6 e_graphics
, g_playermodel
, g_basic
, g_textures
,
7 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPSTRUCT
,
57 ANGLE_NONE
= Low(SmallInt);
59 CORPSE_STATE_REMOVEME
= 0;
60 CORPSE_STATE_NORMAL
= 1;
61 CORPSE_STATE_MESS
= 2;
63 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
64 PLAYER_RECT_CX
= 15+(34 div 2);
65 PLAYER_RECT_CY
= 12+(52 div 2);
66 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
69 PLAYER_HP_LIMIT
= 200;
71 PLAYER_AP_LIMIT
= 200;
74 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
75 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
91 TPlayerStatArray
= Array of TPlayerStat
;
93 TPlayerSavedState
= record
99 Ammo
: Array [A_BULLETS
..A_CELLS
] of Word;
100 MaxAmmo
: Array [A_BULLETS
..A_CELLS
] of Word;
101 Weapon
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Boolean;
102 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
111 TPlayer
= class (TObject
)
119 FDirection
: TDirection
;
127 FMonsterKills
: Integer;
133 FCanJetpack
: Boolean;
138 FBFGFireCounter
: SmallInt;
139 FLastSpawnerUID
: Word;
143 FSpectatePlayer
: Integer;
145 FSavedState
: TPlayerSavedState
;
147 FModel
: TPlayerModel
;
150 FActionForce
: Boolean;
151 FActionChanged
: Boolean;
153 FFireAngle
: SmallInt;
155 FShellTimer
: Integer;
157 FSawSound
: TPlayableSound
;
158 FSawSoundIdle
: TPlayableSound
;
159 FSawSoundHit
: TPlayableSound
;
160 FSawSoundSelect
: TPlayableSound
;
161 FJetSoundOn
: TPlayableSound
;
162 FJetSoundOff
: TPlayableSound
;
163 FJetSoundFly
: TPlayableSound
;
167 FJustTeleported
: Boolean;
170 function CollideLevel(XInc
, YInc
: Integer): Boolean;
171 function StayOnStep(XInc
, YInc
: Integer): Boolean;
172 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
173 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
174 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
175 function FullInLift(XInc
, YInc
: Integer): Integer;
176 {procedure CollideItem();}
177 procedure FlySmoke(Times
: DWORD
= 1);
178 function GetAmmoByWeapon(Weapon
: Byte): Word;
179 procedure SetAction(Action
: Byte; Force
: Boolean = False);
180 procedure OnDamage(Angle
: SmallInt); virtual;
181 function firediry(): Integer;
183 procedure Run(Direction
: TDirection
);
184 procedure NextWeapon();
185 procedure PrevWeapon();
193 FDamageBuffer
: Integer;
195 FAmmo
: Array [A_BULLETS
..A_CELLS
] of Word;
196 FMaxAmmo
: Array [A_BULLETS
..A_CELLS
] of Word;
197 FWeapon
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Boolean;
198 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
200 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
201 FReloading
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Word;
202 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
203 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
205 FPreferredTeam
: Byte;
208 FWantsInGame
: Boolean;
212 FActualModelName
: string;
218 constructor Create(); virtual;
219 destructor Destroy(); override;
220 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
221 function GetRespawnPoint(): Byte;
222 procedure PressKey(Key
: Byte; Time
: Word = 1);
223 procedure ReleaseKeys();
224 procedure SetModel(ModelName
: String);
225 procedure SetColor(Color
: TRGB
);
226 procedure SetWeapon(W
: Byte);
227 function IsKeyPressed(K
: Byte): Boolean;
228 function GetKeys(): Byte;
229 function PickItem(ItemType
: Byte; respawn
: Boolean; var remove
: Boolean): Boolean; virtual;
230 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
231 function Collide(Panel
: TPanel
): Boolean; overload
;
232 function Collide(X
, Y
: Integer): Boolean; overload
;
233 procedure SetDirection(Direction
: TDirection
);
234 procedure GetSecret();
235 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
237 procedure Push(vx
, vy
: Integer);
238 procedure ChangeModel(ModelName
: String);
239 procedure SwitchTeam
;
240 procedure ChangeTeam(Team
: Byte);
242 function GetFlag(Flag
: Byte): Boolean;
243 procedure SetFlag(Flag
: Byte);
244 function DropFlag(): Boolean;
245 procedure AllRulez(Health
: Boolean);
246 procedure FragCombo();
247 procedure GiveItem(ItemType
: Byte);
248 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
249 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
250 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
251 procedure MakeBloodSimple(Count
: Word);
252 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
253 procedure Reset(Force
: Boolean);
254 procedure Spectate(NoMove
: Boolean = False);
255 procedure SwitchNoClip
;
256 procedure SoftReset();
257 procedure Draw(); virtual;
258 procedure DrawPain();
259 procedure DrawPickup();
260 procedure DrawRulez();
262 procedure DrawBubble();
264 procedure Update(); virtual;
265 procedure RememberState();
266 procedure RecallState();
267 procedure SaveState(var Mem
: TBinMemoryWriter
); virtual;
268 procedure LoadState(var Mem
: TBinMemoryReader
); virtual;
269 procedure PauseSounds(Enable
: Boolean);
270 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
271 procedure DoLerp(Level
: Integer = 2);
272 procedure SetLerp(XTo
, YTo
: Integer);
274 procedure JetpackOff
;
276 property Name
: String read FName write FName
;
277 property Model
: TPlayerModel read FModel
;
278 property Health
: Integer read FHealth write FHealth
;
279 property Lives
: Byte read FLives write FLives
;
280 property Armor
: Integer read FArmor write FArmor
;
281 property Air
: Integer read FAir write FAir
;
282 property JetFuel
: Integer read FJetFuel write FJetFuel
;
283 property Frags
: Integer read FFrags write FFrags
;
284 property Death
: Integer read FDeath write FDeath
;
285 property Kills
: Integer read FKills write FKills
;
286 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
287 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
288 property Secrets
: Integer read FSecrets
;
289 property GodMode
: Boolean read FGodMode write FGodMode
;
290 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
291 property NoReload
: Boolean read FNoReload write FNoReload
;
292 property Live
: Boolean read FLive write FLive
;
293 property Flag
: Byte read FFlag
;
294 property Team
: Byte read FTeam write FTeam
;
295 property Direction
: TDirection read FDirection
;
296 property GameX
: Integer read FObj
.X write FObj
.X
;
297 property GameY
: Integer read FObj
.Y write FObj
.Y
;
298 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
299 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
300 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
301 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
302 property Vel
: TPoint2i read FObj
.Vel
;
303 property Obj
: TObj read FObj
;
304 property IncCam
: Integer read FIncCam write FIncCam
;
305 property UID
: Word read FUID write FUID
;
306 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
307 property NetTime
: LongWord read FNetTime write FNetTime
;
317 WeaponPrior
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte;
318 CloseWeaponPrior
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte;
319 //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
327 TBot
= class (TPlayer
)
329 FSelectedWeapon
: Byte;
332 FAIFlags
: Array of TAIFlag
;
333 FDifficult
: TDifficult
;
335 function GetRnd(a
: Byte): Boolean;
336 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
337 function RunDirection(): TDirection
;
338 function FullInStep(XInc
, YInc
: Integer): Boolean;
339 //function NeedItem(Item: Byte): Byte;
340 procedure SelectWeapon(Dist
: Integer);
341 procedure SetAIFlag(fName
, fValue
: String20
);
342 function GetAIFlag(fName
: String20
): String20
;
343 procedure RemoveAIFlag(fName
: String20
);
344 function Healthy(): Byte;
345 procedure UpdateMove();
346 procedure UpdateCombat();
347 function KeyPressed(Key
: Word): Boolean;
348 procedure ReleaseKey(Key
: Byte);
349 function TargetOnScreen(TX
, TY
: Integer): Boolean;
350 procedure OnDamage(Angle
: SmallInt); override;
353 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
354 constructor Create(); override;
355 destructor Destroy(); override;
356 procedure Draw(); override;
357 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
358 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
359 procedure Update(); override;
360 procedure SaveState(var Mem
: TBinMemoryWriter
); override;
361 procedure LoadState(var Mem
: TBinMemoryReader
); override;
383 TCorpse
= class (TObject
)
391 FAnimation
: TAnimation
;
392 FAnimationMask
: TAnimation
;
395 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
396 destructor Destroy(); override;
397 procedure Damage(Value
: Word; vx
, vy
: Integer);
400 procedure SaveState(var Mem
: TBinMemoryWriter
);
401 procedure LoadState(var Mem
: TBinMemoryReader
);
403 property Obj
: TObj read FObj
;
404 property State
: Byte read FState
;
405 property Mess
: Boolean read FMess
;
408 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
414 gPlayers
: Array of TPlayer
;
415 gCorpses
: Array of TCorpse
;
416 gGibs
: Array of TGib
;
417 gShells
: Array of TShell
;
418 gTeamStat
: TTeamStat
;
419 gFly
: Boolean = False;
420 gAimLine
: Boolean = False;
421 gChatBubble
: Byte = 0;
425 MAX_RUNVEL
: Integer = 8;
426 VEL_JUMP
: Integer = 10;
427 SHELL_TIMEOUT
: Cardinal = 60000;
429 function Lerp(X
, Y
, Factor
: Integer): Integer;
431 procedure g_Gibs_SetMax(Count
: Word);
432 function g_Gibs_GetMax(): Word;
433 procedure g_Corpses_SetMax(Count
: Word);
434 function g_Corpses_GetMax(): Word;
435 procedure g_Shells_SetMax(Count
: Word);
436 function g_Shells_GetMax(): Word;
438 procedure g_Player_Init();
439 procedure g_Player_Free();
440 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
441 function g_Player_CreateFromState(var Mem
: TBinMemoryReader
): Word;
442 procedure g_Player_Remove(UID
: Word);
443 procedure g_Player_ResetTeams();
444 procedure g_Player_UpdateAll();
445 procedure g_Player_DrawAll();
446 procedure g_Player_DrawDebug(p
: TPlayer
);
447 procedure g_Player_DrawHealth();
448 procedure g_Player_RememberAll();
449 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
450 function g_Player_Get(UID
: Word): TPlayer
;
451 function g_Player_GetCount(): Byte;
452 function g_Player_GetStats(): TPlayerStatArray
;
453 function g_Player_ValidName(Name
: String): Boolean;
454 procedure g_Player_CreateCorpse(Player
: TPlayer
);
455 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
456 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
457 procedure g_Player_UpdatePhysicalObjects();
458 procedure g_Player_DrawCorpses();
459 procedure g_Player_DrawShells();
460 procedure g_Player_RemoveAllCorpses();
461 procedure g_Player_Corpses_SaveState(var Mem
: TBinMemoryWriter
);
462 procedure g_Player_Corpses_LoadState(var Mem
: TBinMemoryReader
);
463 procedure g_Bot_Add(Team
, Difficult
: Byte);
464 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1);
465 procedure g_Bot_MixNames();
466 procedure g_Bot_RemoveAll();
471 e_log
, g_map
, g_items
, g_console
, SysUtils
, g_gfx
, Math
,
472 g_options
, g_triggers
, g_menu
, MAPDEF
, g_game
,
473 WADEDITOR
, g_main
, g_monsters
, CONFIG
, g_language
, g_net
, g_netmsg
;
483 diag_precision
: Byte;
487 w_prior1
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte;
488 w_prior2
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte;
489 w_prior3
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte;
493 TIME_RESPAWN1
= 1500;
494 TIME_RESPAWN2
= 2000;
495 TIME_RESPAWN3
= 3000;
498 JET_MAX
= 540; // ~30 sec
499 PLAYER_SUIT_TIME
= 30000;
500 PLAYER_INVUL_TIME
= 30000;
501 PLAYER_INVIS_TIME
= 35000;
502 FRAG_COMBO_TIME
= 3000;
506 ANGLE_RIGHTDOWN
= -35;
508 ANGLE_LEFTDOWN
= -145;
509 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
510 WEAPONPOINT
: Array [TDirection
] of TPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
513 BOT_UNSAFEDIST
= 128;
514 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
516 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
517 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32);
518 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
519 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127);
520 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
521 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255);
522 WEAPON_PRIOR1
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte =
523 (WEAPON_SUPERPULEMET
, WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
524 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
525 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
526 WEAPON_PRIOR2
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte =
527 (WEAPON_SUPERPULEMET
, WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
528 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
529 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
530 //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
531 // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
532 // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
533 // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
534 WEAPON_RELOAD
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte =
535 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
537 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
538 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
540 BOTNAMES_FILENAME
= 'botnames.txt';
541 BOTLIST_FILENAME
= 'botlist.txt';
545 MaxCorpses
: Word = 20;
546 MaxShells
: Word = 300;
547 CurrentGib
: Integer = 0;
548 CurrentShell
: Integer = 0;
549 BotNames
: Array of String;
550 BotList
: Array of TBotProfile
;
552 function Lerp(X
, Y
, Factor
: Integer): Integer;
554 Result
:= X
+ ((Y
- X
) div Factor
);
557 function SameTeam(UID1
, UID2
: Word): Boolean;
561 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
562 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
564 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
566 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
567 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
569 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
572 procedure g_Gibs_SetMax(Count
: Word);
575 SetLength(gGibs
, Count
);
577 if CurrentGib
>= Count
then
581 function g_Gibs_GetMax(): Word;
586 procedure g_Shells_SetMax(Count
: Word);
589 SetLength(gShells
, Count
);
591 if CurrentShell
>= Count
then
595 function g_Shells_GetMax(): Word;
601 procedure g_Corpses_SetMax(Count
: Word);
604 SetLength(gCorpses
, Count
);
607 function g_Corpses_GetMax(): Word;
609 Result
:= MaxCorpses
;
612 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
622 // Åñòü ëè ìåñòî â gPlayers:
623 if gPlayers
<> nil then
624 for a
:= 0 to High(gPlayers
) do
625 if gPlayers
[a
] = nil then
631 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
634 SetLength(gPlayers
, Length(gPlayers
)+1);
638 // Ñîçäàåì îáúåêò èãðîêà:
640 gPlayers
[a
] := TBot
.Create()
642 gPlayers
[a
] := TPlayer
.Create();
645 gPlayers
[a
].FActualModelName
:= ModelName
;
646 gPlayers
[a
].SetModel(ModelName
);
648 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
649 if gPlayers
[a
].FModel
= nil then
653 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
657 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
658 if Random(2) = 0 then
662 gPlayers
[a
].FPreferredTeam
:= Team
;
664 case gGameSettings
.GameMode
of
665 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
667 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
669 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
672 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
673 gPlayers
[a
].FColor
:= Color
;
674 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
675 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
677 gPlayers
[a
].FModel
.Color
:= Color
;
679 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
680 gPlayers
[a
].FLive
:= False;
682 Result
:= gPlayers
[a
].FUID
;
685 function g_Player_CreateFromState(var Mem
: TBinMemoryReader
): Word;
698 if sig
<> PLAYER_SIGNATURE
then // 'PLYR'
700 raise EBinSizeError
.Create('g_Player_CreateFromState: Wrong Player Signature');
704 Mem
.ReadBoolean(Bot
);
709 // Åñòü ëè ìåñòî â gPlayers:
710 if gPlayers
<> nil then
711 for a
:= 0 to High(gPlayers
) do
712 if gPlayers
[a
] = nil then
718 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
721 SetLength(gPlayers
, Length(gPlayers
)+1);
725 // Ñîçäàåì îáúåêò èãðîêà:
727 gPlayers
[a
] := TBot
.Create()
729 gPlayers
[a
] := TPlayer
.Create();
730 gPlayers
[a
].FIamBot
:= Bot
;
731 gPlayers
[a
].FPhysics
:= True;
734 Mem
.ReadWord(gPlayers
[a
].FUID
);
736 Mem
.ReadString(gPlayers
[a
].FName
);
738 Mem
.ReadByte(gPlayers
[a
].FTeam
);
739 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
741 Mem
.ReadBoolean(gPlayers
[a
].FLive
);
742 // Èçðàñõîäîâàë ëè âñå æèçíè:
743 Mem
.ReadBoolean(gPlayers
[a
].FNoRespawn
);
747 gPlayers
[a
].FDirection
:= D_LEFT
749 gPlayers
[a
].FDirection
:= D_RIGHT
;
751 Mem
.ReadInt(gPlayers
[a
].FHealth
);
753 Mem
.ReadByte(gPlayers
[a
].FLives
);
755 Mem
.ReadInt(gPlayers
[a
].FArmor
);
757 Mem
.ReadInt(gPlayers
[a
].FAir
);
759 Mem
.ReadInt(gPlayers
[a
].FJetFuel
);
761 Mem
.ReadInt(gPlayers
[a
].FPain
);
763 Mem
.ReadInt(gPlayers
[a
].FKills
);
765 Mem
.ReadInt(gPlayers
[a
].FMonsterKills
);
767 Mem
.ReadInt(gPlayers
[a
].FFrags
);
769 Mem
.ReadByte(gPlayers
[a
].FFragCombo
);
770 // Âðåìÿ ïîñëåäíåãî ôðàãà:
771 Mem
.ReadDWORD(gPlayers
[a
].FLastFrag
);
773 Mem
.ReadInt(gPlayers
[a
].FDeath
);
775 Mem
.ReadByte(gPlayers
[a
].FFlag
);
777 Mem
.ReadInt(gPlayers
[a
].FSecrets
);
779 Mem
.ReadByte(gPlayers
[a
].FCurrWeap
);
780 // Âðåìÿ çàðÿäêè BFG:
781 Mem
.ReadSmallInt(gPlayers
[a
].FBFGFireCounter
);
783 Mem
.ReadInt(gPlayers
[a
].FDamageBuffer
);
784 // Ïîñëåäíèé óäàðèâøèé:
785 Mem
.ReadWord(gPlayers
[a
].FLastSpawnerUID
);
786 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
787 Mem
.ReadByte(gPlayers
[a
].FLastHit
);
789 Obj_LoadState(@gPlayers
[a
].FObj
, Mem
);
790 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
791 for i
:= A_BULLETS
to A_CELLS
do
792 Mem
.ReadWord(gPlayers
[a
].FAmmo
[i
]);
793 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
794 for i
:= A_BULLETS
to A_CELLS
do
795 Mem
.ReadWord(gPlayers
[a
].FMaxAmmo
[i
]);
797 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
798 Mem
.ReadBoolean(gPlayers
[a
].FWeapon
[i
]);
799 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
800 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
801 Mem
.ReadWord(gPlayers
[a
].FReloading
[i
]);
805 Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
806 // Íàëè÷èå êðàñíîãî êëþ÷à:
809 Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
810 // Íàëè÷èå çåëåíîãî êëþ÷à:
813 Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
814 // Íàëè÷èå ñèíåãî êëþ÷à:
817 Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
821 Include(gPlayers
[a
].FRulez
, R_BERSERK
);
822 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
823 for i
:= MR_SUIT
to MR_MAX
do
824 Mem
.ReadDWORD(gPlayers
[a
].FMegaRulez
[i
]);
825 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
826 for i
:= T_RESPAWN
to T_FLAGCAP
do
827 Mem
.ReadDWORD(gPlayers
[a
].FTime
[i
]);
830 Mem
.ReadString(gPlayers
[a
].FActualModelName
);
832 Mem
.ReadByte(gPlayers
[a
].FColor
.R
);
833 Mem
.ReadByte(gPlayers
[a
].FColor
.G
);
834 Mem
.ReadByte(gPlayers
[a
].FColor
.B
);
835 // Îáíîâëÿåì ìîäåëü èãðîêà:
836 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
838 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
839 if gPlayers
[a
].FModel
