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_Shells_SetMax(Count
: Word);
604 function g_Shells_GetMax(): Word;
606 procedure g_Player_Init();
607 procedure g_Player_Free();
608 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
609 function g_Player_CreateFromState (st
: TStream
): Word;
610 procedure g_Player_Remove(UID
: Word);
611 procedure g_Player_ResetTeams();
612 procedure g_Player_PreUpdate();
613 procedure g_Player_UpdateAll();
614 procedure g_Player_DrawAll();
615 procedure g_Player_DrawDebug(p
: TPlayer
);
616 procedure g_Player_DrawHealth();
617 procedure g_Player_RememberAll();
618 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
619 function g_Player_Get(UID
: Word): TPlayer
;
620 function g_Player_GetCount(): Byte;
621 function g_Player_GetStats(): TPlayerStatArray
;
622 function g_Player_ValidName(Name
: String): Boolean;
623 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
624 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
625 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
626 procedure g_Player_UpdatePhysicalObjects();
627 procedure g_Player_DrawCorpses();
628 procedure g_Player_DrawShells();
629 procedure g_Player_RemoveAllCorpses();
630 procedure g_Player_Corpses_SaveState (st
: TStream
);
631 procedure g_Player_Corpses_LoadState (st
: TStream
);
632 procedure g_Player_ResetReady();
633 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
634 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
635 procedure g_Bot_MixNames();
636 procedure g_Bot_RemoveAll();
641 {$INCLUDE ../nogl/noGLuses.inc}
642 {$IFDEF ENABLE_HOLMES}
645 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
646 g_options
, g_triggers
, g_menu
, g_game
, g_grid
, e_res
,
647 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
648 g_net
, g_netmsg
, g_window
,
651 const PLR_SAVE_VERSION
= 0;
661 diag_precision
: Byte;
665 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
666 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
667 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
671 TIME_RESPAWN1
= 1500;
672 TIME_RESPAWN2
= 2000;
673 TIME_RESPAWN3
= 3000;
676 JET_MAX
= 540; // ~30 sec
677 PLAYER_SUIT_TIME
= 30000;
678 PLAYER_INVUL_TIME
= 30000;
679 PLAYER_INVIS_TIME
= 35000;
680 FRAG_COMBO_TIME
= 3000;
684 ANGLE_RIGHTDOWN
= -35;
686 ANGLE_LEFTDOWN
= -145;
687 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
688 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
691 BOT_UNSAFEDIST
= 128;
692 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
694 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
695 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
696 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
697 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
698 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
699 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
700 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
701 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
702 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
703 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
704 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
705 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
706 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
707 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
708 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
709 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
710 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
711 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
712 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
713 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
714 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
715 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
716 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
717 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
718 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
719 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
721 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
722 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
724 BOTNAMES_FILENAME
= 'botnames.txt';
725 BOTLIST_FILENAME
= 'botlist.txt';
729 MaxCorpses
: Word = 20;
730 MaxShells
: Word = 300;
731 CurrentGib
: Integer = 0;
732 CurrentShell
: Integer = 0;
733 BotNames
: Array of String;
734 BotList
: Array of TBotProfile
;
735 SavedStates
: Array of TPlayerSavedState
;
738 function Lerp(X
, Y
, Factor
: Integer): Integer;
740 Result
:= X
+ ((Y
- X
) div Factor
);
743 function SameTeam(UID1
, UID2
: Word): Boolean;
747 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
748 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
750 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
752 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
753 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
755 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
758 procedure g_Gibs_SetMax(Count
: Word);
761 SetLength(gGibs
, Count
);
763 if CurrentGib
>= Count
then
767 function g_Gibs_GetMax(): Word;
772 procedure g_Shells_SetMax(Count
: Word);
775 SetLength(gShells
, Count
);
777 if CurrentShell
>= Count
then
781 function g_Shells_GetMax(): Word;
787 procedure g_Corpses_SetMax(Count
: Word);
790 SetLength(gCorpses
, Count
);
793 function g_Corpses_GetMax(): Word;
795 Result
:= MaxCorpses
;
798 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
808 // Åñòü ëè ìåñòî â gPlayers:
809 if gPlayers
<> nil then
810 for a
:= 0 to High(gPlayers
) do
811 if gPlayers
[a
] = nil then
817 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
820 SetLength(gPlayers
, Length(gPlayers
)+1);
824 // Ñîçäàåì îáúåêò èãðîêà:
826 gPlayers
[a
] := TBot
.Create()
828 gPlayers
[a
] := TPlayer
.Create();
831 gPlayers
[a
].FActualModelName
:= ModelName
;
832 gPlayers
[a
].SetModel(ModelName
);
834 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
835 if gPlayers
[a
].FModel
= nil then
839 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
843 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
844 if Random(2) = 0 then
848 gPlayers
[a
].FPreferredTeam
:= Team
;
850 case gGameSettings
.GameMode
of
851 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
853 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
855 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
858 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
859 gPlayers
[a
].FColor
:= Color
;
860 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
861 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
863 gPlayers
[a
].FModel
.Color
:= Color
;
865 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
866 gPlayers
[a
].FAlive
:= False;
868 Result
:= gPlayers
[a
].FUID
;
871 function g_Player_CreateFromState (st
: TStream
): Word;
872 var a
: Integer; ok
, Bot
: Boolean; pos
: Int64;
876 // check signature and entity type
878 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
879 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
880 Bot
:= utils
.readBool(st
);
883 // find free player slot
885 for a
:= 0 to High(gPlayers
) do
886 if gPlayers
[a
] = nil then
892 // allocate player slot
895 SetLength(gPlayers
, Length(gPlayers
)+1);
899 // create entity and load state
901 gPlayers
[a
] := TBot
.Create()
903 gPlayers
[a
] := TPlayer
.Create();
904 gPlayers
[a
].FPhysics
:= True; // ???
905 gPlayers
[a
].LoadState(st
);
907 result
:= gPlayers
[a
].FUID
;
911 procedure g_Player_ResetTeams();
915 if g_Game_IsClient
then
917 if gPlayers
= nil then
919 for a
:= Low(gPlayers
) to High(gPlayers
) do
920 if gPlayers
[a
] <> nil then
921 case gGameSettings
.GameMode
of
923 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
925 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
926 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
927 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
930 gPlayers
[a
].ChangeTeam(TEAM_RED
)
932 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
935 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
939 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
942 _name
, _model
: String;
945 if not g_Game_IsServer
then Exit
;
947 // Ñïèñîê íàçâàíèé ìîäåëåé:
948 m
:= g_PlayerModel_GetNames();
953 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
954 Team
:= TEAM_COOP
// COOP
956 if gGameSettings
.GameMode
= GM_DM
then
957 Team
:= TEAM_NONE
// DM
959 if Team
= TEAM_NONE
then // CTF / TDM
961 // Àâòîáàëàíñ êîìàíä:
965 for a
:= 0 to High(gPlayers
) do
966 if gPlayers
[a
] <> nil then
968 if gPlayers
[a
].Team
= TEAM_RED
then
971 if gPlayers
[a
].Team
= TEAM_BLUE
then
981 if Random(2) = 0 then
987 // Âûáèðàåì áîòó èìÿ:
989 if BotNames
<> nil then
990 for a
:= 0 to High(BotNames
) do
991 if g_Player_ValidName(BotNames
[a
]) then
993 _name
:= BotNames
[a
];
997 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
998 _model
:= m
[Random(Length(m
))];
1001 with g_Player_Get(g_Player_Create(_model
,
1002 _RGB(Min(Random(9)*32, 255),
1003 Min(Random(9)*32, 255),
1004 Min(Random(9)*32, 255)),
1005 Team
, True)) as TBot
do
1007 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1009 Name
:= Format('DFBOT%.5d', [UID
])
1014 1: FDifficult
:= DIFFICULT_EASY
;
1015 2: FDifficult
:= DIFFICULT_MEDIUM
;
1016 else FDifficult
:= DIFFICULT_HARD
;
1019 for a
:= WP_FIRST
to WP_LAST
do
1021 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1022 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1023 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1026 FHandicap
:= Handicap
;
1028 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1030 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1031 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1036 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1039 _name
, _model
: String;
1042 if not g_Game_IsServer
then Exit
;
1044 // Ñïèñîê íàçâàíèé ìîäåëåé:
1045 m
:= g_PlayerModel_GetNames();
1050 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1051 Team
:= TEAM_COOP
// COOP
1053 if gGameSettings
.GameMode
= GM_DM
then
1054 Team
:= TEAM_NONE
// DM
1056 if Team
= TEAM_NONE
then
1057 Team
:= BotList
[num
].team
; // CTF / TDM
1059 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1060 lName
:= AnsiLowerCase(lName
);
1061 if (num
< 0) or (num
> Length(BotList
)-1) then
1063 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1064 for a
:= 0 to High(BotList
) do
1065 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1074 _name
:= BotList
[num
].name
;
1075 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1076 if not g_Player_ValidName(_name
) then
1078 _name
:= Format('DFBOT%.2d', [Random(100)]);
1079 until g_Player_ValidName(_name
);
1082 _model
:= BotList
[num
].model
;
1083 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1084 if not InSArray(_model
, m
) then
1085 _model
:= m
[Random(Length(m
))];
1088 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1092 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1093 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1094 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1095 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1096 FDifficult
.Cover
:= BotList
[num
].cover
;
1097 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1099 FHandicap
:= Handicap
;
1101 for a
:= WP_FIRST
to WP_LAST
do
1103 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1104 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1105 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1108 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1110 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1114 procedure g_Bot_RemoveAll();
1118 if not g_Game_IsServer
then Exit
;
1119 if gPlayers
= nil then Exit
;
1121 for a
:= 0 to High(gPlayers
) do
1122 if gPlayers
[a
] <> nil then
1123 if gPlayers
[a
] is TBot
then
1125 gPlayers
[a
].Lives
:= 0;
1126 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1127 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1128 g_Player_Remove(gPlayers
[a
].FUID
);
1134 procedure g_Bot_MixNames();
1139 if BotNames
<> nil then
1140 for a
:= 0 to High(BotNames
) do
1142 b
:= Random(Length(BotNames
));
1144 Botnames
[a
] := BotNames
[b
];
1149 procedure g_Player_Remove(UID
: Word);
1153 if gPlayers
= nil then Exit
;
1155 if g_Game_IsServer
and g_Game_IsNet
then
1156 MH_SEND_PlayerDelete(UID
);
1158 for i
:= 0 to High(gPlayers
) do
1159 if gPlayers
[i
] <> nil then
1160 if gPlayers
[i
].FUID
= UID
then
1162 if gPlayers
[i
] is TPlayer
then
1163 TPlayer(gPlayers
[i
]).Free()
1165 TBot(gPlayers
[i
]).Free();
1171 procedure g_Player_Init();
1182 path
:= BOTNAMES_FILENAME
;
1183 if e_FindResource(DataDirs
, path
) = false then
1186 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1187 AssignFile(F
, path
);
1198 SetLength(BotNames
, Length(BotNames
)+1);
1199 BotNames
[High(BotNames
)] := s
;
1207 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1208 config
:= TConfig
.CreateFile(path
);
1212 while config
.SectionExists(IntToStr(a
)) do
1214 SetLength(BotList
, Length(BotList
)+1);
1216 with BotList
[High(BotList
)] do
1219 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1221 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1223 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1228 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1229 color
.R
:= StrToIntDef(sa
[0], 0);
1230 color
.G
:= StrToIntDef(sa
[1], 0);
1231 color
.B
:= StrToIntDef(sa
[2], 0);
1232 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1233 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1234 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1235 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1236 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1237 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1238 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1239 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1240 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1241 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1242 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1243 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1244 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1245 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1246 if Length(sa
) = 10 then
1248 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1249 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1250 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1251 if Length(sa
) = 10 then
1253 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1255 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1256 if Length(sa) = 10 then
1258 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1265 SetLength(SavedStates
, 0);
1268 procedure g_Player_Free();
1272 if gPlayers
<> nil then
1274 for i
:= 0 to High(gPlayers
) do
1275 if gPlayers
[i
] <> nil then
1277 if gPlayers
[i
] is TPlayer
then
1278 TPlayer(gPlayers
[i
]).Free()
1280 TBot(gPlayers
[i
]).Free();
1289 SetLength(SavedStates
, 0);
1292 procedure g_Player_PreUpdate();
1296 if gPlayers
= nil then Exit
;
1297 for i
:= 0 to High(gPlayers
) do
1298 if gPlayers
[i
] <> nil then
1299 gPlayers
[i
].PreUpdate();
1302 procedure g_Player_UpdateAll();
1306 if gPlayers
= nil then Exit
;
1308 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1309 for i
:= 0 to High(gPlayers
) do
1311 if gPlayers
[i
] <> nil then
1313 if gPlayers
[i
] is TPlayer
then
1315 gPlayers
[i
].Update();
1316 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1320 // bot updates weapons in `UpdateCombat()`
1321 TBot(gPlayers
[i
]).Update();
1325 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1328 procedure g_Player_DrawAll();
1332 if gPlayers
= nil then Exit
;
1334 for i
:= 0 to High(gPlayers
) do
1335 if gPlayers
[i
] <> nil then
1336 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1337 else TBot(gPlayers
[i
]).Draw();
1340 procedure g_Player_DrawDebug(p
: TPlayer
);
1344 if p
= nil then Exit
;
1345 if (@p
.FObj
) = nil then Exit
;
1347 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1349 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1350 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1351 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1352 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1353 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1354 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1355 e_TextureFontPrint(0, fH
* 6, 'Old X: ' + IntToStr(p
.FObj
.oldX
), gStdFont
);
1356 e_TextureFontPrint(0, fH
* 7, 'Old Y: ' + IntToStr(p
.FObj
.oldY
), gStdFont
);
1359 procedure g_Player_DrawHealth();
1364 if gPlayers
= nil then Exit
;
1365 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1367 for i
:= 0 to High(gPlayers
) do
1368 if gPlayers
[i
] <> nil then
1370 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1371 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1372 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1373 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1374 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1375 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1379 function g_Player_Get(UID
: Word): TPlayer
;
1385 if gPlayers
= nil then
1388 for a
:= 0 to High(gPlayers
) do
1389 if gPlayers
[a
] <> nil then
1390 if gPlayers
[a
].FUID
= UID
then
1392 Result
:= gPlayers
[a
];
1397 function g_Player_GetCount(): Byte;
1403 if gPlayers
= nil then
1406 for a
:= 0 to High(gPlayers
) do
1407 if gPlayers
[a
] <> nil then
1408 Result
:= Result
+ 1;
1411 function g_Player_GetStats(): TPlayerStatArray
;
1417 if gPlayers
= nil then Exit
;
1419 for a
:= 0 to High(gPlayers
) do
1420 if gPlayers
[a
] <> nil then
1422 SetLength(Result
, Length(Result
)+1);
1423 with Result
[High(Result
)] do
1426 Ping
:= gPlayers
[a
].FPing
;
1427 Loss
:= gPlayers
[a
].FLoss
;
1428 Name
:= gPlayers
[a
].FName
;
1429 Team
:= gPlayers
[a
].FTeam
;
1430 Frags
:= gPlayers
[a
].FFrags
;
1431 Deaths
:= gPlayers
[a
].FDeath
;
1432 Kills
:= gPlayers
[a
].FKills
;
1433 Color
:= gPlayers
[a
].FModel
.Color
;
1434 Lives
:= gPlayers
[a
].FLives
;
1435 Spectator
:= gPlayers
[a
].FSpectator
;
1436 UID
:= gPlayers
[a
].FUID
;
1441 procedure g_Player_ResetReady();
1445 if not g_Game_IsServer
then Exit
;
1446 if gPlayers
= nil then Exit
;
1448 for a
:= 0 to High(gPlayers
) do
1449 if gPlayers
[a
] <> nil then
1451 gPlayers
[a
].FReady
:= False;
1452 if g_Game_IsNet
then
1453 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1457 procedure g_Player_RememberAll
;
1461 for i
:= Low(gPlayers
) to High(gPlayers
) do
1462 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1463 gPlayers
[i
].RememberState
;
1466 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1470 gTeamStat
[TEAM_RED
].Goals
:= 0;
1471 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1473 if gPlayers
<> nil then
1474 for i
:= 0 to High(gPlayers
) do
1475 if gPlayers
[i
] <> nil then
1477 gPlayers
[i
].Reset(Force
);
1479 if gPlayers
[i
] is TPlayer
then
1481 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1482 gPlayers
[i
].Respawn(Silent
)
1484 gPlayers
[i
].Spectate();
1487 TBot(gPlayers
[i
]).Respawn(Silent
);
1491 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
1499 if Player
.alive
then
1502 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1503 i
:= Player
.FCorpse
;
1504 if (i
>= 0) and (i
< Length(gCorpses
)) then
1506 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].FPlayerUID
= Player
.FUID
) then
1507 gCorpses
[i
].FPlayerUID
:= 0;
1510 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1515 if (FHealth
>= -50) or (gGibsCount
= 0) then
1517 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1521 for find_id
:= 0 to High(gCorpses
) do
1522 if gCorpses
[find_id
] = nil then
1529 find_id
:= Random(Length(gCorpses
));
1531 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1532 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1533 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1534 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1535 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1540 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1541 FObj
.Y
+ PLAYER_RECT_CY
,
1542 FModel
.Name
, FModel
.Color
);
1546 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1550 if (gShells
= nil) or (Length(gShells
) = 0) then
1553 with gShells
[CurrentShell
] do
1559 if T
= SHELL_BULLET
then
1561 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1565 Obj
.Rect
.Width
