1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
23 {$IFDEF USE_MEMPOOL}mempool
,{$ENDIF}
24 e_graphics
, g_playermodel
, g_basic
, g_textures
,
25 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
61 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
62 ((200, 50, 50, 300, 100),
63 (400, 100, 100, 600, 200));
84 ANGLE_NONE
= Low(SmallInt);
86 CORPSE_STATE_REMOVEME
= 0;
87 CORPSE_STATE_NORMAL
= 1;
88 CORPSE_STATE_MESS
= 2;
90 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
91 PLAYER_RECT_CX
= 15+(34 div 2);
92 PLAYER_RECT_CY
= 12+(52 div 2);
93 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
96 PLAYER_HP_LIMIT
= 200;
98 PLAYER_AP_LIMIT
= 200;
102 PLAYER_BURN_TIME
= 110;
104 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
105 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
123 TPlayerStatArray
= Array of TPlayerStat
;
125 TPlayerSavedState
= record
133 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
134 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
135 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
136 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
145 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
153 FDirection
: TDirection
;
161 FMonsterKills
: Integer;
167 FCanJetpack
: Boolean;
173 FNextWeapDelay
: Byte; // frames
174 FBFGFireCounter
: SmallInt;
175 FLastSpawnerUID
: Word;
179 FSpectatePlayer
: Integer;
180 FFirePainTime
: Integer;
183 FSavedStateNum
: Integer;
185 FModel
: TPlayerModel
;
186 FPunchAnim
: TAnimation
;
189 FActionForce
: Boolean;
190 FActionChanged
: Boolean;
192 FFireAngle
: SmallInt;
196 FShellTimer
: Integer;
198 FSawSound
: TPlayableSound
;
199 FSawSoundIdle
: TPlayableSound
;
200 FSawSoundHit
: TPlayableSound
;
201 FSawSoundSelect
: TPlayableSound
;
202 FFlameSoundOn
: TPlayableSound
;
203 FFlameSoundOff
: TPlayableSound
;
204 FFlameSoundWork
: TPlayableSound
;
205 FJetSoundOn
: TPlayableSound
;
206 FJetSoundOff
: TPlayableSound
;
207 FJetSoundFly
: TPlayableSound
;
211 FJustTeleported
: Boolean;
213 mEDamageType
: Integer;
216 function CollideLevel(XInc
, YInc
: Integer): Boolean;
217 function StayOnStep(XInc
, YInc
: Integer): Boolean;
218 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
219 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
220 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
221 function FullInLift(XInc
, YInc
: Integer): Integer;
222 {procedure CollideItem();}
223 procedure FlySmoke(Times
: DWORD
= 1);
224 procedure OnFireFlame(Times
: DWORD
= 1);
225 function GetAmmoByWeapon(Weapon
: Byte): Word;
226 procedure SetAction(Action
: Byte; Force
: Boolean = False);
227 procedure OnDamage(Angle
: SmallInt); virtual;
228 function firediry(): Integer;
231 procedure Run(Direction
: TDirection
);
232 procedure NextWeapon();
233 procedure PrevWeapon();
240 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
241 procedure resetWeaponQueue ();
242 function hasAmmoForWeapon (weapon
: Byte): Boolean;
243 function hasAmmoForShooting (weapon
: Byte): Boolean;
244 function shouldSwitch (weapon
: Byte; hadWeapon
: Boolean) : Boolean;
246 procedure doDamage (v
: Integer);
248 function refreshCorpse(): Boolean;
251 FDamageBuffer
: Integer;
253 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
254 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
255 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
256 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
258 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
259 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
260 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
261 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
262 FWeapSwitchMode
: Byte;
263 FWeapPreferences
: Array [WP_FIRST
.. WP_LAST
+1] of Byte;
264 FSwitchToEmpty
: Byte;
267 FPreferredTeam
: Byte;
270 FWantsInGame
: Boolean;
275 FActualModelName
: string;
282 FSpawnInvul
: Integer;
284 FWaitForFirstSpawn
: Boolean; // set to `true` in server, used to spawn a player on first full state request
287 // debug: viewport offset
288 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
290 function isValidViewPort (): Boolean; inline;
292 constructor Create(); virtual;
293 destructor Destroy(); override;
294 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
295 function GetRespawnPoint(): Byte;
296 procedure PressKey(Key
: Byte; Time
: Word = 1);
297 procedure ReleaseKeys();
298 procedure SetModel(ModelName
: String);
299 procedure SetColor(Color
: TRGB
);
300 function GetColor(): TRGB
;
301 procedure SetWeapon(W
: Byte);
302 function IsKeyPressed(K
: Byte): Boolean;
303 function GetKeys(): Byte;
304 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
305 procedure SetWeaponPrefs(Prefs
: Array of Byte);
306 procedure SetWeaponPref(Weapon
, Pref
: Byte);
307 function GetWeaponPref(Weapon
: Byte) : Byte;
308 function GetMorePrefered() : Byte;
309 function MaySwitch(Weapon
: Byte) : Boolean;
310 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
311 function Collide(Panel
: TPanel
): Boolean; overload
;
312 function Collide(X
, Y
: Integer): Boolean; overload
;
313 procedure SetDirection(Direction
: TDirection
);
314 procedure GetSecret();
315 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
317 procedure Push(vx
, vy
: Integer);
318 procedure ChangeModel(ModelName
: String);
319 procedure SwitchTeam
;
320 procedure ChangeTeam(Team
: Byte);
322 function GetFlag(Flag
: Byte): Boolean;
323 procedure SetFlag(Flag
: Byte);
324 function DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
325 function TryDropFlag(): Boolean;
326 procedure AllRulez(Health
: Boolean);
327 procedure RestoreHealthArmor();
328 procedure FragCombo();
329 procedure GiveItem(ItemType
: Byte);
330 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
331 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
332 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
333 procedure MakeBloodSimple(Count
: Word);
334 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
335 procedure Reset(Force
: Boolean);
336 procedure Spectate(NoMove
: Boolean = False);
337 procedure SwitchNoClip
;
338 procedure SoftReset();
339 procedure Draw(); virtual;
340 procedure DrawPain();
341 procedure DrawPickup();
342 procedure DrawRulez();
344 procedure DrawIndicator(Color
: TRGB
);
345 procedure DrawBubble();
347 procedure PreUpdate();
348 procedure Update(); virtual;
349 procedure RememberState();
350 procedure RecallState();
351 procedure SaveState (st
: TStream
); virtual;
352 procedure LoadState (st
: TStream
); virtual;
353 procedure PauseSounds(Enable
: Boolean);
354 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
355 procedure DoLerp(Level
: Integer = 2);
356 procedure SetLerp(XTo
, YTo
: Integer);
357 procedure ProcessWeaponAction(Action
: Byte);
358 procedure QueueWeaponSwitch(Weapon
: Byte);
359 procedure RealizeCurrentWeapon();
363 procedure JetpackOff
;
364 procedure CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
366 //WARNING! this does nothing for now, but still call it!
367 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
369 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
370 procedure moveBy (dx
, dy
: Integer); inline;
372 function getCameraObj(): TObj
;
375 property Vel
: TPoint2i read FObj
.Vel
;
376 property Obj
: TObj read FObj
;
378 property Name
: String read FName write FName
;
379 property Model
: TPlayerModel read FModel
;
380 property Health
: Integer read FHealth write FHealth
;
381 property Lives
: Byte read FLives write FLives
;
382 property Armor
: Integer read FArmor write FArmor
;
383 property Air
: Integer read FAir write FAir
;
384 property JetFuel
: Integer read FJetFuel write FJetFuel
;
385 property Frags
: Integer read FFrags write FFrags
;
386 property Death
: Integer read FDeath write FDeath
;
387 property Kills
: Integer read FKills write FKills
;
388 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
389 property WeapSwitchMode
: Byte read FWeapSwitchMode write FWeapSwitchMode
;
390 property SwitchToEmpty
: Byte read FSwitchToEmpty write FSwitchToEmpty
;
391 property SkipFist
: Byte read FSkipFist write FSkipFist
;
392 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
393 property Secrets
: Integer read FSecrets
;
394 property GodMode
: Boolean read FGodMode write FGodMode
;
395 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
396 property NoReload
: Boolean read FNoReload write FNoReload
;
397 property alive
: Boolean read FAlive write FAlive
;
398 property Flag
: Byte read FFlag
;
399 property Team
: Byte read FTeam write FTeam
;
400 property Direction
: TDirection read FDirection
;
401 property GameX
: Integer read FObj
.X write FObj
.X
;
402 property GameY
: Integer read FObj
.Y write FObj
.Y
;
403 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
404 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
405 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
406 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
407 property IncCam
: Integer read FIncCam write FIncCam
;
408 property IncCamOld
: Integer read FIncCamOld write FIncCamOld
;
409 property SlopeOld
: Integer read FSlopeOld write FSlopeOld
;
410 property UID
: Word read FUID write FUID
;
411 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
412 property NetTime
: LongWord read FNetTime write FNetTime
;
415 property eName
: String read FName write FName
;
416 property eHealth
: Integer read FHealth write FHealth
;
417 property eLives
: Byte read FLives write FLives
;
418 property eArmor
: Integer read FArmor write FArmor
;
419 property eAir
: Integer read FAir write FAir
;
420 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
421 property eFrags
: Integer read FFrags write FFrags
;
422 property eDeath
: Integer read FDeath write FDeath
;
423 property eKills
: Integer read FKills write FKills
;
424 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
425 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
426 property eSecrets
: Integer read FSecrets write FSecrets
;
427 property eGodMode
: Boolean read FGodMode write FGodMode
;
428 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
429 property eNoReload
: Boolean read FNoReload write FNoReload
;
430 property eAlive
: Boolean read FAlive write FAlive
;
431 property eFlag
: Byte read FFlag
;
432 property eTeam
: Byte read FTeam write FTeam
;
433 property eDirection
: TDirection read FDirection
;
434 property eGameX
: Integer read FObj
.X write FObj
.X
;
435 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
436 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
437 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
438 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
439 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
440 property eIncCam
: Integer read FIncCam write FIncCam
;
441 property eUID
: Word read FUID
;
442 property eJustTeleported
: Boolean read FJustTeleported
;
443 property eNetTime
: LongWord read FNetTime
;
445 // set this before assigning something to `eDamage`
446 property eDamageType
: Integer read mEDamageType write mEDamageType
;
447 property eDamage
: Integer write doDamage
;
458 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
459 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
460 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
463 procedure save (st
: TStream
);
464 procedure load (st
: TStream
);
472 TBot
= class(TPlayer
)
474 FSelectedWeapon
: Byte;
477 FAIFlags
: Array of TAIFlag
;
478 FDifficult
: TDifficult
;
480 function GetRnd(a
: Byte): Boolean;
481 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
482 function RunDirection(): TDirection
;
483 function FullInStep(XInc
, YInc
: Integer): Boolean;
484 //function NeedItem(Item: Byte): Byte;
485 procedure SelectWeapon(Dist
: Integer);
486 procedure SetAIFlag(aName
, fValue
: String20
);
487 function GetAIFlag(aName
: String20
): String20
;
488 procedure RemoveAIFlag(aName
: String20
);
489 function Healthy(): Byte;
490 procedure UpdateMove();
491 procedure UpdateCombat();
492 function KeyPressed(Key
: Word): Boolean;
493 procedure ReleaseKey(Key
: Byte);
494 function TargetOnScreen(TX
, TY
: Integer): Boolean;
495 procedure OnDamage(Angle
: SmallInt); override;
498 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
499 constructor Create(); override;
500 destructor Destroy(); override;
501 procedure Draw(); override;
502 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
503 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
504 procedure Update(); override;
505 procedure SaveState (st
: TStream
); override;
506 procedure LoadState (st
: TStream
); override;
518 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
519 procedure moveBy (dx
, dy
: Integer); inline;
521 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
535 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
536 procedure moveBy (dx
, dy
: Integer); inline;
538 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
541 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
550 FAnimation
: TAnimation
;
551 FAnimationMask
: TAnimation
;
554 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
555 destructor Destroy(); override;
556 procedure Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
559 procedure SaveState (st
: TStream
);
560 procedure LoadState (st
: TStream
);
562 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
563 procedure moveBy (dx
, dy
: Integer); inline;
565 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
567 function ObjPtr (): PObj
; inline;
569 property Obj
: TObj read FObj
; // copies object
570 property State
: Byte read FState
;
571 property Mess
: Boolean read FMess
;
574 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
580 gPlayers
: Array of TPlayer
;
581 gCorpses
: Array of TCorpse
;
582 gGibs
: Array of TGib
;
583 gShells
: Array of TShell
;
584 gTeamStat
: TTeamStat
;
585 gFly
: Boolean = False;
586 gAimLine
: Boolean = False;
587 gChatBubble
: Integer = 0;
588 gPlayerIndicator
: Integer = 1;
589 gPlayerIndicatorStyle
: Integer = 0;
591 gSpectLatchPID1
: Word = 0;
592 gSpectLatchPID2
: Word = 0;
593 MAX_RUNVEL
: Integer = 8;
594 VEL_JUMP
: Integer = 10;
595 SHELL_TIMEOUT
: Cardinal = 60000;
597 function Lerp(X
, Y
, Factor
: Integer): Integer;
599 procedure g_Gibs_SetMax(Count
: Word);
600 function g_Gibs_GetMax(): Word;
601 procedure g_Corpses_SetMax(Count
: Word);
602 function g_Corpses_GetMax(): Word;
603 procedure g_Force_Model_Set(Mode
: Word);
604 function g_Force_Model_Get(): Word;
605 procedure g_Forced_Model_SetName(Model
: String);
606 function g_Forced_Model_GetName(): String;
607 procedure g_Shells_SetMax(Count
: Word);
608 function g_Shells_GetMax(): Word;
610 procedure g_Player_Init();
611 procedure g_Player_Free();
612 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
613 function g_Player_CreateFromState (st
: TStream
): Word;
614 procedure g_Player_Remove(UID
: Word);
615 procedure g_Player_ResetTeams();
616 procedure g_Player_PreUpdate();
617 procedure g_Player_UpdateAll();
618 procedure g_Player_DrawAll();
619 procedure g_Player_DrawDebug(p
: TPlayer
);
620 procedure g_Player_DrawHealth();
621 procedure g_Player_RememberAll();
622 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
623 function g_Player_Get(UID
: Word): TPlayer
;
624 function g_Player_GetCount(): Byte;
625 function g_Player_GetStats(): TPlayerStatArray
;
626 function g_Player_ValidName(Name
: String): Boolean;
627 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
628 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
629 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
630 procedure g_Player_UpdatePhysicalObjects();
631 procedure g_Player_DrawCorpses();
632 procedure g_Player_DrawShells();
633 procedure g_Player_RemoveAllCorpses();
634 procedure g_Player_Corpses_SaveState (st
: TStream
);
635 procedure g_Player_Corpses_LoadState (st
: TStream
);
636 procedure g_Player_ResetReady();
637 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
638 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
639 procedure g_Bot_MixNames();
640 procedure g_Bot_RemoveAll();
641 function g_Bot_GetCount(): Integer;
646 {$INCLUDE ../nogl/noGLuses.inc}
647 {$IFDEF ENABLE_HOLMES}
650 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
651 g_options
, g_triggers
, g_menu
, g_game
, g_grid
, e_res
,
652 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
653 g_net
, g_netmsg
, g_window
,
656 const PLR_SAVE_VERSION
= 0;
666 diag_precision
: Byte;
670 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
671 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
672 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
676 TIME_RESPAWN1
= 1500;
677 TIME_RESPAWN2
= 2000;
678 TIME_RESPAWN3
= 3000;
681 JET_MAX
= 540; // ~30 sec
682 PLAYER_SUIT_TIME
= 30000;
683 PLAYER_INVUL_TIME
= 30000;
684 PLAYER_INVIS_TIME
= 35000;
685 FRAG_COMBO_TIME
= 3000;
689 ANGLE_RIGHTDOWN
= -35;
691 ANGLE_LEFTDOWN
= -145;
692 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
693 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
696 BOT_UNSAFEDIST
= 128;
697 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
699 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
700 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
701 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
702 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
703 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
704 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
705 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
706 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
707 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
708 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
709 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
710 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
711 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
712 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
713 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
714 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
715 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
716 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
717 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
718 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
719 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
720 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
721 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
722 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
723 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
724 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
726 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
727 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
729 BOTNAMES_FILENAME
= 'botnames.txt';
730 BOTLIST_FILENAME
= 'botlist.txt';
734 MaxCorpses
: Word = 20;
735 MaxShells
: Word = 300;
736 ForceModel
: Word = 0;
737 ForcedModelName
: String = STD_PLAYER_MODEL
;
738 CurrentGib
: Integer = 0;
739 CurrentShell
: Integer = 0;
740 BotNames
: Array of String;
741 BotList
: Array of TBotProfile
;
742 SavedStates
: Array of TPlayerSavedState
;
745 function Lerp(X
, Y
, Factor
: Integer): Integer;
747 Result
:= X
+ ((Y
- X
) div Factor
);
750 function SameTeam(UID1
, UID2
: Word): Boolean;
754 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
755 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
757 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
759 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
760 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
762 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
765 procedure g_Gibs_SetMax(Count
: Word);
768 SetLength(gGibs
, Count
);
770 if CurrentGib
>= Count
then
774 function g_Gibs_GetMax(): Word;
779 procedure g_Shells_SetMax(Count
: Word);
782 SetLength(gShells
, Count
);
784 if CurrentShell
>= Count
then
788 function g_Shells_GetMax(): Word;
794 procedure g_Corpses_SetMax(Count
: Word);
797 SetLength(gCorpses
, Count
);
800 function g_Corpses_GetMax(): Word;
802 Result
:= MaxCorpses
;
805 procedure g_Force_Model_Set(Mode
: Word);
810 function g_Force_Model_Get(): Word;
812 Result
:= ForceModel
;
815 procedure g_Forced_Model_SetName(Model
: String);
817 ForcedModelName
:= Model
;
820 function g_Forced_Model_GetName(): String;
822 Result
:= ForcedModelName
;
825 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
835 // Åñòü ëè ìåñòî â gPlayers:
836 if gPlayers
<> nil then
837 for a
:= 0 to High(gPlayers
) do
838 if gPlayers
[a
] = nil then
844 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
847 SetLength(gPlayers
, Length(gPlayers
)+1);
851 // Ñîçäàåì îáúåêò èãðîêà:
853 gPlayers
[a
] := TBot
.Create()
855 gPlayers
[a
] := TPlayer
.Create();
858 gPlayers
[a
].FActualModelName
:= ModelName
;
859 gPlayers
[a
].SetModel(ModelName
);
860 if Bot
and (g_Force_Model_Get() <> 0) then
861 gPlayers
[a
].SetModel(g_Forced_Model_GetName());
863 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
864 if gPlayers
[a
].FModel
= nil then
868 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
872 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
873 if Random(2) = 0 then
877 gPlayers
[a
].FPreferredTeam
:= Team
;
879 case gGameSettings
.GameMode
of
880 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
882 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
884 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
887 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
888 gPlayers
[a
].FColor
:= Color
;
889 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
890 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
892 gPlayers
[a
].FModel
.Color
:= Color
;
894 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
895 gPlayers
[a
].FAlive
:= False;
897 Result
:= gPlayers
[a
].FUID
;
900 function g_Player_CreateFromState (st
: TStream
): Word;
901 var a
: Integer; ok
, Bot
: Boolean; pos
: Int64;
905 // check signature and entity type
907 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
908 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
909 Bot
:= utils
.readBool(st
);
912 // find free player slot
914 for a
:= 0 to High(gPlayers
) do
915 if gPlayers
[a
] = nil then
921 // allocate player slot
924 SetLength(gPlayers
, Length(gPlayers
)+1);
928 // create entity and load state
931 gPlayers
[a
] := TBot
.Create();
932 if (g_Force_Model_Get() <> 0) then
933 gPlayers
[a
].SetModel(g_Forced_Model_GetName());
936 gPlayers
[a
] := TPlayer
.Create();
937 gPlayers
[a
].FPhysics
:= True; // ???