= nil then
843 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
847 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
848 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
849 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
851 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
853 Result
:= gPlayers
[a
].FUID
;
856 procedure g_Player_ResetTeams();
860 if g_Game_IsClient
then
862 if gPlayers
= nil then
864 for a
:= Low(gPlayers
) to High(gPlayers
) do
865 if gPlayers
[a
] <> nil then
866 case gGameSettings
.GameMode
of
868 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
870 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
871 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
872 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
875 gPlayers
[a
].ChangeTeam(TEAM_RED
)
877 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
880 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
884 procedure g_Bot_Add(Team
, Difficult
: Byte);
887 _name
, _model
: String;
890 if not g_Game_IsServer
then Exit
;
892 // Ñïèñîê íàçâàíèé ìîäåëåé:
893 m
:= g_PlayerModel_GetNames();
898 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
899 Team
:= TEAM_COOP
// COOP
901 if gGameSettings
.GameMode
= GM_DM
then
902 Team
:= TEAM_NONE
// DM
904 if Team
= TEAM_NONE
then // CTF / TDM
906 // Àâòîáàëàíñ êîìàíä:
910 for a
:= 0 to High(gPlayers
) do
911 if gPlayers
[a
] <> nil then
913 if gPlayers
[a
].Team
= TEAM_RED
then
916 if gPlayers
[a
].Team
= TEAM_BLUE
then
926 if Random(2) = 0 then
932 // Âûáèðàåì áîòó èìÿ:
934 if BotNames
<> nil then
935 for a
:= 0 to High(BotNames
) do
936 if g_Player_ValidName(BotNames
[a
]) then
938 _name
:= BotNames
[a
];
942 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
945 _name
:= Format('DFBOT%.2d', [Random(100)]);
946 until g_Player_ValidName(_name
);
948 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
949 _model
:= m
[Random(Length(m
))];
952 with g_Player_Get(g_Player_Create(_model
,
953 _RGB(Min(Random(9)*32, 255),
954 Min(Random(9)*32, 255),
955 Min(Random(9)*32, 255)),
956 Team
, True)) as TBot
do
961 1: FDifficult
:= DIFFICULT_EASY
;
962 2: FDifficult
:= DIFFICULT_MEDIUM
;
963 else FDifficult
:= DIFFICULT_HARD
;
966 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
968 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
969 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
970 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
973 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
975 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
976 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
981 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1);
984 _name
, _model
: String;
987 if not g_Game_IsServer
then Exit
;
989 // Ñïèñîê íàçâàíèé ìîäåëåé:
990 m
:= g_PlayerModel_GetNames();
995 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
996 Team
:= TEAM_COOP
// COOP
998 if gGameSettings
.GameMode
= GM_DM
then
999 Team
:= TEAM_NONE
// DM
1001 if Team
= TEAM_NONE
then
1002 Team
:= BotList
[num
].team
; // CTF / TDM
1004 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1005 lName
:= AnsiLowerCase(lName
);
1006 if (num
< 0) or (num
> Length(BotList
)-1) then
1008 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1009 for a
:= 0 to High(BotList
) do
1010 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1019 _name
:= BotList
[num
].name
;
1020 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1021 if not g_Player_ValidName(_name
) then
1023 _name
:= Format('DFBOT%.2d', [Random(100)]);
1024 until g_Player_ValidName(_name
);
1027 _model
:= BotList
[num
].model
;
1028 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1029 if not InSArray(_model
, m
) then
1030 _model
:= m
[Random(Length(m
))];
1033 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1037 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1038 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1039 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1040 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1041 FDifficult
.Cover
:= BotList
[num
].cover
;
1042 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1044 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
1046 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1047 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1048 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1051 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1053 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1057 procedure g_Bot_RemoveAll();
1061 if not g_Game_IsServer
then Exit
;
1062 if gPlayers
= nil then Exit
;
1064 for a
:= 0 to High(gPlayers
) do
1065 if gPlayers
[a
] <> nil then
1066 if gPlayers
[a
] is TBot
then
1068 gPlayers
[a
].Lives
:= 0;
1069 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1070 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1071 g_Player_Remove(gPlayers
[a
].FUID
);
1077 procedure g_Bot_MixNames();
1082 if BotNames
<> nil then
1083 for a
:= 0 to High(BotNames
) do
1085 b
:= Random(Length(BotNames
));
1087 Botnames
[a
] := BotNames
[b
];
1092 procedure g_Player_Remove(UID
: Word);
1096 if gPlayers
= nil then Exit
;
1098 if g_Game_IsServer
and g_Game_IsNet
then
1099 MH_SEND_PlayerDelete(UID
);
1101 for i
:= 0 to High(gPlayers
) do
1102 if gPlayers
[i
] <> nil then
1103 if gPlayers
[i
].FUID
= UID
then
1105 if gPlayers
[i
] is TPlayer
then
1106 TPlayer(gPlayers
[i
]).Free()
1108 TBot(gPlayers
[i
]).Free();
1114 procedure g_Player_Init();
1124 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1127 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1128 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1139 SetLength(BotNames
, Length(BotNames
)+1);
1140 BotNames
[High(BotNames
)] := s
;
1148 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1149 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1153 while config
.SectionExists(IntToStr(a
)) do
1155 SetLength(BotList
, Length(BotList
)+1);
1157 with BotList
[High(BotList
)] do
1160 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1162 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1164 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1169 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1170 color
.R
:= StrToIntDef(sa
[0], 0);
1171 color
.G
:= StrToIntDef(sa
[1], 0);
1172 color
.B
:= StrToIntDef(sa
[2], 0);
1173 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1174 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1175 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1176 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1177 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1178 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1179 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1180 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1181 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1182 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1183 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1184 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1185 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1186 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1187 if Length(sa
) = 10 then
1189 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1190 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1191 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1192 if Length(sa
) = 10 then
1194 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1196 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1197 if Length(sa) = 10 then
1199 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1208 procedure g_Player_Free();
1212 if gPlayers
<> nil then
1214 for i
:= 0 to High(gPlayers
) do
1215 if gPlayers
[i
] <> nil then
1217 if gPlayers
[i
] is TPlayer
then
1218 TPlayer(gPlayers
[i
]).Free()
1220 TBot(gPlayers
[i
]).Free();
1231 procedure g_Player_UpdateAll();
1235 if gPlayers
= nil then Exit
;
1237 for i
:= 0 to High(gPlayers
) do
1238 if gPlayers
[i
] <> nil then
1239 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Update()
1240 else TBot(gPlayers
[i
]).Update();
1243 procedure g_Player_DrawAll();
1247 if gPlayers
= nil then Exit
;
1249 for i
:= 0 to High(gPlayers
) do
1250 if gPlayers
[i
] <> nil then
1251 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1252 else TBot(gPlayers
[i
]).Draw();
1255 procedure g_Player_DrawDebug(p
: TPlayer
);
1259 if p
= nil then Exit
;
1260 if (@p
.FObj
) = nil then Exit
;
1262 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1264 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1265 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1266 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1267 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1268 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1269 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1272 procedure g_Player_DrawHealth();
1277 if gPlayers
= nil then Exit
;
1278 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1280 for i
:= 0 to High(gPlayers
) do
1281 if gPlayers
[i
] <> nil then
1283 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1284 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1285 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1286 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1287 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1288 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1292 function g_Player_Get(UID
: Word): TPlayer
;
1298 if gPlayers
= nil then
1301 for a
:= 0 to High(gPlayers
) do
1302 if gPlayers
[a
] <> nil then
1303 if gPlayers
[a
].FUID
= UID
then
1305 Result
:= gPlayers
[a
];
1310 function g_Player_GetCount(): Byte;
1316 if gPlayers
= nil then
1319 for a
:= 0 to High(gPlayers
) do
1320 if gPlayers
[a
] <> nil then
1321 Result
:= Result
+ 1;
1324 function g_Player_GetStats(): TPlayerStatArray
;
1330 if gPlayers
= nil then Exit
;
1332 for a
:= 0 to High(gPlayers
) do
1333 if gPlayers
[a
] <> nil then
1335 SetLength(Result
, Length(Result
)+1);
1336 with Result
[High(Result
)] do
1338 Ping
:= gPlayers
[a
].FPing
;
1339 Loss
:= gPlayers
[a
].FLoss
;
1340 Name
:= gPlayers
[a
].FName
;
1341 Team
:= gPlayers
[a
].FTeam
;
1342 Frags
:= gPlayers
[a
].FFrags
;
1343 Deaths
:= gPlayers
[a
].FDeath
;
1344 Kills
:= gPlayers
[a
].FKills
;
1345 Color
:= gPlayers
[a
].FModel
.Color
;
1346 Lives
:= gPlayers
[a
].FLives
;
1347 Spectator
:= gPlayers
[a
].FSpectator
;
1352 procedure g_Player_RememberAll
;
1356 for i
:= Low(gPlayers
) to High(gPlayers
) do
1357 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
then
1358 gPlayers
[i
].RememberState
;
1361 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1365 gTeamStat
[TEAM_RED
].Goals
:= 0;
1366 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1368 if gPlayers
<> nil then
1369 for i
:= 0 to High(gPlayers
) do
1370 if gPlayers
[i
] <> nil then
1372 gPlayers
[i
].Reset(Force
);
1374 if gPlayers
[i
] is TPlayer
then
1376 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1377 gPlayers
[i
].Respawn(Silent
)
1379 gPlayers
[i
].Spectate();
1382 TBot(gPlayers
[i
]).Respawn(Silent
);
1386 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1393 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1398 if (FHealth
>= -50) or (gGibsCount
= 0) then
1400 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1404 for find_id
:= 0 to High(gCorpses
) do
1405 if gCorpses
[find_id
] = nil then
1412 find_id
:= Random(Length(gCorpses
));
1414 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1415 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1416 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1417 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1420 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1421 FObj
.Y
+ PLAYER_RECT_CY
,
1422 FModel
.Name
, FModel
.Color
);
1426 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1430 if (gShells
= nil) or (Length(gShells
) = 0) then
1433 with gShells
[CurrentShell
] do
1439 if T
= SHELL_BULLET
then
1441 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1445 Obj
.Rect
.Width
:= 4;
1446 Obj
.Rect
.Height
:= 2;
1450 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1454 Obj
.Rect
.Width
:= 7;
1455 Obj
.Rect
.Height
:= 3;
1461 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1462 RAngle
:= Random(360);
1463 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1465 if CurrentShell
>= High(gShells
) then
1472 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1475 GibsArray
: TGibsArray
;
1477 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1479 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1482 for a
:= 0 to High(GibsArray
) do
1483 with gGibs
[CurrentGib
] do
1486 ID
:= GibsArray
[a
].ID
;
1487 MaskID
:= GibsArray
[a
].MaskID
;
1490 Obj
.Rect
:= GibsArray
[a
].Rect
;
1491 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1492 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1493 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1494 RAngle
:= Random(360);
1496 if gBloodCount
> 0 then
1497 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1498 Random(48), Random(48), 150, 0, 0);
1500 if CurrentGib
>= High(gGibs
) then
1507 procedure g_Player_UpdatePhysicalObjects();
1513 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1518 if T
= SHELL_BULLET
then
1519 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1521 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1526 if gGibs
<> nil then
1527 for i
:= 0 to High(gGibs
) do
1528 if gGibs
[i
].Live
then
1532 mr
:= g_Obj_Move(@Obj
, True, False, True);
1534 if WordBool(mr
and MOVE_FALLOUT
) then
1540 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1541 if WordBool(mr
and MOVE_HITWALL
) then
1542 Obj
.Vel
.X
:= -(vel
.X
div 2);
1543 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1544 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1546 if (Obj
.Vel
.X
>= 0) then
1548 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1549 if RAngle
>= 360 then
1550 RAngle
:= RAngle
mod 360;
1551 end else begin // Counter-clockwise
1552 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1554 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1557 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1558 if gTime
mod (GAME_TICK
*3) = 0 then
1559 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1563 if gCorpses
<> nil then
1564 for i
:= 0 to High(gCorpses
) do
1565 if gCorpses
[i
] <> nil then
1566 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1572 gCorpses
[i
].Update();
1575 if gShells
<> nil then
1576 for i
:= 0 to High(gShells
) do
1577 if gShells
[i
].Live
then
1581 mr
:= g_Obj_Move(@Obj
, True, False, True);
1583 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1589 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1590 if WordBool(mr
and MOVE_HITWALL
) then
1592 Obj
.Vel
.X
:= -(vel
.X
div 2);
1593 if not WordBool(mr
and MOVE_INWATER
) then
1594 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1596 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1598 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1599 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1600 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1602 if RAngle
mod 90 <> 0 then
1603 RAngle
:= (RAngle
div 90) * 90;
1605 else if not WordBool(mr
and MOVE_INWATER
) then
1606 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1609 if (Obj
.Vel
.X
>= 0) then
1611 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1612 if RAngle
>= 360 then
1613 RAngle
:= RAngle
mod 360;
1614 end else begin // Counter-clockwise
1615 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1617 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1622 procedure g_Player_DrawCorpses();
1627 if gGibs
<> nil then
1628 for i
:= 0 to High(gGibs
) do
1629 if gGibs
[i
].Live
then
1632 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1635 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1636 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1638 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1641 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1647 if gCorpses
<> nil then
1648 for i
:= 0 to High(gCorpses
) do
1649 if gCorpses
[i
] <> nil then
1653 procedure g_Player_DrawShells();
1658 if gShells
<> nil then
1659 for i
:= 0 to High(gShells
) do
1660 if gShells
[i
].Live
then
1663 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1669 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1673 procedure g_Player_RemoveAllCorpses();
1679 SetLength(gGibs
, MaxGibs
);
1680 SetLength(gShells
, MaxGibs
);
1684 if gCorpses
<> nil then
1685 for i
:= 0 to High(gCorpses
) do
1689 SetLength(gCorpses
, MaxCorpses
);
1692 procedure g_Player_Corpses_SaveState(var Mem
: TBinMemoryWriter
);
1697 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1699 if gCorpses
<> nil then
1700 for i
:= 0 to High(gCorpses
) do
1701 if gCorpses
[i
] <> nil then
1704 Mem
:= TBinMemoryWriter
.Create((count
+1) * 128);
1706 // Êîëè÷åñòâî òðóïîâ:
1707 Mem
.WriteInt(count
);
1713 for i
:= 0 to High(gCorpses
) do
1714 if gCorpses
[i
] <> nil then
1717 Mem
.WriteString(gCorpses
[i
].FModelName
);
1719 b
:= gCorpses
[i
].Mess
;
1720 Mem
.WriteBoolean(b
);
1721 // Ñîõðàíÿåì äàííûå òðóïà:
1722 gCorpses
[i
].SaveState(Mem
);
1726 procedure g_Player_Corpses_LoadState(var Mem
: TBinMemoryReader
);
1735 g_Player_RemoveAllCorpses();
1737 // Êîëè÷åñòâî òðóïîâ:
1740 if count
> Length(gCorpses
) then
1742 raise EBinSizeError
.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1749 for i
:= 0 to count
-1 do
1752 Mem
.ReadString(str
);
1756 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1757 // Çàãðóæàåì äàííûå òðóïà:
1758 gCorpses
[i
].LoadState(Mem
);
1764 procedure TPlayer
.BFGHit();
1766 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1767 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1768 if g_Game_IsServer
and g_Game_IsNet
then
1769 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1770 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1774 procedure TPlayer
.ChangeModel(ModelName
: string);
1776 Model
: TPlayerModel
;
1778 Model
:= g_PlayerModel_Get(ModelName
);
1779 if Model
= nil then Exit
;
1785 procedure TPlayer
.SetModel(ModelName
: string);
1789 m
:= g_PlayerModel_Get(ModelName
);
1792 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1793 m
:= g_PlayerModel_Get('doomer');
1796 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1801 if FModel
<> nil then
1806 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1807 FModel
.Color
:= FColor
1809 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1810 FModel
.SetWeapon(FCurrWeap
);
1811 FModel
.SetFlag(FFlag
);
1812 SetDirection(FDirection
);
1815 procedure TPlayer
.SetColor(Color
: TRGB
);
1818 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1819 if FModel
<> nil then FModel
.Color
:= Color
;
1822 procedure TPlayer
.SwitchTeam
;
1824 if g_Game_IsClient
then
1826 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
1828 if gGameOn
and FLive
then
1829 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
1831 if FTeam
= TEAM_RED
then
1833 ChangeTeam(TEAM_BLUE
);
1834 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
1835 if g_Game_IsNet
then
1836 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
1840 ChangeTeam(TEAM_RED
);
1841 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
1842 if g_Game_IsNet
then
1843 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
1845 FPreferredTeam
