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
);
860 if Bot
and (g_Force_Model_Get() <> 0) then
861 gPlayers
[a
].SetModel(g_Forced_Model_GetName());
863 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
864 if gPlayers
[a
].FModel
= nil then
868 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
872 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
873 if Random(2) = 0 then
877 gPlayers
[a
].FPreferredTeam
:= Team
;
879 case gGameSettings
.GameMode
of
880 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
882 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
884 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
887 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
888 gPlayers
[a
].FColor
:= Color
;
889 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
890 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
892 gPlayers
[a
].FModel
.Color
:= Color
;
894 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
895 gPlayers
[a
].FAlive
:= False;
897 Result
:= gPlayers
[a
].FUID
;
900 function g_Player_CreateFromState (st
: TStream
): Word;
901 var a
: Integer; ok
, Bot
: Boolean; pos
: Int64;
905 // check signature and entity type
907 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
908 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
909 Bot
:= utils
.readBool(st
);
912 // find free player slot
914 for a
:= 0 to High(gPlayers
) do
915 if gPlayers
[a
] = nil then
921 // allocate player slot
924 SetLength(gPlayers
, Length(gPlayers
)+1);
928 // create entity and load state
931 gPlayers
[a
] := TBot
.Create();
932 if (g_Force_Model_Get() <> 0) then
933 gPlayers
[a
].SetModel(g_Forced_Model_GetName());
936 gPlayers
[a
] := TPlayer
.Create();
937 gPlayers
[a
].FPhysics
:= True; // ???
938 gPlayers
[a
].LoadState(st
);
940 result
:= gPlayers
[a
].FUID
;
944 procedure g_Player_ResetTeams();
948 if g_Game_IsClient
then
950 if gPlayers
= nil then
952 for a
:= Low(gPlayers
) to High(gPlayers
) do
953 if gPlayers
[a
] <> nil then
954 case gGameSettings
.GameMode
of
956 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
958 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
959 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
960 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
963 gPlayers
[a
].ChangeTeam(TEAM_RED
)
965 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
968 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
972 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
975 _name
, _model
: String;
978 if not g_Game_IsServer
then Exit
;
980 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
981 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
983 // Ñïèñîê íàçâàíèé ìîäåëåé:
984 m
:= g_PlayerModel_GetNames();
989 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
990 Team
:= TEAM_COOP
// COOP
992 if gGameSettings
.GameMode
= GM_DM
then
993 Team
:= TEAM_NONE
// DM
995 if Team
= TEAM_NONE
then // CTF / TDM
997 // Àâòîáàëàíñ êîìàíä:
1001 for a
:= 0 to High(gPlayers
) do
1002 if gPlayers
[a
] <> nil then
1004 if gPlayers
[a
].Team
= TEAM_RED
then
1007 if gPlayers
[a
].Team
= TEAM_BLUE
then
1017 if Random(2) = 0 then
1023 // Âûáèðàåì áîòó èìÿ:
1025 if BotNames
<> nil then
1026 for a
:= 0 to High(BotNames
) do
1027 if g_Player_ValidName(BotNames
[a
]) then
1029 _name
:= BotNames
[a
];
1033 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1034 _model
:= m
[Random(Length(m
))];
1037 with g_Player_Get(g_Player_Create(_model
,
1038 _RGB(Min(Random(9)*32, 255),
1039 Min(Random(9)*32, 255),
1040 Min(Random(9)*32, 255)),
1041 Team
, True)) as TBot
do
1043 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1045 Name
:= Format('DFBOT%.5d', [UID
])
1050 1: FDifficult
:= DIFFICULT_EASY
;
1051 2: FDifficult
:= DIFFICULT_MEDIUM
;
1052 else FDifficult
:= DIFFICULT_HARD
;
1055 for a
:= WP_FIRST
to WP_LAST
do
1057 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1058 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1059 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1062 FHandicap
:= Handicap
;
1064 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1066 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1067 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1072 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1075 _name
, _model
: String;
1078 if not g_Game_IsServer
then Exit
;
1080 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
1081 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
1083 // Ñïèñîê íàçâàíèé ìîäåëåé:
1084 m
:= g_PlayerModel_GetNames();
1089 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1090 Team
:= TEAM_COOP
// COOP
1092 if gGameSettings
.GameMode
= GM_DM
then
1093 Team
:= TEAM_NONE
// DM
1095 if Team
= TEAM_NONE
then
1096 Team
:= BotList
[num
].team
; // CTF / TDM
1098 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1099 lName
:= AnsiLowerCase(lName
);
1100 if (num
< 0) or (num
> Length(BotList
)-1) then
1102 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1103 for a
:= 0 to High(BotList
) do
1104 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1113 _name
:= BotList
[num
].name
;
1114 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1115 if not g_Player_ValidName(_name
) then
1117 _name
:= Format('DFBOT%.2d', [Random(100)]);
1118 until g_Player_ValidName(_name
);
1121 _model
:= BotList
[num
].model
;
1122 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1123 if not InSArray(_model
, m
) then
1124 _model
:= m
[Random(Length(m
))];
1127 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1131 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1132 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1133 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1134 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1135 FDifficult
.Cover
:= BotList
[num
].cover
;
1136 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1138 FHandicap
:= Handicap
;
1140 for a
:= WP_FIRST
to WP_LAST
do
1142 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1143 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1144 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1147 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1149 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1153 procedure g_Bot_RemoveAll();
1157 if not g_Game_IsServer
then Exit
;
1158 if gPlayers
= nil then Exit
;
1160 for a
:= 0 to High(gPlayers
) do
1161 if gPlayers
[a
] <> nil then
1162 if gPlayers
[a
] is TBot
then
1164 gPlayers
[a
].Lives
:= 0;
1165 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1166 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1167 g_Player_Remove(gPlayers
[a
].FUID
);
1173 procedure g_Bot_MixNames();
1178 if BotNames
<> nil then
1179 for a
:= 0 to High(BotNames
) do
1181 b
:= Random(Length(BotNames
));
1183 Botnames
[a
] := BotNames
[b
];
1188 procedure g_Player_Remove(UID
: Word);
1192 if gPlayers
= nil then Exit
;
1194 if g_Game_IsServer
and g_Game_IsNet
then
1195 MH_SEND_PlayerDelete(UID
);
1197 for i
:= 0 to High(gPlayers
) do
1198 if gPlayers
[i
] <> nil then
1199 if gPlayers
[i
].FUID
= UID
then
1201 if gPlayers
[i
] is TPlayer
then
1202 TPlayer(gPlayers
[i
]).Free()
1204 TBot(gPlayers
[i
]).Free();
1210 procedure g_Player_Init();
1221 path
:= BOTNAMES_FILENAME
;
1222 if e_FindResource(DataDirs
, path
) = false then
1225 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1226 AssignFile(F
, path
);
1237 SetLength(BotNames
, Length(BotNames
)+1);
1238 BotNames
[High(BotNames
)] := s
;
1246 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1247 config
:= TConfig
.CreateFile(path
);
1251 while config
.SectionExists(IntToStr(a
)) do
1253 SetLength(BotList
, Length(BotList
)+1);
1255 with BotList
[High(BotList
)] do
1258 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1260 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1262 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1267 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1268 color
.R
:= StrToIntDef(sa
[0], 0);
1269 color
.G
:= StrToIntDef(sa
[1], 0);
1270 color
.B
:= StrToIntDef(sa
[2], 0);
1271 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1272 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1273 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1274 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1275 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1276 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1277 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1278 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1279 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1280 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1281 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1282 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1283 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1284 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1285 if Length(sa
) = 10 then
1287 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1288 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1289 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1290 if Length(sa
) = 10 then
1292 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1294 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1295 if Length(sa) = 10 then
1297 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1304 SetLength(SavedStates
, 0);
1307 procedure g_Player_Free();
1311 if gPlayers
<> nil then
1313 for i
:= 0 to High(gPlayers
) do
1314 if gPlayers
[i
] <> nil then
1316 if gPlayers
[i
] is TPlayer
then
1317 TPlayer(gPlayers
[i
]).Free()
1319 TBot(gPlayers
[i
]).Free();
1328 SetLength(SavedStates
, 0);
1331 procedure g_Player_PreUpdate();
1335 if gPlayers
= nil then Exit
;
1336 for i
:= 0 to High(gPlayers
) do
1337 if gPlayers
[i
] <> nil then
1338 gPlayers
[i
].PreUpdate();
1341 procedure g_Player_UpdateAll();
1345 if gPlayers
= nil then Exit
;
1347 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1348 for i
:= 0 to High(gPlayers
) do
1350 if gPlayers
[i
] <> nil then
1352 if gPlayers
[i
] is TPlayer
then
1354 gPlayers
[i
].Update();
1355 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1359 // bot updates weapons in `UpdateCombat()`
1360 TBot(gPlayers
[i
]).Update();
1364 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1367 procedure g_Player_DrawAll();
1371 if gPlayers
= nil then Exit
;
1373 for i
:= 0 to High(gPlayers
) do
1374 if gPlayers
[i
] <> nil then
1375 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1376 else TBot(gPlayers
[i
]).Draw();
1379 procedure g_Player_DrawDebug(p
: TPlayer
);
1383 if p
= nil then Exit
;
1384 if (@p
.FObj
) = nil then Exit
;
1386 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1388 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1389 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1390 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1391 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1392 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1393 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1394 e_TextureFontPrint(0, fH
* 6, 'Old X: ' + IntToStr(p
.FObj
.oldX
), gStdFont
);
1395 e_TextureFontPrint(0, fH
* 7, 'Old Y: ' + IntToStr(p
.FObj
.oldY
), gStdFont
);
1398 procedure g_Player_DrawHealth();
1403 if gPlayers
= nil then Exit
;
1404 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1406 for i
:= 0 to High(gPlayers
) do
1407 if gPlayers
[i
] <> nil then
1409 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1410 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1411 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1412 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1413 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1414 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1418 function g_Player_Get(UID
: Word): TPlayer
;
1424 if gPlayers
= nil then
1427 for a
:= 0 to High(gPlayers
) do
1428 if gPlayers
[a
] <> nil then
1429 if gPlayers
[a
].FUID
= UID
then
1431 Result
:= gPlayers
[a
];
1436 function g_Player_GetCount(): Byte;
1442 if gPlayers
= nil then
1445 for a
:= 0 to High(gPlayers
) do
1446 if gPlayers
[a
] <> nil then
1447 Result
:= Result
+ 1;
1450 function g_Bot_GetCount(): Integer;
1456 if gPlayers
= nil then
1459 for a
:= 0 to High(gPlayers
) do
1460 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] is TBot
) then
1461 Result
:= Result
+ 1;
1464 function g_Player_GetStats(): TPlayerStatArray
;
1470 if gPlayers
= nil then Exit
;
1472 for a
:= 0 to High(gPlayers
) do
1473 if gPlayers
[a
] <> nil then
1475 SetLength(Result
, Length(Result
)+1);
1476 with Result
[High(Result
)] do
1479 Ping
:= gPlayers
[a
].FPing
;
1480 Loss
:= gPlayers
[a
].FLoss
;
1481 Name
:= gPlayers
[a
].FName
;
1482 Team
:= gPlayers
[a
].FTeam
;
1483 Frags
:= gPlayers
[a
].FFrags
;
1484 Deaths
:= gPlayers
[a
].FDeath
;
1485 Kills
:= gPlayers
[a
].FKills
;
1486 Color
:= gPlayers
[a
].FModel
.Color
;
1487 Lives
:= gPlayers
[a
].FLives
;
1488 Spectator
:= gPlayers
[a
].FSpectator
;
1489 UID
:= gPlayers
[a
].FUID
;
1494 procedure g_Player_ResetReady();
1498 if not g_Game_IsServer
then Exit
;
1499 if gPlayers
= nil then Exit
;
1501 for a
:= 0 to High(gPlayers
) do
1502 if gPlayers
[a
] <> nil then
1504 gPlayers
[a
].FReady
:= False;
1505 if g_Game_IsNet
then
1506 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1510 procedure g_Player_RememberAll
;
1514 for i
:= Low(gPlayers
) to High(gPlayers
) do
1515 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1516 gPlayers
[i
].RememberState
;
1519 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1523 gTeamStat
[TEAM_RED
].Score
:= 0;
1524 gTeamStat
[TEAM_BLUE
].Score
:= 0;
1526 if gPlayers
<> nil then
1527 for i
:= 0 to High(gPlayers
) do
1528 if gPlayers
[i
] <> nil then
1530 gPlayers
[i
].Reset(Force
);
1532 if gPlayers
[i
] is TPlayer
then
1534 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1535 gPlayers
[i
].Respawn(Silent
)
1537 gPlayers
[i
].Spectate();
1540 TBot(gPlayers
[i
]).Respawn(Silent
);
1544 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
1552 if Player
.alive
then
1555 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1556 i
:= Player
.FCorpse
;
1557 if (i
>= 0) and (i
< Length(gCorpses
)) then
1559 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].FPlayerUID
= Player
.FUID
) then
1560 gCorpses
[i
].FPlayerUID
:= 0;
1563 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1568 if (FHealth
>= -50) or (gGibsCount
= 0) then
1570 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1574 for find_id
:= 0 to High(gCorpses
) do
1575 if gCorpses
[find_id
] = nil then
1582 find_id
:= Random(Length(gCorpses
));
1584 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1585 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1586 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1587 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1588 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1593 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1594 FObj
.Y
+ PLAYER_RECT_CY
,
1595 FModel
.Name
, FModel
.Color
);
1599 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1603 if (gShells
= nil) or (Length(gShells
) = 0) then
1606 with gShells
[CurrentShell
] do
1612 if T
= SHELL_BULLET
then
1614 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1618 Obj
.Rect
.Width
:= 4;
1619 Obj
.Rect
.Height
:= 2;
1623 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1627 Obj
.Rect
.Width
:= 7;
1628 Obj
.Rect
.Height
:= 3;
1634 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1635 positionChanged(); // this updates spatial accelerators
1636 RAngle
:= Random(360);
1637 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1639 if CurrentShell
>= High(gShells
) then
1646 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1649 GibsArray
: TGibsArray
;
1652 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1654 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1656 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1658 for a
:= 0 to High(GibsArray
) do
1659 with gGibs
[CurrentGib
] do
1662 ID
:= GibsArray
[a
].ID
;
1663 MaskID
:= GibsArray
[a
].MaskID
;
1666 Obj
.Rect
:= GibsArray
[a
].Rect
;
1667 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1668 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1669 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1670 positionChanged(); // this updates spatial accelerators
1671 RAngle
:= Random(360);
1673 if gBloodCount
> 0 then
1674 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1675 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1677 if CurrentGib
>= High(gGibs
) then
1684 procedure g_Player_UpdatePhysicalObjects();
1690 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1695 if T
= SHELL_BULLET
then
1696 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1698 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1703 if gGibs
<> nil then
1704 for i
:= 0 to High(gGibs
) do
1705 if gGibs
[i
].alive
then
1712 mr
:= g_Obj_Move(@Obj
, True, False, True);
1713 positionChanged(); // this updates spatial accelerators
1715 if WordBool(mr
and MOVE_FALLOUT
) then
1721 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1722 if WordBool(mr
and MOVE_HITWALL
) then
1723 Obj
.Vel
.X
:= -(vel
.X
div 2);
1724 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1725 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1727 if (Obj
.Vel
.X
>= 0) then
1729 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1730 if RAngle
>= 360 then
1731 RAngle
:= RAngle
mod 360;
1732 end else begin // Counter-clockwise
1733 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1735 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1738 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1739 if gTime
mod (GAME_TICK
*3) = 0 then
1740 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1744 if gCorpses
<> nil then
1745 for i
:= 0 to High(gCorpses
) do
1746 if gCorpses
[i
] <> nil then
1747 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1753 gCorpses
[i
].Update();
1756 if gShells
<> nil then
1757 for i
:= 0 to High(gShells
) do
1758 if gShells
[i
].alive
then
1765 mr
:= g_Obj_Move(@Obj
, True, False, True);
1766 positionChanged(); // this updates spatial accelerators
1768 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1774 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1775 if WordBool(mr
and MOVE_HITWALL
) then
1777 Obj
.Vel
.X
:= -(vel
.X
div 2);
1778 if not WordBool(mr
and MOVE_INWATER
) then
1779 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1781 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1783 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1784 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1785 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1787 if RAngle
mod 90 <> 0 then
1788 RAngle
:= (RAngle
div 90) * 90;
1790 else if not WordBool(mr
and MOVE_INWATER
) then
1791 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1794 if (Obj
.Vel
.X
>= 0) then
1796 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1797 if RAngle
>= 360 then
1798 RAngle
:= RAngle
mod 360;
1799 end else begin // Counter-clockwise
1800 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1802 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1808 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1810 x
:= Obj
.X
+Obj
.Rect
.X
;
1811 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1812 w
:= Obj
.Rect
.Width
;
1813 h
:= Obj
.Rect
.Height
;
1816 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1818 if (dx
<> 0) or (dy
<> 0) then
1827 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1831 w
:= Obj
.Rect
.Width
;
1832 h
:= Obj
.Rect
.Height
;
1835 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1837 if (dx
<> 0) or (dy
<> 0) then
1846 procedure TGib
.positionChanged (); inline; begin end;
1847 procedure TShell
.positionChanged (); inline; begin end;
1850 procedure g_Player_DrawCorpses();
1855 if gGibs
<> nil then
1856 for i
:= 0 to High(gGibs
) do
1857 if gGibs
[i
].alive
then
1860 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1863 Obj
.lerp(gLerpFactor
, fX
, fY
);
1865 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1866 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1868 e_DrawAdv(ID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1871 e_DrawAdv(MaskID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1877 if gCorpses
<> nil then
1878 for i
:= 0 to High(gCorpses
) do
1879 if gCorpses
[i
] <> nil then
1883 procedure g_Player_DrawShells();
1888 if gShells
<> nil then
1889 for i
:= 0 to High(gShells
) do
1890 if gShells
[i
].alive
then
1893 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1896 Obj
.lerp(gLerpFactor
, fX
, fY
);
1901 e_DrawAdv(SpriteID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1905 procedure g_Player_RemoveAllCorpses();
1911 SetLength(gGibs
, MaxGibs
);
1912 SetLength(gShells
, MaxGibs
);
1916 if gCorpses
<> nil then
1917 for i
:= 0 to High(gCorpses
) do
1921 SetLength(gCorpses
, MaxCorpses
);
1924 procedure g_Player_Corpses_SaveState (st
: TStream
);
1928 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1930 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1932 // Êîëè÷åñòâî òðóïîâ
1933 utils
.writeInt(st
, LongInt(count
));
1935 if (count
= 0) then exit
;
1938 for i
:= 0 to High(gCorpses
) do
1940 if gCorpses
[i
] <> nil then
1943 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1945 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1946 // Ñîõðàíÿåì äàííûå òðóïà:
1947 gCorpses
[i
].SaveState(st
);
1953 procedure g_Player_Corpses_LoadState (st
: TStream
);
1961 g_Player_RemoveAllCorpses();
1963 // Êîëè÷åñòâî òðóïîâ:
1964 count
:= utils
.readLongInt(st
);
1965 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1967 if (count
