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
,{$ENDIF}
24 e_graphics
, g_playermodel
, g_basic
, g_textures
,
25 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
58 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
81 ANGLE_NONE
= Low(SmallInt);
83 CORPSE_STATE_REMOVEME
= 0;
84 CORPSE_STATE_NORMAL
= 1;
85 CORPSE_STATE_MESS
= 2;
87 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
88 PLAYER_RECT_CX
= 15+(34 div 2);
89 PLAYER_RECT_CY
= 12+(52 div 2);
90 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
93 PLAYER_HP_LIMIT
= 200;
95 PLAYER_AP_LIMIT
= 200;
99 PLAYER_BURN_TIME
= 110;
101 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
102 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
106 JET_MAX
= 540; // ~30 sec
108 ANGLE_RIGHTDOWN
= -35;
110 ANGLE_LEFTDOWN
= -145;
111 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
112 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
131 TPlayerStatArray
= Array of TPlayerStat
;
133 TPlayerSavedState
= record
141 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
142 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
143 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
144 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
153 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
161 FDirection
: TDirection
;
169 FMonsterKills
: Integer;
175 FCanJetpack
: Boolean;
181 FNextWeapDelay
: Byte; // frames
182 FBFGFireCounter
: SmallInt;
183 FLastSpawnerUID
: Word;
187 FSpectatePlayer
: Integer;
188 FFirePainTime
: Integer;
191 FSavedStateNum
: Integer;
193 FModel
: TPlayerModel
;
194 FPunchAnim
: TAnimation
;
197 FActionForce
: Boolean;
198 FActionChanged
: Boolean;
200 FFireAngle
: SmallInt;
204 FShellTimer
: Integer;
206 FSawSound
: TPlayableSound
;
207 FSawSoundIdle
: TPlayableSound
;
208 FSawSoundHit
: TPlayableSound
;
209 FSawSoundSelect
: TPlayableSound
;
210 FFlameSoundOn
: TPlayableSound
;
211 FFlameSoundOff
: TPlayableSound
;
212 FFlameSoundWork
: TPlayableSound
;
213 FJetSoundOn
: TPlayableSound
;
214 FJetSoundOff
: TPlayableSound
;
215 FJetSoundFly
: TPlayableSound
;
219 FJustTeleported
: Boolean;
221 mEDamageType
: Integer;
224 function CollideLevel(XInc
, YInc
: Integer): Boolean;
225 function StayOnStep(XInc
, YInc
: Integer): Boolean;
226 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
227 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
228 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
229 function FullInLift(XInc
, YInc
: Integer): Integer;
230 {procedure CollideItem();}
231 procedure FlySmoke(Times
: DWORD
= 1);
232 procedure OnFireFlame(Times
: DWORD
= 1);
233 procedure SetAction(Action
: Byte; Force
: Boolean = False);
234 procedure OnDamage(Angle
: SmallInt); virtual;
235 function firediry(): Integer;
238 procedure Run(Direction
: TDirection
);
239 procedure NextWeapon();
240 procedure PrevWeapon();
247 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
248 procedure resetWeaponQueue ();
249 function hasAmmoForWeapon (weapon
: Byte): Boolean;
251 procedure doDamage (v
: Integer);
253 function refreshCorpse(): Boolean;
256 FDamageBuffer
: Integer;
258 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
259 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
260 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
261 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
263 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
264 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
265 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
266 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
268 FPreferredTeam
: Byte;
271 FWantsInGame
: Boolean;
276 FActualModelName
: string;
283 FSpawnInvul
: Integer;
285 FWaitForFirstSpawn
: Boolean; // set to `true` in server, used to spawn a player on first full state request
288 // debug: viewport offset
289 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
291 function isValidViewPort (): Boolean; inline;
293 constructor Create(); virtual;
294 destructor Destroy(); override;
295 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
296 function GetRespawnPoint(): Byte;
297 procedure PressKey(Key
: Byte; Time
: Word = 1);
298 procedure ReleaseKeys();
299 procedure SetModel(ModelName
: String);
300 procedure SetColor(Color
: TRGB
);
301 function GetColor(): TRGB
;
302 procedure SetWeapon(W
: Byte);
303 function IsKeyPressed(K
: Byte): Boolean;
304 function GetKeys(): Byte;
305 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
306 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
307 function Collide(Panel
: TPanel
): Boolean; overload
;
308 function Collide(X
, Y
: Integer): Boolean; overload
;
309 procedure SetDirection(Direction
: TDirection
);
310 procedure GetSecret();
311 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
313 procedure Push(vx
, vy
: Integer);
314 procedure ChangeModel(ModelName
: String);
315 procedure SwitchTeam
;
316 procedure ChangeTeam(Team
: Byte);
318 function GetFlag(Flag
: Byte): Boolean;
319 procedure SetFlag(Flag
: Byte);
320 function DropFlag(Silent
: Boolean = True): Boolean;
321 procedure AllRulez(Health
: Boolean);
322 procedure RestoreHealthArmor();
323 procedure FragCombo();
324 procedure GiveItem(ItemType
: Byte);
325 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
326 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
327 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
328 procedure MakeBloodSimple(Count
: Word);
329 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
330 procedure Reset(Force
: Boolean);
331 procedure Spectate(NoMove
: Boolean = False);
332 procedure SwitchNoClip
;
333 procedure SoftReset();
334 procedure PreUpdate();
335 procedure Update(); virtual;
336 procedure RememberState();
337 procedure RecallState();
338 procedure SaveState (st
: TStream
); virtual;
339 procedure LoadState (st
: TStream
); virtual;
340 procedure PauseSounds(Enable
: Boolean);
341 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
342 procedure DoLerp(Level
: Integer = 2);
343 procedure SetLerp(XTo
, YTo
: Integer);
344 procedure QueueWeaponSwitch(Weapon
: Byte);
345 procedure RealizeCurrentWeapon();
349 procedure JetpackOff
;
350 procedure CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
352 //WARNING! this does nothing for now, but still call it!
353 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
355 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
356 procedure moveBy (dx
, dy
: Integer); inline;
358 function getCameraObj(): TObj
;
360 function GetAmmoByWeapon(Weapon
: Byte): Word; // private state
363 property Vel
: TPoint2i read FObj
.Vel
;
364 property Obj
: TObj read FObj
;
366 property Name
: String read FName write FName
;
367 property Model
: TPlayerModel read FModel
;
368 property Health
: Integer read FHealth write FHealth
;
369 property Lives
: Byte read FLives write FLives
;
370 property Armor
: Integer read FArmor write FArmor
;
371 property Air
: Integer read FAir write FAir
;
372 property JetFuel
: Integer read FJetFuel write FJetFuel
;
373 property Frags
: Integer read FFrags write FFrags
;
374 property Death
: Integer read FDeath write FDeath
;
375 property Kills
: Integer read FKills write FKills
;
376 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
377 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
378 property Secrets
: Integer read FSecrets
;
379 property GodMode
: Boolean read FGodMode write FGodMode
;
380 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
381 property NoReload
: Boolean read FNoReload write FNoReload
;
382 property alive
: Boolean read FAlive write FAlive
;
383 property Flag
: Byte read FFlag
;
384 property Team
: Byte read FTeam write FTeam
;
385 property Direction
: TDirection read FDirection
;
386 property GameX
: Integer read FObj
.X write FObj
.X
;
387 property GameY
: Integer read FObj
.Y write FObj
.Y
;
388 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
389 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
390 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
391 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
392 property IncCam
: Integer read FIncCam write FIncCam
;
393 property IncCamOld
: Integer read FIncCamOld write FIncCamOld
;
394 property SlopeOld
: Integer read FSlopeOld write FSlopeOld
;
395 property UID
: Word read FUID write FUID
;
396 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
397 property NetTime
: LongWord read FNetTime write FNetTime
;
400 property Angle_
: SmallInt read FAngle
;
401 property Spectator
: Boolean read FSpectator
;
402 property NoRespawn
: Boolean read FNoRespawn
;
403 property Berserk
: Integer read FBerserk
;
404 property Pain
: Integer read FPain
;
405 property Pickup
: Integer read FPickup
;
406 property PunchAnim
: TAnimation read FPunchAnim write FPunchAnim
;
407 property SpawnInvul
: Integer read FSpawnInvul
;
408 property Ghost
: Boolean read FGhost
;
411 property eName
: String read FName write FName
;
412 property eHealth
: Integer read FHealth write FHealth
;
413 property eLives
: Byte read FLives write FLives
;
414 property eArmor
: Integer read FArmor write FArmor
;
415 property eAir
: Integer read FAir write FAir
;
416 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
417 property eFrags
: Integer read FFrags write FFrags
;
418 property eDeath
: Integer read FDeath write FDeath
;
419 property eKills
: Integer read FKills write FKills
;
420 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
421 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
422 property eSecrets
: Integer read FSecrets write FSecrets
;
423 property eGodMode
: Boolean read FGodMode write FGodMode
;
424 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
425 property eNoReload
: Boolean read FNoReload write FNoReload
;
426 property eAlive
: Boolean read FAlive write FAlive
;
427 property eFlag
: Byte read FFlag
;
428 property eTeam
: Byte read FTeam write FTeam
;
429 property eDirection
: TDirection read FDirection
;
430 property eGameX
: Integer read FObj
.X write FObj
.X
;
431 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
432 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
433 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
434 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
435 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
436 property eIncCam
: Integer read FIncCam write FIncCam
;
437 property eUID
: Word read FUID
;
438 property eJustTeleported
: Boolean read FJustTeleported
;
439 property eNetTime
: LongWord read FNetTime
;
441 // set this before assigning something to `eDamage`
442 property eDamageType
: Integer read mEDamageType write mEDamageType
;
443 property eDamage
: Integer write doDamage
;
454 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
455 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
456 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
459 procedure save (st
: TStream
);
460 procedure load (st
: TStream
);
468 TBot
= class(TPlayer
)
470 FSelectedWeapon
: Byte;
473 FAIFlags
: Array of TAIFlag
;
474 FDifficult
: TDifficult
;
476 function GetRnd(a
: Byte): Boolean;
477 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
478 function RunDirection(): TDirection
;
479 function FullInStep(XInc
, YInc
: Integer): Boolean;
480 //function NeedItem(Item: Byte): Byte;
481 procedure SelectWeapon(Dist
: Integer);
482 procedure SetAIFlag(aName
, fValue
: String20
);
483 function GetAIFlag(aName
: String20
): String20
;
484 procedure RemoveAIFlag(aName
: String20
);
485 function Healthy(): Byte;
486 procedure UpdateMove();
487 procedure UpdateCombat();
488 function KeyPressed(Key
: Word): Boolean;
489 procedure ReleaseKey(Key
: Byte);
490 function TargetOnScreen(TX
, TY
: Integer): Boolean;
491 procedure OnDamage(Angle
: SmallInt); override;
494 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
495 constructor Create(); override;
496 destructor Destroy(); override;
497 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
498 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
499 procedure Update(); override;
500 procedure SaveState (st
: TStream
); override;
501 procedure LoadState (st
: TStream
); override;
513 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
514 procedure moveBy (dx
, dy
: Integer); inline;
516 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
530 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
531 procedure moveBy (dx
, dy
: Integer); inline;
533 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
536 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
545 FAnimation
: TAnimation
;
546 FAnimationMask
: TAnimation
;
549 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
550 destructor Destroy(); override;
551 procedure Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
553 procedure SaveState (st
: TStream
);
554 procedure LoadState (st
: TStream
);
556 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
557 procedure moveBy (dx
, dy
: Integer); inline;
559 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
561 function ObjPtr (): PObj
; inline;
563 property Obj
: TObj read FObj
; // copies object
564 property State
: Byte read FState
;
565 property Mess
: Boolean read FMess
;
568 property Color
: TRGB read FColor
;
569 property Animation
: TAnimation read FAnimation
;
570 property AnimationMask
: TAnimation read FAnimationMask
;
573 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
579 gPlayers
: Array of TPlayer
;
580 gCorpses
: Array of TCorpse
;
581 gGibs
: Array of TGib
;
582 gShells
: Array of TShell
;
583 gTeamStat
: TTeamStat
;
584 gFly
: Boolean = False;
585 gAimLine
: Boolean = False;
586 gChatBubble
: Integer = 0;
587 gPlayerIndicator
: Integer = 1;
588 gPlayerIndicatorStyle
: Integer = 0;
590 gSpectLatchPID1
: Word = 0;
591 gSpectLatchPID2
: Word = 0;
592 MAX_RUNVEL
: Integer = 8;
593 VEL_JUMP
: Integer = 10;
594 SHELL_TIMEOUT
: Cardinal = 60000;
596 function Lerp(X
, Y
, Factor
: Integer): Integer;
598 procedure g_Gibs_SetMax(Count
: Word);
599 function g_Gibs_GetMax(): Word;
600 procedure g_Corpses_SetMax(Count
: Word);
601 function g_Corpses_GetMax(): Word;
602 procedure g_Shells_SetMax(Count
: Word);
603 function g_Shells_GetMax(): Word;
605 procedure g_Player_Init();
606 procedure g_Player_Free();
607 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
608 function g_Player_CreateFromState (st
: TStream
): Word;
609 procedure g_Player_Remove(UID
: Word);
610 procedure g_Player_ResetTeams();
611 procedure g_Player_PreUpdate();
612 procedure g_Player_UpdateAll();
613 procedure g_Player_RememberAll();
614 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
615 function g_Player_Get(UID
: Word): TPlayer
;
616 function g_Player_GetCount(): Byte;
617 function g_Player_GetStats(): TPlayerStatArray
;
618 function g_Player_ValidName(Name
: String): Boolean;
619 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
620 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
621 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
622 procedure g_Player_UpdatePhysicalObjects();
623 procedure g_Player_RemoveAllCorpses();
624 procedure g_Player_Corpses_SaveState (st
: TStream
);
625 procedure g_Player_Corpses_LoadState (st
: TStream
);
626 procedure g_Player_ResetReady();
627 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
628 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
629 procedure g_Bot_MixNames();
630 procedure g_Bot_RemoveAll();
635 {$INCLUDE ../nogl/noGLuses.inc}
636 {$IFDEF ENABLE_HOLMES}
639 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
640 g_options
, g_triggers
, g_menu
, g_game
, g_grid
, e_res
,
641 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
642 g_net
, g_netmsg
, g_window
,
645 const PLR_SAVE_VERSION
= 0;
655 diag_precision
: Byte;
659 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
660 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
661 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
665 TIME_RESPAWN1
= 1500;
666 TIME_RESPAWN2
= 2000;
667 TIME_RESPAWN3
= 3000;
668 PLAYER_SUIT_TIME
= 30000;
669 PLAYER_INVUL_TIME
= 30000;
670 PLAYER_INVIS_TIME
= 35000;
671 FRAG_COMBO_TIME
= 3000;
674 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
677 BOT_UNSAFEDIST
= 128;
678 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
679 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
680 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
681 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
682 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
683 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
684 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
685 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
686 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
687 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
688 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
689 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
690 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
691 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
692 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
693 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
694 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
695 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
696 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
697 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
698 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
699 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
700 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
701 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
702 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
703 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
705 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
706 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
708 BOTNAMES_FILENAME
= 'botnames.txt';
709 BOTLIST_FILENAME
= 'botlist.txt';
713 MaxCorpses
: Word = 20;
714 MaxShells
: Word = 300;
715 CurrentGib
: Integer = 0;
716 CurrentShell
: Integer = 0;
717 BotNames
: Array of String;
718 BotList
: Array of TBotProfile
;
719 SavedStates
: Array of TPlayerSavedState
;
722 function Lerp(X
, Y
, Factor
: Integer): Integer;
724 Result
:= X
+ ((Y
- X
) div Factor
);
727 function SameTeam(UID1
, UID2
: Word): Boolean;
731 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
732 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
734 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
736 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
737 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
739 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
742 procedure g_Gibs_SetMax(Count
: Word);
745 SetLength(gGibs
, Count
);
747 if CurrentGib
>= Count
then
751 function g_Gibs_GetMax(): Word;
756 procedure g_Shells_SetMax(Count
: Word);
759 SetLength(gShells
, Count
);
761 if CurrentShell
>= Count
then
765 function g_Shells_GetMax(): Word;
771 procedure g_Corpses_SetMax(Count
: Word);
774 SetLength(gCorpses
, Count
);
777 function g_Corpses_GetMax(): Word;
779 Result
:= MaxCorpses
;
782 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
792 // Есть ли место в gPlayers:
793 if gPlayers
<> nil then
794 for a
:= 0 to High(gPlayers
) do
795 if gPlayers
[a
] = nil then
801 // Нет места - расширяем gPlayers:
804 SetLength(gPlayers
, Length(gPlayers
)+1);
808 // Создаем объект игрока:
810 gPlayers
[a
] := TBot
.Create()
812 gPlayers
[a
] := TPlayer
.Create();
815 gPlayers
[a
].FActualModelName
:= ModelName
;
816 gPlayers
[a
].SetModel(ModelName
);
818 // Нет модели - создание не возможно:
819 if gPlayers
[a
].FModel
= nil then
823 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
827 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
828 if Random(2) = 0 then
832 gPlayers
[a
].FPreferredTeam
:= Team
;
834 case gGameSettings
.GameMode
of
835 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
837 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
839 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
842 // Если командная игра - красим модель в цвет команды:
843 gPlayers
[a
].FColor
:= Color
;
844 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
845 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
847 gPlayers
[a
].FModel
.Color
:= Color
;
849 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
850 gPlayers
[a
].FAlive
:= False;
852 Result
:= gPlayers
[a
].FUID
;
855 function g_Player_CreateFromState (st
: TStream
): Word;
862 if (st
= nil) then exit
; //???