:= FTeam
;
1848 procedure TPlayer
.ChangeTeam(Team
: Byte);
1855 TEAM_RED
, TEAM_BLUE
:
1856 FModel
.Color
:= TEAMCOLOR
[Team
];
1858 FModel
.Color
:= FColor
;
1860 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
1861 MH_SEND_PlayerStats(FUID
);
1865 procedure TPlayer.CollideItem();
1870 if gItems = nil then Exit;
1871 if not FLive then Exit;
1873 for i := 0 to High(gItems) do
1876 if (ItemType <> ITEM_NONE) and Live then
1877 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1878 PLAYER_RECT.Height, @Obj) then
1880 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1882 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1883 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1884 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1885 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1886 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1888 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1889 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1890 (gGameSettings.GameType = GT_SINGLE) and
1891 (g_Player_GetCount() > 1)) then
1892 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1898 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
1900 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
1901 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
1905 constructor TPlayer
.Create();
1911 FSawSound
:= TPlayableSound
.Create();
1912 FSawSoundIdle
:= TPlayableSound
.Create();
1913 FSawSoundHit
:= TPlayableSound
.Create();
1914 FSawSoundSelect
:= TPlayableSound
.Create();
1915 FJetSoundFly
:= TPlayableSound
.Create();
1916 FJetSoundOn
:= TPlayableSound
.Create();
1917 FJetSoundOff
:= TPlayableSound
.Create();
1919 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
1920 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
1921 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
1922 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
1923 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
1924 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
1925 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
1927 FSpectatePlayer
:= -1;
1931 FSavedState
.WaitRecall
:= False;
1934 FActualModelName
:= 'doomer';
1937 FObj
.Rect
:= PLAYER_RECT
;
1939 FBFGFireCounter
:= -1;
1940 FJustTeleported
:= False;
1944 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
1948 if (not g_Game_IsClient
) and (not FLive
) then
1953 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
1954 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
1956 if not g_Game_IsClient
then
1959 if t
= HIT_TRAP
then
1961 // Ëîâóøêà óáèâàåò ñðàçó:
1963 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
1965 if t
= HIT_SELF
then
1969 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
1972 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
1973 FMegaRulez
[MR_SUIT
] := 0;
1974 FMegaRulez
[MR_INVUL
] := 0;
1975 FMegaRulez
[MR_INVIS
] := 0;
1979 // Íî îò îñòàëüíîãî ñïàñàåò:
1980 if FMegaRulez
[MR_INVUL
] >= gTime
then
1987 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
1988 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
1989 (SpawnerUID
= FUID
) or
1990 (not SameTeam(FUID
, SpawnerUID
)) then
1992 FLastSpawnerUID
:= SpawnerUID
;
1994 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
1995 if gBloodCount
> 0 then
1997 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
1998 if value
div 4 <= c
then
1999 c
:= c
- (value
div 4)
2003 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2007 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2008 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2011 if t
= HIT_WATER
then
2012 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2013 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2018 Inc(FDamageBuffer
, value
);
2022 FPain
:= FPain
+ value
;
2025 if g_Game_IsServer
and g_Game_IsNet
then
2027 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2028 MH_SEND_PlayerStats(FUID
);
2029 MH_SEND_PlayerPos(False, FUID
);
2033 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2036 if g_Game_IsClient
then
2041 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2043 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2046 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2048 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2052 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2053 MH_SEND_PlayerStats(FUID
);
2056 destructor TPlayer
.Destroy();
2058 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2060 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2064 FSawSoundIdle
.Free();
2065 FSawSoundHit
.Free();
2066 FJetSoundFly
.Free();
2068 FJetSoundOff
.Free();
2074 procedure TPlayer
.DrawBubble();
2076 bubX
, bubY
: Integer;
2079 Rw
, Gw
, Bw
: SmallInt;
2082 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= D_LEFT
, -4, 18);
2083 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2091 1: // simple textual non-bubble
2093 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2094 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2095 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2098 2: // advanced pixel-perfect bubble
2100 if FTeam
= TEAM_RED
then
2103 if FTeam
= TEAM_BLUE
then
2106 3: // colored bubble
2108 Rb
:= FModel
.Color
.R
;
2109 Gb
:= FModel
.Color
.G
;
2110 Bb
:= FModel
.Color
.B
;
2111 Rw
:= Min(Rb
* 2 + 64, 255);
2112 Gw
:= Min(Gb
* 2 + 64, 255);
2113 Bw
:= Min(Bb
* 2 + 64, 255);
2114 if (Abs(Rw
- Rb
) < 32)
2115 or (Abs(Gw
- Gb
) < 32)
2116 or (Abs(Bw
- Bb
) < 32) then
2118 Rb
:= Max(Rw
div 2 - 16, 0);
2119 Gb
:= Max(Gw
div 2 - 16, 0);
2120 Bb
:= Max(Bw
div 2 - 16, 0);
2123 4: // custom textured bubble
2125 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2126 if FDirection
= D_RIGHT
then
2127 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2129 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, M_HORIZONTAL
);
2135 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2136 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2138 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2141 Dot
:= IfThen(FDirection
= D_LEFT
, 14, 5);
2142 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2143 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 13, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 15, Rw
, Gw
, Bw
);
2144 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 13, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 14, Rw
, Gw
, Bw
);
2145 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, Rw
, Gw
, Bw
);
2146 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 14, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 16, Rb
, Gb
, Bb
);
2150 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2151 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2152 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2155 procedure TPlayer
.Draw();
2162 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2163 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2165 e_GetTextureSize(ID
, @w
, @h
);
2166 if FDirection
= D_LEFT
then
2167 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2168 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7, 0, True, False)
2170 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2171 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7, 0, True, False);
2174 if FMegaRulez
[MR_INVIS
] > gTime
then
2176 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2177 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2178 FModel
.Draw(FObj
.X
, FObj
.Y
, 200)
2180 FModel
.Draw(FObj
.X
, FObj
.Y
, 254);
2183 FModel
.Draw(FObj
.X
, FObj
.Y
);
2186 if g_debug_Frames
then
2188 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2190 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2191 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2195 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2197 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2198 if gAimLine
and Live
and
2199 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2203 procedure TPlayer
.DrawAim();
2205 wx
, wy
, xx
, yy
: Integer;
2209 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= D_LEFT
, 7, -7);
2210 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2219 1: begin // Chainsaw
2226 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2227 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2228 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2229 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2234 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2235 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2236 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2237 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2239 4: begin // Double Shotgun
2242 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2243 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2244 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2245 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2247 5: begin // Chaingun
2250 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2251 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2252 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2253 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2255 6: begin // Rocket Launcher
2258 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2259 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2260 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2261 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2263 7: begin // Plasmagun
2266 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2267 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2268 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2269 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2274 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2275 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2276 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2277 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2279 9: begin // Super Chaingun
2282 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2283 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2284 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2285 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2288 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2289 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2290 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2293 procedure TPlayer
.DrawGUI();
2296 X
, Y
, SY
, a
, p
, m
: Integer;
2300 stat
: TPlayerStatArray
;
2302 X
:= gPlayerScreenSize
.X
;
2303 SY
:= gPlayerScreenSize
.Y
;
2306 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2308 if gGameSettings
.GameMode
= GM_CTF
then
2312 if gGameSettings
.GameMode
= GM_CTF
then
2314 s
:= 'TEXTURE_PLAYER_REDFLAG';
2315 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2316 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2317 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2318 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2319 if g_Texture_Get(s
, ID
) then
2320 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2323 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2324 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2325 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2327 if gGameSettings
.GameMode
= GM_CTF
then
2329 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2330 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2331 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2332 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2333 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2334 if g_Texture_Get(s
, ID
) then
2335 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2338 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2339 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2340 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2343 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2344 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2347 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2348 e_Draw(ID
, X
+2, Y
, 0, True, False);
2350 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2354 s
:= IntToStr(Frags
);
2355 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2356 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2361 stat
:= g_Player_GetStats();
2366 for a
:= 0 to High(stat
) do
2367 if stat
[a
].Name
<> Name
then
2369 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2370 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2374 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2375 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2376 s
:= s
+IntToStr(Abs(Frags
-m
));
2378 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2379 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2382 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2384 s
:= IntToStr(Lives
);
2385 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2386 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2390 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2391 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2393 if R_BERSERK
in FRulez
then
2394 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2396 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2398 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2399 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2401 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2402 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2403 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2405 s
:= IntToStr(FArmor
);
2406 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2407 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2409 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2415 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2420 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2422 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2423 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2424 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2425 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2426 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2427 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2428 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2429 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2432 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2433 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2434 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2436 if R_KEY_RED
in FRulez
then
2437 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2439 if R_KEY_GREEN
in FRulez
then
2440 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2442 if R_KEY_BLUE
in FRulez
then
2443 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2445 if FJetFuel
> 0 then
2447 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2448 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2449 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2450 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2451 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2452 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2456 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2457 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2458 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2461 if gShowPing
and g_Game_IsClient
then
2463 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2464 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2470 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2471 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2472 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2475 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2476 s
:= _lc
[I_PLAYER_SPECT4
];
2477 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2478 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2479 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2485 procedure TPlayer
.DrawRulez();
2489 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2490 if FMegaRulez
[MR_INVUL
] >= gTime
then
2492 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2493 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2498 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2499 191, 191, 191, 0, B_INVERT
);
2502 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2503 if FMegaRulez
[MR_SUIT
] >= gTime
then
2505 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2506 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2511 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2512 0, 96, 0, 200, B_NONE
);
2515 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2516 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2518 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2519 255, 0, 0, 200, B_NONE
);
2523 procedure TPlayer
.DrawPain();
2527 if FPain
= 0 then Exit
;
2531 if a
< 15 then h
:= 0
2532 else if a
< 35 then h
:= 1
2533 else if a
< 55 then h
:= 2
2534 else if a
< 75 then h
:= 3
2535 else if a
< 95 then h
:= 4
2538 //if a > 255 then a := 255;
2540 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2541 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2544 procedure TPlayer
.DrawPickup();
2548 if FPickup
= 0 then Exit
;
2552 if a
< 15 then h
:= 1
2553 else if a
< 35 then h
:= 2
2554 else if a
< 55 then h
:= 3
2555 else if a
< 75 then h
:= 4
2558 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2561 procedure TPlayer
.Fire();
2563 f
, DidFire
: Boolean;
2564 wx
, wy
, xd
, yd
: Integer;
2567 if g_Game_IsClient
then Exit
;
2568 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2569 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2577 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2582 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2583 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2584 xd
:= wx
+IfThen(FDirection
= D_LEFT
, -30, 30);
2585 yd
:= wy
+firediry();
2590 if R_BERSERK
in FRulez
then
2592 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2593 obj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2594 obj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2597 obj
.rect
.Width
:= 39;
2598 obj
.rect
.Height
:= 52;
2599 obj
.Vel
.X
:= (xd
-wx
) div 2;
2600 obj
.Vel
.Y
:= (yd
-wy
) div 2;
2601 obj
.Accel
.X
:= xd
-wx
;
2602 obj
.Accel
.y
:= yd
-wy
;
2604 if g_Weapon_Hit(@obj
, 50, FUID
, HIT_SOME
) <> 0 then
2605 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2607 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2611 FPain
:= min(FPain
+ 25, 50);
2612 end else g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2615 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2620 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2621 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2623 FSawSoundSelect
.Stop();
2625 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2627 else if not FSawSoundHit
.IsPlaying() then
2629 FSawSoundSelect
.Stop();
2630 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2633 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2639 if FAmmo
[A_BULLETS
] > 0 then
2641 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2642 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2643 Dec(FAmmo
[A_BULLETS
]);
2644 FFireAngle
:= FAngle
;
2647 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2648 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2652 if FAmmo
[A_SHELLS
] > 0 then