= 0) then exit
;
1970 for i
:= 0 to count
-1 do
1973 str
:= utils
.readStr(st
);
1975 b
:= utils
.readBool(st
);
1977 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1978 // Çàãðóæàåì äàííûå òðóïà
1979 gCorpses
[i
].LoadState(st
);
1986 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1988 procedure TPlayer
.BFGHit();
1990 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1991 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1992 if g_Game_IsServer
and g_Game_IsNet
then
1993 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1994 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1998 procedure TPlayer
.ChangeModel(ModelName
: string);
2000 locModel
: TPlayerModel
;
2002 locModel
:= g_PlayerModel_Get(ModelName
);
2003 if locModel
= nil then Exit
;
2009 procedure TPlayer
.SetModel(ModelName
: string);
2013 m
:= g_PlayerModel_Get(ModelName
);
2016 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
2017 m
:= g_PlayerModel_Get('doomer');
2020 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
2025 if FModel
<> nil then
2030 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2031 FModel
.Color
:= FColor
2033 FModel
.Color
:= TEAMCOLOR
[FTeam
];
2034 FModel
.SetWeapon(FCurrWeap
);
2035 FModel
.SetFlag(FFlag
);
2036 SetDirection(FDirection
);
2039 procedure TPlayer
.SetColor(Color
: TRGB
);
2042 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2043 if FModel
<> nil then FModel
.Color
:= Color
;
2048 function TPlayer
.GetColor(): TRGB
;
2050 result
:= FModel
.Color
;
2053 procedure TPlayer
.SetWeaponPrefs(Prefs
: Array of Byte);
2057 for i
:= WP_FIRST
to WP_LAST
+ 1 do
2059 if (Prefs
[i
] > WP_LAST
+ 1) then
2060 FWeapPreferences
[i
] := 0
2062 FWeapPreferences
[i
] := Prefs
[i
];
2066 procedure TPlayer
.SetWeaponPref(Weapon
, Pref
: Byte);
2068 if (Weapon
> WP_LAST
+ 1) then
2070 else if (Pref
<= WP_LAST
+ 1) and (Weapon
<= WP_LAST
+ 1) then
2071 FWeapPreferences
[Weapon
] := Pref
2072 else if (Weapon
<= WP_LAST
+ 1) and (Pref
> WP_LAST
+ 1) then
2073 FWeapPreferences
[Weapon
] := 0;
2076 function TPlayer
.GetWeaponPref(Weapon
: Byte) : Byte;
2078 if (Weapon
> WP_LAST
+ 1) then
2080 else if (FWeapPreferences
[Weapon
] > WP_LAST
+ 1) then
2083 result
:= FWeapPreferences
[Weapon
];
2086 function TPlayer
.GetMorePrefered() : Byte;
2088 testedWeap
, i
: Byte;
2090 testedWeap
:= FCurrWeap
;
2091 for i
:= WP_FIRST
to WP_LAST
do
2092 if FWeapon
[i
] and maySwitch(i
) and (FWeapPreferences
[i
] > FWeapPreferences
[testedWeap
]) then
2094 if (R_BERSERK
in FRulez
) and (FWeapPreferences
[WP_LAST
+ 1] > FWeapPreferences
[testedWeap
]) then
2095 testedWeap
:= WEAPON_KASTET
;
2096 result
:= testedWeap
;
2099 function TPlayer
.maySwitch(Weapon
: Byte) : Boolean;
2102 if (Weapon
= WEAPON_KASTET
) and (FSkipFist
<> 0) then
2104 if (FSkipFist
= 1) and (not (R_BERSERK
in FRulez
)) then
2107 else if (FSwitchToEmpty
= 0) and (not hasAmmoForShooting(Weapon
)) then
2111 procedure TPlayer
.SwitchTeam
;
2113 if g_Game_IsClient
then
2115 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2117 if gGameOn
and FAlive
then
2118 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2120 if FTeam
= TEAM_RED
then
2122 ChangeTeam(TEAM_BLUE
);
2123 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2124 if g_Game_IsNet
then
2125 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2129 ChangeTeam(TEAM_RED
);
2130 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2131 if g_Game_IsNet
then
2132 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2134 FPreferredTeam
:= FTeam
;
2137 procedure TPlayer
.ChangeTeam(Team
: Byte);
2144 TEAM_RED
, TEAM_BLUE
:
2145 FModel
.Color
:= TEAMCOLOR
[Team
];
2147 FModel
.Color
:= FColor
;
2149 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2150 MH_SEND_PlayerStats(FUID
);
2154 procedure TPlayer.CollideItem();
2159 if gItems = nil then Exit;
2160 if not FAlive then Exit;
2162 for i := 0 to High(gItems) do
2165 if (ItemType <> ITEM_NONE) and alive then
2166 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2167 PLAYER_RECT.Height, @Obj) then
2169 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2171 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2172 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2173 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2174 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2175 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2177 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2178 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2179 (gGameSettings.GameType = GT_SINGLE) and
2180 (g_Player_GetCount() > 1)) then
2181 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2187 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2189 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2190 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2194 constructor TPlayer
.Create();
2200 mEDamageType
:= HIT_SOME
;
2206 FSawSound
:= TPlayableSound
.Create();
2207 FSawSoundIdle
:= TPlayableSound
.Create();
2208 FSawSoundHit
:= TPlayableSound
.Create();
2209 FSawSoundSelect
:= TPlayableSound
.Create();
2210 FFlameSoundOn
:= TPlayableSound
.Create();
2211 FFlameSoundOff
:= TPlayableSound
.Create();
2212 FFlameSoundWork
:= TPlayableSound
.Create();
2213 FJetSoundFly
:= TPlayableSound
.Create();
2214 FJetSoundOn
:= TPlayableSound
.Create();
2215 FJetSoundOff
:= TPlayableSound
.Create();
2217 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2218 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2219 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2220 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2221 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2222 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2223 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2224 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2225 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2226 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2228 FSpectatePlayer
:= -1;
2232 FSavedStateNum
:= -1;
2240 FActualModelName
:= 'doomer';
2243 FObj
.Rect
:= PLAYER_RECT
;
2245 FBFGFireCounter
:= -1;
2246 FJustTeleported
:= False;
2249 FWaitForFirstSpawn
:= false;
2254 procedure TPlayer
.positionChanged (); inline;
2258 procedure TPlayer
.doDamage (v
: Integer);
2260 if (v
<= 0) then exit
;
2261 if (v
> 32767) then v
:= 32767;
2262 Damage(v
, 0, 0, 0, mEDamageType
);
2265 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2269 if (not g_Game_IsClient
) and (not FAlive
) then
2274 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2275 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2277 if not g_Game_IsClient
then
2280 if t
= HIT_TRAP
then
2282 // Ëîâóøêà óáèâàåò ñðàçó:
2284 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2286 if t
= HIT_SELF
then
2290 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2293 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2294 FMegaRulez
[MR_SUIT
] := 0;
2295 FMegaRulez
[MR_INVUL
] := 0;
2296 FMegaRulez
[MR_INVIS
] := 0;
2301 // Íî îò îñòàëüíîãî ñïàñàåò:
2302 if FMegaRulez
[MR_INVUL
] >= gTime
then
2309 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2310 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2311 (SpawnerUID
= FUID
) or
2312 (not SameTeam(FUID
, SpawnerUID
)) then
2314 FLastSpawnerUID
:= SpawnerUID
;
2316 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2317 if gBloodCount
> 0 then
2319 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2320 if value
div 4 <= c
then
2321 c
:= c
- (value
div 4)
2325 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2329 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2330 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2333 if t
= HIT_WATER
then
2335 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2336 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2338 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2339 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2345 Inc(FDamageBuffer
, value
);
2349 FPain
:= FPain
+ value
;
2352 if g_Game_IsServer
and g_Game_IsNet
then
2354 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2355 MH_SEND_PlayerStats(FUID
);
2356 MH_SEND_PlayerPos(False, FUID
);
2360 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2363 if g_Game_IsClient
then
2368 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2370 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2373 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2375 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2379 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2380 MH_SEND_PlayerStats(FUID
);
2383 destructor TPlayer
.Destroy();
2385 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2387 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2391 FSawSoundIdle
.Free();
2392 FSawSoundHit
.Free();
2393 FSawSoundSelect
.Free();
2394 FFlameSoundOn
.Free();
2395 FFlameSoundOff
.Free();
2396 FFlameSoundWork
.Free();
2397 FJetSoundFly
.Free();
2399 FJetSoundOff
.Free();
2401 if FPunchAnim
<> nil then
2407 procedure TPlayer
.DrawIndicator(Color
: TRGB
);
2409 indX
, indY
, fX
, fY
, fSlope
: Integer;
2419 FObj
.lerp(gLerpFactor
, fX
, fY
);
2420 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2422 case gPlayerIndicatorStyle
of
2425 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2427 e_GetTextureSize(ID
, @indW
, @indH
);
2431 if (FObj
.X
+ FObj
.Rect
.X
) < 0 then
2434 indX
:= fX
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
;
2435 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2438 else if (FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
) > Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) then
2441 indX
:= fX
+ FObj
.Rect
.X
- indH
;
2442 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2445 else if (FObj
.Y
- indH
) < 0 then
2448 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2449 indY
:= fY
+ FObj
.Rect
.Y
+ FObj
.Rect
.Height
;
2455 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2459 indY
:= indY
+ fSlope
;
2460 indX
:= EnsureRange(indX
, 0, Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) - indW
);
2461 indY
:= EnsureRange(indY
, 0, Max(gMapInfo
.Height
, gPlayerScreenSize
.Y
) - indH
);
2465 e_DrawAdv(ID
, indX
, indY
, 0, True, False, indA
, @a
);
2472 e_TextureFontGetSize(gStdFont
, nW
, nH
);
2473 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- Length(FName
) * nW
) div 2;
2474 indY
:= fY
- nH
+ fSlope
;
2475 e_TextureFontPrintEx(indX
, indY
, FName
, gStdFont
, Color
.R
, Color
.G
, Color
.B
, 1.0, True);
2481 procedure TPlayer
.DrawBubble();
2483 bubX
, bubY
, fX
, fY
: Integer;
2486 Rw
, Gw
, Bw
: SmallInt;
2490 CObj
:= getCameraObj();
2491 CObj
.lerp(gLerpFactor
, fX
, fY
);
2492 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2493 bubX
:= fX
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2494 bubY
:= fY
+FObj
.Rect
.Y
- 18;
2502 1: // simple textual non-bubble
2504 bubX
:= fX
+FObj
.Rect
.X
- 11;
2505 bubY
:= fY
+FObj
.Rect
.Y
- 17;
2506 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2509 2: // advanced pixel-perfect bubble
2511 if FTeam
= TEAM_RED
then
2514 if FTeam
= TEAM_BLUE
then
2517 3: // colored bubble
2519 Rb
:= FModel
.Color
.R
;
2520 Gb
:= FModel
.Color
.G
;
2521 Bb
:= FModel
.Color
.B
;
2522 Rw
:= Min(Rb
* 2 + 64, 255);
2523 Gw
:= Min(Gb
* 2 + 64, 255);
2524 Bw
:= Min(Bb
* 2 + 64, 255);
2525 if (Abs(Rw
- Rb
) < 32)
2526 or (Abs(Gw
- Gb
) < 32)
2527 or (Abs(Bw
- Bb
) < 32) then
2529 Rb
:= Max(Rw
div 2 - 16, 0);
2530 Gb
:= Max(Gw
div 2 - 16, 0);
2531 Bb
:= Max(Bw
div 2 - 16, 0);
2534 4: // custom textured bubble
2536 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2537 if FDirection
= TDirection
.D_RIGHT
then
2538 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2540 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2546 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2547 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2549 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2552 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2553 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2554 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
);
2555 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
);
2556 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
);
2557 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
);
2561 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2562 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2563 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2566 procedure TPlayer
.Draw();
2571 Mirror
: TMirrorType
;
2572 fX
, fY
, fSlope
: Integer;
2574 FObj
.lerp(gLerpFactor
, fX
, fY
);
2575 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2579 if Direction
= TDirection
.D_RIGHT
then
2580 Mirror
:= TMirrorType
.None
2582 Mirror
:= TMirrorType
.Horizontal
;
2584 if FPunchAnim
<> nil then
2586 FPunchAnim
.Draw(fX
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2587 fY
+fSlope
+FObj
.Rect
.Y
-11, Mirror
);
2588 if FPunchAnim
.played
then
2595 if (FMegaRulez
[MR_INVUL
] > gTime
) and ((gPlayerDrawn
<> Self
) or (FSpawnInvul
>= gTime
)) then
2596 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2598 e_GetTextureSize(ID
, @w
, @h
);
2599 if FDirection
= TDirection
.D_LEFT
then
2600 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2601 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False)
2603 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2604 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False);
2607 if FMegaRulez
[MR_INVIS
] > gTime
then
2609 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2610 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2612 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2613 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2617 FModel
.Draw(fX
, fY
+fSlope
, 200)
2619 FModel
.Draw(fX
, fY
+fSlope
);
2622 FModel
.Draw(fX
, fY
+fSlope
, 254);
2625 FModel
.Draw(fX
, fY
+fSlope
);
2628 if g_debug_Frames
then
2630 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2632 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2633 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2637 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2638 if (FMegaRulez
[MR_INVIS
] <= gTime
) or ((gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2639 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
)))) then
2641 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2642 if gAimLine
and alive
and
2643 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2648 procedure TPlayer
.DrawAim();
2649 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2654 {$IFDEF ENABLE_HOLMES}
2655 if isValidViewPort
and (self
= gPlayer1
) then
2657 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2661 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2662 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2664 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2668 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2673 wx
, wy
, xx
, yy
: Integer;
2677 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2678 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2687 1: begin // Chainsaw
2694 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2695 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2696 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2697 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2702 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2703 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2704 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2705 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2707 4: begin // Double Shotgun
2710 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2711 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2712 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2713 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2715 5: begin // Chaingun
2718 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2719 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2720 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2721 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2723 6: begin // Rocket Launcher
2726 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2727 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2728 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2729 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2731 7: begin // Plasmagun
2734 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2735 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2736 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2737 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2742 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2743 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2744 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2745 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2747 9: begin // Super Chaingun
2750 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2751 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2752 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2753 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2756 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2757 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2758 {$IF DEFINED(D2F_DEBUG)}
2759 drawCast(sz
, wx
, wy
, xx
, yy
);
2761 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2765 procedure TPlayer
.DrawGUI();
2768 X
, Y
, SY
, a
, p
, m
: Integer;
2772 stat
: TPlayerStatArray
;
2774 X
:= gPlayerScreenSize
.X
;
2775 SY
:= gPlayerScreenSize
.Y
;
2778 if gShowScore
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2780 if gGameSettings
.GameMode
= GM_CTF
then
2784 if gGameSettings
.GameMode
= GM_CTF
then
2786 s
:= 'TEXTURE_PLAYER_REDFLAG';
2787 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2788 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2789 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2790 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2791 if g_Texture_Get(s
, ID
) then
2792 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2795 s
:= IntToStr(gTeamStat
[TEAM_RED
].Score
);
2796 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2797 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2799 if gGameSettings
.GameMode
= GM_CTF
then
2801 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2802 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2803 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2804 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2805 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2806 if g_Texture_Get(s
, ID
) then
2807 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2810 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Score
);
2811 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2812 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2815 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2816 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2819 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2820 e_Draw(ID
, X
+2, Y
, 0, True, False);
2822 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2826 s
:= IntToStr(Frags
);
2827 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2828 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2833 stat
:= g_Player_GetStats();
2838 for a
:= 0 to High(stat
) do
2839 if stat
[a
].Name
<> Name
then
2841 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2842 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2846 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2847 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2848 s
:= s
+IntToStr(Abs(Frags
-m
));
2850 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2851 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2854 if gLMSRespawn
> LMS_RESPAWN_NONE
then
2856 s
:= _lc
[I_GAME_WARMUP
];
2857 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2858 s
:= s
+ ': ' + IntToStr((gLMSRespawnTime
- gTime
) div 1000);
2859 e_CharFont_PrintEx(gMenuFont
, X
-64-tw
, SY
-32, s
, _RGB(0, 255, 0));
2861 else if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2863 s
:= IntToStr(Lives
);
2864 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2865 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2869 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2870 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2872 if R_BERSERK
in FRulez
then
2873 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2875 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2877 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2878 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2880 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2881 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2882 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2884 s
:= IntToStr(FArmor
);
2885 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2886 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2888 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2894 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2899 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2901 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2902 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2903 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2904 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2905 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2906 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2907 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2908 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2909 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2912 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2913 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2914 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2916 if R_KEY_RED