865 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
866 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
869 Bot
:= utils
.readBool(st
);
874 // Есть ли место в gPlayers:
875 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
877 // Нет места - расширяем gPlayers
880 SetLength(gPlayers
, Length(gPlayers
)+1);
884 // Создаем объект игрока
886 gPlayers
[a
] := TBot
.Create()
888 gPlayers
[a
] := TPlayer
.Create();
889 gPlayers
[a
].FIamBot
:= Bot
;
890 gPlayers
[a
].FPhysics
:= True;
893 gPlayers
[a
].FUID
:= utils
.readWord(st
);
895 gPlayers
[a
].FName
:= utils
.readStr(st
);
897 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
898 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
900 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
901 // Израсходовал ли все жизни
902 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
904 b
:= utils
.readByte(st
);
905 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
907 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
909 gPlayers
[a
].FHandicap
:= utils
.readLongInt(st
);
911 gPlayers
[a
].FLives
:= utils
.readByte(st
);
913 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
915 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
917 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
919 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
921 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
923 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
925 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
927 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
928 // Время последнего фрага
929 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
931 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
933 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
935 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
937 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
938 // Следующее желаемое оружие
939 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
941 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
943 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
945 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
946 // Последний ударивший
947 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
948 // Тип последнего полученного урона
949 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
951 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
952 // Текущее количество патронов
953 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
954 // Максимальное количество патронов
955 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
957 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
958 // Время перезарядки оружия
959 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
961 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
962 // Наличие красного ключа
963 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
964 // Наличие зеленого ключа
965 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
966 // Наличие синего ключа
967 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
969 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
970 // Время действия специальных предметов
971 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
972 // Время до повторного респауна, смены оружия, исользования, захвата флага
973 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
976 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
978 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
979 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
980 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
981 // Обновляем модель игрока
982 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
984 // Нет модели - создание невозможно
985 if (gPlayers
[a
].FModel
= nil) then
989 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
993 // Если командная игра - красим модель в цвет команды
994 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
995 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
997 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
999 result
:= gPlayers
[a
].FUID
;
1003 procedure g_Player_ResetTeams();
1007 if g_Game_IsClient
then
1009 if gPlayers
= nil then
1011 for a
:= Low(gPlayers
) to High(gPlayers
) do
1012 if gPlayers
[a
] <> nil then
1013 case gGameSettings
.GameMode
of
1015 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
1017 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
1018 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
1019 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
1022 gPlayers
[a
].ChangeTeam(TEAM_RED
)
1024 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
1027 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
1031 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
1034 _name
, _model
: String;
1037 if not g_Game_IsServer
then Exit
;
1039 // Список названий моделей:
1040 m
:= g_PlayerModel_GetNames();
1045 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1046 Team
:= TEAM_COOP
// COOP
1048 if gGameSettings
.GameMode
= GM_DM
then
1049 Team
:= TEAM_NONE
// DM
1051 if Team
= TEAM_NONE
then // CTF / TDM
1053 // Автобаланс команд:
1057 for a
:= 0 to High(gPlayers
) do
1058 if gPlayers
[a
] <> nil then
1060 if gPlayers
[a
].Team
= TEAM_RED
then
1063 if gPlayers
[a
].Team
= TEAM_BLUE
then
1073 if Random(2) = 0 then
1079 // Выбираем боту имя:
1081 if BotNames
<> nil then
1082 for a
:= 0 to High(BotNames
) do
1083 if g_Player_ValidName(BotNames
[a
]) then
1085 _name
:= BotNames
[a
];
1089 // Выбираем случайную модель:
1090 _model
:= m
[Random(Length(m
))];
1093 with g_Player_Get(g_Player_Create(_model
,
1094 _RGB(Min(Random(9)*32, 255),
1095 Min(Random(9)*32, 255),
1096 Min(Random(9)*32, 255)),
1097 Team
, True)) as TBot
do
1099 // Если имени нет, делаем его из UID бота
1101 Name
:= Format('DFBOT%.5d', [UID
])
1106 1: FDifficult
:= DIFFICULT_EASY
;
1107 2: FDifficult
:= DIFFICULT_MEDIUM
;
1108 else FDifficult
:= DIFFICULT_HARD
;
1111 for a
:= WP_FIRST
to WP_LAST
do
1113 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1114 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1115 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1118 FHandicap
:= Handicap
;
1120 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1122 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1123 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1128 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1131 _name
, _model
: String;
1134 if not g_Game_IsServer
then Exit
;
1136 // Список названий моделей:
1137 m
:= g_PlayerModel_GetNames();
1142 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1143 Team
:= TEAM_COOP
// COOP
1145 if gGameSettings
.GameMode
= GM_DM
then
1146 Team
:= TEAM_NONE
// DM
1148 if Team
= TEAM_NONE
then
1149 Team
:= BotList
[num
].team
; // CTF / TDM
1151 // Выбираем настройки бота из списка по номеру или имени:
1152 lName
:= AnsiLowerCase(lName
);
1153 if (num
< 0) or (num
> Length(BotList
)-1) then
1155 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1156 for a
:= 0 to High(BotList
) do
1157 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1166 _name
:= BotList
[num
].name
;
1167 // Занято - выбираем случайное:
1168 if not g_Player_ValidName(_name
) then
1170 _name
:= Format('DFBOT%.2d', [Random(100)]);
1171 until g_Player_ValidName(_name
);
1174 _model
:= BotList
[num
].model
;
1175 // Нет такой - выбираем случайную:
1176 if not InSArray(_model
, m
) then
1177 _model
:= m
[Random(Length(m
))];
1180 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1184 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1185 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1186 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1187 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1188 FDifficult
.Cover
:= BotList
[num
].cover
;
1189 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1191 FHandicap
:= Handicap
;
1193 for a
:= WP_FIRST
to WP_LAST
do
1195 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1196 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1197 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1200 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1202 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1206 procedure g_Bot_RemoveAll();
1210 if not g_Game_IsServer
then Exit
;
1211 if gPlayers
= nil then Exit
;
1213 for a
:= 0 to High(gPlayers
) do
1214 if gPlayers
[a
] <> nil then
1215 if gPlayers
[a
] is TBot
then
1217 gPlayers
[a
].Lives
:= 0;
1218 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1219 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1220 g_Player_Remove(gPlayers
[a
].FUID
);
1226 procedure g_Bot_MixNames();
1231 if BotNames
<> nil then
1232 for a
:= 0 to High(BotNames
) do
1234 b
:= Random(Length(BotNames
));
1236 Botnames
[a
] := BotNames
[b
];
1241 procedure g_Player_Remove(UID
: Word);
1245 if gPlayers
= nil then Exit
;
1247 if g_Game_IsServer
and g_Game_IsNet
then
1248 MH_SEND_PlayerDelete(UID
);
1250 for i
:= 0 to High(gPlayers
) do
1251 if gPlayers
[i
] <> nil then
1252 if gPlayers
[i
].FUID
= UID
then
1254 if gPlayers
[i
] is TPlayer
then
1255 TPlayer(gPlayers
[i
]).Free()
1257 TBot(gPlayers
[i
]).Free();
1263 procedure g_Player_Init();
1274 path
:= BOTNAMES_FILENAME
;
1275 if e_FindResource(DataDirs
, path
) = false then
1278 // Читаем возможные имена ботов из файла:
1279 AssignFile(F
, path
);
1290 SetLength(BotNames
, Length(BotNames
)+1);
1291 BotNames
[High(BotNames
)] := s
;
1299 // Читаем файл с параметрами ботов:
1300 config
:= TConfig
.CreateFile(path
);
1304 while config
.SectionExists(IntToStr(a
)) do
1306 SetLength(BotList
, Length(BotList
)+1);
1308 with BotList
[High(BotList
)] do
1311 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1313 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1315 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1320 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1321 color
.R
:= StrToIntDef(sa
[0], 0);
1322 color
.G
:= StrToIntDef(sa
[1], 0);
1323 color
.B
:= StrToIntDef(sa
[2], 0);
1324 // Вероятность стрельбы под углом:
1325 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1326 // Вероятность ответного огня по невидимому сопернику:
1327 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1328 // Точность стрельбы под углом:
1329 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1330 // Точность стрельбы в полете:
1331 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1332 // Точность уклонения от снарядов:
1333 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1334 // Вероятность прыжка при приближении соперника:
1335 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1336 // Приоритеты оружия для дальнего боя:
1337 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1338 if Length(sa
) = 10 then
1340 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1341 // Приоритеты оружия для ближнего боя:
1342 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1343 if Length(sa
) = 10 then
1345 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1347 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1348 if Length(sa) = 10 then
1350 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1357 SetLength(SavedStates
, 0);
1360 procedure g_Player_Free();
1364 if gPlayers
<> nil then
1366 for i
:= 0 to High(gPlayers
) do
1367 if gPlayers
[i
] <> nil then
1369 if gPlayers
[i
] is TPlayer
then
1370 TPlayer(gPlayers
[i
]).Free()
1372 TBot(gPlayers
[i
]).Free();
1381 SetLength(SavedStates
, 0);
1384 procedure g_Player_PreUpdate();
1388 if gPlayers
= nil then Exit
;
1389 for i
:= 0 to High(gPlayers
) do
1390 if gPlayers
[i
] <> nil then
1391 gPlayers
[i
].PreUpdate();
1394 procedure g_Player_UpdateAll();
1398 if gPlayers
= nil then Exit
;
1400 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1401 for i
:= 0 to High(gPlayers
) do
1403 if gPlayers
[i
] <> nil then
1405 if gPlayers
[i
] is TPlayer
then
1407 gPlayers
[i
].Update();
1408 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1412 // bot updates weapons in `UpdateCombat()`
1413 TBot(gPlayers
[i
]).Update();
1417 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1420 function g_Player_Get(UID
: Word): TPlayer
;
1426 if gPlayers
= nil then
1429 for a
:= 0 to High(gPlayers
) do
1430 if gPlayers
[a
] <> nil then
1431 if gPlayers
[a
].FUID
= UID
then
1433 Result
:= gPlayers
[a
];
1438 function g_Player_GetCount(): Byte;
1444 if gPlayers
= nil then
1447 for a
:= 0 to High(gPlayers
) do
1448 if gPlayers
[a
] <> nil then
1449 Result
:= Result
+ 1;
1452 function g_Player_GetStats(): TPlayerStatArray
;
1458 if gPlayers
= nil then Exit
;
1460 for a
:= 0 to High(gPlayers
) do
1461 if gPlayers
[a
] <> nil then
1463 SetLength(Result
, Length(Result
)+1);
1464 with Result
[High(Result
)] do
1467 Ping
:= gPlayers
[a
].FPing
;
1468 Loss
:= gPlayers
[a
].FLoss
;
1469 Name
:= gPlayers
[a
].FName
;
1470 Team
:= gPlayers
[a
].FTeam
;
1471 Frags
:= gPlayers
[a
].FFrags
;
1472 Deaths
:= gPlayers
[a
].FDeath
;
1473 Kills
:= gPlayers
[a
].FKills
;
1474 Color
:= gPlayers
[a
].FModel
.Color
;
1475 Lives
:= gPlayers
[a
].FLives
;
1476 Spectator
:= gPlayers
[a
].FSpectator
;
1477 UID
:= gPlayers
[a
].FUID
;
1482 procedure g_Player_ResetReady();
1486 if not g_Game_IsServer
then Exit
;
1487 if gPlayers
= nil then Exit
;
1489 for a
:= 0 to High(gPlayers
) do
1490 if gPlayers
[a
] <> nil then
1492 gPlayers
[a
].FReady
:= False;
1493 if g_Game_IsNet
then
1494 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1498 procedure g_Player_RememberAll
;
1502 for i
:= Low(gPlayers
) to High(gPlayers
) do
1503 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1504 gPlayers
[i
].RememberState
;
1507 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1511 gTeamStat
[TEAM_RED
].Goals
:= 0;
1512 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1514 if gPlayers
<> nil then
1515 for i
:= 0 to High(gPlayers
) do
1516 if gPlayers
[i
] <> nil then
1518 gPlayers
[i
].Reset(Force
);
1520 if gPlayers
[i
] is TPlayer
then
1522 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1523 gPlayers
[i
].Respawn(Silent
)
1525 gPlayers
[i
].Spectate();
1528 TBot(gPlayers
[i
]).Respawn(Silent
);
1532 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
1540 if Player
.alive
then
1543 // Разрываем связь с прежним трупом:
1544 i
:= Player
.FCorpse
;
1545 if (i
>= 0) and (i
< Length(gCorpses
)) then
1547 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].FPlayerUID
= Player
.FUID
) then
1548 gCorpses
[i
].FPlayerUID
:= 0;
1551 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1556 if (FHealth
>= -50) or (gGibsCount
= 0) then
1558 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1562 for find_id
:= 0 to High(gCorpses
) do
1563 if gCorpses
[find_id
] = nil then
1570 find_id
:= Random(Length(gCorpses
));
1572 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1573 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1574 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1575 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1576 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1581 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1582 FObj
.Y
+ PLAYER_RECT_CY
,
1583 FModel
.Name
, FModel
.Color
);
1587 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1591 if (gShells
= nil) or (Length(gShells
) = 0) then
1594 with gShells
[CurrentShell
] do
1600 if T
= SHELL_BULLET
then
1602 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1606 Obj
.Rect
.Width
:= 4;
1607 Obj
.Rect
.Height
:= 2;
1611 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1615 Obj
.Rect
.Width
:= 7;
1616 Obj
.Rect
.Height
:= 3;
1622 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1623 positionChanged(); // this updates spatial accelerators
1624 RAngle
:= Random(360);
1625 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1627 if CurrentShell
>= High(gShells
) then
1634 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1637 GibsArray
: TGibsArray
;
1640 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1642 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1644 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1646 for a
:= 0 to High(GibsArray
) do
1647 with gGibs
[CurrentGib
] do
1650 ID
:= GibsArray
[a
].ID
;
1651 MaskID
:= GibsArray
[a
].MaskID
;
1654 Obj
.Rect
:= GibsArray
[a
].Rect
;
1655 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1656 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1657 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1658 positionChanged(); // this updates spatial accelerators
1659 RAngle
:= Random(360);
1661 if gBloodCount
> 0 then
1662 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1663 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1665 if CurrentGib
>= High(gGibs
) then
1672 procedure g_Player_UpdatePhysicalObjects();
1678 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1683 if T
= SHELL_BULLET
then
1684 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1686 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1691 if gGibs
<> nil then
1692 for i
:= 0 to High(gGibs
) do
1693 if gGibs
[i
].alive
then
1700 mr
:= g_Obj_Move(@Obj
, True, False, True);
1701 positionChanged(); // this updates spatial accelerators
1703 if WordBool(mr
and MOVE_FALLOUT
) then
1709 // Отлетает от удара о стену/потолок/пол:
1710 if WordBool(mr
and MOVE_HITWALL
) then
1711 Obj
.Vel
.X
:= -(vel
.X
div 2);
1712 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1713 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1715 if (Obj
.Vel
.X
>= 0) then
1717 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1718 if RAngle
>= 360 then
1719 RAngle
:= RAngle
mod 360;
1720 end else begin // Counter-clockwise
1721 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1723 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1726 // Сопротивление воздуха для куска трупа:
1727 if gTime
mod (GAME_TICK
*3) = 0 then
1728 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1732 if gCorpses
<> nil then
1733 for i
:= 0 to High(gCorpses
) do
1734 if gCorpses
[i
] <> nil then
1735 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1741 gCorpses
[i
].Update();
1744 if gShells
<> nil then
1745 for i
:= 0 to High(gShells
) do
1746 if gShells
[i
].alive
then
1753 mr
:= g_Obj_Move(@Obj
, True, False, True);
1754 positionChanged(); // this updates spatial accelerators
1756 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1762 // Отлетает от удара о стену/потолок/пол:
1763 if WordBool(mr
and MOVE_HITWALL
) then
1765 Obj
.Vel
.X
:= -(vel
.X
div 2);
1766 if not WordBool(mr
and MOVE_INWATER
) then
1767 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1769 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1771 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1772 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1773 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1775 if RAngle
mod 90 <> 0 then
1776 RAngle
:= (RAngle
div 90) * 90;
1778 else if not WordBool(mr
and MOVE_INWATER
) then
1779 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1782 if (Obj
.Vel
.X
>= 0) then
1784 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1785 if RAngle
>= 360 then
1786 RAngle
:= RAngle
mod 360;
1787 end else begin // Counter-clockwise