2654 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2655 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2656 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2657 Dec(FAmmo
[A_SHELLS
]);
2658 FFireAngle
:= FAngle
;
2662 FShellType
:= SHELL_SHELL
;
2666 if FAmmo
[A_SHELLS
] >= 2 then
2668 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2669 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2670 Dec(FAmmo
[A_SHELLS
], 2);
2671 FFireAngle
:= FAngle
;
2675 FShellType
:= SHELL_DBLSHELL
;
2679 if FAmmo
[A_BULLETS
] > 0 then
2681 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2682 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2683 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2684 Dec(FAmmo
[A_BULLETS
]);
2685 FFireAngle
:= FAngle
;
2688 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2689 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2692 WEAPON_ROCKETLAUNCHER
:
2693 if FAmmo
[A_ROCKETS
] > 0 then
2695 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2696 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2697 Dec(FAmmo
[A_ROCKETS
]);
2698 FFireAngle
:= FAngle
;
2704 if FAmmo
[A_CELLS
] > 0 then
2706 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2707 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2708 Dec(FAmmo
[A_CELLS
]);
2709 FFireAngle
:= FAngle
;
2715 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2717 FBFGFireCounter
:= 17;
2718 if not FNoReload
then
2719 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
2720 Dec(FAmmo
[A_CELLS
], 40);
2724 WEAPON_SUPERPULEMET
:
2725 if FAmmo
[A_SHELLS
] > 0 then
2727 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2728 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2729 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2730 Dec(FAmmo
[A_SHELLS
]);
2731 FFireAngle
:= FAngle
;
2734 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2735 GameVelX
, GameVelY
-2, SHELL_SHELL
);
2739 if g_Game_IsNet
then
2743 if FCurrWeap
<> WEAPON_BFG
then
2744 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
2746 if not FNoReload
then
2747 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
2750 MH_SEND_PlayerStats(FUID
);
2755 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
2756 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
2757 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
2760 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
2763 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
2764 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
2765 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
2766 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
2771 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
2773 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
2774 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
2775 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
2778 procedure TPlayer
.JetpackOn
;
2782 FJetSoundOn
.SetPosition(0);
2783 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2787 procedure TPlayer
.JetpackOff
;
2791 FJetSoundOff
.SetPosition(0);
2792 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2795 procedure TPlayer
.Jump();
2797 if gFly
or FJetpack
then
2799 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2800 if FObj
.Vel
.Y
> -VEL_FLY
then
2801 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
2804 if FJetFuel
> 0 then
2806 if (FJetFuel
< 1) and g_Game_IsServer
then
2810 if g_Game_IsNet
then
2811 MH_SEND_PlayerStats(FUID
);
2817 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2819 FCanJetpack
:= False;
2821 // Ïðûãàåì èëè âñïëûâàåì:
2822 if (CollideLevel(0, 1) or
2823 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
2824 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
2825 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2827 FObj
.Vel
.Y
:= -VEL_JUMP
;
2828 FCanJetpack
:= False;
2832 if BodyInLiquid(0, 0) then
2833 FObj
.Vel
.Y
:= -VEL_SW
2834 else if (FJetFuel
> 0) and FCanJetpack
and
2835 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
2839 if g_Game_IsNet
then
2840 MH_SEND_PlayerStats(FUID
);
2845 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
2847 a
, i
, k
, ab
, ar
: Byte;
2851 srv
, netsrv
: Boolean;
2856 procedure PushItem(t
: Byte);
2860 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
2861 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
2862 g_Obj_Push(@gItems
[id
].Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
2863 (FObj
.Vel
.Y
div 2)-Random(9))
2865 if KillType
= K_HARDKILL
then // -5..+5; -5..0
2866 g_Obj_Push(@gItems
[id
].Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
2867 (FObj
.Vel
.Y
div 2)-Random(6))
2868 else // -3..+3; -3..0
2869 g_Obj_Push(@gItems
[id
].Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
2870 (FObj
.Vel
.Y
div 2)-Random(4));
2872 if g_Game_IsNet
and g_Game_IsServer
then
2873 MH_SEND_ItemSpawn(True, id
);
2877 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
2878 Srv
:= g_Game_IsServer
;
2879 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
2880 if Srv
then FDeath
:= FDeath
+ 1;
2885 if not FPhysics
then
2891 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2893 if FLives
> 0 then FLives
:= FLives
- 1;
2894 if FLives
= 0 then FNoRespawn
:= True;
2897 // Íîìåð òèïà ñìåðòè:
2900 K_SIMPLEKILL
: a
:= 1;
2902 K_EXTRAHARDKILL
: a
:= 3;
2907 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
2909 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
2916 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
2918 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
2919 K_EXTRAHARDKILL
, K_FALLKILL
:
2920 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
2923 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2927 K_HARDKILL
, K_EXTRAHARDKILL
:
2931 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2932 if (KillType
<> K_FALLKILL
) and (Srv
) then
2933 g_Monsters_killedp();
2935 if SpawnerUID
= FUID
then
2937 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
2942 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
2945 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
2946 begin // Óáèò äðóãèì èãðîêîì
2947 KP
:= g_Player_Get(SpawnerUID
);
2948 if (KP
<> nil) and Srv
then
2950 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
2951 if SameTeam(FUID
, SpawnerUID
) then
2961 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
2962 Inc(gTeamStat
[KP
.Team
].Goals
,
2963 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
2965 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
2968 plr
:= g_Player_Get(SpawnerUID
);
2976 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
2980 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
2984 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
2989 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
2990 begin // Óáèò ìîíñòðîì
2991 mon
:= g_Monsters_Get(SpawnerUID
);
2995 s
:= g_Monsters_GetKilledBy(mon
.MonsterType
);
2999 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3003 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3007 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3012 else // Îñîáûå òèïû ñìåðòè
3015 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3016 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3017 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3018 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3019 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3020 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3026 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
3030 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3031 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3032 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3033 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3034 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3035 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3036 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3037 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3046 if R_ITEM_BACKPACK
in FRulez
then
3047 PushItem(ITEM_AMMO_BACKPACK
);
3049 // Âûáðîñ ðàêåòíîãî ðàíöà:
3050 if FJetFuel
> 0 then
3051 PushItem(ITEM_JETPACK
);
3054 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3056 if R_KEY_RED
in FRulez
then
3057 PushItem(ITEM_KEY_RED
);
3059 if R_KEY_GREEN
in FRulez
then
3060 PushItem(ITEM_KEY_GREEN
);
3062 if R_KEY_BLUE
in FRulez
then
3063 PushItem(ITEM_KEY_BLUE
);
3070 g_Player_CreateCorpse(Self
);
3072 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3073 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3079 for i
:= Low(gPlayers
) to High(gPlayers
) do
3081 if gPlayers
[i
] = nil then continue
;
3082 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3085 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3086 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3091 OldLR
:= gLMSRespawn
;
3092 if (gGameSettings
.GameMode
= GM_COOP
) then
3096 // everyone is dead, restart the map
3097 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3099 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3100 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3101 gLMSRespawnTime
:= gTime
+ 5000;
3103 else if (a
= 1) then
3105 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3106 if (gPlayers
[k
] = gPlayer1
) or
3107 (gPlayers
[k
] = gPlayer2
) then
3108 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3109 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3110 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3113 else if (gGameSettings
.GameMode
= GM_TDM
) then
3115 if (ab
= 0) and (ar
<> 0) then
3118 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3120 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3121 Inc(gTeamStat
[TEAM_RED
].Goals
);
3122 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3123 gLMSRespawnTime
:= gTime
+ 5000;
3125 else if (ar
= 0) and (ab
<> 0) then
3128 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3130 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3131 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3132 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3133 gLMSRespawnTime
:= gTime
+ 5000;
3135 else if (ar
= 0) and (ab
= 0) then
3138 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3140 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3141 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3142 gLMSRespawnTime
:= gTime
+ 5000;
3145 else if (gGameSettings
.GameMode
= GM_DM
) then
3149 if gPlayers
[k
] <> nil then
3152 // survivor is the winner
3153 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3155 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3158 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3159 gLMSRespawnTime
:= gTime
+ 5000;
3161 else if (a
= 0) then
3163 // everyone is dead, restart the map
3164 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3166 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3167 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3168 gLMSRespawnTime
:= gTime
+ 5000;
3171 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3173 if NetMode
= NET_SERVER
then
3174 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3176 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3182 MH_SEND_PlayerStats(FUID
);
3183 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3184 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3187 if srv
and FNoRespawn
then Spectate(True);
3188 FWantsInGame
:= True;
3191 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3193 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3194 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3197 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3199 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3200 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3203 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3205 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3206 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3207 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3209 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3210 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3211 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3215 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3217 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3218 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3219 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3223 procedure TPlayer
.NextWeapon();
3228 if g_Game_IsClient
then Exit
;
3229 if FBFGFireCounter
<> -1 then Exit
;
3231 if FTime
[T_SWITCH
] > gTime
then Exit
;
3233 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
3234 if FReloading
[i
] > 0 then Exit
;
3238 for i
:= FCurrWeap
+1 to WEAPON_SUPERPULEMET
do
3247 for i
:= WEAPON_KASTET
to FCurrWeap
-1 do
3254 FTime
[T_SWITCH
] := gTime
+156;
3256 if FCurrWeap
= WEAPON_SAW
then
3257 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3259 FModel
.SetWeapon(FCurrWeap
);
3261 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3264 procedure TPlayer
.PrevWeapon();
3269 if g_Game_IsClient
then Exit
;
3270 if FBFGFireCounter
<> -1 then Exit
;
3272 if FTime
[T_SWITCH
] > gTime
then Exit
;
3274 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
3275 if FReloading
[i
] > 0 then Exit
;
3279 if FCurrWeap
> 0 then
3280 for i
:= FCurrWeap
-1 downto WEAPON_KASTET
do
3289 for i
:= WEAPON_SUPERPULEMET
downto FCurrWeap
+1 do
3296 FTime
[T_SWITCH
] := gTime
+156;
3298 if FCurrWeap
= WEAPON_SAW
then
3299 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3301 FModel
.SetWeapon(FCurrWeap
);
3303 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3306 procedure TPlayer
.SetWeapon(W
: Byte);
3308 if FCurrWeap
<> W
then
3309 if W
= WEAPON_SAW
then
3310 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3313 FModel
.SetWeapon(CurrWeap
);
3316 function TPlayer
.PickItem(ItemType
: Byte; respawn
: Boolean; var remove
: Boolean): Boolean;
3321 if g_Game_IsClient
then Exit
;
3323 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3324 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and respawn
;
3329 if FHealth
< PLAYER_HP_SOFT
then
3331 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3334 if gFlash
= 2 then Inc(FPickup
, 5);
3338 if FHealth
< PLAYER_HP_SOFT
then
3340 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3343 if gFlash
= 2 then Inc(FPickup
, 5);
3347 if FArmor
< PLAYER_AP_SOFT
then
3349 FArmor
:= PLAYER_AP_SOFT
;
3352 if gFlash
= 2 then Inc(FPickup
, 5);
3356 if FArmor
< PLAYER_AP_LIMIT
then
3358 FArmor
:= PLAYER_AP_LIMIT
;
3361 if gFlash
= 2 then Inc(FPickup
, 5);
3365 if FHealth
< PLAYER_HP_LIMIT
then
3367 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3370 if gFlash
= 2 then Inc(FPickup
, 5);
3374 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3376 if FHealth
< PLAYER_HP_LIMIT
then
3377 FHealth
:= PLAYER_HP_LIMIT
;
3378 if FArmor
< PLAYER_AP_LIMIT
then
3379 FArmor
:= PLAYER_AP_LIMIT
;
3382 if gFlash
= 2 then Inc(FPickup
, 5);
3386 if (not FWeapon
[WEAPON_SAW
]) or ((not respawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3388 FWeapon
[WEAPON_SAW
] := True;
3390 if gFlash
= 2 then Inc(FPickup
, 5);
3391 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3394 ITEM_WEAPON_SHOTGUN1
:
3395 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3397 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3398 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3400 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3401 FWeapon
[WEAPON_SHOTGUN1
] := True;
3403 if gFlash
= 2 then Inc(FPickup
, 5);
3404 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3407 ITEM_WEAPON_SHOTGUN2
:
3408 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3410 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3412 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3413 FWeapon
[WEAPON_SHOTGUN2
] := True;
3415 if gFlash
= 2 then Inc(FPickup
, 5);
3416 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3419 ITEM_WEAPON_CHAINGUN
:
3420 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3422 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3424 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3425 FWeapon
[WEAPON_CHAINGUN
] := True;
3427 if gFlash
= 2 then Inc(FPickup
, 5);
3428 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3431 ITEM_WEAPON_ROCKETLAUNCHER
:
3432 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3434 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3436 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3437 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3439 if gFlash
= 2 then Inc(FPickup
, 5);
3440 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3444 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3446 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3448 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3449 FWeapon
[WEAPON_PLASMA
] := True;
3451 if gFlash
= 2 then Inc(FPickup
, 5);
3452 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3456 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3458 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3460 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3461 FWeapon
[WEAPON_BFG
] := True;
3463 if gFlash
= 2 then Inc(FPickup
, 5);
3464 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3467 ITEM_WEAPON_SUPERPULEMET
:
3468 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3470 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3472 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3473 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3475 if gFlash
= 2 then Inc(FPickup
, 5);
3476 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3480 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3482 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3485 if gFlash
= 2 then Inc(FPickup
, 5);
3488 ITEM_AMMO_BULLETS_BOX
:
3489 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3491 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3494 if gFlash
= 2 then Inc(FPickup
, 5);
3498 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3500 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3503 if gFlash
= 2 then Inc(FPickup
, 5);
3506 ITEM_AMMO_SHELLS_BOX
:
3507 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3509 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3512 if gFlash
= 2 then Inc(FPickup
, 5);
3516 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3518 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3521 if gFlash
= 2 then Inc(FPickup
, 5);
3524 ITEM_AMMO_ROCKET_BOX
:
3525 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3527 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3530 if gFlash
= 2 then Inc(FPickup
, 5);
3534 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3536 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3539 if gFlash
= 2 then Inc(FPickup
, 5);
3543 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3545 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3548 if gFlash
= 2 then Inc(FPickup
, 5);
3552 if not(R_ITEM_BACKPACK
in FRulez
) or
3553 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3554 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3555 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3556 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) then
3558 FMaxAmmo
[A_BULLETS
] := 400;
3559 FMaxAmmo
[A_SHELLS
] := 100;
3560 FMaxAmmo
[A_ROCKETS
] := 100;
3561 FMaxAmmo
[A_CELLS
] := 600;