:= 4;
1566 Obj
.Rect
.Height
:= 2;
1570 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1574 Obj
.Rect
.Width
:= 7;
1575 Obj
.Rect
.Height
:= 3;
1581 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1582 positionChanged(); // this updates spatial accelerators
1583 RAngle
:= Random(360);
1584 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1586 if CurrentShell
>= High(gShells
) then
1593 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1596 GibsArray
: TGibsArray
;
1599 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1601 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1603 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1605 for a
:= 0 to High(GibsArray
) do
1606 with gGibs
[CurrentGib
] do
1609 ID
:= GibsArray
[a
].ID
;
1610 MaskID
:= GibsArray
[a
].MaskID
;
1613 Obj
.Rect
:= GibsArray
[a
].Rect
;
1614 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1615 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1616 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1617 positionChanged(); // this updates spatial accelerators
1618 RAngle
:= Random(360);
1620 if gBloodCount
> 0 then
1621 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1622 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1624 if CurrentGib
>= High(gGibs
) then
1631 procedure g_Player_UpdatePhysicalObjects();
1637 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1642 if T
= SHELL_BULLET
then
1643 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1645 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1650 if gGibs
<> nil then
1651 for i
:= 0 to High(gGibs
) do
1652 if gGibs
[i
].alive
then
1659 mr
:= g_Obj_Move(@Obj
, True, False, True);
1660 positionChanged(); // this updates spatial accelerators
1662 if WordBool(mr
and MOVE_FALLOUT
) then
1668 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1669 if WordBool(mr
and MOVE_HITWALL
) then
1670 Obj
.Vel
.X
:= -(vel
.X
div 2);
1671 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1672 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1674 if (Obj
.Vel
.X
>= 0) then
1676 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1677 if RAngle
>= 360 then
1678 RAngle
:= RAngle
mod 360;
1679 end else begin // Counter-clockwise
1680 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1682 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1685 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1686 if gTime
mod (GAME_TICK
*3) = 0 then
1687 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1691 if gCorpses
<> nil then
1692 for i
:= 0 to High(gCorpses
) do
1693 if gCorpses
[i
] <> nil then
1694 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1700 gCorpses
[i
].Update();
1703 if gShells
<> nil then
1704 for i
:= 0 to High(gShells
) do
1705 if gShells
[i
].alive
then
1712 mr
:= g_Obj_Move(@Obj
, True, False, True);
1713 positionChanged(); // this updates spatial accelerators
1715 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1721 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1722 if WordBool(mr
and MOVE_HITWALL
) then
1724 Obj
.Vel
.X
:= -(vel
.X
div 2);
1725 if not WordBool(mr
and MOVE_INWATER
) then
1726 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1728 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1730 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1731 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1732 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1734 if RAngle
mod 90 <> 0 then
1735 RAngle
:= (RAngle
div 90) * 90;
1737 else if not WordBool(mr
and MOVE_INWATER
) then
1738 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1741 if (Obj
.Vel
.X
>= 0) then
1743 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1744 if RAngle
>= 360 then
1745 RAngle
:= RAngle
mod 360;
1746 end else begin // Counter-clockwise
1747 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1749 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1755 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1757 x
:= Obj
.X
+Obj
.Rect
.X
;
1758 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1759 w
:= Obj
.Rect
.Width
;
1760 h
:= Obj
.Rect
.Height
;
1763 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1765 if (dx
<> 0) or (dy
<> 0) then
1774 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1778 w
:= Obj
.Rect
.Width
;
1779 h
:= Obj
.Rect
.Height
;
1782 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1784 if (dx
<> 0) or (dy
<> 0) then
1793 procedure TGib
.positionChanged (); inline; begin end;
1794 procedure TShell
.positionChanged (); inline; begin end;
1797 procedure g_Player_DrawCorpses();
1802 if gGibs
<> nil then
1803 for i
:= 0 to High(gGibs
) do
1804 if gGibs
[i
].alive
then
1807 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1810 Obj
.lerp(gLerpFactor
, fX
, fY
);
1812 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1813 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1815 e_DrawAdv(ID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1818 e_DrawAdv(MaskID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1824 if gCorpses
<> nil then
1825 for i
:= 0 to High(gCorpses
) do
1826 if gCorpses
[i
] <> nil then
1830 procedure g_Player_DrawShells();
1835 if gShells
<> nil then
1836 for i
:= 0 to High(gShells
) do
1837 if gShells
[i
].alive
then
1840 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1843 Obj
.lerp(gLerpFactor
, fX
, fY
);
1848 e_DrawAdv(SpriteID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1852 procedure g_Player_RemoveAllCorpses();
1858 SetLength(gGibs
, MaxGibs
);
1859 SetLength(gShells
, MaxGibs
);
1863 if gCorpses
<> nil then
1864 for i
:= 0 to High(gCorpses
) do
1868 SetLength(gCorpses
, MaxCorpses
);
1871 procedure g_Player_Corpses_SaveState (st
: TStream
);
1875 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1877 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1879 // Êîëè÷åñòâî òðóïîâ
1880 utils
.writeInt(st
, LongInt(count
));
1882 if (count
= 0) then exit
;
1885 for i
:= 0 to High(gCorpses
) do
1887 if gCorpses
[i
] <> nil then
1890 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1892 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1893 // Ñîõðàíÿåì äàííûå òðóïà:
1894 gCorpses
[i
].SaveState(st
);
1900 procedure g_Player_Corpses_LoadState (st
: TStream
);
1908 g_Player_RemoveAllCorpses();
1910 // Êîëè÷åñòâî òðóïîâ:
1911 count
:= utils
.readLongInt(st
);
1912 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1914 if (count
= 0) then exit
;
1917 for i
:= 0 to count
-1 do
1920 str
:= utils
.readStr(st
);
1922 b
:= utils
.readBool(st
);
1924 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1925 // Çàãðóæàåì äàííûå òðóïà
1926 gCorpses
[i
].LoadState(st
);
1933 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1935 procedure TPlayer
.BFGHit();
1937 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1938 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1939 if g_Game_IsServer
and g_Game_IsNet
then
1940 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1941 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1945 procedure TPlayer
.ChangeModel(ModelName
: string);
1947 locModel
: TPlayerModel
;
1949 locModel
:= g_PlayerModel_Get(ModelName
);
1950 if locModel
= nil then Exit
;
1956 procedure TPlayer
.SetModel(ModelName
: string);
1960 m
:= g_PlayerModel_Get(ModelName
);
1963 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1964 m
:= g_PlayerModel_Get('doomer');
1967 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1972 if FModel
<> nil then
1977 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1978 FModel
.Color
:= FColor
1980 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1981 FModel
.SetWeapon(FCurrWeap
);
1982 FModel
.SetFlag(FFlag
);
1983 SetDirection(FDirection
);
1986 procedure TPlayer
.SetColor(Color
: TRGB
);
1989 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1990 if FModel
<> nil then FModel
.Color
:= Color
;
1995 function TPlayer
.GetColor(): TRGB
;
1997 result
:= FModel
.Color
;
2000 procedure TPlayer
.SetWeaponPrefs(Prefs
: Array of Byte);
2003 for i
:= WP_FIRST
to WP_LAST
+ 1 do
2005 if (Prefs
[i
] < 0) or (Prefs
[i
] > WP_LAST
+ 1) then
2006 FWeapPreferences
[i
] := 0
2007 else FWeapPreferences
[i
] := Prefs
[i
];
2011 procedure TPlayer
.SetWeaponPref(Weapon
, Pref
: Byte);
2013 if (Weapon
< 0) or (Weapon
> WP_LAST
+ 1) then
2015 else if (Pref
>= 0) and (Pref
<= WP_LAST
+ 1) and (Weapon
>= 0) and (Weapon
<= WP_LAST
+ 1) then
2016 FWeapPreferences
[Weapon
] := Pref
2017 else if (Weapon
>= 0) and (Weapon
<= WP_LAST
+ 1) and ((Pref
< 0) or (Pref
> WP_LAST
+ 1)) then
2018 FWeapPreferences
[Weapon
] := 0;
2021 function TPlayer
.GetWeaponPref(Weapon
: Byte) : Byte;
2023 if (Weapon
< 0) or (Weapon
> WP_LAST
+ 1) then
2025 else if (FWeapPreferences
[Weapon
] < 0) or (FWeapPreferences
[Weapon
] > WP_LAST
+ 1) then
2028 result
:= FWeapPreferences
[Weapon
];
2031 function TPlayer
.GetMorePrefered() : Byte;
2032 var testedWeap
, i
: Byte;
2034 testedWeap
:= FCurrWeap
;
2035 for i
:= WP_FIRST
to WP_LAST
do
2036 if FWeapon
[i
] and (FWeapPreferences
[i
] > FWeapPreferences
[testedWeap
]) then
2038 if (R_BERSERK
in FRulez
) and (FWeapPreferences
[WP_LAST
+ 1] > FWeapPreferences
[testedWeap
]) then
2039 testedWeap
:= WEAPON_KASTET
;
2040 result
:= testedWeap
;
2043 function TPlayer
.maySwitch(Weapon
: Byte) : Boolean;
2046 if (Weapon
= WEAPON_KASTET
) and (FSkipFist
<> 0) then
2048 if (FSkipFist
= 1) and (not (R_BERSERK
in FRulez
)) then
2051 else if (FSwitchToEmpty
= 0) and (not hasAmmoForShooting(Weapon
)) then
2055 procedure TPlayer
.SwitchTeam
;
2057 if g_Game_IsClient
then
2059 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2061 if gGameOn
and FAlive
then
2062 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2064 if FTeam
= TEAM_RED
then
2066 ChangeTeam(TEAM_BLUE
);
2067 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2068 if g_Game_IsNet
then
2069 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2073 ChangeTeam(TEAM_RED
);
2074 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2075 if g_Game_IsNet
then
2076 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2078 FPreferredTeam
:= FTeam
;
2081 procedure TPlayer
.ChangeTeam(Team
: Byte);
2088 TEAM_RED
, TEAM_BLUE
:
2089 FModel
.Color
:= TEAMCOLOR
[Team
];
2091 FModel
.Color
:= FColor
;
2093 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2094 MH_SEND_PlayerStats(FUID
);
2098 procedure TPlayer.CollideItem();
2103 if gItems = nil then Exit;
2104 if not FAlive then Exit;
2106 for i := 0 to High(gItems) do
2109 if (ItemType <> ITEM_NONE) and alive then
2110 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2111 PLAYER_RECT.Height, @Obj) then
2113 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2115 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2116 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2117 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2118 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2119 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2121 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2122 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2123 (gGameSettings.GameType = GT_SINGLE) and
2124 (g_Player_GetCount() > 1)) then
2125 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2131 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2133 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2134 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2138 constructor TPlayer
.Create();
2144 mEDamageType
:= HIT_SOME
;
2150 FSawSound
:= TPlayableSound
.Create();
2151 FSawSoundIdle
:= TPlayableSound
.Create();
2152 FSawSoundHit
:= TPlayableSound
.Create();
2153 FSawSoundSelect
:= TPlayableSound
.Create();
2154 FFlameSoundOn
:= TPlayableSound
.Create();
2155 FFlameSoundOff
:= TPlayableSound
.Create();
2156 FFlameSoundWork
:= TPlayableSound
.Create();
2157 FJetSoundFly
:= TPlayableSound
.Create();
2158 FJetSoundOn
:= TPlayableSound
.Create();
2159 FJetSoundOff
:= TPlayableSound
.Create();
2161 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2162 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2163 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2164 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2165 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2166 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2167 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2168 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2169 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2170 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2172 FSpectatePlayer
:= -1;
2176 FSavedStateNum
:= -1;
2184 FActualModelName
:= 'doomer';
2187 FObj
.Rect
:= PLAYER_RECT
;
2189 FBFGFireCounter
:= -1;
2190 FJustTeleported
:= False;
2193 FWaitForFirstSpawn
:= false;
2198 procedure TPlayer
.positionChanged (); inline;
2202 procedure TPlayer
.doDamage (v
: Integer);
2204 if (v
<= 0) then exit
;
2205 if (v
> 32767) then v
:= 32767;
2206 Damage(v
, 0, 0, 0, mEDamageType
);
2209 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2213 if (not g_Game_IsClient
) and (not FAlive
) then
2218 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2219 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2221 if not g_Game_IsClient
then
2224 if t
= HIT_TRAP
then
2226 // Ëîâóøêà óáèâàåò ñðàçó:
2228 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2230 if t
= HIT_SELF
then
2234 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2237 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2238 FMegaRulez
[MR_SUIT
] := 0;
2239 FMegaRulez
[MR_INVUL
] := 0;
2240 FMegaRulez
[MR_INVIS
] := 0;
2245 // Íî îò îñòàëüíîãî ñïàñàåò:
2246 if FMegaRulez
[MR_INVUL
] >= gTime
then
2253 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2254 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2255 (SpawnerUID
= FUID
) or
2256 (not SameTeam(FUID
, SpawnerUID
)) then
2258 FLastSpawnerUID
:= SpawnerUID
;
2260 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2261 if gBloodCount
> 0 then
2263 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2264 if value
div 4 <= c
then
2265 c
:= c
- (value
div 4)
2269 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2273 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2274 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2277 if t
= HIT_WATER
then
2278 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2279 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2284 Inc(FDamageBuffer
, value
);
2288 FPain
:= FPain
+ value
;
2291 if g_Game_IsServer
and g_Game_IsNet
then
2293 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2294 MH_SEND_PlayerStats(FUID
);
2295 MH_SEND_PlayerPos(False, FUID
);
2299 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2302 if g_Game_IsClient
then
2307 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2309 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2312 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2314 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2318 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2319 MH_SEND_PlayerStats(FUID
);
2322 destructor TPlayer
.Destroy();
2324 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2326 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2330 FSawSoundIdle
.Free();
2331 FSawSoundHit
.Free();
2332 FSawSoundSelect
.Free();
2333 FFlameSoundOn
.Free();
2334 FFlameSoundOff
.Free();
2335 FFlameSoundWork
.Free();
2336 FJetSoundFly
.Free();
2338 FJetSoundOff
.Free();
2340 if FPunchAnim
<> nil then
2346 procedure TPlayer
.DrawIndicator(Color
: TRGB
);
2348 indX
, indY
, fX
, fY
, fSlope
: Integer;
2358 FObj
.lerp(gLerpFactor
, fX
, fY
);
2359 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2361 case gPlayerIndicatorStyle
of
2364 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2366 e_GetTextureSize(ID
, @indW
, @indH
);
2370 if (FObj
.X
+ FObj
.Rect
.X
) < 0 then
2373 indX
:= fX
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
;
2374 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2377 else if (FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
) > Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) then
2380 indX
:= fX
+ FObj
.Rect
.X
- indH
;
2381 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2384 else if (FObj
.Y
- indH
) < 0 then
2387 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2388 indY
:= fY
+ FObj
.Rect
.Y
+ FObj
.Rect
.Height
;
2394 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2398 indY
:= indY
+ fSlope
;
2399 indX
:= EnsureRange(indX
, 0, Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) - indW
);
2400 indY
:= EnsureRange(indY
, 0, Max(gMapInfo
.Height
, gPlayerScreenSize
.Y
) - indH
);
2404 e_DrawAdv(ID
, indX
, indY
, 0, True, False, indA
, @a
);
2411 e_TextureFontGetSize(gStdFont
, nW
, nH
);
2412 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- Length(FName
) * nW
) div 2;
2413 indY
:= fY
- nH
+ fSlope
;
2414 e_TextureFontPrintEx(indX
, indY
, FName
, gStdFont
, Color
.R
, Color
.G
, Color
.B
, 1.0, True);
2420 procedure TPlayer
.DrawBubble();
2422 bubX
, bubY
, fX
, fY
: Integer;
2425 Rw
, Gw
, Bw
: SmallInt;
2429 CObj
:= getCameraObj();
2430 CObj
.lerp(gLerpFactor
, fX
, fY
);
2431 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
2432 bubX
:= fX
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2433 bubY
:= fY
+FObj
.Rect
.Y
- 18;
2441 1: // simple textual non-bubble
2443 bubX
:= fX
+FObj
.Rect
.X
- 11;
2444 bubY
:= fY
+FObj
.Rect
.Y
- 17;
2445 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2448 2: // advanced pixel-perfect bubble
2450 if FTeam
= TEAM_RED
then
2453 if FTeam
= TEAM_BLUE
then
2456 3: // colored bubble
2458 Rb
:= FModel
.Color
.R
;
2459 Gb
:= FModel
.Color
.G
;
2460 Bb
:= FModel
.Color
.B
;
2461 Rw
:= Min(Rb
* 2 + 64, 255);
2462 Gw
:= Min(Gb
* 2 + 64, 255);
2463 Bw
:= Min(Bb
* 2 + 64, 255);
2464 if (Abs(Rw
- Rb
) < 32)
2465 or (Abs(Gw
- Gb
) < 32)
2466 or (Abs(Bw
- Bb
) < 32) then
2468 Rb
:= Max(Rw
div 2 - 16, 0);
2469 Gb
:= Max(Gw
div 2 - 16, 0);
2470 Bb
:= Max(Bw
div 2 - 16, 0);
2473 4: // custom textured bubble
2475 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2476 if FDirection
= TDirection
.D_RIGHT
then
2477 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2479 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2485 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2486 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2488 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2491 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2492 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2493 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
);
2494 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
);
2495 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
);
2496 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
);
2500 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2501 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2502 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2505 procedure TPlayer
.Draw();
2510 Mirror
: TMirrorType
;
2511 fX
, fY
, fSlope
: Integer;
2513 FObj
.lerp(gLerpFactor
, fX
, fY
);
2514 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2518 if Direction
= TDirection
.D_RIGHT
then
2519 Mirror
:= TMirrorType
.None
2521 Mirror
:= TMirrorType
.Horizontal
;
2523 if FPunchAnim
<> nil then
2525 FPunchAnim
.Draw(fX
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2526 fY
+fSlope
+FObj
.Rect
.Y
-11, Mirror
);
2527 if FPunchAnim
.played
then
2534 if (FMegaRulez
[MR_INVUL
] > gTime
) and ((gPlayerDrawn
<> Self
) or (FSpawnInvul
>= gTime
)) then
2535 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2537 e_GetTextureSize(ID
, @w
, @h
);
2538 if FDirection
= TDirection
.D_LEFT
then
2539 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2540 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False)
2542 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2543 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False);
2546 if FMegaRulez
[MR_INVIS
] > gTime
then
2548 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2549 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2551 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2552 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2556 FModel
.Draw(fX
, fY
+fSlope
, 200)
2558 FModel
.Draw(fX
, fY
+fSlope
);
2561 FModel
.Draw(fX
, fY
+fSlope
, 254);
2564 FModel
.Draw(fX
, fY
+fSlope
);
2567 if g_debug_Frames
then