1788 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1790 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1796 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1798 x
:= Obj
.X
+Obj
.Rect
.X
;
1799 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1800 w
:= Obj
.Rect
.Width
;
1801 h
:= Obj
.Rect
.Height
;
1804 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1806 if (dx
<> 0) or (dy
<> 0) then
1815 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1819 w
:= Obj
.Rect
.Width
;
1820 h
:= Obj
.Rect
.Height
;
1823 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1825 if (dx
<> 0) or (dy
<> 0) then
1834 procedure TGib
.positionChanged (); inline; begin end;
1835 procedure TShell
.positionChanged (); inline; begin end;
1838 procedure g_Player_RemoveAllCorpses();
1844 SetLength(gGibs
, MaxGibs
);
1845 SetLength(gShells
, MaxGibs
);
1849 if gCorpses
<> nil then
1850 for i
:= 0 to High(gCorpses
) do
1854 SetLength(gCorpses
, MaxCorpses
);
1857 procedure g_Player_Corpses_SaveState (st
: TStream
);
1861 // Считаем количество существующих трупов
1863 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1865 // Количество трупов
1866 utils
.writeInt(st
, LongInt(count
));
1868 if (count
= 0) then exit
;
1871 for i
:= 0 to High(gCorpses
) do
1873 if gCorpses
[i
] <> nil then
1876 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1878 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1879 // Сохраняем данные трупа:
1880 gCorpses
[i
].SaveState(st
);
1886 procedure g_Player_Corpses_LoadState (st
: TStream
);
1894 g_Player_RemoveAllCorpses();
1896 // Количество трупов:
1897 count
:= utils
.readLongInt(st
);
1898 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
1900 if (count
= 0) then exit
;
1903 for i
:= 0 to count
-1 do
1906 str
:= utils
.readStr(st
);
1908 b
:= utils
.readBool(st
);
1910 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1911 // Загружаем данные трупа
1912 gCorpses
[i
].LoadState(st
);
1919 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
1921 procedure TPlayer
.BFGHit();
1923 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1924 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1925 if g_Game_IsServer
and g_Game_IsNet
then
1926 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1927 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1931 procedure TPlayer
.ChangeModel(ModelName
: string);
1933 locModel
: TPlayerModel
;
1935 locModel
:= g_PlayerModel_Get(ModelName
);
1936 if locModel
= nil then Exit
;
1942 procedure TPlayer
.SetModel(ModelName
: string);
1946 m
:= g_PlayerModel_Get(ModelName
);
1949 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1950 m
:= g_PlayerModel_Get('doomer');
1953 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1958 if FModel
<> nil then
1963 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1964 FModel
.Color
:= FColor
1966 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1967 FModel
.SetWeapon(FCurrWeap
);
1968 FModel
.SetFlag(FFlag
);
1969 SetDirection(FDirection
);
1972 procedure TPlayer
.SetColor(Color
: TRGB
);
1975 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1976 if FModel
<> nil then FModel
.Color
:= Color
;
1979 function TPlayer
.GetColor(): TRGB
;
1981 result
:= FModel
.Color
;
1984 procedure TPlayer
.SwitchTeam
;
1986 if g_Game_IsClient
then
1988 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
1990 if gGameOn
and FAlive
then
1991 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
1993 if FTeam
= TEAM_RED
then
1995 ChangeTeam(TEAM_BLUE
);
1996 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
1997 if g_Game_IsNet
then
1998 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2002 ChangeTeam(TEAM_RED
);
2003 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2004 if g_Game_IsNet
then
2005 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2007 FPreferredTeam
:= FTeam
;
2010 procedure TPlayer
.ChangeTeam(Team
: Byte);
2017 TEAM_RED
, TEAM_BLUE
:
2018 FModel
.Color
:= TEAMCOLOR
[Team
];
2020 FModel
.Color
:= FColor
;
2022 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2023 MH_SEND_PlayerStats(FUID
);
2027 procedure TPlayer.CollideItem();
2032 if gItems = nil then Exit;
2033 if not FAlive then Exit;
2035 for i := 0 to High(gItems) do
2038 if (ItemType <> ITEM_NONE) and alive then
2039 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2040 PLAYER_RECT.Height, @Obj) then
2042 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2044 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2045 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2046 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2047 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2048 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2050 // Надо убрать с карты, если это не ключ, которым нужно поделится с другим игроком:
2051 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2052 (gGameSettings.GameType = GT_SINGLE) and
2053 (g_Player_GetCount() > 1)) then
2054 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2060 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2062 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2063 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2067 constructor TPlayer
.Create();
2073 mEDamageType
:= HIT_SOME
;
2079 FSawSound
:= TPlayableSound
.Create();
2080 FSawSoundIdle
:= TPlayableSound
.Create();
2081 FSawSoundHit
:= TPlayableSound
.Create();
2082 FSawSoundSelect
:= TPlayableSound
.Create();
2083 FFlameSoundOn
:= TPlayableSound
.Create();
2084 FFlameSoundOff
:= TPlayableSound
.Create();
2085 FFlameSoundWork
:= TPlayableSound
.Create();
2086 FJetSoundFly
:= TPlayableSound
.Create();
2087 FJetSoundOn
:= TPlayableSound
.Create();
2088 FJetSoundOff
:= TPlayableSound
.Create();
2090 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2091 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2092 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2093 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2094 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2095 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2096 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2097 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2098 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2099 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2101 FSpectatePlayer
:= -1;
2105 FSavedStateNum
:= -1;
2113 FActualModelName
:= 'doomer';
2116 FObj
.Rect
:= PLAYER_RECT
;
2118 FBFGFireCounter
:= -1;
2119 FJustTeleported
:= False;
2122 FWaitForFirstSpawn
:= false;
2127 procedure TPlayer
.positionChanged (); inline;
2131 procedure TPlayer
.doDamage (v
: Integer);
2133 if (v
<= 0) then exit
;
2134 if (v
> 32767) then v
:= 32767;
2135 Damage(v
, 0, 0, 0, mEDamageType
);
2138 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2142 if (not g_Game_IsClient
) and (not FAlive
) then
2147 // Неуязвимость не спасает от ловушек:
2148 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2150 if not g_Game_IsClient
then
2153 if t
= HIT_TRAP
then
2155 // Ловушка убивает сразу:
2157 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2159 if t
= HIT_SELF
then
2163 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2166 // Обнулить действия примочек, чтобы фон пропал
2167 FMegaRulez
[MR_SUIT
] := 0;
2168 FMegaRulez
[MR_INVUL
] := 0;
2169 FMegaRulez
[MR_INVIS
] := 0;
2174 // Но от остального спасает:
2175 if FMegaRulez
[MR_INVUL
] >= gTime
then
2182 // Если есть урон своим, или ранил сам себя, или тебя ранил противник:
2183 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2184 (SpawnerUID
= FUID
) or
2185 (not SameTeam(FUID
, SpawnerUID
)) then
2187 FLastSpawnerUID
:= SpawnerUID
;
2189 // Кровь (пузырьки, если в воде):
2190 if gBloodCount
> 0 then
2192 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2193 if value
div 4 <= c
then
2194 c
:= c
- (value
div 4)
2198 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2202 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2203 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2206 if t
= HIT_WATER
then
2207 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2208 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2213 Inc(FDamageBuffer
, value
);
2217 FPain
:= FPain
+ value
;
2220 if g_Game_IsServer
and g_Game_IsNet
then
2222 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2223 MH_SEND_PlayerStats(FUID
);
2224 MH_SEND_PlayerPos(False, FUID
);
2228 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2231 if g_Game_IsClient
then
2236 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2238 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2241 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2243 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2247 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2248 MH_SEND_PlayerStats(FUID
);
2251 destructor TPlayer
.Destroy();
2253 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2255 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2259 FSawSoundIdle
.Free();
2260 FSawSoundHit
.Free();
2261 FSawSoundSelect
.Free();
2262 FFlameSoundOn
.Free();
2263 FFlameSoundOff
.Free();
2264 FFlameSoundWork
.Free();
2265 FJetSoundFly
.Free();
2267 FJetSoundOff
.Free();
2269 if FPunchAnim
<> nil then
2275 procedure TPlayer
.DoPunch();
2280 if FPunchAnim
<> nil then begin
2285 st
:= 'FRAMES_PUNCH';
2286 if R_BERSERK
in FRulez
then
2287 st
:= st
+ '_BERSERK';
2288 if FKeys
[KEY_UP
].Pressed
then
2290 else if FKeys
[KEY_DOWN
].Pressed
then
2292 g_Frames_Get(id
, st
);
2293 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
2296 procedure TPlayer
.Fire();
2298 f
, DidFire
: Boolean;
2299 wx
, wy
, xd
, yd
: Integer;
2302 if g_Game_IsClient
then Exit
;
2303 // FBFGFireCounter - время перед выстрелом (для BFG)
2304 // FReloading - время после выстрела (для всего)
2312 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2317 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2318 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2319 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
2320 yd
:= wy
+firediry();
2326 if R_BERSERK
in FRulez
then
2328 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2329 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2330 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2333 locobj
.rect
.Width
:= 39;
2334 locobj
.rect
.Height
:= 52;
2335 locobj
.Vel
.X
:= (xd
-wx
) div 2;
2336 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
2337 locobj
.Accel
.X
:= xd
-wx
;
2338 locobj
.Accel
.y
:= yd
-wy
;
2340 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
2341 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2343 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2345 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
2349 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2353 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2358 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2359 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2361 FSawSoundSelect
.Stop();
2363 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2365 else if not FSawSoundHit
.IsPlaying() then
2367 FSawSoundSelect
.Stop();
2368 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2371 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2377 if FAmmo
[A_BULLETS
] > 0 then
2379 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2380 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2381 Dec(FAmmo
[A_BULLETS
]);
2382 FFireAngle
:= FAngle
;
2385 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2386 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2390 if FAmmo
[A_SHELLS
] > 0 then
2392 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2393 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2394 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2395 Dec(FAmmo
[A_SHELLS
]);
2396 FFireAngle
:= FAngle
;
2400 FShellType
:= SHELL_SHELL
;
2404 if FAmmo
[A_SHELLS
] >= 2 then
2406 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2407 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2408 Dec(FAmmo
[A_SHELLS
], 2);
2409 FFireAngle
:= FAngle
;
2413 FShellType
:= SHELL_DBLSHELL
;
2417 if FAmmo
[A_BULLETS
] > 0 then
2419 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2420 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2421 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2422 Dec(FAmmo
[A_BULLETS
]);
2423 FFireAngle
:= FAngle
;
2426 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2427 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2430 WEAPON_ROCKETLAUNCHER
:
2431 if FAmmo
[A_ROCKETS
] > 0 then
2433 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2434 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2435 Dec(FAmmo
[A_ROCKETS
]);
2436 FFireAngle
:= FAngle
;
2442 if FAmmo
[A_CELLS
] > 0 then
2444 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2445 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2446 Dec(FAmmo
[A_CELLS
]);
2447 FFireAngle
:= FAngle
;
2453 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2455 FBFGFireCounter
:= 17;
2456 if not FNoReload
then
2457 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
2458 Dec(FAmmo
[A_CELLS
], 40);
2462 WEAPON_SUPERPULEMET
:
2463 if FAmmo
[A_SHELLS
] > 0 then
2465 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2466 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2467 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2468 Dec(FAmmo
[A_SHELLS
]);
2469 FFireAngle
:= FAngle
;
2472 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2473 GameVelX
, GameVelY
-2, SHELL_SHELL
);
2476 WEAPON_FLAMETHROWER
:
2477 if FAmmo
[A_FUEL
] > 0 then
2479 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
2481 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2483 FFireAngle
:= FAngle
;
2490 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
2494 if g_Game_IsNet
then
2498 if FCurrWeap
<> WEAPON_BFG
then
2499 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
2501 if not FNoReload
then
2502 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
2505 MH_SEND_PlayerStats(FUID
);
2510 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
2511 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
2512 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
2515 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
2518 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
2519 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
2520 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
2521 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
2522 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
2527 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
2529 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
2530 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
2531 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
2534 procedure TPlayer
.FlamerOn
;
2536 FFlameSoundOff
.Stop();
2537 FFlameSoundOff
.SetPosition(0);
2540 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
2541 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
2545 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2550 procedure TPlayer
.FlamerOff
;
2554 FFlameSoundOn
.Stop();
2555 FFlameSoundOn
.SetPosition(0);
2556 FFlameSoundWork
.Stop();
2557 FFlameSoundWork
.SetPosition(0);
2558 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2563 procedure TPlayer
.JetpackOn
;
2567 FJetSoundOn
.SetPosition(0);
2568 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2572 procedure TPlayer
.JetpackOff
;
2576 FJetSoundOff
.SetPosition(0);
2577 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2580 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
2582 if Timeout
<= 0 then
2584 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
2585 exit
; // Не загораемся когда есть защита
2586 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
2587 exit
; // Не подгораем в воде на всякий случай
2588 if FFireTime
<= 0 then
2589 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
2590 FFireTime
:= Timeout
;
2591 FFireAttacker
:= Attacker
;
2592 if g_Game_IsNet
and g_Game_IsServer
then
2593 MH_SEND_PlayerStats(FUID
);
2596 procedure TPlayer
.Jump();
2598 if gFly
or FJetpack
then
2600 // Полет (чит-код или джетпак):
2601 if FObj
.Vel
.Y
> -VEL_FLY
then
2602 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
2605 if FJetFuel
> 0 then
2607 if (FJetFuel
< 1) and g_Game_IsServer
then
2611 if g_Game_IsNet
then
2612 MH_SEND_PlayerStats(FUID
);
2618 // Не включать джетпак в режиме прохождения сквозь стены
2620 FCanJetpack
:= False;
2622 // Прыгаем или всплываем:
2623 if (CollideLevel(0, 1) or
2624 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
2625 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
2626 ) and (FObj
.Accel
.Y
= 0) then // Не прыгать, если есть вертикальное ускорение
2628 FObj
.Vel
.Y
:= -VEL_JUMP
;
2629 FCanJetpack
:= False;
2633 if BodyInLiquid(0, 0) then
2634 FObj
.Vel
.Y
:= -VEL_SW
2635 else if (FJetFuel
> 0) and FCanJetpack
and
2636 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
2640 if g_Game_IsNet
then
2641 MH_SEND_PlayerStats(FUID
);
2646 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
2648 a
, i
, k
, ab
, ar
: Byte;
2652 srv
, netsrv
: Boolean;
2658 procedure PushItem(t
: Byte);
2662 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
2663 it
:= g_Items_ByIdx(id
);
2664 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
2666 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
2667 (FObj
.Vel
.Y
div 2)-Random(9));
2668 it
.positionChanged(); // this updates spatial accelerators
2672 if KillType
= K_HARDKILL
then // -5..+5; -5..0
2674 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
2675 (FObj
.Vel
.Y
div 2)-Random(6));
2677 else // -3..+3; -3..0
2679 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
2680 (FObj
.Vel
.Y
div 2)-Random(4));
2682 it
.positionChanged(); // this updates spatial accelerators
2685 if g_Game_IsNet
and g_Game_IsServer
then
2686 MH_SEND_ItemSpawn(True, id
);
2690 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
2691 Srv
:= g_Game_IsServer
;
2692 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
2693 if Srv
then FDeath
:= FDeath
+ 1;
2698 if not FPhysics
then
2704 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2706 if FLives
> 0 then FLives
:= FLives
- 1;
2707 if FLives
= 0 then FNoRespawn
:= True;
2710 // Номер типа смерти:
2713 K_SIMPLEKILL
: a
:= 1;
2715 K_EXTRAHARDKILL
: a
:= 3;
2720 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
2722 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
2729 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
2731 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
2732 K_EXTRAHARDKILL
, K_FALLKILL
:
2733 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
2736 // Переключаем состояние:
2740 K_HARDKILL
, K_EXTRAHARDKILL
:
2744 // Реакция монстров на смерть игрока:
2745 if (KillType
<> K_FALLKILL
) and (Srv
) then
2746 g_Monsters_killedp();
2748 if SpawnerUID
= FUID
then
2750 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
2755 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
2758 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
2759 begin // Убит другим игроком
2760 KP
:= g_Player_Get(SpawnerUID
);
2761 if (KP
<> nil) and Srv
then
2763 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
2764 if SameTeam(FUID
, SpawnerUID
) then