3563 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3564 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3565 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3566 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3567 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3568 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3569 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3570 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3572 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3575 if gFlash
= 2 then Inc(FPickup
, 5);
3579 if not(R_KEY_RED
in FRulez
) then
3581 Include(FRulez
, R_KEY_RED
);
3583 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3584 if gFlash
= 2 then Inc(FPickup
, 5);
3585 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3589 if not(R_KEY_GREEN
in FRulez
) then
3591 Include(FRulez
, R_KEY_GREEN
);
3593 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3594 if gFlash
= 2 then Inc(FPickup
, 5);
3595 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3599 if not(R_KEY_BLUE
in FRulez
) then
3601 Include(FRulez
, R_KEY_BLUE
);
3603 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3604 if gFlash
= 2 then Inc(FPickup
, 5);
3605 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3609 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
3611 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
3614 if gFlash
= 2 then Inc(FPickup
, 5);
3618 if FAir
< AIR_MAX
then
3623 if gFlash
= 2 then Inc(FPickup
, 5);
3628 if not (R_BERSERK
in FRulez
) then
3630 Include(FRulez
, R_BERSERK
);
3631 if FBFGFireCounter
= -1 then
3633 FCurrWeap
:= WEAPON_KASTET
;
3634 FModel
.SetWeapon(WEAPON_KASTET
);
3638 if gFlash
= 2 then Inc(FPickup
, 5);
3639 FBerserk
:= gTime
+30000;
3643 if FHealth
< PLAYER_HP_SOFT
then
3645 FHealth
:= PLAYER_HP_SOFT
;
3646 FBerserk
:= gTime
+30000;
3653 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
3655 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
3658 if gFlash
= 2 then Inc(FPickup
, 5);
3662 if FHealth
< PLAYER_HP_LIMIT
then
3664 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
3667 if gFlash
= 2 then Inc(FPickup
, 5);
3671 if FArmor
< PLAYER_AP_LIMIT
then
3673 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
3676 if gFlash
= 2 then Inc(FPickup
, 5);
3680 if FJetFuel
< JET_MAX
then
3682 FJetFuel
:= JET_MAX
;
3685 if gFlash
= 2 then Inc(FPickup
, 5);
3689 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
3691 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
3694 if gFlash
= 2 then Inc(FPickup
, 5);
3699 procedure TPlayer
.Touch();
3703 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3706 // Áðîñèòü ôëàã òîâàðèùó:
3707 if gGameSettings
.GameMode
= GM_CTF
then
3712 procedure TPlayer
.Push(vx
, vy
: Integer);
3714 if (not FPhysics
) and FGhost
then
3716 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
3717 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
3718 if g_Game_IsNet
and g_Game_IsServer
then
3719 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
3722 procedure TPlayer
.Reset(Force
: Boolean);
3728 FTime
[T_RESPAWN
] := 0;
3729 FTime
[T_FLAGCAP
] := 0;
3742 FSpectator
:= False;
3745 FSpectatePlayer
:= -1;
3746 FNoRespawn
:= False;
3748 FLives
:= gGameSettings
.MaxLives
;
3753 procedure TPlayer
.SoftReset();
3759 FBFGFireCounter
:= -1;
3767 SetAction(A_STAND
, True);
3770 function TPlayer
.GetRespawnPoint(): Byte;
3775 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3777 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3778 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
3780 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
3782 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3783 if Self
= gPlayer1
then
3784 c
:= RESPAWNPOINT_PLAYER1
3786 c
:= RESPAWNPOINT_PLAYER2
;
3787 if g_Map_GetPointCount(c
) > 0 then
3793 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3794 if Self
= gPlayer1
then
3795 c
:= RESPAWNPOINT_PLAYER2
3797 c
:= RESPAWNPOINT_PLAYER1
;
3798 if g_Map_GetPointCount(c
) > 0 then
3805 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3806 if Random(2) = 0 then
3807 c
:= RESPAWNPOINT_PLAYER1
3809 c
:= RESPAWNPOINT_PLAYER2
;
3810 if g_Map_GetPointCount(c
) > 0 then
3817 // Òî÷êà ëþáîé èç êîìàíä
3818 if Random(2) = 0 then
3819 c
:= RESPAWNPOINT_RED
3821 c
:= RESPAWNPOINT_BLUE
;
3822 if g_Map_GetPointCount(c
) > 0 then
3829 c
:= RESPAWNPOINT_DM
;
3830 if g_Map_GetPointCount(c
) > 0 then
3838 if gGameSettings
.GameMode
= GM_DM
then
3841 c
:= RESPAWNPOINT_DM
;
3842 if g_Map_GetPointCount(c
) > 0 then
3848 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3849 if Random(2) = 0 then
3850 c
:= RESPAWNPOINT_PLAYER1
3852 c
:= RESPAWNPOINT_PLAYER2
;
3853 if g_Map_GetPointCount(c
) > 0 then
3859 // Òî÷êà ëþáîé èç êîìàíä
3860 if Random(2) = 0 then
3861 c
:= RESPAWNPOINT_RED
3863 c
:= RESPAWNPOINT_BLUE
;
3864 if g_Map_GetPointCount(c
) > 0 then
3872 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
3874 // Òî÷êà ñâîåé êîìàíäû
3875 c
:= RESPAWNPOINT_DM
;
3876 if FTeam
= TEAM_RED
then
3877 c
:= RESPAWNPOINT_RED
;
3878 if FTeam
= TEAM_BLUE
then
3879 c
:= RESPAWNPOINT_BLUE
;
3880 if g_Map_GetPointCount(c
) > 0 then
3887 c
:= RESPAWNPOINT_DM
;
3888 if g_Map_GetPointCount(c
) > 0 then
3894 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3895 if Random(2) = 0 then
3896 c
:= RESPAWNPOINT_PLAYER1
3898 c
:= RESPAWNPOINT_PLAYER2
;
3899 if g_Map_GetPointCount(c
) > 0 then
3905 // Òî÷êà äðóãîé êîìàíäû
3906 c
:= RESPAWNPOINT_DM
;
3907 if FTeam
= TEAM_RED
then
3908 c
:= RESPAWNPOINT_BLUE
;
3909 if FTeam
= TEAM_BLUE
then
3910 c
:= RESPAWNPOINT_RED
;
3911 if g_Map_GetPointCount(c
) > 0 then
3919 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
3921 RespawnPoint
: TRespawnPoint
;
3926 if not g_Game_IsServer
then
3930 FWantsInGame
:= True;
3931 FJustTeleported
:= True;
3934 FTime
[T_RESPAWN
] := 0;
3938 // if server changes MaxLives we gotta be ready
3939 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
3941 // Åùå íåëüçÿ âîçðîäèòüñÿ:
3942 if FTime
[T_RESPAWN
] > gTime
then
3945 // Ïðîñðàë âñå æèçíè:
3948 if not FSpectator
then Spectate(True);
3949 FWantsInGame
:= True;
3953 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
3954 begin // "Ñâîÿ èãðà"
3955 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
3956 FRulez
:= FRulez
-[R_BERSERK
];
3958 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
3960 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
3961 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
3964 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
3965 c
:= GetRespawnPoint();
3970 // Âîñêðåøåíèå áåç îðóæèÿ:
3973 FHealth
:= PLAYER_HP_SOFT
;
3979 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
3981 FWeapon
[a
] := False;
3985 FWeapon
[WEAPON_PISTOL
] := True;
3986 FWeapon
[WEAPON_KASTET
] := True;
3987 FCurrWeap
:= WEAPON_PISTOL
;
3989 FModel
.SetWeapon(FCurrWeap
);
3991 for b
:= A_BULLETS
to A_CELLS
do
3994 FAmmo
[A_BULLETS
] := 50;
3996 FMaxAmmo
[A_BULLETS
] := 200;
3997 FMaxAmmo
[A_SHELLS
] := 50;
3998 FMaxAmmo
[A_ROCKETS
] := 50;
3999 FMaxAmmo
[A_CELLS
] := 300;
4001 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4002 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4007 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4008 if not g_Map_GetPoint(c
, RespawnPoint
) then
4010 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4014 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4015 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4016 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4022 FDirection
:= RespawnPoint
.Direction
;
4023 if FDirection
= D_LEFT
then
4029 FBFGFireCounter
:= -1;
4034 SetAction(A_STAND
, True);
4035 FModel
.Direction
:= FDirection
;
4037 for a
:= Low(FTime
) to High(FTime
) do
4040 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4045 FCanJetpack
:= False;
4047 // Àíèìàöèÿ âîçðîæäåíèÿ:
4048 if (not gLoadGameMode
) and (not Silent
) then
4049 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4051 Anim
:= TAnimation
.Create(ID
, False, 3);
4052 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4053 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4057 FSpectator
:= False;
4060 FSpectatePlayer
:= -1;
4063 if g_Game_IsNet
then
4065 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4066 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4068 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4069 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4074 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4077 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4078 else if (not NoMove
) then
4080 GameX
:= gMapInfo
.Width
div 2;
4081 GameY
:= gMapInfo
.Height
div 2;
4090 FWantsInGame
:= False;
4095 if Self
= gPlayer1
then
4100 if Self
= gPlayer2
then
4107 if g_Game_IsNet
then
4108 MH_SEND_PlayerStats(FUID
);
4111 procedure TPlayer
.SwitchNoClip
;
4115 FGhost
:= not FGhost
;
4116 FPhysics
:= not FGhost
;
4128 procedure TPlayer
.Run(Direction
: TDirection
);
4132 if MAX_RUNVEL
> 8 then
4136 if Direction
= D_LEFT
then
4138 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4139 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4142 if FObj
.Vel
.X
< MAX_RUNVEL
then
4143 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4145 // Âîçìîæíî, ïèíàåì êóñêè:
4146 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4148 b
:= Abs(FObj
.Vel
.X
);
4149 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4150 for a
:= 0 to High(gGibs
) do
4151 if gGibs
[a
].Live
and
4152 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4153 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4155 if FObj
.Vel
.X
< 0 then
4156 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4158 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4164 procedure TPlayer
.SeeDown();
4166 SetAction(A_SEEDOWN
);
4168 if FDirection
= D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4170 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4173 procedure TPlayer
.SeeUp();
4177 if FDirection
= D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4179 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4182 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4190 A_ATTACK
: Prior
:= 2;
4191 A_SEEUP
: Prior
:= 1;
4192 A_SEEDOWN
: Prior
:= 1;
4193 A_ATTACKUP
: Prior
:= 2;
4194 A_ATTACKDOWN
: Prior
:= 2;
4199 if (Prior
> FActionPrior
) or Force
then
4200 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4202 FActionPrior
:= Prior
;
4203 FActionAnim
:= Action
;
4204 FActionForce
:= Force
;
4205 FActionChanged
:= True;
4208 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4211 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4213 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4214 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4215 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4216 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4219 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4226 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4228 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4229 if g_Game_IsServer
and g_Game_IsNet
then
4230 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4234 FJustTeleported
:= True;
4239 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4241 Anim
:= TAnimation
.Create(ID
, False, 3);
4244 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4245 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4246 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4247 if g_Game_IsServer
and g_Game_IsNet
then
4248 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4249 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4253 FObj
.X
:= X
-PLAYER_RECT
.X
;
4254 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4255 if FLive
and FGhost
then
4261 if not g_Game_IsNet
then
4265 SetDirection(D_LEFT
);
4271 SetDirection(D_RIGHT
);
4277 if FDirection
= D_RIGHT
then
4279 SetDirection(D_LEFT
);
4284 SetDirection(D_RIGHT
);
4290 if not silent
and (Anim
<> nil) then
4292 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4293 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4296 if g_Game_IsServer
and g_Game_IsNet
then
4297 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4298 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4305 function nonz(a
: Single): Single;
4313 procedure TPlayer
.Update();
4316 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4317 blockmon
, headwater
, dospawn
: Boolean;
4322 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4323 AnyServer
:= g_Game_IsServer
;
4325 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4326 DoLerp(NetInterpLevel
+ 1)
4332 if FClientID
>= 0 then
4334 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4335 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4336 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4345 if FLive
and (gFly
or FJetpack
) then
4348 if FDirection
= D_LEFT
then
4353 if FLive
and (not FGhost
) then
4355 if FKeys
[KEY_UP
].Pressed
then
4357 if FKeys
[KEY_DOWN
].Pressed
then
4361 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4364 i
:= g_basic
.Sign(FIncCam
);
4365 FIncCam
:= Abs(FIncCam
);
4366 DecMin(FIncCam
, 5, 0);
4367 FIncCam
:= FIncCam
*i
;
4370 if gTime
mod (GAME_TICK
*2) <> 0 then
4372 if (FObj
.Vel
.X
= 0) and FLive
then
4374 if FKeys
[KEY_LEFT
].Pressed
then
4376 if FKeys
[KEY_RIGHT
].Pressed
then
4381 g_Obj_Move(@FObj
, True, True, True);
4386 FActionChanged
:= False;
4390 // Let alive player do some actions
4391 if FKeys
[KEY_LEFT
].Pressed
then Run(D_LEFT
);
4392 if FKeys
[KEY_RIGHT
].Pressed
then Run(D_RIGHT
);
4393 if FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
4394 if FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
4395 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
4396 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4397 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4400 if AnyServer
and FJetpack
then
4404 if NetServer
then MH_SEND_PlayerStats(FUID
);
4406 FCanJetpack
:= True;
4413 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4415 if FKeys
[k
].Pressed
then
4423 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4426 if (FTime
[T_RESPAWN
] <= gTime
) and
4427 gGameOn
and (not FLive
) then
4429 if (g_Player_GetCount() > 1) then
4433 gExit
:= EXIT_RESTART
;
4438 // Dead spectator actions
4441 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4442 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4446 if (FSpectatePlayer
>= High(gPlayers
)) then
4447 FSpectatePlayer
:= -1
4451 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4452 if gPlayers
[I
] <> nil then
4453 if gPlayers
[I
].Live
then
4454 if gPlayers
[I
].UID
<> FUID
then
4456 FSpectatePlayer
:= I
;
4461 if not SetSpect
then FSpectatePlayer
:= -1;
4472 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4474 FYTo
:= FObj
.Y
- 32;
4475 FSpectatePlayer
:= -1;
4477 if FKeys
[KEY_DOWN
].Pressed
then
4479 FYTo
:= FObj
.Y
+ 32;
4480 FSpectatePlayer
:= -1;
4482 if FKeys
[KEY_LEFT
].Pressed
then
4484 FXTo
:= FObj
.X
- 32;
4485 FSpectatePlayer
:= -1;
4487 if FKeys
[KEY_RIGHT
].Pressed
then
4489 FXTo
:= FObj
.X
+ 32;
4490 FSpectatePlayer
:= -1;
4493 if (FXTo
< -64) then
4495 else if (FXTo
> gMapInfo
.Width
+ 32) then
4496 FXTo
:= gMapInfo
.Width
+ 32;
4497 if (FYTo
< -72) then
4499 else if (FYTo
> gMapInfo
.Height
+ 32) then
4500 FYTo
:= gMapInfo
.Height
+ 32;
4504 g_Obj_Move(@FObj
, True, True, True)
4510 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4511 if gPlayers
[FSpectatePlayer
] <> nil then
4512 if gPlayers
[FSpectatePlayer
].Live
then
4514 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4515 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4519 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4520 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4521 PANEL_BLOCKMON
, True);
4522 headwater
:= HeadInLiquid(0, 0);
4524 // Ñîïðîòèâëåíèå âîçäóõà:
4525 if (not FLive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4526 if FObj
.Vel
.X
<> 0 then
4527 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4529 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4530 DecMin(FPain
, 5, 0);
4531 DecMin(FPickup
, 1, 0);
4533 if FLive
and (FObj
.Y
> gMapInfo
.Height
+128) and AnyServer
then
4535 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4536 FMegaRulez
[MR_SUIT
] := 0;
4537 FMegaRulez
[MR_INVUL
] := 0;
4538 FMegaRulez
[MR_INVIS
] := 0;
4539 Kill(K_FALLKILL
, 0, HIT_FALL
);
4546 if FCurrWeap
= WEAPON_SAW
then
4547 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
4548 FSawSoundSelect
.IsPlaying()) then
4549 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
4552 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
4553 (not FJetSoundOff
.IsPlaying()) then
4555 FJetSoundFly
.SetPosition(0);
4556 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
4559 for b
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
4560 if FReloading
[b
] > 0 then
4566 if FShellTimer
> -1 then
4567 if FShellTimer
= 0 then
4569 if FShellType
= SHELL_SHELL
then
4570 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4571 GameVelX
, GameVelY
-2, SHELL_SHELL
)
4572 else if FShellType
= SHELL_DBLSHELL
then
4574 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4575 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
4576 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4577 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
4580 end else Dec(FShellTimer
);
4582 if (FBFGFireCounter
> -1) then
4583 if FBFGFireCounter
= 0 then
4587 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
4588 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
4589 xd
:= wx
+IfThen(FDirection
= D_LEFT
, -30, 30);
4590 yd
:= wy
+firediry();
4591 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
4592 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
4593 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4594 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4595 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4598 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
4599 FBFGFireCounter
:= -1;
4602 FBFGFireCounter
:= 0
4604 Dec(FBFGFireCounter
);
4606 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
4608 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
4610 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
4613 if (headwater
or blockmon
) then
4619 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
4622 else if (FAir
mod 31 = 0) and not blockmon
then
4624 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
4625 if Random(2) = 0 then
4626 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
4628 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
4630 end else if FAir
< AIR_DEF
then
4633 if FDamageBuffer
> 0 then
4635 if FDamageBuffer
>= 9 then
4639 if FDamageBuffer
< 30 then i
:= 9
4640 else if FDamageBuffer
< 100 then i
:= 18
4644 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
4645 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
4646 FHealth
:= FHealth
-ii
;
4649 FHealth
:= FHealth
+FArmor
;
4654 if FHealth
<= 0 then
4655 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
4656 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
4657 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
4661 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
4662 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
4663 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
4664 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
4671 end; // if FLive then ...
