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
,{$ENDIF}
24 e_graphics
, g_playermodel
, g_basic
, g_textures
,
25 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPDEF
,
58 AmmoLimits
: Array [0..1] of Array [A_BULLETS
..A_HIGH
] of Word =
59 ((200, 50, 50, 300, 100),
60 (400, 100, 100, 600, 200));
81 ANGLE_NONE
= Low(SmallInt);
83 CORPSE_STATE_REMOVEME
= 0;
84 CORPSE_STATE_NORMAL
= 1;
85 CORPSE_STATE_MESS
= 2;
87 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
88 PLAYER_RECT_CX
= 15+(34 div 2);
89 PLAYER_RECT_CY
= 12+(52 div 2);
90 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
93 PLAYER_HP_LIMIT
= 200;
95 PLAYER_AP_LIMIT
= 200;
99 PLAYER_BURN_TIME
= 110;
101 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
102 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
119 TPlayerStatArray
= Array of TPlayerStat
;
121 TPlayerSavedState
= record
129 Ammo
: Array [A_BULLETS
..A_HIGH
] of Word;
130 MaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
131 Weapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
132 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
141 TPlayer
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
149 FDirection
: TDirection
;
157 FMonsterKills
: Integer;
163 FCanJetpack
: Boolean;
169 FNextWeapDelay
: Byte; // frames
170 FBFGFireCounter
: SmallInt;
171 FLastSpawnerUID
: Word;
175 FSpectatePlayer
: Integer;
176 FFirePainTime
: Integer;
179 FSavedStateNum
: Integer;
181 FModel
: TPlayerModel
;
182 FPunchAnim
: TAnimation
;
185 FActionForce
: Boolean;
186 FActionChanged
: Boolean;
188 FFireAngle
: SmallInt;
192 FShellTimer
: Integer;
194 FSawSound
: TPlayableSound
;
195 FSawSoundIdle
: TPlayableSound
;
196 FSawSoundHit
: TPlayableSound
;
197 FSawSoundSelect
: TPlayableSound
;
198 FFlameSoundOn
: TPlayableSound
;
199 FFlameSoundOff
: TPlayableSound
;
200 FFlameSoundWork
: TPlayableSound
;
201 FJetSoundOn
: TPlayableSound
;
202 FJetSoundOff
: TPlayableSound
;
203 FJetSoundFly
: TPlayableSound
;
207 FJustTeleported
: Boolean;
209 mEDamageType
: Integer;
212 function CollideLevel(XInc
, YInc
: Integer): Boolean;
213 function StayOnStep(XInc
, YInc
: Integer): Boolean;
214 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
215 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
216 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
217 function FullInLift(XInc
, YInc
: Integer): Integer;
218 {procedure CollideItem();}
219 procedure FlySmoke(Times
: DWORD
= 1);
220 procedure OnFireFlame(Times
: DWORD
= 1);
221 function GetAmmoByWeapon(Weapon
: Byte): Word;
222 procedure SetAction(Action
: Byte; Force
: Boolean = False);
223 procedure OnDamage(Angle
: SmallInt); virtual;
224 function firediry(): Integer;
227 procedure Run(Direction
: TDirection
);
228 procedure NextWeapon();
229 procedure PrevWeapon();
236 function getNextWeaponIndex (): Byte; // return 255 for "no switch"
237 procedure resetWeaponQueue ();
238 function hasAmmoForWeapon (weapon
: Byte): Boolean;
240 procedure doDamage (v
: Integer);
242 function refreshCorpse(): Boolean;
245 FDamageBuffer
: Integer;
247 FAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
248 FMaxAmmo
: Array [A_BULLETS
..A_HIGH
] of Word;
249 FWeapon
: Array [WP_FIRST
..WP_LAST
] of Boolean;
250 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
252 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
253 FReloading
: Array [WP_FIRST
..WP_LAST
] of Word;
254 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
255 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
257 FPreferredTeam
: Byte;
260 FWantsInGame
: Boolean;
265 FActualModelName
: string;
272 FSpawnInvul
: Integer;
274 FWaitForFirstSpawn
: Boolean; // set to `true` in server, used to spawn a player on first full state request
277 // debug: viewport offset
278 viewPortX
, viewPortY
, viewPortW
, viewPortH
: Integer;
280 function isValidViewPort (): Boolean; inline;
282 constructor Create(); virtual;
283 destructor Destroy(); override;
284 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
285 function GetRespawnPoint(): Byte;
286 procedure PressKey(Key
: Byte; Time
: Word = 1);
287 procedure ReleaseKeys();
288 procedure SetModel(ModelName
: String);
289 procedure SetColor(Color
: TRGB
);
290 function GetColor(): TRGB
;
291 procedure SetWeapon(W
: Byte);
292 function IsKeyPressed(K
: Byte): Boolean;
293 function GetKeys(): Byte;
294 function PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean; virtual;
295 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
296 function Collide(Panel
: TPanel
): Boolean; overload
;
297 function Collide(X
, Y
: Integer): Boolean; overload
;
298 procedure SetDirection(Direction
: TDirection
);
299 procedure GetSecret();
300 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
302 procedure Push(vx
, vy
: Integer);
303 procedure ChangeModel(ModelName
: String);
304 procedure SwitchTeam
;
305 procedure ChangeTeam(Team
: Byte);
307 function GetFlag(Flag
: Byte): Boolean;
308 procedure SetFlag(Flag
: Byte);
309 function DropFlag(Silent
: Boolean = True): Boolean;
310 procedure AllRulez(Health
: Boolean);
311 procedure RestoreHealthArmor();
312 procedure FragCombo();
313 procedure GiveItem(ItemType
: Byte);
314 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
315 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
316 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
317 procedure MakeBloodSimple(Count
: Word);
318 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
319 procedure Reset(Force
: Boolean);
320 procedure Spectate(NoMove
: Boolean = False);
321 procedure SwitchNoClip
;
322 procedure SoftReset();
323 procedure Draw(); virtual;
324 procedure DrawPain();
325 procedure DrawPickup();
326 procedure DrawRulez();
328 procedure DrawIndicator(Color
: TRGB
);
329 procedure DrawBubble();
331 procedure PreUpdate();
332 procedure Update(); virtual;
333 procedure RememberState();
334 procedure RecallState();
335 procedure SaveState (st
: TStream
); virtual;
336 procedure LoadState (st
: TStream
); virtual;
337 procedure PauseSounds(Enable
: Boolean);
338 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
339 procedure DoLerp(Level
: Integer = 2);
340 procedure SetLerp(XTo
, YTo
: Integer);
341 procedure QueueWeaponSwitch(Weapon
: Byte);
342 procedure RealizeCurrentWeapon();
346 procedure JetpackOff
;
347 procedure CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
349 //WARNING! this does nothing for now, but still call it!
350 procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
352 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
353 procedure moveBy (dx
, dy
: Integer); inline;
355 function getCameraObj(): TObj
;
358 property Vel
: TPoint2i read FObj
.Vel
;
359 property Obj
: TObj read FObj
;
361 property Name
: String read FName write FName
;
362 property Model
: TPlayerModel read FModel
;
363 property Health
: Integer read FHealth write FHealth
;
364 property Lives
: Byte read FLives write FLives
;
365 property Armor
: Integer read FArmor write FArmor
;
366 property Air
: Integer read FAir write FAir
;
367 property JetFuel
: Integer read FJetFuel write FJetFuel
;
368 property Frags
: Integer read FFrags write FFrags
;
369 property Death
: Integer read FDeath write FDeath
;
370 property Kills
: Integer read FKills write FKills
;
371 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
372 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
373 property Secrets
: Integer read FSecrets
;
374 property GodMode
: Boolean read FGodMode write FGodMode
;
375 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
376 property NoReload
: Boolean read FNoReload write FNoReload
;
377 property alive
: Boolean read FAlive write FAlive
;
378 property Flag
: Byte read FFlag
;
379 property Team
: Byte read FTeam write FTeam
;
380 property Direction
: TDirection read FDirection
;
381 property GameX
: Integer read FObj
.X write FObj
.X
;
382 property GameY
: Integer read FObj
.Y write FObj
.Y
;
383 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
384 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
385 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
386 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
387 property IncCam
: Integer read FIncCam write FIncCam
;
388 property IncCamOld
: Integer read FIncCamOld write FIncCamOld
;
389 property SlopeOld
: Integer read FSlopeOld write FSlopeOld
;
390 property UID
: Word read FUID write FUID
;
391 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
392 property NetTime
: LongWord read FNetTime write FNetTime
;
395 property eName
: String read FName write FName
;
396 property eHealth
: Integer read FHealth write FHealth
;
397 property eLives
: Byte read FLives write FLives
;
398 property eArmor
: Integer read FArmor write FArmor
;
399 property eAir
: Integer read FAir write FAir
;
400 property eJetFuel
: Integer read FJetFuel write FJetFuel
;
401 property eFrags
: Integer read FFrags write FFrags
;
402 property eDeath
: Integer read FDeath write FDeath
;
403 property eKills
: Integer read FKills write FKills
;
404 property eCurrWeap
: Byte read FCurrWeap write FCurrWeap
;
405 property eMonsterKills
: Integer read FMonsterKills write FMonsterKills
;
406 property eSecrets
: Integer read FSecrets write FSecrets
;
407 property eGodMode
: Boolean read FGodMode write FGodMode
;
408 property eNoTarget
: Boolean read FNoTarget write FNoTarget
;
409 property eNoReload
: Boolean read FNoReload write FNoReload
;
410 property eAlive
: Boolean read FAlive write FAlive
;
411 property eFlag
: Byte read FFlag
;
412 property eTeam
: Byte read FTeam write FTeam
;
413 property eDirection
: TDirection read FDirection
;
414 property eGameX
: Integer read FObj
.X write FObj
.X
;
415 property eGameY
: Integer read FObj
.Y write FObj
.Y
;
416 property eGameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
417 property eGameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
418 property eGameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
419 property eGameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
420 property eIncCam
: Integer read FIncCam write FIncCam
;
421 property eUID
: Word read FUID
;
422 property eJustTeleported
: Boolean read FJustTeleported
;
423 property eNetTime
: LongWord read FNetTime
;
425 // set this before assigning something to `eDamage`
426 property eDamageType
: Integer read mEDamageType write mEDamageType
;
427 property eDamage
: Integer write doDamage
;
438 WeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
439 CloseWeaponPrior
: packed array [WP_FIRST
..WP_LAST
] of Byte;
440 //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
443 procedure save (st
: TStream
);
444 procedure load (st
: TStream
);
452 TBot
= class(TPlayer
)
454 FSelectedWeapon
: Byte;
457 FAIFlags
: Array of TAIFlag
;
458 FDifficult
: TDifficult
;
460 function GetRnd(a
: Byte): Boolean;
461 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
462 function RunDirection(): TDirection
;
463 function FullInStep(XInc
, YInc
: Integer): Boolean;
464 //function NeedItem(Item: Byte): Byte;
465 procedure SelectWeapon(Dist
: Integer);
466 procedure SetAIFlag(aName
, fValue
: String20
);
467 function GetAIFlag(aName
: String20
): String20
;
468 procedure RemoveAIFlag(aName
: String20
);
469 function Healthy(): Byte;
470 procedure UpdateMove();
471 procedure UpdateCombat();
472 function KeyPressed(Key
: Word): Boolean;
473 procedure ReleaseKey(Key
: Byte);
474 function TargetOnScreen(TX
, TY
: Integer): Boolean;
475 procedure OnDamage(Angle
: SmallInt); override;
478 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
479 constructor Create(); override;
480 destructor Destroy(); override;
481 procedure Draw(); override;
482 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
483 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
484 procedure Update(); override;
485 procedure SaveState (st
: TStream
); override;
486 procedure LoadState (st
: TStream
); override;
498 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
499 procedure moveBy (dx
, dy
: Integer); inline;
501 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
515 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
516 procedure moveBy (dx
, dy
: Integer); inline;
518 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
521 TCorpse
= class{$IFDEF USE_MEMPOOL}(TPoolObject
){$ENDIF}
530 FAnimation
: TAnimation
;
531 FAnimationMask
: TAnimation
;
534 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
535 destructor Destroy(); override;
536 procedure Damage(Value
: Word; vx
, vy
: Integer);
539 procedure SaveState (st
: TStream
);
540 procedure LoadState (st
: TStream
);
542 procedure getMapBox (out x
, y
, w
, h
: Integer); inline;
543 procedure moveBy (dx
, dy
: Integer); inline;
545 procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right!
547 function ObjPtr (): PObj
; inline;
549 property Obj
: TObj read FObj
; // copies object
550 property State
: Byte read FState
;
551 property Mess
: Boolean read FMess
;
554 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
560 gPlayers
: Array of TPlayer
;
561 gCorpses
: Array of TCorpse
;
562 gGibs
: Array of TGib
;
563 gShells
: Array of TShell
;
564 gTeamStat
: TTeamStat
;
565 gFly
: Boolean = False;
566 gAimLine
: Boolean = False;
567 gChatBubble
: Integer = 0;
568 gPlayerIndicator
: Integer = 1;
569 gPlayerIndicatorStyle
: Integer = 0;
571 gSpectLatchPID1
: Word = 0;
572 gSpectLatchPID2
: Word = 0;
573 MAX_RUNVEL
: Integer = 8;
574 VEL_JUMP
: Integer = 10;
575 SHELL_TIMEOUT
: Cardinal = 60000;
577 function Lerp(X
, Y
, Factor
: Integer): Integer;
579 procedure g_Gibs_SetMax(Count
: Word);
580 function g_Gibs_GetMax(): Word;
581 procedure g_Corpses_SetMax(Count
: Word);
582 function g_Corpses_GetMax(): Word;
583 procedure g_Shells_SetMax(Count
: Word);
584 function g_Shells_GetMax(): Word;
586 procedure g_Player_Init();
587 procedure g_Player_Free();
588 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
589 function g_Player_CreateFromState (st
: TStream
): Word;
590 procedure g_Player_Remove(UID
: Word);
591 procedure g_Player_ResetTeams();
592 procedure g_Player_PreUpdate();
593 procedure g_Player_UpdateAll();
594 procedure g_Player_DrawAll();
595 procedure g_Player_DrawDebug(p
: TPlayer
);
596 procedure g_Player_DrawHealth();
597 procedure g_Player_RememberAll();
598 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
599 function g_Player_Get(UID
: Word): TPlayer
;
600 function g_Player_GetCount(): Byte;
601 function g_Player_GetStats(): TPlayerStatArray
;
602 function g_Player_ValidName(Name
: String): Boolean;
603 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
604 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
605 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
606 procedure g_Player_UpdatePhysicalObjects();
607 procedure g_Player_DrawCorpses();
608 procedure g_Player_DrawShells();
609 procedure g_Player_RemoveAllCorpses();
610 procedure g_Player_Corpses_SaveState (st
: TStream
);
611 procedure g_Player_Corpses_LoadState (st
: TStream
);
612 procedure g_Player_ResetReady();
613 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
614 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
615 procedure g_Bot_MixNames();
616 procedure g_Bot_RemoveAll();
621 {$INCLUDE ../nogl/noGLuses.inc}
622 {$IFDEF ENABLE_HOLMES}
625 e_log
, g_map
, g_items
, g_console
, g_gfx
, Math
,
626 g_options
, g_triggers
, g_menu
, g_game
, g_grid
, e_res
,
627 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
,
628 g_net
, g_netmsg
, g_window
,
631 const PLR_SAVE_VERSION
= 0;
641 diag_precision
: Byte;
645 w_prior1
: Array [WP_FIRST
..WP_LAST
] of Byte;
646 w_prior2
: Array [WP_FIRST
..WP_LAST
] of Byte;
647 w_prior3
: Array [WP_FIRST
..WP_LAST
] of Byte;
651 TIME_RESPAWN1
= 1500;
652 TIME_RESPAWN2
= 2000;
653 TIME_RESPAWN3
= 3000;
656 JET_MAX
= 540; // ~30 sec
657 PLAYER_SUIT_TIME
= 30000;
658 PLAYER_INVUL_TIME
= 30000;
659 PLAYER_INVIS_TIME
= 35000;
660 FRAG_COMBO_TIME
= 3000;
664 ANGLE_RIGHTDOWN
= -35;
666 ANGLE_LEFTDOWN
= -145;
667 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
668 WEAPONPOINT
: Array [TDirection
] of TDFPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
671 BOT_UNSAFEDIST
= 128;
672 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
674 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
675 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
676 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
677 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
678 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
679 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
680 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
681 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
682 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0,0));
683 WEAPON_PRIOR1
: Array [WP_FIRST
..WP_LAST
] of Byte =
684 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
685 WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
686 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
687 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
688 WEAPON_PRIOR2
: Array [WP_FIRST
..WP_LAST
] of Byte =
689 (WEAPON_FLAMETHROWER
, WEAPON_SUPERPULEMET
,
690 WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
691 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
692 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
693 //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
694 // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
695 // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
696 // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
697 // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
698 WEAPON_RELOAD
: Array [WP_FIRST
..WP_LAST
] of Byte =
699 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
701 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
702 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
704 BOTNAMES_FILENAME
= 'botnames.txt';
705 BOTLIST_FILENAME
= 'botlist.txt';
709 MaxCorpses
: Word = 20;
710 MaxShells
: Word = 300;
711 CurrentGib
: Integer = 0;
712 CurrentShell
: Integer = 0;
713 BotNames
: Array of String;
714 BotList
: Array of TBotProfile
;
715 SavedStates
: Array of TPlayerSavedState
;
718 function Lerp(X
, Y
, Factor
: Integer): Integer;
720 Result
:= X
+ ((Y
- X
) div Factor
);
723 function SameTeam(UID1
, UID2
: Word): Boolean;
727 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
728 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
730 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
732 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
733 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
735 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
738 procedure g_Gibs_SetMax(Count
: Word);
741 SetLength(gGibs
, Count
);
743 if CurrentGib
>= Count
then
747 function g_Gibs_GetMax(): Word;
752 procedure g_Shells_SetMax(Count
: Word);
755 SetLength(gShells
, Count
);
757 if CurrentShell
>= Count
then
761 function g_Shells_GetMax(): Word;
767 procedure g_Corpses_SetMax(Count
: Word);
770 SetLength(gCorpses
, Count
);
773 function g_Corpses_GetMax(): Word;
775 Result
:= MaxCorpses
;
778 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
788 // Åñòü ëè ìåñòî â gPlayers:
789 if gPlayers
<> nil then
790 for a
:= 0 to High(gPlayers
) do
791 if gPlayers
[a
] = nil then
797 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
800 SetLength(gPlayers
, Length(gPlayers
)+1);
804 // Ñîçäàåì îáúåêò èãðîêà:
806 gPlayers
[a
] := TBot
.Create()
808 gPlayers
[a
] := TPlayer
.Create();
811 gPlayers
[a
].FActualModelName
:= ModelName
;
812 gPlayers
[a
].SetModel(ModelName
);
814 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
815 if gPlayers
[a
].FModel
= nil then
819 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
823 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
824 if Random(2) = 0 then
828 gPlayers
[a
].FPreferredTeam
:= Team
;
830 case gGameSettings
.GameMode
of
831 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
833 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
835 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
838 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
839 gPlayers
[a
].FColor
:= Color
;
840 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
841 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
843 gPlayers
[a
].FModel
.Color
:= Color
;
845 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
846 gPlayers
[a
].FAlive
:= False;
848 Result
:= gPlayers
[a
].FUID
;
851 function g_Player_CreateFromState (st
: TStream
): Word;
858 if (st
= nil) then exit
; //???