in FRulez
then
2917 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2919 if R_KEY_GREEN
in FRulez
then
2920 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2922 if R_KEY_BLUE
in FRulez
then
2923 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2925 if FJetFuel
> 0 then
2927 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2928 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2929 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2930 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2931 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2932 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2936 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2937 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2938 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2941 if gShowPing
and g_Game_IsClient
then
2943 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2944 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2950 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2951 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2952 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2955 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2956 s
:= _lc
[I_PLAYER_SPECT4
];
2957 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2958 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2959 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2965 procedure TPlayer
.DrawRulez();
2969 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2970 if (FMegaRulez
[MR_INVUL
] >= gTime
) and (FSpawnInvul
< gTime
) then
2972 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2973 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2978 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2979 191, 191, 191, 0, TBlending
.Invert
);
2982 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2983 if FMegaRulez
[MR_SUIT
] >= gTime
then
2985 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2986 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2991 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2992 0, 96, 0, 200, TBlending
.None
);
2995 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2996 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2998 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2999 255, 0, 0, 200, TBlending
.None
);
3003 procedure TPlayer
.DrawPain();
3007 if FPain
= 0 then Exit
;
3011 if a
< 15 then h
:= 0
3012 else if a
< 35 then h
:= 1
3013 else if a
< 55 then h
:= 2
3014 else if a
< 75 then h
:= 3
3015 else if a
< 95 then h
:= 4
3018 //if a > 255 then a := 255;
3020 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
3021 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
3024 procedure TPlayer
.DrawPickup();
3028 if FPickup
= 0 then Exit
;
3032 if a
< 15 then h
:= 1
3033 else if a
< 35 then h
:= 2
3034 else if a
< 55 then h
:= 3
3035 else if a
< 75 then h
:= 4
3038 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
3041 procedure TPlayer
.DoPunch();
3046 if FPunchAnim
<> nil then begin
3051 st
:= 'FRAMES_PUNCH';
3052 if R_BERSERK
in FRulez
then
3053 st
:= st
+ '_BERSERK';
3054 if FKeys
[KEY_UP
].Pressed
then
3056 else if FKeys
[KEY_DOWN
].Pressed
then
3058 g_Frames_Get(id
, st
);
3059 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
3062 procedure TPlayer
.Fire();
3064 f
, DidFire
: Boolean;
3065 wx
, wy
, xd
, yd
: Integer;
3068 if g_Game_IsClient
then Exit
;
3069 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3070 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3078 if FReloading
[FCurrWeap
] <> 0 then Exit
;
3083 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
3084 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
3085 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
3086 yd
:= wy
+firediry();
3092 if R_BERSERK
in FRulez
then
3094 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3095 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
3096 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
3099 locobj
.rect
.Width
:= 39;
3100 locobj
.rect
.Height
:= 52;
3101 locobj
.Vel
.X
:= (xd
-wx
) div 2;
3102 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
3103 locobj
.Accel
.X
:= xd
-wx
;
3104 locobj
.Accel
.y
:= yd
-wy
;
3106 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
3107 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
3109 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
3111 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
3115 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
3119 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3124 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3125 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
3127 FSawSoundSelect
.Stop();
3129 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
3131 else if not FSawSoundHit
.IsPlaying() then
3133 FSawSoundSelect
.Stop();
3134 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
3137 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3143 if FAmmo
[A_BULLETS
] > 0 then
3145 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
3146 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3147 Dec(FAmmo
[A_BULLETS
]);
3148 FFireAngle
:= FAngle
;
3151 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3152 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3156 if FAmmo
[A_SHELLS
] > 0 then
3158 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3159 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3160 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3161 Dec(FAmmo
[A_SHELLS
]);
3162 FFireAngle
:= FAngle
;
3166 FShellType
:= SHELL_SHELL
;
3170 if FAmmo
[A_SHELLS
] >= 2 then
3172 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3173 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3174 Dec(FAmmo
[A_SHELLS
], 2);
3175 FFireAngle
:= FAngle
;
3179 FShellType
:= SHELL_DBLSHELL
;
3183 if FAmmo
[A_BULLETS
] > 0 then
3185 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3186 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3187 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3188 Dec(FAmmo
[A_BULLETS
]);
3189 FFireAngle
:= FAngle
;
3192 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3193 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3196 WEAPON_ROCKETLAUNCHER
:
3197 if FAmmo
[A_ROCKETS
] > 0 then
3199 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3200 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3201 Dec(FAmmo
[A_ROCKETS
]);
3202 FFireAngle
:= FAngle
;
3208 if FAmmo
[A_CELLS
] > 0 then
3210 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3211 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3212 Dec(FAmmo
[A_CELLS
]);
3213 FFireAngle
:= FAngle
;
3219 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3221 FBFGFireCounter
:= 17;
3222 if not FNoReload
then
3223 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3224 Dec(FAmmo
[A_CELLS
], 40);
3228 WEAPON_SUPERPULEMET
:
3229 if FAmmo
[A_SHELLS
] > 0 then
3231 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3232 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3233 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3234 Dec(FAmmo
[A_SHELLS
]);
3235 FFireAngle
:= FAngle
;
3238 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3239 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3242 WEAPON_FLAMETHROWER
:
3243 if FAmmo
[A_FUEL
] > 0 then
3245 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3247 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3249 FFireAngle
:= FAngle
;
3256 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
3260 if g_Game_IsNet
then
3264 if FCurrWeap
<> WEAPON_BFG
then
3265 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3267 if not FNoReload
then
3268 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3271 MH_SEND_PlayerStats(FUID
);
3276 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3277 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3278 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3281 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3284 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3285 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3286 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3287 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3288 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3293 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3295 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3296 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3297 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3300 procedure TPlayer
.FlamerOn
;
3302 FFlameSoundOff
.Stop();
3303 FFlameSoundOff
.SetPosition(0);
3306 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
3307 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
3311 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3316 procedure TPlayer
.FlamerOff
;
3320 FFlameSoundOn
.Stop();
3321 FFlameSoundOn
.SetPosition(0);
3322 FFlameSoundWork
.Stop();
3323 FFlameSoundWork
.SetPosition(0);
3324 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3329 procedure TPlayer
.JetpackOn
;
3333 FJetSoundOn
.SetPosition(0);
3334 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3338 procedure TPlayer
.JetpackOff
;
3342 FJetSoundOff
.SetPosition(0);
3343 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3346 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
3348 if Timeout
<= 0 then
3350 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
3351 exit
; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3352 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3353 exit
; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3354 if FFireTime
<= 0 then
3355 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
3356 FFireTime
:= Timeout
;
3357 FFireAttacker
:= Attacker
;
3358 if g_Game_IsNet
and g_Game_IsServer
then
3359 MH_SEND_PlayerStats(FUID
);
3362 procedure TPlayer
.Jump();
3364 if gFly
or FJetpack
then
3366 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3367 if FObj
.Vel
.Y
> -VEL_FLY
then
3368 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3371 if FJetFuel
> 0 then
3373 if (FJetFuel
< 1) and g_Game_IsServer
then
3377 if g_Game_IsNet
then
3378 MH_SEND_PlayerStats(FUID
);
3384 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3386 FCanJetpack
:= False;
3388 // Ïðûãàåì èëè âñïëûâàåì:
3389 if (CollideLevel(0, 1) or
3390 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3391 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3392 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3394 FObj
.Vel
.Y
:= -VEL_JUMP
;
3395 FCanJetpack
:= False;
3399 if BodyInLiquid(0, 0) then
3400 FObj
.Vel
.Y
:= -VEL_SW
3401 else if (FJetFuel
> 0) and FCanJetpack
and
3402 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3406 if g_Game_IsNet
then
3407 MH_SEND_PlayerStats(FUID
);
3412 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3414 a
, i
, k
, ab
, ar
: Byte;
3418 srv
, netsrv
: Boolean;
3424 procedure PushItem(t
: Byte);
3428 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3429 it
:= g_Items_ByIdx(id
);
3430 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3432 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3433 (FObj
.Vel
.Y
div 2)-Random(9));
3434 it
.positionChanged(); // this updates spatial accelerators
3438 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3440 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3441 (FObj
.Vel
.Y
div 2)-Random(6));
3443 else // -3..+3; -3..0
3445 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3446 (FObj
.Vel
.Y
div 2)-Random(4));
3448 it
.positionChanged(); // this updates spatial accelerators
3451 if g_Game_IsNet
and g_Game_IsServer
then
3452 MH_SEND_ItemSpawn(True, id
);
3456 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3457 Srv
:= g_Game_IsServer
;
3458 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3459 if Srv
then FDeath
:= FDeath
+ 1;
3464 if not FPhysics
then
3470 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3472 if FLives
> 0 then FLives
:= FLives
- 1;
3473 if FLives
= 0 then FNoRespawn
:= True;
3476 // Íîìåð òèïà ñìåðòè:
3479 K_SIMPLEKILL
: a
:= 1;
3481 K_EXTRAHARDKILL
: a
:= 3;
3486 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3488 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3495 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3497 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3498 K_EXTRAHARDKILL
, K_FALLKILL
:
3499 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3502 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3506 K_HARDKILL
, K_EXTRAHARDKILL
:
3510 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3511 if (KillType
<> K_FALLKILL
) and (Srv
) then
3512 g_Monsters_killedp();
3514 if SpawnerUID
= FUID
then
3518 if gGameSettings
.GameMode
= GM_TDM
then
3519 Dec(gTeamStat
[FTeam
].Score
);
3520 if DoFrags
or (gGameSettings
.GameMode
= GM_TDM
) then
3526 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3529 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3530 begin // Óáèò äðóãèì èãðîêîì
3531 KP
:= g_Player_Get(SpawnerUID
);
3532 if (KP
<> nil) and Srv
then
3534 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3535 if SameTeam(FUID
, SpawnerUID
) then
3545 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3546 Inc(gTeamStat
[KP
.Team
].Score
,
3547 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3549 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3552 plr
:= g_Player_Get(SpawnerUID
);
3560 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3564 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3568 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3573 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3574 begin // Óáèò ìîíñòðîì
3575 mon
:= g_Monsters_ByUID(SpawnerUID
);
3579 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3583 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3587 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3591 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3596 else // Îñîáûå òèïû ñìåðòè
3599 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3600 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3601 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3602 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3603 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3604 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3610 for a
:= WP_FIRST
to WP_LAST
do
3614 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3615 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3616 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3617 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3618 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3619 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3620 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3621 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3622 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3631 if R_ITEM_BACKPACK
in FRulez
then
3632 PushItem(ITEM_AMMO_BACKPACK
);
3634 // Âûáðîñ ðàêåòíîãî ðàíöà:
3635 if FJetFuel
> 0 then
3636 PushItem(ITEM_JETPACK
);
3639 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
3640 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
3642 if R_KEY_RED
in FRulez
then
3643 PushItem(ITEM_KEY_RED
);
3645 if R_KEY_GREEN
in FRulez
then
3646 PushItem(ITEM_KEY_GREEN
);
3648 if R_KEY_BLUE
in FRulez
then
3649 PushItem(ITEM_KEY_BLUE
);
3653 DropFlag(KillType
= K_FALLKILL
);
3656 FCorpse
:= g_Player_CreateCorpse(Self
);
3658 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3659 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3665 for i
:= Low(gPlayers
) to High(gPlayers
) do
3667 if gPlayers
[i
] = nil then continue
;
3668 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3671 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3672 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3677 OldLR
:= gLMSRespawn
;
3678 if (gGameSettings
.GameMode
= GM_COOP
) then
3682 // everyone is dead, restart the map
3683 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3685 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3686 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3687 gLMSRespawnTime
:= gTime
+ 5000;
3689 else if (a
= 1) then
3691 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3692 if (gPlayers
[k
] = gPlayer1
) or
3693 (gPlayers
[k
] = gPlayer2
) then
3694 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3695 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3696 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3699 else if (gGameSettings
.GameMode
= GM_TDM
) then
3701 if (ab
= 0) and (ar
<> 0) then
3704 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3706 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3707 Inc(gTeamStat
[TEAM_RED
].Score
);
3708 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3709 gLMSRespawnTime
:= gTime
+ 5000;
3711 else if (ar
= 0) and (ab
<> 0) then
3714 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3716 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3717 Inc(gTeamStat
[TEAM_BLUE
].Score
);
3718 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3719 gLMSRespawnTime
:= gTime
+ 5000;
3721 else if (ar
= 0) and (ab
= 0) then
3724 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3726 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3727 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3728 gLMSRespawnTime
:= gTime
+ 5000;
3731 else if (gGameSettings
.GameMode
= GM_DM
) then
3735 if gPlayers
[k
] <> nil then
3738 // survivor is the winner
3739 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3741 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3744 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3745 gLMSRespawnTime
:= gTime
+ 5000;
3747 else if (a
= 0) then
3749 // everyone is dead, restart the map
3750 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3752 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3753 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3754 gLMSRespawnTime
:= gTime
+ 5000;
3757 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3759 if NetMode
= NET_SERVER
then
3760 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
3762 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3768 MH_SEND_PlayerStats(FUID
);
3769 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3770 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3773 if srv
and FNoRespawn
then Spectate(True);
3774 FWantsInGame
:= True;
3777 function TPlayer
.BodyInLiquid(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_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3783 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3785 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3786 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3789 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3791 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3792 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3793 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3794 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3795 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3796 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3797 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3798 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3801 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3803 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3804 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3805 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3806 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3809 procedure TPlayer
.ProcessWeaponAction(Action
: Byte);
3811 if g_Game_IsClient
then Exit
;
3813 WP_PREV
: PrevWeapon();
3814 WP_NEXT
: NextWeapon();
3818 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3820 if g_Game_IsClient
then Exit
;
3821 if Weapon
> High(FWeapon
) then Exit
;
3822 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3825 procedure TPlayer
.resetWeaponQueue ();
3828 FNextWeapDelay
:= 0;
3831 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3835 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3836 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3837 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3838 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3839 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3840 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3841 else result
:= (weapon
< length(FWeapon
));
3845 function TPlayer
.hasAmmoForShooting (weapon
: Byte): Boolean;
3849 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3850 WEAPON_SHOTGUN1
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3851 WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 1);
3852 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3853 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3854 WEAPON_PLASMA
: result
:= (FAmmo
[A_CELLS
] > 0);
3855 WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] >= 40);
3856 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3857 else result
:= (weapon
< length(FWeapon
));
3861 function TPlayer
.shouldSwitch (weapon
: Byte; hadWeapon
: Boolean): Boolean;
3864 if (weapon
> WP_LAST
+ 1) then
3869 if (FWeapSwitchMode
= 1) and not hadWeapon
then
3871 else if (FWeapSwitchMode
= 2) then
3872 result
:= (FWeapPreferences
[weapon
] > FWeapPreferences
[FCurrWeap
]);
3875 // return 255 for "no switch"
3876 function TPlayer
.getNextWeaponIndex (): Byte;
3879 wantThisWeapon
: array[0..64] of Boolean;
3880 wwc
: Integer = 0; //HACK!