2569 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2571 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2572 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2576 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2577 if (FMegaRulez
[MR_INVIS
] <= gTime
) or ((gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2578 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
)))) then
2580 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2581 if gAimLine
and alive
and
2582 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2587 procedure TPlayer
.DrawAim();
2588 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2593 {$IFDEF ENABLE_HOLMES}
2594 if isValidViewPort
and (self
= gPlayer1
) then
2596 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2600 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2601 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2603 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2607 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2612 wx
, wy
, xx
, yy
: Integer;
2616 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2617 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2626 1: begin // Chainsaw
2633 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2634 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2635 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2636 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2641 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2642 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2643 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2644 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2646 4: begin // Double Shotgun
2649 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2650 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2651 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2652 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2654 5: begin // Chaingun
2657 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2658 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2659 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2660 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2662 6: begin // Rocket Launcher
2665 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2666 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2667 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2668 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2670 7: begin // Plasmagun
2673 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2674 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2675 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2676 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2681 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2682 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2683 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2684 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2686 9: begin // Super Chaingun
2689 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2690 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2691 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2692 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2695 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2696 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2697 {$IF DEFINED(D2F_DEBUG)}
2698 drawCast(sz
, wx
, wy
, xx
, yy
);
2700 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2704 procedure TPlayer
.DrawGUI();
2707 X
, Y
, SY
, a
, p
, m
: Integer;
2711 stat
: TPlayerStatArray
;
2713 X
:= gPlayerScreenSize
.X
;
2714 SY
:= gPlayerScreenSize
.Y
;
2717 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2719 if gGameSettings
.GameMode
= GM_CTF
then
2723 if gGameSettings
.GameMode
= GM_CTF
then
2725 s
:= 'TEXTURE_PLAYER_REDFLAG';
2726 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2727 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2728 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2729 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2730 if g_Texture_Get(s
, ID
) then
2731 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2734 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2735 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2736 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2738 if gGameSettings
.GameMode
= GM_CTF
then
2740 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2741 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2742 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2743 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2744 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2745 if g_Texture_Get(s
, ID
) then
2746 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2749 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2750 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2751 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2754 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2755 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2758 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2759 e_Draw(ID
, X
+2, Y
, 0, True, False);
2761 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2765 s
:= IntToStr(Frags
);
2766 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2767 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2772 stat
:= g_Player_GetStats();
2777 for a
:= 0 to High(stat
) do
2778 if stat
[a
].Name
<> Name
then
2780 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2781 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2785 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2786 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2787 s
:= s
+IntToStr(Abs(Frags
-m
));
2789 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2790 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2793 if gLMSRespawn
> LMS_RESPAWN_NONE
then
2795 s
:= _lc
[I_GAME_WARMUP
];
2796 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2797 s
:= s
+ ': ' + IntToStr((gLMSRespawnTime
- gTime
) div 1000);
2798 e_CharFont_PrintEx(gMenuFont
, X
-64-tw
, SY
-32, s
, _RGB(0, 255, 0));
2800 else if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2802 s
:= IntToStr(Lives
);
2803 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2804 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2808 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2809 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2811 if R_BERSERK
in FRulez
then
2812 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2814 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2816 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2817 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2819 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2820 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2821 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2823 s
:= IntToStr(FArmor
);
2824 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2825 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2827 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2833 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2838 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2840 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2841 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2842 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2843 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2844 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2845 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2846 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2847 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2848 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2851 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2852 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2853 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2855 if R_KEY_RED
in FRulez
then
2856 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2858 if R_KEY_GREEN
in FRulez
then
2859 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2861 if R_KEY_BLUE
in FRulez
then
2862 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2864 if FJetFuel
> 0 then
2866 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2867 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2868 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2869 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2870 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2871 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2875 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2876 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2877 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2880 if gShowPing
and g_Game_IsClient
then
2882 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2883 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2889 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2890 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2891 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2894 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2895 s
:= _lc
[I_PLAYER_SPECT4
];
2896 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2897 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2898 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2904 procedure TPlayer
.DrawRulez();
2908 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2909 if (FMegaRulez
[MR_INVUL
] >= gTime
) and (FSpawnInvul
< gTime
) then
2911 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2912 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2917 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2918 191, 191, 191, 0, TBlending
.Invert
);
2921 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2922 if FMegaRulez
[MR_SUIT
] >= gTime
then
2924 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2925 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2930 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2931 0, 96, 0, 200, TBlending
.None
);
2934 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2935 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2937 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2938 255, 0, 0, 200, TBlending
.None
);
2942 procedure TPlayer
.DrawPain();
2946 if FPain
= 0 then Exit
;
2950 if a
< 15 then h
:= 0
2951 else if a
< 35 then h
:= 1
2952 else if a
< 55 then h
:= 2
2953 else if a
< 75 then h
:= 3
2954 else if a
< 95 then h
:= 4
2957 //if a > 255 then a := 255;
2959 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2960 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2963 procedure TPlayer
.DrawPickup();
2967 if FPickup
= 0 then Exit
;
2971 if a
< 15 then h
:= 1
2972 else if a
< 35 then h
:= 2
2973 else if a
< 55 then h
:= 3
2974 else if a
< 75 then h
:= 4
2977 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2980 procedure TPlayer
.DoPunch();
2985 if FPunchAnim
<> nil then begin
2990 st
:= 'FRAMES_PUNCH';
2991 if R_BERSERK
in FRulez
then
2992 st
:= st
+ '_BERSERK';
2993 if FKeys
[KEY_UP
].Pressed
then
2995 else if FKeys
[KEY_DOWN
].Pressed
then
2997 g_Frames_Get(id
, st
);
2998 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
3001 procedure TPlayer
.Fire();
3003 f
, DidFire
: Boolean;
3004 wx
, wy
, xd
, yd
: Integer;
3007 if g_Game_IsClient
then Exit
;
3008 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3009 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3017 if FReloading
[FCurrWeap
] <> 0 then Exit
;
3022 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
3023 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
3024 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
3025 yd
:= wy
+firediry();
3031 if R_BERSERK
in FRulez
then
3033 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3034 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
3035 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
3038 locobj
.rect
.Width
:= 39;
3039 locobj
.rect
.Height
:= 52;
3040 locobj
.Vel
.X
:= (xd
-wx
) div 2;
3041 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
3042 locobj
.Accel
.X
:= xd
-wx
;
3043 locobj
.Accel
.y
:= yd
-wy
;
3045 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
3046 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
3048 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
3050 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
3054 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
3058 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3063 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3064 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
3066 FSawSoundSelect
.Stop();
3068 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
3070 else if not FSawSoundHit
.IsPlaying() then
3072 FSawSoundSelect
.Stop();
3073 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
3076 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3082 if FAmmo
[A_BULLETS
] > 0 then
3084 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
3085 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3086 Dec(FAmmo
[A_BULLETS
]);
3087 FFireAngle
:= FAngle
;
3090 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3091 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3095 if FAmmo
[A_SHELLS
] > 0 then
3097 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3098 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3099 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3100 Dec(FAmmo
[A_SHELLS
]);
3101 FFireAngle
:= FAngle
;
3105 FShellType
:= SHELL_SHELL
;
3109 if FAmmo
[A_SHELLS
] >= 2 then
3111 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3112 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3113 Dec(FAmmo
[A_SHELLS
], 2);
3114 FFireAngle
:= FAngle
;
3118 FShellType
:= SHELL_DBLSHELL
;
3122 if FAmmo
[A_BULLETS
] > 0 then
3124 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3125 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3126 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3127 Dec(FAmmo
[A_BULLETS
]);
3128 FFireAngle
:= FAngle
;
3131 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3132 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3135 WEAPON_ROCKETLAUNCHER
:
3136 if FAmmo
[A_ROCKETS
] > 0 then
3138 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3139 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3140 Dec(FAmmo
[A_ROCKETS
]);
3141 FFireAngle
:= FAngle
;
3147 if FAmmo
[A_CELLS
] > 0 then
3149 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3150 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3151 Dec(FAmmo
[A_CELLS
]);
3152 FFireAngle
:= FAngle
;
3158 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3160 FBFGFireCounter
:= 17;
3161 if not FNoReload
then
3162 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3163 Dec(FAmmo
[A_CELLS
], 40);
3167 WEAPON_SUPERPULEMET
:
3168 if FAmmo
[A_SHELLS
] > 0 then
3170 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3171 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3172 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3173 Dec(FAmmo
[A_SHELLS
]);
3174 FFireAngle
:= FAngle
;
3177 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3178 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3181 WEAPON_FLAMETHROWER
:
3182 if FAmmo
[A_FUEL
] > 0 then
3184 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3186 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3188 FFireAngle
:= FAngle
;
3195 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
3199 if g_Game_IsNet
then
3203 if FCurrWeap
<> WEAPON_BFG
then
3204 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3206 if not FNoReload
then
3207 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3210 MH_SEND_PlayerStats(FUID
);
3215 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3216 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3217 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3220 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3223 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3224 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3225 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3226 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3227 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3232 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3234 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3235 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3236 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3239 procedure TPlayer
.FlamerOn
;
3241 FFlameSoundOff
.Stop();
3242 FFlameSoundOff
.SetPosition(0);
3245 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
3246 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
3250 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3255 procedure TPlayer
.FlamerOff
;
3259 FFlameSoundOn
.Stop();
3260 FFlameSoundOn
.SetPosition(0);
3261 FFlameSoundWork
.Stop();
3262 FFlameSoundWork
.SetPosition(0);
3263 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3268 procedure TPlayer
.JetpackOn
;
3272 FJetSoundOn
.SetPosition(0);
3273 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3277 procedure TPlayer
.JetpackOff
;
3281 FJetSoundOff
.SetPosition(0);
3282 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3285 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
3287 if Timeout
<= 0 then
3289 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
3290 exit
; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3291 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3292 exit
; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3293 if FFireTime
<= 0 then
3294 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
3295 FFireTime
:= Timeout
;
3296 FFireAttacker
:= Attacker
;
3297 if g_Game_IsNet
and g_Game_IsServer
then
3298 MH_SEND_PlayerStats(FUID
);
3301 procedure TPlayer
.Jump();
3303 if gFly
or FJetpack
then
3305 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3306 if FObj
.Vel
.Y
> -VEL_FLY
then
3307 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3310 if FJetFuel
> 0 then
3312 if (FJetFuel
< 1) and g_Game_IsServer
then
3316 if g_Game_IsNet
then
3317 MH_SEND_PlayerStats(FUID
);
3323 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3325 FCanJetpack
:= False;
3327 // Ïðûãàåì èëè âñïëûâàåì:
3328 if (CollideLevel(0, 1) or
3329 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3330 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3331 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3333 FObj
.Vel
.Y
:= -VEL_JUMP
;
3334 FCanJetpack
:= False;
3338 if BodyInLiquid(0, 0) then
3339 FObj
.Vel
.Y
:= -VEL_SW
3340 else if (FJetFuel
> 0) and FCanJetpack
and
3341 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3345 if g_Game_IsNet
then
3346 MH_SEND_PlayerStats(FUID
);
3351 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3353 a
, i
, k
, ab
, ar
: Byte;
3357 srv
, netsrv
: Boolean;
3363 procedure PushItem(t
: Byte);
3367 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3368 it
:= g_Items_ByIdx(id
);
3369 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3371 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3372 (FObj
.Vel
.Y
div 2)-Random(9));
3373 it
.positionChanged(); // this updates spatial accelerators
3377 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3379 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3380 (FObj
.Vel
.Y
div 2)-Random(6));
3382 else // -3..+3; -3..0
3384 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3385 (FObj
.Vel
.Y
div 2)-Random(4));
3387 it
.positionChanged(); // this updates spatial accelerators
3390 if g_Game_IsNet
and g_Game_IsServer
then
3391 MH_SEND_ItemSpawn(True, id
);
3395 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3396 Srv
:= g_Game_IsServer
;
3397 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3398 if Srv
then FDeath
:= FDeath
+ 1;
3403 if not FPhysics
then
3409 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3411 if FLives
> 0 then FLives
:= FLives
- 1;
3412 if FLives
= 0 then FNoRespawn
:= True;
3415 // Íîìåð òèïà ñìåðòè:
3418 K_SIMPLEKILL
: a
:= 1;
3420 K_EXTRAHARDKILL
: a
:= 3;
3425 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3427 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3434 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3436 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3437 K_EXTRAHARDKILL
, K_FALLKILL
:
3438 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3441 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3445 K_HARDKILL
, K_EXTRAHARDKILL
:
3449 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3450 if (KillType
<> K_FALLKILL
