7 e_graphics
, g_playermodel
, g_basic
, g_textures
,
8 g_weapons
, g_phys
, g_sound
, g_saveload
, MAPSTRUCT
,
58 ANGLE_NONE
= Low(SmallInt);
60 CORPSE_STATE_REMOVEME
= 0;
61 CORPSE_STATE_NORMAL
= 1;
62 CORPSE_STATE_MESS
= 2;
64 PLAYER_RECT
: TRectWH
= (X
:15; Y
:12; Width
:34; Height
:52);
65 PLAYER_RECT_CX
= 15+(34 div 2);
66 PLAYER_RECT_CY
= 12+(52 div 2);
67 PLAYER_CORPSERECT
: TRectWH
= (X
:15; Y
:48; Width
:34; Height
:16);
70 PLAYER_HP_LIMIT
= 200;
72 PLAYER_AP_LIMIT
= 200;
75 PLAYER1_DEF_COLOR
: TRGB
= (R
:64; G
:175; B
:48);
76 PLAYER2_DEF_COLOR
: TRGB
= (R
:96; G
:96; B
:96);
92 TPlayerStatArray
= Array of TPlayerStat
;
94 TPlayerSavedState
= record
100 Ammo
: Array [A_BULLETS
..A_CELLS
] of Word;
101 MaxAmmo
: Array [A_BULLETS
..A_CELLS
] of Word;
102 Weapon
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Boolean;
103 Rulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
112 TPlayer
= class (TObject
)
120 FDirection
: TDirection
;
128 FMonsterKills
: Integer;
134 FCanJetpack
: Boolean;
139 FBFGFireCounter
: SmallInt;
140 FLastSpawnerUID
: Word;
144 FSpectatePlayer
: Integer;
146 FSavedState
: TPlayerSavedState
;
148 FModel
: TPlayerModel
;
151 FActionForce
: Boolean;
152 FActionChanged
: Boolean;
154 FFireAngle
: SmallInt;
156 FShellTimer
: Integer;
158 FSawSound
: TPlayableSound
;
159 FSawSoundIdle
: TPlayableSound
;
160 FSawSoundHit
: TPlayableSound
;
161 FSawSoundSelect
: TPlayableSound
;
162 FJetSoundOn
: TPlayableSound
;
163 FJetSoundOff
: TPlayableSound
;
164 FJetSoundFly
: TPlayableSound
;
168 FJustTeleported
: Boolean;
171 function CollideLevel(XInc
, YInc
: Integer): Boolean;
172 function StayOnStep(XInc
, YInc
: Integer): Boolean;
173 function HeadInLiquid(XInc
, YInc
: Integer): Boolean;
174 function BodyInLiquid(XInc
, YInc
: Integer): Boolean;
175 function BodyInAcid(XInc
, YInc
: Integer): Boolean;
176 function FullInLift(XInc
, YInc
: Integer): Integer;
177 {procedure CollideItem();}
178 procedure FlySmoke(Times
: DWORD
= 1);
179 function GetAmmoByWeapon(Weapon
: Byte): Word;
180 procedure SetAction(Action
: Byte; Force
: Boolean = False);
181 procedure OnDamage(Angle
: SmallInt); virtual;
182 function firediry(): Integer;
184 procedure Run(Direction
: TDirection
);
185 procedure NextWeapon();
186 procedure PrevWeapon();
194 FDamageBuffer
: Integer;
196 FAmmo
: Array [A_BULLETS
..A_CELLS
] of Word;
197 FMaxAmmo
: Array [A_BULLETS
..A_CELLS
] of Word;
198 FWeapon
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Boolean;
199 FRulez
: Set of R_ITEM_BACKPACK
..R_BERSERK
;
201 FMegaRulez
: Array [MR_SUIT
..MR_MAX
] of DWORD
;
202 FReloading
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Word;
203 FTime
: Array [T_RESPAWN
..T_FLAGCAP
] of DWORD
;
204 FKeys
: Array [KEY_LEFT
..KEY_CHAT
] of TKeyState
;
206 FPreferredTeam
: Byte;
209 FWantsInGame
: Boolean;
213 FActualModelName
: string;
219 constructor Create(); virtual;
220 destructor Destroy(); override;
221 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); virtual;
222 function GetRespawnPoint(): Byte;
223 procedure PressKey(Key
: Byte; Time
: Word = 1);
224 procedure ReleaseKeys();
225 procedure SetModel(ModelName
: String);
226 procedure SetColor(Color
: TRGB
);
227 procedure SetWeapon(W
: Byte);
228 function IsKeyPressed(K
: Byte): Boolean;
229 function GetKeys(): Byte;
230 function PickItem(ItemType
: Byte; respawn
: Boolean; var remove
: Boolean): Boolean; virtual;
231 function Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean; overload
;
232 function Collide(Panel
: TPanel
): Boolean; overload
;
233 function Collide(X
, Y
: Integer): Boolean; overload
;
234 procedure SetDirection(Direction
: TDirection
);
235 procedure GetSecret();
236 function TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
238 procedure Push(vx
, vy
: Integer);
239 procedure ChangeModel(ModelName
: String);
240 procedure SwitchTeam
;
241 procedure ChangeTeam(Team
: Byte);
243 function GetFlag(Flag
: Byte): Boolean;
244 procedure SetFlag(Flag
: Byte);
245 function DropFlag(): Boolean;
246 procedure AllRulez(Health
: Boolean);
247 procedure RestoreHealthArmor();
248 procedure FragCombo();
249 procedure GiveItem(ItemType
: Byte);
250 procedure Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte); virtual;
251 function Heal(value
: Word; Soft
: Boolean): Boolean; virtual;
252 procedure MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
253 procedure MakeBloodSimple(Count
: Word);
254 procedure Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
255 procedure Reset(Force
: Boolean);
256 procedure Spectate(NoMove
: Boolean = False);
257 procedure SwitchNoClip
;
258 procedure SoftReset();
259 procedure Draw(); virtual;
260 procedure DrawPain();
261 procedure DrawPickup();
262 procedure DrawRulez();
264 procedure DrawBubble();
266 procedure Update(); virtual;
267 procedure RememberState();
268 procedure RecallState();
269 procedure SaveState(var Mem
: TBinMemoryWriter
); virtual;
270 procedure LoadState(var Mem
: TBinMemoryReader
); virtual;
271 procedure PauseSounds(Enable
: Boolean);
272 procedure NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
273 procedure DoLerp(Level
: Integer = 2);
274 procedure SetLerp(XTo
, YTo
: Integer);
276 procedure JetpackOff
;
278 property Name
: String read FName write FName
;
279 property Model
: TPlayerModel read FModel
;
280 property Health
: Integer read FHealth write FHealth
;
281 property Lives
: Byte read FLives write FLives
;
282 property Armor
: Integer read FArmor write FArmor
;
283 property Air
: Integer read FAir write FAir
;
284 property JetFuel
: Integer read FJetFuel write FJetFuel
;
285 property Frags
: Integer read FFrags write FFrags
;
286 property Death
: Integer read FDeath write FDeath
;
287 property Kills
: Integer read FKills write FKills
;
288 property CurrWeap
: Byte read FCurrWeap write FCurrWeap
;
289 property MonsterKills
: Integer read FMonsterKills write FMonsterKills
;
290 property Secrets
: Integer read FSecrets
;
291 property GodMode
: Boolean read FGodMode write FGodMode
;
292 property NoTarget
: Boolean read FNoTarget write FNoTarget
;
293 property NoReload
: Boolean read FNoReload write FNoReload
;
294 property Live
: Boolean read FLive write FLive
;
295 property Flag
: Byte read FFlag
;
296 property Team
: Byte read FTeam write FTeam
;
297 property Direction
: TDirection read FDirection
;
298 property GameX
: Integer read FObj
.X write FObj
.X
;
299 property GameY
: Integer read FObj
.Y write FObj
.Y
;
300 property GameVelX
: Integer read FObj
.Vel
.X write FObj
.Vel
.X
;
301 property GameVelY
: Integer read FObj
.Vel
.Y write FObj
.Vel
.Y
;
302 property GameAccelX
: Integer read FObj
.Accel
.X write FObj
.Accel
.X
;
303 property GameAccelY
: Integer read FObj
.Accel
.Y write FObj
.Accel
.Y
;
304 property Vel
: TPoint2i read FObj
.Vel
;
305 property Obj
: TObj read FObj
;
306 property IncCam
: Integer read FIncCam write FIncCam
;
307 property UID
: Word read FUID write FUID
;
308 property JustTeleported
: Boolean read FJustTeleported write FJustTeleported
;
309 property NetTime
: LongWord read FNetTime write FNetTime
;
319 WeaponPrior
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte;
320 CloseWeaponPrior
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte;
321 //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
329 TBot
= class (TPlayer
)
331 FSelectedWeapon
: Byte;
334 FAIFlags
: Array of TAIFlag
;
335 FDifficult
: TDifficult
;
337 function GetRnd(a
: Byte): Boolean;
338 function GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
339 function RunDirection(): TDirection
;
340 function FullInStep(XInc
, YInc
: Integer): Boolean;
341 //function NeedItem(Item: Byte): Byte;
342 procedure SelectWeapon(Dist
: Integer);
343 procedure SetAIFlag(fName
, fValue
: String20
);
344 function GetAIFlag(fName
: String20
): String20
;
345 procedure RemoveAIFlag(fName
: String20
);
346 function Healthy(): Byte;
347 procedure UpdateMove();
348 procedure UpdateCombat();
349 function KeyPressed(Key
: Word): Boolean;
350 procedure ReleaseKey(Key
: Byte);
351 function TargetOnScreen(TX
, TY
: Integer): Boolean;
352 procedure OnDamage(Angle
: SmallInt); override;
355 procedure Respawn(Silent
: Boolean; Force
: Boolean = False); override;
356 constructor Create(); override;
357 destructor Destroy(); override;
358 procedure Draw(); override;
359 function PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean; override;
360 function Heal(value
: Word; Soft
: Boolean): Boolean; override;
361 procedure Update(); override;
362 procedure SaveState(var Mem
: TBinMemoryWriter
); override;
363 procedure LoadState(var Mem
: TBinMemoryReader
); override;
385 TCorpse
= class (TObject
)
393 FAnimation
: TAnimation
;
394 FAnimationMask
: TAnimation
;
397 constructor Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
398 destructor Destroy(); override;
399 procedure Damage(Value
: Word; vx
, vy
: Integer);
402 procedure SaveState(var Mem
: TBinMemoryWriter
);
403 procedure LoadState(var Mem
: TBinMemoryReader
);
405 property Obj
: TObj read FObj
;
406 property State
: Byte read FState
;
407 property Mess
: Boolean read FMess
;
410 TTeamStat
= Array [TEAM_RED
..TEAM_BLUE
] of
416 gPlayers
: Array of TPlayer
;
417 gCorpses
: Array of TCorpse
;
418 gGibs
: Array of TGib
;
419 gShells
: Array of TShell
;
420 gTeamStat
: TTeamStat
;
421 gFly
: Boolean = False;
422 gAimLine
: Boolean = False;
423 gChatBubble
: Byte = 0;
427 MAX_RUNVEL
: Integer = 8;
428 VEL_JUMP
: Integer = 10;
429 SHELL_TIMEOUT
: Cardinal = 60000;
431 function Lerp(X
, Y
, Factor
: Integer): Integer;
433 procedure g_Gibs_SetMax(Count
: Word);
434 function g_Gibs_GetMax(): Word;
435 procedure g_Corpses_SetMax(Count
: Word);
436 function g_Corpses_GetMax(): Word;
437 procedure g_Shells_SetMax(Count
: Word);
438 function g_Shells_GetMax(): Word;
440 procedure g_Player_Init();
441 procedure g_Player_Free();
442 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
443 function g_Player_CreateFromState(var Mem
: TBinMemoryReader
): Word;
444 procedure g_Player_Remove(UID
: Word);
445 procedure g_Player_ResetTeams();
446 procedure g_Player_UpdateAll();
447 procedure g_Player_DrawAll();
448 procedure g_Player_DrawDebug(p
: TPlayer
);
449 procedure g_Player_DrawHealth();
450 procedure g_Player_RememberAll();
451 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
452 function g_Player_Get(UID
: Word): TPlayer
;
453 function g_Player_GetCount(): Byte;
454 function g_Player_GetStats(): TPlayerStatArray
;
455 function g_Player_ValidName(Name
: String): Boolean;
456 procedure g_Player_CreateCorpse(Player
: TPlayer
);
457 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: String; fColor
: TRGB
);
458 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
459 procedure g_Player_UpdatePhysicalObjects();
460 procedure g_Player_DrawCorpses();
461 procedure g_Player_DrawShells();
462 procedure g_Player_RemoveAllCorpses();
463 procedure g_Player_Corpses_SaveState(var Mem
: TBinMemoryWriter
);
464 procedure g_Player_Corpses_LoadState(var Mem
: TBinMemoryReader
);
465 procedure g_Bot_Add(Team
, Difficult
: Byte);
466 procedure g_Bot_AddList(Team
: Byte; lname
: ShortString; num
: Integer = -1);
467 procedure g_Bot_MixNames();
468 procedure g_Bot_RemoveAll();
473 e_log
, g_map
, g_items
, g_console
, SysUtils
, g_gfx
, Math
,
474 g_options
, g_triggers
, g_menu
, MAPDEF
, g_game
,
475 wadreader
, g_main
, g_monsters
, CONFIG
, g_language
, g_net
, g_netmsg
;
485 diag_precision
: Byte;
489 w_prior1
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte;
490 w_prior2
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte;
491 w_prior3
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte;
495 TIME_RESPAWN1
= 1500;
496 TIME_RESPAWN2
= 2000;
497 TIME_RESPAWN3
= 3000;
500 JET_MAX
= 540; // ~30 sec
501 PLAYER_SUIT_TIME
= 30000;
502 PLAYER_INVUL_TIME
= 30000;
503 PLAYER_INVIS_TIME
= 35000;
504 FRAG_COMBO_TIME
= 3000;
508 ANGLE_RIGHTDOWN
= -35;
510 ANGLE_LEFTDOWN
= -145;
511 PLAYER_HEADRECT
: TRectWH
= (X
:24; Y
:12; Width
:20; Height
:12);
512 WEAPONPOINT
: Array [TDirection
] of TPoint
= ((X
:16; Y
:32), (X
:47; Y
:32));
515 BOT_UNSAFEDIST
= 128;
516 TEAMCOLOR
: Array [TEAM_RED
..TEAM_BLUE
] of TRGB
= ((R
:255; G
:0; B
:0),
518 DIFFICULT_EASY
: TDifficult
= (DiagFire
: 32; InvisFire
: 32; DiagPrecision
: 32;
519 FlyPrecision
: 32; Cover
: 32; CloseJump
: 32;
520 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0));
521 DIFFICULT_MEDIUM
: TDifficult
= (DiagFire
: 127; InvisFire
: 127; DiagPrecision
: 127;
522 FlyPrecision
: 127; Cover
: 127; CloseJump
: 127;
523 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0));
524 DIFFICULT_HARD
: TDifficult
= (DiagFire
: 255; InvisFire
: 255; DiagPrecision
: 255;
525 FlyPrecision
: 255; Cover
: 255; CloseJump
: 255;
526 WeaponPrior
:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior
:(0,0,0,0,0,0,0,0,0,0));
527 WEAPON_PRIOR1
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte =
528 (WEAPON_SUPERPULEMET
, WEAPON_SHOTGUN2
, WEAPON_SHOTGUN1
,
529 WEAPON_CHAINGUN
, WEAPON_PLASMA
, WEAPON_ROCKETLAUNCHER
,
530 WEAPON_BFG
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
531 WEAPON_PRIOR2
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte =
532 (WEAPON_SUPERPULEMET
, WEAPON_BFG
, WEAPON_ROCKETLAUNCHER
,
533 WEAPON_SHOTGUN2
, WEAPON_PLASMA
, WEAPON_SHOTGUN1
,
534 WEAPON_CHAINGUN
, WEAPON_PISTOL
, WEAPON_SAW
, WEAPON_KASTET
);
535 //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
536 // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
537 // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
538 // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
539 WEAPON_RELOAD
: Array [WEAPON_KASTET
..WEAPON_SUPERPULEMET
] of Byte =
540 (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
542 PLAYER_SIGNATURE
= $52594C50; // 'PLYR'
543 CORPSE_SIGNATURE
= $50524F43; // 'CORP'
545 BOTNAMES_FILENAME
= 'botnames.txt';
546 BOTLIST_FILENAME
= 'botlist.txt';
550 MaxCorpses
: Word = 20;
551 MaxShells
: Word = 300;
552 CurrentGib
: Integer = 0;
553 CurrentShell
: Integer = 0;
554 BotNames
: Array of String;
555 BotList
: Array of TBotProfile
;
557 function Lerp(X
, Y
, Factor
: Integer): Integer;
559 Result
:= X
+ ((Y
- X
) div Factor
);
562 function SameTeam(UID1
, UID2
: Word): Boolean;
566 if (UID1
> UID_MAX_PLAYER
) or (UID1
<= UID_MAX_GAME
) or
567 (UID2
> UID_MAX_PLAYER
) or (UID2
<= UID_MAX_GAME
) then Exit
;
569 if (g_Player_Get(UID1
) = nil) or (g_Player_Get(UID2
) = nil) then Exit
;
571 if ((g_Player_Get(UID1
).Team
= TEAM_NONE
) or
572 (g_Player_Get(UID2
).Team
= TEAM_NONE
)) then Exit
;
574 Result
:= g_Player_Get(UID1
).FTeam
= g_Player_Get(UID2
).FTeam
;
577 procedure g_Gibs_SetMax(Count
: Word);
580 SetLength(gGibs
, Count
);
582 if CurrentGib
>= Count
then
586 function g_Gibs_GetMax(): Word;
591 procedure g_Shells_SetMax(Count
: Word);
594 SetLength(gShells
, Count
);
596 if CurrentShell
>= Count
then
600 function g_Shells_GetMax(): Word;
606 procedure g_Corpses_SetMax(Count
: Word);
609 SetLength(gCorpses
, Count
);
612 function g_Corpses_GetMax(): Word;
614 Result
:= MaxCorpses
;
617 function g_Player_Create(ModelName
: String; Color
: TRGB
; Team
: Byte; Bot
: Boolean): Word;
627 // Åñòü ëè ìåñòî â gPlayers:
628 if gPlayers
<> nil then
629 for a
:= 0 to High(gPlayers
) do
630 if gPlayers
[a
] = nil then
636 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
639 SetLength(gPlayers
, Length(gPlayers
)+1);
643 // Ñîçäàåì îáúåêò èãðîêà:
645 gPlayers
[a
] := TBot
.Create()
647 gPlayers
[a
] := TPlayer
.Create();
650 gPlayers
[a
].FActualModelName
:= ModelName
;
651 gPlayers
[a
].SetModel(ModelName
);
653 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
654 if gPlayers
[a
].FModel
= nil then
658 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [ModelName
]));
662 if not (Team
in [TEAM_RED
, TEAM_BLUE
]) then
663 if Random(2) = 0 then
667 gPlayers
[a
].FPreferredTeam
:= Team
;
669 case gGameSettings
.GameMode
of
670 GM_DM
: gPlayers
[a
].FTeam
:= TEAM_NONE
;
672 GM_CTF
: gPlayers
[a
].FTeam
:= gPlayers
[a
].FPreferredTeam
;
674 GM_COOP
: gPlayers
[a
].FTeam
:= TEAM_COOP
;
677 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
678 gPlayers
[a
].FColor
:= Color
;
679 if gPlayers
[a
].FTeam
in [TEAM_RED
, TEAM_BLUE
] then
680 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
682 gPlayers
[a
].FModel
.Color
:= Color
;
684 gPlayers
[a
].FUID
:= g_CreateUID(UID_PLAYER
);
685 gPlayers
[a
].FLive
:= False;
687 Result
:= gPlayers
[a
].FUID
;
690 function g_Player_CreateFromState(var Mem
: TBinMemoryReader
): Word;
703 if sig
<> PLAYER_SIGNATURE
then // 'PLYR'
705 raise EBinSizeError
.Create('g_Player_CreateFromState: Wrong Player Signature');
709 Mem
.ReadBoolean(Bot
);
714 // Åñòü ëè ìåñòî â gPlayers:
715 if gPlayers
<> nil then
716 for a
:= 0 to High(gPlayers
) do
717 if gPlayers
[a
] = nil then
723 // Íåò ìåñòà - ðàñøèðÿåì gPlayers:
726 SetLength(gPlayers
, Length(gPlayers
)+1);
730 // Ñîçäàåì îáúåêò èãðîêà:
732 gPlayers
[a
] := TBot
.Create()
734 gPlayers
[a
] := TPlayer
.Create();
735 gPlayers
[a
].FIamBot
:= Bot
;
736 gPlayers
[a
].FPhysics
:= True;
739 Mem
.ReadWord(gPlayers
[a
].FUID
);
741 Mem
.ReadString(gPlayers
[a
].FName
);
743 Mem
.ReadByte(gPlayers
[a
].FTeam
);
744 gPlayers
[a
].FPreferredTeam
:= gPlayers
[a
].FTeam
;
746 Mem
.ReadBoolean(gPlayers
[a
].FLive
);
747 // Èçðàñõîäîâàë ëè âñå æèçíè:
748 Mem
.ReadBoolean(gPlayers
[a
].FNoRespawn
);
752 gPlayers
[a
].FDirection
:= D_LEFT
754 gPlayers
[a
].FDirection
:= D_RIGHT
;
756 Mem
.ReadInt(gPlayers
[a
].FHealth
);
758 Mem
.ReadByte(gPlayers
[a
].FLives
);
760 Mem
.ReadInt(gPlayers
[a
].FArmor
);
762 Mem
.ReadInt(gPlayers
[a
].FAir
);
764 Mem
.ReadInt(gPlayers
[a
].FJetFuel
);
766 Mem
.ReadInt(gPlayers
[a
].FPain
);
768 Mem
.ReadInt(gPlayers
[a
].FKills
);
770 Mem
.ReadInt(gPlayers
[a
].FMonsterKills
);
772 Mem
.ReadInt(gPlayers
[a
].FFrags
);
774 Mem
.ReadByte(gPlayers
[a
].FFragCombo
);
775 // Âðåìÿ ïîñëåäíåãî ôðàãà:
776 Mem
.ReadDWORD(gPlayers
[a
].FLastFrag
);
778 Mem
.ReadInt(gPlayers
[a
].FDeath
);
780 Mem
.ReadByte(gPlayers
[a
].FFlag
);
782 Mem
.ReadInt(gPlayers
[a
].FSecrets
);
784 Mem
.ReadByte(gPlayers
[a
].FCurrWeap
);
785 // Âðåìÿ çàðÿäêè BFG:
786 Mem
.ReadSmallInt(gPlayers
[a
].FBFGFireCounter
);
788 Mem
.ReadInt(gPlayers
[a
].FDamageBuffer
);
789 // Ïîñëåäíèé óäàðèâøèé:
790 Mem
.ReadWord(gPlayers
[a
].FLastSpawnerUID
);
791 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
792 Mem
.ReadByte(gPlayers
[a
].FLastHit
);
794 Obj_LoadState(@gPlayers
[a
].FObj
, Mem
);
795 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
796 for i
:= A_BULLETS
to A_CELLS
do
797 Mem
.ReadWord(gPlayers
[a
].FAmmo
[i
]);
798 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
799 for i
:= A_BULLETS
to A_CELLS
do
800 Mem
.ReadWord(gPlayers
[a
].FMaxAmmo
[i
]);
802 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
803 Mem
.ReadBoolean(gPlayers
[a
].FWeapon
[i
]);
804 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
805 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
806 Mem
.ReadWord(gPlayers
[a
].FReloading
[i
]);
810 Include(gPlayers
[a
].FRulez
, R_ITEM_BACKPACK
);
811 // Íàëè÷èå êðàñíîãî êëþ÷à:
814 Include(gPlayers
[a
].FRulez
, R_KEY_RED
);
815 // Íàëè÷èå çåëåíîãî êëþ÷à:
818 Include(gPlayers
[a
].FRulez
, R_KEY_GREEN
);
819 // Íàëè÷èå ñèíåãî êëþ÷à:
822 Include(gPlayers
[a
].FRulez
, R_KEY_BLUE
);
826 Include(gPlayers
[a
].FRulez
, R_BERSERK
);
827 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
828 for i
:= MR_SUIT
to MR_MAX
do
829 Mem
.ReadDWORD(gPlayers
[a
].FMegaRulez
[i
]);
830 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
831 for i
:= T_RESPAWN
to T_FLAGCAP
do
832 Mem
.ReadDWORD(gPlayers
[a
].FTime
[i
]);
835 Mem
.ReadString(gPlayers
[a
].FActualModelName
);
837 Mem
.ReadByte(gPlayers
[a
].FColor
.R
);
838 Mem
.ReadByte(gPlayers
[a
].FColor
.G
);
839 Mem
.ReadByte(gPlayers
[a
].FColor
.B
);
840 // Îáíîâëÿåì ìîäåëü èãðîêà:
841 gPlayers
[a
].SetModel(gPlayers
[a
].FActualModelName
);
843 // Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
844 if gPlayers
[a
].FModel
= nil then
848 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], [gPlayers
[a