4673 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
4675 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
4676 FModel
.GetCurrentAnimation
.MinLength
:= i
;
4677 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
4678 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
4680 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
4681 then SetAction(A_STAND
, True);
4683 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
4685 for b
:= Low(FKeys
) to High(FKeys
) do
4686 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
4689 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
4691 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4692 FObj
.Y
+PLAYER_RECT
.Y
,
4699 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
4701 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4702 FObj
.Y
+PLAYER_RECT
.Y
,
4706 Panel
.Width
, Panel
.Height
);
4709 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
4711 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
4712 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
4713 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
4714 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
4717 function g_Player_ValidName(Name
: string): Boolean;
4723 if gPlayers
= nil then Exit
;
4725 for a
:= 0 to High(gPlayers
) do
4726 if gPlayers
[a
] <> nil then
4727 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
4734 procedure TPlayer
.SetDirection(Direction
: TDirection
);
4738 d
:= FModel
.Direction
;
4740 FModel
.Direction
:= Direction
;
4741 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
4743 FDirection
:= Direction
;
4746 function TPlayer
.GetKeys(): Byte;
4750 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
4751 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
4752 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
4754 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
4755 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
4758 procedure TPlayer
.Use();
4762 if FTime
[T_USE
] > gTime
then Exit
;
4764 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
4765 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
4767 for a
:= 0 to High(gPlayers
) do
4768 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
4769 gPlayers
[a
].Live
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
4770 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4771 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
4773 gPlayers
[a
].Touch();
4774 if g_Game_IsNet
and g_Game_IsServer
then
4775 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
4778 FTime
[T_USE
] := gTime
+120;
4781 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
4785 WX
, WY
, XD
, YD
: Integer;
4796 if R_BERSERK
in FRulez
then
4798 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4799 obj
.X
:= FObj
.X
+FObj
.Rect
.X
;
4800 obj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
4803 obj
.rect
.Width
:= 39;
4804 obj
.rect
.Height
:= 52;
4805 obj
.Vel
.X
:= (xd
-wx
) div 2;
4806 obj
.Vel
.Y
:= (yd
-wy
) div 2;
4807 obj
.Accel
.X
:= xd
-wx
;
4808 obj
.Accel
.y
:= yd
-wy
;
4810 if g_Weapon_Hit(@obj
, 50, FUID
, HIT_SOME
) <> 0 then
4811 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
4813 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
4817 FPain
:= min(FPain
+ 25, 50);
4819 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
4824 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4825 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
4827 FSawSoundSelect
.Stop();
4829 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
4831 else if not FSawSoundHit
.IsPlaying() then
4833 FSawSoundSelect
.Stop();
4834 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
4841 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
4842 FFireAngle
:= FAngle
;
4844 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4845 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4850 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4851 FFireAngle
:= FAngle
;
4854 FShellType
:= SHELL_SHELL
;
4859 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
4860 FFireAngle
:= FAngle
;
4863 FShellType
:= SHELL_DBLSHELL
;
4868 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
4869 FFireAngle
:= FAngle
;
4871 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4872 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4875 WEAPON_ROCKETLAUNCHER
:
4877 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
4878 FFireAngle
:= FAngle
;
4884 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
4885 FFireAngle
:= FAngle
;
4891 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
4892 FFireAngle
:= FAngle
;
4896 WEAPON_SUPERPULEMET
:
4898 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4899 FFireAngle
:= FAngle
;
4901 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4902 GameVelX
, GameVelY
-2, SHELL_SHELL
);
4908 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4909 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4910 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4913 procedure TPlayer
.DoLerp(Level
: Integer = 2);
4915 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
4916 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
4919 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
4923 if NetInterpLevel
< 1 then
4933 AX
:= Abs(FXTo
- FObj
.X
);
4934 AY
:= Abs(FYTo
- FObj
.Y
);
4935 if (AX
> 32) or (AX
<= NetInterpLevel
) then
4937 if (AY
> 32) or (AY
<= NetInterpLevel
) then
4942 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
4944 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
4945 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
4946 PANEL_LIFTUP
, False) then Result
:= -1
4948 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
4949 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
4950 PANEL_LIFTDOWN
, False) then Result
:= 1
4954 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
4961 if Flag
= FLAG_NONE
then
4964 if not g_Game_IsServer
then Exit
;
4966 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
4967 if (Flag
= FTeam
) and
4968 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
4969 (FFlag
<> FLAG_NONE
) then
4971 if FFlag
= FLAG_RED
then
4972 s
:= _lc
[I_PLAYER_FLAG_RED
]
4974 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
4976 evtype
:= FLAG_STATE_SCORED
;
4978 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
4979 Insert('.', ts
, Length(ts
) + 1 - 3);
4980 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
4982 g_Map_ResetFlag(FFlag
);
4983 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
4985 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
4988 if g_Game_IsNet
then
4990 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
4994 gFlags
[FFlag
].CaptureTime
:= 0;
4999 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5000 if (Flag
= FTeam
) and
5001 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5003 if Flag
= FLAG_RED
then
5004 s
:= _lc
[I_PLAYER_FLAG_RED
]
5006 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5008 evtype
:= FLAG_STATE_RETURNED
;
5009 gFlags
[Flag
].CaptureTime
:= 0;
5011 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5013 g_Map_ResetFlag(Flag
);
5014 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5017 if g_Game_IsNet
then
5019 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5025 // Ïîäîáðàë ÷óæîé ôëàã:
5026 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5030 if Flag
= FLAG_RED
then
5031 s
:= _lc
[I_PLAYER_FLAG_RED
]
5033 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5035 evtype
:= FLAG_STATE_CAPTURED
;
5037 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5039 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5041 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5044 if g_Game_IsNet
then
5046 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5052 procedure TPlayer
.SetFlag(Flag
: Byte);
5055 if FModel
<> nil then
5056 FModel
.SetFlag(FFlag
);
5059 function TPlayer
.DropFlag(): Boolean;
5064 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5066 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5067 with gFlags
[FFlag
] do
5071 Direction
:= FDirection
;
5072 State
:= FLAG_STATE_DROPPED
;
5074 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5075 (FObj
.Vel
.Y
div 2)-2+Random(5));
5077 if FFlag
= FLAG_RED
then
5078 s
:= _lc
[I_PLAYER_FLAG_RED
]
5080 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5082 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5083 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5085 if g_Game_IsNet
then
5086 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5092 procedure TPlayer
.GetSecret();
5097 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5099 Assert(Key
<= High(FKeys
));
5101 FKeys
[Key
].Pressed
:= True;
5102 FKeys
[Key
].Time
:= Time
;
5105 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5107 Result
:= FKeys
[K
].Pressed
;
5110 procedure TPlayer
.ReleaseKeys();
5114 for a
:= Low(FKeys
) to High(FKeys
) do
5116 FKeys
[a
].Pressed
:= False;
5121 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5125 function TPlayer
.firediry(): Integer;
5127 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5128 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5132 procedure TPlayer
.RememberState();
5136 FSavedState
.Health
:= FHealth
;
5137 FSavedState
.Armor
:= FArmor
;
5138 FSavedState
.Air
:= FAir
;
5139 FSavedState
.JetFuel
:= FJetFuel
;
5140 FSavedState
.CurrWeap
:= FCurrWeap
;
5143 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5145 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5147 FSavedState
.Rulez
:= FRulez
;
5148 FSavedState
.WaitRecall
:= True;
5151 procedure TPlayer
.RecallState();
5155 if not FSavedState
.WaitRecall
then Exit
;
5157 FHealth
:= FSavedState
.Health
;
5158 FArmor
:= FSavedState
.Armor
;
5159 FAir
:= FSavedState
.Air
;
5160 FJetFuel
:= FSavedState
.JetFuel
;
5161 FCurrWeap
:= FSavedState
.CurrWeap
;
5164 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5166 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5168 FRulez
:= FSavedState
.Rulez
;
5169 FSavedState
.WaitRecall
:= False;
5171 if gGameSettings
.GameType
= GT_SERVER
then
5172 MH_SEND_PlayerStats(FUID
);
5175 procedure TPlayer
.SaveState(var Mem
: TBinMemoryWriter
);
5187 Mem
:= TBinMemoryWriter
.Create(i
);
5189 // Ñèãíàòóðà èãðîêà:
5190 sig
:= PLAYER_SIGNATURE
; // 'PLYR'
5191 Mem
.WriteDWORD(sig
);
5193 Mem
.WriteBoolean(FIamBot
);
5195 Mem
.WriteWord(FUID
);
5197 Mem
.WriteString(FName
, 32);
5199 Mem
.WriteByte(FTeam
);
5201 Mem
.WriteBoolean(FLive
);
5202 // Èçðàñõîäîâàë ëè âñå æèçíè:
5203 Mem
.WriteBoolean(FNoRespawn
);
5205 if FDirection
= D_LEFT
then
5211 Mem
.WriteInt(FHealth
);
5213 Mem
.WriteByte(FLives
);
5215 Mem
.WriteInt(FArmor
);
5219 Mem
.WriteInt(FJetFuel
);
5221 Mem
.WriteInt(FPain
);
5223 Mem
.WriteInt(FKills
);
5225 Mem
.WriteInt(FMonsterKills
);
5227 Mem
.WriteInt(FFrags
);
5229 Mem
.WriteByte(FFragCombo
);
5230 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5231 Mem
.WriteDWORD(FLastFrag
);
5233 Mem
.WriteInt(FDeath
);
5234 // Êàêîé ôëàã íåñåò:
5235 Mem
.WriteByte(FFlag
);
5237 Mem
.WriteInt(FSecrets
);
5239 Mem
.WriteByte(FCurrWeap
);
5240 // Âðåìÿ çàðÿäêè BFG:
5241 Mem
.WriteSmallInt(FBFGFireCounter
);
5243 Mem
.WriteInt(FDamageBuffer
);
5244 // Ïîñëåäíèé óäàðèâøèé:
5245 Mem
.WriteWord(FLastSpawnerUID
);
5246 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5247 Mem
.WriteByte(FLastHit
);
5249 Obj_SaveState(@FObj
, Mem
);
5250 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5251 for i
:= A_BULLETS
to A_CELLS
do
5252 Mem
.WriteWord(FAmmo
[i
]);
5253 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5254 for i
:= A_BULLETS
to A_CELLS
do
5255 Mem
.WriteWord(FMaxAmmo
[i
]);
5257 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
5258 Mem
.WriteBoolean(FWeapon
[i
]);
5259 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5260 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
5261 Mem
.WriteWord(FReloading
[i
]);
5263 if R_ITEM_BACKPACK
in FRulez
then
5268 // Íàëè÷èå êðàñíîãî êëþ÷à:
5269 if R_KEY_RED
in FRulez
then
5274 // Íàëè÷èå çåëåíîãî êëþ÷à:
5275 if R_KEY_GREEN
in FRulez
then
5280 // Íàëè÷èå ñèíåãî êëþ÷à:
5281 if R_KEY_BLUE
in FRulez
then
5286 // Íàëè÷èå áåðñåðêà:
5287 if R_BERSERK
in FRulez
then
5292 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5293 for i
:= MR_SUIT
to MR_MAX
do
5294 Mem
.WriteDWORD(FMegaRulez
[i
]);
5295 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5296 for i
:= T_RESPAWN
to T_FLAGCAP
do
5297 Mem
.WriteDWORD(FTime
[i
]);
5300 Mem
.WriteString(str
);
5310 procedure TPlayer
.LoadState(var Mem
: TBinMemoryReader
);
5320 // Ñèãíàòóðà èãðîêà:
5322 if sig
<> PLAYER_SIGNATURE
then // 'PLYR'
5324 raise EBinSizeError
.Create('TPlayer.LoadState: Wrong Player Signature');
5327 Mem
.ReadBoolean(FIamBot
);
5331 Mem
.ReadString(str
);
5332 if (Self
<> gPlayer1
) and (Self
<> gPlayer2
) then
5335 Mem
.ReadByte(FTeam
);
5337 Mem
.ReadBoolean(FLive
);
5338 // Èçðàñõîäîâàë ëè âñå æèçíè:
5339 Mem
.ReadBoolean(FNoRespawn
);
5343 FDirection
:= D_LEFT
5345 FDirection
:= D_RIGHT
;
5347 Mem
.ReadInt(FHealth
);
5349 Mem
.ReadByte(FLives
);
5351 Mem
.ReadInt(FArmor
);
5355 Mem
.ReadInt(FJetFuel
);
5359 Mem
.ReadInt(FKills
);
5361 Mem
.ReadInt(FMonsterKills
);
5363 Mem
.ReadInt(FFrags
);
5365 Mem
.ReadByte(FFragCombo
);
5366 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5367 Mem
.ReadDWORD(FLastFrag
);
5369 Mem
.ReadInt(FDeath
);
5370 // Êàêîé ôëàã íåñåò:
5371 Mem
.ReadByte(FFlag
);
5373 Mem
.ReadInt(FSecrets
);
5375 Mem
.ReadByte(FCurrWeap
);
5376 // Âðåìÿ çàðÿäêè BFG:
5377 Mem
.ReadSmallInt(FBFGFireCounter
);
5379 Mem
.ReadInt(FDamageBuffer
);
5380 // Ïîñëåäíèé óäàðèâøèé:
5381 Mem
.ReadWord(FLastSpawnerUID
);
5382 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5383 Mem
.ReadByte(FLastHit
);
5385 Obj_LoadState(@FObj
, Mem
);
5386 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5387 for i
:= A_BULLETS
to A_CELLS
do
5388 Mem
.ReadWord(FAmmo
[i
]);
5389 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5390 for i
:= A_BULLETS
to A_CELLS
do
5391 Mem
.ReadWord(FMaxAmmo
[i
]);
5393 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
5394 Mem
.ReadBoolean(FWeapon
[i
]);
5395 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5396 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
5397 Mem
.ReadWord(FReloading
[i
]);
5401 Include(FRulez
, R_ITEM_BACKPACK
);
5402 // Íàëè÷èå êðàñíîãî êëþ÷à:
5405 Include(FRulez
, R_KEY_RED
);
5406 // Íàëè÷èå çåëåíîãî êëþ÷à:
5409 Include(FRulez
, R_KEY_GREEN
);
5410 // Íàëè÷èå ñèíåãî êëþ÷à:
5413 Include(FRulez
, R_KEY_BLUE
);
5414 // Íàëè÷èå áåðñåðêà:
5417 Include(FRulez
, R_BERSERK
);
5418 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5419 for i
:= MR_SUIT
to MR_MAX
do
5420 Mem
.ReadDWORD(FMegaRulez
[i
]);
5421 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5422 for i
:= T_RESPAWN
to T_FLAGCAP
do
5423 Mem
.ReadDWORD(FTime
[i
]);
5425 Mem
.ReadString(str
);
5427 Mem
.ReadByte(FColor
.R
);
5428 Mem
.ReadByte(FColor
.G
);
5429 Mem
.ReadByte(FColor
.B
);
5430 if Self
= gPlayer1
then
5432 str
:= gPlayer1Settings
.Model
;
5433 FColor
:= gPlayer1Settings
.Color
;
5435 if Self
= gPlayer2
then
5437 str
:= gPlayer2Settings
.Model
;
5438 FColor
:= gPlayer2Settings
.Color
;
5440 // Îáíîâëÿåì ìîäåëü èãðîêà:
5442 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5443 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5445 FModel
.Color
:= FColor
;
5448 procedure TPlayer
.AllRulez(Health
: Boolean);
5454 FHealth
:= PLAYER_HP_LIMIT
;
5455 FArmor
:= PLAYER_AP_LIMIT
;
5459 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do FWeapon
[a
] := True;
5460 for a
:= A_BULLETS
to A_CELLS
do FAmmo
[a
] := 30000;
5461 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5464 procedure TPlayer
.FragCombo();
5468 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5470 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5472 if FFragCombo
< 5 then
5474 Param
:= FUID
or (FFragCombo
shl 16);
5475 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5476 (FComboEvnt
<= High(gDelayedEvents
)) and
5477 gDelayedEvents
[FComboEvnt
].Pending
and
5478 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5479 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5481 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5482 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