861 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
862 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
865 Bot
:= utils
.readBool(st
);
870 // Åñòü ëè ìåñòî â gPlayers:
871 for a
:= 0 to High(gPlayers
) do if (gPlayers
[a
] = nil) then begin ok
:= true; break
; end;
873 // Íåò ìåñòà - ðàñøèðÿåì gPlayers
876 SetLength(gPlayers
, Length(gPlayers
)+1);
880 // Ñîçäàåì îáúåêò èãðîêà
882 gPlayers
[a
] := TBot
.Create()
884 gPlayers
[a
] := TPlayer
.Create();
885 gPlayers
[a
].FIamBot
:= Bot
;
886 gPlayers
[a
].FPhysics
:= True;
889 gPlayers
[a
].FUID
:= utils
.readWord(st
);
891 gPlayers
[a
].FName
:= utils
.readStr(st
);
893 gPlayers
[a
].FTeam
:= utils
.readByte(st
);
894 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
896 gPlayers
[a
].FAlive
:= utils
.readBool(st
);
897 // Èçðàñõîäîâàë ëè âñå æèçíè
898 gPlayers
[a
].FNoRespawn
:= utils
.readBool(st
);
900 b
:= utils
.readByte(st
);
901 if b
= 1 then gPlayers
[a
].FDirection
:= TDirection
.D_LEFT
else gPlayers
[a
].FDirection
:= TDirection
.D_RIGHT
; // b = 2
903 gPlayers
[a
].FHealth
:= utils
.readLongInt(st
);
905 gPlayers
[a
].FHandicap
:= utils
.readLongInt(st
);
907 gPlayers
[a
].FLives
:= utils
.readByte(st
);
909 gPlayers
[a
].FArmor
:= utils
.readLongInt(st
);
911 gPlayers
[a
].FAir
:= utils
.readLongInt(st
);
913 gPlayers
[a
].FJetFuel
:= utils
.readLongInt(st
);
915 gPlayers
[a
].FPain
:= utils
.readLongInt(st
);
917 gPlayers
[a
].FKills
:= utils
.readLongInt(st
);
919 gPlayers
[a
].FMonsterKills
:= utils
.readLongInt(st
);
921 gPlayers
[a
].FFrags
:= utils
.readLongInt(st
);
923 gPlayers
[a
].FFragCombo
:= utils
.readByte(st
);
924 // Âðåìÿ ïîñëåäíåãî ôðàãà
925 gPlayers
[a
].FLastFrag
:= utils
.readLongWord(st
);
927 gPlayers
[a
].FDeath
:= utils
.readLongInt(st
);
929 gPlayers
[a
].FFlag
:= utils
.readByte(st
);
931 gPlayers
[a
].FSecrets
:= utils
.readLongInt(st
);
933 gPlayers
[a
].FCurrWeap
:= utils
.readByte(st
);
934 // Ñëåäóþùåå æåëàåìîå îðóæèå
935 gPlayers
[a
].FNextWeap
:= utils
.readWord(st
);
937 gPlayers
[a
].FNextWeapDelay
:= utils
.readByte(st
);
939 gPlayers
[a
].FBFGFireCounter
:= utils
.readSmallInt(st
);
941 gPlayers
[a
].FDamageBuffer
:= utils
.readLongInt(st
);
942 // Ïîñëåäíèé óäàðèâøèé
943 gPlayers
[a
].FLastSpawnerUID
:= utils
.readWord(st
);
944 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
945 gPlayers
[a
].FLastHit
:= utils
.readByte(st
);
947 Obj_LoadState(@gPlayers
[a
].FObj
, st
);
948 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
949 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FAmmo
[i
] := utils
.readWord(st
);
950 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
951 for i
:= A_BULLETS
to A_HIGH
do gPlayers
[a
].FMaxAmmo
[i
] := utils
.readWord(st
);
953 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FWeapon
[i
] := utils
.readBool(st
);
954 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
955 for i
:= WP_FIRST
to WP_LAST
do gPlayers
[a
].FReloading
[i
] := utils
.readWord(st
);
957 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
958 // Íàëè÷èå êðàñíîãî êëþ÷à
959 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
960 // Íàëè÷èå çåëåíîãî êëþ÷à
961 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
962 // Íàëè÷èå ñèíåãî êëþ÷à
963 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
965 if utils
.readBool(st
) then Include(gPlayers
[a
].FRulez
, R_BERSERK
);
966 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
967 for i
:= MR_SUIT
to MR_MAX
do gPlayers
[a
].FMegaRulez
[i
] := utils
.readLongWord(st
);
968 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
969 for i
:= T_RESPAWN
to T_FLAGCAP
do gPlayers
[a
].FTime
[i
] := utils
.readLongWord(st
);
972 gPlayers
[a
].FActualModelName
:= utils
.readStr(st
);
974 gPlayers
[a
].FColor
.R
:= utils
.readByte(st
);
975 gPlayers
[a
].FColor
.G
:= utils
.readByte(st
);
976 gPlayers
[a
].FColor
.B
:= utils
.readByte(st
);
977 // Îáíîâëÿåì ìîäåëü èãðîêà
978 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
980 // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
981 if (gPlayers
[a
].FModel
= nil) then
985 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
989 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
990 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
991 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
993 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
995 result
:= gPlayers
[a
].FUID
;
999 procedure g_Player_ResetTeams();
1003 if g_Game_IsClient
then
1005 if gPlayers
= nil then
1007 for a
:= Low(gPlayers
) to High(gPlayers
) do
1008 if gPlayers
[a
] <> nil then
1009 case gGameSettings
.GameMode
of
1011 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
1013 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
1014 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
1015 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
1018 gPlayers
[a
].ChangeTeam(TEAM_RED
)
1020 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
1023 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
1027 procedure g_Bot_Add(Team
, Difficult
: Byte; Handicap
: Integer = 100);
1030 _name
, _model
: String;
1033 if not g_Game_IsServer
then Exit
;
1035 // Ñïèñîê íàçâàíèé ìîäåëåé:
1036 m
:= g_PlayerModel_GetNames();
1041 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1042 Team
:= TEAM_COOP
// COOP
1044 if gGameSettings
.GameMode
= GM_DM
then
1045 Team
:= TEAM_NONE
// DM
1047 if Team
= TEAM_NONE
then // CTF / TDM
1049 // Àâòîáàëàíñ êîìàíä:
1053 for a
:= 0 to High(gPlayers
) do
1054 if gPlayers
[a
] <> nil then
1056 if gPlayers
[a
].Team
= TEAM_RED
then
1059 if gPlayers
[a
].Team
= TEAM_BLUE
then
1069 if Random(2) = 0 then
1075 // Âûáèðàåì áîòó èìÿ:
1077 if BotNames
<> nil then
1078 for a
:= 0 to High(BotNames
) do
1079 if g_Player_ValidName(BotNames
[a
]) then
1081 _name
:= BotNames
[a
];
1085 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
1086 _model
:= m
[Random(Length(m
))];
1089 with g_Player_Get(g_Player_Create(_model
,
1090 _RGB(Min(Random(9)*32, 255),
1091 Min(Random(9)*32, 255),
1092 Min(Random(9)*32, 255)),
1093 Team
, True)) as TBot
do
1095 // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
1097 Name
:= Format('DFBOT%.5d', [UID
])
1102 1: FDifficult
:= DIFFICULT_EASY
;
1103 2: FDifficult
:= DIFFICULT_MEDIUM
;
1104 else FDifficult
:= DIFFICULT_HARD
;
1107 for a
:= WP_FIRST
to WP_LAST
do
1109 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
1110 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
1111 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
1114 FHandicap
:= Handicap
;
1116 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1118 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1119 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
1124 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1; Handicap
: Integer = 100);
1127 _name
, _model
: String;
1130 if not g_Game_IsServer
then Exit
;
1132 // Ñïèñîê íàçâàíèé ìîäåëåé:
1133 m
:= g_PlayerModel_GetNames();
1138 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1139 Team
:= TEAM_COOP
// COOP
1141 if gGameSettings
.GameMode
= GM_DM
then
1142 Team
:= TEAM_NONE
// DM
1144 if Team
= TEAM_NONE
then
1145 Team
:= BotList
[num
].team
; // CTF / TDM
1147 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1148 lName
:= AnsiLowerCase(lName
);
1149 if (num
< 0) or (num
> Length(BotList
)-1) then
1151 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1152 for a
:= 0 to High(BotList
) do
1153 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1162 _name
:= BotList
[num
].name
;
1163 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1164 if not g_Player_ValidName(_name
) then
1166 _name
:= Format('DFBOT%.2d', [Random(100)]);
1167 until g_Player_ValidName(_name
);
1170 _model
:= BotList
[num
].model
;
1171 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1172 if not InSArray(_model
, m
) then
1173 _model
:= m
[Random(Length(m
))];
1176 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1180 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1181 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1182 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1183 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1184 FDifficult
.Cover
:= BotList
[num
].cover
;
1185 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1187 FHandicap
:= Handicap
;
1189 for a
:= WP_FIRST
to WP_LAST
do
1191 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1192 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1193 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1196 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1198 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1202 procedure g_Bot_RemoveAll();
1206 if not g_Game_IsServer
then Exit
;
1207 if gPlayers
= nil then Exit
;
1209 for a
:= 0 to High(gPlayers
) do
1210 if gPlayers
[a
] <> nil then
1211 if gPlayers
[a
] is TBot
then
1213 gPlayers
[a
].Lives
:= 0;
1214 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1215 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1216 g_Player_Remove(gPlayers
[a
].FUID
);
1222 procedure g_Bot_MixNames();
1227 if BotNames
<> nil then
1228 for a
:= 0 to High(BotNames
) do
1230 b
:= Random(Length(BotNames
));
1232 Botnames
[a
] := BotNames
[b
];
1237 procedure g_Player_Remove(UID
: Word);
1241 if gPlayers
= nil then Exit
;
1243 if g_Game_IsServer
and g_Game_IsNet
then
1244 MH_SEND_PlayerDelete(UID
);
1246 for i
:= 0 to High(gPlayers
) do
1247 if gPlayers
[i
] <> nil then
1248 if gPlayers
[i
].FUID
= UID
then
1250 if gPlayers
[i
] is TPlayer
then
1251 TPlayer(gPlayers
[i
]).Free()
1253 TBot(gPlayers
[i
]).Free();
1259 procedure g_Player_Init();
1270 path
:= BOTNAMES_FILENAME
;
1271 if e_FindResource(DataDirs
, path
) = false then
1274 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1275 AssignFile(F
, path
);
1286 SetLength(BotNames
, Length(BotNames
)+1);
1287 BotNames
[High(BotNames
)] := s
;
1295 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1296 config
:= TConfig
.CreateFile(path
);
1300 while config
.SectionExists(IntToStr(a
)) do
1302 SetLength(BotList
, Length(BotList
)+1);
1304 with BotList
[High(BotList
)] do
1307 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1309 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1311 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1316 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1317 color
.R
:= StrToIntDef(sa
[0], 0);
1318 color
.G
:= StrToIntDef(sa
[1], 0);
1319 color
.B
:= StrToIntDef(sa
[2], 0);
1320 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1321 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1322 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1323 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1324 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1325 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1326 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1327 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1328 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1329 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1330 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1331 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1332 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1333 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1334 if Length(sa
) = 10 then
1336 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1337 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1338 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1339 if Length(sa
) = 10 then
1341 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1343 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1344 if Length(sa) = 10 then
1346 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1353 SetLength(SavedStates
, 0);
1356 procedure g_Player_Free();
1360 if gPlayers
<> nil then
1362 for i
:= 0 to High(gPlayers
) do
1363 if gPlayers
[i
] <> nil then
1365 if gPlayers
[i
] is TPlayer
then
1366 TPlayer(gPlayers
[i
]).Free()
1368 TBot(gPlayers
[i
]).Free();
1377 SetLength(SavedStates
, 0);
1380 procedure g_Player_PreUpdate();
1384 if gPlayers
= nil then Exit
;
1385 for i
:= 0 to High(gPlayers
) do
1386 if gPlayers
[i
] <> nil then
1387 gPlayers
[i
].PreUpdate();
1390 procedure g_Player_UpdateAll();
1394 if gPlayers
= nil then Exit
;
1396 //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
1397 for i
:= 0 to High(gPlayers
) do
1399 if gPlayers
[i
] <> nil then
1401 if gPlayers
[i
] is TPlayer
then
1403 gPlayers
[i
].Update();
1404 gPlayers
[i
].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
1408 // bot updates weapons in `UpdateCombat()`
1409 TBot(gPlayers
[i
]).Update();
1413 //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
1416 procedure g_Player_DrawAll();
1420 if gPlayers
= nil then Exit
;
1422 for i
:= 0 to High(gPlayers
) do
1423 if gPlayers
[i
] <> nil then
1424 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1425 else TBot(gPlayers
[i
]).Draw();
1428 procedure g_Player_DrawDebug(p
: TPlayer
);
1432 if p
= nil then Exit
;
1433 if (@p
.FObj
) = nil then Exit
;
1435 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1437 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1438 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1439 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1440 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1441 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1442 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1443 e_TextureFontPrint(0, fH
* 6, 'Old X: ' + IntToStr(p
.FObj
.oldX
), gStdFont
);
1444 e_TextureFontPrint(0, fH
* 7, 'Old Y: ' + IntToStr(p
.FObj
.oldY
), gStdFont
);
1447 procedure g_Player_DrawHealth();
1452 if gPlayers
= nil then Exit
;
1453 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1455 for i
:= 0 to High(gPlayers
) do
1456 if gPlayers
[i
] <> nil then
1458 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1459 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1460 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1461 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1462 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1463 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1467 function g_Player_Get(UID
: Word): TPlayer
;
1473 if gPlayers
= nil then
1476 for a
:= 0 to High(gPlayers
) do
1477 if gPlayers
[a
] <> nil then
1478 if gPlayers
[a
].FUID
= UID
then
1480 Result
:= gPlayers
[a
];
1485 function g_Player_GetCount(): Byte;
1491 if gPlayers
= nil then
1494 for a
:= 0 to High(gPlayers
) do
1495 if gPlayers
[a
] <> nil then
1496 Result
:= Result
+ 1;
1499 function g_Player_GetStats(): TPlayerStatArray
;
1505 if gPlayers
= nil then Exit
;
1507 for a
:= 0 to High(gPlayers
) do
1508 if gPlayers
[a
] <> nil then
1510 SetLength(Result
, Length(Result
)+1);
1511 with Result
[High(Result
)] do
1514 Ping
:= gPlayers
[a
].FPing
;
1515 Loss
:= gPlayers
[a
].FLoss
;
1516 Name
:= gPlayers
[a
].FName
;
1517 Team
:= gPlayers
[a
].FTeam
;
1518 Frags
:= gPlayers
[a
].FFrags
;
1519 Deaths
:= gPlayers
[a
].FDeath
;
1520 Kills
:= gPlayers
[a
].FKills
;
1521 Color
:= gPlayers
[a
].FModel
.Color
;
1522 Lives
:= gPlayers
[a
].FLives
;
1523 Spectator
:= gPlayers
[a
].FSpectator
;
1528 procedure g_Player_ResetReady();
1532 if not g_Game_IsServer
then Exit
;
1533 if gPlayers
= nil then Exit
;
1535 for a
:= 0 to High(gPlayers
) do
1536 if gPlayers
[a
] <> nil then
1538 gPlayers
[a
].FReady
:= False;
1539 if g_Game_IsNet
then
1540 MH_SEND_GameEvent(NET_EV_INTER_READY
, gPlayers
[a
].UID
, 'N');
1544 procedure g_Player_RememberAll
;
1548 for i
:= Low(gPlayers
) to High(gPlayers
) do
1549 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1550 gPlayers
[i
].RememberState
;
1553 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1557 gTeamStat
[TEAM_RED
].Goals
:= 0;
1558 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1560 if gPlayers
<> nil then
1561 for i
:= 0 to High(gPlayers
) do
1562 if gPlayers
[i
] <> nil then
1564 gPlayers
[i
].Reset(Force
);
1566 if gPlayers
[i
] is TPlayer
then
1568 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1569 gPlayers
[i
].Respawn(Silent
)
1571 gPlayers
[i
].Spectate();
1574 TBot(gPlayers
[i
]).Respawn(Silent
);
1578 function g_Player_CreateCorpse(Player
: TPlayer
): Integer;
1586 if Player
.alive
then
1589 // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
1590 i
:= Player
.FCorpse
;
1591 if (i
>= 0) and (i
< Length(gCorpses
)) then
1593 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].FPlayerUID
= Player
.FUID
) then
1594 gCorpses
[i
].FPlayerUID
:= 0;
1597 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1602 if (FHealth
>= -50) or (gGibsCount
= 0) then
1604 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1608 for find_id
:= 0 to High(gCorpses
) do
1609 if gCorpses
[find_id
] = nil then
1616 find_id
:= Random(Length(gCorpses
));
1618 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1619 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1620 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1621 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1622 gCorpses
[find_id
].FPlayerUID
:= FUID
;
1627 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1628 FObj
.Y
+ PLAYER_RECT_CY
,
1629 FModel
.Name
, FModel
.Color
);
1633 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1637 if (gShells
= nil) or (Length(gShells
) = 0) then
1640 with gShells
[CurrentShell
] do
1646 if T
= SHELL_BULLET
then
1648 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1652 Obj
.Rect
.Width
:= 4;
1653 Obj
.Rect
.Height
:= 2;
1657 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1661 Obj
.Rect
.Width
:= 7;
1662 Obj
.Rect
.Height
:= 3;
1668 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1669 positionChanged(); // this updates spatial accelerators
1670 RAngle
:= Random(360);
1671 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1673 if CurrentShell
>= High(gShells
) then
1680 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1683 GibsArray
: TGibsArray
;
1686 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1688 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1690 Blood
:= g_PlayerModel_GetBlood(ModelName
);
1692 for a
:= 0 to High(GibsArray
) do
1693 with gGibs
[CurrentGib
] do
1696 ID
:= GibsArray
[a
].ID
;
1697 MaskID
:= GibsArray
[a
].MaskID
;
1700 Obj
.Rect
:= GibsArray
[a
].Rect
;
1701 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1702 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1703 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1704 positionChanged(); // this updates spatial accelerators
1705 RAngle
:= Random(360);
1707 if gBloodCount
> 0 then
1708 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1709 Random(48), Random(48), Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
1711 if CurrentGib
>= High(gGibs
) then
1718 procedure g_Player_UpdatePhysicalObjects();
1724 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1729 if T
= SHELL_BULLET
then
1730 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1732 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1737 if gGibs
<> nil then
1738 for i
:= 0 to High(gGibs
) do
1739 if gGibs
[i
].alive
then
1746 mr
:= g_Obj_Move(@Obj
, True, False, True);
1747 positionChanged(); // this updates spatial accelerators
1749 if WordBool(mr
and MOVE_FALLOUT
) then
1755 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1756 if WordBool(mr
and MOVE_HITWALL
) then
1757 Obj
.Vel
.X
:= -(vel
.X
div 2);
1758 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1759 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1761 if (Obj
.Vel
.X
>= 0) then
1763 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1764 if RAngle
>= 360 then
1765 RAngle
:= RAngle
mod 360;
1766 end else begin // Counter-clockwise
1767 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1769 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1772 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1773 if gTime
mod (GAME_TICK
*3) = 0 then
1774 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1778 if gCorpses
<> nil then
1779 for i
:= 0 to High(gCorpses
) do
1780 if gCorpses
[i
] <> nil then
1781 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1787 gCorpses
[i
].Update();
1790 if gShells
<> nil then
1791 for i
:= 0 to High(gShells
) do
1792 if gShells
[i
].alive
then
1799 mr
:= g_Obj_Move(@Obj
, True, False, True);
1800 positionChanged(); // this updates spatial accelerators
1802 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1808 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1809 if WordBool(mr
and MOVE_HITWALL
) then
1811 Obj
.Vel
.X
:= -(vel
.X
div 2);
1812 if not WordBool(mr
and MOVE_INWATER
) then
1813 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1815 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1817 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1818 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1819 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1821 if RAngle
mod 90 <> 0 then
1822 RAngle
:= (RAngle
div 90) * 90;
1824 else if not WordBool(mr
and MOVE_INWATER
) then
1825 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1828 if (Obj
.Vel
.X
>= 0) then
1830 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1831 if RAngle
>= 360 then
1832 RAngle
:= RAngle
mod 360;
1833 end else begin // Counter-clockwise
1834 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1836 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1842 procedure TGib
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1844 x
:= Obj
.X
+Obj
.Rect
.X
;
1845 y
:= Obj
.Y
+Obj
.Rect
.Y
;
1846 w
:= Obj
.Rect
.Width
;
1847 h
:= Obj
.Rect
.Height
;
1850 procedure TGib
.moveBy (dx
, dy
: Integer); inline;
1852 if (dx
<> 0) or (dy
<> 0) then
1861 procedure TShell
.getMapBox (out x
, y
, w
, h
: Integer); inline;
1865 w
:= Obj
.Rect
.Width
;
1866 h
:= Obj
.Rect
.Height
;
1869 procedure TShell
.moveBy (dx
, dy
: Integer); inline;
1871 if (dx
<> 0) or (dy
<> 0) then
1880 procedure TGib
.positionChanged (); inline; begin end;
1881 procedure TShell
.positionChanged (); inline; begin end;
1884 procedure g_Player_DrawCorpses();
1889 if gGibs
<> nil then
1890 for i
:= 0 to High(gGibs
) do
1891 if gGibs
[i
].alive
then
1894 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1897 Obj
.lerp(gLerpFactor
, fX
, fY
);
1899 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1900 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1902 e_DrawAdv(ID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1905 e_DrawAdv(MaskID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1911 if gCorpses
<> nil then
1912 for i