].FActualModelName
]));
852 // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû:
853 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
854 gPlayers
[a
].FModel
.Color
:= TEAMCOLOR
[gPlayers
[a
].FTeam
]
856 gPlayers
[a
].FModel
.Color
:= gPlayers
[a
].FColor
;
858 Result
:= gPlayers
[a
].FUID
;
861 procedure g_Player_ResetTeams();
865 if g_Game_IsClient
then
867 if gPlayers
= nil then
869 for a
:= Low(gPlayers
) to High(gPlayers
) do
870 if gPlayers
[a
] <> nil then
871 case gGameSettings
.GameMode
of
873 gPlayers
[a
].ChangeTeam(TEAM_NONE
);
875 if not (gPlayers
[a
].Team
in [TEAM_RED
, TEAM_BLUE
]) then
876 if gPlayers
[a
].FPreferredTeam
in [TEAM_RED
, TEAM_BLUE
] then
877 gPlayers
[a
].ChangeTeam(gPlayers
[a
].FPreferredTeam
)
880 gPlayers
[a
].ChangeTeam(TEAM_RED
)
882 gPlayers
[a
].ChangeTeam(TEAM_BLUE
);
885 gPlayers
[a
].ChangeTeam(TEAM_COOP
);
889 procedure g_Bot_Add(Team
, Difficult
: Byte);
892 _name
, _model
: String;
895 if not g_Game_IsServer
then Exit
;
897 // Ñïèñîê íàçâàíèé ìîäåëåé:
898 m
:= g_PlayerModel_GetNames();
903 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
904 Team
:= TEAM_COOP
// COOP
906 if gGameSettings
.GameMode
= GM_DM
then
907 Team
:= TEAM_NONE
// DM
909 if Team
= TEAM_NONE
then // CTF / TDM
911 // Àâòîáàëàíñ êîìàíä:
915 for a
:= 0 to High(gPlayers
) do
916 if gPlayers
[a
] <> nil then
918 if gPlayers
[a
].Team
= TEAM_RED
then
921 if gPlayers
[a
].Team
= TEAM_BLUE
then
931 if Random(2) = 0 then
937 // Âûáèðàåì áîòó èìÿ:
939 if BotNames
<> nil then
940 for a
:= 0 to High(BotNames
) do
941 if g_Player_ValidName(BotNames
[a
]) then
943 _name
:= BotNames
[a
];
947 // Èìåíè íåò, çàäàåì ñëó÷àéíîå:
950 _name
:= Format('DFBOT%.2d', [Random(100)]);
951 until g_Player_ValidName(_name
);
953 // Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
954 _model
:= m
[Random(Length(m
))];
957 with g_Player_Get(g_Player_Create(_model
,
958 _RGB(Min(Random(9)*32, 255),
959 Min(Random(9)*32, 255),
960 Min(Random(9)*32, 255)),
961 Team
, True)) as TBot
do
966 1: FDifficult
:= DIFFICULT_EASY
;
967 2: FDifficult
:= DIFFICULT_MEDIUM
;
968 else FDifficult
:= DIFFICULT_HARD
;
971 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
973 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
974 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
975 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
978 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
980 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
981 if g_Game_IsServer
and (gGameSettings
.MaxLives
> 0) then
986 procedure g_Bot_AddList(Team
: Byte; lName
: ShortString; num
: Integer = -1);
989 _name
, _model
: String;
992 if not g_Game_IsServer
then Exit
;
994 // Ñïèñîê íàçâàíèé ìîäåëåé:
995 m
:= g_PlayerModel_GetNames();
1000 if (gGameSettings
.GameType
= GT_SINGLE
) or (gGameSettings
.GameMode
= GM_COOP
) then
1001 Team
:= TEAM_COOP
// COOP
1003 if gGameSettings
.GameMode
= GM_DM
then
1004 Team
:= TEAM_NONE
// DM
1006 if Team
= TEAM_NONE
then
1007 Team
:= BotList
[num
].team
; // CTF / TDM
1009 // Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
1010 lName
:= AnsiLowerCase(lName
);
1011 if (num
< 0) or (num
> Length(BotList
)-1) then
1013 if (num
= -1) and (lName
<> '') and (BotList
<> nil) then
1014 for a
:= 0 to High(BotList
) do
1015 if AnsiLowerCase(BotList
[a
].name
) = lName
then
1024 _name
:= BotList
[num
].name
;
1025 // Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
1026 if not g_Player_ValidName(_name
) then
1028 _name
:= Format('DFBOT%.2d', [Random(100)]);
1029 until g_Player_ValidName(_name
);
1032 _model
:= BotList
[num
].model
;
1033 // Íåò òàêîé - âûáèðàåì ñëó÷àéíóþ:
1034 if not InSArray(_model
, m
) then
1035 _model
:= m
[Random(Length(m
))];
1038 with g_Player_Get(g_Player_Create(_model
, BotList
[num
].color
, Team
, True)) as TBot
do
1042 FDifficult
.DiagFire
:= BotList
[num
].diag_fire
;
1043 FDifficult
.InvisFire
:= BotList
[num
].invis_fire
;
1044 FDifficult
.DiagPrecision
:= BotList
[num
].diag_precision
;
1045 FDifficult
.FlyPrecision
:= BotList
[num
].fly_precision
;
1046 FDifficult
.Cover
:= BotList
[num
].cover
;
1047 FDifficult
.CloseJump
:= BotList
[num
].close_jump
;
1049 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
1051 FDifficult
.WeaponPrior
[a
] := BotList
[num
].w_prior1
[a
];
1052 FDifficult
.CloseWeaponPrior
[a
] := BotList
[num
].w_prior2
[a
];
1053 //FDifficult.SafeWeaponPrior[a] := BotList[num].w_prior3[a];
1056 g_Console_Add(Format(_lc
[I_PLAYER_JOIN
], [Name
]), True);
1058 if g_Game_IsNet
then MH_SEND_PlayerCreate(UID
);
1062 procedure g_Bot_RemoveAll();
1066 if not g_Game_IsServer
then Exit
;
1067 if gPlayers
= nil then Exit
;
1069 for a
:= 0 to High(gPlayers
) do
1070 if gPlayers
[a
] <> nil then
1071 if gPlayers
[a
] is TBot
then
1073 gPlayers
[a
].Lives
:= 0;
1074 gPlayers
[a
].Kill(K_SIMPLEKILL
, 0, HIT_DISCON
);
1075 g_Console_Add(Format(_lc
[I_PLAYER_LEAVE
], [gPlayers
[a
].Name
]), True);
1076 g_Player_Remove(gPlayers
[a
].FUID
);
1082 procedure g_Bot_MixNames();
1087 if BotNames
<> nil then
1088 for a
:= 0 to High(BotNames
) do
1090 b
:= Random(Length(BotNames
));
1092 Botnames
[a
] := BotNames
[b
];
1097 procedure g_Player_Remove(UID
: Word);
1101 if gPlayers
= nil then Exit
;
1103 if g_Game_IsServer
and g_Game_IsNet
then
1104 MH_SEND_PlayerDelete(UID
);
1106 for i
:= 0 to High(gPlayers
) do
1107 if gPlayers
[i
] <> nil then
1108 if gPlayers
[i
].FUID
= UID
then
1110 if gPlayers
[i
] is TPlayer
then
1111 TPlayer(gPlayers
[i
]).Free()
1113 TBot(gPlayers
[i
]).Free();
1119 procedure g_Player_Init();
1129 if not FileExists(DataDir
+ BOTNAMES_FILENAME
) then
1132 // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
1133 AssignFile(F
, DataDir
+ BOTNAMES_FILENAME
);
1144 SetLength(BotNames
, Length(BotNames
)+1);
1145 BotNames
[High(BotNames
)] := s
;
1153 // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
1154 config
:= TConfig
.CreateFile(DataDir
+ BOTLIST_FILENAME
);
1158 while config
.SectionExists(IntToStr(a
)) do
1160 SetLength(BotList
, Length(BotList
)+1);
1162 with BotList
[High(BotList
)] do
1165 name
:= config
.ReadStr(IntToStr(a
), 'name', '');
1167 model
:= config
.ReadStr(IntToStr(a
), 'model', '');
1169 if config
.ReadStr(IntToStr(a
), 'team', 'red') = 'red' then
1174 sa
:= parse(config
.ReadStr(IntToStr(a
), 'color', ''));
1175 color
.R
:= StrToIntDef(sa
[0], 0);
1176 color
.G
:= StrToIntDef(sa
[1], 0);
1177 color
.B
:= StrToIntDef(sa
[2], 0);
1178 // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
1179 diag_fire
:= config
.ReadInt(IntToStr(a
), 'diag_fire', 0);
1180 // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
1181 invis_fire
:= config
.ReadInt(IntToStr(a
), 'invis_fire', 0);
1182 // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
1183 diag_precision
:= config
.ReadInt(IntToStr(a
), 'diag_precision', 0);
1184 // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
1185 fly_precision
:= config
.ReadInt(IntToStr(a
), 'fly_precision', 0);
1186 // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
1187 cover
:= config
.ReadInt(IntToStr(a
), 'cover', 0);
1188 // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
1189 close_jump
:= config
.ReadInt(IntToStr(a
), 'close_jump', 0);
1190 // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
1191 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior1', ''));
1192 if Length(sa
) = 10 then
1194 w_prior1
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1195 // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
1196 sa
:= parse(config
.ReadStr(IntToStr(a
), 'w_prior2', ''));
1197 if Length(sa
) = 10 then
1199 w_prior2
[b
] := EnsureRange(StrToInt(sa
[b
]), 0, 9);
1201 {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
1202 if Length(sa) = 10 then
1204 w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
1213 procedure g_Player_Free();
1217 if gPlayers
<> nil then
1219 for i
:= 0 to High(gPlayers
) do
1220 if gPlayers
[i
] <> nil then
1222 if gPlayers
[i
] is TPlayer
then
1223 TPlayer(gPlayers
[i
]).Free()
1225 TBot(gPlayers
[i
]).Free();
1236 procedure g_Player_UpdateAll();
1240 if gPlayers
= nil then Exit
;
1242 for i
:= 0 to High(gPlayers
) do
1243 if gPlayers
[i
] <> nil then
1244 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Update()
1245 else TBot(gPlayers
[i
]).Update();
1248 procedure g_Player_DrawAll();
1252 if gPlayers
= nil then Exit
;
1254 for i
:= 0 to High(gPlayers
) do
1255 if gPlayers
[i
] <> nil then
1256 if gPlayers
[i
] is TPlayer
then gPlayers
[i
].Draw()
1257 else TBot(gPlayers
[i
]).Draw();
1260 procedure g_Player_DrawDebug(p
: TPlayer
);
1264 if p
= nil then Exit
;
1265 if (@p
.FObj
) = nil then Exit
;
1267 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1269 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.FObj
.X
), gStdFont
);
1270 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.FObj
.Y
), gStdFont
);
1271 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.FObj
.Vel
.X
), gStdFont
);
1272 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.FObj
.Vel
.Y
), gStdFont
);
1273 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.FObj
.Accel
.X
), gStdFont
);
1274 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.FObj
.Accel
.Y
), gStdFont
);
1277 procedure g_Player_DrawHealth();
1282 if gPlayers
= nil then Exit
;
1283 e_TextureFontGetSize(gStdFont
, fW
, fH
);
1285 for i
:= 0 to High(gPlayers
) do
1286 if gPlayers
[i
] <> nil then
1288 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1289 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
* 2,
1290 IntToStr(gPlayers
[i
].FHealth
), gStdFont
);
1291 e_TextureFontPrint(gPlayers
[i
].FObj
.X
+ gPlayers
[i
].FObj
.Rect
.X
,
1292 gPlayers
[i
].FObj
.Y
+ gPlayers
[i
].FObj
.Rect
.Y
+ gPlayers
[i
].FObj
.Rect
.Height
- fH
,
1293 IntToStr(gPlayers
[i
].FArmor
), gStdFont
);
1297 function g_Player_Get(UID
: Word): TPlayer
;
1303 if gPlayers
= nil then
1306 for a
:= 0 to High(gPlayers
) do
1307 if gPlayers
[a
] <> nil then
1308 if gPlayers
[a
].FUID
= UID
then
1310 Result
:= gPlayers
[a
];
1315 function g_Player_GetCount(): Byte;
1321 if gPlayers
= nil then
1324 for a
:= 0 to High(gPlayers
) do
1325 if gPlayers
[a
] <> nil then
1326 Result
:= Result
+ 1;
1329 function g_Player_GetStats(): TPlayerStatArray
;
1335 if gPlayers
= nil then Exit
;
1337 for a
:= 0 to High(gPlayers
) do
1338 if gPlayers
[a
] <> nil then
1340 SetLength(Result
, Length(Result
)+1);
1341 with Result
[High(Result
)] do
1343 Ping
:= gPlayers
[a
].FPing
;
1344 Loss
:= gPlayers
[a
].FLoss
;
1345 Name
:= gPlayers
[a
].FName
;
1346 Team
:= gPlayers
[a
].FTeam
;
1347 Frags
:= gPlayers
[a
].FFrags
;
1348 Deaths
:= gPlayers
[a
].FDeath
;
1349 Kills
:= gPlayers
[a
].FKills
;
1350 Color
:= gPlayers
[a
].FModel
.Color
;
1351 Lives
:= gPlayers
[a
].FLives
;
1352 Spectator
:= gPlayers
[a
].FSpectator
;
1357 procedure g_Player_RememberAll
;
1361 for i
:= Low(gPlayers
) to High(gPlayers
) do
1362 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
then
1363 gPlayers
[i
].RememberState
;
1366 procedure g_Player_ResetAll(Force
, Silent
: Boolean);
1370 gTeamStat
[TEAM_RED
].Goals
:= 0;
1371 gTeamStat
[TEAM_BLUE
].Goals
:= 0;
1373 if gPlayers
<> nil then
1374 for i
:= 0 to High(gPlayers
) do
1375 if gPlayers
[i
] <> nil then
1377 gPlayers
[i
].Reset(Force
);
1379 if gPlayers
[i
] is TPlayer
then
1381 if (not gPlayers
[i
].FSpectator
) or gPlayers
[i
].FWantsInGame
then
1382 gPlayers
[i
].Respawn(Silent
)
1384 gPlayers
[i
].Spectate();
1387 TBot(gPlayers
[i
]).Respawn(Silent
);
1391 procedure g_Player_CreateCorpse(Player
: TPlayer
);
1398 if Player
.FObj
.Y
>= gMapInfo
.Height
+128 then
1403 if (FHealth
>= -50) or (gGibsCount
= 0) then
1405 if (gCorpses
= nil) or (Length(gCorpses
) = 0) then
1409 for find_id
:= 0 to High(gCorpses
) do
1410 if gCorpses
[find_id
] = nil then
1417 find_id
:= Random(Length(gCorpses
));
1419 gCorpses
[find_id
] := TCorpse
.Create(FObj
.X
, FObj
.Y
, FModel
.Name
, FHealth
< -20);
1420 gCorpses
[find_id
].FColor
:= FModel
.Color
;
1421 gCorpses
[find_id
].FObj
.Vel
:= FObj
.Vel
;
1422 gCorpses
[find_id
].FObj
.Accel
:= FObj
.Accel
;
1425 g_Player_CreateGibs(FObj
.X
+ PLAYER_RECT_CX
,
1426 FObj
.Y
+ PLAYER_RECT_CY
,
1427 FModel
.Name
, FModel
.Color
);
1431 procedure g_Player_CreateShell(fX
, fY
, dX
, dY
: Integer; T
: Byte);
1435 if (gShells
= nil) or (Length(gShells
) = 0) then
1438 with gShells
[CurrentShell
] do
1444 if T
= SHELL_BULLET
then
1446 if g_Texture_Get('TEXTURE_SHELL_BULLET', SID
) then
1450 Obj
.Rect
.Width
:= 4;
1451 Obj
.Rect
.Height
:= 2;
1455 if g_Texture_Get('TEXTURE_SHELL_SHELL', SID
) then
1459 Obj
.Rect
.Width
:= 7;
1460 Obj
.Rect
.Height
:= 3;
1466 g_Obj_Push(@Obj
, dX
+ Random(4)-Random(4), dY
-Random(4));
1467 RAngle
:= Random(360);
1468 Timeout
:= gTime
+ SHELL_TIMEOUT
;
1470 if CurrentShell
>= High(gShells
) then
1477 procedure g_Player_CreateGibs(fX
, fY
: Integer; ModelName
: string; fColor
: TRGB
);
1480 GibsArray
: TGibsArray
;
1482 if (gGibs
= nil) or (Length(gGibs
) = 0) then
1484 if not g_PlayerModel_GetGibs(ModelName
, GibsArray
) then
1487 for a
:= 0 to High(GibsArray
) do
1488 with gGibs
[CurrentGib
] do
1491 ID
:= GibsArray
[a
].ID
;
1492 MaskID
:= GibsArray
[a
].MaskID
;
1495 Obj
.Rect
:= GibsArray
[a
].Rect
;
1496 Obj
.X
:= fX
-GibsArray
[a
].Rect
.X
-(GibsArray
[a
].Rect
.Width
div 2);
1497 Obj
.Y
:= fY
-GibsArray
[a
].Rect
.Y
-(GibsArray
[a
].Rect
.Height
div 2);
1498 g_Obj_PushA(@Obj
, 25 + Random(10), Random(361));
1499 RAngle
:= Random(360);
1501 if gBloodCount
> 0 then
1502 g_GFX_Blood(fX
, fY
, 16*gBloodCount
+Random(5*gBloodCount
), -16+Random(33), -16+Random(33),
1503 Random(48), Random(48), 150, 0, 0);
1505 if CurrentGib
>= High(gGibs
) then
1512 procedure g_Player_UpdatePhysicalObjects();
1518 procedure ShellSound_Bounce(X
, Y
: Integer; T
: Byte);
1523 if T
= SHELL_BULLET
then
1524 g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k
), X
, Y
)
1526 g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k
), X
, Y
);
1531 if gGibs
<> nil then
1532 for i
:= 0 to High(gGibs
) do
1533 if gGibs
[i
].Live
then
1537 mr
:= g_Obj_Move(@Obj
, True, False, True);
1539 if WordBool(mr
and MOVE_FALLOUT
) then
1545 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1546 if WordBool(mr
and MOVE_HITWALL
) then
1547 Obj
.Vel
.X
:= -(vel
.X
div 2);
1548 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1549 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1551 if (Obj
.Vel
.X
>= 0) then
1553 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*6 + Abs(Obj
.Vel
.Y
);
1554 if RAngle
>= 360 then
1555 RAngle
:= RAngle
mod 360;
1556 end else begin // Counter-clockwise
1557 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*6 - Abs(Obj
.Vel
.Y
);
1559 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1562 // Ñîïðîòèâëåíèå âîçäóõà äëÿ êóñêà òðóïà:
1563 if gTime
mod (GAME_TICK
*3) = 0 then
1564 Obj
.Vel
.X
:= z_dec(Obj
.Vel
.X
, 1);
1568 if gCorpses
<> nil then
1569 for i
:= 0 to High(gCorpses
) do
1570 if gCorpses
[i
] <> nil then
1571 if gCorpses
[i
].State
= CORPSE_STATE_REMOVEME
then
1577 gCorpses
[i
].Update();
1580 if gShells
<> nil then
1581 for i
:= 0 to High(gShells
) do
1582 if gShells
[i
].Live
then
1586 mr
:= g_Obj_Move(@Obj
, True, False, True);
1588 if WordBool(mr
and MOVE_FALLOUT
) or (gShells
[i
].Timeout
< gTime
) then
1594 // Îòëåòàåò îò óäàðà î ñòåíó/ïîòîëîê/ïîë:
1595 if WordBool(mr
and MOVE_HITWALL
) then
1597 Obj
.Vel
.X
:= -(vel
.X
div 2);
1598 if not WordBool(mr
and MOVE_INWATER
) then
1599 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1601 if WordBool(mr
and (MOVE_HITCEIL
or MOVE_HITLAND
)) then
1603 Obj
.Vel
.Y
:= -(vel
.Y
div 2);
1604 if Obj
.Vel
.X
<> 0 then Obj
.Vel
.X
:= Obj
.Vel
.X
div 2;
1605 if (Obj
.Vel
.X
= 0) and (Obj
.Vel
.Y
= 0) then
1607 if RAngle
mod 90 <> 0 then
1608 RAngle
:= (RAngle
div 90) * 90;
1610 else if not WordBool(mr
and MOVE_INWATER
) then
1611 ShellSound_Bounce(Obj
.X
, Obj
.Y
, SType
);
1614 if (Obj
.Vel
.X
>= 0) then
1616 RAngle
:= RAngle
+ Abs(Obj
.Vel
.X
)*8 + Abs(Obj
.Vel
.Y
);
1617 if RAngle
>= 360 then
1618 RAngle
:= RAngle
mod 360;
1619 end else begin // Counter-clockwise
1620 RAngle
:= RAngle
- Abs(Obj
.Vel
.X
)*8 - Abs(Obj
.Vel
.Y
);
1622 RAngle
:= (360 - (Abs(RAngle
) mod 360)) mod 360;
1627 procedure g_Player_DrawCorpses();
1632 if gGibs
<> nil then
1633 for i
:= 0 to High(gGibs
) do
1634 if gGibs
[i
].Live
then
1637 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1640 a
.X
:= Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2);
1641 a
.y
:= Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2);
1643 e_DrawAdv(ID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1646 e_DrawAdv(MaskID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1652 if gCorpses
<> nil then
1653 for i
:= 0 to High(gCorpses
) do
1654 if gCorpses
[i
] <> nil then
1658 procedure g_Player_DrawShells();
1663 if gShells
<> nil then
1664 for i
:= 0 to High(gShells
) do
1665 if gShells
[i
].Live
then
1668 if not g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @Obj
) then
1674 e_DrawAdv(SpriteID
, Obj
.X
, Obj
.Y
, 0, True, False, RAngle
, @a
, M_NONE
);
1678 procedure g_Player_RemoveAllCorpses();
1684 SetLength(gGibs
, MaxGibs
);
1685 SetLength(gShells
, MaxGibs
);
1689 if gCorpses
<> nil then
1690 for i
:= 0 to High(gCorpses
) do
1694 SetLength(gCorpses
, MaxCorpses
);
1697 procedure g_Player_Corpses_SaveState(var Mem
: TBinMemoryWriter
);
1702 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ òðóïîâ:
1704 if gCorpses
<> nil then
1705 for i
:= 0 to High(gCorpses
) do
1706 if gCorpses
[i
] <> nil then
1709 Mem
:= TBinMemoryWriter
.Create((count
+1) * 128);
1711 // Êîëè÷åñòâî òðóïîâ:
1712 Mem
.WriteInt(count
);
1718 for i
:= 0 to High(gCorpses
) do
1719 if gCorpses
[i
] <> nil then
1722 Mem
.WriteString(gCorpses
[i
].FModelName
);
1724 b
:= gCorpses
[i
].Mess
;
1725 Mem
.WriteBoolean(b
);
1726 // Ñîõðàíÿåì äàííûå òðóïà:
1727 gCorpses
[i
].SaveState(Mem
);
1731 procedure g_Player_Corpses_LoadState(var Mem
: TBinMemoryReader
);
1740 g_Player_RemoveAllCorpses();
1742 // Êîëè÷åñòâî òðóïîâ:
1745 if count
> Length(gCorpses
) then
1747 raise EBinSizeError
.Create('g_Player_Corpses_LoadState: Too Many Corpses');
1754 for i
:= 0 to count
-1 do
1757 Mem
.ReadString(str
);
1761 gCorpses
[i
] := TCorpse
.Create(0, 0, str
, b
);
1762 // Çàãðóæàåì äàííûå òðóïà:
1763 gCorpses
[i
].LoadState(Mem
);
1769 procedure TPlayer
.BFGHit();
1771 g_Weapon_BFGHit(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1772 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2));
1773 if g_Game_IsServer
and g_Game_IsNet
then
1774 MH_SEND_Effect(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
1775 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
1779 procedure TPlayer
.ChangeModel(ModelName
: string);
1781 Model
: TPlayerModel
;
1783 Model
:= g_PlayerModel_Get(ModelName
);
1784 if Model
= nil then Exit
;
1790 procedure TPlayer
.SetModel(ModelName
: string);
1794 m
:= g_PlayerModel_Get(ModelName
);
1797 g_SimpleError(Format(_lc
[I_GAME_ERROR_MODEL_FALLBACK
], [ModelName
]));
1798 m
:= g_PlayerModel_Get('doomer');
1801 g_FatalError(Format(_lc
[I_GAME_ERROR_MODEL
], ['doomer']));
1806 if FModel
<> nil then
1811 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1812 FModel
.Color
:= FColor
1814 FModel
.Color
:= TEAMCOLOR
[FTeam
];
1815 FModel
.SetWeapon(FCurrWeap
);
1816 FModel
.SetFlag(FFlag
);
1817 SetDirection(FDirection
);
1820 procedure TPlayer
.SetColor(Color
: TRGB
);
1823 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
1824 if FModel
<> nil then FModel
.Color
:= Color
;
1827 procedure TPlayer
.SwitchTeam
;
1829 if g_Game_IsClient
then
1831 if not (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then Exit
;
1833 if gGameOn
and FLive
then
1834 Kill(K_SIMPLEKILL
, FUID
, HIT_SELF
);
1836 if FTeam
= TEAM_RED
then
1838 ChangeTeam(TEAM_BLUE
);
1839 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_BLUE
], [FName
]), True);
1840 if g_Game_IsNet
then
1841 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_BLUE
, FName
);
1845 ChangeTeam(TEAM_RED
);
1846 g_Console_Add(Format(_lc
[I_PLAYER_CHTEAM_RED
], [FName
]), True);
1847 if g_Game_IsNet
then
1848 MH_SEND_GameEvent(NET_EV_CHANGE_TEAM
