
);
7721 ReleaseKey(KEY_RIGHT
);
7725 // Èäåì âëåâî, åñëè íàäî áûëî:
7726 if GetAIFlag('GOLEFT') <> '' then
7728 RemoveAIFlag('GOLEFT');
7729 if CanRunLeft() then
7733 // Èäåì âïðàâî, åñëè íàäî áûëî:
7734 if GetAIFlag('GORIGHT') <> '' then
7736 RemoveAIFlag('GORIGHT');
7737 if CanRunRight() then
7741 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7742 if FObj
.X
< -32 then
7745 if FObj
.X
+32 > gMapInfo
.Width
then
7748 // Ïðûãàåì, åñëè íàäî áûëî:
7749 if GetAIFlag('NEEDJUMP') <> '' then
7752 RemoveAIFlag('NEEDJUMP');
7755 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7756 if GetAIFlag('NEEDSEEUP') <> '' then
7759 ReleaseKey(KEY_DOWN
);
7760 PressKey(KEY_UP
, 20);
7761 RemoveAIFlag('NEEDSEEUP');
7764 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7765 if GetAIFlag('NEEDSEEDOWN') <> '' then
7768 ReleaseKey(KEY_DOWN
);
7769 PressKey(KEY_DOWN
, 20);
7770 RemoveAIFlag('NEEDSEEDOWN');
7773 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7774 if GetAIFlag('GOINHOLE') <> '' then
7775 if not OnGround() then
7777 ReleaseKey(KEY_LEFT
);
7778 ReleaseKey(KEY_RIGHT
);
7779 RemoveAIFlag('GOINHOLE');
7780 SetAIFlag('FALLINHOLE', '1');
7783 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7784 if GetAIFlag('FALLINHOLE') <> '' then
7786 RemoveAIFlag('FALLINHOLE');
7788 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7789 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7790 if GetAIFlag('FALLINHOLE') = '' then
7791 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7797 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7799 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7803 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7804 if OnGround() and NearHole() then
7805 if NearDeepHole() then // Åñëè ýòî áåçäíà
7807 0..3: Turn(); // Áåæèì îáðàòíî
7808 4: Jump(); // Ïðûãàåì
7809 5: begin // Ïðûãàåì îáðàòíî
7814 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7815 if GetAIFlag('GOINHOLE') = '' then
7817 0: Turn(); // Íå íóæíî òóäà
7818 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7819 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7820 if BorderHole() then
7821 SetAIFlag('GOINHOLE', '1');
7824 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7825 if (not CanRun()) and OnGround() then
7827 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7828 if CanJumpOver() or OnLadder() then
7830 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7831 if Random(2) = 0 then
7833 if IsSafeTrigger() then
7839 // Îñòàëîñü ìàëî âîçäóõà:
7840 if FAir
< 36 * 2 then
7843 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7844 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7845 if BodyInAcid(0, 0) then
7849 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7851 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7852 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7855 {function TBot.NeedItem(Item: Byte): Byte;
7860 procedure TBot
.SelectWeapon(Dist
: Integer);
7864 function HaveAmmo(weapon
: Byte): Boolean;
7867 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7868 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7869 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7870 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7871 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7872 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7873 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7874 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7875 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7876 else Result
:= True;
7881 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7883 if Dist
> BOT_LONGDIST
then
7884 begin // Äàëüíèé áîé
7886 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7888 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7892 else //if Dist > BOT_UNSAFEDIST then
7893 begin // Áëèæíèé áîé
7895 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7897 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7904 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7906 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7912 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7914 Result
:= inherited PickItem(ItemType
, force
, remove
);
7916 if Result
then SetAIFlag('SELECTWEAPON', '1');
7919 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7921 Result
:= inherited Heal(value
, Soft
);
7924 function TBot
.Healthy(): Byte;
7926 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7927 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7928 else if (FHealth
> 50) then Result
:= 2
7929 else if (FHealth
> 20) then Result
:= 1
7933 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7935 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7936 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7939 procedure TBot
.OnDamage(Angle
: SmallInt);
7947 if (Angle
= 0) or (Angle
= 180) then
7950 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7951 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7953 pla
:= g_Player_Get(FLastSpawnerUID
);
7954 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7955 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7958 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7959 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7961 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7962 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7963 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7968 SetAIFlag('ATTACKLEFT', '1')
7970 SetAIFlag('ATTACKRIGHT', '1');
7974 function TBot
.RunDirection(): TDirection
;
7976 if Abs(Vel
.X
) >= 1 then
7978 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7980 Result
:= FDirection
;
7983 function TBot
.GetRnd(a
: Byte): Boolean;
7985 if a
= 0 then Result
:= False
7986 else if a
= 255 then Result
:= True
7987 else Result
:= Random(256) > 255-a
;
7990 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7992 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7996 procedure TDifficult
.save (st
: TStream
);
7998 utils
.writeInt(st
, Byte(DiagFire
));
7999 utils
.writeInt(st
, Byte(InvisFire
));
8000 utils
.writeInt(st
, Byte(DiagPrecision
));
8001 utils
.writeInt(st
, Byte(FlyPrecision
));
8002 utils
.writeInt(st
, Byte(Cover
));
8003 utils
.writeInt(st
, Byte(CloseJump
));
8004 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
8005 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
8008 procedure TDifficult
.load (st
: TStream
);
8010 DiagFire
:= utils
.readByte(st
);
8011 InvisFire
:= utils
.readByte(st
);
8012 DiagPrecision
:= utils
.readByte(st
);
8013 FlyPrecision
:= utils
.readByte(st
);
8014 Cover
:= utils
.readByte(st
);
8015 CloseJump
:= utils
.readByte(st
);
8016 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
8017 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
8021 procedure TBot
.SaveState (st
: TStream
);
8026 inherited SaveState(st
);
8027 utils
.writeSign(st
, 'BOT0');
8029 utils
.writeInt(st
, Byte(FSelectedWeapon
));
8031 utils
.writeInt(st
, Word(FTargetUID
));
8032 // Âðåìÿ ïîòåðè öåëè
8033 utils
.writeInt(st
, LongWord(FLastVisible
));
8034 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8035 dw
:= Length(FAIFlags
);
8036 utils
.writeInt(st
, LongInt(dw
));
8038 for i
:= 0 to dw
-1 do
8040 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
8041 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
8043 // Íàñòðîéêè ñëîæíîñòè
8044 FDifficult
.save(st
);
8048 procedure TBot
.LoadState (st
: TStream
);
8053 inherited LoadState(st
);
8054 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
8056 FSelectedWeapon
:= utils
.readByte(st
);
8058 FTargetUID
:= utils
.readWord(st
);
8059 // Âðåìÿ ïîòåðè öåëè
8060 FLastVisible
:= utils
.readLongWord(st
);
8061 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8062 dw
:= utils
.readLongInt(st
);
8063 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
8064 SetLength(FAIFlags
, dw
);
8066 for i
:= 0 to dw
-1 do
8068 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
8069 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
8071 // Íàñòðîéêè ñëîæíîñòè
8072 FDifficult
.load(st
);
8077 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');
8078 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');