938 gPlayers
[a
].LoadState(st
);
940 result
:= gPlayers
[a
].FUID
;
944 procedure g_Player_ResetTeams();
948 if g_Game_IsClient
then
950 if gPlayers
= nil then
952 for a
:= Low(gPlayers
) to High(gPlayers
) do
953 if gPlayers
[a
] <> nil then
954 case gGameSettings
.GameMode
of
956 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
958 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
959 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
960 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
963 gPlayers
[a
].ChangeTeam(TEAM_RED
)
965 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
968 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
972 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
975 _name
, _model
: String;
978 if not g_Game_IsServer
then Exit
;
980 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
981 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
983 // Ñïèñîê íàçâàíèé ìîäåëåé:
984 m
:= g_PlayerModel_GetNames();
989 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
990 Team
:= TEAM_COOP
// COOP
992 if gGameSettings
.GameMode
= GM_DM
then
993 Team
:= TEAM_NONE
// DM
995 if Team
= TEAM_NONE
then // CTF / TDM
997 // Àâòîáàëàíñ êîìàíä:
1001 for a
:= 0 to High(gPlayers
) do
1002 if gPlayers
[a
] <> nil then
1004 if gPlayers
[a
].Team
= TEAM_RED
then
1007 if gPlayers
[a
].Team
= TEAM_BLUE
then
1017 if Random(2) = 0 then
1023 // Âûáèðàåì áîòó èìÿ:
1025 if BotNames
<> nil then
1026 for a
:= 0 to High(BotNames
) do
1027 if g_Player_ValidName(BotNames
[a
]) then
1029 _name
:= BotNames
[a
];
1033 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1034 _model
:= m
[Random(Length(m
))];
1037 with g_Player_Get(g_Player_Create(_model
,
1038 _RGB(Min(Random(9)*32, 255),
1039 Min(Random(9)*32, 255),
1040 Min(Random(9)*32, 255)),
1041 Team
, True)) as TBot
do
1043 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1045 Name
:= Format('DFBOT%.5d', [UID
])
1050 1: FDifficult
:= DIFFICULT_EASY
;
1051 2: FDifficult
:= DIFFICULT_MEDIUM
;
1052 else FDifficult
:= DIFFICULT_HARD
;
1055 for a
:= WP_FIRST
to WP_LAST
do
1057 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1058 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1059 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1062 FHandicap
:= Handicap
;
1064 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1066 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1067 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1072 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1075 _name
, _model
: String;
1078 if not g_Game_IsServer
then Exit
;
1080 // Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
1081 if (g_Bot_GetCount() >= gMaxBots
) then Exit
;
1083 // Ñïèñîê íàçâàíèé ìîäåëåé:
1084 m
:= g_PlayerModel_GetNames();
1089 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1090 Team
:= TEAM_COOP
// COOP
1092 if gGameSettings
.GameMode
= GM_DM
then
1093 Team
:= TEAM_NONE
// DM
1095 if Team
= TEAM_NONE
then
1096 Team
:= BotList
[num
].team
; // CTF / TDM
1098 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1100 num
:= Random(Length(BotList
))
1103 if (num
< 0) or (num
> Length(BotList
)-1) then
1105 if (num
= -1) and (BotList
<> nil) then
1106 lName
:= AnsiLowerCase(lName
);
1107 for a
:= 0 to High(BotList
) do
1108 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1118 _name
:= BotList
[num
].name
;
1119 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1120 if not g_Player_ValidName(_name
) then
1122 _name
:= Format('DFBOT%.2d', [Random(100)]);
1123 until g_Player_ValidName(_name
);
1126 _model
:= BotList
[num
].model
;
1127 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1128 if not InSArray(_model
, m
) then
1129 _model
:= m
[Random(Length(m
))];
1132 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1136 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1137 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1138 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1139 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1140 FDifficult
.Cover
:= BotList
[num
].cover
;
1141 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1143 FHandicap
:= Handicap
;
1145 for a
:= WP_FIRST
to WP_LAST
do
1147 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1148 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1149 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1152 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1154 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1158 procedure g_Bot_RemoveAll();
1162 if not g_Game_IsServer
then Exit
;
1163 if gPlayers
= nil then Exit
;
1165 for a
:= 0 to High(gPlayers
) do
1166 if gPlayers
[a
] <> nil then
1167 if gPlayers
[a
] is TBot
then
1169 gPlayers
[a
].Lives
:= 0;
1170 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1171 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1172 g_Player_Remove(gPlayers
[a
].FUID
);
1178 procedure g_Bot_MixNames();
1183 if BotNames
<> nil then
1184 for a
:= 0 to High(BotNames
) do
1186 b
:= Random(Length(BotNames
));
1188 Botnames
[a
] := BotNames
[b
];
1193 procedure g_Player_Remove(UID
: Word);
1197 if gPlayers
= nil then Exit
;
1199 if g_Game_IsServer
and g_Game_IsNet
then
1200 MH_SEND_PlayerDelete(UID
);
1202 for i
:= 0 to High(gPlayers
) do
1203 if gPlayers
[i
] <> nil then
1204 if gPlayers
[i
].FUID
= UID
then
1206 if gPlayers
[i
] is TPlayer
then
1207 TPlayer(gPlayers
[i
]).Free()
1209 TBot(gPlayers
[i
]).Free();
1215 procedure g_Player_Init();
1227 path
:= BOTNAMES_FILENAME
;
1228 if e_FindResource(DataDirs
, path
) then
1230 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1231 AssignFile(F
, path
);
1242 SetLength(BotNames
, Length(BotNames
)+1);
1243 BotNames
[High(BotNames
)] := s
;
1252 path
:= BOTLIST_FILENAME
;
1253 if e_FindResource(DataDirs
, path
) then
1255 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1256 config
:= TConfig
.CreateFile(path
);
1259 while config
.SectionExists(IntToStr(a
)) do
1261 SetLength(BotList
, Length(BotList
)+1);
1263 with BotList
[High(BotList
)] do
1265 name
:= config
.ReadStr(IntToStr(a
), 'name', ''); // Èìÿ áîòà
1266 model
:= config
.ReadStr(IntToStr(a
), 'model', ''); // Ìîäåëü
1269 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red'
1270 then team
:= TEAM_RED
1271 else team
:= TEAM_BLUE
;
1274 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1275 color
.R
:= StrToIntDef(sa
[0], 0);
1276 color
.G
:= StrToIntDef(sa
[1], 0);
1277 color
.B
:= StrToIntDef(sa
[2], 0);
1279 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0); // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì
1280 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0); // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó
1281 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0); // Òî÷íîñòü ñòðåëüáû ïîä óãëîì
1282 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0); // Òî÷íîñòü ñòðåëüáû â ïîëåòå
1283 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0); // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ
1284 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0); // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà
1286 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ
1287 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1288 if Length(sa
) = 10 then
1290 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1292 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ
1293 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1294 if Length(sa
) = 10 then
1296 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1298 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1299 if Length(sa) = 10 then
1301 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1310 SetLength(SavedStates
, 0);
1313 procedure g_Player_Free();
1317 if gPlayers
<> nil then
1319 for i
:= 0 to High(gPlayers
) do
1320 if gPlayers
[i
] <> nil then
1322 if gPlayers
[i
] is TPlayer
then
1323 TPlayer(gPlayers
[i
]).Free()
1325 TBot(gPlayers
[i
]).Free();
1334 SetLength(SavedStates
, 0);
1337 procedure g_Player_PreUpdate();
1341 if gPlayers
= nil then Exit
;
1342 for i
:= 0 to High(gPlayers
) do
1343 if gPlayers
[i
] <> nil then
1344 gPlayers
[i
].PreUpdate();
1347 procedure g_Player_UpdateAll();
1351 if gPlayers
= nil then Exit
;
1353 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1354 for i
:= 0 to High(gPlayers
) do
1356 if gPlayers
[i
] <> nil then
1358 if gPlayers
[i
] is TPlayer
then
1360 gPlayers
[i
].Update();
1361 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1365 // bot updates weapons in `UpdateCombat()`
1366 TBot(gPlayers
[i
]).Update();
1370 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1373 procedure g_Player_DrawAll();
1377 if gPlayers
= nil then Exit
;
1379 for i
:= 0 to High(gPlayers
) do
1380 if gPlayers
[i
] <> nil then
1381 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1382 else TBot(gPlayers
[i
]).Draw();
1385 procedure g_Player_DrawDebug(p
: TPlayer
);
1389 if p
= nil then Exit
;
1390 if (@p
.FObj
) = nil then Exit
;
1392 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1394 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1395 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1396 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1397 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1398 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1399 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1400 e_TextureFontPrint(0, fH
* 6, 'Old X: ' + IntToStr(p
.FObj
.oldX
), gStdFont
);
1401 e_TextureFontPrint(0, fH
* 7, 'Old Y: ' + IntToStr(p
.FObj
.oldY
), gStdFont
);
1404 procedure g_Player_DrawHealth();
1409 if gPlayers
= nil then Exit
;
1410 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1412 for i
:= 0 to High(gPlayers
) do
1413 if gPlayers
[i
] <> nil then
1415 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1416 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1417 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1418 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1419 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1420 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1424 function g_Player_Get(UID
: Word): TPlayer
;
1430 if gPlayers
= nil then
1433 for a
:= 0 to High(gPlayers
) do
1434 if gPlayers
[a
] <> nil then
1435 if gPlayers
[a
].FUID
= UID
then
1437 Result
:= gPlayers
[a
];
1442 function g_Player_GetCount(): Byte;
1448 if gPlayers
= nil then
1451 for a
:= 0 to High(gPlayers
) do
1452 if gPlayers
[a
] <> nil then
1453 Result
:= Result
+ 1;
1456 function g_Bot_GetCount(): Integer;
1462 if gPlayers
= nil then
1465 for a
:= 0 to High(gPlayers
) do
1466 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] is TBot
) then
1467 Result
:= Result
+ 1;
1470 function g_Player_GetStats(): TPlayerStatArray
;
1476 if gPlayers
= nil then Exit
;
1478 for a
:= 0 to High(gPlayers
) do
1479 if gPlayers
[a
] <> nil then
1481 SetLength(Result
, Length(Result
)+1);
1482 with Result
[High(Result
)] do
1485 Ping
:= gPlayers
[a
].FPing
;
1486 Loss
:= gPlayers
[a
].FLoss
;
1487 Name
:= gPlayers
[a
].FName
;
1488 Team
:= gPlayers
[a
].FTeam
;
1489 Frags
:= gPlayers
[a
].FFrags
;
1490 Deaths
:= gPlayers
[a
].FDeath
;
1491 Kills
:= gPlayers
[a
].FKills
;
1492 Color
:= gPlayers
[a
].FModel
.Color
;
1493 Lives
:= gPlayers
[a
].FLives
;
1494 Spectator
:= gPlayers
[a
].FSpectator
;
1495 UID
:= gPlayers
[a
].FUID
;
1500 procedure g_Player_ResetReady();
1504 if not g_Game_IsServer
then Exit
;
1505 if gPlayers
= nil then Exit
;
1507 for a
:= 0 to High(gPlayers
) do
1508 if gPlayers
[a
] <> nil then
1510 gPlayers
[a
].FReady
:= False;
1511 if g_Game_IsNet
then
1512 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1516 procedure g_Player_RememberAll
;
1520 for i
:= Low(gPlayers
) to High(gPlayers
) do
1521 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1522 gPlayers
[i
].RememberState
;
1525 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1529 gTeamStat
[TEAM_RED
].Score
:= 0;
1530 gTeamStat
[TEAM_BLUE
].Score
:= 0;
1532 if gPlayers
<> nil then
1533 for i
:= 0 to High(gPlayers
) do
1534 if gPlayers
[i
] <> nil then
1536 gPlayers
[i
].Reset(Force
);
1538 if gPlayers
[i
] is TPlayer
then
1540 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1541 gPlayers
[i
].Respawn(Silent
)
1543 gPlayers
[i
].Spectate();
1546 TBot(gPlayers
[i
]).Respawn(Silent
);
1550 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
1558 if Player
.alive
then
1561 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1562 i
:= Player
.FCorpse
;
1563 if (i
>= 0) and (i
< Length(gCorpses
)) then
1565 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].FPlayerUID
= Player
.FUID
) then
1566 gCorpses
[i
].FPlayerUID
:= 0;
1569 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1574 if (FHealth
>= -50) or (gGibsCount
= 0) then
1576 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1580 for find_id
:= 0 to High(gCorpses
) do
1581 if gCorpses
[find_id
] = nil then
1588 find_id
:= Random(Length(gCorpses
));
1590 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1591 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1592 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1593 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1594 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1599 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1600 FObj
.Y
+ PLAYER_RECT_CY
,
1601 FModel
.Name
, FModel
.Color
);
1605 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1609 if (gShells
= nil) or (Length(gShells
) = 0) then
1612 with gShells
[CurrentShell
] do
1618 if T
= SHELL_BULLET
then
1620 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1624 Obj
.Rect
.Width
:= 4;
1625 Obj
.Rect
.Height
:= 2;
1629 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1633 Obj
.Rect
.Width
:= 7;
1634 Obj
.Rect
.Height
:= 3;
1640 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1641 positionChanged(); // this updates spatial accelerators
1642 RAngle
:= Random(360);
1643 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1645 if CurrentShell
>= High(gShells
) then
1652 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1655 GibsArray
: TGibsArray
;
1658 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1660 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1662 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1664 for a
:= 0 to High(GibsArray
) do
1665 with gGibs
[CurrentGib
] do
1668 ID
:= GibsArray
[a
].ID
;
1669 MaskID
:= GibsArray
[a
].MaskID
;
1672 Obj
.Rect
:= GibsArray
[a
].Rect
;
1673 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1674 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1675 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1676 positionChanged(); // this updates spatial accelerators
1677 RAngle
:= Random(360);
1679 if gBloodCount
> 0 then
1680 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1681 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1683 if CurrentGib
>= High(gGibs
) then
1690 procedure g_Player_UpdatePhysicalObjects();
1696 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1701 if T
= SHELL_BULLET
then
1702 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1704 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1709 if gGibs
<> nil then
1710 for i
:= 0 to High(gGibs
) do
1711 if gGibs
[i
].alive
then
1718 mr
:= g_Obj_Move(@Obj
, True, False, True);
1719 positionChanged(); // this updates spatial accelerators
1721 if WordBool(mr
and MOVE_FALLOUT
) then
1727 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1728 if WordBool(mr
and MOVE_HITWALL
) then
1729 Obj
.Vel
.X
:= -(vel
.X
div 2);
1730 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1731 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1733 if (Obj
.Vel
.X
>= 0) then
1735 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1736 if RAngle
>= 360 then
1737 RAngle
:= RAngle
mod 360;
1738 end else begin // Counter-clockwise
1739 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1741 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1744 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1745 if gTime
mod (GAME_TICK
*3) = 0 then
1746 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1750 if gCorpses
<> nil then
1751 for i
:= 0 to High(gCorpses
) do
1752 if gCorpses
[i
] <> nil then
1753 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1759 gCorpses
[i
].Update();
1762 if gShells
<> nil then
1763 for i
:= 0 to High(gShells
) do
1764 if gShells
[i
].alive
then
1771 mr
:= g_Obj_Move(@Obj
, True, False, True);
1772 positionChanged(); // this updates spatial accelerators
1774 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1780 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1781 if WordBool(mr
and MOVE_HITWALL
) then
1783 Obj
.Vel
.X
:= -(vel
.X
div 2);
1784 if not WordBool(mr
and MOVE_INWATER
) then
1785 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1787 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1789 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1790 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1791 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1793 if RAngle
mod 90 <> 0 then
1794 RAngle
:= (RAngle
div 90) * 90;
1796 else if not WordBool(mr
and MOVE_INWATER
) then
1797 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1800 if (Obj
.Vel
.X
>= 0) then
1802 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1803 if RAngle
>= 360 then
1804 RAngle
:= RAngle
mod 360;
1805 end else begin // Counter-clockwise
1806 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1808 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1814 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1816 x
:= Obj
.X
+Obj
.Rect
.X
;
1817 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1818 w
:= Obj
.Rect
.Width
;
1819 h
:= Obj
.Rect
.Height
;
1822 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1824 if (dx
<> 0) or (dy
<> 0) then
1833 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1837 w
:= Obj
.Rect
.Width
;
1838 h
:= Obj
.Rect
.Height
;
1841 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1843 if (dx
<> 0) or (dy
<> 0) then
1852 procedure TGib
.positionChanged (); inline; begin end;
1853 procedure TShell
.positionChanged (); inline; begin end;
1856 procedure g_Player_DrawCorpses();
1861 if gGibs
<> nil then
1862 for i
:= 0 to High(gGibs
) do
1863 if gGibs
[i
].alive
then
1866 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1869 Obj
.lerp(gLerpFactor
, fX
, fY
);
1871 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1872 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1874 e_DrawAdv(ID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1877 e_DrawAdv(MaskID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1883 if gCorpses
<> nil then
1884 for i
:= 0 to High(gCorpses
) do
1885 if gCorpses
[i
] <> nil then
1889 procedure g_Player_DrawShells();
1894 if gShells
<> nil then
1895 for i
:= 0 to High(gShells
) do
1896 if gShells
[i
].alive
then
1899 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1902 Obj
.lerp(gLerpFactor
, fX
, fY
);
1907 e_DrawAdv(SpriteID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1911 procedure g_Player_RemoveAllCorpses();
1917 SetLength(gGibs
, MaxGibs
);
1918 SetLength(gShells
, MaxGibs
);
1922 if gCorpses
<> nil then
1923 for i
:= 0 to High(gCorpses
) do
1927 SetLength(gCorpses
, MaxCorpses
);
1930 procedure g_Player_Corpses_SaveState (st
: TStream
);
1934 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1936 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1938 // Êîëè÷åñòâî òðóïîâ
1939 utils
.writeInt(st
, LongInt(count
));
1941 if (count
= 0) then exit
;
1944 for i
:= 0 to High(gCorpses
) do
1946 if gCorpses
[i
] <> nil then
1949 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1951 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1952 // Ñîõðàíÿåì äàííûå òðóïà:
1953 gCorpses
[i
].SaveState(st
);
1959 procedure g_Player_Corpses_LoadState (st
: TStream
);
1967 g_Player_RemoveAllCorpses();
1969 // Êîëè÷åñòâî òðóïîâ:
1970 count
:= utils
.readLongInt(st
);
1971 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1973 if (count
= 0) then exit
;
1976 for i
:= 0 to count
-1 do
1979 str
:= utils
.readStr(st
);
1981 b
:= utils
.readBool(st
);
1983 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1984 // Çàãðóæàåì äàííûå òðóïà
1985 gCorpses
[i
].LoadState(st
);
1992 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1994 procedure TPlayer
.BFGHit();
1996 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1997 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1998 if g_Game_IsServer
and g_Game_IsNet
then
1999 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2000 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2004 procedure TPlayer
.ChangeModel(ModelName
: string);
2006 locModel
: TPlayerModel
;
2008 locModel
:= g_PlayerModel_Get(ModelName
);
2009 if locModel
= nil then Exit
;
2015 procedure TPlayer
.SetModel(ModelName
: string);
2019 m
:= g_PlayerModel_Get(ModelName
);
2022 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
2023 m
:= g_PlayerModel_Get('doomer');
2026 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
2031 if FModel
<> nil then
2036 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2037 FModel
.Color
:= FColor
2039 FModel
.Color
:= TEAMCOLOR
[FTeam
];
2040 FModel
.SetWeapon(FCurrWeap
);
2041 FModel
.SetFlag(FFlag
);
2042 SetDirection(FDirection
);
2045 procedure TPlayer
.SetColor(Color
: TRGB
);
2048 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2049 if FModel
<> nil then FModel
.Color
:= Color
;
2054 function TPlayer
.GetColor(): TRGB
;
2056 result
:= FModel
.Color
;
2059 procedure TPlayer
.SetWeaponPrefs(Prefs
: Array of Byte);
2063 for i
:= WP_FIRST
to WP_LAST
+ 1 do
2065 if (Prefs
[i
] > WP_LAST
+ 1) then
2066 FWeapPreferences
[i
] := 0
2068 FWeapPreferences
[i
] := Prefs
[i
];
2072 procedure TPlayer
.SetWeaponPref(Weapon
, Pref
: Byte);
2074 if (Weapon
> WP_LAST
+ 1) then
2076 else if (Pref
<= WP_LAST
+ 1) and (Weapon
<= WP_LAST
+ 1) then
2077 FWeapPreferences
[Weapon