, TEAM_RED
, FName
);
1850 FPreferredTeam
:= FTeam
;
1853 procedure TPlayer
.ChangeTeam(Team
: Byte);
1860 TEAM_RED
, TEAM_BLUE
:
1861 FModel
.Color
:= TEAMCOLOR
[Team
];
1863 FModel
.Color
:= FColor
;
1865 if (FTeam
<> OldTeam
) and g_Game_IsNet
and g_Game_IsServer
then
1866 MH_SEND_PlayerStats(FUID
);
1870 procedure TPlayer.CollideItem();
1875 if gItems = nil then Exit;
1876 if not FLive then Exit;
1878 for i := 0 to High(gItems) do
1881 if (ItemType <> ITEM_NONE) and Live then
1882 if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width,
1883 PLAYER_RECT.Height, @Obj) then
1885 if not PickItem(ItemType, gItems[i].Respawnable, r) then Continue;
1887 if ItemType in [ITEM_SPHERE_BLUE, ITEM_SPHERE_WHITE, ITEM_INVUL] then
1888 g_Sound_PlayExAt('SOUND_ITEM_GETRULEZ', FObj.X, FObj.Y)
1889 else if ItemType in [ITEM_MEDKIT_SMALL, ITEM_MEDKIT_LARGE, ITEM_MEDKIT_BLACK] then
1890 g_Sound_PlayExAt('SOUND_ITEM_GETMED', FObj.X, FObj.Y)
1891 else g_Sound_PlayExAt('SOUND_ITEM_GETITEM', FObj.X, FObj.Y);
1893 // Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòñÿ ñ äðóãèì èãðîêîì:
1894 if r and not ((ItemType in [ITEM_KEY_RED, ITEM_KEY_GREEN, ITEM_KEY_BLUE]) and
1895 (gGameSettings.GameType = GT_SINGLE) and
1896 (g_Player_GetCount() > 1)) then
1897 if not Respawnable then g_Items_Remove(i) else g_Items_Pick(i);
1903 function TPlayer
.CollideLevel(XInc
, YInc
: Integer): Boolean;
1905 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
1906 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_WALL
,
1910 constructor TPlayer
.Create();
1916 FSawSound
:= TPlayableSound
.Create();
1917 FSawSoundIdle
:= TPlayableSound
.Create();
1918 FSawSoundHit
:= TPlayableSound
.Create();
1919 FSawSoundSelect
:= TPlayableSound
.Create();
1920 FJetSoundFly
:= TPlayableSound
.Create();
1921 FJetSoundOn
:= TPlayableSound
.Create();
1922 FJetSoundOff
:= TPlayableSound
.Create();
1924 FSawSound
.SetByName('SOUND_WEAPON_FIRESAW');
1925 FSawSoundIdle
.SetByName('SOUND_WEAPON_IDLESAW');
1926 FSawSoundHit
.SetByName('SOUND_WEAPON_HITSAW');
1927 FSawSoundSelect
.SetByName('SOUND_WEAPON_SELECTSAW');
1928 FJetSoundFly
.SetByName('SOUND_PLAYER_JETFLY');
1929 FJetSoundOn
.SetByName('SOUND_PLAYER_JETON');
1930 FJetSoundOff
.SetByName('SOUND_PLAYER_JETOFF');
1932 FSpectatePlayer
:= -1;
1936 FSavedState
.WaitRecall
:= False;
1939 FActualModelName
:= 'doomer';
1942 FObj
.Rect
:= PLAYER_RECT
;
1944 FBFGFireCounter
:= -1;
1945 FJustTeleported
:= False;
1949 procedure TPlayer
.Damage(value
: Word; SpawnerUID
: Word; vx
, vy
: Integer; t
: Byte);
1953 if (not g_Game_IsClient
) and (not FLive
) then
1958 // Íåóÿçâèìîñòü íå ñïàñàåò îò ëîâóøåê:
1959 if ((t
= HIT_TRAP
) or (t
= HIT_SELF
)) and (not FGodMode
) then
1961 if not g_Game_IsClient
then
1964 if t
= HIT_TRAP
then
1966 // Ëîâóøêà óáèâàåò ñðàçó:
1968 Kill(K_EXTRAHARDKILL
, SpawnerUID
, t
);
1970 if t
= HIT_SELF
then
1974 Kill(K_SIMPLEKILL
, SpawnerUID
, t
);
1977 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
1978 FMegaRulez
[MR_SUIT
] := 0;
1979 FMegaRulez
[MR_INVUL
] := 0;
1980 FMegaRulez
[MR_INVIS
] := 0;
1984 // Íî îò îñòàëüíîãî ñïàñàåò:
1985 if FMegaRulez
[MR_INVUL
] >= gTime
then
1992 // Åñëè åñòü óðîí ñâîèì, èëè ðàíèë ñàì ñåáÿ, èëè òåáÿ ðàíèë ïðîòèâíèê:
1993 if LongBool(gGameSettings
.Options
and GAME_OPTION_TEAMDAMAGE
) or
1994 (SpawnerUID
= FUID
) or
1995 (not SameTeam(FUID
, SpawnerUID
)) then
1997 FLastSpawnerUID
:= SpawnerUID
;
1999 // Êðîâü (ïóçûðüêè, åñëè â âîäå):
2000 if gBloodCount
> 0 then
2002 c
:= Min(value
, 200)*gBloodCount
+ Random(Min(value
, 200) div 2);
2003 if value
div 4 <= c
then
2004 c
:= c
- (value
div 4)
2008 if (t
= HIT_SOME
) and (vx
= 0) and (vy
= 0) then
2012 HIT_TRAP
, HIT_ACID
, HIT_FLAME
, HIT_SELF
: MakeBloodSimple(c
);
2013 HIT_BFG
, HIT_ROCKET
, HIT_SOME
: MakeBloodVector(c
, vx
, vy
);
2016 if t
= HIT_WATER
then
2017 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
2018 FObj
.Y
+PLAYER_RECT
.Y
-4, value
div 2, 8, 4);
2023 Inc(FDamageBuffer
, value
);
2027 FPain
:= FPain
+ value
;
2030 if g_Game_IsServer
and g_Game_IsNet
then
2032 MH_SEND_PlayerDamage(FUID
, t
, SpawnerUID
, value
, vx
, vy
);
2033 MH_SEND_PlayerStats(FUID
);
2034 MH_SEND_PlayerPos(False, FUID
);
2038 function TPlayer
.Heal(value
: Word; Soft
: Boolean): Boolean;
2041 if g_Game_IsClient
then
2046 if Soft
and (FHealth
< PLAYER_HP_SOFT
) then
2048 IncMax(FHealth
, value
, PLAYER_HP_SOFT
);
2051 if (not Soft
) and (FHealth
< PLAYER_HP_LIMIT
) then
2053 IncMax(FHealth
, value
, PLAYER_HP_LIMIT
);
2057 if Result
and g_Game_IsServer
and g_Game_IsNet
then
2058 MH_SEND_PlayerStats(FUID
);
2061 destructor TPlayer
.Destroy();
2063 if (gPlayer1
<> nil) and (gPlayer1
.FUID
= FUID
) then
2065 if (gPlayer2
<> nil) and (gPlayer2
.FUID
= FUID
) then
2069 FSawSoundIdle
.Free();
2070 FSawSoundHit
.Free();
2071 FJetSoundFly
.Free();
2073 FJetSoundOff
.Free();
2079 procedure TPlayer
.DrawBubble();
2081 bubX
, bubY
: Integer;
2084 Rw
, Gw
, Bw
: SmallInt;
2087 bubX
:= FObj
.X
+FObj
.Rect
.X
+ IfThen(FDirection
= D_LEFT
, -4, 18);
2088 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 18;
2096 1: // simple textual non-bubble
2098 bubX
:= FObj
.X
+FObj
.Rect
.X
- 11;
2099 bubY
:= FObj
.Y
+FObj
.Rect
.Y
- 17;
2100 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
2103 2: // advanced pixel-perfect bubble
2105 if FTeam
= TEAM_RED
then
2108 if FTeam
= TEAM_BLUE
then
2111 3: // colored bubble
2113 Rb
:= FModel
.Color
.R
;
2114 Gb
:= FModel
.Color
.G
;
2115 Bb
:= FModel
.Color
.B
;
2116 Rw
:= Min(Rb
* 2 + 64, 255);
2117 Gw
:= Min(Gb
* 2 + 64, 255);
2118 Bw
:= Min(Bb
* 2 + 64, 255);
2119 if (Abs(Rw
- Rb
) < 32)
2120 or (Abs(Gw
- Gb
) < 32)
2121 or (Abs(Bw
- Bb
) < 32) then
2123 Rb
:= Max(Rw
div 2 - 16, 0);
2124 Gb
:= Max(Gw
div 2 - 16, 0);
2125 Bb
:= Max(Bw
div 2 - 16, 0);
2128 4: // custom textured bubble
2130 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
2131 if FDirection
= D_RIGHT
then
2132 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
2134 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, M_HORIZONTAL
);
2140 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
2141 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
2143 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
2146 Dot
:= IfThen(FDirection
= D_LEFT
, 14, 5);
2147 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
2148 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 13, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 15, Rw
, Gw
, Bw
);
2149 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 13, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 14, Rw
, Gw
, Bw
);
2150 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, Rw
, Gw
, Bw
);
2151 e_DrawLine(1, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 14, bubX
+ IfThen(FDirection
= D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 16, Rb
, Gb
, Bb
);
2155 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2156 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2157 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
2160 procedure TPlayer
.Draw();
2167 if (FMegaRulez
[MR_INVUL
] > gTime
) and (gPlayerDrawn
<> Self
) then
2168 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
2170 e_GetTextureSize(ID
, @w
, @h
);
2171 if FDirection
= D_LEFT
then
2172 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)+4,
2173 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7, 0, True, False)
2175 e_Draw(ID
, FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2)-(w
div 2)-2,
2176 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2)-(h
div 2)-7, 0, True, False);
2179 if FMegaRulez
[MR_INVIS
] > gTime
then
2181 if (gPlayerDrawn
<> nil) and ((Self
= gPlayerDrawn
) or
2182 ((FTeam
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
2183 FModel
.Draw(FObj
.X
, FObj
.Y
, 200)
2185 FModel
.Draw(FObj
.X
, FObj
.Y
, 254);
2188 FModel
.Draw(FObj
.X
, FObj
.Y
);
2191 if g_debug_Frames
then
2193 e_DrawQuad(FObj
.X
+FObj
.Rect
.X
,
2195 FObj
.X
+FObj
.Rect
.X
+FObj
.Rect
.Width
-1,
2196 FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-1,
2200 if (gChatBubble
> 0) and (FKeys
[KEY_CHAT
].Pressed
) and not FGhost
then
2202 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
2203 if gAimLine
and Live
and
2204 ((Self
= gPlayer1
) or (Self
= gPlayer2
)) then
2208 procedure TPlayer
.DrawAim();
2210 wx
, wy
, xx
, yy
: Integer;
2214 wx
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
+ IfThen(FDirection
= D_LEFT
, 7, -7);
2215 wy
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
2224 1: begin // Chainsaw
2231 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2232 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2233 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2234 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2239 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2240 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2241 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2242 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2244 4: begin // Double Shotgun
2247 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2248 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2249 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2250 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2252 5: begin // Chaingun
2255 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2256 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2257 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2258 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2260 6: begin // Rocket Launcher
2263 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
2264 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2265 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
2266 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2268 7: begin // Plasmagun
2271 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
2272 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
2273 if angle
= ANGLE_LEFTUP
then Dec(angle
);
2274 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
2279 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
2280 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
2281 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
2282 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
2284 9: begin // Super Chaingun
2287 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
2288 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
2289 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
2290 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
2293 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
2294 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
2295 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
2298 procedure TPlayer
.DrawGUI();
2301 X
, Y
, SY
, a
, p
, m
: Integer;
2305 stat
: TPlayerStatArray
;
2307 X
:= gPlayerScreenSize
.X
;
2308 SY
:= gPlayerScreenSize
.Y
;
2311 if gShowGoals
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
2313 if gGameSettings
.GameMode
= GM_CTF
then
2317 if gGameSettings
.GameMode
= GM_CTF
then
2319 s
:= 'TEXTURE_PLAYER_REDFLAG';
2320 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
2321 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
2322 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
2323 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
2324 if g_Texture_Get(s
, ID
) then
2325 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
2328 s
:= IntToStr(gTeamStat
[TEAM_RED
].Goals
);
2329 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2330 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
2332 if gGameSettings
.GameMode
= GM_CTF
then
2334 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
2335 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
2336 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
2337 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
2338 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
2339 if g_Texture_Get(s
, ID
) then
2340 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
2343 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Goals
);
2344 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2345 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
2348 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
2349 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
2352 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
2353 e_Draw(ID
, X
+2, Y
, 0, True, False);
2355 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
2359 s
:= IntToStr(Frags
);
2360 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2361 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
2366 stat
:= g_Player_GetStats();
2371 for a
:= 0 to High(stat
) do
2372 if stat
[a
].Name
<> Name
then
2374 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
2375 if stat
[a
].Frags
> Frags
then p
:= p
+1;
2379 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
2380 if Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
2381 s
:= s
+IntToStr(Abs(Frags
-m
));
2383 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
2384 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
2387 if gShowLives
and (gGameSettings
.MaxLives
> 0) then
2389 s
:= IntToStr(Lives
);
2390 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2391 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
2395 e_CharFont_GetSize(gMenuSmallFont
, FName
, tw
, th
);
2396 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, FName
, _RGB(255, 0, 0));
2398 if R_BERSERK
in FRulez
then
2399 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
2401 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
2403 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
2404 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
2406 s
:= IntToStr(IfThen(FHealth
> 0, FHealth
, 0));
2407 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2408 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
2410 s
:= IntToStr(FArmor
);
2411 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2412 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
2414 s
:= IntToStr(GetAmmoByWeapon(FCurrWeap
));
2420 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
2425 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
2427 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
2428 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
2429 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
2430 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
2431 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
2432 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
2433 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
2434 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
2437 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
2438 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
2439 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
2441 if R_KEY_RED
in FRulez
then
2442 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
2444 if R_KEY_GREEN
in FRulez
then
2445 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
2447 if R_KEY_BLUE
in FRulez
then
2448 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
2450 if FJetFuel
> 0 then
2452 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2453 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
2454 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
2455 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
2456 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
2457 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*FJetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
2461 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
2462 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
2463 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(FAir
> 0, FAir
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
2466 if gShowPing
and g_Game_IsClient
then
2468 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
2469 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
2475 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
2476 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
2477 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
2480 e_TextureFontGetSize(gStdFont
, cw
, ch
);
2481 s
:= _lc
[I_PLAYER_SPECT4
];
2482 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
2483 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
2484 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
2490 procedure TPlayer
.DrawRulez();
2494 // Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
2495 if FMegaRulez
[MR_INVUL
] >= gTime
then
2497 if (FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
2498 dr
:= not Odd((FMegaRulez
[MR_INVUL
]-gTime
) div 300)
2503 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2504 191, 191, 191, 0, B_INVERT
);
2507 // Ïðè âçÿòèè çàùèòíîãî êîñòþìà ðèñóåòñÿ çåëåíîâàòûé ôîí
2508 if FMegaRulez
[MR_SUIT
] >= gTime
then
2510 if (FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
2511 dr
:= not Odd((FMegaRulez
[MR_SUIT
]-gTime
) div 300)
2516 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2517 0, 96, 0, 200, B_NONE
);
2520 // Ïðè âçÿòèè áåðñåðêà ðèñóåòñÿ êðàñíîâàòûé ôîí
2521 if (FBerserk
>= 0) and (LongWord(FBerserk
) >= gTime
) and (gFlash
= 2) then
2523 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
2524 255, 0, 0, 200, B_NONE
);
2528 procedure TPlayer
.DrawPain();
2532 if FPain
= 0 then Exit
;
2536 if a
< 15 then h
:= 0
2537 else if a
< 35 then h
:= 1
2538 else if a
< 55 then h
:= 2
2539 else if a
< 75 then h
:= 3
2540 else if a
< 95 then h
:= 4
2543 //if a > 255 then a := 255;
2545 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
2546 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
2549 procedure TPlayer
.DrawPickup();
2553 if FPickup
= 0 then Exit
;
2557 if a
< 15 then h
:= 1
2558 else if a
< 35 then h
:= 2
2559 else if a
< 55 then h
:= 3
2560 else if a
< 75 then h
:= 4
2563 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);
2566 procedure TPlayer
.Fire();
2568 f
, DidFire
: Boolean;
2569 wx
, wy
, xd
, yd
: Integer;
2572 if g_Game_IsClient
then Exit
;
2573 // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG)
2574 // FReloading - âðåìÿ ïîñëå âûñòðåëà (äëÿ âñåãî)
2582 if FReloading
[FCurrWeap
] <> 0 then Exit
;
2587 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
2588 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
2589 xd
:= wx
+IfThen(FDirection
= D_LEFT
, -30, 30);
2590 yd
:= wy
+firediry();
2595 if R_BERSERK
in FRulez
then
2597 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
2598 obj
.X
:= FObj
.X
+FObj
.Rect
.X
;
2599 obj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
2602 obj
.rect
.Width
:= 39;
2603 obj
.rect
.Height
:= 52;
2604 obj
.Vel
.X
:= (xd
-wx
) div 2;
2605 obj
.Vel
.Y
:= (yd
-wy
) div 2;
2606 obj
.Accel
.X
:= xd
-wx
;
2607 obj
.Accel
.y
:= yd
-wy
;
2609 if g_Weapon_Hit(@obj
, 50, FUID
, HIT_SOME
) <> 0 then
2610 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
2612 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
2616 FPain
:= min(FPain
+ 25, 50);
2617 end else g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
2620 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2625 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
2626 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
2628 FSawSoundSelect
.Stop();
2630 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
2632 else if not FSawSoundHit
.IsPlaying() then
2634 FSawSoundSelect
.Stop();
2635 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
2638 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2644 if FAmmo
[A_BULLETS
] > 0 then
2646 g_Weapon_pistol(wx
, wy
, xd
, yd
, FUID
);
2647 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2648 Dec(FAmmo
[A_BULLETS
]);
2649 FFireAngle
:= FAngle
;
2652 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2653 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2657 if FAmmo
[A_SHELLS
] > 0 then
2659 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2660 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', wx
, wy
);
2661 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2662 Dec(FAmmo
[A_SHELLS
]);
2663 FFireAngle