3883 result
:= 255; // default result: "no switch"
3884 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3885 // had weapon cycling on previous frame? remove that flag
3886 if (FNextWeap
and $2000) <> 0 then
3888 FNextWeap
:= FNextWeap
and $1FFF;
3889 FNextWeapDelay
:= 0;
3891 // cycling has priority
3892 if (FNextWeap
and $C000) <> 0 then
3894 if (FNextWeap
and $8000) <> 0 then
3898 FNextWeap
:= FNextWeap
or $2000; // we need this
3899 if FNextWeapDelay
> 0 then
3900 exit
; // cooldown time
3902 for i
:= 0 to High(FWeapon
) do
3904 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3905 if FWeapon
[cwi
] and maySwitch(cwi
) then
3907 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3908 result
:= Byte(cwi
);
3909 FNextWeapDelay
:= WEAPON_DELAY
;
3917 for i
:= 0 to High(wantThisWeapon
) do
3918 wantThisWeapon
[i
] := false;
3919 for i
:= 0 to High(FWeapon
) do
3920 if (FNextWeap
and (1 shl i
)) <> 0 then
3922 wantThisWeapon
[i
] := true;
3926 // exclude currently selected weapon from the set
3927 wantThisWeapon
[FCurrWeap
] := false;
3928 // slow down alterations a little
3931 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3932 // more than one weapon requested, assume "alteration" and check alteration delay
3933 if FNextWeapDelay
> 0 then
3939 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3940 // but clear all counters if no weapon should be switched
3946 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3947 // try weapons in descending order
3948 for i
:= High(FWeapon
) downto 0 do
3950 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3955 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3956 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3960 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3964 procedure TPlayer
.RealizeCurrentWeapon();
3965 function switchAllowed (): Boolean;
3970 if FBFGFireCounter
<> -1 then
3972 if FTime
[T_SWITCH
] > gTime
then
3974 for i
:= WP_FIRST
to WP_LAST
do
3975 if FReloading
[i
] > 0 then
3983 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3984 //FNextWeap := FNextWeap and $1FFF;
3985 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3987 if not switchAllowed
then
3989 //HACK for weapon cycling
3990 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3994 nw
:= getNextWeaponIndex();
3996 if nw
= 255 then exit
; // don't reset anything here
3997 if nw
> High(FWeapon
) then
3999 // don't forget to reset queue here!
4000 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
4008 FTime
[T_SWITCH
] := gTime
+156;
4009 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
4010 FModel
.SetWeapon(FCurrWeap
);
4011 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
4015 procedure TPlayer
.NextWeapon();
4017 if g_Game_IsClient
then Exit
;
4021 procedure TPlayer
.PrevWeapon();
4023 if g_Game_IsClient
then Exit
;
4027 procedure TPlayer
.SetWeapon(W
: Byte);
4029 if FCurrWeap
<> W
then
4030 if W
= WEAPON_SAW
then
4031 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
4034 FModel
.SetWeapon(CurrWeap
);
4038 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
4041 switchWeapon
: Byte = 255;
4042 hadWeapon
: Boolean = False;
4045 if g_Game_IsClient
then Exit
;
4047 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
4048 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
4052 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4054 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
4058 if gFlash
= 2 then Inc(FPickup
, 5);
4062 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4064 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
4068 if gFlash
= 2 then Inc(FPickup
, 5);
4072 if FArmor
< PLAYER_AP_SOFT
then
4074 FArmor
:= PLAYER_AP_SOFT
;
4077 if gFlash
= 2 then Inc(FPickup
, 5);
4081 if FArmor
< PLAYER_AP_LIMIT
then
4083 FArmor
:= PLAYER_AP_LIMIT
;
4086 if gFlash
= 2 then Inc(FPickup
, 5);
4090 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4092 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
4096 if gFlash
= 2 then Inc(FPickup
, 5);
4100 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
4102 if FHealth
< PLAYER_HP_LIMIT
then
4103 FHealth
:= PLAYER_HP_LIMIT
;
4104 if FArmor
< PLAYER_AP_LIMIT
then
4105 FArmor
:= PLAYER_AP_LIMIT
;
4109 if gFlash
= 2 then Inc(FPickup
, 5);
4113 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
4115 hadWeapon
:= FWeapon
[WEAPON_SAW
];
4116 switchWeapon
:= WEAPON_SAW
;
4117 FWeapon
[WEAPON_SAW
] := True;
4119 if gFlash
= 2 then Inc(FPickup
, 5);
4120 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4123 ITEM_WEAPON_SHOTGUN1
:
4124 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
4126 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4127 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
4128 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN1
];
4129 switchWeapon
:= WEAPON_SHOTGUN1
;
4130 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4131 FWeapon
[WEAPON_SHOTGUN1
] := True;
4133 if gFlash
= 2 then Inc(FPickup
, 5);
4134 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4137 ITEM_WEAPON_SHOTGUN2
:
4138 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4140 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4141 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN2
];
4142 switchWeapon
:= WEAPON_SHOTGUN2
;
4143 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4144 FWeapon
[WEAPON_SHOTGUN2
] := True;
4146 if gFlash
= 2 then Inc(FPickup
, 5);
4147 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4150 ITEM_WEAPON_CHAINGUN
:
4151 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4153 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4154 hadWeapon
:= FWeapon
[WEAPON_CHAINGUN
];
4155 switchWeapon
:= WEAPON_CHAINGUN
;
4156 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4157 FWeapon
[WEAPON_CHAINGUN
] := True;
4159 if gFlash
= 2 then Inc(FPickup
, 5);
4160 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4163 ITEM_WEAPON_ROCKETLAUNCHER
:
4164 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4166 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4167 switchWeapon
:= WEAPON_ROCKETLAUNCHER
;
4168 hadWeapon
:= FWeapon
[WEAPON_ROCKETLAUNCHER
];
4169 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4170 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4172 if gFlash
= 2 then Inc(FPickup
, 5);
4173 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4177 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4179 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4180 switchWeapon
:= WEAPON_PLASMA
;
4181 hadWeapon
:= FWeapon
[WEAPON_PLASMA
];
4182 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4183 FWeapon
[WEAPON_PLASMA
] := True;
4185 if gFlash
= 2 then Inc(FPickup
, 5);
4186 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4190 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4192 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4193 switchWeapon
:= WEAPON_BFG
;
4194 hadWeapon
:= FWeapon
[WEAPON_BFG
];
4195 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4196 FWeapon
[WEAPON_BFG
] := True;
4198 if gFlash
= 2 then Inc(FPickup
, 5);
4199 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4202 ITEM_WEAPON_SUPERPULEMET
:
4203 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4205 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4206 switchWeapon
:= WEAPON_SUPERPULEMET
;
4207 hadWeapon
:= FWeapon
[WEAPON_SUPERPULEMET
];
4208 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4209 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4211 if gFlash
= 2 then Inc(FPickup
, 5);
4212 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4215 ITEM_WEAPON_FLAMETHROWER
:
4216 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4218 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4219 switchWeapon
:= WEAPON_FLAMETHROWER
;
4220 hadWeapon
:= FWeapon
[WEAPON_FLAMETHROWER
];
4221 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4222 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4224 if gFlash
= 2 then Inc(FPickup
, 5);
4225 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4229 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4231 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4234 if gFlash
= 2 then Inc(FPickup
, 5);
4237 ITEM_AMMO_BULLETS_BOX
:
4238 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4240 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4243 if gFlash
= 2 then Inc(FPickup
, 5);
4247 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4249 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4252 if gFlash
= 2 then Inc(FPickup
, 5);
4255 ITEM_AMMO_SHELLS_BOX
:
4256 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4258 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4261 if gFlash
= 2 then Inc(FPickup
, 5);
4265 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4267 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4270 if gFlash
= 2 then Inc(FPickup
, 5);
4273 ITEM_AMMO_ROCKET_BOX
:
4274 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4276 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4279 if gFlash
= 2 then Inc(FPickup
, 5);
4283 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4285 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4288 if gFlash
= 2 then Inc(FPickup
, 5);
4292 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4294 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4297 if gFlash
= 2 then Inc(FPickup
, 5);
4301 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4303 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4306 if gFlash
= 2 then Inc(FPickup
, 5);
4310 if not(R_ITEM_BACKPACK
in FRulez
) or
4311 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4312 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4313 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4314 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4315 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
4317 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4318 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4319 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4320 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4321 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4323 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4324 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4325 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4326 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4327 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4328 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4329 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4330 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4331 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4332 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
4334 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4337 if gFlash
= 2 then Inc(FPickup
, 5);
4341 if not(R_KEY_RED
in FRulez
) then
4343 Include(FRulez
, R_KEY_RED
);
4345 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4346 if gFlash
= 2 then Inc(FPickup
, 5);
4347 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4351 if not(R_KEY_GREEN
in FRulez
) then
4353 Include(FRulez
, R_KEY_GREEN
);
4355 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4356 if gFlash
= 2 then Inc(FPickup
, 5);
4357 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4361 if not(R_KEY_BLUE
in FRulez
) then
4363 Include(FRulez
, R_KEY_BLUE
);
4365 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4366 if gFlash
= 2 then Inc(FPickup
, 5);
4367 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4371 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4373 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4377 if gFlash
= 2 then Inc(FPickup
, 5);
4381 if FAir
< AIR_MAX
then
4386 if gFlash
= 2 then Inc(FPickup
, 5);
4391 if not (R_BERSERK
in FRulez
) then
4393 Include(FRulez
, R_BERSERK
);
4394 if (FBFGFireCounter
= -1) then
4396 FCurrWeap
:= WEAPON_KASTET
;
4398 FModel
.SetWeapon(WEAPON_KASTET
);
4403 if gFlash
= 2 then Inc(FPickup
, 5);
4405 FBerserk
:= gTime
+30000;
4410 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4412 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
4413 FBerserk
:= gTime
+30000;
4421 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4423 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4427 if gFlash
= 2 then Inc(FPickup
, 5);
4431 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4433 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4437 if gFlash
= 2 then Inc(FPickup
, 5);
4441 if FArmor
< PLAYER_AP_LIMIT
then
4443 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4446 if gFlash
= 2 then Inc(FPickup
, 5);
4450 if FJetFuel
< JET_MAX
then
4452 FJetFuel
:= JET_MAX
;
4455 if gFlash
= 2 then Inc(FPickup
, 5);
4459 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4461 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4464 if gFlash
= 2 then Inc(FPickup
, 5);
4468 if (shouldSwitch(switchWeapon
, hadWeapon
)) then
4469 QueueWeaponSwitch(switchWeapon
);
4472 procedure TPlayer
.Touch();
4476 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4479 // Áðîñèòü ôëàã òîâàðèùó:
4480 if gGameSettings
.GameMode
= GM_CTF
then
4485 procedure TPlayer
.Push(vx
, vy
: Integer);
4487 if (not FPhysics
) and FGhost
then
4489 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4490 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4491 if g_Game_IsNet
and g_Game_IsServer
then
4492 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4495 procedure TPlayer
.Reset(Force
: Boolean);
4501 FTime
[T_RESPAWN
] := 0;
4502 FTime
[T_FLAGCAP
] := 0;
4518 FSpectator
:= False;
4521 FSpectatePlayer
:= -1;
4522 FNoRespawn
:= False;
4524 FLives
:= gGameSettings
.MaxLives
;
4529 procedure TPlayer
.SoftReset();
4537 FBFGFireCounter
:= -1;
4545 SetAction(A_STAND
, True);
4548 function TPlayer
.GetRespawnPoint(): Byte;
4553 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4555 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4556 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4558 if Self
= gPlayer1
then
4560 // player 1 should try to spawn on the player 1 point
4561 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4562 Exit(RESPAWNPOINT_PLAYER1
)
4563 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4564 Exit(RESPAWNPOINT_PLAYER2
);
4566 else if Self
= gPlayer2
then
4568 // player 2 should try to spawn on the player 2 point
4569 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4570 Exit(RESPAWNPOINT_PLAYER2
)
4571 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4572 Exit(RESPAWNPOINT_PLAYER1
);
4576 // other players randomly pick either the first or the second point
4577 c
:= IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1
, RESPAWNPOINT_PLAYER2
);
4578 if g_Map_GetPointCount(c
) > 0 then
4580 // try the other one
4581 c
:= IfThen((c
= RESPAWNPOINT_PLAYER1
), RESPAWNPOINT_PLAYER2
, RESPAWNPOINT_PLAYER1
);
4582 if g_Map_GetPointCount(c
) > 0 then
4588 if gGameSettings
.GameMode
= GM_DM
then
4590 // try DM points first
4591 if g_Map_GetPointCount(RESPAWNPOINT_DM
) > 0 then
4592 Exit(RESPAWNPOINT_DM
);
4596 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4598 // try team points first
4599 c
:= RESPAWNPOINT_DM
;
4600 if FTeam
= TEAM_RED
then
4601 c
:= RESPAWNPOINT_RED
4602 else if FTeam
= TEAM_BLUE
then
4603 c
:= RESPAWNPOINT_BLUE
;
4604 if g_Map_GetPointCount(c
) > 0 then
4608 // still haven't found a spawnpoint, try random shit
4609 Result
:= g_Map_GetRandomPointType();
4612 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4614 RespawnPoint
: TRespawnPoint
;
4622 FBFGFireCounter
:= -1;
4629 if not g_Game_IsServer
then
4633 FWantsInGame
:= True;
4634 FJustTeleported
:= True;
4637 FTime
[T_RESPAWN
] := 0;
4641 // if server changes MaxLives we gotta be ready
4642 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4644 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4645 if FTime