2774 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
2775 Inc(gTeamStat
[KP
.Team
].Goals
,
2776 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
2778 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
2781 plr
:= g_Player_Get(SpawnerUID
);
2789 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
2793 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
2797 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
2802 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
2803 begin // Убит монстром
2804 mon
:= g_Monsters_ByUID(SpawnerUID
);
2808 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
2812 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
2816 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
2820 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
2825 else // Особые типы смерти
2828 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
2829 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
2830 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
2831 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
2832 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
2833 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
2839 for a
:= WP_FIRST
to WP_LAST
do
2843 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
2844 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
2845 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
2846 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
2847 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
2848 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
2849 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
2850 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
2851 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
2860 if R_ITEM_BACKPACK
in FRulez
then
2861 PushItem(ITEM_AMMO_BACKPACK
);
2863 // Выброс ракетного ранца:
2864 if FJetFuel
> 0 then
2865 PushItem(ITEM_JETPACK
);
2868 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
2869 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
2871 if R_KEY_RED
in FRulez
then
2872 PushItem(ITEM_KEY_RED
);
2874 if R_KEY_GREEN
in FRulez
then
2875 PushItem(ITEM_KEY_GREEN
);
2877 if R_KEY_BLUE
in FRulez
then
2878 PushItem(ITEM_KEY_BLUE
);
2882 DropFlag(KillType
= K_FALLKILL
);
2885 FCorpse
:= g_Player_CreateCorpse(Self
);
2887 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
2888 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2894 for i
:= Low(gPlayers
) to High(gPlayers
) do
2896 if gPlayers
[i
] = nil then continue
;
2897 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
2900 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
2901 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
2906 OldLR
:= gLMSRespawn
;
2907 if (gGameSettings
.GameMode
= GM_COOP
) then
2911 // everyone is dead, restart the map
2912 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
2914 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
2915 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2916 gLMSRespawnTime
:= gTime
+ 5000;
2918 else if (a
= 1) then
2920 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
2921 if (gPlayers
[k
] = gPlayer1
) or
2922 (gPlayers
[k
] = gPlayer2
) then
2923 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
2924 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
2925 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
2928 else if (gGameSettings
.GameMode
= GM_TDM
) then
2930 if (ab
= 0) and (ar
<> 0) then
2933 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
2935 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
2936 Inc(gTeamStat
[TEAM_RED
].Goals
);
2937 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2938 gLMSRespawnTime
:= gTime
+ 5000;
2940 else if (ar
= 0) and (ab
<> 0) then
2943 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
2945 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
2946 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
2947 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2948 gLMSRespawnTime
:= gTime
+ 5000;
2950 else if (ar
= 0) and (ab
= 0) then
2953 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
2955 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
2956 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2957 gLMSRespawnTime
:= gTime
+ 5000;
2960 else if (gGameSettings
.GameMode
= GM_DM
) then
2964 if gPlayers
[k
] <> nil then
2967 // survivor is the winner
2968 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
2970 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
2973 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2974 gLMSRespawnTime
:= gTime
+ 5000;
2976 else if (a
= 0) then
2978 // everyone is dead, restart the map
2979 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
2981 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
2982 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
2983 gLMSRespawnTime
:= gTime
+ 5000;
2986 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
2988 if NetMode
= NET_SERVER
then
2989 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
2991 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
2997 MH_SEND_PlayerStats(FUID
);
2998 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
2999 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3002 if srv
and FNoRespawn
then Spectate(True);
3003 FWantsInGame
:= True;
3006 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3008 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3009 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3012 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3014 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3015 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3018 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3020 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3021 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3022 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3023 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3024 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3025 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3026 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3027 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3030 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3032 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3033 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3034 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3035 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3038 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3040 if g_Game_IsClient
then Exit
;
3041 if Weapon
> High(FWeapon
) then Exit
;
3042 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3045 procedure TPlayer
.resetWeaponQueue ();
3048 FNextWeapDelay
:= 0;
3051 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3055 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3056 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3057 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3058 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3059 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3060 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3061 else result
:= (weapon
< length(FWeapon
));
3065 // return 255 for "no switch"
3066 function TPlayer
.getNextWeaponIndex (): Byte;
3069 wantThisWeapon
: array[0..64] of Boolean;
3070 wwc
: Integer = 0; //HACK!
3073 result
:= 255; // default result: "no switch"
3074 // had weapon cycling on previous frame? remove that flag
3075 if (FNextWeap
and $2000) <> 0 then
3077 FNextWeap
:= FNextWeap
and $1FFF;
3078 FNextWeapDelay
:= 0;
3080 // cycling has priority
3081 if (FNextWeap
and $C000) <> 0 then
3083 if (FNextWeap
and $8000) <> 0 then
3087 FNextWeap
:= FNextWeap
or $2000; // we need this
3088 if FNextWeapDelay
> 0 then
3089 exit
; // cooldown time
3091 for i
:= 0 to High(FWeapon
) do
3093 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3094 if FWeapon
[cwi
] then
3096 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3097 result
:= Byte(cwi
);
3098 FNextWeapDelay
:= WEAPON_DELAY
;
3106 for i
:= 0 to High(wantThisWeapon
) do
3107 wantThisWeapon
[i
] := false;
3108 for i
:= 0 to High(FWeapon
) do
3109 if (FNextWeap
and (1 shl i
)) <> 0 then
3111 wantThisWeapon
[i
] := true;
3114 // exclude currently selected weapon from the set
3115 wantThisWeapon
[FCurrWeap
] := false;
3116 // slow down alterations a little
3119 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3120 // more than one weapon requested, assume "alteration" and check alteration delay
3121 if FNextWeapDelay
> 0 then
3127 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3128 // but clear all counters if no weapon should be switched
3134 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3135 // try weapons in descending order
3136 for i
:= High(FWeapon
) downto 0 do
3138 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3143 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3147 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3151 procedure TPlayer
.RealizeCurrentWeapon();
3152 function switchAllowed (): Boolean;
3157 if FBFGFireCounter
<> -1 then
3159 if FTime
[T_SWITCH
] > gTime
then
3161 for i
:= WP_FIRST
to WP_LAST
do
3162 if FReloading
[i
] > 0 then
3170 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3171 //FNextWeap := FNextWeap and $1FFF;
3172 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3174 if not switchAllowed
then
3176 //HACK for weapon cycling
3177 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3181 nw
:= getNextWeaponIndex();
3182 if nw
= 255 then exit
; // don't reset anything here
3183 if nw
> High(FWeapon
) then
3185 // don't forget to reset queue here!
3186 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3194 FTime
[T_SWITCH
] := gTime
+156;
3195 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3196 FModel
.SetWeapon(FCurrWeap
);
3197 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3201 procedure TPlayer
.NextWeapon();
3203 if g_Game_IsClient
then Exit
;
3207 procedure TPlayer
.PrevWeapon();
3209 if g_Game_IsClient
then Exit
;
3213 procedure TPlayer
.SetWeapon(W
: Byte);
3215 if FCurrWeap
<> W
then
3216 if W
= WEAPON_SAW
then
3217 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3220 FModel
.SetWeapon(CurrWeap
);
3224 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3226 function allowBerserkSwitching (): Boolean;
3228 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3230 if gBerserkAutoswitch
then exit
;
3231 if not conIsCheatsEnabled
then exit
;
3239 if g_Game_IsClient
then Exit
;
3241 // a = true - место спавна предмета:
3242 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3247 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3249 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3253 if gFlash
= 2 then Inc(FPickup
, 5);
3257 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3259 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3263 if gFlash
= 2 then Inc(FPickup
, 5);
3267 if FArmor
< PLAYER_AP_SOFT
then
3269 FArmor
:= PLAYER_AP_SOFT
;
3272 if gFlash
= 2 then Inc(FPickup
, 5);
3276 if FArmor
< PLAYER_AP_LIMIT
then
3278 FArmor
:= PLAYER_AP_LIMIT
;
3281 if gFlash
= 2 then Inc(FPickup
, 5);
3285 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3287 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3291 if gFlash
= 2 then Inc(FPickup
, 5);
3295 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
3297 if FHealth
< PLAYER_HP_LIMIT
then
3298 FHealth
:= PLAYER_HP_LIMIT
;
3299 if FArmor
< PLAYER_AP_LIMIT
then
3300 FArmor
:= PLAYER_AP_LIMIT
;
3304 if gFlash
= 2 then Inc(FPickup
, 5);
3308 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3310 FWeapon
[WEAPON_SAW
] := True;
3312 if gFlash
= 2 then Inc(FPickup
, 5);
3313 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3316 ITEM_WEAPON_SHOTGUN1
:
3317 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3319 // Нужно, чтобы не взять все пули сразу:
3320 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3322 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3323 FWeapon
[WEAPON_SHOTGUN1
] := True;
3325 if gFlash
= 2 then Inc(FPickup
, 5);
3326 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3329 ITEM_WEAPON_SHOTGUN2
:
3330 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3332 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3334 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3335 FWeapon
[WEAPON_SHOTGUN2
] := True;
3337 if gFlash
= 2 then Inc(FPickup
, 5);
3338 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3341 ITEM_WEAPON_CHAINGUN
:
3342 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3344 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3346 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3347 FWeapon
[WEAPON_CHAINGUN
] := True;
3349 if gFlash
= 2 then Inc(FPickup
, 5);
3350 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3353 ITEM_WEAPON_ROCKETLAUNCHER
:
3354 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3356 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3358 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3359 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3361 if gFlash
= 2 then Inc(FPickup
, 5);
3362 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3366 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3368 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3370 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3371 FWeapon
[WEAPON_PLASMA
] := True;
3373 if gFlash
= 2 then Inc(FPickup
, 5);
3374 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3378 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3380 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3382 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3383 FWeapon
[WEAPON_BFG
] := True;
3385 if gFlash
= 2 then Inc(FPickup
, 5);
3386 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3389 ITEM_WEAPON_SUPERPULEMET
:
3390 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3392 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3394 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3395 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3397 if gFlash
= 2 then Inc(FPickup
, 5);
3398 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3401 ITEM_WEAPON_FLAMETHROWER
:
3402 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
3404 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
3406 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3407 FWeapon
[WEAPON_FLAMETHROWER
] := True;
3409 if gFlash
= 2 then Inc(FPickup
, 5);
3410 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3414 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3416 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3419 if gFlash
= 2 then Inc(FPickup
, 5);
3422 ITEM_AMMO_BULLETS_BOX
:
3423 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3425 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3428 if gFlash
= 2 then Inc(FPickup
, 5);
3432 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3434 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3437 if gFlash
= 2 then Inc(FPickup
, 5);
3440 ITEM_AMMO_SHELLS_BOX
:
3441 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3443 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3446 if gFlash
= 2 then Inc(FPickup
, 5);
3450 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3452 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3455 if gFlash
= 2 then Inc(FPickup
, 5);
3458 ITEM_AMMO_ROCKET_BOX
:
3459 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3461 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3464 if gFlash
= 2 then Inc(FPickup
, 5);
3468 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3470 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3473 if gFlash
= 2 then Inc(FPickup
, 5);
3477 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3479 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3482 if gFlash
= 2 then Inc(FPickup
, 5);
3486 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3488 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
3491 if gFlash
= 2 then Inc(FPickup
, 5);
3495 if not(R_ITEM_BACKPACK
in FRulez
) or
3496 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3497 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3498 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3499 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
3500 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
3502 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
3503 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
3504 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
3505 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
3506 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
3508 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3509 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3510 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3511 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3512 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3513 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3514 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3515 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3516 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
3517 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
3519 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3522 if gFlash
= 2 then Inc(FPickup
, 5);
3526 if not(R_KEY_RED
in FRulez
) then
3528 Include(FRulez
, R_KEY_RED
);
3530 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3531 if gFlash
= 2 then Inc(FPickup
, 5);
3532 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3536 if not(R_KEY_GREEN
in FRulez
) then
3538 Include(FRulez
, R_KEY_GREEN
);
3540 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3541 if gFlash
= 2 then Inc(FPickup
, 5);
3542 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3546 if not(R_KEY_BLUE
in FRulez
) then
3548 Include(FRulez
, R_KEY_BLUE
);
3550 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3551 if gFlash
= 2 then Inc(FPickup
, 5);
3552 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3556 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
3558 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
3562 if gFlash
= 2 then Inc(FPickup
, 5);
3566 if FAir
< AIR_MAX
then
3571 if gFlash
= 2 then Inc(FPickup
, 5);
3576 if not (R_BERSERK
in FRulez
) then
3578 Include(FRulez
, R_BERSERK
);
3579 if allowBerserkSwitching
then
3581 FCurrWeap
:= WEAPON_KASTET
;
3583 FModel
.SetWeapon(WEAPON_KASTET
);
3588 if gFlash
= 2 then Inc(FPickup
, 5);
3590 FBerserk
:= gTime
+30000;
3595 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3597 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
3598 FBerserk
:= gTime
+30000;
3606 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
3608 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
3612 if gFlash
= 2 then Inc(FPickup
, 5);
3616 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
3618 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
3622 if gFlash
= 2 then Inc(FPickup
, 5);
3626 if FArmor
< PLAYER_AP_LIMIT
then
3628 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
3631 if gFlash
= 2 then Inc(FPickup
, 5);
3635 if FJetFuel
< JET_MAX
then
3637 FJetFuel
:= JET_MAX
;
3640 if gFlash