] := Pref
2078 else if (Weapon
<= WP_LAST
+ 1) and (Pref
> WP_LAST
+ 1) then
2079 FWeapPreferences
[Weapon
] := 0;
2082 function TPlayer
.GetWeaponPref(Weapon
: Byte) : Byte;
2084 if (Weapon
> WP_LAST
+ 1) then
2086 else if (FWeapPreferences
[Weapon
] > WP_LAST
+ 1) then
2089 result
:= FWeapPreferences
[Weapon
];
2092 function TPlayer
.GetMorePrefered() : Byte;
2094 testedWeap
, i
: Byte;
2096 testedWeap
:= FCurrWeap
;
2097 for i
:= WP_FIRST
to WP_LAST
do
2098 if FWeapon
[i
] and maySwitch(i
) and (FWeapPreferences
[i
] > FWeapPreferences
[testedWeap
]) then
2100 if (R_BERSERK
in FRulez
) and (FWeapPreferences
[WP_LAST
+ 1] > FWeapPreferences
[testedWeap
]) then
2101 testedWeap
:= WEAPON_KASTET
;
2102 result
:= testedWeap
;
2105 function TPlayer
.maySwitch(Weapon
: Byte) : Boolean;
2108 if (Weapon
= WEAPON_KASTET
) and (FSkipFist
<> 0) then
2110 if (FSkipFist
= 1) and (not (R_BERSERK
in FRulez
)) then
2113 else if (FSwitchToEmpty
= 0) and (not hasAmmoForShooting(Weapon
)) then
2117 procedure TPlayer
.SwitchTeam
;
2119 if g_Game_IsClient
then
2121 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2123 if gGameOn
and FAlive
then
2124 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2126 if FTeam
= TEAM_RED
then
2128 ChangeTeam(TEAM_BLUE
);
2129 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2130 if g_Game_IsNet
then
2131 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2135 ChangeTeam(TEAM_RED
);
2136 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2137 if g_Game_IsNet
then
2138 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2140 FPreferredTeam
:= FTeam
;
2143 procedure TPlayer
.ChangeTeam(Team
: Byte);
2150 TEAM_RED
, TEAM_BLUE
:
2151 FModel
.Color
:= TEAMCOLOR
[Team
];
2153 FModel
.Color
:= FColor
;
2155 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2156 MH_SEND_PlayerStats(FUID
);
2160 procedure TPlayer.CollideItem();
2165 if gItems = nil then Exit;
2166 if not FAlive then Exit;
2168 for i := 0 to High(gItems) do
2171 if (ItemType <> ITEM_NONE) and alive then
2172 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2173 PLAYER_RECT.Height, @Obj) then
2175 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2177 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2178 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2179 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2180 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2181 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2183 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2184 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2185 (gGameSettings.GameType = GT_SINGLE) and
2186 (g_Player_GetCount() > 1)) then
2187 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2193 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2195 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2196 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2200 constructor TPlayer
.Create();
2206 mEDamageType
:= HIT_SOME
;
2212 FSawSound
:= TPlayableSound
.Create();
2213 FSawSoundIdle
:= TPlayableSound
.Create();
2214 FSawSoundHit
:= TPlayableSound
.Create();
2215 FSawSoundSelect
:= TPlayableSound
.Create();
2216 FFlameSoundOn
:= TPlayableSound
.Create();
2217 FFlameSoundOff
:= TPlayableSound
.Create();
2218 FFlameSoundWork
:= TPlayableSound
.Create();
2219 FJetSoundFly
:= TPlayableSound
.Create();
2220 FJetSoundOn
:= TPlayableSound
.Create();
2221 FJetSoundOff
:= TPlayableSound
.Create();
2223 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2224 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2225 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2226 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2227 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2228 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2229 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2230 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2231 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2232 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2234 FSpectatePlayer
:= -1;
2238 FSavedStateNum
:= -1;
2246 FActualModelName
:= 'doomer';
2249 FObj
.Rect
:= PLAYER_RECT
;
2251 FBFGFireCounter
:= -1;
2252 FJustTeleported
:= False;
2255 FWaitForFirstSpawn
:= false;
2260 procedure TPlayer
.positionChanged (); inline;
2264 procedure TPlayer
.doDamage (v
: Integer);
2266 if (v
<= 0) then exit
;
2267 if (v
> 32767) then v
:= 32767;
2268 Damage(v
, 0, 0, 0, mEDamageType
);
2271 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2275 if (not g_Game_IsClient
) and (not FAlive
) then
2280 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2281 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2283 if not g_Game_IsClient
then
2286 if t
= HIT_TRAP
then
2288 // Ëîâóøêà óáèâàåò ñðàçó:
2290 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2292 if t
= HIT_SELF
then
2296 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2299 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2300 FMegaRulez
[MR_SUIT
] := 0;
2301 FMegaRulez
[MR_INVUL
] := 0;
2302 FMegaRulez
[MR_INVIS
] := 0;
2307 // Íî îò îñòàëüíîãî ñïàñàåò:
2308 if FMegaRulez
[MR_INVUL
] >= gTime
then
2315 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2316 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2317 (SpawnerUID
= FUID
) or
2318 (not SameTeam(FUID
, SpawnerUID
)) then
2320 FLastSpawnerUID
:= SpawnerUID
;
2322 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2323 if gBloodCount
> 0 then
2325 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2326 if value
div 4 <= c
then
2327 c
:= c
- (value
div 4)
2331 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2335 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2336 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2339 if t
= HIT_WATER
then
2341 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2342 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2344 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
2345 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
2351 Inc(FDamageBuffer
, value
);
2355 FPain
:= FPain
+ value
;
2358 if g_Game_IsServer
and g_Game_IsNet
then
2360 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2361 MH_SEND_PlayerStats(FUID
);
2362 MH_SEND_PlayerPos(False, FUID
);
2366 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2369 if g_Game_IsClient
then
2374 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2376 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2379 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2381 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2385 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2386 MH_SEND_PlayerStats(FUID
);
2389 destructor TPlayer
.Destroy();
2391 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2393 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2397 FSawSoundIdle
.Free();
2398 FSawSoundHit
.Free();
2399 FSawSoundSelect
.Free();
2400 FFlameSoundOn
.Free();
2401 FFlameSoundOff
.Free();
2402 FFlameSoundWork
.Free();
2403 FJetSoundFly
.Free();
2405 FJetSoundOff
.Free();
2407 if FPunchAnim
<> nil then
2413 procedure TPlayer
.DrawIndicator(Color
: TRGB
);
2415 indX
, indY
, fX
, fY
, fSlope
: Integer;
2425 FObj
.lerp(gLerpFactor
, fX
, fY
);
2426 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2428 case gPlayerIndicatorStyle
of
2431 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2433 e_GetTextureSize(ID
, @indW
, @indH
);
2437 if (FObj
.X
+ FObj
.Rect
.X
) < 0 then
2440 indX
:= fX
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
;
2441 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2444 else if (FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
) > Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) then
2447 indX
:= fX
+ FObj
.Rect
.X
- indH
;
2448 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2451 else if (FObj
.Y
- indH
) < 0 then
2454 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2455 indY
:= fY
+ FObj
.Rect
.Y
+ FObj
.Rect
.Height
;
2461 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2465 indY
:= indY
+ fSlope
;
2466 indX
:= EnsureRange(indX
, 0, Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) - indW
);
2467 indY
:= EnsureRange(indY
, 0, Max(gMapInfo
.Height
, gPlayerScreenSize
.Y
) - indH
);
2471 e_DrawAdv(ID
, indX
, indY
, 0, True, False, indA
, @a
);
2478 e_TextureFontGetSize(gStdFont
, nW
, nH
);
2479 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- Length(FName
) * nW
) div 2;
2480 indY
:= fY
- nH
+ fSlope
;
2481 e_TextureFontPrintEx(indX
, indY
, FName
, gStdFont
, Color
.R
, Color
.G
, Color
.B
, 1.0, True);
2487 procedure TPlayer
.DrawBubble();
2489 bubX
, bubY
, fX
, fY
: Integer;
2492 Rw
, Gw
, Bw
: SmallInt;
2496 CObj
:= getCameraObj();
2497 CObj
.lerp(gLerpFactor
, fX
, fY
);
2498 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2499 bubX
:= fX
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2500 bubY
:= fY
+FObj
.Rect
.Y
- 18;
2508 1: // simple textual non-bubble
2510 bubX
:= fX
+FObj
.Rect
.X
- 11;
2511 bubY
:= fY
+FObj
.Rect
.Y
- 17;
2512 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2515 2: // advanced pixel-perfect bubble
2517 if FTeam
= TEAM_RED
then
2520 if FTeam
= TEAM_BLUE
then
2523 3: // colored bubble
2525 Rb
:= FModel
.Color
.R
;
2526 Gb
:= FModel
.Color
.G
;
2527 Bb
:= FModel
.Color
.B
;
2528 Rw
:= Min(Rb
* 2 + 64, 255);
2529 Gw
:= Min(Gb
* 2 + 64, 255);
2530 Bw
:= Min(Bb
* 2 + 64, 255);
2531 if (Abs(Rw
- Rb
) < 32)
2532 or (Abs(Gw
- Gb
) < 32)
2533 or (Abs(Bw
- Bb
) < 32) then
2535 Rb
:= Max(Rw
div 2 - 16, 0);
2536 Gb
:= Max(Gw
div 2 - 16, 0);
2537 Bb
:= Max(Bw
div 2 - 16, 0);
2540 4: // custom textured bubble
2542 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2543 if FDirection
= TDirection
.D_RIGHT
then
2544 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2546 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2552 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2553 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2555 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2558 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2559 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2560 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 15, Rw
, Gw
, Bw
);
2561 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 14, Rw
, Gw
, Bw
);
2562 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, Rw
, Gw
, Bw
);
2563 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 14, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 16, Rb
, Gb
, Bb
);
2567 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2568 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2569 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2572 procedure TPlayer
.Draw();
2577 Mirror
: TMirrorType
;
2578 fX
, fY
, fSlope
: Integer;
2580 FObj
.lerp(gLerpFactor
, fX
, fY
);
2581 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2585 if Direction
= TDirection
.D_RIGHT
then
2586 Mirror
:= TMirrorType
.None
2588 Mirror
:= TMirrorType
.Horizontal
;
2590 if FPunchAnim
<> nil then
2592 FPunchAnim
.Draw(fX
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2593 fY
+fSlope
+FObj
.Rect
.Y
-11, Mirror
);
2594 if FPunchAnim
.played
then
2601 if (FMegaRulez
[MR_INVUL
] > gTime
) and ((gPlayerDrawn
<> Self
) or (FSpawnInvul
>= gTime
)) then
2602 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2604 e_GetTextureSize(ID
, @w
, @h
);
2605 if FDirection
= TDirection
.D_LEFT
then
2606 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2607 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False)
2609 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2610 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False);
2613 if FMegaRulez
[MR_INVIS
] > gTime
then
2615 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2616 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2618 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2619 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2623 FModel
.Draw(fX
, fY
+fSlope
, 200)
2625 FModel
.Draw(fX
, fY
+fSlope
);
2628 FModel
.Draw(fX
, fY
+fSlope
, 254);
2631 FModel
.Draw(fX
, fY
+fSlope
);
2634 if g_debug_Frames
then
2636 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2638 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2639 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2643 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2644 if (FMegaRulez
[MR_INVIS
] <= gTime
) or ((gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2645 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
)))) then
2647 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2648 if gAimLine
and alive
and
2649 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2654 procedure TPlayer
.DrawAim();
2655 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2660 {$IFDEF ENABLE_HOLMES}
2661 if isValidViewPort
and (self
= gPlayer1
) then
2663 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2667 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2668 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2670 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2674 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2679 wx
, wy
, xx
, yy
: Integer;
2683 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2684 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2693 1: begin // Chainsaw
2700 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2701 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2702 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2703 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2708 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2709 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2710 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2711 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2713 4: begin // Double Shotgun
2716 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2717 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2718 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2719 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2721 5: begin // Chaingun
2724 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2725 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2726 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2727 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2729 6: begin // Rocket Launcher
2732 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2733 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2734 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2735 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2737 7: begin // Plasmagun
2740 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2741 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2742 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2743 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2748 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2749 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2750 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2751 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2753 9: begin // Super Chaingun
2756 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2757 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2758 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2759 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2762 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2763 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2764 {$IF DEFINED(D2F_DEBUG)}
2765 drawCast(sz
, wx
, wy
, xx
, yy
);
2767 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2771 procedure TPlayer
.DrawGUI();
2774 X
, Y
, SY
, a
, p
, m
: Integer;
2778 stat
: TPlayerStatArray
;
2780 X
:= gPlayerScreenSize
.X
;
2781 SY
:= gPlayerScreenSize
.Y
;
2784 if gShowScore
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2786 if gGameSettings
.GameMode
= GM_CTF
then
2790 if gGameSettings
.GameMode
= GM_CTF
then
2792 s
:= 'TEXTURE_PLAYER_REDFLAG';
2793 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2794 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2795 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2796 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2797 if g_Texture_Get(s
, ID
) then
2798 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2801 s
:= IntToStr(gTeamStat
[TEAM_RED
].Score
);
2802 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2803 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2805 if gGameSettings
.GameMode
= GM_CTF
then
2807 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2808 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2809 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2810 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2811 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2812 if g_Texture_Get(s
, ID
) then
2813 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2816 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Score
);
2817 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2818 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2821 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2822 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2825 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2826 e_Draw(ID
, X
+2, Y
, 0, True, False);
2828 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2832 s
:= IntToStr(Frags
);
2833 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2834 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2839 stat
:= g_Player_GetStats();
2844 for a
:= 0 to High(stat
) do
2845 if stat
[a
].Name
<> Name
then
2847 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2848 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2852 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2853 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2854 s
:= s
+IntToStr(Abs(Frags
-m
));
2856 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2857 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2860 if gLMSRespawn
> LMS_RESPAWN_NONE
then
2862 s
:= _lc
[I_GAME_WARMUP
];
2863 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2864 s
:= s
+ ': ' + IntToStr((gLMSRespawnTime
- gTime
) div 1000);
2865 e_CharFont_PrintEx(gMenuFont
, X
-64-tw
, SY
-32, s
, _RGB(0, 255, 0));
2867 else if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2869 s
:= IntToStr(Lives
);
2870 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2871 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2875 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2876 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2878 if R_BERSERK
in FRulez
then
2879 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2881 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2883 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2884 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2886 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2887 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2888 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2890 s
:= IntToStr(FArmor
);
2891 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2892 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2894 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2900 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2905 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2907 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2908 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2909 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2910 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2911 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2912 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2913 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2914 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2915 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2918 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2919 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2920 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2922 if R_KEY_RED
in FRulez
then
2923 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2925 if R_KEY_GREEN
in FRulez
then
2926 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2928 if R_KEY_BLUE
in FRulez
then
2929 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2931 if FJetFuel
> 0 then
2933 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2934 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2935 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2936 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2937 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2938 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2942 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2943 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2944 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2947 if gShowPing
and g_Game_IsClient
then
2949 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2950 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2956 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2957 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2958 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2961 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2962 s
:= _lc
[I_PLAYER_SPECT4
];
2963 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2964 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2965 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2971 procedure TPlayer
.DrawRulez();
2975 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2976 if (FMegaRulez
[MR_INVUL
] >= gTime
) and (FSpawnInvul
< gTime
) then
2978 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2979 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2984 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2985 191, 191, 191, 0, TBlending
.Invert
);
2988 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2989 if FMegaRulez
[MR_SUIT
] >= gTime
then