:= 0 to High(gCorpses
) do
1913 if gCorpses
[i
] <> nil then
1917 procedure g_Player_DrawShells();
1922 if gShells
<> nil then
1923 for i
:= 0 to High(gShells
) do
1924 if gShells
[i
].alive
then
1927 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1930 Obj
.lerp(gLerpFactor
, fX
, fY
);
1935 e_DrawAdv(SpriteID
, fX
, fY
, 0, True, False, RAngle
, @a
, TMirrorType
.None
);
1939 procedure g_Player_RemoveAllCorpses();
1945 SetLength(gGibs
, MaxGibs
);
1946 SetLength(gShells
, MaxGibs
);
1950 if gCorpses
<> nil then
1951 for i
:= 0 to High(gCorpses
) do
1955 SetLength(gCorpses
, MaxCorpses
);
1958 procedure g_Player_Corpses_SaveState (st
: TStream
);
1962 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ
1964 for i
:= 0 to High(gCorpses
) do if (gCorpses
[i
] <> nil) then Inc(count
);
1966 // Êîëè÷åñòâî òðóïîâ
1967 utils
.writeInt(st
, LongInt(count
));
1969 if (count
= 0) then exit
;
1972 for i
:= 0 to High(gCorpses
) do
1974 if gCorpses
[i
] <> nil then
1977 utils
.writeStr(st
, gCorpses
[i
].FModelName
);
1979 utils
.writeBool(st
, gCorpses
[i
].Mess
);
1980 // Ñîõðàíÿåì äàííûå òðóïà:
1981 gCorpses
[i
].SaveState(st
);
1987 procedure g_Player_Corpses_LoadState (st
: TStream
);
1995 g_Player_RemoveAllCorpses();
1997 // Êîëè÷åñòâî òðóïîâ:
1998 count
:= utils
.readLongInt(st
);
1999 if (count
< 0) or (count
> Length(gCorpses
)) then raise XStreamError
.Create('invalid number of corpses');
2001 if (count
= 0) then exit
;
2004 for i
:= 0 to count
-1 do
2007 str
:= utils
.readStr(st
);
2009 b
:= utils
.readBool(st
);
2011 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
2012 // Çàãðóæàåì äàííûå òðóïà
2013 gCorpses
[i
].LoadState(st
);
2020 function TPlayer
.isValidViewPort (): Boolean; inline; begin result
:= (viewPortW
> 0) and (viewPortH
> 0); end;
2022 procedure TPlayer
.BFGHit();
2024 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2025 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
2026 if g_Game_IsServer
and g_Game_IsNet
then
2027 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
2028 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
2032 procedure TPlayer
.ChangeModel(ModelName
: string);
2034 locModel
: TPlayerModel
;
2036 locModel
:= g_PlayerModel_Get(ModelName
);
2037 if locModel
= nil then Exit
;
2043 procedure TPlayer
.SetModel(ModelName
: string);
2047 m
:= g_PlayerModel_Get(ModelName
);
2050 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
2051 m
:= g_PlayerModel_Get('doomer');
2054 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
2059 if FModel
<> nil then
2064 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2065 FModel
.Color
:= FColor
2067 FModel
.Color
:= TEAMCOLOR
[FTeam
];
2068 FModel
.SetWeapon(FCurrWeap
);
2069 FModel
.SetFlag(FFlag
);
2070 SetDirection(FDirection
);
2073 procedure TPlayer
.SetColor(Color
: TRGB
);
2076 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2077 if FModel
<> nil then FModel
.Color
:= Color
;
2080 function TPlayer
.GetColor(): TRGB
;
2082 result
:= FModel
.Color
;
2085 procedure TPlayer
.SwitchTeam
;
2087 if g_Game_IsClient
then
2089 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
2091 if gGameOn
and FAlive
then
2092 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
2094 if FTeam
= TEAM_RED
then
2096 ChangeTeam(TEAM_BLUE
);
2097 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
2098 if g_Game_IsNet
then
2099 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
2103 ChangeTeam(TEAM_RED
);
2104 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
2105 if g_Game_IsNet
then
2106 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
2108 FPreferredTeam
:= FTeam
;
2111 procedure TPlayer
.ChangeTeam(Team
: Byte);
2118 TEAM_RED
, TEAM_BLUE
:
2119 FModel
.Color
:= TEAMCOLOR
[Team
];
2121 FModel
.Color
:= FColor
;
2123 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
2124 MH_SEND_PlayerStats(FUID
);
2128 procedure TPlayer.CollideItem();
2133 if gItems = nil then Exit;
2134 if not FAlive then Exit;
2136 for i := 0 to High(gItems) do
2139 if (ItemType <> ITEM_NONE) and alive then
2140 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
2141 PLAYER_RECT.Height, @Obj) then
2143 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
2145 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
2146 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
2147 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
2148 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
2149 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
2151 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
2152 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
2153 (gGameSettings.GameType = GT_SINGLE) and
2154 (g_Player_GetCount() > 1)) then
2155 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
2161 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
2163 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
2164 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
2168 constructor TPlayer
.Create();
2174 mEDamageType
:= HIT_SOME
;
2180 FSawSound
:= TPlayableSound
.Create();
2181 FSawSoundIdle
:= TPlayableSound
.Create();
2182 FSawSoundHit
:= TPlayableSound
.Create();
2183 FSawSoundSelect
:= TPlayableSound
.Create();
2184 FFlameSoundOn
:= TPlayableSound
.Create();
2185 FFlameSoundOff
:= TPlayableSound
.Create();
2186 FFlameSoundWork
:= TPlayableSound
.Create();
2187 FJetSoundFly
:= TPlayableSound
.Create();
2188 FJetSoundOn
:= TPlayableSound
.Create();
2189 FJetSoundOff
:= TPlayableSound
.Create();
2191 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
2192 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
2193 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
2194 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
2195 FFlameSoundOn
.SetByName('SOUND_WEAPON_FLAMEON');
2196 FFlameSoundOff
.SetByName('SOUND_WEAPON_FLAMEOFF');
2197 FFlameSoundWork
.SetByName('SOUND_WEAPON_FLAMEWORK');
2198 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
2199 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
2200 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
2202 FSpectatePlayer
:= -1;
2206 FSavedStateNum
:= -1;
2214 FActualModelName
:= 'doomer';
2217 FObj
.Rect
:= PLAYER_RECT
;
2219 FBFGFireCounter
:= -1;
2220 FJustTeleported
:= False;
2223 FWaitForFirstSpawn
:= false;
2228 procedure TPlayer
.positionChanged (); inline;
2232 procedure TPlayer
.doDamage (v
: Integer);
2234 if (v
<= 0) then exit
;
2235 if (v
> 32767) then v
:= 32767;
2236 Damage(v
, 0, 0, 0, mEDamageType
);
2239 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
2243 if (not g_Game_IsClient
) and (not FAlive
) then
2248 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
2249 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
2251 if not g_Game_IsClient
then
2254 if t
= HIT_TRAP
then
2256 // Ëîâóøêà óáèâàåò ñðàçó:
2258 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
2260 if t
= HIT_SELF
then
2264 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
2267 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
2268 FMegaRulez
[MR_SUIT
] := 0;
2269 FMegaRulez
[MR_INVUL
] := 0;
2270 FMegaRulez
[MR_INVIS
] := 0;
2275 // Íî îò îñòàëüíîãî ñïàñàåò:
2276 if FMegaRulez
[MR_INVUL
] >= gTime
then
2283 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
2284 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
2285 (SpawnerUID
= FUID
) or
2286 (not SameTeam(FUID
, SpawnerUID
)) then
2288 FLastSpawnerUID
:= SpawnerUID
;
2290 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2291 if gBloodCount
> 0 then
2293 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2294 if value
div 4 <= c
then
2295 c
:= c
- (value
div 4)
2299 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2303 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2304 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2307 if t
= HIT_WATER
then
2308 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2309 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2314 Inc(FDamageBuffer
, value
);
2318 FPain
:= FPain
+ value
;
2321 if g_Game_IsServer
and g_Game_IsNet
then
2323 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2324 MH_SEND_PlayerStats(FUID
);
2325 MH_SEND_PlayerPos(False, FUID
);
2329 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2332 if g_Game_IsClient
then
2337 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2339 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2342 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2344 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2348 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2349 MH_SEND_PlayerStats(FUID
);
2352 destructor TPlayer
.Destroy();
2354 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2356 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2360 FSawSoundIdle
.Free();
2361 FSawSoundHit
.Free();
2362 FSawSoundSelect
.Free();
2363 FFlameSoundOn
.Free();
2364 FFlameSoundOff
.Free();
2365 FFlameSoundWork
.Free();
2366 FJetSoundFly
.Free();
2368 FJetSoundOff
.Free();
2370 if FPunchAnim
<> nil then
2376 procedure TPlayer
.DrawIndicator(Color
: TRGB
);
2378 indX
, indY
, fX
, fY
, fSlope
: Integer;
2388 FObj
.lerp(gLerpFactor
, fX
, fY
);
2389 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2391 case gPlayerIndicatorStyle
of
2394 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
2396 e_GetTextureSize(ID
, @indW
, @indH
);
2400 if (FObj
.X
+ FObj
.Rect
.X
) < 0 then
2403 indX
:= fX
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
;
2404 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2407 else if (FObj
.X
+ FObj
.Rect
.X
+ FObj
.Rect
.Width
) > Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) then
2410 indX
:= fX
+ FObj
.Rect
.X
- indH
;
2411 indY
:= fY
+ FObj
.Rect
.Y
+ (FObj
.Rect
.Height
- indW
) div 2;
2414 else if (FObj
.Y
- indH
) < 0 then
2417 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2418 indY
:= fY
+ FObj
.Rect
.Y
+ FObj
.Rect
.Height
;
2424 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- indW
) div 2;
2428 indY
:= indY
+ fSlope
;
2429 indX
:= EnsureRange(indX
, 0, Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) - indW
);
2430 indY
:= EnsureRange(indY
, 0, Max(gMapInfo
.Height
, gPlayerScreenSize
.Y
) - indH
);
2434 e_DrawAdv(ID
, indX
, indY
, 0, True, False, indA
, @a
);
2441 e_TextureFontGetSize(gStdFont
, nW
, nH
);
2442 indX
:= fX
+ FObj
.Rect
.X
+ (FObj
.Rect
.Width
- Length(FName
) * nW
) div 2;
2443 indY
:= fY
- nH
+ fSlope
;
2444 e_TextureFontPrintEx(indX
, indY
, FName
, gStdFont
, Color
.R
, Color
.G
, Color
.B
, 1.0, True);
2450 procedure TPlayer
.DrawBubble();
2452 bubX
, bubY
, fX
, fY
: Integer;
2455 Rw
, Gw
, Bw
: SmallInt;
2458 FObj
.lerp(gLerpFactor
, fX
, fY
);
2459 bubX
:= fX
+FObj
.Rect
.X
+ IfThen(FDirection
= TDirection
.D_LEFT
, -4, 18);
2460 bubY
:= fY
+FObj
.Rect
.Y
- 18;
2468 1: // simple textual non-bubble
2470 bubX
:= fX
+FObj
.Rect
.X
- 11;
2471 bubY
:= fY
+FObj
.Rect
.Y
- 17;
2472 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2475 2: // advanced pixel-perfect bubble
2477 if FTeam
= TEAM_RED
then
2480 if FTeam
= TEAM_BLUE
then
2483 3: // colored bubble
2485 Rb
:= FModel
.Color
.R
;
2486 Gb
:= FModel
.Color
.G
;
2487 Bb
:= FModel
.Color
.B
;
2488 Rw
:= Min(Rb
* 2 + 64, 255);
2489 Gw
:= Min(Gb
* 2 + 64, 255);
2490 Bw
:= Min(Bb
* 2 + 64, 255);
2491 if (Abs(Rw
- Rb
) < 32)
2492 or (Abs(Gw
- Gb
) < 32)
2493 or (Abs(Bw
- Bb
) < 32) then
2495 Rb
:= Max(Rw
div 2 - 16, 0);
2496 Gb
:= Max(Gw
div 2 - 16, 0);
2497 Bb
:= Max(Bw
div 2 - 16, 0);
2500 4: // custom textured bubble
2502 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2503 if FDirection
= TDirection
.D_RIGHT
then
2504 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2506 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
2512 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2513 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2515 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2518 Dot
:= IfThen(FDirection
= TDirection
.D_LEFT
, 14, 5);
2519 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2520 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 15, Rw
, Gw
, Bw
);
2521 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 14, Rw
, Gw
, Bw
);
2522 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, Rw
, Gw
, Bw
);
2523 e_DrawLine(1, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 14, bubX
+ IfThen(FDirection
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 16, Rb
, Gb
, Bb
);
2527 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2528 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2529 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2532 procedure TPlayer
.Draw();
2537 Mirror
: TMirrorType
;
2538 fX
, fY
, fSlope
: Integer;
2540 FObj
.lerp(gLerpFactor
, fX
, fY
);
2541 fSlope
:= nlerp(FSlopeOld
, FObj
.slopeUpLeft
, gLerpFactor
);
2545 if Direction
= TDirection
.D_RIGHT
then
2546 Mirror
:= TMirrorType
.None
2548 Mirror
:= TMirrorType
.Horizontal
;
2550 if FPunchAnim
<> nil then
2552 FPunchAnim
.Draw(fX
+IfThen(Direction
= TDirection
.D_LEFT
, 15-FObj
.Rect
.X
, FObj
.Rect
.X
-15),
2553 fY
+fSlope
+FObj
.Rect
.Y
-11, Mirror
);
2554 if FPunchAnim
.played
then
2561 if (FMegaRulez
[MR_INVUL
] > gTime
) and ((gPlayerDrawn
<> Self
) or (FSpawnInvul
>= gTime
)) then
2562 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2564 e_GetTextureSize(ID
, @w
, @h
);
2565 if FDirection
= TDirection
.D_LEFT
then
2566 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2567 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False)
2569 e_Draw(ID
, fX
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2570 fY
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7+fSlope
, 0, True, False);
2573 if FMegaRulez
[MR_INVIS
] > gTime
then
2575 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2576 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2578 if (FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
2579 dr
:= not Odd((FMegaRulez
[MR_INVIS
] - gTime
) div 300)
2583 FModel
.Draw(fX
, fY
+fSlope
, 200)
2585 FModel
.Draw(fX
, fY
+fSlope
);
2588 FModel
.Draw(fX
, fY
+fSlope
, 254);
2591 FModel
.Draw(fX
, fY
+fSlope
);
2594 if g_debug_Frames
then
2596 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2598 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2599 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2603 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2604 if (FMegaRulez
[MR_INVIS
] <= gTime
) or ((gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2605 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
)))) then
2607 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2608 if gAimLine
and alive
and
2609 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2614 procedure TPlayer
.DrawAim();
2615 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
2620 {$IFDEF ENABLE_HOLMES}
2621 if isValidViewPort
and (self
= gPlayer1
) then
2623 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
2627 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
2628 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
2630 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
2634 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
2639 wx
, wy
, xx
, yy
: Integer;
2643 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= TDirection
.D_LEFT
, 7, -7);
2644 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2653 1: begin // Chainsaw
2660 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2661 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2662 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2663 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2668 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2669 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2670 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2671 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2673 4: begin // Double Shotgun
2676 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2677 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2678 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2679 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2681 5: begin // Chaingun
2684 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2685 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2686 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2687 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2689 6: begin // Rocket Launcher
2692 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2693 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2694 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2695 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2697 7: begin // Plasmagun
2700 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2701 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2702 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2703 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2708 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2709 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2710 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2711 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2713 9: begin // Super Chaingun
2716 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2717 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2718 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2719 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2722 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2723 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2724 {$IF DEFINED(D2F_DEBUG)}
2725 drawCast(sz
, wx
, wy
, xx
, yy
);
2727 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2731 procedure TPlayer
.DrawGUI();
2734 X
, Y
, SY
, a
, p
, m
: Integer;
2738 stat
: TPlayerStatArray
;
2740 X
:= gPlayerScreenSize
.X
;
2741 SY
:= gPlayerScreenSize
.Y
;
2744 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2746 if gGameSettings
.GameMode
= GM_CTF
then
2750 if gGameSettings
.GameMode
= GM_CTF
then
2752 s
:= 'TEXTURE_PLAYER_REDFLAG';
2753 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2754 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2755 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2756 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2757 if g_Texture_Get(s
, ID
) then
2758 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2761 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2762 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2763 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2765 if gGameSettings
.GameMode
= GM_CTF
then
2767 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2768 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2769 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2770 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2771 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2772 if g_Texture_Get(s
, ID
) then
2773 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2776 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2777 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2778 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2781 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2782 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2785 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2786 e_Draw(ID
, X
+2, Y
, 0, True, False);
2788 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2792 s
:= IntToStr(Frags
);
2793 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2794 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2799 stat
:= g_Player_GetStats();
2804 for a
:= 0 to High(stat
) do
2805 if stat
[a
].Name
<> Name
then
2807 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2808 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2812 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2813 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2814 s
:= s
+IntToStr(Abs(Frags
-m
));
2816 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2817 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2820 if gLMSRespawn
> LMS_RESPAWN_NONE
then
2822 s
:= _lc
[I_GAME_WARMUP
];
2823 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2824 s
:= s
+ ': ' + IntToStr((gLMSRespawnTime
- gTime
) div 1000);
2825 e_CharFont_PrintEx(gMenuFont
, X
-64-tw
, SY
-32, s
, _RGB(0, 255, 0));
2827 else if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2829 s
:= IntToStr(Lives
);
2830 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2831 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2835 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2836 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2838 if R_BERSERK
in FRulez
then
2839 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2841 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2843 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2844 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2846 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2847 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2848 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2850 s
:= IntToStr(FArmor
);
2851 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2852 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2854 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2860 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2865 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2867 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2868 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2869 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2870 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2871 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2872 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2873 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2874 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2875 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
2878 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2879 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2880 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2882 if R_KEY_RED
in FRulez
then
2883 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2885 if R_KEY_GREEN
in FRulez
then
2886 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2888 if R_KEY_BLUE
in FRulez
then
2889 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2891 if FJetFuel
> 0 then