= 2 then Inc(FPickup
, 5);
3644 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
3646 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
3649 if gFlash
= 2 then Inc(FPickup
, 5);
3654 procedure TPlayer
.Touch();
3658 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3661 // Бросить флаг товарищу:
3662 if gGameSettings
.GameMode
= GM_CTF
then
3667 procedure TPlayer
.Push(vx
, vy
: Integer);
3669 if (not FPhysics
) and FGhost
then
3671 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
3672 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
3673 if g_Game_IsNet
and g_Game_IsServer
then
3674 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
3677 procedure TPlayer
.Reset(Force
: Boolean);
3683 FTime
[T_RESPAWN
] := 0;
3684 FTime
[T_FLAGCAP
] := 0;
3700 FSpectator
:= False;
3703 FSpectatePlayer
:= -1;
3704 FNoRespawn
:= False;
3706 FLives
:= gGameSettings
.MaxLives
;
3711 procedure TPlayer
.SoftReset();
3719 FBFGFireCounter
:= -1;
3727 SetAction(A_STAND
, True);
3730 function TPlayer
.GetRespawnPoint(): Byte;
3735 // На будущее: FSpawn - игрок уже играл и перерождается
3737 // Одиночная игра/кооператив
3738 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
3740 if Self
= gPlayer1
then
3742 // player 1 should try to spawn on the player 1 point
3743 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
3744 Exit(RESPAWNPOINT_PLAYER1
)
3745 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
3746 Exit(RESPAWNPOINT_PLAYER2
);
3748 else if Self
= gPlayer2
then
3750 // player 2 should try to spawn on the player 2 point
3751 if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2
) > 0 then
3752 Exit(RESPAWNPOINT_PLAYER2
)
3753 else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1
) > 0 then
3754 Exit(RESPAWNPOINT_PLAYER1
);
3758 // other players randomly pick either the first or the second point
3759 c
:= IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1
, RESPAWNPOINT_PLAYER2
);
3760 if g_Map_GetPointCount(c
) > 0 then
3762 // try the other one
3763 c
:= IfThen((c
= RESPAWNPOINT_PLAYER1
), RESPAWNPOINT_PLAYER2
, RESPAWNPOINT_PLAYER1
);
3764 if g_Map_GetPointCount(c
) > 0 then
3770 if gGameSettings
.GameMode
= GM_DM
then
3772 // try DM points first
3773 if g_Map_GetPointCount(RESPAWNPOINT_DM
) > 0 then
3774 Exit(RESPAWNPOINT_DM
);
3778 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
3780 // try team points first
3781 c
:= RESPAWNPOINT_DM
;
3782 if FTeam
= TEAM_RED
then
3783 c
:= RESPAWNPOINT_RED
3784 else if FTeam
= TEAM_BLUE
then
3785 c
:= RESPAWNPOINT_BLUE
;
3786 if g_Map_GetPointCount(c
) > 0 then
3790 // still haven't found a spawnpoint, try random shit
3791 Result
:= g_Map_GetRandomPointType();
3794 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
3796 RespawnPoint
: TRespawnPoint
;
3804 FBFGFireCounter
:= -1;
3811 if not g_Game_IsServer
then
3815 FWantsInGame
:= True;
3816 FJustTeleported
:= True;
3819 FTime
[T_RESPAWN
] := 0;
3823 // if server changes MaxLives we gotta be ready
3824 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
3826 // Еще нельзя возродиться:
3827 if FTime
[T_RESPAWN
] > gTime
then
3830 // Просрал все жизни:
3833 if not FSpectator
then Spectate(True);
3834 FWantsInGame
:= True;
3838 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
3839 begin // "Своя игра"
3840 // Берсерк не сохраняется между уровнями:
3841 FRulez
:= FRulez
-[R_BERSERK
];
3843 else // "Одиночная игра"/"Кооп"
3845 // Берсерк и ключи не сохраняются между уровнями:
3846 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
3849 // Получаем точку спауна игрока:
3850 c
:= GetRespawnPoint();
3855 // Воскрешение без оружия:
3858 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
3864 for a
:= WP_FIRST
to WP_LAST
do
3866 FWeapon
[a
] := False;
3870 FWeapon
[WEAPON_PISTOL
] := True;
3871 FWeapon
[WEAPON_KASTET
] := True;
3872 FCurrWeap
:= WEAPON_PISTOL
;
3875 FModel
.SetWeapon(FCurrWeap
);
3877 for b
:= A_BULLETS
to A_HIGH
do
3880 FAmmo
[A_BULLETS
] := 50;
3882 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
3883 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
3884 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
3885 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
3886 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
3888 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
3889 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
3890 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
3895 // Получаем координаты точки возрождения:
3896 if not g_Map_GetPoint(c
, RespawnPoint
) then
3898 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
3902 // Установка координат и сброс всех параметров:
3903 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
3904 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
3905 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
3906 FObj
.oldY
:= FObj
.Y
;
3912 FDirection
:= RespawnPoint
.Direction
;
3913 if FDirection
= TDirection
.D_LEFT
then
3918 SetAction(A_STAND
, True);
3919 FModel
.Direction
:= FDirection
;
3921 for a
:= Low(FTime
) to High(FTime
) do
3924 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
3927 // Respawn invulnerability
3928 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
3930 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
3931 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
3936 FCanJetpack
:= False;
3942 // Анимация возрождения:
3943 if (not gLoadGameMode
) and (not Silent
) then
3944 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
3946 Anim
:= TAnimation
.Create(ID
, False, 3);
3947 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
3948 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
3952 FSpectator
:= False;
3955 FSpectatePlayer
:= -1;
3958 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
3960 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
3963 if g_Game_IsNet
then
3965 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
3966 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
3968 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
3969 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
3974 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
3977 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
3978 else if (not NoMove
) then
3980 GameX
:= gMapInfo
.Width
div 2;
3981 GameY
:= gMapInfo
.Height
div 2;
3990 FWantsInGame
:= False;
3996 if Self
= gPlayer1
then
3998 gSpectLatchPID1
:= FUID
;
4001 else if Self
= gPlayer2
then
4003 gSpectLatchPID2
:= FUID
;
4008 if g_Game_IsNet
then
4009 MH_SEND_PlayerStats(FUID
);
4012 procedure TPlayer
.SwitchNoClip
;
4016 FGhost
:= not FGhost
;
4017 FPhysics
:= not FGhost
;
4029 procedure TPlayer
.Run(Direction
: TDirection
);
4033 if MAX_RUNVEL
> 8 then
4037 if Direction
= TDirection
.D_LEFT
then
4039 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4040 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4043 if FObj
.Vel
.X
< MAX_RUNVEL
then
4044 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4046 // Возможно, пинаем куски:
4047 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4049 b
:= Abs(FObj
.Vel
.X
);
4050 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4051 for a
:= 0 to High(gGibs
) do
4053 if gGibs
[a
].alive
and
4054 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4055 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4058 if FObj
.Vel
.X
< 0 then
4060 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // налево
4064 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // направо
4066 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4074 procedure TPlayer
.SeeDown();
4076 SetAction(A_SEEDOWN
);
4078 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4080 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4083 procedure TPlayer
.SeeUp();
4087 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4089 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4092 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4100 A_ATTACK
: Prior
:= 2;
4101 A_SEEUP
: Prior
:= 1;
4102 A_SEEDOWN
: Prior
:= 1;
4103 A_ATTACKUP
: Prior
:= 2;
4104 A_ATTACKDOWN
: Prior
:= 2;
4109 if (Prior
> FActionPrior
) or Force
then
4110 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4112 FActionPrior
:= Prior
;
4113 FActionAnim
:= Action
;
4114 FActionForce
:= Force
;
4115 FActionChanged
:= True;
4118 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4121 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4123 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4124 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4125 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4126 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4129 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4136 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4138 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4139 if g_Game_IsServer
and g_Game_IsNet
then
4140 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4144 FJustTeleported
:= True;
4149 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4151 Anim
:= TAnimation
.Create(ID
, False, 3);
4154 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4155 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4156 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4157 if g_Game_IsServer
and g_Game_IsNet
then
4158 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4159 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4163 FObj
.X
:= X
-PLAYER_RECT
.X
;
4164 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4165 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4166 FObj
.oldY
:= FObj
.Y
;
4167 if FAlive
and FGhost
then
4173 if not g_Game_IsNet
then
4177 SetDirection(TDirection
.D_LEFT
);
4183 SetDirection(TDirection
.D_RIGHT
);
4189 if FDirection
= TDirection
.D_RIGHT
then
4191 SetDirection(TDirection
.D_LEFT
);
4196 SetDirection(TDirection
.D_RIGHT
);
4202 if not silent
and (Anim
<> nil) then
4204 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4205 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4208 if g_Game_IsServer
and g_Game_IsNet
then
4209 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4210 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4217 function nonz(a
: Single): Single;
4225 function TPlayer
.refreshCorpse(): Boolean;
4231 if FAlive
or FSpectator
then
4233 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
4235 for i
:= 0 to High(gCorpses
) do
4236 if gCorpses
[i
] <> nil then
4237 if gCorpses
[i
].FPlayerUID
= FUID
then
4245 function TPlayer
.getCameraObj(): TObj
;
4247 if (not FAlive
) and (not FSpectator
) and
4248 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
4249 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
4251 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
4252 Result
:= gCorpses
[FCorpse
].FObj
;
4260 procedure TPlayer
.PreUpdate();
4262 FSlopeOld
:= FObj
.slopeUpLeft
;
4263 FIncCamOld
:= FIncCam
;
4264 FObj
.oldX
:= FObj
.X
;
4265 FObj
.oldY
:= FObj
.Y
;
4268 procedure TPlayer
.Update();
4271 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4272 blockmon
, headwater
, dospawn
: Boolean;
4277 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4278 AnyServer
:= g_Game_IsServer
;
4280 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4281 DoLerp(NetInterpLevel
+ 1)
4287 if FClientID
>= 0 then
4289 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4290 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4291 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4300 if FAlive
and (FPunchAnim
<> nil) then
4301 FPunchAnim
.Update();
4303 if FAlive
and (gFly
or FJetpack
) then
4306 if FDirection
= TDirection
.D_LEFT
then
4311 if FAlive
and (not FGhost
) then
4313 if FKeys
[KEY_UP
].Pressed
then
4315 if FKeys
[KEY_DOWN
].Pressed
then
4319 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4322 i
:= g_basic
.Sign(FIncCam
);
4323 FIncCam
:= Abs(FIncCam
);
4324 DecMin(FIncCam
, 5, 0);
4325 FIncCam
:= FIncCam
*i
;
4328 // no need to do that each second frame, weapon queue will take care of it
4329 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
4330 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
4332 if gTime
mod (GAME_TICK
*2) <> 0 then
4334 if (FObj
.Vel
.X
= 0) and FAlive
then
4336 if FKeys
[KEY_LEFT
].Pressed
then
4337 Run(TDirection
.D_LEFT
);
4338 if FKeys
[KEY_RIGHT
].Pressed
then
4339 Run(TDirection
.D_RIGHT
);
4344 g_Obj_Move(@FObj
, True, True, True);
4345 positionChanged(); // this updates spatial accelerators
4351 FActionChanged
:= False;
4355 // Let alive player do some actions
4356 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
4357 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
4358 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
4359 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
4360 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
4366 if NetServer
then MH_SEND_PlayerStats(FUID
);
4369 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4370 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4373 if AnyServer
and FJetpack
then
4377 if NetServer
then MH_SEND_PlayerStats(FUID
);
4379 FCanJetpack
:= True;
4386 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4388 if FKeys
[k
].Pressed
then
4396 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4399 if (FTime
[T_RESPAWN
] <= gTime
) and
4400 gGameOn
and (not FAlive
) then
4402 if (g_Player_GetCount() > 1) then
4406 gExit
:= EXIT_RESTART
;
4411 // Dead spectator actions
4414 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4415 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4419 if (FSpectatePlayer
>= High(gPlayers
)) then
4420 FSpectatePlayer
:= -1
4424 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4425 if gPlayers
[I
] <> nil then
4426 if gPlayers
[I
].alive
then
4427 if gPlayers
[I
].UID
<> FUID
then
4429 FSpectatePlayer
:= I
;
4434 if not SetSpect
then FSpectatePlayer
:= -1;
4445 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4447 FYTo
:= FObj
.Y
- 32;
4448 FSpectatePlayer
:= -1;
4450 if FKeys
[KEY_DOWN
].Pressed
then
4452 FYTo
:= FObj
.Y
+ 32;
4453 FSpectatePlayer
:= -1;
4455 if FKeys
[KEY_LEFT
].Pressed
then
4457 FXTo
:= FObj
.X
- 32;
4458 FSpectatePlayer
:= -1;
4460 if FKeys
[KEY_RIGHT
].Pressed
then
4462 FXTo
:= FObj
.X
+ 32;
4463 FSpectatePlayer
:= -1;
4466 if (FXTo
< -64) then
4468 else if (FXTo
> gMapInfo
.Width
+ 32) then
4469 FXTo
:= gMapInfo
.Width
+ 32;
4470 if (FYTo
< -72) then
4472 else if (FYTo
> gMapInfo
.Height
+ 32) then
4473 FYTo
:= gMapInfo
.Height
+ 32;
4478 g_Obj_Move(@FObj
, True, True, True);
4479 positionChanged(); // this updates spatial accelerators
4486 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4487 if gPlayers
[FSpectatePlayer
] <> nil then
4488 if gPlayers
[FSpectatePlayer
].alive
then
4490 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4491 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4495 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4496 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4497 PANEL_BLOCKMON
, True);
4498 headwater
:= HeadInLiquid(0, 0);
4500 // Сопротивление воздуха:
4501 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4502 if FObj
.Vel
.X
<> 0 then
4503 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4505 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4506 DecMin(FPain
, 5, 0);
4507 DecMin(FPickup
, 1, 0);
4509 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
4511 // Обнулить действия примочек, чтобы фон пропал
4512 FMegaRulez
[MR_SUIT
] := 0;
4513 FMegaRulez
[MR_INVUL
] := 0;
4514 FMegaRulez
[MR_INVIS
] := 0;
4515 Kill(K_FALLKILL
, 0, HIT_FALL
);
4522 if FCurrWeap
= WEAPON_SAW
then
4523 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
4524 FSawSoundSelect
.IsPlaying()) then
4525 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
4528 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
4529 (not FJetSoundOff
.IsPlaying()) then
4531 FJetSoundFly
.SetPosition(0);
4532 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
4535 for b
:= WP_FIRST
to WP_LAST
do
4536 if FReloading
[b
] > 0 then
4542 if FShellTimer
> -1 then
4543 if FShellTimer
= 0 then
4545 if FShellType
= SHELL_SHELL
then
4546 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4547 GameVelX
, GameVelY
-2, SHELL_SHELL
)
4548 else if FShellType
= SHELL_DBLSHELL
then
4550 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4551 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
4552 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4553 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
4556 end else Dec(FShellTimer
);
4558 if (FBFGFireCounter
> -1) then
4559 if FBFGFireCounter
= 0 then
4563 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
4564 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
4565 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
4566 yd
:= wy
+firediry();
4567 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
4568 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
4569 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4570 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4571 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4574 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
4575 FBFGFireCounter
:= -1;
4578 FBFGFireCounter
:= 0
4580 Dec(FBFGFireCounter
);
4582 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
4584 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
4586 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
4589 if (headwater
or blockmon
) then
4595 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
4598 else if (FAir
mod 31 = 0) and not blockmon
then
4600 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
4601 if Random(2) = 0 then
4602 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
4604 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
4606 end else if FAir
< AIR_DEF
then
4609 if FFireTime
> 0 then
4611 if BodyInLiquid(0, 0) then
4616 else if FMegaRulez
[MR_SUIT
] >= gTime
then
4618 if FMegaRulez
[MR_SUIT
] = gTime
then
4625 if FFirePainTime
<= 0 then
4627 if g_Game_IsServer
then
4628 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
4629 FFirePainTime
:= 12 - FFireTime
div 12;
4631 FFirePainTime
:= FFirePainTime
- 1;
4632 FFireTime
:= FFireTime
- 1;
4633 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
4634 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
4635 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
4636 MH_SEND_PlayerStats(FUID
);
4640 if FDamageBuffer
> 0 then
4642 if FDamageBuffer
>= 9 then
4646 if FDamageBuffer
< 30 then i
:= 9
4647 else if FDamageBuffer
< 100 then i
:= 18
4651 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
4652 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
4653 FHealth
:= FHealth
-ii
;
4656 FHealth
:= FHealth
+FArmor
;
4661 if FHealth
<= 0 then
4662 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
4663 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
4664 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
4666 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
4668 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
4669 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
4670 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
4671 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
4678 end; // if FAlive then ...