2991 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2992 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2997 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2998 0, 96, 0, 200, TBlending
.None
);
3001 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
3002 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
3004 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
3005 255, 0, 0, 200, TBlending
.None
);
3009 procedure TPlayer
.DrawPain();
3013 if FPain
= 0 then Exit
;
3017 if a
< 15 then h
:= 0
3018 else if a
< 35 then h
:= 1
3019 else if a
< 55 then h
:= 2
3020 else if a
< 75 then h
:= 3
3021 else if a
< 95 then h
:= 4
3024 //if a > 255 then a := 255;
3026 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
3027 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
3030 procedure TPlayer
.DrawPickup();
3034 if FPickup
= 0 then Exit
;
3038 if a
< 15 then h
:= 1
3039 else if a
< 35 then h
:= 2
3040 else if a
< 55 then h
:= 3
3041 else if a
< 75 then h
:= 4
3044 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
3047 procedure TPlayer
.DoPunch();
3052 if FPunchAnim
<> nil then begin
3057 st
:= 'FRAMES_PUNCH';
3058 if R_BERSERK
in FRulez
then
3059 st
:= st
+ '_BERSERK';
3060 if FKeys
[KEY_UP
].Pressed
then
3062 else if FKeys
[KEY_DOWN
].Pressed
then
3064 g_Frames_Get(id
, st
);
3065 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
3068 procedure TPlayer
.Fire();
3070 f
, DidFire
: Boolean;
3071 wx
, wy
, xd
, yd
: Integer;
3074 if g_Game_IsClient
then Exit
;
3075 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3076 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3084 if FReloading
[FCurrWeap
] <> 0 then Exit
;
3089 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
3090 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
3091 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
3092 yd
:= wy
+firediry();
3098 if R_BERSERK
in FRulez
then
3100 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3101 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
3102 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
3105 locobj
.rect
.Width
:= 39;
3106 locobj
.rect
.Height
:= 52;
3107 locobj
.Vel
.X
:= (xd
-wx
) div 2;
3108 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
3109 locobj
.Accel
.X
:= xd
-wx
;
3110 locobj
.Accel
.y
:= yd
-wy
;
3112 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
3113 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
3115 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
3117 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
3121 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
3125 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3130 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3131 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
3133 FSawSoundSelect
.Stop();
3135 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
3137 else if not FSawSoundHit
.IsPlaying() then
3139 FSawSoundSelect
.Stop();
3140 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
3143 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3149 if FAmmo
[A_BULLETS
] > 0 then
3151 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
3152 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3153 Dec(FAmmo
[A_BULLETS
]);
3154 FFireAngle
:= FAngle
;
3157 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3158 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3162 if FAmmo
[A_SHELLS
] > 0 then
3164 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3165 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3166 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3167 Dec(FAmmo
[A_SHELLS
]);
3168 FFireAngle
:= FAngle
;
3172 FShellType
:= SHELL_SHELL
;
3176 if FAmmo
[A_SHELLS
] >= 2 then
3178 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3179 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3180 Dec(FAmmo
[A_SHELLS
], 2);
3181 FFireAngle
:= FAngle
;
3185 FShellType
:= SHELL_DBLSHELL
;
3189 if FAmmo
[A_BULLETS
] > 0 then
3191 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3192 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3193 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3194 Dec(FAmmo
[A_BULLETS
]);
3195 FFireAngle
:= FAngle
;
3198 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3199 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3202 WEAPON_ROCKETLAUNCHER
:
3203 if FAmmo
[A_ROCKETS
] > 0 then
3205 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3206 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3207 Dec(FAmmo
[A_ROCKETS
]);
3208 FFireAngle
:= FAngle
;
3214 if FAmmo
[A_CELLS
] > 0 then
3216 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3217 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3218 Dec(FAmmo
[A_CELLS
]);
3219 FFireAngle
:= FAngle
;
3225 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3227 FBFGFireCounter
:= 17;
3228 if not FNoReload
then
3229 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3230 Dec(FAmmo
[A_CELLS
], 40);
3234 WEAPON_SUPERPULEMET
:
3235 if FAmmo
[A_SHELLS
] > 0 then
3237 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3238 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3239 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3240 Dec(FAmmo
[A_SHELLS
]);
3241 FFireAngle
:= FAngle
;
3244 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3245 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3248 WEAPON_FLAMETHROWER
:
3249 if FAmmo
[A_FUEL
] > 0 then
3251 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3253 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3255 FFireAngle
:= FAngle
;
3262 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
3266 if g_Game_IsNet
then
3270 if FCurrWeap
<> WEAPON_BFG
then
3271 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3273 if not FNoReload
then
3274 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3277 MH_SEND_PlayerStats(FUID
);
3282 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3283 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3284 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3287 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3290 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3291 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3292 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3293 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3294 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3299 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3301 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3302 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3303 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3306 procedure TPlayer
.FlamerOn
;
3308 FFlameSoundOff
.Stop();
3309 FFlameSoundOff
.SetPosition(0);
3312 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
3313 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
3317 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3322 procedure TPlayer
.FlamerOff
;
3326 FFlameSoundOn
.Stop();
3327 FFlameSoundOn
.SetPosition(0);
3328 FFlameSoundWork
.Stop();
3329 FFlameSoundWork
.SetPosition(0);
3330 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3335 procedure TPlayer
.JetpackOn
;
3339 FJetSoundOn
.SetPosition(0);
3340 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3344 procedure TPlayer
.JetpackOff
;
3348 FJetSoundOff
.SetPosition(0);
3349 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3352 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
3354 if Timeout
<= 0 then
3356 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
3357 exit
; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3358 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3359 exit
; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3360 if FFireTime
<= 0 then
3361 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
3362 FFireTime
:= Timeout
;
3363 FFireAttacker
:= Attacker
;
3364 if g_Game_IsNet
and g_Game_IsServer
then
3365 MH_SEND_PlayerStats(FUID
);
3368 procedure TPlayer
.Jump();
3370 if gFly
or FJetpack
then
3372 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3373 if FObj
.Vel
.Y
> -VEL_FLY
then
3374 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3377 if FJetFuel
> 0 then
3379 if (FJetFuel
< 1) and g_Game_IsServer
then
3383 if g_Game_IsNet
then
3384 MH_SEND_PlayerStats(FUID
);
3390 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3392 FCanJetpack
:= False;
3394 // Ïðûãàåì èëè âñïëûâàåì:
3395 if (CollideLevel(0, 1) or
3396 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3397 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3398 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3400 FObj
.Vel
.Y
:= -VEL_JUMP
;
3401 FCanJetpack
:= False;
3405 if BodyInLiquid(0, 0) then
3406 FObj
.Vel
.Y
:= -VEL_SW
3407 else if (FJetFuel
> 0) and FCanJetpack
and
3408 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3412 if g_Game_IsNet
then
3413 MH_SEND_PlayerStats(FUID
);
3418 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3420 a
, i
, k
, ab
, ar
: Byte;
3424 srv
, netsrv
: Boolean;
3430 procedure PushItem(t
: Byte);
3434 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3435 it
:= g_Items_ByIdx(id
);
3436 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3438 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3439 (FObj
.Vel
.Y
div 2)-Random(9));
3440 it
.positionChanged(); // this updates spatial accelerators
3444 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3446 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3447 (FObj
.Vel
.Y
div 2)-Random(6));
3449 else // -3..+3; -3..0
3451 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3452 (FObj
.Vel
.Y
div 2)-Random(4));
3454 it
.positionChanged(); // this updates spatial accelerators
3457 if g_Game_IsNet
and g_Game_IsServer
then
3458 MH_SEND_ItemSpawn(True, id
);
3462 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3463 Srv
:= g_Game_IsServer
;
3464 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3465 if Srv
then FDeath
:= FDeath
+ 1;
3470 if not FPhysics
then
3476 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3478 if FLives
> 0 then FLives
:= FLives
- 1;
3479 if FLives
= 0 then FNoRespawn
:= True;
3482 // Íîìåð òèïà ñìåðòè:
3485 K_SIMPLEKILL
: a
:= 1;
3487 K_EXTRAHARDKILL
: a
:= 3;
3492 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3494 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3501 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3503 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3504 K_EXTRAHARDKILL
, K_FALLKILL
:
3505 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3508 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3512 K_HARDKILL
, K_EXTRAHARDKILL
:
3516 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3517 if (KillType
<> K_FALLKILL
) and (Srv
) then
3518 g_Monsters_killedp();
3520 if SpawnerUID
= FUID
then
3524 if gGameSettings
.GameMode
= GM_TDM
then
3525 Dec(gTeamStat
[FTeam
].Score
);
3526 if DoFrags
or (gGameSettings
.GameMode
= GM_TDM
) then
3532 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3535 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3536 begin // Óáèò äðóãèì èãðîêîì
3537 KP
:= g_Player_Get(SpawnerUID
);
3538 if (KP
<> nil) and Srv
then
3540 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3541 if SameTeam(FUID
, SpawnerUID
) then
3551 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3552 Inc(gTeamStat
[KP
.Team
].Score
,
3553 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3555 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3558 plr
:= g_Player_Get(SpawnerUID
);
3566 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3570 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3574 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3579 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3580 begin // Óáèò ìîíñòðîì
3581 mon
:= g_Monsters_ByUID(SpawnerUID
);
3585 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3589 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3593 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3597 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3602 else // Îñîáûå òèïû ñìåðòè
3605 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3606 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3607 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3608 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3609 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3610 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3616 for a
:= WP_FIRST
to WP_LAST
do
3620 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3621 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3622 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3623 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3624 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3625 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3626 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3627 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3628 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3637 if R_ITEM_BACKPACK
in FRulez
then
3638 PushItem(ITEM_AMMO_BACKPACK
);
3640 // Âûáðîñ ðàêåòíîãî ðàíöà:
3641 if FJetFuel
> 0 then
3642 PushItem(ITEM_JETPACK
);
3645 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
3646 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
3648 if R_KEY_RED
in FRulez
then
3649 PushItem(ITEM_KEY_RED
);
3651 if R_KEY_GREEN
in FRulez
then
3652 PushItem(ITEM_KEY_GREEN
);
3654 if R_KEY_BLUE
in FRulez
then
3655 PushItem(ITEM_KEY_BLUE
);
3659 DropFlag(KillType
= K_FALLKILL
);
3662 FCorpse
:= g_Player_CreateCorpse(Self
);
3664 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3665 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3671 for i
:= Low(gPlayers
) to High(gPlayers
) do
3673 if gPlayers
[i
] = nil then continue
;
3674 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3677 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3678 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3683 OldLR
:= gLMSRespawn
;
3684 if (gGameSettings
.GameMode
= GM_COOP
) then
3688 // everyone is dead, restart the map
3689 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3691 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3692 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3693 gLMSRespawnTime
:= gTime
+ 5000;
3695 else if (a
= 1) then
3697 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3698 if (gPlayers
[k
] = gPlayer1
) or
3699 (gPlayers
[k
] = gPlayer2
) then
3700 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3701 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3702 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3705 else if (gGameSettings
.GameMode
= GM_TDM
) then
3707 if (ab
= 0) and (ar
<> 0) then
3710 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3712 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3713 Inc(gTeamStat
[TEAM_RED
].Score
);
3714 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3715 gLMSRespawnTime
:= gTime
+ 5000;
3717 else if (ar
= 0) and (ab
<> 0) then
3720 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3722 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3723 Inc(gTeamStat
[TEAM_BLUE
].Score
);
3724 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3725 gLMSRespawnTime
:= gTime
+ 5000;
3727 else if (ar
= 0) and (ab
= 0) then
3730 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3732 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3733 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3734 gLMSRespawnTime
:= gTime
+ 5000;
3737 else if (gGameSettings
.GameMode
= GM_DM
) then
3741 if gPlayers
[k
] <> nil then
3744 // survivor is the winner
3745 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3747 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3750 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3751 gLMSRespawnTime
:= gTime
+ 5000;
3753 else if (a
= 0) then
3755 // everyone is dead, restart the map
3756 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3758 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3759 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3760 gLMSRespawnTime
:= gTime
+ 5000;
3763 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3765 if NetMode
= NET_SERVER
then
3766 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
3768 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3774 MH_SEND_PlayerStats(FUID
);
3775 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3776 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3779 if srv
and FNoRespawn
then Spectate(True);
3780 FWantsInGame
:= True;
3783 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3785 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3786 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3789 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3791 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3792 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3795 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3797 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3798 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3799 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3800 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3801 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3802 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3803 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3804 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3807 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3809 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3810 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3811 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3812 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3815 procedure TPlayer
.ProcessWeaponAction(Action
: Byte);
3817 if g_Game_IsClient
then Exit
;
3819 WP_PREV
: PrevWeapon();
3820 WP_NEXT
: NextWeapon();
3824 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3826 if g_Game_IsClient
then Exit
;
3827 if Weapon
> High(FWeapon
) then Exit
;
3828 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3831 procedure TPlayer
.resetWeaponQueue ();
3834 FNextWeapDelay
:= 0;
3837 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3841 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3842 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3843 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3844 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3845 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3846 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3847 else result
:= (weapon
< length(FWeapon
));
3851 function TPlayer
.hasAmmoForShooting (weapon
: Byte): Boolean;
3855 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3856 WEAPON_SHOTGUN1
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3857 WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 1);
3858 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3859 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3860 WEAPON_PLASMA
: result
:= (FAmmo
[A_CELLS
] > 0);
3861 WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] >= 40);
3862 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3863 else result
:= (weapon
< length(FWeapon
));
3867 function TPlayer
.shouldSwitch (weapon
: Byte; hadWeapon
: Boolean): Boolean;
3870 if (weapon
> WP_LAST
+ 1) then
3875 if (FWeapSwitchMode
= 1) and not hadWeapon
then
3877 else if (FWeapSwitchMode
= 2) then
3878 result
:= (FWeapPreferences
[weapon
] > FWeapPreferences
[FCurrWeap
]);
3881 // return 255 for "no switch"
3882 function TPlayer
.getNextWeaponIndex (): Byte;
3885 wantThisWeapon
: array[0..64] of Boolean;
3886 wwc
: Integer = 0; //HACK!
3889 result
:= 255; // default result: "no switch"
3890 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3891 // had weapon cycling on previous frame? remove that flag
3892 if (FNextWeap
and $2000) <> 0 then
3894 FNextWeap
:= FNextWeap
and $1FFF;
3895 FNextWeapDelay
:= 0;
3897 // cycling has priority
3898 if (FNextWeap
and $C000) <> 0 then
3900 if (FNextWeap
and $8000) <> 0 then
3904 FNextWeap
:= FNextWeap
or $2000; // we need this
3905 if FNextWeapDelay
> 0 then
3906 exit
; // cooldown time
3908 for i
:= 0 to High(FWeapon
) do
3910 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3911 if FWeapon
[cwi
] and maySwitch(cwi
) then
3913 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3914 result
:= Byte(cwi
);
3915 FNextWeapDelay
:= WEAPON_DELAY
;
3923 for i
:= 0 to High(wantThisWeapon
) do
3924 wantThisWeapon
[i
] := false;
3925 for i
:= 0 to High(FWeapon
) do
3926 if (FNextWeap
and (1 shl i
)) <> 0 then
3928 wantThisWeapon
[i
] := true;
3932 // exclude currently selected weapon from the set
3933 wantThisWeapon
[FCurrWeap
] := false;
3934 // slow down alterations a little
3937 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3938 // more than one weapon requested, assume "alteration" and check alteration delay
3939 if FNextWeapDelay
> 0 then
3945 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3946 // but clear all counters if no weapon should be switched
3952 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3953 // try weapons in descending order
3954 for i
:= High(FWeapon
) downto 0 do
3956 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3961 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3962 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3966 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3970 procedure TPlayer
.RealizeCurrentWeapon();
3971 function switchAllowed (): Boolean;
3976 if FBFGFireCounter
<> -1 then
3978 if FTime
[T_SWITCH
] > gTime
then
3980 for i
:= WP_FIRST
to WP_LAST
do
3981 if FReloading
[i
] > 0 then
3989 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3990 //FNextWeap := FNextWeap and $1FFF;
3991 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3993 if not switchAllowed
then
3995 //HACK for weapon cycling
3996 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
4000 nw
:= getNextWeaponIndex();
4002 if nw
= 255 then exit
; // don't reset anything here
4003 if nw
> High(FWeapon
) then
4005 // don't forget to reset queue here!