2893 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2894 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2895 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2896 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2897 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2898 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2902 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2903 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2904 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2907 if gShowPing
and g_Game_IsClient
then
2909 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2910 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2916 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2917 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2918 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2921 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2922 s
:= _lc
[I_PLAYER_SPECT4
];
2923 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2924 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2925 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2931 procedure TPlayer
.DrawRulez();
2935 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2936 if (FMegaRulez
[MR_INVUL
] >= gTime
) and (FSpawnInvul
< gTime
) then
2938 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2939 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2944 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2945 191, 191, 191, 0, TBlending
.Invert
);
2948 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2949 if FMegaRulez
[MR_SUIT
] >= gTime
then
2951 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2952 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2957 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2958 0, 96, 0, 200, TBlending
.None
);
2961 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2962 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2964 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2965 255, 0, 0, 200, TBlending
.None
);
2969 procedure TPlayer
.DrawPain();
2973 if FPain
= 0 then Exit
;
2977 if a
< 15 then h
:= 0
2978 else if a
< 35 then h
:= 1
2979 else if a
< 55 then h
:= 2
2980 else if a
< 75 then h
:= 3
2981 else if a
< 95 then h
:= 4
2984 //if a > 255 then a := 255;
2986 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2987 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2990 procedure TPlayer
.DrawPickup();
2994 if FPickup
= 0 then Exit
;
2998 if a
< 15 then h
:= 1
2999 else if a
< 35 then h
:= 2
3000 else if a
< 55 then h
:= 3
3001 else if a
< 75 then h
:= 4
3004 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
3007 procedure TPlayer
.DoPunch();
3012 if FPunchAnim
<> nil then begin
3017 st
:= 'FRAMES_PUNCH';
3018 if R_BERSERK
in FRulez
then
3019 st
:= st
+ '_BERSERK';
3020 if FKeys
[KEY_UP
].Pressed
then
3022 else if FKeys
[KEY_DOWN
].Pressed
then
3024 g_Frames_Get(id
, st
);
3025 FPunchAnim
:= TAnimation
.Create(id
, False, 1);
3028 procedure TPlayer
.Fire();
3030 f
, DidFire
: Boolean;
3031 wx
, wy
, xd
, yd
: Integer;
3034 if g_Game_IsClient
then Exit
;
3035 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
3036 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
3044 if FReloading
[FCurrWeap
] <> 0 then Exit
;
3049 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
3050 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
3051 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
3052 yd
:= wy
+firediry();
3058 if R_BERSERK
in FRulez
then
3060 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
3061 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
3062 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
3065 locobj
.rect
.Width
:= 39;
3066 locobj
.rect
.Height
:= 52;
3067 locobj
.Vel
.X
:= (xd
-wx
) div 2;
3068 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
3069 locobj
.Accel
.X
:= xd
-wx
;
3070 locobj
.Accel
.y
:= yd
-wy
;
3072 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
3073 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
3075 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
3077 if (gFlash
= 1) and (FPain
< 50) then FPain
:= min(FPain
+ 25, 50);
3081 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
3085 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3090 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
3091 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
3093 FSawSoundSelect
.Stop();
3095 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
3097 else if not FSawSoundHit
.IsPlaying() then
3099 FSawSoundSelect
.Stop();
3100 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
3103 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3109 if FAmmo
[A_BULLETS
] > 0 then
3111 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
3112 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3113 Dec(FAmmo
[A_BULLETS
]);
3114 FFireAngle
:= FAngle
;
3117 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3118 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3122 if FAmmo
[A_SHELLS
] > 0 then
3124 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3125 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
3126 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3127 Dec(FAmmo
[A_SHELLS
]);
3128 FFireAngle
:= FAngle
;
3132 FShellType
:= SHELL_SHELL
;
3136 if FAmmo
[A_SHELLS
] >= 2 then
3138 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
3139 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3140 Dec(FAmmo
[A_SHELLS
], 2);
3141 FFireAngle
:= FAngle
;
3145 FShellType
:= SHELL_DBLSHELL
;
3149 if FAmmo
[A_BULLETS
] > 0 then
3151 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
3152 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
3153 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3154 Dec(FAmmo
[A_BULLETS
]);
3155 FFireAngle
:= FAngle
;
3158 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3159 GameVelX
, GameVelY
-2, SHELL_BULLET
);
3162 WEAPON_ROCKETLAUNCHER
:
3163 if FAmmo
[A_ROCKETS
] > 0 then
3165 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
3166 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3167 Dec(FAmmo
[A_ROCKETS
]);
3168 FFireAngle
:= FAngle
;
3174 if FAmmo
[A_CELLS
] > 0 then
3176 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
3177 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3178 Dec(FAmmo
[A_CELLS
]);
3179 FFireAngle
:= FAngle
;
3185 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
3187 FBFGFireCounter
:= 17;
3188 if not FNoReload
then
3189 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
3190 Dec(FAmmo
[A_CELLS
], 40);
3194 WEAPON_SUPERPULEMET
:
3195 if FAmmo
[A_SHELLS
] > 0 then
3197 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
3198 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
3199 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3200 Dec(FAmmo
[A_SHELLS
]);
3201 FFireAngle
:= FAngle
;
3204 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
3205 GameVelX
, GameVelY
-2, SHELL_SHELL
);
3208 WEAPON_FLAMETHROWER
:
3209 if FAmmo
[A_FUEL
] > 0 then
3211 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
);
3213 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
3215 FFireAngle
:= FAngle
;
3222 if g_Game_IsNet
and g_Game_IsServer
then MH_SEND_PlayerStats(FUID
);
3226 if g_Game_IsNet
then
3230 if FCurrWeap
<> WEAPON_BFG
then
3231 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
3233 if not FNoReload
then
3234 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
3237 MH_SEND_PlayerStats(FUID
);
3242 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
3243 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
3244 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
3247 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
3250 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
3251 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
3252 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
3253 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
3254 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
];
3259 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
3261 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
3262 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
3263 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
3266 procedure TPlayer
.FlamerOn
;
3268 FFlameSoundOff
.Stop();
3269 FFlameSoundOff
.SetPosition(0);
3272 if (not FFlameSoundOn
.IsPlaying()) and (not FFlameSoundWork
.IsPlaying()) then
3273 FFlameSoundWork
.PlayAt(FObj
.X
, FObj
.Y
);
3277 FFlameSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3282 procedure TPlayer
.FlamerOff
;
3286 FFlameSoundOn
.Stop();
3287 FFlameSoundOn
.SetPosition(0);
3288 FFlameSoundWork
.Stop();
3289 FFlameSoundWork
.SetPosition(0);
3290 FFlameSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3295 procedure TPlayer
.JetpackOn
;
3299 FJetSoundOn
.SetPosition(0);
3300 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
3304 procedure TPlayer
.JetpackOff
;
3308 FJetSoundOff
.SetPosition(0);
3309 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
3312 procedure TPlayer
.CatchFire(Attacker
: Word; Timeout
: Integer = PLAYER_BURN_TIME
);
3314 if Timeout
<= 0 then
3316 if (FMegaRulez
[MR_SUIT
] > gTime
) or (FMegaRulez
[MR_INVUL
] > gTime
) then
3317 exit
; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
3318 if g_Obj_CollidePanel(@FObj
, 0, 0, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
) then
3319 exit
; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
3320 if FFireTime
<= 0 then
3321 g_Sound_PlayExAt('SOUND_IGNITE', FObj
.X
, FObj
.Y
);
3322 FFireTime
:= Timeout
;
3323 FFireAttacker
:= Attacker
;
3324 if g_Game_IsNet
and g_Game_IsServer
then
3325 MH_SEND_PlayerStats(FUID
);
3328 procedure TPlayer
.Jump();
3330 if gFly
or FJetpack
then
3332 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
3333 if FObj
.Vel
.Y
> -VEL_FLY
then
3334 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
3337 if FJetFuel
> 0 then
3339 if (FJetFuel
< 1) and g_Game_IsServer
then
3343 if g_Game_IsNet
then
3344 MH_SEND_PlayerStats(FUID
);
3350 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
3352 FCanJetpack
:= False;
3354 // Ïðûãàåì èëè âñïëûâàåì:
3355 if (CollideLevel(0, 1) or
3356 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
3357 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
3358 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
3360 FObj
.Vel
.Y
:= -VEL_JUMP
;
3361 FCanJetpack
:= False;
3365 if BodyInLiquid(0, 0) then
3366 FObj
.Vel
.Y
:= -VEL_SW
3367 else if (FJetFuel
> 0) and FCanJetpack
and
3368 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
3372 if g_Game_IsNet
then
3373 MH_SEND_PlayerStats(FUID
);
3378 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
3380 a
, i
, k
, ab
, ar
: Byte;
3384 srv
, netsrv
: Boolean;
3390 procedure PushItem(t
: Byte);
3394 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
3395 it
:= g_Items_ByIdx(id
);
3396 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
3398 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
3399 (FObj
.Vel
.Y
div 2)-Random(9));
3400 it
.positionChanged(); // this updates spatial accelerators
3404 if KillType
= K_HARDKILL
then // -5..+5; -5..0
3406 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
3407 (FObj
.Vel
.Y
div 2)-Random(6));
3409 else // -3..+3; -3..0
3411 g_Obj_Push(@it
.Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
3412 (FObj
.Vel
.Y
div 2)-Random(4));
3414 it
.positionChanged(); // this updates spatial accelerators
3417 if g_Game_IsNet
and g_Game_IsServer
then
3418 MH_SEND_ItemSpawn(True, id
);
3422 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
3423 Srv
:= g_Game_IsServer
;
3424 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
3425 if Srv
then FDeath
:= FDeath
+ 1;
3430 if not FPhysics
then
3436 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3438 if FLives
> 0 then FLives
:= FLives
- 1;
3439 if FLives
= 0 then FNoRespawn
:= True;
3442 // Íîìåð òèïà ñìåðòè:
3445 K_SIMPLEKILL
: a
:= 1;
3447 K_EXTRAHARDKILL
: a
:= 3;
3452 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
3454 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
3461 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
3463 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
3464 K_EXTRAHARDKILL
, K_FALLKILL
:
3465 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
3468 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
3472 K_HARDKILL
, K_EXTRAHARDKILL
:
3476 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
3477 if (KillType
<> K_FALLKILL
) and (Srv
) then
3478 g_Monsters_killedp();
3480 if SpawnerUID
= FUID
then
3482 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3487 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3490 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
3491 begin // Óáèò äðóãèì èãðîêîì
3492 KP
:= g_Player_Get(SpawnerUID
);
3493 if (KP
<> nil) and Srv
then
3495 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
3496 if SameTeam(FUID
, SpawnerUID
) then
3506 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
3507 Inc(gTeamStat
[KP
.Team
].Goals
,
3508 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
3510 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
3513 plr
:= g_Player_Get(SpawnerUID
);
3521 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3525 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3529 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3534 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
3535 begin // Óáèò ìîíñòðîì
3536 mon
:= g_Monsters_ByUID(SpawnerUID
);
3540 s
:= g_Mons_GetKilledByTypeId(mon
.MonsterType
);
3544 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3548 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3552 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3557 else // Îñîáûå òèïû ñìåðòè
3560 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3561 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3562 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3563 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3564 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3565 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3571 for a
:= WP_FIRST
to WP_LAST
do
3575 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3576 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3577 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3578 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3579 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3580 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3581 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3582 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3583 WEAPON_FLAMETHROWER
: i
:= ITEM_WEAPON_FLAMETHROWER
;
3592 if R_ITEM_BACKPACK
in FRulez
then
3593 PushItem(ITEM_AMMO_BACKPACK
);
3595 // Âûáðîñ ðàêåòíîãî ðàíöà:
3596 if FJetFuel
> 0 then
3597 PushItem(ITEM_JETPACK
);
3600 if (not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) or
3601 (not LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
)) then
3603 if R_KEY_RED
in FRulez
then
3604 PushItem(ITEM_KEY_RED
);
3606 if R_KEY_GREEN
in FRulez
then
3607 PushItem(ITEM_KEY_GREEN
);
3609 if R_KEY_BLUE
in FRulez
then
3610 PushItem(ITEM_KEY_BLUE
);
3614 DropFlag(KillType
= K_FALLKILL
);
3617 FCorpse
:= g_Player_CreateCorpse(Self
);
3619 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3620 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3626 for i
:= Low(gPlayers
) to High(gPlayers
) do
3628 if gPlayers
[i
] = nil then continue
;
3629 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3632 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3633 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3638 OldLR
:= gLMSRespawn
;
3639 if (gGameSettings
.GameMode
= GM_COOP
) then
3643 // everyone is dead, restart the map
3644 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3646 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3647 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3648 gLMSRespawnTime
:= gTime
+ 5000;
3650 else if (a
= 1) then
3652 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3653 if (gPlayers
[k
] = gPlayer1
) or
3654 (gPlayers
[k
] = gPlayer2
) then
3655 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3656 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3657 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3660 else if (gGameSettings
.GameMode
= GM_TDM
) then
3662 if (ab
= 0) and (ar
<> 0) then
3665 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3667 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3668 Inc(gTeamStat
[TEAM_RED
].Goals
);
3669 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3670 gLMSRespawnTime
:= gTime
+ 5000;
3672 else if (ar
= 0) and (ab
<> 0) then
3675 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3677 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3678 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3679 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3680 gLMSRespawnTime
:= gTime
+ 5000;
3682 else if (ar
= 0) and (ab
= 0) then
3685 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3687 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3688 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3689 gLMSRespawnTime
:= gTime
+ 5000;
3692 else if (gGameSettings
.GameMode
= GM_DM
) then
3696 if gPlayers
[k
] <> nil then
3699 // survivor is the winner
3700 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3702 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3705 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3706 gLMSRespawnTime
:= gTime
+ 5000;
3708 else if (a
= 0) then
3710 // everyone is dead, restart the map
3711 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3713 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3714 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3715 gLMSRespawnTime
:= gTime
+ 5000;
3718 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3720 if NetMode
= NET_SERVER
then
3721 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, gLMSRespawnTime
- gTime
)
3723 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3729 MH_SEND_PlayerStats(FUID
);
3730 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3731 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3734 if srv
and FNoRespawn
then Spectate(True);
3735 FWantsInGame
:= True;
3738 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3740 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3741 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3744 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3746 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3747 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3750 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3752 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3753 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3754 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3755 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3756 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3757 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3758 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3759 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3762 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3764 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3765 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3766 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3767 FModel
.Blood
.R
, FModel
.Blood
.G
, FModel
.Blood
.B
, FModel
.Blood
.Kind
);
3770 procedure TPlayer
.QueueWeaponSwitch(Weapon
: Byte);
3772 if g_Game_IsClient
then Exit
;
3773 if Weapon
> High(FWeapon
) then Exit
;
3774 FNextWeap
:= FNextWeap
or (1 shl Weapon
);
3777 procedure TPlayer
.resetWeaponQueue ();
3780 FNextWeapDelay
:= 0;
3783 function TPlayer
.hasAmmoForWeapon (weapon
: Byte): Boolean;
3787 WEAPON_KASTET
, WEAPON_SAW
: result
:= true;
3788 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: result
:= (FAmmo
[A_SHELLS
] > 0);
3789 WEAPON_PISTOL
, WEAPON_CHAINGUN
: result
:= (FAmmo
[A_BULLETS
] > 0);
3790 WEAPON_ROCKETLAUNCHER
: result
:= (FAmmo
[A_ROCKETS
] > 0);
3791 WEAPON_PLASMA
, WEAPON_BFG
: result
:= (FAmmo
[A_CELLS
] > 0);
3792 WEAPON_FLAMETHROWER
: result
:= (FAmmo
[A_FUEL
] > 0);
3793 else result
:= (weapon
< length(FWeapon
));
3797 // return 255 for "no switch"
3798 function TPlayer
.getNextWeaponIndex (): Byte;
3801 wantThisWeapon
: array[0..64] of Boolean;
3802 wwc
: Integer = 0; //HACK!
3805 result
:= 255; // default result: "no switch"
3806 // had weapon cycling on previous frame? remove that flag
3807 if (FNextWeap
and $2000) <> 0 then
3809 FNextWeap
:= FNextWeap
and $1FFF;
3810 FNextWeapDelay
:= 0;
3812 // cycling has priority
3813 if (FNextWeap
and $C000) <> 0 then
3815 if (FNextWeap
and $8000) <> 0 then
3819 FNextWeap
:= FNextWeap
or $2000; // we need this
3820 if FNextWeapDelay
> 0 then
3821 exit
; // cooldown time
3823 for i
:= 0 to High(FWeapon
) do
3825 cwi
:= (cwi
+length(FWeapon
)+dir
) mod length(FWeapon
);
3826 if FWeapon
[cwi
] then
3828 //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
3829 result
:= Byte(cwi
);
3830 FNextWeapDelay
:= WEAPON_DELAY
;
3838 for i
:= 0 to High(wantThisWeapon
) do
3839 wantThisWeapon
[i
] := false;
3840 for i
:= 0 to High(FWeapon
) do
3841 if (FNextWeap
and (1 shl i
)) <> 0 then
3843 wantThisWeapon
[i
] := true;
3846 // exclude currently selected weapon from the set
3847 wantThisWeapon
[FCurrWeap
] := false;
3848 // slow down alterations a little
3851 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3852 // more than one weapon requested, assume "alteration" and check alteration delay
3853 if FNextWeapDelay
> 0 then
3859 // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
3860 // but clear all counters if no weapon should be switched
3866 //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
3867 // try weapons in descending order
3868 for i
:= High(FWeapon
) downto 0 do
3870 if wantThisWeapon
[i
] and FWeapon
[i
] and ((wwc
= 1) or hasAmmoForWeapon(i
)) then
3875 FNextWeapDelay
:= WEAPON_DELAY
* 2; // anyway, 'cause why not
3879 // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
3883 procedure TPlayer
.RealizeCurrentWeapon();
3884 function switchAllowed (): Boolean;
3889 if FBFGFireCounter
<> -1 then
3891 if FTime
[T_SWITCH
] > gTime
then
3893 for i
:= WP_FIRST
to WP_LAST
do
3894 if FReloading
[i
] > 0 then
3902 //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
3903 //FNextWeap := FNextWeap and $1FFF;
3904 if FNextWeapDelay
> 0 then Dec(FNextWeapDelay
); // "alteration delay"
3906 if not switchAllowed
then
3908 //HACK for weapon cycling
3909 if (FNextWeap
and $E000) <> 0 then FNextWeap
:= 0;
3913 nw
:= getNextWeaponIndex();
3914 if nw
= 255 then exit
; // don't reset anything here
3915 if nw
> High(FWeapon
) then
3917 // don't forget to reset queue here!