4680 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
4682 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
4683 FModel
.GetCurrentAnimation
.MinLength
:= i
;
4684 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
4685 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
4687 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
4688 then SetAction(A_STAND
, True);
4690 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
4692 for b
:= Low(FKeys
) to High(FKeys
) do
4693 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
4697 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
4699 x
:= FObj
.X
+PLAYER_RECT
.X
;
4700 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
4701 w
:= PLAYER_RECT
.Width
;
4702 h
:= PLAYER_RECT
.Height
;
4706 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
4708 if (dx
<> 0) or (dy
<> 0) then
4717 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
4719 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4720 FObj
.Y
+PLAYER_RECT
.Y
,
4727 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
4729 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4730 FObj
.Y
+PLAYER_RECT
.Y
,
4734 Panel
.Width
, Panel
.Height
);
4737 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
4739 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
4740 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
4741 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
4742 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
4745 function g_Player_ValidName(Name
: string): Boolean;
4751 if gPlayers
= nil then Exit
;
4753 for a
:= 0 to High(gPlayers
) do
4754 if gPlayers
[a
] <> nil then
4755 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
4762 procedure TPlayer
.SetDirection(Direction
: TDirection
);
4766 d
:= FModel
.Direction
;
4768 FModel
.Direction
:= Direction
;
4769 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
4771 FDirection
:= Direction
;
4774 function TPlayer
.GetKeys(): Byte;
4778 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
4779 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
4780 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
4782 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
4783 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
4786 procedure TPlayer
.Use();
4790 if FTime
[T_USE
] > gTime
then Exit
;
4792 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
4793 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
4795 for a
:= 0 to High(gPlayers
) do
4796 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
4797 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
4798 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4799 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
4801 gPlayers
[a
].Touch();
4802 if g_Game_IsNet
and g_Game_IsServer
then
4803 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
4806 FTime
[T_USE
] := gTime
+120;
4809 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
4813 WX
, WY
, XD
, YD
: Integer;
4825 if R_BERSERK
in FRulez
then
4827 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4828 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
4829 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
4832 locobj
.rect
.Width
:= 39;
4833 locobj
.rect
.Height
:= 52;
4834 locobj
.Vel
.X
:= (xd
-wx
) div 2;
4835 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
4836 locobj
.Accel
.X
:= xd
-wx
;
4837 locobj
.Accel
.y
:= yd
-wy
;
4839 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
4840 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
4842 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
4846 FPain
:= min(FPain
+ 25, 50);
4848 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
4853 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4854 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
4856 FSawSoundSelect
.Stop();
4858 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
4860 else if not FSawSoundHit
.IsPlaying() then
4862 FSawSoundSelect
.Stop();
4863 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
4870 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
4871 FFireAngle
:= FAngle
;
4873 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4874 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4879 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4880 FFireAngle
:= FAngle
;
4883 FShellType
:= SHELL_SHELL
;
4888 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
4889 FFireAngle
:= FAngle
;
4892 FShellType
:= SHELL_DBLSHELL
;
4897 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
4898 FFireAngle
:= FAngle
;
4900 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4901 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4904 WEAPON_ROCKETLAUNCHER
:
4906 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
4907 FFireAngle
:= FAngle
;
4913 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
4914 FFireAngle
:= FAngle
;
4920 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
4921 FFireAngle
:= FAngle
;
4925 WEAPON_SUPERPULEMET
:
4927 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4928 FFireAngle
:= FAngle
;
4930 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4931 GameVelX
, GameVelY
-2, SHELL_SHELL
);
4934 WEAPON_FLAMETHROWER
:
4936 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
4938 FFireAngle
:= FAngle
;
4945 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4946 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4947 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4950 procedure TPlayer
.DoLerp(Level
: Integer = 2);
4952 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
4953 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
4956 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
4962 if FJustTeleported
or (NetInterpLevel
< 1) then
4966 if FJustTeleported
then
4968 FObj
.oldX
:= FObj
.X
;
4969 FObj
.oldY
:= FObj
.Y
;
4974 AX
:= Abs(FXTo
- FObj
.X
);
4975 AY
:= Abs(FYTo
- FObj
.Y
);
4976 if (AX
> 32) or (AX
<= NetInterpLevel
) then
4978 if (AY
> 32) or (AY
<= NetInterpLevel
) then
4983 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
4985 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
4986 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
4987 PANEL_LIFTUP
, False) then Result
:= -1
4989 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
4990 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
4991 PANEL_LIFTDOWN
, False) then Result
:= 1
4995 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5002 if Flag
= FLAG_NONE
then
5005 if not g_Game_IsServer
then Exit
;
5007 // Принес чужой флаг на свою базу:
5008 if (Flag
= FTeam
) and
5009 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5010 (FFlag
<> FLAG_NONE
) then
5012 if FFlag
= FLAG_RED
then
5013 s
:= _lc
[I_PLAYER_FLAG_RED
]
5015 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5017 evtype
:= FLAG_STATE_SCORED
;
5019 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5020 Insert('.', ts
, Length(ts
) + 1 - 3);
5021 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5023 g_Map_ResetFlag(FFlag
);
5024 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5026 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5027 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5028 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5033 if not sound_cap_flag
[a
].IsPlaying() then
5034 sound_cap_flag
[a
].Play();
5036 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5039 if g_Game_IsNet
then
5041 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5045 gFlags
[FFlag
].CaptureTime
:= 0;
5050 // Подобрал свой флаг - вернул его на базу:
5051 if (Flag
= FTeam
) and
5052 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5054 if Flag
= FLAG_RED
then
5055 s
:= _lc
[I_PLAYER_FLAG_RED
]
5057 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5059 evtype
:= FLAG_STATE_RETURNED
;
5060 gFlags
[Flag
].CaptureTime
:= 0;
5062 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5064 g_Map_ResetFlag(Flag
);
5065 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5067 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5068 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5069 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5074 if not sound_ret_flag
[a
].IsPlaying() then
5075 sound_ret_flag
[a
].Play();
5078 if g_Game_IsNet
then
5080 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5086 // Подобрал чужой флаг:
5087 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5091 if Flag
= FLAG_RED
then
5092 s
:= _lc
[I_PLAYER_FLAG_RED
]
5094 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5096 evtype
:= FLAG_STATE_CAPTURED
;
5098 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5100 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5102 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5104 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5105 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5106 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5111 if not sound_get_flag
[a
].IsPlaying() then
5112 sound_get_flag
[a
].Play();
5115 if g_Game_IsNet
then
5117 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5123 procedure TPlayer
.SetFlag(Flag
: Byte);
5126 if FModel
<> nil then
5127 FModel
.SetFlag(FFlag
);
5130 function TPlayer
.DropFlag(Silent
: Boolean = True): Boolean;
5136 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5138 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5139 with gFlags
[FFlag
] do
5143 Direction
:= FDirection
;
5144 State
:= FLAG_STATE_DROPPED
;
5146 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5147 (FObj
.Vel
.Y
div 2)-2+Random(5));
5148 positionChanged(); // this updates spatial accelerators
5150 if FFlag
= FLAG_RED
then
5151 s
:= _lc
[I_PLAYER_FLAG_RED
]
5153 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5155 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5156 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5158 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5159 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5160 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5165 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5166 sound_lost_flag
[a
].Play();
5168 if g_Game_IsNet
then
5169 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5175 procedure TPlayer
.GetSecret();
5177 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5179 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5180 g_Sound_PlayEx('SOUND_GAME_SECRET');
5185 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5187 Assert(Key
<= High(FKeys
));
5189 FKeys
[Key
].Pressed
:= True;
5190 FKeys
[Key
].Time
:= Time
;
5193 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5195 Result
:= FKeys
[K
].Pressed
;
5198 procedure TPlayer
.ReleaseKeys();
5202 for a
:= Low(FKeys
) to High(FKeys
) do
5204 FKeys
[a
].Pressed
:= False;
5209 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5213 function TPlayer
.firediry(): Integer;
5215 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5216 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5220 procedure TPlayer
.RememberState();
5223 SavedState
: TPlayerSavedState
;
5225 SavedState
.Health
:= FHealth
;
5226 SavedState
.Armor
:= FArmor
;
5227 SavedState
.Air
:= FAir
;
5228 SavedState
.JetFuel
:= FJetFuel
;
5229 SavedState
.CurrWeap
:= FCurrWeap
;
5230 SavedState
.NextWeap
:= FNextWeap
;
5231 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
5232 for i
:= Low(FWeapon
) to High(FWeapon
) do
5233 SavedState
.Weapon
[i
] := FWeapon
[i
];
5234 for i
:= Low(FAmmo
) to High(FAmmo
) do
5235 SavedState
.Ammo
[i
] := FAmmo
[i
];
5236 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5237 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5238 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5240 FSavedStateNum
:= -1;
5241 for i
:= Low(SavedStates
) to High(SavedStates
) do
5242 if not SavedStates
[i
].Used
then
5244 FSavedStateNum
:= i
;
5247 if FSavedStateNum
< 0 then
5249 SetLength(SavedStates
, Length(SavedStates
) + 1);
5250 FSavedStateNum
:= High(SavedStates
);
5253 SavedState
.Used
:= True;
5254 SavedStates
[FSavedStateNum
] := SavedState
;
5257 procedure TPlayer
.RecallState();
5260 SavedState
: TPlayerSavedState
;
5262 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
5265 SavedState
:= SavedStates
[FSavedStateNum
];
5266 SavedStates
[FSavedStateNum
].Used
:= False;
5267 FSavedStateNum
:= -1;
5269 FHealth
:= SavedState
.Health
;
5270 FArmor
:= SavedState
.Armor
;
5271 FAir
:= SavedState
.Air
;
5272 FJetFuel
:= SavedState
.JetFuel
;
5273 FCurrWeap
:= SavedState
.CurrWeap
;
5274 FNextWeap
:= SavedState
.NextWeap
;
5275 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
5276 for i
:= Low(FWeapon
) to High(FWeapon
) do
5277 FWeapon
[i
] := SavedState
.Weapon
[i
];
5278 for i
:= Low(FAmmo
) to High(FAmmo
) do
5279 FAmmo
[i
] := SavedState
.Ammo
[i
];
5280 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
5281 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
5282 FRulez
:= SavedState
.Rulez
;
5284 if gGameSettings
.GameType
= GT_SERVER
then
5285 MH_SEND_PlayerStats(FUID
);
5288 procedure TPlayer
.SaveState (st
: TStream
);
5294 utils
.writeSign(st
, 'PLYR');
5295 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
5297 utils
.writeBool(st
, FIamBot
);
5299 utils
.writeInt(st
, Word(FUID
));
5301 utils
.writeStr(st
, FName
);
5303 utils
.writeInt(st
, Byte(FTeam
));
5305 utils
.writeBool(st
, FAlive
);
5306 // Израсходовал ли все жизни
5307 utils
.writeBool(st
, FNoRespawn
);
5309 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
5310 utils
.writeInt(st
, Byte(b
));
5312 utils
.writeInt(st
, LongInt(FHealth
));
5313 // Коэффициент инвалидности
5314 utils
.writeInt(st
, LongInt(FHandicap
));
5316 utils
.writeInt(st
, Byte(FLives
));
5318 utils
.writeInt(st
, LongInt(FArmor
));
5320 utils
.writeInt(st
, LongInt(FAir
));
5322 utils
.writeInt(st
, LongInt(FJetFuel
));
5324 utils
.writeInt(st
, LongInt(FPain
));
5326 utils
.writeInt(st
, LongInt(FKills
));
5328 utils
.writeInt(st
, LongInt(FMonsterKills
));
5330 utils
.writeInt(st
, LongInt(FFrags
));
5332 utils
.writeInt(st
, Byte(FFragCombo
));
5333 // Время последнего фрага
5334 utils
.writeInt(st
, LongWord(FLastFrag
));
5336 utils
.writeInt(st
, LongInt(FDeath
));
5338 utils
.writeInt(st
, Byte(FFlag
));
5340 utils
.writeInt(st
, LongInt(FSecrets
));
5342 utils
.writeInt(st
, Byte(FCurrWeap
));
5344 utils
.writeInt(st
, Word(FNextWeap
));
5346 utils
.writeInt(st
, Byte(FNextWeapDelay
));
5347 // Время зарядки BFG
5348 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
5350 utils
.writeInt(st
, LongInt(FDamageBuffer
));
5351 // Последний ударивший
5352 utils
.writeInt(st
, Word(FLastSpawnerUID
));
5353 // Тип последнего полученного урона
5354 utils
.writeInt(st
, Byte(FLastHit
));
5356 Obj_SaveState(st
, @FObj
);
5357 // Текущее количество патронов
5358 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
5359 // Максимальное количество патронов
5360 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
5362 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
5363 // Время перезарядки оружия
5364 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
5366 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
5367 // Наличие красного ключа
5368 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
5369 // Наличие зеленого ключа
5370 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
5371 // Наличие синего ключа
5372 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
5374 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
5375 // Время действия специальных предметов
5376 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
5377 // Время до повторного респауна, смены оружия, исользования, захвата флага
5378 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
5380 utils
.writeStr(st
, FModel
.Name
);
5382 utils
.writeInt(st
, Byte(FColor
.R
));
5383 utils
.writeInt(st
, Byte(FColor
.G
));
5384 utils
.writeInt(st
, Byte(FColor
.B
));
5388 procedure TPlayer
.LoadState (st
: TStream
);
5397 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
5398 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
5400 FIamBot
:= utils
.readBool(st
);
5402 FUID
:= utils
.readWord(st
);
5404 str
:= utils
.readStr(st
);
5405 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
5407 FTeam
:= utils
.readByte(st
);
5409 FAlive
:= utils
.readBool(st
);
5410 // Израсходовал ли все жизни
5411 FNoRespawn
:= utils
.readBool(st
);
5413 b
:= utils
.readByte(st
);
5414 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
5416 FHealth
:= utils
.readLongInt(st
);
5417 // Коэффициент инвалидности
5418 FHandicap
:= utils
.readLongInt(st
);
5420 FLives
:= utils
.readByte(st
);
5422 FArmor
:= utils
.readLongInt(st
);
5424 FAir
:= utils
.readLongInt(st
);
5426 FJetFuel
:= utils
.readLongInt(st
);
5428 FPain
:= utils
.readLongInt(st
);
5430 FKills
:= utils
.readLongInt(st
);
5432 FMonsterKills
:= utils
.readLongInt(st
);
5434 FFrags
:= utils
.readLongInt(st
);
5436 FFragCombo
:= utils
.readByte(st
);
5437 // Время последнего фрага
5438 FLastFrag
:= utils
.readLongWord(st
);
5440 FDeath
:= utils
.readLongInt(st
);
5442 FFlag
:= utils
.readByte(st
);
5444 FSecrets
:= utils
.readLongInt(st
);
5446 FCurrWeap
:= utils
.readByte(st
);
5448 FNextWeap
:= utils
.readWord(st
);
5450 FNextWeapDelay
:= utils
.readByte(st
);
5451 // Время зарядки BFG
5452 FBFGFireCounter
:= utils
.readSmallInt(st
);
5454 FDamageBuffer
:= utils
.readLongInt(st
);
5455 // Последний ударивший
5456 FLastSpawnerUID
:= utils
.readWord(st
);
5457 // Тип последнего полученного урона
5458 FLastHit
:= utils
.readByte(st
);
5460 Obj_LoadState(@FObj
, st
);
5461 // Текущее количество патронов
5462 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
5463 // Максимальное количество патронов
5464 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
5466 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
5467 // Время перезарядки оружия
5468 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
5470 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
5471 // Наличие красного ключа
5472 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
5473 // Наличие зеленого ключа
5474 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
5475 // Наличие синего ключа
5476 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
5478 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
5479 // Время действия специальных предметов
5480 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
5481 // Время до повторного респауна, смены оружия, исользования, захвата флага
5482 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
5484 str
:= utils
.readStr(st
);
5486 FColor
.R
:= utils
.readByte(st
);
5487 FColor
.G
:= utils
.readByte(st
);
5488 FColor
.B
:= utils
.readByte(st
);
5489 if (self
= gPlayer1
) then
5491 str
:= gPlayer1Settings
.Model
;
5492 FColor
:= gPlayer1Settings
.Color
;
5494 else if (self
= gPlayer2
) then
5496 str
:= gPlayer2Settings
.Model
;
5497 FColor
:= gPlayer2Settings
.Color
;
5499 // Обновляем модель игрока
5501 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5502 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5504 FModel
.Color
:= FColor
;
5508 procedure TPlayer
.AllRulez(Health
: Boolean);
5514 FHealth
:= PLAYER_HP_LIMIT
;
5515 FArmor
:= PLAYER_AP_LIMIT
;
5519 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
5520 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
5521 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5524 procedure TPlayer
.RestoreHealthArmor();
5526 FHealth
:= PLAYER_HP_LIMIT
;
5527 FArmor
:= PLAYER_AP_LIMIT
;
5530 procedure TPlayer
.FragCombo();
5534 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5536 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5538 if FFragCombo
< 5 then
5540 Param
:= FUID
or (FFragCombo
shl 16);
5541 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5542 (FComboEvnt
<= High(gDelayedEvents
)) and
5543 gDelayedEvents
[FComboEvnt
].Pending
and
5544 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5545 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5547 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5548 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
5551 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
5559 procedure TPlayer
.GiveItem(ItemType
: Byte);
5563 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
5565 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
5569 if FAir
< AIR_MAX
then
5576 if not (R_BERSERK
in FRulez
) then
5578 Include(FRulez
, R_BERSERK
);
5579 if FBFGFireCounter
< 1 then
5581 FCurrWeap
:= WEAPON_KASTET
;
5583 FModel
.SetWeapon(WEAPON_KASTET
);
5587 FBerserk