) and (Srv
) then
3451 g_Monsters_killedp();
3453 if SpawnerUID
= FUID
then
3457 if gGameSettings
.GameMode
= GM_TDM
then
3458 Dec(gTeamStat
[FTeam
].Goals
);
3459 if DoFrags
or (gGameSettings
.GameMode
= GM_TDM
) then
3465 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3468 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3469 begin // Óáèò äðóãèì èãðîêîì
3470 KP
:= g_Player_Get(SpawnerUID
);
3471 if (KP
<> nil) and Srv
then
3473 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3474 if SameTeam(FUID
, SpawnerUID
) then
3484 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3485 Inc(gTeamStat
[KP
.Team
].Goals
,
3486 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3488 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3491 plr
:= g_Player_Get(SpawnerUID
);
3499 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3503 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3507 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3512 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3513 begin // Óáèò ìîíñòðîì
3514 mon
:= g_Monsters_ByUID(SpawnerUID
);
3518 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3522 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3526 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3530 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3535 else // Îñîáûå òèïû ñìåðòè
3538 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3539 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3540 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3541 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3542 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3543 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3549 for a
:= WP_FIRST
to WP_LAST
do
3553 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3554 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3555 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3556 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3557 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3558 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3559 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3560 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3561 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3570 if R_ITEM_BACKPACK
in FRulez
then
3571 PushItem(ITEM_AMMO_BACKPACK
);
3573 // Âûáðîñ ðàêåòíîãî ðàíöà:
3574 if FJetFuel
> 0 then
3575 PushItem(ITEM_JETPACK
);
3578 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
3579 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
3581 if R_KEY_RED
in FRulez
then
3582 PushItem(ITEM_KEY_RED
);
3584 if R_KEY_GREEN
in FRulez
then
3585 PushItem(ITEM_KEY_GREEN
);
3587 if R_KEY_BLUE
in FRulez
then
3588 PushItem(ITEM_KEY_BLUE
);
3592 DropFlag(KillType
= K_FALLKILL
);
3595 FCorpse
:= g_Player_CreateCorpse(Self
);
3597 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3598 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3604 for i
:= Low(gPlayers
) to High(gPlayers
) do
3606 if gPlayers
[i
] = nil then continue
;
3607 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3610 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3611 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3616 OldLR
:= gLMSRespawn
;
3617 if (gGameSettings
.GameMode
= GM_COOP
) then
3621 // everyone is dead, restart the map
3622 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3624 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3625 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3626 gLMSRespawnTime
:= gTime
+ 5000;
3628 else if (a
= 1) then
3630 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3631 if (gPlayers
[k
] = gPlayer1
) or
3632 (gPlayers
[k
] = gPlayer2
) then
3633 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3634 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3635 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3638 else if (gGameSettings
.GameMode
= GM_TDM
) then
3640 if (ab
= 0) and (ar
<> 0) then
3643 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3645 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3646 Inc(gTeamStat
[TEAM_RED
].Goals
);
3647 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3648 gLMSRespawnTime
:= gTime
+ 5000;
3650 else if (ar
= 0) and (ab
<> 0) then
3653 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3655 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3656 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3657 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3658 gLMSRespawnTime
:= gTime
+ 5000;
3660 else if (ar
= 0) and (ab
= 0) then
3663 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3665 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3666 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3667 gLMSRespawnTime
:= gTime
+ 5000;
3670 else if (gGameSettings
.GameMode
= GM_DM
) then
3674 if gPlayers
[k
] <> nil then
3677 // survivor is the winner
3678 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3680 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3683 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3684 gLMSRespawnTime
:= gTime
+ 5000;
3686 else if (a
= 0) then
3688 // everyone is dead, restart the map
3689 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3691 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3692 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3693 gLMSRespawnTime
:= gTime
+ 5000;
3696 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3698 if NetMode
= NET_SERVER
then
3699 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
3701 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3707 MH_SEND_PlayerStats(FUID
);
3708 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3709 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3712 if srv
and FNoRespawn
then Spectate(True);
3713 FWantsInGame
:= True;
3716 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3718 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3719 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3722 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3724 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3725 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3728 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3730 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3731 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3732 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3733 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3734 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3735 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3736 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3737 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3740 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3742 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3743 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3744 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3745 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3748 procedure TPlayer
.ProcessWeaponAction(Action
: Byte);
3750 if g_Game_IsClient
then Exit
;
3752 WP_PREV
: PrevWeapon();
3753 WP_NEXT
: NextWeapon();
3757 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3759 if g_Game_IsClient
then Exit
;
3760 if Weapon
> High(FWeapon
) then Exit
;
3761 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3764 procedure TPlayer
.resetWeaponQueue ();
3767 FNextWeapDelay
:= 0;
3770 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3774 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3775 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3776 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3777 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3778 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3779 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3780 else result
:= (weapon
< length(FWeapon
));
3784 function TPlayer
.hasAmmoForShooting (weapon
: Byte): Boolean;
3788 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3789 WEAPON_SHOTGUN1
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3790 WEAPON_SHOTGUN2
: result
:= (FAmmo
[A_SHELLS
] > 1);
3791 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3792 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3793 WEAPON_PLASMA
: result
:= (FAmmo
[A_CELLS
] > 0);
3794 WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] >= 40);
3795 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3796 else result
:= (weapon
< length(FWeapon
));
3800 function TPlayer
.shouldSwitch (weapon
: Byte; hadWeapon
: Boolean): Boolean;
3803 if (weapon
< 0) or (weapon
> WP_LAST
+ 1) then
3808 if (FWeapSwitchMode
= 1) and not hadWeapon
then
3810 else if (FWeapSwitchMode
= 2) then
3811 result
:= (FWeapPreferences
[weapon
] > FWeapPreferences
[FCurrWeap
]);
3814 // return 255 for "no switch"
3815 function TPlayer
.getNextWeaponIndex (): Byte;
3818 wantThisWeapon
: array[0..64] of Boolean;
3819 wwc
: Integer = 0; //HACK!
3822 result
:= 255; // default result: "no switch"
3823 //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
3824 // had weapon cycling on previous frame? remove that flag
3825 if (FNextWeap
and $2000) <> 0 then
3827 FNextWeap
:= FNextWeap
and $1FFF;
3828 FNextWeapDelay
:= 0;
3830 // cycling has priority
3831 if (FNextWeap
and $C000) <> 0 then
3833 if (FNextWeap
and $8000) <> 0 then
3837 FNextWeap
:= FNextWeap
or $2000; // we need this
3838 if FNextWeapDelay
> 0 then
3839 exit
; // cooldown time
3841 for i
:= 0 to High(FWeapon
) do
3843 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3844 if FWeapon
[cwi
] and maySwitch(cwi
) then
3846 //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
3847 result
:= Byte(cwi
);
3848 FNextWeapDelay
:= WEAPON_DELAY
;
3856 for i
:= 0 to High(wantThisWeapon
) do
3857 wantThisWeapon
[i
] := false;
3858 for i
:= 0 to High(FWeapon
) do
3859 if (FNextWeap
and (1 shl i
)) <> 0 then
3861 wantThisWeapon
[i
] := true;
3865 // exclude currently selected weapon from the set
3866 wantThisWeapon
[FCurrWeap
] := false;
3867 // slow down alterations a little
3870 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3871 // more than one weapon requested, assume "alteration" and check alteration delay
3872 if FNextWeapDelay
> 0 then
3878 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3879 // but clear all counters if no weapon should be switched
3885 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3886 // try weapons in descending order
3887 for i
:= High(FWeapon
) downto 0 do
3889 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3894 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3895 //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
3899 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3903 procedure TPlayer
.RealizeCurrentWeapon();
3904 function switchAllowed (): Boolean;
3909 if FBFGFireCounter
<> -1 then
3911 if FTime
[T_SWITCH
] > gTime
then
3913 for i
:= WP_FIRST
to WP_LAST
do
3914 if FReloading
[i
] > 0 then
3922 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3923 //FNextWeap := FNextWeap and $1FFF;
3924 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3926 if not switchAllowed
then
3928 //HACK for weapon cycling
3929 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3933 nw
:= getNextWeaponIndex();
3935 if nw
= 255 then exit
; // don't reset anything here
3936 if nw
> High(FWeapon
) then
3938 // don't forget to reset queue here!
3939 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3947 FTime
[T_SWITCH
] := gTime
+156;
3948 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3949 FModel
.SetWeapon(FCurrWeap
);
3950 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3954 procedure TPlayer
.NextWeapon();
3956 if g_Game_IsClient
then Exit
;
3960 procedure TPlayer
.PrevWeapon();
3962 if g_Game_IsClient
then Exit
;
3966 procedure TPlayer
.SetWeapon(W
: Byte);
3968 if FCurrWeap
<> W
then
3969 if W
= WEAPON_SAW
then
3970 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3973 FModel
.SetWeapon(CurrWeap
);
3977 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3979 function allowBerserkSwitching (): Boolean;
3981 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3983 if gBerserkAutoswitch
then exit
;
3984 if not conIsCheatsEnabled
then exit
;
3990 switchWeapon
: Byte = -1;
3991 hadWeapon
: Boolean = False;
3994 if g_Game_IsClient
then Exit
;
3996 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3997 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
4001 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4003 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
4007 if gFlash
= 2 then Inc(FPickup
, 5);
4011 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4013 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
4017 if gFlash
= 2 then Inc(FPickup
, 5);
4021 if FArmor
< PLAYER_AP_SOFT
then
4023 FArmor
:= PLAYER_AP_SOFT
;
4026 if gFlash
= 2 then Inc(FPickup
, 5);
4030 if FArmor
< PLAYER_AP_LIMIT
then
4032 FArmor
:= PLAYER_AP_LIMIT
;
4035 if gFlash
= 2 then Inc(FPickup
, 5);
4039 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4041 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
4045 if gFlash
= 2 then Inc(FPickup
, 5);
4049 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
4051 if FHealth
< PLAYER_HP_LIMIT
then
4052 FHealth
:= PLAYER_HP_LIMIT
;
4053 if FArmor
< PLAYER_AP_LIMIT
then
4054 FArmor
:= PLAYER_AP_LIMIT
;
4058 if gFlash
= 2 then Inc(FPickup
, 5);
4062 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
4064 hadWeapon
:= FWeapon
[WEAPON_SAW
];
4065 switchWeapon
:= WEAPON_SAW
;
4066 FWeapon
[WEAPON_SAW
] := True;
4068 if gFlash
= 2 then Inc(FPickup
, 5);
4069 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4072 ITEM_WEAPON_SHOTGUN1
:
4073 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
4075 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4076 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
4077 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN1
];
4078 switchWeapon
:= WEAPON_SHOTGUN1
;
4079 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4080 FWeapon
[WEAPON_SHOTGUN1
] := True;
4082 if gFlash
= 2 then Inc(FPickup
, 5);
4083 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4086 ITEM_WEAPON_SHOTGUN2
:
4087 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4089 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4090 hadWeapon
:= FWeapon
[WEAPON_SHOTGUN2
];
4091 switchWeapon
:= WEAPON_SHOTGUN2
;
4092 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4093 FWeapon
[WEAPON_SHOTGUN2
] := True;
4095 if gFlash
= 2 then Inc(FPickup
, 5);
4096 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4099 ITEM_WEAPON_CHAINGUN
:
4100 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4102 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4103 hadWeapon
:= FWeapon
[WEAPON_CHAINGUN
];
4104 switchWeapon
:= WEAPON_CHAINGUN
;
4105 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4106 FWeapon
[WEAPON_CHAINGUN
] := True;
4108 if gFlash
= 2 then Inc(FPickup
, 5);
4109 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4112 ITEM_WEAPON_ROCKETLAUNCHER
:
4113 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4115 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4116 switchWeapon
:= WEAPON_ROCKETLAUNCHER
;
4117 hadWeapon
:= FWeapon
[WEAPON_ROCKETLAUNCHER
];
4118 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4119 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4121 if gFlash
= 2 then Inc(FPickup
, 5);
4122 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4126 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4128 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4129 switchWeapon
:= WEAPON_PLASMA
;
4130 hadWeapon
:= FWeapon
[WEAPON_PLASMA
];
4131 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4132 FWeapon
[WEAPON_PLASMA
] := True;
4134 if gFlash
= 2 then Inc(FPickup
, 5);
4135 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4139 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4141 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4142 switchWeapon
:= WEAPON_BFG
;
4143 hadWeapon
:= FWeapon
[WEAPON_BFG
];
4144 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4145 FWeapon
[WEAPON_BFG
] := True;
4147 if gFlash
= 2 then Inc(FPickup
, 5);
4148 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4151 ITEM_WEAPON_SUPERPULEMET
:
4152 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4154 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4155 switchWeapon
:= WEAPON_SUPERPULEMET
;
4156 hadWeapon
:= FWeapon
[WEAPON_SUPERPULEMET
];
4157 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4158 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4160 if gFlash
= 2 then Inc(FPickup
, 5);
4161 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4164 ITEM_WEAPON_FLAMETHROWER
:
4165 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4167 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4168 switchWeapon
:= WEAPON_FLAMETHROWER
;
4169 hadWeapon
:= FWeapon
[WEAPON_FLAMETHROWER
];
4170 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4171 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4173 if gFlash
= 2 then Inc(FPickup
, 5);
4174 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4178 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4180 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4183 if gFlash
= 2 then Inc(FPickup
, 5);
4186 ITEM_AMMO_BULLETS_BOX
:
4187 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4189 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4192 if gFlash
= 2 then Inc(FPickup
, 5);
4196 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4198 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4201 if gFlash
= 2 then Inc(FPickup
, 5);
4204 ITEM_AMMO_SHELLS_BOX
:
4205 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4207 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4210 if gFlash
= 2 then Inc(FPickup
, 5);
4214 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4216 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4219 if gFlash
= 2 then Inc(FPickup
, 5);
4222 ITEM_AMMO_ROCKET_BOX
:
4223 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4225 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4228 if gFlash
= 2 then Inc(FPickup
, 5);
4232 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4234 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4237 if gFlash
= 2 then Inc(FPickup
, 5);
4241 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4243 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4246 if gFlash
= 2 then Inc(FPickup
, 5);
4250 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4252 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4255 if gFlash
= 2 then Inc(FPickup
, 5);
4259 if not(R_ITEM_BACKPACK
in FRulez
) or
4260 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4261 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4262 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4263 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4264 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
4266 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4267 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4268 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4269 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4270 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4272 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4273 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4274 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4275 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4276 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4277 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4278 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4279 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4280 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4281 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
4283 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4286 if gFlash
= 2 then Inc(FPickup
, 5);
4290 if not(R_KEY_RED
in FRulez
) then
4292 Include(FRulez
, R_KEY_RED
);
4294 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4295 if gFlash
= 2 then Inc(FPickup
, 5);
4296 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4300 if not(R_KEY_GREEN
in FRulez
) then
4302 Include(FRulez
, R_KEY_GREEN
);
4304 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4305 if gFlash
= 2 then Inc(FPickup
, 5);
4306 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4310 if not(R_KEY_BLUE