3918 //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
3926 FTime
[T_SWITCH
] := gTime
+156;
3927 if FCurrWeap
= WEAPON_SAW
then FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3928 FModel
.SetWeapon(FCurrWeap
);
3929 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3933 procedure TPlayer
.NextWeapon();
3935 if g_Game_IsClient
then Exit
;
3939 procedure TPlayer
.PrevWeapon();
3941 if g_Game_IsClient
then Exit
;
3945 procedure TPlayer
.SetWeapon(W
: Byte);
3947 if FCurrWeap
<> W
then
3948 if W
= WEAPON_SAW
then
3949 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3952 FModel
.SetWeapon(CurrWeap
);
3956 function TPlayer
.PickItem(ItemType
: Byte; arespawn
: Boolean; var remove
: Boolean): Boolean;
3958 function allowBerserkSwitching (): Boolean;
3960 if (FBFGFireCounter
<> -1) then begin result
:= false; exit
; end;
3962 if gBerserkAutoswitch
then exit
;
3963 if not conIsCheatsEnabled
then exit
;
3971 if g_Game_IsClient
then Exit
;
3973 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3974 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and arespawn
;
3979 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3981 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3985 if gFlash
= 2 then Inc(FPickup
, 5);
3989 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
3991 if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3995 if gFlash
= 2 then Inc(FPickup
, 5);
3999 if FArmor
< PLAYER_AP_SOFT
then
4001 FArmor
:= PLAYER_AP_SOFT
;
4004 if gFlash
= 2 then Inc(FPickup
, 5);
4008 if FArmor
< PLAYER_AP_LIMIT
then
4010 FArmor
:= PLAYER_AP_LIMIT
;
4013 if gFlash
= 2 then Inc(FPickup
, 5);
4017 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4019 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
4023 if gFlash
= 2 then Inc(FPickup
, 5);
4027 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) or (FFireTime
> 0) then
4029 if FHealth
< PLAYER_HP_LIMIT
then
4030 FHealth
:= PLAYER_HP_LIMIT
;
4031 if FArmor
< PLAYER_AP_LIMIT
then
4032 FArmor
:= PLAYER_AP_LIMIT
;
4036 if gFlash
= 2 then Inc(FPickup
, 5);
4040 if (not FWeapon
[WEAPON_SAW
]) or ((not arespawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
4042 FWeapon
[WEAPON_SAW
] := True;
4044 if gFlash
= 2 then Inc(FPickup
, 5);
4045 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4048 ITEM_WEAPON_SHOTGUN1
:
4049 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
4051 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
4052 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
4054 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4055 FWeapon
[WEAPON_SHOTGUN1
] := True;
4057 if gFlash
= 2 then Inc(FPickup
, 5);
4058 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4061 ITEM_WEAPON_SHOTGUN2
:
4062 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
4064 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
4066 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4067 FWeapon
[WEAPON_SHOTGUN2
] := True;
4069 if gFlash
= 2 then Inc(FPickup
, 5);
4070 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4073 ITEM_WEAPON_CHAINGUN
:
4074 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
4076 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
4078 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4079 FWeapon
[WEAPON_CHAINGUN
] := True;
4081 if gFlash
= 2 then Inc(FPickup
, 5);
4082 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4085 ITEM_WEAPON_ROCKETLAUNCHER
:
4086 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
4088 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
4090 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
4091 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
4093 if gFlash
= 2 then Inc(FPickup
, 5);
4094 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4098 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
4100 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
4102 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4103 FWeapon
[WEAPON_PLASMA
] := True;
4105 if gFlash
= 2 then Inc(FPickup
, 5);
4106 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4110 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
4112 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
4114 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4115 FWeapon
[WEAPON_BFG
] := True;
4117 if gFlash
= 2 then Inc(FPickup
, 5);
4118 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4121 ITEM_WEAPON_SUPERPULEMET
:
4122 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
4124 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
4126 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4127 FWeapon
[WEAPON_SUPERPULEMET
] := True;
4129 if gFlash
= 2 then Inc(FPickup
, 5);
4130 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4133 ITEM_WEAPON_FLAMETHROWER
:
4134 if (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) or not FWeapon
[WEAPON_FLAMETHROWER
] then
4136 if a
and FWeapon
[WEAPON_FLAMETHROWER
] then Exit
;
4138 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4139 FWeapon
[WEAPON_FLAMETHROWER
] := True;
4141 if gFlash
= 2 then Inc(FPickup
, 5);
4142 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
4146 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4148 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4151 if gFlash
= 2 then Inc(FPickup
, 5);
4154 ITEM_AMMO_BULLETS_BOX
:
4155 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4157 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
4160 if gFlash
= 2 then Inc(FPickup
, 5);
4164 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4166 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4169 if gFlash
= 2 then Inc(FPickup
, 5);
4172 ITEM_AMMO_SHELLS_BOX
:
4173 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4175 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
4178 if gFlash
= 2 then Inc(FPickup
, 5);
4182 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4184 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4187 if gFlash
= 2 then Inc(FPickup
, 5);
4190 ITEM_AMMO_ROCKET_BOX
:
4191 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4193 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
4196 if gFlash
= 2 then Inc(FPickup
, 5);
4200 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4202 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4205 if gFlash
= 2 then Inc(FPickup
, 5);
4209 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4211 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
4214 if gFlash
= 2 then Inc(FPickup
, 5);
4218 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4220 IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
4223 if gFlash
= 2 then Inc(FPickup
, 5);
4227 if not(R_ITEM_BACKPACK
in FRulez
) or
4228 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
4229 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
4230 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
4231 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
4232 (FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
]) then
4234 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
4235 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
4236 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
4237 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
4238 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
4240 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
4241 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
4242 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
4243 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
4244 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
4245 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
4246 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
4247 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
4248 if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then
4249 IncMax(FAmmo
[A_FUEL
], 50, FMaxAmmo
[A_FUEL
]);
4251 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
4254 if gFlash
= 2 then Inc(FPickup
, 5);
4258 if not(R_KEY_RED
in FRulez
) then
4260 Include(FRulez
, R_KEY_RED
);
4262 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4263 if gFlash
= 2 then Inc(FPickup
, 5);
4264 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4268 if not(R_KEY_GREEN
in FRulez
) then
4270 Include(FRulez
, R_KEY_GREEN
);
4272 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4273 if gFlash
= 2 then Inc(FPickup
, 5);
4274 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4278 if not(R_KEY_BLUE
in FRulez
) then
4280 Include(FRulez
, R_KEY_BLUE
);
4282 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
4283 if gFlash
= 2 then Inc(FPickup
, 5);
4284 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
4288 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
4290 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
4294 if gFlash
= 2 then Inc(FPickup
, 5);
4298 if FAir
< AIR_MAX
then
4303 if gFlash
= 2 then Inc(FPickup
, 5);
4308 if not (R_BERSERK
in FRulez
) then
4310 Include(FRulez
, R_BERSERK
);
4311 if allowBerserkSwitching
then
4313 FCurrWeap
:= WEAPON_KASTET
;
4315 FModel
.SetWeapon(WEAPON_KASTET
);
4320 if gFlash
= 2 then Inc(FPickup
, 5);
4322 FBerserk
:= gTime
+30000;
4327 if (FHealth
< PLAYER_HP_SOFT
) or (FFireTime
> 0) then
4329 if FHealth
< PLAYER_HP_SOFT
then FHealth
:= PLAYER_HP_SOFT
;
4330 FBerserk
:= gTime
+30000;
4338 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
4340 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
4344 if gFlash
= 2 then Inc(FPickup
, 5);
4348 if (FHealth
< PLAYER_HP_LIMIT
) or (FFireTime
> 0) then
4350 if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
4354 if gFlash
= 2 then Inc(FPickup
, 5);
4358 if FArmor
< PLAYER_AP_LIMIT
then
4360 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
4363 if gFlash
= 2 then Inc(FPickup
, 5);
4367 if FJetFuel
< JET_MAX
then
4369 FJetFuel
:= JET_MAX
;
4372 if gFlash
= 2 then Inc(FPickup
, 5);
4376 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
4378 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
4381 if gFlash
= 2 then Inc(FPickup
, 5);
4386 procedure TPlayer
.Touch();
4390 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
4393 // Áðîñèòü ôëàã òîâàðèùó:
4394 if gGameSettings
.GameMode
= GM_CTF
then
4399 procedure TPlayer
.Push(vx
, vy
: Integer);
4401 if (not FPhysics
) and FGhost
then
4403 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
4404 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
4405 if g_Game_IsNet
and g_Game_IsServer
then
4406 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4409 procedure TPlayer
.Reset(Force
: Boolean);
4415 FTime
[T_RESPAWN
] := 0;
4416 FTime
[T_FLAGCAP
] := 0;
4432 FSpectator
:= False;
4435 FSpectatePlayer
:= -1;
4436 FNoRespawn
:= False;
4438 FLives
:= gGameSettings
.MaxLives
;
4443 procedure TPlayer
.SoftReset();
4451 FBFGFireCounter
:= -1;
4459 SetAction(A_STAND
, True);
4462 function TPlayer
.GetRespawnPoint(): Byte;
4467 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
4469 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
4470 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
4472 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
4474 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
4475 if Self
= gPlayer1
then
4476 c
:= RESPAWNPOINT_PLAYER1
4478 c
:= RESPAWNPOINT_PLAYER2
;
4479 if g_Map_GetPointCount(c
) > 0 then
4485 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
4486 if Self
= gPlayer1
then
4487 c
:= RESPAWNPOINT_PLAYER2
4489 c
:= RESPAWNPOINT_PLAYER1
;
4490 if g_Map_GetPointCount(c
) > 0 then
4497 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
4498 if Random(2) = 0 then
4499 c
:= RESPAWNPOINT_PLAYER1
4501 c
:= RESPAWNPOINT_PLAYER2
;
4502 if g_Map_GetPointCount(c
) > 0 then
4509 // Òî÷êà ëþáîé èç êîìàíä
4510 if Random(2) = 0 then
4511 c
:= RESPAWNPOINT_RED
4513 c
:= RESPAWNPOINT_BLUE
;
4514 if g_Map_GetPointCount(c
) > 0 then
4521 c
:= RESPAWNPOINT_DM
;
4522 if g_Map_GetPointCount(c
) > 0 then
4530 if gGameSettings
.GameMode
= GM_DM
then
4533 c
:= RESPAWNPOINT_DM
;
4534 if g_Map_GetPointCount(c
) > 0 then
4540 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4541 if Random(2) = 0 then
4542 c
:= RESPAWNPOINT_PLAYER1
4544 c
:= RESPAWNPOINT_PLAYER2
;
4545 if g_Map_GetPointCount(c
) > 0 then
4551 // Òî÷êà ëþáîé èç êîìàíä
4552 if Random(2) = 0 then
4553 c
:= RESPAWNPOINT_RED
4555 c
:= RESPAWNPOINT_BLUE
;
4556 if g_Map_GetPointCount(c
) > 0 then
4564 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
4566 // Òî÷êà ñâîåé êîìàíäû
4567 c
:= RESPAWNPOINT_DM
;
4568 if FTeam
= TEAM_RED
then
4569 c
:= RESPAWNPOINT_RED
;
4570 if FTeam
= TEAM_BLUE
then
4571 c
:= RESPAWNPOINT_BLUE
;
4572 if g_Map_GetPointCount(c
) > 0 then
4579 c
:= RESPAWNPOINT_DM
;
4580 if g_Map_GetPointCount(c
) > 0 then
4586 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
4587 if Random(2) = 0 then
4588 c
:= RESPAWNPOINT_PLAYER1
4590 c
:= RESPAWNPOINT_PLAYER2
;
4591 if g_Map_GetPointCount(c
) > 0 then
4597 // Òî÷êà äðóãîé êîìàíäû
4598 c
:= RESPAWNPOINT_DM
;
4599 if FTeam
= TEAM_RED
then
4600 c
:= RESPAWNPOINT_BLUE
;
4601 if FTeam
= TEAM_BLUE
then
4602 c
:= RESPAWNPOINT_RED
;
4603 if g_Map_GetPointCount(c
) > 0 then
4611 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
4613 RespawnPoint
: TRespawnPoint
;
4621 FBFGFireCounter
:= -1;
4628 if not g_Game_IsServer
then
4632 FWantsInGame
:= True;
4633 FJustTeleported
:= True;
4636 FTime
[T_RESPAWN
] := 0;
4640 // if server changes MaxLives we gotta be ready
4641 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
4643 // Åùå íåëüçÿ âîçðîäèòüñÿ:
4644 if FTime
[T_RESPAWN
] > gTime
then
4647 // Ïðîñðàë âñå æèçíè:
4650 if not FSpectator
then Spectate(True);
4651 FWantsInGame
:= True;
4655 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
4656 begin // "Ñâîÿ èãðà"
4657 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
4658 FRulez
:= FRulez
-[R_BERSERK
];
4660 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
4662 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
4663 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
4666 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
4667 c
:= GetRespawnPoint();
4672 // Âîñêðåøåíèå áåç îðóæèÿ:
4675 FHealth
:= Round(PLAYER_HP_SOFT
* (FHandicap
/ 100));
4681 for a
:= WP_FIRST
to WP_LAST
do
4683 FWeapon
[a
] := False;
4687 FWeapon
[WEAPON_PISTOL
] := True;
4688 FWeapon
[WEAPON_KASTET
] := True;
4689 FCurrWeap
:= WEAPON_PISTOL
;
4692 FModel
.SetWeapon(FCurrWeap
);
4694 for b
:= A_BULLETS
to A_HIGH
do
4697 FAmmo
[A_BULLETS
] := 50;
4699 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[0, A_BULLETS
];
4700 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[0, A_SHELLS
];
4701 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[0, A_SHELLS
];
4702 FMaxAmmo
[A_CELLS
] := AmmoLimits
[0, A_CELLS
];
4703 FMaxAmmo
[A_FUEL
] := AmmoLimits
[0, A_FUEL
];
4705 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
4706 LongBool(gGameSettings
.Options
and GAME_OPTION_DMKEYS
) then
4707 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4712 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4713 if not g_Map_GetPoint(c
, RespawnPoint
) then
4715 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4719 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4720 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4721 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4722 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4723 FObj
.oldY
:= FObj
.Y
;
4729 FDirection
:= RespawnPoint
.Direction
;
4730 if FDirection
= TDirection
.D_LEFT
then
4735 SetAction(A_STAND
, True);
4736 FModel
.Direction
:= FDirection
;
4738 for a
:= Low(FTime
) to High(FTime
) do
4741 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4744 // Respawn invulnerability
4745 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.SpawnInvul
> 0) then
4747 FMegaRulez
[MR_INVUL
] := gTime
+ gGameSettings
.SpawnInvul
* 1000;
4748 FSpawnInvul
:= FMegaRulez
[MR_INVUL
];
4753 FCanJetpack
:= False;
4759 // Àíèìàöèÿ âîçðîæäåíèÿ:
4760 if (not gLoadGameMode
) and (not Silent
) then
4761 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4763 Anim
:= TAnimation
.Create(ID
, False, 3);
4764 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4765 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4769 FSpectator
:= False;
4772 FSpectatePlayer
:= -1;
4775 if (gPlayer1
= nil) and (gSpectLatchPID1
= FUID
) then
4777 if (gPlayer2
= nil) and (gSpectLatchPID2
= FUID
) then
4780 if g_Game_IsNet
then
4782 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4783 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4785 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4786 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4791 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4794 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4795 else if (not NoMove
) then
4797 GameX
:= gMapInfo
.Width
div 2;
4798 GameY
:= gMapInfo
.Height
div 2;
4807 FWantsInGame
:= False;
4813 if Self
= gPlayer1
then
4815 gSpectLatchPID1
:= FUID
;
4818 else if Self
= gPlayer2
then
4820 gSpectLatchPID2
:= FUID
;
4825 if g_Game_IsNet
then
4826 MH_SEND_PlayerStats(FUID
);
4829 procedure TPlayer
.SwitchNoClip
;
4833 FGhost
:= not FGhost
;
4834 FPhysics
:= not FGhost
;
4846 procedure TPlayer
.Run(Direction
: TDirection
);
4850 if MAX_RUNVEL
> 8 then
4854 if Direction
= TDirection
.D_LEFT
then
4856 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4857 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4860 if FObj
.Vel
.X
< MAX_RUNVEL
then
4861 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4863 // Âîçìîæíî, ïèíàåì êóñêè:
4864 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4866 b
:= Abs(FObj
.Vel
.X
);
4867 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4868 for a
:= 0 to High(gGibs
) do
4870 if gGibs
[a
].alive
and
4871 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4872 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4875 if FObj
.Vel
.X
< 0 then
4877 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4881 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4883 gGibs
[a
].positionChanged(); // this updates spatial accelerators
4891 procedure TPlayer
.SeeDown();
4893 SetAction(A_SEEDOWN
);
4895 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4897 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4900 procedure TPlayer
.SeeUp();
4904 if FDirection
= TDirection
.D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4906 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4909 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4917 A_ATTACK
: Prior
:= 2;
4918 A_SEEUP
: Prior
:= 1;
4919 A_SEEDOWN
: Prior
:= 1;
4920 A_ATTACKUP
: Prior
:= 2;
4921 A_ATTACKDOWN
: Prior
:= 2;
4926 if (Prior
> FActionPrior
) or Force
then
4927 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4929 FActionPrior
:= Prior
;
4930 FActionAnim
:= Action
;
4931 FActionForce
:= Force
;
4932 FActionChanged
:= True;
4935 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4938 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4940 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4941 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4942 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4943 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4946 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4953 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4955 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4956 if g_Game_IsServer
and g_Game_IsNet
then
4957 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4961 FJustTeleported
:= True;
4966 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4968 Anim
:= TAnimation
.Create(ID
, False, 3);
4971 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4972 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4973 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4974 if g_Game_IsServer
and g_Game_IsNet
then
4975 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4976 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4980 FObj
.X
:= X
-PLAYER_RECT
.X
;
4981 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4982 FObj
.oldX
:= FObj
.X
; // don't interpolate after respawn
4983 FObj
.oldY
:= FObj
.Y
;
4984 if FAlive
and FGhost
then
4990 if not g_Game_IsNet
then
4994 SetDirection(TDirection
.D_LEFT
);
5000 SetDirection(TDirection
.D_RIGHT
);
5006 if FDirection
= TDirection
.D_RIGHT
then
5008 SetDirection(TDirection
.D_LEFT
);
5013 SetDirection(TDirection
.D_RIGHT
);
5019 if not silent
and (Anim
<> nil) then
5021 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
5022 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
5025 if g_Game_IsServer
and g_Game_IsNet
then
5026 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
5027 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
5034 function nonz(a
: Single): Single;
5042 function TPlayer
.refreshCorpse(): Boolean;
5048 if FAlive
or FSpectator
then
5050 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
5052 for i
:= 0 to High(gCorpses
) do
5053 if gCorpses
[i
] <> nil then
5054 if gCorpses
[i
].FPlayerUID
= FUID
then
5062 function TPlayer
.getCameraObj(): TObj
;
5064 if (not FAlive
) and (not FSpectator
) and
5065 (FCorpse
>= 0) and (FCorpse
< Length(gCorpses
)) and
5066 (gCorpses
[FCorpse
] <> nil) and (gCorpses
[FCorpse
].FPlayerUID
= FUID
) then
5068 gCorpses
[FCorpse
].FObj
.slopeUpLeft
:= FObj
.slopeUpLeft
;
5069 Result
:= gCorpses
[FCorpse
].FObj
;
5077 procedure TPlayer
.PreUpdate();
5079 FSlopeOld
:= FObj
.slopeUpLeft
;
5080 FIncCamOld
:= FIncCam
;
5081 FObj
.oldX
:= FObj
.X
;
5082 FObj
.oldY
:= FObj
.Y
;
5085 procedure TPlayer
.Update();
5088 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
5089 blockmon
, headwater
, dospawn
: Boolean;
5094 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
5095 AnyServer
:= g_Game_IsServer
;
5097 if g_Game_IsClient
and (NetInterpLevel
> 0) then
5098 DoLerp(NetInterpLevel
+ 1)
5104 if FClientID
>= 0 then
5106 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
5107 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
5108 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
5117 if FAlive
and (FPunchAnim
<> nil) then
5118 FPunchAnim
.Update();
5120 if FAlive
and (gFly
or FJetpack
) then
5123 if FDirection
= TDirection
.D_LEFT
then
5128 if FAlive
and (not FGhost
) then
5130 if FKeys
[KEY_UP
].Pressed
then
5132 if FKeys
[KEY_DOWN
].Pressed
then
5136 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
5139 i
:= g_basic
.Sign(FIncCam
);
5140 FIncCam
:= Abs(FIncCam
);
5141 DecMin(FIncCam
, 5, 0);
5142 FIncCam
:= FIncCam
*i
;
5145 // no need to do that each second frame, weapon queue will take care of it
5146 if FAlive
and FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
5147 if FAlive
and FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
5149 if gTime
mod (GAME_TICK
*2) <> 0 then
5151 if (FObj
.Vel
.X
= 0) and FAlive
then
5153 if FKeys
[KEY_LEFT
].Pressed
then
5154 Run(TDirection
.D_LEFT
);
5155 if FKeys
[KEY_RIGHT
].Pressed
then
5156 Run(TDirection
.D_RIGHT
);
5161 g_Obj_Move(@FObj
, True, True, True);
5162 positionChanged(); // this updates spatial accelerators
5168 FActionChanged
:= False;
5172 // Let alive player do some actions
5173 if FKeys
[KEY_LEFT
].Pressed
then Run(TDirection
.D_LEFT
);
5174 if FKeys
[KEY_RIGHT
].Pressed
then Run(TDirection
.D_RIGHT
);
5175 //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
5176 //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
5177 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire()
5183 if NetServer
then MH_SEND_PlayerStats(FUID
);
5186 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
5187 if FKeys
[KEY_JUMP
].Pressed
then Jump()
5190 if AnyServer
and FJetpack
then
5194 if NetServer
then MH_SEND_PlayerStats(FUID
);
5196 FCanJetpack
:= True;
5203 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
5205 if FKeys
[k
].Pressed
then
5213 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
5216 if (FTime
[T_RESPAWN
] <= gTime
) and
5217 gGameOn
and (not FAlive
) then
5219 if (g_Player_GetCount() > 1) then
5223 gExit
:= EXIT_RESTART
;
5228 // Dead spectator actions
5231 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
5232 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
5236 if (FSpectatePlayer
>= High(gPlayers
)) then
5237 FSpectatePlayer
:= -1
5241 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
5242 if gPlayers
[I
] <> nil then
5243 if gPlayers
[I
].alive
then
5244 if gPlayers
[I
].UID
<> FUID
then
5246 FSpectatePlayer
:= I
;
5251 if not SetSpect
then FSpectatePlayer
:= -1;
5262 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
5264 FYTo
:= FObj
.Y
- 32;
5265 FSpectatePlayer
:= -1;
5267 if FKeys
[KEY_DOWN
].Pressed
then
5269 FYTo
:= FObj
.Y
+ 32;
5270 FSpectatePlayer
:= -1;
5272 if FKeys
[KEY_LEFT
].Pressed
then
5274 FXTo
:= FObj
.X
- 32;
5275 FSpectatePlayer
:= -1;
5277 if FKeys
[KEY_RIGHT
].Pressed
then
5279 FXTo
:= FObj
.X
+ 32;
5280 FSpectatePlayer
:= -1;
5283 if (FXTo
< -64) then
5285 else if (FXTo
> gMapInfo
.Width
+ 32) then
5286 FXTo
:= gMapInfo
.Width
+ 32;
5287 if (FYTo
< -72) then
5289 else if (FYTo
> gMapInfo
.Height
+ 32) then
5290 FYTo
:= gMapInfo
.Height
+ 32;
5295 g_Obj_Move(@FObj
, True, True, True);
5296 positionChanged(); // this updates spatial accelerators
5303 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
5304 if gPlayers
[FSpectatePlayer
] <> nil then
5305 if gPlayers
[FSpectatePlayer
].alive
then
5307 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
5308 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
5312 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
5313 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
5314 PANEL_BLOCKMON
, True);
5315 headwater
:= HeadInLiquid(0, 0);
5317 // Ñîïðîòèâëåíèå âîçäóõà:
5318 if (not FAlive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
5319 if FObj
.Vel
.X
<> 0 then
5320 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5322 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
5323 DecMin(FPain
, 5, 0);
5324 DecMin(FPickup
, 1, 0);
5326 if FAlive
and (FObj
.Y
> Integer(gMapInfo
.Height
)+128) and AnyServer
then
5328 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
5329 FMegaRulez
[MR_SUIT
] := 0;
5330 FMegaRulez
[MR_INVUL
] := 0;
5331 FMegaRulez
[MR_INVIS
] := 0;
5332 Kill(K_FALLKILL
, 0, HIT_FALL
);
5339 if FCurrWeap
= WEAPON_SAW
then
5340 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
5341 FSawSoundSelect
.IsPlaying()) then
5342 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
5345 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
5346 (not FJetSoundOff
.IsPlaying()) then
5348 FJetSoundFly
.SetPosition(0);
5349 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
5352 for b
:= WP_FIRST
to WP_LAST
do
5353 if FReloading
[b
] > 0 then
5359 if FShellTimer
> -1 then
5360 if FShellTimer
= 0 then
5362 if FShellType
= SHELL_SHELL
then
5363 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5364 GameVelX
, GameVelY
-2, SHELL_SHELL
)
5365 else if FShellType
= SHELL_DBLSHELL
then
5367 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5368 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
5369 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5370 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
5373 end else Dec(FShellTimer
);
5375 if (FBFGFireCounter
> -1) then
5376 if FBFGFireCounter
= 0 then
5380 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
5381 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
5382 xd
:= wx
+IfThen(FDirection
= TDirection
.D_LEFT
, -30, 30);
5383 yd
:= wy
+firediry();
5384 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
5385 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
5386 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5387 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5388 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5391 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
5392 FBFGFireCounter
:= -1;
5395 FBFGFireCounter
:= 0
5397 Dec(FBFGFireCounter
);
5399 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
5401 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
5403 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
5406 if (headwater
or blockmon
) then
5412 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
5415 else if (FAir
mod 31 = 0) and not blockmon
then
5417 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
5418 if Random(2) = 0 then
5419 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5421 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5423 end else if FAir
< AIR_DEF
then
5426 if FFireTime
> 0 then
5428 if BodyInLiquid(0, 0) then
5433 else if FMegaRulez
[MR_SUIT
] >= gTime
then
5435 if FMegaRulez
[MR_SUIT
] = gTime
then
5442 if FFirePainTime
<= 0 then
5444 if g_Game_IsServer
then
5445 Damage(2, FFireAttacker
, 0, 0, HIT_FLAME
);
5446 FFirePainTime
:= 12 - FFireTime
div 12;
5448 FFirePainTime
:= FFirePainTime
- 1;
5449 FFireTime
:= FFireTime
- 1;
5450 if ((FFireTime
mod 33) = 0) and (FMegaRulez
[MR_INVUL
] < gTime
) then
5451 FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
);
5452 if (FFireTime
= 0) and g_Game_IsNet
and g_Game_IsServer
then
5453 MH_SEND_PlayerStats(FUID
);
5457 if FDamageBuffer
> 0 then
5459 if FDamageBuffer
>= 9 then
5463 if FDamageBuffer
< 30 then i
:= 9
5464 else if FDamageBuffer
< 100 then i
:= 18
5468 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
5469 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
5470 FHealth
:= FHealth
-ii
;
5473 FHealth
:= FHealth
+FArmor
;
5478 if FHealth
<= 0 then
5479 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
5480 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
5481 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
5483 if FAlive
and ((FLastHit
<> HIT_FLAME
) or (FFireTime
<= 0)) then
5485 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
5486 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
5487 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
5488 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
5495 end; // if FAlive then ...