[T_RESPAWN
] > gTime
then
4648 // Ïðîñðàë âñå æèçíè:
4651 if not FSpectator
then Spectate(True);
4652 FWantsInGame
:= True;
4656 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4657 begin // "Ñâîÿ èãðà"
4658 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4659 FRulez
:= FRulez
-[R_BERSERK
];
4661 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4663 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4664 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4667 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4668 c
:= GetRespawnPoint();
4673 // Âîñêðåøåíèå áåç îðóæèÿ:
4676 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
4682 for a
:= WP_FIRST
to WP_LAST
do
4684 FWeapon
[a
] := False;
4688 FWeapon
[WEAPON_PISTOL
] := True;
4689 FWeapon
[WEAPON_KASTET
] := True;
4690 FCurrWeap
:= WEAPON_PISTOL
;
4693 FModel
.SetWeapon(FCurrWeap
);
4695 for b
:= A_BULLETS
to A_HIGH
do
4698 FAmmo
[A_BULLETS
] := 50;
4700 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4701 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4702 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4703 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4704 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4706 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
4707 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
4708 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4713 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4714 if not g_Map_GetPoint(c
, RespawnPoint
) then
4716 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4720 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4721 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4722 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4723 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4724 FObj
.oldY
:= FObj
.Y
;
4730 FDirection
:= RespawnPoint
.Direction
;
4731 if FDirection
= TDirection
.D_LEFT
then
4736 SetAction(A_STAND
, True);
4737 FModel
.Direction
:= FDirection
;
4739 for a
:= Low(FTime
) to High(FTime
) do
4742 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4745 // Respawn invulnerability
4746 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
4748 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
4749 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
4754 FCanJetpack
:= False;
4760 // Àíèìàöèÿ âîçðîæäåíèÿ:
4761 if (not gLoadGameMode
) and (not Silent
) then
4762 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4764 Anim
:= TAnimation
.Create(ID
, False, 3);
4765 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4766 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4770 FSpectator
:= False;
4773 FSpectatePlayer
:= -1;
4776 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
4778 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
4781 if g_Game_IsNet
then
4783 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4784 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4786 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4787 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4792 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4795 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4796 else if (not NoMove
) then
4798 GameX
:= gMapInfo
.Width
div 2;
4799 GameY
:= gMapInfo
.Height
div 2;
4808 FWantsInGame
:= False;
4814 if Self
= gPlayer1
then
4816 gSpectLatchPID1
:= FUID
;
4819 else if Self
= gPlayer2
then
4821 gSpectLatchPID2
:= FUID
;
4826 if g_Game_IsNet
then
4827 MH_SEND_PlayerStats(FUID
);
4830 procedure TPlayer
.SwitchNoClip
;
4834 FGhost
:= not FGhost
;
4835 FPhysics
:= not FGhost
;
4847 procedure TPlayer
.Run(Direction
: TDirection
);
4851 if MAX_RUNVEL
> 8 then
4855 if Direction
= TDirection
.D_LEFT
then
4857 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4858 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4861 if FObj
.Vel
.X
< MAX_RUNVEL
then
4862 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4864 // Âîçìîæíî, ïèíàåì êóñêè:
4865 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4867 b
:= Abs(FObj
.Vel
.X
);
4868 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4869 for a
:= 0 to High(gGibs
) do
4871 if gGibs
[a
].alive
and
4872 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4873 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4876 if FObj
.Vel
.X
< 0 then
4878 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4882 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4884 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4892 procedure TPlayer
.SeeDown();
4894 SetAction(A_SEEDOWN
);
4896 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4898 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4901 procedure TPlayer
.SeeUp();
4905 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4907 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4910 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4918 A_ATTACK
: Prior
:= 2;
4919 A_SEEUP
: Prior
:= 1;
4920 A_SEEDOWN
: Prior
:= 1;
4921 A_ATTACKUP
: Prior
:= 2;
4922 A_ATTACKDOWN
: Prior
:= 2;
4927 if (Prior
> FActionPrior
) or Force
then
4928 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4930 FActionPrior
:= Prior
;
4931 FActionAnim
:= Action
;
4932 FActionForce
:= Force
;
4933 FActionChanged
:= True;
4936 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4939 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4941 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4942 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4943 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4944 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4947 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4954 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4956 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4957 if g_Game_IsServer
and g_Game_IsNet
then
4958 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4962 FJustTeleported
:= True;
4967 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4969 Anim
:= TAnimation
.Create(ID
, False, 3);
4972 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4973 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4974 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4975 if g_Game_IsServer
and g_Game_IsNet
then
4976 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4977 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4981 FObj
.X
:= X
-PLAYER_RECT
.X
;
4982 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4983 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4984 FObj
.oldY
:= FObj
.Y
;
4985 if FAlive
and FGhost
then
4991 if not g_Game_IsNet
then
4995 SetDirection(TDirection
.D_LEFT
);
5001 SetDirection(TDirection
.D_RIGHT
);
5007 if FDirection
= TDirection
.D_RIGHT
then
5009 SetDirection(TDirection
.D_LEFT
);
5014 SetDirection(TDirection
.D_RIGHT
);
5020 if not silent
and (Anim
<> nil) then
5022 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
5023 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
5026 if g_Game_IsServer
and g_Game_IsNet
then
5027 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
5028 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
5035 function nonz(a
: Single): Single;
5043 function TPlayer
.refreshCorpse(): Boolean;
5049 if FAlive
or FSpectator
then
5051 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
5053 for i
:= 0 to High(gCorpses
) do
5054 if gCorpses
[i
] <> nil then
5055 if gCorpses
[i
].FPlayerUID
= FUID
then
5063 function TPlayer
.getCameraObj(): TObj
;
5065 if (not FAlive
) and (not FSpectator
) and
5066 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
5067 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
5069 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
5070 Result
:= gCorpses
[FCorpse
].FObj
;
5078 procedure TPlayer
.PreUpdate();
5080 FSlopeOld
:= FObj
.slopeUpLeft
;
5081 FIncCamOld
:= FIncCam
;
5082 FObj
.oldX
:= FObj
.X
;
5083 FObj
.oldY
:= FObj
.Y
;
5086 procedure TPlayer
.Update();
5089 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
5090 blockmon
, headwater
, dospawn
: Boolean;
5095 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
5096 AnyServer
:= g_Game_IsServer
;
5098 if g_Game_IsClient
and (NetInterpLevel
> 0) then
5099 DoLerp(NetInterpLevel
+ 1)
5105 if (FClientID
>= 0) and (NetClients
[FClientID
].Peer
<> nil) then
5107 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5108 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5109 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5118 if FAlive
and (FPunchAnim
<> nil) then
5119 FPunchAnim
.Update();
5121 if FAlive
and (gFly
or FJetpack
) then
5124 if FDirection
= TDirection
.D_LEFT
then
5129 if FAlive
and (not FGhost
) then
5131 if FKeys
[KEY_UP
].Pressed
then
5133 if FKeys
[KEY_DOWN
].Pressed
then
5137 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5140 i
:= g_basic
.Sign(FIncCam
);
5141 FIncCam
:= Abs(FIncCam
);
5142 DecMin(FIncCam
, 5, 0);
5143 FIncCam
:= FIncCam
*i
;
5146 if gTime
mod (GAME_TICK
*2) <> 0 then
5148 if (FObj
.Vel
.X
= 0) and FAlive
then
5150 if FKeys
[KEY_LEFT
].Pressed
then
5151 Run(TDirection
.D_LEFT
);
5152 if FKeys
[KEY_RIGHT
].Pressed
then
5153 Run(TDirection
.D_RIGHT
);
5158 g_Obj_Move(@FObj
, True, True, True);
5159 positionChanged(); // this updates spatial accelerators
5165 FActionChanged
:= False;
5169 // Let alive player do some actions
5170 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5171 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5172 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
5178 if NetServer
then MH_SEND_PlayerStats(FUID
);
5181 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5182 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5185 if AnyServer
and FJetpack
then
5189 if NetServer
then MH_SEND_PlayerStats(FUID
);
5191 FCanJetpack
:= True;
5198 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5200 if FKeys
[k
].Pressed
then
5208 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5211 if (FTime
[T_RESPAWN
] <= gTime
) and
5212 gGameOn
and (not FAlive
) then
5214 if (g_Player_GetCount() > 1) then
5218 gExit
:= EXIT_RESTART
;
5223 // Dead spectator actions
5226 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5227 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5231 if (FSpectatePlayer
>= High(gPlayers
)) then
5232 FSpectatePlayer
:= -1
5236 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5237 if gPlayers
[I
] <> nil then
5238 if gPlayers
[I
].alive
then
5239 if gPlayers
[I
].UID
<> FUID
then
5241 FSpectatePlayer
:= I
;
5246 if not SetSpect
then FSpectatePlayer
:= -1;
5257 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5259 FYTo
:= FObj
.Y
- 32;
5260 FSpectatePlayer
:= -1;
5262 if FKeys
[KEY_DOWN
].Pressed
then
5264 FYTo
:= FObj
.Y
+ 32;
5265 FSpectatePlayer
:= -1;
5267 if FKeys
[KEY_LEFT
].Pressed
then
5269 FXTo
:= FObj
.X
- 32;
5270 FSpectatePlayer
:= -1;
5272 if FKeys
[KEY_RIGHT
].Pressed
then
5274 FXTo
:= FObj
.X
+ 32;
5275 FSpectatePlayer
:= -1;
5278 if (FXTo
< -64) then
5280 else if (FXTo
> gMapInfo
.Width
+ 32) then
5281 FXTo
:= gMapInfo
.Width
+ 32;
5282 if (FYTo
< -72) then
5284 else if (FYTo
> gMapInfo
.Height
+ 32) then
5285 FYTo
:= gMapInfo
.Height
+ 32;
5290 g_Obj_Move(@FObj
, True, True, True);
5291 positionChanged(); // this updates spatial accelerators
5298 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5299 if gPlayers
[FSpectatePlayer
] <> nil then
5300 if gPlayers
[FSpectatePlayer
].alive
then
5302 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5303 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5307 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5308 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5309 PANEL_BLOCKMON
, True);
5310 headwater
:= HeadInLiquid(0, 0);
5312 // Ñîïðîòèâëåíèå âîçäóõà:
5313 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5314 if FObj
.Vel
.X
<> 0 then
5315 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5317 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5318 DecMin(FPain
, 5, 0);
5319 DecMin(FPickup
, 1, 0);
5321 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5323 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5324 FMegaRulez
[MR_SUIT
] := 0;
5325 FMegaRulez
[MR_INVUL
] := 0;
5326 FMegaRulez
[MR_INVIS
] := 0;
5327 Kill(K_FALLKILL
, 0, HIT_FALL
);
5334 if FCurrWeap
= WEAPON_SAW
then
5335 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5336 FSawSoundSelect
.IsPlaying()) then
5337 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5340 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5341 (not FJetSoundOff
.IsPlaying()) then
5343 FJetSoundFly
.SetPosition(0);
5344 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5347 for b
:= WP_FIRST
to WP_LAST
do
5348 if FReloading
[b
] > 0 then
5354 if FShellTimer
> -1 then
5355 if FShellTimer
= 0 then
5357 if FShellType
= SHELL_SHELL
then
5358 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5359 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5360 else if FShellType
= SHELL_DBLSHELL
then
5362 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5363 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5364 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5365 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5368 end else Dec(FShellTimer
);
5370 if (FBFGFireCounter
> -1) then
5371 if FBFGFireCounter
= 0 then
5375 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5376 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5377 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5378 yd
:= wy
+firediry();
5379 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5380 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5381 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5382 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5383 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5386 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5387 FBFGFireCounter
:= -1;
5390 FBFGFireCounter
:= 0
5392 Dec(FBFGFireCounter
);
5394 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5396 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5398 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5401 if (headwater
or blockmon
) then
5407 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5410 else if (FAir
mod 31 = 0) and not blockmon
then
5412 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5414 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5415 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5417 end else if FAir
< AIR_DEF
then
5420 if FFireTime
> 0 then
5422 if BodyInLiquid(0, 0) then
5427 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5429 if FMegaRulez
[MR_SUIT
] = gTime
then
5436 if FFirePainTime
<= 0 then
5438 if g_Game_IsServer
then
5439 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
5440 FFirePainTime
:= 12 - FFireTime
div 12;
5442 FFirePainTime
:= FFirePainTime
- 1;
5443 FFireTime
:= FFireTime
- 1;
5444 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
5445 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
5446 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5447 MH_SEND_PlayerStats(FUID
);
5451 if FDamageBuffer
> 0 then
5453 if FDamageBuffer
>= 9 then
5457 if FDamageBuffer
< 30 then i
:= 9
5458 else if FDamageBuffer
< 100 then i
:= 18
5462 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5463 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5464 FHealth
:= FHealth
-ii
;
5467 FHealth
:= FHealth
+FArmor
;
5472 if FHealth
<= 0 then
5473 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5474 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5475 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5477 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
5479 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5480 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5481 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5482 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5489 end; // if FAlive then ...