4006 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
4014 FTime
[T_SWITCH
] := gTime
+156;
4015 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
4016 FModel
.SetWeapon(FCurrWeap
);
4017 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
4021 procedure TPlayer
.NextWeapon();
4023 if g_Game_IsClient
then Exit
;
4027 procedure TPlayer
.PrevWeapon();
4029 if g_Game_IsClient
then Exit
;
4033 procedure TPlayer
.SetWeapon(W
: Byte);
4035 if FCurrWeap
<> W
then
4036 if W
= WEAPON_SAW
then
4037 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
4040 FModel
.SetWeapon(CurrWeap
);
4044 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
4047 switchWeapon
: Byte = 255;
4048 hadWeapon
: Boolean = False;
4051 if g_Game_IsClient
then Exit
;
4053 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
4054 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
4058 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4060 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
4064 if gFlash
= 2 then Inc(FPickup
, 5);
4068 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4070 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
4074 if gFlash
= 2 then Inc(FPickup
, 5);
4078 if FArmor
< PLAYER_AP_SOFT
then
4080 FArmor
:= PLAYER_AP_SOFT
;
4083 if gFlash
= 2 then Inc(FPickup
, 5);
4087 if FArmor
< PLAYER_AP_LIMIT
then
4089 FArmor
:= PLAYER_AP_LIMIT
;
4092 if gFlash
= 2 then Inc(FPickup
, 5);
4096 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4098 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
4102 if gFlash
= 2 then Inc(FPickup
, 5);
4106 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
4108 if FHealth
< PLAYER_HP_LIMIT
then
4109 FHealth
:= PLAYER_HP_LIMIT
;
4110 if FArmor
< PLAYER_AP_LIMIT
then
4111 FArmor
:= PLAYER_AP_LIMIT
;
4115 if gFlash
= 2 then Inc(FPickup
, 5);
4119 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
4121 hadWeapon
:= FWeapon
[WEAPON_SAW
];
4122 switchWeapon
:= WEAPON_SAW
;
4123 FWeapon
[WEAPON_SAW
] := True;
4125 if gFlash
= 2 then Inc(FPickup
, 5);
4126 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4129 ITEM_WEAPON_SHOTGUN1
:
4130 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
4132 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4133 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
4134 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN1
];
4135 switchWeapon
:= WEAPON_SHOTGUN1
;
4136 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4137 FWeapon
[WEAPON_SHOTGUN1
] := True;
4139 if gFlash
= 2 then Inc(FPickup
, 5);
4140 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4143 ITEM_WEAPON_SHOTGUN2
:
4144 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4146 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4147 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN2
];
4148 switchWeapon
:= WEAPON_SHOTGUN2
;
4149 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4150 FWeapon
[WEAPON_SHOTGUN2
] := True;
4152 if gFlash
= 2 then Inc(FPickup
, 5);
4153 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4156 ITEM_WEAPON_CHAINGUN
:
4157 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4159 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4160 hadWeapon
:= FWeapon
[WEAPON_CHAINGUN
];
4161 switchWeapon
:= WEAPON_CHAINGUN
;
4162 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4163 FWeapon
[WEAPON_CHAINGUN
] := True;
4165 if gFlash
= 2 then Inc(FPickup
, 5);
4166 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4169 ITEM_WEAPON_ROCKETLAUNCHER
:
4170 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4172 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4173 switchWeapon
:= WEAPON_ROCKETLAUNCHER
;
4174 hadWeapon
:= FWeapon
[WEAPON_ROCKETLAUNCHER
];
4175 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4176 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4178 if gFlash
= 2 then Inc(FPickup
, 5);
4179 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4183 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4185 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4186 switchWeapon
:= WEAPON_PLASMA
;
4187 hadWeapon
:= FWeapon
[WEAPON_PLASMA
];
4188 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4189 FWeapon
[WEAPON_PLASMA
] := True;
4191 if gFlash
= 2 then Inc(FPickup
, 5);
4192 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4196 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4198 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4199 switchWeapon
:= WEAPON_BFG
;
4200 hadWeapon
:= FWeapon
[WEAPON_BFG
];
4201 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4202 FWeapon
[WEAPON_BFG
] := True;
4204 if gFlash
= 2 then Inc(FPickup
, 5);
4205 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4208 ITEM_WEAPON_SUPERPULEMET
:
4209 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4211 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4212 switchWeapon
:= WEAPON_SUPERPULEMET
;
4213 hadWeapon
:= FWeapon
[WEAPON_SUPERPULEMET
];
4214 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4215 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4217 if gFlash
= 2 then Inc(FPickup
, 5);
4218 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4221 ITEM_WEAPON_FLAMETHROWER
:
4222 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4224 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4225 switchWeapon
:= WEAPON_FLAMETHROWER
;
4226 hadWeapon
:= FWeapon
[WEAPON_FLAMETHROWER
];
4227 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4228 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4230 if gFlash
= 2 then Inc(FPickup
, 5);
4231 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4235 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4237 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4240 if gFlash
= 2 then Inc(FPickup
, 5);
4243 ITEM_AMMO_BULLETS_BOX
:
4244 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4246 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4249 if gFlash
= 2 then Inc(FPickup
, 5);
4253 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4255 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4258 if gFlash
= 2 then Inc(FPickup
, 5);
4261 ITEM_AMMO_SHELLS_BOX
:
4262 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4264 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4267 if gFlash
= 2 then Inc(FPickup
, 5);
4271 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4273 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4276 if gFlash
= 2 then Inc(FPickup
, 5);
4279 ITEM_AMMO_ROCKET_BOX
:
4280 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4282 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4285 if gFlash
= 2 then Inc(FPickup
, 5);
4289 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4291 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4294 if gFlash
= 2 then Inc(FPickup
, 5);
4298 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4300 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4303 if gFlash
= 2 then Inc(FPickup
, 5);
4307 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4309 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4312 if gFlash
= 2 then Inc(FPickup
, 5);
4316 if not(R_ITEM_BACKPACK
in FRulez
) or
4317 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4318 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4319 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4320 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4321 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
4323 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4324 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4325 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4326 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4327 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4329 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4330 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4331 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4332 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4333 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4334 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4335 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4336 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4337 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4338 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
4340 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4343 if gFlash
= 2 then Inc(FPickup
, 5);
4347 if not(R_KEY_RED
in FRulez
) then
4349 Include(FRulez
, R_KEY_RED
);
4351 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4352 if gFlash
= 2 then Inc(FPickup
, 5);
4353 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4357 if not(R_KEY_GREEN
in FRulez
) then
4359 Include(FRulez
, R_KEY_GREEN
);
4361 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4362 if gFlash
= 2 then Inc(FPickup
, 5);
4363 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4367 if not(R_KEY_BLUE
in FRulez
) then
4369 Include(FRulez
, R_KEY_BLUE
);
4371 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4372 if gFlash
= 2 then Inc(FPickup
, 5);
4373 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4377 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4379 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4383 if gFlash
= 2 then Inc(FPickup
, 5);
4387 if FAir
< AIR_MAX
then
4392 if gFlash
= 2 then Inc(FPickup
, 5);
4397 if not (R_BERSERK
in FRulez
) then
4399 Include(FRulez
, R_BERSERK
);
4400 if (FBFGFireCounter
= -1) then
4402 FCurrWeap
:= WEAPON_KASTET
;
4404 FModel
.SetWeapon(WEAPON_KASTET
);
4409 if gFlash
= 2 then Inc(FPickup
, 5);
4411 FBerserk
:= gTime
+30000;
4416 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4418 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
4419 FBerserk
:= gTime
+30000;
4427 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4429 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4433 if gFlash
= 2 then Inc(FPickup
, 5);
4437 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4439 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4443 if gFlash
= 2 then Inc(FPickup
, 5);
4447 if FArmor
< PLAYER_AP_LIMIT
then
4449 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4452 if gFlash
= 2 then Inc(FPickup
, 5);
4456 if FJetFuel
< JET_MAX
then
4458 FJetFuel
:= JET_MAX
;
4461 if gFlash
= 2 then Inc(FPickup
, 5);
4465 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4467 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4470 if gFlash
= 2 then Inc(FPickup
, 5);
4474 if (shouldSwitch(switchWeapon
, hadWeapon
)) then
4475 QueueWeaponSwitch(switchWeapon
);
4478 procedure TPlayer
.Touch();
4482 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4485 // Áðîñèòü ôëàã òîâàðèùó:
4486 if gGameSettings
.GameMode
= GM_CTF
then
4491 procedure TPlayer
.Push(vx
, vy
: Integer);
4493 if (not FPhysics
) and FGhost
then
4495 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4496 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4497 if g_Game_IsNet
and g_Game_IsServer
then
4498 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4501 procedure TPlayer
.Reset(Force
: Boolean);
4507 FTime
[T_RESPAWN
] := 0;
4508 FTime
[T_FLAGCAP
] := 0;
4524 FSpectator
:= False;
4527 FSpectatePlayer
:= -1;
4528 FNoRespawn
:= False;
4530 FLives
:= gGameSettings
.MaxLives
;
4535 procedure TPlayer
.SoftReset();
4543 FBFGFireCounter
:= -1;
4551 SetAction(A_STAND
, True);
4554 function TPlayer
.GetRespawnPoint(): Byte;
4559 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4561 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4562 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4564 if Self
= gPlayer1
then
4566 // player 1 should try to spawn on the player 1 point
4567 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4568 Exit(RESPAWNPOINT_PLAYER1
)
4569 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4570 Exit(RESPAWNPOINT_PLAYER2
);
4572 else if Self
= gPlayer2
then
4574 // player 2 should try to spawn on the player 2 point
4575 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4576 Exit(RESPAWNPOINT_PLAYER2
)
4577 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4578 Exit(RESPAWNPOINT_PLAYER1
);
4582 // other players randomly pick either the first or the second point
4583 c
:= IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1
, RESPAWNPOINT_PLAYER2
);
4584 if g_Map_GetPointCount(c
) > 0 then
4586 // try the other one
4587 c
:= IfThen((c
= RESPAWNPOINT_PLAYER1
), RESPAWNPOINT_PLAYER2
, RESPAWNPOINT_PLAYER1
);
4588 if g_Map_GetPointCount(c
) > 0 then
4594 if gGameSettings
.GameMode
= GM_DM
then
4596 // try DM points first
4597 if g_Map_GetPointCount(RESPAWNPOINT_DM
) > 0 then
4598 Exit(RESPAWNPOINT_DM
);
4602 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4604 // try team points first
4605 c
:= RESPAWNPOINT_DM
;
4606 if FTeam
= TEAM_RED
then
4607 c
:= RESPAWNPOINT_RED
4608 else if FTeam
= TEAM_BLUE
then
4609 c
:= RESPAWNPOINT_BLUE
;
4610 if g_Map_GetPointCount(c
) > 0 then
4614 // still haven't found a spawnpoint, try random shit
4615 Result
:= g_Map_GetRandomPointType();
4618 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4620 RespawnPoint
: TRespawnPoint
;
4628 FBFGFireCounter
:= -1;
4635 if not g_Game_IsServer
then
4639 FWantsInGame
:= True;
4640 FJustTeleported
:= True;
4643 FTime
[T_RESPAWN
] := 0;
4647 // if server changes MaxLives we gotta be ready
4648 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4650 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4651 if FTime
[T_RESPAWN
] > gTime
then
4654 // Ïðîñðàë âñå æèçíè:
4657 if not FSpectator
then Spectate(True);
4658 FWantsInGame
:= True;
4662 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4663 begin // "Ñâîÿ èãðà"
4664 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4665 FRulez
:= FRulez
-[R_BERSERK
];
4667 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4669 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4670 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4673 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4674 c
:= GetRespawnPoint();
4679 // Âîñêðåøåíèå áåç îðóæèÿ:
4682 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
4688 for a
:= WP_FIRST
to WP_LAST
do
4690 FWeapon
[a
] := False;
4694 FWeapon
[WEAPON_PISTOL
] := True;
4695 FWeapon
[WEAPON_KASTET
] := True;
4696 FCurrWeap
:= WEAPON_PISTOL
;
4699 FModel
.SetWeapon(FCurrWeap
);
4701 for b
:= A_BULLETS
to A_HIGH
do
4704 FAmmo
[A_BULLETS
] := 50;
4706 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4707 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4708 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4709 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4710 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4712 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
4713 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
4714 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4719 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4720 if not g_Map_GetPoint(c
, RespawnPoint
) then
4722 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4726 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4727 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4728 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4729 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4730 FObj
.oldY
:= FObj
.Y
;
4736 FDirection
:= RespawnPoint
.Direction
;
4737 if FDirection
= TDirection
.D_LEFT
then
4742 SetAction(A_STAND
, True);
4743 FModel
.Direction
:= FDirection
;
4745 for a
:= Low(FTime
) to High(FTime
) do
4748 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4751 // Respawn invulnerability
4752 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
4754 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
4755 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
4760 FCanJetpack
:= False;
4766 // Àíèìàöèÿ âîçðîæäåíèÿ:
4767 if (not gLoadGameMode
) and (not Silent
) then
4768 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4770 Anim
:= TAnimation
.Create(ID
, False, 3);
4771 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4772 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4776 FSpectator
:= False;
4779 FSpectatePlayer
:= -1;
4782 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
4784 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
4787 if g_Game_IsNet
then
4789 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4790 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4792 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4793 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4798 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4801 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4802 else if (not NoMove
) then
4804 GameX
:= gMapInfo
.Width
div 2;
4805 GameY
:= gMapInfo
.Height
div 2;
4814 FWantsInGame
:= False;
4820 if Self
= gPlayer1
then
4822 gSpectLatchPID1
:= FUID
;
4825 else if Self
= gPlayer2
then
4827 gSpectLatchPID2
:= FUID
;
4832 if g_Game_IsNet
then
4833 MH_SEND_PlayerStats(FUID
);
4836 procedure TPlayer
.SwitchNoClip
;
4840 FGhost
:= not FGhost
;
4841 FPhysics
:= not FGhost
;
4853 procedure TPlayer
.Run(Direction
: TDirection
);
4857 if MAX_RUNVEL
> 8 then
4861 if Direction
= TDirection
.D_LEFT
then
4863 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4864 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4867 if FObj
.Vel
.X
< MAX_RUNVEL
then
4868 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4870 // Âîçìîæíî, ïèíàåì êóñêè:
4871 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4873 b
:= Abs(FObj
.Vel
.X
);
4874 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4875 for a
:= 0 to High(gGibs
) do
4877 if gGibs
[a
].alive
and
4878 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4879 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4882 if FObj
.Vel
.X
< 0 then
4884 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4888 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4890 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4898 procedure TPlayer
.SeeDown();
4900 SetAction(A_SEEDOWN
);
4902 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4904 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4907 procedure TPlayer
.SeeUp();
4911 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4913 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4916 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4924 A_ATTACK
: Prior
:= 2;
4925 A_SEEUP
: Prior
:= 1;
4926 A_SEEDOWN
: Prior
:= 1;
4927 A_ATTACKUP
: Prior
:= 2;
4928 A_ATTACKDOWN
: Prior
:= 2;
4933 if (Prior
> FActionPrior
) or Force
then
4934 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4936 FActionPrior
:= Prior
;
4937 FActionAnim
:= Action
;
4938 FActionForce
:= Force
;
4939 FActionChanged
:= True;
4942 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4945 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4947 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4948 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4949 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4950 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4953 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4960 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4962 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4963 if g_Game_IsServer
and g_Game_IsNet
then
4964 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4968 FJustTeleported
:= True;
4973 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4975 Anim
:= TAnimation
.Create(ID
, False, 3);
4978 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4979 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4980 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4981 if g_Game_IsServer
and g_Game_IsNet
then
4982 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4983 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4987 FObj
.X
:= X
-PLAYER_RECT
.X
;
4988 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4989 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4990 FObj
.oldY
:= FObj
.Y
;
4991 if FAlive
and FGhost
then
4997 if not g_Game_IsNet
then
5001 SetDirection(TDirection
.D_LEFT
);
5007 SetDirection(TDirection
.D_RIGHT
);
5013 if FDirection
= TDirection
.D_RIGHT
then
5015 SetDirection(TDirection
.D_LEFT
);
5020 SetDirection(TDirection
.D_RIGHT
);
5026 if not silent
and (Anim
<> nil) then
5028 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
5029 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
5032 if g_Game_IsServer
and g_Game_IsNet
then
5033 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
5034 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
5041 function nonz(a
: Single): Single;
5049 function TPlayer
.refreshCorpse(): Boolean;
5055 if FAlive
or FSpectator
then
5057 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
5059 for i
:= 0 to High(gCorpses
) do
5060 if gCorpses
[i
] <> nil then
5061 if gCorpses
[i
].FPlayerUID
= FUID
then
5069 function TPlayer
.getCameraObj(): TObj
;
5071 if (not FAlive
) and (not FSpectator
) and
5072 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
5073 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
5075 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
5076 Result
:= gCorpses
[FCorpse
].FObj
;
5084 procedure TPlayer
.PreUpdate();
5086 FSlopeOld
:= FObj
.slopeUpLeft
;
5087 FIncCamOld
:= FIncCam
;
5088 FObj
.oldX
:= FObj
.X
;
5089 FObj
.oldY
:= FObj
.Y
;
5092 procedure TPlayer
.Update();
5095 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
5096 blockmon
, headwater
, dospawn
: Boolean;
5101 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
5102 AnyServer
:= g_Game_IsServer
;
5104 if g_Game_IsClient
and (NetInterpLevel
> 0) then
5105 DoLerp(NetInterpLevel
+ 1)
5111 if (FClientID
>= 0) and (NetClients
[FClientID
].Peer
<> nil) then
5113 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5114 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5115 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5124 if FAlive
and (FPunchAnim
<> nil) then
5125 FPunchAnim
.Update();
5127 if FAlive
and (gFly
or FJetpack
) then
5130 if FDirection
= TDirection
.D_LEFT
then
5135 if FAlive
and (not FGhost
) then
5137 if FKeys
[KEY_UP
].Pressed
then
5139 if FKeys
[KEY_DOWN
].Pressed
then
5143 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5146 i
:= g_basic
.Sign(FIncCam
);
5147 FIncCam
:= Abs(FIncCam
);
5148 DecMin(FIncCam
, 5, 0);
5149 FIncCam
:= FIncCam
*i
;
5152 if gTime
mod (GAME_TICK
*2) <> 0 then
5154 if (FObj
.Vel
.X
= 0) and FAlive
then
5156 if FKeys
[KEY_LEFT
].Pressed
then
5157 Run(TDirection
.D_LEFT
);
5158 if FKeys
[KEY_RIGHT
].Pressed
then
5159 Run(TDirection
.D_RIGHT
);
5164 g_Obj_Move(@FObj
, True, True, True);
5165 positionChanged(); // this updates spatial accelerators
5171 FActionChanged
:= False;
5175 // Let alive player do some actions
5176 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5177 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5178 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
5184 if NetServer
then MH_SEND_PlayerStats(FUID
);
5187 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5188 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5191 if AnyServer
and FJetpack
then
5195 if NetServer
then MH_SEND_PlayerStats(FUID
);
5197 FCanJetpack
:= True;
5204 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5206 if FKeys
[k
].Pressed
then
5214 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5217 if (FTime
[T_RESPAWN
] <= gTime
) and
5218 gGameOn
and (not FAlive
) then
5220 if (g_Player_GetCount() > 1) then
5224 gExit
:= EXIT_RESTART
;
5229 // Dead spectator actions
5232 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5233 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5237 if (FSpectatePlayer
>= High(gPlayers
)) then
5238 FSpectatePlayer
:= -1
5242 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5243 if gPlayers
[I
] <> nil then