5485 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
5493 procedure TPlayer
.GiveItem(ItemType
: Byte);
5497 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
5499 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
5503 if FAir
< AIR_MAX
then
5510 if not (R_BERSERK
in FRulez
) then
5512 Include(FRulez
, R_BERSERK
);
5513 if FBFGFireCounter
< 1 then
5515 FCurrWeap
:= WEAPON_KASTET
;
5516 FModel
.SetWeapon(WEAPON_KASTET
);
5520 FBerserk
:= gTime
+30000;
5522 if FHealth
< PLAYER_HP_SOFT
then
5524 FHealth
:= PLAYER_HP_SOFT
;
5525 FBerserk
:= gTime
+30000;
5530 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
5532 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
5536 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
5538 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
5542 if FJetFuel
< JET_MAX
then
5544 FJetFuel
:= JET_MAX
;
5550 if g_Game_IsNet
and g_Game_IsServer
then
5551 MH_SEND_PlayerStats(FUID
);
5554 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
5559 if (Random(5) = 1) and (Times
= 1) then
5562 if BodyInLiquid(0, 0) then
5564 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
5565 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
5566 if Random(2) = 0 then
5567 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5569 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5573 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
5575 for i
:= 1 to Times
do
5577 Anim
:= TAnimation
.Create(id
, False, 3);
5579 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
5580 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
5586 procedure TPlayer
.PauseSounds(Enable
: Boolean);
5588 FSawSound
.Pause(Enable
);
5589 FSawSoundIdle
.Pause(Enable
);
5590 FSawSoundHit
.Pause(Enable
);
5591 FSawSoundSelect
.Pause(Enable
);
5596 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
5601 FObj
.Rect
:= PLAYER_CORPSERECT
;
5602 FModelName
:= ModelName
;
5607 FState
:= CORPSE_STATE_MESS
;
5608 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
5612 FState
:= CORPSE_STATE_NORMAL
;
5613 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
5617 destructor TCorpse
.Destroy();
5624 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
5628 if FState
= CORPSE_STATE_REMOVEME
then
5631 FDamage
:= FDamage
+ Value
;
5633 if FDamage
> 150 then
5635 if FAnimation
<> nil then
5640 FState
:= CORPSE_STATE_REMOVEME
;
5642 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
5643 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
5644 FModelName
, FColor
);
5645 pm
:= g_PlayerModel_Get(FModelName
);
5646 pm
.PlaySound(MODELSOUND_DIE
, 3, FObj
.X
, FObj
.Y
);
5652 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
5653 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
5654 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
5655 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
5656 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
5661 procedure TCorpse
.Draw();
5663 if FState
= CORPSE_STATE_REMOVEME
then
5666 if FAnimation
<> nil then
5667 FAnimation
.Draw(FObj
.X
, FObj
.Y
, M_NONE
);
5669 if FAnimationMask
<> nil then
5672 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, M_NONE
);
5679 procedure TCorpse
.Update();
5683 if FState
= CORPSE_STATE_REMOVEME
then
5686 if gTime
mod (GAME_TICK
*2) <> 0 then
5688 g_Obj_Move(@FObj
, True, True, True);
5693 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5694 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5696 st
:= g_Obj_Move(@FObj
, True, True, True);
5698 if WordBool(st
and MOVE_FALLOUT
) then
5700 FState
:= CORPSE_STATE_REMOVEME
;
5704 if FAnimation
<> nil then
5705 FAnimation
.Update();
5706 if FAnimationMask
<> nil then
5707 FAnimationMask
.Update();
5710 procedure TCorpse
.SaveState(var Mem
: TBinMemoryWriter
);
5719 sig
:= CORPSE_SIGNATURE
; // 'CORP'
5720 Mem
.WriteDWORD(sig
);
5722 Mem
.WriteByte(FState
);
5723 // Íàêîïëåííûé óðîí:
5724 Mem
.WriteByte(FDamage
);
5726 Mem
.WriteByte(FColor
.R
);
5727 Mem
.WriteByte(FColor
.G
);
5728 Mem
.WriteByte(FColor
.B
);
5730 Obj_SaveState(@FObj
, Mem
);
5731 // Åñòü ëè àíèìàöèÿ:
5732 anim
:= FAnimation
<> nil;
5733 Mem
.WriteBoolean(anim
);
5734 // Åñëè åñòü - ñîõðàíÿåì:
5736 FAnimation
.SaveState(Mem
);
5737 // Åñòü ëè ìàñêà àíèìàöèè:
5738 anim
:= FAnimationMask
<> nil;
5739 Mem
.WriteBoolean(anim
);
5740 // Åñëè åñòü - ñîõðàíÿåì:
5742 FAnimationMask
.SaveState(Mem
);
5745 procedure TCorpse
.LoadState(var Mem
: TBinMemoryReader
);
5755 if sig
<> CORPSE_SIGNATURE
then // 'CORP'
5757 raise EBinSizeError
.Create('TCorpse.LoadState: Wrong Corpse Signature');
5760 Mem
.ReadByte(FState
);
5761 // Íàêîïëåííûé óðîí:
5762 Mem
.ReadByte(FDamage
);
5764 Mem
.ReadByte(FColor
.R
);
5765 Mem
.ReadByte(FColor
.G
);
5766 Mem
.ReadByte(FColor
.B
);
5768 Obj_LoadState(@FObj
, Mem
);
5769 // Åñòü ëè àíèìàöèÿ:
5770 Mem
.ReadBoolean(anim
);
5771 // Åñëè åñòü - çàãðóæàåì:
5774 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
5775 FAnimation
.LoadState(Mem
);
5777 // Åñòü ëè ìàñêà àíèìàöèè:
5778 Mem
.ReadBoolean(anim
);
5779 // Åñëè åñòü - çàãðóæàåì:
5782 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
5783 FAnimationMask
.LoadState(Mem
);
5789 constructor TBot
.Create();
5796 FSpectator
:= False;
5803 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
5805 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
5806 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
5807 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5811 destructor TBot
.Destroy();
5814 inherited Destroy();
5817 procedure TBot
.Draw();
5821 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
5822 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
5825 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
5827 inherited Respawn(Silent
, Force
);
5830 FSelectedWeapon
:= FCurrWeap
;
5834 procedure TBot
.UpdateCombat();
5847 TTargetRecord
= array of TTarget
;
5849 function Compare(a
, b
: TTarget
): Integer;
5851 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
5854 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
5856 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
5857 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
5859 if a
.Dist
> b
.Dist
then // B áëèæå
5861 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
5864 else // Ñòðàííî -> A
5869 a
, x1
, y1
, x2
, y2
: Integer;
5870 targets
: TTargetRecord
;
5872 Target
, BestTarget
: TTarget
;
5873 firew
, fireh
: Integer;
5877 vsPlayer
, vsMonster
, ok
: Boolean;
5879 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
5880 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
5882 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
5883 if FCurrWeap
<> FSelectedWeapon
then
5886 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
5887 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
5889 RemoveAIFlag('NEEDFIRE');
5892 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
5893 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_MEGAKASTET
: PressKey(KEY_FIRE
, 40);
5894 else PressKey(KEY_FIRE
);
5898 // Êîîðäèíàòû ñòâîëà:
5899 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
5900 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
5902 Target
.UID
:= FTargetUID
;
5905 if Target
.UID
<> 0 then
5906 begin // Öåëü åñòü - íàñòðàèâàåì
5907 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
5910 with g_Player_Get(Target
.UID
) do
5912 if (@FObj
) <> nil then
5919 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
5920 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
5921 Target
.Rect
:= PLAYER_RECT
;
5922 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
5923 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
5924 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
5925 Target
.IsPlayer
:= True;
5929 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
5932 mon
:= g_Monsters_Get(Target
.UID
);
5935 Target
.X
:= mon
.Obj
.X
;
5936 Target
.Y
:= mon
.Obj
.Y
;
5938 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
5939 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
5940 Target
.Rect
:= mon
.Obj
.Rect
;
5941 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
5942 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
5943 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
5944 Target
.IsPlayer
:= False;
5951 begin // Öåëè íåò - îáíóëÿåì
5956 Target
.Visible
:= False;
5957 Target
.Line
:= False;
5958 Target
.IsPlayer
:= False;
5963 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
5964 if (not Target
.Line
) or (not Target
.Visible
) then
5968 for a
:= 0 to High(gPlayers
) do
5969 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
) and
5970 (gPlayers
[a
].FUID
<> FUID
) and
5971 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
5972 (not gPlayers
[a
].NoTarget
) and
5973 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
5975 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
5976 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
5979 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
5980 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
5982 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
5983 if g_TraceVector(x1
, y1
, x2
, y2
) then
5985 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
5986 SetLength(targets
, Length(targets
)+1);
5987 with targets
[High(targets
)] do
5989 UID
:= gPlayers
[a
].FUID
;
5990 X
:= gPlayers
[a
].FObj
.X
;
5991 Y
:= gPlayers
[a
].FObj
.Y
;
5994 Rect
:= PLAYER_RECT
;
5995 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
5996 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
5997 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6005 if vsMonster
and (gMonsters
<> nil) then
6006 for a
:= 0 to High(gMonsters
) do
6007 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
6008 (gMonsters
[a
].MonsterType
<> MONSTER_BARREL
) then
6010 mon
:= gMonsters
[a
];
6012 if not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
6013 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
) then
6016 x2
:= mon
.Obj
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6017 y2
:= mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6019 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6020 if g_TraceVector(x1
, y1
, x2
, y2
) then
6022 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6023 SetLength(targets
, Length(targets
)+1);
6024 with targets
[High(targets
)] do
6031 Rect
:= mon
.Obj
.Rect
;
6032 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6033 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6034 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6042 // Åñëè åñòü âîçìîæíûå öåëè:
6043 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6044 if targets
<> nil then
6046 // Âûáèðàåì íàèëó÷øóþ öåëü:
6047 BestTarget
:= targets
[0];
6048 if Length(targets
) > 1 then
6049 for a
:= 1 to High(targets
) do
6050 if Compare(BestTarget
, targets
[a
]) = 1 then
6051 BestTarget
:= targets
[a
];
6053 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6054 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6055 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6057 Target
:= BestTarget
;
6059 if (Healthy() = 3) or ((Healthy() = 2)) then
6060 begin // Åñëè çäîðîâû - äîãîíÿåì
6061 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6062 SetAIFlag('GORIGHT', '1');
6063 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6064 SetAIFlag('GOLEFT', '1');
6067 begin // Åñëè ïîáèòû - óáåãàåì
6068 if ((RunDirection() = D_LEFT
) and (Target
.X
< FObj
.X
)) then
6069 SetAIFlag('GORIGHT', '1');
6070 if ((RunDirection() = D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6071 SetAIFlag('GOLEFT', '1');
6074 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6075 SelectWeapon(Abs(x1
-Target
.cX
));
6080 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6081 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6082 if Target
.UID
<> 0 then
6084 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6085 Target
.Y
+ Target
.Rect
.Y
) then
6086 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6087 if (Healthy() = 3) or ((Healthy() = 2)) then
6088 begin // Åñëè çäîðîâû - äîãîíÿåì
6089 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6090 SetAIFlag('GORIGHT', '1');
6091 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6092 SetAIFlag('GOLEFT', '1');
6095 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6097 if ((RunDirection() = D_LEFT
) and (Target
.X
< FObj
.X
)) then
6098 SetAIFlag('GORIGHT', '1');
6099 if ((RunDirection() = D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6100 SetAIFlag('GOLEFT', '1');
6104 begin // Öåëü ïîêà íà "ýêðàíå"
6105 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6106 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6107 FLastVisible
:= gTime
;
6108 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6109 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6111 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6112 SetAIFlag('GORIGHT', '1');
6113 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6114 SetAIFlag('GOLEFT', '1');
6118 // Âûáèðàåì óãîë ââåðõ:
6119 if FDirection
= D_LEFT
then
6120 angle
:= ANGLE_LEFTUP
6122 angle
:= ANGLE_RIGHTUP
;
6124 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6125 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6127 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6128 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6129 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6130 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6131 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6132 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6133 begin // òî íóæíî ñòðåëÿòü ââåðõ
6134 SetAIFlag('NEEDFIRE', '1');
6135 SetAIFlag('NEEDSEEUP', '1');
6138 // Âûáèðàåì óãîë âíèç:
6139 if FDirection
= D_LEFT
then
6140 angle
:= ANGLE_LEFTDOWN
6142 angle
:= ANGLE_RIGHTDOWN
;
6144 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6145 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6147 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6148 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6149 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6150 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6151 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6152 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6153 begin // òî íóæíî ñòðåëÿòü âíèç
6154 SetAIFlag('NEEDFIRE', '1');
6155 SetAIFlag('NEEDSEEDOWN', '1');
6158 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6159 if Target
.Visible
and
6160 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6161 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6163 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6164 if ((FDirection
= D_LEFT
) and (Target
.X
< FObj
.X
)) or
6165 ((FDirection
= D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6166 begin // òî íóæíî ñòðåëÿòü âïåðåä
6167 SetAIFlag('NEEDFIRE', '1');
6168 SetAIFlag('NEEDSEEDOWN', '');
6169 SetAIFlag('NEEDSEEUP', '');
6171 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6172 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6173 if GetRnd(FDifficult
.CloseJump
) then
6174 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6175 if Abs(FObj
.X
-Target
.X
) < 128 then
6179 if Random(a
) = 0 then
6180 SetAIFlag('NEEDJUMP', '1');
6184 // Åñëè öåëü âñå åùå åñòü:
6185 if Target
.UID
<> 0 then
6186 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
6187 Target
.UID
:= 0 // òî çàáûòü öåëü
6188 else // Åñëè âèäåëè íåäàâíî
6189 begin // íî öåëü óáèëè
6190 if Target
.IsPlayer
then
6191 begin // Öåëü - èãðîê
6192 pla
:= g_Player_Get(Target
.UID
);
6193 if (pla
= nil) or (not pla
.Live
) or pla
.NoTarget
or
6194 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6195 Target
.UID
:= 0; // òî çàáûòü öåëü
6198 begin // Öåëü - ìîíñòð
6199 mon
:= g_Monsters_Get(Target
.UID
);
6200 if (mon
= nil) or (not mon
.Live
) then
6201 Target
.UID
:= 0; // òî çàáûòü öåëü
6204 end; // if Target.UID <> 0
6206 FTargetUID
:= Target
.UID
;
6208 // Åñëè âîçìîæíûõ öåëåé íåò:
6209 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6210 if targets
= nil then
6211 if GetAIFlag('ATTACKLEFT') <> '' then
6212 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6213 RemoveAIFlag('ATTACKLEFT');
6215 SetAIFlag('NEEDJUMP', '1');
6217 if RunDirection() = D_RIGHT
then
6218 begin // Èäåì íå â òó ñòîðîíó