:= FAngle
;
2667 FShellType
:= SHELL_SHELL
;
2671 if FAmmo
[A_SHELLS
] >= 2 then
2673 g_Weapon_dshotgun(wx
, wy
, xd
, yd
, FUID
);
2674 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2675 Dec(FAmmo
[A_SHELLS
], 2);
2676 FFireAngle
:= FAngle
;
2680 FShellType
:= SHELL_DBLSHELL
;
2684 if FAmmo
[A_BULLETS
] > 0 then
2686 g_Weapon_mgun(wx
, wy
, xd
, yd
, FUID
);
2687 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', wx
, wy
);
2688 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2689 Dec(FAmmo
[A_BULLETS
]);
2690 FFireAngle
:= FAngle
;
2693 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2694 GameVelX
, GameVelY
-2, SHELL_BULLET
);
2697 WEAPON_ROCKETLAUNCHER
:
2698 if FAmmo
[A_ROCKETS
] > 0 then
2700 g_Weapon_rocket(wx
, wy
, xd
, yd
, FUID
);
2701 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2702 Dec(FAmmo
[A_ROCKETS
]);
2703 FFireAngle
:= FAngle
;
2709 if FAmmo
[A_CELLS
] > 0 then
2711 g_Weapon_plasma(wx
, wy
, xd
, yd
, FUID
);
2712 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2713 Dec(FAmmo
[A_CELLS
]);
2714 FFireAngle
:= FAngle
;
2720 if (FAmmo
[A_CELLS
] >= 40) and (FBFGFireCounter
= -1) then
2722 FBFGFireCounter
:= 17;
2723 if not FNoReload
then
2724 g_Sound_PlayExAt('SOUND_WEAPON_STARTFIREBFG', FObj
.X
, FObj
.Y
);
2725 Dec(FAmmo
[A_CELLS
], 40);
2729 WEAPON_SUPERPULEMET
:
2730 if FAmmo
[A_SHELLS
] > 0 then
2732 g_Weapon_shotgun(wx
, wy
, xd
, yd
, FUID
);
2733 if not gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', wx
, wy
);
2734 FReloading
[FCurrWeap
] := WEAPON_RELOAD
[FCurrWeap
];
2735 Dec(FAmmo
[A_SHELLS
]);
2736 FFireAngle
:= FAngle
;
2739 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
2740 GameVelX
, GameVelY
-2, SHELL_SHELL
);
2744 if g_Game_IsNet
then
2748 if FCurrWeap
<> WEAPON_BFG
then
2749 MH_SEND_PlayerFire(FUID
, FCurrWeap
, wx
, wy
, xd
, yd
, LastShotID
)
2751 if not FNoReload
then
2752 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_WEAPON_STARTFIREBFG');
2755 MH_SEND_PlayerStats(FUID
);
2760 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
2761 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
2762 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
2765 function TPlayer
.GetAmmoByWeapon(Weapon
: Byte): Word;
2768 WEAPON_PISTOL
, WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
];
2769 WEAPON_SHOTGUN1
, WEAPON_SHOTGUN2
, WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
];
2770 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
];
2771 WEAPON_PLASMA
, WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
];
2776 function TPlayer
.HeadInLiquid(XInc
, YInc
: Integer): Boolean;
2778 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
+XInc
, FObj
.Y
+PLAYER_HEADRECT
.Y
+YInc
,
2779 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
2780 PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, True);
2783 procedure TPlayer
.JetpackOn
;
2787 FJetSoundOn
.SetPosition(0);
2788 FJetSoundOn
.PlayAt(FObj
.X
, FObj
.Y
);
2792 procedure TPlayer
.JetpackOff
;
2796 FJetSoundOff
.SetPosition(0);
2797 FJetSoundOff
.PlayAt(FObj
.X
, FObj
.Y
);
2800 procedure TPlayer
.Jump();
2802 if gFly
or FJetpack
then
2804 // Ïîëåò (÷èò-êîä èëè äæåòïàê):
2805 if FObj
.Vel
.Y
> -VEL_FLY
then
2806 FObj
.Vel
.Y
:= FObj
.Vel
.Y
- 3;
2809 if FJetFuel
> 0 then
2811 if (FJetFuel
< 1) and g_Game_IsServer
then
2815 if g_Game_IsNet
then
2816 MH_SEND_PlayerStats(FUID
);
2822 // Íå âêëþ÷àòü äæåòïàê â ðåæèìå ïðîõîæäåíèÿ ñêâîçü ñòåíû
2824 FCanJetpack
:= False;
2826 // Ïðûãàåì èëè âñïëûâàåì:
2827 if (CollideLevel(0, 1) or
2828 g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
+36, PLAYER_RECT
.Width
,
2829 PLAYER_RECT
.Height
-33, PANEL_STEP
, False)
2830 ) and (FObj
.Accel
.Y
= 0) then // Íå ïðûãàòü, åñëè åñòü âåðòèêàëüíîå óñêîðåíèå
2832 FObj
.Vel
.Y
:= -VEL_JUMP
;
2833 FCanJetpack
:= False;
2837 if BodyInLiquid(0, 0) then
2838 FObj
.Vel
.Y
:= -VEL_SW
2839 else if (FJetFuel
> 0) and FCanJetpack
and
2840 g_Game_IsServer
and (not g_Obj_CollideLiquid(@FObj
, 0, 0)) then
2844 if g_Game_IsNet
then
2845 MH_SEND_PlayerStats(FUID
);
2850 procedure TPlayer
.Kill(KillType
: Byte; SpawnerUID
: Word; t
: Byte);
2852 a
, i
, k
, ab
, ar
: Byte;
2856 srv
, netsrv
: Boolean;
2861 procedure PushItem(t
: Byte);
2865 id
:= g_Items_Create(FObj
.X
, FObj
.Y
, t
, True, False);
2866 if KillType
= K_EXTRAHARDKILL
then // -7..+7; -8..0
2867 g_Obj_Push(@gItems
[id
].Obj
, (FObj
.Vel
.X
div 2)-7+Random(15),
2868 (FObj
.Vel
.Y
div 2)-Random(9))
2870 if KillType
= K_HARDKILL
then // -5..+5; -5..0
2871 g_Obj_Push(@gItems
[id
].Obj
, (FObj
.Vel
.X
div 2)-5+Random(11),
2872 (FObj
.Vel
.Y
div 2)-Random(6))
2873 else // -3..+3; -3..0
2874 g_Obj_Push(@gItems
[id
].Obj
, (FObj
.Vel
.X
div 2)-3+Random(7),
2875 (FObj
.Vel
.Y
div 2)-Random(4));
2877 if g_Game_IsNet
and g_Game_IsServer
then
2878 MH_SEND_ItemSpawn(True, id
);
2882 DoFrags
:= (gGameSettings
.MaxLives
= 0) or (gGameSettings
.GameMode
= GM_COOP
);
2883 Srv
:= g_Game_IsServer
;
2884 Netsrv
:= g_Game_IsServer
and g_Game_IsNet
;
2885 if Srv
then FDeath
:= FDeath
+ 1;
2890 if not FPhysics
then
2896 if (gGameSettings
.MaxLives
> 0) and Srv
and (gLMSRespawn
= LMS_RESPAWN_NONE
) then
2898 if FLives
> 0 then FLives
:= FLives
- 1;
2899 if FLives
= 0 then FNoRespawn
:= True;
2902 // Íîìåð òèïà ñìåðòè:
2905 K_SIMPLEKILL
: a
:= 1;
2907 K_EXTRAHARDKILL
: a
:= 3;
2912 if not FModel
.PlaySound(MODELSOUND_DIE
, a
, FObj
.X
, FObj
.Y
) then
2914 if FModel
.PlaySound(MODELSOUND_DIE
, i
, FObj
.X
, FObj
.Y
) then
2921 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN1
;
2923 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN2
;
2924 K_EXTRAHARDKILL
, K_FALLKILL
:
2925 FTime
[T_RESPAWN
] := gTime
+ TIME_RESPAWN3
;
2928 // Ïåðåêëþ÷àåì ñîñòîÿíèå:
2932 K_HARDKILL
, K_EXTRAHARDKILL
:
2936 // Ðåàêöèÿ ìîíñòðîâ íà ñìåðòü èãðîêà:
2937 if (KillType
<> K_FALLKILL
) and (Srv
) then
2938 g_Monsters_killedp();
2940 if SpawnerUID
= FUID
then
2942 if Srv
and (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
2947 g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
2950 if g_GetUIDType(SpawnerUID
) = UID_PLAYER
then
2951 begin // Óáèò äðóãèì èãðîêîì
2952 KP
:= g_Player_Get(SpawnerUID
);
2953 if (KP
<> nil) and Srv
then
2955 if (DoFrags
or (gGameSettings
.GameMode
= GM_TDM
)) then
2956 if SameTeam(FUID
, SpawnerUID
) then
2966 if (gGameSettings
.GameMode
= GM_TDM
) and DoFrags
then
2967 Inc(gTeamStat
[KP
.Team
].Goals
,
2968 IfThen(SameTeam(FUID
, SpawnerUID
), -1, 1));
2970 if netsrv
then MH_SEND_PlayerStats(SpawnerUID
);
2973 plr
:= g_Player_Get(SpawnerUID
);
2981 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
2985 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
2989 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
2994 else if g_GetUIDType(SpawnerUID
) = UID_MONSTER
then
2995 begin // Óáèò ìîíñòðîì
2996 mon
:= g_Monsters_Get(SpawnerUID
);
3000 s
:= g_Monsters_GetKilledBy(mon
.MonsterType
);
3004 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_2
],
3008 g_Console_Add(Format(_lc
[I_PLAYER_KILL_EXTRAHARD_1
],
3012 g_Console_Add(Format(_lc
[I_PLAYER_KILL
],
3017 else // Îñîáûå òèïû ñìåðòè
3020 HIT_SELF
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_SELF
], [FName
]), True);
3021 HIT_FALL
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_FALL
], [FName
]), True);
3022 HIT_WATER
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_WATER
], [FName
]), True);
3023 HIT_ACID
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_ACID
], [FName
]), True);
3024 HIT_TRAP
: g_Console_Add(Format(_lc
[I_PLAYER_KILL_TRAP
], [FName
]), True);
3025 else g_Console_Add(Format(_lc
[I_PLAYER_DIED
], [FName
]), True);
3031 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
3035 WEAPON_SAW
: i
:= ITEM_WEAPON_SAW
;
3036 WEAPON_SHOTGUN1
: i
:= ITEM_WEAPON_SHOTGUN1
;
3037 WEAPON_SHOTGUN2
: i
:= ITEM_WEAPON_SHOTGUN2
;
3038 WEAPON_CHAINGUN
: i
:= ITEM_WEAPON_CHAINGUN
;
3039 WEAPON_ROCKETLAUNCHER
: i
:= ITEM_WEAPON_ROCKETLAUNCHER
;
3040 WEAPON_PLASMA
: i
:= ITEM_WEAPON_PLASMA
;
3041 WEAPON_BFG
: i
:= ITEM_WEAPON_BFG
;
3042 WEAPON_SUPERPULEMET
: i
:= ITEM_WEAPON_SUPERPULEMET
;
3051 if R_ITEM_BACKPACK
in FRulez
then
3052 PushItem(ITEM_AMMO_BACKPACK
);
3054 // Âûáðîñ ðàêåòíîãî ðàíöà:
3055 if FJetFuel
> 0 then
3056 PushItem(ITEM_JETPACK
);
3059 if not (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
3061 if R_KEY_RED
in FRulez
then
3062 PushItem(ITEM_KEY_RED
);
3064 if R_KEY_GREEN
in FRulez
then
3065 PushItem(ITEM_KEY_GREEN
);
3067 if R_KEY_BLUE
in FRulez
then
3068 PushItem(ITEM_KEY_BLUE
);
3075 g_Player_CreateCorpse(Self
);
3077 if Srv
and (gGameSettings
.MaxLives
> 0) and FNoRespawn
and
3078 (gLMSRespawn
= LMS_RESPAWN_NONE
) then
3084 for i
:= Low(gPlayers
) to High(gPlayers
) do
3086 if gPlayers
[i
] = nil then continue
;
3087 if (not gPlayers
[i
].FNoRespawn
) and (not gPlayers
[i
].FSpectator
) then
3090 if gPlayers
[i
].FTeam
= TEAM_RED
then Inc(ar
)
3091 else if gPlayers
[i
].FTeam
= TEAM_BLUE
then Inc(ab
);
3096 OldLR
:= gLMSRespawn
;
3097 if (gGameSettings
.GameMode
= GM_COOP
) then
3101 // everyone is dead, restart the map
3102 g_Game_Message(_lc
[I_MESSAGE_LMS_LOSE
], 144);
3104 MH_SEND_GameEvent(NET_EV_LMS_LOSE
);
3105 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3106 gLMSRespawnTime
:= gTime
+ 5000;
3108 else if (a
= 1) then
3110 if (gPlayers
[k
] <> nil) and not (gPlayers
[k
] is TBot
) then
3111 if (gPlayers
[k
] = gPlayer1
) or
3112 (gPlayers
[k
] = gPlayer2
) then
3113 g_Console_Add('*** ' + _lc
[I_MESSAGE_LMS_SURVIVOR
] + ' ***', True)
3114 else if Netsrv
and (gPlayers
[k
].FClientID
>= 0) then
3115 MH_SEND_GameEvent(NET_EV_LMS_SURVIVOR
, 0, 'N', gPlayers
[k
].FClientID
);
3118 else if (gGameSettings
.GameMode
= GM_TDM
) then
3120 if (ab
= 0) and (ar
<> 0) then
3123 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_RED
])]), 144);
3125 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_RED
);
3126 Inc(gTeamStat
[TEAM_RED
].Goals
);
3127 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3128 gLMSRespawnTime
:= gTime
+ 5000;
3130 else if (ar
= 0) and (ab
<> 0) then
3133 g_Game_Message(Format(_lc
[I_MESSAGE_TLMS_WIN
], [AnsiUpperCase(_lc
[I_GAME_TEAM_BLUE
])]), 144);
3135 MH_SEND_GameEvent(NET_EV_TLMS_WIN
, TEAM_BLUE
);
3136 Inc(gTeamStat
[TEAM_BLUE
].Goals
);
3137 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3138 gLMSRespawnTime
:= gTime
+ 5000;
3140 else if (ar
= 0) and (ab
= 0) then
3143 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3145 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3146 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3147 gLMSRespawnTime
:= gTime
+ 5000;
3150 else if (gGameSettings
.GameMode
= GM_DM
) then
3154 if gPlayers
[k
] <> nil then
3157 // survivor is the winner
3158 g_Game_Message(Format(_lc
[I_MESSAGE_LMS_WIN
], [AnsiUpperCase(FName
)]), 144);
3160 MH_SEND_GameEvent(NET_EV_LMS_WIN
, 0, FName
);
3163 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3164 gLMSRespawnTime
:= gTime
+ 5000;
3166 else if (a
= 0) then
3168 // everyone is dead, restart the map
3169 g_Game_Message(_lc
[I_GAME_WIN_DRAW
], 144);
3171 MH_SEND_GameEvent(NET_EV_LMS_DRAW
, 0, FName
);
3172 gLMSRespawn
:= LMS_RESPAWN_FINAL
;
3173 gLMSRespawnTime
:= gTime
+ 5000;
3176 if srv
and (OldLR
= LMS_RESPAWN_NONE
) and (gLMSRespawn
> LMS_RESPAWN_NONE
) then
3178 if NetMode
= NET_SERVER
then
3179 MH_SEND_GameEvent(NET_EV_LMS_WARMUP
, (gLMSRespawnTime
- gTime
) div 1000)
3181 g_Console_Add(Format(_lc
[I_MSG_WARMUP_START
], [(gLMSRespawnTime
- gTime
) div 1000]), True);
3187 MH_SEND_PlayerStats(FUID
);
3188 MH_SEND_PlayerDeath(FUID
, KillType
, t
, SpawnerUID
);
3189 if gGameSettings
.GameMode
= GM_TDM
then MH_SEND_GameStats
;
3192 if srv
and FNoRespawn
then Spectate(True);
3193 FWantsInGame
:= True;
3196 function TPlayer
.BodyInLiquid(XInc
, YInc
: Integer): Boolean;
3198 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3199 PLAYER_RECT
.Height
-20, PANEL_WATER
or PANEL_ACID1
or PANEL_ACID2
, False);
3202 function TPlayer
.BodyInAcid(XInc
, YInc
: Integer): Boolean;
3204 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
, PLAYER_RECT
.Width
,
3205 PLAYER_RECT
.Height
-20, PANEL_ACID1
or PANEL_ACID2
, False);
3208 procedure TPlayer
.MakeBloodSimple(Count
: Word);
3210 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)+8,
3211 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3212 Count
div 2, 3, -1, 16, (PLAYER_RECT
.Height
*2 div 3),
3214 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-8,
3215 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3216 Count
div 2, -3, -1, 16, (PLAYER_RECT
.Height
*2) div 3,
3220 procedure TPlayer
.MakeBloodVector(Count
: Word; VelX
, VelY
: Integer);
3222 g_GFX_Blood(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
3223 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2),
3224 Count
, VelX
, VelY
, 16, (PLAYER_RECT
.Height
*2) div 3,
3228 procedure TPlayer
.NextWeapon();
3233 if g_Game_IsClient
then Exit
;
3234 if FBFGFireCounter
<> -1 then Exit
;
3236 if FTime
[T_SWITCH
] > gTime
then Exit
;
3238 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
3239 if FReloading
[i
] > 0 then Exit
;
3243 for i
:= FCurrWeap
+1 to WEAPON_SUPERPULEMET
do
3252 for i
:= WEAPON_KASTET
to FCurrWeap
-1 do
3259 FTime
[T_SWITCH
] := gTime
+156;
3261 if FCurrWeap
= WEAPON_SAW
then
3262 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3264 FModel
.SetWeapon(FCurrWeap
);
3266 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3269 procedure TPlayer
.PrevWeapon();
3274 if g_Game_IsClient
then Exit
;
3275 if FBFGFireCounter
<> -1 then Exit
;
3277 if FTime
[T_SWITCH
] > gTime
then Exit
;
3279 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
3280 if FReloading
[i
] > 0 then Exit
;
3284 if FCurrWeap
> 0 then
3285 for i
:= FCurrWeap
-1 downto WEAPON_KASTET
do
3294 for i
:= WEAPON_SUPERPULEMET
downto FCurrWeap
+1 do
3301 FTime
[T_SWITCH
] := gTime
+156;
3303 if FCurrWeap
= WEAPON_SAW
then
3304 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3306 FModel
.SetWeapon(FCurrWeap
);
3308 if g_Game_IsNet
then MH_SEND_PlayerStats(FUID
);
3311 procedure TPlayer
.SetWeapon(W
: Byte);
3313 if FCurrWeap
<> W
then
3314 if W
= WEAPON_SAW
then
3315 FSawSoundSelect
.PlayAt(FObj
.X
, FObj
.Y
);
3318 FModel
.SetWeapon(CurrWeap
);
3321 function TPlayer
.PickItem(ItemType
: Byte; respawn
: Boolean; var remove
: Boolean): Boolean;
3326 if g_Game_IsClient
then Exit
;
3328 // a = true - ìåñòî ñïàâíà ïðåäìåòà:
3329 a
:= LongBool(gGameSettings
.Options
and GAME_OPTION_WEAPONSTAY
) and respawn
;
3334 if FHealth
< PLAYER_HP_SOFT
then
3336 IncMax(FHealth
, 10, PLAYER_HP_SOFT
);
3339 if gFlash
= 2 then Inc(FPickup
, 5);
3343 if FHealth
< PLAYER_HP_SOFT
then
3345 IncMax(FHealth
, 25, PLAYER_HP_SOFT
);
3348 if gFlash
= 2 then Inc(FPickup
, 5);
3352 if FArmor
< PLAYER_AP_SOFT
then
3354 FArmor
:= PLAYER_AP_SOFT
;
3357 if gFlash
= 2 then Inc(FPickup
, 5);
3361 if FArmor
< PLAYER_AP_LIMIT
then
3363 FArmor
:= PLAYER_AP_LIMIT
;
3366 if gFlash
= 2 then Inc(FPickup
, 5);
3370 if FHealth
< PLAYER_HP_LIMIT
then
3372 IncMax(FHealth
, 100, PLAYER_HP_LIMIT
);
3375 if gFlash
= 2 then Inc(FPickup
, 5);
3379 if (FHealth
< PLAYER_HP_LIMIT
) or (FArmor
< PLAYER_AP_LIMIT
) then
3381 if FHealth
< PLAYER_HP_LIMIT
then
3382 FHealth
:= PLAYER_HP_LIMIT
;
3383 if FArmor
< PLAYER_AP_LIMIT
then
3384 FArmor
:= PLAYER_AP_LIMIT
;
3387 if gFlash
= 2 then Inc(FPickup
, 5);
3391 if (not FWeapon
[WEAPON_SAW
]) or ((not respawn
) and (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
])) then
3393 FWeapon
[WEAPON_SAW
] := True;
3395 if gFlash
= 2 then Inc(FPickup
, 5);
3396 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3399 ITEM_WEAPON_SHOTGUN1
:
3400 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN1
] then
3402 // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
3403 if a
and FWeapon
[WEAPON_SHOTGUN1
] then Exit
;
3405 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3406 FWeapon
[WEAPON_SHOTGUN1
] := True;
3408 if gFlash
= 2 then Inc(FPickup
, 5);
3409 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3412 ITEM_WEAPON_SHOTGUN2
:
3413 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SHOTGUN2
] then
3415 if a
and FWeapon
[WEAPON_SHOTGUN2
] then Exit
;
3417 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3418 FWeapon
[WEAPON_SHOTGUN2
] := True;
3420 if gFlash
= 2 then Inc(FPickup
, 5);
3421 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3424 ITEM_WEAPON_CHAINGUN
:
3425 if (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or not FWeapon
[WEAPON_CHAINGUN
] then
3427 if a
and FWeapon
[WEAPON_CHAINGUN
] then Exit
;
3429 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3430 FWeapon
[WEAPON_CHAINGUN
] := True;
3432 if gFlash
= 2 then Inc(FPickup
, 5);
3433 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3436 ITEM_WEAPON_ROCKETLAUNCHER
:
3437 if (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or not FWeapon
[WEAPON_ROCKETLAUNCHER
] then
3439 if a
and FWeapon
[WEAPON_ROCKETLAUNCHER
] then Exit
;
3441 IncMax(FAmmo
[A_ROCKETS
], 2, FMaxAmmo
[A_ROCKETS
]);
3442 FWeapon
[WEAPON_ROCKETLAUNCHER
] := True;
3444 if gFlash
= 2 then Inc(FPickup
, 5);
3445 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3449 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_PLASMA
] then
3451 if a
and FWeapon
[WEAPON_PLASMA
] then Exit
;
3453 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3454 FWeapon
[WEAPON_PLASMA
] := True;
3456 if gFlash
= 2 then Inc(FPickup
, 5);
3457 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3461 if (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) or not FWeapon
[WEAPON_BFG
] then
3463 if a
and FWeapon
[WEAPON_BFG
] then Exit
;
3465 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3466 FWeapon
[WEAPON_BFG
] := True;
3468 if gFlash
= 2 then Inc(FPickup
, 5);
3469 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3472 ITEM_WEAPON_SUPERPULEMET
:
3473 if (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or not FWeapon
[WEAPON_SUPERPULEMET
] then
3475 if a
and FWeapon
[WEAPON_SUPERPULEMET
] then Exit
;
3477 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3478 FWeapon
[WEAPON_SUPERPULEMET
] := True;
3480 if gFlash
= 2 then Inc(FPickup
, 5);
3481 if a
and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETWEAPON');
3485 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3487 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3490 if gFlash
= 2 then Inc(FPickup
, 5);
3493 ITEM_AMMO_BULLETS_BOX
:
3494 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3496 IncMax(FAmmo
[A_BULLETS
], 50, FMaxAmmo
[A_BULLETS
]);
3499 if gFlash
= 2 then Inc(FPickup
, 5);
3503 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3505 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3508 if gFlash
= 2 then Inc(FPickup
, 5);
3511 ITEM_AMMO_SHELLS_BOX
:
3512 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3514 IncMax(FAmmo
[A_SHELLS
], 25, FMaxAmmo
[A_SHELLS
]);
3517 if gFlash
= 2 then Inc(FPickup
, 5);
3521 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3523 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3526 if gFlash
= 2 then Inc(FPickup
, 5);
3529 ITEM_AMMO_ROCKET_BOX
:
3530 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3532 IncMax(FAmmo
[A_ROCKETS
], 5, FMaxAmmo
[A_ROCKETS
]);
3535 if gFlash
= 2 then Inc(FPickup
, 5);
3539 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3541 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3544 if gFlash
= 2 then Inc(FPickup
, 5);
3548 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3550 IncMax(FAmmo
[A_CELLS
], 100, FMaxAmmo
[A_CELLS
]);
3553 if gFlash
= 2 then Inc(FPickup
, 5);
3557 if not(R_ITEM_BACKPACK
in FRulez
) or
3558 (FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
]) or
3559 (FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
]) or
3560 (FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
]) or
3561 (FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
]) then
3563 FMaxAmmo
[A_BULLETS
] := 400;
3564 FMaxAmmo
[A_SHELLS
] := 100;
3565 FMaxAmmo
[A_ROCKETS
] := 100;
3566 FMaxAmmo
[A_CELLS
] := 600;
3568 if FAmmo
[A_BULLETS
] < FMaxAmmo
[A_BULLETS
] then
3569 IncMax(FAmmo
[A_BULLETS
], 10, FMaxAmmo
[A_BULLETS
]);