in FRulez
) then
4312 Include(FRulez
, R_KEY_BLUE
);
4314 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4315 if gFlash
= 2 then Inc(FPickup
, 5);
4316 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4320 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4322 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4326 if gFlash
= 2 then Inc(FPickup
, 5);
4330 if FAir
< AIR_MAX
then
4335 if gFlash
= 2 then Inc(FPickup
, 5);
4340 if not (R_BERSERK
in FRulez
) then
4342 Include(FRulez
, R_BERSERK
);
4343 if (shouldSwitch(WP_LAST
+ 1, false)) then
4344 QueueWeaponSwitch(WEAPON_KASTET
);
4348 if gFlash
= 2 then Inc(FPickup
, 5);
4350 FBerserk
:= gTime
+30000;
4355 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4357 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
4358 FBerserk
:= gTime
+30000;
4366 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4368 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4372 if gFlash
= 2 then Inc(FPickup
, 5);
4376 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4378 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4382 if gFlash
= 2 then Inc(FPickup
, 5);
4386 if FArmor
< PLAYER_AP_LIMIT
then
4388 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4391 if gFlash
= 2 then Inc(FPickup
, 5);
4395 if FJetFuel
< JET_MAX
then
4397 FJetFuel
:= JET_MAX
;
4400 if gFlash
= 2 then Inc(FPickup
, 5);
4404 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4406 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4409 if gFlash
= 2 then Inc(FPickup
, 5);
4413 if (shouldSwitch(switchWeapon
, hadWeapon
)) then
4414 QueueWeaponSwitch(switchWeapon
);
4417 procedure TPlayer
.Touch();
4421 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4424 // Áðîñèòü ôëàã òîâàðèùó:
4425 if gGameSettings
.GameMode
= GM_CTF
then
4430 procedure TPlayer
.Push(vx
, vy
: Integer);
4432 if (not FPhysics
) and FGhost
then
4434 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4435 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4436 if g_Game_IsNet
and g_Game_IsServer
then
4437 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4440 procedure TPlayer
.Reset(Force
: Boolean);
4446 FTime
[T_RESPAWN
] := 0;
4447 FTime
[T_FLAGCAP
] := 0;
4463 FSpectator
:= False;
4466 FSpectatePlayer
:= -1;
4467 FNoRespawn
:= False;
4469 FLives
:= gGameSettings
.MaxLives
;
4474 procedure TPlayer
.SoftReset();
4482 FBFGFireCounter
:= -1;
4490 SetAction(A_STAND
, True);
4493 function TPlayer
.GetRespawnPoint(): Byte;
4498 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4500 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4501 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4503 if Self
= gPlayer1
then
4505 // player 1 should try to spawn on the player 1 point
4506 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4507 Exit(RESPAWNPOINT_PLAYER1
)
4508 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4509 Exit(RESPAWNPOINT_PLAYER2
);
4511 else if Self
= gPlayer2
then
4513 // player 2 should try to spawn on the player 2 point
4514 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
4515 Exit(RESPAWNPOINT_PLAYER2
)
4516 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
4517 Exit(RESPAWNPOINT_PLAYER1
);
4521 // other players randomly pick either the first or the second point
4522 c
:= IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1
, RESPAWNPOINT_PLAYER2
);
4523 if g_Map_GetPointCount(c
) > 0 then
4525 // try the other one
4526 c
:= IfThen((c
= RESPAWNPOINT_PLAYER1
), RESPAWNPOINT_PLAYER2
, RESPAWNPOINT_PLAYER1
);
4527 if g_Map_GetPointCount(c
) > 0 then
4533 if gGameSettings
.GameMode
= GM_DM
then
4535 // try DM points first
4536 if g_Map_GetPointCount(RESPAWNPOINT_DM
) > 0 then
4537 Exit(RESPAWNPOINT_DM
);
4541 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4543 // try team points first
4544 c
:= RESPAWNPOINT_DM
;
4545 if FTeam
= TEAM_RED
then
4546 c
:= RESPAWNPOINT_RED
4547 else if FTeam
= TEAM_BLUE
then
4548 c
:= RESPAWNPOINT_BLUE
;
4549 if g_Map_GetPointCount(c
) > 0 then
4553 // still haven't found a spawnpoint, try random shit
4554 Result
:= g_Map_GetRandomPointType();
4557 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4559 RespawnPoint
: TRespawnPoint
;
4567 FBFGFireCounter
:= -1;
4574 if not g_Game_IsServer
then
4578 FWantsInGame
:= True;
4579 FJustTeleported
:= True;
4582 FTime
[T_RESPAWN
] := 0;
4586 // if server changes MaxLives we gotta be ready
4587 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4589 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4590 if FTime
[T_RESPAWN
] > gTime
then
4593 // Ïðîñðàë âñå æèçíè:
4596 if not FSpectator
then Spectate(True);
4597 FWantsInGame
:= True;
4601 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4602 begin // "Ñâîÿ èãðà"
4603 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4604 FRulez
:= FRulez
-[R_BERSERK
];
4606 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4608 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4609 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4612 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4613 c
:= GetRespawnPoint();
4618 // Âîñêðåøåíèå áåç îðóæèÿ:
4621 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
4627 for a
:= WP_FIRST
to WP_LAST
do
4629 FWeapon
[a
] := False;
4633 FWeapon
[WEAPON_PISTOL
] := True;
4634 FWeapon
[WEAPON_KASTET
] := True;
4635 FCurrWeap
:= WEAPON_PISTOL
;
4638 FModel
.SetWeapon(FCurrWeap
);
4640 for b
:= A_BULLETS
to A_HIGH
do
4643 FAmmo
[A_BULLETS
] := 50;
4645 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4646 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4647 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4648 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4649 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4651 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
4652 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
4653 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4658 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4659 if not g_Map_GetPoint(c
, RespawnPoint
) then
4661 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4665 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4666 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4667 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4668 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4669 FObj
.oldY
:= FObj
.Y
;
4675 FDirection
:= RespawnPoint
.Direction
;
4676 if FDirection
= TDirection
.D_LEFT
then
4681 SetAction(A_STAND
, True);
4682 FModel
.Direction
:= FDirection
;
4684 for a
:= Low(FTime
) to High(FTime
) do
4687 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4690 // Respawn invulnerability
4691 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
4693 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
4694 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
4699 FCanJetpack
:= False;
4705 // Àíèìàöèÿ âîçðîæäåíèÿ:
4706 if (not gLoadGameMode
) and (not Silent
) then
4707 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4709 Anim
:= TAnimation
.Create(ID
, False, 3);
4710 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4711 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4715 FSpectator
:= False;
4718 FSpectatePlayer
:= -1;
4721 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
4723 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
4726 if g_Game_IsNet
then
4728 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4729 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4731 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4732 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4737 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4740 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4741 else if (not NoMove
) then
4743 GameX
:= gMapInfo
.Width
div 2;
4744 GameY
:= gMapInfo
.Height
div 2;
4753 FWantsInGame
:= False;
4759 if Self
= gPlayer1
then
4761 gSpectLatchPID1
:= FUID
;
4764 else if Self
= gPlayer2
then
4766 gSpectLatchPID2
:= FUID
;
4771 if g_Game_IsNet
then
4772 MH_SEND_PlayerStats(FUID
);
4775 procedure TPlayer
.SwitchNoClip
;
4779 FGhost
:= not FGhost
;
4780 FPhysics
:= not FGhost
;
4792 procedure TPlayer
.Run(Direction
: TDirection
);
4796 if MAX_RUNVEL
> 8 then
4800 if Direction
= TDirection
.D_LEFT
then
4802 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4803 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4806 if FObj
.Vel
.X
< MAX_RUNVEL
then
4807 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4809 // Âîçìîæíî, ïèíàåì êóñêè:
4810 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4812 b
:= Abs(FObj
.Vel
.X
);
4813 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4814 for a
:= 0 to High(gGibs
) do
4816 if gGibs
[a
].alive
and
4817 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4818 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4821 if FObj
.Vel
.X
< 0 then
4823 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4827 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4829 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4837 procedure TPlayer
.SeeDown();
4839 SetAction(A_SEEDOWN
);
4841 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4843 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4846 procedure TPlayer
.SeeUp();
4850 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4852 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4855 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4863 A_ATTACK
: Prior
:= 2;
4864 A_SEEUP
: Prior
:= 1;
4865 A_SEEDOWN
: Prior
:= 1;
4866 A_ATTACKUP
: Prior
:= 2;
4867 A_ATTACKDOWN
: Prior
:= 2;
4872 if (Prior
> FActionPrior
) or Force
then
4873 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4875 FActionPrior
:= Prior
;
4876 FActionAnim
:= Action
;
4877 FActionForce
:= Force
;
4878 FActionChanged
:= True;
4881 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4884 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4886 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4887 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4888 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4889 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4892 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4899 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4901 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4902 if g_Game_IsServer
and g_Game_IsNet
then
4903 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4907 FJustTeleported
:= True;
4912 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4914 Anim
:= TAnimation
.Create(ID
, False, 3);
4917 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4918 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4919 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4920 if g_Game_IsServer
and g_Game_IsNet
then
4921 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4922 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4926 FObj
.X
:= X
-PLAYER_RECT
.X
;
4927 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4928 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4929 FObj
.oldY
:= FObj
.Y
;
4930 if FAlive
and FGhost
then
4936 if not g_Game_IsNet
then
4940 SetDirection(TDirection
.D_LEFT
);
4946 SetDirection(TDirection
.D_RIGHT
);
4952 if FDirection
= TDirection
.D_RIGHT
then
4954 SetDirection(TDirection
.D_LEFT
);
4959 SetDirection(TDirection
.D_RIGHT
);
4965 if not silent
and (Anim
<> nil) then
4967 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4968 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4971 if g_Game_IsServer
and g_Game_IsNet
then
4972 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4973 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4980 function nonz(a
: Single): Single;
4988 function TPlayer
.refreshCorpse(): Boolean;
4994 if FAlive
or FSpectator
then
4996 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4998 for i
:= 0 to High(gCorpses
) do
4999 if gCorpses
[i
] <> nil then
5000 if gCorpses
[i
].FPlayerUID
= FUID
then
5008 function TPlayer
.getCameraObj(): TObj
;
5010 if (not FAlive
) and (not FSpectator
) and
5011 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
5012 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
5014 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
5015 Result
:= gCorpses
[FCorpse
].FObj
;
5023 procedure TPlayer
.PreUpdate();
5025 FSlopeOld
:= FObj
.slopeUpLeft
;
5026 FIncCamOld
:= FIncCam
;
5027 FObj
.oldX
:= FObj
.X
;
5028 FObj
.oldY
:= FObj
.Y
;
5031 procedure TPlayer
.Update();
5034 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
5035 blockmon
, headwater
, dospawn
: Boolean;
5040 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
5041 AnyServer
:= g_Game_IsServer
;
5043 if g_Game_IsClient
and (NetInterpLevel
> 0) then
5044 DoLerp(NetInterpLevel
+ 1)
5050 if (FClientID
>= 0) and (NetClients
[FClientID
].Peer
<> nil) then
5052 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5053 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5054 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5063 if FAlive
and (FPunchAnim
<> nil) then
5064 FPunchAnim
.Update();
5066 if FAlive
and (gFly
or FJetpack
) then
5069 if FDirection
= TDirection
.D_LEFT
then
5074 if FAlive
and (not FGhost
) then
5076 if FKeys
[KEY_UP
].Pressed
then
5078 if FKeys
[KEY_DOWN
].Pressed
then
5082 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5085 i
:= g_basic
.Sign(FIncCam
);
5086 FIncCam
:= Abs(FIncCam
);
5087 DecMin(FIncCam
, 5, 0);
5088 FIncCam
:= FIncCam
*i
;
5091 if gTime
mod (GAME_TICK
*2) <> 0 then
5093 if (FObj
.Vel
.X
= 0) and FAlive
then
5095 if FKeys
[KEY_LEFT
].Pressed
then
5096 Run(TDirection
.D_LEFT
);
5097 if FKeys
[KEY_RIGHT
].Pressed
then
5098 Run(TDirection
.D_RIGHT
);
5103 g_Obj_Move(@FObj
, True, True, True);
5104 positionChanged(); // this updates spatial accelerators
5110 FActionChanged
:= False;
5114 // Let alive player do some actions
5115 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5116 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5117 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
5123 if NetServer
then MH_SEND_PlayerStats(FUID
);
5126 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5127 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5130 if AnyServer
and FJetpack
then
5134 if NetServer
then MH_SEND_PlayerStats(FUID
);
5136 FCanJetpack
:= True;
5143 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5145 if FKeys
[k
].Pressed
then
5153 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5156 if (FTime
[T_RESPAWN
] <= gTime
) and
5157 gGameOn
and (not FAlive
) then
5159 if (g_Player_GetCount() > 1) then
5163 gExit
:= EXIT_RESTART
;
5168 // Dead spectator actions
5171 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5172 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5176 if (FSpectatePlayer
>= High(gPlayers
)) then
5177 FSpectatePlayer
:= -1
5181 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5182 if gPlayers
[I
] <> nil then
5183 if gPlayers
[I
].alive
then
5184 if gPlayers
[I
].UID
<> FUID
then
5186 FSpectatePlayer
:= I
;
5191 if not SetSpect
then FSpectatePlayer
:= -1;
5202 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5204 FYTo
:= FObj
.Y
- 32;
5205 FSpectatePlayer
:= -1;
5207 if FKeys
[KEY_DOWN
].Pressed
then
5209 FYTo
:= FObj
.Y
+ 32;
5210 FSpectatePlayer
:= -1;
5212 if FKeys
[KEY_LEFT
].Pressed
then
5214 FXTo
:= FObj
.X
- 32;
5215 FSpectatePlayer
:= -1;
5217 if FKeys
[KEY_RIGHT
].Pressed
then
5219 FXTo
:= FObj
.X
+ 32;
5220 FSpectatePlayer
:= -1;
5223 if (FXTo
< -64) then
5225 else if (FXTo
> gMapInfo
.Width
+ 32) then
5226 FXTo
:= gMapInfo
.Width
+ 32;
5227 if (FYTo
< -72) then
5229 else if (FYTo
> gMapInfo
.Height
+ 32) then
5230 FYTo
:= gMapInfo
.Height
+ 32;
5235 g_Obj_Move(@FObj
, True, True, True);
5236 positionChanged(); // this updates spatial accelerators
5243 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5244 if gPlayers
[FSpectatePlayer
] <> nil then
5245 if gPlayers
[FSpectatePlayer
].alive
then
5247 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5248 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5252 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5253 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5254 PANEL_BLOCKMON
, True);
5255 headwater
:= HeadInLiquid(0, 0);
5257 // Ñîïðîòèâëåíèå âîçäóõà:
5258 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5259 if FObj
.Vel
.X
<> 0 then
5260 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5262 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5263 DecMin(FPain
, 5, 0);
5264 DecMin(FPickup
, 1, 0);
5266 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5268 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5269 FMegaRulez
[MR_SUIT
] := 0;
5270 FMegaRulez
[MR_INVUL
] := 0;
5271 FMegaRulez
[MR_INVIS
] := 0;
5272 Kill(K_FALLKILL
, 0, HIT_FALL
);
5279 if FCurrWeap
= WEAPON_SAW
then
5280 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5281 FSawSoundSelect
.IsPlaying()) then
5282 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5285 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5286 (not FJetSoundOff
.IsPlaying()) then
5288 FJetSoundFly
.SetPosition(0);
5289 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5292 for b
:= WP_FIRST
to WP_LAST
do
5293 if FReloading
[b
] > 0 then
5299 if FShellTimer
> -1 then
5300 if FShellTimer
= 0 then
5302 if FShellType
= SHELL_SHELL
then
5303 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5304 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5305 else if FShellType
= SHELL_DBLSHELL
then
5307 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5308 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5309 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5310 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5313 end else Dec(FShellTimer
);
5315 if (FBFGFireCounter
> -1) then
5316 if FBFGFireCounter
= 0 then
5320 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5321 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5322 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5323 yd
:= wy
+firediry();
5324 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5325 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5326 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5327 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5328 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5331 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5332 FBFGFireCounter
:= -1;
5335 FBFGFireCounter
:= 0
5337 Dec(FBFGFireCounter
);
5339 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5341 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5343 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5346 if (headwater
or blockmon
) then
5352 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5355 else if (FAir
mod 31 = 0) and not blockmon
then
5357 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5358 if Random(2) = 0 then
5359 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5361 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5363 end else if FAir
< AIR_DEF
then
5366 if FFireTime
> 0 then
5368 if BodyInLiquid(0, 0) then
5373 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5375 if FMegaRulez
[MR_SUIT
] = gTime
then
5382 if FFirePainTime
<= 0 then
5384 if g_Game_IsServer
then
5385 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
5386 FFirePainTime
:= 12 - FFireTime
div 12;
5388 FFirePainTime
:= FFirePainTime
- 1;
5389 FFireTime
:= FFireTime
- 1;
5390 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
5391 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
5392 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5393 MH_SEND_PlayerStats(FUID
);
5397 if FDamageBuffer
> 0 then
5399 if FDamageBuffer
>= 9 then
5403 if FDamageBuffer
< 30 then i
:= 9
5404 else if FDamageBuffer
< 100 then i
:= 18
5408 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5409 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5410 FHealth
:= FHealth
-ii
;
5413 FHealth
:= FHealth
+FArmor
;
5418 if FHealth
<= 0 then
5419 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5420 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5421 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5423 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
5425 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5426 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5427 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5428 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5435 end; // if FAlive then ...