:= gTime
+30000;
5589 if FHealth
< PLAYER_HP_SOFT
then
5591 FHealth
:= PLAYER_HP_SOFT
;
5592 FBerserk
:= gTime
+30000;
5597 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
5599 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
5604 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
5606 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
5610 if FJetFuel
< JET_MAX
then
5612 FJetFuel
:= JET_MAX
;
5615 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
5616 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
5618 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
5619 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5621 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
5623 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
5625 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
5626 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
5629 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
5630 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
5631 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
5632 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
5633 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
5634 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
5635 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
5636 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
5637 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
5639 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5640 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
5641 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5642 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
5643 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5644 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
5645 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5646 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
5647 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
5650 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
5651 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
5652 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
5653 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
5654 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
5656 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
5657 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
5658 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
5659 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
5660 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
5662 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
5663 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
5664 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
5665 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
5667 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
5670 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
5671 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
5672 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
5674 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
5675 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
5680 if g_Game_IsNet
and g_Game_IsServer
then
5681 MH_SEND_PlayerStats(FUID
);
5684 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
5689 if (Random(5) = 1) and (Times
= 1) then
5692 if BodyInLiquid(0, 0) then
5694 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
5695 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
5696 if Random(2) = 0 then
5697 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5699 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5703 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
5705 for i
:= 1 to Times
do
5707 Anim
:= TAnimation
.Create(id
, False, 3);
5709 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
5710 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
5716 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
5721 if (Random(10) = 1) and (Times
= 1) then
5724 if g_Frames_Get(id
, 'FRAMES_FLAME') then
5726 for i
:= 1 to Times
do
5728 Anim
:= TAnimation
.Create(id
, False, 3);
5730 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
5731 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
5737 procedure TPlayer
.PauseSounds(Enable
: Boolean);
5739 FSawSound
.Pause(Enable
);
5740 FSawSoundIdle
.Pause(Enable
);
5741 FSawSoundHit
.Pause(Enable
);
5742 FSawSoundSelect
.Pause(Enable
);
5743 FFlameSoundOn
.Pause(Enable
);
5744 FFlameSoundOff
.Pause(Enable
);
5745 FFlameSoundWork
.Pause(Enable
);
5746 FJetSoundFly
.Pause(Enable
);
5747 FJetSoundOn
.Pause(Enable
);
5748 FJetSoundOff
.Pause(Enable
);
5753 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
5758 FObj
.Rect
:= PLAYER_CORPSERECT
;
5759 FModelName
:= ModelName
;
5764 FState
:= CORPSE_STATE_MESS
;
5765 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
5769 FState
:= CORPSE_STATE_NORMAL
;
5770 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
5774 destructor TCorpse
.Destroy();
5781 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
5783 procedure TCorpse
.positionChanged (); inline; begin end;
5785 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
5787 if (dx
<> 0) or (dy
<> 0) then
5796 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5798 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
5799 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
5800 w
:= PLAYER_CORPSERECT
.Width
;
5801 h
:= PLAYER_CORPSERECT
.Height
;
5805 procedure TCorpse
.Damage(Value
: Word; SpawnerUID
: Word; vx
, vy
: Integer);
5810 if FState
= CORPSE_STATE_REMOVEME
then
5813 FDamage
:= FDamage
+ Value
;
5815 if FDamage
> 150 then
5817 if FAnimation
<> nil then
5822 FState
:= CORPSE_STATE_REMOVEME
;
5824 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
5825 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
5826 FModelName
, FColor
);
5827 // Звук мяса от трупа:
5828 pm
:= g_PlayerModel_Get(FModelName
);
5829 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
5833 if (gBodyKillEvent
<> -1)
5834 and gDelayedEvents
[gBodyKillEvent
].Pending
then
5835 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
5836 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, SpawnerUID
);
5841 Blood
:= g_PlayerModel_GetBlood(FModelName
);
5842 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
5843 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
5844 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
5845 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
5846 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
5847 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
5851 procedure TCorpse
.Update();
5855 if FState
= CORPSE_STATE_REMOVEME
then
5858 FObj
.oldX
:= FObj
.X
;
5859 FObj
.oldY
:= FObj
.Y
;
5861 if gTime
mod (GAME_TICK
*2) <> 0 then
5863 g_Obj_Move(@FObj
, True, True, True);
5864 positionChanged(); // this updates spatial accelerators
5868 // Сопротивление воздуха для трупа:
5869 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5871 st
:= g_Obj_Move(@FObj
, True, True, True);
5872 positionChanged(); // this updates spatial accelerators
5874 if WordBool(st
and MOVE_FALLOUT
) then
5876 FState
:= CORPSE_STATE_REMOVEME
;
5880 if FAnimation
<> nil then
5881 FAnimation
.Update();
5882 if FAnimationMask
<> nil then
5883 FAnimationMask
.Update();
5887 procedure TCorpse
.SaveState (st
: TStream
);
5894 utils
.writeSign(st
, 'CORP');
5895 utils
.writeInt(st
, Byte(0));
5897 utils
.writeInt(st
, Byte(FState
));
5899 utils
.writeInt(st
, Byte(FDamage
));
5901 utils
.writeInt(st
, Byte(FColor
.R
));
5902 utils
.writeInt(st
, Byte(FColor
.G
));
5903 utils
.writeInt(st
, Byte(FColor
.B
));
5905 Obj_SaveState(st
, @FObj
);
5906 utils
.writeInt(st
, Word(FPlayerUID
));
5908 anim
:= (FAnimation
<> nil);
5909 utils
.writeBool(st
, anim
);
5910 // Если есть - сохраняем
5911 if anim
then FAnimation
.SaveState(st
);
5912 // Есть ли маска анимации
5913 anim
:= (FAnimationMask
<> nil);
5914 utils
.writeBool(st
, anim
);
5915 // Если есть - сохраняем
5916 if anim
then FAnimationMask
.SaveState(st
);
5920 procedure TCorpse
.LoadState (st
: TStream
);
5927 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
5928 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
5930 FState
:= utils
.readByte(st
);
5932 FDamage
:= utils
.readByte(st
);
5934 FColor
.R
:= utils
.readByte(st
);
5935 FColor
.G
:= utils
.readByte(st
);
5936 FColor
.B
:= utils
.readByte(st
);
5938 Obj_LoadState(@FObj
, st
);
5939 FPlayerUID
:= utils
.readWord(st
);
5941 anim
:= utils
.readBool(st
);
5942 // Если есть - загружаем
5945 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
5946 FAnimation
.LoadState(st
);
5948 // Есть ли маска анимации
5949 anim
:= utils
.readBool(st
);
5950 // Если есть - загружаем
5953 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
5954 FAnimationMask
.LoadState(st
);
5960 constructor TBot
.Create();
5967 FSpectator
:= False;
5974 for a
:= WP_FIRST
to WP_LAST
do
5976 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
5977 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
5978 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5982 destructor TBot
.Destroy();
5985 inherited Destroy();
5988 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
5990 inherited Respawn(Silent
, Force
);
5993 FSelectedWeapon
:= FCurrWeap
;
5998 procedure TBot
.UpdateCombat();
6011 TTargetRecord
= array of TTarget
;
6013 function Compare(a
, b
: TTarget
): Integer;
6015 if a
.Line
and not b
.Line
then // A на линии огня
6018 if not a
.Line
and b
.Line
then // B на линии огня
6020 else // И A, и B на линии или не на линии огня
6021 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6023 if a
.Dist
> b
.Dist
then // B ближе
6025 else // A ближе или равноудаленно с B
6028 else // Странно -> A
6033 a
, x1
, y1
, x2
, y2
: Integer;
6034 targets
: TTargetRecord
;
6036 Target
, BestTarget
: TTarget
;
6037 firew
, fireh
: Integer;
6041 vsPlayer
, vsMonster
, ok
: Boolean;
6044 function monsUpdate (mon
: TMonster
): Boolean;
6046 result
:= false; // don't stop
6047 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6049 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6051 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6052 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6054 // Если монстр на экране и не прикрыт стеной
6055 if g_TraceVector(x1
, y1
, x2
, y2
) then
6057 // Добавляем к списку возможных целей
6058 SetLength(targets
, Length(targets
)+1);
6059 with targets
[High(targets
)] do
6066 Rect
:= mon
.Obj
.Rect
;
6067 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6068 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6069 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6078 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6079 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6081 // Если текущее оружие не то, что нужно, то меняем:
6082 if FCurrWeap
<> FSelectedWeapon
then
6085 // Если нужно стрелять и нужное оружие, то нажать "Стрелять":
6086 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6088 RemoveAIFlag('NEEDFIRE');
6091 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6092 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6093 else PressKey(KEY_FIRE
);
6097 // Координаты ствола:
6098 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6099 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6101 Target
.UID
:= FTargetUID
;
6104 if Target
.UID
<> 0 then
6105 begin // Цель есть - настраиваем
6106 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6109 tpla
:= g_Player_Get(Target
.UID
);
6113 if (@FObj
) <> nil then
6120 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6121 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6122 Target
.Rect
:= PLAYER_RECT
;
6123 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6124 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6125 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6126 Target
.IsPlayer
:= True;
6130 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6133 mon
:= g_Monsters_ByUID(Target
.UID
);
6136 Target
.X
:= mon
.Obj
.X
;
6137 Target
.Y
:= mon
.Obj
.Y
;
6139 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6140 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6141 Target
.Rect
:= mon
.Obj
.Rect
;
6142 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6143 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6144 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6145 Target
.IsPlayer
:= False;
6152 begin // Цели нет - обнуляем
6157 Target
.Visible
:= False;
6158 Target
.Line
:= False;
6159 Target
.IsPlayer
:= False;
6164 // Если цель не видима или не на линии огня, то ищем все возможные цели:
6165 if (not Target
.Line
) or (not Target
.Visible
) then
6169 for a
:= 0 to High(gPlayers
) do
6170 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
6171 (gPlayers
[a
].FUID
<> FUID
) and
6172 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
6173 (not gPlayers
[a
].NoTarget
) and
6174 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
6176 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
6177 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
6180 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
6181 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
6183 // Если игрок на экране и не прикрыт стеной:
6184 if g_TraceVector(x1
, y1
, x2
, y2
) then
6186 // Добавляем к списку возможных целей:
6187 SetLength(targets
, Length(targets
)+1);
6188 with targets
[High(targets
)] do
6190 UID
:= gPlayers
[a
].FUID
;
6191 X
:= gPlayers
[a
].FObj
.X
;
6192 Y
:= gPlayers
[a
].FObj
.Y
;
6195 Rect
:= PLAYER_RECT
;
6196 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6197 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6198 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6206 if vsMonster
then g_Mons_ForEach(monsUpdate
);
6209 // Если есть возможные цели:
6210 // (Выбираем лучшую, меняем оружие и бежим к ней/от нее)
6211 if targets
<> nil then
6213 // Выбираем наилучшую цель:
6214 BestTarget
:= targets
[0];
6215 if Length(targets
) > 1 then
6216 for a
:= 1 to High(targets
) do
6217 if Compare(BestTarget
, targets
[a
]) = 1 then
6218 BestTarget
:= targets
[a
];
6220 // Если лучшая цель "виднее" текущей, то текущая := лучшая:
6221 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6222 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6224 Target
:= BestTarget
;
6226 if (Healthy() = 3) or ((Healthy() = 2)) then
6227 begin // Если здоровы - догоняем
6228 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6229 SetAIFlag('GORIGHT', '1');
6230 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6231 SetAIFlag('GOLEFT', '1');
6234 begin // Если побиты - убегаем
6235 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6236 SetAIFlag('GORIGHT', '1');
6237 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6238 SetAIFlag('GOLEFT', '1');
6241 // Выбираем оружие на основе расстояния и приоритетов:
6242 SelectWeapon(Abs(x1
-Target
.cX
));
6247 // (Догоняем/убегаем, стреляем по направлению к цели)
6248 // (Если цель далеко, то хватит следить за ней)
6249 if Target
.UID
<> 0 then
6251 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6252 Target
.Y
+ Target
.Rect
.Y
) then
6253 begin // Цель сбежала с "экрана"
6254 if (Healthy() = 3) or ((Healthy() = 2)) then
6255 begin // Если здоровы - догоняем
6256 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6257 SetAIFlag('GORIGHT', '1');
6258 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6259 SetAIFlag('GOLEFT', '1');
6262 begin // Если побиты - забываем о цели и убегаем
6264 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
6265 SetAIFlag('GORIGHT', '1');
6266 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6267 SetAIFlag('GOLEFT', '1');
6271 begin // Цель пока на "экране"
6272 // Если цель не загорожена стеной, то отмечаем, когда ее видели:
6273 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6274 FLastVisible
:= gTime
;
6275 // Если разница высот не велика, то догоняем:
6276 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6278 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
6279 SetAIFlag('GORIGHT', '1');
6280 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6281 SetAIFlag('GOLEFT', '1');
6285 // Выбираем угол вверх:
6286 if FDirection
= TDirection
.D_LEFT
then
6287 angle
:= ANGLE_LEFTUP
6289 angle
:= ANGLE_RIGHTUP
;
6291 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6292 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6294 // Если при угле вверх можно попасть в приблизительное положение цели:
6295 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6296 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6297 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6298 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6299 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6300 begin // то нужно стрелять вверх
6301 SetAIFlag('NEEDFIRE', '1');
6302 SetAIFlag('NEEDSEEUP', '1');
6305 // Выбираем угол вниз:
6306 if FDirection
= TDirection
.D_LEFT
then
6307 angle
:= ANGLE_LEFTDOWN
6309 angle
:= ANGLE_RIGHTDOWN
;
6311 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6312 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6314 // Если при угле вниз можно попасть в приблизительное положение цели:
6315 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6316 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6317 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6318 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6319 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6320 begin // то нужно стрелять вниз
6321 SetAIFlag('NEEDFIRE', '1');
6322 SetAIFlag('NEEDSEEDOWN', '1');
6325 // Если цель видно и она на такой же высоте:
6326 if Target
.Visible
and
6327 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6328 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6330 // Если идем в сторону цели, то надо стрелять:
6331 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
6332 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6333 begin // то нужно стрелять вперед
6334 SetAIFlag('NEEDFIRE', '1');
6335 SetAIFlag('NEEDSEEDOWN', '');
6336 SetAIFlag('NEEDSEEUP', '');
6338 // Если цель в пределах "экрана" и сложность позволяет прыжки сближения:
6339 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6340 if GetRnd(FDifficult
.CloseJump
) then
6341 begin // то если повезет - прыгаем (особенно, если близко)
6342 if Abs(FObj
.X
-Target
.X
) < 128 then
6346 if Random(a
) = 0 then
6347 SetAIFlag('NEEDJUMP', '1');
6351 // Если цель все еще есть:
6352 if Target
.UID
<> 0 then
6353 if gTime
-FLastVisible
> 2000 then // Если видели давно
6354 Target
.UID
:= 0 // то забыть цель
6355 else // Если видели недавно
6356 begin // но цель убили
6357 if Target
.IsPlayer
then
6358 begin // Цель - игрок
6359 pla
:= g_Player_Get(Target
.UID
);
6360 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
6361 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6362 Target
.UID
:= 0; // то забыть цель
6365 begin // Цель - монстр
6366 mon
:= g_Monsters_ByUID(Target
.UID
);
6367 if (mon
= nil) or (not mon
.alive
) then
6368 Target
.UID
:= 0; // то забыть цель
6371 end; // if Target.UID <> 0
6373 FTargetUID
:= Target
.UID
;
6375 // Если возможных целей нет:
6376 // (Атака чего-нибудь слева или справа)
6377 if targets
= nil then
6378 if GetAIFlag('ATTACKLEFT') <> '' then
6379 begin // Если нужно атаковать налево
6380 RemoveAIFlag('ATTACKLEFT');
6382 SetAIFlag('NEEDJUMP', '1');
6384 if RunDirection() = TDirection
.D_RIGHT
then
6385 begin // Идем не в ту сторону
6386 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6387 begin // Если здоровы, то, возможно, стреляем бежим влево и стреляем
6388 SetAIFlag('NEEDFIRE', '1');
6389 SetAIFlag('GOLEFT', '1');
6393 begin // Идем в нужную сторону
6394 if GetRnd(FDifficult
.InvisFire
) then // Возможно, стреляем вслепую
6395 SetAIFlag('NEEDFIRE', '1');
6396 if Healthy() <= 1 then // Побиты - убегаем
6397 SetAIFlag('GORIGHT', '1');
6401 if GetAIFlag('ATTACKRIGHT') <> '' then
6402 begin // Если нужно атаковать направо
6403 RemoveAIFlag('ATTACKRIGHT');
6405 SetAIFlag('NEEDJUMP', '1');
6407 if RunDirection() = TDirection
.D_LEFT
then
6408 begin // Идем не в ту сторону
6409 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6410 begin // Если здоровы, то, возможно, бежим вправо и стреляем
6411 SetAIFlag('NEEDFIRE', '1');
6412 SetAIFlag('GORIGHT', '1');
6417 if GetRnd(FDifficult
.InvisFire
) then // Возможно, стреляем вслепую
6418 SetAIFlag('NEEDFIRE', '1');
6419 if Healthy() <= 1 then // Побиты - убегаем
6420 SetAIFlag('GOLEFT', '1');
6424 //HACK! (does it belongs there?)