3570 if FAmmo
[A_SHELLS
] < FMaxAmmo
[A_SHELLS
] then
3571 IncMax(FAmmo
[A_SHELLS
], 4, FMaxAmmo
[A_SHELLS
]);
3572 if FAmmo
[A_ROCKETS
] < FMaxAmmo
[A_ROCKETS
] then
3573 IncMax(FAmmo
[A_ROCKETS
], 1, FMaxAmmo
[A_ROCKETS
]);
3574 if FAmmo
[A_CELLS
] < FMaxAmmo
[A_CELLS
] then
3575 IncMax(FAmmo
[A_CELLS
], 40, FMaxAmmo
[A_CELLS
]);
3577 FRulez
:= FRulez
+ [R_ITEM_BACKPACK
];
3580 if gFlash
= 2 then Inc(FPickup
, 5);
3584 if not(R_KEY_RED
in FRulez
) then
3586 Include(FRulez
, R_KEY_RED
);
3588 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3589 if gFlash
= 2 then Inc(FPickup
, 5);
3590 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3594 if not(R_KEY_GREEN
in FRulez
) then
3596 Include(FRulez
, R_KEY_GREEN
);
3598 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3599 if gFlash
= 2 then Inc(FPickup
, 5);
3600 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3604 if not(R_KEY_BLUE
in FRulez
) then
3606 Include(FRulez
, R_KEY_BLUE
);
3608 remove
:= (gGameSettings
.GameMode
<> GM_COOP
) and (g_Player_GetCount() < 2);
3609 if gFlash
= 2 then Inc(FPickup
, 5);
3610 if (not remove
) and g_Game_IsNet
then MH_SEND_Sound(GameX
, GameY
, 'SOUND_ITEM_GETITEM');
3614 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
3616 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
3619 if gFlash
= 2 then Inc(FPickup
, 5);
3623 if FAir
< AIR_MAX
then
3628 if gFlash
= 2 then Inc(FPickup
, 5);
3633 if not (R_BERSERK
in FRulez
) then
3635 Include(FRulez
, R_BERSERK
);
3636 if FBFGFireCounter
= -1 then
3638 FCurrWeap
:= WEAPON_KASTET
;
3639 FModel
.SetWeapon(WEAPON_KASTET
);
3643 if gFlash
= 2 then Inc(FPickup
, 5);
3644 FBerserk
:= gTime
+30000;
3648 if FHealth
< PLAYER_HP_SOFT
then
3650 FHealth
:= PLAYER_HP_SOFT
;
3651 FBerserk
:= gTime
+30000;
3658 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
3660 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
3663 if gFlash
= 2 then Inc(FPickup
, 5);
3667 if FHealth
< PLAYER_HP_LIMIT
then
3669 IncMax(FHealth
, 4, PLAYER_HP_LIMIT
);
3672 if gFlash
= 2 then Inc(FPickup
, 5);
3676 if FArmor
< PLAYER_AP_LIMIT
then
3678 IncMax(FArmor
, 5, PLAYER_AP_LIMIT
);
3681 if gFlash
= 2 then Inc(FPickup
, 5);
3685 if FJetFuel
< JET_MAX
then
3687 FJetFuel
:= JET_MAX
;
3690 if gFlash
= 2 then Inc(FPickup
, 5);
3694 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
3696 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
3699 if gFlash
= 2 then Inc(FPickup
, 5);
3704 procedure TPlayer
.Touch();
3708 //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
3711 // Áðîñèòü ôëàã òîâàðèùó:
3712 if gGameSettings
.GameMode
= GM_CTF
then
3717 procedure TPlayer
.Push(vx
, vy
: Integer);
3719 if (not FPhysics
) and FGhost
then
3721 FObj
.Accel
.X
:= FObj
.Accel
.X
+ vx
;
3722 FObj
.Accel
.Y
:= FObj
.Accel
.Y
+ vy
;
3723 if g_Game_IsNet
and g_Game_IsServer
then
3724 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
3727 procedure TPlayer
.Reset(Force
: Boolean);
3733 FTime
[T_RESPAWN
] := 0;
3734 FTime
[T_FLAGCAP
] := 0;
3747 FSpectator
:= False;
3750 FSpectatePlayer
:= -1;
3751 FNoRespawn
:= False;
3753 FLives
:= gGameSettings
.MaxLives
;
3758 procedure TPlayer
.SoftReset();
3764 FBFGFireCounter
:= -1;
3772 SetAction(A_STAND
, True);
3775 function TPlayer
.GetRespawnPoint(): Byte;
3780 // Íà áóäóùåå: FSpawn - èãðîê óæå èãðàë è ïåðåðîæäàåòñÿ
3782 // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
3783 if gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
] then
3785 if (Self
= gPlayer1
) or (Self
= gPlayer2
) then
3787 // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
3788 if Self
= gPlayer1
then
3789 c
:= RESPAWNPOINT_PLAYER1
3791 c
:= RESPAWNPOINT_PLAYER2
;
3792 if g_Map_GetPointCount(c
) > 0 then
3798 // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
3799 if Self
= gPlayer1
then
3800 c
:= RESPAWNPOINT_PLAYER2
3802 c
:= RESPAWNPOINT_PLAYER1
;
3803 if g_Map_GetPointCount(c
) > 0 then
3810 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
3811 if Random(2) = 0 then
3812 c
:= RESPAWNPOINT_PLAYER1
3814 c
:= RESPAWNPOINT_PLAYER2
;
3815 if g_Map_GetPointCount(c
) > 0 then
3822 // Òî÷êà ëþáîé èç êîìàíä
3823 if Random(2) = 0 then
3824 c
:= RESPAWNPOINT_RED
3826 c
:= RESPAWNPOINT_BLUE
;
3827 if g_Map_GetPointCount(c
) > 0 then
3834 c
:= RESPAWNPOINT_DM
;
3835 if g_Map_GetPointCount(c
) > 0 then
3843 if gGameSettings
.GameMode
= GM_DM
then
3846 c
:= RESPAWNPOINT_DM
;
3847 if g_Map_GetPointCount(c
) > 0 then
3853 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3854 if Random(2) = 0 then
3855 c
:= RESPAWNPOINT_PLAYER1
3857 c
:= RESPAWNPOINT_PLAYER2
;
3858 if g_Map_GetPointCount(c
) > 0 then
3864 // Òî÷êà ëþáîé èç êîìàíä
3865 if Random(2) = 0 then
3866 c
:= RESPAWNPOINT_RED
3868 c
:= RESPAWNPOINT_BLUE
;
3869 if g_Map_GetPointCount(c
) > 0 then
3877 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
3879 // Òî÷êà ñâîåé êîìàíäû
3880 c
:= RESPAWNPOINT_DM
;
3881 if FTeam
= TEAM_RED
then
3882 c
:= RESPAWNPOINT_RED
;
3883 if FTeam
= TEAM_BLUE
then
3884 c
:= RESPAWNPOINT_BLUE
;
3885 if g_Map_GetPointCount(c
) > 0 then
3892 c
:= RESPAWNPOINT_DM
;
3893 if g_Map_GetPointCount(c
) > 0 then
3899 // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
3900 if Random(2) = 0 then
3901 c
:= RESPAWNPOINT_PLAYER1
3903 c
:= RESPAWNPOINT_PLAYER2
;
3904 if g_Map_GetPointCount(c
) > 0 then
3910 // Òî÷êà äðóãîé êîìàíäû
3911 c
:= RESPAWNPOINT_DM
;
3912 if FTeam
= TEAM_RED
then
3913 c
:= RESPAWNPOINT_BLUE
;
3914 if FTeam
= TEAM_BLUE
then
3915 c
:= RESPAWNPOINT_RED
;
3916 if g_Map_GetPointCount(c
) > 0 then
3924 procedure TPlayer
.Respawn(Silent
: Boolean; Force
: Boolean = False);
3926 RespawnPoint
: TRespawnPoint
;
3931 if not g_Game_IsServer
then
3935 FWantsInGame
:= True;
3936 FJustTeleported
:= True;
3939 FTime
[T_RESPAWN
] := 0;
3943 // if server changes MaxLives we gotta be ready
3944 if gGameSettings
.MaxLives
= 0 then FNoRespawn
:= False;
3946 // Åùå íåëüçÿ âîçðîäèòüñÿ:
3947 if FTime
[T_RESPAWN
] > gTime
then
3950 // Ïðîñðàë âñå æèçíè:
3953 if not FSpectator
then Spectate(True);
3954 FWantsInGame
:= True;
3958 if (gGameSettings
.GameType
<> GT_SINGLE
) and (gGameSettings
.GameMode
<> GM_COOP
) then
3959 begin // "Ñâîÿ èãðà"
3960 // Áåðñåðê íå ñîõðàíÿåòñÿ ìåæäó óðîâíÿìè:
3961 FRulez
:= FRulez
-[R_BERSERK
];
3963 else // "Îäèíî÷íàÿ èãðà"/"Êîîï"
3965 // Áåðñåðê è êëþ÷è íå ñîõðàíÿþòñÿ ìåæäó óðîâíÿìè:
3966 FRulez
:= FRulez
-[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
, R_BERSERK
];
3969 // Ïîëó÷àåì òî÷êó ñïàóíà èãðîêà:
3970 c
:= GetRespawnPoint();
3975 // Âîñêðåøåíèå áåç îðóæèÿ:
3978 FHealth
:= PLAYER_HP_SOFT
;
3984 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
3986 FWeapon
[a
] := False;
3990 FWeapon
[WEAPON_PISTOL
] := True;
3991 FWeapon
[WEAPON_KASTET
] := True;
3992 FCurrWeap
:= WEAPON_PISTOL
;
3994 FModel
.SetWeapon(FCurrWeap
);
3996 for b
:= A_BULLETS
to A_CELLS
do
3999 FAmmo
[A_BULLETS
] := 50;
4001 FMaxAmmo
[A_BULLETS
] := 200;
4002 FMaxAmmo
[A_SHELLS
] := 50;
4003 FMaxAmmo
[A_ROCKETS
] := 50;
4004 FMaxAmmo
[A_CELLS
] := 300;
4006 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
4007 FRulez
:= [R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
]
4012 // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ:
4013 if not g_Map_GetPoint(c
, RespawnPoint
) then
4015 g_FatalError(_lc
[I_GAME_ERROR_GET_SPAWN
]);
4019 // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ:
4020 FObj
.X
:= RespawnPoint
.X
-PLAYER_RECT
.X
;
4021 FObj
.Y
:= RespawnPoint
.Y
-PLAYER_RECT
.Y
;
4027 FDirection
:= RespawnPoint
.Direction
;
4028 if FDirection
= D_LEFT
then
4034 FBFGFireCounter
:= -1;
4039 SetAction(A_STAND
, True);
4040 FModel
.Direction
:= FDirection
;
4042 for a
:= Low(FTime
) to High(FTime
) do
4045 for a
:= Low(FMegaRulez
) to High(FMegaRulez
) do
4050 FCanJetpack
:= False;
4052 // Àíèìàöèÿ âîçðîæäåíèÿ:
4053 if (not gLoadGameMode
) and (not Silent
) then
4054 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4056 Anim
:= TAnimation
.Create(ID
, False, 3);
4057 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4058 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4062 FSpectator
:= False;
4065 FSpectatePlayer
:= -1;
4068 if g_Game_IsNet
then
4070 MH_SEND_PlayerPos(True, FUID
, NET_EVERYONE
);
4071 MH_SEND_PlayerStats(FUID
, NET_EVERYONE
);
4073 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4074 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32,
4079 procedure TPlayer
.Spectate(NoMove
: Boolean = False);
4082 Kill(K_EXTRAHARDKILL
, FUID
, HIT_SOME
)
4083 else if (not NoMove
) then
4085 GameX
:= gMapInfo
.Width
div 2;
4086 GameY
:= gMapInfo
.Height
div 2;
4095 FWantsInGame
:= False;
4100 if Self
= gPlayer1
then
4105 if Self
= gPlayer2
then
4112 if g_Game_IsNet
then
4113 MH_SEND_PlayerStats(FUID
);
4116 procedure TPlayer
.SwitchNoClip
;
4120 FGhost
:= not FGhost
;
4121 FPhysics
:= not FGhost
;
4133 procedure TPlayer
.Run(Direction
: TDirection
);
4137 if MAX_RUNVEL
> 8 then
4141 if Direction
= D_LEFT
then
4143 if FObj
.Vel
.X
> -MAX_RUNVEL
then
4144 FObj
.Vel
.X
:= FObj
.Vel
.X
- (MAX_RUNVEL
shr 3);
4147 if FObj
.Vel
.X
< MAX_RUNVEL
then
4148 FObj
.Vel
.X
:= FObj
.Vel
.X
+ (MAX_RUNVEL
shr 3);
4150 // Âîçìîæíî, ïèíàåì êóñêè:
4151 if (FObj
.Vel
.X
<> 0) and (gGibs
<> nil) then
4153 b
:= Abs(FObj
.Vel
.X
);
4154 if b
> 1 then b
:= b
* (Random(8 div b
) + 1);
4155 for a
:= 0 to High(gGibs
) do
4156 if gGibs
[a
].Live
and
4157 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
+FObj
.Rect
.Height
-4,
4158 FObj
.Rect
.Width
, 8, @gGibs
[a
].Obj
) and (Random(3) = 0) then
4160 if FObj
.Vel
.X
< 0 then
4161 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)+120) // íàëåâî
4163 g_Obj_PushA(@gGibs
[a
].Obj
, b
, Random(61)); // íàïðàâî
4169 procedure TPlayer
.SeeDown();
4171 SetAction(A_SEEDOWN
);
4173 if FDirection
= D_LEFT
then FAngle
:= ANGLE_LEFTDOWN
else FAngle
:= ANGLE_RIGHTDOWN
;
4175 if FIncCam
> -120 then DecMin(FIncCam
, 5, -120);
4178 procedure TPlayer
.SeeUp();
4182 if FDirection
= D_LEFT
then FAngle
:= ANGLE_LEFTUP
else FAngle
:= ANGLE_RIGHTUP
;
4184 if FIncCam
< 120 then IncMax(FIncCam
, 5, 120);
4187 procedure TPlayer
.SetAction(Action
: Byte; Force
: Boolean = False);
4195 A_ATTACK
: Prior
:= 2;
4196 A_SEEUP
: Prior
:= 1;
4197 A_SEEDOWN
: Prior
:= 1;
4198 A_ATTACKUP
: Prior
:= 2;
4199 A_ATTACKDOWN
: Prior
:= 2;
4204 if (Prior
> FActionPrior
) or Force
then
4205 if not ((Prior
= 2) and (FCurrWeap
= WEAPON_SAW
)) then
4207 FActionPrior
:= Prior
;
4208 FActionAnim
:= Action
;
4209 FActionForce
:= Force
;
4210 FActionChanged
:= True;
4213 if Action
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
] then FModel
.SetFire(True);
4216 function TPlayer
.StayOnStep(XInc
, YInc
: Integer): Boolean;
4218 Result
:= not g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
-1,
4219 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False)
4220 and g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+YInc
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
,
4221 PLAYER_RECT
.Width
, 1, PANEL_STEP
, False);
4224 function TPlayer
.TeleportTo(X
, Y
: Integer; silent
: Boolean; dir
: Byte): Boolean;
4231 if g_CollideLevel(X
, Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
) then
4233 g_Sound_PlayExAt('SOUND_GAME_NOTELEPORT', FObj
.X
, FObj
.Y
);
4234 if g_Game_IsServer
and g_Game_IsNet
then
4235 MH_SEND_Sound(FObj
.X
, FObj
.Y
, 'SOUND_GAME_NOTELEPORT');
4239 FJustTeleported
:= True;
4244 if g_Frames_Get(ID
, 'FRAMES_TELEPORT') then
4246 Anim
:= TAnimation
.Create(ID
, False, 3);
4249 g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj
.X
, FObj
.Y
);
4250 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4251 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4252 if g_Game_IsServer
and g_Game_IsNet
then
4253 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4254 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 1,
4258 FObj
.X
:= X
-PLAYER_RECT
.X
;
4259 FObj
.Y
:= Y
-PLAYER_RECT
.Y
;
4260 if FLive
and FGhost
then
4266 if not g_Game_IsNet
then
4270 SetDirection(D_LEFT
);
4276 SetDirection(D_RIGHT
);
4282 if FDirection
= D_RIGHT
then
4284 SetDirection(D_LEFT
);
4289 SetDirection(D_RIGHT
);
4295 if not silent
and (Anim
<> nil) then
4297 g_GFX_OnceAnim(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4298 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, Anim
);
4301 if g_Game_IsServer
and g_Game_IsNet
then
4302 MH_SEND_Effect(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2)-32,
4303 FObj
.Y
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)-32, 0,
4310 function nonz(a
: Single): Single;
4318 procedure TPlayer
.Update();
4321 i
, ii
, wx
, wy
, xd
, yd
, k
: Integer;
4322 blockmon
, headwater
, dospawn
: Boolean;
4327 NetServer
:= g_Game_IsNet
and g_Game_IsServer
;
4328 AnyServer
:= g_Game_IsServer
;
4330 if g_Game_IsClient
and (NetInterpLevel
> 0) then
4331 DoLerp(NetInterpLevel
+ 1)
4337 if FClientID
>= 0 then
4339 FPing
:= NetClients
[FClientID
].Peer
^.lastRoundTripTime
;
4340 if NetClients
[FClientID
].Peer
^.packetsSent
> 0 then
4341 FLoss
:= Round(100*NetClients
[FClientID
].Peer
^.packetsLost
/NetClients
[FClientID
].Peer
^.packetsSent
)
4350 if FLive
and (gFly
or FJetpack
) then
4353 if FDirection
= D_LEFT
then
4358 if FLive
and (not FGhost
) then
4360 if FKeys
[KEY_UP
].Pressed
then
4362 if FKeys
[KEY_DOWN
].Pressed
then
4366 if (not (FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_DOWN
].Pressed
)) and
4369 i
:= g_basic
.Sign(FIncCam
);
4370 FIncCam
:= Abs(FIncCam
);
4371 DecMin(FIncCam
, 5, 0);
4372 FIncCam
:= FIncCam
*i
;
4375 if gTime
mod (GAME_TICK
*2) <> 0 then
4377 if (FObj
.Vel
.X
= 0) and FLive
then
4379 if FKeys
[KEY_LEFT
].Pressed
then
4381 if FKeys
[KEY_RIGHT
].Pressed
then
4386 g_Obj_Move(@FObj
, True, True, True);
4391 FActionChanged
:= False;
4395 // Let alive player do some actions
4396 if FKeys
[KEY_LEFT
].Pressed
then Run(D_LEFT
);
4397 if FKeys
[KEY_RIGHT
].Pressed
then Run(D_RIGHT
);
4398 if FKeys
[KEY_NEXTWEAPON
].Pressed
and AnyServer
then NextWeapon();
4399 if FKeys
[KEY_PREVWEAPON
].Pressed
and AnyServer
then PrevWeapon();
4400 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then Fire();
4401 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Use();
4402 if FKeys
[KEY_JUMP
].Pressed
then Jump()
4405 if AnyServer
and FJetpack
then
4409 if NetServer
then MH_SEND_PlayerStats(FUID
);
4411 FCanJetpack
:= True;
4418 for k
:= Low(FKeys
) to KEY_CHAT
-1 do
4420 if FKeys
[k
].Pressed
then
4428 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
4431 if (FTime
[T_RESPAWN
] <= gTime
) and
4432 gGameOn
and (not FLive
) then
4434 if (g_Player_GetCount() > 1) then
4438 gExit
:= EXIT_RESTART
;
4443 // Dead spectator actions
4446 if FKeys
[KEY_OPEN
].Pressed
and AnyServer
then Fire();
4447 if FKeys
[KEY_FIRE
].Pressed
and AnyServer
then
4451 if (FSpectatePlayer
>= High(gPlayers
)) then
4452 FSpectatePlayer
:= -1
4456 for I
:= FSpectatePlayer
+ 1 to High(gPlayers
) do
4457 if gPlayers
[I
] <> nil then
4458 if gPlayers
[I
].Live
then
4459 if gPlayers
[I
].UID
<> FUID
then
4461 FSpectatePlayer
:= I
;
4466 if not SetSpect
then FSpectatePlayer
:= -1;
4477 if FKeys
[KEY_UP
].Pressed
or FKeys
[KEY_JUMP
].Pressed
then
4479 FYTo
:= FObj
.Y
- 32;
4480 FSpectatePlayer
:= -1;
4482 if FKeys
[KEY_DOWN
].Pressed
then
4484 FYTo
:= FObj
.Y
+ 32;
4485 FSpectatePlayer
:= -1;
4487 if FKeys
[KEY_LEFT
].Pressed
then
4489 FXTo
:= FObj
.X
- 32;
4490 FSpectatePlayer
:= -1;
4492 if FKeys
[KEY_RIGHT
].Pressed
then
4494 FXTo
:= FObj
.X
+ 32;
4495 FSpectatePlayer
:= -1;
4498 if (FXTo
< -64) then
4500 else if (FXTo
> gMapInfo
.Width
+ 32) then
4501 FXTo
:= gMapInfo
.Width
+ 32;
4502 if (FYTo
< -72) then
4504 else if (FYTo
> gMapInfo
.Height
+ 32) then
4505 FYTo
:= gMapInfo
.Height
+ 32;
4509 g_Obj_Move(@FObj
, True, True, True)
4515 if (FSpectatePlayer
<= High(gPlayers
)) and (FSpectatePlayer
>= 0) then
4516 if gPlayers
[FSpectatePlayer
] <> nil then
4517 if gPlayers
[FSpectatePlayer
].Live
then
4519 FXTo
:= gPlayers
[FSpectatePlayer
].GameX
;
4520 FYTo
:= gPlayers
[FSpectatePlayer
].GameY
;
4524 blockmon
:= g_Map_CollidePanel(FObj
.X
+PLAYER_HEADRECT
.X
, FObj
.Y
+PLAYER_HEADRECT
.Y
,
4525 PLAYER_HEADRECT
.Width
, PLAYER_HEADRECT
.Height
,
4526 PANEL_BLOCKMON
, True);
4527 headwater
:= HeadInLiquid(0, 0);
4529 // Ñîïðîòèâëåíèå âîçäóõà:
4530 if (not FLive
) or not (FKeys
[KEY_LEFT
].Pressed
or FKeys
[KEY_RIGHT
].Pressed
) then
4531 if FObj
.Vel
.X
<> 0 then
4532 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
4534 if (FLastHit
= HIT_TRAP
) and (FPain
> 90) then FPain
:= 90;
4535 DecMin(FPain
, 5, 0);
4536 DecMin(FPickup
, 1, 0);
4538 if FLive
and (FObj
.Y
> gMapInfo
.Height
+128) and AnyServer
then
4540 // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë
4541 FMegaRulez
[MR_SUIT
] := 0;
4542 FMegaRulez
[MR_INVUL
] := 0;
4543 FMegaRulez
[MR_INVIS
] := 0;
4544 Kill(K_FALLKILL
, 0, HIT_FALL
);
4551 if FCurrWeap
= WEAPON_SAW
then
4552 if not (FSawSound
.IsPlaying() or FSawSoundHit
.IsPlaying() or
4553 FSawSoundSelect
.IsPlaying()) then
4554 FSawSoundIdle
.PlayAt(FObj
.X
, FObj
.Y
);
4557 if (not FJetSoundFly
.IsPlaying()) and (not FJetSoundOn
.IsPlaying()) and
4558 (not FJetSoundOff
.IsPlaying()) then
4560 FJetSoundFly
.SetPosition(0);
4561 FJetSoundFly
.PlayAt(FObj
.X
, FObj
.Y
);
4564 for b
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
4565 if FReloading
[b
] > 0 then
4571 if FShellTimer
> -1 then
4572 if FShellTimer
= 0 then
4574 if FShellType
= SHELL_SHELL
then
4575 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4576 GameVelX
, GameVelY
-2, SHELL_SHELL
)
4577 else if FShellType
= SHELL_DBLSHELL
then
4579 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4580 GameVelX
+1, GameVelY
-2, SHELL_SHELL
);
4581 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4582 GameVelX
-1, GameVelY
-2, SHELL_SHELL
);
4585 end else Dec(FShellTimer
);
4587 if (FBFGFireCounter
> -1) then
4588 if FBFGFireCounter
= 0 then
4592 wx
:= FObj
.X
+WEAPONPOINT
[FDirection
].X
;
4593 wy
:= FObj
.Y
+WEAPONPOINT
[FDirection
].Y
;
4594 xd
:= wx
+IfThen(FDirection
= D_LEFT
, -30, 30);
4595 yd
:= wy
+firediry();
4596 g_Weapon_bfgshot(wx
, wy
, xd
, yd
, FUID
);
4597 if NetServer
then MH_SEND_PlayerFire(FUID
, WEAPON_BFG
, wx
, wy
, xd
, yd
);
4598 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4599 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4600 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4603 FReloading
[WEAPON_BFG
] := WEAPON_RELOAD
[WEAPON_BFG
];
4604 FBFGFireCounter
:= -1;
4607 FBFGFireCounter
:= 0
4609 Dec(FBFGFireCounter
);
4611 if (FMegaRulez
[MR_SUIT
] < gTime
) and AnyServer
then
4613 b
:= g_GetAcidHit(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
, PLAYER_RECT
.Height
);
4615 if (b
> 0) and (gTime
mod (15*GAME_TICK
) = 0) then Damage(b
, 0, 0, 0, HIT_ACID
);
4618 if (headwater
or blockmon
) then
4624 if AnyServer
then Damage(10, 0, 0, 0, HIT_WATER
);
4627 else if (FAir
mod 31 = 0) and not blockmon
then
4629 g_GFX_Bubbles(FObj
.X
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2), FObj
.Y
+PLAYER_RECT
.Y
-4, 5+Random(6), 8, 4);
4630 if Random(2) = 0 then
4631 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
4633 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
4635 end else if FAir
< AIR_DEF
then
4638 if FDamageBuffer
> 0 then
4640 if FDamageBuffer
>= 9 then
4644 if FDamageBuffer
< 30 then i
:= 9
4645 else if FDamageBuffer
< 100 then i
:= 18
4649 ii
:= Round(FDamageBuffer
*FHealth
/ nonz(FArmor
*(3/4)+FHealth
));
4650 FArmor
:= FArmor
-(FDamageBuffer
-ii
);
4651 FHealth
:= FHealth
-ii
;
4654 FHealth
:= FHealth
+FArmor
;
4659 if FHealth
<= 0 then
4660 if FHealth
> -30 then Kill(K_SIMPLEKILL
, FLastSpawnerUID
, FLastHit
)
4661 else if FHealth
> -50 then Kill(K_HARDKILL
, FLastSpawnerUID
, FLastHit
)
4662 else Kill(K_EXTRAHARDKILL
, FLastSpawnerUID
, FLastHit
);
4666 if FDamageBuffer
<= 20 then FModel
.PlaySound(MODELSOUND_PAIN
, 1, FObj
.X
, FObj
.Y
)
4667 else if FDamageBuffer
<= 55 then FModel
.PlaySound(MODELSOUND_PAIN
, 2, FObj
.X
, FObj
.Y
)
4668 else if FDamageBuffer
<= 120 then FModel
.PlaySound(MODELSOUND_PAIN
, 3, FObj
.X
, FObj
.Y
)
4669 else FModel
.PlaySound(MODELSOUND_PAIN
, 4, FObj
.X
, FObj
.Y
);
4676 end; // if FLive then ...