5491 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5493 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5494 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5495 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5496 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5498 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5499 then SetAction(A_STAND
, True);
5501 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5503 for b
:= Low(FKeys
) to High(FKeys
) do
5504 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5508 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5510 x
:= FObj
.X
+PLAYER_RECT
.X
;
5511 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5512 w
:= PLAYER_RECT
.Width
;
5513 h
:= PLAYER_RECT
.Height
;
5517 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5519 if (dx
<> 0) or (dy
<> 0) then
5528 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5530 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5531 FObj
.Y
+PLAYER_RECT
.Y
,
5538 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5540 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5541 FObj
.Y
+PLAYER_RECT
.Y
,
5545 Panel
.Width
, Panel
.Height
);
5548 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5550 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5551 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5552 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5553 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5556 function g_Player_ValidName(Name
: string): Boolean;
5562 if gPlayers
= nil then Exit
;
5564 for a
:= 0 to High(gPlayers
) do
5565 if gPlayers
[a
] <> nil then
5566 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5573 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5577 d
:= FModel
.Direction
;
5579 FModel
.Direction
:= Direction
;
5580 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5582 FDirection
:= Direction
;
5585 function TPlayer
.GetKeys(): Byte;
5589 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5590 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5591 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5593 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5594 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5597 procedure TPlayer
.Use();
5601 if FTime
[T_USE
] > gTime
then Exit
;
5603 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5604 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5606 for a
:= 0 to High(gPlayers
) do
5607 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5608 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5609 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5610 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5612 gPlayers
[a
].Touch();
5613 if g_Game_IsNet
and g_Game_IsServer
then
5614 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5617 FTime
[T_USE
] := gTime
+120;
5620 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5623 visible
: Boolean = True;
5624 WX
, WY
, XD
, YD
: Integer;
5636 if R_BERSERK
in FRulez
then
5638 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5639 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5640 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5643 locobj
.rect
.Width
:= 39;
5644 locobj
.rect
.Height
:= 52;
5645 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5646 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5647 locobj
.Accel
.X
:= xd
-wx
;
5648 locobj
.Accel
.y
:= yd
-wy
;
5650 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5651 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5653 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5657 FPain
:= min(FPain
+ 25, 50);
5659 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5664 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5665 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5667 FSawSoundSelect
.Stop();
5669 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5671 else if not FSawSoundHit
.IsPlaying() then
5673 FSawSoundSelect
.Stop();
5674 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5680 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5681 FFireAngle
:= FAngle
;
5682 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5683 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5688 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5689 FFireAngle
:= FAngle
;
5691 FShellType
:= SHELL_SHELL
;
5696 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5697 FFireAngle
:= FAngle
;
5699 FShellType
:= SHELL_DBLSHELL
;
5704 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5705 FFireAngle
:= FAngle
;
5706 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5707 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5710 WEAPON_ROCKETLAUNCHER
:
5712 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5713 FFireAngle
:= FAngle
;
5718 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5719 FFireAngle
:= FAngle
;
5724 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5725 FFireAngle
:= FAngle
;
5728 WEAPON_SUPERPULEMET
:
5730 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5731 FFireAngle
:= FAngle
;
5732 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5733 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5736 WEAPON_FLAMETHROWER
:
5738 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5740 FFireAngle
:= FAngle
;
5744 if not visible
then Exit
;
5746 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5747 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5748 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5751 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5753 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5754 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5757 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5763 if FJustTeleported
or (NetInterpLevel
< 1) then
5767 if FJustTeleported
then
5769 FObj
.oldX
:= FObj
.X
;
5770 FObj
.oldY
:= FObj
.Y
;
5775 AX
:= Abs(FXTo
- FObj
.X
);
5776 AY
:= Abs(FYTo
- FObj
.Y
);
5777 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5779 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5784 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5786 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5787 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5788 PANEL_LIFTUP
, False) then Result
:= -1
5790 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5791 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5792 PANEL_LIFTDOWN
, False) then Result
:= 1
5796 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5803 if Flag
= FLAG_NONE
then
5806 if not g_Game_IsServer
then Exit
;
5808 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5809 if (Flag
= FTeam
) and
5810 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5811 (FFlag
<> FLAG_NONE
) then
5813 if FFlag
= FLAG_RED
then
5814 s
:= _lc
[I_PLAYER_FLAG_RED
]
5816 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5818 evtype
:= FLAG_STATE_SCORED
;
5820 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5821 Insert('.', ts
, Length(ts
) + 1 - 3);
5822 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5824 g_Map_ResetFlag(FFlag
);
5825 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5827 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5828 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5829 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5834 if not sound_cap_flag
[a
].IsPlaying() then
5835 sound_cap_flag
[a
].Play();
5837 gTeamStat
[FTeam
].Score
+= 1;
5840 if g_Game_IsNet
then
5842 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5846 gFlags
[FFlag
].CaptureTime
:= 0;
5851 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5852 if (Flag
= FTeam
) and
5853 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5855 if Flag
= FLAG_RED
then
5856 s
:= _lc
[I_PLAYER_FLAG_RED
]
5858 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5860 evtype
:= FLAG_STATE_RETURNED
;
5861 gFlags
[Flag
].CaptureTime
:= 0;
5863 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5865 g_Map_ResetFlag(Flag
);
5866 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5868 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5869 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5870 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5875 if not sound_ret_flag
[a
].IsPlaying() then
5876 sound_ret_flag
[a
].Play();
5879 if g_Game_IsNet
then
5881 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5887 // Ïîäîáðàë ÷óæîé ôëàã:
5888 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5892 if Flag
= FLAG_RED
then
5893 s
:= _lc
[I_PLAYER_FLAG_RED
]
5895 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5897 evtype
:= FLAG_STATE_CAPTURED
;
5899 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5901 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5903 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5905 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5906 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5907 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5912 if not sound_get_flag
[a
].IsPlaying() then
5913 sound_get_flag
[a
].Play();
5916 if g_Game_IsNet
then
5918 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5924 procedure TPlayer
.SetFlag(Flag
: Byte);
5927 if FModel
<> nil then
5928 FModel
.SetFlag(FFlag
);
5931 function TPlayer
.TryDropFlag(): Boolean;
5933 if LongBool(gGameSettings
.Options
and GAME_OPTION_ALLOWDROPFLAG
) then
5934 Result
:= DropFlag(False, LongBool(gGameSettings
.Options
and GAME_OPTION_THROWFLAG
))
5939 function TPlayer
.DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
5946 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5948 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5949 with gFlags
[FFlag
] do
5953 Direction
:= FDirection
;
5954 State
:= FLAG_STATE_DROPPED
;
5958 xv
:= FObj
.Vel
.X
+ IfThen(Direction
= TDirection
.D_RIGHT
, 10, -10);
5959 yv
:= FObj
.Vel
.Y
- 2;
5963 xv
:= (FObj
.Vel
.X
div 2);
5964 yv
:= (FObj
.Vel
.Y
div 2) - 2;
5966 g_Obj_Push(@Obj
, xv
, yv
);
5968 positionChanged(); // this updates spatial accelerators
5970 if FFlag
= FLAG_RED
then
5971 s
:= _lc
[I_PLAYER_FLAG_RED
]
5973 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5975 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5976 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5978 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5979 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5980 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5985 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5986 sound_lost_flag
[a
].Play();
5988 if g_Game_IsNet
then
5989 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5995 procedure TPlayer
.GetSecret();
5997 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5999 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
6000 g_Sound_PlayEx('SOUND_GAME_SECRET');
6005 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
6007 Assert(Key
<= High(FKeys
));
6009 FKeys
[Key
].Pressed
:= True;
6010 FKeys
[Key
].Time
:= Time
;
6013 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
6015 Result
:= FKeys
[K
].Pressed
;
6018 procedure TPlayer
.ReleaseKeys();
6022 for a
:= Low(FKeys
) to High(FKeys
) do
6024 FKeys
[a
].Pressed
:= False;
6029 procedure TPlayer
.OnDamage(Angle
: SmallInt);
6033 function TPlayer
.firediry(): Integer;
6035 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
6036 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
6040 procedure TPlayer
.RememberState();
6043 SavedState
: TPlayerSavedState
;
6045 SavedState
.Health
:= FHealth
;
6046 SavedState
.Armor
:= FArmor
;
6047 SavedState
.Air
:= FAir
;
6048 SavedState
.JetFuel
:= FJetFuel
;
6049 SavedState
.CurrWeap
:= FCurrWeap
;
6050 SavedState
.NextWeap
:= FNextWeap
;
6051 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
6052 for i
:= Low(FWeapon
) to High(FWeapon
) do
6053 SavedState
.Weapon
[i
] := FWeapon
[i
];
6054 for i
:= Low(FAmmo
) to High(FAmmo
) do
6055 SavedState
.Ammo
[i
] := FAmmo
[i
];
6056 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6057 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
6058 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6060 FSavedStateNum
:= -1;
6061 for i
:= Low(SavedStates
) to High(SavedStates
) do
6062 if not SavedStates
[i
].Used
then
6064 FSavedStateNum
:= i
;
6067 if FSavedStateNum
< 0 then
6069 SetLength(SavedStates
, Length(SavedStates
) + 1);
6070 FSavedStateNum
:= High(SavedStates
);
6073 SavedState
.Used
:= True;
6074 SavedStates
[FSavedStateNum
] := SavedState
;
6077 procedure TPlayer
.RecallState();
6080 SavedState
: TPlayerSavedState
;
6082 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
6085 SavedState
:= SavedStates
[FSavedStateNum
];
6086 SavedStates
[FSavedStateNum
].Used
:= False;
6087 FSavedStateNum
:= -1;
6089 FHealth
:= SavedState
.Health
;
6090 FArmor
:= SavedState
.Armor
;
6091 FAir
:= SavedState
.Air
;
6092 FJetFuel
:= SavedState
.JetFuel
;
6093 FCurrWeap
:= SavedState
.CurrWeap
;
6094 FNextWeap
:= SavedState
.NextWeap
;
6095 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
6096 for i
:= Low(FWeapon
) to High(FWeapon
) do
6097 FWeapon
[i
] := SavedState
.Weapon
[i
];
6098 for i
:= Low(FAmmo
) to High(FAmmo
) do
6099 FAmmo
[i
] := SavedState
.Ammo
[i
];
6100 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6101 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
6102 FRulez
:= SavedState
.Rulez
;
6104 if gGameSettings
.GameType
= GT_SERVER
then
6105 MH_SEND_PlayerStats(FUID
);
6108 procedure TPlayer
.SaveState (st
: TStream
);
6114 utils
.writeSign(st
, 'PLYR');
6115 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
6117 utils
.writeBool(st
, FIamBot
);
6119 utils
.writeInt(st
, Word(FUID
));
6121 utils
.writeStr(st
, FName
);
6123 utils
.writeInt(st
, Byte(FTeam
));
6125 utils
.writeBool(st
, FAlive
);
6126 // Èçðàñõîäîâàë ëè âñå æèçíè
6127 utils
.writeBool(st
, FNoRespawn
);
6129 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
6130 utils
.writeInt(st
, Byte(b
));
6132 utils
.writeInt(st
, LongInt(FHealth
));
6133 // Êîýôôèöèåíò èíâàëèäíîñòè
6134 utils
.writeInt(st
, LongInt(FHandicap
));
6136 utils
.writeInt(st
, Byte(FLives
));
6138 utils
.writeInt(st
, LongInt(FArmor
));
6140 utils
.writeInt(st
, LongInt(FAir
));
6142 utils
.writeInt(st
, LongInt(FJetFuel
));
6144 utils
.writeInt(st
, LongInt(FPain
));
6146 utils
.writeInt(st
, LongInt(FKills
));
6148 utils
.writeInt(st
, LongInt(FMonsterKills
));
6150 utils
.writeInt(st
, LongInt(FFrags
));
6152 utils
.writeInt(st
, Byte(FFragCombo
));
6153 // Âðåìÿ ïîñëåäíåãî ôðàãà
6154 utils
.writeInt(st
, LongWord(FLastFrag
));
6156 utils
.writeInt(st
, LongInt(FDeath
));
6158 utils
.writeInt(st
, Byte(FFlag
));
6160 utils
.writeInt(st
, LongInt(FSecrets
));
6162 utils
.writeInt(st
, Byte(FCurrWeap
));
6164 utils
.writeInt(st
, Word(FNextWeap
));
6166 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6167 // Âðåìÿ çàðÿäêè BFG
6168 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6170 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6171 // Ïîñëåäíèé óäàðèâøèé
6172 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6173 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6174 utils
.writeInt(st
, Byte(FLastHit
));
6176 Obj_SaveState(st
, @FObj
);
6177 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6178 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6179 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6180 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6182 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6183 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6184 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6186 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6187 // Íàëè÷èå êðàñíîãî êëþ÷à
6188 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6189 // Íàëè÷èå çåëåíîãî êëþ÷à
6190 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6191 // Íàëè÷èå ñèíåãî êëþ÷à
6192 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6194 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6195 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6196 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6197 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6198 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6200 utils
.writeStr(st
, FModel
.Name
);
6202 utils
.writeInt(st
, Byte(FColor
.R
));
6203 utils
.writeInt(st
, Byte(FColor
.G
));
6204 utils
.writeInt(st
, Byte(FColor
.B
));
6208 procedure TPlayer
.LoadState (st
: TStream
);
6217 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6218 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6220 FIamBot
:= utils
.readBool(st
);
6222 FUID
:= utils
.readWord(st
);
6224 str
:= utils
.readStr(st
);
6225 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6227 FTeam
:= utils
.readByte(st
);
6229 FAlive
:= utils
.readBool(st
);
6230 // Èçðàñõîäîâàë ëè âñå æèçíè
6231 FNoRespawn
:= utils
.readBool(st
);
6233 b
:= utils
.readByte(st
);
6234 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6236 FHealth
:= utils
.readLongInt(st
);
6237 // Êîýôôèöèåíò èíâàëèäíîñòè
6238 FHandicap
:= utils
.readLongInt(st
);
6240 FLives
:= utils
.readByte(st
);
6242 FArmor
:= utils
.readLongInt(st
);
6244 FAir
:= utils
.readLongInt(st
);
6246 FJetFuel
:= utils
.readLongInt(st
);
6248 FPain
:= utils
.readLongInt(st
);
6250 FKills
:= utils
.readLongInt(st
);
6252 FMonsterKills
:= utils
.readLongInt(st
);
6254 FFrags
:= utils
.readLongInt(st
);
6256 FFragCombo
:= utils
.readByte(st
);
6257 // Âðåìÿ ïîñëåäíåãî ôðàãà
6258 FLastFrag
:= utils
.readLongWord(st
);
6260 FDeath
:= utils
.readLongInt(st
);
6262 FFlag
:= utils
.readByte(st
);
6264 FSecrets
:= utils
.readLongInt(st
);
6266 FCurrWeap
:= utils
.readByte(st
);
6268 FNextWeap
:= utils
.readWord(st
);
6270 FNextWeapDelay
:= utils
.readByte(st
);
6271 // Âðåìÿ çàðÿäêè BFG
6272 FBFGFireCounter
:= utils
.readSmallInt(st
);
6274 FDamageBuffer
:= utils
.readLongInt(st
);
6275 // Ïîñëåäíèé óäàðèâøèé
6276 FLastSpawnerUID
:= utils
.readWord(st
);
6277 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6278 FLastHit
:= utils
.readByte(st
);
6280 Obj_LoadState(@FObj
, st
);
6281 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6282 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6283 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6284 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6286 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6287 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6288 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6290 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6291 // Íàëè÷èå êðàñíîãî êëþ÷à
6292 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6293 // Íàëè÷èå çåëåíîãî êëþ÷à
6294 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6295 // Íàëè÷èå ñèíåãî êëþ÷à
6296 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6298 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6299 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6300 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6301 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6302 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6304 str
:= utils
.readStr(st
);
6306 FColor
.R
:= utils
.readByte(st
);
6307 FColor
.G
:= utils
.readByte(st
);
6308 FColor
.B
:= utils
.readByte(st
);
6309 if (self
= gPlayer1
) then
6311 str
:= gPlayer1Settings
.Model
;
6312 FColor
:= gPlayer1Settings
.Color
;
6314 else if (self
= gPlayer2
) then
6316 str
:= gPlayer2Settings
.Model
;
6317 FColor
:= gPlayer2Settings
.Color
;
6319 // Îáíîâëÿåì ìîäåëü èãðîêà
6321 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6322 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6324 FModel
.Color
:= FColor
;
6328 procedure TPlayer
.AllRulez(Health
: Boolean);
6334 FHealth
:= PLAYER_HP_LIMIT
;
6335 FArmor
:= PLAYER_AP_LIMIT
;
6339 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6340 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6341 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6344 procedure TPlayer
.RestoreHealthArmor();
6346 FHealth
:= PLAYER_HP_LIMIT
;
6347 FArmor
:= PLAYER_AP_LIMIT
;
6350 procedure TPlayer
.FragCombo();
6354 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6356 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6358 if FFragCombo
< 5 then
6360 Param
:= FUID
or (FFragCombo
shl 16);
6361 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6362 (FComboEvnt
<= High(gDelayedEvents
)) and
6363 gDelayedEvents
[FComboEvnt
].Pending
and
6364 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6365 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6367 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6368 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6371 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6379 procedure TPlayer
.GiveItem(ItemType
: Byte);
6383 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6385 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6389 if FAir
< AIR_MAX
then
6396 if not (R_BERSERK
in FRulez
) then
6398 Include(FRulez
, R_BERSERK
);
6399 if FBFGFireCounter
< 1 then