5244 if gPlayers
[I
].alive
then
5245 if gPlayers
[I
].UID
<> FUID
then
5247 FSpectatePlayer
:= I
;
5252 if not SetSpect
then FSpectatePlayer
:= -1;
5263 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5265 FYTo
:= FObj
.Y
- 32;
5266 FSpectatePlayer
:= -1;
5268 if FKeys
[KEY_DOWN
].Pressed
then
5270 FYTo
:= FObj
.Y
+ 32;
5271 FSpectatePlayer
:= -1;
5273 if FKeys
[KEY_LEFT
].Pressed
then
5275 FXTo
:= FObj
.X
- 32;
5276 FSpectatePlayer
:= -1;
5278 if FKeys
[KEY_RIGHT
].Pressed
then
5280 FXTo
:= FObj
.X
+ 32;
5281 FSpectatePlayer
:= -1;
5284 if (FXTo
< -64) then
5286 else if (FXTo
> gMapInfo
.Width
+ 32) then
5287 FXTo
:= gMapInfo
.Width
+ 32;
5288 if (FYTo
< -72) then
5290 else if (FYTo
> gMapInfo
.Height
+ 32) then
5291 FYTo
:= gMapInfo
.Height
+ 32;
5296 g_Obj_Move(@FObj
, True, True, True);
5297 positionChanged(); // this updates spatial accelerators
5304 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5305 if gPlayers
[FSpectatePlayer
] <> nil then
5306 if gPlayers
[FSpectatePlayer
].alive
then
5308 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5309 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5313 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5314 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5315 PANEL_BLOCKMON
, True);
5316 headwater
:= HeadInLiquid(0, 0);
5318 // Ñîïðîòèâëåíèå âîçäóõà:
5319 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5320 if FObj
.Vel
.X
<> 0 then
5321 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5323 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5324 DecMin(FPain
, 5, 0);
5325 DecMin(FPickup
, 1, 0);
5327 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5329 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5330 FMegaRulez
[MR_SUIT
] := 0;
5331 FMegaRulez
[MR_INVUL
] := 0;
5332 FMegaRulez
[MR_INVIS
] := 0;
5333 Kill(K_FALLKILL
, 0, HIT_FALL
);
5340 if FCurrWeap
= WEAPON_SAW
then
5341 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5342 FSawSoundSelect
.IsPlaying()) then
5343 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5346 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5347 (not FJetSoundOff
.IsPlaying()) then
5349 FJetSoundFly
.SetPosition(0);
5350 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5353 for b
:= WP_FIRST
to WP_LAST
do
5354 if FReloading
[b
] > 0 then
5360 if FShellTimer
> -1 then
5361 if FShellTimer
= 0 then
5363 if FShellType
= SHELL_SHELL
then
5364 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5365 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5366 else if FShellType
= SHELL_DBLSHELL
then
5368 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5369 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5370 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5371 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5374 end else Dec(FShellTimer
);
5376 if (FBFGFireCounter
> -1) then
5377 if FBFGFireCounter
= 0 then
5381 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5382 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5383 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5384 yd
:= wy
+firediry();
5385 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5386 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5387 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5388 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5389 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5392 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5393 FBFGFireCounter
:= -1;
5396 FBFGFireCounter
:= 0
5398 Dec(FBFGFireCounter
);
5400 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5402 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5404 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5407 if (headwater
or blockmon
) then
5413 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5416 else if (FAir
mod 31 = 0) and not blockmon
then
5418 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5420 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5421 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5423 end else if FAir
< AIR_DEF
then
5426 if FFireTime
> 0 then
5428 if BodyInLiquid(0, 0) then
5433 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5435 if FMegaRulez
[MR_SUIT
] = gTime
then
5442 if FFirePainTime
<= 0 then
5444 if g_Game_IsServer
then
5445 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
5446 FFirePainTime
:= 12 - FFireTime
div 12;
5448 FFirePainTime
:= FFirePainTime
- 1;
5449 FFireTime
:= FFireTime
- 1;
5450 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
5451 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
5452 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5453 MH_SEND_PlayerStats(FUID
);
5457 if FDamageBuffer
> 0 then
5459 if FDamageBuffer
>= 9 then
5463 if FDamageBuffer
< 30 then i
:= 9
5464 else if FDamageBuffer
< 100 then i
:= 18
5468 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5469 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5470 FHealth
:= FHealth
-ii
;
5473 FHealth
:= FHealth
+FArmor
;
5478 if FHealth
<= 0 then
5479 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5480 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5481 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5483 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
5485 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5486 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5487 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5488 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5495 end; // if FAlive then ...
5497 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5499 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5500 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5501 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5502 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5504 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5505 then SetAction(A_STAND
, True);
5507 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5509 for b
:= Low(FKeys
) to High(FKeys
) do
5510 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5514 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5516 x
:= FObj
.X
+PLAYER_RECT
.X
;
5517 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5518 w
:= PLAYER_RECT
.Width
;
5519 h
:= PLAYER_RECT
.Height
;
5523 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5525 if (dx
<> 0) or (dy
<> 0) then
5534 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5536 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5537 FObj
.Y
+PLAYER_RECT
.Y
,
5544 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5546 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5547 FObj
.Y
+PLAYER_RECT
.Y
,
5551 Panel
.Width
, Panel
.Height
);
5554 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5556 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5557 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5558 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5559 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5562 function g_Player_ValidName(Name
: string): Boolean;
5568 if gPlayers
= nil then Exit
;
5570 for a
:= 0 to High(gPlayers
) do
5571 if gPlayers
[a
] <> nil then
5572 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5579 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5583 d
:= FModel
.Direction
;
5585 FModel
.Direction
:= Direction
;
5586 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5588 FDirection
:= Direction
;
5591 function TPlayer
.GetKeys(): Byte;
5595 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5596 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5597 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5599 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5600 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5603 procedure TPlayer
.Use();
5607 if FTime
[T_USE
] > gTime
then Exit
;
5609 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5610 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5612 for a
:= 0 to High(gPlayers
) do
5613 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5614 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5615 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5616 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5618 gPlayers
[a
].Touch();
5619 if g_Game_IsNet
and g_Game_IsServer
then
5620 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5623 FTime
[T_USE
] := gTime
+120;
5626 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5629 visible
: Boolean = True;
5630 WX
, WY
, XD
, YD
: Integer;
5642 if R_BERSERK
in FRulez
then
5644 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5645 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5646 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5649 locobj
.rect
.Width
:= 39;
5650 locobj
.rect
.Height
:= 52;
5651 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5652 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5653 locobj
.Accel
.X
:= xd
-wx
;
5654 locobj
.Accel
.y
:= yd
-wy
;
5656 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5657 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5659 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5663 FPain
:= min(FPain
+ 25, 50);
5665 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5670 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5671 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5673 FSawSoundSelect
.Stop();
5675 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5677 else if not FSawSoundHit
.IsPlaying() then
5679 FSawSoundSelect
.Stop();
5680 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5686 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5687 FFireAngle
:= FAngle
;
5688 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5689 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5694 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5695 FFireAngle
:= FAngle
;
5697 FShellType
:= SHELL_SHELL
;
5702 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5703 FFireAngle
:= FAngle
;
5705 FShellType
:= SHELL_DBLSHELL
;
5710 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5711 FFireAngle
:= FAngle
;
5712 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5713 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5716 WEAPON_ROCKETLAUNCHER
:
5718 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5719 FFireAngle
:= FAngle
;
5724 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5725 FFireAngle
:= FAngle
;
5730 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5731 FFireAngle
:= FAngle
;
5734 WEAPON_SUPERPULEMET
:
5736 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5737 FFireAngle
:= FAngle
;
5738 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5739 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5742 WEAPON_FLAMETHROWER
:
5744 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5746 FFireAngle
:= FAngle
;
5750 if not visible
then Exit
;
5752 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5753 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5754 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5757 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5759 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5760 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5763 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5769 if FJustTeleported
or (NetInterpLevel
< 1) then
5773 if FJustTeleported
then
5775 FObj
.oldX
:= FObj
.X
;
5776 FObj
.oldY
:= FObj
.Y
;
5781 AX
:= Abs(FXTo
- FObj
.X
);
5782 AY
:= Abs(FYTo
- FObj
.Y
);
5783 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5785 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5790 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5792 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5793 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5794 PANEL_LIFTUP
, False) then Result
:= -1
5796 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5797 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5798 PANEL_LIFTDOWN
, False) then Result
:= 1
5802 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5809 if Flag
= FLAG_NONE
then
5812 if not g_Game_IsServer
then Exit
;
5814 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5815 if (Flag
= FTeam
) and
5816 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5817 (FFlag
<> FLAG_NONE
) then
5819 if FFlag
= FLAG_RED
then
5820 s
:= _lc
[I_PLAYER_FLAG_RED
]
5822 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5824 evtype
:= FLAG_STATE_SCORED
;
5826 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5827 Insert('.', ts
, Length(ts
) + 1 - 3);
5828 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5830 g_Map_ResetFlag(FFlag
);
5831 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5833 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5834 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5835 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5840 if not sound_cap_flag
[a
].IsPlaying() then
5841 sound_cap_flag
[a
].Play();
5843 gTeamStat
[FTeam
].Score
+= 1;
5846 if g_Game_IsNet
then
5848 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5852 gFlags
[FFlag
].CaptureTime
:= 0;
5857 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5858 if (Flag
= FTeam
) and
5859 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5861 if Flag
= FLAG_RED
then
5862 s
:= _lc
[I_PLAYER_FLAG_RED
]
5864 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5866 evtype
:= FLAG_STATE_RETURNED
;
5867 gFlags
[Flag
].CaptureTime
:= 0;
5869 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5871 g_Map_ResetFlag(Flag
);
5872 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5874 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5875 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5876 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5881 if not sound_ret_flag
[a
].IsPlaying() then
5882 sound_ret_flag
[a
].Play();
5885 if g_Game_IsNet
then
5887 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5893 // Ïîäîáðàë ÷óæîé ôëàã:
5894 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5898 if Flag
= FLAG_RED
then
5899 s
:= _lc
[I_PLAYER_FLAG_RED
]
5901 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5903 evtype
:= FLAG_STATE_CAPTURED
;
5905 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5907 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5909 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5911 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5912 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5913 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5918 if not sound_get_flag
[a
].IsPlaying() then
5919 sound_get_flag
[a
].Play();
5922 if g_Game_IsNet
then
5924 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5930 procedure TPlayer
.SetFlag(Flag
: Byte);
5933 if FModel
<> nil then
5934 FModel
.SetFlag(FFlag
);
5937 function TPlayer
.TryDropFlag(): Boolean;
5939 if LongBool(gGameSettings
.Options
and GAME_OPTION_ALLOWDROPFLAG
) then
5940 Result
:= DropFlag(False, LongBool(gGameSettings
.Options
and GAME_OPTION_THROWFLAG
))
5945 function TPlayer
.DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
5952 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5954 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5955 with gFlags
[FFlag
] do
5959 Direction
:= FDirection
;
5960 State
:= FLAG_STATE_DROPPED
;
5964 xv
:= FObj
.Vel
.X
+ IfThen(Direction
= TDirection
.D_RIGHT
, 10, -10);
5965 yv
:= FObj
.Vel
.Y
- 2;
5969 xv
:= (FObj
.Vel
.X
div 2);
5970 yv
:= (FObj
.Vel
.Y
div 2) - 2;
5972 g_Obj_Push(@Obj
, xv
, yv
);
5974 positionChanged(); // this updates spatial accelerators
5976 if FFlag
= FLAG_RED
then
5977 s
:= _lc
[I_PLAYER_FLAG_RED
]
5979 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5981 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5982 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5984 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5985 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5986 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5991 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5992 sound_lost_flag
[a
].Play();
5994 if g_Game_IsNet
then
5995 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
6001 procedure TPlayer
.GetSecret();
6003 if (self
= gPlayer1
) or (self
= gPlayer2
) then
6005 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
6006 g_Sound_PlayEx('SOUND_GAME_SECRET');
6011 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
6013 Assert(Key
<= High(FKeys
));
6015 FKeys
[Key
].Pressed
:= True;
6016 FKeys
[Key
].Time
:= Time
;
6019 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
6021 Result
:= FKeys
[K
].Pressed
;
6024 procedure TPlayer
.ReleaseKeys();
6028 for a
:= Low(FKeys
) to High(FKeys
) do
6030 FKeys
[a
].Pressed
:= False;
6035 procedure TPlayer
.OnDamage(Angle
: SmallInt);
6039 function TPlayer
.firediry(): Integer;
6041 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
6042 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
6046 procedure TPlayer
.RememberState();
6049 SavedState
: TPlayerSavedState
;
6051 SavedState
.Health
:= FHealth
;
6052 SavedState
.Armor
:= FArmor
;
6053 SavedState
.Air
:= FAir
;
6054 SavedState
.JetFuel
:= FJetFuel
;
6055 SavedState
.CurrWeap
:= FCurrWeap
;
6056 SavedState
.NextWeap
:= FNextWeap
;
6057 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
6058 for i
:= Low(FWeapon
) to High(FWeapon
) do
6059 SavedState
.Weapon
[i
] := FWeapon
[i
];
6060 for i
:= Low(FAmmo
) to High(FAmmo
) do
6061 SavedState
.Ammo
[i
] := FAmmo
[i
];
6062 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6063 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
6064 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6066 FSavedStateNum
:= -1;
6067 for i
:= Low(SavedStates
) to High(SavedStates
) do
6068 if not SavedStates
[i
].Used
then
6070 FSavedStateNum
:= i
;
6073 if FSavedStateNum
< 0 then
6075 SetLength(SavedStates
, Length(SavedStates
) + 1);
6076 FSavedStateNum
:= High(SavedStates
);
6079 SavedState
.Used
:= True;
6080 SavedStates
[FSavedStateNum
] := SavedState
;
6083 procedure TPlayer
.RecallState();
6086 SavedState
: TPlayerSavedState
;
6088 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
6091 SavedState
:= SavedStates
[FSavedStateNum
];
6092 SavedStates
[FSavedStateNum
].Used
:= False;
6093 FSavedStateNum
:= -1;
6095 FHealth
:= SavedState
.Health
;
6096 FArmor
:= SavedState
.Armor
;
6097 FAir
:= SavedState
.Air
;
6098 FJetFuel
:= SavedState
.JetFuel
;
6099 FCurrWeap
:= SavedState
.CurrWeap
;
6100 FNextWeap
:= SavedState
.NextWeap
;
6101 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
6102 for i
:= Low(FWeapon
) to High(FWeapon
) do
6103 FWeapon
[i
] := SavedState
.Weapon
[i
];
6104 for i
:= Low(FAmmo
) to High(FAmmo
) do
6105 FAmmo
[i
] := SavedState
.Ammo
[i
];
6106 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6107 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
6108 FRulez
:= SavedState
.Rulez
;
6110 if gGameSettings
.GameType
= GT_SERVER
then
6111 MH_SEND_PlayerStats(FUID
);
6114 procedure TPlayer
.SaveState (st
: TStream
);
6120 utils
.writeSign(st
, 'PLYR');
6121 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
6123 utils
.writeBool(st
, FIamBot
);
6125 utils
.writeInt(st
, Word(FUID
));
6127 utils
.writeStr(st
, FName
);
6129 utils
.writeInt(st
, Byte(FTeam
));
6131 utils
.writeBool(st
, FAlive
);
6132 // Èçðàñõîäîâàë ëè âñå æèçíè
6133 utils
.writeBool(st
, FNoRespawn
);
6135 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
6136 utils
.writeInt(st
, Byte(b
));
6138 utils
.writeInt(st
, LongInt(FHealth
));
6139 // Êîýôôèöèåíò èíâàëèäíîñòè
6140 utils
.writeInt(st
, LongInt(FHandicap
));
6142 utils
.writeInt(st
, Byte(FLives
));
6144 utils
.writeInt(st
, LongInt(FArmor
));
6146 utils
.writeInt(st
, LongInt(FAir
));
6148 utils
.writeInt(st
, LongInt(FJetFuel
));
6150 utils
.writeInt(st
, LongInt(FPain
));
6152 utils
.writeInt(st
, LongInt(FKills
));
6154 utils
.writeInt(st
, LongInt(FMonsterKills
));
6156 utils
.writeInt(st
, LongInt(FFrags
));
6158 utils
.writeInt(st
, Byte(FFragCombo
));
6159 // Âðåìÿ ïîñëåäíåãî ôðàãà
6160 utils
.writeInt(st
, LongWord(FLastFrag
));
6162 utils
.writeInt(st
, LongInt(FDeath
));
6164 utils
.writeInt(st
, Byte(FFlag
));
6166 utils
.writeInt(st
, LongInt(FSecrets
));
6168 utils
.writeInt(st
, Byte(FCurrWeap
));
6170 utils
.writeInt(st
, Word(FNextWeap
));
6172 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6173 // Âðåìÿ çàðÿäêè BFG
6174 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6176 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6177 // Ïîñëåäíèé óäàðèâøèé
6178 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6179 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6180 utils
.writeInt(st
, Byte(FLastHit
));
6182 Obj_SaveState(st
, @FObj
);
6183 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6184 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6185 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6186 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6188 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6189 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6190 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6192 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6193 // Íàëè÷èå êðàñíîãî êëþ÷à
6194 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6195 // Íàëè÷èå çåëåíîãî êëþ÷à
6196 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6197 // Íàëè÷èå ñèíåãî êëþ÷à
6198 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6200 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6201 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6202 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6203 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6204 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6206 utils
.writeStr(st
, FModel
.Name
);
6208 utils
.writeInt(st
, Byte(FColor
.R
));
6209 utils
.writeInt(st
, Byte(FColor
.G
));
6210 utils
.writeInt(st
, Byte(FColor
.B
));
6214 procedure TPlayer
.LoadState (st
: TStream
);
6223 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6224 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6226 FIamBot
:= utils
.readBool(st
);
6228 FUID
:= utils
.readWord(st
);
6230 str
:= utils
.readStr(st
);
6231 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6233 FTeam
:= utils
.readByte(st
);
6235 FAlive
:= utils
.readBool(st
);
6236 // Èçðàñõîäîâàë ëè âñå æèçíè
6237 FNoRespawn
:= utils
.readBool(st
);
6239 b
:= utils
.readByte(st
);
6240 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6242 FHealth
:= utils
.readLongInt(st
);
6243 // Êîýôôèöèåíò èíâàëèäíîñòè
6244 FHandicap
:= utils
.readLongInt(st
);
6246 FLives
:= utils
.readByte(st
);
6248 FArmor
:= utils
.readLongInt(st
);
6250 FAir
:= utils
.readLongInt(st
);
6252 FJetFuel
:= utils
.readLongInt(st
);
6254 FPain
:= utils
.readLongInt(st
);
6256 FKills
:= utils
.readLongInt(st
);
6258 FMonsterKills
:= utils
.readLongInt(st
);
6260 FFrags
:= utils
.readLongInt(st
);
6262 FFragCombo
:= utils
.readByte(st
);
6263 // Âðåìÿ ïîñëåäíåãî ôðàãà
6264 FLastFrag
:= utils
.readLongWord(st
);
6266 FDeath
:= utils
.readLongInt(st
);
6268 FFlag
:= utils
.readByte(st
);
6270 FSecrets
:= utils
.readLongInt(st
);
6272 FCurrWeap
:= utils
.readByte(st
);
6274 FNextWeap
:= utils
.readWord(st
);
6276 FNextWeapDelay
:= utils
.readByte(st
);
6277 // Âðåìÿ çàðÿäêè BFG
6278 FBFGFireCounter
:= utils
.readSmallInt(st
);
6280 FDamageBuffer
:= utils
.readLongInt(st
);
6281 // Ïîñëåäíèé óäàðèâøèé
6282 FLastSpawnerUID
:= utils
.readWord(st
);
6283 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6284 FLastHit
:= utils
.readByte(st
);
6286 Obj_LoadState(@FObj
, st
);