4678 if (FActionAnim
= A_PAIN
) and (FModel
.Animation
<> A_PAIN
) then
4680 FModel
.ChangeAnimation(FActionAnim
, FActionForce
);
4681 FModel
.GetCurrentAnimation
.MinLength
:= i
;
4682 FModel
.GetCurrentAnimationMask
.MinLength
:= i
;
4683 end else FModel
.ChangeAnimation(FActionAnim
, FActionForce
and (FModel
.Animation
<> A_STAND
));
4685 if (FModel
.GetCurrentAnimation
.Played
or ((not FActionChanged
) and (FModel
.Animation
= A_WALK
)))
4686 then SetAction(A_STAND
, True);
4688 if not ((FModel
.Animation
= A_WALK
) and (Abs(FObj
.Vel
.X
) < 4) and not FModel
.Fire
) then FModel
.Update
;
4690 for b
:= Low(FKeys
) to High(FKeys
) do
4691 if FKeys
[b
].Time
= 0 then FKeys
[b
].Pressed
:= False else Dec(FKeys
[b
].Time
);
4694 function TPlayer
.Collide(X
, Y
: Integer; Width
, Height
: Word): Boolean;
4696 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4697 FObj
.Y
+PLAYER_RECT
.Y
,
4704 function TPlayer
.Collide(Panel
: TPanel
): Boolean;
4706 Result
:= g_Collide(FObj
.X
+PLAYER_RECT
.X
,
4707 FObj
.Y
+PLAYER_RECT
.Y
,
4711 Panel
.Width
, Panel
.Height
);
4714 function TPlayer
.Collide(X
, Y
: Integer): Boolean;
4716 X
:= X
-FObj
.X
-PLAYER_RECT
.X
;
4717 Y
:= Y
-FObj
.Y
-PLAYER_RECT
.Y
;
4718 Result
:= (x
>= 0) and (x
<= PLAYER_RECT
.Width
) and
4719 (y
>= 0) and (y
<= PLAYER_RECT
.Height
);
4722 function g_Player_ValidName(Name
: string): Boolean;
4728 if gPlayers
= nil then Exit
;
4730 for a
:= 0 to High(gPlayers
) do
4731 if gPlayers
[a
] <> nil then
4732 if LowerCase(Name
) = LowerCase(gPlayers
[a
].FName
) then
4739 procedure TPlayer
.SetDirection(Direction
: TDirection
);
4743 d
:= FModel
.Direction
;
4745 FModel
.Direction
:= Direction
;
4746 if d
<> Direction
then FModel
.ChangeAnimation(FModel
.Animation
, True);
4748 FDirection
:= Direction
;
4751 function TPlayer
.GetKeys(): Byte;
4755 if R_KEY_RED
in FRulez
then Result
:= KEY_RED
;
4756 if R_KEY_GREEN
in FRulez
then Result
:= Result
or KEY_GREEN
;
4757 if R_KEY_BLUE
in FRulez
then Result
:= Result
or KEY_BLUE
;
4759 if FTeam
= TEAM_RED
then Result
:= Result
or KEY_REDTEAM
;
4760 if FTeam
= TEAM_BLUE
then Result
:= Result
or KEY_BLUETEAM
;
4763 procedure TPlayer
.Use();
4767 if FTime
[T_USE
] > gTime
then Exit
;
4769 g_Triggers_PressR(FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
, PLAYER_RECT
.Width
,
4770 PLAYER_RECT
.Height
, FUID
, ACTIVATE_PLAYERPRESS
);
4772 for a
:= 0 to High(gPlayers
) do
4773 if (gPlayers
[a
] <> nil) and (gPlayers
[a
] <> Self
) and
4774 gPlayers
[a
].Live
and SameTeam(FUID
, gPlayers
[a
].FUID
) and
4775 g_Obj_Collide(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4776 FObj
.Rect
.Width
, FObj
.Rect
.Height
, @gPlayers
[a
].FObj
) then
4778 gPlayers
[a
].Touch();
4779 if g_Game_IsNet
and g_Game_IsServer
then
4780 MH_SEND_GameEvent(NET_EV_PLAYER_TOUCH
, gPlayers
[a
].FUID
);
4783 FTime
[T_USE
] := gTime
+120;
4786 procedure TPlayer
.NetFire(Wpn
: Byte; X
, Y
, AX
, AY
: Integer; WID
: Integer = -1);
4790 WX
, WY
, XD
, YD
: Integer;
4801 if R_BERSERK
in FRulez
then
4803 //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
4804 obj
.X
:= FObj
.X
+FObj
.Rect
.X
;
4805 obj
.Y
:= FObj
.Y
+FObj
.Rect
.Y
;
4808 obj
.rect
.Width
:= 39;
4809 obj
.rect
.Height
:= 52;
4810 obj
.Vel
.X
:= (xd
-wx
) div 2;
4811 obj
.Vel
.Y
:= (yd
-wy
) div 2;
4812 obj
.Accel
.X
:= xd
-wx
;
4813 obj
.Accel
.y
:= yd
-wy
;
4815 if g_Weapon_Hit(@obj
, 50, FUID
, HIT_SOME
) <> 0 then
4816 g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj
.X
, FObj
.Y
)
4818 g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj
.X
, FObj
.Y
);
4822 FPain
:= min(FPain
+ 25, 50);
4824 g_Weapon_punch(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
, 3, FUID
);
4829 if g_Weapon_chainsaw(FObj
.X
+FObj
.Rect
.X
, FObj
.Y
+FObj
.Rect
.Y
,
4830 IfThen(gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
], 9, 3), FUID
) <> 0 then
4832 FSawSoundSelect
.Stop();
4834 FSawSoundHit
.PlayAt(FObj
.X
, FObj
.Y
);
4836 else if not FSawSoundHit
.IsPlaying() then
4838 FSawSoundSelect
.Stop();
4839 FSawSound
.PlayAt(FObj
.X
, FObj
.Y
);
4846 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX
, Gamey
);
4847 FFireAngle
:= FAngle
;
4849 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4850 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4855 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4856 FFireAngle
:= FAngle
;
4859 FShellType
:= SHELL_SHELL
;
4864 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex
, Gamey
);
4865 FFireAngle
:= FAngle
;
4868 FShellType
:= SHELL_DBLSHELL
;
4873 g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex
, Gamey
);
4874 FFireAngle
:= FAngle
;
4876 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4877 GameVelX
, GameVelY
-2, SHELL_BULLET
);
4880 WEAPON_ROCKETLAUNCHER
:
4882 g_Weapon_Rocket(wx
, wy
, xd
, yd
, FUID
, WID
);
4883 FFireAngle
:= FAngle
;
4889 g_Weapon_Plasma(wx
, wy
, xd
, yd
, FUID
, WID
);
4890 FFireAngle
:= FAngle
;
4896 g_Weapon_BFGShot(wx
, wy
, xd
, yd
, FUID
, WID
);
4897 FFireAngle
:= FAngle
;
4901 WEAPON_SUPERPULEMET
:
4903 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex
, Gamey
);
4904 FFireAngle
:= FAngle
;
4906 g_Player_CreateShell(GameX
+PLAYER_RECT_CX
, GameY
+PLAYER_RECT_CX
,
4907 GameVelX
, GameVelY
-2, SHELL_SHELL
);
4913 if (FAngle
= 0) or (FAngle
= 180) then SetAction(A_ATTACK
)
4914 else if (FAngle
= ANGLE_LEFTDOWN
) or (FAngle
= ANGLE_RIGHTDOWN
) then SetAction(A_ATTACKDOWN
)
4915 else if (FAngle
= ANGLE_LEFTUP
) or (FAngle
= ANGLE_RIGHTUP
) then SetAction(A_ATTACKUP
);
4918 procedure TPlayer
.DoLerp(Level
: Integer = 2);
4920 if FObj
.X
<> FXTo
then FObj
.X
:= Lerp(FObj
.X
, FXTo
, Level
);
4921 if FObj
.Y
<> FYTo
then FObj
.Y
:= Lerp(FObj
.Y
, FYTo
, Level
);
4924 procedure TPlayer
.SetLerp(XTo
, YTo
: Integer);
4928 if NetInterpLevel
< 1 then
4938 AX
:= Abs(FXTo
- FObj
.X
);
4939 AY
:= Abs(FYTo
- FObj
.Y
);
4940 if (AX
> 32) or (AX
<= NetInterpLevel
) then
4942 if (AY
> 32) or (AY
<= NetInterpLevel
) then
4947 function TPlayer
.FullInLift(XInc
, YInc
: Integer): Integer;
4949 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
4950 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
4951 PANEL_LIFTUP
, False) then Result
:= -1
4953 if g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
4954 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
-8,
4955 PANEL_LIFTDOWN
, False) then Result
:= 1
4959 function TPlayer
.GetFlag(Flag
: Byte): Boolean;
4966 if Flag
= FLAG_NONE
then
4969 if not g_Game_IsServer
then Exit
;
4971 // Ïðèíåñ ÷óæîé ôëàã íà ñâîþ áàçó:
4972 if (Flag
= FTeam
) and
4973 (gFlags
[Flag
].State
= FLAG_STATE_NORMAL
) and
4974 (FFlag
<> FLAG_NONE
) then
4976 if FFlag
= FLAG_RED
then
4977 s
:= _lc
[I_PLAYER_FLAG_RED
]
4979 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
4981 evtype
:= FLAG_STATE_SCORED
;
4983 ts
:= Format('%.4d', [gFlags
[FFlag
].CaptureTime
]);
4984 Insert('.', ts
, Length(ts
) + 1 - 3);
4985 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_CAPTURE
], [FName
, s
, ts
]), True);
4987 g_Map_ResetFlag(FFlag
);
4988 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_CAPTURE
], [AnsiUpperCase(s
)]), 144);
4990 gTeamStat
[FTeam
].Goals
:= gTeamStat
[FTeam
].Goals
+ 1;
4993 if g_Game_IsNet
then
4995 MH_SEND_FlagEvent(evtype
, FFlag
, FUID
, False);
4999 gFlags
[FFlag
].CaptureTime
:= 0;
5004 // Ïîäîáðàë ñâîé ôëàã - âåðíóë åãî íà áàçó:
5005 if (Flag
= FTeam
) and
5006 (gFlags
[Flag
].State
= FLAG_STATE_DROPPED
) then
5008 if Flag
= FLAG_RED
then
5009 s
:= _lc
[I_PLAYER_FLAG_RED
]
5011 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5013 evtype
:= FLAG_STATE_RETURNED
;
5014 gFlags
[Flag
].CaptureTime
:= 0;
5016 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_RETURN
], [FName
, s
]), True);
5018 g_Map_ResetFlag(Flag
);
5019 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_RETURN
], [AnsiUpperCase(s
)]), 144);
5022 if g_Game_IsNet
then
5024 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5030 // Ïîäîáðàë ÷óæîé ôëàã:
5031 if (Flag
<> FTeam
) and (FTime
[T_FLAGCAP
] <= gTime
) then
5035 if Flag
= FLAG_RED
then
5036 s
:= _lc
[I_PLAYER_FLAG_RED
]
5038 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5040 evtype
:= FLAG_STATE_CAPTURED
;
5042 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_GET
], [FName
, s
]), True);
5044 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_GET
], [AnsiUpperCase(s
)]), 144);
5046 gFlags
[Flag
].State
:= FLAG_STATE_CAPTURED
;
5049 if g_Game_IsNet
then
5051 MH_SEND_FlagEvent(evtype
, Flag
, FUID
, False);
5057 procedure TPlayer
.SetFlag(Flag
: Byte);
5060 if FModel
<> nil then
5061 FModel
.SetFlag(FFlag
);
5064 function TPlayer
.DropFlag(): Boolean;
5069 if (not g_Game_IsServer
) or (FFlag
= FLAG_NONE
) then
5071 FTime
[T_FLAGCAP
] := gTime
+ 2000;
5072 with gFlags
[FFlag
] do
5076 Direction
:= FDirection
;
5077 State
:= FLAG_STATE_DROPPED
;
5079 g_Obj_Push(@Obj
, (FObj
.Vel
.X
div 2)-2+Random(5),
5080 (FObj
.Vel
.Y
div 2)-2+Random(5));
5082 if FFlag
= FLAG_RED
then
5083 s
:= _lc
[I_PLAYER_FLAG_RED
]
5085 s
:= _lc
[I_PLAYER_FLAG_BLUE
];
5087 g_Console_Add(Format(_lc
[I_PLAYER_FLAG_DROP
], [FName
, s
]), True);
5088 g_Game_Message(Format(_lc
[I_MESSAGE_FLAG_DROP
], [AnsiUpperCase(s
)]), 144);
5090 if g_Game_IsNet
then
5091 MH_SEND_FlagEvent(FLAG_STATE_DROPPED
, Flag
, FUID
, False);
5097 procedure TPlayer
.GetSecret();
5102 procedure TPlayer
.PressKey(Key
: Byte; Time
: Word = 1);
5104 Assert(Key
<= High(FKeys
));
5106 FKeys
[Key
].Pressed
:= True;
5107 FKeys
[Key
].Time
:= Time
;
5110 function TPlayer
.IsKeyPressed(K
: Byte): Boolean;
5112 Result
:= FKeys
[K
].Pressed
;
5115 procedure TPlayer
.ReleaseKeys();
5119 for a
:= Low(FKeys
) to High(FKeys
) do
5121 FKeys
[a
].Pressed
:= False;
5126 procedure TPlayer
.OnDamage(Angle
: SmallInt);
5130 function TPlayer
.firediry(): Integer;
5132 if FKeys
[KEY_UP
].Pressed
then Result
:= -42
5133 else if FKeys
[KEY_DOWN
].Pressed
then Result
:= 19
5137 procedure TPlayer
.RememberState();
5141 FSavedState
.Health
:= FHealth
;
5142 FSavedState
.Armor
:= FArmor
;
5143 FSavedState
.Air
:= FAir
;
5144 FSavedState
.JetFuel
:= FJetFuel
;
5145 FSavedState
.CurrWeap
:= FCurrWeap
;
5148 FSavedState
.Ammo
[i
] := FAmmo
[i
];
5150 FSavedState
.MaxAmmo
[i
] := FMaxAmmo
[i
];
5152 FSavedState
.Rulez
:= FRulez
;
5153 FSavedState
.WaitRecall
:= True;
5156 procedure TPlayer
.RecallState();
5160 if not FSavedState
.WaitRecall
then Exit
;
5162 FHealth
:= FSavedState
.Health
;
5163 FArmor
:= FSavedState
.Armor
;
5164 FAir
:= FSavedState
.Air
;
5165 FJetFuel
:= FSavedState
.JetFuel
;
5166 FCurrWeap
:= FSavedState
.CurrWeap
;
5169 FAmmo
[i
] := FSavedState
.Ammo
[i
];
5171 FMaxAmmo
[i
] := FSavedState
.MaxAmmo
[i
];
5173 FRulez
:= FSavedState
.Rulez
;
5174 FSavedState
.WaitRecall
:= False;
5176 if gGameSettings
.GameType
= GT_SERVER
then
5177 MH_SEND_PlayerStats(FUID
);
5180 procedure TPlayer
.SaveState(var Mem
: TBinMemoryWriter
);
5192 Mem
:= TBinMemoryWriter
.Create(i
);
5194 // Ñèãíàòóðà èãðîêà:
5195 sig
:= PLAYER_SIGNATURE
; // 'PLYR'
5196 Mem
.WriteDWORD(sig
);
5198 Mem
.WriteBoolean(FIamBot
);
5200 Mem
.WriteWord(FUID
);
5202 Mem
.WriteString(FName
, 32);
5204 Mem
.WriteByte(FTeam
);
5206 Mem
.WriteBoolean(FLive
);
5207 // Èçðàñõîäîâàë ëè âñå æèçíè:
5208 Mem
.WriteBoolean(FNoRespawn
);
5210 if FDirection
= D_LEFT
then
5216 Mem
.WriteInt(FHealth
);
5218 Mem
.WriteByte(FLives
);
5220 Mem
.WriteInt(FArmor
);
5224 Mem
.WriteInt(FJetFuel
);
5226 Mem
.WriteInt(FPain
);
5228 Mem
.WriteInt(FKills
);
5230 Mem
.WriteInt(FMonsterKills
);
5232 Mem
.WriteInt(FFrags
);
5234 Mem
.WriteByte(FFragCombo
);
5235 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5236 Mem
.WriteDWORD(FLastFrag
);
5238 Mem
.WriteInt(FDeath
);
5239 // Êàêîé ôëàã íåñåò:
5240 Mem
.WriteByte(FFlag
);
5242 Mem
.WriteInt(FSecrets
);
5244 Mem
.WriteByte(FCurrWeap
);
5245 // Âðåìÿ çàðÿäêè BFG:
5246 Mem
.WriteSmallInt(FBFGFireCounter
);
5248 Mem
.WriteInt(FDamageBuffer
);
5249 // Ïîñëåäíèé óäàðèâøèé:
5250 Mem
.WriteWord(FLastSpawnerUID
);
5251 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5252 Mem
.WriteByte(FLastHit
);
5254 Obj_SaveState(@FObj
, Mem
);
5255 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5256 for i
:= A_BULLETS
to A_CELLS
do
5257 Mem
.WriteWord(FAmmo
[i
]);
5258 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5259 for i
:= A_BULLETS
to A_CELLS
do
5260 Mem
.WriteWord(FMaxAmmo
[i
]);
5262 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
5263 Mem
.WriteBoolean(FWeapon
[i
]);
5264 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5265 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
5266 Mem
.WriteWord(FReloading
[i
]);
5268 if R_ITEM_BACKPACK
in FRulez
then
5273 // Íàëè÷èå êðàñíîãî êëþ÷à:
5274 if R_KEY_RED
in FRulez
then
5279 // Íàëè÷èå çåëåíîãî êëþ÷à:
5280 if R_KEY_GREEN
in FRulez
then
5285 // Íàëè÷èå ñèíåãî êëþ÷à:
5286 if R_KEY_BLUE
in FRulez
then
5291 // Íàëè÷èå áåðñåðêà:
5292 if R_BERSERK
in FRulez
then
5297 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5298 for i
:= MR_SUIT
to MR_MAX
do
5299 Mem
.WriteDWORD(FMegaRulez
[i
]);
5300 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5301 for i
:= T_RESPAWN
to T_FLAGCAP
do
5302 Mem
.WriteDWORD(FTime
[i
]);
5305 Mem
.WriteString(str
);
5315 procedure TPlayer
.LoadState(var Mem
: TBinMemoryReader
);
5325 // Ñèãíàòóðà èãðîêà:
5327 if sig
<> PLAYER_SIGNATURE
then // 'PLYR'
5329 raise EBinSizeError
.Create('TPlayer.LoadState: Wrong Player Signature');
5332 Mem
.ReadBoolean(FIamBot
);
5336 Mem
.ReadString(str
);
5337 if (Self
<> gPlayer1
) and (Self
<> gPlayer2
) then
5340 Mem
.ReadByte(FTeam
);
5342 Mem
.ReadBoolean(FLive
);
5343 // Èçðàñõîäîâàë ëè âñå æèçíè:
5344 Mem
.ReadBoolean(FNoRespawn
);
5348 FDirection
:= D_LEFT
5350 FDirection
:= D_RIGHT
;
5352 Mem
.ReadInt(FHealth
);
5354 Mem
.ReadByte(FLives
);
5356 Mem
.ReadInt(FArmor
);
5360 Mem
.ReadInt(FJetFuel
);
5364 Mem
.ReadInt(FKills
);
5366 Mem
.ReadInt(FMonsterKills
);
5368 Mem
.ReadInt(FFrags
);
5370 Mem
.ReadByte(FFragCombo
);
5371 // Âðåìÿ ïîñëåäíåãî ôðàãà:
5372 Mem
.ReadDWORD(FLastFrag
);
5374 Mem
.ReadInt(FDeath
);
5375 // Êàêîé ôëàã íåñåò:
5376 Mem
.ReadByte(FFlag
);
5378 Mem
.ReadInt(FSecrets
);
5380 Mem
.ReadByte(FCurrWeap
);
5381 // Âðåìÿ çàðÿäêè BFG:
5382 Mem
.ReadSmallInt(FBFGFireCounter
);
5384 Mem
.ReadInt(FDamageBuffer
);
5385 // Ïîñëåäíèé óäàðèâøèé:
5386 Mem
.ReadWord(FLastSpawnerUID
);
5387 // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà:
5388 Mem
.ReadByte(FLastHit
);
5390 Obj_LoadState(@FObj
, Mem
);
5391 // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
5392 for i
:= A_BULLETS
to A_CELLS
do
5393 Mem
.ReadWord(FAmmo
[i
]);
5394 // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
5395 for i
:= A_BULLETS
to A_CELLS
do
5396 Mem
.ReadWord(FMaxAmmo
[i
]);
5398 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
5399 Mem
.ReadBoolean(FWeapon
[i
]);
5400 // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
5401 for i
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
5402 Mem
.ReadWord(FReloading
[i
]);
5406 Include(FRulez
, R_ITEM_BACKPACK
);
5407 // Íàëè÷èå êðàñíîãî êëþ÷à:
5410 Include(FRulez
, R_KEY_RED
);
5411 // Íàëè÷èå çåëåíîãî êëþ÷à:
5414 Include(FRulez
, R_KEY_GREEN
);
5415 // Íàëè÷èå ñèíåãî êëþ÷à:
5418 Include(FRulez
, R_KEY_BLUE
);
5419 // Íàëè÷èå áåðñåðêà:
5422 Include(FRulez
, R_BERSERK
);
5423 // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ:
5424 for i
:= MR_SUIT
to MR_MAX
do
5425 Mem
.ReadDWORD(FMegaRulez
[i
]);
5426 // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà:
5427 for i
:= T_RESPAWN
to T_FLAGCAP
do
5428 Mem
.ReadDWORD(FTime
[i
]);
5430 Mem
.ReadString(str
);
5432 Mem
.ReadByte(FColor
.R
);
5433 Mem
.ReadByte(FColor
.G
);
5434 Mem
.ReadByte(FColor
.B
);
5435 if Self
= gPlayer1
then
5437 str
:= gPlayer1Settings
.Model
;
5438 FColor
:= gPlayer1Settings
.Color
;
5440 if Self
= gPlayer2
then
5442 str
:= gPlayer2Settings
.Model
;
5443 FColor
:= gPlayer2Settings
.Color
;
5445 // Îáíîâëÿåì ìîäåëü èãðîêà:
5447 if gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
] then
5448 FModel
.Color
:= TEAMCOLOR
[FTeam
]
5450 FModel
.Color
:= FColor
;
5453 procedure TPlayer
.AllRulez(Health
: Boolean);
5459 FHealth
:= PLAYER_HP_LIMIT
;
5460 FArmor
:= PLAYER_AP_LIMIT
;
5464 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do FWeapon
[a
] := True;
5465 for a
:= A_BULLETS
to A_CELLS
do FAmmo
[a
] := 30000;
5466 FRulez
:= FRulez
+[R_KEY_RED
, R_KEY_GREEN
, R_KEY_BLUE
];
5469 procedure TPlayer
.RestoreHealthArmor();
5471 FHealth
:= PLAYER_HP_LIMIT
;
5472 FArmor
:= PLAYER_AP_LIMIT
;
5475 procedure TPlayer
.FragCombo();
5479 if (gGameSettings
.GameMode
in [GM_COOP
, GM_SINGLE
]) or g_Game_IsClient
then
5481 if gTime
- FLastFrag
< FRAG_COMBO_TIME
then
5483 if FFragCombo
< 5 then
5485 Param
:= FUID
or (FFragCombo
shl 16);
5486 if (FComboEvnt
>= Low(gDelayedEvents
)) and
5487 (FComboEvnt
<= High(gDelayedEvents
)) and
5488 gDelayedEvents
[FComboEvnt
].Pending
and
5489 (gDelayedEvents
[FComboEvnt