5437 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5439 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5440 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5441 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5442 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5444 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5445 then SetAction(A_STAND
, True);
5447 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5449 for b
:= Low(FKeys
) to High(FKeys
) do
5450 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5454 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5456 x
:= FObj
.X
+PLAYER_RECT
.X
;
5457 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5458 w
:= PLAYER_RECT
.Width
;
5459 h
:= PLAYER_RECT
.Height
;
5463 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5465 if (dx
<> 0) or (dy
<> 0) then
5474 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5476 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5477 FObj
.Y
+PLAYER_RECT
.Y
,
5484 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5486 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5487 FObj
.Y
+PLAYER_RECT
.Y
,
5491 Panel
.Width
, Panel
.Height
);
5494 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5496 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5497 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5498 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5499 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5502 function g_Player_ValidName(Name
: string): Boolean;
5508 if gPlayers
= nil then Exit
;
5510 for a
:= 0 to High(gPlayers
) do
5511 if gPlayers
[a
] <> nil then
5512 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5519 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5523 d
:= FModel
.Direction
;
5525 FModel
.Direction
:= Direction
;
5526 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5528 FDirection
:= Direction
;
5531 function TPlayer
.GetKeys(): Byte;
5535 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5536 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5537 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5539 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5540 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5543 procedure TPlayer
.Use();
5547 if FTime
[T_USE
] > gTime
then Exit
;
5549 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5550 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5552 for a
:= 0 to High(gPlayers
) do
5553 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5554 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5555 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5556 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5558 gPlayers
[a
].Touch();
5559 if g_Game_IsNet
and g_Game_IsServer
then
5560 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5563 FTime
[T_USE
] := gTime
+120;
5566 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5570 WX
, WY
, XD
, YD
: Integer;
5582 if R_BERSERK
in FRulez
then
5584 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5585 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5586 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5589 locobj
.rect
.Width
:= 39;
5590 locobj
.rect
.Height
:= 52;
5591 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5592 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5593 locobj
.Accel
.X
:= xd
-wx
;
5594 locobj
.Accel
.y
:= yd
-wy
;
5596 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5597 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5599 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5603 FPain
:= min(FPain
+ 25, 50);
5605 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5610 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5611 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5613 FSawSoundSelect
.Stop();
5615 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5617 else if not FSawSoundHit
.IsPlaying() then
5619 FSawSoundSelect
.Stop();
5620 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5627 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5628 FFireAngle
:= FAngle
;
5630 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5631 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5636 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5637 FFireAngle
:= FAngle
;
5640 FShellType
:= SHELL_SHELL
;
5645 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5646 FFireAngle
:= FAngle
;
5649 FShellType
:= SHELL_DBLSHELL
;
5654 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5655 FFireAngle
:= FAngle
;
5657 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5658 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5661 WEAPON_ROCKETLAUNCHER
:
5663 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5664 FFireAngle
:= FAngle
;
5670 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5671 FFireAngle
:= FAngle
;
5677 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5678 FFireAngle
:= FAngle
;
5682 WEAPON_SUPERPULEMET
:
5684 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5685 FFireAngle
:= FAngle
;
5687 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5688 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5691 WEAPON_FLAMETHROWER
:
5693 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5695 FFireAngle
:= FAngle
;
5702 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5703 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5704 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5707 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5709 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5710 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5713 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5719 if FJustTeleported
or (NetInterpLevel
< 1) then
5723 if FJustTeleported
then
5725 FObj
.oldX
:= FObj
.X
;
5726 FObj
.oldY
:= FObj
.Y
;
5731 AX
:= Abs(FXTo
- FObj
.X
);
5732 AY
:= Abs(FYTo
- FObj
.Y
);
5733 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5735 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5740 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5742 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5743 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5744 PANEL_LIFTUP
, False) then Result
:= -1
5746 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5747 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5748 PANEL_LIFTDOWN
, False) then Result
:= 1
5752 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5759 if Flag
= FLAG_NONE
then
5762 if not g_Game_IsServer
then Exit
;
5764 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5765 if (Flag
= FTeam
) and
5766 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5767 (FFlag
<> FLAG_NONE
) then
5769 if FFlag
= FLAG_RED
then
5770 s
:= _lc
[I_PLAYER_FLAG_RED
]
5772 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5774 evtype
:= FLAG_STATE_SCORED
;
5776 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5777 Insert('.', ts
, Length(ts
) + 1 - 3);
5778 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5780 g_Map_ResetFlag(FFlag
);
5781 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5783 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5784 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5785 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5790 if not sound_cap_flag
[a
].IsPlaying() then
5791 sound_cap_flag
[a
].Play();
5793 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5796 if g_Game_IsNet
then
5798 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5802 gFlags
[FFlag
].CaptureTime
:= 0;
5807 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5808 if (Flag
= FTeam
) and
5809 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5811 if Flag
= FLAG_RED
then
5812 s
:= _lc
[I_PLAYER_FLAG_RED
]
5814 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5816 evtype
:= FLAG_STATE_RETURNED
;
5817 gFlags
[Flag
].CaptureTime
:= 0;
5819 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5821 g_Map_ResetFlag(Flag
);
5822 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5824 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5825 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5826 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5831 if not sound_ret_flag
[a
].IsPlaying() then
5832 sound_ret_flag
[a
].Play();
5835 if g_Game_IsNet
then
5837 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5843 // Ïîäîáðàë ÷óæîé ôëàã:
5844 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5848 if Flag
= FLAG_RED
then
5849 s
:= _lc
[I_PLAYER_FLAG_RED
]
5851 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5853 evtype
:= FLAG_STATE_CAPTURED
;
5855 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5857 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5859 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5861 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5862 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5863 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5868 if not sound_get_flag
[a
].IsPlaying() then
5869 sound_get_flag
[a
].Play();
5872 if g_Game_IsNet
then
5874 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5880 procedure TPlayer
.SetFlag(Flag
: Byte);
5883 if FModel
<> nil then
5884 FModel
.SetFlag(FFlag
);
5887 function TPlayer
.TryDropFlag(): Boolean;
5889 if LongBool(gGameSettings
.Options
and GAME_OPTION_ALLOWDROPFLAG
) then
5890 Result
:= DropFlag(False, LongBool(gGameSettings
.Options
and GAME_OPTION_THROWFLAG
))
5895 function TPlayer
.DropFlag(Silent
: Boolean = True; DoThrow
: Boolean = False): Boolean;
5902 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5904 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5905 with gFlags
[FFlag
] do
5909 Direction
:= FDirection
;
5910 State
:= FLAG_STATE_DROPPED
;
5914 xv
:= FObj
.Vel
.X
+ IfThen(Direction
= TDirection
.D_RIGHT
, 10, -10);
5915 yv
:= FObj
.Vel
.Y
- 2;
5919 xv
:= (FObj
.Vel
.X
div 2);
5920 yv
:= (FObj
.Vel
.Y
div 2) - 2;
5922 g_Obj_Push(@Obj
, xv
, yv
);
5924 positionChanged(); // this updates spatial accelerators
5926 if FFlag
= FLAG_RED
then
5927 s
:= _lc
[I_PLAYER_FLAG_RED
]
5929 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5931 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5932 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5934 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5935 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5936 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5941 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5942 sound_lost_flag
[a
].Play();
5944 if g_Game_IsNet
then
5945 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5951 procedure TPlayer
.GetSecret();
5953 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5955 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5956 g_Sound_PlayEx('SOUND_GAME_SECRET');
5961 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5963 Assert(Key
<= High(FKeys
));
5965 FKeys
[Key
].Pressed
:= True;
5966 FKeys
[Key
].Time
:= Time
;
5969 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5971 Result
:= FKeys
[K
].Pressed
;
5974 procedure TPlayer
.ReleaseKeys();
5978 for a
:= Low(FKeys
) to High(FKeys
) do
5980 FKeys
[a
].Pressed
:= False;
5985 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5989 function TPlayer
.firediry(): Integer;
5991 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5992 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5996 procedure TPlayer
.RememberState();
5999 SavedState
: TPlayerSavedState
;
6001 SavedState
.Health
:= FHealth
;
6002 SavedState
.Armor
:= FArmor
;
6003 SavedState
.Air
:= FAir
;
6004 SavedState
.JetFuel
:= FJetFuel
;
6005 SavedState
.CurrWeap
:= FCurrWeap
;
6006 SavedState
.NextWeap
:= FNextWeap
;
6007 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
6008 for i
:= Low(FWeapon
) to High(FWeapon
) do
6009 SavedState
.Weapon
[i
] := FWeapon
[i
];
6010 for i
:= Low(FAmmo
) to High(FAmmo
) do
6011 SavedState
.Ammo
[i
] := FAmmo
[i
];
6012 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6013 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
6014 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6016 FSavedStateNum
:= -1;
6017 for i
:= Low(SavedStates
) to High(SavedStates
) do
6018 if not SavedStates
[i
].Used
then
6020 FSavedStateNum
:= i
;
6023 if FSavedStateNum
< 0 then
6025 SetLength(SavedStates
, Length(SavedStates
) + 1);
6026 FSavedStateNum
:= High(SavedStates
);
6029 SavedState
.Used
:= True;
6030 SavedStates
[FSavedStateNum
] := SavedState
;
6033 procedure TPlayer
.RecallState();
6036 SavedState
: TPlayerSavedState
;
6038 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
6041 SavedState
:= SavedStates
[FSavedStateNum
];
6042 SavedStates
[FSavedStateNum
].Used
:= False;
6043 FSavedStateNum
:= -1;
6045 FHealth
:= SavedState
.Health
;
6046 FArmor
:= SavedState
.Armor
;
6047 FAir
:= SavedState
.Air
;
6048 FJetFuel
:= SavedState
.JetFuel
;
6049 FCurrWeap
:= SavedState
.CurrWeap
;
6050 FNextWeap
:= SavedState
.NextWeap
;
6051 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
6052 for i
:= Low(FWeapon
) to High(FWeapon
) do
6053 FWeapon
[i
] := SavedState
.Weapon
[i
];
6054 for i
:= Low(FAmmo
) to High(FAmmo
) do
6055 FAmmo
[i
] := SavedState
.Ammo
[i
];
6056 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6057 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
6058 FRulez
:= SavedState
.Rulez
;
6060 if gGameSettings
.GameType
= GT_SERVER
then
6061 MH_SEND_PlayerStats(FUID
);
6064 procedure TPlayer
.SaveState (st
: TStream
);
6070 utils
.writeSign(st
, 'PLYR');
6071 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
6073 utils
.writeBool(st
, FIamBot
);
6075 utils
.writeInt(st
, Word(FUID
));
6077 utils
.writeStr(st
, FName
);
6079 utils
.writeInt(st
, Byte(FTeam
));
6081 utils
.writeBool(st
, FAlive
);
6082 // Èçðàñõîäîâàë ëè âñå æèçíè
6083 utils
.writeBool(st
, FNoRespawn
);
6085 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
6086 utils
.writeInt(st
, Byte(b
));
6088 utils
.writeInt(st
, LongInt(FHealth
));
6089 // Êîýôôèöèåíò èíâàëèäíîñòè
6090 utils
.writeInt(st
, LongInt(FHandicap
));
6092 utils
.writeInt(st
, Byte(FLives
));
6094 utils
.writeInt(st
, LongInt(FArmor
));
6096 utils
.writeInt(st
, LongInt(FAir
));
6098 utils
.writeInt(st
, LongInt(FJetFuel
));
6100 utils
.writeInt(st
, LongInt(FPain
));
6102 utils
.writeInt(st
, LongInt(FKills
));
6104 utils
.writeInt(st
, LongInt(FMonsterKills
));
6106 utils
.writeInt(st
, LongInt(FFrags
));
6108 utils
.writeInt(st
, Byte(FFragCombo
));
6109 // Âðåìÿ ïîñëåäíåãî ôðàãà
6110 utils
.writeInt(st
, LongWord(FLastFrag
));
6112 utils
.writeInt(st
, LongInt(FDeath
));
6114 utils
.writeInt(st
, Byte(FFlag
));
6116 utils
.writeInt(st
, LongInt(FSecrets
));
6118 utils
.writeInt(st
, Byte(FCurrWeap
));
6120 utils
.writeInt(st
, Word(FNextWeap
));
6122 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6123 // Âðåìÿ çàðÿäêè BFG
6124 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6126 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6127 // Ïîñëåäíèé óäàðèâøèé
6128 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6129 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6130 utils
.writeInt(st
, Byte(FLastHit
));
6132 Obj_SaveState(st
, @FObj
);
6133 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6134 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6135 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6136 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6138 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6139 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6140 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6142 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6143 // Íàëè÷èå êðàñíîãî êëþ÷à
6144 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6145 // Íàëè÷èå çåëåíîãî êëþ÷à
6146 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6147 // Íàëè÷èå ñèíåãî êëþ÷à
6148 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6150 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6151 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6152 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6153 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6154 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6156 utils
.writeStr(st
, FModel
.Name
);
6158 utils
.writeInt(st
, Byte(FColor
.R
));
6159 utils
.writeInt(st
, Byte(FColor
.G
));
6160 utils
.writeInt(st
, Byte(FColor
.B
));
6164 procedure TPlayer
.LoadState (st
: TStream
);
6173 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6174 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6176 FIamBot
:= utils
.readBool(st
);
6178 FUID
:= utils
.readWord(st
);
6180 str
:= utils
.readStr(st
);
6181 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6183 FTeam
:= utils
.readByte(st
);
6185 FAlive
:= utils
.readBool(st
);
6186 // Èçðàñõîäîâàë ëè âñå æèçíè
6187 FNoRespawn
:= utils
.readBool(st
);
6189 b
:= utils
.readByte(st
);
6190 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6192 FHealth
:= utils
.readLongInt(st
);
6193 // Êîýôôèöèåíò èíâàëèäíîñòè
6194 FHandicap
:= utils
.readLongInt(st
);
6196 FLives
:= utils
.readByte(st
);
6198 FArmor
:= utils
.readLongInt(st
);
6200 FAir
:= utils
.readLongInt(st
);
6202 FJetFuel
:= utils
.readLongInt(st
);
6204 FPain
:= utils
.readLongInt(st
);
6206 FKills
:= utils
.readLongInt(st
);
6208 FMonsterKills
:= utils
.readLongInt(st
);
6210 FFrags
:= utils
.readLongInt(st
);
6212 FFragCombo
:= utils
.readByte(st
);
6213 // Âðåìÿ ïîñëåäíåãî ôðàãà
6214 FLastFrag
:= utils
.readLongWord(st
);
6216 FDeath
:= utils
.readLongInt(st
);
6218 FFlag
:= utils
.readByte(st
);
6220 FSecrets
:= utils
.readLongInt(st
);
6222 FCurrWeap
:= utils
.readByte(st
);
6224 FNextWeap
:= utils
.readWord(st
);
6226 FNextWeapDelay
:= utils
.readByte(st
);
6227 // Âðåìÿ çàðÿäêè BFG
6228 FBFGFireCounter
:= utils
.readSmallInt(st
);
6230 FDamageBuffer
:= utils
.readLongInt(st
);
6231 // Ïîñëåäíèé óäàðèâøèé
6232 FLastSpawnerUID
:= utils
.readWord(st
);
6233 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6234 FLastHit
:= utils
.readByte(st
);
6236 Obj_LoadState(@FObj
, st
);
6237 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6238 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6239 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6240 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6242 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6243 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6244 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6246 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6247 // Íàëè÷èå êðàñíîãî êëþ÷à
6248 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6249 // Íàëè÷èå çåëåíîãî êëþ÷à
6250 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6251 // Íàëè÷èå ñèíåãî êëþ÷à
6252 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6254 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6255 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6256 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6257 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6258 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6260 str
:= utils
.readStr(st
);
6262 FColor
.R
:= utils
.readByte(st
);
6263 FColor
.G
:= utils
.readByte(st
);
6264 FColor
.B
:= utils
.readByte(st
);
6265 if (self
= gPlayer1
) then
6267 str
:= gPlayer1Settings
.Model
;
6268 FColor
:= gPlayer1Settings
.Color
;
6270 else if (self
= gPlayer2
) then
6272 str
:= gPlayer2Settings
.Model
;
6273 FColor
:= gPlayer2Settings
.Color
;
6275 // Îáíîâëÿåì ìîäåëü èãðîêà
6277 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6278 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6280 FModel
.Color
:= FColor
;
6284 procedure TPlayer
.AllRulez(Health
: Boolean);
6290 FHealth
:= PLAYER_HP_LIMIT
;
6291 FArmor
:= PLAYER_AP_LIMIT
;
6295 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6296 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6297 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6300 procedure TPlayer
.RestoreHealthArmor();
6302 FHealth
:= PLAYER_HP_LIMIT
;
6303 FArmor
:= PLAYER_AP_LIMIT
;
6306 procedure TPlayer
.FragCombo();
6310 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6312 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6314 if FFragCombo
< 5 then
6316 Param
:= FUID
or (FFragCombo
shl 16);
6317 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6318 (FComboEvnt
<= High(gDelayedEvents
)) and
6319 gDelayedEvents
[FComboEvnt
].Pending
and
6320 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6321 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6323 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6324 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6327 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6335 procedure TPlayer
.GiveItem(ItemType
: Byte);
6339 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6341 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6345 if FAir
< AIR_MAX
then
6352 if not (R_BERSERK
in FRulez
) then
6354 Include(FRulez
, R_BERSERK
);
6355 if FBFGFireCounter
< 1 then
6357 FCurrWeap
:= WEAPON_KASTET