5497 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
5499 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
5500 FModel
.GetCurrentAnimation
.MinLength
:= i
;
5501 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
5502 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
5504 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
5505 then SetAction(A_STAND
, True);
5507 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
5509 for b
:= Low(FKeys
) to High(FKeys
) do
5510 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
5514 procedure TPlayer
.getMapBox (out x
, y
, w
, h
: Integer); inline;
5516 x
:= FObj
.X
+PLAYER_RECT
.X
;
5517 y
:= FObj
.Y
+PLAYER_RECT
.Y
;
5518 w
:= PLAYER_RECT
.Width
;
5519 h
:= PLAYER_RECT
.Height
;
5523 procedure TPlayer
.moveBy (dx
, dy
: Integer); inline;
5525 if (dx
<> 0) or (dy
<> 0) then
5534 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
5536 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5537 FObj
.Y
+PLAYER_RECT
.Y
,
5544 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
5546 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
5547 FObj
.Y
+PLAYER_RECT
.Y
,
5551 Panel
.Width
, Panel
.Height
);
5554 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
5556 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
5557 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
5558 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
5559 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
5562 function g_Player_ValidName(Name
: string): Boolean;
5568 if gPlayers
= nil then Exit
;
5570 for a
:= 0 to High(gPlayers
) do
5571 if gPlayers
[a
] <> nil then
5572 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
5579 procedure TPlayer
.SetDirection(Direction
: TDirection
);
5583 d
:= FModel
.Direction
;
5585 FModel
.Direction
:= Direction
;
5586 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
5588 FDirection
:= Direction
;
5591 function TPlayer
.GetKeys(): Byte;
5595 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
5596 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
5597 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
5599 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
5600 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
5603 procedure TPlayer
.Use();
5607 if FTime
[T_USE
] > gTime
then Exit
;
5609 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
5610 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
5612 for a
:= 0 to High(gPlayers
) do
5613 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
5614 gPlayers
[a
].alive
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
5615 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5616 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
5618 gPlayers
[a
].Touch();
5619 if g_Game_IsNet
and g_Game_IsServer
then
5620 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
5623 FTime
[T_USE
] := gTime
+120;
5626 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
5630 WX
, WY
, XD
, YD
: Integer;
5642 if R_BERSERK
in FRulez
then
5644 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
5645 locobj
.X
:= FObj
.X
+FObj
.Rect
.X
;
5646 locobj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
5649 locobj
.rect
.Width
:= 39;
5650 locobj
.rect
.Height
:= 52;
5651 locobj
.Vel
.X
:= (xd
-wx
) div 2;
5652 locobj
.Vel
.Y
:= (yd
-wy
) div 2;
5653 locobj
.Accel
.X
:= xd
-wx
;
5654 locobj
.Accel
.y
:= yd
-wy
;
5656 if g_Weapon_Hit(@locobj
, 50, FUID
, HIT_SOME
) <> 0 then
5657 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
5659 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
5663 FPain
:= min(FPain
+ 25, 50);
5665 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
5670 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
5671 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
5673 FSawSoundSelect
.Stop();
5675 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
5677 else if not FSawSoundHit
.IsPlaying() then
5679 FSawSoundSelect
.Stop();
5680 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
5687 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
5688 FFireAngle
:= FAngle
;
5690 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5691 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5696 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5697 FFireAngle
:= FAngle
;
5700 FShellType
:= SHELL_SHELL
;
5705 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
5706 FFireAngle
:= FAngle
;
5709 FShellType
:= SHELL_DBLSHELL
;
5714 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
5715 FFireAngle
:= FAngle
;
5717 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5718 GameVelX
, GameVelY
-2, SHELL_BULLET
);
5721 WEAPON_ROCKETLAUNCHER
:
5723 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
5724 FFireAngle
:= FAngle
;
5730 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
5731 FFireAngle
:= FAngle
;
5737 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
5738 FFireAngle
:= FAngle
;
5742 WEAPON_SUPERPULEMET
:
5744 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
5745 FFireAngle
:= FAngle
;
5747 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
5748 GameVelX
, GameVelY
-2, SHELL_SHELL
);
5751 WEAPON_FLAMETHROWER
:
5753 g_Weapon_flame(wx
, wy
, xd
, yd
, FUID
, WID
);
5755 FFireAngle
:= FAngle
;
5762 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
5763 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
5764 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
5767 procedure TPlayer
.DoLerp(Level
: Integer = 2);
5769 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
5770 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
5773 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
5779 if NetInterpLevel
< 1 then
5786 AX
:= Abs(FXTo
- FObj
.X
);
5787 AY
:= Abs(FYTo
- FObj
.Y
);
5788 if (AX
> 32) or (AX
<= NetInterpLevel
) then
5790 if (AY
> 32) or (AY
<= NetInterpLevel
) then
5795 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
5797 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5798 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5799 PANEL_LIFTUP
, False) then Result
:= -1
5801 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
5802 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
5803 PANEL_LIFTDOWN
, False) then Result
:= 1
5807 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
5814 if Flag
= FLAG_NONE
then
5817 if not g_Game_IsServer
then Exit
;
5819 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
5820 if (Flag
= FTeam
) and
5821 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
5822 (FFlag
<> FLAG_NONE
) then
5824 if FFlag
= FLAG_RED
then
5825 s
:= _lc
[I_PLAYER_FLAG_RED
]
5827 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5829 evtype
:= FLAG_STATE_SCORED
;
5831 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
5832 Insert('.', ts
, Length(ts
) + 1 - 3);
5833 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
5835 g_Map_ResetFlag(FFlag
);
5836 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
5838 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5839 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5840 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5845 if not sound_cap_flag
[a
].IsPlaying() then
5846 sound_cap_flag
[a
].Play();
5848 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
5851 if g_Game_IsNet
then
5853 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
5857 gFlags
[FFlag
].CaptureTime
:= 0;
5862 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5863 if (Flag
= FTeam
) and
5864 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5866 if Flag
= FLAG_RED
then
5867 s
:= _lc
[I_PLAYER_FLAG_RED
]
5869 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5871 evtype
:= FLAG_STATE_RETURNED
;
5872 gFlags
[Flag
].CaptureTime
:= 0;
5874 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5876 g_Map_ResetFlag(Flag
);
5877 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5879 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5880 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5881 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5886 if not sound_ret_flag
[a
].IsPlaying() then
5887 sound_ret_flag
[a
].Play();
5890 if g_Game_IsNet
then
5892 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5898 // Ïîäîáðàë ÷óæîé ôëàã:
5899 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5903 if Flag
= FLAG_RED
then
5904 s
:= _lc
[I_PLAYER_FLAG_RED
]
5906 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5908 evtype
:= FLAG_STATE_CAPTURED
;
5910 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5912 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5914 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5916 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5917 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5918 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5923 if not sound_get_flag
[a
].IsPlaying() then
5924 sound_get_flag
[a
].Play();
5927 if g_Game_IsNet
then
5929 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5935 procedure TPlayer
.SetFlag(Flag
: Byte);
5938 if FModel
<> nil then
5939 FModel
.SetFlag(FFlag
);
5942 function TPlayer
.DropFlag(Silent
: Boolean = True): Boolean;
5948 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5950 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5951 with gFlags
[FFlag
] do
5955 Direction
:= FDirection
;
5956 State
:= FLAG_STATE_DROPPED
;
5958 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5959 (FObj
.Vel
.Y
div 2)-2+Random(5));
5960 positionChanged(); // this updates spatial accelerators
5962 if FFlag
= FLAG_RED
then
5963 s
:= _lc
[I_PLAYER_FLAG_RED
]
5965 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5967 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5968 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5970 if ((Self
= gPlayer1
) or (Self
= gPlayer2
)
5971 or ((gPlayer1
<> nil) and (gPlayer1
.Team
= FTeam
))
5972 or ((gPlayer2
<> nil) and (gPlayer2
.Team
= FTeam
))) then
5977 if (not Silent
) and (not sound_lost_flag
[a
].IsPlaying()) then
5978 sound_lost_flag
[a
].Play();
5980 if g_Game_IsNet
then
5981 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5987 procedure TPlayer
.GetSecret();
5989 if (self
= gPlayer1
) or (self
= gPlayer2
) then
5991 g_Console_Add(Format(_lc
[I_PLAYER_SECRET
], [FName
]), True);
5992 g_Sound_PlayEx('SOUND_GAME_SECRET');
5997 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5999 Assert(Key
<= High(FKeys
));
6001 FKeys
[Key
].Pressed
:= True;
6002 FKeys
[Key
].Time
:= Time
;
6005 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
6007 Result
:= FKeys
[K
].Pressed
;
6010 procedure TPlayer
.ReleaseKeys();
6014 for a
:= Low(FKeys
) to High(FKeys
) do
6016 FKeys
[a
].Pressed
:= False;
6021 procedure TPlayer
.OnDamage(Angle
: SmallInt);
6025 function TPlayer
.firediry(): Integer;
6027 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
6028 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
6032 procedure TPlayer
.RememberState();
6035 SavedState
: TPlayerSavedState
;
6037 SavedState
.Health
:= FHealth
;
6038 SavedState
.Armor
:= FArmor
;
6039 SavedState
.Air
:= FAir
;
6040 SavedState
.JetFuel
:= FJetFuel
;
6041 SavedState
.CurrWeap
:= FCurrWeap
;
6042 SavedState
.NextWeap
:= FNextWeap
;
6043 SavedState
.NextWeapDelay
:= FNextWeapDelay
;
6044 for i
:= Low(FWeapon
) to High(FWeapon
) do
6045 SavedState
.Weapon
[i
] := FWeapon
[i
];
6046 for i
:= Low(FAmmo
) to High(FAmmo
) do
6047 SavedState
.Ammo
[i
] := FAmmo
[i
];
6048 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6049 SavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
6050 SavedState
.Rulez
:= FRulez
- [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6052 FSavedStateNum
:= -1;
6053 for i
:= Low(SavedStates
) to High(SavedStates
) do
6054 if not SavedStates
[i
].Used
then
6056 FSavedStateNum
:= i
;
6059 if FSavedStateNum
< 0 then
6061 SetLength(SavedStates
, Length(SavedStates
) + 1);
6062 FSavedStateNum
:= High(SavedStates
);
6065 SavedState
.Used
:= True;
6066 SavedStates
[FSavedStateNum
] := SavedState
;
6069 procedure TPlayer
.RecallState();
6072 SavedState
: TPlayerSavedState
;
6074 if(FSavedStateNum
< 0) or (FSavedStateNum
> High(SavedStates
)) then
6077 SavedState
:= SavedStates
[FSavedStateNum
];
6078 SavedStates
[FSavedStateNum
].Used
:= False;
6079 FSavedStateNum
:= -1;
6081 FHealth
:= SavedState
.Health
;
6082 FArmor
:= SavedState
.Armor
;
6083 FAir
:= SavedState
.Air
;
6084 FJetFuel
:= SavedState
.JetFuel
;
6085 FCurrWeap
:= SavedState
.CurrWeap
;
6086 FNextWeap
:= SavedState
.NextWeap
;
6087 FNextWeapDelay
:= SavedState
.NextWeapDelay
;
6088 for i
:= Low(FWeapon
) to High(FWeapon
) do
6089 FWeapon
[i
] := SavedState
.Weapon
[i
];
6090 for i
:= Low(FAmmo
) to High(FAmmo
) do
6091 FAmmo
[i
] := SavedState
.Ammo
[i
];
6092 for i
:= Low(FMaxAmmo
) to High(FMaxAmmo
) do
6093 FMaxAmmo
[i
] := SavedState
.MaxAmmo
[i
];
6094 FRulez
:= SavedState
.Rulez
;
6096 if gGameSettings
.GameType
= GT_SERVER
then
6097 MH_SEND_PlayerStats(FUID
);
6100 procedure TPlayer
.SaveState (st
: TStream
);
6106 utils
.writeSign(st
, 'PLYR');
6107 utils
.writeInt(st
, Byte(PLR_SAVE_VERSION
)); // version
6109 utils
.writeBool(st
, FIamBot
);
6111 utils
.writeInt(st
, Word(FUID
));
6113 utils
.writeStr(st
, FName
);
6115 utils
.writeInt(st
, Byte(FTeam
));
6117 utils
.writeBool(st
, FAlive
);
6118 // Èçðàñõîäîâàë ëè âñå æèçíè
6119 utils
.writeBool(st
, FNoRespawn
);
6121 if FDirection
= TDirection
.D_LEFT
then b
:= 1 else b
:= 2; // D_RIGHT
6122 utils
.writeInt(st
, Byte(b
));
6124 utils
.writeInt(st
, LongInt(FHealth
));
6125 // Êîýôôèöèåíò èíâàëèäíîñòè
6126 utils
.writeInt(st
, LongInt(FHandicap
));
6128 utils
.writeInt(st
, Byte(FLives
));
6130 utils
.writeInt(st
, LongInt(FArmor
));
6132 utils
.writeInt(st
, LongInt(FAir
));
6134 utils
.writeInt(st
, LongInt(FJetFuel
));
6136 utils
.writeInt(st
, LongInt(FPain
));
6138 utils
.writeInt(st
, LongInt(FKills
));
6140 utils
.writeInt(st
, LongInt(FMonsterKills
));
6142 utils
.writeInt(st
, LongInt(FFrags
));
6144 utils
.writeInt(st
, Byte(FFragCombo
));
6145 // Âðåìÿ ïîñëåäíåãî ôðàãà
6146 utils
.writeInt(st
, LongWord(FLastFrag
));
6148 utils
.writeInt(st
, LongInt(FDeath
));
6150 utils
.writeInt(st
, Byte(FFlag
));
6152 utils
.writeInt(st
, LongInt(FSecrets
));
6154 utils
.writeInt(st
, Byte(FCurrWeap
));
6156 utils
.writeInt(st
, Word(FNextWeap
));
6158 utils
.writeInt(st
, Byte(FNextWeapDelay
));
6159 // Âðåìÿ çàðÿäêè BFG
6160 utils
.writeInt(st
, SmallInt(FBFGFireCounter
));
6162 utils
.writeInt(st
, LongInt(FDamageBuffer
));
6163 // Ïîñëåäíèé óäàðèâøèé
6164 utils
.writeInt(st
, Word(FLastSpawnerUID
));
6165 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6166 utils
.writeInt(st
, Byte(FLastHit
));
6168 Obj_SaveState(st
, @FObj
);
6169 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6170 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FAmmo
[i
]));
6171 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6172 for i
:= A_BULLETS
to A_HIGH
do utils
.writeInt(st
, Word(FMaxAmmo
[i
]));
6174 for i
:= WP_FIRST
to WP_LAST
do utils
.writeBool(st
, FWeapon
[i
]);
6175 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6176 for i
:= WP_FIRST
to WP_LAST
do utils
.writeInt(st
, Word(FReloading
[i
]));
6178 utils
.writeBool(st
, (R_ITEM_BACKPACK
in FRulez
));
6179 // Íàëè÷èå êðàñíîãî êëþ÷à
6180 utils
.writeBool(st
, (R_KEY_RED
in FRulez
));
6181 // Íàëè÷èå çåëåíîãî êëþ÷à
6182 utils
.writeBool(st
, (R_KEY_GREEN
in FRulez
));
6183 // Íàëè÷èå ñèíåãî êëþ÷à
6184 utils
.writeBool(st
, (R_KEY_BLUE
in FRulez
));
6186 utils
.writeBool(st
, (R_BERSERK
in FRulez
));
6187 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6188 for i
:= MR_SUIT
to MR_MAX
do utils
.writeInt(st
, LongWord(FMegaRulez
[i
]));
6189 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6190 for i
:= T_RESPAWN
to T_FLAGCAP
do utils
.writeInt(st
, LongWord(FTime
[i
]));
6192 utils
.writeStr(st
, FModel
.Name
);
6194 utils
.writeInt(st
, Byte(FColor
.R
));
6195 utils
.writeInt(st
, Byte(FColor
.G
));
6196 utils
.writeInt(st
, Byte(FColor
.B
));
6200 procedure TPlayer
.LoadState (st
: TStream
);
6209 if not utils
.checkSign(st
, 'PLYR') then raise XStreamError
.Create('invalid player signature');
6210 if (utils
.readByte(st
) <> PLR_SAVE_VERSION
) then raise XStreamError
.Create('invalid player version');
6212 FIamBot
:= utils
.readBool(st
);
6214 FUID
:= utils
.readWord(st
);
6216 str
:= utils
.readStr(st
);
6217 if (self
<> gPlayer1
) and (self
<> gPlayer2
) then FName
:= str
;
6219 FTeam
:= utils
.readByte(st
);
6221 FAlive
:= utils
.readBool(st
);
6222 // Èçðàñõîäîâàë ëè âñå æèçíè
6223 FNoRespawn
:= utils
.readBool(st
);
6225 b
:= utils
.readByte(st
);
6226 if b
= 1 then FDirection
:= TDirection
.D_LEFT
else FDirection
:= TDirection
.D_RIGHT
; // b = 2
6228 FHealth
:= utils
.readLongInt(st
);
6229 // Êîýôôèöèåíò èíâàëèäíîñòè
6230 FHandicap
:= utils
.readLongInt(st
);
6232 FLives
:= utils
.readByte(st
);
6234 FArmor
:= utils
.readLongInt(st
);
6236 FAir
:= utils
.readLongInt(st
);
6238 FJetFuel
:= utils
.readLongInt(st
);
6240 FPain
:= utils
.readLongInt(st
);
6242 FKills
:= utils
.readLongInt(st
);
6244 FMonsterKills
:= utils
.readLongInt(st
);
6246 FFrags
:= utils
.readLongInt(st
);
6248 FFragCombo
:= utils
.readByte(st
);
6249 // Âðåìÿ ïîñëåäíåãî ôðàãà
6250 FLastFrag
:= utils
.readLongWord(st
);
6252 FDeath
:= utils
.readLongInt(st
);
6254 FFlag
:= utils
.readByte(st
);
6256 FSecrets
:= utils
.readLongInt(st
);
6258 FCurrWeap
:= utils
.readByte(st
);
6260 FNextWeap
:= utils
.readWord(st
);
6262 FNextWeapDelay
:= utils
.readByte(st
);
6263 // Âðåìÿ çàðÿäêè BFG
6264 FBFGFireCounter
:= utils
.readSmallInt(st
);
6266 FDamageBuffer
:= utils
.readLongInt(st
);
6267 // Ïîñëåäíèé óäàðèâøèé
6268 FLastSpawnerUID
:= utils
.readWord(st
);
6269 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
6270 FLastHit
:= utils
.readByte(st
);
6272 Obj_LoadState(@FObj
, st
);
6273 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
6274 for i
:= A_BULLETS
to A_HIGH
do FAmmo
[i
] := utils
.readWord(st
);
6275 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
6276 for i
:= A_BULLETS
to A_HIGH
do FMaxAmmo
[i
] := utils
.readWord(st
);
6278 for i
:= WP_FIRST
to WP_LAST
do FWeapon
[i
] := utils
.readBool(st
);
6279 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
6280 for i
:= WP_FIRST
to WP_LAST
do FReloading
[i
] := utils
.readWord(st
);
6282 if utils
.readBool(st
) then Include(FRulez
, R_ITEM_BACKPACK
);
6283 // Íàëè÷èå êðàñíîãî êëþ÷à
6284 if utils
.readBool(st
) then Include(FRulez
, R_KEY_RED
);
6285 // Íàëè÷èå çåëåíîãî êëþ÷à
6286 if utils
.readBool(st
) then Include(FRulez
, R_KEY_GREEN
);
6287 // Íàëè÷èå ñèíåãî êëþ÷à
6288 if utils
.readBool(st
) then Include(FRulez
, R_KEY_BLUE
);
6290 if utils
.readBool(st
) then Include(FRulez
, R_BERSERK
);
6291 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
6292 for i
:= MR_SUIT
to MR_MAX
do FMegaRulez
[i
] := utils
.readLongWord(st
);
6293 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
6294 for i
:= T_RESPAWN
to T_FLAGCAP
do FTime
[i
] := utils
.readLongWord(st
);
6296 str
:= utils
.readStr(st
);
6298 FColor
.R
:= utils
.readByte(st
);
6299 FColor
.G
:= utils
.readByte(st
);
6300 FColor
.B
:= utils
.readByte(st
);
6301 if (self
= gPlayer1
) then
6303 str
:= gPlayer1Settings
.Model
;
6304 FColor
:= gPlayer1Settings
.Color
;
6306 else if (self
= gPlayer2
) then
6308 str
:= gPlayer2Settings
.Model
;
6309 FColor
:= gPlayer2Settings
.Color
;
6311 // Îáíîâëÿåì ìîäåëü èãðîêà
6313 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
6314 FModel
.Color
:= TEAMCOLOR
[FTeam
]
6316 FModel
.Color
:= FColor
;
6320 procedure TPlayer
.AllRulez(Health
: Boolean);
6326 FHealth
:= PLAYER_HP_LIMIT
;
6327 FArmor
:= PLAYER_AP_LIMIT
;
6331 for a
:= WP_FIRST
to WP_LAST
do FWeapon
[a
] := True;
6332 for a
:= A_BULLETS
to A_HIGH
do FAmmo
[a
] := 30000;
6333 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
6336 procedure TPlayer
.RestoreHealthArmor();
6338 FHealth
:= PLAYER_HP_LIMIT
;
6339 FArmor
:= PLAYER_AP_LIMIT
;
6342 procedure TPlayer
.FragCombo();
6346 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
6348 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
6350 if FFragCombo
< 5 then
6352 Param
:= FUID
or (FFragCombo
shl 16);
6353 if (FComboEvnt
>= Low(gDelayedEvents
)) and
6354 (FComboEvnt
<= High(gDelayedEvents
)) and
6355 gDelayedEvents
[FComboEvnt
].Pending
and
6356 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
6357 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
6359 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
6360 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
6363 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
6371 procedure TPlayer
.GiveItem(ItemType
: Byte);
6375 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
6377 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
6381 if FAir
< AIR_MAX
then
6388 if not (R_BERSERK
in FRulez
) then
6390 Include(FRulez
, R_BERSERK
);
6391 if FBFGFireCounter
< 1 then
6393 FCurrWeap
:= WEAPON_KASTET
;
6395 FModel
.SetWeapon(WEAPON_KASTET
);
6399 FBerserk
:= gTime
+30000;
6401 if FHealth
< PLAYER_HP_SOFT
then
6403 FHealth
:= PLAYER_HP_SOFT
;
6404 FBerserk
:= gTime
+30000;
6409 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
6411 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
6416 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
6418 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
6422 if FJetFuel
< JET_MAX
then
6424 FJetFuel
:= JET_MAX
;
6427 ITEM_MEDKIT_SMALL