].DEType
= DE_KILLCOMBO
) and
5490 (gDelayedEvents
[FComboEvnt
].DENum
and $FFFF = FUID
) then
5492 gDelayedEvents
[FComboEvnt
].Time
:= gTime
+ 500;
5493 gDelayedEvents
[FComboEvnt
].DENum
:= Param
;
5496 FComboEvnt
:= g_Game_DelayEvent(DE_KILLCOMBO
, 500, Param
);
5504 procedure TPlayer
.GiveItem(ItemType
: Byte);
5508 if FMegaRulez
[MR_SUIT
] < gTime
+PLAYER_SUIT_TIME
then
5510 FMegaRulez
[MR_SUIT
] := gTime
+PLAYER_SUIT_TIME
;
5514 if FAir
< AIR_MAX
then
5521 if not (R_BERSERK
in FRulez
) then
5523 Include(FRulez
, R_BERSERK
);
5524 if FBFGFireCounter
< 1 then
5526 FCurrWeap
:= WEAPON_KASTET
;
5527 FModel
.SetWeapon(WEAPON_KASTET
);
5531 FBerserk
:= gTime
+30000;
5533 if FHealth
< PLAYER_HP_SOFT
then
5535 FHealth
:= PLAYER_HP_SOFT
;
5536 FBerserk
:= gTime
+30000;
5541 if FMegaRulez
[MR_INVUL
] < gTime
+PLAYER_INVUL_TIME
then
5543 FMegaRulez
[MR_INVUL
] := gTime
+PLAYER_INVUL_TIME
;
5547 if FMegaRulez
[MR_INVIS
] < gTime
+PLAYER_INVIS_TIME
then
5549 FMegaRulez
[MR_INVIS
] := gTime
+PLAYER_INVIS_TIME
;
5553 if FJetFuel
< JET_MAX
then
5555 FJetFuel
:= JET_MAX
;
5561 if g_Game_IsNet
and g_Game_IsServer
then
5562 MH_SEND_PlayerStats(FUID
);
5565 procedure TPlayer
.FlySmoke(Times
: DWORD
= 1);
5570 if (Random(5) = 1) and (Times
= 1) then
5573 if BodyInLiquid(0, 0) then
5575 g_GFX_Bubbles(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)+Random(3)-1,
5576 Obj
.Y
+Obj
.Rect
.Height
+8, 1, 8, 4);
5577 if Random(2) = 0 then
5578 g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj
.X
, FObj
.Y
)
5580 g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj
.X
, FObj
.Y
);
5584 if g_Frames_Get(id
, 'FRAMES_SMOKE') then
5586 for i
:= 1 to Times
do
5588 Anim
:= TAnimation
.Create(id
, False, 3);
5590 g_GFX_OnceAnim(Obj
.X
+Obj
.Rect
.X
+Random(Obj
.Rect
.Width
+Times
*2)-(Anim
.Width
div 2),
5591 Obj
.Y
+Obj
.Rect
.Height
-4+Random(8+Times
*2), Anim
, ONCEANIM_SMOKE
);
5597 procedure TPlayer
.PauseSounds(Enable
: Boolean);
5599 FSawSound
.Pause(Enable
);
5600 FSawSoundIdle
.Pause(Enable
);
5601 FSawSoundHit
.Pause(Enable
);
5602 FSawSoundSelect
.Pause(Enable
);
5607 constructor TCorpse
.Create(X
, Y
: Integer; ModelName
: String; aMess
: Boolean);
5612 FObj
.Rect
:= PLAYER_CORPSERECT
;
5613 FModelName
:= ModelName
;
5618 FState
:= CORPSE_STATE_MESS
;
5619 g_PlayerModel_GetAnim(ModelName
, A_DIE2
, FAnimation
, FAnimationMask
);
5623 FState
:= CORPSE_STATE_NORMAL
;
5624 g_PlayerModel_GetAnim(ModelName
, A_DIE1
, FAnimation
, FAnimationMask
);
5628 destructor TCorpse
.Destroy();
5635 procedure TCorpse
.Damage(Value
: Word; vx
, vy
: Integer);
5639 if FState
= CORPSE_STATE_REMOVEME
then
5642 FDamage
:= FDamage
+ Value
;
5644 if FDamage
> 150 then
5646 if FAnimation
<> nil then
5651 FState
:= CORPSE_STATE_REMOVEME
;
5653 g_Player_CreateGibs(FObj
.X
+FObj
.Rect
.X
+(FObj
.Rect
.Width
div 2),
5654 FObj
.Y
+FObj
.Rect
.Y
+(FObj
.Rect
.Height
div 2),
5655 FModelName
, FColor
);
5656 pm
:= g_PlayerModel_Get(FModelName
);
5657 pm
.PlaySound(MODELSOUND_DIE
, 3, FObj
.X
, FObj
.Y
);
5663 FObj
.Vel
.X
:= FObj
.Vel
.X
+ vx
;
5664 FObj
.Vel
.Y
:= FObj
.Vel
.Y
+ vy
;
5665 g_GFX_Blood(FObj
.X
+PLAYER_CORPSERECT
.X
+(PLAYER_CORPSERECT
.Width
div 2),
5666 FObj
.Y
+PLAYER_CORPSERECT
.Y
+(PLAYER_CORPSERECT
.Height
div 2),
5667 Value
, vx
, vy
, 16, (PLAYER_CORPSERECT
.Height
*2) div 3,
5672 procedure TCorpse
.Draw();
5674 if FState
= CORPSE_STATE_REMOVEME
then
5677 if FAnimation
<> nil then
5678 FAnimation
.Draw(FObj
.X
, FObj
.Y
, M_NONE
);
5680 if FAnimationMask
<> nil then
5683 FAnimationMask
.Draw(FObj
.X
, FObj
.Y
, M_NONE
);
5690 procedure TCorpse
.Update();
5694 if FState
= CORPSE_STATE_REMOVEME
then
5697 if gTime
mod (GAME_TICK
*2) <> 0 then
5699 g_Obj_Move(@FObj
, True, True, True);
5704 // Ñîïðîòèâëåíèå âîçäóõà äëÿ òðóïà:
5705 FObj
.Vel
.X
:= z_dec(FObj
.Vel
.X
, 1);
5707 st
:= g_Obj_Move(@FObj
, True, True, True);
5709 if WordBool(st
and MOVE_FALLOUT
) then
5711 FState
:= CORPSE_STATE_REMOVEME
;
5715 if FAnimation
<> nil then
5716 FAnimation
.Update();
5717 if FAnimationMask
<> nil then
5718 FAnimationMask
.Update();
5721 procedure TCorpse
.SaveState(var Mem
: TBinMemoryWriter
);
5730 sig
:= CORPSE_SIGNATURE
; // 'CORP'
5731 Mem
.WriteDWORD(sig
);
5733 Mem
.WriteByte(FState
);
5734 // Íàêîïëåííûé óðîí:
5735 Mem
.WriteByte(FDamage
);
5737 Mem
.WriteByte(FColor
.R
);
5738 Mem
.WriteByte(FColor
.G
);
5739 Mem
.WriteByte(FColor
.B
);
5741 Obj_SaveState(@FObj
, Mem
);
5742 // Åñòü ëè àíèìàöèÿ:
5743 anim
:= FAnimation
<> nil;
5744 Mem
.WriteBoolean(anim
);
5745 // Åñëè åñòü - ñîõðàíÿåì:
5747 FAnimation
.SaveState(Mem
);
5748 // Åñòü ëè ìàñêà àíèìàöèè:
5749 anim
:= FAnimationMask
<> nil;
5750 Mem
.WriteBoolean(anim
);
5751 // Åñëè åñòü - ñîõðàíÿåì:
5753 FAnimationMask
.SaveState(Mem
);
5756 procedure TCorpse
.LoadState(var Mem
: TBinMemoryReader
);
5766 if sig
<> CORPSE_SIGNATURE
then // 'CORP'
5768 raise EBinSizeError
.Create('TCorpse.LoadState: Wrong Corpse Signature');
5771 Mem
.ReadByte(FState
);
5772 // Íàêîïëåííûé óðîí:
5773 Mem
.ReadByte(FDamage
);
5775 Mem
.ReadByte(FColor
.R
);
5776 Mem
.ReadByte(FColor
.G
);
5777 Mem
.ReadByte(FColor
.B
);
5779 Obj_LoadState(@FObj
, Mem
);
5780 // Åñòü ëè àíèìàöèÿ:
5781 Mem
.ReadBoolean(anim
);
5782 // Åñëè åñòü - çàãðóæàåì:
5785 Assert(FAnimation
<> nil, 'TCorpse.LoadState: no FAnimation');
5786 FAnimation
.LoadState(Mem
);
5788 // Åñòü ëè ìàñêà àíèìàöèè:
5789 Mem
.ReadBoolean(anim
);
5790 // Åñëè åñòü - çàãðóæàåì:
5793 Assert(FAnimationMask
<> nil, 'TCorpse.LoadState: no FAnimationMask');
5794 FAnimationMask
.LoadState(Mem
);
5800 constructor TBot
.Create();
5807 FSpectator
:= False;
5814 for a
:= WEAPON_KASTET
to WEAPON_SUPERPULEMET
do
5816 FDifficult
.WeaponPrior
[a
] := WEAPON_PRIOR1
[a
];
5817 FDifficult
.CloseWeaponPrior
[a
] := WEAPON_PRIOR2
[a
];
5818 //FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
5822 destructor TBot
.Destroy();
5825 inherited Destroy();
5828 procedure TBot
.Draw();
5832 //if FTargetUID <> 0 then e_DrawLine(1, FObj.X, FObj.Y, g_Player_Get(FTargetUID).FObj.X,
5833 // g_Player_Get(FTargetUID).FObj.Y, 255, 0, 0);
5836 procedure TBot
.Respawn(Silent
: Boolean; Force
: Boolean = False);
5838 inherited Respawn(Silent
, Force
);
5841 FSelectedWeapon
:= FCurrWeap
;
5845 procedure TBot
.UpdateCombat();
5858 TTargetRecord
= array of TTarget
;
5860 function Compare(a
, b
: TTarget
): Integer;
5862 if a
.Line
and not b
.Line
then // A íà ëèíèè îãíÿ
5865 if not a
.Line
and b
.Line
then // B íà ëèíèè îãíÿ
5867 else // È A, è B íà ëèíèè èëè íå íà ëèíèè îãíÿ
5868 if (a
.Line
and b
.Line
) or ((not a
.Line
) and (not b
.Line
)) then
5870 if a
.Dist
> b
.Dist
then // B áëèæå
5872 else // A áëèæå èëè ðàâíîóäàëåííî ñ B
5875 else // Ñòðàííî -> A
5880 a
, x1
, y1
, x2
, y2
: Integer;
5881 targets
: TTargetRecord
;
5883 Target
, BestTarget
: TTarget
;
5884 firew
, fireh
: Integer;
5888 vsPlayer
, vsMonster
, ok
: Boolean;
5890 vsPlayer
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
);
5891 vsMonster
:= LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
);
5893 // Åñëè òåêóùåå îðóæèå íå òî, ÷òî íóæíî, òî ìåíÿåì:
5894 if FCurrWeap
<> FSelectedWeapon
then
5897 // Åñëè íóæíî ñòðåëÿòü è íóæíîå îðóæèå, òî íàæàòü "Ñòðåëÿòü":
5898 if (GetAIFlag('NEEDFIRE') <> '') and (FCurrWeap
= FSelectedWeapon
) then
5900 RemoveAIFlag('NEEDFIRE');
5903 WEAPON_PLASMA
, WEAPON_SUPERPULEMET
, WEAPON_CHAINGUN
: PressKey(KEY_FIRE
, 20);
5904 WEAPON_SAW
, WEAPON_KASTET
, WEAPON_MEGAKASTET
: PressKey(KEY_FIRE
, 40);
5905 else PressKey(KEY_FIRE
);
5909 // Êîîðäèíàòû ñòâîëà:
5910 x1
:= FObj
.X
+ WEAPONPOINT
[FDirection
].X
;
5911 y1
:= FObj
.Y
+ WEAPONPOINT
[FDirection
].Y
;
5913 Target
.UID
:= FTargetUID
;
5916 if Target
.UID
<> 0 then
5917 begin // Öåëü åñòü - íàñòðàèâàåì
5918 if (g_GetUIDType(Target
.UID
) = UID_PLAYER
) and
5921 with g_Player_Get(Target
.UID
) do
5923 if (@FObj
) <> nil then
5930 Target
.cX
:= Target
.X
+ PLAYER_RECT_CX
;
5931 Target
.cY
:= Target
.Y
+ PLAYER_RECT_CY
;
5932 Target
.Rect
:= PLAYER_RECT
;
5933 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
5934 Target
.Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
5935 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
5936 Target
.IsPlayer
:= True;
5940 if (g_GetUIDType(Target
.UID
) = UID_MONSTER
) and
5943 mon
:= g_Monsters_Get(Target
.UID
);
5946 Target
.X
:= mon
.Obj
.X
;
5947 Target
.Y
:= mon
.Obj
.Y
;
5949 Target
.cX
:= Target
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
5950 Target
.cY
:= Target
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
5951 Target
.Rect
:= mon
.Obj
.Rect
;
5952 Target
.Visible
:= g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
);
5953 Target
.Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
5954 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
5955 Target
.IsPlayer
:= False;
5962 begin // Öåëè íåò - îáíóëÿåì
5967 Target
.Visible
:= False;
5968 Target
.Line
:= False;
5969 Target
.IsPlayer
:= False;
5974 // Åñëè öåëü íå âèäèìà èëè íå íà ëèíèè îãíÿ, òî èùåì âñå âîçìîæíûå öåëè:
5975 if (not Target
.Line
) or (not Target
.Visible
) then
5979 for a
:= 0 to High(gPlayers
) do
5980 if (gPlayers
[a
] <> nil) and (gPlayers
[a
].Live
) and
5981 (gPlayers
[a
].FUID
<> FUID
) and
5982 (not SameTeam(FUID
, gPlayers
[a
].FUID
)) and
5983 (not gPlayers
[a
].NoTarget
) and
5984 (gPlayers
[a
].FMegaRulez
[MR_INVIS
] < gTime
) then
5986 if not TargetOnScreen(gPlayers
[a
].FObj
.X
+ PLAYER_RECT
.X
,
5987 gPlayers
[a
].FObj
.Y
+ PLAYER_RECT
.Y
) then
5990 x2
:= gPlayers
[a
].FObj
.X
+ PLAYER_RECT_CX
;
5991 y2
:= gPlayers
[a
].FObj
.Y
+ PLAYER_RECT_CY
;
5993 // Åñëè èãðîê íà ýêðàíå è íå ïðèêðûò ñòåíîé:
5994 if g_TraceVector(x1
, y1
, x2
, y2
) then
5996 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
5997 SetLength(targets
, Length(targets
)+1);
5998 with targets
[High(targets
)] do
6000 UID
:= gPlayers
[a
].FUID
;
6001 X
:= gPlayers
[a
].FObj
.X
;
6002 Y
:= gPlayers
[a
].FObj
.Y
;
6005 Rect
:= PLAYER_RECT
;
6006 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6007 Line
:= (y1
+4 < Target
.Y
+PLAYER_RECT
.Y
+PLAYER_RECT
.Height
) and
6008 (y1
-4 > Target
.Y
+PLAYER_RECT
.Y
);
6016 if vsMonster
and (gMonsters
<> nil) then
6017 for a
:= 0 to High(gMonsters
) do
6018 if (gMonsters
[a
] <> nil) and (gMonsters
[a
].Live
) and
6019 (gMonsters
[a
].MonsterType
<> MONSTER_BARREL
) then
6021 mon
:= gMonsters
[a
];
6023 if not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
6024 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
) then
6027 x2
:= mon
.Obj
.X
+ mon
.Obj
.Rect
.X
+ (mon
.Obj
.Rect
.Width
div 2);
6028 y2
:= mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
+ (mon
.Obj
.Rect
.Height
div 2);
6030 // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé:
6031 if g_TraceVector(x1
, y1
, x2
, y2
) then
6033 // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé:
6034 SetLength(targets
, Length(targets
)+1);
6035 with targets
[High(targets
)] do
6042 Rect
:= mon
.Obj
.Rect
;
6043 Dist
:= g_PatchLength(x1
, y1
, x2
, y2
);
6044 Line
:= (y1
+4 < Target
.Y
+ mon
.Obj
.Rect
.Y
+ mon
.Obj
.Rect
.Height
) and
6045 (y1
-4 > Target
.Y
+ mon
.Obj
.Rect
.Y
);
6053 // Åñëè åñòü âîçìîæíûå öåëè:
6054 // (Âûáèðàåì ëó÷øóþ, ìåíÿåì îðóæèå è áåæèì ê íåé/îò íåå)
6055 if targets
<> nil then
6057 // Âûáèðàåì íàèëó÷øóþ öåëü:
6058 BestTarget
:= targets
[0];
6059 if Length(targets
) > 1 then
6060 for a
:= 1 to High(targets
) do
6061 if Compare(BestTarget
, targets
[a
]) = 1 then
6062 BestTarget
:= targets
[a
];
6064 // Åñëè ëó÷øàÿ öåëü "âèäíåå" òåêóùåé, òî òåêóùàÿ := ëó÷øàÿ:
6065 if ((not Target
.Visible
) and BestTarget
.Visible
and (Target
.UID
<> BestTarget
.UID
)) or
6066 ((not Target
.Line
) and BestTarget
.Line
and BestTarget
.Visible
) then
6068 Target
:= BestTarget
;
6070 if (Healthy() = 3) or ((Healthy() = 2)) then
6071 begin // Åñëè çäîðîâû - äîãîíÿåì
6072 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6073 SetAIFlag('GORIGHT', '1');
6074 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6075 SetAIFlag('GOLEFT', '1');
6078 begin // Åñëè ïîáèòû - óáåãàåì
6079 if ((RunDirection() = D_LEFT
) and (Target
.X
< FObj
.X
)) then
6080 SetAIFlag('GORIGHT', '1');
6081 if ((RunDirection() = D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6082 SetAIFlag('GOLEFT', '1');
6085 // Âûáèðàåì îðóæèå íà îñíîâå ðàññòîÿíèÿ è ïðèîðèòåòîâ:
6086 SelectWeapon(Abs(x1
-Target
.cX
));
6091 // (Äîãîíÿåì/óáåãàåì, ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëè)
6092 // (Åñëè öåëü äàëåêî, òî õâàòèò ñëåäèòü çà íåé)
6093 if Target
.UID
<> 0 then
6095 if not TargetOnScreen(Target
.X
+ Target
.Rect
.X
,
6096 Target
.Y
+ Target
.Rect
.Y
) then
6097 begin // Öåëü ñáåæàëà ñ "ýêðàíà"
6098 if (Healthy() = 3) or ((Healthy() = 2)) then
6099 begin // Åñëè çäîðîâû - äîãîíÿåì
6100 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6101 SetAIFlag('GORIGHT', '1');
6102 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6103 SetAIFlag('GOLEFT', '1');
6106 begin // Åñëè ïîáèòû - çàáûâàåì î öåëè è óáåãàåì
6108 if ((RunDirection() = D_LEFT
) and (Target
.X
< FObj
.X
)) then
6109 SetAIFlag('GORIGHT', '1');
6110 if ((RunDirection() = D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6111 SetAIFlag('GOLEFT', '1');
6115 begin // Öåëü ïîêà íà "ýêðàíå"
6116 // Åñëè öåëü íå çàãîðîæåíà ñòåíîé, òî îòìå÷àåì, êîãäà åå âèäåëè:
6117 if g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6118 FLastVisible
:= gTime
;
6119 // Åñëè ðàçíèöà âûñîò íå âåëèêà, òî äîãîíÿåì:
6120 if (Abs(FObj
.Y
-Target
.Y
) <= 128) then
6122 if ((RunDirection() = D_LEFT
) and (Target
.X
> FObj
.X
)) then
6123 SetAIFlag('GORIGHT', '1');
6124 if ((RunDirection() = D_RIGHT
) and (Target
.X
< FObj
.X
)) then
6125 SetAIFlag('GOLEFT', '1');
6129 // Âûáèðàåì óãîë ââåðõ:
6130 if FDirection
= D_LEFT
then
6131 angle
:= ANGLE_LEFTUP
6133 angle
:= ANGLE_RIGHTUP
;
6135 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6136 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6138 // Åñëè ïðè óãëå ââåðõ ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6139 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6140 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128), //96
6141 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6142 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6143 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6144 begin // òî íóæíî ñòðåëÿòü ââåðõ
6145 SetAIFlag('NEEDFIRE', '1');
6146 SetAIFlag('NEEDSEEUP', '1');
6149 // Âûáèðàåì óãîë âíèç:
6150 if FDirection
= D_LEFT
then
6151 angle
:= ANGLE_LEFTDOWN
6153 angle
:= ANGLE_RIGHTDOWN
;
6155 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6156 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6158 // Åñëè ïðè óãëå âíèç ìîæíî ïîïàñòü â ïðèáëèçèòåëüíîå ïîëîæåíèå öåëè:
6159 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6160 Target
.X
+Target
.Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6161 Target
.Y
+Target
.Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6162 Target
.Rect
.Width
, Target
.Rect
.Height
) and
6163 g_TraceVector(x1
, y1
, Target
.cX
, Target
.cY
) then
6164 begin // òî íóæíî ñòðåëÿòü âíèç
6165 SetAIFlag('NEEDFIRE', '1');
6166 SetAIFlag('NEEDSEEDOWN', '1');
6169 // Åñëè öåëü âèäíî è îíà íà òàêîé æå âûñîòå:
6170 if Target
.Visible
and
6171 (y1
+4 < Target
.Y
+Target
.Rect
.Y
+Target
.Rect
.Height
) and
6172 (y1
-4 > Target
.Y
+Target
.Rect
.Y
) then
6174 // Åñëè èäåì â ñòîðîíó öåëè, òî íàäî ñòðåëÿòü:
6175 if ((FDirection
= D_LEFT
) and (Target
.X
< FObj
.X
)) or
6176 ((FDirection
= D_RIGHT
) and (Target
.X
> FObj
.X
)) then
6177 begin // òî íóæíî ñòðåëÿòü âïåðåä
6178 SetAIFlag('NEEDFIRE', '1');
6179 SetAIFlag('NEEDSEEDOWN', '');
6180 SetAIFlag('NEEDSEEUP', '');
6182 // Åñëè öåëü â ïðåäåëàõ "ýêðàíà" è ñëîæíîñòü ïîçâîëÿåò ïðûæêè ñáëèæåíèÿ:
6183 if Abs(FObj
.X
-Target
.X
) < Trunc(gPlayerScreenSize
.X
*0.75) then
6184 if GetRnd(FDifficult
.CloseJump
) then
6185 begin // òî åñëè ïîâåçåò - ïðûãàåì (îñîáåííî, åñëè áëèçêî)
6186 if Abs(FObj
.X
-Target
.X
) < 128 then
6190 if Random(a
) = 0 then
6191 SetAIFlag('NEEDJUMP', '1');
6195 // Åñëè öåëü âñå åùå åñòü:
6196 if Target
.UID
<> 0 then
6197 if gTime
-FLastVisible
> 2000 then // Åñëè âèäåëè äàâíî
6198 Target
.UID
:= 0 // òî çàáûòü öåëü
6199 else // Åñëè âèäåëè íåäàâíî
6200 begin // íî öåëü óáèëè
6201 if Target
.IsPlayer
then
6202 begin // Öåëü - èãðîê
6203 pla
:= g_Player_Get(Target
.UID
);
6204 if (pla
= nil) or (not pla
.Live
) or pla
.NoTarget
or
6205 (pla
.FMegaRulez
[MR_INVIS
] >= gTime
) then
6206 Target
.UID
:= 0; // òî çàáûòü öåëü
6209 begin // Öåëü - ìîíñòð
6210 mon
:= g_Monsters_Get(Target
.UID
);
6211 if (mon
= nil) or (not mon
.Live
) then
6212 Target
.UID
:= 0; // òî çàáûòü öåëü
6215 end; // if Target.UID <> 0
6217 FTargetUID
:= Target
.UID
;
6219 // Åñëè âîçìîæíûõ öåëåé íåò:
6220 // (Àòàêà ÷åãî-íèáóäü ñëåâà èëè ñïðàâà)
6221 if targets
= nil then
6222 if GetAIFlag('ATTACKLEFT') <> '' then
6223 begin // Åñëè íóæíî àòàêîâàòü íàëåâî
6224 RemoveAIFlag('ATTACKLEFT');