;
6359 FModel
.SetWeapon(WEAPON_KASTET
);
6363 FBerserk
:= gTime
+30000;
6365 if FHealth
< PLAYER_HP_SOFT
then
6367 FHealth
:= PLAYER_HP_SOFT
;
6368 FBerserk
:= gTime
+30000;
6373 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6375 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6380 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6382 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6386 if FJetFuel
< JET_MAX
then
6388 FJetFuel
:= JET_MAX
;
6391 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6392 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6394 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6395 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6397 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6399 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6401 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6402 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6405 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6406 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6407 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6408 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6409 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6410 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6411 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6412 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6413 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6415 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6416 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6417 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6418 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6419 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6420 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6421 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6422 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6423 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6426 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6427 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6428 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6429 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6430 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6432 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6433 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6434 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6435 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6436 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6438 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6439 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6440 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6441 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6443 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6446 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6447 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6448 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6450 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6451 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6456 if g_Game_IsNet
and g_Game_IsServer
then
6457 MH_SEND_PlayerStats(FUID
);
6460 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6465 if (Random(5) = 1) and (Times
= 1) then
6468 if BodyInLiquid(0, 0) then
6470 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6471 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6472 if Random(2) = 0 then
6473 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6475 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6479 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6481 for i
:= 1 to Times
do
6483 Anim
:= TAnimation
.Create(id
, False, 3);
6485 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6486 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6492 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6497 if (Random(10) = 1) and (Times
= 1) then
6500 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6502 for i
:= 1 to Times
do
6504 Anim
:= TAnimation
.Create(id
, False, 3);
6506 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6507 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6513 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6515 FSawSound
.Pause(Enable
);
6516 FSawSoundIdle
.Pause(Enable
);
6517 FSawSoundHit
.Pause(Enable
);
6518 FSawSoundSelect
.Pause(Enable
);
6519 FFlameSoundOn
.Pause(Enable
);
6520 FFlameSoundOff
.Pause(Enable
);
6521 FFlameSoundWork
.Pause(Enable
);
6522 FJetSoundFly
.Pause(Enable
);
6523 FJetSoundOn
.Pause(Enable
);
6524 FJetSoundOff
.Pause(Enable
);
6529 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6534 FObj
.Rect
:= PLAYER_CORPSERECT
;
6535 FModelName
:= ModelName
;
6540 FState
:= CORPSE_STATE_MESS
;
6541 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6545 FState
:= CORPSE_STATE_NORMAL
;
6546 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6550 destructor TCorpse
.Destroy();
6557 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6559 procedure TCorpse
.positionChanged (); inline; begin end;
6561 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6563 if (dx
<> 0) or (dy
<> 0) then
6572 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6574 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6575 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6576 w
:= PLAYER_CORPSERECT
.Width
;
6577 h
:= PLAYER_CORPSERECT
.Height
;
6581 procedure TCorpse
.Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
6586 if FState
= CORPSE_STATE_REMOVEME
then
6589 FDamage
:= FDamage
+ Value
;
6591 if FDamage
> 150 then
6593 if FAnimation
<> nil then
6598 FState
:= CORPSE_STATE_REMOVEME
;
6600 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6601 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6602 FModelName
, FColor
);
6603 // Çâóê ìÿñà îò òðóïà:
6604 pm
:= g_PlayerModel_Get(FModelName
);
6605 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6609 if (gBodyKillEvent
<> -1)
6610 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6611 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6612 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, SpawnerUID
);
6617 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6618 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6619 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6620 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6621 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6622 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6623 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6627 procedure TCorpse
.Draw();
6631 if FState
= CORPSE_STATE_REMOVEME
then
6634 FObj
.lerp(gLerpFactor
, fX
, fY
);
6636 if FAnimation
<> nil then
6637 FAnimation
.Draw(fX
, fY
, TMirrorType
.None
);
6639 if FAnimationMask
<> nil then
6642 FAnimationMask
.Draw(fX
, fY
, TMirrorType
.None
);
6649 procedure TCorpse
.Update();
6653 if FState
= CORPSE_STATE_REMOVEME
then
6656 FObj
.oldX
:= FObj
.X
;
6657 FObj
.oldY
:= FObj
.Y
;
6659 if gTime
mod (GAME_TICK
*2) <> 0 then
6661 g_Obj_Move(@FObj
, True, True, True);
6662 positionChanged(); // this updates spatial accelerators
6666 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6667 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6669 st
:= g_Obj_Move(@FObj
, True, True, True);
6670 positionChanged(); // this updates spatial accelerators
6672 if WordBool(st
and MOVE_FALLOUT
) then
6674 FState
:= CORPSE_STATE_REMOVEME
;
6678 if FAnimation
<> nil then
6679 FAnimation
.Update();
6680 if FAnimationMask
<> nil then
6681 FAnimationMask
.Update();
6685 procedure TCorpse
.SaveState (st
: TStream
);
6692 utils
.writeSign(st
, 'CORP');
6693 utils
.writeInt(st
, Byte(0));
6695 utils
.writeInt(st
, Byte(FState
));
6697 utils
.writeInt(st
, Byte(FDamage
));
6699 utils
.writeInt(st
, Byte(FColor
.R
));
6700 utils
.writeInt(st
, Byte(FColor
.G
));
6701 utils
.writeInt(st
, Byte(FColor
.B
));
6703 Obj_SaveState(st
, @FObj
);
6704 utils
.writeInt(st
, Word(FPlayerUID
));
6706 anim
:= (FAnimation
<> nil);
6707 utils
.writeBool(st
, anim
);
6708 // Åñëè åñòü - ñîõðàíÿåì
6709 if anim
then FAnimation
.SaveState(st
);
6710 // Åñòü ëè ìàñêà àíèìàöèè
6711 anim
:= (FAnimationMask
<> nil);
6712 utils
.writeBool(st
, anim
);
6713 // Åñëè åñòü - ñîõðàíÿåì
6714 if anim
then FAnimationMask
.SaveState(st
);
6718 procedure TCorpse
.LoadState (st
: TStream
);
6725 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6726 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6728 FState
:= utils
.readByte(st
);
6730 FDamage
:= utils
.readByte(st
);
6732 FColor
.R
:= utils
.readByte(st
);
6733 FColor
.G
:= utils
.readByte(st
);
6734 FColor
.B
:= utils
.readByte(st
);
6736 Obj_LoadState(@FObj
, st
);
6737 FPlayerUID
:= utils
.readWord(st
);
6739 anim
:= utils
.readBool(st
);
6740 // Åñëè åñòü - çàãðóæàåì
6743 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6744 FAnimation
.LoadState(st
);
6746 // Åñòü ëè ìàñêà àíèìàöèè
6747 anim
:= utils
.readBool(st
);
6748 // Åñëè åñòü - çàãðóæàåì
6751 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6752 FAnimationMask
.LoadState(st
);
6758 constructor TBot
.Create();
6765 FSpectator
:= False;
6772 for a
:= WP_FIRST
to WP_LAST
do
6774 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6775 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6776 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6780 destructor TBot
.Destroy();
6783 inherited Destroy();
6786 procedure TBot
.Draw();
6790 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6791 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6794 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6796 inherited Respawn(Silent
, Force
);
6799 FSelectedWeapon
:= FCurrWeap
;
6804 procedure TBot
.UpdateCombat();
6817 TTargetRecord
= array of TTarget
;
6819 function Compare(a
, b
: TTarget
): Integer;
6821 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6824 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6826 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6827 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6829 if a
.Dist
> b
.Dist
then // B áëèæå
6831 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6834 else // Ñòðàííî -> A
6839 a
, x1
, y1
, x2
, y2
: Integer;
6840 targets
: TTargetRecord
;
6842 Target
, BestTarget
: TTarget
;
6843 firew
, fireh
: Integer;
6847 vsPlayer
, vsMonster
, ok
: Boolean;
6850 function monsUpdate (mon
: TMonster
): Boolean;
6852 result
:= false; // don't stop
6853 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6855 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6857 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6858 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6860 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6861 if g_TraceVector(x1
, y1
, x2
, y2
) then
6863 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6864 SetLength(targets
, Length(targets
)+1);
6865 with targets
[High(targets
)] do
6872 Rect
:= mon
.Obj
.Rect
;
6873 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6874 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6875 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6884 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6885 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6887 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6888 if FCurrWeap
<> FSelectedWeapon
then
6891 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6892 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6894 RemoveAIFlag('NEEDFIRE');
6897 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6898 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6899 else PressKey(KEY_FIRE
);
6903 // Êîîðäèíàòû ñòâîëà:
6904 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6905 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6907 Target
.UID
:= FTargetUID
;
6910 if Target
.UID
<> 0 then
6911 begin // Öåëü åñòü - íàñòðàèâàåì
6912 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6915 tpla
:= g_Player_Get(Target
.UID
);
6919 if (@FObj
) <> nil then
6926 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6927 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6928 Target
.Rect
:= PLAYER_RECT
;
6929 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6930 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6931 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6932 Target
.IsPlayer
:= True;
6936 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6939 mon
:= g_Monsters_ByUID(Target
.UID
);
6942 Target
.X
:= mon
.Obj
.X
;
6943 Target
.Y
:= mon
.Obj
.Y
;
6945 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6946 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6947 Target
.Rect
:= mon
.Obj
.Rect
;
6948 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6949 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6950 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6951 Target
.IsPlayer
:= False;
6958 begin // Öåëè íåò - îáíóëÿåì
6963 Target
.Visible
:= False;
6964 Target
.Line
:= False;
6965 Target
.IsPlayer
:= False;
6970 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
6971 if (not Target
.Line
) or (not Target
.Visible
) then
6975 for a
:= 0 to High(gPlayers
) do
6976 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6977 (gPlayers
[a
].FUID
<> FUID
) and
6978 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6979 (not gPlayers
[a
].NoTarget
) and
6980 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6982 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6983 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6986 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6987 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6989 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6990 if g_TraceVector(x1
, y1
, x2
, y2
) then
6992 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6993 SetLength(targets
, Length(targets
)+1);
6994 with targets
[High(targets
)] do
6996 UID
:= gPlayers
[a
].FUID
;
6997 X
:= gPlayers
[a
].FObj
.X
;
6998 Y
:= gPlayers
[a
].FObj
.Y
;
7001 Rect
:= PLAYER_RECT
;
7002 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
7003 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
7004 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
7012 if vsMonster
then g_Mons_ForEach(monsUpdate
);
7015 // Åñëè åñòü âîçìîæíûå öåëè:
7016 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7017 if targets
<> nil then
7019 // Âûáèðàåì íàèëó÷øóþ öåëü:
7020 BestTarget
:= targets
[0];
7021 if Length(targets
) > 1 then
7022 for a
:= 1 to High(targets
) do
7023 if Compare(BestTarget
, targets
[a
]) = 1 then
7024 BestTarget
:= targets
[a
];
7026 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7027 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
7028 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
7030 Target
:= BestTarget
;
7032 if (Healthy() = 3) or ((Healthy() = 2)) then
7033 begin // Åñëè çäîðîâû - äîãîíÿåì
7034 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7035 SetAIFlag('GORIGHT', '1');
7036 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7037 SetAIFlag('GOLEFT', '1');
7040 begin // Åñëè ïîáèòû - óáåãàåì
7041 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7042 SetAIFlag('GORIGHT', '1');
7043 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7044 SetAIFlag('GOLEFT', '1');
7047 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7048 SelectWeapon(Abs(x1
-Target
.cX
));
7053 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7054 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7055 if Target
.UID
<> 0 then
7057 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
7058 Target
.Y
+ Target
.Rect
.Y
) then
7059 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7060 if (Healthy() = 3) or ((Healthy() = 2)) then
7061 begin // Åñëè çäîðîâû - äîãîíÿåì
7062 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7063 SetAIFlag('GORIGHT', '1');
7064 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7065 SetAIFlag('GOLEFT', '1');
7068 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7070 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7071 SetAIFlag('GORIGHT', '1');
7072 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7073 SetAIFlag('GOLEFT', '1');
7077 begin // Öåëü ïîêà íà "ýêðàíå"
7078 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7079 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7080 FLastVisible
:= gTime
;
7081 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7082 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
7084 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7085 SetAIFlag('GORIGHT', '1');
7086 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7087 SetAIFlag('GOLEFT', '1');
7091 // Âûáèðàåì óãîë ââåðõ:
7092 if FDirection
= TDirection
.D_LEFT
then
7093 angle
:= ANGLE_LEFTUP
7095 angle
:= ANGLE_RIGHTUP
;
7097 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7098 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7100 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7101 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7102 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
7103 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7104 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7105 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7106 begin // òî íóæíî ñòðåëÿòü ââåðõ
7107 SetAIFlag('NEEDFIRE', '1');
7108 SetAIFlag('NEEDSEEUP', '1');
7111 // Âûáèðàåì óãîë âíèç:
7112 if FDirection
= TDirection
.D_LEFT
then
7113 angle
:= ANGLE_LEFTDOWN
7115 angle
:= ANGLE_RIGHTDOWN
;
7117 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7118 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7120 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7121 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7122 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7123 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7124 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7125 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7126 begin // òî íóæíî ñòðåëÿòü âíèç
7127 SetAIFlag('NEEDFIRE', '1');
7128 SetAIFlag('NEEDSEEDOWN', '1');
7131 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7132 if Target
.Visible
and
7133 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7134 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7136 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7137 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7138 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7139 begin // òî íóæíî ñòðåëÿòü âïåðåä
7140 SetAIFlag('NEEDFIRE', '1');
7141 SetAIFlag('NEEDSEEDOWN', '');
7142 SetAIFlag('NEEDSEEUP', '');
7144 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7145 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7146 if GetRnd(FDifficult
.CloseJump
) then
7147 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7148 if Abs(FObj
.X
-Target
.X
) < 128 then
7152 if Random(a
) = 0 then
7153 SetAIFlag('NEEDJUMP', '1');
7157 // Åñëè öåëü âñå åùå åñòü:
7158 if Target
.UID
<> 0 then
7159 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7160 Target
.UID
:= 0 // òî çàáûòü öåëü
7161 else // Åñëè âèäåëè íåäàâíî
7162 begin // íî öåëü óáèëè
7163 if Target
.IsPlayer
then
7164 begin // Öåëü - èãðîê
7165 pla
:= g_Player_Get(Target
.UID
);
7166 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7167 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7168 Target
.UID
:= 0; // òî çàáûòü öåëü
7171 begin // Öåëü - ìîíñòð
7172 mon
:= g_Monsters_ByUID(Target
.UID
);
7173 if (mon
= nil) or (not mon
.alive
) then
7174 Target
.UID
:= 0; // òî çàáûòü öåëü
7177 end; // if Target.UID <> 0
7179 FTargetUID
:= Target
.UID
;
7181 // Åñëè âîçìîæíûõ öåëåé íåò:
7182 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7183 if targets
= nil then
7184 if GetAIFlag('ATTACKLEFT') <> '' then
7185 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7186 RemoveAIFlag('ATTACKLEFT');
7188 SetAIFlag('NEEDJUMP', '1');
7190 if RunDirection() = TDirection
.D_RIGHT
then
7191 begin // Èäåì íå â òó ñòîðîíó
7192 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7193 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7194 SetAIFlag('NEEDFIRE', '1');
7195 SetAIFlag('GOLEFT', '1');
7199 begin // Èäåì â íóæíóþ ñòîðîíó
7200 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7201 SetAIFlag('NEEDFIRE', '1');
7202 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7203 SetAIFlag('GORIGHT', '1');
7207 if GetAIFlag('ATTACKRIGHT') <> '' then
7208 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7209 RemoveAIFlag('ATTACKRIGHT');
7211 SetAIFlag('NEEDJUMP', '1');
7213 if RunDirection() = TDirection
.D_LEFT
then
7214 begin // Èäåì íå â òó ñòîðîíó
7215 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7216 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7217 SetAIFlag('NEEDFIRE', '1');
7218 SetAIFlag('GORIGHT', '1');
7223 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7224 SetAIFlag('NEEDFIRE', '1');
7225 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7226 SetAIFlag('GOLEFT', '1');
7230 //HACK! (does it belongs there?)