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
6428 ITEM_MEDKIT_LARGE
: if FHealth
< PLAYER_HP_SOFT
then IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
6430 ITEM_ARMOR_GREEN
: if FArmor
< PLAYER_AP_SOFT
then FArmor
:= PLAYER_AP_SOFT
;
6431 ITEM_ARMOR_BLUE
: if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6433 ITEM_SPHERE_BLUE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
6435 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
6437 if FHealth
< PLAYER_HP_LIMIT
then FHealth
:= PLAYER_HP_LIMIT
;
6438 if FArmor
< PLAYER_AP_LIMIT
then FArmor
:= PLAYER_AP_LIMIT
;
6441 ITEM_WEAPON_SAW
: FWeapon
[WEAPON_SAW
] := True;
6442 ITEM_WEAPON_SHOTGUN1
: FWeapon
[WEAPON_SHOTGUN1
] := True;
6443 ITEM_WEAPON_SHOTGUN2
: FWeapon
[WEAPON_SHOTGUN2
] := True;
6444 ITEM_WEAPON_CHAINGUN
: FWeapon
[WEAPON_CHAINGUN
] := True;
6445 ITEM_WEAPON_ROCKETLAUNCHER
: FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
6446 ITEM_WEAPON_PLASMA
: FWeapon
[WEAPON_PLASMA
] := True;
6447 ITEM_WEAPON_BFG
: FWeapon
[WEAPON_BFG
] := True;
6448 ITEM_WEAPON_SUPERPULEMET
: FWeapon
[WEAPON_SUPERPULEMET
] := True;
6449 ITEM_WEAPON_FLAMETHROWER
: FWeapon
[WEAPON_FLAMETHROWER
] := True;
6451 ITEM_AMMO_BULLETS
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6452 ITEM_AMMO_BULLETS_BOX
: if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
6453 ITEM_AMMO_SHELLS
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6454 ITEM_AMMO_SHELLS_BOX
: if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
6455 ITEM_AMMO_ROCKET
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6456 ITEM_AMMO_ROCKET_BOX
: if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
6457 ITEM_AMMO_CELL
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6458 ITEM_AMMO_CELL_BIG
: if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
6459 ITEM_AMMO_FUELCAN
: if FAmmo
[A_FUEL
] < FMaxAmmo
[A_FUEL
] then IncMax(FAmmo
[A_FUEL
], 100, FMaxAmmo
[A_FUEL
]);
6462 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
6463 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
6464 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
6465 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or
6466 (FMaxAmmo
[A_FUEL
] < AmmoLimits
[1, A_FUEL
]) then
6468 FMaxAmmo
[A_BULLETS
] := AmmoLimits
[1, A_BULLETS
];
6469 FMaxAmmo
[A_SHELLS
] := AmmoLimits
[1, A_SHELLS
];
6470 FMaxAmmo
[A_ROCKETS
] := AmmoLimits
[1, A_ROCKETS
];
6471 FMaxAmmo
[A_CELLS
] := AmmoLimits
[1, A_CELLS
];
6472 FMaxAmmo
[A_FUEL
] := AmmoLimits
[1, A_FUEL
];
6474 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
6475 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
6476 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
6477 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
6479 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
6482 ITEM_KEY_RED
: if not (R_KEY_RED
in FRulez
) then Include(FRulez
, R_KEY_RED
);
6483 ITEM_KEY_GREEN
: if not (R_KEY_GREEN
in FRulez
) then Include(FRulez
, R_KEY_GREEN
);
6484 ITEM_KEY_BLUE
: if not (R_KEY_BLUE
in FRulez
) then Include(FRulez
, R_KEY_BLUE
);
6486 ITEM_BOTTLE
: if FHealth
< PLAYER_HP_LIMIT
then IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
6487 ITEM_HELMET
: if FArmor
< PLAYER_AP_LIMIT
then IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
6492 if g_Game_IsNet
and g_Game_IsServer
then
6493 MH_SEND_PlayerStats(FUID
);
6496 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
6501 if (Random(5) = 1) and (Times
= 1) then
6504 if BodyInLiquid(0, 0) then
6506 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
6507 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
6508 if Random(2) = 0 then
6509 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
6511 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
6515 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
6517 for i
:= 1 to Times
do
6519 Anim
:= TAnimation
.Create(id
, False, 3);
6521 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6522 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6528 procedure TPlayer
.OnFireFlame(Times
: DWORD
= 1);
6533 if (Random(10) = 1) and (Times
= 1) then
6536 if g_Frames_Get(id
, 'FRAMES_FLAME') then
6538 for i
:= 1 to Times
do
6540 Anim
:= TAnimation
.Create(id
, False, 3);
6542 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
6543 Obj
.Y
+8+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
6549 procedure TPlayer
.PauseSounds(Enable
: Boolean);
6551 FSawSound
.Pause(Enable
);
6552 FSawSoundIdle
.Pause(Enable
);
6553 FSawSoundHit
.Pause(Enable
);
6554 FSawSoundSelect
.Pause(Enable
);
6555 FFlameSoundOn
.Pause(Enable
);
6556 FFlameSoundOff
.Pause(Enable
);
6557 FFlameSoundWork
.Pause(Enable
);
6558 FJetSoundFly
.Pause(Enable
);
6559 FJetSoundOn
.Pause(Enable
);
6560 FJetSoundOff
.Pause(Enable
);
6565 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
6570 FObj
.Rect
:= PLAYER_CORPSERECT
;
6571 FModelName
:= ModelName
;
6576 FState
:= CORPSE_STATE_MESS
;
6577 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
6581 FState
:= CORPSE_STATE_NORMAL
;
6582 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
6586 destructor TCorpse
.Destroy();
6593 function TCorpse
.ObjPtr (): PObj
; inline; begin result
:= @FObj
; end;
6595 procedure TCorpse
.positionChanged (); inline; begin end;
6597 procedure TCorpse
.moveBy (dx
, dy
: Integer); inline;
6599 if (dx
<> 0) or (dy
<> 0) then
6608 procedure TCorpse
.getMapBox (out x
, y
, w
, h
: Integer); inline;
6610 x
:= FObj
.X
+PLAYER_CORPSERECT
.X
;
6611 y
:= FObj
.Y
+PLAYER_CORPSERECT
.Y
;
6612 w
:= PLAYER_CORPSERECT
.Width
;
6613 h
:= PLAYER_CORPSERECT
.Height
;
6617 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
6622 if FState
= CORPSE_STATE_REMOVEME
then
6625 FDamage
:= FDamage
+ Value
;
6627 if FDamage
> 150 then
6629 if FAnimation
<> nil then
6634 FState
:= CORPSE_STATE_REMOVEME
;
6636 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
6637 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
6638 FModelName
, FColor
);
6639 // Çâóê ìÿñà îò òðóïà:
6640 pm
:= g_PlayerModel_Get(FModelName
);
6641 pm
.PlaySound(MODELSOUND_DIE
, 5, FObj
.X
, FObj
.Y
);
6645 if (gBodyKillEvent
<> -1)
6646 and gDelayedEvents
[gBodyKillEvent
].Pending
then
6647 gDelayedEvents
[gBodyKillEvent
].Pending
:= False;
6648 gBodyKillEvent
:= g_Game_DelayEvent(DE_BODYKILL
, 1050, 0);
6653 Blood
:= g_PlayerModel_GetBlood(FModelName
);
6654 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
6655 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
6656 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
6657 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
6658 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
6659 Blood
.R
, Blood
.G
, Blood
.B
, Blood
.Kind
);
6663 procedure TCorpse
.Draw();
6667 if FState
= CORPSE_STATE_REMOVEME
then
6670 FObj
.lerp(gLerpFactor
, fX
, fY
);
6672 if FAnimation
<> nil then
6673 FAnimation
.Draw(fX
, fY
, TMirrorType
.None
);
6675 if FAnimationMask
<> nil then
6678 FAnimationMask
.Draw(fX
, fY
, TMirrorType
.None
);
6685 procedure TCorpse
.Update();
6689 if FState
= CORPSE_STATE_REMOVEME
then
6692 FObj
.oldX
:= FObj
.X
;
6693 FObj
.oldY
:= FObj
.Y
;
6695 if gTime
mod (GAME_TICK
*2) <> 0 then
6697 g_Obj_Move(@FObj
, True, True, True);
6698 positionChanged(); // this updates spatial accelerators
6702 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
6703 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
6705 st
:= g_Obj_Move(@FObj
, True, True, True);
6706 positionChanged(); // this updates spatial accelerators
6708 if WordBool(st
and MOVE_FALLOUT
) then
6710 FState
:= CORPSE_STATE_REMOVEME
;
6714 if FAnimation
<> nil then
6715 FAnimation
.Update();
6716 if FAnimationMask
<> nil then
6717 FAnimationMask
.Update();
6721 procedure TCorpse
.SaveState (st
: TStream
);
6728 utils
.writeSign(st
, 'CORP');
6729 utils
.writeInt(st
, Byte(0));
6731 utils
.writeInt(st
, Byte(FState
));
6733 utils
.writeInt(st
, Byte(FDamage
));
6735 utils
.writeInt(st
, Byte(FColor
.R
));
6736 utils
.writeInt(st
, Byte(FColor
.G
));
6737 utils
.writeInt(st
, Byte(FColor
.B
));
6739 Obj_SaveState(st
, @FObj
);
6740 utils
.writeInt(st
, Word(FPlayerUID
));
6742 anim
:= (FAnimation
<> nil);
6743 utils
.writeBool(st
, anim
);
6744 // Åñëè åñòü - ñîõðàíÿåì
6745 if anim
then FAnimation
.SaveState(st
);
6746 // Åñòü ëè ìàñêà àíèìàöèè
6747 anim
:= (FAnimationMask
<> nil);
6748 utils
.writeBool(st
, anim
);
6749 // Åñëè åñòü - ñîõðàíÿåì
6750 if anim
then FAnimationMask
.SaveState(st
);
6754 procedure TCorpse
.LoadState (st
: TStream
);
6761 if not utils
.checkSign(st
, 'CORP') then raise XStreamError
.Create('invalid corpse signature');
6762 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid corpse version');
6764 FState
:= utils
.readByte(st
);
6766 FDamage
:= utils
.readByte(st
);
6768 FColor
.R
:= utils
.readByte(st
);
6769 FColor
.G
:= utils
.readByte(st
);
6770 FColor
.B
:= utils
.readByte(st
);
6772 Obj_LoadState(@FObj
, st
);
6773 FPlayerUID
:= utils
.readWord(st
);
6775 anim
:= utils
.readBool(st
);
6776 // Åñëè åñòü - çàãðóæàåì
6779 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
6780 FAnimation
.LoadState(st
);
6782 // Åñòü ëè ìàñêà àíèìàöèè
6783 anim
:= utils
.readBool(st
);
6784 // Åñëè åñòü - çàãðóæàåì
6787 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
6788 FAnimationMask
.LoadState(st
);
6794 constructor TBot
.Create();
6801 FSpectator
:= False;
6808 for a
:= WP_FIRST
to WP_LAST
do
6810 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
6811 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
6812 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
6816 destructor TBot
.Destroy();
6819 inherited Destroy();
6822 procedure TBot
.Draw();
6826 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
6827 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
6830 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
6832 inherited Respawn(Silent
, Force
);
6835 FSelectedWeapon
:= FCurrWeap
;
6840 procedure TBot
.UpdateCombat();
6853 TTargetRecord
= array of TTarget
;
6855 function Compare(a
, b
: TTarget
): Integer;
6857 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
6860 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
6862 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
6863 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
6865 if a
.Dist
> b
.Dist
then // B áëèæå
6867 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
6870 else // Ñòðàííî -> A
6875 a
, x1
, y1
, x2
, y2
: Integer;
6876 targets
: TTargetRecord
;
6878 Target
, BestTarget
: TTarget
;
6879 firew
, fireh
: Integer;
6883 vsPlayer
, vsMonster
, ok
: Boolean;
6886 function monsUpdate (mon
: TMonster
): Boolean;
6888 result
:= false; // don't stop
6889 if mon
.alive
and (mon
.MonsterType
<> MONSTER_BARREL
) then
6891 if not TargetOnScreen(mon
.Obj
.X
+mon
.Obj
.Rect
.X
, mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
) then exit
;
6893 x2
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2);
6894 y2
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2);
6896 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé
6897 if g_TraceVector(x1
, y1
, x2
, y2
) then
6899 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé
6900 SetLength(targets
, Length(targets
)+1);
6901 with targets
[High(targets
)] do
6908 Rect
:= mon
.Obj
.Rect
;
6909 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6910 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6911 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6920 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
6921 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
6923 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
6924 if FCurrWeap
<> FSelectedWeapon
then
6927 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
6928 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
6930 RemoveAIFlag('NEEDFIRE');
6933 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
6934 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_FLAMETHROWER
: PressKey(KEY_FIRE
, 40);
6935 else PressKey(KEY_FIRE
);
6939 // Êîîðäèíàòû ñòâîëà:
6940 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
6941 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
6943 Target
.UID
:= FTargetUID
;
6946 if Target
.UID
<> 0 then
6947 begin // Öåëü åñòü - íàñòðàèâàåì
6948 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
6951 tpla
:= g_Player_Get(Target
.UID
);
6955 if (@FObj
) <> nil then
6962 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
6963 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
6964 Target
.Rect
:= PLAYER_RECT
;
6965 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6966 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6967 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6968 Target
.IsPlayer
:= True;
6972 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
6975 mon
:= g_Monsters_ByUID(Target
.UID
);
6978 Target
.X
:= mon
.Obj
.X
;
6979 Target
.Y
:= mon
.Obj
.Y
;
6981 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6982 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6983 Target
.Rect
:= mon
.Obj
.Rect
;
6984 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
6985 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6986 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6987 Target
.IsPlayer
:= False;
6994 begin // Öåëè íåò - îáíóëÿåì
6999 Target
.Visible
:= False;
7000 Target
.Line
:= False;
7001 Target
.IsPlayer
:= False;
7006 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
7007 if (not Target
.Line
) or (not Target
.Visible
) then
7011 for a
:= 0 to High(gPlayers
) do
7012 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].alive
) and
7013 (gPlayers
[a
].FUID
<> FUID
) and
7014 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
7015 (not gPlayers
[a
].NoTarget
) and
7016 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
7018 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
7019 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
7022 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
7023 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
7025 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
7026 if g_TraceVector(x1
, y1
, x2
, y2
) then
7028 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
7029 SetLength(targets
, Length(targets
)+1);
7030 with targets
[High(targets
)] do
7032 UID
:= gPlayers
[a
].FUID
;
7033 X
:= gPlayers
[a
].FObj
.X
;
7034 Y
:= gPlayers
[a
].FObj
.Y
;
7037 Rect
:= PLAYER_RECT
;
7038 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
7039 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
7040 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
7048 if vsMonster
then g_Mons_ForEach(monsUpdate
);
7051 // Åñëè åñòü âîçìîæíûå öåëè:
7052 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
7053 if targets
<> nil then
7055 // Âûáèðàåì íàèëó÷øóþ öåëü:
7056 BestTarget
:= targets
[0];
7057 if Length(targets
) > 1 then
7058 for a
:= 1 to High(targets
) do
7059 if Compare(BestTarget
, targets
[a
]) = 1 then
7060 BestTarget
:= targets
[a
];
7062 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
7063 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
7064 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
7066 Target
:= BestTarget
;
7068 if (Healthy() = 3) or ((Healthy() = 2)) then
7069 begin // Åñëè çäîðîâû - äîãîíÿåì
7070 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7071 SetAIFlag('GORIGHT', '1');
7072 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7073 SetAIFlag('GOLEFT', '1');
7076 begin // Åñëè ïîáèòû - óáåãàåì
7077 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7078 SetAIFlag('GORIGHT', '1');
7079 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7080 SetAIFlag('GOLEFT', '1');
7083 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
7084 SelectWeapon(Abs(x1
-Target
.cX
));
7089 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
7090 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
7091 if Target
.UID
<> 0 then
7093 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
7094 Target
.Y
+ Target
.Rect
.Y
) then
7095 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
7096 if (Healthy() = 3) or ((Healthy() = 2)) then
7097 begin // Åñëè çäîðîâû - äîãîíÿåì
7098 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7099 SetAIFlag('GORIGHT', '1');
7100 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7101 SetAIFlag('GOLEFT', '1');
7104 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
7106 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) then
7107 SetAIFlag('GORIGHT', '1');
7108 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7109 SetAIFlag('GOLEFT', '1');
7113 begin // Öåëü ïîêà íà "ýêðàíå"
7114 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
7115 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7116 FLastVisible
:= gTime
;
7117 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
7118 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
7120 if ((RunDirection() = TDirection
.D_LEFT
) and (Target
.X
> FObj
.X
)) then
7121 SetAIFlag('GORIGHT', '1');
7122 if ((RunDirection() = TDirection
.D_RIGHT
) and (Target
.X
< FObj
.X
)) then
7123 SetAIFlag('GOLEFT', '1');
7127 // Âûáèðàåì óãîë ââåðõ:
7128 if FDirection
= TDirection
.D_LEFT
then
7129 angle
:= ANGLE_LEFTUP
7131 angle
:= ANGLE_RIGHTUP
;
7133 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7134 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7136 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7137 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7138 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
7139 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7140 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7141 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7142 begin // òî íóæíî ñòðåëÿòü ââåðõ
7143 SetAIFlag('NEEDFIRE', '1');
7144 SetAIFlag('NEEDSEEUP', '1');
7147 // Âûáèðàåì óãîë âíèç:
7148 if FDirection
= TDirection
.D_LEFT
then
7149 angle
:= ANGLE_LEFTDOWN
7151 angle
:= ANGLE_RIGHTDOWN
;
7153 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7154 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7156 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
7157 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7158 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7159 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7160 Target
.Rect
.Width
, Target
.Rect
.Height
) and
7161 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
7162 begin // òî íóæíî ñòðåëÿòü âíèç
7163 SetAIFlag('NEEDFIRE', '1');
7164 SetAIFlag('NEEDSEEDOWN', '1');
7167 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
7168 if Target
.Visible
and
7169 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
7170 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
7172 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
7173 if ((FDirection
= TDirection
.D_LEFT
) and (Target
.X
< FObj
.X
)) or
7174 ((FDirection
= TDirection
.D_RIGHT
) and (Target
.X
> FObj
.X
)) then
7175 begin // òî íóæíî ñòðåëÿòü âïåðåä
7176 SetAIFlag('NEEDFIRE', '1');
7177 SetAIFlag('NEEDSEEDOWN', '');
7178 SetAIFlag('NEEDSEEUP', '');
7180 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
7181 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
7182 if GetRnd(FDifficult
.CloseJump
) then
7183 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
7184 if Abs(FObj
.X
-Target
.X
) < 128 then
7188 if Random(a
) = 0 then
7189 SetAIFlag('NEEDJUMP', '1');
7193 // Åñëè öåëü âñå åùå åñòü:
7194 if Target
.UID
<> 0 then
7195 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
7196 Target
.UID
:= 0 // òî çàáûòü öåëü
7197 else // Åñëè âèäåëè íåäàâíî
7198 begin // íî öåëü óáèëè
7199 if Target
.IsPlayer
then
7200 begin // Öåëü - èãðîê
7201 pla
:= g_Player_Get(Target
.UID
);
7202 if (pla
= nil) or (not pla
.alive
) or pla
.NoTarget
or
7203 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
7204 Target
.UID
:= 0; // òî çàáûòü öåëü
7207 begin // Öåëü - ìîíñòð
7208 mon
:= g_Monsters_ByUID(Target
.UID
);
7209 if (mon
= nil) or (not mon
.alive
) then
7210 Target
.UID
:= 0; // òî çàáûòü öåëü
7213 end; // if Target.UID <> 0
7215 FTargetUID
:= Target
.UID
;
7217 // Åñëè âîçìîæíûõ öåëåé íåò:
7218 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
7219 if targets
= nil then
7220 if GetAIFlag('ATTACKLEFT') <> '' then
7221 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
7222 RemoveAIFlag('ATTACKLEFT');
7224 SetAIFlag('NEEDJUMP', '1');
7226 if RunDirection() = TDirection
.D_RIGHT
then
7227 begin // Èäåì íå â òó ñòîðîíó
7228 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7229 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
7230 SetAIFlag('NEEDFIRE', '1');
7231 SetAIFlag('GOLEFT', '1');
7235 begin // Èäåì â íóæíóþ ñòîðîíó
7236 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7237 SetAIFlag('NEEDFIRE', '1');
7238 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7239 SetAIFlag('GORIGHT', '1');
7243 if GetAIFlag('ATTACKRIGHT') <> '' then
7244 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
7245 RemoveAIFlag('ATTACKRIGHT');
7247 SetAIFlag('NEEDJUMP', '1');
7249 if RunDirection() = TDirection
.D_LEFT
then
7250 begin // Èäåì íå â òó ñòîðîíó
7251 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
7252 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
7253 SetAIFlag('NEEDFIRE', '1');
7254 SetAIFlag('GORIGHT', '1');
7259 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
7260 SetAIFlag('NEEDFIRE', '1');
7261 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
7262 SetAIFlag('GOLEFT', '1');
7266 //HACK! (does it belongs there?)