6287 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6288 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6289 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6290 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6292 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6293 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6294 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6296 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6297 // Íàëè÷èå êðàñíîãî êëþ÷à
6298 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6299 // Íàëè÷èå çåëåíîãî êëþ÷à
6300 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6301 // Íàëè÷èå ñèíåãî êëþ÷à
6302 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6304 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6305 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6306 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6307 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6308 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6310 str
:= utils
.readStr(st
);
6312 FColor
.R
:= utils
.readByte(st
);
6313 FColor
.G
:= utils
.readByte(st
);
6314 FColor
.B
:= utils
.readByte(st
);
6315 if (self
= gPlayer1
) then
6317 str
:= gPlayer1Settings
.Model
;
6318 FColor
:= gPlayer1Settings
.Color
;
6320 else if (self
= gPlayer2
) then
6322 str
:= gPlayer2Settings
.Model
;
6323 FColor
:= gPlayer2Settings
.Color
;
6325 // Îáíîâëÿåì ìîäåëü èãðîêà
6327 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6328 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6330 FModel
.Color
:= FColor
;
6334 procedure TPlayer
.AllRulez(Health
: Boolean);
6340 FHealth
:= PLAYER_HP_LIMIT
;
6341 FArmor
:= PLAYER_AP_LIMIT
;
6345 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6346 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6347 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6350 procedure TPlayer
.RestoreHealthArmor();
6352 FHealth
:= PLAYER_HP_LIMIT
;
6353 FArmor
:= PLAYER_AP_LIMIT
;
6356 procedure TPlayer
.FragCombo();
6360 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6362 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6364 if FFragCombo
< 5 then
6366 Param
:= FUID
or (FFragCombo
shl 16);
6367 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6368 (FComboEvnt
<= High(gDelayedEvents
)) and
6369 gDelayedEvents
[FComboEvnt
].Pending
and
6370 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6371 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6373 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6374 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6377 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6385 procedure TPlayer
.GiveItem(ItemType
: Byte);
6389 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6391 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6395 if FAir
< AIR_MAX
then
6402 if not (R_BERSERK
in FRulez
) then
6404 Include(FRulez
, R_BERSERK
);
6405 if FBFGFireCounter
< 1 then
6407 FCurrWeap
:= WEAPON_KASTET
;
6409 FModel
.SetWeapon(WEAPON_KASTET
);
6413 FBerserk
:= gTime
+30000;
6415 if FHealth
< PLAYER_HP_SOFT
then
6417 FHealth
:= PLAYER_HP_SOFT
;
6418 FBerserk
:= gTime
+30000;
6423 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6425 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6430 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6432 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6436 if FJetFuel
< JET_MAX
then
6438 FJetFuel
:= JET_MAX
;
6441 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6442 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6444 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6445 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6447 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6449 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6451 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6452 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6455 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6456 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6457 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6458 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6459 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6460 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6461 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6462 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6463 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6465 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6466 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6467 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6468 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6469 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6470 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6471 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6472 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6473 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6476 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6477 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6478 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6479 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6480 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6482 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6483 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6484 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6485 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6486 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6488 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6489 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6490 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6491 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6493 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6496 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6497 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6498 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6500 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6501 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6506 if g_Game_IsNet
and g_Game_IsServer
then
6507 MH_SEND_PlayerStats(FUID
);
6510 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6515 if (Random(5) = 1) and (Times
= 1) then
6518 if BodyInLiquid(0, 0) then
6520 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6521 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6523 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6524 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6528 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6530 for i
:= 1 to Times
do
6532 Anim
:= TAnimation
.Create(id
, False, 3);
6534 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6535 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6541 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6546 if (Random(10) = 1) and (Times
= 1) then
6549 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6551 for i
:= 1 to Times
do
6553 Anim
:= TAnimation
.Create(id
, False, 3);
6555 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6556 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6562 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6564 FSawSound
.Pause(Enable
);
6565 FSawSoundIdle
.Pause(Enable
);
6566 FSawSoundHit
.Pause(Enable
);
6567 FSawSoundSelect
.Pause(Enable
);
6568 FFlameSoundOn
.Pause(Enable
);
6569 FFlameSoundOff
.Pause(Enable
);
6570 FFlameSoundWork
.Pause(Enable
);
6571 FJetSoundFly
.Pause(Enable
);
6572 FJetSoundOn
.Pause(Enable
);
6573 FJetSoundOff
.Pause(Enable
);
6578 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6583 FObj
.Rect
:= PLAYER_CORPSERECT
;
6584 FModelName
:= ModelName
;
6589 FState
:= CORPSE_STATE_MESS
;
6590 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6594 FState
:= CORPSE_STATE_NORMAL
;
6595 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6599 destructor TCorpse
.Destroy();
6606 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6608 procedure TCorpse
.positionChanged (); inline; begin end;
6610 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6612 if (dx
<> 0) or (dy
<> 0) then
6621 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6623 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6624 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6625 w
:= PLAYER_CORPSERECT
.Width
;
6626 h
:= PLAYER_CORPSERECT
.Height
;
6630 procedure TCorpse
.Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
6635 if FState
= CORPSE_STATE_REMOVEME
then
6638 FDamage
:= FDamage
+ Value
;
6640 if FDamage
> 150 then
6642 if FAnimation
<> nil then
6647 FState
:= CORPSE_STATE_REMOVEME
;
6649 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6650 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6651 FModelName
, FColor
);
6652 // Çâóê ìÿñà îò òðóïà:
6653 pm
:= g_PlayerModel_Get(FModelName
);
6654 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6658 if (gBodyKillEvent
<> -1)
6659 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6660 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6661 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, SpawnerUID
);
6666 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6667 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6668 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6669 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6670 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6671 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6672 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6676 procedure TCorpse
.Draw();
6680 if FState
= CORPSE_STATE_REMOVEME
then
6683 FObj
.lerp(gLerpFactor
, fX
, fY
);
6685 if FAnimation
<> nil then
6686 FAnimation
.Draw(fX
, fY
, TMirrorType
.None
);
6688 if FAnimationMask
<> nil then
6691 FAnimationMask
.Draw(fX
, fY
, TMirrorType
.None
);
6698 procedure TCorpse
.Update();
6702 if FState
= CORPSE_STATE_REMOVEME
then
6705 FObj
.oldX
:= FObj
.X
;
6706 FObj
.oldY
:= FObj
.Y
;
6708 if gTime
mod (GAME_TICK
*2) <> 0 then
6710 g_Obj_Move(@FObj
, True, True, True);
6711 positionChanged(); // this updates spatial accelerators
6715 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6716 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6718 st
:= g_Obj_Move(@FObj
, True, True, True);
6719 positionChanged(); // this updates spatial accelerators
6721 if WordBool(st
and MOVE_FALLOUT
) then
6723 FState
:= CORPSE_STATE_REMOVEME
;
6727 if FAnimation
<> nil then
6728 FAnimation
.Update();
6729 if FAnimationMask
<> nil then
6730 FAnimationMask
.Update();
6734 procedure TCorpse
.SaveState (st
: TStream
);
6741 utils
.writeSign(st
, 'CORP');
6742 utils
.writeInt(st
, Byte(0));
6744 utils
.writeInt(st
, Byte(FState
));
6746 utils
.writeInt(st
, Byte(FDamage
));
6748 utils
.writeInt(st
, Byte(FColor
.R
));
6749 utils
.writeInt(st
, Byte(FColor
.G
));
6750 utils
.writeInt(st
, Byte(FColor
.B
));
6752 Obj_SaveState(st
, @FObj
);
6753 utils
.writeInt(st
, Word(FPlayerUID
));
6755 anim
:= (FAnimation
<> nil);
6756 utils
.writeBool(st
, anim
);
6757 // Åñëè åñòü - ñîõðàíÿåì
6758 if anim
then FAnimation
.SaveState(st
);
6759 // Åñòü ëè ìàñêà àíèìàöèè
6760 anim
:= (FAnimationMask
<> nil);
6761 utils
.writeBool(st
, anim
);
6762 // Åñëè åñòü - ñîõðàíÿåì
6763 if anim
then FAnimationMask
.SaveState(st
);
6767 procedure TCorpse
.LoadState (st
: TStream
);
6774 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6775 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6777 FState
:= utils
.readByte(st
);
6779 FDamage
:= utils
.readByte(st
);
6781 FColor
.R
:= utils
.readByte(st
);
6782 FColor
.G
:= utils
.readByte(st
);
6783 FColor
.B
:= utils
.readByte(st
);
6785 Obj_LoadState(@FObj
, st
);
6786 FPlayerUID
:= utils
.readWord(st
);
6788 anim
:= utils
.readBool(st
);
6789 // Åñëè åñòü - çàãðóæàåì
6792 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6793 FAnimation
.LoadState(st
);
6795 // Åñòü ëè ìàñêà àíèìàöèè
6796 anim
:= utils
.readBool(st
);
6797 // Åñëè åñòü - çàãðóæàåì
6800 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6801 FAnimationMask
.LoadState(st
);
6807 constructor TBot
.Create();
6814 FSpectator
:= False;
6821 for a
:= WP_FIRST
to WP_LAST
do
6823 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6824 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6825 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6829 destructor TBot
.Destroy();
6832 inherited Destroy();
6835 procedure TBot
.Draw();
6839 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6840 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6843 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6845 inherited Respawn(Silent
, Force
);
6848 FSelectedWeapon
:= FCurrWeap
;
6853 procedure TBot
.UpdateCombat();
6866 TTargetRecord
= array of TTarget
;
6868 function Compare(a
, b
: TTarget
): Integer;
6870 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6873 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6875 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6876 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6878 if a
.Dist
> b
.Dist
then // B áëèæå
6880 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6883 else // Ñòðàííî -> A
6888 a
, x1
, y1
, x2
, y2
: Integer;
6889 targets
: TTargetRecord
;
6891 Target
, BestTarget
: TTarget
;
6892 firew
, fireh
: Integer;
6896 vsPlayer
, vsMonster
, ok
: Boolean;
6899 function monsUpdate (mon
: TMonster
): Boolean;
6901 result
:= false; // don't stop
6902 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6904 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6906 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6907 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6909 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6910 if g_TraceVector(x1
, y1
, x2
, y2
) then
6912 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6913 SetLength(targets
, Length(targets
)+1);
6914 with targets
[High(targets
)] do
6921 Rect
:= mon
.Obj
.Rect
;
6922 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6923 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6924 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6933 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6934 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6936 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6937 if FCurrWeap
<> FSelectedWeapon
then
6940 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6941 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6943 RemoveAIFlag('NEEDFIRE');
6946 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6947 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6948 else PressKey(KEY_FIRE
);
6952 // Êîîðäèíàòû ñòâîëà:
6953 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6954 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6956 Target
.UID
:= FTargetUID
;
6959 if Target
.UID
<> 0 then
6960 begin // Öåëü åñòü - íàñòðàèâàåì
6961 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6964 tpla
:= g_Player_Get(Target
.UID
);
6968 if (@FObj
) <> nil then
6975 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6976 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6977 Target
.Rect
:= PLAYER_RECT
;
6978 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6979 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6980 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6981 Target
.IsPlayer
:= True;
6985 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6988 mon
:= g_Monsters_ByUID(Target
.UID
);
6991 Target
.X
:= mon
.Obj
.X
;
6992 Target
.Y
:= mon
.Obj
.Y
;
6994 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6995 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6996 Target
.Rect
:= mon
.Obj
.Rect
;
6997 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6998 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6999 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
7000 Target
.IsPlayer
:= False;
7007 begin // Öåëè íåò - îáíóëÿåì
7012 Target
.Visible
:= False;
7013 Target
.Line
:= False;
7014 Target
.IsPlayer
:= False;
7019 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
7020 if (not Target
.Line
) or (not Target
.Visible
) then
7024 for a
:= 0 to High(gPlayers
) do
7025 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
7026 (gPlayers
[a
].FUID
<> FUID
) and
7027 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
7028 (not gPlayers
[a
].NoTarget
) and
7029 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
7031 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
7032 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
7035 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
7036 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
7038 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
7039 if g_TraceVector(x1
, y1
, x2
, y2
) then
7041 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
7042 SetLength(targets
, Length(targets
)+1);
7043 with targets
[High(targets
)] do
7045 UID
:= gPlayers
[a
].FUID
;
7046 X
:= gPlayers
[a
].FObj
.X
;
7047 Y
:= gPlayers
[a
].FObj
.Y
;
7050 Rect
:= PLAYER_RECT
;
7051 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
7052 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
7053 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
7061 if vsMonster
then g_Mons_ForEach(monsUpdate
);
7064 // Åñëè åñòü âîçìîæíûå öåëè:
7065 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7066 if targets
<> nil then
7068 // Âûáèðàåì íàèëó÷øóþ öåëü:
7069 BestTarget
:= targets
[0];
7070 if Length(targets
) > 1 then
7071 for a
:= 1 to High(targets
) do
7072 if Compare(BestTarget
, targets
[a
]) = 1 then
7073 BestTarget
:= targets
[a
];
7075 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7076 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
7077 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
7079 Target
:= BestTarget
;
7081 if (Healthy() = 3) or ((Healthy() = 2)) then
7082 begin // Åñëè çäîðîâû - äîãîíÿåì
7083 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7084 SetAIFlag('GORIGHT', '1');
7085 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7086 SetAIFlag('GOLEFT', '1');
7089 begin // Åñëè ïîáèòû - óáåãàåì
7090 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7091 SetAIFlag('GORIGHT', '1');
7092 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7093 SetAIFlag('GOLEFT', '1');
7096 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7097 SelectWeapon(Abs(x1
-Target
.cX
));
7102 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7103 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7104 if Target
.UID
<> 0 then
7106 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
7107 Target
.Y
+ Target
.Rect
.Y
) then
7108 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7109 if (Healthy() = 3) or ((Healthy() = 2)) then
7110 begin // Åñëè çäîðîâû - äîãîíÿåì
7111 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7112 SetAIFlag('GORIGHT', '1');
7113 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7114 SetAIFlag('GOLEFT', '1');
7117 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7119 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7120 SetAIFlag('GORIGHT', '1');
7121 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7122 SetAIFlag('GOLEFT', '1');
7126 begin // Öåëü ïîêà íà "ýêðàíå"
7127 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7128 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7129 FLastVisible
:= gTime
;
7130 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7131 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
7133 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7134 SetAIFlag('GORIGHT', '1');
7135 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7136 SetAIFlag('GOLEFT', '1');
7140 // Âûáèðàåì óãîë ââåðõ:
7141 if FDirection
= TDirection
.D_LEFT
then
7142 angle
:= ANGLE_LEFTUP
7144 angle
:= ANGLE_RIGHTUP
;
7146 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7147 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7149 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7150 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7151 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
7152 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7153 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7154 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7155 begin // òî íóæíî ñòðåëÿòü ââåðõ
7156 SetAIFlag('NEEDFIRE', '1');
7157 SetAIFlag('NEEDSEEUP', '1');
7160 // Âûáèðàåì óãîë âíèç:
7161 if FDirection
= TDirection
.D_LEFT
then
7162 angle
:= ANGLE_LEFTDOWN
7164 angle
:= ANGLE_RIGHTDOWN
;
7166 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7167 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7169 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7170 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7171 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7172 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7173 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7174 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7175 begin // òî íóæíî ñòðåëÿòü âíèç
7176 SetAIFlag('NEEDFIRE', '1');
7177 SetAIFlag('NEEDSEEDOWN', '1');
7180 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7181 if Target
.Visible
and
7182 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7183 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7185 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7186 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7187 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7188 begin // òî íóæíî ñòðåëÿòü âïåðåä
7189 SetAIFlag('NEEDFIRE', '1');
7190 SetAIFlag('NEEDSEEDOWN', '');
7191 SetAIFlag('NEEDSEEUP', '');
7193 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7194 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7195 if GetRnd(FDifficult
.CloseJump
) then
7196 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7197 if Abs(FObj
.X
-Target
.X
) < 128 then
7201 if Random(a
) = 0 then
7202 SetAIFlag('NEEDJUMP', '1');
7206 // Åñëè öåëü âñå åùå åñòü:
7207 if Target
.UID
<> 0 then
7208 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7209 Target
.UID
:= 0 // òî çàáûòü öåëü
7210 else // Åñëè âèäåëè íåäàâíî
7211 begin // íî öåëü óáèëè
7212 if Target
.IsPlayer
then
7213 begin // Öåëü - èãðîê
7214 pla
:= g_Player_Get(Target
.UID
);
7215 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7216 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7217 Target
.UID
:= 0; // òî çàáûòü öåëü
7220 begin // Öåëü - ìîíñòð
7221 mon
:= g_Monsters_ByUID(Target
.UID
);
7222 if (mon
= nil) or (not mon
.alive
) then
7223 Target
.UID
:= 0; // òî çàáûòü öåëü
7226 end; // if Target.UID <> 0
7228 FTargetUID
:= Target
.UID
;
7230 // Åñëè âîçìîæíûõ öåëåé íåò:
7231 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7232 if targets
= nil then
7233 if GetAIFlag('ATTACKLEFT') <> '' then
7234 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7235 RemoveAIFlag('ATTACKLEFT');
7237 SetAIFlag('NEEDJUMP', '1');
7239 if RunDirection() = TDirection
.D_RIGHT
then
7240 begin // Èäåì íå â òó ñòîðîíó
7241 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7242 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7243 SetAIFlag('NEEDFIRE', '1');
7244 SetAIFlag('GOLEFT', '1');
7248 begin // Èäåì â íóæíóþ ñòîðîíó
7249 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7250 SetAIFlag('NEEDFIRE', '1');
7251 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7252 SetAIFlag('GORIGHT', '1');
7256 if GetAIFlag('ATTACKRIGHT') <> '' then
7257 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7258 RemoveAIFlag('ATTACKRIGHT');
7260 SetAIFlag('NEEDJUMP', '1');
7262 if RunDirection() = TDirection
.D_LEFT
then
7263 begin // Èäåì íå â òó ñòîðîíó
7264 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7265 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7266 SetAIFlag('NEEDFIRE', '1');
7267 SetAIFlag('GORIGHT', '1');
7272 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7273 SetAIFlag('NEEDFIRE', '1');
7274 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7275 SetAIFlag('GOLEFT', '1');
7279 //HACK! (does it belongs there?)