6219 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6220 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6221 SetAIFlag('NEEDFIRE', '1');
6222 SetAIFlag('GOLEFT', '1');
6226 begin // Èäåì â íóæíóþ ñòîðîíó
6227 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6228 SetAIFlag('NEEDFIRE', '1');
6229 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6230 SetAIFlag('GORIGHT', '1');
6234 if GetAIFlag('ATTACKRIGHT') <> '' then
6235 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6236 RemoveAIFlag('ATTACKRIGHT');
6238 SetAIFlag('NEEDJUMP', '1');
6240 if RunDirection() = D_LEFT
then
6241 begin // Èäåì íå â òó ñòîðîíó
6242 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6243 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6244 SetAIFlag('NEEDFIRE', '1');
6245 SetAIFlag('GORIGHT', '1');
6250 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6251 SetAIFlag('NEEDFIRE', '1');
6252 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6253 SetAIFlag('GOLEFT', '1');
6257 // Åñëè åñòü âîçìîæíûå öåëè:
6258 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6259 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6260 for a
:= 0 to High(targets
) do
6262 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6263 if GetRnd(FDifficult
.DiagFire
) then
6265 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6266 if FDirection
= D_LEFT
then
6267 angle
:= ANGLE_LEFTUP
6269 angle
:= ANGLE_RIGHTUP
;
6271 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6272 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6274 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6275 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6276 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6277 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6278 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6280 SetAIFlag('NEEDFIRE', '1');
6281 SetAIFlag('NEEDSEEUP', '1');
6284 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6285 if FDirection
= D_LEFT
then
6286 angle
:= ANGLE_LEFTDOWN
6288 angle
:= ANGLE_RIGHTDOWN
;
6290 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6291 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6293 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6294 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6295 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6296 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6297 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6299 SetAIFlag('NEEDFIRE', '1');
6300 SetAIFlag('NEEDSEEDOWN', '1');
6304 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6305 if targets
[a
].Line
and targets
[a
].Visible
and
6306 (((FDirection
= D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6307 ((FDirection
= D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6309 SetAIFlag('NEEDFIRE', '1');
6314 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6315 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6316 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6317 40+GetInterval(FDifficult
.Cover
, 40)) then
6318 SetAIFlag('NEEDJUMP', '1');
6320 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6321 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6322 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6323 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6325 SetAIFlag('SELECTWEAPON', '1');
6327 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6328 if GetAIFlag('SELECTWEAPON') = '1' then
6331 RemoveAIFlag('SELECTWEAPON');
6335 procedure TBot
.Update();
6348 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6349 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6351 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6353 if g_debug_BotAIOff
= 3 then
6366 procedure TBot
.ReleaseKey(Key
: Byte);
6375 function TBot
.KeyPressed(Key
: Word): Boolean;
6377 Result
:= FKeys
[Key
].Pressed
;
6380 function TBot
.GetAIFlag(fName
: String20
): String20
;
6386 fName
:= LowerCase(fName
);
6388 if FAIFlags
<> nil then
6389 for a
:= 0 to High(FAIFlags
) do
6390 if LowerCase(FAIFlags
[a
].Name
) = fName
then
6392 Result
:= FAIFlags
[a
].Value
;
6397 procedure TBot
.RemoveAIFlag(fName
: String20
);
6401 if FAIFlags
= nil then Exit
;
6403 fName
:= LowerCase(fName
);
6405 for a
:= 0 to High(FAIFlags
) do
6406 if LowerCase(FAIFlags
[a
].Name
) = fName
then
6408 if a
<> High(FAIFlags
) then
6409 for b
:= a
to High(FAIFlags
)-1 do
6410 FAIFlags
[b
] := FAIFlags
[b
+1];
6412 SetLength(FAIFlags
, Length(FAIFlags
)-1);
6417 procedure TBot
.SetAIFlag(fName
, fValue
: String20
);
6425 fName
:= LowerCase(fName
);
6427 if FAIFlags
<> nil then
6428 for a
:= 0 to High(FAIFlags
) do
6429 if LowerCase(FAIFlags
[a
].Name
) = fName
then
6435 if ok
then FAIFlags
[a
].Value
:= fValue
6438 SetLength(FAIFlags
, Length(FAIFlags
)+1);
6439 with FAIFlags
[High(FAIFlags
)] do
6447 procedure TBot
.UpdateMove
;
6449 procedure GoLeft(Time
: Word = 1);
6451 ReleaseKey(KEY_LEFT
);
6452 ReleaseKey(KEY_RIGHT
);
6453 PressKey(KEY_LEFT
, Time
);
6454 SetDirection(D_LEFT
);
6457 procedure GoRight(Time
: Word = 1);
6459 ReleaseKey(KEY_LEFT
);
6460 ReleaseKey(KEY_RIGHT
);
6461 PressKey(KEY_RIGHT
, Time
);
6462 SetDirection(D_RIGHT
);
6465 function Rnd(a
: Word): Boolean;
6467 Result
:= Random(a
) = 0;
6470 procedure Turn(Time
: Word = 1200);
6472 if RunDirection() = D_LEFT
then GoRight(Time
) else GoLeft(Time
);
6477 ReleaseKey(KEY_LEFT
);
6478 ReleaseKey(KEY_RIGHT
);
6481 function CanRunLeft(): Boolean;
6483 Result
:= not CollideLevel(-1, 0);
6486 function CanRunRight(): Boolean;
6488 Result
:= not CollideLevel(1, 0);
6491 function CanRun(): Boolean;
6493 if RunDirection() = D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
6496 procedure Jump(Time
: Word = 30);
6498 PressKey(KEY_JUMP
, Time
);
6501 function NearHole(): Boolean;
6505 { TODO 5 : Ëåñòíèöû }
6506 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
6507 for x
:= 1 to PLAYER_RECT
.Width
do
6508 if (not StayOnStep(x
*sx
, 0)) and
6509 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6510 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6519 function BorderHole(): Boolean;
6523 { TODO 5 : Ëåñòíèöû }
6524 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
6525 for x
:= 1 to PLAYER_RECT
.Width
do
6526 if (not StayOnStep(x
*sx
, 0)) and
6527 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6528 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6530 for xx
:= x
to x
+32 do
6531 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
6541 function NearDeepHole(): Boolean;
6547 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
6550 for x
:= 1 to PLAYER_RECT
.Width
do
6551 if (not StayOnStep(x
*sx
, 0)) and
6552 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6553 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6555 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6557 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
6562 end else Result
:= False;
6565 function OverDeepHole(): Boolean;
6572 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6574 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
6581 function OnGround(): Boolean;
6583 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
6586 function OnLadder(): Boolean;
6588 Result
:= FullInStep(0, 0);
6591 function BelowLadder(): Boolean;
6593 Result
:= (FullInStep(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
6594 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6595 (FullInStep(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
6596 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6599 function BelowLiftUp(): Boolean;
6601 Result
:= ((FullInLift(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
6602 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6603 ((FullInLift(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
6604 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6607 function OnTopLift(): Boolean;
6609 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6612 function CanJumpOver(): Boolean;
6616 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
6620 if not CollideLevel(sx
, 0) then Exit
;
6622 for y
:= 1 to BOT_MAXJUMP
do
6623 if CollideLevel(0, -y
) then Exit
else
6624 if not CollideLevel(sx
, -y
) then
6631 function CanJumpUp(Dist
: ShortInt): Boolean;
6638 if CollideLevel(Dist
, 0) then Exit
;
6641 for y
:= 0 to BOT_MAXJUMP
do
6642 if CollideLevel(Dist
, -y
) then
6651 for yy
:= y
+1 to BOT_MAXJUMP
do
6652 if not CollideLevel(Dist
, -yy
) then
6661 for y
:= 0 to BOT_MAXJUMP
do
6662 if CollideLevel(0, -y
) then
6670 if y
< yy
then Exit
;
6675 function IsSafeTrigger(): Boolean;
6680 if gTriggers
= nil then
6682 for a
:= 0 to High(gTriggers
) do
6683 if Collide(gTriggers
[a
].X
,
6686 gTriggers
[a
].Height
) and
6687 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
6688 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
6689 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
6690 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
6691 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
6696 // Âîçìîæíî, íàæèìàåì êíîïêó:
6697 if Rnd(16) and IsSafeTrigger() then
6700 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6701 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6703 ReleaseKey(KEY_LEFT
);
6704 ReleaseKey(KEY_RIGHT
);
6708 // Èäåì âëåâî, åñëè íàäî áûëî:
6709 if GetAIFlag('GOLEFT') <> '' then
6711 RemoveAIFlag('GOLEFT');
6712 if CanRunLeft() then
6716 // Èäåì âïðàâî, åñëè íàäî áûëî:
6717 if GetAIFlag('GORIGHT') <> '' then
6719 RemoveAIFlag('GORIGHT');
6720 if CanRunRight() then
6724 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6725 if FObj
.X
< -32 then
6728 if FObj
.X
+32 > gMapInfo
.Width
then
6731 // Ïðûãàåì, åñëè íàäî áûëî:
6732 if GetAIFlag('NEEDJUMP') <> '' then
6735 RemoveAIFlag('NEEDJUMP');
6738 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6739 if GetAIFlag('NEEDSEEUP') <> '' then
6742 ReleaseKey(KEY_DOWN
);
6743 PressKey(KEY_UP
, 20);
6744 RemoveAIFlag('NEEDSEEUP');
6747 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6748 if GetAIFlag('NEEDSEEDOWN') <> '' then
6751 ReleaseKey(KEY_DOWN
);
6752 PressKey(KEY_DOWN
, 20);
6753 RemoveAIFlag('NEEDSEEDOWN');
6756 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6757 if GetAIFlag('GOINHOLE') <> '' then
6758 if not OnGround() then
6760 ReleaseKey(KEY_LEFT
);
6761 ReleaseKey(KEY_RIGHT
);
6762 RemoveAIFlag('GOINHOLE');
6763 SetAIFlag('FALLINHOLE', '1');
6766 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6767 if GetAIFlag('FALLINHOLE') <> '' then
6769 RemoveAIFlag('FALLINHOLE');
6771 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6772 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
6773 if GetAIFlag('FALLINHOLE') = '' then
6774 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
6780 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
6782 CanJumpUp(IfThen(RunDirection() = D_LEFT
, -1, 1)*32) and
6786 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
6787 if OnGround() and NearHole() then
6788 if NearDeepHole() then // Åñëè ýòî áåçäíà
6790 0..3: Turn(); // Áåæèì îáðàòíî
6791 4: Jump(); // Ïðûãàåì
6792 5: begin // Ïðûãàåì îáðàòíî
6797 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
6798 if GetAIFlag('GOINHOLE') = '' then
6800 0: Turn(); // Íå íóæíî òóäà
6801 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
6802 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
6803 if BorderHole() then
6804 SetAIFlag('GOINHOLE', '1');
6807 // Åñëè íà çåìëå, íî íåêóäà èäòè:
6808 if (not CanRun()) and OnGround() then
6810 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
6811 if CanJumpOver() or OnLadder() then
6813 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
6814 if Random(2) = 0 then
6816 if IsSafeTrigger() then
6822 // Îñòàëîñü ìàëî âîçäóõà:
6823 if FAir
< 36 * 2 then
6826 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
6827 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
6828 if BodyInAcid(0, 0) then
6832 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
6834 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
6835 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
6838 {function TBot.NeedItem(Item: Byte): Byte;
6843 procedure TBot
.SelectWeapon(Dist
: Integer);
6847 function HaveAmmo(weapon
: Byte): Boolean;
6850 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
6851 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
6852 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
6853 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
6854 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
6855 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
6856 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
6857 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
6858 else Result
:= True;
6863 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
6865 if Dist
> BOT_LONGDIST
then
6866 begin // Äàëüíèé áîé
6868 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
6870 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
6874 else //if Dist > BOT_UNSAFEDIST then
6875 begin // Áëèæíèé áîé
6877 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
6879 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
6886 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
6888 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
6894 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
6896 Result
:= inherited PickItem(ItemType
, force
, remove
);
6898 if Result
then SetAIFlag('SELECTWEAPON', '1');
6901 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
6903 Result
:= inherited Heal(value
, Soft
);
6906 function TBot
.Healthy(): Byte;
6908 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
6909 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
6910 else if (FHealth
> 50) then Result
:= 2
6911 else if (FHealth
> 20) then Result
:= 1
6915 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
6917 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
6918 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
6921 procedure TBot
.OnDamage(Angle
: SmallInt);
6929 if (Angle
= 0) or (Angle
= 180) then
6932 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
6933 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
6935 pla
:= g_Player_Get(FLastSpawnerUID
);
6936 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
6937 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
6940 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
6941 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
6943 mon
:= g_Monsters_Get(FLastSpawnerUID
);
6944 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
6945 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
6950 SetAIFlag('ATTACKLEFT', '1')
6952 SetAIFlag('ATTACKRIGHT', '1');
6956 function TBot
.RunDirection(): TDirection
;
6958 if Abs(Vel
.X
) >= 1 then
6960 if Vel
.X
> 0 then Result
:= D_RIGHT
else Result
:= D_LEFT
;
6962 Result
:= FDirection
;
6965 function TBot
.GetRnd(a
: Byte): Boolean;
6967 if a
= 0 then Result
:= False
6968 else if a
= 255 then Result
:= True
6969 else Result
:= Random(256) > 255-a
;
6972 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
6974 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
6977 procedure TBot
.SaveState(var Mem
: TBinMemoryWriter
);
6983 inherited SaveState(Mem
);
6985 // Âûáðàííîå îðóæèå:
6986 Mem
.WriteByte(FSelectedWeapon
);
6988 Mem
.WriteWord(FTargetUID
);
6989 // Âðåìÿ ïîòåðè öåëè:
6990 Mem
.WriteDWORD(FLastVisible
);
6991 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
6992 dw
:= Length(FAIFlags
);
6995 for i
:= 0 to Integer(dw
)-1 do
6997 Mem
.WriteString(FAIFlags
[i
].Name
, 20);
6998 Mem
.WriteString(FAIFlags
[i
].Value
, 20);
7000 // Íàñòðîéêè ñëîæíîñòè:
7002 Mem
.WriteMemory(p
, SizeOf(TDifficult
));
7005 procedure TBot
.LoadState(var Mem
: TBinMemoryReader
);
7011 inherited LoadState(Mem
);
7013 // Âûáðàííîå îðóæèå:
7014 Mem
.ReadByte(FSelectedWeapon
);
7016 Mem
.ReadWord(FTargetUID
);
7017 // Âðåìÿ ïîòåðè öåëè:
7018 Mem
.ReadDWORD(FLastVisible
);
7019 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7021 SetLength(FAIFlags
, dw
);
7023 for i
:= 0 to Integer(dw
)-1 do
7025 Mem
.ReadString(FAIFlags
[i
].Name
);
7026 Mem
.ReadString(FAIFlags
[i
].Value
);
7028 // Íàñòðîéêè ñëîæíîñòè:
7029 Mem
.ReadMemory(p
, dw
);
7030 if dw
<> SizeOf(TDifficult
) then
7032 raise EBinSizeError
.Create('TBot.LoadState: Wrong FDifficult Size');
7034 FDifficult
:= TDifficult(p
^);