7267 RealizeCurrentWeapon();
7269 // Åñëè åñòü âîçìîæíûå öåëè:
7270 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
7271 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
7272 for a
:= 0 to High(targets
) do
7274 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
7275 if GetRnd(FDifficult
.DiagFire
) then
7277 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
7278 if FDirection
= TDirection
.D_LEFT
then
7279 angle
:= ANGLE_LEFTUP
7281 angle
:= ANGLE_RIGHTUP
;
7283 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7284 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7286 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7287 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7288 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7289 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7290 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7292 SetAIFlag('NEEDFIRE', '1');
7293 SetAIFlag('NEEDSEEUP', '1');
7296 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
7297 if FDirection
= TDirection
.D_LEFT
then
7298 angle
:= ANGLE_LEFTDOWN
7300 angle
:= ANGLE_RIGHTDOWN
;
7302 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7303 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
7305 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
7306 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
7307 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
7308 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
7309 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
7311 SetAIFlag('NEEDFIRE', '1');
7312 SetAIFlag('NEEDSEEDOWN', '1');
7316 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
7317 if targets
[a
].Line
and targets
[a
].Visible
and
7318 (((FDirection
= TDirection
.D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
7319 ((FDirection
= TDirection
.D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
7321 SetAIFlag('NEEDFIRE', '1');
7326 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
7327 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
7328 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
7329 40+GetInterval(FDifficult
.Cover
, 40)) then
7330 SetAIFlag('NEEDJUMP', '1');
7332 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
7333 ammo
:= GetAmmoByWeapon(FCurrWeap
);
7334 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
7335 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
7337 SetAIFlag('SELECTWEAPON', '1');
7339 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
7340 if GetAIFlag('SELECTWEAPON') = '1' then
7343 RemoveAIFlag('SELECTWEAPON');
7347 procedure TBot
.Update();
7360 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
7361 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
7363 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
7365 if g_debug_BotAIOff
= 3 then
7375 RealizeCurrentWeapon();
7382 procedure TBot
.ReleaseKey(Key
: Byte);
7391 function TBot
.KeyPressed(Key
: Word): Boolean;
7393 Result
:= FKeys
[Key
].Pressed
;
7396 function TBot
.GetAIFlag(aName
: String20
): String20
;
7402 aName
:= LowerCase(aName
);
7404 if FAIFlags
<> nil then
7405 for a
:= 0 to High(FAIFlags
) do
7406 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7408 Result
:= FAIFlags
[a
].Value
;
7413 procedure TBot
.RemoveAIFlag(aName
: String20
);
7417 if FAIFlags
= nil then Exit
;
7419 aName
:= LowerCase(aName
);
7421 for a
:= 0 to High(FAIFlags
) do
7422 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7424 if a
<> High(FAIFlags
) then
7425 for b
:= a
to High(FAIFlags
)-1 do
7426 FAIFlags
[b
] := FAIFlags
[b
+1];
7428 SetLength(FAIFlags
, Length(FAIFlags
)-1);
7433 procedure TBot
.SetAIFlag(aName
, fValue
: String20
);
7441 aName
:= LowerCase(aName
);
7443 if FAIFlags
<> nil then
7444 for a
:= 0 to High(FAIFlags
) do
7445 if LowerCase(FAIFlags
[a
].Name
) = aName
then
7451 if ok
then FAIFlags
[a
].Value
:= fValue
7454 SetLength(FAIFlags
, Length(FAIFlags
)+1);
7455 with FAIFlags
[High(FAIFlags
)] do
7463 procedure TBot
.UpdateMove
;
7465 procedure GoLeft(Time
: Word = 1);
7467 ReleaseKey(KEY_LEFT
);
7468 ReleaseKey(KEY_RIGHT
);
7469 PressKey(KEY_LEFT
, Time
);
7470 SetDirection(TDirection
.D_LEFT
);
7473 procedure GoRight(Time
: Word = 1);
7475 ReleaseKey(KEY_LEFT
);
7476 ReleaseKey(KEY_RIGHT
);
7477 PressKey(KEY_RIGHT
, Time
);
7478 SetDirection(TDirection
.D_RIGHT
);
7481 function Rnd(a
: Word): Boolean;
7483 Result
:= Random(a
) = 0;
7486 procedure Turn(Time
: Word = 1200);
7488 if RunDirection() = TDirection
.D_LEFT
then GoRight(Time
) else GoLeft(Time
);
7493 ReleaseKey(KEY_LEFT
);
7494 ReleaseKey(KEY_RIGHT
);
7497 function CanRunLeft(): Boolean;
7499 Result
:= not CollideLevel(-1, 0);
7502 function CanRunRight(): Boolean;
7504 Result
:= not CollideLevel(1, 0);
7507 function CanRun(): Boolean;
7509 if RunDirection() = TDirection
.D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
7512 procedure Jump(Time
: Word = 30);
7514 PressKey(KEY_JUMP
, Time
);
7517 function NearHole(): Boolean;
7521 { TODO 5 : Ëåñòíèöû }
7522 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7523 for x
:= 1 to PLAYER_RECT
.Width
do
7524 if (not StayOnStep(x
*sx
, 0)) and
7525 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7526 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7535 function BorderHole(): Boolean;
7539 { TODO 5 : Ëåñòíèöû }
7540 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7541 for x
:= 1 to PLAYER_RECT
.Width
do
7542 if (not StayOnStep(x
*sx
, 0)) and
7543 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7544 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7546 for xx
:= x
to x
+32 do
7547 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
7557 function NearDeepHole(): Boolean;
7563 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7566 for x
:= 1 to PLAYER_RECT
.Width
do
7567 if (not StayOnStep(x
*sx
, 0)) and
7568 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
7569 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
7571 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7573 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
7578 end else Result
:= False;
7581 function OverDeepHole(): Boolean;
7588 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
7590 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
7597 function OnGround(): Boolean;
7599 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
7602 function OnLadder(): Boolean;
7604 Result
:= FullInStep(0, 0);
7607 function BelowLadder(): Boolean;
7609 Result
:= (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
7610 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7611 (FullInStep(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
7612 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7615 function BelowLiftUp(): Boolean;
7617 Result
:= ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
7618 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
7619 ((FullInLift(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
7620 not CollideLevel(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
7623 function OnTopLift(): Boolean;
7625 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
7628 function CanJumpOver(): Boolean;
7632 sx
:= IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1);
7636 if not CollideLevel(sx
, 0) then Exit
;
7638 for y
:= 1 to BOT_MAXJUMP
do
7639 if CollideLevel(0, -y
) then Exit
else
7640 if not CollideLevel(sx
, -y
) then
7647 function CanJumpUp(Dist
: ShortInt): Boolean;
7654 if CollideLevel(Dist
, 0) then Exit
;
7657 for y
:= 0 to BOT_MAXJUMP
do
7658 if CollideLevel(Dist
, -y
) then
7667 for yy
:= y
+1 to BOT_MAXJUMP
do
7668 if not CollideLevel(Dist
, -yy
) then
7677 for y
:= 0 to BOT_MAXJUMP
do
7678 if CollideLevel(0, -y
) then
7686 if y
< yy
then Exit
;
7691 function IsSafeTrigger(): Boolean;
7696 if gTriggers
= nil then
7698 for a
:= 0 to High(gTriggers
) do
7699 if Collide(gTriggers
[a
].X
,
7702 gTriggers
[a
].Height
) and
7703 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
7704 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
7705 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
7706 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
7707 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
7712 // Âîçìîæíî, íàæèìàåì êíîïêó:
7713 if Rnd(16) and IsSafeTrigger() then
7716 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
7717 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
7719 ReleaseKey(KEY_LEFT
);
7720 ReleaseKey(KEY_RIGHT
);
7724 // Èäåì âëåâî, åñëè íàäî áûëî:
7725 if GetAIFlag('GOLEFT') <> '' then
7727 RemoveAIFlag('GOLEFT');
7728 if CanRunLeft() then
7732 // Èäåì âïðàâî, åñëè íàäî áûëî:
7733 if GetAIFlag('GORIGHT') <> '' then
7735 RemoveAIFlag('GORIGHT');
7736 if CanRunRight() then
7740 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
7741 if FObj
.X
< -32 then
7744 if FObj
.X
+32 > gMapInfo
.Width
then
7747 // Ïðûãàåì, åñëè íàäî áûëî:
7748 if GetAIFlag('NEEDJUMP') <> '' then
7751 RemoveAIFlag('NEEDJUMP');
7754 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
7755 if GetAIFlag('NEEDSEEUP') <> '' then
7758 ReleaseKey(KEY_DOWN
);
7759 PressKey(KEY_UP
, 20);
7760 RemoveAIFlag('NEEDSEEUP');
7763 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
7764 if GetAIFlag('NEEDSEEDOWN') <> '' then
7767 ReleaseKey(KEY_DOWN
);
7768 PressKey(KEY_DOWN
, 20);
7769 RemoveAIFlag('NEEDSEEDOWN');
7772 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
7773 if GetAIFlag('GOINHOLE') <> '' then
7774 if not OnGround() then
7776 ReleaseKey(KEY_LEFT
);
7777 ReleaseKey(KEY_RIGHT
);
7778 RemoveAIFlag('GOINHOLE');
7779 SetAIFlag('FALLINHOLE', '1');
7782 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
7783 if GetAIFlag('FALLINHOLE') <> '' then
7785 RemoveAIFlag('FALLINHOLE');
7787 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
7788 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
7789 if GetAIFlag('FALLINHOLE') = '' then
7790 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
7796 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
7798 CanJumpUp(IfThen(RunDirection() = TDirection
.D_LEFT
, -1, 1)*32) and
7802 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
7803 if OnGround() and NearHole() then
7804 if NearDeepHole() then // Åñëè ýòî áåçäíà
7806 0..3: Turn(); // Áåæèì îáðàòíî
7807 4: Jump(); // Ïðûãàåì
7808 5: begin // Ïðûãàåì îáðàòíî
7813 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
7814 if GetAIFlag('GOINHOLE') = '' then
7816 0: Turn(); // Íå íóæíî òóäà
7817 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
7818 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
7819 if BorderHole() then
7820 SetAIFlag('GOINHOLE', '1');
7823 // Åñëè íà çåìëå, íî íåêóäà èäòè:
7824 if (not CanRun()) and OnGround() then
7826 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
7827 if CanJumpOver() or OnLadder() then
7829 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
7830 if Random(2) = 0 then
7832 if IsSafeTrigger() then
7838 // Îñòàëîñü ìàëî âîçäóõà:
7839 if FAir
< 36 * 2 then
7842 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
7843 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
7844 if BodyInAcid(0, 0) then
7848 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
7850 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
7851 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
7854 {function TBot.NeedItem(Item: Byte): Byte;
7859 procedure TBot
.SelectWeapon(Dist
: Integer);
7863 function HaveAmmo(weapon
: Byte): Boolean;
7866 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
7867 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7868 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
7869 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
7870 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
7871 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
7872 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
7873 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
7874 WEAPON_FLAMETHROWER
: Result
:= FAmmo
[A_FUEL
] >= 1;
7875 else Result
:= True;
7880 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
7882 if Dist
> BOT_LONGDIST
then
7883 begin // Äàëüíèé áîé
7885 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
7887 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
7891 else //if Dist > BOT_UNSAFEDIST then
7892 begin // Áëèæíèé áîé
7894 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
7896 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
7903 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
7905 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
7911 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
7913 Result
:= inherited PickItem(ItemType
, force
, remove
);
7915 if Result
then SetAIFlag('SELECTWEAPON', '1');
7918 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
7920 Result
:= inherited Heal(value
, Soft
);
7923 function TBot
.Healthy(): Byte;
7925 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
7926 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
7927 else if (FHealth
> 50) then Result
:= 2
7928 else if (FHealth
> 20) then Result
:= 1
7932 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
7934 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
7935 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
7938 procedure TBot
.OnDamage(Angle
: SmallInt);
7946 if (Angle
= 0) or (Angle
= 180) then
7949 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
7950 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
7952 pla
:= g_Player_Get(FLastSpawnerUID
);
7953 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
7954 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
7957 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
7958 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
7960 mon
:= g_Monsters_ByUID(FLastSpawnerUID
);
7961 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
7962 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
7967 SetAIFlag('ATTACKLEFT', '1')
7969 SetAIFlag('ATTACKRIGHT', '1');
7973 function TBot
.RunDirection(): TDirection
;
7975 if Abs(Vel
.X
) >= 1 then
7977 if Vel
.X
> 0 then Result
:= TDirection
.D_RIGHT
else Result
:= TDirection
.D_LEFT
;
7979 Result
:= FDirection
;
7982 function TBot
.GetRnd(a
: Byte): Boolean;
7984 if a
= 0 then Result
:= False
7985 else if a
= 255 then Result
:= True
7986 else Result
:= Random(256) > 255-a
;
7989 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
7991 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
7995 procedure TDifficult
.save (st
: TStream
);
7997 utils
.writeInt(st
, Byte(DiagFire
));
7998 utils
.writeInt(st
, Byte(InvisFire
));
7999 utils
.writeInt(st
, Byte(DiagPrecision
));
8000 utils
.writeInt(st
, Byte(FlyPrecision
));
8001 utils
.writeInt(st
, Byte(Cover
));
8002 utils
.writeInt(st
, Byte(CloseJump
));
8003 st
.WriteBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
8004 st
.WriteBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
8007 procedure TDifficult
.load (st
: TStream
);
8009 DiagFire
:= utils
.readByte(st
);
8010 InvisFire
:= utils
.readByte(st
);
8011 DiagPrecision
:= utils
.readByte(st
);
8012 FlyPrecision
:= utils
.readByte(st
);
8013 Cover
:= utils
.readByte(st
);
8014 CloseJump
:= utils
.readByte(st
);
8015 st
.ReadBuffer(WeaponPrior
[Low(WeaponPrior
)], sizeof(WeaponPrior
));
8016 st
.ReadBuffer(CloseWeaponPrior
[Low(CloseWeaponPrior
)], sizeof(CloseWeaponPrior
));
8020 procedure TBot
.SaveState (st
: TStream
);
8025 inherited SaveState(st
);
8026 utils
.writeSign(st
, 'BOT0');
8028 utils
.writeInt(st
, Byte(FSelectedWeapon
));
8030 utils
.writeInt(st
, Word(FTargetUID
));
8031 // Âðåìÿ ïîòåðè öåëè
8032 utils
.writeInt(st
, LongWord(FLastVisible
));
8033 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8034 dw
:= Length(FAIFlags
);
8035 utils
.writeInt(st
, LongInt(dw
));
8037 for i
:= 0 to dw
-1 do
8039 utils
.writeStr(st
, FAIFlags
[i
].Name
, 20);
8040 utils
.writeStr(st
, FAIFlags
[i
].Value
, 20);
8042 // Íàñòðîéêè ñëîæíîñòè
8043 FDifficult
.save(st
);
8047 procedure TBot
.LoadState (st
: TStream
);
8052 inherited LoadState(st
);
8053 if not utils
.checkSign(st
, 'BOT0') then raise XStreamError
.Create('invalid bot signature');
8055 FSelectedWeapon
:= utils
.readByte(st
);
8057 FTargetUID
:= utils
.readWord(st
);
8058 // Âðåìÿ ïîòåðè öåëè
8059 FLastVisible
:= utils
.readLongWord(st
);
8060 // Êîëè÷åñòâî ôëàãîâ ÈÈ
8061 dw
:= utils
.readLongInt(st
);
8062 if (dw
< 0) or (dw
> 16384) then raise XStreamError
.Create('invalid number of bot AI flags');
8063 SetLength(FAIFlags
, dw
);
8065 for i
:= 0 to dw
-1 do
8067 FAIFlags
[i
].Name
:= utils
.readStr(st
, 20);
8068 FAIFlags
[i
].Value
:= utils
.readStr(st
, 20);
8070 // Íàñòðîéêè ñëîæíîñòè
8071 FDifficult
.load(st
);
8076 conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch
, 'autoswitch to fist when berserk pack taken', '', true, true);
8077 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');
8078 conRegVar('player_indicator_style', @gPlayerIndicatorStyle
, 'Visual appearance of indicator', 'Visual appearance of indicator');