6425 RealizeCurrentWeapon();
6427 // Если есть возможные цели:
6428 // (Стреляем по направлению к целям)
6429 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6430 for a
:= 0 to High(targets
) do
6432 // Если можем стрелять по диагонали:
6433 if GetRnd(FDifficult
.DiagFire
) then
6435 // Ищем цель сверху и стреляем, если есть:
6436 if FDirection
= TDirection
.D_LEFT
then
6437 angle
:= ANGLE_LEFTUP
6439 angle
:= ANGLE_RIGHTUP
;
6441 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6442 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6444 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6445 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6446 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6447 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6448 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6450 SetAIFlag('NEEDFIRE', '1');
6451 SetAIFlag('NEEDSEEUP', '1');
6454 // Ищем цель снизу и стреляем, если есть:
6455 if FDirection
= TDirection
.D_LEFT
then
6456 angle
:= ANGLE_LEFTDOWN
6458 angle
:= ANGLE_RIGHTDOWN
;
6460 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6461 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6463 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6464 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6465 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6466 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6467 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6469 SetAIFlag('NEEDFIRE', '1');
6470 SetAIFlag('NEEDSEEDOWN', '1');
6474 // Если цель "перед носом", то стреляем:
6475 if targets
[a
].Line
and targets
[a
].Visible
and
6476 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6477 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6479 SetAIFlag('NEEDFIRE', '1');
6484 // Если летит пуля, то, возможно, подпрыгиваем:
6485 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6486 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6487 40+GetInterval(FDifficult
.Cover
, 40)) then
6488 SetAIFlag('NEEDJUMP', '1');
6490 // Если кончились паторны, то нужно сменить оружие:
6491 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6492 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6493 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6495 SetAIFlag('SELECTWEAPON', '1');
6497 // Если нужно сменить оружие, то выбираем нужное:
6498 if GetAIFlag('SELECTWEAPON') = '1' then
6501 RemoveAIFlag('SELECTWEAPON');
6505 procedure TBot
.Update();
6518 // Проверяем, отключён ли AI ботов
6519 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6521 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6523 if g_debug_BotAIOff
= 3 then
6533 RealizeCurrentWeapon();
6540 procedure TBot
.ReleaseKey(Key
: Byte);
6549 function TBot
.KeyPressed(Key
: Word): Boolean;
6551 Result
:= FKeys
[Key
].Pressed
;
6554 function TBot
.GetAIFlag(aName
: String20
): String20
;
6560 aName
:= LowerCase(aName
);
6562 if FAIFlags
<> nil then
6563 for a
:= 0 to High(FAIFlags
) do
6564 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6566 Result
:= FAIFlags
[a
].Value
;
6571 procedure TBot
.RemoveAIFlag(aName
: String20
);
6575 if FAIFlags
= nil then Exit
;
6577 aName
:= LowerCase(aName
);
6579 for a
:= 0 to High(FAIFlags
) do
6580 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6582 if a
<> High(FAIFlags
) then
6583 for b
:= a
to High(FAIFlags
)-1 do
6584 FAIFlags
[b
] := FAIFlags
[b
+1];
6586 SetLength(FAIFlags
, Length(FAIFlags
)-1);
6591 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
6599 aName
:= LowerCase(aName
);
6601 if FAIFlags
<> nil then
6602 for a
:= 0 to High(FAIFlags
) do
6603 if LowerCase(FAIFlags
[a
].Name
) = aName
then
6609 if ok
then FAIFlags
[a
].Value
:= fValue
6612 SetLength(FAIFlags
, Length(FAIFlags
)+1);
6613 with FAIFlags
[High(FAIFlags
)] do
6621 procedure TBot
.UpdateMove
;
6623 procedure GoLeft(Time
: Word = 1);
6625 ReleaseKey(KEY_LEFT
);
6626 ReleaseKey(KEY_RIGHT
);
6627 PressKey(KEY_LEFT
, Time
);
6628 SetDirection(TDirection
.D_LEFT
);
6631 procedure GoRight(Time
: Word = 1);
6633 ReleaseKey(KEY_LEFT
);
6634 ReleaseKey(KEY_RIGHT
);
6635 PressKey(KEY_RIGHT
, Time
);
6636 SetDirection(TDirection
.D_RIGHT
);
6639 function Rnd(a
: Word): Boolean;
6641 Result
:= Random(a
) = 0;
6644 procedure Turn(Time
: Word = 1200);
6646 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
6651 ReleaseKey(KEY_LEFT
);
6652 ReleaseKey(KEY_RIGHT
);
6655 function CanRunLeft(): Boolean;
6657 Result
:= not CollideLevel(-1, 0);
6660 function CanRunRight(): Boolean;
6662 Result
:= not CollideLevel(1, 0);
6665 function CanRun(): Boolean;
6667 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
6670 procedure Jump(Time
: Word = 30);
6672 PressKey(KEY_JUMP
, Time
);
6675 function NearHole(): Boolean;
6679 { TODO 5 : Лестницы }
6680 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6681 for x
:= 1 to PLAYER_RECT
.Width
do
6682 if (not StayOnStep(x
*sx
, 0)) and
6683 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6684 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6693 function BorderHole(): Boolean;
6697 { TODO 5 : Лестницы }
6698 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6699 for x
:= 1 to PLAYER_RECT
.Width
do
6700 if (not StayOnStep(x
*sx
, 0)) and
6701 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6702 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6704 for xx
:= x
to x
+32 do
6705 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
6715 function NearDeepHole(): Boolean;
6721 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6724 for x
:= 1 to PLAYER_RECT
.Width
do
6725 if (not StayOnStep(x
*sx
, 0)) and
6726 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6727 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6729 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6731 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
6736 end else Result
:= False;
6739 function OverDeepHole(): Boolean;
6746 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6748 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
6755 function OnGround(): Boolean;
6757 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
6760 function OnLadder(): Boolean;
6762 Result
:= FullInStep(0, 0);
6765 function BelowLadder(): Boolean;
6767 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
6768 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6769 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
6770 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6773 function BelowLiftUp(): Boolean;
6775 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
6776 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6777 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
6778 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6781 function OnTopLift(): Boolean;
6783 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6786 function CanJumpOver(): Boolean;
6790 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
6794 if not CollideLevel(sx
, 0) then Exit
;
6796 for y
:= 1 to BOT_MAXJUMP
do
6797 if CollideLevel(0, -y
) then Exit
else
6798 if not CollideLevel(sx
, -y
) then
6805 function CanJumpUp(Dist
: ShortInt): Boolean;
6812 if CollideLevel(Dist
, 0) then Exit
;
6815 for y
:= 0 to BOT_MAXJUMP
do
6816 if CollideLevel(Dist
, -y
) then
6825 for yy
:= y
+1 to BOT_MAXJUMP
do
6826 if not CollideLevel(Dist
, -yy
) then
6835 for y
:= 0 to BOT_MAXJUMP
do
6836 if CollideLevel(0, -y
) then
6844 if y
< yy
then Exit
;
6849 function IsSafeTrigger(): Boolean;
6854 if gTriggers
= nil then
6856 for a
:= 0 to High(gTriggers
) do
6857 if Collide(gTriggers
[a
].X
,
6860 gTriggers
[a
].Height
) and
6861 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
6862 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
6863 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
6864 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
6865 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
6870 // Возможно, нажимаем кнопку:
6871 if Rnd(16) and IsSafeTrigger() then
6874 // Если под лифтом или ступеньками, то, возможно, прыгаем:
6875 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6877 ReleaseKey(KEY_LEFT
);
6878 ReleaseKey(KEY_RIGHT
);
6882 // Идем влево, если надо было:
6883 if GetAIFlag('GOLEFT') <> '' then
6885 RemoveAIFlag('GOLEFT');
6886 if CanRunLeft() then
6890 // Идем вправо, если надо было:
6891 if GetAIFlag('GORIGHT') <> '' then
6893 RemoveAIFlag('GORIGHT');
6894 if CanRunRight() then
6898 // Если вылетели за карту, то пробуем вернуться:
6899 if FObj
.X
< -32 then
6902 if FObj
.X
+32 > gMapInfo
.Width
then
6905 // Прыгаем, если надо было:
6906 if GetAIFlag('NEEDJUMP') <> '' then
6909 RemoveAIFlag('NEEDJUMP');
6912 // Смотрим вверх, если надо было:
6913 if GetAIFlag('NEEDSEEUP') <> '' then
6916 ReleaseKey(KEY_DOWN
);
6917 PressKey(KEY_UP
, 20);
6918 RemoveAIFlag('NEEDSEEUP');
6921 // Смотрим вниз, если надо было:
6922 if GetAIFlag('NEEDSEEDOWN') <> '' then
6925 ReleaseKey(KEY_DOWN
);
6926 PressKey(KEY_DOWN
, 20);
6927 RemoveAIFlag('NEEDSEEDOWN');
6930 // Если нужно было в дыру и мы не на земле, то покорно летим:
6931 if GetAIFlag('GOINHOLE') <> '' then
6932 if not OnGround() then
6934 ReleaseKey(KEY_LEFT
);
6935 ReleaseKey(KEY_RIGHT
);
6936 RemoveAIFlag('GOINHOLE');
6937 SetAIFlag('FALLINHOLE', '1');
6940 // Если падали и достигли земли, то хватит падать:
6941 if GetAIFlag('FALLINHOLE') <> '' then
6943 RemoveAIFlag('FALLINHOLE');
6945 // Если летели прямо и сейчас не на лестнице или на вершине лифта, то отходим в сторону:
6946 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
6947 if GetAIFlag('FALLINHOLE') = '' then
6948 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
6954 // Если на земле и можно подпрыгнуть, то, возможно, прыгаем:
6956 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
6960 // Если на земле и возле дыры (глубина > 2 ростов игрока):
6961 if OnGround() and NearHole() then
6962 if NearDeepHole() then // Если это бездна
6964 0..3: Turn(); // Бежим обратно
6965 4: Jump(); // Прыгаем
6966 5: begin // Прыгаем обратно
6971 else // Это не бездна и мы еще не летим туда
6972 if GetAIFlag('GOINHOLE') = '' then
6974 0: Turn(); // Не нужно туда
6975 1: Jump(); // Вдруг повезет - прыгаем
6976 else // Если яма с границей, то при случае можно туда прыгнуть
6977 if BorderHole() then
6978 SetAIFlag('GOINHOLE', '1');
6981 // Если на земле, но некуда идти:
6982 if (not CanRun()) and OnGround() then
6984 // Если мы на лестнице или можно перепрыгнуть, то прыгаем:
6985 if CanJumpOver() or OnLadder() then
6987 else // иначе попытаемся в другую сторону
6988 if Random(2) = 0 then
6990 if IsSafeTrigger() then
6996 // Осталось мало воздуха:
6997 if FAir
< 36 * 2 then
7000 // Выбираемся из кислоты, если нет костюма, обожглись, или мало здоровья:
7001 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7002 if BodyInAcid(0, 0) then
7006 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7008 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7009 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7012 {function TBot.NeedItem(Item: Byte): Byte;
7017 procedure TBot
.SelectWeapon(Dist
: Integer);
7021 function HaveAmmo(weapon
: Byte): Boolean;
7024 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7025 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7026 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7027 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7028 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7029 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7030 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7031 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7032 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7033 else Result
:= True;
7038 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7040 if Dist
> BOT_LONGDIST
then
7041 begin // Дальний бой
7043 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7045 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7049 else //if Dist > BOT_UNSAFEDIST then
7050 begin // Ближний бой
7052 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7054 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7061 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7063 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7069 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7071 Result
:= inherited PickItem(ItemType
, force
, remove
);
7073 if Result
then SetAIFlag('SELECTWEAPON', '1');
7076 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7078 Result
:= inherited Heal(value
, Soft
);
7081 function TBot
.Healthy(): Byte;
7083 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7084 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7085 else if (FHealth
> 50) then Result
:= 2
7086 else if (FHealth
> 20) then Result
:= 1
7090 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7092 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7093 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7096 procedure TBot
.OnDamage(Angle
: SmallInt);
7104 if (Angle
= 0) or (Angle
= 180) then
7107 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7108 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7110 pla
:= g_Player_Get(FLastSpawnerUID
);
7111 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7112 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7115 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7116 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7118 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7119 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7120 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7125 SetAIFlag('ATTACKLEFT', '1')
7127 SetAIFlag('ATTACKRIGHT', '1');
7131 function TBot
.RunDirection(): TDirection
;
7133 if Abs(Vel
.X
) >= 1 then
7135 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7137 Result
:= FDirection
;
7140 function TBot
.GetRnd(a
: Byte): Boolean;
7142 if a
= 0 then Result
:= False
7143 else if a
= 255 then Result
:= True
7144 else Result
:= Random(256) > 255-a
;
7147 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7149 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7153 procedure TDifficult
.save (st
: TStream
);
7155 utils
.writeInt(st
, Byte(DiagFire
));
7156 utils
.writeInt(st
, Byte(InvisFire
));
7157 utils
.writeInt(st
, Byte(DiagPrecision
));
7158 utils
.writeInt(st
, Byte(FlyPrecision
));
7159 utils
.writeInt(st
, Byte(Cover
));
7160 utils
.writeInt(st
, Byte(CloseJump
));
7161 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7162 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7165 procedure TDifficult
.load (st
: TStream
);
7167 DiagFire
:= utils
.readByte(st
);
7168 InvisFire
:= utils
.readByte(st
);
7169 DiagPrecision
:= utils
.readByte(st
);
7170 FlyPrecision
:= utils
.readByte(st
);
7171 Cover
:= utils
.readByte(st
);
7172 CloseJump
:= utils
.readByte(st
);
7173 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
7174 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
7178 procedure TBot
.SaveState (st
: TStream
);
7183 inherited SaveState(st
);
7184 utils
.writeSign(st
, 'BOT0');
7186 utils
.writeInt(st
, Byte(FSelectedWeapon
));
7188 utils
.writeInt(st
, Word(FTargetUID
));
7189 // Время потери цели
7190 utils
.writeInt(st
, LongWord(FLastVisible
));
7191 // Количество флагов ИИ
7192 dw
:= Length(FAIFlags
);
7193 utils
.writeInt(st
, LongInt(dw
));
7195 for i
:= 0 to dw
-1 do
7197 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
7198 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
7200 // Настройки сложности
7201 FDifficult
.save(st
);
7205 procedure TBot
.LoadState (st
: TStream
);
7210 inherited LoadState(st
);
7211 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
7213 FSelectedWeapon
:= utils
.readByte(st
);
7215 FTargetUID
:= utils
.readWord(st
);
7216 // Время потери цели
7217 FLastVisible
:= utils
.readLongWord(st
);
7218 // Количество флагов ИИ
7219 dw
:= utils
.readLongInt(st
);
7220 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
7221 SetLength(FAIFlags
, dw
);
7223 for i
:= 0 to dw
-1 do
7225 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
7226 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
7228 // Настройки сложности
7229 FDifficult
.load(st
);
7234 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);
7235 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');
7236 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');