7280 RealizeCurrentWeapon();
7282 // Åñëè åñòü âîçìîæíûå öåëè:
7283 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7284 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7285 for a
:= 0 to High(targets
) do
7287 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7288 if GetRnd(FDifficult
.DiagFire
) then
7290 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7291 if FDirection
= TDirection
.D_LEFT
then
7292 angle
:= ANGLE_LEFTUP
7294 angle
:= ANGLE_RIGHTUP
;
7296 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7297 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7299 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7300 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7301 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7302 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7303 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7305 SetAIFlag('NEEDFIRE', '1');
7306 SetAIFlag('NEEDSEEUP', '1');
7309 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7310 if FDirection
= TDirection
.D_LEFT
then
7311 angle
:= ANGLE_LEFTDOWN
7313 angle
:= ANGLE_RIGHTDOWN
;
7315 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7316 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7318 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7319 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7320 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7321 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7322 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7324 SetAIFlag('NEEDFIRE', '1');
7325 SetAIFlag('NEEDSEEDOWN', '1');
7329 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7330 if targets
[a
].Line
and targets
[a
].Visible
and
7331 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7332 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7334 SetAIFlag('NEEDFIRE', '1');
7339 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7340 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7341 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7342 40+GetInterval(FDifficult
.Cover
, 40)) then
7343 SetAIFlag('NEEDJUMP', '1');
7345 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7346 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7347 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7348 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7350 SetAIFlag('SELECTWEAPON', '1');
7352 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7353 if GetAIFlag('SELECTWEAPON') = '1' then
7356 RemoveAIFlag('SELECTWEAPON');
7360 procedure TBot
.Update();
7373 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7374 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7376 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7378 if g_debug_BotAIOff
= 3 then
7388 RealizeCurrentWeapon();
7395 procedure TBot
.ReleaseKey(Key
: Byte);
7404 function TBot
.KeyPressed(Key
: Word): Boolean;
7406 Result
:= FKeys
[Key
].Pressed
;
7409 function TBot
.GetAIFlag(aName
: String20
): String20
;
7415 aName
:= LowerCase(aName
);
7417 if FAIFlags
<> nil then
7418 for a
:= 0 to High(FAIFlags
) do
7419 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7421 Result
:= FAIFlags
[a
].Value
;
7426 procedure TBot
.RemoveAIFlag(aName
: String20
);
7430 if FAIFlags
= nil then Exit
;
7432 aName
:= LowerCase(aName
);
7434 for a
:= 0 to High(FAIFlags
) do
7435 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7437 if a
<> High(FAIFlags
) then
7438 for b
:= a
to High(FAIFlags
)-1 do
7439 FAIFlags
[b
] := FAIFlags
[b
+1];
7441 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7446 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7454 aName
:= LowerCase(aName
);
7456 if FAIFlags
<> nil then
7457 for a
:= 0 to High(FAIFlags
) do
7458 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7464 if ok
then FAIFlags
[a
].Value
:= fValue
7467 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7468 with FAIFlags
[High(FAIFlags
)] do
7476 procedure TBot
.UpdateMove
;
7478 procedure GoLeft(Time
: Word = 1);
7480 ReleaseKey(KEY_LEFT
);
7481 ReleaseKey(KEY_RIGHT
);
7482 PressKey(KEY_LEFT
, Time
);
7483 SetDirection(TDirection
.D_LEFT
);
7486 procedure GoRight(Time
: Word = 1);
7488 ReleaseKey(KEY_LEFT
);
7489 ReleaseKey(KEY_RIGHT
);
7490 PressKey(KEY_RIGHT
, Time
);
7491 SetDirection(TDirection
.D_RIGHT
);
7494 function Rnd(a
: Word): Boolean;
7496 Result
:= Random(a
) = 0;
7499 procedure Turn(Time
: Word = 1200);
7501 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7506 ReleaseKey(KEY_LEFT
);
7507 ReleaseKey(KEY_RIGHT
);
7510 function CanRunLeft(): Boolean;
7512 Result
:= not CollideLevel(-1, 0);
7515 function CanRunRight(): Boolean;
7517 Result
:= not CollideLevel(1, 0);
7520 function CanRun(): Boolean;
7522 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7525 procedure Jump(Time
: Word = 30);
7527 PressKey(KEY_JUMP
, Time
);
7530 function NearHole(): Boolean;
7534 { TODO 5 : Ëåñòíèöû }
7535 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7536 for x
:= 1 to PLAYER_RECT
.Width
do
7537 if (not StayOnStep(x
*sx
, 0)) and
7538 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7539 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7548 function BorderHole(): Boolean;
7552 { TODO 5 : Ëåñòíèöû }
7553 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7554 for x
:= 1 to PLAYER_RECT
.Width
do
7555 if (not StayOnStep(x
*sx
, 0)) and
7556 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7557 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7559 for xx
:= x
to x
+32 do
7560 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7570 function NearDeepHole(): Boolean;
7576 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7579 for x
:= 1 to PLAYER_RECT
.Width
do
7580 if (not StayOnStep(x
*sx
, 0)) and
7581 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7582 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7584 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7586 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7591 end else Result
:= False;
7594 function OverDeepHole(): Boolean;
7601 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7603 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7610 function OnGround(): Boolean;
7612 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7615 function OnLadder(): Boolean;
7617 Result
:= FullInStep(0, 0);
7620 function BelowLadder(): Boolean;
7622 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7623 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7624 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7625 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7628 function BelowLiftUp(): Boolean;
7630 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7631 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7632 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7633 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7636 function OnTopLift(): Boolean;
7638 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7641 function CanJumpOver(): Boolean;
7645 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7649 if not CollideLevel(sx
, 0) then Exit
;
7651 for y
:= 1 to BOT_MAXJUMP
do
7652 if CollideLevel(0, -y
) then Exit
else
7653 if not CollideLevel(sx
, -y
) then
7660 function CanJumpUp(Dist
: ShortInt): Boolean;
7667 if CollideLevel(Dist
, 0) then Exit
;
7670 for y
:= 0 to BOT_MAXJUMP
do
7671 if CollideLevel(Dist
, -y
) then
7680 for yy
:= y
+1 to BOT_MAXJUMP
do
7681 if not CollideLevel(Dist
, -yy
) then
7690 for y
:= 0 to BOT_MAXJUMP
do
7691 if CollideLevel(0, -y
) then
7699 if y
< yy
then Exit
;
7704 function IsSafeTrigger(): Boolean;
7709 if gTriggers
= nil then
7711 for a
:= 0 to High(gTriggers
) do
7712 if Collide(gTriggers
[a
].X
,
7715 gTriggers
[a
].Height
) and
7716 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7717 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7718 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7719 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7720 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7725 // Âîçìîæíî, íàæèìàåì êíîïêó:
7726 if Rnd(16) and IsSafeTrigger() then
7729 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7730 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7732 ReleaseKey(KEY_LEFT
);
7733 ReleaseKey(KEY_RIGHT
);
7737 // Èäåì âëåâî, åñëè íàäî áûëî:
7738 if GetAIFlag('GOLEFT') <> '' then
7740 RemoveAIFlag('GOLEFT');
7741 if CanRunLeft() then
7745 // Èäåì âïðàâî, åñëè íàäî áûëî:
7746 if GetAIFlag('GORIGHT') <> '' then
7748 RemoveAIFlag('GORIGHT');
7749 if CanRunRight() then
7753 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7754 if FObj
.X
< -32 then
7757 if FObj
.X
+32 > gMapInfo
.Width
then
7760 // Ïðûãàåì, åñëè íàäî áûëî:
7761 if GetAIFlag('NEEDJUMP') <> '' then
7764 RemoveAIFlag('NEEDJUMP');
7767 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7768 if GetAIFlag('NEEDSEEUP') <> '' then
7771 ReleaseKey(KEY_DOWN
);
7772 PressKey(KEY_UP
, 20);
7773 RemoveAIFlag('NEEDSEEUP');
7776 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7777 if GetAIFlag('NEEDSEEDOWN') <> '' then
7780 ReleaseKey(KEY_DOWN
);
7781 PressKey(KEY_DOWN
, 20);
7782 RemoveAIFlag('NEEDSEEDOWN');
7785 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7786 if GetAIFlag('GOINHOLE') <> '' then
7787 if not OnGround() then
7789 ReleaseKey(KEY_LEFT
);
7790 ReleaseKey(KEY_RIGHT
);
7791 RemoveAIFlag('GOINHOLE');
7792 SetAIFlag('FALLINHOLE', '1');
7795 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7796 if GetAIFlag('FALLINHOLE') <> '' then
7798 RemoveAIFlag('FALLINHOLE');
7800 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7801 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7802 if GetAIFlag('FALLINHOLE') = '' then
7803 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7809 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7811 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7815 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7816 if OnGround() and NearHole() then
7817 if NearDeepHole() then // Åñëè ýòî áåçäíà
7819 0..3: Turn(); // Áåæèì îáðàòíî
7820 4: Jump(); // Ïðûãàåì
7821 5: begin // Ïðûãàåì îáðàòíî
7826 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7827 if GetAIFlag('GOINHOLE') = '' then
7829 0: Turn(); // Íå íóæíî òóäà
7830 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7831 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7832 if BorderHole() then
7833 SetAIFlag('GOINHOLE', '1');
7836 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7837 if (not CanRun()) and OnGround() then
7839 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7840 if CanJumpOver() or OnLadder() then
7842 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7843 if Random(2) = 0 then
7845 if IsSafeTrigger() then
7851 // Îñòàëîñü ìàëî âîçäóõà:
7852 if FAir
< 36 * 2 then
7855 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7856 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7857 if BodyInAcid(0, 0) then
7861 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7863 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7864 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7867 {function TBot.NeedItem(Item: Byte): Byte;
7872 procedure TBot
.SelectWeapon(Dist
: Integer);
7876 function HaveAmmo(weapon
: Byte): Boolean;
7879 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7880 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7881 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7882 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7883 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7884 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7885 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7886 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7887 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7888 else Result
:= True;
7893 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7895 if Dist
> BOT_LONGDIST
then
7896 begin // Äàëüíèé áîé
7898 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7900 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7904 else //if Dist > BOT_UNSAFEDIST then
7905 begin // Áëèæíèé áîé
7907 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7909 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7916 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7918 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7924 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7926 Result
:= inherited PickItem(ItemType
, force
, remove
);
7928 if Result
then SetAIFlag('SELECTWEAPON', '1');
7931 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7933 Result
:= inherited Heal(value
, Soft
);
7936 function TBot
.Healthy(): Byte;
7938 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7939 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7940 else if (FHealth
> 50) then Result
:= 2
7941 else if (FHealth
> 20) then Result
:= 1
7945 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7947 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7948 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7951 procedure TBot
.OnDamage(Angle
: SmallInt);
7959 if (Angle
= 0) or (Angle
= 180) then
7962 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7963 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7965 pla
:= g_Player_Get(FLastSpawnerUID
);
7966 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7967 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7970 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7971 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7973 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7974 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7975 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7980 SetAIFlag('ATTACKLEFT', '1')
7982 SetAIFlag('ATTACKRIGHT', '1');
7986 function TBot
.RunDirection(): TDirection
;
7988 if Abs(Vel
.X
) >= 1 then
7990 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7992 Result
:= FDirection
;
7995 function TBot
.GetRnd(a
: Byte): Boolean;
7997 if a
= 0 then Result
:= False
7998 else if a
= 255 then Result
:= True
7999 else Result
:= Random(256) > 255-a
;
8002 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
8004 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
8008 procedure TDifficult
.save (st
: TStream
);
8010 utils
.writeInt(st
, Byte(DiagFire
));
8011 utils
.writeInt(st
, Byte(InvisFire
));
8012 utils
.writeInt(st
, Byte(DiagPrecision
));
8013 utils
.writeInt(st
, Byte(FlyPrecision
));
8014 utils
.writeInt(st
, Byte(Cover
));
8015 utils
.writeInt(st
, Byte(CloseJump
));
8016 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
8017 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
8020 procedure TDifficult
.load (st
: TStream
);
8022 DiagFire
:= utils
.readByte(st
);
8023 InvisFire
:= utils
.readByte(st
);
8024 DiagPrecision
:= utils
.readByte(st
);
8025 FlyPrecision
:= utils
.readByte(st
);
8026 Cover
:= utils
.readByte(st
);
8027 CloseJump
:= utils
.readByte(st
);
8028 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
8029 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
8033 procedure TBot
.SaveState (st
: TStream
);
8038 inherited SaveState(st
);
8039 utils
.writeSign(st
, 'BOT0');
8041 utils
.writeInt(st
, Byte(FSelectedWeapon
));
8043 utils
.writeInt(st
, Word(FTargetUID
));
8044 // Âðåìÿ ïîòåðè öåëè
8045 utils
.writeInt(st
, LongWord(FLastVisible
));
8046 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8047 dw
:= Length(FAIFlags
);
8048 utils
.writeInt(st
, LongInt(dw
));
8050 for i
:= 0 to dw
-1 do
8052 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
8053 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
8055 // Íàñòðîéêè ñëîæíîñòè
8056 FDifficult
.save(st
);
8060 procedure TBot
.LoadState (st
: TStream
);
8065 inherited LoadState(st
);
8066 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
8068 FSelectedWeapon
:= utils
.readByte(st
);
8070 FTargetUID
:= utils
.readWord(st
);
8071 // Âðåìÿ ïîòåðè öåëè
8072 FLastVisible
:= utils
.readLongWord(st
);
8073 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8074 dw
:= utils
.readLongInt(st
);
8075 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
8076 SetLength(FAIFlags
, dw
);
8078 for i
:= 0 to dw
-1 do
8080 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
8081 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
8083 // Íàñòðîéêè ñëîæíîñòè
8084 FDifficult
.load(st
);
8089 conRegVar('player_indicator', @gPlayerIndicator
, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
8090 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');