7231 RealizeCurrentWeapon();
7233 // Åñëè åñòü âîçìîæíûå öåëè:
7234 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7235 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7236 for a
:= 0 to High(targets
) do
7238 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7239 if GetRnd(FDifficult
.DiagFire
) then
7241 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7242 if FDirection
= TDirection
.D_LEFT
then
7243 angle
:= ANGLE_LEFTUP
7245 angle
:= ANGLE_RIGHTUP
;
7247 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7248 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7250 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7251 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7252 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7253 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7254 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7256 SetAIFlag('NEEDFIRE', '1');
7257 SetAIFlag('NEEDSEEUP', '1');
7260 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7261 if FDirection
= TDirection
.D_LEFT
then
7262 angle
:= ANGLE_LEFTDOWN
7264 angle
:= ANGLE_RIGHTDOWN
;
7266 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7267 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7269 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7270 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7271 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7272 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7273 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7275 SetAIFlag('NEEDFIRE', '1');
7276 SetAIFlag('NEEDSEEDOWN', '1');
7280 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7281 if targets
[a
].Line
and targets
[a
].Visible
and
7282 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7283 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7285 SetAIFlag('NEEDFIRE', '1');
7290 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7291 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7292 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7293 40+GetInterval(FDifficult
.Cover
, 40)) then
7294 SetAIFlag('NEEDJUMP', '1');
7296 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7297 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7298 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7299 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7301 SetAIFlag('SELECTWEAPON', '1');
7303 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7304 if GetAIFlag('SELECTWEAPON') = '1' then
7307 RemoveAIFlag('SELECTWEAPON');
7311 procedure TBot
.Update();
7324 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7325 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7327 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7329 if g_debug_BotAIOff
= 3 then
7339 RealizeCurrentWeapon();
7346 procedure TBot
.ReleaseKey(Key
: Byte);
7355 function TBot
.KeyPressed(Key
: Word): Boolean;
7357 Result
:= FKeys
[Key
].Pressed
;
7360 function TBot
.GetAIFlag(aName
: String20
): String20
;
7366 aName
:= LowerCase(aName
);
7368 if FAIFlags
<> nil then
7369 for a
:= 0 to High(FAIFlags
) do
7370 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7372 Result
:= FAIFlags
[a
].Value
;
7377 procedure TBot
.RemoveAIFlag(aName
: String20
);
7381 if FAIFlags
= nil then Exit
;
7383 aName
:= LowerCase(aName
);
7385 for a
:= 0 to High(FAIFlags
) do
7386 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7388 if a
<> High(FAIFlags
) then
7389 for b
:= a
to High(FAIFlags
)-1 do
7390 FAIFlags
[b
] := FAIFlags
[b
+1];
7392 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7397 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7405 aName
:= LowerCase(aName
);
7407 if FAIFlags
<> nil then
7408 for a
:= 0 to High(FAIFlags
) do
7409 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7415 if ok
then FAIFlags
[a
].Value
:= fValue
7418 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7419 with FAIFlags
[High(FAIFlags
)] do
7427 procedure TBot
.UpdateMove
;
7429 procedure GoLeft(Time
: Word = 1);
7431 ReleaseKey(KEY_LEFT
);
7432 ReleaseKey(KEY_RIGHT
);
7433 PressKey(KEY_LEFT
, Time
);
7434 SetDirection(TDirection
.D_LEFT
);
7437 procedure GoRight(Time
: Word = 1);
7439 ReleaseKey(KEY_LEFT
);
7440 ReleaseKey(KEY_RIGHT
);
7441 PressKey(KEY_RIGHT
, Time
);
7442 SetDirection(TDirection
.D_RIGHT
);
7445 function Rnd(a
: Word): Boolean;
7447 Result
:= Random(a
) = 0;
7450 procedure Turn(Time
: Word = 1200);
7452 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7457 ReleaseKey(KEY_LEFT
);
7458 ReleaseKey(KEY_RIGHT
);
7461 function CanRunLeft(): Boolean;
7463 Result
:= not CollideLevel(-1, 0);
7466 function CanRunRight(): Boolean;
7468 Result
:= not CollideLevel(1, 0);
7471 function CanRun(): Boolean;
7473 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7476 procedure Jump(Time
: Word = 30);
7478 PressKey(KEY_JUMP
, Time
);
7481 function NearHole(): Boolean;
7485 { TODO 5 : Ëåñòíèöû }
7486 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7487 for x
:= 1 to PLAYER_RECT
.Width
do
7488 if (not StayOnStep(x
*sx
, 0)) and
7489 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7490 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7499 function BorderHole(): Boolean;
7503 { TODO 5 : Ëåñòíèöû }
7504 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7505 for x
:= 1 to PLAYER_RECT
.Width
do
7506 if (not StayOnStep(x
*sx
, 0)) and
7507 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7508 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7510 for xx
:= x
to x
+32 do
7511 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7521 function NearDeepHole(): Boolean;
7527 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7530 for x
:= 1 to PLAYER_RECT
.Width
do
7531 if (not StayOnStep(x
*sx
, 0)) and
7532 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7533 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7535 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7537 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7542 end else Result
:= False;
7545 function OverDeepHole(): Boolean;
7552 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7554 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7561 function OnGround(): Boolean;
7563 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7566 function OnLadder(): Boolean;
7568 Result
:= FullInStep(0, 0);
7571 function BelowLadder(): Boolean;
7573 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7574 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7575 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7576 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7579 function BelowLiftUp(): Boolean;
7581 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7582 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7583 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7584 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7587 function OnTopLift(): Boolean;
7589 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7592 function CanJumpOver(): Boolean;
7596 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7600 if not CollideLevel(sx
, 0) then Exit
;
7602 for y
:= 1 to BOT_MAXJUMP
do
7603 if CollideLevel(0, -y
) then Exit
else
7604 if not CollideLevel(sx
, -y
) then
7611 function CanJumpUp(Dist
: ShortInt): Boolean;
7618 if CollideLevel(Dist
, 0) then Exit
;
7621 for y
:= 0 to BOT_MAXJUMP
do
7622 if CollideLevel(Dist
, -y
) then
7631 for yy
:= y
+1 to BOT_MAXJUMP
do
7632 if not CollideLevel(Dist
, -yy
) then
7641 for y
:= 0 to BOT_MAXJUMP
do
7642 if CollideLevel(0, -y
) then
7650 if y
< yy
then Exit
;
7655 function IsSafeTrigger(): Boolean;
7660 if gTriggers
= nil then
7662 for a
:= 0 to High(gTriggers
) do
7663 if Collide(gTriggers
[a
].X
,
7666 gTriggers
[a
].Height
) and
7667 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7668 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7669 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7670 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7671 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7676 // Âîçìîæíî, íàæèìàåì êíîïêó:
7677 if Rnd(16) and IsSafeTrigger() then
7680 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7681 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7683 ReleaseKey(KEY_LEFT
);
7684 ReleaseKey(KEY_RIGHT
);
7688 // Èäåì âëåâî, åñëè íàäî áûëî:
7689 if GetAIFlag('GOLEFT') <> '' then
7691 RemoveAIFlag('GOLEFT');
7692 if CanRunLeft() then
7696 // Èäåì âïðàâî, åñëè íàäî áûëî:
7697 if GetAIFlag('GORIGHT') <> '' then
7699 RemoveAIFlag('GORIGHT');
7700 if CanRunRight() then
7704 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7705 if FObj
.X
< -32 then
7708 if FObj
.X
+32 > gMapInfo
.Width
then
7711 // Ïðûãàåì, åñëè íàäî áûëî:
7712 if GetAIFlag('NEEDJUMP') <> '' then
7715 RemoveAIFlag('NEEDJUMP');
7718 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7719 if GetAIFlag('NEEDSEEUP') <> '' then
7722 ReleaseKey(KEY_DOWN
);
7723 PressKey(KEY_UP
, 20);
7724 RemoveAIFlag('NEEDSEEUP');
7727 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7728 if GetAIFlag('NEEDSEEDOWN') <> '' then
7731 ReleaseKey(KEY_DOWN
);
7732 PressKey(KEY_DOWN
, 20);
7733 RemoveAIFlag('NEEDSEEDOWN');
7736 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7737 if GetAIFlag('GOINHOLE') <> '' then
7738 if not OnGround() then
7740 ReleaseKey(KEY_LEFT
);
7741 ReleaseKey(KEY_RIGHT
);
7742 RemoveAIFlag('GOINHOLE');
7743 SetAIFlag('FALLINHOLE', '1');
7746 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7747 if GetAIFlag('FALLINHOLE') <> '' then
7749 RemoveAIFlag('FALLINHOLE');
7751 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7752 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7753 if GetAIFlag('FALLINHOLE') = '' then
7754 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7760 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7762 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7766 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7767 if OnGround() and NearHole() then
7768 if NearDeepHole() then // Åñëè ýòî áåçäíà
7770 0..3: Turn(); // Áåæèì îáðàòíî
7771 4: Jump(); // Ïðûãàåì
7772 5: begin // Ïðûãàåì îáðàòíî
7777 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7778 if GetAIFlag('GOINHOLE') = '' then
7780 0: Turn(); // Íå íóæíî òóäà
7781 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7782 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7783 if BorderHole() then
7784 SetAIFlag('GOINHOLE', '1');
7787 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7788 if (not CanRun()) and OnGround() then
7790 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7791 if CanJumpOver() or OnLadder() then
7793 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7794 if Random(2) = 0 then
7796 if IsSafeTrigger() then
7802 // Îñòàëîñü ìàëî âîçäóõà:
7803 if FAir
< 36 * 2 then
7806 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7807 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7808 if BodyInAcid(0, 0) then
7812 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7814 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7815 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7818 {function TBot.NeedItem(Item: Byte): Byte;
7823 procedure TBot
.SelectWeapon(Dist
: Integer);
7827 function HaveAmmo(weapon
: Byte): Boolean;
7830 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7831 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7832 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7833 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7834 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7835 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7836 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7837 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7838 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7839 else Result
:= True;
7844 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7846 if Dist
> BOT_LONGDIST
then
7847 begin // Äàëüíèé áîé
7849 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7851 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7855 else //if Dist > BOT_UNSAFEDIST then
7856 begin // Áëèæíèé áîé
7858 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7860 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7867 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7869 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7875 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7877 Result
:= inherited PickItem(ItemType
, force
, remove
);
7879 if Result
then SetAIFlag('SELECTWEAPON', '1');
7882 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7884 Result
:= inherited Heal(value
, Soft
);
7887 function TBot
.Healthy(): Byte;
7889 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7890 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7891 else if (FHealth
> 50) then Result
:= 2
7892 else if (FHealth
> 20) then Result
:= 1
7896 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7898 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7899 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7902 procedure TBot
.OnDamage(Angle
: SmallInt);
7910 if (Angle
= 0) or (Angle
= 180) then
7913 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7914 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7916 pla
:= g_Player_Get(FLastSpawnerUID
);
7917 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7918 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7921 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7922 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7924 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7925 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7926 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7931 SetAIFlag('ATTACKLEFT', '1')
7933 SetAIFlag('ATTACKRIGHT', '1');
7937 function TBot
.RunDirection(): TDirection
;
7939 if Abs(Vel
.X
) >= 1 then
7941 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7943 Result
:= FDirection
;
7946 function TBot
.GetRnd(a
: Byte): Boolean;
7948 if a
= 0 then Result
:= False
7949 else if a
= 255 then Result
:= True
7950 else Result
:= Random(256) > 255-a
;
7953 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7955 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7959 procedure TDifficult
.save (st
: TStream
);
7961 utils
.writeInt(st
, Byte(DiagFire
));
7962 utils
.writeInt(st
, Byte(InvisFire
));
7963 utils
.writeInt(st
, Byte(DiagPrecision
));
7964 utils
.writeInt(st
, Byte(FlyPrecision
));
7965 utils
.writeInt(st
, Byte(Cover
));
7966 utils
.writeInt(st
, Byte(CloseJump
));
7967 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7968 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7971 procedure TDifficult
.load (st
: TStream
);
7973 DiagFire
:= utils
.readByte(st
);
7974 InvisFire
:= utils
.readByte(st
);
7975 DiagPrecision
:= utils
.readByte(st
);
7976 FlyPrecision
:= utils
.readByte(st
);
7977 Cover
:= utils
.readByte(st
);
7978 CloseJump
:= utils
.readByte(st
);
7979 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7980 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7984 procedure TBot
.SaveState (st
: TStream
);
7989 inherited SaveState(st
);
7990 utils
.writeSign(st
, 'BOT0');
7992 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7994 utils
.writeInt(st
, Word(FTargetUID
));
7995 // Âðåìÿ ïîòåðè öåëè
7996 utils
.writeInt(st
, LongWord(FLastVisible
));
7997 // Êîëè÷åñòâî ôëàãîâ ÈÈ
7998 dw
:= Length(FAIFlags
);
7999 utils
.writeInt(st
, LongInt(dw
));
8001 for i
:= 0 to dw
-1 do
8003 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
8004 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
8006 // Íàñòðîéêè ñëîæíîñòè
8007 FDifficult
.save(st
);
8011 procedure TBot
.LoadState (st
: TStream
);
8016 inherited LoadState(st
);
8017 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
8019 FSelectedWeapon
:= utils
.readByte(st
);
8021 FTargetUID
:= utils
.readWord(st
);
8022 // Âðåìÿ ïîòåðè öåëè
8023 FLastVisible
:= utils
.readLongWord(st
);
8024 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8025 dw
:= utils
.readLongInt(st
);
8026 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
8027 SetLength(FAIFlags
, dw
);
8029 for i
:= 0 to dw
-1 do
8031 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
8032 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
8034 // Íàñòðîéêè ñëîæíîñòè
8035 FDifficult
.load(st
);
8040 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);
8041 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');
8042 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');