6401 FCurrWeap
:= WEAPON_KASTET
;
6403 FModel
.SetWeapon(WEAPON_KASTET
);
6407 FBerserk
:= gTime
+30000;
6409 if FHealth
< PLAYER_HP_SOFT
then
6411 FHealth
:= PLAYER_HP_SOFT
;
6412 FBerserk
:= gTime
+30000;
6417 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6419 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6424 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6426 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6430 if FJetFuel
< JET_MAX
then
6432 FJetFuel
:= JET_MAX
;
6435 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6436 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6438 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6439 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6441 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6443 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6445 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6446 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6449 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6450 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6451 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6452 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6453 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6454 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6455 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6456 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6457 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6459 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6460 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6461 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6462 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6463 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6464 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6465 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6466 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6467 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6470 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6471 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6472 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6473 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6474 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6476 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6477 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6478 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6479 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6480 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6482 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6483 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6484 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6485 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6487 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6490 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6491 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6492 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6494 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6495 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6500 if g_Game_IsNet
and g_Game_IsServer
then
6501 MH_SEND_PlayerStats(FUID
);
6504 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6509 if (Random(5) = 1) and (Times
= 1) then
6512 if BodyInLiquid(0, 0) then
6514 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6515 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6517 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6518 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6522 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6524 for i
:= 1 to Times
do
6526 Anim
:= TAnimation
.Create(id
, False, 3);
6528 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6529 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6535 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6540 if (Random(10) = 1) and (Times
= 1) then
6543 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6545 for i
:= 1 to Times
do
6547 Anim
:= TAnimation
.Create(id
, False, 3);
6549 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6550 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6556 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6558 FSawSound
.Pause(Enable
);
6559 FSawSoundIdle
.Pause(Enable
);
6560 FSawSoundHit
.Pause(Enable
);
6561 FSawSoundSelect
.Pause(Enable
);
6562 FFlameSoundOn
.Pause(Enable
);
6563 FFlameSoundOff
.Pause(Enable
);
6564 FFlameSoundWork
.Pause(Enable
);
6565 FJetSoundFly
.Pause(Enable
);
6566 FJetSoundOn
.Pause(Enable
);
6567 FJetSoundOff
.Pause(Enable
);
6572 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6577 FObj
.Rect
:= PLAYER_CORPSERECT
;
6578 FModelName
:= ModelName
;
6583 FState
:= CORPSE_STATE_MESS
;
6584 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6588 FState
:= CORPSE_STATE_NORMAL
;
6589 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6593 destructor TCorpse
.Destroy();
6600 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6602 procedure TCorpse
.positionChanged (); inline; begin end;
6604 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6606 if (dx
<> 0) or (dy
<> 0) then
6615 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6617 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6618 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6619 w
:= PLAYER_CORPSERECT
.Width
;
6620 h
:= PLAYER_CORPSERECT
.Height
;
6624 procedure TCorpse
.Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
6629 if FState
= CORPSE_STATE_REMOVEME
then
6632 FDamage
:= FDamage
+ Value
;
6634 if FDamage
> 150 then
6636 if FAnimation
<> nil then
6641 FState
:= CORPSE_STATE_REMOVEME
;
6643 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6644 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6645 FModelName
, FColor
);
6646 // Çâóê ìÿñà îò òðóïà:
6647 pm
:= g_PlayerModel_Get(FModelName
);
6648 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6652 if (gBodyKillEvent
<> -1)
6653 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6654 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6655 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, SpawnerUID
);
6660 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6661 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6662 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6663 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6664 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6665 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6666 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6670 procedure TCorpse
.Draw();
6674 if FState
= CORPSE_STATE_REMOVEME
then
6677 FObj
.lerp(gLerpFactor
, fX
, fY
);
6679 if FAnimation
<> nil then
6680 FAnimation
.Draw(fX
, fY
, TMirrorType
.None
);
6682 if FAnimationMask
<> nil then
6685 FAnimationMask
.Draw(fX
, fY
, TMirrorType
.None
);
6692 procedure TCorpse
.Update();
6696 if FState
= CORPSE_STATE_REMOVEME
then
6699 FObj
.oldX
:= FObj
.X
;
6700 FObj
.oldY
:= FObj
.Y
;
6702 if gTime
mod (GAME_TICK
*2) <> 0 then
6704 g_Obj_Move(@FObj
, True, True, True);
6705 positionChanged(); // this updates spatial accelerators
6709 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6710 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6712 st
:= g_Obj_Move(@FObj
, True, True, True);
6713 positionChanged(); // this updates spatial accelerators
6715 if WordBool(st
and MOVE_FALLOUT
) then
6717 FState
:= CORPSE_STATE_REMOVEME
;
6721 if FAnimation
<> nil then
6722 FAnimation
.Update();
6723 if FAnimationMask
<> nil then
6724 FAnimationMask
.Update();
6728 procedure TCorpse
.SaveState (st
: TStream
);
6735 utils
.writeSign(st
, 'CORP');
6736 utils
.writeInt(st
, Byte(0));
6738 utils
.writeInt(st
, Byte(FState
));
6740 utils
.writeInt(st
, Byte(FDamage
));
6742 utils
.writeInt(st
, Byte(FColor
.R
));
6743 utils
.writeInt(st
, Byte(FColor
.G
));
6744 utils
.writeInt(st
, Byte(FColor
.B
));
6746 Obj_SaveState(st
, @FObj
);
6747 utils
.writeInt(st
, Word(FPlayerUID
));
6749 anim
:= (FAnimation
<> nil);
6750 utils
.writeBool(st
, anim
);
6751 // Åñëè åñòü - ñîõðàíÿåì
6752 if anim
then FAnimation
.SaveState(st
);
6753 // Åñòü ëè ìàñêà àíèìàöèè
6754 anim
:= (FAnimationMask
<> nil);
6755 utils
.writeBool(st
, anim
);
6756 // Åñëè åñòü - ñîõðàíÿåì
6757 if anim
then FAnimationMask
.SaveState(st
);
6761 procedure TCorpse
.LoadState (st
: TStream
);
6768 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6769 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6771 FState
:= utils
.readByte(st
);
6773 FDamage
:= utils
.readByte(st
);
6775 FColor
.R
:= utils
.readByte(st
);
6776 FColor
.G
:= utils
.readByte(st
);
6777 FColor
.B
:= utils
.readByte(st
);
6779 Obj_LoadState(@FObj
, st
);
6780 FPlayerUID
:= utils
.readWord(st
);
6782 anim
:= utils
.readBool(st
);
6783 // Åñëè åñòü - çàãðóæàåì
6786 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6787 FAnimation
.LoadState(st
);
6789 // Åñòü ëè ìàñêà àíèìàöèè
6790 anim
:= utils
.readBool(st
);
6791 // Åñëè åñòü - çàãðóæàåì
6794 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6795 FAnimationMask
.LoadState(st
);
6801 constructor TBot
.Create();
6808 FSpectator
:= False;
6815 for a
:= WP_FIRST
to WP_LAST
do
6817 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6818 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6819 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6823 destructor TBot
.Destroy();
6826 inherited Destroy();
6829 procedure TBot
.Draw();
6833 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6834 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6837 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6839 inherited Respawn(Silent
, Force
);
6842 FSelectedWeapon
:= FCurrWeap
;
6847 procedure TBot
.UpdateCombat();
6860 TTargetRecord
= array of TTarget
;
6862 function Compare(a
, b
: TTarget
): Integer;
6864 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6867 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6869 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6870 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6872 if a
.Dist
> b
.Dist
then // B áëèæå
6874 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6877 else // Ñòðàííî -> A
6882 a
, x1
, y1
, x2
, y2
: Integer;
6883 targets
: TTargetRecord
;
6885 Target
, BestTarget
: TTarget
;
6886 firew
, fireh
: Integer;
6890 vsPlayer
, vsMonster
, ok
: Boolean;
6893 function monsUpdate (mon
: TMonster
): Boolean;
6895 result
:= false; // don't stop
6896 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6898 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6900 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6901 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6903 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6904 if g_TraceVector(x1
, y1
, x2
, y2
) then
6906 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6907 SetLength(targets
, Length(targets
)+1);
6908 with targets
[High(targets
)] do
6915 Rect
:= mon
.Obj
.Rect
;
6916 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6917 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6918 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6927 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6928 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6930 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6931 if FCurrWeap
<> FSelectedWeapon
then
6934 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6935 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6937 RemoveAIFlag('NEEDFIRE');
6940 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6941 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6942 else PressKey(KEY_FIRE
);
6946 // Êîîðäèíàòû ñòâîëà:
6947 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6948 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6950 Target
.UID
:= FTargetUID
;
6953 if Target
.UID
<> 0 then
6954 begin // Öåëü åñòü - íàñòðàèâàåì
6955 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6958 tpla
:= g_Player_Get(Target
.UID
);
6962 if (@FObj
) <> nil then
6969 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6970 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6971 Target
.Rect
:= PLAYER_RECT
;
6972 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6973 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6974 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6975 Target
.IsPlayer
:= True;
6979 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6982 mon
:= g_Monsters_ByUID(Target
.UID
);
6985 Target
.X
:= mon
.Obj
.X
;
6986 Target
.Y
:= mon
.Obj
.Y
;
6988 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6989 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6990 Target
.Rect
:= mon
.Obj
.Rect
;
6991 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6992 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6993 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6994 Target
.IsPlayer
:= False;
7001 begin // Öåëè íåò - îáíóëÿåì
7006 Target
.Visible
:= False;
7007 Target
.Line
:= False;
7008 Target
.IsPlayer
:= False;
7013 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
7014 if (not Target
.Line
) or (not Target
.Visible
) then
7018 for a
:= 0 to High(gPlayers
) do
7019 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
7020 (gPlayers
[a
].FUID
<> FUID
) and
7021 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
7022 (not gPlayers
[a
].NoTarget
) and
7023 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
7025 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
7026 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
7029 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
7030 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
7032 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
7033 if g_TraceVector(x1
, y1
, x2
, y2
) then
7035 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
7036 SetLength(targets
, Length(targets
)+1);
7037 with targets
[High(targets
)] do
7039 UID
:= gPlayers
[a
].FUID
;
7040 X
:= gPlayers
[a
].FObj
.X
;
7041 Y
:= gPlayers
[a
].FObj
.Y
;
7044 Rect
:= PLAYER_RECT
;
7045 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
7046 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
7047 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
7055 if vsMonster
then g_Mons_ForEach(monsUpdate
);
7058 // Åñëè åñòü âîçìîæíûå öåëè:
7059 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7060 if targets
<> nil then
7062 // Âûáèðàåì íàèëó÷øóþ öåëü:
7063 BestTarget
:= targets
[0];
7064 if Length(targets
) > 1 then
7065 for a
:= 1 to High(targets
) do
7066 if Compare(BestTarget
, targets
[a
]) = 1 then
7067 BestTarget
:= targets
[a
];
7069 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7070 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
7071 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
7073 Target
:= BestTarget
;
7075 if (Healthy() = 3) or ((Healthy() = 2)) then
7076 begin // Åñëè çäîðîâû - äîãîíÿåì
7077 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7078 SetAIFlag('GORIGHT', '1');
7079 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7080 SetAIFlag('GOLEFT', '1');
7083 begin // Åñëè ïîáèòû - óáåãàåì
7084 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7085 SetAIFlag('GORIGHT', '1');
7086 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7087 SetAIFlag('GOLEFT', '1');
7090 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7091 SelectWeapon(Abs(x1
-Target
.cX
));
7096 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7097 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7098 if Target
.UID
<> 0 then
7100 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
7101 Target
.Y
+ Target
.Rect
.Y
) then
7102 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7103 if (Healthy() = 3) or ((Healthy() = 2)) then
7104 begin // Åñëè çäîðîâû - äîãîíÿåì
7105 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7106 SetAIFlag('GORIGHT', '1');
7107 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7108 SetAIFlag('GOLEFT', '1');
7111 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7113 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7114 SetAIFlag('GORIGHT', '1');
7115 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7116 SetAIFlag('GOLEFT', '1');
7120 begin // Öåëü ïîêà íà "ýêðàíå"
7121 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7122 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7123 FLastVisible
:= gTime
;
7124 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7125 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
7127 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7128 SetAIFlag('GORIGHT', '1');
7129 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7130 SetAIFlag('GOLEFT', '1');
7134 // Âûáèðàåì óãîë ââåðõ:
7135 if FDirection
= TDirection
.D_LEFT
then
7136 angle
:= ANGLE_LEFTUP
7138 angle
:= ANGLE_RIGHTUP
;
7140 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7141 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7143 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7144 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7145 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
7146 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7147 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7148 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7149 begin // òî íóæíî ñòðåëÿòü ââåðõ
7150 SetAIFlag('NEEDFIRE', '1');
7151 SetAIFlag('NEEDSEEUP', '1');
7154 // Âûáèðàåì óãîë âíèç:
7155 if FDirection
= TDirection
.D_LEFT
then
7156 angle
:= ANGLE_LEFTDOWN
7158 angle
:= ANGLE_RIGHTDOWN
;
7160 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7161 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7163 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7164 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7165 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7166 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7167 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7168 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7169 begin // òî íóæíî ñòðåëÿòü âíèç
7170 SetAIFlag('NEEDFIRE', '1');
7171 SetAIFlag('NEEDSEEDOWN', '1');
7174 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7175 if Target
.Visible
and
7176 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7177 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7179 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7180 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7181 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7182 begin // òî íóæíî ñòðåëÿòü âïåðåä
7183 SetAIFlag('NEEDFIRE', '1');
7184 SetAIFlag('NEEDSEEDOWN', '');
7185 SetAIFlag('NEEDSEEUP', '');
7187 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7188 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7189 if GetRnd(FDifficult
.CloseJump
) then
7190 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7191 if Abs(FObj
.X
-Target
.X
) < 128 then
7195 if Random(a
) = 0 then
7196 SetAIFlag('NEEDJUMP', '1');
7200 // Åñëè öåëü âñå åùå åñòü:
7201 if Target
.UID
<> 0 then
7202 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7203 Target
.UID
:= 0 // òî çàáûòü öåëü
7204 else // Åñëè âèäåëè íåäàâíî
7205 begin // íî öåëü óáèëè
7206 if Target
.IsPlayer
then
7207 begin // Öåëü - èãðîê
7208 pla
:= g_Player_Get(Target
.UID
);
7209 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7210 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7211 Target
.UID
:= 0; // òî çàáûòü öåëü
7214 begin // Öåëü - ìîíñòð
7215 mon
:= g_Monsters_ByUID(Target
.UID
);
7216 if (mon
= nil) or (not mon
.alive
) then
7217 Target
.UID
:= 0; // òî çàáûòü öåëü
7220 end; // if Target.UID <> 0
7222 FTargetUID
:= Target
.UID
;
7224 // Åñëè âîçìîæíûõ öåëåé íåò:
7225 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7226 if targets
= nil then
7227 if GetAIFlag('ATTACKLEFT') <> '' then
7228 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7229 RemoveAIFlag('ATTACKLEFT');
7231 SetAIFlag('NEEDJUMP', '1');
7233 if RunDirection() = TDirection
.D_RIGHT
then
7234 begin // Èäåì íå â òó ñòîðîíó
7235 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7236 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7237 SetAIFlag('NEEDFIRE', '1');
7238 SetAIFlag('GOLEFT', '1');
7242 begin // Èäåì â íóæíóþ ñòîðîíó
7243 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7244 SetAIFlag('NEEDFIRE', '1');
7245 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7246 SetAIFlag('GORIGHT', '1');
7250 if GetAIFlag('ATTACKRIGHT') <> '' then
7251 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7252 RemoveAIFlag('ATTACKRIGHT');
7254 SetAIFlag('NEEDJUMP', '1');
7256 if RunDirection() = TDirection
.D_LEFT
then
7257 begin // Èäåì íå â òó ñòîðîíó
7258 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7259 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7260 SetAIFlag('NEEDFIRE', '1');
7261 SetAIFlag('GORIGHT', '1');
7266 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7267 SetAIFlag('NEEDFIRE', '1');
7268 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7269 SetAIFlag('GOLEFT', '1');
7273 //HACK! (does it belongs there?)