6226 SetAIFlag('NEEDJUMP', '1');
6228 if RunDirection() = D_RIGHT
then
6229 begin // Èäåì íå â òó ñòîðîíó
6230 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6231 begin // Åñëè çäîðîâû, òî, âîçìîæíî, ñòðåëÿåì áåæèì âëåâî è ñòðåëÿåì
6232 SetAIFlag('NEEDFIRE', '1');
6233 SetAIFlag('GOLEFT', '1');
6237 begin // Èäåì â íóæíóþ ñòîðîíó
6238 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6239 SetAIFlag('NEEDFIRE', '1');
6240 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6241 SetAIFlag('GORIGHT', '1');
6245 if GetAIFlag('ATTACKRIGHT') <> '' then
6246 begin // Åñëè íóæíî àòàêîâàòü íàïðàâî
6247 RemoveAIFlag('ATTACKRIGHT');
6249 SetAIFlag('NEEDJUMP', '1');
6251 if RunDirection() = D_LEFT
then
6252 begin // Èäåì íå â òó ñòîðîíó
6253 if (Healthy() > 1) and GetRnd(FDifficult
.InvisFire
) then
6254 begin // Åñëè çäîðîâû, òî, âîçìîæíî, áåæèì âïðàâî è ñòðåëÿåì
6255 SetAIFlag('NEEDFIRE', '1');
6256 SetAIFlag('GORIGHT', '1');
6261 if GetRnd(FDifficult
.InvisFire
) then // Âîçìîæíî, ñòðåëÿåì âñëåïóþ
6262 SetAIFlag('NEEDFIRE', '1');
6263 if Healthy() <= 1 then // Ïîáèòû - óáåãàåì
6264 SetAIFlag('GOLEFT', '1');
6268 // Åñëè åñòü âîçìîæíûå öåëè:
6269 // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
6270 if (targets
<> nil) and (GetAIFlag('NEEDFIRE') <> '') then
6271 for a
:= 0 to High(targets
) do
6273 // Åñëè ìîæåì ñòðåëÿòü ïî äèàãîíàëè:
6274 if GetRnd(FDifficult
.DiagFire
) then
6276 // Èùåì öåëü ñâåðõó è ñòðåëÿåì, åñëè åñòü:
6277 if FDirection
= D_LEFT
then
6278 angle
:= ANGLE_LEFTUP
6280 angle
:= ANGLE_RIGHTUP
;
6282 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6283 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6285 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6286 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6287 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6288 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6289 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6291 SetAIFlag('NEEDFIRE', '1');
6292 SetAIFlag('NEEDSEEUP', '1');
6295 // Èùåì öåëü ñíèçó è ñòðåëÿåì, åñëè åñòü:
6296 if FDirection
= D_LEFT
then
6297 angle
:= ANGLE_LEFTDOWN
6299 angle
:= ANGLE_RIGHTDOWN
;
6301 firew
:= Trunc(Cos(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6302 fireh
:= Trunc(Sin(DegToRad(-angle
))*gPlayerScreenSize
.X
*0.6);
6304 if g_CollideLine(x1
, y1
, x1
+firew
, y1
+fireh
,
6305 targets
[a
].X
+targets
[a
].Rect
.X
+GetInterval(FDifficult
.DiagPrecision
, 128),
6306 targets
[a
].Y
+targets
[a
].Rect
.Y
+GetInterval(FDifficult
.DiagPrecision
, 128),
6307 targets
[a
].Rect
.Width
, targets
[a
].Rect
.Height
) and
6308 g_TraceVector(x1
, y1
, targets
[a
].cX
, targets
[a
].cY
) then
6310 SetAIFlag('NEEDFIRE', '1');
6311 SetAIFlag('NEEDSEEDOWN', '1');
6315 // Åñëè öåëü "ïåðåä íîñîì", òî ñòðåëÿåì:
6316 if targets
[a
].Line
and targets
[a
].Visible
and
6317 (((FDirection
= D_LEFT
) and (targets
[a
].X
< FObj
.X
)) or
6318 ((FDirection
= D_RIGHT
) and (targets
[a
].X
> FObj
.X
))) then
6320 SetAIFlag('NEEDFIRE', '1');
6325 // Åñëè ëåòèò ïóëÿ, òî, âîçìîæíî, ïîäïðûãèâàåì:
6326 if g_Weapon_Danger(FUID
, FObj
.X
+PLAYER_RECT
.X
, FObj
.Y
+PLAYER_RECT
.Y
,
6327 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
,
6328 40+GetInterval(FDifficult
.Cover
, 40)) then
6329 SetAIFlag('NEEDJUMP', '1');
6331 // Åñëè êîí÷èëèñü ïàòîðíû, òî íóæíî ñìåíèòü îðóæèå:
6332 ammo
:= GetAmmoByWeapon(FCurrWeap
);
6333 if ((FCurrWeap
= WEAPON_SHOTGUN2
) and (ammo
< 2)) or
6334 ((FCurrWeap
= WEAPON_BFG
) and (ammo
< 40)) or
6336 SetAIFlag('SELECTWEAPON', '1');
6338 // Åñëè íóæíî ñìåíèòü îðóæèå, òî âûáèðàåì íóæíîå:
6339 if GetAIFlag('SELECTWEAPON') = '1' then
6342 RemoveAIFlag('SELECTWEAPON');
6346 procedure TBot
.Update();
6359 // Ïðîâåðÿåì, îòêëþ÷¸í ëè AI áîòîâ
6360 if (g_debug_BotAIOff
= 1) and (Team
= TEAM_RED
) then
6362 if (g_debug_BotAIOff
= 2) and (Team
= TEAM_BLUE
) then
6364 if g_debug_BotAIOff
= 3 then
6377 procedure TBot
.ReleaseKey(Key
: Byte);
6386 function TBot
.KeyPressed(Key
: Word): Boolean;
6388 Result
:= FKeys
[Key
].Pressed
;
6391 function TBot
.GetAIFlag(fName
: String20
): String20
;
6397 fName
:= LowerCase(fName
);
6399 if FAIFlags
<> nil then
6400 for a
:= 0 to High(FAIFlags
) do
6401 if LowerCase(FAIFlags
[a
].Name
) = fName
then
6403 Result
:= FAIFlags
[a
].Value
;
6408 procedure TBot
.RemoveAIFlag(fName
: String20
);
6412 if FAIFlags
= nil then Exit
;
6414 fName
:= LowerCase(fName
);
6416 for a
:= 0 to High(FAIFlags
) do
6417 if LowerCase(FAIFlags
[a
].Name
) = fName
then
6419 if a
<> High(FAIFlags
) then
6420 for b
:= a
to High(FAIFlags
)-1 do
6421 FAIFlags
[b
] := FAIFlags
[b
+1];
6423 SetLength(FAIFlags
, Length(FAIFlags
)-1);
6428 procedure TBot
.SetAIFlag(fName
, fValue
: String20
);
6436 fName
:= LowerCase(fName
);
6438 if FAIFlags
<> nil then
6439 for a
:= 0 to High(FAIFlags
) do
6440 if LowerCase(FAIFlags
[a
].Name
) = fName
then
6446 if ok
then FAIFlags
[a
].Value
:= fValue
6449 SetLength(FAIFlags
, Length(FAIFlags
)+1);
6450 with FAIFlags
[High(FAIFlags
)] do
6458 procedure TBot
.UpdateMove
;
6460 procedure GoLeft(Time
: Word = 1);
6462 ReleaseKey(KEY_LEFT
);
6463 ReleaseKey(KEY_RIGHT
);
6464 PressKey(KEY_LEFT
, Time
);
6465 SetDirection(D_LEFT
);
6468 procedure GoRight(Time
: Word = 1);
6470 ReleaseKey(KEY_LEFT
);
6471 ReleaseKey(KEY_RIGHT
);
6472 PressKey(KEY_RIGHT
, Time
);
6473 SetDirection(D_RIGHT
);
6476 function Rnd(a
: Word): Boolean;
6478 Result
:= Random(a
) = 0;
6481 procedure Turn(Time
: Word = 1200);
6483 if RunDirection() = D_LEFT
then GoRight(Time
) else GoLeft(Time
);
6488 ReleaseKey(KEY_LEFT
);
6489 ReleaseKey(KEY_RIGHT
);
6492 function CanRunLeft(): Boolean;
6494 Result
:= not CollideLevel(-1, 0);
6497 function CanRunRight(): Boolean;
6499 Result
:= not CollideLevel(1, 0);
6502 function CanRun(): Boolean;
6504 if RunDirection() = D_LEFT
then Result
:= CanRunLeft() else Result
:= CanRunRight();
6507 procedure Jump(Time
: Word = 30);
6509 PressKey(KEY_JUMP
, Time
);
6512 function NearHole(): Boolean;
6516 { TODO 5 : Ëåñòíèöû }
6517 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
6518 for x
:= 1 to PLAYER_RECT
.Width
do
6519 if (not StayOnStep(x
*sx
, 0)) and
6520 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6521 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6530 function BorderHole(): Boolean;
6534 { TODO 5 : Ëåñòíèöû }
6535 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
6536 for x
:= 1 to PLAYER_RECT
.Width
do
6537 if (not StayOnStep(x
*sx
, 0)) and
6538 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6539 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6541 for xx
:= x
to x
+32 do
6542 if CollideLevel(xx
*sx
, PLAYER_RECT
.Height
) then
6552 function NearDeepHole(): Boolean;
6558 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
6561 for x
:= 1 to PLAYER_RECT
.Width
do
6562 if (not StayOnStep(x
*sx
, 0)) and
6563 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
)) and
6564 (not CollideLevel(x
*sx
, PLAYER_RECT
.Height
*2)) then
6566 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6568 if CollideLevel(x
*sx
, PLAYER_RECT
.Height
*y
) then Exit
;
6573 end else Result
:= False;
6576 function OverDeepHole(): Boolean;
6583 while FObj
.Y
+y
*PLAYER_RECT
.Height
< gMapInfo
.Height
do
6585 if CollideLevel(0, PLAYER_RECT
.Height
*y
) then Exit
;
6592 function OnGround(): Boolean;
6594 Result
:= StayOnStep(0, 0) or CollideLevel(0, 1);
6597 function OnLadder(): Boolean;
6599 Result
:= FullInStep(0, 0);
6602 function BelowLadder(): Boolean;
6604 Result
:= (FullInStep(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) and
6605 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6606 (FullInStep(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) and
6607 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6610 function BelowLiftUp(): Boolean;
6612 Result
:= ((FullInLift(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
) = -1) and
6613 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -PLAYER_RECT
.Height
)) or
6614 ((FullInLift(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
) = -1) and
6615 not CollideLevel(IfThen(RunDirection() = D_LEFT
, -1, 1)*(PLAYER_RECT
.Width
div 2), -BOT_MAXJUMP
));
6618 function OnTopLift(): Boolean;
6620 Result
:= (FullInLift(0, 0) = -1) and (FullInLift(0, -32) = 0);
6623 function CanJumpOver(): Boolean;
6627 sx
:= IfThen(RunDirection() = D_LEFT
, -1, 1);
6631 if not CollideLevel(sx
, 0) then Exit
;
6633 for y
:= 1 to BOT_MAXJUMP
do
6634 if CollideLevel(0, -y
) then Exit
else
6635 if not CollideLevel(sx
, -y
) then
6642 function CanJumpUp(Dist
: ShortInt): Boolean;
6649 if CollideLevel(Dist
, 0) then Exit
;
6652 for y
:= 0 to BOT_MAXJUMP
do
6653 if CollideLevel(Dist
, -y
) then
6662 for yy
:= y
+1 to BOT_MAXJUMP
do
6663 if not CollideLevel(Dist
, -yy
) then
6672 for y
:= 0 to BOT_MAXJUMP
do
6673 if CollideLevel(0, -y
) then
6681 if y
< yy
then Exit
;
6686 function IsSafeTrigger(): Boolean;
6691 if gTriggers
= nil then
6693 for a
:= 0 to High(gTriggers
) do
6694 if Collide(gTriggers
[a
].X
,
6697 gTriggers
[a
].Height
) and
6698 (gTriggers
[a
].TriggerType
in [TRIGGER_EXIT
, TRIGGER_CLOSEDOOR
,
6699 TRIGGER_CLOSETRAP
, TRIGGER_TRAP
,
6700 TRIGGER_PRESS
, TRIGGER_ON
, TRIGGER_OFF
,
6701 TRIGGER_ONOFF
, TRIGGER_SPAWNMONSTER
,
6702 TRIGGER_DAMAGE
, TRIGGER_SHOT
]) then
6707 // Âîçìîæíî, íàæèìàåì êíîïêó:
6708 if Rnd(16) and IsSafeTrigger() then
6711 // Åñëè ïîä ëèôòîì èëè ñòóïåíüêàìè, òî, âîçìîæíî, ïðûãàåì:
6712 if OnLadder() or ((BelowLadder() or BelowLiftUp()) and Rnd(8)) then
6714 ReleaseKey(KEY_LEFT
);
6715 ReleaseKey(KEY_RIGHT
);
6719 // Èäåì âëåâî, åñëè íàäî áûëî:
6720 if GetAIFlag('GOLEFT') <> '' then
6722 RemoveAIFlag('GOLEFT');
6723 if CanRunLeft() then
6727 // Èäåì âïðàâî, åñëè íàäî áûëî:
6728 if GetAIFlag('GORIGHT') <> '' then
6730 RemoveAIFlag('GORIGHT');
6731 if CanRunRight() then
6735 // Åñëè âûëåòåëè çà êàðòó, òî ïðîáóåì âåðíóòüñÿ:
6736 if FObj
.X
< -32 then
6739 if FObj
.X
+32 > gMapInfo
.Width
then
6742 // Ïðûãàåì, åñëè íàäî áûëî:
6743 if GetAIFlag('NEEDJUMP') <> '' then
6746 RemoveAIFlag('NEEDJUMP');
6749 // Ñìîòðèì ââåðõ, åñëè íàäî áûëî:
6750 if GetAIFlag('NEEDSEEUP') <> '' then
6753 ReleaseKey(KEY_DOWN
);
6754 PressKey(KEY_UP
, 20);
6755 RemoveAIFlag('NEEDSEEUP');
6758 // Ñìîòðèì âíèç, åñëè íàäî áûëî:
6759 if GetAIFlag('NEEDSEEDOWN') <> '' then
6762 ReleaseKey(KEY_DOWN
);
6763 PressKey(KEY_DOWN
, 20);
6764 RemoveAIFlag('NEEDSEEDOWN');
6767 // Åñëè íóæíî áûëî â äûðó è ìû íå íà çåìëå, òî ïîêîðíî ëåòèì:
6768 if GetAIFlag('GOINHOLE') <> '' then
6769 if not OnGround() then
6771 ReleaseKey(KEY_LEFT
);
6772 ReleaseKey(KEY_RIGHT
);
6773 RemoveAIFlag('GOINHOLE');
6774 SetAIFlag('FALLINHOLE', '1');
6777 // Åñëè ïàäàëè è äîñòèãëè çåìëè, òî õâàòèò ïàäàòü:
6778 if GetAIFlag('FALLINHOLE') <> '' then
6780 RemoveAIFlag('FALLINHOLE');
6782 // Åñëè ëåòåëè ïðÿìî è ñåé÷àñ íå íà ëåñòíèöå èëè íà âåðøèíå ëèôòà, òî îòõîäèì â ñòîðîíó:
6783 if not (KeyPressed(KEY_LEFT
) or KeyPressed(KEY_RIGHT
)) then
6784 if GetAIFlag('FALLINHOLE') = '' then
6785 if (not OnLadder()) or (FObj
.Vel
.Y
>= 0) or (OnTopLift()) then
6791 // Åñëè íà çåìëå è ìîæíî ïîäïðûãíóòü, òî, âîçìîæíî, ïðûãàåì:
6793 CanJumpUp(IfThen(RunDirection() = D_LEFT
, -1, 1)*32) and
6797 // Åñëè íà çåìëå è âîçëå äûðû (ãëóáèíà > 2 ðîñòîâ èãðîêà):
6798 if OnGround() and NearHole() then
6799 if NearDeepHole() then // Åñëè ýòî áåçäíà
6801 0..3: Turn(); // Áåæèì îáðàòíî
6802 4: Jump(); // Ïðûãàåì
6803 5: begin // Ïðûãàåì îáðàòíî
6808 else // Ýòî íå áåçäíà è ìû åùå íå ëåòèì òóäà
6809 if GetAIFlag('GOINHOLE') = '' then
6811 0: Turn(); // Íå íóæíî òóäà
6812 1: Jump(); // Âäðóã ïîâåçåò - ïðûãàåì
6813 else // Åñëè ÿìà ñ ãðàíèöåé, òî ïðè ñëó÷àå ìîæíî òóäà ïðûãíóòü
6814 if BorderHole() then
6815 SetAIFlag('GOINHOLE', '1');
6818 // Åñëè íà çåìëå, íî íåêóäà èäòè:
6819 if (not CanRun()) and OnGround() then
6821 // Åñëè ìû íà ëåñòíèöå èëè ìîæíî ïåðåïðûãíóòü, òî ïðûãàåì:
6822 if CanJumpOver() or OnLadder() then
6824 else // èíà÷å ïîïûòàåìñÿ â äðóãóþ ñòîðîíó
6825 if Random(2) = 0 then
6827 if IsSafeTrigger() then
6833 // Îñòàëîñü ìàëî âîçäóõà:
6834 if FAir
< 36 * 2 then
6837 // Âûáèðàåìñÿ èç êèñëîòû, åñëè íåò êîñòþìà, îáîæãëèñü, èëè ìàëî çäîðîâüÿ:
6838 if (FMegaRulez
[MR_SUIT
] < gTime
) and ((FLastHit
= HIT_ACID
) or (Healthy() <= 1)) then
6839 if BodyInAcid(0, 0) then
6843 function TBot
.FullInStep(XInc
, YInc
: Integer): Boolean;
6845 Result
:= g_Map_CollidePanel(FObj
.X
+PLAYER_RECT
.X
+XInc
, FObj
.Y
+PLAYER_RECT
.Y
+YInc
,
6846 PLAYER_RECT
.Width
, PLAYER_RECT
.Height
, PANEL_STEP
, False);
6849 {function TBot.NeedItem(Item: Byte): Byte;
6854 procedure TBot
.SelectWeapon(Dist
: Integer);
6858 function HaveAmmo(weapon
: Byte): Boolean;
6861 WEAPON_PISTOL
: Result
:= FAmmo
[A_BULLETS
] >= 1;
6862 WEAPON_SHOTGUN1
: Result
:= FAmmo
[A_SHELLS
] >= 1;
6863 WEAPON_SHOTGUN2
: Result
:= FAmmo
[A_SHELLS
] >= 2;
6864 WEAPON_CHAINGUN
: Result
:= FAmmo
[A_BULLETS
] >= 10;
6865 WEAPON_ROCKETLAUNCHER
: Result
:= FAmmo
[A_ROCKETS
] >= 1;
6866 WEAPON_PLASMA
: Result
:= FAmmo
[A_CELLS
] >= 10;
6867 WEAPON_BFG
: Result
:= FAmmo
[A_CELLS
] >= 40;
6868 WEAPON_SUPERPULEMET
: Result
:= FAmmo
[A_SHELLS
] >= 1;
6869 else Result
:= True;
6874 if Dist
= -1 then Dist
:= BOT_LONGDIST
;
6876 if Dist
> BOT_LONGDIST
then
6877 begin // Äàëüíèé áîé
6879 if FWeapon
[FDifficult
.WeaponPrior
[a
]] and HaveAmmo(FDifficult
.WeaponPrior
[a
]) then
6881 FSelectedWeapon
:= FDifficult
.WeaponPrior
[a
];
6885 else //if Dist > BOT_UNSAFEDIST then
6886 begin // Áëèæíèé áîé
6888 if FWeapon
[FDifficult
.CloseWeaponPrior
[a
]] and HaveAmmo(FDifficult
.CloseWeaponPrior
[a
]) then
6890 FSelectedWeapon
:= FDifficult
.CloseWeaponPrior
[a
];
6897 if FWeapon[FDifficult.SafeWeaponPrior[a]] and HaveAmmo(FDifficult.SafeWeaponPrior[a]) then
6899 FSelectedWeapon := FDifficult.SafeWeaponPrior[a];
6905 function TBot
.PickItem(ItemType
: Byte; force
: Boolean; var remove
: Boolean): Boolean;
6907 Result
:= inherited PickItem(ItemType
, force
, remove
);
6909 if Result
then SetAIFlag('SELECTWEAPON', '1');
6912 function TBot
.Heal(value
: Word; Soft
: Boolean): Boolean;
6914 Result
:= inherited Heal(value
, Soft
);
6917 function TBot
.Healthy(): Byte;
6919 if FMegaRulez
[MR_INVUL
] >= gTime
then Result
:= 3
6920 else if (FHealth
> 80) or ((FHealth
> 50) and (FArmor
> 20)) then Result
:= 3
6921 else if (FHealth
> 50) then Result
:= 2
6922 else if (FHealth
> 20) then Result
:= 1
6926 function TBot
.TargetOnScreen(TX
, TY
: Integer): Boolean;
6928 Result
:= (Abs(FObj
.X
-TX
) <= Trunc(gPlayerScreenSize
.X
*0.6)) and
6929 (Abs(FObj
.Y
-TY
) <= Trunc(gPlayerScreenSize
.Y
*0.6));
6932 procedure TBot
.OnDamage(Angle
: SmallInt);
6940 if (Angle
= 0) or (Angle
= 180) then
6943 if (g_GetUIDType(FLastSpawnerUID
) = UID_PLAYER
) and
6944 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSPLAYER
) then
6946 pla
:= g_Player_Get(FLastSpawnerUID
);
6947 ok
:= not TargetOnScreen(pla
.FObj
.X
+ PLAYER_RECT
.X
,
6948 pla
.FObj
.Y
+ PLAYER_RECT
.Y
);
6951 if (g_GetUIDType(FLastSpawnerUID
) = UID_MONSTER
) and
6952 LongBool(gGameSettings
.Options
and GAME_OPTION_BOTVSMONSTER
) then
6954 mon
:= g_Monsters_Get(FLastSpawnerUID
);
6955 ok
:= not TargetOnScreen(mon
.Obj
.X
+ mon
.Obj
.Rect
.X
,
6956 mon
.Obj
.Y
+ mon
.Obj
.Rect
.Y
);
6961 SetAIFlag('ATTACKLEFT', '1')
6963 SetAIFlag('ATTACKRIGHT', '1');
6967 function TBot
.RunDirection(): TDirection
;
6969 if Abs(Vel
.X
) >= 1 then
6971 if Vel
.X
> 0 then Result
:= D_RIGHT
else Result
:= D_LEFT
;
6973 Result
:= FDirection
;
6976 function TBot
.GetRnd(a
: Byte): Boolean;
6978 if a
= 0 then Result
:= False
6979 else if a
= 255 then Result
:= True
6980 else Result
:= Random(256) > 255-a
;
6983 function TBot
.GetInterval(a
: Byte; radius
: SmallInt): SmallInt;
6985 Result
:= Round((255-a
)/255*radius
*(Random(2)-1));
6988 procedure TBot
.SaveState(var Mem
: TBinMemoryWriter
);
6994 inherited SaveState(Mem
);
6996 // Âûáðàííîå îðóæèå:
6997 Mem
.WriteByte(FSelectedWeapon
);
6999 Mem
.WriteWord(FTargetUID
);
7000 // Âðåìÿ ïîòåðè öåëè:
7001 Mem
.WriteDWORD(FLastVisible
);
7002 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7003 dw
:= Length(FAIFlags
);
7006 for i
:= 0 to Integer(dw
)-1 do
7008 Mem
.WriteString(FAIFlags
[i
].Name
, 20);
7009 Mem
.WriteString(FAIFlags
[i
].Value
, 20);
7011 // Íàñòðîéêè ñëîæíîñòè:
7013 Mem
.WriteMemory(p
, SizeOf(TDifficult
));
7016 procedure TBot
.LoadState(var Mem
: TBinMemoryReader
);
7022 inherited LoadState(Mem
);
7024 // Âûáðàííîå îðóæèå:
7025 Mem
.ReadByte(FSelectedWeapon
);
7027 Mem
.ReadWord(FTargetUID
);
7028 // Âðåìÿ ïîòåðè öåëè:
7029 Mem
.ReadDWORD(FLastVisible
);
7030 // Êîëè÷åñòâî ôëàãîâ ÈÈ:
7032 SetLength(FAIFlags
, dw
);
7034 for i
:= 0 to Integer(dw
)-1 do
7036 Mem
.ReadString(FAIFlags
[i
].Name
);
7037 Mem
.ReadString(FAIFlags
[i
].Value
);
7039 // Íàñòðîéêè ñëîæíîñòè:
7040 Mem
.ReadMemory(p
, dw
);
7041 if dw
<> SizeOf(TDifficult
) then
7043 raise EBinSizeError
.Create('TBot.LoadState: Wrong FDifficult Size');
7045 FDifficult
:= TDifficult(p
^);