7274 RealizeCurrentWeapon();
7276 // Åñëè åñòü âîçìîæíûå öåëè:
7277 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7278 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7279 for a
:= 0 to High(targets
) do
7281 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7282 if GetRnd(FDifficult
.DiagFire
) then
7284 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7285 if FDirection
= TDirection
.D_LEFT
then
7286 angle
:= ANGLE_LEFTUP
7288 angle
:= ANGLE_RIGHTUP
;
7290 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7291 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7293 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7294 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7295 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7296 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7297 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7299 SetAIFlag('NEEDFIRE', '1');
7300 SetAIFlag('NEEDSEEUP', '1');
7303 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7304 if FDirection
= TDirection
.D_LEFT
then
7305 angle
:= ANGLE_LEFTDOWN
7307 angle
:= ANGLE_RIGHTDOWN
;
7309 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7310 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7312 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7313 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7314 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7315 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7316 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7318 SetAIFlag('NEEDFIRE', '1');
7319 SetAIFlag('NEEDSEEDOWN', '1');
7323 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7324 if targets
[a
].Line
and targets
[a
].Visible
and
7325 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7326 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7328 SetAIFlag('NEEDFIRE', '1');
7333 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7334 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7335 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7336 40+GetInterval(FDifficult
.Cover
, 40)) then
7337 SetAIFlag('NEEDJUMP', '1');
7339 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7340 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7341 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7342 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7344 SetAIFlag('SELECTWEAPON', '1');
7346 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7347 if GetAIFlag('SELECTWEAPON') = '1' then
7350 RemoveAIFlag('SELECTWEAPON');
7354 procedure TBot
.Update();
7367 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7368 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7370 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7372 if g_debug_BotAIOff
= 3 then
7382 RealizeCurrentWeapon();
7389 procedure TBot
.ReleaseKey(Key
: Byte);
7398 function TBot
.KeyPressed(Key
: Word): Boolean;
7400 Result
:= FKeys
[Key
].Pressed
;
7403 function TBot
.GetAIFlag(aName
: String20
): String20
;
7409 aName
:= LowerCase(aName
);
7411 if FAIFlags
<> nil then
7412 for a
:= 0 to High(FAIFlags
) do
7413 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7415 Result
:= FAIFlags
[a
].Value
;
7420 procedure TBot
.RemoveAIFlag(aName
: String20
);
7424 if FAIFlags
= nil then Exit
;
7426 aName
:= LowerCase(aName
);
7428 for a
:= 0 to High(FAIFlags
) do
7429 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7431 if a
<> High(FAIFlags
) then
7432 for b
:= a
to High(FAIFlags
)-1 do
7433 FAIFlags
[b
] := FAIFlags
[b
+1];
7435 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7440 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7448 aName
:= LowerCase(aName
);
7450 if FAIFlags
<> nil then
7451 for a
:= 0 to High(FAIFlags
) do
7452 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7458 if ok
then FAIFlags
[a
].Value
:= fValue
7461 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7462 with FAIFlags
[High(FAIFlags
)] do
7470 procedure TBot
.UpdateMove
;
7472 procedure GoLeft(Time
: Word = 1);
7474 ReleaseKey(KEY_LEFT
);
7475 ReleaseKey(KEY_RIGHT
);
7476 PressKey(KEY_LEFT
, Time
);
7477 SetDirection(TDirection
.D_LEFT
);
7480 procedure GoRight(Time
: Word = 1);
7482 ReleaseKey(KEY_LEFT
);
7483 ReleaseKey(KEY_RIGHT
);
7484 PressKey(KEY_RIGHT
, Time
);
7485 SetDirection(TDirection
.D_RIGHT
);
7488 function Rnd(a
: Word): Boolean;
7490 Result
:= Random(a
) = 0;
7493 procedure Turn(Time
: Word = 1200);
7495 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7500 ReleaseKey(KEY_LEFT
);
7501 ReleaseKey(KEY_RIGHT
);
7504 function CanRunLeft(): Boolean;
7506 Result
:= not CollideLevel(-1, 0);
7509 function CanRunRight(): Boolean;
7511 Result
:= not CollideLevel(1, 0);
7514 function CanRun(): Boolean;
7516 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7519 procedure Jump(Time
: Word = 30);
7521 PressKey(KEY_JUMP
, Time
);
7524 function NearHole(): Boolean;
7528 { TODO 5 : Ëåñòíèöû }
7529 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7530 for x
:= 1 to PLAYER_RECT
.Width
do
7531 if (not StayOnStep(x
*sx
, 0)) and
7532 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7533 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7542 function BorderHole(): Boolean;
7546 { TODO 5 : Ëåñòíèöû }
7547 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7548 for x
:= 1 to PLAYER_RECT
.Width
do
7549 if (not StayOnStep(x
*sx
, 0)) and
7550 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7551 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7553 for xx
:= x
to x
+32 do
7554 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7564 function NearDeepHole(): Boolean;
7570 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7573 for x
:= 1 to PLAYER_RECT
.Width
do
7574 if (not StayOnStep(x
*sx
, 0)) and
7575 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7576 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7578 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7580 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7585 end else Result
:= False;
7588 function OverDeepHole(): Boolean;
7595 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7597 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7604 function OnGround(): Boolean;
7606 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7609 function OnLadder(): Boolean;
7611 Result
:= FullInStep(0, 0);
7614 function BelowLadder(): Boolean;
7616 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7617 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7618 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7619 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7622 function BelowLiftUp(): Boolean;
7624 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7625 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7626 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7627 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7630 function OnTopLift(): Boolean;
7632 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7635 function CanJumpOver(): Boolean;
7639 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7643 if not CollideLevel(sx
, 0) then Exit
;
7645 for y
:= 1 to BOT_MAXJUMP
do
7646 if CollideLevel(0, -y
) then Exit
else
7647 if not CollideLevel(sx
, -y
) then
7654 function CanJumpUp(Dist
: ShortInt): Boolean;
7661 if CollideLevel(Dist
, 0) then Exit
;
7664 for y
:= 0 to BOT_MAXJUMP
do
7665 if CollideLevel(Dist
, -y
) then
7674 for yy
:= y
+1 to BOT_MAXJUMP
do
7675 if not CollideLevel(Dist
, -yy
) then
7684 for y
:= 0 to BOT_MAXJUMP
do
7685 if CollideLevel(0, -y
) then
7693 if y
< yy
then Exit
;
7698 function IsSafeTrigger(): Boolean;
7703 if gTriggers
= nil then
7705 for a
:= 0 to High(gTriggers
) do
7706 if Collide(gTriggers
[a
].X
,
7709 gTriggers
[a
].Height
) and
7710 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7711 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7712 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7713 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7714 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7719 // Âîçìîæíî, íàæèìàåì êíîïêó:
7720 if Rnd(16) and IsSafeTrigger() then
7723 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7724 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7726 ReleaseKey(KEY_LEFT
);
7727 ReleaseKey(KEY_RIGHT
);
7731 // Èäåì âëåâî, åñëè íàäî áûëî:
7732 if GetAIFlag('GOLEFT') <> '' then
7734 RemoveAIFlag('GOLEFT');
7735 if CanRunLeft() then
7739 // Èäåì âïðàâî, åñëè íàäî áûëî:
7740 if GetAIFlag('GORIGHT') <> '' then
7742 RemoveAIFlag('GORIGHT');
7743 if CanRunRight() then
7747 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7748 if FObj
.X
< -32 then
7751 if FObj
.X
+32 > gMapInfo
.Width
then
7754 // Ïðûãàåì, åñëè íàäî áûëî:
7755 if GetAIFlag('NEEDJUMP') <> '' then
7758 RemoveAIFlag('NEEDJUMP');
7761 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7762 if GetAIFlag('NEEDSEEUP') <> '' then
7765 ReleaseKey(KEY_DOWN
);
7766 PressKey(KEY_UP
, 20);
7767 RemoveAIFlag('NEEDSEEUP');
7770 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7771 if GetAIFlag('NEEDSEEDOWN') <> '' then
7774 ReleaseKey(KEY_DOWN
);
7775 PressKey(KEY_DOWN
, 20);
7776 RemoveAIFlag('NEEDSEEDOWN');
7779 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7780 if GetAIFlag('GOINHOLE') <> '' then
7781 if not OnGround() then
7783 ReleaseKey(KEY_LEFT
);
7784 ReleaseKey(KEY_RIGHT
);
7785 RemoveAIFlag('GOINHOLE');
7786 SetAIFlag('FALLINHOLE', '1');
7789 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7790 if GetAIFlag('FALLINHOLE') <> '' then
7792 RemoveAIFlag('FALLINHOLE');
7794 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7795 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7796 if GetAIFlag('FALLINHOLE') = '' then
7797 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7803 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7805 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7809 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7810 if OnGround() and NearHole() then
7811 if NearDeepHole() then // Åñëè ýòî áåçäíà
7813 0..3: Turn(); // Áåæèì îáðàòíî
7814 4: Jump(); // Ïðûãàåì
7815 5: begin // Ïðûãàåì îáðàòíî
7820 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7821 if GetAIFlag('GOINHOLE') = '' then
7823 0: Turn(); // Íå íóæíî òóäà
7824 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7825 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7826 if BorderHole() then
7827 SetAIFlag('GOINHOLE', '1');
7830 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7831 if (not CanRun()) and OnGround() then
7833 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7834 if CanJumpOver() or OnLadder() then
7836 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7837 if Random(2) = 0 then
7839 if IsSafeTrigger() then
7845 // Îñòàëîñü ìàëî âîçäóõà:
7846 if FAir
< 36 * 2 then
7849 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7850 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7851 if BodyInAcid(0, 0) then
7855 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7857 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7858 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7861 {function TBot.NeedItem(Item: Byte): Byte;
7866 procedure TBot
.SelectWeapon(Dist
: Integer);
7870 function HaveAmmo(weapon
: Byte): Boolean;
7873 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7874 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7875 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7876 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7877 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7878 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7879 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7880 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7881 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7882 else Result
:= True;
7887 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7889 if Dist
> BOT_LONGDIST
then
7890 begin // Äàëüíèé áîé
7892 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7894 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7898 else //if Dist > BOT_UNSAFEDIST then
7899 begin // Áëèæíèé áîé
7901 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7903 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7910 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7912 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7918 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7920 Result
:= inherited PickItem(ItemType
, force
, remove
);
7922 if Result
then SetAIFlag('SELECTWEAPON', '1');
7925 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7927 Result
:= inherited Heal(value
, Soft
);
7930 function TBot
.Healthy(): Byte;
7932 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7933 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7934 else if (FHealth
> 50) then Result
:= 2
7935 else if (FHealth
> 20) then Result
:= 1
7939 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7941 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7942 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7945 procedure TBot
.OnDamage(Angle
: SmallInt);
7953 if (Angle
= 0) or (Angle
= 180) then
7956 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7957 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7959 pla
:= g_Player_Get(FLastSpawnerUID
);
7960 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7961 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7964 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7965 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7967 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7968 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7969 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7974 SetAIFlag('ATTACKLEFT', '1')
7976 SetAIFlag('ATTACKRIGHT', '1');
7980 function TBot
.RunDirection(): TDirection
;
7982 if Abs(Vel
.X
) >= 1 then
7984 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7986 Result
:= FDirection
;
7989 function TBot
.GetRnd(a
: Byte): Boolean;
7991 if a
= 0 then Result
:= False
7992 else if a
= 255 then Result
:= True
7993 else Result
:= Random(256) > 255-a
;
7996 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7998 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
8002 procedure TDifficult
.save (st
: TStream
);
8004 utils
.writeInt(st
, Byte(DiagFire
));
8005 utils
.writeInt(st
, Byte(InvisFire
));
8006 utils
.writeInt(st
, Byte(DiagPrecision
));
8007 utils
.writeInt(st
, Byte(FlyPrecision
));
8008 utils
.writeInt(st
, Byte(Cover
));
8009 utils
.writeInt(st
, Byte(CloseJump
));
8010 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
8011 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
8014 procedure TDifficult
.load (st
: TStream
);
8016 DiagFire
:= utils
.readByte(st
);
8017 InvisFire
:= utils
.readByte(st
);
8018 DiagPrecision
:= utils
.readByte(st
);
8019 FlyPrecision
:= utils
.readByte(st
);
8020 Cover
:= utils
.readByte(st
);
8021 CloseJump
:= utils
.readByte(st
);
8022 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
8023 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
8027 procedure TBot
.SaveState (st
: TStream
);
8032 inherited SaveState(st
);
8033 utils
.writeSign(st
, 'BOT0');
8035 utils
.writeInt(st
, Byte(FSelectedWeapon
));
8037 utils
.writeInt(st
, Word(FTargetUID
));
8038 // Âðåìÿ ïîòåðè öåëè
8039 utils
.writeInt(st
, LongWord(FLastVisible
));
8040 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8041 dw
:= Length(FAIFlags
);
8042 utils
.writeInt(st
, LongInt(dw
));
8044 for i
:= 0 to dw
-1 do
8046 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
8047 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
8049 // Íàñòðîéêè ñëîæíîñòè
8050 FDifficult
.save(st
);
8054 procedure TBot
.LoadState (st
: TStream
);
8059 inherited LoadState(st
);
8060 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
8062 FSelectedWeapon
:= utils
.readByte(st
);
8064 FTargetUID
:= utils
.readWord(st
);
8065 // Âðåìÿ ïîòåðè öåëè
8066 FLastVisible
:= utils
.readLongWord(st
);
8067 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8068 dw
:= utils
.readLongInt(st
);
8069 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
8070 SetLength(FAIFlags
, dw
);
8072 for i
:= 0 to dw
-1 do
8074 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
8075 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
8077 // Íàñòðîéêè ñëîæíîñòè
8078 FDifficult
.load(st
);
8083 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');
8084 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');